Project H: Second Playtest |
Sep 05, 2013 09:05 |
We had a playtest session for the Heist rules, v0.2. I streamlined quite a few bits and the play was smoother than last time and much closer to my vision of how the game would work and play out.
But it still needs to play a whole lot faster. I realised that one of the things I least like about games is calculating modifiers. So why did I write so many of them into my own game? I think I'll just drop all of the minor modifiers and substitute some simpler and faster mechanism for the major ones.
I'll also need to add defensive reactions. I need a mechanism other than actual hits for gaining the advantage. Right now you have no way to voluntarily relinquish the advantage when facing superior firepower, which is not the way it works. And generally speaking more tactical decisions make for a more interesting game.
The idea to completely ignore all intervening terrain other than the actual cover used was a deliberate decision but it does generate some odd situations. I will introduce a concept of obstructions -- things that make shooting harder but are not actively being used as cover.
Some rulings need to be clarified, e.g. the usage of doorways for cover. I think I know how I want to handle this... but I really could use an illustrator for rulebook examples. Perhaps sample photos would work?
I think I will also try adding active ammo management, i.e. voluntarily spending extra ammo to gain a benefit but obviously risking running out of ammo.
Another thing that needs to be added is smoke grenades and flashbangs. They will help break deadlocks in the game.
This game would play faster on a grid, but I don't want to make that a requirement... hmmm... I think I have an idea for this.
And the next game version will introduce time pressure. In a devious way.
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