dogfacedboy uk1
New member
I'm always interersted in discussions about developing games/games systems from several points of veiw, so here's a few thoughts. (Although please bare in mind that out of 20 something years of gaming {again} the amount of games I've won can be counted on two hands with fingers spare).
Small Games are Fun, two to three squads in Secrets of the Third Reich is a good gaming level (30-35 figures). That allows for enough flexibility to run for an hour or two and still have enough of a body count to keep the table top undertakers happy. Malifaux to me, has hit a good combination of size against game play.
Complexity spoils games, The old K.I.S.S acronym works really well with games. Keep the mechanics quick, easy to learn and importantly easy to reference, while I like SOTR the rule book is not the best laid out for referencing. Having to constantly refer back to a book because something is too complex to remember becomes frustrating.
Keep the "Special Rules" down to things like "Digging in for cover!"
Killing machines, If the games good you don't need Uber Tough Characters, hard to kill Psycho heros able to be cutting their way through an entire army. This may sell more of this character, but destroys the pleasure of a game. Ditto for having Uber tough weapons which cut through anything in their path, that might be good for the player who is using it but the receiving end Sucks. To paraphrase Frederick Forsyth "No matter how many Bombs, Tanks or Artillery you throw at an enemy, it comes down to some poor sod with something just a step up from a sharpened stick to go and take the last 100 yards!". Large scale games really need to be about the P.B.I., not the Hero.
Balance; what's the point in making one army so much stronger than any other? Each should have a balance of capabilities and drawbacks which enhance the playability, not stomp all over an opponent.
All in all while all this is just my thoughts on this I still think that first and foremost the whole thing should be Fun.
These are all very important points. I dont play tabletop games myself, but I have always been into gaming - be it video games or boardgames and RPG's in my youth. I have a big fat warhammer 25th anniversary book, only thumbed through it briefly but my first thought was "shit, thats a lot of stuff to learn...."
Dragonsreach's last point is extremely important. This is what makes the game interesting, choosing the correct pieces to field against the forces of your opponents and render his advantages inadequate against your army. A variety of interesting units with varied abilities further complicates strategies. This is where the main complexities should lie - not in the rules themselves. Simple rules, complex strategies and options would be the way to go. And certainly a very quick way to access the rules should reference be required. I dont like the idea of having to wade through a book as big as the current warhammer one. It looks lovely and you feel like you are getting value for money, and to be honest I have no idea how much is background info as opposed to rules, but definately keep it simple to learn with a wide scope for tactics and strategies.
dfb