In the last post, I wrote about the thought process on how to create the gunnery mechanic for my game. We will continue by reviewing the result and see if we can bring it in line with the limitations set:
Feb 11, 2015
Naval War - Designing the gunnery mechanics (part 1)
One of
the hardest things in designing a ruleset in my mind is the mechanics.
Designing mechanics is as messy as most of the battles we are portraying and
without any guidance the process really can get out of hand.
Of course there are the usual brainstorm
sessions first, then the endless writing down of possible mechanics and then
trashing them one by one and starting all over again. There are literally
hundreds of ways of gaming the process of naval gunnery and for every way to do
it there are pro's and cons. It is also very useful to check any benchmarks
already used by other sets and check if they contain anything of value to the
effect your looking for.
So after checking many different approaches and
trashing one idea after another I figured I needed some boundaries set; if you
don’t, you might end up with a mechanic that works perfectly well, but
completely ruins the game because it does not align with the objectives of the
game itself.
So I
started out by listing my basic game limits:
-
Medium
amount of detailing
-
Fast
play
-
Minimum
amount of bookkeeping
-
Involvement
for both players
-
Mechanics
encourage historic play
Then I
continued by elaborating on those basic limits by adding relevant context on
how these principles will influence the mechanic:
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