written by Jim Swallow
artwork by Andi Jones
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Whatever you use, playing things by the book can lead to situations where the GM has to sacrifice realism for playability, and while this isn't uncommon in RPGs, the more solid mechanics of wargames often don't have as much leeway to fudge things - so a bad dice roll can mean that the PCs' starcruiser is evaporated by a meson cannon or a major plot device is lost when the grape shot hits the powder store, forcing you into a rapid set of scenario rewrites. Some GMs enjoy the challenge of tap-dancing around problems like this, while others plan things down to the tiniest detail to avoid this kind of mishap, but the most common approach is running that fine line between linearity and complete chaos - something usually outside the more precise nature of a wargame text. War Zones Back to Shadis #49 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by Alderac Entertainment Group This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |