tag:blogger.com,1999:blog-8394074963215462822.post1336681102281356963..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Game Design #14: "The Forgotten" - Terrain, Victory Conditions, "Deathmatches" and BalanceevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-8394074963215462822.post-16265292478161663432015-03-14T05:26:11.052-07:002015-03-14T05:26:11.052-07:00Hi, thanks for the great series of articles. Good ...Hi, thanks for the great series of articles. Good points, many of which I wholeheartedly agree with. <br /><br />You wrote: <br />"How often do you hear people say "oh, in XY mission faction Z always wins" or "in this scenario the attacker always loses." That's a sign of poor mission design. (Unless, of course, it is a historical scenario, a la Battle of Little Big Horn)?<br /><br />Now it's easy to fix with some thought and playtesting. **Winning the game doesn't have to equal winning the battle.** It's easily adjustable with properly set victory conditions. <br /><br />For example even if you assume Little Big Horn cannot be won, you can define victory conditions which will give equal chance of success to both sides - for example hold for a given period of time, inflict enough casualties, manage to save some number of your men, etc. <br /><br />So even with overwhelming odds and battles that cannot be won, all that needs to be done is defining victory conditions than simply "kill all the enemies". Do better than your historical counterpart, hold off enemies longer until reinforcements arrive or enemy loses their momentum, inflict more casualties than your limited resources allow to expect, etc.<br /><br />All it takes is some more work and creativity. But that's just what you wrote...<br /><br />mAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-71086242130397253832014-12-03T19:27:50.819-08:002014-12-03T19:27:50.819-08:00Without ambition there wouldn't been unfulfill...Without ambition there wouldn't been unfulfilled gaming needs and that just wouldn't be...gaming!<br /><br />I've moved since our last emails, drop me a line at my new contact:<br />pauljamesog(at)gmail(dot)comPaul O'Ghttps://www.blogger.com/profile/08611720164170399684noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-75436161740697104852014-12-03T17:00:38.602-08:002014-12-03T17:00:38.602-08:00I may grab the PDF for 5150 FC, but I do have a fe...I may grab the PDF for 5150 FC, but I do have a few things which have been waiting the holidays: War of the Roses, LOTR skirmish campaign, ECW/horror skirmish, fighter subs, modified aeronef, Infinity, Heavy gear mechs. I want to do 1:600 coastal forces from modern/WW2 (I have 1:1200 but find them too small to be cool) but the price of models ($8 for a tiny resin ship) puts me off. Some French-Indian wars models await decent forest terrain, so that is a project too. I would like to do a post-apoc wasteland game using Eureka's NBC suited Russians, and I am currenty looking into Elizabethan-Conquistador games but am stymied for lack of models. Also I have some rules copies awaiting review.<br /><br />...Ok that's a bit ambitious, but hey, I've got 6 weeks of holidays....evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-67686575327676005022014-12-03T11:35:51.995-08:002014-12-03T11:35:51.995-08:00Well that sounds like a quality diversion at any r...Well that sounds like a quality diversion at any rate. She'll be a teenager and rolling her eyes at you before you know it!<br /><br />Maybe this will help you get your Mojo back - THW has released its 5150 Fighter Command expansion, "Carrier Command"<br /><br />http://www.twohourwargames.com/51caco.html Paul O'Ghttps://www.blogger.com/profile/08611720164170399684noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-57712450280585621922014-12-03T02:34:23.059-08:002014-12-03T02:34:23.059-08:00I have a huge "hobby block"- a toddler w...I have a huge "hobby block"- a toddler who from the moment she could walk was deeply interested in everything dad does. She climbs on my lap, and comments on/is deeply absorbed in everything I do, thus bringing all hobby-related stuff to a standstill. However school holidays will see some "Dad alone" time - I have a backlog of game reviews and a truckload of projects on the burner.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-8467284650601837462014-10-28T14:02:42.014-07:002014-10-28T14:02:42.014-07:00Hey there fellah - long time no posts from you
Hop...Hey there fellah - long time no posts from you<br />Hope you are okPaul O'Ghttps://www.blogger.com/profile/08611720164170399684noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-78859770707300971382014-07-08T22:08:01.690-07:002014-07-08T22:08:01.690-07:00There will be specific scenarios for set situation...There will be specific scenarios for set situations but these will use far less variation in there design though they will include a whole host of primary, secondary and tertiary objectives for all the involved factions but these scenarios are something that I will add once the main system and Mission style is play tested and fully functional.Thanks for sharing.Game Designhttp://www.alltimeplay.comnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-47356107524578476582014-07-08T07:24:24.832-07:002014-07-08T07:24:24.832-07:00I may be self promoting somewhat but the system I ...I may be self promoting somewhat but the system I have been working on is designed around a system of hidden primary objectives that are semi randomly determined and based upon the faction.<br /><br />In addition the system features various types of Leader and not combat orientated Specialist options that a factions can utilise in there force, some of these provide bonus submissions (not hidden) that if completed will grant additional victory points and post game resources/reward. <br /><br />Finally I am introducing additional mission requirements for factions including Combat Specialists and Mercenaries, these randomly determined missions (fairly standard) inflict a Victory point & reward penalty to players unless completed, the penalties will be minor and the mission geared to the specialist, being relatively straight forward but I feel it will provide a interesting clause to fielding these combat heavy Characters or for utilising Mercenaries to provide access to abilities not normally a feature of your faction.<br /><br />This will be built into a system of a variable condition core Scenario template (Skills, Talents and luck can influence the variables) to create what I hope is a extremely variable objective system. <br /><br />In addition there will be specific scenarios for set situations but these will use far less variation in there design though they will include a whole host of primary, secondary and tertiary objectives for all the involved factions but these scenarios are something that I will add once the main system and Mission style is play tested and fully functional.<br /><br />I hope the combination of secret objectives, alongside the system of bonus objective options and negative forced objectives will not only make games a extremely unpredictable experience but also force players to really think about the forces they take on a mission during a campaign. <br /><br />Players have a progressing campaign force like a necro gang but a bit bigger, from which they can choose a team at a team to complete the hidden mission limited by the resource allowance the mission provides. So its not just the missions that are extremely variable but the force sizes will vary due to the mission (which will be listed as a percentage of your entire roster between 40-65%) and also due to the size of your force, since the campaign uses a detailed progression and acquisition system. ( As well as Massive bonuses for underdogs, including bonus experience, expendable budgets, scenario alterations, additional rewards and possibly additional primary mission that allows the player to complete either one or both to win).<br /><br />As I hope you can tell these features are a major mechanic of the system and not a add on by any means. Anyway enough rambling, what I need to do is finish my system ( well the core is all done, I need to work on layout, examples and finish updating all the various sections to my play test release :D...<br /><br />Thanks for Reading<br />Crimsonsuncrimsonsunhttps://www.blogger.com/profile/05302271858539329005noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-14540168303947531582014-07-08T01:57:54.939-07:002014-07-08T01:57:54.939-07:00I have a copy of Starship Troopers. A good game an...I have a copy of Starship Troopers. A good game and an interesting look at the direction 40K could have gone if Games Workshop had an ounce of innovation (or commonsense). <br /><br />Now, they're playing mass-battle games with what is essentially a RPG-lite/skirmish ruleset. It isn't a good mass battle game and it would now be too bland and generic for skirmish/RPG.<br /><br />A long time ago they should have realized a complete change of rules mechanics was needed to meet the new criteria - i.e. a streamlined game allowing lots of miniatures to be sold. <br /><br />evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-64079153523421962512014-07-06T07:11:32.243-07:002014-07-06T07:11:32.243-07:00Thanks for talking about this, as I've been tr...Thanks for talking about this, as I've been trying to get my head around working missions/terrain out first and then fitting time and material into that space instead of just going with the fun stuff and letting the players sort it out. <br /><br />It might be worth your time checking out Andy Chambers' 1st edition of Starship Troopers. Nurglitchhttps://www.blogger.com/profile/03333941626425462180noreply@blogger.com