Super Duper Pre-Alpha Rules Launched
I started a long time ago writing the rules for a tabletop strategy game because I was very sick of the current games available. While I still enjoyed playing the games I owned I found myself feeling irritated at the direction they were going. What started in my 2007 Subaru Impreza on that long drive from Columbus Ohio to Richmond Virginia is now starting to look like something complete.
When I first started out I knew what I wanted but had no idea how to get there. The goal was to create a game that was like Legos, where I could build just about anything I wanted without it being unfair. This lead me to create probably the most complicated set of rules I have ever seen, which I tried to justify by using simple math. That was of course a terrible idea and after playtesting a few games it was obvious the game was nearly unplayable. I had too many charts, too much math, and I used a stat scoring system that allowed for too much variance. Using d10s in the beginning and having stats ranging from 1-10 was too many variables and made unit profiles hard to remember. This resulted in even small games taking forever.
After fighting with what was wrong with my current rules I spent a lot of time really trying to figure out how to refine so many different game systems. The hard part was knowing so many games that had already been made. I didn't want to copy any other games rules, but I felt like many of the good ones were already taken which is why most of the games out were so popular. It took a long time to finally figure out a unique system that changed the face of what gamers already knew to be the standard in tabletop wargaming combat.
Eventually I ended up with the system I have today. I have taken the core principals of the rules I originally started with a refined them down to what I feel is as simple as they can get. While the game has a lengthy rules set I have made great strides to make sure there is synergy within the different systems and similarities amongst referrence points.
I posted the rules for Feyalis on 12/13/2015 in hopes that I would receive feedback from a number of you regarding concerns or ideas. Since the posting I have indeed received some valuable feedback and a solid number of new members. I thank you all for following along and showing an interest in Feyalis and helping me make it the best game possible.
These rules will be available online for download for free as long as there is life in my body and I will always keep my eyes open for opportunities to improve them. Feyalis was designed to be a game where the community’s voice could have an impact on the rules. Even large companies still have a finite number of people regulating rules and I figure having thousands of hardcore gamers bringing issues to the surface will only make Feyalis better. Now that is not to say I expect the community to make all the decisions or that the game is incomplete, but it does mean I will be listening.
As it stands now the core mechanics are all in place and I feel good about where the rules stand now. There will be some updates regarding climbing, faction books (also free), and other mechanics I felt could wait but they will be added. Stay tuned as I will be updating everything on a regular basis.
With the above being stated, I give you a list of updates made since release. This is a rather large list compared to other updates but they needed to be made.
Officers, updated to reflect regimental skills
Wading, complete rework for simplicity
Modified leaders wading to reflect new wading changes
Compulsory actions, reworked to improve game pacing
Herald, updated to reflect positioning anywhere in first 3 ranks
Lead by Example, reworded for simplicity and understanding
Training, updated for simplicity “regimental skills” added
Fight or Flight, updated for clarity and simplicity
Joining units, Overhauled to cover holes in the rules
Added stability checks as a common check
Updated Pivot rules to be uniform with the rest of the rules
Added rule, Leaping as a move action
Pit and Gap type terrain added
Changed affinity power terminology, Power Points and Anomalies added
NRV damage, updated to reflect rear charges against Leaders and Abom
Buff/debuffs, updated to reflect models joining and leaving Regiments
Archists may now counter other Archists they are aware of
Power selection simplified and Aspect choices added to list creation
Displacing models section added
EXP removed and replaced with LVLs
Falling mechanics added
Leader NRV damage debuffs added “Discouraged” and “Hysteria”
Soaring models failing STAB checks now fall to the ground
Bluffing with Orders now added as a 1 time ability per game
Several diagrams and examples added
Tons of other simple change that are not really noteworthy