I think this game needs to change. It is in an evolutionary dead end, and it's heading further with each new book.
There are rules, special rules, special special rules and special special special rules.
Made up example (but something written can be found in various books); there is a cavalry unit. It has rules for unit, cavalry. Then there is special rule, say, re-roll charge range. Then there is a 2nd layer special rules that says only when charging, units gets fear. And then there is a 3rd layer, unit causes enemy units to suffer -1ld (regardless of fearless).
The amount of rules need to be reduced. The amount of Special rules need to be reduced by a large margin. The amount of Special rules each unit has has to be reduced by at least 50%. The 2nd and 3rd layer special rules have to be very special or very rare; some non core units should have 2nd layer rules. And one or two special army category units should have 3rd level rules.
And most certainly no units, least of all core units, should have multiples of all three! Or should there be army wide multiples of all three.
This is all very simple, right? Simple game design. Shame ones need to write it down, don't we all know this?
Who wants to play a game with ever increasing game of special rules that give it depth? If the game is any good, simple core rules give it depth and few special rules give it a twist and even more depth.
So, to prove my point; why am I right while so many are wrong. The average game time for this game has been increasing after each new change. It started from 2h with the legacy game. With the last 3 books, ID, DE and VS the average game time has increased again, it is over 4h. On average?!
One can expect that new books will continue this trend. And that is a dead end. Only a handful of people want to play a single regular game of T9A that lasts 5h or more. If many people wanted to do so they would play Grand armies, and not many do that, right?
And tournaments will start having less games since it will be impossible for current norm (3 games on 1st day, 2 on 2nd). And once there are 3 games total; that is no longer a tournament, since Swiss system cannot work on more then a dozen players playing 3 games total.
Take chess for example. You can play it in very fast mode (only a few minutes/ player). Or give each player an hour or so. Or give each player infinite time to think. Is the most fun and competitive the last one; where each player can give their absolute best; while chatting with their opponent, taking rest when tired, not making any obvious mistakes... Yeah it is. But that should only be done in garages between friends. Not in the open community; or in tournaments. So, writing all the cool rules that are very restrictive and need planning to implement seems like fun, seems like a challenge for both players. it is actually very bad if it is implemented in such a way it breaks the whole game.
There are so many people in this project. So many smart people. How can a game die in their hands, instead of flourish? Why care so much about rules, game balance, fluff, legacy, background or anything else when the core game is getting more and more broken?
@DanT, you are one of the best people this project has. Can you think of a way to make a regular game of T9A, as it is, last for average 2h? Keep all there is in it, but reduce the game length.
Actually it does not have to be as it is, can you think of any way possible?
I should ask this of all the RT, ACS, LABS, Exec board, play testers, community that gives feedback when asked questions meaning everyone in this project. Could you all stop what you are doing, no matter how fine of a job that is. And can you make this game playable, make it not die in the near future, by having the games last 2-2,5h on average? Please?
There are rules, special rules, special special rules and special special special rules.
Made up example (but something written can be found in various books); there is a cavalry unit. It has rules for unit, cavalry. Then there is special rule, say, re-roll charge range. Then there is a 2nd layer special rules that says only when charging, units gets fear. And then there is a 3rd layer, unit causes enemy units to suffer -1ld (regardless of fearless).
The amount of rules need to be reduced. The amount of Special rules need to be reduced by a large margin. The amount of Special rules each unit has has to be reduced by at least 50%. The 2nd and 3rd layer special rules have to be very special or very rare; some non core units should have 2nd layer rules. And one or two special army category units should have 3rd level rules.
And most certainly no units, least of all core units, should have multiples of all three! Or should there be army wide multiples of all three.
This is all very simple, right? Simple game design. Shame ones need to write it down, don't we all know this?
Who wants to play a game with ever increasing game of special rules that give it depth? If the game is any good, simple core rules give it depth and few special rules give it a twist and even more depth.
So, to prove my point; why am I right while so many are wrong. The average game time for this game has been increasing after each new change. It started from 2h with the legacy game. With the last 3 books, ID, DE and VS the average game time has increased again, it is over 4h. On average?!
One can expect that new books will continue this trend. And that is a dead end. Only a handful of people want to play a single regular game of T9A that lasts 5h or more. If many people wanted to do so they would play Grand armies, and not many do that, right?
And tournaments will start having less games since it will be impossible for current norm (3 games on 1st day, 2 on 2nd). And once there are 3 games total; that is no longer a tournament, since Swiss system cannot work on more then a dozen players playing 3 games total.
Take chess for example. You can play it in very fast mode (only a few minutes/ player). Or give each player an hour or so. Or give each player infinite time to think. Is the most fun and competitive the last one; where each player can give their absolute best; while chatting with their opponent, taking rest when tired, not making any obvious mistakes... Yeah it is. But that should only be done in garages between friends. Not in the open community; or in tournaments. So, writing all the cool rules that are very restrictive and need planning to implement seems like fun, seems like a challenge for both players. it is actually very bad if it is implemented in such a way it breaks the whole game.
There are so many people in this project. So many smart people. How can a game die in their hands, instead of flourish? Why care so much about rules, game balance, fluff, legacy, background or anything else when the core game is getting more and more broken?
@DanT, you are one of the best people this project has. Can you think of a way to make a regular game of T9A, as it is, last for average 2h? Keep all there is in it, but reduce the game length.
Actually it does not have to be as it is, can you think of any way possible?
I should ask this of all the RT, ACS, LABS, Exec board, play testers, community that gives feedback when asked questions meaning everyone in this project. Could you all stop what you are doing, no matter how fine of a job that is. And can you make this game playable, make it not die in the near future, by having the games last 2-2,5h on average? Please?