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Proposed Scenario - Brock's Bad Day

 
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AndySlater
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Joined: 01 Feb 2006
Posts: 82
Location: Whitby UK

PostPosted: Sat Feb 04, 2006 5:19 pm    Post subject: Proposed Scenario - Brock's Bad Day Reply with quote



Brock Shothouse is not a happy man. Somebody has stolen 6 bottles of Jack Daniels from the paniers of his Harley and made off down a nearby drain cover. Eager to 'have a chat' with this individual, Brock and his four pals have entered the drain system (at point A on the map) and followed the trail to a little room (point B) where they discover 5 of the 6 stolen bottles.

At almost exactly the same time an apparently drunken individual staggers into view at the end of a short corridor. Brock's first instinct is to greet the individual and politely ask for the return of the remaining bottle of Jack, but something makes him hesitate. Perhaps it's the rank smell wafting towards him or the strange moaning sounds coming from their new found friend. Then again perhaps it's the fact that half of the individuals face has been chewed off and there's a hole in his chest big enough that Brock could put his fist through.

Luckily Brock has seen a few zombie movies in his time and the appearance of two more at the end of adjacent corridors is enough to persuade Brock that it's time to be getting on home. The team are also fortunate in that they remembered to bring their pistolas and a change of underwear. So, each armed with a pistol and a bottle of Jack which they may ignite and throw, or save for later consumption at their own discretion, they make for the exit.


    1. Use version 1.0 core rules.

    2. Various additional rules may be used. The 'voids' rule should be used for the enclosed rectangular area.

    3. The team player uses 1 team of 5 charactes who start in the room at B on the map. 3 of the characters start out facing the oncoming bogies from the positions indicated. The team player may place the remaining 2 team characters anywhere in that room.

    4. The swarm may be used as a slow swarm in which case the swarm player may have up to 15 bogies in play, or as a fast swarm in which case the swarm player may only have 10 bogies in play. The game starts with 9 bogies in play at the positions shown. Additional bogies come in to play at the points marked with a '+' at the rate of 2 bogies per turn if a slow swarm is used, and 1 bogie per turn for if it's a fast swarm.

    5. Two games should be played such that each player gets to play the team and the bogies. The winner is the player who gets the most team members out of the drain system. If both players succeed in geting the same number of characters out of the drain then the winner is the one who has the most bottle of Jack Daniels. If that number is also equal then the player who killed the most bogies wins. If both players also killed the same number of bogies, the match is a draw.
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Spook



Joined: 02 Feb 2006
Posts: 21
Location: St. John's Canada

PostPosted: Sat Feb 04, 2006 6:20 pm    Post subject: Reply with quote

It sounds good, Though I'm not quite sure how to read the map. Perhaps a quick key for reading the map should be done up?
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AndySlater
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Joined: 01 Feb 2006
Posts: 82
Location: Whitby UK

PostPosted: Sat Feb 04, 2006 9:09 pm    Post subject: Reply with quote

Spook, have another read through the text while referring to the map. The text explains what all the markings are. I don't think I've missed anything.
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Spook



Joined: 02 Feb 2006
Posts: 21
Location: St. John's Canada

PostPosted: Sun Feb 05, 2006 5:41 pm    Post subject: Reply with quote

Oh, my mistake, its right there in front of me... Sometimes I do that sort of thing. Embarassed
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InsanitySektor



Joined: 02 Feb 2006
Posts: 84
Location: Next stop... Insanity Sektor!!!! (Hawaii)

PostPosted: Wed Feb 08, 2006 7:53 am    Post subject: Reply with quote

The arrows are bogies starting positions? Just wanted to be sure... Wink

The only thing I see here... is that it is too easy to slaughter the bogies and make for the exit. You can set up shop in the 'last hallway' (bottom horizontal hallway), back to back, and just lay waste... move around using 2 man units, and just... win....

The swarm player can pull the other bogies off the board, and re-enter them... but not fast enough. The movement ratio (alone) would be almost enough for the team to win (vs a 'slow swarm'). CC doesn't seem like it would be an issue. So, perhaps allowing the swarm player to pull in 3 per turn... and/or allowing them to deploy them all through the same entrance (and placing them within x [2?] squares of the entrance?).

Also, I know the exit is room 'A'... but that is never actually said. Another thing... the 'voids' should be colored in or something. It only took me a second (just now) to locate what you were talking about, but it could be overlooked (as they could just be two straight and parallel pipes).

Concerning the voids... they would become particularly fun with AP 3 swarms... so perhaps you could allow the swarm player to alternate between AP 1 and AP 3 (either 2 AP1 or 1 AP 3 each turn...?)

Team vs Slow Swarm = Team win No Contest
Team vs Fast Swarm = Swarm has best chance
Team vs Mixed Swarm = Most strategy... choose each turn (swarm) quantity over quality! Wink

Just my initial thoughts (like playing chess by myself! Wink)
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