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Your opponent will create enough uncertainty and fog of war through their choices and strategies
This is one of the things i absolutely adore about walking dead all out war rules, the way you essentially have hostile terrain with the walkers, which based on your oponents actions can have a very dramatic effect, e.g. make a loud bang close to your opponent get them swarmed. That and the fact you can play it like GTA, as in you dont have to play the mission, you can have as much fun playing with the games “engine”.
To the extent that i used a simplified version of it to make a game up with my kids, which involved going on a muddy walk and getting through a field of cows, where we had to retreive the lost cant sleep with out it toy (yes it was based on real events 😉 ), it was also diceless as i used the threat tracker as a spinner like you have in twister to select action type, and a deck of cards for events and actions.
Maybe im too stuck in my ways but i like dice for combat, but prefer event driven for challenges and actions, as you can make things mutually exclusive in obvious ways, where as dice entropy is too high to really enforce that without a written rule, a heist game could work great like that, plus predictable is another word for AI in my book, so can be played on your own, or asynchronously like chess by post
you just have to crank the state machine to progress