mf0 logs -> 2012 -> Sun, 12 Aug 2012< mf0.20120811.log - mf0.20120813.log >
--- Log opened Sun Aug 12 00:00:43 2012
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07:22
< addking>
.
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11:19
<@randolph>
zrglb
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11:31
<@randolph>
Hey Malcolm
11:31
<@randolph>
Just got back from the game night where I demo'd
11:31
< Malcolm>
Ah, I was just about to ask you about that!
11:31
< Malcolm>
How did it goe?
11:31
< Malcolm>
goe?
11:31
< Malcolm>
Bloody hell
11:32
<@randolph>
It went fairly well, got two people to play, and several interested observers
11:32
<@randolph>
I got some suggestions on how to run it in the future
11:32
< Malcolm>
Such as?
11:33
<@randolph>
Color code every system, including the "penultimate white die" so it's visually distinct and obvious for removal
11:33
<@randolph>
So "make every weapon red somewhere," "every spot is yellow on it," etc
11:33
<@randolph>
Note that this is a suggestion *just* for first-timer demos
11:33
<@randolph>
Not for play with regulars
11:34
<@randolph>
The "show the penultimate white die" bit is because it's one less thing to memorize that a naked frame has 2 hit points
11:34
<@randolph>
While that's a simple thing to memorize, it's a thing.
11:35
<@randolph>
Um... Oh, and provide quick-reference sheets for the rules
11:35
< Malcolm>
Seem like reasonable suggestions
11:35
<@randolph>
For my own part, I'm going to cut down on HtH in the demo companies
11:35
< Malcolm>
Was there a particular preponderance of HtH?
11:36
<@randolph>
One squad was 3x HtH, 1x DF with global spot support
11:36
<@randolph>
One squad had a HtH/DF unit and a double HtH unit
11:36
<@randolph>
This resulted in an absolute slaughterhouse when they clashed
11:37
<@randolph>
That's not bad, in and of itself, but it detracted from some (in my opinion) core experiences
11:37
< Malcolm>
Hmm
11:37
<@randolph>
1) Because of all the HtH, cover is ignored *and doesn't get blown to brickybits*
11:37
<@randolph>
All game, only one piece of cover was nuked
11:37
< Malcolm>
Yesterday I had two teams each with a double HtH frame, and the third team with no HtH at all
11:38
< Malcolm>
I think it was useful to illustrate HtH, but a preponderance in demos may be a less than optimal thing
11:38
< Malcolm>
There was lots of demolition in our demo yesterday
11:38
<@randolph>
Yeah, that's two HtH total. This demo had 4 pure HtH and one hybrid HtH/DF across 11 frames
11:38
< Malcolm>
My poor little rural village
11:38
<@randolph>
That's a lot
11:39
<@randolph>
Right, that's the conclusion I came to
11:39
<@randolph>
DF and Artillery do two things: Encourage use of cover, and therefore destruction of cover
11:39
<@randolph>
Instead, it was Mortal Frame Kombat
11:40
<@randolph>
Also, because of the heavy HtH, being newer players, they sought out targets of opportunity (each other), which meant tearing each other to pieces in the field far from the Defender
11:41
<@randolph>
While that's an important lesson to learn as an Attacker, probably not the kind of dynamic for demos
11:42
<@randolph>
There was at least one other person present that had played MFZ before, though he didn't realize we had a forum and IRC
11:42
<@randolph>
(he does now)
11:43
<@randolph>
I also spread the word and kickstarter URL to a few other people - if they were sober enough that the memory sticks, we might have some new players :P
11:44
< Malcolm>
There were a lot of people yesterday interested in very similar things: pointed them to the website, etc
11:44
< Malcolm>
Lots of passing interest
11:45
<@randolph>
Cool
11:47
<@randolph>
Oh, and one guy suggested a visual representation of the Initiative
11:47
< Malcolm>
Not at all sure thats necessary
11:47
< Malcolm>
I mean, you know who is in the lead
11:48
<@randolph>
Right, but I think it may be true that for some people, it's not as tangible who they should be attacking
11:48
< Malcolm>
Couple of rubbishy phone photos of the demo here: http://www.flickr.com/photos/jed_september/
11:48
<@randolph>
I didn't feel it was necessary personally, but who am I to deny his feeling that it would have been useful for him?
11:48
< Malcolm>
Hmm, I'd try and avoid making that kind of change, for me it just adds more 'administration' to the game
11:48
<@randolph>
Cool! That looks like a much larger playing field than the one I used
11:49
< Malcolm>
The view is deceptive, we used quite a square area in the middle of the table
11:49
<@randolph>
ah
11:49
< Malcolm>
It wasn't as long as it looks
11:50
<@randolph>
We used a coffee table maybe 2.5-3 rulers in diameter
11:50
< Malcolm>
That doesn't sound too bad
11:50
< Malcolm>
Gets people into contact quickly
11:50
<@randolph>
re: administration, yeah, but someone's keeping track of initiative anyway, right? like on scratch paper (I was)? So this would just be a step up from "show everyone the scratch paper"
11:52
<@randolph>
afk a bit
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18:15
< Mantisking>
Hello?
18:16
< afny>
o/
18:22
< Malcolm>
Ahoy hoy
18:24
< afny>
So looking at your new demo pics
18:24
< afny>
you've been using those 7p houses for a while, right?
18:24
< afny>
How many hits do they generally take?
18:24
< afny>
Do you ever burn through a whole one in a game?
18:25
< afny>
(Mantis, you use them too, right?)
18:26
< Mantisking>
I used them in the demos I ran, but I tended to avoid damage to cover in the interest of game speed.
18:26
< Mantisking>
(I also may have forgotten about it as I was a bit hyper during the proceedings.)
18:26
< afny>
heh
18:27
< afny>
They seem simple and formulaic enough so they wouldn't be a hassle to rebuild
18:27
< afny>
I think I'm gonna get some of those roof slopes next time I bricklink
18:29
< Mantisking>
I think I had one get broken down somehow and they are easy to rebuild.
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18:31
< huhwhozat>
greetings
18:32
< huhwhozat>
ooh hey, more people than normal in channel it seems :D
18:32
< afny>
ja
18:33
< Mantisking>
Yeah, the last couple times I logged in it was a ghost-town.
18:38
< huhwhozat>
I want my bricklink orders to arrive
18:38
< huhwhozat>
now
18:47
< Mantisking>
I can understand that feeling.
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19:10
<+FerrelFerret_phone>
Yo.
19:14
< Mantisking>
Yo.
19:14
< neoaez1>
Hello.
19:15
<+FerrelFerret_phone>
How is everyone?
19:17
< Mantisking>
I'm doing okay. Just another lazy Sunday.
19:18
< neoaez1>
I am busy doing arts!
19:18
< neoaez1>
Need to get this split weapon system icons done.
19:18
<+FerrelFerret_phone>
Yeah, I'm just lazily waiting for my D&D game.
19:20
< huhwhozat>
neo, you were the one doing the stat cards recently, right?
19:20
< huhwhozat>
ferrel: what edition?
19:20
< neoaez1>
That would be me.
19:23
<+FerrelFerret_phone>
I'm playing 3.5 through In the Time of Heros online.
19:24
< afny>
I kept trying to get Ced to read this, but I don't think he did
19:24
< afny>
http://penny-arcade.com/report/editorial-article/what-we-can-learn-from-the-re-i ssued-first-edition-advanced-dungeons-and-dr
19:24
< afny>
if you're in to d&d at all I think it's a good read
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19:27
<+FerrelFerret_phone>
Right now I'm listening to the new podcast with PA and PvP creating characters with D&D Next for the game at PAX this year.
19:27
< huhwhozat>
it was a good read!
19:27
< huhwhozat>
I agree with the sentiment, but in the games I've played, we've stayed away from rules-laeyering
19:27
< huhwhozat>
nice
19:38
< Mantisking>
Anyone talked to Ced recently?
19:50
< neoaez1>
Split weapon icons- > http://www.flickr.com/photos/73344611@N06/7767696900/in/photostream
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19:54
< Mantisking>
They look good.
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19:59
< neoaez1>
Thanks.
20:00
<@randolph>
Oop.
20:00
<@randolph>
Maybe I should've said something
20:01
<@randolph>
Soren's been working on some split-weapon icons
20:01
< neoaez1>
Heh
20:01
< neoaez1>
Oh well.
20:01
<@randolph>
I don't know how far he's gotten, or if he already finished
20:01
< neoaez1>
I can change 'em later.
20:01
<@randolph>
So if you needed them to do your project *now*, etc
20:04
<@randolph>
Ran my demo last night, will write something up today
20:04
< neoaez1>
Cool. I look forward to hearing how it went.
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20:05
<@randolph>
In summary, it went well, but there were suggestions on lowering the memorization burden on brand new players
20:06
<@randolph>
And I learned that I should reduce HtH for demo companies
20:08
< afny|away>
I'm still afraid of hth in demo companies
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20:08
<@randolph>
Afraid why?
20:08
< afny>
hard to use
20:08
< afny>
afraid to give them to new players
20:09
<@randolph>
I agree with the sentiment, I'm just curious of your reasoning
20:09
<@randolph>
*about
20:09
< afny>
that is my reasoning lol
20:09
< afny>
it didn't get much deeper than that
20:09
<@randolph>
heh
20:10
< afny>
mostly it's just
20:10
< afny>
I think hth is fine, but you need to have a plan for it
20:10
< afny>
moreso than you do for direct fire or artillery
20:10
<@randolph>
In my case, it wasn't so much it was hard to use as it incentivized new players on Offense to murder the shit out of each other
20:10
< afny>
yea
20:10
<@randolph>
So it made it hard for them to win
20:10
< afny>
which isn't an effective use
20:10
< afny>
that's why all three of my demo companies are currently DF based with lots of greens
20:11
< afny>
incentivizes tactical advances and makes players think positionally
20:11
<@randolph>
I don't want to have *zero* Hth
20:11
<@randolph>
I think there needs to be at least 1 (or 2, in case the HtH guy gets completely gibbed before doing anything)
20:11
<@randolph>
But HtH-heavy is right out for me from now on for demo companies
20:12
< afny>
2 IS hth heavy
20:12
< afny>
in a skirmish
20:12
< afny>
with 4 or 5 as the max team size
20:12
< afny>
I mean, I agree that it'd be cool to have
20:12
<@randolph>
I mean overall
20:12
<@randolph>
2 out of the whole demo
20:12
< afny>
yea
20:12
<@randolph>
Either 2 on one team, or 1 on two teams
20:12
< afny>
I dunno, my demo kit is currently out of commission since I rebuilt two of those companies
20:12
< afny>
so when I pick out new frames/systems for it
20:13
< afny>
maybe I'll do one hth unit on the primary attackers
20:13
< afny>
a HTH Y Y B
20:13
< afny>
or maybe two
20:13
<@randolph>
Here's what I'm worried about there
20:14
<@randolph>
(putting it on primary attacker)
20:14
< afny>
agh I wanna build so bad
20:14
<@randolph>
Defender sets up perimeter
20:14
< afny>
I need to clean
20:14
<@randolph>
attacker puts up HtH
20:14
<@randolph>
middle attacker sets up
20:14
<@randolph>
Okay, now the "easy to reach" targets are all not Defenders
20:14
< afny>
yeah, I mean
20:15
< afny>
that hth frame is at risk if it is used wrong
20:15
< afny>
but giving it to the secondary attacker is just as bad
20:15
< afny>
that same thing will happen
20:15
<@randolph>
right, which is why I think it should be a Defender frame
20:15
< afny>
and I'm not going to split weapon types on the defending team if they only have three frames
20:15
< afny>
eh
20:15
< afny>
I'm not a fan of that with a three frame company
20:15
< afny>
especially because I like to try to get the defenders to give up stations early
20:15
<@randolph>
I think that in a brand-spanking-new player demo, barring catastrophic failure, the Defender wins by default
20:16
<@randolph>
3p, at least
20:16
<@randolph>
Just because new players seem to be so focused on paying blood with blood
20:16
< afny>
that hasn't been my experience, and my intuition doesn't lead me that way either
20:16
< afny>
I guess it would go that way if the attackers didn't know to not attack eachother
20:17
<@randolph>
First thing they did, even though the Defender was in the lead, was to take a chunk out of each other for the temporary initiative lead.
20:18
< afny>
they sound like dumbasses
20:18 * randolph shrugs
20:18
<@randolph>
I can't really distance myself from the strategic planning
20:18
<@randolph>
I don't know how intuitive or unintuitive it is
20:19
< afny>
The big thing I found that wasn't intuitive
20:19
< afny>
but once it's understood, really lets players sink their teeth into the game
20:19
< afny>
is asset value, and its implications on the game at different points
20:19
< afny>
so basically, let players know their asset value, and let everyone ELSE see it
20:19
< afny>
maybe give each player their AV written in big ass marker on an index card and put it down on the table
20:20
< afny>
and really hammer home how that number will alter their score as the game goes on
20:20
<@randolph>
Yeah, that's something under "decrease memorization burden"
20:20
<@randolph>
nod
20:20
< afny>
that number will drastically alter the way you play
20:20
< afny>
and if you don't understand its importance, you can't really formulate an effective strat
20:20
<@randolph>
Part of it, I think, is that until the frames met in combat, they really had no idea just how devastating a HtH scrum would be
20:20
< afny>
yea
20:21
<@randolph>
And then it was on, and they can't disengage
20:21
<@randolph>
Are you going to pull out? And leave yourself open?
20:22
<@randolph>
So really, as long as I stayed out of the way, I didn't need to do anything other than drop some spots for them to kill each other (I was Defender - I had a third guy wanting to play, but he ended up taking much longer doing whatever else he was playing, so the two new players asked me to play the Defenders instead)
20:24
< afny>
I think if they understood AV and initiative, they might've been less likely to do that
20:25
< afny>
but it isn't readily apparent until you've played a game
20:28
< afny>
also
20:28
< afny>
Joshua confused the fuck out of me with this response
20:28
< afny>
to the station soaking damage thread
20:28
< afny>
I totally thought I understood that rule
20:29
<@randolph>
Me too
20:29
<@randolph>
I'd ask a clarification in precise language, but I tend to get "lol ruleslawyer" responses when I do that
20:30
<@randolph>
Which seems really counterproductive when you're trying to get a super-solid product for mass consumption
20:30
< afny>
I think adorablerocket has this one covered
20:31
< afny>
just gotta wait for a response
20:31
<@randolph>
I thought it was just "you can dodgeroll away from a station to avoid a hit" which is simple, elegant, and doesn't have weird exceptions
20:31
<@randolph>
Now it's about 3 layers more complex
20:31
< afny>
yea
20:31
< afny>
I thought it was any frame and any station
20:31
<@randolph>
yeah
20:32
< afny>
at any time the frame would take damage
20:32
<@randolph>
grabbing some lunch bbl
20:32
< Mantisking>
I think things tend to be more complext than they seem when it comes to the rules for MFZ.
20:33
< Mantisking>
It's like an onion.
20:33
< afny>
usually in a good way, though
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20:33
< afny>
not in a "this is more complex but we didn't tell you" way
20:33
< Mantisking>
True.
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22:41
< DeathZero>
yo.
22:45
<@randolph>
hey
22:49
< DeathZero>
sup
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23:50 FerrelFerret [AndChat4505@Nightstar-3001fd45.tmodns.net] has quit [[NS] Quit: Bye]
23:50 FerrelFerret [AndChat4505@Nightstar-3001fd45.tmodns.net] has joined #mf0
23:50 mode/#mf0 [+v FerrelFerret] by ChanServ
23:50 FerrelFerret [AndChat4505@Nightstar-3001fd45.tmodns.net] has quit [Connection closed]
23:57 FerrelFerret_phone [AndChat4505@Nightstar-3001fd45.tmodns.net] has quit [Connection closed]
--- Log closed Mon Aug 13 00:00:58 2012
mf0 logs -> 2012 -> Sun, 12 Aug 2012< mf0.20120811.log - mf0.20120813.log >

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