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Posted By: Tim Jensen2) The miniatures were just used to denote positions of our units and characters on the board.
5) About six. The first turns took a while, but play sped up as the players figured out how to apply and resist tactics.
6) Dave asked some players to roll a d8 a couple of times, presumably to determine if they got shot or managed to evade detection.
7) There were no written rules for the players; some of us kept notes.
8) Each character had a short set of objectives that had to be met in order to score points, and the popularity contest was tallied afterward. I don't know if any of the goals were weighted.
9) Dave would consult the orders for each character, and move the appropriate miniatures on the board. I'm not sure if smaller events were resolved the same way or not, but there were several secret meetings between the ref and several players.
10) This is where the best fun of the game lies, so I'd rather not spoil it for you. Some actions were prohibited beforehand.
11) The other events were handled as extra turns by NPCs (This game was when the terms 'player character' and non-player character' originated, btw). We players had to deal with them as best we could.
Posted By: komradebob1) Beyond the briefings, what were characters like? Were they described by any sort of numerical ratings/stats. Any special rules by charactre? Metagame abilities?
2) In what fashion were the miniatures used (expect picky follow-up questions ...)
3) You mentioned order sheets. What were these like, how were they used, and how often were these turned in?
4) Did Wesely act as the only GM, or were there other official helpers during play?
5) Approximately how many turns were played, and how long did these take to resolve?
6) Actually, what method was used for resolution or resolutions?
7) You mentioned the rules were explained verbally. What did you have in the way of rule books or reference sheets?
8) At what point were victory conditions and/victory points explained and counted. I know you mentioned that this was something that occured after the game, but how explicit wree the goals in the initial handouts, and was any sort of weighting of the goals given?
10) Do you have examples of actions attempted by the players not explicitly covered by the rules? How was this handled? Were there any explicit actions disallowed before the game?
11) How were the random crises handles? Did they have any direct impact on the game? How did players react to those crisis events?
Could you tell me a bit more about what the board was like?Braunstein 4's map was a regular grid on brown paper, and it covered the whole area. It was 2D, hand-drawn, the squares were 12cm on a side, maybe less, and movement was based on number of squares, though players with private cars and such could pretty much go where they wanted if no one was trying to stop them.
Did you notice if Dave appeared to be using any GM-only type reference materials? Any charts or notes?Yes, he had a big stack of notes.
Were there any values you were directly aware of in relation to the character goals ( such as Victory points or similar), or order of priority to the goals?I had no idea what the victory point value of anything was. All I was told that I had real, foreign currency that should have been turned over to the treasury, and that if I recognized the Factory Workers' Union (I think, I'm working without notes), I would have to share victory with the leader of the Peasant's Workers' Union. And since we didn't have enough players for either of those roles...
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