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><< ancestors- do these count as major units? > >They could be carried by a=20 >Khan, who is not a major unit.
I'd let a Shaman carry them too. Seems Shamans should be able to do =
things with Ancestors.
=20
>I think the turn is actually supposed to be a day but this makes
>the herds move very quickly, (IMO).
Yes, Herds should only move about a hex a day, normally. You could drive = them further but too much of that would put their health at risk. = Remember they are trying to eat all the time.
>... consequences of movement such as disruption to represent >tiredness and lack of feeding time.
Right.
>These would have a dramatic effect on gameplay making the herds >more important in many ways, but slowing the game down and >probably unbalancing the Morocanth.
This shouldn't hurt the Morokanth. Since their Herds are already slower = it would equalize the others.
>I think there might need to be other changes, such as limiting >the rate at which spirit alliances can be made (again, perhaps >to once per week, or only on an appropriate day- Oakfed on >Fireday frex.) so that many more turns can be played out.
It worked fairly well as we did it in the Email games; one roll for each =
Altar but only successful on rolls of 1, or 1 and 2 for Shamans and =
such.
But yes, if you intend a longer game you'd want to limit it more. Could =
say only Shamans can summon, and clans with Medicine Bundles, or =
whatever. Or you could arrange for spirits to eventually leave, maybe by =
rolling a die each turn and removing them on a one, or removing them if =
their stack encounters certain things or suffers a setback.
>If one spreads the game out like this then the possibility of a >loooonnnng game (in glorantha time) running from Winter >fertile to Summer becomes possible.
Both email games lasted around twenty turns and could have continued. = Several sides still had viable numbers of pieces, altho some did not.
Daniel
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<DIV>><< ancestors- do these count as major units?</DIV>
<DIV><FONT face=3DArial size=3D2>></FONT></DIV>
<DIV>>They could be carried by a <BR>>Khan, who is not a major =
unit.</DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>I'd let a Shaman carry them too. Seems =
Shamans=20
should be able to do things with =
Ancestors.</FONT><BR> <BR>>I=20
think the turn is actually supposed to be a day but this =
makes</DIV>
<DIV>>the herds move very quickly, (IMO).</DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Yes, Herds should only move about a hex =
a day,=20
normally. You could drive them further but too much of that would put =
their=20
health at risk. Remember they are trying to eat all the =
time.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV>>... consequences of movement such as disruption to =
represent</DIV>
<DIV>>tiredness and lack of feeding time.</DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Right.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV>>These would have a dramatic effect on gameplay making the =
herds</DIV>
<DIV>>more important in many ways, but slowing the game down =
and</DIV>
<DIV>>probably unbalancing the Morocanth.</DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>This shouldn't hurt the Morokanth. =
Since their=20
Herds are already slower it would equalize the others.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV>>I think there might need to be other changes, such as =
limiting</DIV>
<DIV>>the rate at which spirit alliances can be made (again, =
perhaps</DIV>
<DIV>>to once per week, or only on an appropriate day- Oakfed =
on</DIV>
<DIV>>Fireday frex.) so that many more turns can be played out.</DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>It worked fairly well as we did it in =
the Email=20
games; one roll for each Altar but only successful on rolls of 1, or 1 =
and 2 for=20
Shamans and such.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>But yes, if you intend a longer game =
you'd want to=20
limit it more. Could say only Shamans can summon, and clans with =
Medicine=20
Bundles, or whatever. Or you could arrange for spirits to eventually =
leave,=20
maybe by rolling a die each turn and removing them on a one, =
or removing=20
them if their stack encounters certain things or suffers a=20
setback.</FONT></DIV><FONT face=3DArial size=3D2></FONT><FONT =
face=3DArial=20
size=3D2></FONT><FONT face=3DArial size=3D2></FONT>
<DIV><BR>>If one spreads the game out like this then the possibility =
of=20
a</DIV>
<DIV>>loooonnnng game (in glorantha time) running from Winter</DIV>
<DIV>>fertile to Summer becomes possible.</DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Both email games lasted around twenty =
turns and=20
could have continued. Several sides still had viable numbers of pieces, =
altho=20
some did not.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>Daniel</FONT></DIV></BODY></HTML>
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