Documentation
I am taking a rest from design as after the last few jams it was starting to get out of control and after four releases in 2 months I needed to disconnect.
I have come back to my gaming club after a long break and, to my surprise, they were organising a campaign of old-school Necromunda which I gladly joined. You know, Necromunda is one of those old love stories that never really died for me: the number of miniatures (it's a skirmish wargame) is much lower than in regular wargames making it faster and more accessible and the campaign rules are not perfect but allows for a lot of fun. In a few battles, brave gangers have died, others are crippled, grudges grow and territories are exchanged as the skirmishes pile up. It has its flaws, of course, and those plus the fact that it's so complex in organization are the main components of the genesis of Necroworlda.
I am working in the expanded version (which is growing quite a lot). For what is worth, I noticed that I already managed to include most of the iconic situations of the wargame in my one-page. Actually, my biggest concern about Necroworlda, the fact that is quite complex to win as you get hindered by constant expenses and damage, mimics quite well the flux of a Necromunda campaign where you can win a battle and still pay a terrible price or lose it and prosper and grow more than your opponent. I will take that as a good thing.
A few other things I have found interesting but unable to translate to Necroworlda are the high level of micro-management of your gang as each individual warrior has his own equipment, experience advancements and permanent wounds. This is quite fun but takes a lot of time off-game. I like as well the terrain set-up which makes every game different. I wonder if I could do something similar for Necroworlda to affect the battles. Mmm...
Get NECROWORLDA
NECROWORLDA
Resource management and gang warfare
Status | Released |
Category | Physical game |
Author | Warbriel |
Tags | Minimalist, One-page, resource-management, Strategy RPG, Turn-based |
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