More PBEM TCS & FFW

By Eric Halil ·

TML message #3714From bundle 305

Looks like there's a few people interested.  Thats great!  I see there
being a couple of options we can take:

TCS)      Basically just play a TCS campaign pretty much straight out of
the TCS rulebook.  If you have each and every turn (including all High
Guard combat turns) being played as individually PBM turns then there
isn't much of a problem going to a PBM format.  This seems to be what
Jim Baranski has suggested in a previous post.

FFW)	Have a simplified TCS style campaign using FFW rules for combat,
building, movement and so on.  I guess this is just playing FFW with a
different background :-)  Here I really mean just using the FFW rules and not
running the complete game.

In both games players would be individual fleet admirals and we would have
"fog of war" rules.  Jim Baranski sums up "fog of war" well as:

Jim Baranski:
>I'd like to have it as realistic as possible; IE:  You don't
>know what other people/systems are doing unless you have a ship there, although
>someone can tell you what is going on if they are there.  Lots of Diplomacy.

I'd much prefer FFW for a couple of reasons.

* 	I think there'd be more people interested if there isn't a need for
a High Guard background.  And the more the merrier.  With fairly simple combat
and build rules anybody could pick it up quickly.  Doing turns would also be
much much simpler.

*	It's possible for TCS to bog down if all the players aren't really
dedicated.  The need for daily turns for combat is really a necessity if you
want the campaign game to progress at a decent rate.  With FFW you should able
able to play a complete campaign turn in a single PBM turn (including all
combat).

*       I'm more interested in the "strategic" aspect and not the nitty
gritty of "tactical" High Guard combat.  General fleet movements,
co-ordination, capturing planets, not really knowing whats going
on..... I really want to play just for the feel of the "fog of war" or
blind system of play.  The simplest system we can place on top of that
and maintain a Traveller universe the better.

Do people have a particular preference?  Comments??

Jim Baranski:
>Would it be more fun in an unknown setting where you had to explore and make
>contact?

Yes!  I like this idea.  Just give people a map and they have to explore it.
This is definitely the way to go.

I am willing to GM a FFW style game.  Like I mentioned--one small problem... :-)
Anychance of getting a photocopy the rules (and sending them Down Under)?

Eric ([email removed])