LtDan
Member
Something I've been thinking about lately is the relation between fun, historical accuracy and play balance in a scenario. It seems the great scenarios maybe need a mix of all three factors, however, what do you guys think is the most important?
After all, balance is an artificial game construct in many senses. The scenario designer tries to set the victory conditions so there is an equal chance of either side winning. That's fine in theory, except in most engagements in war, the sides are not equal. If you can avoid it, you aren't going to attack if you know the other side has a 50% chance of winning. So it seems like most truly historical scenarios would not be balanced.
Fun is fairly subjective too. If the victory conditions are such that you need just one squad of your OOB to survive to win, I can't imagine that side will be much fun to play (with the ocassional exception of certain "to the death" PTO scenarios). Some people may like that kind of thing, I guess.
Without detailed command and control rules (which I'm not saying ASL needs), it also seems like ASL as a simulation is not historically accurate. Our little pieces can do tons of things that their historical counterparts would never consider. That doesn't both me that much. I think one thing ASL gives a great feel for is the chaos that can erupt on a battlefield. You never know what is going to happen and rules should restrict what desperate men can do.
Just thinking out loud... what do you think?
DANO
After all, balance is an artificial game construct in many senses. The scenario designer tries to set the victory conditions so there is an equal chance of either side winning. That's fine in theory, except in most engagements in war, the sides are not equal. If you can avoid it, you aren't going to attack if you know the other side has a 50% chance of winning. So it seems like most truly historical scenarios would not be balanced.
Fun is fairly subjective too. If the victory conditions are such that you need just one squad of your OOB to survive to win, I can't imagine that side will be much fun to play (with the ocassional exception of certain "to the death" PTO scenarios). Some people may like that kind of thing, I guess.
Without detailed command and control rules (which I'm not saying ASL needs), it also seems like ASL as a simulation is not historically accurate. Our little pieces can do tons of things that their historical counterparts would never consider. That doesn't both me that much. I think one thing ASL gives a great feel for is the chaos that can erupt on a battlefield. You never know what is going to happen and rules should restrict what desperate men can do.
Just thinking out loud... what do you think?
DANO