10 Megagame Concepts

Here are ten concept outlines for different megagame scenarios. Some are revamps of games I have run in the past, others are new. I am posting these so I can get a sense of what sounds interesting to potential players, so expressions of “like” and “dislike” would both be useful.

I am also making a decision to “pivot” and “rebrand”. In the past I have called these “Grand Strategy” games, often shortened to “Grand Strat” by the Buckets of Dice crowd. The world wide success of Jim Wallman’s Watch the Skies game leads me to think I should adopt what appears to be the global brand name, in order to boost recognition and hopefully attract a few more players.

1. Warring States

This is a historical scenario, set in the Warring States period of Chinese history, from roughly 320 to 220 BCE. I once ran a play-by-mail game of Diplomacy set in this period of history, so I have done some of the needed research in the past. During this era seven major kingdoms competed to be the first to unify the land that became known as China. It was a time of great development in literature, philosophy, technology, economic and military affairs. At the start of the game, armies would be small and based on chariot borne nobles supported by poor infantry. As the game progresses, cavalry, crossbows, iron weapons, and mass conscript armies would be developed.

EN-WarringStatesAll260BCEKey elements of this game:

  1. Combat resolution will be inspired by Sun Zi’s Art of War, i.e. it will rely strongly on psychological factors and bluffing.
  2. Kingdoms will have to make tradeoffs between trying to expand the territory they control, and trying to develop their Kingdom – the surplus from the rice harvest will only go so far
  3. At the start of the game, changes to the map state can only be done by the King (team leader) but only if one of their advisors (other team members) recommends the move. As the Kingdom develops, new developments will allow more options for map interactions. For example, developing professional generals will allow advisors to move armies on the map.
  4. Diplomacy is crucial to success.

2. Sun and Starship II

This is a revamp of the 2012 Buckets of Dice game, and on a theme I have used several times before. It is a space opera scenario in which noble houses in a great space empire compete for power, wealth and glory, while pirates and warlords gnaw away at the borders of the empire. Most (80%) of the players will be nobles organised in teams and some (20%) will be independent “raiders”. Noble team goal is to gain control of the empire, all players are trying to get the most wealth, and glory (from combat victories).

2000px-Spaceship_and_Sun_emblem.svgKey elements of this game:

  1. universal basic income – every player gets $1 of game currency per minute of game time
  2. to represent the decadence of the Empire, whoever is currently Emperor (and a few of their friends) will have access to a table of food and drink
  3. nobles will alternate between time in committee meetings, team meetings, diplomacy and the map, raiders will spend nearly all their time on the map or diplomacy
  4. rather than one committee, there will be seven committees with the following broad functions: Justice – $ fines for nobles. Trade – creates new movement and trade routes on the map. Colonies – appoints/recalls sector governors. Intelligence – determines which “Black Swan” events occur next. Atomic Power – provides the atomic power that makes Dreadnoughts awesome. Defence – appoints/recalls fleet Admirals. Apparatus – screws around with the other committees.
  5. combat will be based on a “bucket of dice” resolution: Battleships roll 1d6 each. Dreadnoughts roll 1d12 per point of atomic power spent. The side with the highest score wins. Battleships with matching die rolls in your fleet are eliminated as casualties (yes, this hurts the stronger side more). Dreadnoughts are never destroyed – they just go to the repair yard for a length of time based on battle damage.

3. Fall of the Elder

This is a new fantasy scenario with teams of elves, dwarves, humans and individual dragons. The different Kingdoms are competing for magic, gold, and land. It is based on the 1970s boardgame “the Decline and Fall of the Roman Empire”. The elves and dwarves start with all the good farming land under their control and control most of the ancient fortresses. Humans start in the miserable wastelands, where the dragons also dwell.

Roberts_Siege_and_Destruction_of_Jerusalem

Key elements of gameplay:

  1. 20 minutes of gameplay represents roughly twenty years of gametime
  2. the elves score points for accumulating magic power (and not using it)
  3. the humans score points for gaining land and breeding more humans
  4. the dwarves score points for accumulating gold (and not spending it)
  5. Dragons score points for eating elves, dwarves and humans, stealing their stuff and destroying anything they can’t eat or steal. You can think of them as 100 ton vultures.
  6. heroes are important, Elves train heroes with magic, Dwarves buy heroes with gold, Humans find heroes when they are defeated, and Dragons … well, they are more anti-heroes.

4. Operation Unthinkable

This is a new alternate history scenario based on the actual British plan to attack the USSR in July 1945, following the defeat of Nazi Germany. Teams are based on the combatant nations at the time (USSR, USA, UK, and France). Most (80%) of the players will be military officers working at the Army level with the other players filling political, naval, or air command roles.

Marcia_nel_fangoKey game elements

  1. this will be a double blind map system, i.e. the teams will have maps in different rooms, and will have limited information on enemy dispositions (fog of war)
  2. the game will last from midsummer 1945 to early winter 1945
  3. army officers will have one of three roles: logistics – making sure the army has enough supplies, intelligence – team communications, command – making attack/defence decisions
  4. air command chooses between battling for air superiority, ground support, or strategic attacks on logistics
  5. yes, the allies will get the nuclear option (at a cost of VP)
  6. the game will focus primarily on the front in north Germany, other theatres of operations (e.g. Italy, Japan, Greece, Iran) will be handled in an abstract manner.

5. The Crescent Stars

This is a new space opera scenario, set in a future where humanity has colonised the stars but is just as disorganised as it was on Earth. The main teams are the Solar Union Colonial Committee, the trading Combines, and the Comitas (the free traders). Independent players are the mercenary captains and the system Dictators. The Solar Union tries to maintain peace and stability while encouraging free trade, while everyone else is trying to make money and gain power over the booming sector trade.

Artist’s_Impression_of_a_Baby_Star_Still_Surrounded_by_a_Protoplanetary_DiscKey game elements:

  1. rather than trading cards, trade deals require the signatures of the players who control the systems the trade route requires. Each trade deal is worth a fixed sum of cash, split between the signatories in an agreed way. Each trade deal has a time limit within which is must be successfully negotiated.
  2. As the game develops new movement and trade routes appear
  3. universal basic income (see above)
  4. the combat system will involve very small numbers of units (not more than a dozen tokens per side) and a conflict between two systems should be resolved in under ten minutes through a card play system
  5. technological research.

6. The Colossus of Atlantis II

This is a bronze age steampunk Cthulhu mythos fantasy game, first run in 2010. At the start of the game the players are all members of an Atlantean noble House, as it starts to use its superior technology to conquer the world. Atlantis being Atlantis, corruption will set in and eventually doom will fall on Atlantis.

Atlantis_map_1882_crop

Key game elements:

  1. robust Athenian style Greek politics (this time we will make sure the democratic constitution cannot be destroyed by the players at the first assembly meeting)
  2. profiting from trade routes, using the negotiation system outlined in Crescent Stars (see above)
  3. universal basic income (as above)
  4. technological research with the goal of building the best giant bronze colossus to smash your way across the landscape
  5. occult research with the goal of summoning the best eldritch horror to devour your enemies with.

7. Pax Victoria II/Flower Power II

SAMSUNGThese are retro-future grand strategy battles for fantasy worlds with World War I to World War II technology. The main change from earlier games is to greatly reduce the number of units, for each player on your team you should only have 2-5 units to keep track of, and to place more of an emphasis on sea power.

Key game elements:

  1. alliance diplomacy and coalition warfare
  2. making tradeoffs between importing off-world technology or mercenaries, and developing you economy or expanding your own military.

8. Crusades II

Revisiting a scenario last used in the 1990s, its a medieval holy war to liberate/defend the sacred sites of several major religions. Within each broad coalition of coreligionists are smaller teams that have their own goals and hidden agendas.

Key game elements:

  1. diplomacy and arguing about religious doctrine
  2. trading spice and sacred relics
  3. rare and relatively important battles, as big armies are fragile
  4. lots of sieges and raiding
  5. limited information about where the enemy armies are (so lots of opportunity for selling information and double crossing).

9. Revelations

And the heaven departed as a scroll when it is rolled together; and every mountain and island were moved out of their places.

A modern day apocalypse with the armies of Heaven and Hell fighting it out over what is left of humanity. Humans can pick a side or go it alone. Did I mention the zombie hordes? Yes, there will be zombie hordes. Learning from the 2011 Apocalypse America game, the economy will not collapse in turn one and leaders should be able to feed their armies for a while.

John_Martin_-_The_Great_Day_of_His_Wrath_-_Google_Art_ProjectKey game elements:

  1. as much gonzo pop culture kitsch as we can cram in
  2. resource scarcity, supplies are unreliable and will be fought over
  3. the map of Earth will be global, but the landscape will have been altered by various disasters and calamities
  4. the number of combat units will be kept at a manageable number (2-5 per player)
  5. to represent the scale of mundane, divine and infernal powers, a polyhedral dice pool “roll and keep best two” combat system will be used, e.g. if ordinary three human armies roll d6s and two Angels roll d12s you might roll a 3, 5, and a 6 for the humans and a 2 and 12 for the Angels, so you keep the rolls of 6 and 12 for a total of 18.

10. The Cold Stars

…the cold stars shone in mockery… – Mary Shelley

This is a bleak post-apocalyptic space opera. Humanity colonised the stars, but then something happened to sweep away most of human civilisation. The survivors hide in deep space or hidden outposts, because they know they are being hunted.

Alcyon_(star)Key game elements:

  1. isolation – this is a limited information game, with different teams being placed in different rooms
  2. exploration – if you make contact with other human survivors, you can start talking with them again, if they don’t kill you first
  3. hidden information, while the broad shape of the map will be clear, small boxes will be used to conceal information
  4. trade – everyone has a clue in the great puzzle, and everyone has something useful for survival, but every trade you make increases the chance that the hunters will find you
  5. the combat system is based on avoiding combat – whatever is hunting humanity has more advanced technology and outnumbers humanity a million to one.
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