[Diaspora] Mini-Game Help
C. W. Marshall
toph at interchange.ubc.ca
Fri Nov 13 08:29:48 MST 2009
Dear Jeff,
Thanks for this. Playing 4 minigames in a single session is a lot,
but I think it has shown us some things of interest. Brad has gone
through your specific questions, so I'll just step back an make a few
general observations.
1. Fate points in the minigames. You are right that in the minigames,
the agents on the map have fate point pools, not the ref. We tried to
make this clear by talking about the caller not the ref (the ref is
just another player at this point). I suspect that if others had been
caller, it would have been clear that there just isn't a fate point
reserve to draw on. Perhaps a clarifying statement in the final
section of chapter 4 is needed, however.
2. Platoon. I think you are correct that in the platoon game, players
are subordinated into the larger groups. Since we limit the
application of skills to such a degree (and rightfully, since we are
not building comparable skill trees for the other ten guys there), it
is the platoon aspects that should be played. I don't think there's
an inherent problem of only two platoons (one could use the same
rules/scale to model a highway chase between two vehicles, for
instance).
3. Space combat. I think Star Wars dogfights have really spoiled us
in some ways, and we continue to romanticize the space pilot. I'm
sorry your players didn't feel they had enough control. the game is
designed so that each player should get one thing to roll per turn,
as long as they have a space skill (the guy shooting missiles gets to
roll that, just as the pilot rolls positioning) and their skills do
affect ship performance, though not a lot. To turn to your specific
example about Pilot 1, as Brad says,
> Yeah a great pilot on a crappy ship is going to be frustrated.
> "This thing STEERS LIKE A COW!"
But he should be frustrated -- an excellent pilot has a better chance
to get a tanker away from a pirate ship, but it shouldn't be easy.
And it will take time, as the delta vee slowly increases, as the
tanker inches away, one band at a time. And a single bad roll means
that the enemy matches your vector, pulling your ship back to the
center of the map. So I think your experience is exactly right, and
tells the story the game is designed to enable. (I'll further add
that most pilots are three-cap characters have a skill rank of 2, or
the v-shift of the ship. Your Pilot-5 is an anomaly, and would be
able to do something meaningful on the ship with big engines, where
most pilots wouldn't. What was the v-shift of the opposing ship? If
it was more than 2, then in normal circumstances a V-shift 1 ship
should not be able to get away.
I hope this helps. It's great to hear about your experiences, and I
look forward to hearing about running it "for real".
Toph
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