Shayne Logan Talks About Old School Tactical
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Shayne Logan is the designer, and artist, responsible for Old School Tactical, the massive hit from our parent company, Flying Pig Games. Tom Russell asked Shayne a few questions about the game and its origins in Yaah! Magazine, Issue #7. The below is an excerpt from that interview. If you would like to order the magazine, it is available here.
Shayne Logan is the designer, and artist, responsible for Old School Tactical, the massive hit from our parent company, Flying Pig Games. Tom Russell asked Shayne a few questions about the game and its origins in Yaah! Magazine, Issue #7. The below is an excerpt from that interview. If you would like to order the magazine, it is available here.
What was the
impetus for designing Old School Tactical?
The simplest explanation is that I wanted to start
playing on the table again. I’ve been playing in the digital world for a
long time but I missed having a nice board with counters to push across it. Computer
games can do a lot of things, but there is nothing like stealing a victory from
an opponent on the opposite side of the table.
Or to quote Conan, “To crush your enemies, to
see them driven before you, and to hear the lamentations of their women.” This
is what makes tabletop wargames great. These moments in a wargame are
awesome and worth the effort.
And as anyone who has ever played a wargame and
thought they could make it better, I thought why not. I have some graphic
skills, so I decided to put these to use and design my own game. This way I
could design a game that I wanted to play, and hopefully a lot of other people
as well.
What would
you say are the key features that set OST apart from other tactical games?
I would say there are three key features. First is
the Impulse system. It is the system of action points available to players to
perform all of their actions in a turn. It is a system based on the chaos of a
firefight between groups of men on the battlefield. I haven’t played all the
tactical games out there, in fact I’ve hardly played any, so I cannot say how
they handle this. But I do not think all units should be able to act in every
turn. Stuff happens. Orders are not received, or ignored. Men keep their butts
to the ground or rush forward. Tanks do not see the other tank firing at
them. And on and on, there are thousands of possibilities that explain why in a
span of a four-minute turn, a unit was in constant action, or why it didn’t act
at all.
So, my solution to this is the Impulse system. There
are a set number of six-sided dice that each side rolls in a scenario to get
their total points to use for the turn. These totals will vary in the course of
the game and it really adds a dynamic to the battle which I think other games
do not have. It lends a natural flow to the battle. For a few turns your plans
may be going perfectly, but then you roll poorly for Impulse points, and the
tide of battle turns. You have to react to this, adjust and overcome. That
makes each turn, of each battle, come to life.
Another key feature is flexibility. From the
spending of Impulse points to the setup of forces, I’ve tried to give all the
choices to the player. I trust the player to make their own decisions. After
all, that is what gaming is about!
I don’t believe in handcuffing a player, I want them
to own it. With this flexibility and the chaos of the Impulse points, I think a
scenario can be played multiple times with varying results.
Key feature number three I think is gameplay. What
helps here is a ruleset that feels natural and plays out with no hiccups. The
rules will not be needed after a few plays and the game could be taught to a
friend easily. A lot of the detail is baked into the design so that it does not
get too fiddly for the players and hang up the flow of the game. Play moves
back and forth between the players easily, and as a result, most scenarios will
play out in a timely way. A player does not have to work through multiple
charts or dice rolls to resolve attacks, so the action doesn’t bog down. You
can concentrate on crushing your opponent instead.
What makes
for a good OST scenario?
I don’t know specifically what makes a good scenario.
I kind of play it as a movie clip when I’m designing them. If the movie is dull
and boring, then the scenario will be as well. In the best scenarios, victory
is in doubt the whole match. It is decided on the last turn, after the last
shot has been fired. The flow of the firefight twists and turns with the
chaos of the Impulse point rolls. And when it is over, I immediately want to
switch sides and play again.
I think the trickiest part of designing scenarios
for OST is arriving at the ‘Gut Check’ and Impulse Dice numbers for each
side. For the Gut Check number for a side, you have to ask what is the morale
of those units fighting in this battle? What type of troops are they? Nationality
and theatre of war? Elite, Regular troops, or second line
units? Veteran units or green? Fresh back to the front from a refit,
or exhausted from retreating for 2 weeks? There are many, many, and many more
things that are reflected in a side's ‘Gut Check’ number.
The Number of Impulse dice rolled per side in a
scenario is also influenced by a lot of similar things. Things like supply,
morale levels, and heat of battle stressors. Or how many units on each side;
you cannot give too many dice to roll, for example, if a side is to be
handicapped.
These two numbers define the narrative of the
battle, so use them wisely.
I think that
goes for both designers and players! What's your favorite scenario in the base
game (and why)?
I like them all for different reasons. I think
a favorite may be "Steiner’s Stand". Simply because James
Coburn is awesome in Cross of Iron,
and I like playing the scenario with that Russian overrun in mind.
Read the rest of the interview in Yaah! Magazine issue #7.


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