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The rules I’m developing follow a model I’ve admired for a while (and written about here at Hobby Games Recce); they present the core mechanics simply and clearly in a “basic” rules section, then add extra nuances in an “advanced” rules section. In this case the tank game “basic” rules cover the simplest core actions: moving and combat. I plan to add “optional rules” more in line with the expectations of more developed wargames in an “advanced rules” section.
It took my nephew about ten minutes to grasp the basics of moving and combat, including the very simple rules covering line of sight, range, and cover. We played through two full games (about an hour or so each) once with me running the German tanks and again with me running the British tanks. We each won one game (the Germans tended to prevail both times). During the course of our two games I realized some of the rules I’d thought I could incorporate in the “basic” section really belonged in the “advanced” rules. I dropped the minor long-range penalty for firing at a target farther than half a tank’s full range. I noticed I had to clarify rules for using cover (and realized the cover bonus was too small). Overall the experience impressed on me the importance of stripping down a game to its barest essentials. Designers trying to appeal to kids must balance simplified wargaming rules with attention spans, even when moderated by a kid’s interest in the cool miniatures, terrain, or the historical period.
Bear in mind I’m making these observations specifically regarding miniature wargames; most kids eagerly grasp the rules for more popular fare such as department-store board games and even more sophisticated “Eurogames,” and some even have an obsessive approach to the complexities of rules in some roleplaying games.
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I’ve been doing a bit of self-evaluation lately, including a hard look at my work at the Hobby Games Recce blog. With this entry I’ve exceeded 100,000 words in 89 blog articles over the course of a year and a half. Although I’ve touched on many subjects that interested me -- from nostalgic looks at games and examination of game elements to commentary on current industry news and releases -- I’m altering course slightly to veer a little away from the general gaming blog and more toward something supporting my own game design endeavors…something along the lines of a “Schweig’s Game Design Journal” accessible from the Griffon Publishing Studio website, where I’d talk about issues relevant to my current projects or overall game design challenges. I’ve tried to update the Hobby Games Recce blog every Tuesday morning; at this point I’m looking to alternate that with posts to a design journal. We’ll see. I appreciate the kind support of readers and hope you’ll follow my other writings when they start appearing online.