Post by tombowings on Apr 4, 2023 23:11:26 GMT -6
While rereading Warriors of Mars, I found this excellent quote on page 27:
“We have found it to be practically impossible to write really complete campaign rules, for there is always some new feature cropping up or some new idea which a player wishes to try. If the campaign is begun simply, giving only the information noted above, it will function quite well for a few turns. The referee will then be able to handle each new detail as it arises, and a set of house rules for the campaign will quickly and naturally develop. And a word of advice here: We have anticipated in campaigns which quickly developed -- into monsters of paper work for the referee and for the players alike; needless to say, the affairs never saw any conclusion. Keep campaigns as simple as possible, and the players will love them!”
The truth contained in that short paragraph strikes me powerfully. One of my downfalls as a referee is trying to figure too many of the rules concerns out before play begins instead of letting them develop naturally as a result of the players' choices. TTRPing stumbles over mountains of unnecessary paperwork. Creating sub-systems for their own sake are an endless pursuit with little pay off.
Introduction on page 5 contains another interesting artifact. It recommends games begin on a man-to-man scale, and only later expend into mass warfare. In other words, WoM is as much an RPG as it is a wargame.
"Unless there is a large army immediately available it is suggested that play begin on a man-to-man basis, far this requires only a few figures. As collections grow personal adventures, mass battles, and aerial warfare can be added. The rules are designed to grow with your familiarity with them and with the availability of miniature figures to use in play."
“We have found it to be practically impossible to write really complete campaign rules, for there is always some new feature cropping up or some new idea which a player wishes to try. If the campaign is begun simply, giving only the information noted above, it will function quite well for a few turns. The referee will then be able to handle each new detail as it arises, and a set of house rules for the campaign will quickly and naturally develop. And a word of advice here: We have anticipated in campaigns which quickly developed -- into monsters of paper work for the referee and for the players alike; needless to say, the affairs never saw any conclusion. Keep campaigns as simple as possible, and the players will love them!”
The truth contained in that short paragraph strikes me powerfully. One of my downfalls as a referee is trying to figure too many of the rules concerns out before play begins instead of letting them develop naturally as a result of the players' choices. TTRPing stumbles over mountains of unnecessary paperwork. Creating sub-systems for their own sake are an endless pursuit with little pay off.
Introduction on page 5 contains another interesting artifact. It recommends games begin on a man-to-man scale, and only later expend into mass warfare. In other words, WoM is as much an RPG as it is a wargame.
"Unless there is a large army immediately available it is suggested that play begin on a man-to-man basis, far this requires only a few figures. As collections grow personal adventures, mass battles, and aerial warfare can be added. The rules are designed to grow with your familiarity with them and with the availability of miniature figures to use in play."