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xsmdude

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Reply with quote  #1 
I run Artemis at a convention and often do 30 minute games of Siege. It's very popular, but I have regular players now that are asking for a little more than mindlessly destroying Kraliens.

Are there missions that are well-suited for 30 minute playthroughs that can be played by novices and veterans alike? Or even a suggestion just for veterans OR novices? It would be very easy to switch between them. I would like to be able to surprise players with a menu of new missions for this upcoming convention. I am open to all suggestions and would like to keep a bunch on hand to rollout when necessary.

I can also probably boost the play time to an hour if it came down to it.
xsmdude

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Reply with quote  #2 
Preferably scripted missions without a GM. I am still learning how to GM in Artemis.
DizzyKungFu

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Reply with quote  #3 
What version are you running? It kinda matters because not all scripts work with all versions of the game.
xsmdude

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Reply with quote  #4 
Quote:
Originally Posted by DizzyKungFu
What version are you running? It kinda matters because not all scripts work with all versions of the game.


Ah, good point. I'm running the latest version, 2.7.1
Mike Substelny

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Reply with quote  #5 
It's easy to make a tournament of "How Many Kraliens Can You Blow Up in 30 Minutes?"

It's also easy to make a GMed adventure that will last exactly 30 minutes.

But you are asking for something that is really hard to make: a non-GMed adventure script that comes to a satisfying ending within a time limit that is not just mindlessly blowing up Kraliens. The problem is that play time of a mission script can be greatly influenced by any member the crew, especially the Captain. For example, an adventure might start with the Coms officer receiving orders from an NPC Admiral. But if the Comms officer fails to mention that the message was received the crew might spend the first 15 minutes siting there doing nothing. That crew will never finish in 30 minutes.

There are some possible mission scripts here:
https://artemis.forumchitchat.com/post/artemis-armada-iv-mission-scripts-9911279?&trail=15

Your players might like Paul Rockwell's scripts "Whale of a Good Time" or "Dawn Patrol."

I also suggest you try your hand at GMing my script called "Armada IV." The GM controls in that script are very easy to learn, and it includes several short mini-missions called "Situations." You can create a sector, use the GM Controls to give the players something to do, then add one or more of the situations to fill up their time slot based on crew skill.


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ryleyra

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Reply with quote  #6 
My Simple Sandbox script is built around missions that should take around 5 to 15 minutes. Some of them may take as long as 30 minutes, but I tried to cut them down to make them shorter. You can play two missions back to back for a 30 minute session.

xsmdude

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Reply with quote  #7 
Quote:
Originally Posted by Mike Substelny
It's easy to make a tournament of "How Many Kraliens Can You Blow Up in 30 Minutes?"

It's also easy to make a GMed adventure that will last exactly 30 minutes.

But you are asking for something that is really hard to make: a non-GMed adventure script that comes to a satisfying ending within a time limit that is not just mindlessly blowing up Kraliens. The problem is that play time of a mission script can be greatly influenced by any member the crew, especially the Captain. For example, an adventure might start with the Coms officer receiving orders from an NPC Admiral. But if the Comms officer fails to mention that the message was received the crew might spend the first 15 minutes siting there doing nothing. That crew will never finish in 30 minutes.

There are some possible mission scripts here:
https://artemis.forumchitchat.com/post/artemis-armada-iv-mission-scripts-9911279?&trail=15

Your players might like Paul Rockwell's scripts "Whale of a Good Time" or "Dawn Patrol."

I also suggest you try your hand at GMing my script called "Armada IV." The GM controls in that script are very easy to learn, and it includes several short mini-missions called "Situations." You can create a sector, use the GM Controls to give the players something to do, then add one or more of the situations to fill up their time slot based on crew skill.




I I've been running some simulations GMing Armada IV and you're right, it isn't that hard GMing. I was trying to put things a bit on rails so volunteers can run things in my absence(I run a lot of sessions during this convention), but considering I will be keeping this in my back pocket for antsy veterans this will make for a good surprise for them to test out their skills.
LawsonThompson

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Reply with quote  #8 
We're going to run the Armada IV script in GM mode at Dragon Con, which has proven to be a bit more stable than certain Siege configurations. The ability to "scale things up" by spawning fleets precisely where and when necessary is quite useful!



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Mike Substelny

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Reply with quote  #9 
Quote:
Originally Posted by LawsonThompson
We're going to run the Armada IV script in GM mode at Dragon Con, which has proven to be a bit more stable than certain Siege configurations. The ability to "scale things up" by spawning fleets precisely where and when necessary is quite useful!


I am glad the script works for you. I hope the buttons for ending missions are useful to you. If there is anything else you would like in the Armada IV script please let me know.

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