Dice for Specific Purposes

March table from Trajan: Ancient Wars. Note die result is the fifth line of the chart.
March table from Trajan: Ancient Wars. Note die result is the fifth line of the chart.

When I return to Nine Rabbit Heads in a Box (9RHiaB), sometime in Spring of 2017, I want to keep in mind dice for specific purposes (DSPs?). The example above is taken from Joseph Miranda’s Trajan: Ancient Wars. I made it from an 18mm blank wooden die and sharpie markers. TAW, like so many of Decision Games’s offerings is an ergonomic nightmare. The layout looks more like a rough draft. When tables arise in play it is always a jolly ol’ fox hunt.

A player:

  1. Declares a march after counting movement factors along a desired route;
  2. Checks the terrain table;
  3. Rolls a d6;
  4. Hunts for the movement table (on a bi-fold where the theme is vaguely logistical);
  5. Finds the result line;
  6. Consults the code;
  7. Looks back to the map;
  8. Moves.

My die above seems complex. In practice, using it increases the enjoyment of the game. The two terrestrial modes of movement are in black. The two amphibious ones are in green (river) because rivers are green and blue (sea) because this is the Mediterranean we’re playing in and the Med is always blue. Yeah, you still have to look up the effects, but the die rewards you for memorizing them by increasing enjoyment of the game. Learning the effects makes you a better player, too. Don’t be the kind of player who has to look up to a chart and then look up to a definition and then to the rulebook; everybody just tolerates that guy.

A high-speed player of TAW:

  1. Declares he is marching after counting movement factors along a desired route;
  2. Rolls the die;
  3. Moves.

Not only does this save five steps, the player barely takes his eyes off the game. Go listen to chess grandmasters hash out championship conditions sometime if you think visual ergonomics is a minor factor. Fortunately, wargamers are more agreeable pedants. Mostly. The ones I know love to constantly teach each other the game. Game calculations are performed in an incantatory murmur as a courtesy to their opponents and because they like to get things right. If this isn’t the case for you, either you play with brigands or wargames aren’t for you.

The gaming public whines for dice to be included in games. The gaming public, such as it is, needs to cowboy up and make simple components that increase enjoyment of the game. Dice like mine increase concision in rulebooks and player aids. They cut down on copyediting churn and lower errors. Part of good design is doing everything you can to increase your game’s enjoyment — words I’m certain to eat down the line. But I believe them right now. I’m not alone in this. Naw, naw. Command and Colors anyone? Anything by Fantasy flight? And these guys get it in a big way.

Here’s a picture of the discipline die [!] I made and the table it demolishes:

Discipline Table TAW
Column two. Black is “Imperator” because black is bad ass. Blue is veteran because blue is the color of US infantry. Green is green because it is green. Red is the color of rabble. Red underscored is Conan with red nails and veins in his teeth. Everyone needs a system and that is mine.

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