Originally Posted By Joe-from-Ryans- (16 APR 2012 11:28pm)
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I am not referring to any specific wargame here, instead I am looking for a generic answer.
In a scenario editor, typically you create a map, set the objectives and give points values to the objectives.
Then you create units and give points values to the units.
Then you create victory levels based on points ( or what ever).
1. Where can I get the imagination from to make a scenario?
2. Is there a mathematical formula I can use to apply points values to units and objectives?
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I let the questions about reality and their representation in game systems drive the initial stages.
For example. The French in the 1930s built a fast battleship class that was specifically designed to hunt down
pocket battleships. Supposedly the German Scharnhorst bigger-than-a-pocket-battleship class was built to
counter the French fast battleships.
BUT there are many questions as you work up a scenario:
1) What is the closest the two classes came to fighting in reality?
2) How would a game system (in this case the miniatures rules for Command at Sea) represent this?
3) How can you set up an encounter that would be interesting to play solo (because that's the first step for me
in building a scenario
It turns out the French Fast battleships were hunting the Scharnhorst and Gneissenau at one point near Iceland, but the
weather turned very bad.
To get an encounter, you just need to make the weather better (but not too good or the S&G will very likely simply evade the French since they are about 1 or 2 knots faster).
So I put in a squall line with the French on a close-to-intercept course. And there's your scenario. Or at least an initial working version of a scenario.
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