A.S.L. Scenario Design/Production: Too Much of a "Good" Thing?

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  • #4246
    Robin
    Member

    Citizens,

    As I was sifting through scenario cards and checking R.O.A.R. last weekend, I couldn't help but think,

    “We have plenty of good scenarios, but not enough “great” scenarios.”

    I realize everyones definition of “good” and “great” scenario is a matter of opinion. But, in general, you know what I mean: “This is the next scenario I have got to play!” vs. “Maybe I will play this sometime in the distant future” or “never”.

    Which then led me to ponder… is there any methodology that increases the chances of creating a “great” scenario?

      “Shotgun” approach (create thousands of scenarios, and some are bound to be great)?
      Codify a list of “great” scenarios, and look for similar attributes?
      Other?

    I am interested in your opinions. Back to component organizing.

    Peace,

    Casta

    #5274

    Casta,
    Interesting subject and question .From an analytical POV I tend to think that the second option.makes the most sense.However as you mentioned its all a matter of opinion. This said I feel that the single largest component
    that makes for a great scenario is the person you are playing against.I am sure everyone has played a scenario they had enjoyed at one point only to replay it and have a less that satisfying experience for whatever reason. From a mechanical standpoint I am of the opinion that a scenario with good timing elements and balance and most of all a “forgiveness” factor make for the best scenarios.Personal preferences such as nationality time frame unit type figure also but are a lesser compnent in my opinion

    #5275

    Darn it!, hit the wrong key!,
    continued…..by forgiving I mean a scenario with enough time and / or units that allow a player to recover from bad luck streaks and perhaps an error in play. I hope others chime in with their thoughts .

    Eric V

    #5276
    Robin
    Member

    Eric,

    Thanks for your input.

    I agree that who you are playing against can “skew” the fun factor one way or the other. Balance and “resilience” (the recovery factor) are important, too.

    I think a scenario that gives both players a chance to attack is more likely to be great vs. static defense.

    I guess the other idea I was getting at is A.S.L. is reaching a point where “Less is More” for scenario design. I would rather create one excellent scenario than ten fair to good ones. With the glut of scenarios on the market, I don't want to add to the scenario “orphans”.

    I guess I need to make my list of “great” scenarios. :-)

    Peace,

    Casta

    #5277

    Casta….great topic.

    We did an article in Hit The Beach! a while back that listed the 10 things that make a scenario great (IMHO). I'm sure the old issue is still loaded on our old website somewhere.

    The list of attributes we came up with was based on common characteristics of scenarios we loved. The experience one has while playing a scenario tends to influence more the feelings you may have about your opponent…though a good memory may help imrpove your opinion of a scenario for sure. For example, I dont really like Scott Thompson, but I have enjoyed many of the scenarios we've played together. Now, I do like Paul Simonsen, but even he will admit that Saito's Banzai Hell was a complete waste of time…

    Anyway, I think you can take a hard look at some of the best scenarios out there and you will start to see certain characteristics in each that make for a great play. We should pull that list together again.

    As to scenario design…yeah, Casta, the market is swamped. I feel that about 10% of the scenarios produced are great. Ones you want to play more than once and which really make for a great game. There is another 40% that are not bad, maybe fun once or maybe more fun for one side than the other. The rest are crap. Harsh? Yep…but that's me. So I figure out of 4500 scenarios, maybe 450 are great. I figure that will take the rest of my life to get through them all.

    Well…ok, if you put my back to the wall, I'd admit that there is a very special group of about 1% of all scenarios ever written that attain the status of legendary. These scenarios are ones which not only are great, but which will be great forever and ever, played and discussed till the original scenario cards turn yellow and molder. Hill 621 is legendary. That kind of scenario. If you want an idea of what I am talking about…pull up ROAR and sort down to those scenarios which have been played over 100 times and which are balanced to within 2%. You'll get a page or two of scenarios. Some of these are the legendary ones. Some are really well balanced scenarios. But the Grognards will be able to point out which is which… Play the legendary ones.

    #5278
    rdf
    Member

    Matthew and I have talked at length about what makes a great scenario:
    1) Options for both the attacker and defender. (Players should be forced to make difficult choices.)

    2) Movement choices for both sides. (Fighting withdrawal vs. a static defense. Reinforcements and timing, etc.)

    3) The loss of any one or two units shouldn't be 'the game'. (Damn my 88L just got hosed, game over.)

    4) Attack and counter attack. (Yes, more movement: parry and thrust, attack and now hold it.)

    5) Finesse (Great players should beat average players everytime with skilled play.)

    6) Well Balanced.

    Other considerations:
    Time to play? Entrenchements? HIP? Personal preferences? Battlefield interpretation and artisitic liscense for game play purposes.

    You have to remember that when Hill 621 came out (I remember that), it was the ZOMG monster scenario we all first played. Scenario's in general were bigger when the game first came out. It was exciting to get 'brand new boards' and new counters to punch. A magazine “The General” was coming out with epic playing information and recaps of things like Khamsin. There was a lot of “Hype” around the classics.

    Great scenarios are made epic by opinion and balance. Additionally they get played if they look interesting. If they look interesting, and offer challenges to both sides, and players like them that has the beginings of a “classic”.

    From a marketing point of view for SoCalASL playtesting: We should pick a potentially great scenario (MP1) and 'hype' it with a series replay (and update if it's out of balance), publish on this site, and invite people to explore it. For new MP's we should challenge ourselves to explore 'themed' content, mini-game, 1/2 or Whole Board HASL mapped. (fitting into line with our 6 scenario standard) Do it differently.. Uniqueness..

    My favorite part of Scenario Design is starting with: What's Fun?
    (LOL, and yeah, Pack Mules carrying Big Guns is fun.) :-)

    #5279

    Bryan has it right. Well…Pack Mules are CHROME….but they are also fun.

    I actually like his idea to take a scenario of ours…maybe eventually do one from each pack…and do a Replay/Review/Update of the scenario. We could post up the Errata or even the whole card (since everyone has purchased the thing already) to the website. It would be a fair amount fo work but I think it could be very very interesting.

    Good idea!

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