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Firefly: A Day in the 'Verse
So I am brainstorming ways to speed up play. Here is what I have so far:
1. Each player will have four notecards: FLY, BUY, WORK, DEAL. They must select one or two of these cards before their turn comes around and commit to taking only those actions on their turn. Each card will briefly summarize options for that action, like Full Burn or Mosey for FLY.
2. Each player will have five minutes to complete their turn, enforced by a five-minute sand timer. If a player hasn't finished their turn when the sand runs out, their current action will not be completed until their next turn.
3. The gameboard will be on the main table, which is big enough for Arkham Horror plus all the expansions plus 8 players. The contact and supply decks will be set up on two separate card tables, so anybody can get up and look through the discard piles at their leisure. I will strongly encourage players to do so when it isn't their turn, and lead by example.
4. If we have at least six players, I will divide them into two groups for purposes of turns. To clarify, let's say that Mal, Zoe, Jayne, Simon, Kaylee, and I sit down to play. Mal, Zoe, and Jayne will take their turns in that order, passing the sand timer between them. At the same time, Simon, Kaylee, and I will take our turns in that order, passing a second sand timer between us. (I have four identical five-minute sand timers, so we have a couple of spares in case somebody finishes their turn early.) In effect Mal, Zoe, and Jayne will be playing a game of Firefly at the same time as Simon, Kaylee, and I, using the same board and other components. At any given time, two players will be taking a turn. Players from either group can freely interact with each other according to the rules: piracy, stealing crew, making deals, etc. Everybody will be playing for the same victory condition according to the story card. If we have at least nine players, I will divide us into three groups for turns.
5. If we have two+ groups for turns, we might not need the sand timers. When I ran that big Zombies!!! game, I found that each turn group had an incentive to play quickly, in hopes of getting more turns than the other group.
Any suggestions?
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- Virabhadra
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Shellhead wrote: Any suggestions?
Invite me! I'll bring mudder's milk.
Make sure that soundtrack has some Punch Brothers on it.
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- Sagrilarus
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It does look cool though; if Firefly had ever managed to become more than a truncated TV season and a movie, I'd be into it. It would be nice to live in that universe.
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dysjunct wrote: I have successfully talked myself out of this one. I already have a big sandboxy western, just without the spaceships -- Western Legends.
It does look cool though; if Firefly had ever managed to become more than a truncated TV season and a movie, I'd be into it. It would be nice to live in that universe.
Yea I've wanted to play firefly for a long time but realistically I have xia which pretty much fills this exact niche already, plus merchant of Venus which is also one of my all time favorite games. I don't think I have a $220 hole in my collection looking to be filled at this point. My wife loved firefly the show at one point, so if she got all hyped about it I could be persuaded but it seems unlikely.
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Shellhead wrote: One of my potential players says that he refuses to play games with timers. That seems like a warning sign of an AP player, but I have played a few games with him in the past and he was good about taking his turns in a timely manner. On the other hand, he invited a nice couple to my New Year's Day board game day without giving me a heads-up, and the reason I didn't invite them myself was because the husband is one of the worst AP players I know. I have heard that the general rule of thumb for Firefly is about an hour per player, assuming experienced players. No room for AP guys.
I would just assume that this game is going to be very long, and play with people you enjoy the company of. But you do you. If someone pulled out a timer I'd be out, no question.
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For examples, Zombies!!! is a pretty simple game. A player's turn shouldn't take more than a few minutes, if that. But there might be 50 or even 100 zombies on the table, and you get to move 1d6 of them a single space each turn. Some people can zero in and recognize that the only zombies worth considering are close to players or the helicopter, but some people feel the need to deliberate over all 50+ zombies, every turn. This made every game drag, until I tried my experiment with dividing players into two teams and having each team share a turn marker. The mild time and peer pressure helped people focus and keep the game moving at a good pace, and everybody was happy about it.
My very worst AP experience was during playtest games of the 25th anniversary edition of Divine Right. Game designer Glenn Rahman happened to live just a few miles away from me, so I recruited two friends to help him playtest. Every hour we played consisted of about 15 minutes for our turns and 45 minutes for Glenn's turn. He seemed to be completely oblivious to the game during our turns (unless one of us was in a battle or siege with him), and then would seem slightly startled by the start of his own turn, like "Hmm, what is going on now? What is happening here? And over here?" Two of us gave up after four playtest games, but the third guy found other players and kept going. I think that the game was supposed to be the 20th anniversary edition of Divine Right, but it took Glenn five extra years to finish the new edition and get it published. The publisher wasn't TSR or any other board game company, it was Right Stuf, an American distributor of anime and manga.
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- hotseatgames
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Any time I was working on a game design that I wanted to test on the group, I would always strive to "Tim-proof" it. Even now, if someone is taking too long on their turn, we say things like "It's fine, Take your tim"
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- ChristopherMD
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