(The following is a rebuttal to “Seeing Purple and Red“, by Talespin. The opinion is that of the author, and does not necessarily reflect that of the Planets Magazine as a whole.)
Hands Off My Minefields, Dammit!
My esteemed colleague has raised several points in his article, and it’s true that there are factors that need addressing. The prevalence of short-form Planets games alongside the rise of the new PPQ system (which I’ve referred to as the New Nu Queue, to spare confusion) certainly creates new questions of balance and game flow. Steady advances under solid logistics and impeccable defenses are no longer tenable in non-Classic, non-Standard scenarios.
Planets is less a galactic combat simulator and more a space opera; it is an adventure story, flavoured with science fiction and tempered by the rules of a war game. Each sector is a mental filmstrip beaming images of Tie Fighters and X-Wings, Raiders and Vipers, and pointy-eared spies and Qapla’-shouting warriors! These exciting moments are why we toil and “turn,” but, alas, when the game we love becomes mired in purple and red circles, we lose the very soul of what makes Planets fun. Purple and red means webs and minefields, and an overabundance of these leads to long slogs and painfully-slow endings.
NOTE: PPQ is an experimental system, still in development. Joshua has mentioned that he’s not satisfied with some aspects of it and intends to make a few changes. So this should not be considered an authoritative guide, but rather a collection of logistics tactics and stratagems that anyone can read and use. That way, we’re all facing what could otherwise be an intimidating innovation on a relatively equal footing. That’s the intent, anyway. -G
Well, it’s official: We’re using the New Nu Queue in League games as well as in some private ones, and a lot of you will have run into it by now. That doesn’t mean, however, that everyone will be equally familiar with how it works and how best to take advantage.