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Author Topic: [WIP] Wargame ruleset for Boshin War  (Read 6169 times)

Offline Meaty-Daiymo

  • Student
  • Posts: 10
Re: [WIP] Wargame ruleset for Boshin War
« Reply #15 on: 08 July 2025, 08:05:09 PM »
Still writing up the history portion of the book. debating if i should go with single column, double column or switching between the 2 for better reading experience.
Got the main portion done in terms of weaponry and starting to work on different unit type and there characteristics. Only problem im having is some units/type overlaps with each other. So intrested in hearing peoples opinions on what units should be added or if units should be merged

Basic Idea:

Imperial

Satsuma/Choshu Infantry
Domain clans
Jinshotai
Imperial Cavarly
Domain Cavarly
Samurai Cavarly
Goshinpei


Shogunate

Denshutai/Gakuheitai
Shogitai
Shinsengumi
Aizu
Hoeigumi
Northern Domain
Levy/Bayakkotai
Denshutai Cavarly
Samurai Cavarly


Offline Cat

  • Mastermind
  • Posts: 1938
  • All Purpose Neko-Sensei
    • Goblinhall
Re: [WIP] Wargame ruleset for Boshin War
« Reply #16 on: 08 July 2025, 10:41:15 PM »
Double column is much easier on the eyes and finding stuff on a page.

Single column if it's only for passages of pure fluff text so it stands out to be avoided when flipping through the book looking for actual rules.

Offline Meaty-Daiymo

  • Student
  • Posts: 10
Re: [WIP] Wargame ruleset for Boshin War
« Reply #17 on: 10 July 2025, 11:44:10 PM »
Im trying to think if i should do a individual profile of the units with history and traits. or if i should do more a table showing all the units of both sides and there characteritics

Offline Yuber Okami

  • Scientist
  • Posts: 304
    • Huestes de Arcana - The blog!
Re: [WIP] Wargame ruleset for Boshin War
« Reply #18 on: 21 July 2025, 04:09:26 PM »
Do both. A detailed unit description and then a table summarizing all of them.

Offline Meaty-Daiymo

  • Student
  • Posts: 10
Re: [WIP] Wargame ruleset for Boshin War
« Reply #19 on: 21 September 2025, 05:51:19 PM »
going to kick this idea out there but whats the best experience for showing diffrent reload rates or file rates of diffrent weapons? because for the current system
i have developed its based on weapon type ie rifle musket 1 turn reload, lever action/revolver can shoot twice and single shot rifles can reload by next turn. However i noticed from playtest it can be abit cluncky espcially if infantry are out in the open or are facing a charge attack.

so want some opinion on this

Offline EnclavedMicrostate

  • Librarian
  • Posts: 174
Re: [WIP] Wargame ruleset for Boshin War
« Reply #20 on: 24 September 2025, 03:07:48 PM »
Well, mechanics don't exist in isolation. Do you have a draft of the rules you can share?

Offline Yuber Okami

  • Scientist
  • Posts: 304
    • Huestes de Arcana - The blog!
Re: [WIP] Wargame ruleset for Boshin War
« Reply #21 on: 25 September 2025, 03:49:10 PM »
going to kick this idea out there but whats the best experience for showing diffrent reload rates or file rates of diffrent weapons? because for the current system
i have developed its based on weapon type ie rifle musket 1 turn reload, lever action/revolver can shoot twice and single shot rifles can reload by next turn. However i noticed from playtest it can be abit cluncky espcially if infantry are out in the open or are facing a charge attack.

so want some opinion on this

It really depends on what yo are looking for: playability/fun or historical accuracy. I remember trying the latter once and it turned out that the best rifles of the age could shot at least six times faster than an arquebus. It wasn't fun at all

Offline SJWi

  • Scatterbrained Genius
  • Posts: 2184
Re: [WIP] Wargame ruleset for Boshin War
« Reply #22 on: Today at 07:37:37 AM »
Hi, I would certainly not claim to be an expert rules writer but have read and tried many rules over the years. As others have said I think you need to decide are you producing a "game" or a "historical simulation". I know the two overlap but IMHO one normally dominates. I have the impression that you want the characters to have a real role so would suggest that you write your core rules, start playtesting them and then add the complexity of the characters.  Also, unless you want these rules for just your own use put them out to other people for playtesting. There is nothing more annoying than buying a set of rules that have been playtested by the author and his mates who know what things mean, that are then unintelligible to the rest of the world!     

 

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