RE: Huib: RE previous discussion
With all due respect to those who have labored over creating and refining HtH over the years, I must say that, as a designer, I gave up on it in the very early stages of its development.
Once I have a scenario completed, I turn to a small a cadre of people who I think I can count on for quality ...and timely ....feedback (alas, Jim Puff was one of my best resources... boy, do I miss him, in so many respects).
As was mentioned previously, if your passion is historical design, then there isn't a lot to change. The map "is what it is". The feedback you will typically pick up is in regard to mapping errors, or the the possibility of a minor tweak or two that can be made without moving beyond the historical geography (there are some aspects of transpoing a map that are subjective, and comments along those lines are fair game). Same thing with the OB: it is what it is (or more precisely, what it was). If someone can point me toward historical evidence for making a change, I'm on it in a hearttbeat.
One of the things I enjoy most about playtesting other designer's scenarios is that I WILL dig into my research library and try to validate aspects of the OB, map, or situational elements in the scene. Doing the research is the most rewarding part of scenario design, and for me, the most rewarding part of playtesting.
The one area that every designer needs input on is the construction of the victory conditions. Any scenario... and I mean ANY scenario...can be "balanced". It is a matter of setting objectives that are commensurate with the forces available to each side. After all the hard work of map creation and OB research is completed, this becomes one of the most challengin aspects of the design. Top get it right, it takes a lot of repeat testing. My experience is that this is best done rapid-fire with a slate of playtesters that you feel confortable working with.
I would add that, when a scene I have done gets criticized, I don't get alarmed about it. As has been noted, we have players with a wide rnage of playing interests, and what appeals to one will surely not appeal to another. The scenario that I recently worked with Huib on is a classic example (Across the Seine). I predicted up front that some players would find the lack of German armor in the scenario to be objectionable. Clearly, that tpe of scene isn;t for every player. But for those that appreciate the challenge of an urban brawl, and the excitement of trying to frantically blow bridges to thwart and American armored thrust.... this scene is for you.
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