BSG
Is that your final decision
That is a final decision, from a Final Decider. Now watch this drive.
Lilah ,'Destiny'
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BSG
Is that your final decision
That is a final decision, from a Final Decider. Now watch this drive.
BSG
While I wait for Baltar's decision about his delusionsDelusional Intuition, I'll point out that we have a die roll coming up and people should feel free to send me COs about interrupts.
BSG
[looks up as the marines burst into his office]Can I help you? Ow! What are you doing? I'm the President! Ow! I'm Gaius Baltar! Ow! I'm...Ow! Not the face! Not the face!
[wakes up in Sickbay] Fine, Admiral. If that's how you want to play it.
ETA: I'll draw 1 Blue please.
Pass on interrupts.
BSG
BTW, I completely agree that Morale is much more expendable than Fuel at this point.
BSG
Fine, Admiral. If that's how you want to play it.
Bah. I knew the Ensign would wimp out on the ball gag. Now I have to postpone getting his official Presidential portrait done.
BSG
I pass on interrupts.
BSG
That reminds me, especially with new players: dealing with the interrupts can chew up a lot of time. If you send conditional orders to the GM for some stuff, it can speed things up. Some examples:
You can put in a CO to pass on any interrupts if you don't actually have that interrupt. (For instance, I don't draw Yellow or Blue, so I don't get Investigative Committees or Scientific Research, the two skill check interrupts. I've put in a CO to pass on those interrupts, unless I get access to them later.)
You can put in a CO for straightforward situations. For instance, Strategic Planning interrupts only ever make a die roll more likely to succeed. If you're not a Cylon, you probably don't want to help them when they're shooting at us. You could put in a standing CO never to play an SP on a Cylon attack (like now). Even if you ar a Cylon, you might put in the same CO, if you don't think it's worth blowing your cover.
Um. For those not playing, but following along, do we get to know which crisis card you drew? :: pout ::
That reminds me, especially with new players: dealing with the interrupts can chew up a lot of time. If you send conditional orders to the GM for some stuff, it can speed things up.Oh yes! This!
Sorry, once again, I find the rules really could be written to be more clear.Hahahaha!!! Oh my. HAHAHhahahahaHAHAHAhaha. Oops, that was my outloud laugh. HAHahahahahaha. Sorry. can't contain it.
BSG
Um. For those not playing, but following along, do we get to know which crisis card you drew? :: pout ::
Quoting our illustrious GM:
Crisis card is Rescue Mission (A), Admiral's Choice. Details to be sent anon.
Hahahaha!!! Oh my. HAHAHhahahahaHAHAHAhaha. Oops, that was my outloud laugh. HAHahahahahaha. Sorry. can't contain it.
Yeah, the game falls into an unfortunate category. It's not a Euro-style game, which means the rules aren't necessarily simple or too cohesive. It's textbook Ameritrash, with lots of theme and lots of potentially fiddly rules to bring the theme. Then, the fiddly rules all interact with each other, raising unexpected situations.
It's possible to deal with that kind of complexity, the best wargames do so in a very orderly fashion. But then you get rules which are set out as numbered lists, very dry reading. BSG is targetted towards people who aren't necessarily as committed as your serious wargamer, so that style of rulebook is out.
End result: yeah, I think the rules could certainly have been better written, in many areas. There is a bit of the nature of the beast going into it too - I think even well-written rules would still leave a fair amount to argue over.