How To Write A Tabletop Skirmish Game - Defining Core Game Mechanics - TTSG Solocast Episode 1

แชร์
ฝัง
  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 16

  • @tabletopskirmishgames
    @tabletopskirmishgames  ปีที่แล้ว

    Check out my blog here: tabletopskirmishgames.com/blogs/how-to-create-tabletop-skirmish-games
    Follow me on Facebook: facebook.com/skirmishgames/
    Join the Facebook Group: facebook.com/groups/832315318201457

  • @sleepysasquatchgames
    @sleepysasquatchgames ปีที่แล้ว +3

    Thanks for taking the time to make these. It is always great to see expanded content from you and the tabletop community can always do with more well thought out pieces like this.

    • @tabletopskirmishgames
      @tabletopskirmishgames  ปีที่แล้ว

      My pleasure, glad you like it. I've got 10 more episodes going up over the next week, so there will be lots more content like this going forward.

  • @earnestwanderer2471
    @earnestwanderer2471 ปีที่แล้ว +3

    One of the things that I prefer about Warcry over Kill Team, is that the scenario generation system basically discourages extremely competitive play.
    Another point concerning balance. If a game features a large number of different factions, it becomes increasingly difficult to manage balance. The same is true of unit types. Trying to create a balanced system that includes huge monsters, heavily armored vehicles, super powerful characters and basic infantry troops is nearly impossible. Especially if you try to avoid forcing troop selection through strict army building rules. If players are free to build an army list composed entirely of super powerful daemons, that are, more or less, invulnerable to standard infantry, then you’ve failed in your goal of maximum freedom in army design. Sure, technically I can field a force comprised of exclusively basic infantry, but I can’t do so and still have a hope of actually competing effectively.

    • @tabletopskirmishgames
      @tabletopskirmishgames  ปีที่แล้ว +1

      I feel like it's almost two separate hobbies, with 40k games heading down the E-Sports route with competitive play and Sigmar games being more narrative driven. I enjoyed learning about competitive play for a while but coming back to narrative is so much more fun.
      That's so true. If you want to play competitively you are often forced to build armies in certain ways and then play those armies with specific tactics. That takes away the player agency and can feel like playing a chess computer rather than playing a person across the board.

  • @gruff1810
    @gruff1810 11 หลายเดือนก่อน +1

    Really looking forward to watching this video series (I think I’ve got a great idea for a game!), thanks for taking the time to do it!

    • @tabletopskirmishgames
      @tabletopskirmishgames  11 หลายเดือนก่อน +1

      Great to hear! There's five episodes on the channel now with more to come. You can also read the blog posts on my website at tabletopskirmishgames.com/blogs/how-to-create-tabletop-skirmish-games/how-to-write-clear-and-concise-rules-for-tabletop-skirmish-games 👊

    • @gruff1810
      @gruff1810 11 หลายเดือนก่อน

      @@tabletopskirmishgames thank you so much-looking forward to consuming them all!

  • @walkaboutgamez2502
    @walkaboutgamez2502 ปีที่แล้ว +1

    Great start to a series I’m reading the blog now

  • @johnlambert2970
    @johnlambert2970 8 หลายเดือนก่อน +1

    Hi Lee, interesting thoughts , I am developing a set of Border Reiver rules and I've got most of the rules sorted. It's scenario driven with card activation and events in the scenario to increase friction. I include lots of weather effects. The problem I have is rules for night fighting,, I use hidden markers but struggle with moving in and out of vision, any thoughts?

    • @tabletopskirmishgames
      @tabletopskirmishgames  8 หลายเดือนก่อน

      Do you use vision arcs in the rules? Thinking that if models move out of act they won’t be seen. That would be fun as it would force players to move more and reconsider plans.
      You could use a stealth check each time a model moves into another models vision. As if they are hiding in the shadows but some part of them gets seen.
      Forward deploying is fun for night games as the attackers use the darkness to get closer to the enemy before going loud.
      Maybe a modifier to ranged attacks as harder to see and hit?

    • @johnlambert2970
      @johnlambert2970 8 หลายเดือนก่อน +1

      @@tabletopskirmishgames Thanks Lee, great idea, 💡It's the only aspect I'm not happy about. It's.a great period to game. I've made it so that achieving the victory conditions of the scenario is what matters, not eliminating opponents models which could actually be detrimental to victory.

    • @johnlambert2970
      @johnlambert2970 8 หลายเดือนก่อน +1

      @@tabletopskirmishgames Hi Lee, night modifiers are in and vision restricted to 12 inches. There are also weather factors such as wind or hail. I also put in a Scotch Mist card. This increases the risk of friendly fire or charging into a friend which becomes more likely if the model has collected fear tokens from fumbled tasks or trips when moving

    • @tabletopskirmishgames
      @tabletopskirmishgames  8 หลายเดือนก่อน

      Nice one! Scotch Mist sounds like a great feature@@johnlambert2970

  • @itsallpointless6501
    @itsallpointless6501 11 หลายเดือนก่อน

    Dude any chance you can reorganize this playlist so it plays oldest to newest?