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The game is at a bit of a crossroads right now, unsurprisingly. I'm happy with the dice mechanics, the build system, the stunt system, the wound chit draw... It's the random turn sequence that is a bit off.
The idea is directly from "Sacre Bleau!" with a dice for control replacing the "descisive moment" in the original.
It works well to create a suspenseful and chaotic atmosphere, but sometimes if you get a long string of the same roll (eg: the enemy gets 3 or so firing phases in a row where it cant see anything so can't fire) it ruins the "what's going to happen next?" feeling somewhat.
I have a couple of solutions in mind. The first one goes like this:
There is a set of counters in a cup, 1 of each of the following:
Exchange of fire (both sides shoot simultaneously)
Moment of Fate (each side rolls a d6 -dead crewmembers, winner chooses the phase)
Draw a chit to see what phase it is. Resolve the phase, then place the chit to the side until eithr all chits have been drawn, or the Moment of fate is resolved, in which case all chits go back in the cup.
This would mean a turn with an unpredictable order, but one less likely to keep repeating the same phase too many times in a row. I have some nice wooden counters in mind to use.
The second solution is a much more radical change, but might be a better solo experience.
Make a set of 6 sided dice (or use a chart, I like making dice) with the following faces:
Un-tap a stunt
The game is igo-ugo. On the player turn, take a number of d6 equal to the number of your force's figures on the table. Roll them and then choose 1 die result to assign to eqch of your figures.
On the Enemy turn simply roll a single die for each one to see what it does.
This is kind of cool bcause it gives you random, semi-limited control, but also gives you some choices about how to spend your dice. Also enemy behaviour is pretty straightforward, yet quite unpredictable too.
I havent tried either method yet, anybody tried something similar?