Five highly questionable rules choices in most miniature wargames.

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Rule of Carnage

Rule of Carnage

2 жыл бұрын

In Episode 30(ish) Mike and Glenn talk about some rules that turn up in a lot of games and probably shouldn't be in any. There are probably more than five of them, if I'm honest, I didn't really count.
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Пікірлер: 122
@donjondo
@donjondo 9 ай бұрын
In C.F. Wesencraft's "Practical Wargaming" (1974) he proposes the use of a "funk board". Units that retreat off the wargames table, can be placed on the funk board for 1 turn. If they rally, they can return to the wargames table in the area from which they left, or on a flank if appropriate. If they fail to rally when on the funk board, then they are removed from play.
@RuleofCarnage
@RuleofCarnage 9 ай бұрын
Love it. I especially like that funk had a rather different meaning back when that was written.
@demitrisioannou7730
@demitrisioannou7730 2 жыл бұрын
I’ve always hated re roll rules they never go to plan; it’s like walking into to Mc Donald’s ordering a Big Mac and getting a chicken nugget.
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
Yes, I don't know why the new result has to stand even if its worse.
@gernwind9262
@gernwind9262 2 жыл бұрын
I don't much like re-roll rules in the first place (reneging on the contract with the dice gods isn't kosher), but have no issues with "the new result stands". It's a gamble, and a gamble gives me a small kick. You wasted that resource? Tough luck, noone forced you to try for more when you already had a somewhat passable result.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
@@gernwind9262 Yeah, but the resource is wasted whether the new worse result stands or not, it just means that re-rolls are more often viable options, and more viable options are more choices, which is good.
@Gattninja
@Gattninja Ай бұрын
To anyone reading this post, what would you say to the following rule, when you would normally get a reroll, you change the result of any one die to a result of 4?
@twentysides
@twentysides 2 жыл бұрын
Corpse piles in A Song of Ice and Fire have a very interesting effect (causing nearby units to flee more often) and can hugely impact the battle.
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
I did notice that rule, I think its a very interesting and worthwhile ongoing effect to include, I'd like to see it more often.
@demitrisioannou7730
@demitrisioannou7730 2 жыл бұрын
Donald Featherstone’s close wars has a very interesting charge mechanic called impetus
@arnolfostandolfi9730
@arnolfostandolfi9730 4 ай бұрын
the reroll ban it's there for the designer, so he doesn't have to fear creating loopholes: if there is a rule that states that a player can't reroll a reroll, even if subsequent rules would create an unintended reroll bonanza in wich a situation permits a reroll that allows a further reroll that brings the situation back to the first reroll, than the designer can simply point to the "no more than one reroll no matter what" rule and be done with it
@RuleofCarnage
@RuleofCarnage 4 ай бұрын
Sure, but that in itself is a questionable choice, the decision to close down your own design space for fear of being unable to properly control it. And that might be a wise move when you're working on something you intend to get as big and sprawling as something like 40k or whatever, but that restriction continues to turn up in 50 page one and done rule sets. Even the most slipshod and casual designer can keep on top of loopholes in a design of that size.
@tonys4341
@tonys4341 2 жыл бұрын
LOS rules! Always a morass! I remember one player being so excited about 2mm miniatures, because then the ground scale was the same as the figure scale so he could indeed use real LOS! Sans sandtable, I think as Mike implied, the best solution is to "factor" in the non billiard table aspect of real terrain. For example...a one always misses. 😉. Obviously the unit you were firing on disappeared into a slight fold in the ground. (As a digression, archers can shoot over things, as a parabolic flight but if they can't see the target, how do they know it's there? Arrows are a finite resource; archers aren't going to shoot blindly over a hill because someone might be there. Even if they knew the enemy was there, how can the shooters know the range? Or if the enemy had moved. Artillery spotters didn't exist back then, so they wouldn't waste their precious ammunition. That said, a few historical examples exist of formations of melee armed soldiers in the front ranks with ranged weapons in the rear ranks, that would shoot over the heads of the lads in front. But one imagines that there would be officers who could see the approaching enemy, and bellow "loose" at the slingers or archers in the back, and just as important to tell them to cease when the enemy was too close).
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
I think you sort of answered your own question there, its true that archers might not be willing to shoot blindly over hills or forests (although if a group of heavily armed psychopaths just went out of view behind terrain that extends around to my squishy and oh so stabable flanks I think I'd be inclined to risk an arrow or two over there) but there's really no logic to why they are so widely unable to fire over their own troops who presumably are well capable mentioning that the enemy are still there.
@PhD777
@PhD777 Жыл бұрын
@Rule of Carnage Because bows, crossbows, slings, javelins, et cetera are LoS weapons. You do not know the angle of elevation to use without seeing the target and seeing where a ranging shot or volley lands.
@PhD777
@PhD777 Жыл бұрын
Re-rolling a reroll (indefinitely) eventually equates to a success. Disallowing a re-roll of a reroll adds tension/drama to the event as well as facilitating continuation of play. Ya'll could learn a great deal from Donald Featherstone, Phil Barker and Prof. George Gush (the 1960's - 1980's crowd). 🎅
@RuleofCarnage
@RuleofCarnage Жыл бұрын
Well, only if you give people infinite re-rolls. Players are still only allowed to re-roll a dice as many times as they are allowed to re-roll them, if a player has three re-rolls all game, that's a long way from directly equating to success and I would argue that if the drama is high on one re-roll, the tension and drama when someone needs to re-roll a second or third time is still pretty high. Furthermore, I would argue that allowing someone to re-roll one dice three times allows continuation of play just as much, if not more, than allowing them to re-roll three dice once, since it has less decision making attached and so should be quicker to resolve. I've come across the idea that allowing a dice to be re-rolled twice is the same as removing all chance from a game and as someone who has failed to get the desired result on a dice even after re-rolling it two or three times, I can tell you, that's not the case. We do learn a good deal from Featherstone et al. (Mike seems to be presently in quite the rabbit hole with them), one of the most ever-present positions in a lot of those older pieces though I would argue is to take and use rules the way that make sense for your table and your game. There's not a single way of using re-rolls and I think that the pervasive nature of never re-rolling a re-roll would be exactly the sort of thing that former generation would find peculiar.
@user-li5cu9hh5k
@user-li5cu9hh5k Ай бұрын
@@RuleofCarnage In Warhammer 40k, there are rules that allow a unit to reroll hits/wounds... There is no finite resource called "rerolls", just a rule stating that a unit may reroll these dice under certain conditions. I would say that would be grounds for not allowing a reroll of a reroll, as you might as well otherwise say "all this units hits/to wound rolls succeed every time".
@RuleofCarnage
@RuleofCarnage Ай бұрын
@@user-li5cu9hh5k I think that just requires a clarification that each source re-rolls its dice once.
@user-li5cu9hh5k
@user-li5cu9hh5k Ай бұрын
That makes sense
@steveholmes11
@steveholmes11 Жыл бұрын
"Shields are not perfect" applies in a huge range of contexts. I hark back to homebrew rules with Airfix figures. Only the bazooka could kill the tanks: Kill the tank, machinegun the bazooka - then the your plucky Tommies enjoy a cuppa while your tank cruises about blasting Jerry off the board.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
My rule of thumb for homebrew rules is to always allow the person who didn't write them to pick the sides.
@steveholmes11
@steveholmes11 Жыл бұрын
@@RuleofCarnage This was back in the 1970s. A box of 8th army, a box of Wehrmacht and a couple of model tanks. No concept of command/control rules, no ammunition or fuel limits, just shooting and cover. We were young, we didn't know much.
@samguest5760
@samguest5760 2 жыл бұрын
Love your discussions guys, always give me loads to think about!
@yipyipyipi
@yipyipyipi 2 ай бұрын
I know I'm tardy to this party, but to get my two cents in: On re-rolling re-rolls: Some war games are meant to be war GAMES. These are about fun. Re-rolling dice is... not fun to watch. The longer you let one person play with dice alone, the more other people get bored/annoyed/frustrated. Even three re-rolls can be too much and get annoying. But that depends on the crowd. The real thing, I think, is some war games like to be SIMULATIONs. The re-rolled dice aren't 'the same bullets', but the realization that you missed and the desperation to get an extra shot off. How many times can that bolt-action rifle fire before the charging man gets to him? Once? Maybe twice, if he's well trained? But four? five times? No, he's out of time. In my opinion, that's what not re-rolling a re-roll is about. No matter how well trained and disciplined you are, you're out of time.
@RuleofCarnage
@RuleofCarnage 2 ай бұрын
Well, that's an argument for why you might not allow those kinds of re-rolls in games with bolt action rifles, I'm not saying and never would say that all rules are appropriate for all games, that's sort of the point of the video. If you're simulating a sci-fi game where aiming is about getting some sort of target lock which can be re-calculated hundreds of times a second then saying that getting more than a second chance is unreasonable would be just as inappropriate.
@verigone2677
@verigone2677 11 ай бұрын
I almost always houserule that broken units that hit the board edge are in one of 3 conditions, below 1/2, 1/2, or greater than 1/2 strength, Below1/2 the unit is destroyed, 1/2 they stop at the board edge and stay there till dead or pass, above 1/2 immediately rally unless the Warlord is dead, if the Warlord is dead they behave just like 1/2 strength units
@RuleofCarnage
@RuleofCarnage 11 ай бұрын
That's a cool extra bit of detail.
@ruckandmaul5018
@ruckandmaul5018 Жыл бұрын
Interesting. Some historical wargames, such as Genderal d'Armee Napoleonic rules, do let you reroll a reroll! This brings a a level of tension and fun to those rule situations.
@fulcrum8583
@fulcrum8583 6 ай бұрын
When I design rules, I never implement re-roll mechanics. I don't like re-rolls in general because in my opinion, a re-roll mechanic basically comes down to this: You do something in the game, and then you do it over. Instead, I rather like mechanics which allow you to invest or give up something and in exchange increases your chance of success before the roll, or allows you to manipulate the roll result to an extend after the roll.
@RuleofCarnage
@RuleofCarnage 6 ай бұрын
I'm not a big fan of straight re-rolls, but I think partial re-rolls or ones that drain a dice pool can be effective, exactly so that you're not just re-doing things. For example, in Gaslands you can re-roll any number of a pool of dice, so you can keep some and re-roll the others, so you're not generally just doing things over.
@braedzero8127
@braedzero8127 2 жыл бұрын
I generally avoid including re-rolls in my games because I think they detract from tense moments during gameplay. If your weak unit of small goblin warriors is barely holding on to an objective and gets charged by a massive giant, that's a tense moment. If the giant fails the charge roll, the moment is heightened by an unexpected outcome. If the giant gets to re-roll the charge, that tension is removed. I do have some instances in which re-rolls exist, but I try to keep them away from rolls that will commonly decide games. I think that re-rolls tend to damage the "emotional balancing" of a ruleset more often than they benefit
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
Its tough because they flatten the probability curve, but right where the spikes are potentially their most interesting. I always feel as though if there's something I really want a player to re-roll if it goes wrong, remove the bit where it goes really wrong. If it shouldn't happen, have it not happen.
@midlamminiatures4593
@midlamminiatures4593 9 ай бұрын
Just came across this video, and we're working on a game that allows multiple re-rolls. But that's not to say there isn't a cost, and it cannot be infinite. It has also lead to some interesting psychology in the game of choosing not to re-roll or getting so invested in something that they cannot stop re-rolling. It works for our game, anyway!
@RuleofCarnage
@RuleofCarnage 9 ай бұрын
Nice. I really think that re-rollable re-rolls give many more interesting moments. So long as players have a limited number available, and I honestly can't think of any games where there aren't limits on them anyway.
@steveholmes11
@steveholmes11 Жыл бұрын
I must admit I dislike rerolls. They sound like fun, but are generally spent to protect your Goliath from the 1 in 36 time when David wins.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
Totally, if there's a low probability event and a re-roll, just take the event out, its clearly not actually intended to happen.
@tonys4341
@tonys4341 2 жыл бұрын
It's a lazy Sunday afternoon for me, and as I like writing rules and reading rules, I thought I'd be tremendously arrogant and play Devil's Advocate a trifle. 1. Reroll only once. One design aspect of this you might have forgotten to mention is time. Not too many of us have infinite time to play a wargame. By allowing infinite rerolling, that just will mean more playing time for something not terribly interesting. Explicitly stating that the second roll stands isn't a bad thing either. That eliminates rules arguments if it wasn't stated clearly then I'll take the first roll as it's better, thank you very much. I think you might also be assuming that a "bad result" is binary. Not necessarily, is my thought. Some rules might have different levels of bad things. Do I accept the "2" result of a retreat, or chance a reroll of "1" where I might rout, but then again maybe I'll get 3+ so I'll stay put?
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
The thing is that allowing an infinite number of re-rolls doesn't mean giving players an infinite number of re-rolls, in fact a game that allows you to re-roll dice repeatedly could spend far less time re-rolling than one that only allows you to do it once. If a game lets you re-roll twice, but it can be the same dice twice that's less re-rolling than re-rolling ten times but only different dice. Ultimately you can control the number of times a dice is re-rolled in your game by only giving players a certain number of re-rolls, not arbitrarily controlling the number of times a given dice is re-rolled. If re-rolling dice isn't terribly interesting, then the answer should be to not allow re-rolls at all, not to only allow one of them, the position there seems to be either to allow all re-rolling if its interesting, or ban it if its not. I'm not clear on how stating that you can't re-roll is more clear than stating that can, either way can be explicitly stated just as easily. The non-binary state question becomes more interesting if an original state can stand, not less. If 2 is just about acceptable to me then I'm far more likely to ignore the choice of taking a re-roll until I get a 1 rather than engaging with it.
@rodvik
@rodvik 2 жыл бұрын
Loved the discussion on the 6's & 1's , always succeed / always fail. Perhaps an ingredient (if desired) to paint out the chaos level of the ruleset.
@misomiso8228
@misomiso8228 3 ай бұрын
Strange - I really like the 'you can't reroll a reroll' rule! A lot of your bugbears - can't reroll a reroll, sixes always hit and ones always miss, units of the table disappear - seem to be all be rules that increase variance a bit. For example sixes and ones always hitting means the lowlyiest guardsmen can hit a bloodthirster, not re rolling a reroll means even veteran space marines can miss gretchin in close combat sometimes, and units disappearing means that the Reiksguard knights can make a bad morale check and disappear! MY thing with wargaming is that people secretly LIKE variance! They don't like when things are too predictable as otherwise they would be playing Chess. Having played quite a bit of MtG, there is always a huge debate among new players as thte RNG of the game, but the thing is the RNG IS the game to a large extent! If you didn't have games where people 'just lose' the game wouldn't be as popular. Controversial though.
@RuleofCarnage
@RuleofCarnage 3 ай бұрын
The most important point isn't so much the inherent value or purpose of the rules in question as much as the fact that they're presumed by a lot of designs. I see a lot of games where those rules are practically the first things people put in. I've literally seen at least one design that had the rule about not re-rolling a re-roll and then didn't have enough re-rolls to ever allow anyone to re-roll a re-roll anyway. I've got no problem with people concluding they're necessary as the design goes on, but we see them over and over and over irrespective of the design they turn up in.
@derekfrostbeard6419
@derekfrostbeard6419 2 жыл бұрын
7:04 I've heard that Zona Alfa measures front to back even with normal tape measures just to speed up the gameplay!
@tonys4341
@tonys4341 2 жыл бұрын
The deadly force field at the table's edge is so common, and I've discussed that in the past a few times with friends. I think it's mostly a physical thing for ease of play. It delimitates the border whereby a unit will never recover its morale in time to be useful in that day's battle. I know Glen mentioned that units could break and run, but then rally and return to action. Offhand I think most units when they started to run, continued to run. I'd be curious to hear of some historical examples. I do remember in the Six Weeks War of 1866, one German State's cavalry was so badly routed that they fled for miles, until they came to a train station, where upon they dismounted their exhausted horses and seized the train to continue routing in comfort. Besides possible historical accuracy I think it could also be a design mechanic, to encourage players to be more aggressive and to move away from the Edge of Doom. Games where a player doesn't advance, or just turtles, are boring and having a lava trench just off table penalizes that type of player. Some rules often have mechanisms that a pursuing unit can follow the router off table, but may return but not the routing units. Again, that rewards an aggressive player and also may wish to show that the routing unit is never, ever going to recover its morale for that particular battle.
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
I think its certainly for ease of play, although when a game allows pursuers to leave the field and then return allowing a rally test as you cross the table edge if not pursued and returning as if pursuing if passed would really not be any more complex. The thing is that its such an arbitrary point, what I'm certain doesn't happen in the historical records is a battle where within a certain invisible boundary troops sometimes rallied and sometimes didn't and yet outside of that invisible boundary 100% of troops never ever rallied. If a fleeing troop has a possibility of rallying there's no sane reason why five feet to the left they never ever rally. Clearly if a given system doesn't allow rallying on the basis that troops tend to keep running that's fine, but if it allows rallying there's no reason for the table boundaries to be magically significant. The thing about allowing aggression is that it makes sense for your own troops breaking across the back edge of your own deployment zone (although that makes even less historical sense since that would presumably often be where those troops own baggage trains and commanders would be stationed, making them the troops most likely to be encouraged to rally), but it makes zero sense for troops that are breaking through and even less for ones making a flanking move. Making the left and right edges of the table deadly for advancing troops actually discourages interesting aggressive moves, particularly with units that might rely on feigned flight.
@attentionspanlabs
@attentionspanlabs 11 ай бұрын
@@RuleofCarnage There are two obstacles to this, as I see it. They are not insurmountable obstacles, but still tricky problems. The first is simply the player's attention. By tradition and well-established practice, if it's on the table it's alive and if it's off the table it's dead. It's easy to forget about a unit that maneuvered, for whatever reason, off the table and intending to come back. The second problem is tracking position. Once it's off the table you can't know where it stopped, how it maneuvered, and therefore where it comes back in again.
@RuleofCarnage
@RuleofCarnage 11 ай бұрын
@@attentionspanlabs Yeah, I think it would take a bit of work, but I think the payback of having tactically interesting broad sweeping flanking moves on smaller tables would be worth the effort. On a very simple level, it is possible to simply have a unit leave a table, generate its entrance point and move it back to the table edge ready to return to remind people of its being an active unit.
@attentionspanlabs
@attentionspanlabs 11 ай бұрын
@@RuleofCarnageThat raises the issue of units on the table being able to shoot or at least spot them before that happens. I am sure you know this already, but Not Action allows flanking, but only by units held in reserve at the beginning of the game. In my opinion, all of this stuff is best and easily handled by a GM.
@RuleofCarnage
@RuleofCarnage 11 ай бұрын
@@attentionspanlabs So many things can be fixed with an Umpire, I was interested to see a few recent rulesets suggesting Umpires, I wonder if its something that might swing back into fashion. I think that if you have a pre-existing set of reserve deployment rules, then a lot of the problem solves itself since units moving off the table fold into that fairly easily. As I say, of course there are a few extra rules that need to be included, but I really think they're well worth the effort for the return.
@gergyemenyhert3766
@gergyemenyhert3766 Жыл бұрын
About the non-contigous dice mechanics: a long time ago, in a homebrew TTRPG, I created a Four Leaf Clover Lucky Charm with the effect that you can reroll natural rolls of 6 on a d20. If your rerolled result is a 6 again, add another d20 and roll that as well. So non-contigous dice mechanic, with exploding dice and limitless reroll posibility. My players loved it.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
My only note is that surely the four leaf clover should have triggered on a 4 not a 6?
@Granto0611
@Granto0611 Жыл бұрын
​@@RuleofCarnage Rolling a 6 was considered lucky in that playgroup at the time. That came from board games from our childhood using regular six-sided dice, so there was a lot of jokes flying around like "6! I roll again!".
@kdhlkjhdlk
@kdhlkjhdlk 7 күн бұрын
1. Rerolling and being able to keep the original is equivalent to roll two dice and drop the worst, which is just a separate mechanic - so you don't see reroll and choose, because it's always worded as roll an extra dice and drop the worst, because that makes it easier to do. 2. Rerolling multiple times is heading off stacking rules, which can lead to unintended consequences - mostly by people who know they are stacking one particular thing - and it's better to cap accuracy at a certain point.
@RuleofCarnage
@RuleofCarnage 6 күн бұрын
1) Well, the difference is that a re-roll with a keep option can be saved and only used after seeing the first roll while rolling two and keeping one has to be activated before rolling, its an input vs output randomness difference. 2) I really think that closing down the design space in fear of stacking, particularly for small independent games, is a mistake. It makes sense for something like GW who want to allow multiple designers to create multiple things in the same space, but for a single individual creating a single closed system its just not necessary.
@tonys4341
@tonys4341 2 жыл бұрын
The bizarre 1,3 and 6 is unique to me too! Wish you would have mentioned the rules in question; now I'm curious! The only excuse I can think of is perhaps the result isn't a simple "hit" roll, but rather 1,3 and 6 hit AND that result is the damage amount? So usually a hit isn't too bad, but sometimes it's a catastrophic result of 6 damage? Actually, that might be a clever idea - a single roll combines to hit, damage and critical all into a single roll. Fast and efficient. Except for the awkward remembering of the non contiguous numbers, and that's honestly an important design concept. Changing it to 1,2 & 6 might be easier to remember, and still accomplish the elegant collapsing of three results into a single roll and the slightly lesser damage results (three vs a two) probably wouldn't skew the game too much.
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
Mike has been delving through some very old game systems recently so it was from something pretty obscure. In this case it honestly just didn't make sense and had been done pretty much arbitrarily, I think because the whole system didn't use ranges but rather specific target numbers only so it seemed to just not occur to them that a range would be easier to remember and engage with.
@MansMan42069
@MansMan42069 11 ай бұрын
Actually, there's sound logic to the 1, 3, 6 and 2, 4, 5 split for a 50/50 roll. On a d6, the 1, 3, and 6 faces cover 1 continuous half of the die while 2, 4, 5 covers the other half. It's closer to a fair coin.
@tonys4341
@tonys4341 2 жыл бұрын
Just played a Vietnam game a couple of weeks again where casualties were very, very important markers. For the Western forces. The US had to use able soldiers to drag off the corpses and wounded of their own. Otherwise they took a huge, huge morale hit. I think those rules were in there because it was indeed a huge impact historically during that war. Huge enough that the designer felt it should be modeled and a rule implemented, but not for the Communist side. Obviously the designer felt that their doctrine was such that mere casualties were not important in the class struggle and therefore they had no rules about wounded. You two are very good designers, and know that chrome is dirt. It's cool, sure, and might be real, but the more chrome you put in, the more dirt in the gears. The falling giant template in old Warhammer is cool, and fun. Adds a bit of dirt, but overall not much. All a matter of balance I think, and how important are certain things to the game.
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
There's always a balance to consider, but I do think its odd that when a game mentions that corpses don't turn into smoke and float away when they die that's a matter worthy of mention. I've played so many games where the combatants would be stood on a mound of corpses as high as a house and it starts to get a little comical that they're never referenced. Every game has to make a choice about its level of granularity, its just strange that systems will go into pages of granularity on weapons and armor systems and yet avoid even a single rule in relation to the place where the corpses of your brothers rot.
@attentionspanlabs
@attentionspanlabs 11 ай бұрын
Stargrunt does something similar, though in the other direction. Successful medevac boosts morale, and can even take a unit's morale higher than its starting value. BTW, a couple of years ago I was hired to code a simulation for Rand that simulated morale--ahem, excuse me, "will to fight"--and dealing with casualties and evacuating them was a very convoluted part of that.
@juliangilbert5465
@juliangilbert5465 8 ай бұрын
Get rid of all rerolls. Just wastes time. Get rid of as many dice rolls as possible.
@dominicparker6124
@dominicparker6124 2 жыл бұрын
The 'you can't reroll a reroll' thing must have come in because of the volume of dice you chuck In mainline Gw games. If you roll 40 dice and 6s do extra damage, perhaps you want to be able to roll everything up to 5 but also keep track of which individual dice were hits previously and became misses and which individual dice were missed and become hits so you count only the maximised hits without double counting a single die... Yeah what a mess. Better when you have buckets of dice to isolate the dice you want to reroll, disregard their current state and then force a new result. But any game that you don't need a silly amount of dice in, absolutely that assumption should be justified. I love rerolling dice in gaslands, say. Makes miyazaki especially feel like a bunch of delightful pisstakers.
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
Sure, if the re-roll was to re-roll any number of the bucket of dice, but if you have two single dice re-rolls available and chuck 40 dice picking up one of the dice and rolling it twice isn't going to shut everything down.
@lexiwilson9501
@lexiwilson9501 2 жыл бұрын
That rule where surrounding units not in combat offering support to the one in combat I do not like! How does the unit to the rear support the unit in front that is in combat and are too preoccupied to acknowledge them?
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
It can be weird, advantages are regularly abstracted to being a result of the disadvantage of the target being double charged, but when that explanation is emergent it doesn't always land.
@madluper
@madluper Жыл бұрын
I treat re-rolls like push your luck mechanic (sometimes, when fishing for crits and normal success isn't enough).
@RuleofCarnage
@RuleofCarnage Жыл бұрын
I think that's reasonable and how many people treat them, but that is sort of weird and back to front though when you think about it. What I mean is, a re-roll is designed to reduce the amount of luck needed to be successful, its a second chance at getting the roll right while push your luck mechanics are about increasing the luck in a game and making it so that there aren't any second chances. They're two mechanics that do mechanically very different things, but are often experienced as quite similar, which is sort of weird.
@madluper
@madluper Жыл бұрын
@@RuleofCarnage push of luck is taking risk to a) loose everything or b) win bigger reward. Imagine that you need for example spend resource as "will points" or something similar for doing it (re-roll). So you have a few scenarios here; 1 roll was miss, 1 roll was success 1 roll was critical success. Obvously you will not want to re-roll that first roll when it was criticall success. So we need to think about both other scenarios - miss / normal success. When it was a miss - giving a player option to "try harder", risk his resource of "will point" is rather a good thing to do. It's making some place for decision - should I keep it for other re-rolls that turn or this is the most crucial test this turn for me and I should try to re-roll? Second scenario is what I was talking about in my previous post - sometimes you feel that you NEED that critical success. You need that extra point(s) of damage or just a few inches of move etc. So you are making decision - should I risk and accept potential total failure? So it's all about giving a player a second chance, more decision making, dealing with consequences. And since it's just that "one time re-roll" and you CANNOT pick which results from those two rolls you want to keep - it creates whole dynamic of risk-reward system. Personally I like it a lot and plan to put it in my game. So you could hate me and my game then. ;)
@RuleofCarnage
@RuleofCarnage Жыл бұрын
@@madluper Firstly, that's not really an example of losing everything though. If you rolled five dice and they all came up hits but you decided you needed 6 hits and so re-roll one dice looking for a crit you've not lost everything if it goes wrong, you still have the other four hits. It would only be a push your luck mechanic if there was a result on the dice which lost you all of your hits. Push your luck mechanics work because you have more on the line than just the dice you're re-rolling, its why the first roll in a series of push your luck rolls is always quite dull, because there's nothing to lose, similar to when the second player has to push their luck or lose. Secondly, the issue with not letting people potentially fall back to their first result is that they only use re-rolls when they have nothing to lose. If you NEED that crit, then there's not really a tension in re-rolling is there? You need it, so you'll shoot for it, and when you don't need it with no fall back good enough is good enough. If re-rolls are a limited resource then there's an interesting choice, and the fall back option actually increases the number of interesting choices. Still, the main reason that "You can't refer back to your earlier roll" is a weird rule is, if it wasn't in the game, no-one would think you could revert to the original roll. The rule is essentially superfluous, which is what really makes it a bad rule. Thirdly, we would never hate on a set of choices in a design, what we have an issue with is assuming these rules as the default. Always consider the alternative is the point we're making.
@leonleese4919
@leonleese4919 Жыл бұрын
Perhaps no one has mentioned to the author that with a D6 there is a 6 to 1 chance any number between 1 and 6 being rolled excluding the odds of rolling 6 identical numbers with 6 rolls. There are crapps players that can give odds on die roll. But they still play.
@joe-wi8nj
@joe-wi8nj 5 ай бұрын
Additionally, don't even have rerolls. Just roll 3 take the highest or lowest. It resolves it. and that's what is desirable quick resolution!
@RuleofCarnage
@RuleofCarnage 5 ай бұрын
I guess that's down to whether your preference is output or input randomness. Boosting rolls is a good idea, but I think you need to then clearly signal threats to people otherwise you can end up with endowed value wasting the option.
@joe-wi8nj
@joe-wi8nj 5 ай бұрын
@@RuleofCarnage thanks!
@StormofSteelWargaming
@StormofSteelWargaming Жыл бұрын
Imo the most questionable rule choice in wargames is the dogmatic fixation on fixed movement rates. Knowing exactly where your figures will be at the end of their movement feels so pedestrian and predictable.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
Generally, I totally agree. I get why its done for ease of playing, but a bit more randomness at least through difficult terrain, when running or charging is a good thing.
@StormofSteelWargaming
@StormofSteelWargaming Жыл бұрын
@RuleofCarnage ever since playing Too Fat Lardy rules, I have realised how much I dislike them. It adds to game friction and simulates the enemy getting the jump on a force and just keeps the players on their toes about making choices. I always look at ways of replacing fixed movement with variable move in any new game I buy.
@StormofSteelWargaming
@StormofSteelWargaming Жыл бұрын
BTW, really enjoying the podcast, only discovered it recently and have been working my way through the episodes.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
@@StormofSteelWargaming Glad you're enjoying it.
@MansMan42069
@MansMan42069 11 ай бұрын
​@@StormofSteelWargaming2FL's dice determining your actions rule set is one of my favourite for low model number games.
@Attilargh
@Attilargh 8 ай бұрын
Hi! This is an old video, but engagement ho! I think that only allowing limited re-rolls can act as a convenient "backstop" that allows a designer to sprinkle re-rolls around without too many accidents. For instance, you can write in a rule like "Betty can re-roll results of 1 on her Driving rolls" without needing additional limits. Likewise, you can stack effects like auras without making estimating the odds of a roll too difficult. Yes, this robs the player of the fun of building a huge doomstack of bonuses, but it also allows them to play with more sources of re-rolls. Limiting the re-rolls to one is simpler than any other number, because you only need to keep track of which dice have been re-rolled. Otherwise you'd need several piles to track how many times dice have been rolled.
@RuleofCarnage
@RuleofCarnage 8 ай бұрын
Every design choice has strengths and weaknesses, the point isn't to say that allowing the re-roll of re-rolls is always and everywhere right for every design, the point is to say that not allowing it isn't always right and shouldn't be an assumption. Its currently the default rule, despite it being a blanket backstop rule that limits a game's design space. My position would be, write a game without it, and if you find that you're repeatedly putting in re-roll rules with the caveat "...only once", then put in the blanket rule, but if you don't, leave it off. Its fairly usual rules writing practice to build rules on a case by case basis then, when you realize that a certain exception is true more often than its false to make it into a rule, except with re-rolls, which is odd. I would say, not allowing stacking does put players in the position of not being sure if a second source will be of reduced worth when it overlaps with another power, and a blanket rule reduces the design space for all future design. I agree that the limit should generally be 1 or no limit, I just prefer to limit how many re-rolls players have by not giving them too many rather than with an over-arching rule.
@tonys4341
@tonys4341 2 жыл бұрын
I have played a SYW game where your leaders were ranked. You had to use your leaders, and the larger forces had to be given to the leaders in order of their political ranking. The Prince was a blithering idiot, but as a player you were forced to place him in command of your largest force. Because he was the son of the king, that's why. Made things very interesting.
@darkangelsmarine
@darkangelsmarine Жыл бұрын
I think that you made a good point about removing the charge first bonus; but I don't think the defenders in a charge should always get a bonus. Maybe defenders in a shield wall or with set spear formations could get a anti-charge bonus. If there is always a penalty for charging (despite the benefit of choosing the attack), then newer players may choose to just not attack. I agree that games don' t need to have charge bonuses on every unit though. Like an Alchemist getting extra charge damage just seem odd.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
I don't think that every charging unit should get a negative, but I do think that infantry charging into combat normally getting a bonus, even at the absolute edge of their charge range being the default is quite odd. I have heard before the idea that without charge bonuses players would sit back and avoid combat, and I'm not convinced that's the case. For one thing, if you have a bow and I have a sword, I'm going to be looking to get a close combat started no matter what penalty I might suffer. For the other, in my experience no matter how bad an idea you make smashing into close combat in a game, a player's first reaction will be to run up and bash their friends over the head with a stick. I think we fear people sitting back rather more than it actually happens.
@darkangelsmarine
@darkangelsmarine Жыл бұрын
@@RuleofCarnage The incentive of getting attacked by archers is a great point. I think that objectives can also do a lot to get players to get closer to their opponents models. Thanks for taking the time to reply!
@tonys4341
@tonys4341 2 жыл бұрын
Oddly enough I just played a game this morning where charges don't necessarily give a bonus. They might, or they might not. It depended entirely on the troop type. Spear armed troops, that are trained to be defensive (like Byzantine skutatoi) are better not charging. Norman knights definitely are better in a charge than not. I think if one looks at the actual historical doctrine and actual historical outcomes of the people who were actually there, one can see that in most instances charging does indeed deserve a bonus. Huge caveat that it really depends on the period and situation. Charging across No Mans Land in WW1 against defenders in trenches is a different story than Gothic Heavy cavalry against Roman infantry at Adrianople. But your point is good - don't always assume charging is better. Do your research. How often did a charge work? If it didn't, then why? And again, it might also be a game mechanic, to reward players that advance and are aggressive, because that makes for an interesting game.
@gernwind9262
@gernwind9262 2 жыл бұрын
Yeah, plenty of good historical reasons for a charge bonus. And most rulesets take the pike phalanx waiting on the other side into account. The main issue with the charge bonus in gameplay terms, is this weird cat and mouse/chess game that results from not wanting to be on the receiving end of a charge. To charge you need to be in range, meaning the other side needs to set itself up to being charged. Results in troops that never advance for fear of being hit first. There are ways to alleviate this, for example with counter-charge mechanics or irregular activations, but it is an issue that needs to be kept in mind.
@joe-wi8nj
@joe-wi8nj 5 ай бұрын
On the topic of rerolling rerolls. I wouldn't write this. But it slows the game down !
@RuleofCarnage
@RuleofCarnage 5 ай бұрын
I actually think the opposite. If I give you 5 re-rolls in a turn and allow you to re-roll re-rolls, then if you decide to re-roll and fail again, you'll tend to automatically re-roll again, quite quickly, until you get a success or run out of re-rolls. If however I give you the same number of re-rolls with no ability to re-roll a re-roll then every single time you use a re-roll, its a fresh choice and a fresh consideration, which will generally take longer.
@leonleese4919
@leonleese4919 Жыл бұрын
Simplicity is the mother of lazy rules writers
@joe-wi8nj
@joe-wi8nj 5 ай бұрын
10:25... I can make that work. the odds and even custom d8 135 degree of failure 246810 degree of success. lol
@BTolputt
@BTolputt 2 ай бұрын
I don't have an issue with a "cannot re-roll a re-roll" rule. It does make the game quicker and opens up game design space that would make games boring. A faction that can get a dozen re-rolls would be more boring to play against if they can (statistically) guarantee certain rolls. However, that same faction with a cap on the number of re-rolls on any given action can be statistically more "lucky" on things that count without it being a slog when they decide to use them all in one go (psychologically more likely when they know they can roll as many times as they have re-rolls). I can understand your view and think that any re-roll should be "better of the two", but the idea of just letting re-roll after re-roll tightens the game design space on how many re-rolls can be given to any particular faction/model as no-one wants to watch someone roll eight times in a row, but the idea they can re-roll on eight different actions of their choice is a good thing.
@RuleofCarnage
@RuleofCarnage 2 ай бұрын
Sure, but that's only relevant in games where you put in a way for players to get a dozen re-rolls. The point is not to have an issue with "cannot re-roll a re-roll" as a rule, but to have a problem with it as an assumption. I've seen it listed in games where there was no possible way of being able to re-roll a re-roll anyway, with or without the rule. Its a rule that gets put in before a design sees if its necessary, as a default, and that I have a problem with. If you have a game that allows players to have a dozen re-rolls that they can generally apply freely to any result they like, I'd suggest that's probably a bigger problem with pacing than whether they can apply it to one roll or not. But if you have a game where the most re-rolls that could ever be stacked on a single roll is two or three, why not then allow a re-roll to be re-rolled?
@BTolputt
@BTolputt 2 ай бұрын
​@@RuleofCarnage If you're completely done with the game design and all factions/expansions - sure, I could see the benefit for allowing rerolls of rerolls when the current cap is around three... ...but when the game designer needs to keep the design space open for future expansions, it seems like you're cutting off an avenue of design that could be explored NOT limiting the re-rolls by default. After all, if there are only a cap of three re-rolls, you're not making much different to the game as it stands, but when some future expansion adds another three re-rolls to that cap - that changes things immensely. So, for me, the issue comes down to whether the game design is completely final or whether you might need that open for the future.
@RuleofCarnage
@RuleofCarnage 2 ай бұрын
@@BTolputt I'd take the position that a designer, particularly an independent designer, should avoid designing their current game based on a future that might never happen. A no re-rolling a re-roll rule can always be included in a future expansion or faction if it becomes necessary, and I believe that adding in a rule that doesn't do much is something that should always be avoided.
@BTolputt
@BTolputt 2 ай бұрын
​​@@RuleofCarnage I can understand that perspective. I am of the view that one shouldn't cut off future avenues of design/possibility unless you have to. It's a matter of preference I guess. I like keeping options available unless I know I won't need them. Glass half full & all that. That said, a rule that changes how core feature works just to support one faction seems worse than a rule that (as we seem to agree) won't change much given reasonable limits on re-roll caps. I think there'd be more confusion from changing how rerolls work than there is problems with limiting rerolls to one & done to start with. That is, of course, assuming the "keep the better roll" option I mentioned earlier.
@BTolputt
@BTolputt 2 ай бұрын
​@@RuleofCarnagejust a note, I'm not trying to argue you are wrong and I am right. This is, to me, a matter of personal opinion not an objective "this is clearly better than the other". Pros & cons.
@Protspeck
@Protspeck 8 ай бұрын
Mike's example of why sometimes 1s always fail is exactly why my play group hates them and house rules most systems that use it😂. It's not exciting or cool if my 10pt fighter nukes my opponents 200pt capital ship. Its just a reset the game.
@RuleofCarnage
@RuleofCarnage 8 ай бұрын
Exactly why I consider them a very problematic choice. I remember playing Warhammer Fantasy Battle where miscasts could kill you and if a vampire count general died their whole army died having an opponent's general die to a miscast on turn one and deciding to just ignore it because otherwise the game was over and thinking, there should just be a rule to stop this happening.
@TheCrimsonArchivist
@TheCrimsonArchivist 2 жыл бұрын
This doesnt have much to do with the discussion but about the leader being special. There is a book by Dean Henegar called derelict core where the main character fights some gnomes and the leader is no different from the rest except he wears a red cone called the Red Hat of Command. Its very funny how they act about that hat but your argument about the weird leaders are somehow special rule made me think of it and start laughing at work out of nowhere and now my coworkers think i am crazier then usual
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
Then our job is done.
@maninalift
@maninalift 8 ай бұрын
I get frustrated with the assumption that bounded accuracy (e.g. 1s always fail and 6s always succeed) is best. I may seam like a mean mean fun killing troll here, but actually... I think that always having a chance of success is often problematic and not always having a chance of failure is often problematic. In other words, consider using 1s always fail, but 6s don't always succeed. Hear me out On always having a chance of failure - I think we all know that if you can find a way to stack modifiers so that you always succeed, then you can build broken armies. It means that you don't have to plan for the contingency of failure, which frees up a load of resources and gives you a big benefit. It also allows you to chain effects in potentially powerful ways if you know that each step of the chain is certain to succeed. Also, in terms of storytelling and realism, it generally makes sense that something can go wrong with whatever action. For me the only question is where the ceiling is to your probability of success, It may be that you are using a D6 system and you want the ceiling to be a bit higher than 83% chance of success. On always having a chance of success - I can see the theoretical desire for a "cinematic moment" where a single lowly unit takes down a hulking super heavy tank, but there is a narrative reason why that succeeds at that moment in a movie. In a game, if it is not a good risk/reward to fire rifles at a tank then you don't do it and it might as well be impossible to take down a tank with a rifle. If you do allow a rifle to have a chance of taking down a tank, you are unlikely to get a cinematic moment where the single remaining soldier takes out the juggernaut that has crushed his compatriots but what you may do is introduce a situation whereby the best way to destroy tanks is just to spam them with the cheapest possible weapon (since below a certain strength). This is then likely to crush the design space and break your assumptions about what well-balanced armies should do (e.g. balance rock-paper scissors of infantry, tanks and anti-tank weapons).
@RuleofCarnage
@RuleofCarnage 8 ай бұрын
I think, as with most things, it very much depends on the game you're trying to make. If you're creating a game about larger than life heroic individuals, I think its fine to say that they can get to a point where there are some things that they never fail to do, if a character is meant to never miss I think better to make them never miss than risk bad dice meaning they can't hit a barn door. Equally, if you're going for something a bit more realistic, I think its fine to have it so that a pistol at the limits of its range clearly can't destroy a tank, or penetrate a bunker or whatever. As with most things, I think the important thing is to consider specifics rather than default to an assumed rule.
@maninalift
@maninalift 8 ай бұрын
@@RuleofCarnage yes, absolutely, context is king. I totally get the "here's my main person doing their main thing, please don't have it do nothing".
@madluper
@madluper Жыл бұрын
Why give bonus to the charging characters? Because usually you want to promote agressive game and "action", not turtling / camping in the corner. It's very interesting to me as a game designer myself with more than 15 years of experience to watchi all your videos guys, even if I disagree with Glenn in more than 50% of what he say. XD Different points of view are very refreshing.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
But simply making some units better against others or giving flank and rear bonuses encourages aggression. Giving charge bonuses is simply an encouragement never to enter into your opponent's charge range rather than an encouragement to aggression. Without charge bonuses units can far more easily bring aggressive pressure and even bait charges, it also reduces first turn advantages. In my experience, shooting units won't charge, whatever the bonus, and close combat units will even without it, so I really don't think it changes behaviour. Well, at least you're right almost half the time then.
@madluper
@madluper Жыл бұрын
Thanks for your response! So here we go: Flanking / rear bonuses fit's perfectly if you have a game about regiments with rectangular bases etc. There is also a place for strong classic unit types differences in such games. But even there - you could have both - those bonuses for clever maneuvers AND "impact bonus" from charge action. People have less time now for playing games with all distraction types around. Games like other hobbies fights for it's own "air time" with literally everything. Most of players nowdays wants fast, almost instant-fun. For that purppse some mechanics are dropped or changed, simplyfied. Aggressive styles of gameplay are promoted, not going around each other or waiting in a corner. And I'm sure you know it. When you look at the skirmish level, individual models encounters - they works with 360' models awarness idea now, round bases. Not many recent games of this type come with "face of the model" mechanic anymore, fior sake of keeping everything faster and less problematic. Feels like making a "good" line of sight rules is a challange for many designers even without that aspect. The whole move measurment discussion depends on a game. Some games adds sometimes for example "move+DX" to the charge mechanic and treat differently what happens next, until "charge bonus" is applied. So you don't know sometimes if you would "make it", you take risk for a potential reward. Love your "come back" at the end of your post btw :)
@RuleofCarnage
@RuleofCarnage Жыл бұрын
@@madluper Yes, but charge bonuses don't necessarily either encourage aggressive play or make a game move faster, they encourage players to finish a combat in a single turn, which isn't inherently the same thing. Often in games with charge bonuses if a unit fluffs its attacks on the charge the result is a long, dull and drawn out combat with units that now lack the ability to change a stalemate. With units that have more inherent abilities combats are less likely to be drawn out. As I mentioned before, I don't think charge bonuses make aggressive units and forces more aggressive than they would be anyway. Shooting units don't want to charge, and can be aggressive without charging, close combat units do want to charge irrespective of the bonus. Charge bonuses make entering into charge range dangerous, meaning that two units with the same charge ranges in a game with charge bonuses are actually encouraged to sit back and let the other person make the first move rather than the other way around. You're quite right that games are fighting for attention and up against easier to engage with media, which is why rules that introduce exceptions, like charge bonuses, should be more questionable. Without charge bonuses single rule systems for movement and combat can be used across the game, with charge bonuses a whole set of, often relatively complex, charge rules need to be included. I think there are still plenty of games that have facings in their rules, and I think that good line of sight rules are far more of a challenge without it, rather than the other way around. I also think that games that do have 360 line of sight and strong charge bonuses really struggle to create any sort of actually interesting dynamics and challenging player interactions. They often dissolve into a morass or have to use other systems to create interest. Making a game about rolling the right charge distance bonus often means creating a system where a single, or very few lucky dice rolls decides a whole game, which can simply create an unsatisfying experience. Ultimately the point isn't that charge bonuses don't have their place in design, but that assuming that chargers should get a bonus is problematic from a design perspective, as with any assumption about elements in a design. My point isn't, never put in charge bonuses, my point is, don't assume that because something is charging it should get a bonus. Also, don't assume that charge bonuses will inherently make a game faster and more aggressive, because it can result in the exact opposite in both cases.
@madluper
@madluper Жыл бұрын
@@RuleofCarnage Thank you for your time. I really appreicate your replies for both my comments / threads here. While I still think you are missing some of my points and in some degree "design taste" comes in- those disscussions gave me some food for thought.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
@@madluper Always happy to chat game design. Ultimately I don't think there are really ever design choices that are just right or wrong, pretty much everything has its place, but that anything which is assumed or standard should be looked at extra hard.
@tonys4341
@tonys4341 2 жыл бұрын
Again, I think one aspect you've missed when discussing these ubiquitous rules is playing time. By making 1 and 6 auto hit or auto miss saves playing time. I'm attacking, I immediately roll a die. One third of the time, the result is instantly known. I don't need to waste time calculating modifiers, looking up stats, asking you what your defense is or other time wasting things. If the roll is 2-5, then yeah, I have to go through all that. And to argue against myself, I am well aware that some players always need to know what the target number is before they roll. Because that will make a difference to the dice gods? Arrrgh. Just roll the damn die first. Also, your rules are a model of reality. No matter how complex, or no matter how many modifiers you create, your model cannot encompass all results. And, especially in war, bad things happen. Sometimes to you, sometimes to the enemy. Statistically flukey things seem to happen. By eliminating the possibility of them, not only are you not attempting to reflect conflict, but you're also removing some player excitement. Nothing should ever be certain. Mind you, should the auto results odds be as high as 1 in 6? Or should the die be a 10 sided? 20? That's a design question.
@Adrokk3
@Adrokk3 Жыл бұрын
Not that my opinion counts for much, but I think you've severely misunderstood why some of those rules exist and have been put in place. Games design (which I'm sure you'll agree) is a balance of the elements of time, detail in the mechanics, abstraction of real life application (or theorized application), playability, narrative and interpretation. A lot of the rules you've commented on may not be the best mechanic, but they serve other purposes under those elements.
@RuleofCarnage
@RuleofCarnage Жыл бұрын
Possibly, which specifically were you thinking of?
@user-tr3py5nz2j
@user-tr3py5nz2j Ай бұрын
If you boys listened to yourselves you might realize just how silly you sound.
@RuleofCarnage
@RuleofCarnage Ай бұрын
Which part specifically are you referring to?
@rodvik
@rodvik 2 жыл бұрын
Oh and loved Glenn's white hot rage against the no re-roll re-rolls rules. Preach it!
@RuleofCarnage
@RuleofCarnage 2 жыл бұрын
Just re-read the otherwise very good ruleset for Saga which has one of the worst re-rolls rules. I can't re-roll a dice I re-rolled, but you can. Because that makes total sense.
@MisterWebb
@MisterWebb 2 жыл бұрын
@@RuleofCarnage
@Predator8383
@Predator8383 10 ай бұрын
Once again great content. Read Legend yesterday, 10pages excellent, going to give it a go soon. Question. In one podcast/video thing Mike mentioned he wanted to play Marvel Crisis Protocol. Has he or you played it? Now you know why I wanted to look at Legend which I sure was before MCP?
@RuleofCarnage
@RuleofCarnage 10 ай бұрын
I can't speak for Mike, but I've never played Marvel Crisis Protocol (I don't think Mike has). Legend was certainly put up online a while before MCP was released. Legend was originally my trying to write a "Kung Fu Hustle" game based on an idea I had from reading a review of a Steampunk minis game about ten years ago, but its just a fun little thing that I put together, tested a few times and offered to anyone who's interested, so I hope you get a few laughs out of it.
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