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Ships of Blackmoor
#10
Havard Wrote:Very interesting. I wonder if something could be pulled from either DGUTS or Trireme and used in a Blackmoor environment! Smile

-Havard

Havard, I tried doing a better reply for you yesterday, but I did something wrong and it didn't 'take'. You asked a quite reasonable question, and I'm afraid that I came across as a classic grumpy old man in my reply to you. So, here's what I hope is a better reply...

"The past is a different place, they do things differently there..."

Back in those days, rules sets didn't come with scenarios; one could get 'army lists', which gave guides as to what forces one could reasonably expect to see in a campaign setting. The campaign referree, or the person hosting the game, would set the forces available to the players and their objectives for the game and we'd have at it. Campaign gaming gave lots of opportunities to run battles, and these very often were very 'asymmetrical' games as the players on both sides would bring to the table what forces happened to have encountered each other. The map movements gave way to the on-table movements and combat, usually with unforeseen results for everyone concerned. As examples of this, may I suggest Tony Bath's book "How To Run A Wargames Campaign", which gives examples from his Hyborean campaign.

We all used this book; normally, the game host would announce a game or somebody would start a campaign, and people would build the forces needed to run the thing. I got into the habit of supplying all of the sides in a particular game myself, which made it easier on people as I tended to like the more obscure historical periods (Pike and Shot, for example) or Tekumel. We'd all devise fun games that challenged the players, and this is also where Dave Wesley's 'Braunsteins' come from. And Dave Arneson slipping Dave Megarry's Druid a phaser to liven up a Romans vs. Britons game - "How about barbequed elephant tonight, Emperor Claudius?"

yours, chirine
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