sharkbait wrote:Being unfamiliar with the FoW core rules, what is the difference in playing between this and FUBAR and/or ItEN?
Although DMW owes a debt to its family it will be different in a number of ways. If we look at the family it comes from:
1. ItEN is a single figure skirmish game.
2. FUBAR is an ultra-simple small unit skirmish game. KISS iss the core design principle.
3. FoW is aimed at small unit actions - different to skirmish, and the KISS principle still applies.
4. Whereas DMW is aimed at fighting full battles up to Battalion or even Brigade level, and the KISS principle is more of a guideline than a design goal.
I have been following the W40K 6th Edition debate for a while now, and was given a copy of Tomorrow's War. The former is likely to be another cynical atempt to milk the gaming public for money. Tomorrow's War though is quite a different beast but it's not for me - it is far too complex and detailed, and locks the players into the TW universe.
So DMW shall explore the same territory as these two games. It will use some of the mechanics we have grown familiar with and which have many fans out there already, and introduce new ones. It will still be generic so that it can support multiple backgrounds and offer a free alternative for gamers.
I have introduced the idea of Tech Levels - shamelessly homaged from Traveller. This allows us to field balanced forces from different eras, even side by side. We have an Initiative system that kills off the IGO-UGO philosophy of so many other games, without overcomplicating things. There will be a comprehensive points system allowing people to quickly create forces to suit them and their gaming comrades.
D-markers are in. Activation is out; replaced by a Command roll that determines how many actions a unit can take on its initiative. Weapons blast/cone templates are out, having been replaced by a more elegant weight of fire mechanic.
Vehicles will be in, in force. As will AI's, Robots and Drones.
At the core of it all is a focus on command and control through the use of simple mechanics with complex outcomes. Command rolls, D-markers, Actions and Reserved Actions, Initiative Rotation will all stretch the player and though simple to learn will be difficult to master. I expect to lose a lot in these rules
One thing I do expect is that if we can get this right DMW may well lead to FoW becoming practically extinct. Sad, but that is evolution. We are so much better rules writers than we were when we wrote FoW.