The Reaction System - A new and unqiue Wargame System

Started by HeadClot, 16 May 2010, 08:19:30 PM

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HeadClot

Hey, I am writing a rule set for a new and unique kind of War game.
I am looking for a few more genres to include in my book/e book before I start writing.

If you want a certain era of Warfare included in the main book please tell me via this thread or in the comments on my blog.

http://reactivesys.wordpress.com/

I am going to be writing up the rules for basic play today. Due to this is a Universal War game System. I am trying to make the rules as simple to understand as possible.
If you are interested please head over to my blog and post a comment or post here.

I have posted some theory on how war games can become non turn based and a few goals for the book.

If you have any question please feel free to ask them here :)

~Ben





Dave Fielder

Romeo and Juliet is a Verona Crisis

Luddite

I'm baffled.

So what you're saying is that you want to design a set of tabletop wargames rules that work just like RTS computer games?

I can't see it working really, but i look forward to your suggestions... ;)  Always willing to try something new.

I've got a few, well, comments?  Queries?  about your stated aims too.


Make a universal system that can be applied to a wide variety of eras and Play styles.

My experience is that the wider the rules try to apply themselves, the more generic and 'gamist' they become.  The problem with this approach is that combats from different eras and different locations have very different 'friction' developments. 
Making a ruleset that properly models the divisional conflicts at Waterloo 1815 as well as skirmishes like the SAS storming of the Iranian Embassy, and as well as the Battle at Issus...well...can it be done?   :o

Create a Hybrid RTS system that can be applied for both Skirmishes and Campaign based games.

Skirmish/campaign?  Isn't that a false dichotomy?  Not sure how those two relate.
Also, i just can't see how you can replicate the RTS system on a face-to-face tabletop without the Kreigsspiel approach using a 'confidant'.

Create a wide variety of rules for Era Based Play.

Rules bloat?  Isn't this in contradiction to your first goal; a 'universal system?

Create generalized rules for Crafting New Army lists for various eras

Why would you need these?

Make the Rules Basic enough for a beginner to understand but keep a veteran player Interested in the game for a very long time.

The holy grail!!


Good luck though and i look forward to seeing what you develop.


http://www.durhamwargames.co.uk/
http://luddite1811.blogspot.co.uk/

"It is by tea alone i set my mind in motion.  It is by the juice of Typhoo my thoughs acquire speed the teeth acquire stains, the stains serve as a warning.  It is by tea alone i set my mind in motion."

"The secret we should never let the gamemasters know is that they don't need any rules." - Gary Gygax
"Maybe emu trampling created the desert?" - FierceKitty

2012 Painting Competition - Runner-Up!

"I have become inappropriately excited by the thought of a compendium of OOBs." FSN

Dave Fielder

Hordes of the Things: This is a generic system that can have any army .....
Romeo and Juliet is a Verona Crisis

DanJ


HeadClot

First i would like to apologize for the lack of updates - Real life matters got in the way of me making the rules so I am going to try and make them over the course of the next few weeks (Basic Draft version)

Quote from: Dave Fielder on 23 June 2010, 07:33:58 PM
Are you advocating simultaneous moves?

Yes I am advocating Simultaneous moves but in a limited sort of way. Each Unit has a LOS (Line of Sight). It Represents how far they can see onto the battlefield, Of course any units Line of Sight can be blocked by buildings, Rocks, Thick Foliage, etc. Just like in real life.

Now for the Example on the Simultaneous Moves -

Lets say there is a British regiment of horse stationed on a hill. Your British line infantry has just engaged the American Colony Lines. You decide to give them a severe blow to their troop numbers and morale by flanking their right line and finish the battle. Your cannons are stationed on a nearby hill and are pounding the American center line since the cannon is already commited to a combat action it cannot spot any enemies that will attack your Calvary. You order your Calvary to charge the right flank of the American Lines.

When you begin to flank the American lines the American Player Activates his 2 Artillery Batteries with Canister shot Shredding your British Calvary and forcing them to retreat to their hill and in turn making them ill-effective for the rest of the battle they can still spot but they cannot attack due to low morale and troop numbers of the Calvary Regiment.


I hope that i explained it clearly. If not i will post a Picture explaining it all.


Quote from: Luddite on 23 June 2010, 08:38:39 PM
I'm baffled.

So what you're saying is that you want to design a set of tabletop wargames rules that work just like RTS computer games?

I can't see it working really, but i look forward to your suggestions... ;)  Always willing to try something new.

I've got a few, well, comments?  Queries?  about your stated aims too.


Make a universal system that can be applied to a wide variety of eras and Play styles.

My experience is that the wider the rules try to apply themselves, the more generic and 'gamist' they become.  The problem with this approach is that combats from different eras and different locations have very different 'friction' developments. 
Making a ruleset that properly models the divisional conflicts at Waterloo 1815 as well as skirmishes like the SAS storming of the Iranian Embassy, and as well as the Battle at Issus...well...can it be done?   :o

Create a Hybrid RTS system that can be applied for both Skirmishes and Campaign based games.

Skirmish/campaign?  Isn't that a false dichotomy?  Not sure how those two relate.
Also, i just can't see how you can replicate the RTS system on a face-to-face tabletop without the Kreigsspiel approach using a 'confidant'.

Create a wide variety of rules for Era Based Play.

Rules bloat?  Isn't this in contradiction to your first goal; a 'universal system?

Create generalized rules for Crafting New Army lists for various eras

Why would you need these?

Make the Rules Basic enough for a beginner to understand but keep a veteran player Interested in the game for a very long time.

The holy grail!!


Good luck though and i look forward to seeing what you develop.




Ok, now for your questions and comments Luddite

1. The way I plan to avoid the overall 'friction' between eras is to make 4 sections in the book and several sub sections
    Section 1 - Dealing with the General rules of play (The other sections are just basically internal Supplements of the core rule book)
    Section 2 - Dealing with Ancient Warfare
    Section 3 - Dealing with Dark age and Medieval Warfare
    Section 4 - Dealing with Gunpowder Warfare and Modern Warfare

2. The Skirmish/Campaign System: I guess i mis-wrote this.  The Hybrid RTS system is basicly Half Turn Based Half RTS Based.

The Campaign System being Turn Based
Then the Skirmish bit being RTS based.
You can get around the 'confidant' a by a few ways which i am experimenting with at the moment.
One of which Picking up a unit and announcing your move/attack out loud (Much like Chess with a mix of Magic the Gathering). For example: I use my cavalry to flank the Right Line of the American Infantry.

3. Not really if the player wanted to have pre-set series of rules using a specific era he would look in one of the sections dedicated to that era (See Section 1)
    Also note that if the rules were not there some of the beginners would be turned off. Plus you can discard the supplement rules if you want I am not forcing you to use them. Plus additional Supplements will be released separately apart from the core book. 

4. Never thought of it like that

I really hope you guys enjoy what I make as far as rules go :)