I’ve been working hard on the Fratris Salutem event for May 18th at Crossroad Games. Yesterday I got the master done for the winning team’s awards so now I can focus more on getting the missions completed.
Speaking of, I wanted to talk a bit about the missions. The big thing with the event that we’re doing is we’re creating a story driven campaign style event. Note I keep saying event because it’s not a tournament in any traditional sense. The goal of the event was never to have 40 players duking it out to see who stands above the rest. Instead it’s about creating a fun and dynamic day of gaming driven by a story. It’s an intended departure from our norm and one I hope players really enjoy.
Now, I can’t give out details of the missions but I did want to talk about them in a general sense. At this point we’ve nailed down two of the three missions. Over the past few weeks we’ve been play testing the missions, the judges (can’t have attendees getting an advantage). Honestly, it’s been a blast. The first mission sets the stage and leads into the second mission. The third mission will play off the second once that one is done. It’s not three independent missions, it’s all part of the story being told and they play out that way. Spectre Senence and I had an awesome time playing the second one last night. Without giving anything away, the battle was continually changing as a result of the mission and we were forced to change our approach each time. It’s not something you would want at a tournament, letting the mission itself effect the outcome of the game, but it’s perfect for what we’re driving for at Fratris Salutem. You could be up against the ropes and suddenly everything changes.
There will also be team wide events. Certain tables will have effects that can be gained and given to their team. This occurs during the course of battle instead of being something that gets carried into the next game. Judges will be calling out these events as they occur and that team will immediately gain that benefit as they’re playing their games. It’s another element to help foster the dynamic nature of battle and help tie every single player’s game together.
Lastly, a note about lists. The event does not score army composition. Talking about army composition is just beating a dead horse. We opted to have a hard comp system, meaning this is what you can’t do, period. The potential for someone to bring a really nasty list is there, no doubt about it. That being said, with the ever shifting nature of the event itself, those lists may not perform as expected. This isn’t a battle point slug-fest, the day just won’t play out that way, so while people could show up with net-lists they may find themselves disappointed with its performance.