High Speed Scenario Design for Hover Tanks
Another guest post from friend and fellow designer, Tom Russell. Today he talks about designing the scenarios for High Speed Hover Tank. To quote the Tiny Battle Publishing's website: "HIGH SPEED HOVER TANK is a fast-paced, card-driven-ish, dice-slinger's paradise. Ten unique models of Tanks - from the slick, speedy Viper, to the paralyzing Falcon, to powerhouses like the monstrous Tiamat - give players new tactical and strategic challenges in each scenario. A deck of Action Cards enhances your options, and keeps you in doubt as to what your opponent can do, while the aptly-named Kerplow! Deck can change the battlefield dramatically or suddenly bring the game to a close. No scenario is going to play out the same way the second time around."
Take it away, Tom.
Once again Designing and testing scenarios for a game like High Speed Hover Tank can be a difficult undertaking, and committing to ten of 'em-- more than any other game (so far) in the Tiny Battle line-- only made it harder. Harder for me, anyway.
Take it away, Tom.
Once again Designing and testing scenarios for a game like High Speed Hover Tank can be a difficult undertaking, and committing to ten of 'em-- more than any other game (so far) in the Tiny Battle line-- only made it harder. Harder for me, anyway.
Most of my designs have a historical basis, and that
makes it relatively easy to design the parameters of the game, as I can draw
from the source materials to compose the orbat, the time scale, and the special
rules. A game like HSHT works on pure imagination, which is simultaneously
freeing and frustrating. Further, most of my designs have a very limited random
component. While I fear neither dice nor chit-pull cups, they serve more as
statistically-acceptable randomizers; the game isn't going to swing wildly one
way or the other as the result of a single roll or draw. In HSHT, there's a
much higher random factor, not only due to the preponderance of die rolls, but
also the Action and Kerplow! Cards. I think this is thematically appropriate,
but it still made it harder to achieve the proper balance.
There wasn't much a hard science or numbers
involved; it was more about just playing the scenarios over and again, and
making sure there was a more-or-less equal chance of both sides winning, and
that, more often than not, skill trumped luck. There were a couple rules of
thumb I utilized, mostly by assigning numerical values to each tank, and making
sure the totals for each side were about the same. If one side started on the
map, and the other started off the map, I would give the latter a few extra
"points" worth of Tanks, since it would take a few turns to move them
all into positions from which they could effectively act and react. I then
would make further tweaks and adjustments depending on the weapon types available--
for example, is one side heavier on Pulse Shots?-- and the special rules.
Coming up with said special rules was sometimes very
easy, and sometimes not-so-easy. I wanted each scenario to feel and play
differently, and to have its own unique "hook" arising from a mixture
of the victory conditions, the special rules, the orbat, and the empty deck
effect. I try to think of them with a "this is the one that"
construction, e.g., "This is the one where one side starts Immobilized",
"This is the one with the turncoats", "This is the one with
Ethel."
Or, to put it another way...
Thanks, Tom. If this sounds like fun to you, pick up your own copy of High Speed Hover Tank right here.



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