You don't need to have the game! billytea gives you everything you need! And it IS fun.
Gaming 1: You are likely to be eaten by a grue
A thread for the discussion of games: board, LARP, MMORPG, video, tabletop RPG, game theory etc. etc. and all attendant news, developments and ancillary subjects thereof, as well as coordinating/scheduling games either online or IRL. All are welcome to chime in, talk about their favorite games or learn about gaming of any sort.
PLEASE TO WHITEFONT SPOILERS for video games, RPG modules or anything for which foreknowledge of events might lessen one's enjoyment of whatever gaming experience.
BSG
I'd like to play, I don't have teh books but I watched the last game and it seemed like fun.
That is not a problem. Welcome aboard!
Note: Some days it is hard for me to check the board more than once. If that's holding up the game too much I don't mind being left out this time.
That's ok. Twice a day is best but once a day works too. (Note: I reserve the right to pass people on interrupts after 24 hours. I won't do so on crucial decisions, e.g. shooting at a Centurion that's one step away from ending the game. I may also chase people up if we've been waiting over 24 hours.)
I do have some tips for everyone on making less frequent check-ins as painless as possible. In fact, these are good ideas no matter how often you can check in:
1. Make sure you haven't left orders half-done. For instance, if you've chosen an action that has a die roll (such as shooting at Cylons or making a die roll choice on a crisis card), remember to put in your interrupts (pass or play). If there's a skill check, same story - don't log off without doing interrupts.
2. Use conditional orders (COs). A lot. Before you log off, ask yourself what decisions you'll need to make in the immediate future and if you can leave orders for them. If your turn is next, you can leave COs for your orders. If the current crisis card could lead to a skill check or a die roll, leave COs for interrupts, and your play into the check if possible.
3. Use standing COs. If you choose a character with an optional card draw, you can leave standing COs (such as "always 1Y/1G" or "If I already have an XO, 2G/3P; otherwise, 3G/2P"). If you've just been dealt a card that can be played as an interrupt, you can put in standing orders for it (e.g. "play my SP on FTL rolls and shooting at Centurions, but not for shooting at raiders or on scouts"; or "I'll never use my AAC as an interrupt, Reckless checks are too risky now"). They don't need to cover everything, just as much as you can decide on.
Remember: for the most part, putting in COs doesn't create any more work for you. It just means you take decisions earlier rather than later. Standing COs especially can save you time and effort. You make a decision once, and don't have to keep repeating yourself.
4. If you have any questions about anything, send me an email. If you want input from the other crew members, ask earlier rather than later. Want to talk about options on your turn? Start the discussion during the previous turn.
BSG
Status report: the crew so far for flight 12 is:
Polter-Cow
-t
Laga
NoiseDesign
askye
There's still room for one more; in fact, we could fit two more, by adding a Cylon Leader to the game. If anyone is interested, you can either post here or email me.
I'm in for Cylon Leaders.
BSG
Perhaps we should vote on the question now, since it affects the number of slots we have open. Here's the deal: if we play with Cylon leaders, one player can take on the role of a Cylon leader (Cavil, Leoben or Caprica Six). They will not receive loyalty cards like the other players; instead, they will have a hidden agenda that they need to fulfil in order to win the game (e.g.: "Humans win; all resources are at 3 or lower"). They can activate Cylon locations, or infiltrate Galactica and use the human locations (if they're not brigged or airlocked).
Obviously, having a Cylon leader adds another aspect to the game, but also makes things more complex. The viability of the Cylon leader depends on the number of players:
5 players:
I don't recommend it.
6 players:
viable with or without a Cylon leader.
7 players:
is only an option with a Cylon leader.
Everyone who's signed up, send me an email with your vote: would you like to play this game with the Cylon leader option? (Yes/No/Abstain)
I don't have time to play, but watching you all panic is great fun.
:: pokes head in thread ::
Been a bit grey for awhile. But a birdie told me there might be a new round of BSG. Still got room for a wayward soul (I'm human, I swear..)
BSG
Still got room for a wayward soul (I'm human, I swear..)
We do indeed, and I'll be the judge of that. Welcome aboard!
We're currently voting on whether we should have a Cylon leader in this game (see about three posts up). You can send me your vote on the issue (Yes/No/Abstain).
BSG
Well, if chrismg is truly onboard, then we have seven, which makes Cylon Leaders a necessity.
BSG
Well, if chrismg is truly onboard, then we have seven, which makes Cylon Leaders a necessity.
At the moment we have six. Of the players in the last game, I haven't heard back from Liese yet. Meanwhile, I have votes from four people so far.
Edit: sorry, you're right. We do have seven players now. And, as voted, I have four votes on Cylon leaders. With seven players, all four votes are in favour of including Cylon leaders; we will therefore play with a Cylon leader, which means we can have seven players. This, then, is our crew:
Polter-Cow
-t
Laga
NoiseDesign
askye
chrismg
omnis
I will get the files sorted out and we should be ready for character selection this weekend.