/finally takes a proper look at the thing
Okay! So here's my two gil:
Most of the Grindstone's success is owed to it's simplicity. I would know, because there were nights when I'd have to let my character step up and run the entire thing by himself, including overseeing and begging people to heal for him. It was smaller then, 10-12 participants a week, but it was manageable because in the end, the combat system was a breeze to monitor. It made things go quickly, smoothly and USUALLY resolved in a manner that catered to people's attention spans.Â
Bells and whistles and fancy rules are all great -- I mean, all this looks good on paper -- but in the end you want something simple and functional that ends up being -fun-, not work. There are new players in the Grindstone who get nervous about the current rules as simple as they are. It's only natural that a large fraction of people are gonna balk at this.Â
As I said, the concept is wonderful -- and it's clear that you've but a lot of thought and work into it, but in the end, simple is best, especially for a large scale event.Â
Flavor wise, I think a 'Grindstone' event should feature grindstone style fighting. Even if it's a tag team thing, keep the same rules and let the teams handle the rest. Three hits per team member, or some such. Organize a tourney chart and tear through it in a few evenings/weeks.
Simple is good!
Okay! So here's my two gil:
Most of the Grindstone's success is owed to it's simplicity. I would know, because there were nights when I'd have to let my character step up and run the entire thing by himself, including overseeing and begging people to heal for him. It was smaller then, 10-12 participants a week, but it was manageable because in the end, the combat system was a breeze to monitor. It made things go quickly, smoothly and USUALLY resolved in a manner that catered to people's attention spans.Â
Bells and whistles and fancy rules are all great -- I mean, all this looks good on paper -- but in the end you want something simple and functional that ends up being -fun-, not work. There are new players in the Grindstone who get nervous about the current rules as simple as they are. It's only natural that a large fraction of people are gonna balk at this.Â
As I said, the concept is wonderful -- and it's clear that you've but a lot of thought and work into it, but in the end, simple is best, especially for a large scale event.Â
Flavor wise, I think a 'Grindstone' event should feature grindstone style fighting. Even if it's a tag team thing, keep the same rules and let the teams handle the rest. Three hits per team member, or some such. Organize a tourney chart and tear through it in a few evenings/weeks.
Simple is good!