I was rummaging about the other day when i found a memory stick with a copy o a rules system i started writing a while back. It's a bit basic ATM but i'm thinking about revisiting it as a potential system or my Wastelander (or maybe dark pyre) project. I only have the basic structure of the rules, nothing special yet. stylistically it's somewhere between ikim's combat patrol and inquisitor. Some of what i have is a bit clunky but after some revision and streamlining it should work. I think i might do it in 3 stages
1, Blood and dust, detailing the mechanics of small games using bands of 2-5 models, common inventory and the basics of the campaign system, exploration, basic scenarios, common bestiary, and common factions and character archetypes. essentially enough to get started
2, Strange Happenings, Detailing medium sized games using about 5-30 models, details magick/psionics, advanced campaign rules, founding settlements, an extended inventory and bestiary featuring more esoteric loot and critters and factions
3, Steel Renaissance, Detailing large games using 30+ models, vehicles 'kingdom' building and rounding off the campaign system, a full armoury, bestiary and faction list
I'm really digging these stages, they kind of remind me of the Spheres/Tiers in Warspike, only that all these could probably be played out in a hybrid of Tactical and Politico.
Problem of too detailed rules (Inquisitor?) when using more than 30 models on each side might be that the game will go very slow. I don't know what exactly the goal is of your game, but with a post apocalyptic setting its cool to play games which are very fast, violent and destructive, which was what I liked about GorkaMorka.
But yeah, I'll see where this goes! I hope that in the longer run (might take years!) we might be able to integrate the various game system ideas (yours, IKIM's and Warspike) and the various fluff setting (we got a bunch in the works here) into a more or less coherent setting which could be seen as Troll Forged Miniatures' IP!
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That's why i'm reworking it. i think it will work out that the level o detail involved is dependent on the scenario being played.
there will be 3 main types o scenario, Adventure (things like exploration missions, small jobs, hunting and covert ops), Skirmish (gang ights, riots, raids, patrols etc.) and Battle (er, battles, sieges, large ops etc.), henchmen and troops will use a simpler version o the rules or characters to help speed up bigger games.
I'm hoping it will be a bloody and brutal game (the initial play tests were) with an emphasis on cover and unit's supporting one another (and playing to thier strengths) the ew test games i've played were pretty quick.
Adventure missions are more common early in the campaign and are meant to be quick multi player games with a team o 2 or more players controling maybe 1-2 models each against a 'nemesis' player controling a orce o 'bad guys' (be it raiders, zombies or mutant animals) or against each other. (though they can be played with only 2 players)
The Skirmish and Battle scenarios are more traditional
as characters advance in the campaign they can earn leadership skills that allow them to have ollowers and henchmen (who in turn can advance and become characters with henchmen o their own)
in this way a new player character will gain a band o ollowers who will become the leaders o squads and eventually generals o armies, i'm even in the mind to do a 4th section (Secrets o the Void?) that details the expansion into space so they could even end up ruling galaxies in an intergalctic super empire .
the whole aim is to provide a medium in which gamers could play out epic stories on the table top. the outset o the game is deliberately vague, no one knows exactly quite how the old world ended but there's a ew theories (and even cults).
it's also about the rebirth (or slow death) o civilization, depending on the paths players chose they can shape the world around them towards a new golden age or a reign o chaos and anarchy.
A - Agility, represents how nimble a model is as well as how ast it reactions and movement are.
P - Physique, represents how strong and tough/resilient a model is.
C - Combat, represents a models competence in melee.
B - Balistics, represents a models competence when making a ranged attack.
I - Inteligence, represents how smart and quick witted a model is
W - Willpower, represents a models mental resilience.
there are also a few other stats dependent on a models main stats or equipment, these are
In - Initiative, decides how quickly a model can perform an action. it is the sum o A and I
Ap - Action Points, are spent by models to perform actions, it is equal to a models A+1
Am - Armour value, represents how well protected a model is.
When generating a new character players start with a blank statline and have 18 'points' they can divide between the main stats any way they want (though they MUST put at least one on both P and W) players have a tactical choice, do they go for a rounded character or one that is powerful in some aspects but dangerously deficient in others
I came to the total 18 by saying the average stats for an untrained human are 3 across the board (playtests supported this idea). Letting players customize the starting stat line has tactical and role playing implications trading strengths for weaknesses. the game uses d10 and all stats have a max of 10 (except In and Ap which have a maximum of 20 and 11 respectively)
Alone the stats don't mean much but tonight or tomorrow i'll be posting more of the game mechanics and things should become more clear.
It's worth noting that the rules i'm describing are for Adventure level games involving only a few models. as the rules come together i will make a summary thread containing everything in one place for those that want to playtest it
Each turn starts with a Priorty Roll. Each player rolls a single d10. the player with the highest score wins Priority, in games involving more than two players Order of Priority for the turn is highest (first) to lowest (last).
Once Priorty is established players activate thier models in order of In (highest to lowest). if more than one player has a model with the same In then the players activate them in Order of Priorty. If a player has more than one model with the same In then they may activate them whatever order they want. the part of the turn when models of a given In are activated is called an Initiative Phase. there can be a potential 21 Initiative Phases per turn although this is a very rare occurrence.
I've added more o the rules or AP and Actions, Movement and Combat to the Wastelander Summary. Please let me know what you think!
Also anyone who might be interested in playtesting and rules writing as well as producing Artwork, Background Material and Miniatures etc. towards the project let me know. I'd like to get this as proessional as possible and release it POD to help und the community. perhaps even do a limited run starter set with maybe a dozen or so models, counters & tokens and a deluxe rulebook.
Post by juicytomatoes on Mar 21, 2010 9:16:14 GMT -5
I like the AP system, and I like the way you can create your own stats, there's a nice personal feel to that
I also like the very involved feeling, it's a very micro-scale atmosphere. my gaming group plays warhammer and 40k quite single-mindedly, with infrequent bouts of bfg and bloodbowl (means my exposure to games is quite limited), so this is very refreshing to me.
And I love the injury table. it gives depth beyond the simple 'remove models' of larger model count games. For longer campaigns, will you have equivalents of 'niggling injury', 'smashed hip' and the like?
had a thought about the climbing rule though:
"Climb, 2 Ap, the model can move a distance equal to it's A in centimetres up or down a ladder, a model can also climb walls in this manner but must pass an A test or all"
I'm just wondering, what implications would this have on terrain. Say the model is about 3cm (30mm) high. If I allocate 3 points to my A, this means I would be able to climb 3cm up a wall. If the wall is 5cm high, how would the miniature be positioned? Also, say inside ruined buildings, if I want to climb up to the 2nd level, and all the stairs on the 1st level have collapsed in, it would be quite difficult for me to do so because if the miniature is 3cm high, each floor will have to be at least 4cm high (to be safe, maybe 5cm)? Is the solution to spend more than AP to climb up?
The starter set sounds like a neat, professional project. any thoughts/research on feasibility?
I've updated the Summary with some more rules or shooting actions.
The current version o the rules are very much or small games, more o an adventure game than a war game. the playtests i've done have been pretty quick (as in the games have played out quite quickly) and very brutal. there's quite a bit o math involved but TBH i think people by and large don't do enough as it is just consider it a orm o brain training.
I introduced the injury table to get away rom the boring black and white dead/alive thing. Most weapons will give you a big enough modiier on the table to kill things outright or at very least seriously injure them making it easier to inish them. That said when i get round to writing the rules or units things will be simpler to speed up larger games.
rather than keeping track o injuries to unit members only characters will use the injury table. unit casualties will be much more black and white.
I'm a bit meh about the jump and climb rules and would like to revise them but i want to get the basic core rules laid out to see how it works as a whole. or the time being i'd say a model must have enough Ap to climb to a 'sae place'. in the example you gave the model would have to use 4 Ap to climb the 6cm, they could not stop halway.....you see why i'm not quite happy with them.
As or the starter set, thats a long way away, a bit o a pipe dream really. it'll probably be at least a year beore i'm ready to oicially release the 1st Ed rules set depending on how much help i et with background, art, playtesting etc. though hopeully i i an get the ball rolling it will be sooner
I took the liberty to format it to make it easier to read (and put in a few 'f's )
At first slim it seems OK, I'll have a closer when I get the chance.
I would like to hear more about cover rules, and would you consider 'Go to Ground - 1Ap' action would also improve ranged shots (as it is the most stable platform when shooting) - also what does this 25% in 50% mean? (I can guess but I would like clarification).
Last Edit: Mar 21, 2010 11:01:57 GMT -5 by Philip S
I'd considered longer attribute abbreviations but i think the shorter ones are more pleasing to the eye (not to mention more amiliar to people that have played other miniatures games). that said it is still open to change