|Don't click him, he's a tease.|
But wait! Because I have a hard time justifying a post that doesn't add something to the blog and is merely informational, here's a neat thing I'll be trying during my funnel game on Saturday night!
DCC Zeroes DraftThere will be 52 pregenerated level 0 characters, the same as a deck of cards. Decide which player gets first pick by whatever method the table agrees on (die roll, high card, thumb wrestling, best bribe for the Judge, whatever); the Judge picks how many zeroes each player gets. The idea is to offer a degree of choice along with the randomness associated with the deck of 52 random zeroes. Here's how play goes down:
Player One: Flips a card for the whole table to see. If Player One likes the zero, he may keep it, or he may decide he doesn't want it. Either way, it's Player Two's turn.
Player Two: If Player One took the zero he flipped, Player Two's turn looks just like Player One's did: flip a card and decide whether to keep the zero or not. If Player One declined to pick up the zero, Player Two must either (a) take that zero or (b) take the top card from the deck.
Player Three: If there's a face-up zero on the table, Player Three has to choose whether to (a) take that face-up zero or (b) take the top card of the deck. If there is no face-up zero, Player Three plays the top card of the deck face-up.
This draft continues until every player has the number of zeroes that the Judge has decided. Once a player has that number of zeroes, he is out of the draft.
And now, I've got to go run Tower out of Time for the Metal Gods crew as practice. Have fun, folks, and I'l hope to see some of you at MichiCon tomorrow.