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Mailing List Logs for ShadowRN

Message no. 1
From: Tim Coxon <Tim.Ntoo@**********.COM>
Subject: Me having a go at the car wars topic again :)
Date: Tue, 18 Feb 1997 19:29:27 -0000
Okay Back again :)

(I am not going to add anything that might "distract" every one this time
:) )

Okay How does every one handle the movement in combat?
As far as i can see there are two way to work this... one is to go total
accountant and work out where every one is on each round of combat, this
works fine for me..(I do physicsy type things at college so working out all
the positions is easy) but when it get down to working out changing
velocities..Ie. Acceleration in combat (particulary vehicles) it gets to be
a royal pain.
the second way is to do it wargame style ie. right I am moving there and
hey presto I apear there.
So how do people run this?
((quick thought (note) Spreadsheets might come in handy....possibly grid
ref..))

And that was another thought from the black depths of my mind.
****Tim-not-really-a-rules-solicitor-more-of-a-scientist-Ntoo****
Tim.Ntoo@**********.com
Message no. 2
From: Tim Cooper <tpcooper@***.CSUPOMONA.EDU>
Subject: Re: Me having a go at the car wars topic again :)
Date: Tue, 18 Feb 1997 12:32:53 -0800
On Tue, 18 Feb 1997, Tim Coxon wrote:

> Okay Back again :)
>
> (I am not going to add anything that might "distract" every one this time
> :) )
>
> Okay How does every one handle the movement in combat?
> As far as i can see there are two way to work this... one is to go total
> accountant and work out where every one is on each round of combat, this
> works fine for me..(I do physicsy type things at college so working out all
> the positions is easy) but when it get down to working out changing
> velocities..Ie. Acceleration in combat (particulary vehicles) it gets to be
> a royal pain.
> the second way is to do it wargame style ie. right I am moving there and
> hey presto I apear there.
> So how do people run this?

My group flows back and forth between a fairly free form view of the
combat situation (not so much as "he's 5.6 meters to your left, which will
take you 2 turns of walking or 1/3 of your running movement", but a "he's
off to your left a bit..") and a strict grid-based situation. It mainly
depends on how important the combat is, and if anyone can find the vinyl
battle-mat, or something else entirely. :)

We go almost entirely into 'free form' when vehicles come into play.
('Course we also don't do much vehicle combat per se either...)

I imagine that if you want to do a fairly good "wargame" style version of
acceleration, simply keep track of it on a turn to turn basis. Turn 1 -
moves 10 meters, turn 2 - moves 20 meters, turn 3 - moves 30 meters,
etc.. Don't try to calculate the acceleration in the middle of the turn
and just assume that it's position from the begining of the turn to the
end of the turn is a simple linear progression under a constant speed for
that given turn.


> ****Tim-not-really-a-rules-solicitor-more-of-a-scientist-Ntoo****
>

~Tim
Message no. 3
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Me having a go at the car wars topic again :)
Date: Tue, 18 Feb 1997 14:29:03 -0700
Tim Coxon wrote:
|
| Okay How does every one handle the movement in combat?

I usually just describe the scene and then the players tell
me where they want to go.

If things start getting complex, or I'm having a hard time
describing the scene, or one of the players just isn't
getting it, then I whip out the paper and start sketching.
We estimate distances (it's about 3m to the door) most of
the time. The object of the game for me is to keep things
moving fluidly and for everyone to have fun. When I want
to wargame I play BattleTech :)

-David
--
/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~

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