Greetings Fellow Designers,
Here is your chance to tell me what a pompous and arrogant jerk I am and that I have no idea what I am doing! Huzzah!
That leads me to today's offering for your review.... Turf Wars. This is designed to be a campaign-based skirmish game that revolves around gangster battles in the pulp era of the 1930's. It is intended to have a strong campaign element, with light
RPG elements but those components have not been added in yet. All we have here at the moment is the basic/advanced rule mechanics and the gang building mechanisms. There will be more about automobiles, Turf, scenarios, etc. However, I haven't gotten that far yet. The intention is 50% of the game is managing your gang through the campaign and 50% is actually trying to win scenarios on the tabletop.
I wanted to do the following:
1. Make decisions have risk and reward
2. Decisions that matter
3. Easy and intuitive mechanics
4. Resource management
5. Ability for
RPG elements
I did it by using the following mechanic choices...
1. Push your luck initiative
2. Limited actions with risk to try and "earn" more actions
3. Dice as a resource using Dice Pools
4. Deciding how to use certain results for best rsults
5. Actions for non-combat tasks broken down by physical/non-physical characteristics
6. Pinning mechanics
This borrows heavily from some of my previous game systems such as T
he Games: Blood and Spectacle (Gladiators) and
Tournament: Pageantry and Pain {Knights) but puts a greater emphasis on shooting than those two could. There is also some cross-over with
Combat! Starring Vic Murrow (WWII), but those are less obvious.
Anyway, enough talk! You can look at the core rules here and suggest to me what I need to re-word, re-think, streamline, or just need to do differently. Don't forget to tell me what an idiot I am!
Enjoy! I look forward to your feedback.
https://app.box.com/s/s5706cbvrvhozmxl0ray0mhaloajre27