Tuesday, January 28, 2014

The Flow of the Game (part 2)


Does Solar Echoes really play fast? Sure, there are still phases in each round and each person has to state his moves and actions (and reactions, which are interruptive actions), but the difference is that it is totally a team effort without a prescriptive turn-order. During the movement phase, the players can move before the Mission Controller (MC, which is what we call our Game Master) or they can wait to see what he does with their opponents. If both sides are waiting on the other, then an alternating turn-order must occur, beginning with a player. The beauty of this system is that it mimics a real-life situation: sometimes a team will get the jump on their enemies because they coordinated well together and moved quickly. In other situations, the enemies might take advantage of indecision and seize the most advantageous positions. The better the players work together and coordinate, the more likely they are to overwhelm their opponents with superior tactics.

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