Showing posts with label playtesting. Show all posts
Showing posts with label playtesting. Show all posts
16 June 2010
Drum Beats on the Battleline pt.18
The ODGW partners went through the revised American Battlelines rules in detail last weekend, and they had much to say. Much of their commentary was easily answered and was a direct result of me not catching every case of the previous rules. Some of it was my sloppiness, and some of it were matters of style and substance with which I disagree with the partners. Overall it was very helpful, and nowhere near as bad as I thought it would be. Many of the core concepts went unchallenged, which is heartening. My goal of simplicity was largely achieved. Now it would be great if my other playtesters would weigh in on the rules. That is where the most important work is done.
15 June 2010
new release
ODGW's latest release for General Quarters III is nearing typesetting completion. It is turning out as a work of art, with absolutely magnificent graphics. We are very pleased with its layout, yet we are still awaiting blind playtesting results of the game to see if changes need to be made for play balance or perfect strategies. As a scenario generator, it is quite sophisticated, and we hope that it will reach a broad audience. More on this title later.
05 June 2010
Drum Beats on the Battleline pt.17
Today the latest version of American Battlelines was playtested and the rules gone over thoroughly by the OGDW partners. Bob Benge got me on the phone, and said that it was "not a slaughter," though he did indicate that there was some head-shaking going on. Pointed up a number of areas that I did not update from the original to the new edition. So there were some dropouts. Also there was some question of my reasons behind some of the changes, and why I had dropped one possible action from the list. All in all, it was productive, and I hope that the changes are adopted by the folks whose ultimate vote I would need. I can attest that the new game is less fiddly than the old, and seems to have an intuitive feel. There are fewer die rolls overall. I also cleaned up a lot of the areas that were not clear from the original. Just not all of them.
03 April 2010
Drum Beats on the Battleline pt.14
A recent playtest of a game based on the Chickamauga battle went very well. A few minor referee errors that the players were unaware of, but the game played smoothly and had believable results. We used the new Morale rule that each unit only tests once, during its activation if it had taken casualties or had other effects in the turn leading up to its activation. That made the game go faster and was more equitable.
Found a wonderful site with lots of maps and descriptions of Civil War battles here. Highly recommended.
Found a wonderful site with lots of maps and descriptions of Civil War battles here. Highly recommended.
04 February 2010
Beta test results are in — Ouch!
The first beta test results for our planned GQIII module has arrived, and it is rather tough on us. Some of the basic premises have been questioned, and there is concern over play balance. The first game was a failure, due to some last minute changes I introduced as suggestions from local players. Turns out they had implications well beyond what I originally foresaw, proof positive of the law of unintended consequences. Fortunately, the system is sound enough that the problem could be fixed easily. Now the group can get on with take two of trying out the intricate system we have designed. We like to think it is simple, but complex in operation. Lots of decision points for the players in this campaign.
26 January 2010
New General Quarters module
Our latest offering for General Quarters will be a huge module, offering both a naval and land component. The design team we have compiled has done an amazing job of researching the various parts of the campaign we are presenting. It promises to be an engrossing look at a little-known era of naval warfare, and should provide phenomenal replay value. Concurrent with its release will be Amendment 2 for GQIII/FAI, which will bring the rules up-to-date with the previous Amendment 1 and introduce some additional changes and optional rules. We are very excited about this new project, which is currently in beta testing. As we progress further along, we will begin keeping everyone posted about its subject matter and how it is developing.
Drum Beats on the Battleline pt.10
I have just recently revised the process- or mechanic-driven system of American Battlelines for an experiment. I am trying element-based, or stand-based, determination for combat, morale, etc. The Kill Value number on the table, normally associated with the number of figures on stands, will instead equal the number of stands firing. No figure counting, which means the number of figures per stand is truly irrelevant. All infantry stands take four hits to remove, cavalry take three, and artillery take two (two guns per stand). Artillery is using the newly revised method which has gun factors assigned for each type of artillery gun. This makes for a much simpler and smoother resolution of combat, with approximately the same effect as before. It will be interesting to playtest this experimental way of playing the game.
16 December 2009
Too much combat?
A recent poster on our playtest site indicated that Mein Panzer and Mein Truppen have excessive dice rolls, and that it takes too much time to resolve combat. Well now, this is something which occurs when you have a lot of units on the battlefield uncovered and shooting at each other, especially if there are units which have rates of fire of two or more and have Bonus rolls due to being Veteran or Elites. Our group is as guilty as the next for having too many forces on the battlefield. When you get up around five or six units per player, you are asking a lot. It is better to max out around four or five, especially if there are combined arms in action. For infantry in Mein Panzer, that is two platoons. In Mein Truppen, it is one.
I am going to start posting some of the very numerous scenarios I have collected over the years to the Download Library for use by MP players. I hope that some will find them entertaining. Many of them contain specific rules for incorporating MP.
I am going to start posting some of the very numerous scenarios I have collected over the years to the Download Library for use by MP players. I hope that some will find them entertaining. Many of them contain specific rules for incorporating MP.
22 November 2009
An Idea that isn't quite working
Meine Truppen may end up as a stand alone game. Whether it can make it in the very crowded skirmish game field is debatable, but limiting it to just Mein Panzer owners may not work, due to the numerous concepts that are to be changed. Either way has its pros and cons, and it is a hard call to make. One thing that has yet to be considered is the Databook conversion. MT has a current scale of 1"=25yds, which essentially means doubling all ranges. But it also does not have the telescoping scale, so some close range weapons need adjustment. Kind of a big deal. So a decision has to be made, and at least one playtest group has made their vote, very strongly. I wish others would weigh in, as well.
20 November 2009
Accessorize well
ODGW used to sell lots of little things — miniatures in 10mm, different sized metal bases, a line of terrain and buildings, etc. Now we mainly sell rules. The accessories we carry are very specific to the games we sell, like deviation dice, GQIII turn indicators, and, now, ship bases, of which we are mostly out of stock. It pays to pick and choose what you bring into your sales line. Fortunately we have a good distribution system to help us with the details of shipping our products.
Tomorrow I rejoin the MMG (Miracle Mile Gamers) for a Mein Panzer game. First time in the better part of a year, maybe more. Hope I remember how to play. It is, after all, our signature game. Funny thing about how games are supposedly designed. It is said that designers design games to fit their vision of reality and so they can win. Well, I am not going to argue the reality bit, but I lose all the time at Mein Panzer — I mean 100% — so I do not see that part as necessarily true.
There are three separate games in beta test right now, and I am sort of waiting around for what is going to happen next. As Winnie the Pooh liked to say, "One never knows with bees!"
Tomorrow I rejoin the MMG (Miracle Mile Gamers) for a Mein Panzer game. First time in the better part of a year, maybe more. Hope I remember how to play. It is, after all, our signature game. Funny thing about how games are supposedly designed. It is said that designers design games to fit their vision of reality and so they can win. Well, I am not going to argue the reality bit, but I lose all the time at Mein Panzer — I mean 100% — so I do not see that part as necessarily true.
There are three separate games in beta test right now, and I am sort of waiting around for what is going to happen next. As Winnie the Pooh liked to say, "One never knows with bees!"
16 November 2009
Drum Beats on the Battleline pt.9
Dissection of the game last night, by two gamers. One is an experienced reenactor of the Civil War; the other is a designer and a chart maven. Between those two Battlelines was fairly well raked over the coals, regarding all its myriad modifiers, of which there are a lot even after substantial trimming. The Quick Reference Sheet presentation was critiqued, and I had to determine certain parts of the game model as unchangeable, possibly changeable, and something worth fighting for. All that is part of the design process — what to take out as much as what to leave in. Much of what is left in is modified considerably, but in each case I endeavored to make it simpler and more consistent with the other rules in place already. Battlelines relies heavily on the TQ check, and that is used in more places in the rules than previously. Still, I found myself having to defend each position I took, which is difficult, but is as it should be.
So where do we stand with this game? No where, actually. I have yet to receive an independent playtest report. That bodes ill for the game's success, and confirms my cynical view that most people who volunteer for playtesting really just want a free set of the rules.
So where do we stand with this game? No where, actually. I have yet to receive an independent playtest report. That bodes ill for the game's success, and confirms my cynical view that most people who volunteer for playtesting really just want a free set of the rules.
12 November 2009
Drum beats on the Battleline pt.8
At the last business meeting, which I missed because I was under the weather and not near my phone, my changes to the American Battlelines system were discussed. Seems like the new rules have stirred up some reactions amongst the party faithful. Well, all to the good. Healthy discussion is called for, especially when a system has lain moribund for as long as this one has, despite its obvious strengths. The interactive sequence, brigading, and the disordering method are very useful for depicting the maneuver aspect of the horse and musket era. Its problems arise in its handling of firepower, where there is room for improvement. I think I have come up with just that solution, without throwing out the basic rules. More playtesting is called for, but I think Am Bl has come a long way.
One of the topics about which there will undoubtedly be discussion will be the decision to make the products stand alone games or modules. I have my own opinion on this subject, but will keep quiet on the issue for the present.
One of the topics about which there will undoubtedly be discussion will be the decision to make the products stand alone games or modules. I have my own opinion on this subject, but will keep quiet on the issue for the present.
10 November 2009
Beta testing for new General Quarters game
Beta test packages are the blind test packages sent to playtesters to see their reactions to your product before you send it out to a paying public. It is always hard to send them, since they are invariably unpolished versions of what you are going to publish. They have known rough spots that will be criticized, and that is just the beginning. Stuff you never thought of will turn up, and surprise you in very dramatic ways. This is as it should be, since when the game is released to the teeming masses, it will be subjected to even closer scrutiny. Better to get these humiliating moments out of the way before publication than after.
An author I know was once asked if publishing a book was like having a baby. He replied that publishing was more like having a teenager. It takes off in unexpected directions, rarely listens, is argumentative, gets into trouble, and frequently embarrasses you.
An author I know was once asked if publishing a book was like having a baby. He replied that publishing was more like having a teenager. It takes off in unexpected directions, rarely listens, is argumentative, gets into trouble, and frequently embarrasses you.
09 November 2009
Drum beats on the Battleline pt.7
One of the most significant problems with the current game is the ranges for the artillery, which seem to be far off historical norms. Along with a very kludgy manner of resolving the combat, artillery becomes very problematic on the battlefield. A lot of work may be needed on this topic. I am looking at throwing out the current method of resolving artillery combat completely, and am not sure how to replace it. Yikes!
07 November 2009
Drum beats on the Battleline pt.6
One positive thing that came out of our last test was that a new QRS will be formatted and will be simpler than the current one. This will help the game no matter what changes are made to it. A good QRS is absolutely essential to any successful game, as it is the text from which the game is actually played. The rulebook is nothing but backup. Also, people felt that the game played smoothly and believably. And they told me the artillery rules are totally screwed up.
10 October 2009
Drum beats on the Battleline pt. 3
Entrenched views change slowly. I have updated two chapters for the American Battlelines project, and I am awaiting the controversy, since I have simplified several of the rules. The only thing more involved, and still not very complex, is charging, which is to horse & musket games as torpedo attack resolution is to modern naval games. Am awaiting responses to this latest version of the rules.
26 September 2009
Meine Truppen playtesting pt 2
We have a number of playtesters working on these rules, providing me with good questions on the rules and promising to try them out in games. I have no doubt they will, which will provide me with the necessary feedback needed for refinement of the game. So far two groups have come to the fore, which is better than none. Other fellows who have offered to be playtesters will be given time to respond with criticism. If none is forthcoming, I will make a decision about their continued inclusion in the playtester group.
Right now the major source of confusion is about the spotting rules, which have been simplified from the original, but there is an optional set that is deterministic and, at first blush, more complicated. Playtesting of the optional set will determine if it is included, though it has been thoroughly tested in my own playtest group. That does not mean it will be palatable to others.
Right now the major source of confusion is about the spotting rules, which have been simplified from the original, but there is an optional set that is deterministic and, at first blush, more complicated. Playtesting of the optional set will determine if it is included, though it has been thoroughly tested in my own playtest group. That does not mean it will be palatable to others.
09 September 2009
playtesters & playtesting
I have been receiving good response from at least some of the playtesters who have our two rules sets in current revision and new design right now. Playtesting results are not back yet, but rules suggestions have come in, and they are reasoned and reasonable. They include suggestions I intended to make, but have not gotten to yet. Dealing with two or three items at once is a fine juggling act, but I think I can pull it off, given that two of three are not in my hands right now. I have more work on the GQIII module to do, but that will come together soon, I hope. Right now I am experiencing a bit of writer's block on that one, but it is mainly because outside events overtook me this summer. Now that I can feel them moving a bit back from the foreground, I will try for some progress on the naval game.
09 August 2009
new place for playtesters
The web site is now accessible. A key feature preventing access to many ISP's has been turned off, allowing almost everyone through. The only requirement for access is that you register. Once you have done so, shoot me an email at gregoryfk@odgw.com, and I will give Battlelines volunteers playtester status.
30 July 2009
and the beat goes on
I wish I could speed up the process of Meine Truppen development, but the rules now reside with the ODGW partners to look over and dissect. So, until life events clear up for my esteemed colleagues to review the initial ideas presented, the game is in stasis. The rules I have written do push the MP envelope quite a bit, so we will see what the response is.
All of the rules will be compatible with Mein Panzer, utilizing the Drop-In system for several sections, not just infantry.
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