Help support TMP


"Help designing rules please?" Topic


11 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please remember that some of our members are children, and act appropriately.

For more information, see the TMP FAQ.


Back to the Ancients Discussion Message Board


Areas of Interest

Ancients

Featured Hobby News Article


Featured Link


Featured Ruleset

Munera Sine Missione


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Bronze Age's Ajax, King of Salamis

combatpainter Fezian paints a legend from the Trojan Wars.


Current Poll


Featured Book Review


1,004 hits since 3 Apr 2014
©1994-2024 Bill Armintrout
Comments or corrections?

aapch4503 Apr 2014 12:55 p.m. PST

Hey everyone! After asking about fastplay rules, I decided to try to make my own again, but would like some help!

Concepts I want to hit:
Limited command
Very little dice rolling
Plays in under 2 hours
factors in troop quality (training+equipment)
Multiple stands make up a unit
Troops get tired
Skirmishers are weak (range in general is not super powerful)
Flanks are rewarding targets
stand removal triggering morale tests

Things to avoid:
Complex die mechanics
recoiling…
overly complicated turn structure
lots of stats
Geometry wins
Special rules (a few exceptions..)
"Saving throws"

So if you are interested, or have any suggestions, leave a post below, or email me at: my username (at) gmail (dot) com

Thanks
Austin

MajorB03 Apr 2014 1:07 p.m. PST

Take a look here:
gatheringofhosts.blogspot.co.uk

I think "Gathering of Hosts" rules probably ticks most of your boxes

Marshal Mark03 Apr 2014 2:14 p.m. PST

Hi Austin
Writing a set of big battle ancients rules is not an easy task.
Are you :
A very experienced wargamer who has played lots of games with different rulesets.
Good at probability.
Good at working out in your head the effect one change will have on the rest of a complex system.
Knowledgable about ancient warfare with a good understanding of the sort of outcomes you would expect from various match-ups.
A good writer who can put ideas down clearly in writing.

If your answer to all of the above is not "yes" then I would not recommend you try to write your own rules. If you want to try writing some rules, start off with some small scale skirmish rules, just to get an idea of the rules writing process.

MajorB03 Apr 2014 2:22 p.m. PST

If your answer to all of the above is not "yes" then I would not recommend you try to write your own rules.

While some experience as you suggest is a good thing, I would not want to dissuade anyone from having a go. Beauty is in the eye of the beholder, so if Austin writes a set of rules that meet his requirements as in the OP and are fun to play, who are you to say he can't?

If you want to try writing some rules, start off with some small scale skirmish rules, just to get an idea of the rules writing process.

Actually, I have found writing skirmish rules is a lot harder than writing big battle rules.

MajorB03 Apr 2014 2:22 p.m. PST

In my experience one of the best ways to start writing your own rules is to modify someone else's …

aapch4503 Apr 2014 2:29 p.m. PST

I started to write a set of rules before, that played relatively well. I just had a hard time seperating morale from combat ability… so legions were being routed by warbands with no problem.. which ended up being a problem. So I stopped.

I may have to alter the gathering of hosts rules a bit… those were almost perfect.

Thanks
austin

Marshal Mark03 Apr 2014 3:08 p.m. PST

Actually, I have found writing skirmish rules is a lot harder than writing big battle rules.

I disagree. You could write a set of pre-gunpowder skirmish rules in about 20 minutes on one side of A4 paper. You just need a turn sequence, how far figures move, how ranged combat works and how close combat works. A game like this might not be the most interesting game but it could give realistic outcomes. You then work upwards, adding as you see fit.
There is so much more required for a big battle game.

aapch4503 Apr 2014 3:17 p.m. PST

I want it to be a representative big battle game…
Not hundreds and hundreds of figures and rules and factors galore..

Just a quickplay game that represents a relatively large battle.

vtsaogames03 Apr 2014 7:53 p.m. PST

One idea: blend morale with combat, where superior morale is a plus in combat. No separate morale tests.

Figure out who wins, then calculate losses.

MajorB04 Apr 2014 5:54 a.m. PST

You could write a set of pre-gunpowder skirmish rules in about 20 minutes on one side of A4 paper. You just need a turn sequence, how far figures move, how ranged combat works and how close combat works. A game like this might not be the most interesting game but it could give realistic outcomes.

You have your opinions, I have mine. My opinion is based on several years experience of actually trying to write skirmish wargame rules as well as big battle rules.

You then work upwards, adding as you see fit.
There is so much more required for a big battle game.

Generally, such a "bottom-up" approach is not very effective. Far better to adopt a "top-down" approach to rules design.

Marcus Brutus04 Apr 2014 5:56 a.m. PST

What is it about any of the current sets that you don't like? What you describing sounds like Basic Impetus.

Sorry - only verified members can post on the forums.