Hey, I'm the author of this scenario. I'm glad you guys got a laugh out of the ritual slaughtering your troops. That's what you get for trying to interfere with a rift in reality :-p My first draft had players rolling a d10 for a random effect each time a boost was drawn, but that idea got sacrificed on the Altar of Simplicity. (The Impact Damage result was about a 9 out of 10 on the harmless to harmful scale, btw). I think Ravaged Star's token bag system lends itself really easily to a scenario/environmental effect like this, so I am really glad Matt picked it for the core book. Maybe seeing it there will inspire other players' creativity.
@Dudldom4 ай бұрын
Man that terrain is gorgeous.
@gs.g4804 ай бұрын
Finnaly yeah. Beatiful maps. Nice people. and Ravaged star!!
@JaredEcho4 ай бұрын
The whole setup looks awesome 👍
@SkaredCast4 ай бұрын
Another awesome and fun game with Ben !
@stephenmiller17994 ай бұрын
HaHa! That building falling over, 😂😂😂
@thomasl79224 ай бұрын
Great! Where do the MDF table tiles come from?
@AllbinP4 ай бұрын
Wow!
@stax60924 ай бұрын
Woah.
@TheTr0lled4 ай бұрын
Recently started watching Ravaged Star and I must say, prettyyy cool. However I'd LOVE to hear the thought process behind the tokens in the bag for activation, its advantages and why it’s a must in the game. It feels like a major hang up for the enjoyment of the game. Been designing war games as a hobby for a decade ( so not pulling a ton of weight here, but something) and I must say the alternating activations is the way to go. But the bag, the extra 20+ components just feels unneeded and clunky. Several times a token is pulled and the response is "there isn't anything I want to do". Moving you're army, being hands on is one of the best parts of wargaming, as well as player choice. Why not allow players to choose what to activate, alternating. I have made/used a similar system that utilizes an action pool to do this and I think it would fit this SO much better than the tokens in the bag concept. But its always the designer's game so I'm 10430958% wrong here, however, I would like to hear the thought process.
@EyeXombie4 ай бұрын
Its actually one of the reasons I like the game. It represents the fog of war. In war you don't really know what your sending troops into. You could say hey we spotted troops here so send troops to attack but another group could be there to ambush you before you get there. So the random draw makes you have to adapt and change your tactics in real time. Makes for more random events and exciting gameplay in my opinion. It's a good representation of the fog/chaos of war plus there are already a hundred other games with the alternating mechanic. Brings something a little different to table top warfare.
@stax60924 ай бұрын
They seem to have picked it up from Bolt Action. It's not my favourite but I don't find that it's horribly impeding and It would be pretty simple to house rule alternate activations instead of token drawing. I think the token drawing is a bit more Visibly entertaining and as they are a wargaming channel they seem to think it fits.
@TheTr0lled4 ай бұрын
@@EyeXombieCool take, and I wonder if that’s the lends they were looking through with their choice. I hadn’t thought of it that way. I’m still on the side that it’s not worth the loss of player choice and disruption it can cause however. The first pull of this video and homie is like “that’s not what I wanted”. I get it adds a layer but I feel it removes too many to justify.
@EyeXombie4 ай бұрын
@@TheTr0lled I've heard Matt talk about it representing the fog of war in a one of their videos.
@TheTr0lled4 ай бұрын
@@stax6092That is a good point that they would want a game that is a good viewing experience. Just seems like at multiple times during play they are not satisfied with the results. Is it a better viewing experience when they are like “aww dang that token sucks”. Does that really add to the stakes? I guess it could.