
So I said two post ago that I would enumerate the criteria I used to decide on a rule set. In no particular order (that will be the next post), here are the criteria that meant the most to me:
- A rules system that is usable for the entire Ancients period (Biblical -> early Medieval) - basically I want to learn the rules once and be able to use them in several different periods. This obviously introduces challenges because a lot of different technologies existed during that time frame (from chariots to siege weapons to longbows), but a good system should be able to handle it all.
- Easy to Setup & Play - my time is precious and the sad truth is that a game that takes forever to setup and play will probably stay on the shelf.
- Plays fast - kind of the same point as the previous point, but more specifically turns are quick enough that you aren't bored waiting for your turn, and even that you may be able to squeeze in more than one game in a single evening (asking a lot, I know)
- Engaging/elegant combat system - at the end of the day, no matter how much "chrome" the rules have, the thing you will be doing most is combat. If the combat system (the way you actually attack and defend) is not engaging or elegant in some way, I'm not going to want to play. If it is boring, too "fiddly", too complex, or just intangibly "feels" awkward, it will be a big turnoff.
- Straightforward to translate real historic battles into game terms - a big draw for me to this time period is being able to re-fight historic battles. Do the rules allow for and/or support easy implementation of these kind of scenarios?
- High availability of army lists - goes along with the previous point and the first point. Does the system provide army lists to use for different periods/armies? I'm no history major, so having someone do the hard work of putting these lists together is a big plus. It is ok if these are supplements, as long as they are available.
- Point-based system - very important for game balance when creating new army lists or scenarios. I hate games where the designers have put together a system of rating combatants' relative strengths but don't give you "the formula".
- Good simulation of Ancient battle - this is a big one...the rules system has to "feel" like you are truly fighting an Ancient battle. The more the system allows you to think and use strategies/tactics that approximate those of an actual commander during those times, the better! If it plays more like an abstract strategy game, or clever/esoteric game mechanics take center stage, it loses the flavor of a simulation.
- An "accepted" rules system- what I'm getting across here is that the rules are used by a critical mass of people: enough that supplements, articles, scenarios, and interesting variants are available. I'm not necessarily looking for the be-all-end-all system or to swallow one particular manufacturers product line to the exclusion of all else, just a well respected/tested/supported system.
- Low entry threshold for figures - Given that figures cost money and require time for painting, the lower the number of figures needed to field an army, the better.
No comments:
Post a Comment