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				|  | Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
 
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		| Frank Gilson Moderator
 
  
 
 Joined: 12 Apr 2006
 Posts: 1568
 Location: Orange County California
 
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				|  Posted: Fri Mar 25, 2005 8:07 pm    Post subject: Terrain, choosing, placement, size/shape, etc. |  |  
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				| First off, I'll flash a credential
  . I work in game production and game design and have done so for years. I play games for a living,
 more or less.
 
 Some of those games have been real time strategy games for the PC,
 basically miniatures games.
 
 They have maps and terrain. These are pre-created before you play
 your games and thus somewhat correspond to the pre-placed terrain
 idea.
 
 If you examine the category of RTS game maps, you find a curious
 thing. This is especially true of the tournament level maps. They
 are symmetrical.
 
 If there's a woods on one side, then the mirrored point on the other
 side also has a woods, etc. Basically do your map design and terrain
 placement on half the map, and then stick down a mirror and
 identically fill out the other side.
 
 Why? Well, because of fairness. If I have the advantage or
 disadvantage of a particular terrain feature, then so should you, my
 opponent.
 
 If, in Warrior games, we had some form of pre-set terrain that
 players couldn't 'touch', then the table side I end up starting from
 had better not matter to the battle! Thus symmetrical terrain, which
 is unnatural and not particularly appealing visually.
 
 
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		| joncleaves Moderator
 
  
  
 Joined: 29 Mar 2006
 Posts: 16447
 
 
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				|  Posted: Fri Mar 25, 2005 8:22 pm    Post subject: Re: Terrain, choosing, placement, size/shape, etc. |  |  
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				| Frank, I, like you, pretty much live games.  Unlike you my experience is mainly
 with nearly every type of miniatures game there is, as opposed to computer/RTS
 games.
 
 Warrior and DBM are the only such systems where the tourney terrain is not
 typically pre-set.  The vast majority of such competitions use pre-set and
 asymmetrical terrain.
 
 As long as the amount of terrain is even, this is not an issue.  I would not
 personally make a decision on a solution for the terrain issue based on worries
 that someone would complain they lost because the terrain did them in.
 
 I will say, that for myself only and only at this VERY early date, that I like
 the idea of having features set by the table and the players use 14.3 to choose
 from those features.  No player has to transport the terrain, the terrain can be
 assured of being high-quality and 14.3 is in full use.
 
 In any case, still way too early to stop or promote any particular solution and
 there has been some great discussion in just the first 24 hours.  keep it
 coming!
 
 J
 
 -----Original Message-----
 From: Frank Gilson <franktrevorgilson@...>
 To: WarriorRules@yahoogroups.com
 Sent: Fri, 25 Mar 2005 17:07:02 -0000
 Subject: [WarriorRules] Terrain, choosing, placement, size/shape, etc.
 
 
 
 
 First off, I'll flash a credential
  . I work in game production and game design and have done so for years. I play games for a living,
 more or less.
 
 Some of those games have been real time strategy games for the PC,
 basically miniatures games.
 
 They have maps and terrain. These are pre-created before you play
 your games and thus somewhat correspond to the pre-placed terrain
 idea.
 
 If you examine the category of RTS game maps, you find a curious
 thing. This is especially true of the tournament level maps. They
 are symmetrical.
 
 If there's a woods on one side, then the mirrored point on the other
 side also has a woods, etc. Basically do your map design and terrain
 placement on half the map, and then stick down a mirror and
 identically fill out the other side.
 
 Why? Well, because of fairness. If I have the advantage or
 disadvantage of a particular terrain feature, then so should you, my
 opponent.
 
 If, in Warrior games, we had some form of pre-set terrain that
 players couldn't 'touch', then the table side I end up starting from
 had better not matter to the battle! Thus symmetrical terrain, which
 is unnatural and not particularly appealing visually.
 
 
 
 
 
 
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