The basic rules of making a mission fair are gone over in this post.1
So at this point
you've included all the various elements that you need in order to make your
mission strategic. There are all sorts
of choices that can be made to attain victory, you've limited the randomness of
it, and variety is written throughout.
Now is where you start to review what you've made up, after you've
drafted your ideas and put out those thoughts you've made and start to draw
them in. You may have made tons of
choices in your mission and lots of different victory conditions but that
doesn't mean that your game is fair by any means. Lets see the best ways to make your mission
have the same potential for both sides to win.
One of the easiest
ways to find out just how one-sided your design is involves doing some
theoretical calculating. Similar to the
idea of making sure that the various components of your game are actually
viable towards winning the game, you need to make sure that both sides will
have equal access to those goals. If
your mission has specific itineraries for one side based on their deployment
zone or based on a particular terrain piece then if that is easier for one side
to accomplish then you might need to do some tweaking. However if both sides have an objective to
accomplish that is to their advantage and there is another that is equally
difficult for both players to achieve then you have balance.
Here's a handy tip
for trying to designing a quality mission that is also fair. Try and have an odd number of 'objectives' or
goals, and don't confuse 'objectives' with hold this piece of ground. Remember in the previous post objectives are
actually plans that need to be fulfilled, whether its getting an oil tanker
across the board or sabotaging some underground tunnels in a defense network of
the Imperial Guard, these are true 'objectives'. The reason to have an odd number of
objectives though is it will not only make drawing the game nearly impossible
(and if you write the rules right then there will be zero chance to tie unless
both sides somehow get tabled at the same moment and that only applies to 40k,
some games like Malifaux that doesn't even determine the winner) but it will
also emphasize that concept of choice and force the players to choose between
those different goals.
Another great way to
check on how fair your mission is written is to simply test it out
yourself. I'd personally suggest that
you determine the core of your mission if its very complex and throw that away
temporarily, leaving very few objectives in.
Check with a couple of games and try a bunch of different ways to play
the game and see how that goes. After
you're satisfied at that point then you can start incorporating those thematic
parts of the game, the special terrain, and test that out more. I should have mentioned this in the previous
point b/c this is perhaps the most important part of designing your mission but
make sure it sees play time. Don't just
write up your mission for an event or major battle and never give it a run
before hand, that can easily end up with something that is one-sided and not at
all what you intended. Ways to get a
game tested are simply to try playing with a friend, using 2 of your own armies
(if you have multiple armies, or you can borrow a friends if need be), or if
you aren't concerned about secrecy the internet is a great resource to get as
many people playing as possible. Ask
them to break it and find the easiest ways to win and give you their results,
and use those to fix it all.
Unfortunately this
is probably the most boring part of mission creation because you're forced to
get back on planet Terra and all those awesome ideas have to be set aside for
more realistic rules and the fine tuning of the scenario's wording can be frustrating
and tedious. This is very logistical and
can take a while depending on how much work you are going to put into it, but
depending on how you are going to be using your mission in the future it will
be well worth it in the future as you'll be able to re-use your balanced and
personal missions time and time again.
That’s all that I
have to say on making your mission fair to both sides, I think I'll do another
post on balancing and invisible comp after the other 3 mission creation ideas
are written about. Hope you guys liked the
post, and as always feel free to comment or critique.
As always this is
Charging Carnifex, signing off.
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