Having had my 3rd or Booster anti-Covid shot on Tuesday, the after effects yesterday, including a rather fuzzy brain, meant a rather unproductive day. Still, one must do one's duty for community, family, and self so I don't begrudge the 1/2 lost day or the result of trying to be productive with a fuzzy brain.
Today I'm more or less back to par and had a quick replay of my watering hole scenario using the updated, fog-bound, version of the Gathering of Hosts rules that I had worked on yesterday. It went OK, fast with some tough decisions and moments of tension and choices outweighing luck, but obviously the rules were nowhere near ready or complete. Even I couldn't quite follow them and had to improvise.
To skip over the details, it still feels like the right path for me to get to where I want to be, but they need a helluva lot of editing to make sense of them and I need to expand them with nice clear troop capability charts. I also need to guard against some bad habits such as tweaking things to conform to a pattern at the cost of a reduction in flavour and tactical options, and unintentionally hiding stray rules in introductions or thinly related places leading to questions like "what the hell was I thinking?" and "I thought I had...".
It'll help if I go back to pairing simple core rules with army lists giving unit stats including any special rules, rather than working with generic movement and combat charts with scads of modifiers. Luckily I still have copies of several of those from the early versions of The Gathering of Hosts.
Lastly, I need to focus on the aim: simple, flexible rules, clearly written, which can be easily adapted to various "Shock Era" (to use Joe Morschauser's term), armies. The resulting games should be quick to play with the emphasis on tactics (in the general sense) and a contest of wits, spirit and luck, between the players, with enough colour to inspire a story.
Is that too much to ask?
Hoestly, I think colour is as much a product of figures, fluff, and scenario as rules mechanics.
ReplyDeleteTo each their own!
DeleteI think of it largely as tactics and weaponry. Think 'long bow and heavy cavalry vs schiltrons' or 'knights vs horse archers" etc. So, not so much as rules mechanics in themselves.
I think rules writing is an instinctive thing, you know where you want them to be, it is just a case of ‘urging’ them closer to that place.
ReplyDeleteHmm, for the lucky ones perhaps? Alas, what i want shifts from time to time, upsetting comfortable apple carts along the way. :) and sometimes its just a temptation to try something different.
DeleteChrist, this all reminds me: I >Really!< gotta' hup to 'er re: creating more palm trees(!).
ReplyDeleteWell hup to it! Those chariot horses need dates!
DeleteSimple rules with a few key troop types/ options is the way forward. Hope you feel even more like yourself soon.
ReplyDeleteThanks, the side effects of the booster are passing, better than the real thing I'm sure.
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