I've been mulling blogging for a while. I have several half-written first posts, ambitious attempts at a grand overview of my life in toy soldiers or philosophies of game design, but perfect is the enemy of good so here's something complete and coherent.
I've been playing a lot of Lion and Dragon Rampant lately. I enjoy the general lightness and tightness of the rules, the way it scales from small warband skirmishes to larger multiplayer engagements, and particularly how its friction mechanics frustrate planning and prompt a narrative explanation of why things are going horribly wrong.
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I've made a huge mistake
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The Rampant games sit firmly in the Warmaster tradition - roll to issue orders, turnover on failure. I read through Hail Caesar as another articulation of those ideas and while I found it a bit meandering and finicky, I was enamoured by the blunder tables and the idea that not only might your forces not do what you want, they might do something else entirely. Being interested in the Wars of the Roses of late I was instantly attracted to a mechanic that might facilitate not just Henry Percy stubbornly refusing to leave his hill at Bosworth, but the mistaken identity at Barnet, outright trachery at Northampton, and so on.
A bit more digging revealed extant Rampant-system blunder rules in both The Pikeman's Lament and the Renaissance Rampant adaptation, so drawing on these various influences I knocked out some critical failure (and success) rules for Lion Rampant. We've been using these in our games, large and small, polishing them along the way and they've produced a lot of fun. I've had entirely-plausible moments like light cavalry running down fleeing pikemen in a bog, blundering deeper, then refusing to come back out for thirty real-life minutes as they stripped the corpses clean, or over-eager militia archers charging out of their defensive positions before realising quite how many cattle-rustlers had swept down over the border, along with the usual gunnery misfires.
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| Into the bog! |
Our rules are as follows:
Critical Successes and Failures:
When making a rally, wild charge or order test, if a
double 6 is rolled, the unit does not count as having activated and hence may
attempt a further order if the player wishes.
If a double 1 is rolled on a wild charge or order test,
roll a further D6 and consult the Blunder table opposite.
Blunders may never be re-rolled.
D6
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Blunder Outcome
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1
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Treason! If armed with missile
weapons, the unit makes an immediate Shooting attack against the nearest
friendly unit. Otherwise, the unit makes an Attack move against the closest
friendly unit.
If no friendly units are in range, treat this result as Wavering
instead.
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2
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Wavering. The unit must
immediately make a Courage test.
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3
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Cowardice. The unit immediately
retreats its full move value away from the nearest enemy.
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4
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Caution. The unit immediately
retreats half its move value away from the nearest enemy.
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5
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Fog of War. The unit immediately
moves its full move value in a random direction.
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6
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Get ‘em, boys! The unit immediately
moves its full Move value directly towards the nearest enemy. Resolve combat
if contact is made.
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Blackpowder
Misfires:
Apply as appripriate (e.g. Lion Rampant Handgonners, Dragon Rampant Artillery and missile units with Bodkins). If such a unit blunders on a Shooting
order, the unit must immediately resolve that attack against itself.
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| What could possibly go wrong? |
I'd to love to hear if you give these a go.
Rob