Showing posts with label Mass Combat. Show all posts
Showing posts with label Mass Combat. Show all posts

Tuesday, June 4, 2019

Patreon Special: the Siege of Centauri Prime

My patrons voted on a Worked Example of an Ultra-Tech Framework setting for this month.  Sometime last year, I created a series on Ultra-Tech Frameworks, that is, how do you choose what technology you want for your setting.  

Today, I present the Siege of Centauri Prime, a worked example of a TL 10 setting, wherein the players play as students in a virtual high school who, when they're not busy helping with their parents' terraforming chores, sneak off to fight one another in drone battles with misappropriated terraforming drones.  This is not a full setting so much as a setting seed, and shows how one might go about choosing the basic technology for a setting, and then expanding on existing technological ideas to create nuanced gameplay (Mass Combat, in this case).

This is available to all Patrons ($1 is all I ask) as a thank you for their support.

Thursday, December 15, 2016

Building the Officer: Strategy, Foresight and shades of Mass Combat


Director Krennic Arrives -- by Ashley Clapperton

So, I've established that Mass Combat is a terrible idea, and then tempted you with the possibilities of some rather cool scenarios (a single dreadnought or fleet on the run from the Empire trying to maintain its resource while pondering when and where to strike next).  How could we design a character (say, the Officer) that can fulfill both design goals?  Most campaigns will never feature Mass Combat, so such a template would be useless in those, and even in campaigns that do feature it, Mass Combat is unlikely to be constant, so what does the character do in the meantime?


Tuesday, December 13, 2016

Putting the War back into Psi-Wars: Saying Yes to Mass Combat

So last time I argued that Mass Combat was a terrible idea for Psi-Wars.  I haven't changed my mind and I still think it's a terrible idea.  Ergo, it's a waste of time to even look at Mass Combat, right?  I would argue that it isn't.  We need to challenge our assumptions, push our boundaries, and look more deeply at things. While I know many people are "loathe to do work they do not need to do," the difference between quality work and shoddy work is a willingness, first, to go the extra mile and, second, to make good use of "wasted" work.

Hemingway called this his Iceberg theory, that the surface of a story, what you read, is only part of it.  The rest of the story should be buried beneath.  By removing things the author understands well, he can make his story stronger.  A role-playing setting can work the same way: very rarely have I seen economics discussions erupt in earnest among my players, such as wondering what happens to the loot they sell to the local merchant, but if you understand the economics of your world and your setting is carefully built around it, or at least inspired by it, it can hang together in a pleasing way, and when players ask "Hey, why is X?" then you have a ready answer.

This, by the way, is how you solve the Willow/Brent dichotomy when building  your setting.  Brent doesn't care about anything that's not directly pertinent to him, but Willow wants to know more and more and more and to see that it all works.  If a setting element isn't directly pertinent, then it should be optional, buried beneath layers of gameplay as a foundation element, but if Willow wants to know about it, she should have the opportunity to dive deeper, to get more out of your material when she wants to.

How does this apply to Mass Combat?  Even if we don't want to use Mass Combat in Psi-Wars, understanding what it looks like could tell us a great deal about Psi-Wars as a setting.  Mass Combat discusses not just strategy, but logistics, administration and supply lines.  Understanding how and why factions in a setting goes to war tells you a lot about the underpinnings of the setting.  Furthermore, Psi-Wars is derived from the Action genre, and in Action, even if Mass Combat doesn't directly show up, the state of militaries in the world and global conflict definitely provides context to the action that takes place.  Finally, just because I think Mass Combat is a terrible idea doesn't mean you, dear reader, agree.  Perhaps you have a crazy good idea.  If I explore Mass Combat, even for one post, I can serve all of these needs.

Monday, December 12, 2016

Taking the War out of Psi-Wars: Saying No to Mass Combat


Psi-Wars is about war and definitely features huge fleets, heroic starfighter pilots, daring commando raids and maniacal commanders plotting the destruction of entire worlds.  "War" is one of our core gameplay activities!  Given that, shouldn't Mass Combat be front and center in our game?

No. Jason "P.K." Levine says it better than I could in Just Say No to Mass Combat, but let me try to break it down for you in the specific context of Psi-Wars.


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