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How to do a doomed, "Halo Reach" type game?
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<blockquote data-quote="Someone" data-source="post: 5326363" data-attributes="member: 5656"><p>"Losing" is (or at least was) a common scenario in wargames: the game was rigged to simulate actual conflicts, which are rarely evenly matched, and one of the sides is doomed to lose either because it faces unbeatable odds, or because the rules simply arrange the situation so it's just impossible to win. However, the side that loses he battle can win the game if some goals are met, like surviving a certain number of turns, destroying some vital spot (like a bridge) etc.</p><p></p><p>I'm not familiar at all with Halo, but in the scenario you're mentioning I doubt they simply are massacred and they accomplish anything: you said their action are important later in the storyline. </p><p></p><p>You could just have a similar approach. First, talk to your players about the tone of the campaing, and say clearly that while they are ultimately doomed, there are goals to meet, and they may die and lose the battle but <em>"win" the game</em>. They may like the idea. Notice that those goals don't need to be anything physical or material; you may decide that surviving X time counts as a win, or keeping a certain number of civilians alive for Y time, or finding out vital information, or communicationg with their superiors so everyone knows what's happening.</p></blockquote><p></p>
[QUOTE="Someone, post: 5326363, member: 5656"] "Losing" is (or at least was) a common scenario in wargames: the game was rigged to simulate actual conflicts, which are rarely evenly matched, and one of the sides is doomed to lose either because it faces unbeatable odds, or because the rules simply arrange the situation so it's just impossible to win. However, the side that loses he battle can win the game if some goals are met, like surviving a certain number of turns, destroying some vital spot (like a bridge) etc. I'm not familiar at all with Halo, but in the scenario you're mentioning I doubt they simply are massacred and they accomplish anything: you said their action are important later in the storyline. You could just have a similar approach. First, talk to your players about the tone of the campaing, and say clearly that while they are ultimately doomed, there are goals to meet, and they may die and lose the battle but [i]"win" the game[/i]. They may like the idea. Notice that those goals don't need to be anything physical or material; you may decide that surviving X time counts as a win, or keeping a certain number of civilians alive for Y time, or finding out vital information, or communicationg with their superiors so everyone knows what's happening. [/QUOTE]
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How to do a doomed, "Halo Reach" type game?
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