Game starter PART 1

Started by martin goddard, December 26, 2021, 08:59:35 PM

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martin goddard

Thought i would share some ideas to show how some shrivel and die whilst others grow.
This is how my logic works.
Of course the exercise is constrained by many parameters, often self imposed.
This rambling will get to a result.
I hope it gets you thinking and wondering.

A two player exercise.
A game scenario generator.
Players need to interact in order to make the scenario a group build and create some deviations

Initial aims
Players build a route toward the battle.
The route needs to reward players for "good moves" and "overall" campaign awareness.
Rewards might be in bits or just a big present at the end.

Idea
Players lay cards on a table in order to create a physical path to battle.
Cards can only join (tesselate) in certain ways.  e.g a march card can only join a skirmish or scout card.
Maybe different card options for the two players.

Problems
Cards are subject to being lost.
Cards require a player to bring more stuff with them.

Thoughts and considerations
Maybe provide a navigable path like in PBI? Must fit on one side of A4 (so it can be available on the website, built by players, fit into rule book) or maybe have multiple versions of path to choose from.
Navigable path has some options available to particular armies?
Needs to give some advantage but not a game winning one. Therefore is the time taken worth it?
Advantages must not change the nature or make up of the player's army.
A player should be able to use what he brings. An RFCM fundamental.
Scenario generator must use language that fits the possible outcome.
There must be 65% skill and 35% luck.
It must be different in some way to Longships, PBI, ROF which use pre game activities.


Ideas
Square path tiles. Tile can be rotated or added to. Squares tesselate well.
Scenario decided when a certain number of tiles are deployed or the tile path sum is?
Maybe a "Mornington crescent " scenario end?
Scenario generator should take about 15 minutes for engaged players.


martin :)





Colonel Kilgore

Interesting thoughts, Martin.

My guess is that you'll drop the card / tile idea as you don't like cards  ;)

What about a path (for each player) along which the way points are decided in some kind of trade-off (e.g I get something good, but am likely to end up giving something useful to my opponent, and vice versa)?

Simon