Thursday, July 28, 2011

Sharp's Escape - Episode 2

In the first episode we left Sharp and his lads as they just fled into a cave with the French army hot on their trail.  Let's look in on them and see what they are up to.

*Warning*- If you are a historical purist who can abide no foolishness, it is probably best if you close your browser now.   I don't want to see any gripes on TMP, it is damned difficult for me to classify my reps!

I suppose some explanation is in order before continuing.  In the first post I mentioned we were testing some experimental skirmish and campaign rules we are compiling to handle universal gaming  situations.  The Sharp's Escape series is my vehicle for this purpose.  Most gamers have cool toys sitting around collecting dust that do not get any, or enough play time.  As I'm never one to shy away from something due to issues of "realism" (or sanity for that matter), I told the guys to show up with any miniatures, from any time period, with NO restrictions.  For test purposes I thought Sharp would make an interesting guinea pig.
Here is an overview of the rules:
1. Sharp must survive.  
2. He loses points for losing named heroes, gains points for collecting wenches, and gains points for "kills".
3. Every time Sharp goes through a gate, we roll to see if he makes it home.  If not, we roll off and the winner gets to decide where Sharp lands and who he must pit his skills against.  No restrictions, any time, any place.
4. Terrain and hostiles are randomly generated and he must cross the table to gain the next gate.
You get the idea.  There are simply no rules which handle this scope of gaming so we have been creating our own.  Now back to the rep!