Switch Theme:

What do you Consider to be the Best (and Worst) Aspects of Existing Wargames?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ie
Veteran Wolf Guard Squad Leader





Dublin

Lanrak wrote:


However, you can not just grab the bits you think are best from a selection of games and make 'the best game eva!'

This idea is similar to the 'make the perfect face', by taking the best features of the best looking people and putting them together on one face.

The features that stand out only do so because the rest support them and they all work together as a whole.


Thanks for the info. I'll be skimming through KOW next so I'll pay particular attention to the morale section as you've noted.

Absolutely agree about the above, never my intent to mash this stuff together. Just want pointers to good elements of games so I can analyse them (unable to find the time to properly read through all the decent rule sets out there, let alone play the games themselves.

Some elements I have taken strong influences from, such as the A.R.O. system in Infinity. But more often reading through other games mechanics it can trigger ideas...even if it's just me me shakng my head and saying "that's definately not the way I want to handle things."

I let the dogs out 
   
Made in gr
Thermo-Optical Spekter





Greece

The bests element of game design is to have an exciting world behind your system and a clear and consistent rules set.

The first means that people will take notice of your product and will come back because the setting excites them, the second is professional, you sell people instructions to play a game at the very least in must be written in a clear way that creates no misunderstandings (well as little as it can really) and does not contradict itself a few pages later.
   
Made in us
Battlefield Tourist




MN (Currently in WY)

 PsychoticStorm wrote:

you sell people instructions to play a game at the very least in must be written in a clear way that creates no misunderstandings (well as little as it can really) and does not contradict itself a few pages later.


Which can be a lot harder than it sounds.

Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 Easy E wrote:
 PsychoticStorm wrote:

you sell people instructions to play a game at the very least in must be written in a clear way that creates no misunderstandings (well as little as it can really) and does not contradict itself a few pages later.


Which can be a lot harder than it sounds.


I think it's almost inevitable that a larger ruleset creates confusion and contradiction. The more pieces there are, the more chances for something to go wrong.

   
Made in gr
Thermo-Optical Spekter





Greece

Depends its writers discipline from there on, take Infinity N3 for example a great care was used to label everything into categories.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

N3 does have the advantage of a couple editions of FAQs and Errata and play convention behind it.

   
Made in gr
Thermo-Optical Spekter





Greece

Yes and it still has FAQ, but as an example of a clear, colour coded, tagged and well indexed rulebook its quite good.
   
 
Forum Index » Game Design
Go to: