Lead Adventure Forum
Other Stuff => General Wargames and Hobby Discussion => Topic started by: Bravo Six on 01 July 2021, 08:20:30 PM
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So I was spending some time lately working out the kinks in my homebrew ruleset for skirmish gaming and I came across a definition on Wikipedia for "beer and pretzel" games that encapulates my blueprint for writing rules perfectly. I always say that my intention when writing rules is: because I don't like many rules out there and because I want simple rules for pushing my toys around the table.
A beer and pretzels game is any of a class of tabletop games that are light on rules and strategy, feature a high amount of randomness and a light theme. The term was originally coined to describe relatively simple wargames that did not require extraordinary focus to play. The name was then adopted by gamers to mean casual, short and easy to play games in general. Beer and pretzels games vary greatly in theme and gameplay, but have a set of common characteristics. Rules are simple and generally explainable in just a few minutes. Turns pass quickly and humor is common. Randomness, either in the form of cards or dice is essential. Fortunes may revert quickly and the game often ends suddenly and unexpectedly. Scoring requires very simple calculations. From a design stand-point, beer and pretzels games are non-trivial to create. They need to have enough depth to encourage repeat play without a stiff learning curve, and need to be enjoyable in quick sessions
For me, that sums it up rather eloquently. I realize this is not everyone's cup of tea, but for me, it's paramount.In the Kreigspieler rules for "Setting the East Ablaze" they say "If you are a "gamey gamer" these rules are not for you. Go do something else". lol lol
Anyone else follow this school of thought?
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Absolutely. I want anyone to be able to immediately jump in and play and not have to know the rules until they need to use them. They should be able to think in terms of what the figures and terrain is and just go for it. The worst are surprise implications of past actions. "Now I get this modifier and that modifier because you advanced instead of doing a cautious advance. And then you'll also get a morale class downgrade because you are taking fire from two points at 90 degrees from one another so you count as enfiladed." o_o o_o
Lately I've been using Bob Cordery's Portable Wargaming because I find simple grid movement and counting squares for range is even easier and faster.
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Agreed on that Matty. I think someone here wrote a simple participation game for a show based around Rome and it was super simple and I quite liked it. :)
Little Wars TV had a great episode talking about how homebrew and house rules sometimes morph into a game all of it's own. The man behind Iron Ivan Games is the guest:
https://www.youtube.com/watch?v=CFwoKByeorY
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That video will definitely get played during my painting session in a few hours.
Another thing I like is lots of interaction/short down time. I much prefer turn structures where people are making decisions and rolling dice at shorter intervals rather than waiting for someone to do everything with every part of their force.
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I much prefer turn structures where people are making decisions and rolling dice at shorter intervals rather than waiting for someone to do everything with every part of their force.
Yes that. I like the way FFOL uses cards for activation to avoid the typical IGOUGO for that very reason.
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Definitely follow this school of thought. Don't get to play often, so need something that is easy to sort out forces, and plays smoothly with rules that can be picked up/taught easily and don't require lots of digging through tables cross referencing stats and adding 16 modifiers to work out if a figure hits during shooting.
Also agreed that card activations are significantly more fun than IGOUGO
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Xander, if you haven't already, you should check out Fistful of Lead. Checks all those boxes. ;)
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Xander, if you haven't already, you should check out Fistful of Lead. Checks all those boxes.
Plus one to that, they are fun too!
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Adding to that has.been is that they cover pretty much every period gamers play.
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Adding to that has.been is that they cover pretty much every period gamers play.
Also, as it gives you a playable set, you are free to introduce
your own rules to cover your game.
My Home-brew WW2 rules cover the basics.
Then if playing Winter Russian front we include a few rules about snow.
No need to study up on:- Crossing sand, monsoon & how it effects road
movement, foggy days etc. etc.
K.I.S.S. (Keep It Simple Stupid). :D :D :D
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I have a copy of has.been's Napoleonic skirmish rules, KISS Principle applied in full, and they give a cracking game!
:-*
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Thanks Harry.
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Rule 1 for rule writers: know the maths.
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know the maths.
Sum do, sum don't. lol
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Rule 1 for rule writers: know the maths.
Not as necessary as you think lol
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So I was spending some time lately working out the kinks in my homebrew ruleset for skirmish gaming and I came across a definition on Wikipedia for "beer and pretzel" games that encapulates my blueprint for writing rules perfectly. I always say that my intention when writing rules is: because I don't like many rules out there and because I want simple rules for pushing my toys around the table.
For me, that sums it up rather eloquently. I realize this is not everyone's cup of tea, but for me, it's paramount.In the Kreigspieler rules for "Setting the East Ablaze" they say "If you are a "gamey gamer" these rules are not for you. Go do something else". lol lol
Anyone else follow this school of thought?
Depending on my mood, defintely! I wrote a ruleset with this exact philosophy in mind to use in participation demos at conventions, called PEW PEW.
See here: https://pijlieblog.blogspot.com/2014/09/escape-from-amersfoort-snake-strikes.html (https://pijlieblog.blogspot.com/2014/09/escape-from-amersfoort-snake-strikes.html)