The weather has been HOT in the Netherlands these last weeks, so I haven’t done any painting lately. I have however been busy 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.
Yes, after the beta rules were released in October 2014, I recieved a lot of positive feedback, thank you 🙂
But then a couple of rulessets were released and I thought that my game didn’t had a future. Yet in the years to come, many people have asked me if I will be continuing the development of Decurion because they saw potential and thought it was a fun game to play. Unfortunately, the last years were busy years (buying a house, becoming parents, fulltime job, losing that job and starting and ending a webstore) and didn’t had the time and energy to work on this game.
But as a stay-at-home dad, I now have to opportunity to blow the dust off of this project and really make a miniature game out of it.
First I will revisit all the feedback given and take a new look at the rules to see if there is anything I want to change or add. After that I will write a new beta set and start looking for people who want to test the rules and give me feedback.
So stay tuned for more updates and if you’d like to help me as a beta player, let me know.
Leave a comment, send me a mail to firstname.lastname@example.org or leave a message on the Facebook page.
Pfew what a couple of busy weeks I had. My wife and I recently bought a home and it needed a lot of work done… But we finally moved in and I now have some spare time to write content and work on Decurion again! Continue reading Dev blog Decurion #3: Last alpha version
Today begins the third week of the alpha phase of Decurion and the response has been incredible! A group of playtesters even played 8! games in one weekend 😀 Continue reading Dev blog Decurion #2: Balancing Stats
Today I will give you a glimpse on my first very own miniaturegame rulesset named Decurion, a skirmish game set in the Early Imperial days of Ancient Rome. This game is all about the small battles and trouble the Auxillia had with barbarians in the far corners of the Roman Empire. Continue reading Dev blog Decurion #1: Join me with the development!