Allright folks, I read a bit in Praetorian Quintus' AAR Eagle stenched in blood.
It has the unique idea to set up some options for the next move of the Army and TWC people are to choose which step it should be.
So far so good, the idea is great!
I thought about expanding this idea:
Why not focus such a "AAR" on an agent?
-Let' say an 1 eye assassin.
For each AAR session there could be a goal to achieve with this agent like:
"Kill 10 ?English? Family Members within 15? turns."
"Kill the King of Faction 'blablabla'."
The AAR session fails if the spy gets executed, the time limit is reached or he reaches a subterfudge of let's say -1.
So the Idea is:
Each turn:
You get a screenshot of the Agent with his skills + the Area of Movement available to him.
You get a screenshot of the Area where the mission is playing, ( for "Kill 10 ?English? Family Members within 15? turns." -> England)
You get a screenshot with some persons or buidlings you are allowed to attack + the CHANCE OF SUCCESS!
Each turn the community decides which step to take!
Kill the commander of a nearby rebel army to level up the assassin safely?
or rather
Moving him deeper into enemy territory to search for new targets?
or maybe
Trying to kill a family member in reach NOW!
----
Of course this type of game could be modified.
E.g.:
You get an AGENTS TEAM:
1 Spy + 1 Assassin.
Goal would be to let 3 English towns rebel!
---
Campaigns would be played at easy, I guess.
There will be NO STORY TELLING , everything should be focused on the game!
Edit: Some more Ideas and Rules:
Let's say the Assassin gets 3 Kill options per turn:
1. A goal with a chance of 66% or higher (easy) <--- Rebels, Diplomats, ...
2. A goal with a chance of 33%-66% (middle) <--- would be normal goals as Family Members ( "kill 10 Family M")
3. A goal with a chance of 0%-33% ( hard) <-- A hard nut to crack or it WOULD BE the Main Killing Goal of the session (aka KING) if he is in reach!
- chance of success!
+ a "move further" option, that makes 4 Options to decide on per turn.
No reloading of a turn by the host of course.
The whole thing could be set as a TEAM competition.
Imagine:
2 Teams of let's say 3 TWC Members each.
Both teams decide which decision to take each turn!
One team wins when either they achieve the goal of the session or the other Team fails (Agent killed)
Of course this would require a bit more work by the host, as there have to be 2 ways of the assassin watched at the same time.
So what do you think of it?




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