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A Four Horsemen Enterprises Rules Set
 
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Digest Number 653

 
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John Murphy
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Joined: 12 Apr 2006
Posts: 1625

PostPosted: Wed Aug 14, 2002 6:43 pm    Post subject: Re: Digest Number 653


Dave makes a great point below (several, actually). Look at how Might of
Arms is handled for instance. Not a single tournament game (?) but probably more
than one game a day at the major HMGS cons. If you want to recruit players then
I suggest tourneys are a rather harsh way of trying to do it and learning the
rules from someone who thromping your butt is not always conducive to continued
play - though it has worked for me I think it is because several wires are
crossed in my brain. Demo games at cons, though, encourage social, friendly
(usually), multi-player games where nobody has to come away feeling like they
got
the bunny rule pulled on them - and in fact the game ump should warn beginners
when some master-mind is setting them up for such a thing. There ain't nothing
wrong, and plenty right, with an ump kibbitzing a beginner's game to make
absolutely sure the tactics count for more than knowledge of the rules,
especially if it includes an explaination of why to make it a learning
experience.
And regarding ratings... I was a rated chess player for a long time and I
can say that 99% of the reason for having ratings is so one can track how well
they are playing over months and years. But it does zippo for recruiting and yes
there is stgma attached because face it the next you'll have is ratings used to
exclude folks from tournaments (you've already started by suggesting using
ratings for NICT qualifiers, what will be next).
And what are you talking about re the NICT, Jon? I though you already had to
place near the top of a NASAMW sanctioned (i.e. more than even just 'public')
event to qualify for it? I know that is hpow it works for the not-to-be-named
trigraph rules. That is a much simpler and easier way of producing the same
result in any case and no recruit has to feel like a shmuck because their
"rating" as beginner is in the bottom 5% of the population.


> From: "joncleaves" <JonCleaves@...>
> Subject: Recruiting
> Take a minute and tell me what FHE can do for you that would help you
> recruit new Warrior players.
>
> From: JonCleaves@...
> Subject: Re: Recruiting
> Why? Because if the only way to get to the NICT/be ranked is to play in a
Con- or hobby-store-based tourney, there will be more public events. Public
events clearly supported by the company show the customer that this set is
supported and worth the investment.
>
> From: "dave8365" <dave8365@...>
> Subject: Re: Recruiting
> One common impression of the old WRG and new Warrior system (at least
> in So. CA, where I live) is that it is a competition game, and most
> WRG/Warrior gamers are "hyper-competitive a**h***s" (that, by the
> way, is a direct quote from someone else). I certainly don't believe
> this is justified, but I fear it may well be a common perception by
> many outside the Warrior community. As a result, I believe that
> people who are not interested in tournaments have avoided Warrior as
> a tend to not bother with it.
> One other factor is that, for me at least, WRG was never a game which
> read well...so unless there was someone to teach the rules, they
> either weren't purchased, or were discarded. Hold "Warrior Clinics"
> at conventions, where basic game mechanics are taught, might also be
> a good thing and promote player recruitment.
> Finally (and I think I may have mentioned this before), I think one
> of the best recruiting tools is putting on scenario games at
> conventions. Demonstrate that these rules are a good balance between
> the hyper-complex (like Ancient Empires) and the fun but less-
> detailed (like Might of Arms or Armati). More to the point (and this
> only applies to Historicon), get out of the Lampeter room at the
> Host, get some nice, central space in the Distelfink room, and have
> at least 1 game each day.

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Joined: 12 Apr 2006
Posts: 244

PostPosted: Wed Aug 14, 2002 6:48 pm    Post subject: Re: Digest Number 653


John. the problem isn't tournaments, it's the fact that there is little
outside that going on. A newbie to the rules (like myself) would be served
better to play in a demo game, or a game that is all about 'learning' the
game rules. Historical scenarios would work great for this. The point is we
need more (M-O-R-E) non-tournament games going on at cons and special event.
The learning/demo process should NOT be competitive.

--Kurt



----- Original Message -----
From: "John Murphy" <jjmurphy@...>
To: <WarriorRules@yahoogroups.com>
Sent: Wednesday, August 14, 2002 11:43 AM
Subject: Re: [WarriorRules] Digest Number 653


> Dave makes a great point below (several, actually). Look at how Might
of Arms is handled for instance. Not a single tournament game (?) but
probably more than one game a day at the major HMGS cons. If you want to
recruit players then I suggest tourneys are a rather harsh way of trying to
do it and learning the rules from someone who thromping your butt is not
always conducive to continued play - though it has worked for me I think it
is because several wires are crossed in my brain. Demo games at cons,
though, encourage social, friendly (usually), multi-player games where
nobody has to come away feeling like they got
> the bunny rule pulled on them - and in fact the game ump should warn
beginners when some master-mind is setting them up for such a thing. There
ain't nothing wrong, and plenty right, with an ump kibbitzing a beginner's
game to make absolutely sure the tactics count for more than knowledge of
the rules, especially if it includes an explaination of why to make it a
learning experience.

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John Murphy
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Joined: 12 Apr 2006
Posts: 1625

PostPosted: Wed Aug 14, 2002 7:12 pm    Post subject: Re: Digest Number 653


I believe that is exactly what I was trying to say. Did it come out
garbled somehow?

--- In WarriorRules@y..., "Kurtus A. Brown" <sheol@e...> wrote:
> John. the problem isn't tournaments, it's the fact that there is
little
> outside that going on. A newbie to the rules (like myself) would be
served
> better to play in a demo game, or a game that is all about
'learning' the
> game rules. Historical scenarios would work great for this. The
point is we
> need more (M-O-R-E) non-tournament games going on at cons and
special event.
> The learning/demo process should NOT be competitive.
>
> --Kurt
>
>
>
> ----- Original Message -----
> From: "John Murphy" <jjmurphy@s...>
> To: <WarriorRules@y...>
> Sent: Wednesday, August 14, 2002 11:43 AM
> Subject: Re: [WarriorRules] Digest Number 653
>
>
> > Dave makes a great point below (several, actually). Look at
how Might
> of Arms is handled for instance. Not a single tournament game (?)
but
> probably more than one game a day at the major HMGS cons. If you
want to
> recruit players then I suggest tourneys are a rather harsh way of
trying to
> do it and learning the rules from someone who thromping your butt is
not
> always conducive to continued play - though it has worked for me I
think it
> is because several wires are crossed in my brain. Demo games at
cons,
> though, encourage social, friendly (usually), multi-player games
where
> nobody has to come away feeling like they got
> > the bunny rule pulled on them - and in fact the game ump should
warn
> beginners when some master-mind is setting them up for such a thing.
There
> ain't nothing wrong, and plenty right, with an ump kibbitzing a
beginner's
> game to make absolutely sure the tactics count for more than
knowledge of
> the rules, especially if it includes an explaination of why to make
it a
> learning experience.

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Joined: 12 Apr 2006
Posts: 244

PostPosted: Wed Aug 14, 2002 7:16 pm    Post subject: Re: Re: Digest Number 653


I think I was reinforcing your comments. Sorry if it came out wrong. ;)

--Kurt



----- Original Message -----
From: "rollsup3" <jjmurphy@...>
To: <WarriorRules@yahoogroups.com>
Sent: Wednesday, August 14, 2002 12:12 PM
Subject: [WarriorRules] Re: Digest Number 653


> I believe that is exactly what I was trying to say. Did it come out
> garbled somehow?
>
> --- In WarriorRules@y..., "Kurtus A. Brown" <sheol@e...> wrote:
> > John. the problem isn't tournaments, it's the fact that there is
> little
> > outside that going on. A newbie to the rules (like myself) would be
> served
> > better to play in a demo game, or a game that is all about
> 'learning' the
> > game rules. Historical scenarios would work great for this. The
> point is we
> > need more (M-O-R-E) non-tournament games going on at cons and
> special event.
> > The learning/demo process should NOT be competitive.
> >
> > --Kurt
> >
> >
> >
> > ----- Original Message -----
> > From: "John Murphy" <jjmurphy@s...>
> > To: <WarriorRules@y...>
> > Sent: Wednesday, August 14, 2002 11:43 AM
> > Subject: Re: [WarriorRules] Digest Number 653
> >
> >
> > > Dave makes a great point below (several, actually). Look at
> how Might
> > of Arms is handled for instance. Not a single tournament game (?)
> but
> > probably more than one game a day at the major HMGS cons. If you
> want to
> > recruit players then I suggest tourneys are a rather harsh way of
> trying to
> > do it and learning the rules from someone who thromping your butt is
> not
> > always conducive to continued play - though it has worked for me I
> think it
> > is because several wires are crossed in my brain. Demo games at
> cons,
> > though, encourage social, friendly (usually), multi-player games
> where
> > nobody has to come away feeling like they got
> > > the bunny rule pulled on them - and in fact the game ump should
> warn
> > beginners when some master-mind is setting them up for such a thing.
> There
> > ain't nothing wrong, and plenty right, with an ump kibbitzing a
> beginner's
> > game to make absolutely sure the tactics count for more than
> knowledge of
> > the rules, especially if it includes an explaination of why to make
> it a
> > learning experience.
>
>
>
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>
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