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:
-
Medium
amount of detailing
Abstraction is going to be key for my mechanic.
If I want to keep the technical details low, I don’t want to let the players go
over many charts or make calculations of impact angle, muzzle velocity and
other details. To reiterate one of the overarching goals: to make a game, not a
simulation.
-
Fast
play
Fast play means fast play, resolving gunnery is
going to be one of the key actions players will be performing throughout the
game, so every extra step I add to this mechanic will immediately translate
into much increased gaming time because it will be done so many times during
the game. Key here is dicerolls, every added diceroll is an exponential
increase in the time it will take to resolve the shooting. Another thing is
memory, if the mechanic and all its steps, charts or tables are kept simple,
the players will be able to play from memory instead of having to refer to the
book constantly also speeding up play. Note to self: QRS
-
Minimum
amount of bookkeeping
This means written orders or noting down targets
are out. Noting damage is somewhat unavoidable with naval ships, so the
bookkeeping besides damage needs to be kept to a minimum or none at all.
-
Involvement
for both players
I think the key for this point is opposing
dicerolls. There is nothing more boring than having your ship shot to pieces
without you being involved at all. Games like Warhammer and Flames of War are
really on to something in my mind by giving you a chance to roll your own armor
rolls. This gives the player on the receiving end some perceived influence on
the situation, perceived because, bottom line, it obviously doesn’t matter who rolls
the dice for the outcome (but in practice, you KNOW it matters ;).
-
Mechanics
encourage historic play
This will mean some modifiers and limitations
will be needed. Abstractions are ok, but a suspense of disbelief will still be
needed for your mechanic to be accepted by players.
With
those limitations set, next up is to check what I want to be able to achieve
with my mechanic.
In the
gunnery process, I want to be able to model:
-
The
shooting process, targets close by are easier to hit, targets further away are
harder to hit.
-
Rate
of fire should be modeled into the mechanic
-
Plunging
fire, some bonus must be accounted for when shooting at long range for hitting
the deck armor with plunging fire.
-
Fire
arcs. The bearing of the ship must be of influence on the amount of guns I can
use to shoot. It must be possible to ‘cross the T’ of the enemy ship, giving an
advantage.
-
Armor,
Battleships were obviously better armored than destroyers, and this needs to be
modeled.
-
Damage,
small shells do less damage than large shells when they get past the armor of a
ship.
-
Critical
damage. Usually ‘damage’ on a ship had a profound effect on the capabilities of
the ship, damage would knock out turrets, engines, etc. This needs to be
possible (and of course, you must have a chance to hit the main magazine,
resulting in a big BOOM)
Finally,
since this I am not a professional game designer, I want people to be able to
pick up the game from a PDF, so I really want to use 6-sided dice, since those
are the dice most people will be having around the house instead of needing to
buy special 10, 12 or 100 sided dice for my game. I realise this is a serious limitation.
So, with
all the ground work done, I’ve tried to pour all these requirements and
limitations into a mold.
At
first, you start out with a diceroll and a table for everything:
-
A
ship has a frontal, broadside and rear arc to decide which guns can fire.
-
A
roll for hitting, checking on a table the range of the target crossed with the
characteristics of the gun. Add- or subtract any modifiers from the modifiers
table. The hit percentages are usually lower than can be modelled on a D6, so
often a second roll will be needed to roll a ‘7’, ‘8’ or ‘9’.
-
Then
roll for armor penetration on a table crossing the armor values with the armor
penetration of the shell. A table needs to be referenced to make armor
penetration higher at close ranges (high impact), lower at middle ranges and
higher again at long ranges (plunging fire).
-
Then
roll for damage
-
Finally
roll for critical effects (which usually means a second roll because there are
many critical effects to be taken into account).
The
above mechanic violate about every limitation I set before, so this is where
the big scissors come in and the tuning starts….
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