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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