|
|
site map |
|
Player Aids Armies Conventions Contact Evocati Figures & Basing History Rules & Scenario Books Scenarios Tactics Variants Holy Hack Homeric Hack Hack in the Dark Knight Hack Reviews LMW Works |
Tips: How to Put on Classical Hack Game - page 3 of 6 The Flight List Register your game as early as possible. Let them know if you have any special needs. They probably won’t always accommodate you but it is always nice to inform the organizers. Before you leave for the convention make up a check list of the things you will need for the game. Like an airplane pilot you don’t take off before you go though the flight check list. You don’t want to get into the air only to find that you forgot something that makes the plane fly or land. Figure out your game. How many figures and how many players. This will decide how big you want your game. as well as how many players you wish to entertain. How many players can you effectively handle. Be honest. After a couple of decades I can handle about twenty. I do not recommend this many. Everyone has a different skill level in this matter. Players too have different levels of comprehension. When first starting out at one game I had six players. The armies had two units for each player on each side. It was pretty small but I was just starting out. The players were all bigger than me; they always are. After explaining the Q.R.S. we played one turn. At the start of turn two the players stopped me and said, “Why don’t you go and get a cup of coffee? We’ll wave to you if we have a question.” Surprise I said “Ok.” In four turns the game was over and I sold six sets of rules. They had a good game and Knight Hack was a success. You see I am not promoting me, I promote the game system; my purpose. Twenty years ago I used to sell the rules at the table. I now have distributors. I think selling rules at the table these days says something about the rules and that is a message I do not want to send. So while I had prepared and prepared the rules carried the day and not me. I knew from this experience that the rules were good. My work was validated and from this my faith in the rules was never questioned by me again. I had picked the right amount of players I could handle. I knew how many units untrained players could easily manage. I recognized the fact that games do not have to be large or lengthy to be good. That brings me to another point. How long do you wish to play your game. The more units the more time will be required. You will not be able to control the skill of the players but know this a game with a limited number of units per person playing will usually determine how long things go. So when putting together the armies think of these things as it will determine the length of the game. Add armies to your flight list. Mom always used to say cut too much not too little. Bring a couple of extra units. With the game planned out in regard to units and players you have a good idea of how big a table you will use and know what terrain you will require. Add terrain to the list. Trees, hills, cloth and any other things like buildings. So create a map on paper of the set up of the terrain and the armies. Add dice and rules to the flight list. Lets rehash. Your flight list should include the following: A battle map for set up Q.R.S. The Rules {I would suggest Classical Hack} The armies to be used Terrain (trees, hills, cloth and buildings) Rulers Dice A container(s) to put everything in Use a helpful friend anytime you can even if it’s only to help cart things Make a list of all this and keep it handy. Go through the list before you leave for the convention or location. Use it. Preparation is a must for success. Be organized and you will be prepared. |
|
Copy Right 2009 LMW Works. All rights reserved. |