KurtisS Registered Member
Posts: 7
(10/4/05 5:23 pm) Reply
game of crucible
So we are planning on another game of crucible. Hoping to do a move every 24-48 hours. with the exception of holidays, and any business trips which are fine.
So far we have me, Rich, Stimpy, and Jeremy.
Anyone else in??
Imp's Left Hand
Posts: 645
(10/7/05 10:46 am) Reply
Re: game of crucible
I had hoped to GM the first sim. game (so I could develop a web application as-we-go for doing it). Unfortunately, I would not have time to do that - I can only afford to do my own moves in a normal game....
Rich
JerBear Registered Member
Posts: 497
(10/7/05 2:15 pm) Reply
I could do it...
I could probably GM the game at least for a while. In a pinch, I think the individual turn sections could be emailed to Imp in text format. Once he collects one from each player he emails them out to everyone and we take care of updating maps and stuff.
The ideal situation would be for mapview to be able to split off a single map or an image capture of a map so that we could email 6 of those out and not worry about a players mailbox betting smacked with 5 MB worth of map data at once!
In any case, I'd be willing to GM as it is now with no web tools, and as we go along we can make notes of what is needed and what isn't. I actually suspect GMing won't take too much longer than trying to negotiate deals with other players and plan out what types of moves to make - particularly under the consideration of simultaneous play!
JB
KurtisS Registered Member
Posts: 8
(10/7/05 10:52 pm) Reply
Re:
Sounds all good to me, we just need to get more people on board with this.
Kurtis.
boromir Field Marshall
Posts: 319
(10/9/05 10:03 pm) Reply
Re: Re:
as per my e-mailto many of you - I'm ready to jump in. Just give me a couple more weeks...
Pete
Boromir
JerBear Registered Member
Posts: 498
(10/10/05 1:34 pm) Reply
Crucible players
I think Stimp said he'd play too, so that gives us 4 plus myself. We can do a 4-player simultaneous game if no one else wants to play, and I'll GM it if you like.
Registered Member
Posts: 499
(10/13/05 11:15 pm) Reply
Simultaneous Game
Since we're going to play this as a simultaneous game, I wanted to work out the structure and details before we start. I've been thinking about how to play this via email the past couple days, and I wanted to layout my suggestions.
First since we have four players, two nations get left out. The rules suggest Hydra and Ra. Do we want to stick with this or drop a different pair? In addition, do you guys want to chose your nation or have me roll it out? Second question, do you want to allow alliances? They make much more sense in simultaneous games, though they will add some complexity. Your call.
Game stucture:
Phase 1: Trading
Everyone emails me what resources they're sending and to which player. I'll collect those and forward them back to everyone once I have all four in. Note that the rules have a Negotiation phase, but I think it's fair for me to assume it's complete once I receive four trade emails.
Phase 2: Purchases
As above, everyone email me purchases and remaining resources. I'm not sure if an updated map is neccesary at this point, but I will certainly send out the text of everyone's purchases before looking for combat movement.
Phase 3: Combat Moves
This is where things get tricky. I think a text version listing units, initiating territory, and destination territory would probably be best. If I receive four maps with arrows everywhere I'm likely to miss a couple of combat moves every so often. This way I can also include the text along with the updated map so that everyone can check for errors. Also, if your battles don't depend on what other people purchase, by all means go ahead and send it as quickly as you like. You may include it with your purchases if you like.
Phase 4: Combat
I haven't decided on the ideal way to do combat yet. For the majority of combat moves (especially early in the game) I think each player can roll their own combat and send me the text results of each battle (e.g. "Captured with 1 inf, 2 Harm remaining; Defeated with 1 inf, 1 arm remaining; Withdrawing with 3 inf, 1 ftr - defender has 5 inf, 1 arm."). However, there are a few special situations I can think of:
a) Attacker choices based on other battles
I'm not sure if this is a problem or not, but I can forsee some cases where a player might want to see the results of another player's battle prior to deciding which units to lose or whether to withdraw. This is especially the case if a territory of origin is simultaneously attacked. He might want to base his decision about a retreat on whether his territory was conquered. For this reason I think it may be best if the rolls from the battles do not go out to everyone until the combat round is over. On the other hand, the defending player should get to see what he's lost. Perhaps this isn't really an issue for most people and most cases. I think it would be fair for any player to request that the GM roll any battle (including one in which another player is attacking). In such a case I would wait for retreat and OOL orders before rolling. (Please give me comments on this.)
b) Multiple Players attacking one territory
Imp has laid out the rules for this pretty well. The implementation over email is the tricky part. The most straightforward way to handle it would be for me to roll the battle, though it would be slow since I'll need targets from each player for each round of combat. I can't really see a good way to do it otherwise, unless each player rolls a single round of combat of attacker only which designates the target nation. In such a case the rolls would have to go only to the GM until one round is complete.
c) Battles due to retreating forces
This is also noted in the rules and would be a result of one player losing his territory of origin. This would probably occur as a special phase after the Combat and before the NCM.
d) Attacks involving alliances
Imp stated that two allies may not attack the same territory (one must withdraw). Also, if two allies occupy one territory, the territory owner decides how losses are allocated. This may require some correspondence along the way since OOL is no longer completely straightforward.
Phase 5: Noncombat movement
I'll send out a map with all the combat results. NCM should occur just like combat movement. If you want, it would work well to include a note of unit placement and amount of income collected. This way we can condense a few phases and speed things up a bit. However, this would not be required as some people would prefer to decide on placement only after seeing everyone else's NCM. If all four emails include placement and collection notes, I'll include them in the map and make this the final update. Otherwise I'll send out a map without any collections or placement and wait until the remaining players send me theirs.
Phase 6: Placement and Collection
This is pretty straightforward. Again a text list would be ideal.
As a result I'll always send out maps after the combat movement phase, the combat results phase, and at the end of the round. If needed I can send one out after purchases, though I think that is generally not needed. I'll also send one out after NCM if I don't receive four placement listings in the NCM orders. Finally, I'll send one out after a possible re-occupation combat round.
Is all of that clear as mud? I'd be happy to receive comments and advice on how this thing should be run!
JB
boromir Field Marshall
Posts: 320
(10/21/05 12:42 am) Reply
Re: Crucible players
I should be good to go as of next week.. probably by Tuesday.
Registered Member
Posts: 500
(11/16/05 6:36 pm) Reply
Re: Crucible players
Hey guys,
Are we still doing this? I haven't been getting any responses to my emails and wanted to see if either this game is going to fall apart of if my email is somehow not going through.
JB
boromir Field Marshall
Posts: 328
(12/6/05 6:09 pm) Reply
Re: Crucible players
hmmm.. I propose we revisit this game early in January. Until then I am certainly not prepared to strat new stuff. To many holiday related things to deal with