Daishō Update

Konichiwa Daishō Bushi!

The Rules

Work continues apace on the Playtest Gamma version of the rules. A lot more sections are getting put into this including more Buntai, Landscapes, Scenarios and Complications.

We’ve developed an automatic points calculator along the lines of the one Lady Kate did for IHMN. This will really speed up and help the accuracy of the buntai tables. Once Daishō is published of course we shall put this into the additional materials section of this blog so you Daishō Bushi can use it as well.

As you may know the way Charles and I work is one writes an entire section and then hands it over to the other for wordsmithing and comments. Then it passes back and forth until it is ready. So currently I’m working on a campaign system that keeps to our core principle of KISS but gives you a system that will allow you to enjoy long and complex campaigns. A Design Notes article will be written about this once it has been finished.

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Daishō Sensei Charles and Craig in a heated discussion over a point of grammar. If you look closely you can almost see Craig’s eyebrow twitching.

 

Salute 2015

Our application is in with the organisers for a Daishō participation game. We and some friends will be running this and we hope to have three different Daishō boards, each with its own protagonists, so that six people can play at once. We’ll also be planning to visit more shows with the set-up, there will be more news on this as plans develop.

As we begin the building the terrain and painting the figures we shall take photos and post step by step updates here. We’d be happy to receive advice from people as these develop.

In the last two Salutes, and at many more shows, there were very successful participation and demo games put on by others to support IHMN and we hope to replicate this with Daishō.

Publication

We are currently in discussions with a couple of potential publishers with the aim of launching the game at Salute 2015. Our objective is to get the best product at a realistic price to you all.

Daishō is longer than any of the books we have done before and our intention is to have it well-illustrated with photos so you get a first class book as well as a good working game.

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Daishō Sensei Charles doing a little thinking on the game.

So there you go. Every spare minute we have is being poured into this game, while also supporting IHMN, as no game gets left behind. We are really looking forwards to seeing how you all like what we are producing for you.

Design Notes – Scenarios and Complications

One of the things that caught people’s imaginations with In Her Majesty’s Name was the range of scenarios, and the additional scenario complications. We have put a lot of effort in bringing these concepts into Daisho and ensuring that they are well-detailed and properly balanced.

Now most skirmish games have scenarios and the ones in Daisho cover all the normal bases such as breakthrough, capture the flag and king of the hill etc.. However, in Daisho every scenario has been adapted to reflect the game’s setting, and quite a few are utterly unique.

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Illustration by Tony Yates.

For example in one scenario the objective is to prevent your opponent’s leader from committing seppuku, and in another you must prove yourself worthy to receive a terrible secret from a hermit, sitting under a tree surrounded by a wall of flying knives. More terrifying are the scenarios in which you must escape from an erupting volcano or from a tsunami.

On (honour) is important as it measures your success in a scenario. Your victory will be determined by how much On you can accumulate. The scenarios have carefully balanced On rewards and several have the On split between different objectives so it isn’t winner takes all. Remember that you also get On for taking out your enemies. Keeping an eye on the On situation will lead to interesting tactical dilemmas.

In campaigns On can be spent to improve your buntai and to recover from losses in battle. So getting every last point may be key to your eventual victory.

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Illustration by Tony Yates.

It is in the complications where our range of games differs from most other rules of this type. Each complication adds a layer of difficulty to a scenario that will modify your tactics.

Imagine being in a small town where you have to slay your opponent’s leader. However, this is no free fire zone for there are authorities who may intervene if you begin setting the place ablaze and there are armed civilians who may object to you get too close to them. Also your patron may not be happy if too many locals get caught in the crossfire.

There are other complications that bring in such elements as heavy rain, mist, snow, twilight and night fighting. For those of a religious persuasion there are processions, praying monks, sacred ground and even a ‘Place of Perfect Harmony’.
Some scenarios require or recommend certain complications and most landscapes recommend them as part of their hazards.

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Illustration by Tony Yates.

Currently there are seventeen scenarios, seventeen complications and ten landscapes, which gives us  a little short of three thousand different combinations, and that’s if you only have one complication per scenario