Monday, 17 July 2023

OPR - One Page Zona - Mini Campaign

Over the last couple of weeks I've been playing with OPZ a bit.

The first couple of sessions were... somewhat frustrating from a narrative point of view.


However I've been contemplating the medium ongoing (which was part of the point) and yesterday I had a more satisfactory series of games.

Summary results...

Game 1:   Tier 1   -   3xHS   -   16 turns

   2x vets (a/rifle)   +   (2x medkits)

Game 2:   Tier 1   -   5xHS   -   11 turns

    3x vets (a/rifle)   +   (3x medkits, 1x auto seer)

Game 3:   Tier 2   -   1xMO + 2xHS   -   8 turns

    3x vets (a/rifle) + 1x vet (shotgun)   +   (medkits,mixed armour,detector,1x red dot)


My earlier games drove home that a substantially OPR-based system, while fine for combat, skirmishes or battles, is less than perfect as an 'exploration' medium.

[Pics mainly to break up a wall of text more than highlighting any particular points.]

I had started on 2x2' map with just two models, and the idea to build the crew ongoing.

This is well and good but OPR really curtails the ability to do much.  Combined with dice failures and restricted turn limits I had the crew wiped out a number of times without much to show for the effort.  Which doesn't progress the story.  Sure it reflects a tough environment, but it doesn't make the effort of gaming particular worthwhile, nor would a newly formed team necessarily jump into the most hostile of encounters immediately.


Specific to the last points you only get to do one 'primary thing' per turn, shoot, charge, or search.  which means during a game you have extremely limited scope to loot objectives, especially given they must be cleared first (i.e. you spend your time fighting, and not exploring).  Given exploration is the goal it seems illogical.

This was extremely noticeable with just 2 models. Perhaps not theoretically impossible, but it's highly unlikely that you're manoeuvring to 3 separate HS and clearing their hostiles, and exploring them, and possibly anomalies along the way.  put simply; it doesn't work.


My 'solution' was two-fold;
i)  dispense with fixed turn limits.
ii)  don't feel bad about sitting on Tier 1 for the first couple of games, especially with only 2 models (until you can build a stronger crew).

I played a couple of games with 2 models at Tier 2 and was wiped out before turn 5.  Admittedly I rolled up some of the toughest hostiles types available, but the resources I had just weren't up to dealing with them.

Other alternatives might include adding action points (in which case you're back playing original ZA), or otherwise/further tinkering and manipulating fundamental mechanics in order to mutate the game into a 'exploration' medium, which seems unsatisfactory as well.


So yesterday I started afresh.  A bigger board. And I started super-basic.   
First game had   2 models with 'standard kit' (veterans with a/rifle + medkit),  on Tier 1,  with 3 HS (no MO)   and NO turn limit.

This gave them time to deal with the threats AND the mission goals in a considered 'safer' manner. They were still attacked, they still took wounds but there was the opportunity to regroup between HS  and  actually get to and interact with all of them.

While fixed turns is considered useful for adding tension and/or motivation there needs to be a compromise in terms of actually achieving game goals.

Second game  I added a third vet,  still on Tier 1 but had 5x  Hot Spots...  this was again, largely about looting in a 'safer' environment, but there were more hostiles to deal with.

I think 3 models is really a 'minimum requirement' for running this game in an enjoyable manner.  2 models feels sub-standard - possibly good for an intro, but barely capable of starting off a meaningful 'campaign' or a set of interconnected games.


Third game I added a fourth model,   and increased to Tier 2.  This time one MO  and 2 Hot spots.  All three points produced high level hostiles so it's not like the game was super easy either.

In all games my models were taking damage, so I don't feel it was overpowered in the other direction.  It just made things achievable.

Notable, I left the turn limits off for all three games, but as my crew count increased and equipment/loadouts improved, the turn limits required went down.


Turn limits might be ok if you're starting with a minimum of 3 models, especially on Tier 1, possibly with 4 models on Tier 2,   if you really wanted to add that 'tension' back in.  I'd still probably suggests a high number of turns available though. perhaps 2 more than I actually took in each game. 


Other than that I think the general mechanics of the combat and the exploration were acceptable.

Anyway, that's my 'progress' and musings on this little project.

Until next time...


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