The Bastard Comes game design preview
Andrew Hadley writes about his latest megagame idea The Bastard Comes. A megagame of the aftermath of the Norman Invasion of britain in 1066.
The Bastard Comes game design preview
a Megagame of British resistance to Norman rule post-Hastings
Main concept
Various English groups resist or collaborate with the extension of Norman rule, with the support of neighbouring powers. The Normans try to consolidate, whilst facing challenges of pressure on their lands in France and threats of rebellion and invasion.
Key factions
(I estimate about 60-70 played roles) (Key roles underlined)
Norman (25?) |
English (25?) |
Foreign / Unaligned (25?) |
Royal / Ducal House
|
House of Cerdic
|
Royal House of Scotland
|
Norman landowners
|
House of Godwine
|
Princes of Wales
|
Northern French Counts
|
English bishops and abbots
|
Irish sea Princes and Vikings
|
Breton Comital House
|
House of Leofric
|
Royal House of France
|
Breton landowners
|
House of Bamburgh
|
Other aristocrats
|
Norman and French Churchmen
|
Other English rebels
|
Papacy / other Churchmen
|
Norman burgesses and administrators? | English burgesses and administrators | Denmark
|
Merchants? |
Game Start and Dynamics
Duke William has been crowned King of England on Christmas day 1066. William though does not have the support of most Englishmen. Resistance is divided between different candidates and agenda and is thus hard to co-ordinate, but can draw on support from the Scots, Welsh, Irish and even Scandinavians.
William needs to manage lands and revolts in Normandy, as William’s carefully assembled dominance of northern France unwinds. Pressures rise in Brittany and Maine, both former Norman vassals, and the demands for land of the successful invaders may be hard to satisfy.
The main Norman field army should be very difficult to beat, and when unopposed the invaders can build castles which none of the Resistance will find it easy to capture. Basically the rebels should be scrambling to make deals whenever William is nearby!
As well as debates over title to land, a struggle for the Church is likely to be a major feature of the game, with many of the abbots strongly resisting. There are titles to settle as well as doctrinal issues about supremacy and power of appointment.
There are enough tensions in Scotland and Wales to make interesting political sub-games there, as well as involvement with the English resistance. But I need to ensure players have enough to do if they aren’t strongly involved with the ‘main’ plot.
Key tensions
Norman: how much land to give out, Normandy or England, crush or compromise, diplomacy
English: collaborate or fight, who to lead opposition, settlement, involvement of foreigners
Foreign: involved in England, own specific internal and/or diplomatic tensions
Game Maps
- Southern England
- Northern England
- Northern France
- Scotland
- Wales / Irish Sea / Ireland?
- Rest of Europe?
Questions
- Is the Norman military dominance a problem for player autonomy?
- How best to manage the risks of under-involvement for Scotland, Wales, Ireland?
- Should the Northern French wider politics be gamed, or abstracted?
- Tips on managing the internal church game?
- Is it helpful to provide this wider team structure for the players even if not straightforward (teams could split during the day, for example)?
BTW, still looking for more milmud articles
i can send you one about The Brokered Convention albeit there is nothing military about it, I could use the feedback.
Andrew Stackhouse it would be very welcome. We don’t stick to military games. There have been many CLWG games that had no military content.
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