Following up the discussion on relations between leaders in games, I've put together a couple of cards for a more specific deck. They're based on the fundamental laws of a fictional universe, but less vaguely worded given they're aimed mainly at wargaming.
It's all pretty self-evident. These are themed around feedback and improvement, one of the areas worth looking at. There's not much can be done with two, but the fundamental laws deck is already up to 17 cards and this set should be built up over time as well.
When it does get bigger I'd suggest dealing one card per leader at the start of the game, from unit leader up, but excluding the overall commander as the cards work relative to that position, to suggest imperfections in transmission, wherever the fault lies. The idea with the entry roll on Critic for example is the fact that the overall commander may or may not want that particular person close by, even if the advice given is good. For less impact on the result or the flow of the game, they could be dealt to higher ranks only.
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