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Miros
March 26, 2017, 12:46am Report to Moderator Report to Moderator
Slightly Less Expendable Minion
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I'm planning on running a large 7TV game at Historicon in July.  Thinking of 2-3 players on each side, 40-50 ratings per player.  I have the scenario already.

Thoughts on larger games?  Changes you would make?  My initial idea is to use the usual # of countdown cards and have each side draw one and move together.  
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Karl@Crooked Dice
March 26, 2017, 11:20am Report to Moderator Report to Moderator

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It should scale up perfectly well. One issue for players may be a bit of wait between their turns. So you could change initiative mechanics. Make one initiative roll between heroes and villains - and allocate PP accordingly. Then add a random card draw for each player's activation. You would also dump 'Stealing the Scene'
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Morgan
March 26, 2017, 2:59pm Report to Moderator Report to Moderator

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As Karl says above, definitely have all heroes go at the same time, then all villains. When awards of plot points come up, each cast will separately receive those awards.

I would aim for each cast to have about 25 points, unless you want the game to run quite long. If you are likely to be running this for new players, consider using co-stars rather than stars (slightly simpler choice of options to speed up play). Also consider avoiding burst weapons (eg SMG) as that can lead to quite a lot of dice rolling if a group of minions is firing on some tightly-packed opponents. It can just take a while to work through all of those rolls.
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agent_pumpkin
March 27, 2017, 8:30am Report to Moderator Report to Moderator
Vaguely Valued Minion
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I like the idea of card draw initiative.

I may even try this myself. With 1 card for each Star and Co-Star, a card for each unit and then each side also has one card for all the non-unit extras.  

This could be modified further by special event/action cards

Hummmm.


That's the trouble with heroics. They seldom run to schedule...
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monkeylite
March 27, 2017, 8:48am Report to Moderator Report to Moderator

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Yeah, the way initiative is done in 7TV, it only really works (with the rules as written) if you do one side against another side. If you have more than two sides or lots of allied factions you need to tweak things. In addition, as Karl says, in games with lots of players there is the issue of waiting for your turn. For these reasons, I would think the way to go would be to treat one team of many players as one single side in regard to game turns. This will keep the game moving and keep the countdown deck requirements predictable.

When we've played this sort of game, we've calculated tokens in the normal way but paid them into a kitty that everyone on the side has access to. Any special allocation of tokens, etc, can then just be paid into the kitty. This might not feel exactly right, but is certainly the easiest solution.
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Red Shirt 1
March 27, 2017, 8:14pm Report to Moderator Report to Moderator

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I would use a card draw for each faction and give out plot points as usually for each faction. Maybe include a random event card and roll from a pre generated list for the scenario.
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