bluebright wrote:Yeah pacing is what lead to me making Mothership. I've played a lot of Brikwars (like you would a regular board game) and it just needs more help in that area.
I think the podcast guys got it right; it's a problem that all miniatures wargames share, and I don't think I've ever found one that solved it very well. I really do think a Human Interest roll might be the way to go. I have some ideas...
Toys are only animated as long as they maintain a Human's interest. Once the Humans get bored (according to a voluntary modified What I Say Goes contest), you cut to the Kanon Ending.
If you don't want to light the Kanon right away, but a player has to leave for some reason, then cut to rules for NPCing his forces (I already have some draft general-purpose NPC rules that I think are pretty funny).
If you don't want the whole battle to end, but parts of it stop mattering, some Selective Kanon rules to slap a Kanon Ending on the boring parts and tighten focus on whichever smaller parts of the battle still matter.
If you just want to ratchet things up (vs overly defensive players etc), then an Escalation Bonus to all Skill and Damage rolls, increasing each round.