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		joncleaves Moderator
  
  
  Joined: 29 Mar 2006 Posts: 16447
 
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				 Posted: Tue Apr 16, 2002 6:27 pm    Post subject: Re: Assorted queries, others should read | 
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Paul said:
 
 
<<I'm obviously not making myself clear on this so here I go again. I fully
 
understand units reacting to the rout/destruction of nearby friends. My point is
 
why not resolve all combats started in that bound and then resolve wavers in the
 
combat direction which can of course mean units becoming shaken. However why do
 
we want a unit to possibly become shaken before it has resolved its own combat
 
which theoretically started at the same time?>>
 
 
Paul, this is precisely why I do not, as a rule, engage in what I call
 
designer's notes debates.  But it is very illustrative of the problem, so I'll
 
go with it so people will understand why this is my last one.
 
 
We have a rule.  The rule says you resolve each combat, to include rout moves
 
and wavers generated, before moving on to the next.  This rule was written that
 
way for many reasons: design for effect being the primary one.  I could explain
 
those many reasons (which would be 'explain again', since we went over this in
 
detail during the playtest, where such discussions are totally appropriate). 
 
But why?  The rule is not going to change.  And what if you 'disagree' with the
 
reasons?  Are you going to try to convince me you are right?  To what end?  We
 
aren't changing the rule, so what other purpose would it serve to convince me
 
the rule is 'wrong'?  But to continue...
 
FHE thinks the 'ripple effect' generated by this rule is more realistic in its
 
effect than making the players remember how each combat played out just in the
 
name of some pseudo-simultanaeity.  No bookkeeping to remember who should rout
 
and what waver tests to take.  No having to establish subsequent rout move
 
precedence among several 'simultaneous' combats.  But more importantly, the
 
player is generally rewarded for causing waver tests by having them impact on
 
ongoing fights, something that happened time and again historically (not the die
 
roll of a waver, but units 'breaking' in a fight due to seeing friends in
 
trouble or believing the cause lost).  It has been playtested thoroughly and
 
both works fine and gets to the effects we are trying to achieve.  Time spent
 
'debating' this rule, by me, is time not well spent given that my Warrior-time
 
is a zero sum game and we have other projects to complete.  You wanna buy me a
 
beer at Cold Wars and debate design philosophy, I accept.  Here in this forum, I
 
have enough to do.  That sounds cold, but that is the nature of what I call
 
'task triage'.  Your patient (design thoughts) will live.  Campaign Warrior
 
needs this doctor's attention.
 
 
<<I meant a two rank unit, longbows behind spears which sometimes happened
 
apparently.>>
 
 
I thought we simulated that in the Warrior list differently.  I will defer to
 
Scott.
 
 
<<I never said Warrior had a 25mm problem and neither was I attempting to bait
 
you. In future I will keep my sense of humour out of this.>>
 
 
Actually you said: "By the way, for financial and time reasons I am really glad
 
I didn't get into 25mm as it sounds like you guys are having a real problem
 
which once again demonstrates the superiority of 15mm."
 
 
Which I took in the humor intended and answered in kind.  Relax, and humor away!
 
 
Jon
 
 
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		joncleaves Moderator
  
  
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				 Posted: Tue Apr 16, 2002 11:25 pm    Post subject: Re: Assorted queries, others should read | 
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Well, Paul, you present me with a dilemma.  As far as design logic there are
 
only two guys to ask: me and Scott Holder.  I'm working on Campaign Warrior
 
and Fantasy Warrior and Scott is lip-deep in our army list books.
 
 
Tell you what.  If you have a question or questions that you need answered,
 
and honestly the only reason you need them answered is because it will make
 
your job of recruiting new players easier - ask me here on this group and I
 
will answer.  I don't want anyone here feeling 'turned away' and keeping that
 
from happening is more important than the rules I am working on.
 
 
Jon
 
 
 
[Non-text portions of this message have been removed]
 
 
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				 Posted: Wed Apr 17, 2002 1:23 am    Post subject: Re: Assorted queries, others should read | 
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----- Original Message -----
 
From: <JonCleaves@...>
 
To: <WarriorRules@yahoogroups.com>
 
Sent: Tuesday, April 16, 2002 4:27 PM
 
Subject: Re: [WarriorRules] Assorted queries, others should read
 
 
 
> Paul, this is precisely why I do not, as a rule, engage in what I call
 
designer's notes debates.  But it is very illustrative of the problem, so
 
I'll go with it so people will understand why this is my last one.
 
>
 
> We have a rule.  The rule says you resolve each combat, to include rout
 
moves and wavers generated, before moving on to the next.  This rule was
 
written that way for many reasons: design for effect being the primary one.
 
I could explain those many reasons (which would be 'explain again', since we
 
went over this in detail during the playtest, where such discussions are
 
totally appropriate).  But why?  The rule is not going to change.  And what
 
if you 'disagree' with the reasons?  Are you going to try to convince me you
 
are right?  To what end?  We aren't changing the rule, so what other purpose
 
would it serve to convince me the rule is 'wrong'?
 
 
Jon,
 
Seeking to change rules was not my intention. Here am I with a  new ruleset
 
which differs markedly from DBM, 6th and in some respects 7th. If I find
 
something different which I cannot reason out for myself where do I get an
 
explanation from? Having your reasons for the point in question gives me
 
another viewpoint and I can see what you are trying to achieve and that
 
seems fine. But in a couple of weeks I am giving a game to another DBM
 
player and when he starts to ask me about certain rules I would like to give
 
an explanation rather than " I have no idea why, that's the rule, get on
 
with it" You would obviously rather spend your time doing something else
 
because you have covered this ground already. Sorry but I was not involved
 
in the playtesting or the discussion groups prior to publication so this is
 
all new to me. In my very first post I said I was happy that there was
 
access to the designers to ask about queries; obviously I am asking the
 
wrong questions or I am on the wrong forum. Please advise to whom I should
 
speak in future.
 
Paul
 
 
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		Doug Centurion
  
 
  Joined: 12 Apr 2006 Posts: 1412
 
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				 Posted: Wed Apr 17, 2002 7:02 am    Post subject: Re: Assorted queries, others should read | 
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>If I find
 
>something different which I cannot reason out for myself where do I get an
 
>explanation from?
 
 
Sounds like a call for a game design FAQ... Might just need some
 
collation & subject-line "topic-afying" from email discussians during
 
the design phase.
 
 
But the lists should have priority...
 
--
 
 
Doug
 
The price of freedom is infernal vigilantes
 
 
"The tyranny of the legislatures is the most formidable dread at
 
present, and will be for long years. That of the executive will come
 
in it's turn, but it will be at a remote period." James Madison, 15
 
March 1798 (_Papers of J.M._ vol 12, p.14; LC call no. JK.111.M24)
 
 
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				 Posted: Thu Apr 18, 2002 2:28 am    Post subject: Re: Assorted queries, others should read | 
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----- Original Message -----
 
From: <JonCleaves@...>
 
To: <WarriorRules@yahoogroups.com>
 
Sent: Wednesday, April 17, 2002 1:25 AM
 
Subject: Re: [WarriorRules] Assorted queries, others should read
 
 
 
> Well, Paul, you present me with a dilemma.  As far as design logic there
 
are
 
> only two guys to ask: me and Scott Holder.  I'm working on Campaign
 
Warrior
 
> and Fantasy Warrior and Scott is lip-deep in our army list books.
 
>
 
> Tell you what.  If you have a question or questions that you need
 
answered,
 
> and honestly the only reason you need them answered is because it will
 
make
 
> your job of recruiting new players easier - ask me here on this group and
 
I
 
> will answer.  I don't want anyone here feeling 'turned away' and keeping
 
that
 
> from happening is more important than the rules I am working on.
 
 
Jon,
 
Thanks for that. Its obvious from some of the other posts that others out
 
there have a similar understanding of some of the background thinking that
 
make up Warrior so do you need to get involved? I got the impression that
 
you would keep an eye on things and only step in when we were all heading up
 
the garden path. The Warrior FAQ sounds good but obviously thats a lot of
 
work and not practical at the moment. So more responses from you
 
playtesters?
 
  On the basing issue there has been a few interesting articles in Slingshot
 
challenging the current conceptions of ground scale but if changes are made
 
to popular base sizes there is automatically going to be resistance.
 
Rebasing is a royal pain( I once stuck a scalpel through my finger doing
 
this) and can come to nought anyway. Take my Classical Indian Irr Longbows.
 
4 to a base 15x40 under 7th, 3 to a base 20x40  under DBM and now back
 
again. Fortunately I rebased using magnetic strips just in case 7th came
 
back somehow. Shame I can't have the same feelings about the stock market.
 
Paul
 
 
>
 
> To unsubscribe from this group, send an email to:
 
> WarriorRules-unsubscribe@egroups.com
 
>
 
>
 
>
 
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
 
>
 
>
 
>
 
 
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				 Posted: Sat Apr 20, 2002 6:33 pm    Post subject: Re: Assorted queries, others should read | 
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--- In WarriorRules@y..., "Paul A Marsh" <PAUL.JACQ@V...> wrote:
 
>
 
> ----- Original Message -----
 
> From: <JonCleaves@a...>
 
> To: <WarriorRules@y...>
 
> Sent: Tuesday, April 16, 2002 4:27 PM
 
> Subject: Re: [WarriorRules] Assorted queries, others should read
 
>
 
>
 
> > Paul, this is precisely why I do not, as a rule, engage in what I
 
call
 
> designer's notes debates.  But it is very illustrative of the
 
problem, so
 
> I'll go with it so people will understand why this is my last one.
 
> >
 
> > We have a rule.  The rule says you resolve each combat, to
 
include rout
 
> moves and wavers generated, before moving on to the next.  This
 
rule was
 
> written that way for many reasons: design for effect being the
 
primary one.
 
> I could explain those many reasons (which would be 'explain again',
 
since we
 
> went over this in detail during the playtest, where such
 
discussions are
 
> totally appropriate).  But why?  The rule is not going to change.
 
And what
 
> if you 'disagree' with the reasons?  Are you going to try to
 
convince me you
 
> are right?  To what end?  We aren't changing the rule, so what
 
other purpose
 
> would it serve to convince me the rule is 'wrong'?
 
>
 
> Jon,
 
> Seeking to change rules was not my intention. Here am I with a  new
 
ruleset
 
> which differs markedly from DBM, 6th and in some respects 7th. If I
 
find
 
> something different which I cannot reason out for myself where do I
 
get an
 
> explanation from? Having your reasons for the point in question
 
gives me
 
> another viewpoint and I can see what you are trying to achieve and
 
that
 
> seems fine. But in a couple of weeks I am giving a game to another
 
DBM
 
> player and when he starts to ask me about certain rules I would
 
like to give
 
> an explanation rather than " I have no idea why, that's the rule,
 
get on
 
> with it" You would obviously rather spend your time doing something
 
else
 
> because you have covered this ground already. Sorry but I was not
 
involved
 
> in the playtesting or the discussion groups prior to publication so
 
this is
 
> all new to me. In my very first post I said I was happy that there
 
was
 
> access to the designers to ask about queries; obviously I am asking
 
the
 
> wrong questions or I am on the wrong forum. Please advise to whom I
 
should
 
> speak in future.
 
> Paul
 
 
Maybe a "designer's notes" page should be added to the FHE website.
 
This does not have to be a priority and can be added to as time
 
allows, but it should be a consideration. In a game that the current
 
designer's continually refer to as a "simulation" designer notes are
 
a must - they would also cut down alot on the "why was this done?"-
 
type posts that would be better-served by a dedicated forum. Just
 
food for thought ;)
 
 
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