Also, I'm still struggling still with a lot of self-doubt about my fiction writing. I've gone through a period of stagnation, and at the moment it would be stressful trying to jump back into writing full-time.
So getting back into the saddle too soon might trigger a relapse of my depressive episode.
But writing something would be good for me. So, I have decided that I might try writing a set of rules for the Gate Walker universe setting. If only because it will be easier to teach people to play a new game if I wrote rules.
I may be biased, or deluded, in holding that opinion, but I do have the previous experience of designing game rules from writing OHMU War Machine.
Given the amount of time between the last time I considering writing a set of rules for my setting, it's time to reassess my options. My previous thoughts on the rules centered around updating the command control rules, and revising the available units to reflect my Gate Walker universe.
However, I'm unconvinced that I still want a set of rules that can handle battalion and larger sized combat groups. Also I might need to consider the option of being able to play solo as well. But I do know I want to capture the feel of #RealRobo combat.
I know, I know, what does that even mean?
1. Capture the feeling of future warfare with power armor etc.The first goal is a bit like being General Haig at the start of WW1.
2. Detailed enough for squads with support elements to make combined arms platoons.
3. Command and control rules, so the player acts at the level of each squad commander.
It's like me having to face the challenge of learning how to fight a war where technology has moved the goal posts on what works and what doesn't. Fortunately, I won't have to put real people through the grinder.
Second, what do I mean by squads?
I'm thinking two to five people or vehicles per unit. A platoon would be three to five squads, so a combined arms platoon would be between ten to 25 infantry or to six to ten vehicles.
Optional off table support will be available to represent assets available to the combined arms platoon like: satellites; artillery, air-support etc.
Finally, I want the command and control rules to be a bit like Chain-of-Command.
Players get dice to roll that generate the number of commands they can give a turn (thinking this could represent limitations from bandwidth, ECM and ECCM that battles generate). But also allow them to focus on what heroes can bring to the action.
That sounds like a reasonable set of goals, but whether I can write a set of rules that other people want to play remains unknown. And now I have to think of a name for them. Please feel free to make comments now, before I start writing.
I'm sure this blog that will make my friend Roger laugh, as he predicted I end up trying to write my own set of wargame rules.