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(+1)

Wow. I gotta say this may be the best simplified ttrpg war/skirmish game I've seen yet.

For years I've been trying to find some way to play out commanding a troop of units or how to run a battle with a lot of units without having to keep track and move every single one without the game turning into a massive slog.

For years, I've had players complain about the methods I would try and use to simplify the process and in the end I just run it as an Abstract thing where multiple units just acted as a blob of hit points and dealt damage depending on how many hit points are left.

I have no idea when I'll use this game or even if I'll ever use it, but I gotta say it again, this is hands down the best low number, low maintenance war/skrimish game I've seen and I've collected a lot of mass combat rules just to figure out how to actually run it.

(+1)

Whoah, thank you!

The design DNA here honestly comes from Golden Sky Stories. I played it a decade ago, and it got me thinking about what happens if a game just says yes to stuff: attacks just hit, actions succeed without the dice intervening, etc.

I'm really happy this approach also worked for a small scale wargame!

Admittedly, the Skill system in Over War is very conventional, and there's a lot of other large influences on the design, so I guess what I'm trying to say is you can cut most of the dice clog out of a system by also cutting out the dice.