Umpapa | 15 Jul 2015 3:23 a.m. PST |
I am preparing big several players pulp WWW2 game. I need the way to set randomly initiative (turn order of players) and to limit time of their moves. Usually I have used cards (with all possible actions written, so to help novice players), but wanted something fresh. And I had illumination. Why not use random soundtrack playlist as a way to both limit time of players phase (turn) and deciding who will go next? How it works? link
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pzivh43 | 15 Jul 2015 4:13 a.m. PST |
Hmm. An interesting concept. Might get noisy in a club or convention setting, but at home not a problem. |
Grelber | 15 Jul 2015 4:39 a.m. PST |
It sounds like a fun concept. I've never heard of using it before. Some questions: Would you announce what the song was (after the first few notes) so the player could get started or would they have to identify it themselves? Can you fast forward to the next song if the player finishes moving 2 minutes into a 3 minute piece? I'm thinking that this might happen later in the game when many members of one force would be down, not being moved. You mention US paratroopers in your blog and Marines in the playlist. If you go with Marines, they have their own song: YouTube link Best of luck, and let us know how this works out! Also, let us know if there are specific problems we could help with. Grelber |
Extra Crispy | 15 Jul 2015 5:44 a.m. PST |
Be aware: the shuffle option on the iPod is NOT random. On my iPod classic it still favors songs you listen to often, rate highly, etc. So you may find 2 or 3 songs on your play list are coming at the end of each turn more often than they should. Now, depending on the number of players and turns, it may not really be an issue. |
DS6151 | 15 Jul 2015 6:30 a.m. PST |
It's a very good idea, though I would customize the songs a bit. The board game Escape! uses a sound file to guide player turns and set the atmosphere. I've used that idea for a Pod Racing game, and it works pretty well. I agree with both the iPod and convention comments from above. It wouldn't be something I would use all the time, but in the right place it would be hard to beat for atmosphere! |
Dan 055 | 15 Jul 2015 6:59 a.m. PST |
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Yellow Admiral | 15 Jul 2015 7:56 a.m. PST |
Congratulations! You've invented musical chairs! - Ix |
Umpapa | 15 Jul 2015 10:56 a.m. PST |
You mention US paratroopers in your blog and Marines in the playlist. If you go with Marines, they have their own song: YouTube link US Paras anthem is too short. Also, everybody easily recognize US Marines anthem. "Mike, its You turn!!" Would you announce what the song was (after the first few notes) so the player could get started or would they have to identify it themselves? I will openly declare ASAP whose turn it is. "Its Your turn, Paul". It is not musical contest after all… :) I consider declaring whose turn it will be next. "Greg, You will be next! Think!" Such info is visible at the page of RandomTube. Such player could then prepare himself. Can you fast forward to the next song if the player finishes moving 2 minutes into a 3 minute piece? I'm thinking that this might happen later in the game when many members of one force would be down, not being moved. Absolutely, You're right. Fast forward may be neccesary. Pausing may be needed, in special circumstances (like falling dices off the table) as gamemaster wish… What about displaying RandomYouTube at the TV screen? I wish for Game Clock Cube emiting music. Thanks for all comments. :) |
Last Hussar | 15 Jul 2015 11:14 a.m. PST |
As an aside to EC: the shuffle isn't random, but not for the reason you think. (and thinking about this may be important) Humans spot patterns. Originally mp3 players were true random, but people complained because they noticed if they imagined a pattern. So the algorithms are designed (and evolving) to give the appearance of randomness, while stopping sequences that may be mistaken for non random! That will actually be something to consider in track info, which is how the engineers stop 'clumping' You may wish (if you have the skill) to write a programme to call the tracks. That way you can control when and what is called. |
Servo3000 | 15 Jul 2015 1:37 p.m. PST |
Brilliant! Love ideas like this that break out of the usual set-piece mode of operation. Hear hear! |
Twoball Cane | 15 Jul 2015 3:25 p.m. PST |
Marching songs could work but they are short…. Germans: helenmarsch or marsh des yorckshen korps (my fav) USA marines or etc Brits long way to Tipperary ! Even for www2 they could work Nothing beats a German "jingling johhny" for getting the shivers with some of these marching songs…..bagpipes maybe.. |
CeruLucifus | 15 Jul 2015 9:57 p.m. PST |
Jeez what a way to frustrate people who are tone deaf, or who legitimately have a long turn to play, or who were in the kitchen or bathroom when their song came up. Just roll dice for the turn order. Play whatever music you want, or shift to shuffle, when you want. |
(Phil Dutre) | 15 Jul 2015 11:56 p.m. PST |
Check out the boardgames Escape and Space Alert. Both use soundtracks to regulate the flow of the game. Escape plays in real time, but the soundtrack sets the mood and uses 3 discrete events to warn players that something is up. Space Alert has a much finer resolution, warning players of all sorts events happening to a spaceship. |