Pre game story

Started by martin goddard, December 11, 2023, 11:32:11 AM

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martin goddard

Some RFCM games have a story creator at the front end.
This has decreased on newer sets in order to get the game done.

"Classically" this has been Square Bashing, BB 1st edition, CWB etc.

The methods used have been

1. Sorting stories into each event. e.g Spies section, politics section
The accumulation of all the story bits go together into one big pre game story. thsi takes some players a comparatively long time (15-20 minutes)

2. Adventure story. As in ROF first edition. Players jump from story part to story part  as they wish and gamble on each part. Still takes a while for players (15-30 minutes)

3. Apply story parts as parts of a start game scenario generator. CK and the 2nd BB. Quicker (7-10 minutes)

I enjoy these start game stories but appreciate that they can take a varying amount of time from "quite quick"  to "so you need to read all the results first?".

I am exploring other ways to get a  start story in.
The considerations include
1. How long is the actual game?
2. Is the start story significant enough to be worthwhile but not so significant as to determine the game outcome?
3. Are there enough parts to the start story to create novelty/newness each time?
4. Can the start story be bent out of intended shape by a "calculating" player?

Which start game stories have you liked the most?



martin :)

Colonel Kilgore

#1
I do enjoy the AK47 stories as they fit the overall narrative well. The SB ones feel a little more (in practice) about "what free stuff do I get?" even if the mechanism is very similar. But I do like the option of having such a pre-game scenario.

I'd prefer having 1 and/or 2 level of detail, but with the option of a "quick start" that does without them too, for those with less time and/or patience.

Simon

Bankinista

I have always liked the pre-game stories as they are a sort of creation of a mini-campaign context for the game. Games are not 2 equal armies facing each other across the table with the sole purpose of kicking the blank out of each other as is too often the case in many other games. I feel that to ask if this background takes away gaming time is misleading as the time spent is gaming time albeit not pushing figures about.

Derek of Cambridge

Nick

I like the pre-game stories, but they do take time. I prefer ones where any bad results are mitigated - e.g. bases sent to reinforcement area, rather than lost for good.

Nick

John Watson

I like the pre game as much as the actual game. Whilst I understand the desire for a quick start up, like the Piggy Chase, I prefer the narrative and the decision making that goes with the pre game mini campaign. Ideally I would like all sets of rules to include both and allow the players to decide which to use. The Piggy Chase, whilst necessary at tines, is rather sterile in terms of game colour.
John

Sean Clark

My favourite was in the original Regoment of Foote. Some very interesting characters!

Like John, I like them  and see them as a part of the whole experience of playing a RFCM game.

The CWB and Washington's  Army are two favorites as well.

Nick

As well as the stories, I also enjoy the simplicity of the Piggy Chase and defender depletions/reinforcements system.
The Mexico ruleset is the perfect example of that, for me.

Nick

Leman (Andy)

As a solo player I have ample time for a pre-battle story. Sometimes it is the best part of the game. I particularly enjoyed the intro to Regiment of Foote I.