…continuing my soft, uncompetitive impressions of KoW from last post.
First impressions part two:
The Game Dynamic:
- the game is fast… very, very fast (and meant to be very, very big). Although there was a significant pause in the middle of the first round, we moreorless managed two 1000+ point games in about two and a half hours. Again. Fast. By the end of the second game, I could tell that matters would have accelerated significantly if we continued down this path. For a man with a lifestyle frequented by the aforementioned interruptions, this is a real boon. Thankfully, I have a lot of these old odds and ends putzing about the bookshelf and waiting for glory once more. I had just about every dwarf to pass my table since the 80s pressed into service, and I still felt the game was "midsized" at best.
- the game mechanism is really quite simple. At 12 pages, you really should not complain about the state of the meta.We downloaded and were playing in mere minutes.
- the game mechanism is really quite simple… perhaps even a bit too simple. Considering the amount of fun we had, I hate to say this for fear that it will be construed as a criticism, but I feel that my ideal ruleset would land somewhere between KoW and WFB with regard to complexity (does such a thing even exist? anyone?). That’s me. At the end of the day, I think this will lend itself beautifully for a jumping point to some “house rules” mechanism. The system is vague enough that it lends itself nicely to suggestion rather than to proscription, which is a blessing in my opinion. Moreover, I can see how a tweak here and a revision there will produce the exact kind of gaming experience that old friends (or genuinely amicable strangers) will want to enjoy, and to explore with an eye toward one's own fantasy meanderings.
- bring back the d8, the d10, the d20! For a very long time, these have sat on my shelf: unused, but not unloved. I have never really embraced roll-play in my adult years, but always admired the weird and wonderful dice (dice envy? is there such a thing?). I have long felt that if I were ever to design a game, it would include a variety of dice simply for good measure rather than practicality. And while KoW does not actually require the d8, d10, or d20 for gameplay, these forlorn beauties make absolutely ideal nerve and/or casualty markers, as one must tally the number of wounds in each unit in order to measure against its breaking point. I am pleased for the excuse to bring these back to the table, and I have since scoured my old stash to dig out all the d10s that I could find (the d10 seems particularly well suited). In fact, this is the most exciting excuse that I have found in quite some time.
- the aforementioned nerve system is an interesting dynamic, though it took some acclimation in order for me to really embrace the level of abstraction. Put simply, "dead" models are not removed, but rather noted by the unit in question. In most cases, the unit continues to function as normal, and I had a little trouble thinking that a unit was basically fully potent right up until the point that it broke and was removed from the table in the entirety. Interestingly, this tended to encourage me to imagine that any given unit as having broken and fled the table rather than as having been slaughtered gruesomely to the man, or elf, whatever. Does that, I wonder, make this system less violent? I am not sure.