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<blockquote data-quote="(un)reason" data-source="post: 5318187" data-attributes="member: 27780"><p><a href="http://www.dailymotion.com/video/xuqh65_dragon-issue-200-minion-matters_videogames#.UKaPC46Rn8s" target="_blank"><p style="text-align: center"><strong>Minion matters</strong></p><p></a></p><p></p><p>Some advice on how to run large battles using minis? It's hardly on the scale of the experimental reaching out in issue 100, where we saw both a whole new boardgame, and an article about LARPing. it is, however, handy in showing us how you can organise your army statistics better. Instead of one centralised bit of paper, little chits placed under the minis can be a lot quicker and easier, especially if you aren't operating a system using large numbers for hit points and the like. Which I seem to recall being one of the primary rules quirks of Savage Worlds that makes it the Fast, Furious and Fun game it is. It's particularly good for large quantities of mooks, where you may well have to put out many identical minis that move semi-independently. Grab all those goblins from your Heroquest set, it's time to make those high level characters work for their supper! How often do name level fighters actually get to use their ability to mow down ≥ 1hd creatures to it's full potential in actual play? I guess it's another good reason to use Dragon Mountain. (not that they'll have an easy time getting to do that kind of head-on fight in there. ) So I think this is actually a surprisingly influential little article, moving on gaming design a little further. We have plenty of kudos to spread around this time, you can have your fair share.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5318187, member: 27780"] [url=http://www.dailymotion.com/video/xuqh65_dragon-issue-200-minion-matters_videogames#.UKaPC46Rn8s][CENTER][B]Minion matters[/B][/CENTER][/url] Some advice on how to run large battles using minis? It's hardly on the scale of the experimental reaching out in issue 100, where we saw both a whole new boardgame, and an article about LARPing. it is, however, handy in showing us how you can organise your army statistics better. Instead of one centralised bit of paper, little chits placed under the minis can be a lot quicker and easier, especially if you aren't operating a system using large numbers for hit points and the like. Which I seem to recall being one of the primary rules quirks of Savage Worlds that makes it the Fast, Furious and Fun game it is. It's particularly good for large quantities of mooks, where you may well have to put out many identical minis that move semi-independently. Grab all those goblins from your Heroquest set, it's time to make those high level characters work for their supper! How often do name level fighters actually get to use their ability to mow down ≥ 1hd creatures to it's full potential in actual play? I guess it's another good reason to use Dragon Mountain. (not that they'll have an easy time getting to do that kind of head-on fight in there. ) So I think this is actually a surprisingly influential little article, moving on gaming design a little further. We have plenty of kudos to spread around this time, you can have your fair share. [/QUOTE]
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