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Okay, @madman1960 – we might be talking about different game systems re: AirWar C21. The game only came out 15 years ago (1st Edition – 2004) with 2nd Edition (what I play) ten years ago. The AirWar C21 light (which I don’t use) came out in 2017.
While I agree that 1980s ASL was a touch much (and this is coming from a massive fan of hex and counter games in general, especially older ones) – I am not a fan of the design philosophy of “putting everything on the counter because charts make our heads hurt.” Again, I feel some games like ASL relied too heavily on too many charts. But other games, like say … the PanzerBlitz/Leader/Arab-Israeli Wars line really boils down to two charts, a CRT (which you quickly memorize anyway) and a WEC (weapons effectiveness chart). Other than that, the game characteristics are on the counter. So a middle of the road solution?
Too much data on the counter means the counter gets too crowded. Maybe I’m just old and eye strain is an issue.
The answer I hear often is to make the counters bigger. Fine, except now your hexes have to get bigger to accommodate the counters, which means a smaller number of counters on a publishable gameboard, which means simpler and more abstracted terrain. Meh.
I just feel like game companies could invest a little in one or two well designed, clearly designed charts. Few number of charts, well-designed charts, and well-designed quick reference sheets. Sadly, and I think this is where we agree, these are goals not always met, either today or in the past.