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Creating a Blog to help me organize things :V

Alright BGDF, it's midnight and I got no clue what I'm doing.

I'm gonna list all the things I want WARGAME to be able to do, and check off what I've equipped it with so far.

I'll organize them by personal importance until I find a better way.

1.) That the game is fun. If this isn't the top priority, then there is nothing I can do to make the game better. More fun = better game, there is no possible other way to measure this in my opinion.

How have I done so far? Well, I've garnered interest, at least, on a few places around the ol' net. It's at least as fun as 40K. I haven't transferred enough factions and diversity to really get into it yet. Designing it is fun! xD

2.) The next most important thing to me is that rules conflicts are simple to resolve when you take the time to read exactly how they're written. The issue I'm always seeing in WH, FoW, WM/H, D&D, etc., is that because of the way the rules were written, they require new errata every time something new comes out - and that errata is not always provided!

M:tG does this REALLY well with its Oracle Text and Comp. Ruling interpretations directly on their website, which features every card and a great search engine. Their Comp. Rules are also exceedingly meticulous and well-kept. This is what I would like to emulate when creating rules; a powerful engine in the background, with the kogs and gears hidden behind Actions and Unit Profiles.

How have I done so far? Well, I have the Actions and Unit Profiles fairly honed. I'm in the middle of starting from scratch, with the comp. rules first, however, to see what changes.

3.) Versatility. WARGAME is meant to provide the Players with the ability to build an army they find thematically, tactically, or even aesthetically pleasing, and then to be able to plan a strategy for that Army once they see the competition. Armies should have their options balanced between effectiveness and cost, meaning that each Player brings a force that's differentiated from the other Players' forces by capabilities and playstyle, not overall raw power.

That isn't to say that Players who are better at finding synergies when they build army lists, and who then build powerful tactics around these synergies, and then use them better than other Players should have an equal chance of winning as Random Sam #3 who built his army of dwarves because he likes their beards - I mean to say that the Dwarven Faction should have as many viable and interesting strategic and tactical depths to plumb as the Space Bugs or the Magic-Monks from the Hyper-Monestary.

How have I done so far? I'm toying with a modification of the QJM as a "points" system. I fear that it's going to balance things one way, while players taking advantage of the QJM's shortcomings when applied to crude simulations will tip the balance in another.

I'm toying with the idea of QJM AND points, but this might restrict players looking for a 'fair game' too much, as fighting players with (a lower QJM score but more points) or (a lower points but higher QJM score) will make them feel cheated.

4.) Easy to get into. I'd like the basic rules and "Playing a Game!" section to be straightforward and descriptive, preferring to inform the player of where they can learn more rather than trying to describe everything all at once.

This also applies to how it's played. Ideally, I'd like to be able to model Papercraft, or even Lego instructions. If it gets really popular, I have a vague dream of Kickstarting my own resin printer / modeling startup. I'm not into this for profits, but something self-sustaining would be nice; if it made enough to purchase the materials to meet future demands I'd continue it, and if it didn't, I would slow to a point where my income would sustain the occasional favour. Not very capitalistic here.

How am I doing so far? Mostly playing on Vassal with the Vassal40K Module. It works really well for my needs. I might have to move away from the Imperial measurements however; Metric calls to me.

5.) Modifiable. I'd like to include a list of tables and charts that would allow players to take most mechanical aspects and adapt them to their needs - from diceless, to D20's. From ignoring range, to including wind factors and humidity. From all-close-combat and dedicated medieval army resolution, to single-model units that fight with a representation of hit-points. From single-character Rogue-like roleplaying, to WH40k space opera skirmish fights.

How am I doing so far? I have a diceless variables chart planned for "eventually", for those who feel that any dice touching their wargame is too many dice. I also have an eventually-planned showcase fight between Space Marines and the Inferno faction, from Heroes of Might and Magic 3.

6.) Supports Multiplayer and teams at all levels of gameplay. There's nothing worse than being a 3rd wheel at the game table for me; No one should have to wait for a game.

There are, of course, the meta concerns of ganging up, backstabbing, and intentional game sabotage (i.e. griefing or trolling). I hope to have a weak mechanic included in the game to deal with these, involving Morale affecting armies working with 'enemies', but mostly I feel it's up to the Player to organize a game where the circumstances are fair, and where the players understand that playing in an unsporting manner ruins the fun for everyone.

How am I doing so far? Wub wub wub... I always have problems with monopoly and risk because of backstabbing. It's something I'm aware of, and that I want to avoid, and that there will be a subtle deterrent for, but I don't want to punish players for playing the game and having fun - sometimes you just gotta give into someone's taunts or smugness, and lay on the punishment!

Comments

On the subject of making the

On the subject of making the game fun, I've recently been on a learning-spree, reading article after article, watching videos, cold-calling some local designers and chatting them up - It really is staggering how much of a blend of science and art goes into figuring out how to make games FUN!

I know now that I don't have nearly the technical expertise or know-how to build on what I've got and still have the game be simple enough to be fun, but deep enough to encourage exploration and player growth; Starting from the ground up again is always hard, but I think it's much needed in this case.

Returning to basics

So, having decided to start again, I returned to review the basics. Dice rolling and number crunching is now all entirely BEDMAS-based, so players don't have to learn new-math just to play. Measuring distances happens when you check if you're in range, but you can also measure to anything within your squads' movement zones (usually around 4-6") simply as a matter of being able to relay their immediate surroundings.

Statistics have been redesigned and I even managed to get rid of a couple. The basics of the Squad Card/Profile are hammered out, and Morale has been changed to something similar to Dawn of War's "morale points" system, where units take morale damage at the same time as real damage - Morale has also been tied directly to a Squadron's Coherency - at least for the base game, which will usually see Squadrons of 3-10 soldiers.

Updated: The document so far

Updated: The document so far can be found here: http://www.mediafire.com/view/?s7f75i15cl59h87

It's unformatted, and zoomed in 200%, so might want to save your eyes some hurt by zooming out.

I've limited Actions to once per Phase but added a phase distinguishing shooting from movement.

It's also heavily scattered as I'm just sort of playing by ear instead of following 40k's template this time around.

I think I've got the basics

I think I've got the basics of the Suppression System down:

Whenever a Soldier in a Squadron loses at least 1 Health Point from a single Source, that Squadron immediately gains a Suppression Counter, and must test against Suppression during the Resolution Step.

To test against Suppression, both the Player whose Squadron is testing against Suppression, and the Player whose Damage caused Suppression, Roll-Off on 3D6 (instead of 2D6).

The Player whose Squadron is testing against Suppression (The Defending Player) modifies his Roll based on the Squadron's Morale:
+4 for Cowardly +14 for Good
+7 for Poor +18 for Excellent
+11 for Average +21 for Fearless.

The Player whose Damage caused Suppression (The Attacking Player) modifies his Roll based on the Damage which caused the Suppression test:
+1 for every 100 Total Damage against the Squadron testing against Suppression since the last Resolution Step
+1 for every Health Point lost by the Squadron testing against Suppression since the last Resolution Step
+2 is Squad Leader was a Casualty from any Damage since the last Resolution Step
+3 if Squadron was reduced to Half Strength or lower since the last Resolution Step
+4 if Squadron was reduced to Quarter Strength or lower (This is on top of the +3 for Half Strength) since the last Resolution Step.

If the Attacking Player Ties Defending Player, the Damaged Squadron receives 1 Suppression Counter. If the Attacking Player wins by at least 1, the Damaged Squadron receives an additional Suppression Counter.

If the Attacking Player wins by at least 5, the Damaged Squadron instead receives 2 additional Suppression Counters. For every step of 5 the Attacking Player wins by (10, 15, 20, etc.), the Damaged Squadron instead receives an additional 2 Suppression Counters (4 for 10, 6 for 15, 8 for 20, etc.).

If the Defending Player wins, no Suppression Counters are added.

What it basically amounts to is that if someone does enough damage to you to kill half your buddies (about 10-11 people) you're probably not going to stick around and shoot them back - or you'll be shaking so badly that your aim will suffer because of it.

Each Beginning Phase, Squadrons with Suppression Counters may Activate to Rally. To Rally his Squadron, the Active Player Rolls 3D6, and modifies his Roll based on the Squadron's Morale:
+4 for Cowardly +14 for Good
+7 for Poor +18 for Excellent
+11 for Average +21 for Fearless

And then subtracts 1 for each Suppression Counter on the Squadron

On a roll of 12+, the Squadron may remove 1 Suppression Counter. For every step of 3 beyond 15 (18, 21, 24, etc.), the Squadron may remove 1 additional Suppression Counter (2 at 18, 3 at 21, 4 at 24, etc).

If a Squadron fails to remove ANY suppression Counters, its Morale Breaks - Broken Morale, and the effects of Suppression Counters, are different for each Morale Modifier.

Normal Morale Modifier

At 1 Suppression Counter, and every step of 2 after (3, 5, 7, etc.), apply the following penalties:
-1 to Movement, -1 to Suppression Tests

At 2 Suppression Counters, and every step of 2 after (4, 6, 8, etc.), apply the following penalties:
-1 to Combat Skill, Ranged Skill, Reaction.

When a Normal Morale Squadron's Morale Breaks, it begins Falling Back toward the nearest Friendly Squadron without any Suppression Counters. If none are available, it begins Falling Back toward the nearest Table Edge.

Falling Back is unaffected by any Movement Penalties from Suppression Counters, and is a Hustle Action done in the Movement Phase. Falling Back is done using the shortest route possible. Squadrons that are Falling Back can perform no Voluntary Actions, and never gain Evasion Benefits from Terrain (though their movement is still slowed by it).

If a Squadron that is Falling Back reaches a Friendly Squadron without Suppression Counters, it may attempt to Rally immediately, ignoring Rally penalties from Suppression Counters. It may act normally for the rest of the Turn if it manages to remove at least 1 Suppression Counter.

If a Squadron that is Falling Back reaches a Table Edge, it is placed into Reserves. Leave a token or suitable marker where it left the Battlefield - it re-enters the Battlefield from that spot. For each Turn it remains in Reserves, remove a Suppression Counter from it, and attempt to Rally. When it Rallies, it may attempt to enter the Battlefield from Reserves as normal, except that it must Hustle onto the Battlefield.

If a Squadron that is Falling Back is the target of a Charge, it cannot attempt Overwatch. Instead, once the Charge has finished, it immediately attempts to Rally: If this Rally fails, the Squadron is removed as casualties, and the Charging Squadron counts its destruction toward its Close Combat Results. If the Rally is successful, it participates in the Close Combat normally.

Movement...

300. Movement

300.1
For each Soldier / Vehicle in a Moving Squadron, determine if it will Move or Remain Stationary.

300.2
Soldiers / Vehicles choosing to Remain Stationary do not move with the rest of the Soldiers / Vehicles in the Squadron, and do not count as having moved.

300.3
Of the Soldiers that have decided to move, choose a Soldier / Vehicle to be moved. This Soldier / Vehicle is the [B]Moving Soldier / Vehicle[/B]

300.3a
Choose how the Moving Soldier will move, if it has more than one means of movement.

300.3b
Draw an imaginary line on the Battlefield, the width of the Ground Profile of the Moving Soldier / Vehicle, starting at a point on the Ground Profile of the Moving Soldier / Vehicle.

300.3c
The imaginary line on the Battlefield is called the[B] Movement Path[/B], and the chosen point on the Ground Profile is called the[B] Starting Point[/B].

300.3d
The Movement Path must be at least 0" long, but may be as long, from the Starting Point, as the Value of the Movement Stat of the Moving Soldier / Vehicle in Inches. The Starting Point is the size of the period at the end of this sentence.

300.4
Measuring from the Starting Point, you may pick up the Moving Soldier / Vehicle, and place it so that it's centered along the Movement Path, and so its Starting Point is within the Movement Path.

300.4a
This placement is called the Final Position.

300.4b
The Movement Path, and the Final Position of the Moving Soldier / Vehicle, must not overlap any Impassable Objects.

300.5
Choose another Soldier / Vehicle that has decided to move to become the Moving Soldier. Repeat steps 300.3a to step 300.5 with it.

300.6
The Final Position for each Soldier / Vehicle is not permanent until each other Soldier / Vehicle in the Squadron that has decided to move is finished its Movement, and until the Squadron Ends its Activation.

300.6a
Until the Squadron Ends its Activation, any Soldier / Vehicle that was a Moving Soldier / Vehicle may be placed back at its Starting Point, and moved in a different direction.

  • Movement
  • For each Soldier / Vehicle in a Moving Squadron, determine if it will Move or Remain Stationary. If a Soldier / Vehicle intends to Move, now is when you determine what form of Movement it will use, if it has more than one.
  • Soldiers / Vehicles choosing to Remain Stationary do not do the following, while those that choose to Move do so with the following steps:
  • - Draw an imaginary line on the Battlefield, the width of the Ground Profile of the moving Soldier / Vehicle, starting at a point on the Ground Profile of the moving Soldier / Vehicle. The line on the Battlefield is called the Movement Path, and the point on the Ground Profile is called the Starting Point.
  • - The Movement Path must be at least 0" long, but may be as long, from the Starting Point, as the Value of the Movement Stat of the moving Soldier / Vehicle in Inches.
  • - The Movement Path, and the Final Position of the moving Soldier / Vehicle, must not overlap any Impassable Objects.
  • - Measuring from the Starting Point, you may pick up the moving Soldier / Vehicle, and place it so that it's centered along the Movement Path, and so its Starting Point is within the Movement Path.
  • - This placement is called the Final Position. The Final Position is not permanent until the Squadron is finished its Movement, and Ends its Activation - until then, the moving Soldier / Vehicle may be placed back at its Starting Point, and moved in a different direction.
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    blog | by Dr. Radut