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Author Topic: [It's a M.A.D. World] - A game of Nuclear Diplomacy [Rolepgeek/Lukeinator Win!]  (Read 6649 times)

Rolepgeek

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Re: [It's a M.A.D. World] - A game of Nuclear Diplomacy [Round 1 Start]
« Reply #30 on: August 12, 2013, 10:09:33 pm »

Nuke an Enemy. Backstabbing an ally would just result in my having two enemies still to deal with, and possibly the rest of my allies.
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Nerjin

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Re: [It's a M.A.D. World] - A game of Nuclear Diplomacy [Round 1 Start]
« Reply #31 on: August 12, 2013, 11:08:50 pm »

In that case, can we move his along? You can't call a game "quick" if it takes over a week to finish. This is my problem with tabletop Diplomacy.

Well the game itself is very quick. If the players want to take extra time I can't stop that. I guess quick might be the wrong term though if that's the case. Still it's a very mechanics light game and I'm sure that it won't last very long once it gets going.


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a1s

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Re: [It's a M.A.D. World] - A game of Nuclear Diplomacy [Round 1 Start]
« Reply #32 on: August 13, 2013, 07:31:40 am »

Well the game itself is very quick.
There are 3 things that make a game quick:
1. simultaneous turns (you have this one)
2. deadlines
3. making sure players live in the same timezone (or, if you don't have #1, that their turns are in the same order that their timezones are)
(also 4.) making turns less of an effort to make and process (which is subjective as hell) ((in my opinion you also have this one))
we can't fix #3 for this game (without restarting it with new people), but we can add deadlines.
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Nerjin

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Re: [It's a M.A.D. World] - A game of Nuclear Diplomacy [Round 1 Start]
« Reply #33 on: August 13, 2013, 03:37:59 pm »

Well I sorta figured that everyone would probably have their turn in by tomorrow at the latest. Thankfully I was wrong. Almost everyone had it in before the end of the "day". But maybe their will be a bit of a deadline. That is assuming that it takes too long for the remaining player to get their turn in.
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Nerjin

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Re: [It's a M.A.D. World] - A game of Nuclear Diplomacy [Round 2 Start]
« Reply #34 on: August 13, 2013, 05:24:12 pm »

Round 2 Begins
A1s has been destroyed!
Mastahcheese has been destroyed!
Kopout was destroyed
Fniff was destroyed!

Lukeinator has survived!
Chink has survived!
Rolepgeek has survived!


Each player now has 1 nuke and 1 bunker!

Same rules as last time. Dead players may not reveal whom they chose to nuke or bunker. You may still comment on the game however. I will reveal the choices for bunkers and such at game end. I assure you it's pretty interesting.
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Lukeinator

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Dang it! I was wrong. Not 3 people die in the first round, but 4.
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mastahcheese

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Ok, so how many people targeted me?

At least I got Fniff. Didn't expect that one, did ya?
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The Derail Thread

Nerjin

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I'll just say that given prior data I had assumed he'd be safe from you. So basically everyone except him bunkered you.
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Scelly9

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PTW.
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Nerjin

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We have 2/3 of the votes needed to get through to the next round [if there is one]. It's the same guy as last time... Anyway I'll send out a prod here in a second.
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Nerjin

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Re: [It's a M.A.D. World] - A game of Nuclear Diplomacy [Round 2 Start]
« Reply #40 on: August 15, 2013, 03:00:42 am »

Round 3 Begins
Lukeinator has survived!
Chink has survived!
Rolepgeek has survived!


Each player now has 1 nuke and 1 bunker!

Same rules as last time. Dead players may not reveal whom they chose to nuke or bunker. You may still comment on the game however. I will reveal the choices for bunkers and such at game end. I assure you it's pretty interesting.
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Is the admiral of the SS Lapidot.

Nerjin

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The final years were a brutal time. The three countries each bombarded the other with nearly no end in sight. Finally it happened. A lapse in the missile defense grid. Chink was eliminated from this earth as they deserved to be. Only our glorious nation remained a super-power! Unfortunately the unwashed masses of our eternal enemy still survive. Still plot, and still scheme to take everything we hold dear. We shall be prepared. Standing ever vigilant until the end of time. – Harold V. Richardson The Eternal Vigil


Chink has been destroyed!

Lukeinator has survived!
Rolepgeek has Survived!

In the Round Summary I will use Green text to show nukes that hit and Red to show the ones that didn’t.

Round 1 Summary [Wow EVERYONE blocked Mastahcheese… Except the person who should have. Same with Rolepgeek oddly enough.]
A1s [Nuke: kopout] [Bunker: Lukeinator, Rolepgeek, and Mastahcheese]

Lukeinator [Nuke: Rolepgeek] [Bunker: Chink, Rolepgeek, Mastahcheese]

Kopout [Nuke: Mastahcheese] [Bunker: Fniff, Rolepgeek, Mastahcheese]

Chink [Nuke: kopout] [Bunker: kopout, Rolepgeek, Mastahcheese]

Rolepgeek [Nuke: mastahcheese] [Bunker: a1s, lukeinator, mastahcheese]

Fniff [Nuke: a1s] [Bunker: Chink, Rolepgeek, Lukeinator]

Mastahcheese [Nuke: Fniff] [Bunker: a1s, Fniff, kopout]

Round 2 Summary [A stale-mate. Nothing to say.]

Lukeinator: [Nuke: Rolepgeek] [Bunker: Chink]

Chink: [Nuke: Lukeinator] [Bunker: Rolepgeek]

Rolepgeek: [Nuke: Chink] [Bunker: Lukeinator]

Round 3 Summary [The Final Round and I’m sad to see it go so soon. At least it was quick.]

Lukeinator: [Nuke: Chink] [Bunker: Rolepgeek]

Chink: [Nuke: Rolepgeek] [Bunker: Rolepgeek]

Rolepgeek: [Nuke: Lukeinator] [Bunker: Chink]


Well them’s the breaks my friends. I have to say that I think the original design goal of a quick game was readily achieved. However I’d like to hear some feedback: Was there anything that you think should be changed? What worked? What didn’t?

Feel free to sign up for Round 2. For now I think I’ll leave it in this forum as well but maybe I’ll make it it’s own topic.
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Is the admiral of the SS Lapidot.

Fniff

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I think it's a bit too based on random chance, with not much of the actual diplomacy coming in which makes sense, as there's no real stakes as there would be in a real situation, like resources and such. I think there should be more of a reason to negotiate.

Nerjin

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Well the purpose is to keep it quick. This game ran less than a week I think... But having a bit more involvement it important. Perhaps I could change the bunker cards or make a new card that would also protect against a nuke but the protection target is chosen by the player.

A plays bunker on B to protect against C.

So if C nukes B, then A's bunker protects B. I dunno, spur of the moment idea.
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Is the admiral of the SS Lapidot.

Rolepgeek

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Tit for tat, my friends, tit for tat.
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