Nordic Weasel Games

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Fight the Kaiser!

A test version of a prospective set of WW1 rules titled "Fight the Kaiser!" is available. It is not quite enough to put on Wargame Vault, so for now you will have to email me for a copy or you can download it from Discord. Email is at nordicweaselgames@icloud.com 

The rules are aimed at roughly platoon level and the test version so far only covers 1914 (to have a confined area to test the core game mechanics). 

Drop me a line and you can help test it out. 

Q&A Round up 8

General questions:

Will you publish anything under the new ORC license?

Unlikely though a solid BRP system available under it could change my mind.

Weasel Tech questions:

Do individual swarm figures count as a kill for the "Contest" event?

Yes. 

Five Parsecs questions:

How does the "Looked worse than it was!" star option work with events or enemies that have special consequences such as vent crawlers?

Since the injury roll is ignored, any side effects, modifiers or restrictions are also ignored.

Should "Looked worse than it was!" be used before rolling or can I use it after I have rolled?

You can use it after rolling up all of your injuries. 

What happens if I lose the mission in an Invasion battle?

The criteria for leaving the planet is surviving the mission, not winning it. Though this is a great time to invent a special scenario.

Five Leagues questions:

Is the Old Dusty Manual cumulative with other skill bonuses such as those from character origins?

Yes. 

Do you lose the character origin bonus to a skill when you obtain the skill?

No. You add both to skill tests. 



Q&A Round up 7

I take these questions from my email, discord, facebook groups etc based on what questions are interesting, come up a lot etc. 

They are almost never verbatim, since I am usually paraphrasing a couple of questions about the same topic. 

If you leave a question as a comment on the blog directly, I will make sure to include it in next weeks round up. 

Five Parsecs questions:

 Is there any tool that helps add more details to a quest?

Expansion 2 offers more tasks to do as part of the quest, but there is not currently any table with additional fluff text. I do think that was a missed opportunity on my part, so keep an eye out for that in the future.

Why isn't there a Flanking rule?

In my original opinion flanking (as in moving to see the enemy with no cover) already increases your hit chance by 100% (for combat skill 0) so I didn't think it was required. However a lot of people want a mechanic that rewards that sort of maneuvering more explicitly, so you can download the proposed combat test rules on Facebook or Discord (or email me) and test a version that does just that. 

Five Leagues questions:

How do consumables and backpack slots work? 

The intended way they work is that each use of an item is a separate slot. However it is a common house rule to allow identical items to count as one slot like in a video game. I'd suggest limiting it to 3 per slot in that case.

What is the meaning of the reward table for the Fetch mission?

It is just a bit of extra fluff explaining how exactly you get paid for fetching the thing. The payment is your normal post game rewards plus anything listed in the table. I don't recall why exactly I felt that one mission needed more fluff but there you have it. 

General 5 X questions:

Would it be a good idea to have a recurring enemy that gets stronger? 

I think that's a really cool idea. If you face off a leader or personality I would probably make a die roll to see if they survive and become a recurring villain, then give them a new ability or trait. When you encounter another character of that type (f.x. another captain in Leagues) its a 50/50 chance of being your old friend. 

Do I have to declare my shots when I pick who to activate?

No, in both titles we never do anything like that. You always activate one figure at a time, resolve all of their actions (and any outcomes of those actions) and then activate the next figure.

For example if Biff shoots a K'Erin, then when Boff activates next, that K'Erin is gone and does not block movement, sight or anything else you can think of.

Why isn't X in the book?

Pick one of "I didn't think of it" / "I didn't think it would fit" / "It would be too much to explain" / "I just sort of liked the other option better". 

I try to add as many options and customization tools as I can think of but you have to be careful because it is easy for that stuff to get way too complicated. 

Upgrade your design: Writing more

Todays installment is really more of a general writing tip, but it certainly applies to games as well:

The way to finish a game/scenario/expansion/product/thing is to start writing it and the way to start writing it is by typing on your keyboard (or other input method).

Don't get me wrong there is a lot that plays into game design: Testing, figuring out math, throwing out ideas that turn out to be bad, maybe some talking to players, research etc. But at the core of producing any written work is of course the writing. 

Writing can seem overwhelming, especially when you look towards the end result. How big of a book are you looking to produce? 

Renegade Scout was about 62k words. Five Men in Normandy is currently about 24k. A little 3 page Patreon piece I did a few months ago ended up at 831 words. 

Let's say you want something in the mid-range: A comprehensive game but not excessively so. You decide to aim somewhere around 30k words. Maybe you think you have about 25k worth of things to say, but you want to add a bit of extra allowance if you come up with something really cool. Or you make some allowance you can use up for explanations, examples and designer notes. However you expect it to work out, the goal is about 30k. 

Then you look at that number and say "I can't possibly do that, where would I find the time?". 

As long as people have been writing books, people have been writing books about how to write books and a lot of that advice is applicable to game writing too. This article is about two techniques that I have found to be really helpful.

First I find it really difficult to think at the keyboard. If I already know roughly how something is supposed to look, I can grind out the text, but if I have to create mechanics from scratch I find myself stumbling a lot. It helps tremendously to prepare even a tiny bit in advance. For me this is usually just a notepad with hand scribbled notes. I might sketch out the core mechanic I have in mind and then once I put that down on the page with proper explanations, I am on the right path and now I can start filling in all the surrounding space. 

I use keywords extensively. If I am working on the morale rules for something, I write down keywords and snippets. Sometimes they are short sentences, sometimes they are just a reminder. "-2 for outflanking" "Surrender?" "remove from play on second failure". Whatever gets you thinking. The same applies on a larger scale. The first thing i do when starting a project is always to name all the chapters and write in keywords for what I want to have in each chapter. If there is a "character creation" chapter and I want to have a "build your own class" option, I put a keyword for that. If you need help doing this, take a look at whatever rulebook you have lying around and look for what core features it (and any book) covers and what specific things it calls out. 

When I sit down to write the next day or next week or next month, the keywords help act as a frame work and I can start filling things in. The more structure you build up, the easier it is to continue working on it because the range of possible choices narrows. A blank page can have anything on it. A page that says "squad based shooting" can only have a few things on it. Use that to your advantage. 

It can feel extremely discouraging to realize you spent 30 minutes staring at the word processor without doing anything. Some writers say to just start writing anything and once you are "hot" then the material will flow. I sometimes work on a blog post or read over an old rules section to help get the engine running. You can try that as well.

Second I find that I benefit tremendously from scheduling. Obviously with a busy schedule you need to find the actual, physical time. I can't help you with that. However I usually set a word limit I want to hit every day. The number is not so important because once you are hot, you will almost certainly blow past it. However it can be very reassuring to be able to halt if you are feeling worn out that day. What should the word count be? That mostly depends on you. If you can write 1000 words a day, every day, you have your 30k book at the end of the month. If you can do 200 words a day, then that month still gets you to 6000 words. Thats a good chunk of your game and probably all of the core components to a point where you can test them.

Of course we cant always write every single day. So factor in 20% slippage and you won't be too disappointed but the point is to set a target and go for it. If your target is 300 words, then come hell or high water get on that keyboard and get 300 words on that page. 

This is all ignoring all the other time that goes into creating a game (testing, evaluating, balancing, tweaking and revising) but none of those matter until you have words on a page. 

There are a wealth of other options and resources for writing, many of which are applicable here but the above are some tips Ive used successfully.

Q&A round up 6

Weasel Tech questions

Why is it called that?

For a long time "Weasel Tech" was a fan name for a hypothetical NWG mech game. Once I decided to write one, I wanted to give the fans a nod by using the same name. 

General "5x" questions

Can I loot items off enemies?

Not intended in Parsecs or Leagues. 

If you want to add a house rule you could allow it in Parsecs but the weapon is only usable in the current fight. For Leagues, you might allow replenishing bow ammo if you move into contact with a casualty. 

Five Parsecs questions

Once and for all how do existing Patrons work?

When you create your crew each Patron you have offers you a job in the first campaign turn. 

From campaign turn 2 onwards existing Patrons are just added to your die roll to find a Patron (The more people you know, the greater the chance one of them has something they need done). When you find two or more job offers, randomly pick from your existing Patrons to see who one of them is. 

Once and for all how do quest clues and rumors really work?

I apologize for the convoluted wording. First you can treat "clue" and "rumor" as the same thing if it makes it easier. 

If you don't currently have a quest, any and all clues/rumors regardless of source contribute towards GETTING a quest. (resolved in pre battle step 5). Once you receive a quest, all clues/rumors are discarded.

If you are on a quest, all clues/rumors count towards the current quest (resolved in post battle step 3). Once you complete the quest, all clues/rumors are discarded. 

You can never ever have two potential or ongoing quests at the same time.

Five Leagues questions

When a random item is damaged, do you include items that cannot be damaged in the selection?

Yes. If that item is selected nothing happens. 

Where am I after completing a delve level?

You are camping in the wilderness for the purpose of events and campaign actions. 

Q&A Round up 5

General questions

Do your games use a formula for points values?

Clash on the Fringe did and Laserstorm did. Others generally have not. I find formulas to be really frustrating to work with because it essentially doesn't save you any time.  

Generic rules questions

If a rule just says to place something X inches from a location (like the center of the table) how do I do so?

It usually means to place it randomly. Make an appropriate random direction roll and place it the indicated number of inches in that direction. For example placing something 1D6" from the center would mean rolling a D6 (for distance) and a D10 (for the direction). The raised tip of the D10 is the direction and then move the indicated number of inches in that direction from the center.

Five Parsecs questions

What happens if I don't get a Rival or Patron or Quest?

You fight an Opportunity mission. By the rules you always have a tabletop battle every campaign turn. As a house rule, I don't think it hurts anything if you allow the crew to lay low for a turn, as long as you pay upkeep. 

Is the Seize the Initiative test considered a Savvy test for the purpose of items like the AI Companion?

As intended: Only items and abilities that specifically say they affect Seize the Initiative apply.

Five Leagues questions

Is the route created by the Map Making Kit permanent?

Yes, you will always have that specific route.

I am drowning in discovered locations!

If you are getting overwhelmed by locations popping up, feel free to cap them. A maximum of 5 unexplored locations at any one time is probably plenty. For the purpose of keeping your map tidy, you can have newly placed things coincide with old locations you already explored (even better if you remember what terrain setup you did).

Upgrade your design: May vs Must

A quick one today but I wanted to talk about being intentional with your terminology in rules writing.

I think game writing can benefit tremendously from being very clear about when a given rule or situation is a choice versus being a requirement.

Let's say your game has a saving throw in it: When a figure takes a hit, they get to roll a die to survive. Simple right?

What is the difference between "When taking a hit, the figure must make a saving throw" and "When taking a hit, the figure may make a saving throw" ?

In the first example the saving throw is mandatory. If you get hit, you roll to save. In the second example however it is not. If I "may" do something, it stands to reason I "may not" as well. Why would I not want to make a saving throw? While counter-intuitive I might want to be rid of that particular figure because they happen to be in the way of another unit or because that will put the unit out of charge range or any of a thousand other reasons. 

Are those reasons things you want to entertain in your game? Perhaps not, in which case the saving throw should probably say "must". But maybe you are making a game that is more abstract or competitive and the decision is in fact something that a player should be able to manipulate for success. If so, they "may" make the save.

For another example lets consider a unit moving into base contact with an enemy. 

A: "If any units are in base contact they will fight a round of close combat". 

B: "Units in base contact may fight a round of close combat". 

Again the meaning is clear: A has to fight while B can fight if they like. In this case there may again be reasons why they do not want to such as them just trying to slow down the enemy or adding bodies so another unit can attack and get a bonus for outnumbering. 

In B the range of tactical possibilities is greater. So is the range of strange situations that can occur. A resolves immediately (potentially) but it also means some interactions can't take place. 

Take a moment to look through your rules and see exactly what you are permitting a player to do. Does any of the rules produce a strange result if the player decides not to do something? If so, you may have to account for that or at least mention the possibility. 


If you enjoy these posts, please consider throwing in a dollar or five at https://www.patreon.com/nordicweasel 


Q&A Round up 4

General questions

Will you appear on my youtube channel, podcast or other thing?

I am happy to do interviews. Just email me at nordicweaselgames@icloud.com and we can figure out the details. 

Will you give me feedback on my game?

My time is often limited, but drop me an email and I am happy to talk about it. The odds are better if it is a single, self-contained question. 

If you would like me to do in-depth paragraph by paragraph feedback, I am happy to assist for a fee.

Five Parsecs questions

What happens to Rumors at the conclusion of a Quest?

They are all discarded. 

If an existing Patron offers me a job but I turn it down, do I lose them?

No, Patrons are only lost if you accept the job and fail.

How do Area weapons work when using non-minis combat?

Officially they only hit the target figure like any other weapon. If you want a house rule roll a 5+ to hit a random second opponent. 

Five Leagues questions

Can I sell damaged items?

Yes. The locals just use your cast-off weapons and helmets as scrap metal anyway. 

Does the aberration have to win for the Venom ability to apply?

No. It applies as long as it rolls a 6, even if it lost the exchange. 


Leagues Lore: Money and trade


In the smaller communities most trade is done in kind as the number of official coins in circulation is fairly small and residents rely on trust networks to ensure a reasonably fair deal. 

The official coin of the land is the Gold Mark which is used for the payments of debts, major trade interactions and the purchase of fine, crafted goods. 

Far more common are Silvers. Nearly every petty ruler with a claim to land will at some point mint their own coins and treasure hunters often unearth sacks of old coins from times past. 

While money changers make a living concocting complex schemes of exchange, most people simply trade Silvers by weight and purity and outside of official duties, most transactions are concocted in Silvers. Even bartering will often see one side or the other throw in a few Silvers to sweeten a deal that is just short of being fair.

Merchants often carry pieces of silver rods or silver strands which can be cut to any size desired for trading purposes. Such chunks are referred to as “cut silver” and is inspected carefully as scrupulous merchants often intentionally mix in cheaper metals.

Officially the value of a Mark is set at 50 Silvers. Adventurers usually declare the value of anything they purchase in Marks. After all it is better for business if you sound like you are successful and prosperous!

At a typical coach station, a Silver will buy a place to sleep and a stout meal. In the city costs are often higher. Adventurers of course often pay a premium for goods and services, both due to the specialized nature of items they require and the tendency for everyone to try to make a quick buck when a band of adventurers stroll into town. 

Upgrade your design: Options and defaults

Rule number 1 of tabletop gaming: You can always change the rules if you like.

Rule number 2 of tabletop gaming: Most people never do. 


Today we are going to talk about game options and game defaults a little bit.

Long time players know I love optional rules. I usually always put in some and I love designing alternate versions of rule systems.

Sometimes there were multiple ways to do something and at the end of the day you have to pick one, so including the alternative as an option is a nice touch. Other times I think of something later and it gets folded in as an option for players who want more/less/different detail.

Optional rules help players tailor the experience and by including them you can help players do so within predetermined confines. What that means is that you have the insights into the logic behind the system so the options you created will (hopefully) work with them. 

That doesn’t mean players should be discouraged from their own house rules of course, but they run a greater risk of accidentally causing a problem elsewhere.

As an example you house rule combat to be a little more deadly, but now units are also taking more morale tests and therefore running away too much. Sometimes a change can cascade through the game and it can take a bit to get a feel for how these things all link back into each other. 

Additionally options cater to a particular type of player who enjoy tinkering with the game and giving them a little bit of what they want can be extremely valuable. Over the years I find that most people who do modify the rules modify them very little. They might add a modifier for one thing and a sub-system for a specific type of action but its rare for people to do big, sweeping overhauls of core mechanics. 

This also makes sense for compatibility purposes: House ruling that units in cover get +1 to morale doesn’t require any big changes if I play with someone at the gaming club who wants to play the game as written (or conversely they are open to using my house rule). If I have replaced the entire shooting system, it is a much bigger challenge. 

The real risk is making sure that options stand alone. A particular pet peeve of mine is a game with “advanced rules” that are essentially required to play because other game rules feed into them. In my opinion an option should be truly that: An option. A choice the player actively has to make and they should not be left wondering if they made the wrong choice, especially if the book presents one option as the easy one and one as the difficult one. 

This brings us to default options. In software and video game design it is generally held that most people will stick to the default selections. I can attest that I’ve spoken to a lot of gamers who don’t really look through the appendix or advanced rules chapters at all. As such the game presented by the default setup should be as representative of what you intend the game to be like as possible. 

This is especially a stumbling block when we are talking about up front decision making. One thing I underestimated for a long time was the value of a starter scenario. Even if it is extremely basic (we each get 2 identical units and they fight) it gives the player a way to get to grips with the material without making any decisions at a point when they don’t feel they have the knowledge to make those decisions. 

Default options also provide a common base level for players to interact on.

It is fine if you have multiple options for how to do something, but in my experience you are almost always better off presenting one as the standard as one as an alternative instead of giving the player two options and saying they should decide. 


In conclusion: Think carefully about the options you present in your game, how you present them and what they are meant to do.