I’ve been
developing a kid-friendly tank battle miniature wargame for a while -- as if I
need any more projects to fragment my already taxed time, focus, and energy --
and am organizing a means of presenting core game concepts as a foundation
followed by individual options players can add to provide greater depth of play
as they master the rules.
My presentation
of the kids’ tank game takes a similar approach: explain the essential core play
concepts, then offer optional rules players can add as they become more
familiar with the game. Granted, the elements forming the core rules for a
playable game remain quite a bit more involved than the basic “notes” in taiko
drumming (though I’m not disparaging that as an intricate musical form); but
once kids can understand the basics enough to play a simple move-and-shoot
skirmish, then they can start learning new “options” to add depth to a game
with which they’re already familiar.
I stripped
the core mechanics down to the absolute basics, moving and shooting, and even
then each has some more intricate yet essential concepts to learn. Movement proved
the easier of the two phases to simplify to the core: each tank has a movement
value in inches, and players take turns moving individual tanks up to that
maximum value. It ignores complications or slower movement rates traversing
difficult terrain, treating any such tabletop scenery as obstacles through
which one cannot pass (elements saved for later optional rules). Shooting
involves a few more complicated concepts younger players might find difficult
to comprehend, notably range and line of sight, elements I’ll have to carefully
and cleanly explain rather than relegate to the optional rules to add later.
My original
“to hit” mechanic required a bit of refinement. At first each tank had an
attack and armor value added to a 1D6 roll; the shooting tank rolled 1D6 and
added its attack value, while the defending tank rolled 1D6 and added its armor
value, with the attacking tank scoring one hit if it beat the defending tank’s
roll (with three accumulated hits destroying a tank). In playtest this proved
too much die rolling on both sides. I settled for giving each tank a static
defense value based on its historical armor and a bonus reflecting a slightly
lower than average die roll (3). This way the shooting tank’s player just rolls
1D6, adds his attack value, and sees if it exceeds the target’s static defense
value (though I’m also including a critical hit/failure mechanic primarily so
underpowered tanks still have a chance of making that miracle hit against a
seemingly impregnable target, and heavy tanks that might “automatically” hit
have some chance of missing).
This
approach lends itself to a marketing strategy I like: release the bare-bones
yet playable core game elements as a free rules set, then offer a “deluxe” paid
version incorporating the free rules with a host of optional add-ons along with
cool cards, scenarios, expansive tank lists, and other play aids. Seasoned
wargamers might wonder what kinds of “optional” rules were stripped from the
core game or planned for introduction later once players have mastered the
basic concepts. I’d like to design the optional rules as independent add-on
elements players can review and choose to actively use piece-by-piece in their
game. A few of the optional rules I’m designing include those outlining how
cover, hull down vehicles, static anti-tank guns, shots at close range,
difficult terrain, mine fields, and mission objectives all work within the
parameters of the core game rules.
I’d love to
more closely analyze this approach in relation to other games I’m developing --
not just those for a younger audience, but for adults, too -- though the
complexities of some board games, not to mention the numerous elements
essential to roleplaying games, seem somewhat too overwhelming for a clean
execution of this method.
In
distilling my original rules to the core elements I was helped in great part by
playtesting an early, more involved version of the game with my young nephew.
The sessions demonstrated several areas that needed cleaner mechanics and
concepts that were more optional than essential to the game’s foundation from
the eyes of a 10 year-old boy. After he got over the initial excitement of
playing with Uncle Pete’s toy tanks and terrain (he has little exposure to
games and no experience with miniature wargames), he quickly grasped the basic
mechanics, particularly using the line of sight rules to keep terrain obstacles
blocking my own shots.
As always, I
encourage construction feedback and civilized discussion. Share a link to this
blog entry on Google+ and tag me (+Peter Schweighofer) to comment.
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