Mittwoch, 11. September 2019

Generic random events for tabletop games


I had a (not very original) idea when reading a random (but really nice) battle report on another gamer blog. In that report, the attacking forces didn't enter the table exactly where they should have, which gave a lot of realism and dynamic to the evolving battle.

That got me thinking about adding similar random tweaks to my solitaire games in the form of random events.

How to trigger

It would be particularly easy to trigger these in Piquet: simply add one "random event" card to each sequence deck - maybe only every second turn, maybe use it as a balancing device for the side that is behind...

How to find the event

Then roll a simple die to find the event. To make it balanced, I guess all events should be beneficial to the side that triggers them - either by directly helping that side or by messing things up for the other side.

Simplest idea would be to roll on a table. Odd results could be favorable to the own side, even results could be bad for the opponent.

The events

1: unexpected reinforcement: one light unit enters the table behind the extreme right or left wing of your line.

2: unexpected withdrawal: bring a dispatch rider / AdC on the enemy side of the table and let it ride to the army HQ (or, if a cavalry unit is trailing or in reserve, directly to that unit) and command the cavalry unit farthest in the enemy's rear to leave the battlefield immediately towards its own table edge. Maybe allow the opponent to ignore these withdraw order at some VP cost (e.g. as though the unit was destroyed), but keep it in action.

3: heroic action: ... depends on rules, in Piquet it could double as another "Heroic Action" card per the rules

4: hesitation: the next unit to move will stay put for the turn (e.g. in Piquet, skip the next "move" card for one unit or formation as if it were a "Dress Lines").

5: Outflanking move: one unit on your extreme left or right flank may take a double move on the next opportunity

6: Ammo shortage: one artillery unit (when in doubt, choose the one that has seen most action) must skip its next opportunity to fire

Etc. Further ideas could be extra orders / order changes, quality upgrades or downgrades of units, marching units losing their way, routing units rallying out of turn...

Comments

Unit: to limit the swinginess of the effects, a "unit" should be a unit one size smaller than the units on the game OOB. E.g. if the game is between a few brigades per side, a unit should be a batallion; if it is a large battle with multiple army corps per side, it should be a division etc.