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Looking through these illustrations, I wonder how a solitaire adventure with a large battle as the focal point would run? The character could either be a soldier in the rank and file or an officer. This would make for two very different adventures. The soldier would have to fight for his life and the lives of his comrades, decide whether or not to follow the orders given to him by his superiors, and withstand the chaos of combat. The officer would be in charge of a group of soldiers, responsible for leading them effectively and defeating the enemy. Either way, the player would need to make many life or death decisions for himself and potentially others as well as fight with sword, spear, an
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While an open field battle may not be an ideal setting for a solo adventure, a siege certainly would be. Once the character's army has breached the enemies walls (which would by no means be a certain outcome) the adventure almost becomes a dungeon crawl. The player must make his way from the breach to the interior of the keep. He must choose which way to turn; fight through streets, doorways, buildings, and corridors; decide whether to stop and loot or press the attack (ok, that may be a bit dark). Choices make the adventure; the more the better (a subject for a later post). A siege would certainly provide a lot of options and would be a good change from crawling through damp tunnels and ruins.
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Just to give you an idea about how other games handled this, Bushido had its own battle mini game. Your character decided how heroic he was going to be for each round of the battle which determined both the level of peril and the level of reward if he survived. Certainly worth looking at , for the range of outcome options at any rate.
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Zanshin
Thanks Dan, I'll have to check that out. I've never actually seen the rules to Bushido, but I see a pdf is now only $8.
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