Coup-De-Grace: Arena Design

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The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.

Objective markers and scenario goals

The default set-up of coup-de-grace is two teams fighting to the death. Once you've taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.

Consider trying out the following example scenarios.

Checkmate

Each player nominates a single model as his "King". This model gains +3 Hit Points and has its status revealed to all players.

When a warband's King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.

At any point that only one player has a King in play, that player wins the game.

Arena shape, rooms, corridors and open spaces

Doors, walls, fences and transport points

Obstacles, hazards and traps

Environmental effects

Power ups, buffs and debuffs

Active Exploration

Going into three dimensions