Sunday, September 3, 2017

Top 3 Project Start Trees

Act impressive.  Act sociable.  Act willing.  This improves our modelling hobby.
Inspirobot reveals what it means to be alive.
So I thought I'd talk about my methodology.  After 25 or so years I stopped and took a look at my collection and realized I had done what so many others before me had...but it may have been to an extent seldom seen.  All those rulesets, all those models...all the gaming potential and a giant vault of terrain.  It's now time to put it in order...for the future.  And my sanity.

So, each project has to be broken down into manageable phases.  I like all the games, and since I've sunk so much time into this hobby already I may as well double down.  Part of this blog will help me keep track of all the projects, games and campaigns I've already got working and all of them yet to come.


So, I made up the idea of the 'Project Start Tree'.  Basically, it's just a project plan that also sort of serves as a checklist for everything I'll need to host some serious games.  There are three trees in all of my projects, and it's easily broken down into metric tons of work.  And fun.
  1. Rulesets
    • The most common project tree.  How many start gaming because they run across a rulebook?  Or have a problem with collecting rulebooks from a variety of publishers?  
    • Get a handle on the rules of said game and gather any extras you want to use during your campaigns, such as online enhancements or old magazine articles.
  2. Models
    • Sometimes you just want to collect some models.  Maybe those models don't have a dedicated ruleset, as there are tons of manufacturers who just make models for various purposes.
    • There are so many rulesets, don't be worried about not finding one.  It's as easy as searching the internet, and you'll find your people.
    • Scale is the most important issue, but basing conventions are also a concern for certain rulesets.  
    • Do your research!  Especially historical or modern gamers, some of those communities can be a little harsh if your kit isn't spot on.
    • Make sure to collect two armies for each game.  At least.  That way if you're ever in a vacuum, you can make new gamers.
  3. Terrain
    • Your table is just as important as your army.  Don't be unprepared to go all the way - you need at least two armies and a table or you are dependent upon specific other people in order to get a game on.
    • The terrain can really bring the room together.  Also the armies and narrative of the game.
    • The rules of the game should inform your terrain decisions, but also the modelling aspect.  Make sure you've got stuff meant for your basing conventions for that game.
    • Specific terrain and scatter pieces, as well as objective markers and other tokens, should be considered at this stage.  Make sure you've got a facsimile for everything you introduce.
Shoop.  So you put the three together, and you get a roadmap of the game 'instance'.  Sure other people will have different stuff.  You can play on it when they host.  However, in your place...without anything else going on...you'll have your own WARZONE.

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