Wow, that's beautiful man....<sniff>(Stands up)
"I will buy it because I'm an ASL addict."
"Welcome Neal."
(Nods head, sits down)
Remote to whom? In what sense?Korea is different as it is a remote theater.
Good to see that Americans are not the only ones that think the world revolves around them?Remote to whom? In what sense?
It was called the forgotten war [although it was never official a war despite certainly looking like one] in the US. It was far away from both Europe and the US who provided the majority of the troops. So yes remote to those nations. ie: distance.Remote to whom? In what sense?
I have the same concerns as you about excessive chrome requiring extensive additional rules to the system.I will wait and see on A&I CL, not alot of people play KWASL not because I think it is beyond the scope of WWII but because it tries to simulate every aspect of the conflict with terrain and nationalities with a crap ton of rules. ...
But I get the feeling the KWASL designers will probably try to make the module as complicated as possible since they are not gamers but want to simulate every tiny aspect of the battle, forces and terrain. I hope I am wrong but my feeling is I am not.
You may have noticed that the title of the module was "forgotten war" so there is more emotional distance compared to other theatres of operation, at least to me. It is remote to me, not only geographically but also emotionally. From an Asian perspective, things may be different.Remote to whom? In what sense?
The designers are absolutely gamers. Perhaps with more brain power than some (read: you or I) but they are gamers.I will wait and see on A&I CL, not alot of people play KWASL not because I think it is beyond the scope of WWII but because it tries to simulate every aspect of the conflict with terrain and nationalities with a crap ton of rules. The early part of KWASL is mobile but once the Norks are crushed by 1951, it just turns into positional warfare ala WW I. Hoards of chinese attacking into machine gun fire rinse and repeat can get old.
The A&I war of 1948 has a lot of potential since the Arabs were trained by the French or British initially so representation should not be complicated. The Israelis are not complicated either since they can be represented as organized Partisans so easy peasy. Unlike Korea where you are fighting on super complicated mountainous terrain, the lands around the fighting for Palestine are desert, city and maybe some euro terrain. So nothing that really needs to be rewritten with ultra complicated rules set. Heck, you can even use whats available in the ASL system and make your own 1948 A&I pack. Use French for the Lebanese and Syrians, British for Egyptian and Jordanians. Maybe Italian counters for Arab irregulars and Iraq forces.
But I get the feeling the KWASL designers will probably try to make the module as complicated as possible since they are not gamers but want to simulate every tiny aspect of the battle, forces and terrain. I hope I am wrong but my feeling is I am not.
Simple doesn't mean simplistic.But please, allow those of us who love complexity our share of the hobby. We have a field of "simple" scenarios out there. Let's not kill off innovations just 'cause you choose not to go with it. Nor should we let old fashioned jealousy get the better of us.
"Quite honestly, the last thing I want is for designers to churn out the same cookie cutter "simplistic" (if anything in ASL can be called "simplistic") stuff over and over and over again. Don't we have enough of those already?" In order to avoid designing a different version of a similar type action you do have to throw in a few wrinkles that have you reaching for the ASLRB at times. You'll see this in many of my future designs. For me it's either blaze a new trail or walk a beaten path. I prefer the former. Some new ideas just do not pan out and I have to know when to give up on something that does not work and conversely, pursue those ideas that have a good chance of success.Half of what I have been playing is Korea. It's a theater that's never forgotten nor remote.
As with all innovations in the world, we have to give it time (and a chance) to pick up. If "not a lot of people play" is a reason to NOT innovate, most industries (and countries) will be dead a long time ago. Besides, while we are throwing unsubstantiated generalizations around, all my opponents are open to playing (and they do play) Korean War, so I see a love for the theater.
What Forgotten Wars did and what Contested Lands will do is to extend the ASL infrastructure out to more grounds where more scenarios and modules may grow. They might not get things right the first time around but they definitely (will) provide frameworks for more and better works to come, on those theaters. I can see more ASL fans drawn in, from all over the world, to play and to innovate, now that there's more available for more people.
Quite honestly, the last thing I want is for designers to churn out the same cookie cutter "simplistic" (if anything in ASL can be called "simplistic") stuff over and over and over again. Don't we have enough of those already?
Heck, there's still a big group of folks out there who choose not to play PTO or DTO because of the perceived complexity of rules. It's their hobby, so it's their call. I don't see any of us mouthing off against new developments in PTO or DTO, do we? It's a big tent, ain't it?
But please, allow those of us who love complexity our share of the hobby. We have a field of "simple" scenarios out there. Let's not kill off innovations just 'cause you choose not to go with it. Nor should we let old fashioned jealousy get the better of us.
If anything, come help with product development, come help playtest! Let's build better and more interesting products for the hobby. Put your "discerning" taste to productive use.
You are SUCH a tease ...I am curious to see how/if they represent a high-density Middle Eastern urban area. They look quite different than what we've seen on geoboards before. I tried to do one such village in the new LFT15 pack - see this thread for an (eventual) reveal.
I was wondering what kind of maps the designers have planned? If it is considered a core module, I will assume some kind of arid geomorphic ones. But the area just screams for some historical ones.If nothing else, you'll want the maps
@Tuomo I did some playtesting on I'm sure an early version of that one. The density and hilliness (word?) of the village provided some special challenges. Definitely NOT a European village. Kudos.I am curious to see how/if they represent a high-density Middle Eastern urban area. They look quite different than what we've seen on geoboards before. I tried to do one such village in the new LFT15 pack - see this thread for an (eventual) reveal.