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How do you spice up your orcs?
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<blockquote data-quote="Mark" data-source="post: 5106205" data-attributes="member: 5"><p>Morale breakages tend to trim the numbers down once battles commence and losses are realized. And when the fleeing begins . . .</p><p></p><p></p><p></p><p></p><p></p><p>I'd been experimenting with Mass Combat Feats (one of my early releases) since 2003, IIRC. There are certainly some things that translate more readily than others. There are also other feats that need adding in strictly for mass combat, as they involve troop movements and drilling. Truth be told, I went old school in this design process, starting with the Combat Miniatures System and then looking toward how that would then scale inward toward one-on-one combat that could be used with an RPG system, much in the same way that Chainmail led to D&D, rather than the other way around which I noticed was either failing again and again or coming up somewhat short. Naturally, I had the modern existing systems to use as a guide toward my ends in all areas of gaming, RPGs, miniatures rules, and any number of other games that had successfully captured player imagination, which always was the key to gaming for me. One problem a lot of designers probably face is being either a wargamer or an RPGer but not having been both for 35+ years like myself.</p></blockquote><p></p>
[QUOTE="Mark, post: 5106205, member: 5"] Morale breakages tend to trim the numbers down once battles commence and losses are realized. And when the fleeing begins . . . I'd been experimenting with Mass Combat Feats (one of my early releases) since 2003, IIRC. There are certainly some things that translate more readily than others. There are also other feats that need adding in strictly for mass combat, as they involve troop movements and drilling. Truth be told, I went old school in this design process, starting with the Combat Miniatures System and then looking toward how that would then scale inward toward one-on-one combat that could be used with an RPG system, much in the same way that Chainmail led to D&D, rather than the other way around which I noticed was either failing again and again or coming up somewhat short. Naturally, I had the modern existing systems to use as a guide toward my ends in all areas of gaming, RPGs, miniatures rules, and any number of other games that had successfully captured player imagination, which always was the key to gaming for me. One problem a lot of designers probably face is being either a wargamer or an RPGer but not having been both for 35+ years like myself. [/QUOTE]
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