Here’s the Ruckus,
the medieval skirmish game, has been published! I am now a published author! Something
I never expected to be and I could hardly be happier! How did that happen? How did this come to pass?
Ruckus was
actually inspired by playing Andy Callan’s excellent Never Mind the Billhooks
Battle game, indeed, Ruckus actually evolved from using exactly the same rules,
but with individual figures instead of units. Since then, Ruckus has developed
into a distinctly different entity, for although Ruckus retains the use of
cards for random activation and events, as well as the same dice rolls for
hitting and saving throws, in every other way it is a completely different
game.
However, the
origins of Ruckus lie far back through the swirling mists of time to the late
1960’s and a small boy playing Robin Hood on the carpet with his Airfix plastic
20mm figures, painted crudely in garish bright colours with no respect for the
rules of heraldry, a scrap of paper with a few rudimentary homemade rules and a
green wooden d6 purloined from the monopoly board game. I think throughout my
adult gaming life I have always been trying to recreate the fun of those early
games.
Rule writing
mostly consists of having a single inspiration, (usually at 3 am), a sudden
bright thought, a golden idea followed by hours of trying to make that idea
work in a practical sense and then, the tricky bit, finding a way to convey
that idea, in words, on a page, to other people that they may translate and
absorb the information and use it to play a game.
The
principles of game writing
I thought
that Ruckus should
· use simple mechanisms with complex
outcomes
· be easy to learn
· offer a mix of chance and strategy
where luck is as much a factor as tactics
· be narrative building-every game
should tell a story
· have in built friction-achievement in
adversity brings real joy and satisfaction
· have Flavour- Historical Accuracy is
a subjective view point however the game should feel like what it is and the rules
should reflect the era it is set in
· have Fun rule over Realism
Growing
the game, I find
that game design is mostly an organic process, the game just grows as you play.
You find a mechanism that works and you try to break it, refine it, polish its
edges and sometimes it works, sometimes it breaks and produces an unexpected
bonus and sometimes it just breaks. It is surprising how often a rule just
works itself out as you play, particularly as you introduce more people to the
game and benefit from their thoughts. I am fortunate to have an excellent team
of play-testers and their help has been invaluable in honing Ruckus into its
present form, I suspect between us all we have probably played more than one
hundred games and as a result Ruckus has changed and evolved into its present
form.
Chopping
it up Ruckus has
existed as a full set of rules of 60 pages for over a year and condensing those
pages down to just 32 pages without losing the essence and flavour of the game
has been a challenging process, particularly as the rules are written with no
pictures, no examples, and no explanations. When you add the pictures, examples,
and explanations to sixty pages of close written text you end up with a 140-page
book!
This is
where the Editor steps in. This was a whole new world to me. I was fascinated
by the process and what could have been a traumatic and painful time was
actually three very pleasant days spent in the company of James Griffiths
Project Manager at Wargames Illustrated as we stripped my beautiful creation to
its bare skeleton and rebuilt a slim, streamlined more orderly version. We
changed the whole structure of the rules without altering any of the essence of
the game and rewrote it so that the various processes followed a natural
progression and were easier to understand. Simpler but not worser. James even
invented a new Movement Gambit the Dramatic Entry!
There was no
way we could include all of the scenarios, but deciding which ones to use and
which to leave out was a real head scratcher, as it happened, we could only
include one scenario in the freebie, there simply was not space for any more. The
decision to omit the steeds and mounted combat rules was a no brainer as the
initial game is set in England at the time of the Wars of the Roses and so most
warriors could be expected to be on foot. Leaving out the campaign rules was a
wrench as they are very much at the heart of the game but they will be published
at a later date.
Fun First.
Is it
possible to attain realism in our wargames? Is it something that we really
want? The reality of war is misery and I think most of us are looking for fun.
I do not believe you can achieve realism in wargames even if you marched for
three weeks to get to your game wearing somebody else’s shoes and slept in a
wet field in the rain the night before and only ate half a slice of stale bread
the whole day, and then, before you started the game, set fire to the curtains,
and stabbed each other in the leg with a bread knife! I think we play games to
escape from reality and games should be fun.
History or Yourstory? I like a game to have a feel of where and when it is set but I think that like realism, Historical Accuracy is something of an unachievable goal. You can avoid obvious anachronisms such as Vikings riding Quad bikes or Uzi toting Zulus but otherwise accurate according to who? Which history written by whom? Ask any two gamers about the history of a campaign or battle or any aspect of historical warfare and you will get at least two different answers. We all build knowledge of a period through exposure to various sources and we develop our own understanding of what really happened so that each of us has a different take.
I hope Ruckus conveys a feel of the period but I hope to expand
Ruckus to become a period agnostic game and so I do not want to get hung up on historically
accurate terminology or even the games anachronistic title! Ruckus is a game of Heroes and is unashamedly
more Hollywood than History!
Pointless
endeavour. Ruckus
avoids the use of points values for creating Retinues partly because I had not
thought it necessary for play testing the game, and when I did think of it, we
had played so many successful, well-balanced games that we found it was not
needed.
I think
where points values are applied in games they are done so rather arbitrarily,
there are always profiles that seem Over Powered and others that just do not
get used because they are not worth the points cost. There are so many subtle
differences between profiles in Ruckus you would need a points system similar
to the three figure systems that you find in RPG like D and D, and I would not
know where to start rating the various different skills!
At its heart,
Ruckus is a simple game, the Retinues are written to be balanced, where there
are strong Characters such as gendarmes, their strengths are tempered by having
very poor militia crossbowmen and some negative traits such as Proud.
Players
should feel free to try various combinations of Retainers in their Retinues
however be warned, too much tampering will certainly unbalance the game.
Mishaps
and Calamities. It
is not possible within the confines of a small introductory rule set to cover
all the Heroic deeds that Players may wish to perform during a game therefore
Players should feel free to be creative with the Gambit rules. You want your hero to leap from a moving
wagon onto the back of a horse but it is not in the rules? Agree a Mishap and a Calamity event for each
Gambit you wish to try. In the above example roll for a Mishap when leaping
from the wagon 1=Mishap, the Wagon hits a pothole and the Hero has to cling on
and misses the opportunity to jump, he remains stationary for this turn.
Calamity, he falls from the wagon, roll for injuries.
You can
increase the Risk factor for Movement Gambits to perform particularly risky
acts of heroism. In the above example you may feel that this very risky deed is
a High-Risk Gambit and so roll 2 d6 for Mishap any 1’s resulting in a Mishap occurring.
You could include a rule for Very High-Risk Gambits and roll 3 d6 but this
should be used only for the most ridiculous and potentially disastrous stunts
you can imagine, crossing a burning tight rope with both hands and one leg tied
behind your back for example
Remember,
that the risk of Calamity increases as the game progresses and that Heroes add
their Prowess to the Calamity roll.
Individual Combat- Initially, Ruckus used multiple combats and the three rounds of melee occurred over three consecutive turns. This produced some very interesting situations, particularly at objectives and choke points, and provided an opportunity to try different tactics, however, we could never really resolve the challenge of new combatants joining an existing melee and keeping track of which participants were at which round of melee proved to be a brain fog inducing logistical nightmare, far from the concept of the simple game that I wanted Ruckus to be. The decision to go for single combats fought to conclusion one at a time, proved to be the right one for this game, and created the need for other tactical decisions, such as in which order to charge, when to Fend, whether to follow up or push away.
Heroes
and their Weapons.
Ruckus is a game of Heroes and it is the fighting skill of the Heroes that is
important rather than the weapons that they carry which is why we have focused
on Heroic skills rather than weapon choices. Historically, Medieval warriors of
the knight class and Men at Arms practiced their Martial Arts in full armour.
One French knight, Jean le Meingre, Marshall of France, and leader of the
vanguard at Agincourt, known as Boucicaut, (the Mercenary) is said to have run
miles in full harness and could do gymnastics, even somersaults in his armour.
He could leap onto his horse without using the stirrups! “Fully armed in a coat
of mail, he could climb right to the top of the underside of a scaling ladder
leaning against a wall, simply swinging from rung to rung by his two hands – or
without the coat of mail, by one hand only.”
Although Boucicault was evidently an
exceptional warrior, all knights were taught to fight from an early age. Such
men practiced with all manner of weapons and could as easily kill with a dagger
as with a pol axe. For this reason, Heroes in Ruckus may be armed with any
weapon, it is their fighting skills that distinguish them, not what they carry
in their hands. Picture from Osprey website
Retainers. Retainers are more defined by their
weapon type and have generic profiles with Traits that are specific to their
role, there is no reason why they should not attempt Heroic feats, however they
are far more likely to suffer a Calamity as result of failure.
The One
Rule to Rule them All
is there as a final arbitrator and although it is possible that some players
may try to abuse this rule by using it to attempt impossible or highly
improbable actions it is my experience that such players will try to abuse the
system regardless of how we write the rules. This game is not written for those
people but for the majority of wargamers who wish to escape to a different
world and have fun with their friends.
Play your own game Ruckus as an introductory game is set in the England of the fifteenth century, a world dominated by men, and as such is written for male characters for the most part. However, I would invite players to make the game their own. Use whatever figures you have to hand, whatever their gender, give them an appropriate profile, name them whatever way you wish and just have fun writing your own Ruckus story. My daughter will certainly use her Arwen Evenstar figure when she plays and quite probably her Rincewind and the Librarian too!
Where is
Ruckus headed? There
will be cards, counters, and figures to accompany the game.
The artwork
for the back of the Divers Alarums cards. I love this, it reminds me of Brian
Bolland’s work. He really does look alarmed! There is similar art for the Cunning Plan cards, a very Baldrick
looking fellow resides there and a Suitable Hero in a similar style, dons the
back of the Herocard
The Ruckus Campaign will be published in the magazine probably in the June’s edition. It’s a very simple form of campaign, it’s primarily about character development and gives Ruckus more flavour.
There are at
least twenty scenarios written for Ruckus and they will all get published in one
form or another
Then, I go back
to my childhood with the Outlaws of Shirewood campaign. This has three of its
six scenarios written and is looking good.
We have
written a Hundred Years War Supplement and Landsknecht/Swiss one. These introduce
five new Hero profiles and a stack of new Retainers, Rules, Scenarios and Divers
Alarums. It’s not certain yet how these will be released, they may appear as
online content or as articles in the magazine or they may be released each with
their own figures rule and cards and as complete physical supplements
Ruckus has a
bright future at Wargames Illustrated…