ok , so from all the games i have played over the last 20 years , i have come to cringe at the thought of learning ANOTHER rules system , and this isnt just in the minis genre .
i recently did a trade on BGG where i traded my necromunda stuff off and got in trade 2 redblok walkers and a unit of kolossi from at 43 , a copy of dark future from late 80's gamesworkshop , and a copy of thunder road from early 80's milton bradly .
so the walkers are unimportant to this conversation since i am getting them for doing some conversions .
but the dark future and thunder road are perfect examples of this particular thought .
both are BOARD GAMES , both are games in the mad max , road warrior genre , but both approach it from different mindsets , targeting different audiences , and as a result both arrive at verry different destinations .
i think there is a serious impression by alot of people that board games are generaly overly simple , and that minis games are generaly overly complex .
thunder road looks to be a fun light game , that gives you a little feel , and could occupy a good night of "beer and pretzel" fun , watching movies and playing the game . the rules are light , easy to read , and easy to teach . they are the standard pamphlet design , and should be easy to memorize after 1-good game . its a very generic setting that players can see as happening in their country , BUT its kinda TOO light .
dark future on the otherhand is probably the worst written rule set i have ever seen . they are spread out over a 100 page rule book , mixed in with all the poorly written fluff . infact the fluff is so badly written , that while the game takes place in the USA in the late 1990's or farther into the future , many of the circumsatnces that they site as happening in the 1990's or later , were already going on in the US in the 1980's . the rules contradict themselves in more than a few places , or give exceptions to the rules in small hard to keep track of instances . the rules are wordy to the point of being confusing , and hard to follow . infact if i didnt want so hard to believe that GW had better judgement , i would have to wonder if they didnt hire an exchange student in the third grade to write the rules book , and i havent even gotten to the motor cycle rules yet , which introduce still more rules variations/exceptions .
i want to play the game , but i dont see that happening any time soon . i am sure its a great game , lots of fun , but good lord the rules make it hard to approach .
and i bring all this up because after all the games i have played , i think dust has come the closest to the perfect balance between simple to understand , and rich in the experience .
we can all name other minis games that we have played , and yet we are all still here , loving DT .
and thus i wonder how other games would look if the DT mechanics were applied to them ?
how would a DT fantasy varient game play out ?
i love to look through the "gas light" gallery on BGG , and wonder how a steam punk DT varient would feel ?
each game would have the core DT mechanics , but each would potentially also have little tweaks to fit better into their genre , such as having facings and using movement trays for the fantasy variant .
its not like this is some unique thought , since some of the biggest hit systems have doen similar , but noone seems to have really brought it up before so .........................
) and maybe a friends Necrons.