This was a design session on how to do a WW1 skirmish game, focusing mainly delivering a participation game for Jerry Elsmoreâ€™s 50th Birthday con. Iâ€™d already done a first darft of the rules but wanted to talk through some of the principles about what I wanted to achieve.
I found the discussion particularly useful in clarifying my methods for running a participation game at a show. Gone is the idea of having all the action in a static circle of squares that represented all that could be seen (I may do this at CLWG sometime as I still like the idea, although it would be too time-consuming for being run at a show). I did get some ideas for making changes to the terrain though so that it would only become clear when figures entered the square in question.
Also useful was the discussion on how to simulate disorientation and when that might be appropriate. This means that I have some ideas for retaining the confusion that can happen when patrolling at night, especially when shooting starts.
The next version of the game in a complete and playable form will be around at the January meeting and again in February so that it will have had a couple of outings by the time Jerryâ€™s birthday convention comes round. Any volunteers to help run the game on the day will be more than welcome.
In the meantime the draft rules (which are an evolution of Jimâ€™s Starship Solder rules converted to work with 2d6 and have a WW1 flavour) are on the web. http://www.cold-steel.org and there is a fledgling mailing list (using my usual server) at firstname.lastname@example.org (send a blank e-mail with â€˜subscribeâ€™ (no quotes) in the subject line).
Also if anyone has photos (preferably aerial ones) of trenches or shell craters (regardless of period) then I wouldnâ€™t mind if you could send me some scans. I need to make up a stack of terrain cards for the game and one of the things that impressed me at the conference was Jimâ€™s use of laminated card pictures for counters. I reckon that terrain cards made up the same way would look pretty good.