Simply
put Aristeia is a campaign focused skirmish wargame set within
Mythological/Ancient Greece. It is designed around 28mm figures with warbands
numbering, between,10 to 20 a side.
The core
of such warbands are the Hero and Champions. Your warband has ONE Hero. They
are its leader and the focal point of the force. The vast majority of campaign
play will focus around their development. The Champions are the Hero's
lieutenants and they too act in the campaign phases.
In
Aristeia you Hero is of utmost importance. They are dedicated to a single god. At the
moment the gods a Hero can be dedicated to are:
- Zeus
- Athene
- Ares
- Hephaistos
- Hermes
- Artemis
This list
is set to expand in the future. Each god gives the Hero (and warband as a
whole) bonuses and various abilities to be used throughout a game. These are
decided before the game takes place along with deployment areas and some other
effects. If throughout your campaign your Hero becomes very powerful or acts in
a manner not befitting said god then they generate a stat called HUBRIS. This
essentially takes form of a negative to any otherworldly abilities your Hero
(and warband) may have. It can also affect some other campaign related
abilities but these are not formalised yet. Management of hubris and the
relationship with your god is of the utmost importance.
Aristeia
uses a few characteristics for each individual. As a writer I am not overly
fond of many special rules. I feel that if you are going to include a range of
characteristics then making them granular enough with which units can be
differentiated from is far better. To this end Aristeia is a D10 based game and
said characteristics are ranging from, you guessed it, one and ten (with one
being the lowest and ten the highest). It uses a simple roll under mechanic to
decide any tests effect (In every instance bar one it is roll under. I dislike
having different mechanics for similar things but in this instance it was
necessary for coherency of unit characteristics).
Other
than the characters (Heroes and Champions) there are various types of figure
you may recruit. These (for the moment) are Elite/Sacred Band (High Tier),
Citizen (Regular) and Psiloi/Thetes (Levy). Each type can have varying
equipment and fulfils various roles. The figures are grouped into units
of between four and ten. A unit’s movement and characteristics are modified by
what FORMATION they are in. This is dependent upon unit type and the equipment
they carry. Good use of formations is key to winning combats and effectively
moving around the field. However the game is designed so that each formation
has positives and negatives associated.
This is a
very broad overview of the game and gives you a rough idea of what I'm striving
for in terms of rules. I think the story telling aspect of wargaming is of
great importance (I like tight rulesets as much as anyone but I also enjoy the
storytelling aspect hence the campaign based nature, don't worry this isn't
some NARRATIVE nonsense). I like having, and giving, the player choice
in how to construct their warband. An interesting theme should be a key part of
a players force. It helps with the narrative of the warband and with how they
act in certain situations. I envisage the game as a mixture of Muskets and
Tomahawks/SAGA/Dux Britanorum, all games I adore or greatly admire.
In terms
of theme I was looking for a way to blend history and mythology in wargame.
Aristeia could be played in a historical manner with the abilities representing
tactical abilities or equipment etc. and if a player wishes to do that the
rules should support them. In terms of warbands I envisage them as the entourage/ship
crew/friends/local populace of the Hero but this in duly up to the
player.
A special
note should be for the figures. This game covers various aspects of Greek
history and mythology and as such is as suited to figures from the Late Bronze
Age to those of Classical or even Hellenistic Greece. This is entirely up
to the various players and groups. If one wants to 'refight' the events of the Iliad
or Odyssey using late Bronze age figures it has no impact on the game,
the rules are designed for these differences of aesthetic. I myself envisage
such actions as 'through pottery or sculpture' with said events being done in
Late Archaic/Early Classical equipment as I find this more appealing but I know
that not everyone has my tastes.
Hopefully
this has given you (the reader) an understanding of my game, its development
and design philosophy. This page will be updated from time to time and will
eventually link to the play-test copy of Aristeia.
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