Osage2017 | 07 Jan 2018 3:45 p.m. PST |
If there is a conflict, disagreement, between the players, how do you solve it ? Long discussion ? Dice ? What are the most common problem areas ? |
TMPWargamerabbit | 07 Jan 2018 3:54 p.m. PST |
10 paces with cap pistols. |
ccmatty | 07 Jan 2018 4:05 p.m. PST |
Perspective. It's a game after all. Compromise on the issue at hand so there are no hard feelings… |
Pictors Studio | 07 Jan 2018 4:13 p.m. PST |
I just let them have their way. Their is no point in fighting about it. |
ColCampbell | 07 Jan 2018 4:21 p.m. PST |
Normally we don't have "strong" disagreemnts, but when it happens a die roll normally solves it. Jim |
Ashokmarine | 07 Jan 2018 4:22 p.m. PST |
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evilgong | 07 Jan 2018 5:14 p.m. PST |
Dice, and after the game, perhaps during the next week assess the competing points of view and/or ask on-line about how other people play it. db |
Herkybird | 07 Jan 2018 5:18 p.m. PST |
Dice, then give time to think about the problem. |
Mike the Analyst | 07 Jan 2018 5:30 p.m. PST |
Get each party to present three strong arguments to support their point of view. See if this can lead to an agreement. If not Each player assigns a weight to each argument from 6-1. Total allocation = 12. Throw a die for each argument. If the score is above the weight then that argument fails. Compare the number of successful arguments the decision goes to the higher. If a tie then remove any failed arguments, reassign weights (total allocation reduced to 8) Repeat if necessary reducing total weights to 5. Hopefully the players will get tired of this and come to a resolution. |
robert piepenbrink | 07 Jan 2018 5:47 p.m. PST |
If it's one on one, dice. If it's a larger game, to the superiors, and if they can't agree either, let them dice. Or take it to an umpire if you have one. But the weakness of resolution by dice is that it rewards the player who wants something completely unreasonable or even contrary to the rules. That's why the superiors should be involved, or an acknowledged expert in the rules if you have one. Evilgong has an excellent point about seeing how other players do it, or at least talking it over when not in the heat of battle. You don't want a die roll to set a precedent you regret. |
cosmicbank | 07 Jan 2018 6:16 p.m. PST |
Nerd fight, Historical facts at 2 paces. |
cosmicbank | 07 Jan 2018 6:17 p.m. PST |
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The Badger | 07 Jan 2018 6:52 p.m. PST |
Try to prove the point one way or the other with the rules and if they don't cover it by a die roll followed by a house rule so it doesn't happen again. |
N0tt0N | 07 Jan 2018 7:48 p.m. PST |
These disagreements ARE about the game, right? |
Twilight Samurai | 07 Jan 2018 8:57 p.m. PST |
Pre-emptive Swatting, preferably from orbit. Just to be sure. |
gamershs | 07 Jan 2018 9:25 p.m. PST |
Was told of one solution that could be adapted. Take away one stand from each player ever 30 seconds. If the players ask tell them that there troops are deserting due to disorder in the ranks. They come to their senses or all of their troops are gone and they are out of the game. |
Cyrus the Great | 07 Jan 2018 9:48 p.m. PST |
Cage match. Two men enter, one man leaves. We play the survivors interpretation of the rules. |
Old Contemptibles | 07 Jan 2018 10:26 p.m. PST |
We first search in the rules and errata. Failing that we apply the stupid test. If it sounds stupid then we come up with a reasonable way to handle the situation and look it up or contact other authorities (author, forms, etc.) later. If we cannot come to a consensus then we just roll a die. We rarely argue. I will give in if an argument develops. The die is usually the last resort, but it works. But arguments rarely happen. Been years since the last argument. We are all reasonable adults. |
Old Contemptibles | 07 Jan 2018 10:41 p.m. PST |
There are no precedents set when rolling a die. None of this "that's what we did last time." There is always an answer. Just got to do some digging in the rules or ask on a form or email the author. Die roll results are temporary for the moment just to move the game along. If someone finds the rule afterward during then game, then we start using the rule. |
AussieAndy | 07 Jan 2018 10:53 p.m. PST |
Not playing with guys who want to squabble about the interpretation of the rules is a good start. |
HairiYetie | 07 Jan 2018 11:20 p.m. PST |
At Jim … when you say a die normally solves it … you do mean rolling a die, right? |
Doctor X | 08 Jan 2018 2:08 a.m. PST |
Die roll or refer to whoever is running the game for their interpretation. The rules we play aren't that complicated because I don't recall this happening very often. |
4th Cuirassier | 08 Jan 2018 2:22 a.m. PST |
The bleedin' obvious test: what would actually happen? I recall a player who used to argue that SPGs could fire to left and right, because the rules didn't say they couldn't. There's not always a lot you can do with these people. |
langobard | 08 Jan 2018 2:34 a.m. PST |
Maximum of 10 minutes to review the rules and see if we can get some agreement, then role a die. Keeping the game moving is more important than some obscure problem / interpretation that doesn't seem to have come up before… |
Brownand | 08 Jan 2018 2:41 a.m. PST |
agree witn longobard, after that fists and possibly followed with a pistolfight |
Cerdic | 08 Jan 2018 3:23 a.m. PST |
Producing a duelling sword and asking your opponent to name his second usually quietens them down…. |
Extra Crispy | 08 Jan 2018 6:20 a.m. PST |
GM's call. Our games always have a GM, so what s/he says goes. |
Osterreicher | 08 Jan 2018 10:11 a.m. PST |
When I'm a GM, I still try to convey what I was going for in the rules (if it applies), and suss out what the player is thinking, and why they might disagree. I try to let players first speak so they feel heard and so I really understand what they are concerned about. If there is no firm rule in place, or if I didn't cover a particular interaction, I ask the players to vote on whether my on-the-fly rule change or suggestion makes sense. I also have a 1 time challenge request for a rule, so each side can ask for a die roll to settle a dispute only once per game. This encourages each side to hold complain/requests to a really important rules challenge. This usually keeps such issues to a minimum, and keeps any feelings from being hurt. |
attilathepun47 | 08 Jan 2018 12:03 p.m. PST |
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Leadjunky | 08 Jan 2018 3:14 p.m. PST |
Arm wrestle over sharpened pike stands. First blood! |
Mick the Metalsmith | 08 Jan 2018 4:32 p.m. PST |
Being the author/GM of the rules gives one a veto. That said if a player wants to contest something usually gets his way…once. |
Lion in the Stars | 08 Jan 2018 6:31 p.m. PST |
To keep the game going: both players roll a die, high roll determines which interpretation rules for the rest of the game. Notes are taken about those issues and we chase down the 'correct' answer before the next game if possible. Sometimes we will have a guy not playing in that game look up the rules while the players get on with the game. |
gamer1 | 09 Jan 2018 9:48 a.m. PST |
When I GM, I have final say. That being said my job is to make a fun game and try my best to make sure everyone has a good time. If its a "stupid/uniformed/that could never happen/it didn't work that way" obvious answer I make a call and try to explain it(often with players unfamiliar with the period. If I feel the player has a legitimate point then I may side with them, allow a compromise or use a die roll, normally based off the quality of the units in question. Basically what has already been said:) Also if its a "light, fun" game, late at night, everyone drinking/laughing/tired, having a good time I can be bribed with food, drink, offering up a serving wench(just kidding) or some mini's I been looking for:) Travis |
138SquadronRAF | 09 Jan 2018 10:23 a.m. PST |
Our group does not have strong disagreements. We are, after all, The Gentlemen Wargamers. To quote from another TMP post about our last outing: Some of the gamers would have liked to continue, but we'd been at it for about 5 hours already and our guest had a previously scheduled event to attend. At the end of the game, a lively discussion ensued concerning what better options the British command might have tried. It was apparent that Pakenham would have had little choice but to fall back on Cole, considering what he was facing. (Notably, none of the discussion was about die rolls or rules; just tactics . . . "Yes, but if Foy moves here in force, then I'm forced to commit at least 17 battalions plus all the artillery to stop him." Another sign that the game was a success, by our standards.) TMP link |