Old School Tactical -Shayne's Designer Notes
Shayne Logan is the designer of Old School Tactical for Flying Pig Games. As we reach the final tweaking stage before sending the game to the printers, I thought it might be a good idea to let him explain his thinking in designing the game. Take it away, Shayne.
OST
Design Notes
Hello Wargamers.
As Old School Tactical is a new system, we
thought it a good idea to put together some notes on the design. I’m putting together these notes for all of
you to see a little behind the scenes, some thoughts and choices that went into
the game. If I ramble or jump around
incoherently, just remember Mark is the writer, not I.
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Just about all the counters on Shayne's screen. |
The
beginning, about two years ago, I decided to get back into counter
pushing. Most wargamers can envision the
perfect game they’d like to play. I was
the same way and just decided to go with it.
I had experience with graphic and game design in the computer games
industry, so why not give it my best shot.
I
Love Tactical
I feel
there is nothing more immediate and ‘in your face’, than playing a wargame at
the tactical level. Gritty, down in the
dirt warfare becomes much more real to me as a player. Every squad, every tank and every leader has
an important part to play. Personally, I
can watch the game unfold almost like an action scene in a war movie.
Shaken
squads in a burnt out factory being overrun by shock troops. A Panzer IVf2 moving out from cover and
taking a shot from a hidden AT gun waiting to ambush. A Lieutenant falling from sniper’s
bullet. All of these things put the war
in wargame for me.
WW II
This is
where the series starts. The history,
the battles and the machines of war make this one of the most interesting periods
for a tactical game. As a history nerd, WW
II was always of interest to me and many others. And the East front theater was
an easy choice for an initial game.
The
series begins on the steppes of Russia in WW II, but we plan on taking it to
new theaters and time periods as it progresses.
Good Looks
I wanted the
game to look good and put a lot of hours into that. I feel this is important and it helps with
immersion. Good layouts and art was an
important goal.
Plain
Jane, blobs of green for woods and blue lines for rivers just don’t do it for
me as far as immersion goes. Functional
yes. The terrain, counters and charts
have to be functional, but not bland.
There
are a lot of very talented artists out there doing amazing things for wargames
and I follow their work. And in a lot of
areas, I know I still have a lot to learn.
But I really enjoy the craft and look forward to creating new, pretty,
shiny things.
The
System
What
kind of system?
This
is the point in these notes where I ramble on, so forgive me.
Streamlined
Rules
Clunky,
overbearing rules is a major turn off for me.
If I look at a wargame table and the players have their heads buried in
rulebooks, I think the design is flawed.
Simply put, play the game. If you
put so many layers of rules on top of other rules, the game play suffers. And if someone says that all of these rules
make a wargame more realistic, I say it only makes the game more complex. My opinion only and a thought that went into
the design.
You
can achieve realism without adding all kinds of additional rules and that was a
challenge from the start. What I refer
to as ‘Rules Creep’ I think affects every design. At every turn you think you should add
another rule. Just a little one this
time, I promise. But this leads to
another extension of the rules and before you know it the rulebook has
ballooned to 50 pages. So keep this in
mind when you read the rulebook and think ‘well they should’ve added so and so
to that mechanic’. I’ve thought the same
thing and made a ruthless decision to discard that so and so. Sorry.
The
rules were designed to feel natural to the player and give realistic
results. After a couple of plays, you
shouldn’t need to refer to the rules at all and you’re then free to just play.
Mechanics
Again I
didn’t want complicated methods to interfere with play.
Most
of the mechanics used in the game have probably been used in one form or
another in other systems, so I wasn’t going to re-invent the wheel. And if the mechanics feel familiar, it can
only ease game play.
Movement was
simple. At its basic level there are
Movement points for units and movement costs for terrain. A terrain chart is on the Player Aid.
Combat
was created with a basic Attack - Defense formula. All units have ratings for Firepower and
Defense. Terrain can modify the
attacker’s Firepower and the defender’s Defense. A final Firepower of the attack is referenced
on a combat table and 2D6 are rolled for effect. This mechanic works well and keeps the game
moving.
Of
course there are many other elements in the game such as leaders, support
weapons, melees, air and artillery strikes and many more. All things were added to round out the system
and make it full featured. Each
additional feature was added cleanly and didn’t bog things down.
Add Some
Chaos
I do not
like a wargame where every unit gets to do this and do that every turn. I believe this is incredibly
unrealistic. I think there should be a
little uncertainty on the battlefield.
Maybe that unit didn’t receive its orders, maybe it is ignoring them,
maybe it is confused or exhausted, maybe it is missing a man and waiting, maybe
it is lost or just getting up the nerve to move forward again or maybe a
million other things are keeping that unit out of action at this moment. This chaos that ruins every perfect plan.
I
tried to model this with the Impulse system.
Each turn both sides roll a set number of dice for an allotment of
Impulse points for the turn. Any action
by a unit cost a point, so if you roll 12, you basically have 12 actions
available to your side for the turn. How
you spend the points with your forces is entirely up to you.
Mounting
losses and you start subtracting from your total, so a player should always be
mindful of casualties.
The
system works great and it does make for some exciting games. But I’m sure many of you will curse me when
you suffer a bad roll for Impulse points.
There will be times in some games where your troops just have to take
it. How a player handles a turn like
this, well that is why the Iron Crosses are made.
Time is
Money
Time is a
precious commodity and I wanted to be able to play a scenario or two at a
buddies place on a wargaming day.
The
way the system turned out, this is possible.
No need to leave a game out on the table for days on end as some of the
smaller scenarios can be played in a couple of hours. Often in testing we would switch sides and
play the scenario back to back.
There
are some larger ones and the ‘Die Falle’ operation that will take more
time. And there are many more scenarios
that are somewhat in between.
Research
Definitely
time consuming. Historical weapons and
units were researched using books and the web.
And it was often times contradictory.
Separating the wheat from the chaff could drive a person nuts.
And
I’ve looked at enough armor penetration tables to last a lifetime. Though I’ll have go through some new ones in
the future :-/.
If you
find something that doesn’t jibe, I’ve tried my best, I’m not a research
analyst by trade.
Let
the Player Decide
From setup
areas of forces to use of Impulse points, I’ve tried to give the choices to the
gamer. I don’t want to be handcuffed by
the designer when I play. Win or lose,
it’s your decisions that decide, and that’s the way it should be.
Stay
Involved
Nothing
worse than sitting around doing nothing while your opponent makes all his
moves. Game play goes back and forth
between sides and there is always Opportunity Fire to keep you on your toes.
During
matches our attention was always on the board as the battle changes
dynamically.
Testing, testing and more testing
We
played and played and played during the development. Pieces added to the puzzle and pieces taken
away. Rough edges were smoothed down and
some clunky bits refined or changed outright.
All things were done with the design goals set out two years ago. I’m confident with the final game.
To
note, all of the playing was also a lot of fun.
Where
Do We Go From Here
Anywhere and
everywhere is the short answer.
Personally
I have in mind, not in any order WWII, Korea, Vietnam, and 3 what ifs.
But of course we’ll have to see how the series goes and
I’m always open to suggestions.
Finally
In closing,
I would like to thank again all of you for giving this new design a
chance. It has been a lot of fun and I
hope you enjoy the game just as much.
Best,
Shayne Logan
You can preorder Old School Tactical right here from Flying Pig Games.
Comments
I think we will definitely do some special maps.
not sure the mechanics can translate but i love the American Civil War and would love another tactical entree into this arena!
I really like the production, clarity, and simplicity of everything combined with much colour and many classic features.