dont forget stealth/infiltration in the mission tyqes. the game sounds awesome, im definitely going to try it out! if you add more attributes to the missions, the variety of missions rises exqonentially. that is to say, if you have a stronghold assault aga

Exactly my thinking! Right now, there are 6 different story structures for each type of Mission, each with an example fluff (“you’re on a routine recon patrol when you stumble into a major enemy troop movement. Nearby is a defensible [Strongpoint] where you can hold up to weather the storm of enemies.” In this case, there’s a separate chart to roll on for what kind of Strongpoint you’re going to defend—it could be a bunker, a castle, a ruin, a hill, etc.) Each different story structure has a different mix of encounter types (such as Traveling Encounter (just getting to the Strongpoint in this case) vs. Defensive Encounter (being attacked at the Strongpoint)).They also mix in Dilemmas (difficult decisions the party must make, such as: a Redshirt stumbles and breaks his/her ankle. You can spend a few hours treating them (chance of wandering monster), leave them behind (loss of Prestige and the Redshirt), send someone to carry them home (gain Prestige, but lose two people for the rest of the Mission), or take a third option (GM discretion). There are also Intermissions, usually right before a huge climax, that are to restore the Squad’s confidence in their ability to survive. You might rescue some prisoners that help you, get reinforcements, find a long-lost powerful relic, encounter some friendly refugees who are willing to trade, and the like.


So between the different groups of antagonists (currently 4, aiming to be 6-8), different Missions (also 4, but aiming to be closer to 10 by release), different scenarios (6 per mission), and wide array of types of encounters/etc. (10 encounters, intermissions, and dilemmas each of Defensive, Traveling, and Assault currently, though there will be more categories as the number of Mission Types increases. There are roughly 2 encounters, 1 dilemma, 1 intermission, and 1 climax per Mission), and 4-6 Climaxes per Mission, there are a lot of different games that can be played. And that’s not even getting into custom GM-made Missions, or the fact that there are several different types of Squads (such as Conscripts and Auxiliaries which rely on numbers, or Shock Troopers which have few numbers but better skills, weapons, and Armour) and loads of different Character combinations.


Ideally, every Mission (which usually takes 1-3 hours) will feel very unique, although I don’t quite have enough Mission Objectives or Antagonists yet to get that feeling. (We defended a lot of Strongpoints against Undead over the holidays, for example, though some were crumbling towers and others were shiny new bunkers).

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Published on January 15, 2015 18:20
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