Idea Byre

There is an interesting possibility of designing tabletop games that are tru hybrids of the RPG and strategy genres. But to do so, we must appreciate the kinds of rules such games use, so we can see how to carefully combine them.

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Tabletop games can often only handle a narrow range of physical (or other) scales, but for some concepts, widely varying scales are relevant. WEG's old Star Wars d6 used different scales -- so people, speeders, and ships could all come into play -- using one method we'll look at.

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What does it take for a game to be good and also centered around an abstract dynamic?

For instance, can we have a game that "explores" or is centered around the idea of allometric scaling? (This is where relative strengths and weaknesses change disproportionately with changes in something's size.) Such an idea seems promising, but how can a game be made from it?

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The fighters launch from their carrier! They jink and turn -- shooting bogeys down as they go. Finally, they approach the enemy capitol ships. They fly close, fire torpedoes -- and escape, leaving behind billowing fire. Wait. Is this World War II or a space opera confection?

In this article, we'll consider how the size of ships affects how they can fight -- and come to some surprising conclusions.

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