Iskandria
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Wargame Mechanics
(If you need wargame rules that are immediately usable, please
consult Free Wargames Rules.)
Why another set of rules for a tactical wargame (or roleplaying game)?
Because I want realistic results, not ego-building results. The rules that I use to document the more intricate parts of my science fantasy need to do two things:
- Be physically accurate. For ultratechnology, this means "does not self-contradict itself, or the interactions of the known laws of physics with it".
- Make diplomacy and politics compelling options for anyone with a shred of intelligence or wisdom.
As a side effect, the rules are more in the style of a wargame.
Fundamentals:
I use Steve Jackson's GURPS as a pre-alpha version (it's usually a "good first guess"). The final mechanics for the wargaming system I am working on will look nothing like this.
Opinions, comments, criticism, etc.? Let me know about it.
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