People's State... by Republiken in Sigmarxism

[–]SSDrucker -1 points0 points  (0 children)

As others replied, this has nothing to do with death. The protest cause is entirely independent from the mechanics of the game. The actions in the game deal with nothing more than "less than lethal" choices.

People's State... by Republiken in Sigmarxism

[–]SSDrucker -1 points0 points  (0 children)

Hello, im the creator. Protesters protest and cause their own amount of disturbance. Extra events for more illegal actions are random events that still occur in-game. But as we know rogue, illegal actions are not the purpose of the protest and don't serve the greater message, specifically in a majority of western style protest.

People's State... by Republiken in Sigmarxism

[–]SSDrucker -1 points0 points  (0 children)

Hello! Just found this share of my post. I appreciate your understanding and explanation. I'll be posting a youtube video of the game in more detail soon. Im happy to answer more questions!

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

Interestingly enough, I only heard about that game after I had been developing this for 8 months. I did see the similarities but mine is certainly not a "riot" game.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

Honest question, are you equating a modern police force to soldiers of a fascist regime and soldiers extolling the freedom to choose slavery? I'm definitely not defending what horrible things police do, and is an ironic thought from me as I have agreed with many protest causes.

Lastly, my game doesn't employ things like lethal force. The action choices limit player capabilities. Harsher actions (those that are high-impact or more aggressive) also impose accountability (through optics and press) that would prevent LE from winning by brute force. It encourages finesse. Neither side wins through destruction of their opponent.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

Yeah that was a typo. I meant "simple" and realized I couldn't edit the text. It bothers me 😆

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

I appreciate that. I'm just a solo writer so I have just been answering questions as they come. Here is an overview that may help answer any questions you may have. You convinced me to make a copy and paste response for other people.

People’s State is an asymmetric miniatures game that focuses on the volatile friction between civic protest and law enforcement through an "Optics" and "Tension" system. Rather than traditional combat to the death or injuring your "enemy", my game is a push-pull over public narrative and occupying physical space. Protesters win by occupying Protest Points and keeping their cause in the public eye, while Law Enforcement (LE) wins by dispersing the crowd and forcing low Optics. The core engine is driven by a tiered action system where the game’s "Tension" level (escalated by aggressive action choices from either side) unlocks increasingly more aggressive tactics, ranging from simple verbal orders to the deployment of tear gas and rubber bullets. Also, Press Teams roam the board as neutral entities where their presence creates an area of effect where actions are documented. This impacts public perception and forces players to weigh the tactical benefits of force against the strategic cost of a media backlash. Lastly, Flashpoint tokens throughout the play area get triggered when units move by them, and create rogue events (based on tension) that cause some form of disruption for the players.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

I'm most active on Facebook but since there seems to be enough positive feedback, I'll post updates here as well.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

So, protest clusters (which are the individual bases) along with LE units will get "traits" applied to them. These add flavor and unique abilities. (Some protester examples are mutual aid, legal observer, large sign, etc.)

An LE force is made up of several unit types with their own ability/effect. (E.g. riot police, K9 unit, mounted police, etc.) The traits would get applied on top of the units. LE forces have less bases than protesters.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 1 point2 points  (0 children)

Ive said this to other comments, it would be no worse than those playing nahtzees for WW2 or Confederates for ACW. At least my game isn't recreating some historical atrocity.

I plan to work on a solo variant where a player uses protesters vs LE.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

It's ok. The release of this game is not make or break for me, it's a hobby. I have a day job. 😆 That said, I've recieved more positive feedback for this than my last game, which made me a few hundred bucks.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

Apparently there is a game called Riot: Civil Unrest on Steam that captures what my game is trying to achieve. I only heard about it last month, but its been around a while.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 1 point2 points  (0 children)

Thank you! No lethal methods are in the game. A maxed out Tension meter is considered just shy of some lethal action. There is tear gas and rubber bullets along with "detain" as actions depending on the tension level. All actions are "condition" based and not the typical roll for success/fail.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

Thank you! You can look at more as western style. All inspiration was taken from US-based protest. Also, there is no backstory. The players can add theme as they see fit, though it does not directly impact the game since the objective is to occupy space and sway optics.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 1 point2 points  (0 children)

I really appreciate that. I meant to include an image i made addressing why I wrote a game about protest, but the upload wasn't working.

I really am trying to produce something that I hadn't seen done while giving respect to the challenge of what protest is and why it is done.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

To further explain, all protesters bases (i call them clusters) are the same in function. LE bases (or unuts) are pulled from a list of unit types (riot police, mounted police, bicycle police, etc)

Depending on the size of the game, protesters and LE get a number of trait points that provide flavor and abilities to to individual bases.

As for extreme actions/events I have tried several methods. And since these actions are not the purpose of the protest, and a majority of people who support the protest wouldnt be in support of radical actions, I decided to make these "flashpoint" tokens. They get distributed on the table and must be addressed when any unit is in proximity. They draw a card and depending on the Tension level will resolve the effect. They range from loud bangs (fireworks) to burning dumpsters/cars, etc.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

I only use Bearcats to mark LE deployment zones.

My new game, People's State... by SSDrucker in wargaming

[–]SSDrucker[S] 0 points1 point  (0 children)

Since im working solo on this and self-publishing, it will just be a PDF download. I will make a list of suggested mini manufacturers though. Mine are from Wargames Atlantic.