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Home >> Articles >> Scenario design articles  >> Articles for The Operational Art of War Series >> TOAW-Behind the Scenarios: Designers guide to designing scenarios

TOAW-Behind the Scenarios: Designers guide to designing scenarios

Article written by The Blitz [Sat Dec 05, 2009 5:29 pm]

Behind The Scenarios
This is the order I do things when I create a scenario. It is not the best or the correct way but it works for me and in some aspects it prevents some mistakes that I did in my first scenarios.



  1. BACKGROUND
    Before beginning to create a scenario it is a good idea to look up as much information as possible about the battle. Even if you are "inventing" a theoretical battle it could be a good idea to find out things about the specific front or area. Basically there are four areas that you would like to find out things about. First, the order of battle. That is what units participated and for how long did they participate? Second, the unit organisation. That is how is your divisions/regiments/battalions or companys organised? Thirdly, the Map. Can you find any map of the area preferably from the timeperiod at which your battle are taking place. Fourth, any special issues for the battle area like weather conditions

  2. MAKING THE MAP
    First, creating the overview that is coast lines, rivers or any specific land marks. Second, add the rail and road network. Third, add the basic terrain features hills/ woods/swamps (it doesn't have to be exact). Fourth, add airfields and beaches. Before you go through all details I suggest that you conduct the first playtest. The reason for this is that you might have to add more terrain since the relation between scale and turn lengths requires this. You don't want any unit to be able of moving across the entire area in a few turns.

  3. CREATING THE FORCES
    First, create one of each type of unit. That is one infantry brigade, one panzer brigade, one artillery brigade and so on. Name them after what they are that is infantry brigade. Do this for both sides, then you can compare the values of the units. This is the first step to create even forces. Remember that it is not always best to create exact units, if you decide to create uneven forces you will have to be very careful with the victory objectives. Second, when you have one unit of each type copy the units and create your entire order of battle, keep one of each type at the bottom in the force editor. This will give you a large number of units that are exactly similary. Before editing more details in the forces conduct the first playtest. If the forces are very uneven you might have to change the complete order of battle.

  4. DEPLOYMENT
    First, deploy all units including reinforcements. Remeber that you can see the date (if you are in the deployment menu and are about to enter the reinforcement turn) if you hold the mouse over the turn button. In the message box at the bottom you will see the date that the current turn will have. Second, you don't have to be exact when it comes to reinforcement dates. This can be used later to make the scenario more even. If you let something enter earlier you will make that side stronger, by delaying unit reinforcements you will make that side weaker. It is a very effective way to make the sides more even and the scenario more fun to play.

  5. EVENTS
    I would suggest that you keep the events to a minimum from the beginning. When you regard the scenario as playable you add the majority of the ordinary events (like rail, sea transport, air transport) Then add events in clusters. That is add al events that deals with the weather first then proceed with those that deals with suppply and so on. Preferably playtest between each major change. This way you don't have to search for days after the event that causes your crash. Besides any changes in the deployment can cause changes in events.

  6. FIRST PLAYTEST
    Conduct the first playtest as if the scenario is fully playable. Try to ignore any errors and continue to play as long as possible. First playtest should be against yourself or preferably against another human. This way you get greater control on both sides. In later playtests you have to play against the computur to see that he reacts in a good way and that he can't be tricked in any easy way. If the scenario is long you might want to do a playtest human vs human and whithout moving either side, just to test all the events. This can be done before the first actual playtest. In my M.T.O scenario I begun playtesting without knowing that some of the events didn't work as they should. For instance, Spain did never surrender regardless of what I did. And my German force that was sent into Yugoslavia was withdrawn after only two turns regadless of what I did. This way the playtest become a VERY long process and in the end I couldn't carry it out fully until I had made additional changes.

  7. ERRATTA
    Correct the errors and other issues that might be appropriate in the same order as you created the scenario. Repeat this sequence as long as possible until you are satisfied with the scenario.


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