Simple Demo Rules - by Vincent (lumpley)

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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Blorf » Mon May 26, 2014 7:14 am

Well, I've managed to round up multiple opponents only once so far, so that's not been an option for me.

The 4v4 we played showed that the full game does have plenty of tactical opportunity and decision making with 2 players — but it was too long for a demo.

If nobody else has done this, I will probably work on it myself. I'll post back when I have something that's working.
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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Red_Robot » Mon Jun 09, 2014 5:34 am

Blorf wrote:Is there a different suggestion for two players?
....With two it was just an exercise in shooting whichever was in range.


If you are looking for something that has a little more tactical depth but still makes for a quick half hour to 45 minute demo, I would suggest making the teams 3 frames each, with one each of Soldier, Melee, and Artillery. That way there is a little more direct experience with how weapon ranges work and are mutually exclusive. That's a simple but important nuance to grasp. Plus it gives you a bit more taste for team synergy.

Run everything else like the regular demo. The demo might still seem a little "hollow" but it's really meant to be that way. It's an amuse bouche.
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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Joshua A.C. Newman » Mon Jun 09, 2014 4:00 pm

Yeah, for a 1v1 demo, I do a super-short thing, if I can't grab another friend.

Things to make sure of:
• There is cover about 4 away from the station, so you can get close without being exposed. Ideally, there's enough cover so frames can make the run about 2/3 if the time.
• There are plenty of spotting systems so you can get a sense of how to score big hits.
• No frame is overly invested in artillery. (no time for plan B in a demo game, so that frame never really gets to roll most of their dice, since they don't have to move, defend, or spot.)
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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Shades_Corvid » Tue Jan 26, 2016 5:22 pm

I am thinking in my future demos of having the Arty dropping the d6G for a second d6Y .
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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Shades_Corvid » Sun Sep 25, 2016 10:44 am

More thought use the arty to introduce split systems, d6Rd / d6Ra 1Ra?
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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Blorf » Wed Sep 28, 2016 12:25 pm

I wouldn't introduce split systems in a demo. It's a pretty easy thing to pick up once a player understands the basic mechanics otherwise.
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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Shades_Corvid » Wed Sep 28, 2016 6:18 pm

Blorf wrote:I wouldn't introduce split systems in a demo. It's a pretty easy thing to pick up once a player understands the basic mechanics otherwise.


but the arty team is so disadvantage it seems in the demo
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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Blorf » Wed Sep 28, 2016 7:48 pm

Shades_Corvid wrote:
Blorf wrote:I wouldn't introduce split systems in a demo. It's a pretty easy thing to pick up once a player understands the basic mechanics otherwise.


but the arty team is so disadvantage it seems in the demo


I really don't think it matters if it's not completely fair. The idea is to introduce game mechanics. You can just explain it's a demo and that the full game is scored much more interestingly.
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Re: Simple Demo Rules - by Vincent (lumpley)

Postby Mantisking » Thu Sep 29, 2016 7:35 am

Blorf wrote:I wouldn't introduce split systems in a demo. It's a pretty easy thing to pick up once a player understands the basic mechanics otherwise.
Shades_Corvid wrote:but the arty team is so disadvantage it seems in the demo

I've had Arty teams win demo games.

Blorf wrote:I really don't think it matters if it's not completely fair. The idea is to introduce game mechanics. You can just explain it's a demo and that the full game is scored much more interestingly.

Exactly.
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