Subject:
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Re: Simple (but fun) Castley Strategy Game(y)
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Newsgroups:
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lugnet.gaming
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Date:
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Sat, 19 Feb 2000 03:34:11 GMT
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Viewed:
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2038 times
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In lugnet.fun.gaming, Tony A. Rowe writes:
> When designing a game, there is always the dilemma of 'rule simplicity' vs.
> 'rule completeness'. I don't like wargames where there is little difference
> between unit types and all weapons work pretty much the same. At the same
> time, I don't want to have rules so complex that I constantly have to flip
> through the rulebook when all I want to do is play with Lego bricks!
Agreed :) What would be nice is to have a series of look-up cards graded by
completeness level. For example, when attacking a figure on horseback, does the
attacker attack the horse, or the rider?
(Lev 1) Assune that you are attacking the rider always, and rider can't
dismount - horse and rider die at the same time.
(Lev 2) Attacker can choose to attack the horse if they wish, if horse dies
then rider is thrown to ground losing 1HP.
(Lev 3) If attacker attacks horse then rider has a chance of positive modifiers
if they manage to hit the attacker, as the attacker leaves itself open as it
shifts position to attack the horse.
(Lev 4) If it is a tuesday, then Gamthrak the horsekeeper has a half day off
then, and neglected to feed Binky the horse. On a 1d20, Binky will bite the
attackers head off...
etc,etc.. the idea being that players can choose how anal they wish to be, or
be anal about horse-combat, but use more basic rules for magic. Also, look-up
cards are great if made attractively - hey, you could print some out in colour,
laminate them and sell your game!
> At its heart, I think that my rules are pretty simple and easy to remember.
> Things only start to get complex with vehicles and magic and such. Then
> again, I designed the rules so of course they are easy for me to remember. I
> would like to have people playtesting the rules soon.
>
> Any volunteers?
Yep - definately! IMO there wouldn't be a problem with posting a text-version
of your rules to this group - that's what it's here for I think :)
> > Does Castle World have an ongoing storyline/history/plot? What would be
> > really cool would be to take magical items/battles from those scenarios and
> > reinact them in LEGO :) If that's not already what you are planning!
>
> Yes, the plan is that Castle World (CW) will have many interlinked, ongoing
> storylines. Essentially, each member of CW will be detailing the adventures
> and battles and whatever else that happens in their land, with or without
> interaction with other lands in CW. The battles in CW might not be reinacted
> in Lego, but actually inacted in Lego. In other words, several people have
> discussed waging wars and playing out wargames in order to determine who wins,
> what the losses are, and so forth. Thus, any games could determine the
> outcome of the future storylines.
Wow.. that is a really cool idea :)
Richard
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Message is in Reply To:
| | Re: Simple (but fun) Castley Strategy Game(y)
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| (...) You found everything. I haven't posted any of the actual rule set. While designing, I've been making a bunch of creations and mostly wanted to show some off. =] (...) When designing a game, there is always the dilemma of 'rule simplicity' vs. (...) (25 years ago, 19-Feb-00, to lugnet.gaming)
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