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
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.
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.
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.
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 👊
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?
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?
@@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.
@@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
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
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.
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.
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.
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.
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!
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 👊
@@tabletopskirmishgames thank you so much-looking forward to consuming them all!
Great start to a series I’m reading the blog now
Thank you! Hope you find the series helpful. 👊
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?
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?
@@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.
@@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
Nice one! Scotch Mist sounds like a great feature@@johnlambert2970
Dude any chance you can reorganize this playlist so it plays oldest to newest?