I posted about the rulebook, being some thirty odd pages. Pretty refined? I think so.
While I was driving I was randomly thinking about the rules and was thinking about how to further refine. Spoiler, pages are still same length but maybe paragraphs are more legible?
One of the troubling ideas that I was coming up with to refine was removing the Force/Penetration quandary. Which, after working out a new system then I realized that my entire reason for having Force/Penetration was to work with differing units. Second Spoiler, drones. Defacto, the difference between drones and humans would be that drones are designed with higher armor, effective against penetration, but do not have the vigor to defend against force (a broken motherboard is a broken motherboard, use a hammer on your computer for a reference).
So that was my idea while driving.
Then one of our other team members said he wanted to put all the universes under the same rule system so we could cross gameplay. Which sounds like a great idea, any unit any faction and universe pitted against one another, all the what ifs of guns versus arrows.
But he doesn't want a complex game (30 pages, mostly blank spaces for artwork, is complex?). He wants a straight forward roll and done. E.G. Having a single roll instead of Armor-Penetration and Vigor-Force. Incentive for me to integrate my random idea... whew, didn't publish these yet (Sad Face, Please Donate so we do publish).
The Blog for Documentation of the Development and Construction of the Broken Wars Universe: διασπορά αρραβώνες Arglwyddi Stêm Myths and Fables
2016-08-09
2016-08-01
Revised Manifesto
So, here is the original Manifesto:
And here is my idea for a revision:
Think this will work all the same?
1. Rules are written on paper—not etched on stone.
2. Rules are suggested guidelines—not required edicts.
3. If the rules don’t say you can’t do something—you can.
4. There are no official answers—only official opinions.
5. When dice conflict with the story—story always wins.
6. Rule abuse isn’t a problem with the game—it’s a problem with the players.
7. A game that is not fun is no longer a game—it’s a chore.
8. This book contains the answers to all things.
9. When the above does not apply… look again, or make it up.
1. Special Edition Rulebooks will be etched on stone.
2. Rules are suggested guidelines—so don't color outside of the lines.
3. If the rules don’t say you can’t do something then don't do it.
4. There are no official answers—except from the game maker.
5. When dice conflict with the story—case of beer wins.
6. Rule abuse isn’t a problem with the game—it’s a problem with unimaginative people.
7. A game that is not fun is no longer a game—it’s an opportunity for murder.
8. This book contains the answers to all things.
9. When the above does not apply… look again.
Think this will work all the same?
Back in the Saddle
Going on near a year now since posting any updates on here. Life happened and kept me away from doing much that didn't constitute drooling out of the corner of my mouth. War still finds us, and we will always remain broken.
Then I was brought back out of retirement to continue on with this perilous journey of attempting to develop a game for you.
But the ruleset is so needlessly amazing that I really don't have much to do to improve on it. I realize however that I never really wrote much about the system that was in place, so that I can then write about how the system is being changed... once again.
So we will take it from the top.
Broken Wars consists of three universes: Fantasy, Steampunk, and Science Fiction.
The End
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