![]() ![]() the distance and timescales of the game were not appropriate for considering people on foot (each second was broken down into phases, since cars cover so much ground each second), so modeling individual encumbrance was a ridiculous complication.ĭepends on the execution (I feel like I've been saying this in too many topics lately). At first I was like "hell yeah, that is so rad!", but then I tried it, it really complicated a part of the game that almost never mattered. ![]() Then there was an issue of the quarterly Steve Jackson magazine with an amusing article about how silly and unrealistic that was, and offered a weight based alternative with over-encumbrance penalties. A gun=1 grenade, a one use Very Light Anti-Tank rocked took 2.5 or so. The unit was "grenades", I believe you could carry 5 or 6. The old Steve Jackson pen and paper game Car Wars used slot based inventory for people on foot. I generally prefer slots (or simply max weight with no option to over-encumber), not because it is inherently better, but if you aren't able to make modeling encumbrance a fun and engaging part of the game, then skip it all together. ![]()
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