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.
That's an excellent adventure. Ryan's party has six characters; I think you've taken a sensible option limiting it to four.
Like you with Ryan, I let Mattias roll all the dice for his party.
As it should be. Because rolling handfuls of dice is awesome, and kids understand this.
Mattias gets disappointed when I have the spellcasters use anything that forces a save because he feels cheated out of making the attack roll.
For actually playing or running D&D I actually prefer the dynamic of a 6 person party. Four seems to work better for playing with my son, though. It let's me plan more involved encounters without it being overwhelming.
I like a four-person party no matter what age I'm playing with. Five is do-able but six feels like too many. I feel like turns take too long.
BSG (Helo)
That is a handy OPG and this may well be the best time to use it.
My issue with 4 is it puts a limit on player options (though 5E might be better with this). Someone wants to play a bard and it throws the whole party dynamic out of whack as suddenly you've got one of the four cornerstones uncovered. Whereas if you've got a group of 5 or 6 you can still make sure the baselines are handled.
The Pathfinder game I'm playing in has a party consisting of two paladins, an archer cleric, an inquisitor, an (archeologist) bard and a fey-blooded sorcerer. Having two paladins (of different deities with very different outlooks in regards to evil) makes for some fun RP moments and we had nice moment of awesome a couple sessions ago of the two of us marching down the middle of a rain-darkened street, my sword blazing and the other paladin (an Aasimar) manifesting her halo, calling out a challenge to a group of demonic cultists while the rest of the party snuck into position.
With more RP-heavy systems like World of Darkness, I prefer 3-4 players, though.
BSG
I have orders from Hoshi. He uses his OPG, Pokemon-style! (No, I don't know what it means either.) He cashes in his miracle token to activate three undamaged locations. So not the Airlock then.
Location 1: Pegasus CIC at Sector 1. Play Strategic Planning 4.
Ah well, if it backfires it's only Baltar at risk.
Die roll: 4 + 2 = 6. 1 hit! Disabled hangar!
On to the second move.
Location 2: Weapons Control at Sector 1.
Everyone passes on interrupts.
Die roll: 4. Miss.
That's one point off a hit. I'll pause in case anyone wants to play a Calcs to bump it up to 5.
BSG
Hoshi plays a Calculations 3.
Gosh, how heroic. The miss becomes a hit! And it does...
Structural Damage.
That gives an extra +2 on further attacks against this basestar, which is too good a chance for Hoshi to pass up. He goes all Dutiful on it;
he discards a Launch Scout 2 to activate Weapons Control again.
Die roll: 3 + 2 = 5. Hit! Basestar destroyed!
Hoshi still has one activation on his OPG.
Location 3: Activate Command, launch 2 RSVs into Sector 5.
You know, I would've thought you'd all have learned by now. You blow up my basestars, there will be retribution. Hoshi's crisis card is:
Raiding Party
Cylon Attack
Oh yeah. There are no raiders on the board, so the raider activation sees two of them launch from the remaining basestar in Sector 2. Then we add a bunch of ships. Finally, the jump track regresses to the Start.
That concludes Hoshi's turn. I Hope you enjoyed it as much as I did. Helo's cards are going out. Helo, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 4.1 - Hoshi
Locations and Hands
Hoshi: Command; 6 cards, miracle tokens, 1 mutiny card
Helo: Research Lab; 7 cards, 1 miracle token, 1 mutiny card
Apollo: Quorum Chamber; 10 cards, 1 miracle token, 0 mutiny cards
Baltar: Pegasus CIC; 6 cards, 1 miracle token, 0 mutiny cards
Main Board Sectors
Sector 1: Empty
Sector 2: 1 Basestar, 2 Raiders
Sector 3: 1 Basestar, 3 Raiders
Sector 4: 2 Raiders, 2 Heavy Raiders, Civilian A
Sector 5: 2 RSVs, Civilians B D
Sector 6: 3 RSVs, Civilians C E F
Resources
Fuel: 6
Food: 6
Morale: 8
Population: 12
Viper Reserves: 2
Damaged Vipers: 1
Raptors: 4
Assault Raptors: 1
Boarding Party: 0
Other
Nukes: 2
Jump Track: 0 (Red)
Distance Travelled: 4
Galactica Damage: Airlock
BSG (Baltar)
In my personal life, I have had a very good news/bad news kind of week.
So this turn pretty much keeps that theme going, holy frak.