Dungeon of Command: Part Two

In Part One, I had started to lay out conversions for TFL’s Chain of Command into a fantasy RPG. While writing it I had some thoughts about What a Tanker as a better basis for fantasy rules. Siggian commented and brought up a cool idea that had each player have a small team and use What a Tanker as is for activation. When you lose a command die, you lose a figure! I think that his idea has great merit, and I will be talking about What a Tanker as a basis for fantasy rules in Part Three and see if I can refine some of these thoughts into something cogent enough to playtest.

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Dungeon of Command: Part One

I had mentioned earlier that I had some thoughts about RPGs and their origin in wargames. I was looking for a good ruleset for my homebrew folk-fantasy setting, and coming up against some really silly mechanics that either didn’t capture a feel well, or had the typical hitpoint mountain problem that many level based RPGs have. Around the same time, I was looking at getting forces ready for another pint-size campaign with Chain of Command and was struck by the different concepts at play. So, I began to think about how different RPGs would be if instead of having 1970s wargames to draw upon for rules, if instead they were built out of Chain of Command, or other similar TFL mechanics.

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