billclo said:
But yes, I think it may have to be scaled back somewhat. If I had more experienced players, say at like Nashcon, I might be able to pull it off...
Bill,
One of the things that we've found helps in demos is to limit the "type" of ships being used.
My favorite demo is still D7s versus Fed CAs. Foir two reasons:
1) Because they ARE the iconic ships. Everyone seems them and thinks Star Trek (or SFU, in this case). That doesn;t happen with a Kzinti versus Orion Pirate battle.
2) Simplicity. The SFU ships have a large number of different weapon systems and firing arcs (compared to other games). If you limit the demos to those two ships, then everything is easier. Once the players have gone through a firing phase or two, they have an idea about what weapons they ahve and where they can fire.
Throw in a Fed FFG and a BC along with a C7 and an F5 and now the new players spend more time looking at ship cards and determeining firing arcs than they do playing the game.
Also, have a one page summary of the rules and a one page summary of the Special Actions available. Preferably one for every player. This prevents a look of thumbing through the rulebook and speeds play. Having some laminated Critical Hit charts also helps save time by not having to thumb through the rule book.
Even with half a dozen brand new players, once the Battel For Kh'rtis Rock scenario began, we put all the rulebooks away and just played off those three cheat sheets.
One of the things we did to speed us up at Nashcon was to mark the ships that had acted.
As each ship moved, a small d6 was placed on its base. This made it easy to look at the table at wnytime and see which of the 60+ ships had yet to move.
Then as they fired their weapons, the dice were removed. Again - a quick glance would let you know what still needed to fire.
It's the little things like these items that when added together drastically reduce the time needed to play the game.