- I want to avoid stat-line discounts, penalties, ceilings and bonuses; special equipment; and altogether new mechanisms in the game; whilst
- I want to encourage play that's consistent with and reinforces a faction's established doctrine(s) or identity.
So if someone wants to create an (um, I don't know) unit of jump pack equipped space dwarves who love sniper rifles... well go for it I say. Such dwarven units won't cost any more or less than identically stat'ed Humans, Eldar or whatever. BUT the dwarven faction's doctrines won't necessarily reward such un-dwarven behaviour so maybe dwarves should leave such silliness to Eldar and concentrate on beer, beards and holding the line instead?
Yes, reinforcing such cliches can discourage creative play, but on the other hand, if I am organising a scenario of (for example) Orcs vs Imperial Guard, I kind of want the Orc player to play like an Orc and the Guard player to play like the Guard. Keeping true to the trope can make the gaming experience all the more immersive.
Whilst I'm actively avoiding new mechanisms, there's already a host of established mechanics in Rogue Planet that I feel might be adapted to achieve my goal, including:
- A variable number of Actions per player per Turn;
- The initiative being allocated by way of a player decision;
- Rogue Die influenced Skill Checks; and the
- Energy Pool and Command Pool.
Sure, it's difficult to talk Rogue Planet without mentioned the absence of measured moves, but that feature is more than embedded in the current rules i.e. it ain't broke, so avoid enhance territory.
Okay, let's see what we might do, starting with our beloved Orks. Rash, brash, with one tried-and-true tactic: charge the enemy! Waarrrgghhh!!! I want to encourage an Ork Player to regularly charge so I could simply apply a blanket minor buff (+1) to all Ork Charge Action Skill Checks. It may work in the short-term, but how much does it really encourage a player to (at least) play (and think??) like an Ork? And does it unduly unbalance the game, especially a game where distances aren't measured?And finally, doing so, would I also be obliged to award <insert other charge-obsessive faction here> the same bonus?
Instead, what I am trialling (in this instance) is almost a compensating or mitigating mechanism for being Orkie and charginganything that moves everything. The very act of doing something verging on suicidal is keeping with the whole Warrrgghhh spirit and should be encouraged i.e. charge, or when in doubt charge. So it got me thinking: rewarding and/or compensating for specific behaviours/doctrines that are keeping with the faction's identity... how about a morale boost when initiating a Charge, regardless of the outcome? Now that sounds very Ork-like indeed!
Rogue Planet's Energy Pool mechanism provides a force with a 'hit point/wound reserve' which can (often, not always) be drawn upon to offset attrition - after reading through a recent Delta Vector thread, it occurred to me the Energy Pool is akin to a moral management mechanism - very clever! Presently the Rogue Planet rules don't really provide much by the way of opportunities for a force to increase their Energy Pool (the only exception being the Bloodlust Extra Circumstances detailed in the 2015 Scenario Generator publication).
Let's imagine that Orks generated an Energy Pool point whenever they initiated a Charge Action. How might that change the way the game's played? Here are some thoughts:
Sounds good to me!
So it comes down to defining a trigger/catalyst and the resulting compensation/reward. Here are some of the combinations I've drafted:
*I imagine that there could be instances where it might make sense to further refine the distinction between how Initiative was applied e.g., there's a difference between a Turn were the Player with the higher Action Points decides to retain the Initiative and a Turn where that same Player passes on the Initiative, forcing it onto their opponent. I'll have to dwell on that one for a while yet...
Let's imagine how the above Faction Doctrines may play out during various encounters:
If the Space Marines secure the Turn's Initiative, both the Space Marines and Eldar benefit (Space Marines can absorb more damage and the Eldar can do more things), however, if the Eldar take the Turn's Initiative, neither Team is awarded any trait-based rewards. Tough decision time (I love it)!
Should the Eldar concede the Initiative to the Orks, they earn themselves a Command Point. The Orks are focused on Charging, so they'd likely prefer the Initiative, but ultimately don't overly care. Interestingly, if the Eldar were to retain the Turn's Initiative (play counter to their doctrine, therefore forego the Command Point reward), they'd conceivably face fewer Ork Charges, reducing the Orks' opportunities to lift their morale (Energy Pool).
Ork players would likely take the Initiative if it was on offer, especially if they can order two or more Charges... but if only a single Charge opportunity was available, maybe they'd be better served denying the Eldar additional Command Points and concede the Turn's Initiative?
The Space Marines want the Turn's Initiative to deny the Orks Charge opportunities and earn themselves additional Energy Points. The Orks want to deny the Marines the Energy Point bonus so they'll be disinclined to concede the Turn's Initiative. Both parties will likely be inclined to roll for the Turn's Action Points which could be telling. Keep in mind, the Player that held the prior Turn's Initiative must declare whether they intend to roll or take the default Action Points and the Player with the fewer Action Points in the prior Turn can roll two die to determine Action Points.
I like that as a start, some more thinking, more experimentation and I reckon I could have something that works. Ideas? Suggestions? Just sing out.
'Ere we go, 'ere we go, 'ere we go... |
Instead, what I am trialling (in this instance) is almost a compensating or mitigating mechanism for being Orkie and charging
Rogue Planet's Energy Pool mechanism provides a force with a 'hit point/wound reserve' which can (often, not always) be drawn upon to offset attrition - after reading through a recent Delta Vector thread, it occurred to me the Energy Pool is akin to a moral management mechanism - very clever! Presently the Rogue Planet rules don't really provide much by the way of opportunities for a force to increase their Energy Pool (the only exception being the Bloodlust Extra Circumstances detailed in the 2015 Scenario Generator publication).
Let's imagine that Orks generated an Energy Pool point whenever they initiated a Charge Action. How might that change the way the game's played? Here are some thoughts:
- Orks would be incentivised to take the Turn's Initiative such that they can maximise their opportunities to earn Energy.
- The more available Actions, the more Energy is up for grabs - Orks might be inclined to roll for their Action Points rather than take the Turn's default.
- Even a when a Charge fails, the earned Energy might be used to negate Ork losses, keeping them in the fight for longer.
- Players fighting against Orks would need to be conscious of their disposition e.g., a wide front provides lots of charging opportunities whereas a choke point would most of the Ork force the means to charge.
- All else being equal, Orks should be Charging often - a mass Charge by the entire retinue could easily double their Energy Pool making them all the harder to destroy.
Sounds good to me!
So it comes down to defining a trigger/catalyst and the resulting compensation/reward. Here are some of the combinations I've drafted:
Initiating a Charge Action generates a single Energy Point (aka "Overrun")
Application: Orks, 'Nids?
Thinking: what would Mork or Gork do? CHARGE! WARRRGH!!
Employ two, instead of one, Rogue Die during a Return Fire and Op Fire ("Burn Pattern")
Application: Tau, Space Marines, Eldar
Thinking: Effective ranged fire is as much about weapon quality as the application of disciplined, drilled, not necessarily overly-creative, fire orders.
Taking the Turn's Initiative* generates a single Energy Point ("Tactical Brilliance")
Application: Space Marines?
Thinking: being uber-fanatical, super-soldiers, they're able to dictate the flow of battle. You don't dictate much playing a counter-offensive game.
Being the Turn's Reactive Player* generates a single Command Point ("Strategic Cunning")
Application: Eldar, Chaos?
Thinking: An affinity with the warp provides almost precognitive powers.
Conceding the Turn's Initiative* generates a single Energy Point ("The Horde")
Application: Necon, 'Nids, Tau?
Thinking: It doesn't seem to matter what you do, they just seem to keep on coming...
*I imagine that there could be instances where it might make sense to further refine the distinction between how Initiative was applied e.g., there's a difference between a Turn were the Player with the higher Action Points decides to retain the Initiative and a Turn where that same Player passes on the Initiative, forcing it onto their opponent. I'll have to dwell on that one for a while yet...
Let's imagine how the above Faction Doctrines may play out during various encounters:
Space Marines versus Eldar
If the Space Marines secure the Turn's Initiative, both the Space Marines and Eldar benefit (Space Marines can absorb more damage and the Eldar can do more things), however, if the Eldar take the Turn's Initiative, neither Team is awarded any trait-based rewards. Tough decision time (I love it)!
Eldar versus Orks
Should the Eldar concede the Initiative to the Orks, they earn themselves a Command Point. The Orks are focused on Charging, so they'd likely prefer the Initiative, but ultimately don't overly care. Interestingly, if the Eldar were to retain the Turn's Initiative (play counter to their doctrine, therefore forego the Command Point reward), they'd conceivably face fewer Ork Charges, reducing the Orks' opportunities to lift their morale (Energy Pool).
Ork players would likely take the Initiative if it was on offer, especially if they can order two or more Charges... but if only a single Charge opportunity was available, maybe they'd be better served denying the Eldar additional Command Points and concede the Turn's Initiative?
Orks versus Space Marines
The Space Marines want the Turn's Initiative to deny the Orks Charge opportunities and earn themselves additional Energy Points. The Orks want to deny the Marines the Energy Point bonus so they'll be disinclined to concede the Turn's Initiative. Both parties will likely be inclined to roll for the Turn's Action Points which could be telling. Keep in mind, the Player that held the prior Turn's Initiative must declare whether they intend to roll or take the default Action Points and the Player with the fewer Action Points in the prior Turn can roll two die to determine Action Points.
I like that as a start, some more thinking, more experimentation and I reckon I could have something that works. Ideas? Suggestions? Just sing out.
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