Mk 1's point was made in another thread but I thought deserved its own thread. The point of this thread is to serve as a collection point for scenario development ideas, sort of like the "show us your stuff" and the "after action report" threads.Mk. 1 wrote...
I prefer games where the sides are deliberately not balanced, where neither side knows the other side's forces, and where all units are hidden until spotted. I also like to inject scenario-specific rules that add a touch of complexity to the tasks that the commanders on each side need to deal with. These things add greatly to the tension that the players feel as they struggle with their lack of information about the enemy and issues that limit their own play. It forces them to think and act more like actual military commanders, rather than just having a choice between rules lawyering and minutia of line-of-site and range measurements on one side, versus a dice-rolling contest in the middle of a cloth bowling green on the other.
While I've tooled around with tourney style point-based systems and "standard" game mechanics such as objective markers and generic deployment zones, I too prefer scenarios, especially those with rich backgrounds.
Even when it comes to scenario play I prefer those with complex and unusual stories instead of the usual "defend the town" or "take the bridge" set-ups.
Re-entering modern microarmor gaming has provided lots of opportunities for comlpex scenarios that, as Mk 1 mentioned, force gamers to think like military commanders. Recently we've played games that involve native insurgents, central government troops, local militia, foreign regulars and civilians, all in the same scenario and based on actual events. These games have also involved booby-traps, attack helicopters, APCs, attacks on infrastructure, and rules of engagement that allow rebels to use cities to mitigate the effects of overwhelming enemy firepower. In all cases I tried to create a backstory, often based on real events, that provided a context for the action and something for the players to engage in beyond "rolling dice" as Mk 1 mentioned.
In one scenario a convoy had been ambushed and scattered across a city as its members tried to flee. The foreign regulars needed to secure the various wreck sites as rapidly as possible and rescue a band of survivors holding out in the city's center. The rebels needed to loot the wreck sites and capture the hold outs. Local, less capable rebels were beginning to move towards the sites while hard core foreign fighters were moving towards the city in anything that would carry them (we had technicals, mini-vans, and even city buses!) The amazing part is that some of the players began role-playing their forces, even when from a purely game perspective it was not the best option. There was even a bit of competition between the local and foreign rebels as to who could capture the most sites.
Mk 1 listed some great ideas for building scenarios. You can view these here:
http://www.ghqmodels.com/forum/viewtopi ... 2&start=15
So please post your scenario ideas here. These can include actual hisorical scenarios for WWII and Modern land-based games, completely generic set ups usable for WWII and Modern land games, or general scenario mechanics such as ways to track turn limits, the use of event cards, or mechanics for variable force composition. To make it easy to find stuff please write a title at the top of your post (not a new subject line!...just a title at the top of the message text.)
Tim
