OK- I know the reasons (or at least some reasons) why limits are in place with troop sizes in war games. It discourages turtling; thematically on any spatial map a hex/grid/territory can't hold an unlimited number of troops- those borders are to simulate limited space; it "caps" how much power you can amass and mitigates a runaway leader.
I get and agree with the reasons why- especially the turtling bit. My current design I tried an unlimited unit cap, risk style, and 1 guy just kept building his army bigger and bigger and someone else won before he could even get it in play. I think it was more poor play on his part, but it wasn't "fun" for him to sit there with a big army doing nothing to then lose. Even though I can't stop poor play, I can at least design in a way that discourages it and points people toward optimal play.
So I think I need a unit limit. But if I can avoid a rule just for the sake of a rule, I try. I listened recently to a bit on design theory, I believe in a podcast, but I listen to quite a few so I don't recall which (or maybe it was even a post on here?). But the guest made the case to design in such a way that encourages good behavior and discourages bad behavior without adding arbitrary rules. The example was Skyrim. The designers didn't want you to beat up every person in every village, but instead of making that impossible with a game rule (like many games), they just added a consequence: guards who will mess you up. so you COULD beat up villagers, but you don't WANT to do that because of the consequence. A consequence (or reward) while I suppose are still "rules," fit the theme, and add to the immersion verses a ruleset of cans and can'ts.
So design goal #1- implement consequences and rewards in such a way that discourage turtling and encourage getting into the fray quickly.
But that's not all. See I think this can be "solved" pretty easily. Add some kind of governor like "houses" or "food" or "money". You need to have enough of X to get Y army size. Or you need to pay an X upkeep to keep Y army size. That's all fine, and is even thematic I suppose. But is arithmetic and bookkeeping fun? Not really.
Design goal #2 therefore is implement design goal #1 in such a way that doesn't add a layer of complexity and bookkeeping. I'd rather just have an arbitrary unit size than do that (which is how I'm playtesting my current design.)
Any ideas? Or examples you've seen an elegant solution to troop size? I'm thinking hard on this one- I hope I'll come up with something myself as well and I'll post here if I do
Thanks all for the responses.
X3M:
I've considered an XP system. In the most recent version I've added leaders that give player powers depending on how "leveled up" they are. I was debating how exactly to "pay" to level up, but perhaps XP is the way to go to help incentivise combat. ***It sounds like you've tried this to some extent- do you have any more thoughts from your experience on balancing an XP system?***
polyobsessive:
You summarized correctly. I want optimal play to be apparently fun- and the players to intuitively WANT to do the correct thing based on the game design rewarding like you said, vs learning to do the correct thing by being punished (losing).
Some of my favorite games in this category grant VP for winning battles. I'd like to experiment with other ideas- most games these days go for the VP route for a reason- it works well. I'm just testing if something different could work and be fun. Or perhaps a better way to put it is a way that leads to a winner that is less abstract than VP- and also isn't player elimination.
Rick L:
Yes- I definitely need more incentives for combat. This thread is making me realize it's not enough of an incentive to say "this is how you win." The process needs to be fun too. Something has to be added to make combat rewarding. I come from a heavy chess background so sometimes its hard for me to break out of that mold. The only "fun" in chess is outplaying your opponent and feeling clever. The process isn't "fun" exactly- if you lose you certainly don't look back and think of it as "fun" (at least I don't).
BenMora:
That's a great example- I haven't played but perhaps I need to look through the rules. I'm certainly going to think on this a bit- I really like the idea of having that "energy allocation" or, in a wargame setting "command allocation." I coincidentally have a version of this to handle movement/resource gathering/recruiting/basically every game action, but I see it could be possible to expand in meaningful, interesting ways, like adding population into it somehow. Interesting... Thanks for the insight.
To give a little more context- this is a lite wargame similar in weight to risk/kemet/cry havoc/etc. The theme is non-traditional fantasy (no orcs, dwarves, elves, etc.)- The story of the game is, there is a "place of power" that is said to give whoever unlocks it's secrets, well, power. So players move their dudes around the map, collect a limited resource called "Arcana" and bring that to the "place of power." whoever brings 5 Arcana there first wins. King of the Hill with a little item collection.