My recent acquisition of yet another game including both basic and advanced rules prompted me to ponder the benefits of such presentation, particularly when introducing a game to a new audience and those not yet familiar with the adventure gaming hobby
As both a
player and a game designer I’ve long admired this approach as an effective
means of presenting a new game to established gamers and introducing newcomers
to the adventure gaming hobby. The strategy helps newcomers overcome the often
daunting feeling that they must master all the rules in a game before playing,
instead offering a basic or quick-start version that overcomes that hurdle and
gets them playing the game as soon as possible. It represents a thoughtful
refinement of a game that its essentials can fit into a basic version and yet
can provide even deeper gameplay and a more fulfilling play experience through
the application of advanced rules once players have mastered the basics. The
model also enables a preview marketing strategy; a publisher can offer the
basic rules for free, as a teaser of the core mechanics to tempt players to
purchase the more deeply developed advanced version. Even as an adult,
especially one with limited time and focus, I really like having basic rules to
give me a feel for the game and play it out fully; advanced rules give me
tidbits to enhance the basic rules if I can easily understand them and feel
they augment my gameplay.
In another
online venue I mentioned several games using basic and advanced rules I liked,
but I want to focus on a few I felt did that extremely well and consider why they appeal so much to me:
Wings
of War: Dawn of World War II (since reincarnated as Wings of Glory WWII): I’ve talked about
this game before and admire its simple mechanics of card play on the game
surface to simulate World War II dogfights. The basic rules cover the bare
minimum to enjoy a game: movement, shooting, and damage. Advanced rules add
more technicalities, including altitude, special damage, and bombing runs. The
intuitive card-based system for moving and the assumption that anything within
range takes fire (though with variable damage results) makes for a fast and
easy-to-learn game; the advanced rules add options any solid wargamer would
expect but that aren’t integral to enjoying the basic game. The full-color
rulebook also includes plenty of illustrative diagrams demonstrating the
essential principles of play.
Sirocco
& Red Storm Rising: A
desert-warfare strategy battle game simulating the World War II conflict
between Patton and Rommel in North Africa, Sirocco
teaches the core concepts of movement and combat in the basic rulebook, while
adding a host of optional rules for terrain, range, command, supply, and troop
quality -- plus several scenarios -- in the “Masters” rulebook. Simulating a
hypothetical Warsaw Pact invasion of West Germany against defending NATO forces
(as depicted in the Tom Clancy novel of the same name), Red Storm Rising offers some very concise yet intuitive
division-level wargame mechanics in the basic rulebook with many more complex
yet realistic options to add in the advanced rules. Both games include separate
booklets for the basic and expert rules and include nicely illustrated
map-boards. Sirocco uses plastic
pieces shaped like military units (perfect for wargaming newcomers), while Red Storm Rising uses cardboard chits in
plastic stands (for the fog of war mechanic) with only one essential combat
value on the piece to avoid intimidating new players. Both games come from the
late 1980s when TSR released such fare in an attempt to broaden their audience
with “easy to learn” wargames that could appeal to more seasoned gamers with
advanced rules.
Star
Frontiers: The basic rulebook in the boxed set offers a stripped-down
character creation process (eliminating skills and a host of other details)
with the basics of task resolution, combat, vehicle chases, and equipment, all
put to the test in a programmed-format solitaire tutorial adventure (a personal
favorite of mine for introducing roleplaying game rules) and a more freeform
group scenario using included location maps and character/creature counters. The
expert booklet serves as the full rules set expanding on the introductory
booklet’s rules and setting foundation. The game’s basic and expert rules
booklets did a far better job of introducing roleplaying game concepts than the
Basic and Expert D&D game rules, albeit the science fiction setting
wasn’t as popular as dungeon delving.
[Basic
& Expert Dungeons & Dragons: I’m hesitant to mention Basic/Expert D&D in this list (hence
the bracketed text) because, though it employs the similar “basic” and
“advanced” designation in its titles, the game remains far too complex and
introduces to many concepts essential to roleplaying games to really fit my
more concise ideal for a basic/advanced set-up. The advancement of the “expert”
set simply reflects its expansion of the levels (and hence challenges and
rewards) more experienced characters can attain; however, the games did
introduce many newcomers to the fantasy roleplaying game hobby in the 1980s,
arguably the “Golden Age of Roleplaying.” It offered an elegant explanation of
roleplaying (which I discussed in a past Hobby Games Recce post) and thus in my
view deserves some honorable mention.]
Practicalities in Projects
How does
this admiration for basic and advanced rules affect my approaches to current
projects? I’ve carefully balanced the urge to take this approach with the
nature of each product I’m designing -- it’s not appropriate for every game --
and decided this approach might work best on two projects intended to introduce
young and new gamers to aspects of the adventure gaming hobby: miniature
wargames and traditional medieval fantasy roleplaying games.
The Miniatures Wargame: I’m dabbling
with a simplified miniatures wargame for kids with a World War II tank warfare
theme, with the intent of introducing kids to some wargaming basics without
overwhelming them with the intense yet often enjoyable accuracy of other
immensely popular systems like Flames of
War. The essential game mechanics exist and have undergone some
playtesting. I’m looking to develop a basic rulebook containing the bare-bones
yet playable system followed by an advanced rules set with options kids can add
to enhance their play experience to reflect more generally accepted elements of
miniatures wargames, including close range bonuses, terrain and obstacles,
anti-tank artillery, minefields, veteran crews, objectives, command distance. While
I expect I’d present the advanced options in a standard rulebook format, I’d
like to offer summaries of each option as a half- or quarter-page reference
card players could put on the gaming table as a reminder of what additional
rules are in play. This is clearly a case of the egotistical game designer
thinking he can do better than the myriad offerings in the field ranging from
homegrown rules to well-established hobby games. About the only one that adopts
the basic/advanced rules presentation is the Axis & Allies Miniatures Game, which unfortunately relies on the
collectable nature of the miniatures and has minimal support from manufacturer
Wizards of the Coast.
The Fantasy Roleplaying Game Project: Offering
a full roleplaying game in both basic and advanced rules presents some
challenges on the basic end, considering all the myriad and sometimes
complicated elements such a game requires. I intend to create a fantasy
roleplaying game combining elements appealing to old-school-renaissance gamers
as well as those seeking to introduce kids (10 and up or so) to such games
(despite the recent prevalence of such products). As I began developing
elements of the game to present to playtesters I found myself relying on my
favorite “solitaire tutorial adventure” model: offering some flavor text to
define the setting and situation followed by enough basic task/combat
resolution rules to run encounters, then a “programmed” scenario demonstrating
those rules. While such an adventure presentation could certainly serve as a
promotional piece showcasing elements of the game, it’s far from even a
“quick-start” version of the full rules. I envision most of the easy-to-play
elements in the basic rules will evolve in the design, writing, and
presentation of the rules themselves, keeping an eye on being clear and
concise. I regret I’m falling back on the Basic/Expert
D&D model where the “expert” version simply expands the character
advancement opportunities (including additional powers, new monsters, and more
magical items/treasure).
I’ll see how
these approaches work out as both games receive more development as time
allows. While the tank miniatures game percolates on the back burner of my mind
(even as I write this I’m devising new ways to further streamline the
mechanics), I’m actively developing and playtesting the fantasy roleplaying
game. I’m hoping some early stage playtesting offers some guidance in the
mechanics and presentation.
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