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Individual explanations?

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X3M
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Individual explanations?

There are many games that have a lot of different pieces or cards.
Magic the Gathering is one of such games that has over 1000 different cards.

Each card has a functional explanation of how to use the card. But some also have a little story to tell instead:
http://i46.photobucket.com/albums/f109/neverlanding/magic_gathering_enor...
...Always been my favourite...

But how much use has this little story? Once read, the player will not read it again. Right? Unless one player (me) wants to annoy the other one with the story while placing the card on the table.

The thing is, with certain war games you have a lot of different units on the map. You could make a little (humour) story for each. Which is not much of a problem for me. But these stories would only be in the [units] manual. The player reads only the parts over and over that have useful information like the main manual. A little story does not add much info to the game itself. Does it have any use to spend time on making these short stories? Or should I find a way of putting tactical/strategic/hints into these stories? And then try to spice them up?

Of course I could just simply put all the information about the unit statistics into the manual. But I have the Unit Statistics Card for that.

Ristora
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Maybe for specific units

I'm not fully sure what your game is about or what kinds of units there are, but perhaps you could make short histories for the upper level/distinct units in your game rather than every unit. I fear my post is unhelpful.

X3M
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My game is comparable with

My game is comparable with A&A, but then based on the C&C style of rock scissors paper.
There are more different units to play with. Yet you are limited in the number of having them.
They can attack from a distance, or not. And they have different movement speeds. A bit like Runescape.
Each unit is unique, but there are also groups of some that have the same characteristics.
It can be explained all. Maybe it should be explained all? The strategy goes very deep in this game.

The main questions would be:
What is the usefulness of a little story with each unit?
Would players reread these stories?

Would it be useful to explain the unit in detail?
I know that they will be rereading explanations to get to the bottom of it. But after a while when the player knows, it stops?
And would the player not rather find out for him/herself how the unit works?

Would it not be better to explain the usefulness of an unit in a mission description?
The plan involves the use of a certain unit in a certain way.
The players always will be rereading those.

Manuals will usually be reread. Until the player knows the game. But that are what manuals are for.
So, what use would it be? To make stories and/or units descriptions or their usefulness?

Ristora
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Ok, I think I have a better

Ok, I think I have a better idea now.

I think it would be neat if every type of unit had a special ability. You could explain this special ability through your mini-stoies. "The Commando goes through intense training in all manner of weather etc etc...Commando units therefore are able to ignore one terrain penalty per turn". Something like that?

X3M
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Yeah, something like that. 1

Yeah, something like that.

1 of my missions has somewhat the following:

Quote:

Snipers are anti Infantry, but the Rifle Infantry is very numerous. When they approach from a dead angle, the Snipers will be in serious trouble. So in this mission we will go with that approach.

That should give away the hint that Rifle Infantry can defeat the Snipers, simply by walking around a mountain. Not just that mission, but all the other missions as well.

radioactivemouse
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It's called Flavor Text.

It's called Flavor Text.

Flavor text, in itself does nothing for the functionality of the card, but it does bring a little character to the unit.

For example, an orc flavor text may say something like, "ug ug…me no like big gun…MUST SMASH!" which just says orcs are just dumb, but it gives the reader the idea that he's kinda expendable…you might even say it when the unit attacks.

It can also be a story about the unit. It just puts you just that much closer to the game; it creates more of a suspension of disbelief. Plus it fills up the text window.

Hope that helps.

X3M
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It helps. But I don't have

It helps.

But I don't have text windows on the pieces. The text will be in the manual instead.
That's why I ask these questions.

Then again: If I put these kind of messages in the story. The story is more of a story. I decided on that.

Kroz1776
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Joined: 10/09/2013
Go For It

This reminds me of the Warcraft II game manual. They had a section where they talked about each unit for the orcs and humans. Under the humans the entry for peasant talks about how the kingdom is built upon the backs of the peasants and without them the kingdom couldn't stand (blah blah blah all sorts of noble stuff). Then the orcs for the peon entry talks about how they're the lowest of the low and even the mud is worth more than a measly peon. (Blah blah blah more stuff about how much the orcs hate peons).

I remember picking up the game manual many times JUST to read these sections. They're fun and they really help with a game's theme.

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