Glass beads as AP?

From: Darran <darransims_at_...>
Date: Mon, 22 Apr 2002 15:40:02 +0100


Greetings and Salutations
2002-04-22-1535.

While we were playing Paul �Newt� Newport�s �Last Seen in Pavis� Hero Wars scenario at the Battlemasters convention, Leicester, Paul used an interesting way of keeping track of APs during extended contests. He explained how he was going to use those flat-bottomed, coloured glass, pebble/bead type things that are available from game stores and the like (technical term) to represent each AP. I was sceptical at first as it reminded me of playing �Magic� and other similar card games but as he was the GM I gave it a go.
When it came to the first extended contest we were issued with the coloured beads. Red ones were worth 10 APs and the others represented single APs. My character was a Lunar cavalryman with a CC 5w2 fighting a NPC Sun-Domer of unknown ability (to me) and I augmented to give me a better target number so I had 45AP.
So I had three red beads and 15 plain ones and I couldn�t see what the Sun-Domer had.
As the Sun-Domer was the actor he went first and three plain beads were pushed forward and die rolls made. He forfeits so I gained the three beads plus I got to see his AP pool. So without talking numbers I could see how good he was compared to me and I could see how the contest was going. The next exchange I pushed a red bead and five plain ones forward. I won again and he lost two red beads (I had a +^5 edge) and my bid returned to me.
I could see he was weaker so next time I was the actor of the contest, I bid three reds and he ended up forfeiting his whole APs to me and I won the contest.

It may not suit everybody�s style of play but I liked it as all the players can see how the mechanics of the game are working but can still narrate the action without writing numbers down. It also cuts down on the maths as once the beads are counted out the beads are passed back and forth or removed from play. Only when players are bidding past 0 or driving an opponent into minus figures are extra beads needed and that usually happens at the end of contests anyway.
Like playing with chips at a casino, they are gambled by pushing a quantity forward rather than sticking to 3s, 5s, 10s and 12s defaults. This will help new players to get to grips with Hero Wars and should be considered for demonstration and tournament games at conventions. Paul had used them with new players when he play-tested his scenario and they will be playing Hero Wars again.
The only draw back I can see is that it may detract from the narration but writing numbers on paper does that as well.

Credit should go to Paul �Newt� Newport for this great idea and I hope others will use it to get new players into Hero Wars, especially at up and coming game conventions.

Cheers,
DARRAN SIMS.
darransims_at_...
darren.sims_at_...



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