4 ms·
A few years back I had the problem of how to apply the x-com model to, of all things, the Left Behind franchise. Turns out that the strategy/tactical layer sepa
by spiritplumber 6y ago
A few years back I had the problem of how to apply the x-com model to, of all things, the Left Behind franchise. Turns out that the strategy/tactical layer separation works pretty well with large scale PNPRPGs, too!
http://f3.to/pmwiki/pmwiki.php?n=LeftBeyond.QuestRules http://f3.to/pmwiki/pmwiki.php?n=LeftBeyond.QuestRules
http://f3.to/pmwiki/pmwiki.php?n=LeftBeyond.Quest2Rules http://f3.to/pmwiki/pmwiki.php?n=LeftBeyond.Quest2Rules
The gist of it is, it makes sense to decide a strategy interval (it was 1 year for the first quest, which had to span a century, and 1 month for the second, which had to span 8 years), and then "zoom in" on tactical actions at the end of the interval, with each being its own little dungeon instance. The tactical stuff would autoresolve if only nameless mooks were on scene, but would be roleplayed out if one or more of the heroes were there.
One of the tasks that could be given to said mooks and heroes is "stand by" and react to another faction attacking out of turn; if nobody was on standby, defense ability was reduced.
It was a pretty weird pair of games given that the enemy is supposed to be literally God, but the story came out well, and the players had fun.