yeri wrote:1) yea I know, I just didn't know how to sum it up in a few sentences so I guess now that I think about it that few sentences would be: it's a more tactical
TCG where you actually need to use tactics instead of just pointing your monsters in your enemy's general direction. or for a Hollywood version: Warmachine meets
MtG
First of all, you're trying to sell a product and first impressions count. If you can't post something professional and complete you probably don't want to post at all.
Second, I'm not sure why you think that card games don't have tactics.
MTG is
far more than just pointing your monsters in the enemy's general direction.
2) I didn't add the actual rules because that would take up more space than the example.
Then simplify the example. You don't want someone's first experience of the term "channeling zone" to be in a play-by-play involving it, that's just really confusing. Before you use game-specific terms that aren't intuitively obvious (to give a
40k example everyone knows what a ruin is even if they don't know
40k's specific rules for how ruins work) you need to tell the reader what they are. Consider an example from
MTG:
"Player A casts a spell, player B responds to it with a counterspell". Intuitively obvious, even if you've never played
MTG you can follow at least generally what is going on.
vs.
"Player A taps lands and adds mana to their mana pool, then puts a sorcery on the stack and passes priority. Player B now casts Force of Will targeting player A's spell. Player A has no response, so the spell is countered and placed into the graveyard with no effect." Same exact sequence of events, a lot less understandable if you don't already know the rules.
3) necessary? maybe not, appealing, heck yea! I've been getting some of my buddies who play MtG to give this a go and they thought it was better and had more depth. as for why they aren't "pure" this is more a TCG with minis added than a wargame with cards added, it's supposed to have the depth of a minis game with the pick up and play of a card game.
Again, card games can have plenty of depth. Nothing about the card game format inherently limits the depth of the game, and nothing about miniatures automatically includes depth. For example, I'd say that
MTG has far more depth than
40k. Likewise, miniatures games are not inherently hard to pick up and play. For example, X-wing is extremely easy to pick up and play, probably easier than
MTG. So instead of applying broad generalizations about each genre you need to explain how the card and miniatures elements in YOUR game interact and why that interaction is better than making a pure card or miniatures game.
as far as the scope of the game: that's the fun part, you'll get to see the stories from all angels, in one story you'll see a villager who's crops have been burned, then the next you'll see the exarch as he burns them, then finally you'll see the dragon ordering him to do it without batting an eyelash. I call this approach a "3D" method of storytelling, because you'll be able to view the story from multiple dimensions.
Sorry, but that means you're going to have an unfocused mess. You can't have all of those elements be the core of the story at once. Obviously you're going to show them all but, for example, you want to focus on the exarch as the heroic leader and show them receiving orders from the dragon then show the villager crying in despair as the exarch lights the torch. All of the events are there, but the point of view is from the character the reader/player is supposed to identify with.
Also, you can't count on your players reading your fluff and seeing all of those levels. If your story requires careful attention to keep up with it you need to simplify it to make it appropriate for a game.