Monthly Archives: March 2012

BWS (2012) – Conflict Resolution

I have been tiptoeing around conflict resolution long enough. In my design notes, I’ve gone through many iterations so far trying to come up with just that right feel. Here is how I want it to work in a narrative … Continue reading

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Different Types of Game Testing

When you’re launching a new soft product, whether it’s a game, an app, or a rulebook, you want to hit along multiple axes – especially if you want your product to get market penetration. This applies maybe double to wargames … Continue reading

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BWS (2012) – Units and Mods

Looking back in the Building Blocks post, I defined the following: Unit:¬†Any active participant in the battle. Can represent a squad of soldiers, a single hero, a vehicle or really anything else, depending on the Scope and Scale of the … Continue reading

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Bonedaddy from a Player’s Perspective

I’ve been following Erik Battle’s Bonedaddy updates since, well, the 90’s, and BWS was a wargame I cut my teeth on. I liked the playability, narrative, and customization, which I much preferred to commercial games at the time. So far, … Continue reading

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BWS (2012) – Command Points and “Act Of Valor”

Command Points In the original BWS, I used Action Points as the mechanic to give motion to your units. You started off with 10 AP per unit and you spent these in your turn to move, shoot and perform other … Continue reading

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BWS (2012) – Generic Rules vs Specific Situations

Throughout the design of this game, I switch back and forth between working on generic mechanics versus applying those to specific situations. I want the generic rules to be as clear and complete as possible, yet I constantly think of … Continue reading

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