by T.L. Gore
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With this in mind, each participant should also have the ability to make whatever alliances, deals and backstabbing decisions he wished to. In this respect, history is used as a framework, not (as in the case of most if not all historical boardgames) set and unbendable. The participants have the right to go for whoever or whatever they want, and blood feuds do develop. This is what makes the game more than just a simple round of note-taking and roster sheets, it involves us as personalities, yet in a realistic and historical way, not as some 58th level wise wizard or whatever, In the next issue of Saga, we are introducing our preliminary campaign rules for our play by mail Norman Conquest campaign. These are the rules welve been using here in Rochester for the last year or so and again, they're a framework for working within, many questions arise which.are judged on their individual merits and decided upon by the umpires. If you are interested, please drop us a postcard and preferences (Saxon, Norman, Scot, etc. and as soon as all is ready we'll begin (hopefully next issue). Any battles which develop will be fought by us here and fully documented. Any questions please address to David ot myself. For England! Back to Saga # 2 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 1986 by Terry Gore This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |