I really like this - I think the idea of applying the 'Different Priorities' theme to the NPCs, not the players, is thinking differently in such a good way. It turns the games into something a bit different - making it more a slow paced puzzle than an action packed battle - its a fun idea.
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I do agree that this skirts with being a different game altogether - although a very fun sounding one. The orders approach seems similar to Epic Space Marine/Legions Imperialis (although I've got a soft spot for the former). I'm also not sure that I get the application of the theme.
I'd love to give it a go - but that's more because I love playing different games!
It sounds like a really fun idea - I like the randomness of the terrified diplomat, although the random intel placement could make things weighted a bit too much one way and this could easily result in someone getting diced.
I'd have liked a bit more of the narrative being baked into the mechanics though - despite their different aims, both sides have to do the same thing - but then there's real challenge in designing asymmetrical missions...
I'd love to give it a go though. :)
Personally, I love maps! I think a map would have helped it all appear a bit more clear to me.
I do love the narrative although there's probably more detail than it needed for 'people wanting to cross a bridge'. It could do with a bit of proof reading and fixing to make the rules a bit clearer.
But it is a very fun sounding game!
A really fun idea - although I wonder if there's a way you could create holes in the vault wall, rather than having it disappear completely (maybe having to carry multiple barrels, having breach markers you can pass through within 2" or something).
I think there's a few spaces where the language could be clearer e.g. I like the idea of civilians running around nabbing stuff but will the other guards attack them? It's really fun though.
I do like the random rule - it gives you an interesting challenge as to what you attack the 'it' unit with, in order to manage what unit becomes 'it' and scores points at the end.
I would echo the comments about the flood - even just playing it on a smaller board could have the same effect of creating a chaotic, action packed battle without an added layer of complexity.
It sounds really fun though!
Thanks for the compliments! :)
I think I've read so much Black Library over the years, that I definitely wanted to include some fighting. Everything had been bouncing around in my head before I got anything down on paper - but was pretty surprised that it came out as the longest scene/section... In my head, it was balanced a bit more evenly across the whole story!
Like Keith, I did enjoy it - but I do think it needed more editing time. Some of the time, I was getting dreamlike/time skipping vibe but other times it was a bit tricky. I like the chess board on the moodboard, I think the idea of the two wizards countering each other would be really fun to expand into with more words and time! It has a lot going for it!
I echo these other comments, I feel sad now. A really original read and story, I'm loving all the entries that tell a story about human needs, not just ENDLESS WAR. Thumbs up!
Also, love the story of a rat escaping a dangerous situation and using trickery to overcome a superior opponent and hey wait a minute, that's what my story is about :D
Thank you! It's interesting, I think most of my pre-OPR exposure to ratmen was through GW Skaven and they're all underhand and sneaky - but the OPR short stories and background talks a lot more about nobility and self sacrifice so I didn't see any reason why they had to be anti-heroes. Cheers for the encouragement!
Thanks, I definitely wanted to make it feel like part of the OPR universe and there are a couple of short stories about Vinci vs Ratmen so I wanted to follow on from that. Vinci also come across as one of the more unique OPR factions.
Lol, like that time Bob spilt a bit of red and turned it into a mutilated corpse. :P
Thanks for your feedback , much appreciated!
Ok, you're not the first person to suggest this so I might have got this one wrong! New plan (that I haven't thought through at all... and am not gonna change in the doc for obvious reasons)! Could probably do with wargaming a few scenarios but OTTOMH...
No Objectives Disappear, Objectives are not sticky and still need to be seized at the end of each round (risking DT), also...
End of Turn 1: Losing player chooses 1 objective to be Lv2
End of Turn 2: Losing player chooses 1 Objective to be Lv3
End of Turn 3: Central Objective becomes Lv5
Then we get it down to four turns as well.
Thanks for your feedback though, its really helpful.
Thanks for your feedback, Several! To respond:
I suppose that the number of objectives decreases but they grow in value. I was trying evoke a plant growing out of control and becoming ever more valuable - perhaps making it more dangerous would have strengthened that feeling.
I decided that describing the Objectives would fit best in the Objectives section - I didn't feel it worked well anywhere else but it could work better at the end of the section. Personally, I'm a big fan of narrative stuff and things like that just set things sparking in my brain.
Objectives do not remain seized - I didn't include that text for this reason. I did specify that points are only scored at the end of a round if the conditions are met, but a bit of clarification wouldn't hurt at all.
Anyways, thanks again for the feedback!


