1 to 1 versions/creations
Posted: Sun Mar 27, 2011 8:22 pm
As there are a good few of us working on 1 to 1 versions, I was quite intrigued to find out what people were aiming to produce/producing and why, so I thought I'd start a discussion on the topic.
To get the ball rolling, I am working on a modern 6mm game using d6. Currently I am at about 16,000 words with most of the rules in a playable draft form (though it needs play-testing and seriously rewording in places).
GHQ and others seem to have the market fairly well catered for when it comes to playing a simulation that is primarily concerned with realism and what I wanted was something for the non-military focused casual player. I wanted it to be accessible, by which I mean: fairly easy to learn, fairly easy to play and tangible. The aim of the simulation wasn't to work out if 3 T90s could reliably kill an M1Abrams in one volley of shots, similar to the story teller system, it was about producing something fun to play where creating a compelling narrative was one of the primary aims of playing.
I went for 1 to 1 as I felt that it allowed the casual player to be more cognitively connected with the movement, shooting and death of his units. Among other things, 1 to 1 presents problems with scale though as if one is slavish to real world weapon performance you start to require a massive playing area. In order to reconcile this I have steered the simulation away from ultra realism. WH40k for instance can get away with super advanced civilisations only having an effective range of 100 feet, mainly because the story makes the suspension of disbelief easier. Thus real world performance differences between an m4 and an SA80 were canned. I realise this won't necessarily be to the taste of many of the players here who want to see a significant difference between a BTR80a and a BTR90 in terms of table-top performance, but I'm not primarily writing it for you. (sorry).
Controversially, I have almost ignored real world countries and instead gone for factions. Each faction represents a way of fighting and could in theory be played as any number of real world countries. Similarly I haven't tended to use specific examples of real world hardware, choosing instead to utilise more generic kit. For example an advanced main battle tank could be represented by an M1, a challenger 2 or a leopard 2 depending on what you want your force to look like and unless you were desperate, it would make no difference to how the game is played.
As stated above, the factions I have created roughly represent some of the prevailing fighting styles of today's modern armed forces but they don't have to be rigidly associated with any one country. Working titles for the factions I have chosen to represent so far: Coalition Forces, Russia, China, Rebels, Insurgents, Peace Keepers, Ind/Pak, and ME/NA. (Of course if you want to use a tweaked Middle east / North African Rule set to represent Columbia for instance, the system makes this easy.)
Turn Order is as follows:
Resolution Phase
Movement Phase
Kinetic Phase
Assault Phase
Plotting Phase
Reserved Movement phase
I currently need to write up and create the individual units and work out an air strike system that is not horrible.
That'll do for now.
To get the ball rolling, I am working on a modern 6mm game using d6. Currently I am at about 16,000 words with most of the rules in a playable draft form (though it needs play-testing and seriously rewording in places).
GHQ and others seem to have the market fairly well catered for when it comes to playing a simulation that is primarily concerned with realism and what I wanted was something for the non-military focused casual player. I wanted it to be accessible, by which I mean: fairly easy to learn, fairly easy to play and tangible. The aim of the simulation wasn't to work out if 3 T90s could reliably kill an M1Abrams in one volley of shots, similar to the story teller system, it was about producing something fun to play where creating a compelling narrative was one of the primary aims of playing.
I went for 1 to 1 as I felt that it allowed the casual player to be more cognitively connected with the movement, shooting and death of his units. Among other things, 1 to 1 presents problems with scale though as if one is slavish to real world weapon performance you start to require a massive playing area. In order to reconcile this I have steered the simulation away from ultra realism. WH40k for instance can get away with super advanced civilisations only having an effective range of 100 feet, mainly because the story makes the suspension of disbelief easier. Thus real world performance differences between an m4 and an SA80 were canned. I realise this won't necessarily be to the taste of many of the players here who want to see a significant difference between a BTR80a and a BTR90 in terms of table-top performance, but I'm not primarily writing it for you. (sorry).
Controversially, I have almost ignored real world countries and instead gone for factions. Each faction represents a way of fighting and could in theory be played as any number of real world countries. Similarly I haven't tended to use specific examples of real world hardware, choosing instead to utilise more generic kit. For example an advanced main battle tank could be represented by an M1, a challenger 2 or a leopard 2 depending on what you want your force to look like and unless you were desperate, it would make no difference to how the game is played.
As stated above, the factions I have created roughly represent some of the prevailing fighting styles of today's modern armed forces but they don't have to be rigidly associated with any one country. Working titles for the factions I have chosen to represent so far: Coalition Forces, Russia, China, Rebels, Insurgents, Peace Keepers, Ind/Pak, and ME/NA. (Of course if you want to use a tweaked Middle east / North African Rule set to represent Columbia for instance, the system makes this easy.)
Turn Order is as follows:
Resolution Phase
Movement Phase
Kinetic Phase
Assault Phase
Plotting Phase
Reserved Movement phase
I currently need to write up and create the individual units and work out an air strike system that is not horrible.
That'll do for now.