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<blockquote data-quote="The_Universe" data-source="post: 2290933" data-attributes="member: 8944"><p><strong>Round-Up! (May 29 2005)</strong></p><p></p><p>Our first session is here and gone, and it went pretty well by most accounts. If you have questions or comments about the general session that can't be dealt with in a more specific thread, this is place to put them.</p><p> </p><p><strong>My thoughts:</strong> </p><p> </p><p>Table rules helped a bit, though they weren't followed as closely as I would have hoped, considering the effort and stress I put on their importance to me. Stay focused on the game even when it's not your turn (or if you're unconscious) and things will go faster, and everyone will be more aware of the basic situation in the game. So, as a reminder....</p><p> </p><p> </p><p> </p><p>Everyone agreed to these before we started playing - follow them. If you can't show *me* the slightest modicum of respect that they request, at least give the other players some consideration and pay attention to *them* when you're not in the spotlight. You've had almost a month to look over these and familiarize yourselves with them - the time for pleading ignorance has long passed.</p><p> </p><p>In a more general sense, I was pleased with the way the chase rules worked out - they're not perfect, but I think they worked better than trying to run the stage-coach chase at normal "miniatures" scale, which would basically have had us crossing the map every round. I think I'll keep them going - it might be worthwhile to see if there are other maneuvers that it might be useful to add to the current list. </p><p> </p><p>I bought a book on guns this weekend, with the intent of converting them to D20 Modern/Sidewinder statistics - as I get to them, I'll probably post a thread here. I think the options we have are good, but they're hardly exhaustive - and it's not hard to gin up game stats for such things. </p><p> </p><p>I thought the cardboard horses worked fairly well, as they could be removed from the map relatively quickly - they don't stand up to water, though - we'll need to make more before we play next. </p><p> </p><p>Everything else went much as I expected, although I would remind you all (just in case it wasn't clear) that not every obstacle in the game is surmountable in obvious ways (and some are entirely insurmountable by design). In such cases, extreme creativity tempered by a working knowledge of the setting/history are probably the only ways in which you can crash through the hedgerows of the game. If you don't already possess a working knowledge of the basic facts of the setting (which is fine - I don't expect you to) make sure to look before you leap (or ask me questions which may be important before you act <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). </p><p> </p><p>Succeeding at a skill check does not necessarily mean that you've altered a situation so as to bring it under your control - it just means you've succeeded at the skill check, which can be both good and bad (Convincing the Apaches that the Cavalry is coming is just as likely to mean they'll decide they don't have time to take prisoners and <em>kill you</em> than it is to mean they'll retreat wildly - If the Cavalry is coming to kill them anyway, why leave you alive?).</p><p> </p><p>So, good game! Character interaction was pretty good, though I do smell trouble brewing with our young thief. He's liable to get shot in the back once it's found out that he deprived a young woman of a vital part of her defenses in the midst of an Apache camp... </p><p> </p><p>I look forward to playing again soon(ish). I think next weekend may be out for a large(r) number of people - but time will tell. Saturday night is definitely out, but keep me abreast of plans, etc. so we can gear up if we need to, or not if we don't. </p><p> </p><p>NEXT TIME: Trouble at Fort Union</p><p style="text-align: left"></p> <p style="text-align: left"></p></blockquote><p></p>
[QUOTE="The_Universe, post: 2290933, member: 8944"] [b]Round-Up! (May 29 2005)[/b] Our first session is here and gone, and it went pretty well by most accounts. If you have questions or comments about the general session that can't be dealt with in a more specific thread, this is place to put them. [b]My thoughts:[/b] Table rules helped a bit, though they weren't followed as closely as I would have hoped, considering the effort and stress I put on their importance to me. Stay focused on the game even when it's not your turn (or if you're unconscious) and things will go faster, and everyone will be more aware of the basic situation in the game. So, as a reminder.... Everyone agreed to these before we started playing - follow them. If you can't show *me* the slightest modicum of respect that they request, at least give the other players some consideration and pay attention to *them* when you're not in the spotlight. You've had almost a month to look over these and familiarize yourselves with them - the time for pleading ignorance has long passed. In a more general sense, I was pleased with the way the chase rules worked out - they're not perfect, but I think they worked better than trying to run the stage-coach chase at normal "miniatures" scale, which would basically have had us crossing the map every round. I think I'll keep them going - it might be worthwhile to see if there are other maneuvers that it might be useful to add to the current list. I bought a book on guns this weekend, with the intent of converting them to D20 Modern/Sidewinder statistics - as I get to them, I'll probably post a thread here. I think the options we have are good, but they're hardly exhaustive - and it's not hard to gin up game stats for such things. I thought the cardboard horses worked fairly well, as they could be removed from the map relatively quickly - they don't stand up to water, though - we'll need to make more before we play next. Everything else went much as I expected, although I would remind you all (just in case it wasn't clear) that not every obstacle in the game is surmountable in obvious ways (and some are entirely insurmountable by design). In such cases, extreme creativity tempered by a working knowledge of the setting/history are probably the only ways in which you can crash through the hedgerows of the game. If you don't already possess a working knowledge of the basic facts of the setting (which is fine - I don't expect you to) make sure to look before you leap (or ask me questions which may be important before you act :)). Succeeding at a skill check does not necessarily mean that you've altered a situation so as to bring it under your control - it just means you've succeeded at the skill check, which can be both good and bad (Convincing the Apaches that the Cavalry is coming is just as likely to mean they'll decide they don't have time to take prisoners and [i]kill you[/i] than it is to mean they'll retreat wildly - If the Cavalry is coming to kill them anyway, why leave you alive?). So, good game! Character interaction was pretty good, though I do smell trouble brewing with our young thief. He's liable to get shot in the back once it's found out that he deprived a young woman of a vital part of her defenses in the midst of an Apache camp... I look forward to playing again soon(ish). I think next weekend may be out for a large(r) number of people - but time will tell. Saturday night is definitely out, but keep me abreast of plans, etc. so we can gear up if we need to, or not if we don't. NEXT TIME: Trouble at Fort Union [left] [/left] [/QUOTE]
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