Today I ran a game at work. It was a bit messy, in part because it was done in a busy teen tech lab. At different times I had anywhere from two to five active players, plus a staff member taking photos!
The other reason was complaints about and hasty changes to the rules, but I'll come to that.
The rules were given me by Shawn Medero in a comment on my previous post. They're by Paul le Long, from Lone Warrior, the solo wargaming zine, and have much in common with FATE/FUDGE, to the extent that you roll four three-siders for each task. I only had three FATE dice handy, so stuck to regular dice rolling 1-2, 3-4, 5-6 to represent -, blank or + on the resolution chart.
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| The field of battle. |
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| A halfling village and its defenders... |
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| ... are menaced by goblin skirmishers ... |
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| ... and a regiment of goblin warriors coming out of the forests. |
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| The gobbos advance. |
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| Approaching the village. |
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| The badly-outnumbered halflings hide in their cropfield, though some stay near the edge to shoot out. |
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| Luckily, better armed and -armoured halfling militia have mobilized and are heading for the hill. Horns have been heard from potential allies... |
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| Who appear on the edge of the battlespace. |
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| The goblins split up; some to await the Men, the rest to take the village. |
After this, I failed to take photos for a while. Basically, the goblin archers and spearmen advanced to attempt burning the buildings; due to poor rolls they initially failed and had to get to close range before managing to burn a cabin. This enabled the defenders to fight them to a standstill, as some "No, and" and "Yes, but" results caused the gobbos to run out of ammo and have to resort to knives and teeth. The halflings also took a lot of casualties, though.
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| ... which rolled a 2. |
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| So the Men and Halflings fled the smouldering village. |
On the up side:
- The players were enthusiastic and engaged, asking pertinent questions and coming up with offbeat solutions.
- One at least was familiar with Warhammer Fantasy and understood the conventions of the genre.
- Two asked if they could play again tomorrow!
On the down side:
- One felt the chart was unfair; he thought it should be more even, or at least the results should be clearer. Not as interested in free-kriegspiel, I guess.
- He also felt the entire scenario was unbalanced, with the halflings badly outnumbered and having to wait a long while for their reinforcements. More even sides tomorrow, then.
- Finally, the terrain effects were unclear - for example, the forests are not obviously delineated. He was also unused to having to ask questions about the situation or to suggest effects on his own - so the use of the hill was not obvious. He did like that, when he asked if he could move faster, I offered him the option to force-march by taking a double move in exchange for not moving next turn while his militia rested.
So basically, more structure appears preferable. I will bring Dragon Rampant and see if it works better. FKR may not work as well as I hoped, at least not without more experienced players!
I'm also considering the Perrys' Travel Battle, a small gridded game that might seem more familiar and "gamist" to the teens.
So tomorrow, with luck, another round?






























