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Reflections on Scenario Creation

Posted December 21st, 2010 at 02:42 PM by kolakoski
Well met!

I have spent an inordinate amount of time reading novels, as opposed to working, studying, exercising, etc. A good work of fiction (in print or on the screen), among other things, is totally engaging, makes you care about the characters, and gives them hard choices within a good story. I try to do the same when writing a Heroscape scenario.

I have my favorite Heroscape units, of course, that figure prominently in my personal Heroscape ethos, which has little or nothing to do with the "official" back story. I therefore don't write scenarios that dictate what units must be played. A related issue is writing scenarios, like Pirates!, with built-in unit restrictions, to encourage a wider variety of viable characters, or to create a certain ambience. Even there, I included a disclaimer to permit variants with fewer or no such restrictions, as many other players' ethoses differ radically from mine.

I mentioned "hard choices" earlier. I am particularly proud of the Captain rules in Pirates!, wherein if a Captain is killed, his crew immediately gains +1 offense/defense, while if the Captain is "captured" (Mindshackled or otherwise controlled, by Werewolf Lord or 'flayer, his crew immediately surrenders (losing the game).

I am working currently on a scenario very loosely inspired by Q-Lok's The Long Road Home. Of course, the only thing my scenario has in common with his is the idea of a small force working its way through a gauntlet of enemies to reach a certain refuge.

My version's premise is lifted from the many rescue scenarios of Western films like She Wore A Yellow Ribbon, in which a small force endeavors to reach refuge in a [fort], or survive until one of its members can reach the fort and bring help. (Thank God, its the cavalry, just in the knick of time!)

Fundamentally, the small force will be half the size of the blocking force, which in turn will be two-thirds the size of the rescue force, for example, 300/600/900 points for the small force, blocking force, and rescue force, respectively. The rescue force will be released from the [fort] if and when a member of the small force manages to reach the [fort]. Victory conditions are tentatively based on a percentage of the small force reaching the [fort], perhaps with additional conditions (escort a figure or treasure to the [fort], capture or kill unit/treasure along the way, etc.). The small force will undoubtedly have a Captain, as in Pirates! Depending on the map, various additional features may be added, such as a neutral monster/force, variable start zones, etc.

The Devil is in the details. When I initially presented what I thought was close to a finished version of Pirates! to chas, who I charged with making the map, he pointed out myriad issues that had not even occurred to me, and I gladly gave him co-creator status in the project. This scenario should be much easier to put together, though, right chas (famous last words )?




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chas's Avatar
I haven't seen the scenario yet, but I'm wondering if:

a) the Rescue force is too powerful?

b) the small force should have to get all the way to the fort to activate it?

For the first portion of the game, the blocking force outnumbers the small force 2:1. For the rescue force to be released, a unit from the small force must make it to the fort. That might be difficult, and the small force still has to get a percentage of its army into the fort alive to win. The rescue force is part of the small force's army (my bad for not making that clear), so OMs must be used to bring the rescue force to bear and for the small force's evasive maneuvers. Sure, no problem once the rescue force meets up with the small force, but getting to that point with enough of the small force intact . . .
Posted December 21st, 2010 at 06:15 PM by chas chas is offline
Updated December 23rd, 2010 at 07:03 PM by kolakoski
Old
kolakoski's Avatar
chas notification?
Posted December 22nd, 2010 at 11:17 AM by kolakoski kolakoski is offline
 
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