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Rule Design - part III

A small number of features can be combined into an almost endless set of variations. Once You've learn't the principles behind the representation of Armies and Fleets on the Map Board, You're able to focus on what's really the challenge of the operational level of the Campaign - prioritizing when your resources are limited... There are a number of operational situations that the rules have to cover. Since the Campaign System will have functions for game Opponents from inside the Empire, as well as outside the Imperial borders, the rules will cover features of these situations as well. There are also specific rules for main army formations - the Field Armies - and rules for the not-so-mobile Garrisson troops.  The main effort of the Rule Design is to keep the rules as simple as possible, but still have them provide guidance for a number of quite different situations. Hopefully this will offer players a Campaign System with a multitude of different Battle Setups. 

Prototyping - playtesting on several levels simultaneously

At the moment a lot of playtesting is focused on getting the In-game Resolution right - keeping it fun, managing the complexity and taking care of the replayability. It's looking good - things are moving in the right directions... And simultaneously another aspect of the game is being tested - the diplomacy/foreing policy mechanims where friendly or hostile neighbours of the empire become a part of the internal power struggle - use the tribes to your advantage, keep them satisfied and let them act as tools for your political ambitions... And yes, those placeholders are unit icons from a well known PC-game, you're correct... One of the games that will be possible to use for resolving the Tactical Battles of the Campaign/Boardgame in fact.   Trying different situations - what are the choice in this instance? Are all option covered in the current rules, do they have to be clarified? Can they be made even more simple?  Next step will be to playtest the diplomacy with live pla...

Prototyping; honing the In-game Battle Resolution

Step by step the Game Pieces take place on the game table, right now the protoyping focuses on honing the In-game Battle Resolution to the best balance possible. Patrimonium Imperii primarily provides a Campaign Layer for your tactical battles - using miniatures or PC games - but it also offers the possibility for "in-game" resolution of battles that you and your opponents maybe don't find interesting. The In-game Battle Resolution will also let you decide outcomes quickly from engagements, if your gaming session wishes to focus on the more strategic challenges of the game. Note that artwork in the screenshots is still wip - there will be changes in the near future - but the "feel" of the design won't change very much.