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Should you be able to stop a figure from moving?A lot of thought is put into the reaction system for games -- should I be able to stop a figure from running across the street when I have one of my figures nearby? How about that? Simplify, simplifyI've shelved all skirmish games of my own design. I still have a good chunk of minis used in the project, but they may be on the way out. Why? Complexity. I designed a good game with some interesting mechanics, but it's too complicated for most people to pick up. Warmachine and Hordes -- especially the Death Clock variant -- is roughly the maximum cognitive load that the serious gamer can handle (casual WM/H players can't play on a clock successfully.)
Adios GW armiesIn the last month, through a mix of flea markets, in-person sales, and eBay, I've sold my Tyranids, Eldar, Tau, and Grey Knights. Adios. Swaps and sales of Cygnar and Mercenaries, along with the above sales, fully financed construction of Khador and Circle Orboros armies. Aww yeah.
Winnowing down the collectionI'm going to start eBaying and selling some of my collection. Stuff to go: * 40K Tau The idea is to limit my miniatures to: * Games of my own design (Skirmish) It's tempting to dump all my 40K stuff due to the collapse of the 40K gaming scene in the area, but I'll probably keep at least the Imperial Guard and the Grey Knights due to their size and how they share vehicles.
Bibliography : Project TatterdemalionVarious resources for the skirmish game project ... codenamed "Tatterdemalion." Primary sources
Skirmish Game : The Suits and Game PiecesPiecesThe Tarot deck represents strategy and forethought, as well as the careful arrangements of divination and magic. The dice represent a model's innate skill and the vagaries of fortune. The bids represent effort, which must be husbanded until the proper time. SuitsEach model has certain innate faculties with each of the four Suits. The suit of Swords stands for physical combat and skill at arms. It may be used to defend in melee, or in challenges where raw strength and toughness are required.
Skirmish Game: Melee Special AbilitiesThese represents skills or special abilities for a model. These should not be house-wide or an effect of equipment. These need to be general traits / keywords, so they can be used by as many models as possible without confusion. Some abilities will have a limit. For example, Feint and Parry will likely have a Swords icon next to them, indicating that they can only be used in melee combat. A conjurer, on the other hand, could have Feint with the Wands icon.
Skirmish Game Fluff Quotes and NotesA collection of suitably ominous quotes for use in the skirmish game rules. Fate or Fortune"All things which we do and bear
Atmospheric mechanics for a low-tech skirmish gameAnother day, another possibility for skirmish rules. I'm trying to use a Tarot deck for strategy (player play tricks, like the French Tarot game), dice to represent innate or random tests (which can be compared vs the cards), and poker chips to evaluate action points, risk, activations, &c. I want to eliminate rulers too, so a Tarot card will be used for measuring movement and range. Players will share a common Tarot deck, chips, and dice. No worries about differences in the size of cards that way. Example:
Skirmish Rules : Core mechanicsThe Basics One roll-off, either opposed or unopposed. Most rolls will be opposed. No mechanic for multiple rolls (like to-hit, to-wound, save). A success is 5+. The active or attacking player must score more successes than the defending player. Dice range from d6 to d12. An advantage -- such as higher skill, more effective equipment, cover -- will raise the die (d6 to d8) or add more dice. A disadvantage will lower dice.
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