So it’s Tuesday, one day before this has to go out. Talk about cutting it fine.
And I think that there is something else I missed out in LAST WEEK’S POST that is key to why Scythe would be the perfect mega game conversion.
I know this sounds weird; for starters Scythe is a board game not a Megagame.
However this is the perfect candidate for conversion into a Megagame and there is one reason for this; the relationship between the mechs and the workers.
So last week I explained my process for designing the mechanics HERE but now we need to get into story.
And I’m using a very simple concept to do this… what story do I wish to let the players tell?
WARNING, this is very close to rail-roading so the next week will be the fine line and how to avoid crossing it.
When designing, you can safely assume that it will come out perfect…
Then be ready to throw it in a bin and NEVER ever play it.
OR you can take the idea and put it through a shredder… OK surely that the same thing right.
I was thinking about taking on the players side and how they can affect how a game is run, however I don’t have enough experience to write part 3 fairly. In this case I think that the best option is to get a few more opinions and live results before doing it.
Tomorrow at 7 however I will post something so that I fulfil my weekly opinion page.
There is no I in team; however there are issues with teams without a leader. The structure of the Prussian Team may have had a king but during the battle the king just let his captains do their job effectively missing a leader for the full team.
For those that haven’t read part 1, please read it here.
I played the Jena Campaign as the French which was the most structured of the two teams to prepare for battle… the question is; what it is like for the other side.
This is actually a great exercise as I didn’t play the opposite side. However, I can look at the French structure and guess what occurs on the other side.
DISCLAIMER: this exercise could result in a wrong answer and I may be wrong… if someone does challenge it then I will inform you. Also some of the statements may be coming from the DoBO (Department of the B******* Obvious).
Firstly two quick links to primers for megagames for non-megagamers as really they are better examples than anything I can explain:
When writing something about mistakes, it is very difficult thing to avoid making someone feel bad. Its also very difficult, at the same time, to avoid sounding like a big head when you or a member of your team does something that is a masterstroke (or even yourself).
I’m going to try to do this without doing either but advanced warning, this may not work.
Actually, I think that isn’t as difficult as you think… the pivotal moment I wish to talk about came about from three people talking together and the scenario had been set up so that it could happen.