Now the fantasy figures that I've collected since 1981 range from old Citadels, through the odd Grenadier piece, with some complete unknowns thrown in - and a few Prince August home moulds, right up to some more recent Hasslefree miniatures (they are so good).
I think the whole damned collection got into this game...(not quite sure how Elric of Melnibone and Stormbringer snuck into the pic there...)
Despite the fact that i like to take the p**s out of modern fantasy tropes (Game of
- Dragon Rampant offers some lovely game turn sequencing, and yes, we have probably seen some of the mechanisms elsewhere, but it really works (and, key to all my endeavors, it can readily be hacked for other genres and periods - I am thinking westerns, superheroes, star wars skirmishes etc.).
- My only gripe was rolling 'buckets' of 12xd6 - after having gotten used to single polyhedrals with the 'Field of Battle' family, but that's minor (and I'm sure someone can work out the probabilities).
- It's unit activation - so balance the chance of activating more 'likely to go' units first with when you need to take advantage of the momentum you've gained somewhere else on the battlefield. There are similarities with the FUBAR family of rolled activations, but it's appeared in many places.
- A 'courage' rating enables a unit to take punishment, without breaking, whilst the difference between dice roll and rating - taking existing casualties into account, can dictate whether the unit recovers, stands, or runs - hence some units are 'glass hammers' who inflict casualties early but have minimal staying power (my bloody orcs, I'm lookin' at you!).
- Characters can act effectively as 'units' in terms of hit points (this is an homage to the original chainmail and D&D here I think).
- Missing your chosen activation means that initiative is handed to the other side. This has real potential for modern games and a lot of work has been done on this at the 'Numbers, Wargames & Arsing About' blog. There are similarities with 'song of' systems without the push gamble.
- You start with 12d6 until you hit half hit points, then it's 6d6. We did find that the only concern was picking up the 12 dice again, but keep them in a box and use it only for that I guess (plus, we like to complain about d6 at this blog ;) )
- There's no insistence on movement or flanking or angles or bullsh**t. It's not that style of game. There's a 3" cohesion rule. That's about it (see modern applications again).
- Wizards can really screw up your day! NO, I mean really.
Death knights types - hard to kill.
leaderEvil Overlord - no wait - he costs too many points...
And in the blue corner...
...as a lone stranger watches from a nearby hilltop, clearly concerned that her figure was left out of the battle. But that, is another tale.
Lord Boyit Stark and Lady Stairsan Bannister will star in the next financially centred episode of Dragon Rampant...A Game of Loans.