I’ve been following some of Mike Hutchinson’s work these past few weeks and something he stated in a podcast struck a chord for me: when writing a ruleset, write the scenario you want it to work for first. I sketched out a ruleset just the other day, so here’s the scenario to go with it.

The Situation

You’ve heard of a cache of old ammunition, stored somewhere in a nearby rundown village. You’re not the only one–a wanderer has been going town to town selling off the information. In reality, there’s no way to know if it’s true or false: you just have to go check.

Mount an expeditionary party and explore the map while keeping your wits about you. You’re not the only ones willing to spend ammo to find ammo.

The Forces

Each side receives one reinforced scouting warband. This means up to one vehicle, no traps or emplacements, and limited heavy weapons as you need to be mobile. In game terms I’m thinking to define what a scouting warband is, such that players will think through major warband structures when they build their armies.

The Objective

Place four objective markers on the 4×4′ map inside run down houses. The houses should be destructible, allowing players to blow holes in the walls to enter. When a unit touches an objective, it can search (roll 1D6) to determine its nature:

1 – Empty; remove from board

2-3 – Some small arms and ammunition (1 VP)

4-5 – Hundreds of rounds of ammunition (2 VP)

6 – Hand-held heavy weaponry, which will need to be recovered to be useful (3 VP)

Play continues until all four markers are revealed and brought within 6″ of a friendly table edge. The player who has secured the most VP wins.

Time Limit

Night vision isn’t common, so nightfall often means the end of most conflicts. On turn 6, roll 1D6, with the gaming continuing one more turn on a 5 or 6 and otherwise ending. If turn 7 occurs, ranges are limited to 12″ due to the encroaching dark. At the end of Turn 7 (if it occurs), the game continues on a 6, ending at the end of turn 8 when night falls.

Campaign Play

The results found can affect campaign play, with 4-5 providing a boost to small arms stockpiles and a 6 providing an additional heavy weapon of the player’s choosing on roster.

Conclusion

This is meant to be the simple “default” scenario for the setting. You’re not killing each other but instead competing over resources. You’re encouraged to bring some toys, but not too many–being light is important. We get a feel for the world: we scavenge and kill for ammo, don’t fight a night, and generally don’t kill needlessly.

I prefer default scenarios in a book to be mostly straightforward, so I like this as a starting point. As a skirmish game, I think this works well, especially with the emphasis on placing objectives in buildings. Personally, I’d want to put down a few larger and more interesting buildings that can force close quarters battles.

This was a fun little exercise–I realize the scenario isn’t complete but it does help me to envision the ruleset. Hutchinson’s experience has consistently proven worthwhile to me, and I do recommend checking out his podcast. There’s some worthwhile thoughts on design wrapped in a generally fun attitude there.

Okay, okay. That wraps up the daydreaming–hopefully this weekend I find the time to generate more blog content that isn’t just me naval gazing game designs I’ll never actually get around to. There’s at least a few gatling gun laden rats I can paint and I should be able to get some thoughts together on Elder Scrolls: Call to Arms, which is edging ever closer to a real review.

Or, you know, I’ll 3D print a bunch of vaguely modern/post apocalyptic minis that look cool and post those painted up instead.

I googled these just as a joke but now I have files sitting in a cart–send help.

3 responses

  1. That sounds like a perfect scenario for an evening’s play. Narrative but with defined objectives too.

    Cheers,

    Pete.

    Liked by 1 person

  2. platypuskeeper Avatar
    platypuskeeper

    So I have two thoughts My first thought is those minis would work really good in zona alpha as well lol.

    My second thought is that the rule set you’re designing sounds like fun and I would absolutely play that scenario. Let me know whenever you want to sit down and give it a test run.

    Liked by 1 person

  3. I’m liking the way this game of yours is going. Background is interesting, scenarios are coming together, and you have some skeletal rules.
    Don’t stop now!!

    Liked by 1 person

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