Designer's Notes

Putting the Crisis in Crisis 2000

by Joe Miranda



The basic idea behind Crisis 2000 was to have players maneuvering their forces on two different levels: conventional armed conflict, and the more abstract but equally critical data front.

The game presumes that a certain level of tension has been developing, and that conflict is about to break out into the open. The combat system provides a trade off between force and effectiveness. The more you pile into a combat, the greater the chance of gaining a favorable outcome, but there is also a greater chance of a Collateral Damage result.

This relationship reflects the very real limitations placed on forces operating in a politically sensitive environment. If you look at the outcome of the UN intervention in Somalia, for example, you can see that massive firepower is not the solution to all problems. Of course, a player needs military units to protect other operations, so it becomes a delicate balancing act between force and subtlety A Crash result in Data Conflict is similar to Collateral Damage, but not as devastating. It represents various excesses, including warrantless searches, illegal seizures of property and random killing of members of the populace.

Certain Data Conflict results cause units to become neutralized, representing the effects of computer crashes, demoralization, effective propaganda, and the like. Neutralized units disappear from the map like eliminated units, but can reappear at the end of a friendly turn somewhere else.

Given the scale of the game, I divided the units up into a limited number of types. Any more detail would have been too complex, and would obscure some important truths. The game shows the genuinely functional distinctions between different units. The Strike Force units, for example, represent a wide range of police and paramilitary forces. I allowed a distinction between the Rapid Deployment and High-Tech Arms military units, and included the Special Operations in the order of battle. This inclusion was more for flavor than for function, but sometimes that extra movement ability will come in handy. The game does not include airpower as distinct units, but it forms part of the strength of High-Tech Aims and the increased movement capabilities of Rapid Deployment units.

The Crisis markers are critical to play of the game. In part, they represent the mobilized support of various sectors of the populace. A side's initial pool of these markers represents its original degree of political resources. They allow a player who uses the markers wisely to balance off materially superior enemy forces. Most of the Crisis markers represent events that are in progress today or are easily imagined, but a couple of them need some explanation.

Surveillance represents anything from recon satellites to the Clipper Chip intended to permit government access to computers. The Bureaucracy marker is essentially a wasted event, representing the time spent doing paperwork. Bread &Circuses are the usual programs to keep the masses in line: anything from redistribution programs to media coverage of wars on crime and poverty and the like.

Recruiting is naturally very important, Each unit type has its own use. Because every unit has a Government side and a Rebel side, both players can recruit any type of unit. This element represents the Rebels winning over military commanders or gaining control of state National Guard units. The Government for its part can infiltrate radical organizations, cut deals with hackers, and the like.

Some apparently peculiar aspects of the game actually make sense when you think about them. Government "riots" sound like a contradiction, but there are plenty of examples of officials encouraging people to go after undesirable elements. Players will enjoy placing their neutralized Infrastructures with any non- Infrastructure units, organizations that are not completely uprooted have a nasty habit of growing back somewhere else. There really is nothing more dangerous than a wounded bureaucrat or rabid fanatic!

Let me end with a word or two about strategy Initial setup is very important. Especially critical is the placement of Infrastructure units. These should be located to maximize the Regional Values controlled at the start. This decision will give you the best chance to gain additional Crisis markers. Central to any winning strategy is attacking the enemy's Infrastructure units while safeguarding your own. Modern conflict is, in many ways, an organizational tug-of-war The side left standing takes charge of the field.


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