"Suggestions for a new rule set" Topic
9 Posts
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27 May 2015 8:20 p.m. PST by Editor in Chief Bill
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sneakgun | 12 Feb 2015 8:52 a.m. PST |
The author could: a. make a side by side comparison showing how his/her rules are different/better than previous rule sets. b. Just show how his/her are better. c. What new ways of doing the mechanics of the rules. d. Changes you need to make to miniatures or bases to play the game. e. a sample game with his/her rules compared to another set of rules. f. Is there a requirement to purchase only a certain company's miniatures? If so, provide side by side comparison of his/her minis with other minis already available. |
M1Fanboy | 12 Feb 2015 8:58 a.m. PST |
I am for c and d. Tell me what's new and what I need to play. I will figure out through playing the rules what's good/bad about the rules. Or, at least read reviews by people who have played. |
JimDuncanUK | 12 Feb 2015 9:03 a.m. PST |
And there's me thinking there is nothing new in wargaming. But then I have 50 years of gaming experience and have forgotten more about the hobby than some of you young guys will know about. |
Great War Ace | 12 Feb 2015 9:34 a.m. PST |
There isn't anything "new under the sun", or in wargaming either. However, my exposure to rules will always be limited to what I have been exposed to. (oh, really?) That means that something will always be new to me. I don't think that you can discount any of your six criteria for introducing "new" rules. But, if I were to dump one of your criteria it would be "a", because anyone checking our your rules will already be comparing them to the ones that they know. And the others that they don't know, that you are comparing yours to, will only be distracting, unwanted information. "Better" is, of course, subjective…. |
David Manley | 12 Feb 2015 11:05 a.m. PST |
There is indeed very little that is truly "new". I've had some interesting chats with designers who were convinced that "system X" ripped off their novel ideas in their "system Y" game, only to note to them that those novel ideas had been used in games in the 70s and 80s. When I've been discussing my rules with others who have wanted me to "defend" them, or explain why they are "better" I've often just noted why there were elements in existing sets that I personally didn't like or agree with or where I just had a different opinion or angle than other authors, so my rules are "different", not "better" (even though I know they are :) ). It makes for less confrontational and more constructive discussions. That said I have been involved in a few discussions about a very few sets of rules in my sphere of interest that were complete dogs :D |
MajorB | 12 Feb 2015 2:04 p.m. PST |
f. Is there a requirement to purchase only a certain company's miniatures? I cannot see how any set of rules could enforce that. |
Sundance | 12 Feb 2015 5:25 p.m. PST |
I find that most blurbs about rules actually tell you nothing about the rules (like the paragraph on the back of the shrink-wrapped book/box). Tell me how the rules work in a paragraph or two, and then I'll consider. |
platypus01au | 12 Feb 2015 7:22 p.m. PST |
Don't do (a) or (b). Slagging off a ruleset that someone has been playing and liking for years is a surefire way of putting people off. Simply explain the mechanics of the game and people will be able to make their own comparisons. (e) is very useful, and YouTube a great resource. Cheers, JohnG |
Martin Rapier | 13 Feb 2015 4:35 a.m. PST |
a: and b: are somewhat subjective. c: it is usually a good idea to explain unusual mechanisms. d: I would hope is completely unecessary. Suggest base sizes by all means, but to require rebasing? What is this, 1970s? f: I wasn't aware that wargames rules only work with a particular type of toy. You could play any of our games with bits of cardboard. Or lego. Or small rocks from the garden. |
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