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Wild Bill Wilder

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Posts posted by Wild Bill Wilder

  1. Very insightful, Cameroon! Thanks for the nice replay.

    I read of an M-8 that actually did knock out a Panther at close range.

    The gunner panicked and sent the 37mm round ricocheting off the pavement and into the underside of the Panther, penetrating it and igniting rounds in the turret.

    Wonder who was more shocked, the Panther crew or the M-8 Crew?

    Somehow I see the American crewman carefully explaining his poise and deadly aim in taking out that Panther :D !

    WB

  2. Lady Luck can make a talented commander look foolish, Ligur. History itself attests to that. I won't bore you with examples you already know.

    Often historically a battle refought might have ended entirely different from the first time.

    So it is in a scenario. A "crack" unit can still miss and pay dearly for it. The success can hinge on one platoon or even one tank.

    The suspense of this kind of thing is both exciting and occasionally frustrating.

    That is why we do this. As someone once said, "winning all the time is as boring as losing all the time."

    Good reports gentlemen. I compliment you on the detail...excellent AARs.

    Wild Bill

  3. You are right, Coop. Also look for a rather long, composite of the fighting from the Kall Trail through the valley below all the way to Schmidt. This is one of the seven scenarios being used in the Rumblings of War Tourney. They will all be made available to the public once the tourney is complete.

    I want to eventually do an operation of this battle, perhaps some four or five battles. Once I have the time... :D

    Wild Bill

  4. Plug your work, guys. You are proud of what you have done. You should be!

    As long as a man can distinguish between pride and arrogance, he is okay. I sense no arrogance in these posts at all, just men who have worked hard and feel good about what they have done.

    My congrats to all scenario designers who approach this aspect of gaming in that spirit.

    CA, you have got some good choices here. Enjoy them. Let us know how you came out.

    By the way, I like those small quick play ones too, the kind you hit when feeling frustrated and without a lot of time, or a "quickie" before supper or bedtime.

    No big involvement, no forgetting what you were doing.

    Don't get me wrong, I like an occasional mastadon of a battle too, but those little ones really grab my fancy!

    Thanks guys. You really are very kind.

    Yes, I have been called the "Widow Maker" by more than one gamer :eek: and am on the "most wanted" list of some angry spouses and mates. And it ain't the "good" most wanted list either ;)

    WB

  5. Good points from all of you. I hope this will be a help for aspiring designers.

    Gyrene has raised a very valid point. I've NEVER in all my gaming life seen the plethora of scenarios that have flowed out of CMBO, never.

    The number of scenario designers must be in the hundreds. That is good and that can be bad.

    The good side is that we always have a battle to fight. It does not get boring.

    The down side is that some are just not that good or challenging. We are disappointed. I will say, however, that most of what I have seen is quite good.

    I think what we do want to avoid is a spirit of competition. "I gotta make a scenario better than Rinky Dink." Instead, the attitude should be, "I want to make the best scenario I can."

    And Gyrene's point about response is valid. Too many scenarios makes us sometimes take it all for granted. We sometimes forget the hours of work that all of these people have put into their "masterpieces."

    Of course, there are times when it is not easy to send out a personal note of thanks. With no e-mail address to send it, that could be a problem.

    If you want feedback, ask for it. Ask for it here.

    The gamers here are a good group of guys and will respond.

    Just be prepared. Don't ask unless you want to know. Not all AARs will be accolades. Wear your flak jacket when you do.

    But don't let it get you down. Learn from it. Make the next one better if you can. Keep working to achieve experience in this aspect of gaming and become better at it.

    I find dogged determination as important a quality as skill and knowhow. Just keep an open mind and don't feel that you have to "beat" somebody else.

  6. No one wants to have his work classified as "the worst," that is for sure.

    To help you avoid that, here is a six pointed star that can guide you to new heights of achievement in scenario design.

    These rules, if followed, are guaranteed to make you a better scenario designer. Not perfect, but better. And of course, experience, doing it, helps a lot also.

    Here we go....

    1. Start small. Don't try to create a monster the first time out. You'll only become frustrated.

    I have seen scenarios with so many units and turns that I automatically waved a white flag and surrendered on the spot!

    2. Plan well. Research your scenario, even if hypothetical. Figure out how to make it "feel" like the battle you are portraying.

    3. Save often. CM may appear to be the most stable game to date, but DON'T be fooled. Nothing hurts more than a sudden freeze, or a poweroutage, or rampaging children and animals that destroys three hours or more of hard work.

    4. Ask questions. If you don't know, write someone who does. There are plenty of designers out there who will share with you.

    5. Have Patience. Be patient with me while I say it again. Have patience.

    Don't jump the gun. Once it is done, look it over. Look it over again. Check for unplaced units, map anomalies. Did you proof read your text...out loud? (This is a good way to "see" the text as others do when they read it.) Are you using a written checklist?

    It takes time to do it right. Critique like your wife does your paint job on the trim ;) . Be hard on yourself, but mostly, be honest with yourself. Take the time to get it right.

    Once a guy told me he could do a scenario or two a day. When I saw his work, I believed him :eek: !

    6. Take Criticism positively. Test your own work. I've often said that a designer who won't even take the time to try out his work is not going to do well.

    Would you buy a new car and before you even "checked it out," lend it out to a friend for a test drive? Hardly!

    Get some folks to test your work. Listen to what they have to say. Listen! Learn! Be nice! Even if they hurt your feelings, be nice!

    Testers, my beloved Wargamers, are what make scenario design successful even more than the designers. Kudos to all of them!

    Keep these six principles of action always in mind. Practice them. You'll do well.

    [ 11-01-2001: Message edited by: Wild Bill Wilder ]</p>

  7. I don't know Russel. I tend to remember the good ones rather than the bad ones.

    Don't get me wrong. There are some bad ones out there. I've done my share too :eek:

    I think many probably get too impatient or just careless.

    Good scenario design, like pro football, or sculptoring or race car driving is not for everyone.

    While sometimes not bad in themselves, in the light of some of the better ones, they do look rather lackluster.

    Still, I'd just rather forget those bad ones, including mine :rolleyes:

    Wild Bill

  8. I still enjoy Wiltz, Saving Private Ryan, Combat-Hills are for Heroes and Aachen. All are small and quickplay. Another couple of small ones that are fun to play more than once are Manhay-On the Prowl and Periers - Roaring Rescue.

    For tank fights, Maastricht-Tanks Only and Elsdorf-tanks only can be playe rather quickly.

    There are a number of other top notch small or quick play scenarios. I enjoy them all.

    Wild Bill

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