Help support TMP


"7TV Big Convention Games?" Topic


6 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't call someone a Nazi unless they really are a Nazi.

For more information, see the TMP FAQ.


Back to the Pulp Gaming Message Board


Areas of Interest

Fantasy
World War One
World War Two on the Land
Science Fiction

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Warband


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Little Lost Dinosaur

Personal logo Editor in Chief Bill The Editor of TMP Fezian discovers a lost dinosaur.


Featured Workbench Article

Raising a Giant Succulent

Blocking line-of-sight and channeling movement through elevating a plant.


Featured Profile Article


Featured Movie Review


808 hits since 31 Aug 2018
©1994-2024 Bill Armintrout
Comments or corrections?

Personal logo miniMo Supporting Member of TMP31 Aug 2018 8:53 p.m. PST

I recall seeing posts from folks who have run multiplayer 7TV convention games, and I would love to hear your thoughts on the best approach to do so.

I just got a small order from the recent Children of the Fields Kickstarter (For The Crows pledge), and am completely blown away with the quality of all the components. The printed Programme Guide and Cards and minis are all outstanding. The test batch having passed with flying colours, I plan on picking up more through US distribution channels at much better shipping charges.

What have folks found to be good sized casts to use for each player for a 4-hour convention slot? General thought on organising and running a big scenario?

I have a big Sleepy Hollow board in progress, and Harvest Home scenarios are not contra-indicated there!

Wackmole901 Sep 2018 6:55 a.m. PST

Keep the rules to 1 page(front/back) and the Player sheet.
Have helpers to answer questions, So you can keep the game moving. More than 6 figures and the players take to long to move.

Have everything labeled and set up well before the game starts. Try and have fun running the game and stay on the players to keep their attention riveted on the game.

Mirosav01 Sep 2018 7:37 p.m. PST

miniMO, I have run multi-player 7TV games at Historicon the last 2 years. Around 30 ratings per player. I have tried 2 different methods I've included a link to each AAR on my blog.

The 2017 game was 6-players, 3 per side, with players alternating their turns via a random card draw. I peeked at the next card and let that player start moving if it wouldn't affect the moving player. One countdown deck for the whole game. It was difficult to get as many turns in as I wanted.
link


For 2018 I borrowed a method used by a friend in some of his convention games. It was still 6 players, 3 per side, but split into 3 distinct areas, each with a pair of players and their own countdown deck. I think it worked better than the single large game and there was plenty of time for a conclusion. This method allowed each pair to move at their own pace and also let the countdown deck events influence the game more.
link


I am currently working on my 2019 convention game. Where are you in the US?

kmfrye11 Sep 2018 8:11 a.m. PST

MiniMo,

I have been running 5 – 6 player 7TV games at HMGSE cons (except Historicon) for several years. I don't run them as five-way free-for-alls, I usually have two main opponents, e.g. Children of the Fields vs. United Radionics, and then I split those forces between players on each side.

Since I still use 7TV 1st ed., there are Audience Appreciation chits and 2 – 3 event cards per player. I have yet to add gadgets or Countdown Cards.

I subscribe to (Glenn) Kidd's Law: No Game Can Move Too Quickly. Most players are pleased if we finish an hour before time.

Regards,
Keith F.

Twoball Cane11 Sep 2018 6:46 p.m. PST

Very interesting posts gents. Looks like a lot of fun.

Personal logo miniMo Supporting Member of TMP12 Sep 2018 11:14 a.m. PST

Thanks Mirosav and kmfye. I've used variations of those approaches in several unit activation games like Bolt Action and Donnybrook. Yes, peaking at the next card and handing it out as quick as possible definitely speeds things up.

kmfrye, what size cast per player have you used, also about 30 ratings?

Next step for me would be assessing figure inventory and pondering acquisitions.

Sorry - only verified members can post on the forums.