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 New, Optional, and Experimental rules

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Svenn
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PostSubject: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 7:01

Anyone ever try using almost all of the new, optional, and experimental rules in the Town Cryers? I've been going through all of them to sort of catalog them so we can use some for our campaigns and I didn't realize just how many there were. I was planning on using most of these rules, but now I'm kind of afraid that we'll never be able to keep track of everything!

Anything that people recommend using or staying away from?
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Von Kurst
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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 8:33

There are an awful lot of them. I try to keep rules to campaign settings if possible to keep things coherent.

The biggest problem is that several different rules for the same thing have been published over the years with no attempt to reference the earlier rule or give a context for a new version. This makes for confusing times if 2 players reference 2 different TCs in the same circumstance.

There are several different rules for fighting at night--mainly these differ in how far you can see.
Torches and lanterns have a few different versions lurking about.

The fear of not being able to keep track is a real and present danger. In our current campaign we are using Styrofoam's Sartosa setting, Warhammer Ahoys! ship combat rules, Slippery Jack from Flame On, RotC's Darkness, Unwanted Company, Sentries and Crowded and some EiF stuff. It gets a little nuts now and again.

Post the catalog if you get it done!
Cheers!
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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 8:41

Here's what I'm doing for now... It's essentially just a catalog of everything in White Dwarf and the TCs (still in progress, I'm at around TC20 right now) organized by content type (Scenarios, Equipment, Rules, Warbands, Hired Swords, Dramatis Personnae, Campaigns, etc).

I've been using this site for a quick outline: http://www.gamehobby.net/subject_indexes/subject_mordheim_town_cryer.html

I've also been manually going through the TCs to see if anything was missed on that site, and I have noticed one or two things.

For right now this is an attempt at cataloging only the "official" stuff published and not anything else. Once I get everything listed I plan on going back and adding notes to things (such as what the campaigns include... rules, warbands, scenarios?). This is a much larger undertaking than I first thought, lol.

Oh, and one other thing... I didn't realize there was a halfling warband in the Citadel Journal. Anyone have the rules in pdf form for the Knights of the Kitchen Table or has anyone ever used them? Are they balanced enough to be used in a campaign?
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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 11:01

Ideally, I would like to expand on cianty's list here so that it includes not only warbands and characters, but new/optional rules, scenarios, and equipment. And perhaps make it easier to sort through. I'm a big fan of sorting. Smile With a spreadsheet or something you can sort by whatever means you need, whether it be name, grade, or whatever.

Anyone that's used most of the extra rules from the TCs that can shed some light on what is good/bad? Are there really any "bad" rules from the TC? I know some were always labeled as experimental so I don't know if they were fully tested/balanced or what.

I love Mordheimer's list of scenarios... but there's really no clue as to the quality of most of them.
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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 11:38

Svenn wrote:
Ideally, I would like to expand on cianty's list here so that it includes not only warbands and characters, but new/optional rules, scenarios, and equipment.

That's exactly what I wanted to do - hence the empty post after the HS. Unfortunately I didn't get around to doing it yet, though.

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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 11:48

cianty wrote:
Svenn wrote:
Ideally, I would like to expand on cianty's list here so that it includes not only warbands and characters, but new/optional rules, scenarios, and equipment.

That's exactly what I wanted to do - hence the empty post after the HS. Unfortunately I didn't get around to doing it yet, though.
Well, I'm going to see what I can do. Unfortunately I don't feel qualified enough to do sufficient grading on this stuff.

I did have an idea though. What if I were to setup a section of our website (or another website) with lists of scenarios (and maybe rules and equipment and stuff too) in much the same way that Mordheimer has his stuff except with a way for people to rate the scenarios or rules. The site would then show all users the ratings for each one, and anything that achieved a certain rating (with a minimum number of votes) would be marked with something denoting that it is an excellent resource. Set it all up in a way that users can then filter by type (Rules, scenarios, whatever) and then sort whatever way they want (by name, by rating, by number of votes, etc). Perhaps also set up a way so that anything approved by someone important to the community (such as yourself cianty Very Happy ) would have a special marking next to it (and people could sort/filter to see only those).

Now, people have different tastes so this isn't perfect, but it might be a way to sort of grade all the stuff out there and have it all in one place. Each piece would have full information on who created it, where it can be found, and all the other necessary bits and pieces to keep track of everything. Also, because of the different tastes of people it could even be set up to have 2 different ratings... one for "How well is this balanced?" and one for "How fun is this?"

Thoughts anyone? Have I lost my mind? Razz
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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 12:02

Sounds cool. Also sounds like a lot of work. And be warned: don't be disappointed if much less people vote than you expect. It may turn out that only three people left their votes and all your work was seemingly unnecessary. Be sure you do it for yourself.

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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 12:17

cianty wrote:
Sounds cool. Also sounds like a lot of work. And be warned: don't be disappointed if much less people vote than you expect. It may turn out that only three people left their votes and all your work was seemingly unnecessary. Be sure you do it for yourself.
Yeah, participation is the one thing I'm worried about. We do get quite a few hits on the site (and specifically the downloads page) now, so even if only a small portion of those ever vote it might be worthwhile. I'm not expecting to get hundreds of votes, but even something like 10-15 votes per item would be worth it I think.

And this is definitely for myself. I've been going nuts trying to just pick out which rules, scenarios, and other things to use for our games let alone organize them into something for everyone... Just having this organized in any way would be useful.
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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 12:25

Yeah, I see. Smile Alright, so go for it! Smile

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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 13:03

One issue I can see is the sheer volume of things to rate. Our group has played continuously since Spring, 2001. For the first year we didn't play in the city of Mordheim, but spent our time in Lustria and Khemri. After the first year we started alternating between Lustri, Khemri and Mordhiem on a 3 or 4 month cycle. As new campaign settings became available we expanded to include EiF. We have covered a lot of ground but I know there are Khemri scenarios that we hardly ever played and despite playing numerous TC scenarios as 'end of campaign' events or special events over the years there are far more that we have never tried.

So when you call for reactions to the TC contents, I'm looking for a list of what those might be... So make the list, I'll vote.

Cheers!
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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 13:15

Von Kurst wrote:
One issue I can see is the sheer volume of things to rate. Our group has played continuously since Spring, 2001. For the first year we didn't play in the city of Mordheim, but spent our time in Lustria and Khemri. After the first year we started alternating between Lustri, Khemri and Mordhiem on a 3 or 4 month cycle. As new campaign settings became available we expanded to include EiF. We have covered a lot of ground but I know there are Khemri scenarios that we hardly ever played and despite playing numerous TC scenarios as 'end of campaign' events or special events over the years there are far more that we have never tried.

So when you call for reactions to the TC contents, I'm looking for a list of what those might be... So make the list, I'll vote.

Cheers!

I'm looking at a Wordpress Plugin right now that might do the trick. It would just require putting up a page for everything (which I could probably setup to be hidden from the regular blog, and just have a single link from the main blog to the page that holds all this stuff). Then you would just open up the page for an item and click on the rating with a simple star system. It would look something like this:


I would set it up with perhaps ratings for Balance and Fun Factor. You simply click the number of stars for the rating you want to give it. Then on the index page you would be able to sort by those ratings.

Simple enough? Thoughts? Suggestions?
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PostSubject: Re: New, Optional, and Experimental rules   Fri 10 Jul 2009 - 13:56

I just realized that I forgot to post the link to what I had before... here's what I've been doing: http://spreadsheets.google.com/ccc?key=tetAKT4NsRw_LxhNFcxiwpg
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