Bite-the-Dice

Devblog Decurion #5: Scenario driven and balancing

The weather has been HOT in the Netherlands these last weeks, so I haven’t done any painting lately. I have however been ┬ábusy adapting the rules already written for Decurion and now it’s time to start working on a couple of scenarios. I always wanted Decurion to be a scenario driven game, a game in which achieving your objectives is way more important than destroying your opponent. I also now see that releasing the Alpha rules without any scenario didn’t gave me the exact feedback I need to perfect the rules. Playing on scenario is completely different than simply destroying your opponent.

I have the basics for around six scenario’s, but in the finished game, I want between eight or ten scenarios and the possibility to link them into a campaign.

Scenarios will range from escorting an individual, a nighttime raid to an patrol being ambushed. Both players will have their own objectives they must complete in order to achieve victory. Meaning you can only win if you manage to complete your objectives. This way the focus of the player will be on the scenario instead on just bashing the oppositions skull in.

The most important and most difficult thing to do is balancing. Since every scenario will have a fixed number of troops and troop types, it is easy to make a mistake with a scenario in which the Auxillia must hold their ground against a large army, to have to many or to few barbarians, to give both sides equal chances for victory. No doubt this will have to be playtested thoroughly in order to balance every scenario to near perfection.

In the next devblog I will show you one of the scenarios I am currently working on.

What are your thoughts on scenario driven gameplay? Please let me know in a comment below.

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