Skip to main content

Making Mine Scenery XIII

Mine section by Robh from Kickstarter/Lead Adventure

Its been a while since I did a hobby post. The Kickstarter had me furiously painting models, but I didn't really touch any of the scenery during the last month or so. Today I wanted to shake the dust off and get back into the terrain mindset.

Now before I talk about my own FerrumSky mine and some theory, I want to take a moment to showcase the work of Robh. During the Kickstarter I got a message from Rob telling me that they had worked on some mines of their own, inspired by the game. I was ecstatic and pleaded to see pics. They happily obliged. Featured here are two of their sections. They deviated from my own straight lines and went for something more winding. The game play options for their sections are excellent. There are obstacles to fight around and jump over, and spots to get out of line of sight.

"T" section by Robh.

Rob actually goes into detail on how these sections and others were made on their blog, El Brazo de Nelson and particularly in this thread on Lead Adventure. Expect to see more of Rob's work here in the coming weeks. If you have also started work on some mine sections of your own, I would love to see them. Drop a note in the comments or on the Broken Contract FB Page or the Broken Contract Playtest Group.

Narrative Campaign Structures.

Now that we've all marveled at Rob's beautiful terrain, let's talk theory. When making terrain and when making scenarios, players want options. They want to feel a sense of control over their destiny. Occasionally you want or need the players to be forced along a linear track or what I refer to as a Straight Sequence, but if you want the players to feel invested, you might want to give them a more "Choose Your Own Adventure" campaign structure. I sketched out 3 simple structures to help those who want to create their own mini campaigns:

Straight Sequence - In a Straight Sequence campaign the players have a direct narrative. If the Characters survive Act 1, they proceed to Act 2. If they survive Act 2, they proceed to Act 3. There might be all sorts of cool objectives to achieve in the mission, but most likely they enter through Opening A and exit through Opening B, or might even work through multiple scenarios locked in one section of area until they complete a series of goals. In a Straight Sequence Campaign  the narrative always proceeds in a strict order with no deviation.

Alternate Body - The Alternate Body campaign allows the characters more options. At the conclusion of Act 1 they are faced with Door #1, Door #2, or Door #3. This can take the form of multiple exits or it can take the form of varied scenarios based upon which objectives the Characters accomplish. These options allow the story to vary based upon the actions of the players. For simplicity's sake, these scenarios in the middle of the story all lead back to the same grand conclusion for the 3rd and final scenario.

Alternate Ending - The Alternate Ending campaign keeps Act 1 and Act 2 linked in a Straight Sequence. Act 2 ends with multiple exits or objectives that trigger different possible scenarios going into Act 3. This might actually create the greatest sense of carving one's own future.

By adhering to these Campaign Structures you can plan out an entire campaign in advance without going crazy trying to map out all of the possible futures. You'll notice that the Straight Sequence campaign can be executed with only 3 Scenarios, and the Alternate Body and Alternate Ending can each be constructed with 4 or 5 Scenarios planned out in advance, which is still quite manageable. Now how does this all relate to Making Mine Scenery?

It is much easier to plan out your scenarios when you can visualize, "If the Characters exit through this corridor, where does it lead?" Thinking in those terms, you can plan out your maps for your scenarios both to give the players tactical options during the game, but also options for how the story might continue. Does this exit lead to a tool shed to acquire equipment out of? Does it lead to an infirmary to pull an injured friend out of? Does it lead to a secret unused tunnel to avoid a guard station? There are a ton of cool action movie scenarios you can work into the setting.

Two new sections roughed out today. 

In that spirit, I roughed out a 4-way intersection piece and a 3-way. These will make my scenery collection less linear, and when combined with my existing collection will give me the ability to allow the Breakers and Prods to maneuver around each other in the process of pursuing their objectives.

My current collection is too linear so it needs to be expanded.

Thanks for reading!
-Nick

PS. You can see how all of those board sections and more were made in these fine articles:

Making Mine Scenery Part I
Making Mine Scenery Part II
Making Mine Scenery Part III
Making Mine Scenery Part IV
Making Mine Scenery Part V
Making Mine Scenery Part VI
Making Mine Scenery Part VII
Making Mine Scenery Part VIII
Making Mine Scenery Part IX
Making Mine Scenery Part X

Comments

Popular posts from this blog

Building a Punk Venue for WitS Pt. 1

Chris from Slow Death Games/Wild in the Streets isn't going to be able to make it to AdeptiCon this year so the Breaker Press Games booth is going to be running Wild in the Streets demos in addition to our yearly introduction to Broken Contract. This means that I'm going to need suitable scenery to use for demo purposes, as well as for photos used in Tooth Chipper Fanzine. With that in mind, I looked around the internet in search of buildings that fit my vision of the hip neighborhoods I've frequented around the country as my old bands toured. Everywhere I looked, the modern buildings I was most drawn to were all from the TT Combat City Scenics line.

I looked at their entire range, and even though their old theatre, comic book store, and music shop all seemed like automatic selections, I needed to get the most bang and flexibility for my buck, so I ordered their Take Away set online, which is meant to be a stripmall with 3 restaurants in it. Eagerly, I waited for it to ar…

Three New Releases for April 2018

At AdeptiCon we debuted three new releases and they are available on the Breaker Press webstore now!
Broken Contract The Day-to-Day Starter Box This Starter Box is a revised and reimagined version of last year's starter box. The box we brought out to the world through Kickstarter last year contained a lot of stuff, but in retrospect may have been a touch overwhelming to new players. The focus then was on creating a sandbox for players who wanted to create their own characters and crews, but it was too much stuff to make a smooth introduction.
The Day-to-Day Starter Box seeks to resolve that by adding our Introductory Episode Book, The Day-to-Day and keeping the cards and models strictly to those on the sample crew rosters included in the book. The three scenarios are meant to guide the players through progressively more involved Acts, composing a mini-campaign called an Episode. 

The Day-to-Day Starter Box is the perfect introduction to the miniature game, Broken Contract. Contained…

Rust Pointe Dumpster Review

I came back from AdeptiCon with a bunch of stuff. I acquired the vehicles for Wreck-Age that my partner and I backed on Kickstarter. I picked up a few Aetherium miniature sets to use for my own Broken Contract games set in the FerrumSky Mines, as well as for playtesting a future BC expansion. Finally, I came back with a bunch of scenery kits from Death Ray Designs.


The first project I chose to dive into when I got home was the Rust Pointe Dumpster from Death Ray Designs. I bought three of them and I have them all in various stages of completion. I don't generally do reviews, but I was so impressed with this little kit, that I wanted to talk about it.

As you can see in the photo above, it's just a rectangular dumpster, and a tiny kit at that. The immediate thing I want to note is that it comes with assembly instructions. A bunch of other MDF kits I own have no instructions, which was fine for the simpler ones. The last building I built though, had a bunch of successive layers …