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Made in us
Battlefield Tourist




MN (Currently in WY)



In addition to wargaming, I also play Role-Playing Games (RPGs) and board games. One of the most interesting aspects of RPGs is how individual characters can interact with the game world to achieve their objectives. This at a high-level is not much different from war games, and in fact RPGs are a "modern" off shoot of wargaming. The roots of RPG is in wargaming.

Of course, in an RPG two mechanically identical characters can end up being completely different characters. This differentiation is done via the "role" part of Role-Playing Games. There are a variety of tricks and characterizations decent role-players can bring to a character to make each one feel incredibly different. However, most RPGs also use mechanics to help shape different roles or archetypes that players can fulfill, such as the bard, barbarian, thief, and wizard archetypes.

In wargaming, there is very limited "Role-Playing" elements. However, as designers, you still want to capture the idea that individual models or units are "unique". Typically, gamers do not want to play a number of faceless, joyless, boring, goons all the time. No instead they want to play the 14th Uhlans, the Iron Brigade, Astro-dog, the Joy Hill Gang, etc. Thankfully, as designers there are a few ways to add this level of "character" to your games.

You can read the rest of the post at the blog!
https://bloodandspectacles.blogspot.com/2021/08/wargame-design-creating-character-in.html



How do you think it should be done?

This message was edited 1 time. Last update was at 2021/09/01 13:32:42


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Made in us
Fresh-Faced New User






I've been brainstorming ways to bring more flavorful mechanics to hero characters in wargaming. I've come up something similar to secondary missions in 40k, but they're specific to the hero players choose and are rolled for at random. These secondary objectives are designed to enhance the feel and personality of the hero on the battlefield. In theory this allows for players to have a unique experience each game because they're not only trying to complete the main scenario, but also working to complete goals that are specific to their chosen hero.
While this isn't roleplaying, I feel it adds quite a bit of depth to the heros that players choose. Rolling for the secondaries at random keeps players from choosing the same objectives over and over.
   
Made in pl
Longtime Dakkanaut




Great idea! Reminds me of missions tied to specific companions in cRPG games like Mass Effect or Divinity. Or Inspired state in WH:Underworlds where fulfilling a certain condition gives a character improved capabilities.
   
Made in gb
Fresh-Faced New User




 kain20k wrote:
I've been brainstorming ways to bring more flavorful mechanics to hero characters in wargaming. I've come up something similar to secondary missions in 40k, but they're specific to the hero players choose and are rolled for at random. These secondary objectives are designed to enhance the feel and personality of the hero on the battlefield. In theory this allows for players to have a unique experience each game because they're not only trying to complete the main scenario, but also working to complete goals that are specific to their chosen hero.
While this isn't roleplaying, I feel it adds quite a bit of depth to the heros that players choose. Rolling for the secondaries at random keeps players from choosing the same objectives over and over.

I really like this use of the ‘ulterior motives’ / secondary objective mechanics. An optional sub-mission that you can opt to take for your hq or nominated character unit that might award you some additional points (assuming a scoring mechanic and possibly some sort of risk of losing them too) is a really neat idea that provides an ingame vehicle for connecting with and developing a character identity, without straying into the shark-infested waters of super special snowflake character rules and win spirals.
   
Made in us
Longtime Dakkanaut





 kain20k wrote:
I've been brainstorming ways to bring more flavorful mechanics to hero characters in wargaming. I've come up something similar to secondary missions in 40k, but they're specific to the hero players choose and are rolled for at random. These secondary objectives are designed to enhance the feel and personality of the hero on the battlefield. In theory this allows for players to have a unique experience each game because they're not only trying to complete the main scenario, but also working to complete goals that are specific to their chosen hero.
While this isn't roleplaying, I feel it adds quite a bit of depth to the heros that players choose. Rolling for the secondaries at random keeps players from choosing the same objectives over and over.


All of our 40k games these days are part of a narrative campaign and therefore character-driven. It is expected that the characters on the battlefield will be thinking about more than how to win, and a recurring feature is the character determining that the day is lost and how to deal with it. Do you run and save yourself, try to organize a fighting withdrawal or heroically defend your troops while they get away?

Another fun element is the byplay of the characters as they discover each other and start throwing hate back and forth. This in turn makes "assassination" missions much more fun.

Want a better way to do fantasy/historical miniatures battles?  Try Conqueror: Fields of Victory.

Do you like Star Wars but find the prequels and sequels disappointing?  Man of Destiny is the book series for you.

My 2nd edition Warhammer 40k resource page. Check out my other stuff at https://www.ahlloyd.com 
   
 
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