Warlord Games published more details about the rules for Konflikt '47:
1. No magic or supernatural stuff. Although often a staple in this genre, we were keen to remove this aspect to allow for a mechanical ‘diesel punk’ feel that promoted strange tech rather than magic. We recognise the popularity of such creatures as werewolves and zombies, but set ourselves the goal of achieving these without recourse to spells or similar.Link: Warlord Games
2. Diesel Punk not Sci-Fi. Another issue we discussed at length and agreed that the ‘look’ of the game should fit the period, regardless of the changes we were making. The added tech would be clunky and in keeping with many of the engineering restrictions and principles of the time. Whether we have stuck to this is subjective, but it remains a principle of our design.
3. New Tech should complement not replace existing tech. This is another hard principle to follow, the temptation to make new tech all-powerful is real, but we wanted to ensure that the game could be played with entirely historical forces at no detriment. The reasoning was twofold, firstly to maximise peoples existing collections, thereby increasing the likelihood of buy-in to the game and secondly to speed up the ability to deliver the game with a vast range of available models from the word go.
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