I was actually thinking that the following are the usual ones that folks like to discuss before a game:
1. MDF ON or OFF
2. Weak ZOCs ON or OFF
3. Line Movement Disruption
4. Rout Limiting
Rifles and Cannons (1776 only for the latter) are usually a given - they will be OFF. On the other hand items like Victory Points for Leaders and the Isolation Rules also are important.
I was actually thinking of using a color code to match the players as well as the list. Use four color groups for each of the four above. So for MDF ON that would be a Light Blue while Dark Blue would be for OFF. Red would be for Weak ZOCs. Light is ON and Dark is OFF. Green would be for LMD. Again Light Green is ON and Dark Green is OFF. Rout Limiting would be use Grey. Light Gray is ON and Dark Gray is off.
Check out the sample roster to see how this color concept will work:
http://www.wargamesims.net/frdept/ccc_m ... files.html
By a quick glance you can see that the two members differ on two options. They can either look for other players of like playing options or can choose to negotiate on the choices.
One idea I had was a sort of pre-emptory challenge (PC) like in court cases for jury selection. Lets say that you want to play a member but you differ on six options. You can each agree to give the other two pre-emptory challenges whereby you would determine who goes first in selecting to turn on or off options that each of you differ on. For instance if you both agreed that Rifles would be off then that option cannot be turned on.
So if both players differ over Rout Limiting (RL), Line Movement Disruption (LMD), Manual Defense Fire (MDF), etc. they would determine who makes the first change to the option. Player 1 might turn ON LMD as his first pick. Player 2 could then turn it OFF as his choice. That option would then stay OFF. Player 1 could not use his PC to turn some other option that they differ on to ON or OFF.
So an exchange might go as thus:
Differences:
MDF
LMD
RL
Leader Victory Points
Isolation Rules (IR)
Weak ZOCs
Player 1 - Turn IR ON
Player 2 - Turn LMD OFF
Player 1 - Turn LMD ON
Player 2 - Turn Weak ZOC OFF
That would be the extent of the Pre-emptory Challenges. Kind of a nice system for tournies instead of going with what the rat pack wants for a set of options. It also works quite well in games designed for challenges between formations (Hessians vs. French for instance).
You could add in more PCs and so on if you liked. Or reduce it to 1 PC per player.
Here is another idea I had: Spy/Independent Scout/Local Farmer Information Rule
1. A intermediary knows the passwords for both players.
2. If the DOW JONES index rises above a certain amount as agreed on beforehand then the Americans get to see a certain portion of the British setup as determined by spying efforts/intermediary's judgement.
3. If the DOW JONES index falls below a certain amount then the British player is sent a screenshot of a portion of the American's rear area.
NOTE: This screenshot would be dated a turn or so before the actual turn that the player gets the info. So if it is Turn 12 and the DOW JONES falls below a certain amount then the British player would get
information from say Turn 8-10.
This rule would work well in large battles or in places were visibility is low. For instance a local farmer runs to the American commander (Gage) and lets him know the Johnny Burgoyne is coming down the pike! A small screenshot of a column is given to the commander.
NOTE: Phony reports could be given as well. The Intermediary could produce a table where he rolls a die and if the area is pro-British then the Brits would get better intel while if the Americans controlled the area then they would get better intel.
Just a few interesting ideas to try out....