Showing posts with label wargames. Show all posts
Showing posts with label wargames. Show all posts

Wargame design external brain

one thing wargames do much better than rpgs is they share ideas without crying about it. Side effect of rpgs getting virtually monopolised by one big fat american corp. Wargames have no monolith, no single financial truncheon, no group of bestest friends advertising them. This is a good thing.

We will use the basic wargame. Chits, Attack/Defence/Movement, possibly with Steps and Supply, definitely with Ratio, maybe with Chit Pull. These are all basic concepts.

Wargamers are literally dying out. They are old. They like ww2 and other conflicts involving america.

Make a wargame with indie sensibilities. Cave Evil are doing it.

The problem with fantasy and sci fi wargames is lots of stuff. Things i can think of right now:

1- They dont have any emotional connection (see old men and ww2/america invades the world) so must make their own.
2- There is a temptation to make then a symmetrical conflict AKA chess

Every wargame i have enjoyed has been lopsided and told a story. I know more about 40k than ww2, plus space naizis arent real.

A fantasy (i'm gonna use fantasy to mean both 'cos that's fine) wargame has to tell me a story quickly. It has to have a warp and weft, ask questions the players have to answer, have lots of answers. it must be pretty, it must be replayable, it must be chunky, it must be fun. It must not be a generic frame to hang more things off, it must not be a minitures wargame clone.

Wargames can do so much and don't.

It should probably be 2 player. No one knows multiple people who will play with a carboard token on a map. dont lie.

It should have a shape that suggests the ability to make more things and build upon it. It should be open and welcoming, it should have fewer than 4 a4 pages.

it needs a hook. it needs and punchline. it needs to be something you can sell someone on in a sentence. Dark Emperor is about Sauron-like invading a post apocalyptic fantasy land. Obviously great idea. into it. it has a shape and you can picture it playing out.

It's such an easy thing to do. The rules are already made all you need to do it hang them in a suitably tasty way

What have wargames been up to?

Common knowledge: RPGs are an offshoot of wargames.

Chit: A wargame specific term for a counter or token.

We should steal all the knowledge they have hoarded and fold it back in to their bastard child. So to that end, have Chit-Pull for Lamentations of the Flame Princess:

Chit-pull Initiative

Each participant in a battle has a specific chit assigned to them. Players might have long standing, unique ones, while enemies will be numbered arbitrarily. Alternatively, just number everyone in a list.

Example:


  1. Bob the paladin
  2. Frank the wizard
  3. Suzy the thief
  4. orc A
  5. orc B
  6. orc C
  7. orc D
To determine whos turn it is, draw a chit. Whichever character is associated with the chit pulled gets to have their turn.

Example:
The GM pulls out a 5, so orc B takes a turn. He then pulls a 3, indicating that it is Suzy's turn.

This process continues until the chits are exhausted, at which point you pile them all in again, minus anyone who died.



Chit-pull Injuries

Remove hitpoints. Instead, when your AC is beaten you pull a chit from a bag of 20 possible results, as follows:

Stunned (x2) vs. paralyse 
Character can't take any further actions until he recovers. 

Killed (x1)
Character is dead. Make another.

Pressed (x5) vs. breath
The character is pressed and on the defensive. May not move or escape, though he may fight. 

Shaken (x2) vs. magic
-1 AC until recovered.

Unnerved (x2) vs. best save
No effect. 

Panicked (x2) vs. poison
+1 AC and cannot attack until recovered. 

Overwhelmed (x5) vs. breath
Character is overwhelmed by the assault. -2 to attack rolls.

Berserk (x1) vs. best save
The character is incensed, gripped by the thrum of battle. +2 AC, +2 attack.

A character may hold 2+conMOD chits without dying. Once this number is surpassed that character is dead.


Chit-pull injuries - Recovery

The player may spend a turn taking an appropriate action related to an injury chit upon him, be that stopping bleeding or shaking himself out of it. To do so he rolls the related save. If this is passed they may remove that chit. At the end of a battle they may remove all chits as long as they rest for 10 minutes. If a fresh fight starts before that time they may attempt one recovery roll for free.



How Weapons Are Still Different


  • One handed swords give +1 to all attack rolls
  • Axes ignore shield bonuses
  • Polearms never need to roll higher than 16 to hit
  • Two handed swords are either polearms or swords, as desired.
  • Maces always hit on an 18+
  • Bows get +-dexMOD +-strMOD
  • Crossbows only get +-dexMOD



Ways to make a chit pull pile
Card are pretty easy to use, though not ideal. Shuffling is tedious. Numbered tiles can be bought easily, throw them in a bag and you're good for initiative.

The injuries require either writing on some cards or custom tiles. The rules could be written directly on them, which is handy.




Why the chit-pull system is excellent and we should steal it from those cunning wargames

It's not readily replicatable in any other way. Tables are close, but they don't have the self eliminating aspect of the chit pull; once a result, say an injury, is drawn it is out of circulation until it is dealt with or the owner dies. As a fight continues, longer and longer, there is an escalating risk of the instant death chit coming out, creating tension without any manual tampering. End your fights quickly or someone will lose an eye.