ScribblerM | 12 Sep 2014 5:47 p.m. PST |
If you wanted a set of rules that would be well suited for a multi-player convention-style game, which would you use? The keys as I see it are a system that is easy to teach and learn, reaches a result in 4 hours or less, does not force people to stand around watching other people play for long periods, is fun for a more causal setting. Thoughts? |
Stryderg | 12 Sep 2014 6:44 p.m. PST |
Nuts! by Two Hour Wargames. Works well with all players on the same side, or with opposing teams. Relatively easy to teach. Only down side is the style is not to everyone's liking (you don't have total control of your minis). Oh, and their are expansions for pacific theater, eastern front, and airbourne ops. |
PzGeneral | 12 Sep 2014 6:45 p.m. PST |
Scale? In 6mm I would suggest my Tigers and Stalins. Random player activation, the only chance of standing around is if all your units activate quickly. The game was designed for quick convention play. Played many years at local game conventions… |
Sergeant Paper | 12 Sep 2014 7:09 p.m. PST |
All Things Zombie, by Two Hour Wargames. |
sillypoint | 12 Sep 2014 7:33 p.m. PST |
Period? Scale? Mumakils, undead army, Ents and Trolls make a spectacular LOTR game, that would be great at a convention.. Crossfire for WW2- could slow down a bit if you have eight players. Our group use Might of Arms for ancient games. OTR for ACW. |
cosmicbank | 12 Sep 2014 7:37 p.m. PST |
I have played Nuts and All Things Zombies at conventions. Both are great ATZ was the most fun 15mm at the mall was great. |
Rich Bliss | 12 Sep 2014 8:45 p.m. PST |
I actually run Command Decision at conventions. As long as you do a good job on play aides and don't burden players with more than 2-3 companies, it runs pretty well. |
Martin Rapier | 12 Sep 2014 11:41 p.m. PST |
Write your own or go with extremely simplified versions of a commercial set. Depends on your audience expectations really. The largest multi player game I've run had 50 people in it, you need to keep it really, really simple for that sort of thing. |
Bill McHarg | 13 Sep 2014 3:26 a.m. PST |
Fistful of Lead. Great western gunfight game that is fun and easy to run. |
Marc33594 | 13 Sep 2014 4:55 a.m. PST |
Rapid Fire 2nd Edition. And I do exactly what you say. Large scale, easily learned and fit into a 4 hour convention block. One way to really speed things up is to run any rules you pick as a classic battle problem with the GM/GMs running a pre-scripted opponent. |
Ed the Two Hour Wargames guy | 13 Sep 2014 7:18 a.m. PST |
NUTS is easy to run at conventions and everyone is playing all the time. Give each a four man fire team. When they get down to 1 guy or less have them sit one turn then get a new fire team. |
David Manley | 13 Sep 2014 9:59 a.m. PST |
Depending on the subject to be covered I'd probably devise a bespoke set for the occasion |
Thomas Thomas | 15 Sep 2014 2:15 p.m. PST |
I created Rapid Decision so that I could run a Command Decision type game at conventions without all the rule overhead. This eventually evolved into Combat Command. For convention games stay away from card or unit activation. Games based on these conventions mean only one player is active while everyone else sits around and watches. Go with Side A moves; Side B moves; Simo fire phase (stationary first then moving); Morale; Repeat. Keeps all player envolved. TomT |