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A jam submission

OPR Grimdark Future Mission - Burning SeasView project page

Growing chemical fires make escape the only option.
Submitted by Obsurdity Inc. — 18 hours, 42 minutes before the deadline
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OPR Grimdark Future Mission - Burning Seas's itch.io page

Results

CriteriaRankScore*Raw Score
Concepts & Originality#213.7153.792
Rules Clarity#213.4293.500
Overall#223.3883.458
Adherence to Theme#373.0213.083

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host

Hello, thank you for participating in the first OPR Mission Jam! Please email marketing@onepagerules.com so that we can send you the participation models! Please include 'OPR Mission Jam Participation Minis' in the subject line.

Host

Hello, you have been selected as a possible candidate for the OPR mission designer position, congratulations! Please send an e-mail to jobs@onepagerules.com for us to follow up with you (make sure to include a link to your game submissions so we can easily identify you). Thanks

Submitted

I like the idea and theme quite a bit. The concept and rules are neatly presented and quite easy to follow. Just wonder about marker deployment. Is that a 12" circle in which the markers must be deployed? I feel like that could lead to some tricky situations when setting up the objectives.
I also feel like the Ocean world special rule will completely stuff over some teams and can be exploited by others. But if both players know what they're in for before hand there is some totally thematic fun to be had.

The moodboard is fire. Great colours and inspiration.

Developer (1 edit) (+1)

I actually thought a while about the objective issue. Its why I chose 3 objectives. I did the math, and turns out you can always place 3 objectives 9" apart within a 24" diameter circle. No matter how you place the first 2, there will always be room for the third.


For the ocean world rule, I wanted to make something that required players to think differently about how they created their lists. I made sure every army had ways of dealing with it. Its why I chose what i did for the exceptions to that rule. Even the daemons, for example, which have no vehicles, have plenty of flying unit options, and the other half of their list they can ambush into the center. Since everyone is getting pushed into the center anyway, they dont need to travel as far as normal. In fact, units with fast can still charge through water when they ambush.

Submitted

Concepts & Originality

Cover art is nice.
Moodboard is nice. I like the pink AI ship monsters battling it out. 
Flavor text is not overly long. 

Rules Clarity.
Many superfluous rules. The deployment is non-standard and scoring seem progressive so their inclusion is necessary. Many other things could have been skipped: 
Battlefield, Army, Deployment, First Turn, who goes first, how to gain control objectives and more are all unnecessary. Over half the mission just repeat the core rules. 
The actual special rules seem a bit but not extremely complex. A couple of things to keep track of but not to bad.

Adherence to Theme

It is on theme and a bit cinematic. 
The gimmick is cool.

Developer

I think everyone included rule  about the battlefield, army, deployment, first turn, and objectives. We were all going off of the example that was given for the jam.

Submitted

I like the concept of this very much, you could easily expand on this for a narrative campaign - NICE!

Developer

Thanks so much! I actually took a look at yours while I was still making mine, and got inspiration from your cool building destruction rules. Its an awesome idea.

Submitted(+1)

Very kind,  you however certainly made something a lot better and more succinct to play while retaining flavor and a battlefield setting which I think is so far unique for this jam and that is great for the player base!

Very unique concept and special rules. This looks like a mission you have to purpose-build a list for. The movement penalties for getting off terrain are extremely harsh. I feel this mission will heavily favor certain armies while severly hampering others.

Developer (1 edit) (+1)

Thanks for the feedback! Your right on that last point about the mission favoring some armies (like the elven jesters, which have strider on every unit. Ridiculous lol). I made double sure though that every army does have ways of dealing with the movement rules. Even the daemons which don't have any transports (not including some titans).

My goal was less to make something perfectly balanced, and more to focus on a fun, thematic scenario that forces you to think differently about how you build your army. Thats my excuse at least. Could be a terrible one :)