rhinobones
Posts: 1540
Joined: 2/17/2002 Status: offline
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Just to make things fair, thought I should write down a few of my ideas about what makes a scenario successful. I think the following are characteristics of good scenarios no matter whether the scenario is a monster, a PBM only scenario or a scenario designed for the beer and pretzel crowd against their favorite AOwPI. The scenario must perform to the designer’s expectations. Whether this is what I call a fun scenario, or a serious endeavor to simulate history, the nature of the scenario is immaterial so long as the author is satisfied with the result. The scenario must challenge the player (and/or players as appropriate). Ideally, to achieve victory, the player must master the concepts of maneuver, logistics, deployment, strategy, operations and tactics. Realistically, incorporating just three or four of these concepts should result in some mighty fine scenarios. Incorporating all six can be a challenge left to the Grand Masters of scenario authorship. The scenario must be compelling to the point where the player enjoys returning to the battlefield and renewing the engagement. These are my criterion for success. Note that there is no mention of time frame, length or historical fidelity. I do not believe that a scenario is dependent on these factors in order to be judged good or successful. There are several other elements which I personally like to see in scenarios, however, I would consider them as “enhancements” rather than criterion. As follows: The scenario should never be predictable to the point where both sides always know where, when and in what numbers troops are deployed. This includes off map events which influence the battle. I believe this completely negates the value of the “Fog of War” setting. If at all possible, refrain from using static Point Paying Objective Hexes. Did Rommel view Tobruk as a 50 VP prize or was it an opportunity to increase his supply while decreasing the enemy supply? Point is, there are more creative ways to reward military success rather than awarding VPs. Randomize, randomize, randomize. There are plenty of events to do so. Make the map larger than the necessary battlefield so that map edges to not form artificial barriers to flanking maneuvers. Enough of my ideas. Obviously the measure of success is a personal matter, and I can accept that many in the community have a different set of scales. This is how it should be and I think it is an indicator of the success that TOAW has enjoyed as a game system for the public. The only issue I have is that some feel the need to express that TOAW can, should or is intended to be used only in the manner dictated by their personal opinion. I think that there is room for everybody in this pool and that all opinions should be respected. Regards, RhinoBones
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