40k re-design, basic concepts and outline design requirements.
Hi all.
As their are several folks on this board trying to re-design 40k game, I thought I would add my 2cent worth of ideas.
As I have worked on the development of advanced weapon systems, I thought I would apply the same type of 'design brief' assesment as we use.
So to start I will try and write a design brief of what I percieve 40K gamers would like 40K to be.
40k should represent the fast paced,tacticaly interactive conflict of the 41millenium.
The game mechanic and rules set should be based on well established/understood simple concepts of modern warfare.(The 40k units and armament bear more resemblance to modern warfare, than 'ancient conflict ,which works so well for WH.)
The rules set and game mechanics should be a simple as possible,so as to be easy comprehend and remember.
But must be broad enough to reduce the need for special rules ,additions and exeptions which currently confuse and irritate the gamers.
As random elements are required in the game (roll a D6 etc.) it is important that the results of this random effect are refined to comprehensible results by the use of tables,(dammage tables etc)and/or by a limited amount of modifiers.
So the results do not become too abstract.(A common complaint about the current 40k game.)
If I may be as bold to try to define 40k in wargame terminology.
A (mixed) company level game,with the modern warfare concepts of;
Unit level tactical decisions ,
Mobility and firepower as dominant aspects.(Assaults deny enemy units of both capabilities.)
I have a few basic concepts to develop with you ,if you would like to read them,Ill post them later.
Got to go now ,my bed is calling me.
ATB
lanrak.
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