I’m beginning to think that a wargame stands or falls on its
special rules, and the more special rules it has, the greater the chance it has
of falling.
The problem with special rules is that they override normal
rules. They tend to say “No matter what, this happens” or, perhaps worse, “No
matter what, you can’t do that”. Let me give you an example.
Years ago, I played Fantasy Battle against a High Elf army.
I carefully positioned a tough unit of lizardmen to charge a smaller unit of
axe-pixies (or swordsmen or whatever they were). I charged, ready to make the most of my
cunning deployment. But it was not to be.
The High Elves had a rule that not only meant that they
always struck first, but that they got to reroll any misses. My cunning lizardmen
were simply wiped out before they had the chance to strike back. Had the High
Elves not had that rule, I would have won hands (claws?) down.
A High Elf trying to look casual. |
I learned my lesson. Quite simply, anything that touched the
axe-pixies would die without a chance to hit back. So I bought some
fire-breathing lizards. The next battle, I kept away and set the whole
axe-pixie unit alight from range. Sometimes, revenge is a dish best served flambé.
You might argue that I ought to have known about the special rule before I played. I'm not convinced by this. I feel that, as a fairly casual player who nevertheless wants to have a fair chance of winning, I shouldn't be confronted by rules that can't be got around and seem to go against the common sense of how you win a tabletop battle (by manouvering, charging first, etc). The rules should roughly follow the logic of the game.
The special rule, therefore, had two effects. First, it won
my opponent the first battle without him having to put in any effort. It caught
me by surprise and meant that all my manouvering was a waste of time: anything
attacking the axe-pixies would just die. Second, it meant that I never went
near them. Every time they appeared, I killed them from range.
Some lizardmen, out for a stroll. |
I doubt this made the game better for either of us. This
sort of thing doesn’t open up tactical opportunities: it closes them, forcing
players to get around the special rule in a particular convoluted way. Neither
I nor my opponent became better players or had more fun because of it.
This is one of the reasons why Necromunda is such a good
game. Because everyone is so similar (they’re human riff-raff), they all have nearly the
same rules. Nobody can spring huge surprises on the other. When you lose, you
don’t feel cheated, and when you win, you feel like you’ve earned it. And the
games are almost always close run. If you are going to have special rules, they
should: (1) apply to everyone (in which case, are they still special?); (2) have a very
small, limited effect; and (3) not go against the common sense of a player who doesn’t
know them.
Ten years later, am I still hung up about the High Elves (who were not even proper elves, because proper elves wear green and live in trees) and their special rules? Of course not. But it's a fair point. And I watched the axe-pixies burn. Yes, burn.
I agree Toby, special rules end up making the game rather dull.
ReplyDeleteDefinitely. What's the point of playing if, no matter how cleverly you arm your troops and play the game, your opponent has a rule that automatically trumps you?
ReplyDelete