Friday, March 26, 2021

Thoughts on writing a game scenario, illustrated by examples

This blog features a lot of game scenarios from my hand and to be frank I do consider writing them one of the most enjoyable aspects of my hobby. It combines all kinds of fictional and historical background with a creative process and -if it works out well- a good gaming experience as a reward at the end. But then it struck me that I never actually wrote about writing them. So here is my attempt to make good on that. It will probably be a dynamic piece-under-construction, as I add thoughts over time. We'll see. 

What does a good wargame scenario make? 

Well, at least in my not-at-all-humble opinion it must: 

  • be interesting enough to read (because why look at it in the first place)
  • offer a challenge to all playing sides, demanding skill to win, as well as perhaps a bit of luck
  • offer a range of conflicting choices and decisions (let's call them dilemmas) that the players need to make in order to win
  • be able of being won in several different ways. The more the better. 
  • make clear what must be achieved to win it
  • have been thoroughly tested
You might note that rules do not feature in this. That is because one should be able to play a good scenario with  different rules with only minor adaptations. So the scenario must eventually have a connection to a ruleset to be played, but this is just a finishing touch.


Piquing the interest

A scenarios being a good read helps taking in the information and remembering it better, as well as getting involved in -and inspired by- the scenario. Apart from the fact that it has to be well-written, I think offering a copeable amount of context (the famous "fluff") helps to get the reader interested. Challenges become more alive when you know it is about the Spartans needing to stand against a host of Persians at the Hot Gates for at least 6 turns than when reading that the winner needs to score 5 Victory points. A good scenario needs a Story. And if you can't think of one yourself, never fear/ History and Fiction are teeming with good stories. 

I am a sucker for a good narrative. And I am not ashamed to admit it. 

Example part 1: 

Let's say there is a rebellion or civil war somewhere. On a planet, in some country or province, depending on your favorite background. The President/Governor/Grand Dictator of this area is en route to some important political event when his plane crashes near Rebel-controlled territory. Miraculously he survives but is stranded in very inhospitable terrain (jungle, hostile cityscape, whatever) with only his bodyguard for protection, as the plane's crew has been killed. His distress call has gotten help on the move, but also drew the attention of the rebels, intent on capturing him! 


Rise to the Challenge

In order to be interesting to play, a scenario needs to be hard to win. This is scaleable of course, depending on the purpose that the scenario is expected to serve. Introductory scenarios can be relatively uncomplicated when then need to familiarize the players with rules, for instance.  But the outcome may not be a given in any case.

There are many challenges in history that can feature in a game scenario: winning or defending ground, making a stand for a certain amount of time or covering a minimum distance in a certain amount of time, defending, destroying or capturing an objective, which may or may not be portable et cetera. 

It is however very important that the achievements the players have to aim for are also actually possible. If a player needs to cross the table in 5 turns, his troops should be able to actually do that. So it pays to take measurements of the table and comparing them with the realistic speed of the units before settling on the number of turns in that Victory condition. Don't forget to factor in extra time because of inevitable hostile resistance, since his troops will face opposition and this will delay them. 

The possibilities are endless, but whatever the objective; the obstacles between the player and his victory make the challenge. 

Obstacles may be symmetric, offering equal risk and opportunity to all sides. Two similar armies facing off over an empty plain is the best known example of that, albeit not a very interesting one. 

However, they may also be asymmetric. This lack of symmetry may be in means, like inexperienced troops versus elite troops or one side being outnumbered, or in terrain, where one side defends a strong position which the other side needs to take, or in time, where one side may expect reinforcements within a certain period or an objective will only be there for a limited amount of time. 

Whatever the case, all sides need to encounter surmountable obstacles. Preferably multiple ones, as these contribute to the next essential part of a good scenario: the dilemmas. 

Conversely, obstacles should actually BE obstacles. I once played a Battle of Fredericksburg battle game where the Northern troops were able to leave cover, storm the hill AND cross the wall in one turn, without the Southerners even having the chance to fire at them once. This way the obstacle that defined the battle wasn't even an obstacle. 




Example part 2: 

The challenge here may be twofold. First of course there will be a race between the players (one playing the Rebels, one playing the Special Operations Team that comes to rescue the Prez). But besides that the terrain must also pose problems. The SOT can not land anywhere near the crashed plane, so will have to land at a distance and move on foot to their target. Only a few spots on the table can be used as a Landing Zone, all several turns away from the crash site. 


The Rebels may be less trained and less well armed than the SOT, but they are many! Starting their move off table they too must race to reach the crash site and capture their target. The SOT's expertise and firepower will be their challenge, just as their numbers will be the SOT's challenge. Rebels will have starting forces but also reinforcements, rolled for on a table each turn. 

Lastly, while the Rebels may be less trained, they might have combat vehicles on the ground, lethal to the lightly armed SOT. On the other hand, the SOT might have a gunship hovering the area, being able to take out Rebel vehicles that do not use the abundant cover prudently enough. 

The Choice

Just like a scenario should present the players with some obstacles, so should each obstacle present the players with a choice. Preferably from more than two options. This way, the course of the game will be unpredictable, it will be re-playable when you lose it the first time and you can deploy your resources tailored to the approach you have decided upon. Will your SWAT team enter through the front door guns blazing? Or will they attack from multiple directions? Or will they smoke out the bankrobbers with teargas and engage them in the street? 

All this is of paramount importance to avoid that great threat to any enjoyable game scenario: railroading. Railroading is forbidden. Never road rail. Let me explain. 

You will know that you have been railroaded when you ponder your options to tackle an obstacle and you come to the conclusion there is just the one. Not just one that seems better than the others but just one. This will leave you without a choice. Your moves have been predetermined for you and all that is left is to time them well and roll dice. This bodes ill for an interesting game. 

The same thing might happen (someone pointed out to me recently) when your choice must be based entirely on chance, like the arrival of reinforcements without which you will lose. When you can't influence their arrival and can't plan for it either (since they might never arrive if you don't roll a 6 or something) this actually doesn't give you a choice at all. 

So in designing a scenario you will have to enable multiple routes to the objective. And multiple ways to counter them. They don't have to be equally promising, but they should all be possible under the right circumstances. 


Example part 3:

Both sides need to decide where to start. Sides will nominate their initial starting points unaware of those of the enemy. But once the game is on its way the Rebels may choose the starting points for their reinforcenements freely. The Rebels must choose between speed, eliminating the gunship or a combination of both. The SOT must choose between speed to and from the crash site or defending the crash site with the gunship's help. And will they leave their shuttle craft on the ground where it is readily available but only at that point while vulnerable to ground attacks or in the air, knowing it might be vulnerable to Rebel AA fire and will take longer to reach the LZ for the pickup, but can reach any LZ? 

Victory conditions

While this may seem rather obvious, I have read scenarios that could -for example- be won by "taking the enemy ground", whatever that might mean. 

Describe specifically what must be done to be considered the winner. You might make a list of possible  achievements and award Victory Points to each, but my favourite solution is simply a clear description. Drive all enemy forces from the Fort. Save all the hostages. Blow up the radio-antenna, then escape with at most 30% losses. Hold the pass for at least 6 turns. Things like that. So the players know what to aim and plan for. 


Example part 4: 

The winner must capture the Prez and escort him off the table in any way possible. If he dies, the game is a draw (if perhaps a moral victory for the Rebels). 

If the ruleset you use does not have rules for capture, make up some. Like the Prez will surender when his bodyguard is dead, Rebels have him cornered and under fire and no friendly forces are within line of sight.    


And then test it to bits! 

The best test players are the malignant ones. The people that will want to take advantage of any loophole in the scenario and exploit them in order to win. Any given scenario will take two to three games at least to sort out the defects. Or more when the scenario is a more complex one.

Only when players have genuinely tried to break the scenario at least a few times and it still yields an interesting game, only then is it a good scenario. 



Saturday, March 20, 2021

Baba Yaga's hut: a how-to

I have always been fascinated by Baba Yaga, the cannibalistic witch from Russian folklore that flew around in a vice and lived in a house walking on huge chicken legs. Especially her hut promised to be a great building project. 



It had been brewing in the back of my head for a while now. Finding the right legs took some time but eventually I found a cheap plastic T-Rex with the perfect locomotive gear. And so the building could commence. 

The actual hut was a simple foamboard box with a peaked roof. I cladded it with coffee stirrers to get that classic Russian timbered look. 


I sawed the legs off the T-Rex and re-sculpted parts of them, as the ugly hinge parts had to be obscured of course. 


Then I followed my tried and proven method of cardboard roof tiles.


And a matchstick porch.


I sawed off the legs at a slight angle to give the impression that the house was actually moving, tilting slightly forward but not too much to topple any figures I would want to put on the porch. 



And then it was time for priming and painting. I got the chance to try out my newly acquired airbrush for the underlaying colours and finished it with brushes




As an afterthought I added some suitable gruesome Baba Yaga details, as I thought the house of a cannibal witch would look a bit less cosy. 




Witch figure shown for scale. She is a 28mm Westwind figure. 








Saturday, March 6, 2021

Covid curfew painting Challenge: the Trophy!

 The good people of the Utrecht wargame club B.O.D. and the Dutch Miniature Wargame Facebook page cooked up a Covid Curfew Painting Challenge. I volunteered to produce the trophy that will eventually go to the winner. Here is my scratchbuiltsculpted final result! Safe as can be with facemask and health warnings!





Friday, February 12, 2021

Half a million views. Wow.

Sometime this last week this blog passed the 500.000 views. Wow. 

Never thought I'd reach that threshold when I started almost 10 years ago.

SO A BIG THANK YOU TO ALL MY READERS! 

And the Russian bots of course 😂

Sunday, January 24, 2021

Armor and helicopters for Vietnam

 The magnificent Empress Miniatures M113 and Patton tank. Helicopters are by HobbyBoss and Revell (stick to Hobbyboss!!!) and the door gunners are by Empress Miniatures. 




















Do you wanna live forever? Or at all? Undead for Oathmark coming to the table.

 I finished my Undead for Oathmark. I think I am done painting Fantasy for quite a while now.

Also, I might have overshot my mark. They're 6.500 points worth of Undead.....

The figures come from a wide range of leftovers: Zvezda Cursed Legion, Reaper Bones Wraiths, GW Ghosts, Mantic Ghouls and Revenants, Zombicide Archers, North Star Frostgrave stuff and some undead that are so old I have no idea who made them. 






Monday, December 21, 2020

EPIC OATHMARK BATTLE REPORT!!!!!

Last Saturday my buddy and me kicked off my Christmas holidays with a massive 5.500-points-per-side Oathmark Battle. Dark Elves with human slaves fought an Undead army with human... well, apprentices I suppose?

By mutual agreement we also both brought a Dragon. We also Houseruled that location-bound Spells like Smoke and Looking Glass would be Dispellable (which in the rules they are not, for some strange reason).

The pictures below show the table. There was quite a lot of terrain as the armies fought in the little hamlet of Nicolaasburg on Patricks lovely table.

Note that even with this amount of terrain we were still able to play a quite dynamic battle, due to the maneuverability of the units. No Warhammer army would ever have been able to maneuver on a table like this, but Oathmark armies can!







The battle ran about as follows:
With clear chokepoints on my left, center and right wing I decided to stop the center gap with Smoke, the left with my heavy cavalry supported by a Vampire and try a breakthrough with my humans on the right.


My artillery would use Indirect fire (by means of Looking Glass as planned, but actually the Dragon, being Enormous, could simply look over the Smoke) firing over the Smoke to whittle down Patricks Elves.



The Elves advanced cautiously over the entire front, parts 1 and 2 of my plan ran smoothly, although my Vampire took a beating from Patrick's Trolls, but the humans in front of my right wing proved tenacious and were only slowly being driven back, refusing to break (because we used the rallying rules wrongly, btw).

My Dragon managed to cause quite a lot of damage to the Elves. There was this very satisfying moment when my Dragon, walking partly through the Smoke Spell, Firebreathed Patrick's Linebreakers.

But eventually Patricks Dragon attacked him and pinned him in a deadlock in the center, the rest of the battle raging around the two fighting monsters.

To speed things up a bit I Dispelled my own Smoke and charged the battered remains of the Elves in the center with my Skeletons. The left wing blockade worked fine and the Elves in the center were practically annihilated. However, my Skellies suffered terrible losses from the Elven Archers (because I forgot that Skellies only suffer half damage from bows) and Patricks humans on my right still refused to either die or Break, being slowly pushed back however.

Eventually we decided to play out the Dragon fight, as the remaining player with a Dragon would still have quite good cards on the table. After the dust settled, my Dragon lay dead and Patricks Dragon stood reeling with just 1 Hitpoint left.


As large parts of my army were still very functional but Patricks Elves were practically destroyed and his Humans decimated (and I had to be home in time for diner) we called it a win for the Undead.

Lessons learned:

Dragons are way to powerful to use in a game and have fun. Don't.
Morale deterioration seemed very slow. Even units of humans reduced to 25% still kept making their Morale checks and the fact that you are not allowed to push them off the table meant they would simply stand their ground to the last man instead of being routed.

Some house rule seemed in order but as it turned out we made mistakes with rallying Disordered troops (that actually cannot just shake off Disordered and Activate, but are limited to a Simple Action in that turn).

A spectacular and great game that took us from mid morning to the end of the afternoon to finish. 5.500 points is quite a bit... 🙂 Many thanks to Patrick for his great table and even greater hospitality!