Questions and general discussion for all Two Hour Wargames products
Atomic Floozy wrote:I've run co-op games of Mission St. Mary & the version of Adventures in the Lost Lands which utilized Chain Reaction 3.1 at conventions. I allowed each player to be a star & lead a group of explorers. I use plastic cocktail monkeys as PEF markers. You use basically the same mechanics as solo play. In some games I allowed only one activation d6 per side & in others I allowed each group to roll it's own activation d6 - this latter method naturally resulted in more doubles and more PEFs.
Atomic Floozy wrote:I've run and played in several games of Colonial Adventures that were head-to-head. In those cases each side rolls activation d6 & there are no PEFs since each side has defined groups of troops.
One of the keys to co-op play is to pre-generate the PEFs before the game starts and construct a simple table. For instance in Mission St. Mary possible resolutions were Arab slavers, hostile natives, lions, raptors, and in one section of the board, Kong himself was a possibility. It speeds up game play in that you don't have to pause the game to roll up the composition of the opposing force, you just have to roll for what they are & how many.
THW wrote:Another head to head is give each player 2 PEF markers and write down what each one actually is. Then have them use the PEF Movement Table for both sides.
Atomic Floozy wrote:PEF generation varies slightly from game to game. In Fortunes Won & Lost, rolling doubles on activation generates a new PEF. In Adventures in the Lost Lands, anytime the total of the activation dice equals 7, a new PEF is created. Mission St. Mary uses the defining moment to generate new PEFs.
A few Grey Apes or maybe a Pterodactyl might always add some random fun to an encounter. Speaking of dinosaurs, is there rules for flying dinos in Lost Lands?THW wrote:Should be 3 PEFs. All enemies or if you want they can be NPCs, neutrals, etc.
Atomic Floozy wrote:I'm currently playing a FWL campaign and the streamlined rules are fantastic. They play much better than CR for colonials & old west in my opinion. You should give FWL a try if you haven't already done so. I really like the way in sights are handled by the Action table.
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