Wild Bill -> RE: A New Look at some old Stuff (3/5/2005 1:29:12 AM)
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Good suggestion, Glenn. Here is a republication of an article I wrote back in the day when the "Wild Bill's Raiders" were going full force. I've found that these principles apply not only to SPWAW, but to scenario design in any game. I would recommend that those thinking of scenario design read this over for some basic principles ------------------------------------------------------------- HOW THE RAIDERS DID IT (The Scenario Design Process at WBR) By Wild Bill Wilder Scenario design is only one of the things that went on at the Raider HQ. Providing good reading material on historical matters, advice on doing your own scenarios and answering gaming questions were all part of our routine. I’m republishing it in the hopes it will help those beginning the wonderful experience of scenario design! ===================================== A number of you have asked about scenario design. What goes into it? How much time does it take? How easy is it? Can anyone do it? Here is a brief rundown of the procedure followed by the Raiders in attempting to bring you some of the finest scenarios you can find anywhere. Let me clearly state that we don’t consider ourselves infallible or the last word in scenario creation. Our productions, however, have been well received by the gaming public and most SP enthusiasts. This leads us to believe that we are at least headed in the right direction. So in building that battle that you can enjoy in some version of Steel Panthers, here are the steps we followed. The First Step: Research – Mining for Gold Average time – 6 to 10 hours The basis for our scenarios was historical research. First, I or one of the Raiders chose a theme or a particular battle. Occasionally we get got suggestions from some of you. Then many historical works are consulted on that particular subject. This is done prior to any work on the computer. After the information has been gathered, compared, and collated, it is typed up into as accurate a background as possible. This includes the forces involved, the why and where of the battle, and the outcome. Whenever possible, personal incidents and anecdotes are included to spice up the content and emphasize the humans involved in the fighting. In essence it is a resume of the battle that is about to be electronically recreated. For hypothetical scenarios a fictional background is written, often based on actual existing military units and political situations. The background then serves as the foundations for the creation of the scenario. The Second Step: Design – Preparing the Field of Battle Average Time – 3 to 5 hours A good map will nearly always have a tremendous influence on the course of the battle. Terrain is often the key to success or failure. The Raiders seek to prepare maps that are realistic, attractive to the eye, and representative of the actual field of battle. Often a detailed map of the area for the battle is not available. This means that some conjecturing must take place. Wherever possible, the terrain is sculptured and then a map is put together to simulate as much as possible the actual place where the fighting occurred. In the case of hypothetical battles, we attempt to find out what the terrain in the area is like to add realism to the scenario. Not everything can be accurately portrayed on a map. Further, the map editor in the SP series has certain limitations. Fields and high grass, for example, can only be placed on ground level hexes. There are other limitations, which, of course, make us do the best we can with the capabilities given us by the games. The Third Step: The Fighters – Two Opponents Created Average Time – 4 to 12 hours At the Raiders, we not only choose units; we edit and remold them. If you look carefully though our scenarios with an editor, you will find units or combinations of units that are not readily available in the SP lists. As an example, in some of our SP3 scenarios there are snipers. Now most of you are aware of the fact that there are no snipers in the lists in SP3. Well, we have included them. Some units that we have fabricated include the M577 command vehicle (a version of the M-113 APC), the T-30 halftrack, M3A1 Scout cars and many others. In Korean scenarios, we included the earlier model T-34 with the 76mm gun. Some were in use by the North Koreans during the fighting. SP does not give you that choice. What do we do? We take a T-34/85 and modify its firepower and armament to give you a T-34/76 model. We also modify weapons, size of units (to show attrition), morale and experience of the units, even to the point of changing the names of the leaders (Don’t you get tired of “Wittman” being in every scenario containing German forces?). Finally, whenever possible, every effort is given to personalizing the individual units. Instead of “US Infantry Squad” as the name of the unit, it is renamed “US 1st Squad/1Ptn/C.” The next unit in line would be the 2nd Squad and so forth. On occasion, individual tanks and aircraft are given personal and unique names, just as the actual combat units did. This really helps the scenario to have a better military flavor and also aids in keeping units of the same outfit together for better command control. In really large scenarios with lots of units, the amount of personalizing is sometimes limited to avoid confusion. Once chosen and modified, we carefully deploy these units onto the map. We never just pick some units and stick them on the map somewhere. Unit placement is as important as unit choices. The Raiders always try to have units placed so as to mirror actual historical placement and give flavor and challenge to the scenario. In our scenarios, units are placed on the map in such a way as to give the player an opportunity to do a little strategic planning before the fighting begins. Often the first two or three turns allow the human player a moment to organized his units and develop a strategy of action before the shooting begins. The Fourth Step: Finishing Up – Putting the work to the test Average Time – 8 to 10 hours This step will make or break a scenario. It is every bit as important as the other three. If the scenario is not pre-tested, modified and tweaked, it will often turn out to be a dud. We simply do not cut corners here. We can’t afford to. The map may be a geographical marvel, the units unique and challenging; but if there is no balance, or units left in corners, or it has a sense of incompleteness, the scenario loses its value. We don’t want to produce scenarios that are unwinnable nor do we want them to be to easy either. No one likes a pushover, but everyone likes to have a chance to win. Its that simple. To have a top grade scenario requires hours spent at playing and replaying the scenario. Here is where the entire Raider staff goes into action. All the Raiders are qualified gamers. The testing begins with the author of the scenario. Once he had made all the corrections and improvements he can see that are needed, he passes it on to the development team. Each member tests every scenario at least three times, becoming alternately the good and then the bad guys. Corrections and play balancing take place as this is being done. Once testing is completed, the tester fills out a written report and submits it to Raider HQ. Here again, if needed, more improvements and refinements will be made. After a number or sessions with the scenario, it is considered to be ready for your pleasure. All of this is done to insure that the scenario provides the playability and challenge that it should to you. Our focus is on accuracy, fun, challenge, and playability. We all know that the amount of hours spent on a project is no guarantee of its success. Without all that effort, however, the product will undoubtedly be inferior to the standards of most wargamers and more to the point, ours. After all, we design and develop scenarios because we ourselves like to play them. We work very hard to put out the best that we can. We want to offer you the most accurate scenario possible. We do it for you.
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