I also think its a matter of what method are we going to use to keep track of scoring and what mechanics are used for combat. In 878 Vikings, there is a feudal system to provide local reinforcements but they almost always retreat and the defenders always roll first, in that game to me at least it seems to be a war of attrition more than anything else.
I like the new format. I usually put your videos on and listen to them while I'm working, so I can't see the PowerPoint slides that you make. As for the subject of this video: unit differentiation in wargames reminds me of class differentiation in roleplaying games. Do you have any thoughts or preferences on RPG classes or on using a "classless" system?
In the only RPG I've designed - which is intended for use with a board game, so that simplicity is paramount - I use a classless system. But for a bigger game such as D&D, multiple classes help provide both differentiation and opportunities for co-operation ("combined arms"). Whether you need a dozen or more classes is open to question, though. Unfortunately this format leaves people who speak English as a second language, or who cannot hear, sunk.
Just stumbled accross your content -there's very little real designer talk like this.
Thank you
Thanks. Let people know about it, please.
I also think its a matter of what method are we going to use to keep track of scoring and what mechanics are used for combat. In 878 Vikings, there is a feudal system to provide local reinforcements but they almost always retreat and the defenders always roll first, in that game to me at least it seems to be a war of attrition more than anything else.
I like the new format. I usually put your videos on and listen to them while I'm working, so I can't see the PowerPoint slides that you make.
As for the subject of this video: unit differentiation in wargames reminds me of class differentiation in roleplaying games. Do you have any thoughts or preferences on RPG classes or on using a "classless" system?
In the only RPG I've designed - which is intended for use with a board game, so that simplicity is paramount - I use a classless system. But for a bigger game such as D&D, multiple classes help provide both differentiation and opportunities for co-operation ("combined arms"). Whether you need a dozen or more classes is open to question, though.
Unfortunately this format leaves people who speak English as a second language, or who cannot hear, sunk.