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Darker and Edgier Solo Wargames   Message List  
Reply | Forward Message #5204 of 5755 |
Re: [SoloWarGame] Darker and Edgier Solo Wargames

On Mon, Jan 5, 2009 at 10:59 AM, Bob Stewart <rstewart@...>wrote:

> [...] we can get a whole lot more out of the time we spend doing Solo
> Wargaming, if we improve
> on how we generate the tactile feel of the surroundings themselves.


Good stuff as always, Bob. Most of my solo gaming tends to be WWII loosely
based on historical battles (Kursk, Normandy, Stalingrad). I think a lot of
what you've suggested can be applied. Even though I know what happened, my
characters don't. They have to go through the darkness before the dawn (or
from triumph to disaster), and I can see flavor like this being added at the
end of each scene (encounter). Thinking of a Stalingrad game: The battle has
raged for days. They've survived another firefight, but more friends have
been lost, more horrors have been seen and every corner turned now holds a
threat. Food and water are scarce, and booby traps abound. All looks
hopeless (cards reveal more darkness: enemy observers seen marking
artillery, enemy movement picking up, armor clanking from their lines).
While I know who wins in the end, my figures don't. And even if their side
ultimately triumphs, who's to say they'll live to tell about it, intact or
otherwise?

It would be great to tie this in with a weighting factor to determine when
pivotal events happen. Have a gradual, cumulative build up (good or bad)
between encounters until 'something' turns the tide (to not good or not
bad). Mythic's Chaos Factor, or a variant can probably provide this
statefulness between encounters. A Doom Factor perhaps? I'm thinking it
almost has to be independent of the encounter outcome to achieve the effect
I want. My band of characters can't singlehandedly change history, but they
may or may not survive or achieve glory.

- Bob (a different Bob)

>
>


[Non-text portions of this message have been removed]




Mon Jan 5, 2009 10:04 pm

bobstro2003
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Message #5204 of 5755 |
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What Are We Looking For Here? There are lots of Solo Wargames articles that seem to focus most of their rule-comments and design-time on the combat element,...
Bob Stewart
milhistorybuff
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Jan 5, 2009
3:59 pm

Bob, your writings never cease to inspire me - and I'm sure many others!  So much of what you've got down here is the stuff of the novellist, I wonder, have...
James Squib
captain_squib
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Jan 5, 2009
9:53 pm

... Good stuff as always, Bob. Most of my solo gaming tends to be WWII loosely based on historical battles (Kursk, Normandy, Stalingrad). I think a lot of what...
Bob George
bobstro2003
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Jan 5, 2009
10:04 pm

... spend ... that ... whole ... improve ... graphic, ... same ... use ... as ... weather ... are ... suggest. ... we ... both ... not ... What Makes a Wargame...
deanocarlosware
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Jan 6, 2009
3:26 pm

bob, this essay was a very nice piece which actually has a lot of good pointers for beginning writers. do you mind if I share it as your work on some other...
Ambrose Hawk
ambrosehawk
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Jan 6, 2009
6:21 pm

... Hi there, Arthur I usually strip out whatever I'm doing as an "After Action Report" in my current Solo game and then put together some of these as articles...
Bob Stewart
milhistorybuff
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Jan 6, 2009
7:28 pm
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