I'll weigh in.
For historical scenarios, I want to come away understanding what the commanders of the side I play went through. If history records they should have flanked left instead of attacking the middle, I want to see why if I do either. I want the same equipment...no PzV's blitzing into Poland in 1939, for instance. I could never design one of these, as I expect the designer to have researched the event thoroughly and have a much greater knowledge than I. It must take a ton of time and dedication. Hats off to those that do these.
Fictional scenarios are best when they could have happened, just didn't, rather than a what would have happened if..., at least for me. I'm not really interested in the Germans invading London, for instance.
For fictional, I prefer a larger map, which provides greater options. I enjoy feints, making my opponent expect an attack on his right, when all the while I'm getting ready to hit his left. I like lots of ambush options in the terrain, both for me and my opponent.
I dislike scenarios that are too "sloggy", where, due to mud or snow, my guys are forced to advance at a snails pace. OK for historical, of course, but when playing for fun, I want mobility.
I love playing with new stuff. Especially the late war armor.
I like air attacks. Especially when they're mine...not so much when they're my opponents. :rolleyes:
I haven't done too much play testing. When I have, I pretty much can only comment on the playability. Hard for me to suggest another type of equipment, as my understanding of what should have been used at this place, in this time period, is spotty at best.
Game time constraints, scale, etc, doesn't matter a whole lot for me, as long as I don't "feel" it. If I consciously note that could never happen in 6 minutes, then I find that a flaw, albeit not anything I can't live with, afterall it's a game and if I'm enjoying it that's all that matters.
I want a fairly eevn chance at a draw. HATE scenarios that I know I'm going to lose almost from the get go, merely because of the design. I don't mind as much if I lose to a superior opponent, I just don't want the design to be the factor.
Good or bad, though, I admire and respect people who do for others. Scenario designers keep the game alive for all of us and get little in return other than a high number in the "times downloaded" field. So thanks, guys.
Dave
Resolve then, that on this very ground, with small flags waving and tinny blasts on tiny trumpets, we shall meet the enemy, and not only may he be ours, he may be us. --Walt Kelly