A UNIVERSE OF PLASTIC SPACE FIGHTERS AND ALIENS. IMAGINE D&D CROSSED WITH SQUAD LEADER.
MAKING THE FIGURES AND TERRAIN. RULES DEVELOPMENT, SCENARIOS AND BACKGROUND.

Tuesday 13 February 2018

RULES: 1 : BASICS OF MOVEMENT

GETTING AROUND
The board could be unmarked and allow free movement.

The arguments against this are many. Measurement is necessary, keeping to limits must be monitored and disputes will arise.

The board could be gridded with squares, offset squares or hexes.

Hexes produce anomalies becuase the 'grain' of movement is not the same in all directions. Offset squares do the same. Basic squares have the problem of diagonal moves to solve but their simplicity means here is where I will start. Maybe a game on open terrain on a planet may argue for ungridded movement or a very iregular ship plan could cater for hexes. However, if we start with squares we can always change it later.
 The basic tenet that the game should be built on as simple a base as posible should be upheld especially at the start. Extra rules and ideas will inevitably come along to complicate matters later.

OPTIONAL RULE 1 : When we get down to playing we can decide which ois the basic rule - either it costs 1 movement point to move diagonallyor it costs 2. This must be evaluated later in game tests - maybe the Harpies pay 1 to represent their agility, and humans 2.

OBSTACLES are also easier with a square grid.
 
We can make 'furniture' to occupy some squares just to make life difficult for the players. Doorways are similarly regular and the problems of hexsides not being in straight lines ... no worries.


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