Post by tfdbatman on May 19, 2008 8:36:49 GMT -5
Well, I’ll give you my point of view, as the guy who authored this thing…..
1st and foremost, THANK EVERY SINGLE ONE of you that came out. As I stated at lunch, this was the cleanest played game I have seen in a long time. The calliber of players that made the trip was OUTSTANDING. Only twice all day did I have to settle disputes. In one, both players agreed to a parlay, after one sugjested it…. Even though parlay was not in the rule set (I personaly think parlay is used to often if allowed), I allowed it because both players agreed to it and it seemed to be fair enough, as one said he bang killed the other & the other shot him not hearing him. The other was one where miss communication led to a player (role playing his part) scaired the crap outta another player & a shouting match ensued…. Only problem was that the 2nd guy didn’t know the 1st was just “playing his part”.
I’ll start the positive/negative by teams:
Cesair: I have to say this was one of the best organized forces I have seen at an event (absent Irene). OpDoc, my hats off to the job you did planning and organizing. The negative for this team was it’s communication. I witnessed several occasions where the CO was not receiving real-time intel. I heard players claiming they passed info up their chain of command, only to pass by Vernon & find out he had no idea of it, or vice versa. Case in point, the firebase. I was next to Vernon when he gave the order over the radio for all Cesair to evacuate the firebase. 20 min later, my OC on that field advised that the players there were STILL there and meanwhile, the Cesair push on the castle was running out of steam. Those players at the firebase, were not there to support the push. And of course, they claimed they never got the order… either this was a comms breakdown or blaitant insubordination, but either way, it COULD have cost the game, had it not been for the artilary points.
Domingo: Also a well organized team. Erik’s boys had a great push on the castle to take it almost immediately. They cut through the Mercs, holding that spot and never lost the building. Again, the biggest downside here was communications. I gave several missions out and they simply were not received.
Next, the positives and negatives for us, the game hosts:
It appeared to me that the spirit of what we wanted the game to be was received. Players showed up well motivated and understanding that this was not going to be (at least I hope it wasn’t received as) another paintsoft game. The scenerio seamed well understood and played out nicely. The biggest negative I can think of is the fine details. We introduced a lot of small things to this game without knowing exactly how they would play out. Things like the mortars for example. I am thinking that we needed to take more time to write them into the rules, in greater detail, so that their use would be less confusing. Additionaly, I think they should only be able to rack-up points if the intended target actuialy results in enemy “kills”. The Cesair side launched a lot of rounds, but once Domingo figured out the towers were targets, they simply got out of them, or massed up just outside them and re-filled as soon as a round was fired. This caused great stress to the team attacking, as they hit a tower, expecting to be free of fire from that spot, only to have other enemys fill in the just shelled location and resume the fire on their possitions.
Overall, I think the day was a success, but then, I wasn’t playing. Only those who were can truly say. I will say this though, if it was, it was because of the players… They played clean & fair (for the vast majority) and they had a great attitude.
For those who attended, PLEASE, send me an e-mail or PM. Your input is what we need to make the return to Breedland even better. Thank you again and you are all more then welcome back!
-Bats out.
1st and foremost, THANK EVERY SINGLE ONE of you that came out. As I stated at lunch, this was the cleanest played game I have seen in a long time. The calliber of players that made the trip was OUTSTANDING. Only twice all day did I have to settle disputes. In one, both players agreed to a parlay, after one sugjested it…. Even though parlay was not in the rule set (I personaly think parlay is used to often if allowed), I allowed it because both players agreed to it and it seemed to be fair enough, as one said he bang killed the other & the other shot him not hearing him. The other was one where miss communication led to a player (role playing his part) scaired the crap outta another player & a shouting match ensued…. Only problem was that the 2nd guy didn’t know the 1st was just “playing his part”.
I’ll start the positive/negative by teams:
Cesair: I have to say this was one of the best organized forces I have seen at an event (absent Irene). OpDoc, my hats off to the job you did planning and organizing. The negative for this team was it’s communication. I witnessed several occasions where the CO was not receiving real-time intel. I heard players claiming they passed info up their chain of command, only to pass by Vernon & find out he had no idea of it, or vice versa. Case in point, the firebase. I was next to Vernon when he gave the order over the radio for all Cesair to evacuate the firebase. 20 min later, my OC on that field advised that the players there were STILL there and meanwhile, the Cesair push on the castle was running out of steam. Those players at the firebase, were not there to support the push. And of course, they claimed they never got the order… either this was a comms breakdown or blaitant insubordination, but either way, it COULD have cost the game, had it not been for the artilary points.
Domingo: Also a well organized team. Erik’s boys had a great push on the castle to take it almost immediately. They cut through the Mercs, holding that spot and never lost the building. Again, the biggest downside here was communications. I gave several missions out and they simply were not received.
Next, the positives and negatives for us, the game hosts:
It appeared to me that the spirit of what we wanted the game to be was received. Players showed up well motivated and understanding that this was not going to be (at least I hope it wasn’t received as) another paintsoft game. The scenerio seamed well understood and played out nicely. The biggest negative I can think of is the fine details. We introduced a lot of small things to this game without knowing exactly how they would play out. Things like the mortars for example. I am thinking that we needed to take more time to write them into the rules, in greater detail, so that their use would be less confusing. Additionaly, I think they should only be able to rack-up points if the intended target actuialy results in enemy “kills”. The Cesair side launched a lot of rounds, but once Domingo figured out the towers were targets, they simply got out of them, or massed up just outside them and re-filled as soon as a round was fired. This caused great stress to the team attacking, as they hit a tower, expecting to be free of fire from that spot, only to have other enemys fill in the just shelled location and resume the fire on their possitions.
Overall, I think the day was a success, but then, I wasn’t playing. Only those who were can truly say. I will say this though, if it was, it was because of the players… They played clean & fair (for the vast majority) and they had a great attitude.
For those who attended, PLEASE, send me an e-mail or PM. Your input is what we need to make the return to Breedland even better. Thank you again and you are all more then welcome back!
-Bats out.