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New Years Gaming Resolutions 2014
Games I want to keep playing: Fading Glory, No Retreat, Marvel Legendary (including expansions), Napoleon 4th edition, Elder Sign, Eldritch Horror, Age of Steam, Descent 2nd edition, Pathfinder, Pacific Victory, and Age of Industry.
A game that I may never play again, and I'm not sure that I care: Netrunner. The family isn't interested, and I'd rather play Fading Glory or a block game with friends.
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God help me with Battlelore 2nd Edition and Eldritch Horror...
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- san il defanso
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- ENDUT! HOCH HECH!
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In general, I resolve to treat board gaming like a hobby that I do for fun, and not treat it like work.
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Probably has little commercial viability but I want to finish it because I want to play it.
This will be the year!
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engelstein wrote: I really, really, really want to finish designing this strategic-level WW2 game I've been working on for freaking 10 years now. We've recently made some nice breakthroughs to simplify some stuff and keep the focus where I want it - on planning and intel.
Probably has little commercial viability but I want to finish it because I want to play it.
This will be the year!
Wow, I consider you a very unique designer Geoff. Ares Project and Space Cadets are really different than just about anything else.
With that in mind, I'd love to see you tackle a historical war game.
So stop jibber-jabbering and get to it! Chop chop!
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Vassal might be hard, but I'll see what I can do once it's a little more mature.
Appreciate the interest!
I make some big abstractions in certain areas to focus on others, so it's very different than anything before - at least anything I'm familiar with. Current WW2 games (and strategic wargames in general) don't focus on the long range planning that was required for operations like D-Day or the German husbanding of resources for the Battle of the Bulge. Or strategic surprise like Barbarossa. There are a lot of artificial rules to make that kind of thing happen in most games, if they address it at all. In A3R or WiF you can pinpoint the weak spot for an invasion at the start of each turn, and have flexibility that the true combatants would have killed for.
So I'm starting with wanting to force the players to plan 'operations' over a series of turns, and really commit to a plan, and have the opponent use intel resources to try to figure out what you're actually going to do. Also sets up big opportunities for bluff (like the fake Scandinavian invasion plans for D-Day).
But to make it work I've done things that I think 'real' wargamers may find tough to swallow.
As it gets into a workable state I'll certainly try to put together a way for folks to playtest.
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engelstein wrote: ETO.
Vassal might be hard, but I'll see what I can do once it's a little more mature.
Appreciate the interest!
I make some big abstractions in certain areas to focus on others, so it's very different than anything before - at least anything I'm familiar with. Current WW2 games (and strategic wargames in general) don't focus on the long range planning that was required for operations like D-Day or the German husbanding of resources for the Battle of the Bulge. Or strategic surprise like Barbarossa. There are a lot of artificial rules to make that kind of thing happen in most games, if they address it at all. In A3R or WiF you can pinpoint the weak spot for an invasion at the start of each turn, and have flexibility that the true combatants would have killed for.
So I'm starting with wanting to force the players to plan 'operations' over a series of turns, and really commit to a plan, and have the opponent use intel resources to try to figure out what you're actually going to do. Also sets up big opportunities for bluff (like the fake Scandinavian invasion plans for D-Day).
But to make it work I've done things that I think 'real' wargamers may find tough to swallow.
As it gets into a workable state I'll certainly try to put together a way for folks to playtest.
Only game series that is really that serious about supply and planning is probably OCS. I haven't played it but the mechanics mean that you spend most of your time carefully planning your operations.
I'd be interested in your game, let us know what ends up happening with it.
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- ThirstyMan
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Never played a wargame even close to the extent of planning needed in OCS.
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SPELLFIRE
MUNCHKIN ZOMBIES!
(from Secret Satan)
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