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Old October 4th, 2007, 03:26 PM
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Bixby Bixby is offline
 
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Bixby's Scenario Creator

Hello All:

This is a place where I plan to add all of the ideas we use for creating HeroScape Scenarios. The idea here is that it will be easier for our group, (and others), to make scenarios from a list of options. This will originally start as a bare outline and I will add items to it as I have time and details get fleshed out a bit more.

I. Map Related
A Starting Zones
Choose one option from this section for your game in advance. There are lots of options here for various size maps.
1. Specific Size, one zone per player, units must fit within start zone, extra units are lost. Choose wisely.
2. Specific Size, one zone per player, extra units come into start zone as hexes vacated. They start off the map and at teh end of each turn, units are added to start zone until they are all in play.
3. Single start hex, and every player places units as close as possible to start hex and build out from starting hex.
4. Multiple mini start zones. Choose by drafting zones on the map. This works well with multiple start zones that are 7-12 hexes each in size.
5. Multiple mini start zones. Choose randomly. This works well with multiple start zones that are 7-12 hexes each in size.
6. No start zones. Placement anywhere in map. Roll D20 and starting with high roll, each player places one card of units on the board.
7. Broad map sections. Place any where in quadrant or section. For example, number the various sections of the map 1-6 and players take turns rolling a D6 for each card to see which quandrant or section to place their units.

B. Glyphs
Most of our games do not use glyphs, but every once in awhile we wish the Gods of all things random and Chaotic to make an appearance. Here are some of the glyph placement techniques we have used.
1. No Glyphs
2. Specific glyphs placed face up at certain locations.
3. Randomly assigned glyphs placed face down at certain locations.
4. Each person selects three glyphs, they are placed in a bag, pull out a few randomly and place face down on certain locations.
5. Every turn there is a random check for a glyph that may appear on the board. Roll a d20 and on a result of 18-20 a glyph appears on the map. See the appendix at the end of this post for how to position the glyph.

C. Terrain Effects
1. Official Terrain
This section can be used to make some creative scenario elements on your maps. For instance, perhaps there is a heavy fod over all water and no range attacks may occur over water hexes. Perhaps the grass is deep on green hexes and affords all units on a green hex a +1 defense modifier. You get the idea...
...a. Rock
...b. Sand
...c. Grass
...d. Water
...e. Road
...f. Wall Walk
...g. Lava Field
...h. Snow
...i. Swamp
...j. Water
...k. Ice
...l. Lava
...m. Swamp Water
...n. Asphalt
...o. Concrete

2. Custom Terrain
...a. Black Teleport Hex - These custom painted tiles are typically used as Teleport Hexes on our maps. Good for large maps where alternate movement techniques can be utilized.

3. Official Terrain Objects
...a. Small Ruins
...b. Large Ruins
...c. Warehouse Ruins
...d. Large Tree
....e. Medium Tree
...f. Huge Glacier
...g. Large Glacier
...h. Medium Glacier
...i. Small Glacier
...j. Castle Parapet

4. Custom Terrain Objects
...a. TharKyrie Crypt (Bad_Calvin)
...b. Large Building (Bad_Calvin)
...c. Small Building (Bad_Calvin)
...d. Tower (Bad_Calvin)
...e. Bridge (Bad_Calvin)
...f. Stone Henge (Bad_Calvin)
...g. Bone Henge (Bad_Calvin)
...h. Vine Pedestal Shrine (Mage Knight)
...i. Blood Pedestal (Mage Knight)
...j. Small Fountain (Mage Knight)
...k. Small Stump (Mage Knight)
...l. Green Bush (Aquarium Supplies)
...m. Tropical Bush (Aquarium Supplies)

D. The Drop
1. Are there any scenario restrictions for the drop?

E. No Fly Zones
1. Are there any scenario restrictions for flying?

II. Army Related
A. Team Play
1. 2 Players (1 vs. 1)
2. 3 Players (1 vs. 1 vs. 1)
3. 3 Players (1 vs. 2)
4. 4 Players (1 vs. 1 vs. 1 vs. 1)
5. 4 Players (2 vs. 2)
6. 4 Players (1 vs. 3)
7. 5 Players (1 vs. 1 vs. 1 vs. 1 vs. 1)
8. 5 Players (2 vs. 3)
9. 5 Players (1 vs. 2 vs. 2)
10. 6 Players (1 vs. 1 vs. 1 vs. 1 vs. 1 vs. 1)
11. 6 Players (3 vs. 3)
12. 6 Players (2 vs. 2 vs. 2)

B. Army Drafting Techniques
1. All players show up with pre-draft lists. Roll d20 and pull all cards for your army. If cards run out, player may substitute.
2. Roll d20, Draft order highest to lowest and back again: 1,2,3,4,4,3,2,1,1,2,3,4… etc.
3. Each player picks a card – All players get that card. Repeat until desired army size is reached. Identical armies will be on the board.

C. Draft Restrictions
1. All units
2. HeroScape only (No MarvelScape)
3. MarvelScape only (No HeroScape)
4. Any units not available for this scenario due to scenario backstory or map?
5. Uniqueness of Units.
...a. Only ONE of each unique figure permitted in the game.
...b. Only ONE of each unique figure permitted for each team.
...c. Only ONE of each unique figure permitted for each player.

D. Army Placement
1. Take turns placing units on the board .
2. Place all of your units at once.

E. Army Size
1. No set point value – See II.B.3
2. 100 points each
3. 200 points each
4. 300 points each
5. 400 points each
6. 500 points each
7. 600 points each
8. 700 points each
9. 800 points each
10. 900 points each
11. 1000 points each
12. 1100 points each
13. 1200 points each
14. 1300 points each
15. 1400 points each
16. 1500 points each

F. Reinforcements
1. Start with 25% your army on the board, others come after round x.
2. Start with 50% your army on the board, others come after round x.
3. Start with 75% your army on the board, others come after round x.
4. Start with 100% your army on the board. No reinforcments.

III. Victory Conditions
A. Objectives
1. Kill ‘em all.
2. Generals
3. Capture The Flag
4. Center Flag Push
5. Harvest the Gems
6. Hold The Wellsprings
7. Visit The Shrines

B. Victory Points
1. Points for kills
2. Points for flags
3. Points for holding an area
4. Points for wellsprings

Appendix
Random Placement Rules
This is useful when placing random glyphs or having events occur on the map. It is a random means to determine a location on the map.
First, pick a spot on the map that is approximately the center of the map. Next, assign a number to each side of a hex from 1 to 6, this will determine direction. Once this has been done, you are ready to pick a random map location. Here is how to use four dice to place objects:
• Start from your designated center hex.
• Roll four dice: (Black d6, Black d12, Red d6, & Red d20)
• The Black d6 picks the direction from the center Hex
• The Black d12 indicates the distance in that direction. This is the starting point for the red dice.
• The Red d6 picks the direction from this new starting point.
• The Red d20 indicates the distance in that direction. Place the glyph or event on this spot.
• If the edge of the board is reached, start counting the remainder of the roll back from the edge.
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  #2  
Old October 4th, 2007, 05:01 PM
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jodokast jodokast is offline
 
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Wow, great idea! I will definitely be using this as a resource when creating scenarios.

Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup!!

Think Safely!
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Old October 9th, 2007, 08:13 PM
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Jexik Jexik is offline
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Not sure if this is the best place to put it, but we often use some custom rules when using Marvel terrain.

Concrete- we usually make it count as road
Asphalt- can count as road just like concrete, or recently we had it count as Tar- each space counts as two hexes for movement (just like heavy snow or slippery ice) and any flying units starting in tar must walk off of it before taking off

Quote:
Originally Posted by fomox View Post
(I've also played many matches with great, fun people who were using Q9. So using Q9 doesn't make you a tool. But being a tool sure seems to make you use Q9.)
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Old October 10th, 2007, 12:18 AM
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It would not be that hard to make a program that randomized each choice to actually define the types of scenarios made

Can I try making it?

-Ryougabot

Find out who works with whom
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Old October 10th, 2007, 02:44 AM
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Wind Lane Wind Lane is offline
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Quote:
Originally Posted by Jexik
Not sure if this is the best place to put it, but we often use some custom rules when using Marvel terrain.

Concrete- we usually make it count as road
Asphalt- can count as road just like concrete, or recently we had it count as Tar- each space counts as two hexes for movement (just like heavy snow or slippery ice) and any flying units starting in tar must walk off of it before taking off
I like that tar idea. A little trickier for fliers to deal with than snow is.
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  #6  
Old October 15th, 2007, 06:06 PM
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jodokast jodokast is offline
 
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I was working on a scenario, referenced your outline, and a couple of things came to mind.

1. Create links to the custom terrain that you mentioned.

2. Define the victory condition terms. I don't know how 2, 4, and 5 work. If there is an explaination somewhere already, a link to that would be nice too.

3. In the official terrain objects section, you forgot to mention the low walls from RttFF.

Thanks again for compiling all this information in one spot for easy reference.

Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup!!

Think Safely!
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  #7  
Old October 15th, 2007, 07:18 PM
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STAROCEAN980 STAROCEAN980 is offline
 
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You should put something for capture the flag games like, figures with disengage loose thier power while carrying the flag, as a extra option.

Very nice BTW!

My maps:

R.I.P. Ugly-Caco
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