
"Uncharted Seas, Diplomacy and Treaty Round House Rules" Topic
3 Posts
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| WaltOHara | 01 Feb 2012 12:44 a.m. PST |
Evening all. I have run a decent amount of Uncharted Seas games since the game came out in 2009. One element that seems to repeat itself is that players will try to barter temporary alliances during game play in multi-sided games. I don't have a problem with that, human beings are what they are. However, I try to insist that this doesn't happen once a battle starts-- it's a little ridiculous to envision deals being brokered via speaking-trumpet while the catapault rounds are dropping. Secondly, any agreement between players has to make sense in an Uncharted Seas universe. Therefore, I wrote up a quick set of house rules to support my game at the Williamsburg Muster this upcoming weekend. I call them the Treay Round, and it is outlined HERE: link . I'd like to hear what you think. I practiced the timing and I think I can get it all nailed flat in five minutes or less per game. LMK what you think. Please respond via blog comment. Thanks. V/R Walt O'Hara |
| flicking wargamer | 01 Feb 2012 11:07 a.m. PST |
I think you are whistling in the wind. Even the Germans and the Russians managed to set up a temporary alliance before going at it, and is oft pointed out sections of the line would, through mutual agreement, go all quiet for periods of time in lots of wars. |
| hwarang | 01 Feb 2012 11:49 p.m. PST |
I think you do not understand his point, flicking wargamer. He talks about negotiations during battle turns that would represent a few minutes and in which the respective commanders would not have perfect knowledge of what is going on and would have no means of communicating these things. But once you begin with that, a plethora of other problems also becomes obvious. I would avoid multi-player battles without clear objectives and without alliances already formed. |
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