[I've also posed this topic at bgg - the more opinions, the merrier]
While I was in Essen, two of the guys from Czech Games Edition were kind enough to meet with me and listen to my pitch for my game, Scattered Fleet.
SF is card-based, with each player dealt 4 Location cards which are placed face-down on the table to create the play area, then dealt 8 Fleet cards for use in the game. The Fleet cards represent spaceships of various sizes, and each player can play one per turn. When a Fleet card is played, the ship or ships represented by the card come into play, and the ship models (cardboard rectangles mounted in plastic card stands) are put into play in the play area.
The ships have Battery and Armor tokens, and the player uses the Battery on his ships to move them around and engage in battle. Battle is resolved by rolling two dice against the attackers' Accuracy values, and comparing attack power (from all successful attacks) against the defender's Defense value.
The objective of the game is to score 30 points, through a combination of holding Locations and destroying adversaries. Each turn a player can reveal a face-down Location where he has a ship, potentially increasing the value of holding that Location - or setting off a trap.
In essence, it's a very light tactical wargame, using semi-randomised forces (at the end of each turn, a player can discard a Fleet card to draw a replacement, thus tuning his fleet as the game progresses).
Anyway - back to the pitch...
As soon as I mentioned dice combat, the CGE guys quickly lost interest. One of them explained his opposition to dice combat thusly (paraphrased):
"When modern games use randomness, they do it in the order; RANDOMNESS - ACTION - RESULT, never ACTION - RANDOMNESS - RESULT."
As an example, Settlers has random production, then the player actions, but there is no randomness between the player actions (spending resources) and results (stuff appearing). Agricola has random order of occupation, improvement and action cards, but no randomness between player actions and results.
As the counter-example, in Risk (and Scattered Fleet) you declare a combat, then roll the dice, then see the result.
So the issue I'm raising for discussion (finally!) is...
** Can random combat be a component of a 'modern' game? **
If it *can't*, does that mean that any wargame - where probabilistic combat is generally desired, in order to introduce risk to decisions - will tend to be considered 'non-modern'?
Is there still place in the modern market for games with non-modern mechanics? What if we instead call them 'classic' mechanics?
A.
Note - I'm not bagging the CGE guys' opinions - in fact, the meeting was extremely profitable for me, because I had never considered the concept of modern randomness they espoused. I'm immensely grateful that they took time out of a busy Essen day to meet me! I'm just not sure I share their commitment to the idea that action-randomness-result is something to be avoided.