{"id":3175,"date":"2015-05-14T11:13:48","date_gmt":"2015-05-14T15:13:48","guid":{"rendered":"http:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/?p=3175"},"modified":"2022-07-01T08:53:00","modified_gmt":"2022-07-01T12:53:00","slug":"narrative-tournament-design-in-tabletop-wargaming","status":"publish","type":"post","link":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/2015\/05\/narrative-tournament-design-in-tabletop-wargaming\/","title":{"rendered":"Narrative Tournament Design in Tabletop Wargaming"},"content":{"rendered":"<p>Someone <a href=\"http:\/\/www.dakkadakka.com\/dakkaforum\/posts\/list\/648542.page\">asked on DakkaDakka today<\/a>\u00a0<em>&#8220;What makes a good narrative tournament?&#8221;<\/em> <a href=\"http:\/\/pagegaming.com\/\">My club<\/a> is very much committed to narrative play in\u00a0<a href=\"http:\/\/www.games-workshop.com\/en-US\/Warhammer-40-000\"><em>Warhammer 40,000<\/em><\/a> (<em>40k<\/em>) and other tabletop wargaming, and has held\u00a0a number of story-heavy\u00a0events over the years. Among those, for\u00a0the past seven months I&#8217;ve been organizing\u00a0the monthly <em>40k<\/em> events at my\u00a0<a href=\"http:\/\/www.redcapscorner.com\/\">local shop<\/a>\u00a0(with which I&#8217;m not otherwise formally affiliated)\u00a0as narrative\u00a0tournaments. \u00a0I&#8217;ve also played in a few other such events outside our group, notably the <a href=\"http:\/\/www.novaopen.com\/\">NOVA Narrative<\/a>. Suffice to say,\u00a0I&#8217;m way excited about this topic and have a few\u00a0thoughts. My experience and comments are mostly ground in\u00a0<em>40k<\/em>, but all of this is generic and applicable to other\u00a0games.<\/p>\n<p>I note\u00a0up front that I reference\u00a0the NOVA Narrative repeatedly below because it&#8217;s among the most prominent and widely known narrative tournament events in <em>40k, <\/em>and therefore among the most prominent in tabletop wargames, as well as\u00a0one outside my\u00a0club with which I have direct experience. A few\u00a0of the comments\u00a0are criticisms, but they&#8217;re meant\u00a0with all due respect and as hopefully constructive notes. That&#8217;s a super fun event, it&#8217;s well executed, the organizers are amazing, and I&#8217;m devastated that I cannot by any means make it\u00a0this year with the rest of my crew (I&#8217;m expecting my firstborn the week before). I do though think that some aspects\u00a0of its design includes\u00a0pitfalls that I would guess are fairly common for narrative tournaments, including my own events.<\/p>\n<div id=\"attachment_3204\" style=\"width: 539px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/05\/caldor-iv.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-3204\" class=\"size-full wp-image-3204\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/05\/caldor-iv.png\" alt=\"Title page from our Caldor IV campaign tournament series packet.\" width=\"529\" height=\"680\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/05\/caldor-iv.png 529w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/05\/caldor-iv-233x300.png 233w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/05\/caldor-iv-60x77.png 60w\" sizes=\"auto, (max-width: 529px) 100vw, 529px\" \/><\/a><p id=\"caption-attachment-3204\" class=\"wp-caption-text\">Title page from our Caldor IV campaign tournament series packet.<\/p><\/div>\n<h2>Narrative Tournaments? \u00a0WTF?<\/h2>\n<p>An important opening\u00a0point is establishing just what we&#8217;re talking about here. There&#8217;s definitely a valid viewpoint that &#8220;narrative tournament&#8221; is a contradiction in terms. This is aptly expressed by the <a href=\"http:\/\/www.dakkadakka.com\/dakkaforum\/posts\/list\/648542.page#7832040\">first comment to the Dakka thread<\/a>\u00a0as to what makes a good narrative tournament: <em>&#8220;Not being a tournament.&#8221;<\/em><\/p>\n<p>Much as in wargaming\u00a0\u00a0overall, there&#8217;s a spectrum of organized events. On the one end\u00a0are\u00a0competition focused events, with more or less mathematical tournament\u00a0structures, more or less tight mission design, limited or sidetrack painting &amp; hobby components, and zero concern about fluff and story. At the opposite end is\u00a0totally narrative play, with the only thing distinguishing it from casual pick-up play being that there&#8217;s a story being built or utilized, and some kind of minimal organization of players and matches.\u00a0Obviously there&#8217;s a space for both. Though I&#8217;m not myself engaged at any kind of serious competitive level in <em>40k<\/em> or any other game, I&#8217;d argue strongly that a vibrant competitive tournament scene is a\u00a0good and critical thing for most\u00a0games&#8217;\u00a0long term longevity and, if properly utilized by the designers\/manufacturers (*cough*), actually adds\u00a0a lot of value to the game even\u00a0for\u00a0those not interested in participating directly. But fluffy play\u00a0is\u00a0also great; our club has gotten immense value out of events we&#8217;ve organized purely to drive narrative. I&#8217;d also argue\u00a0that most <em>40k<\/em> tournaments at least actually aren&#8217;t very far on the spectrum toward pure competition, especially smaller, regularly scheduled shop or club events: Missions might have some wacky elements, tournament scoring often isn&#8217;t\u00a0well published, there might be more or less arbitrary army composition restrictions or rules modifiers, painting\u00a0and\/or sportsmanship components might\u00a0be significant, and so on.<\/p>\n<p>I don&#8217;t think it&#8217;s a huge stretch then\u00a0to fit\u00a0some narrative elements alongside tournament aspects and fall somewhere in the middle of that spectrum, and\u00a0there\u00a0are good reasons to do so. With the monthly <em>40k<\/em> events at our local shop, I&#8217;ve been specifically trying to see if we can get both the fluffy and the competition-oriented players engaged in organized play.\u00a0Our tournament crowd\u00a0is fairly well established and dedicated, but somewhat\u00a0small. We do though have another contingent\u00a0that&#8217;s much more motivated by narrative and team-based play. It would be great if we could run at least some events that were appealing to both and get everybody out at once.\u00a0Emphasizing narrative and hobby components also tends to push against\u00a0poor behavior and win-at-all-costs play.<\/p>\n<p>The two event types\u00a0can also bring a lot to each other. I&#8217;ll touch on this more later, but one aspect of tournaments frequently overlooked by less\u00a0competition-minded players is that a typical, proper tournament pairing mechanism works toward players competing against opponents of similar skill level. That&#8217;s a great feature to incorporate into an event and try to ensure people are having fun games.\u00a0In contrast, many\u00a0campaign structures can unfortunately lead to devastating matchups, often repeatedly. For example, it can be tough\u00a0as a new player competing in a classical map-based campaign if a\u00a0neighboring opponent on your borders is a hardened, competitive veteran.<\/p>\n<p>So, over the years and especially recently, I&#8217;ve been\u00a0experimenting with different approaches, from riding light narrative overtop standard tournaments, to embedding\u00a0tournaments and prizes inside campaigns and narrative.<\/p>\n<div id=\"attachment_2375\" style=\"width: 540px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/IMG_8514.jpg\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2375\" class=\"size-large wp-image-2375\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/IMG_8514-1024x768.jpg\" alt=\"We all just want to roll dice.  But sometimes there's dramatic narrative!\" width=\"530\" height=\"398\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/IMG_8514-1024x768.jpg 1024w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/IMG_8514-300x224.jpg 300w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><p id=\"caption-attachment-2375\" class=\"wp-caption-text\">We all just want to roll dice. But sometimes there&#8217;s dramatic narrative!<\/p><\/div>\n<h2>Storylines<\/h2>\n<p>&#8220;Narrative&#8221; is, of course, an imprecise term, with several dimensions: Detailed or abstract, storyline or vignette, and so on.\u00a0Many of my battle reports feature a paragraph here or there with a short, isolated vignette about a\u00a0particular event or character in the game, and I personally frequently consciously field lists and\u00a0play with a style emphasizing dramatic, story-oriented actions in line with and developing my army&#8217;s character. Over time\u00a0all those separate, simple bits of story have yielded\u00a0an elaborate emergent narrative. Everybody in my club is at least vaguely aware of different major storylines of my chapter of Space Marines and its major characters. In a more top-down and <em>a priori<\/em> fashion,\u00a0right now\u00a0a group of <em>40k<\/em> players in my community are running\u00a0a campaign league (that I&#8217;m not in) featuring elaborate\u00a0creative fiction\u00a0about\u00a0the armies, their commanders, and the battleground, with everything\u00a0being written\u00a0over time\u00a0into\u00a0a long-running, detailed narrative. The NOVA Narrative storyline is fairly extensive and lengthy, has emerged from the overall outcomes over the years, and for both better and worse is essentially entirely unrelated to the official\u00a0<em>40k<\/em> universe.<\/p>\n<p>As a narrative tournament organizer and designer, I mostly try to keep the story fairly light, providing some theme and background while letting the outcomes themselves drive the story. The explicit narrative is usually just a few paragraphs of background text, and a short, marginally\u00a0dramatized accounting in my campaign reports relating\u00a0the progression of events. A good example is the <a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/2015\/04\/escalation-on-solypsus-9\/\">report from our most recent event<\/a>.<\/p>\n<p>In\u00a0general, I\u00a0don&#8217;t\u00a0spend a ton of time crafting and writing explicit narrative. Most of it&#8217;s coming from the players and exists in their head and the community gestalt, and is all the more powerful for it. My goal is just to provide basic structures enabling that\u00a0better\u00a0than straight tournament or pick-up play. For example, in our current campaign there&#8217;s a touch\u00a0of\u00a0backstory about the planet and what&#8217;s going on, but it&#8217;s very short and light.\u00a0There is though a map, and on it\u00a0is a Starport, which one player\u00a0decided he particularly\u00a0cares about, even though it doesn&#8217;t help him in-game at all and offers only modest benefits to his alliance.\u00a0At\u00a0some point he just came out with\u00a0a short\u00a0narrative that his army really wants to ensure they can get off this Emperor-forsaken rock once this war&#8217;s over and is terrified they&#8217;re going to get stuck there, so they&#8217;re\u00a0fighting\u00a0like hell to take and hold the Starport. He&#8217;s made that a vocal priority in\u00a0the strategic discussions within his alliance, and the other players know he&#8217;s fighting for it and talk about it.\u00a0That&#8217;s a great emergent narrative. At the same time, he&#8217;s also one of our better players and has been able to pursue that personal\u00a0story\u00a0and motivation while competing for the tournament prizes.<\/p>\n<div id=\"attachment_2818\" style=\"width: 392px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/map.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2818\" class=\"size-full wp-image-2818\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/map.png\" alt=\"The map for our Solypsus 9 campaign, featuring the major installations.\" width=\"382\" height=\"494\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/map.png 382w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/map-232x300.png 232w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/map-60x78.png 60w\" sizes=\"auto, (max-width: 382px) 100vw, 382px\" \/><\/a><p id=\"caption-attachment-2818\" class=\"wp-caption-text\">The map for our Solypsus 9 campaign, featuring the major installations.<\/p><\/div>\n<h2>Tournament Structures<\/h2>\n<p>The structures enabling that and what &#8220;narrative tournament&#8221; actually entails in practice then fall on that same spectrum above of being more or less oriented\u00a0toward fluff\u00a0or competition. The key things are that there&#8217;s a narrative&#8212;a story being built and\/or motivating\u00a0gameplay&#8212;alongside a tournament. In this context\u00a0the latter is a\u00a0flexible term and not necessarily a mathematical tournament structure, though it might be.\u00a0I take the\u00a0minimal requirement as being that there are points being awarded to individuals, standings, and prizes of some sort.<\/p>\n<p>For a competition-oriented example, <a href=\"http:\/\/www.pagegaming.com\/index.php?n=Warhammer40k.CombatPatrolTournament\">years ago I ran a Combat Patrol tournament league<\/a>\u00a0for <em>40k<\/em> skirmishing. One of the gimmicks was that the\u00a0small games (750 points) permitted the missions\u00a0to be\u00a0asymmetric, with matches actually consisting of two games with opponents\u00a0alternating roles. Those matches though went into a\u00a0pure tournament structure.\u00a0Players earned individual points, pairings were straight Swiss across everybody, and there was a final single ranking of all players and prizes awarded based on that. But those asymmetric game results fed into an abstract narrative about a planet being invaded, and the Attackers\u00a0and\u00a0Defenders respectively fighting to advance on or defend a critical site. It wasn&#8217;t\u00a0detailed at all, but it was\u00a0a\u00a0real story and collective narrative progression that people who cared could\u00a0follow and\u00a0talk about, while others could just play the tournament.<\/p>\n<div id=\"attachment_2637\" style=\"width: 296px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/2010q1-combat-patrol-campaign-map.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2637\" class=\"size-full wp-image-2637\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/2010q1-combat-patrol-campaign-map.png\" alt=\"Campaign map from the 2010 Combat Patrol Tournament League.\" width=\"286\" height=\"282\" \/><\/a><p id=\"caption-attachment-2637\" class=\"wp-caption-text\">Campaign map from the 2010 Combat Patrol Tournament League.<\/p><\/div>\n<p>At the opposite end of the spectrum,\u00a0Saturday\u00a0we&#8217;re running a <em>40k Apocalypse<\/em> mega-battle to conclude our <a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/tag\/solypsus-9\/\">Solypsus 9 sequence<\/a>, an all-in battle royale of all the players in a single all-day\u00a0game.\u00a0Although my club&#8217;s <em>Apocalypse<\/em> battles are much more structured and organized than nearly any I&#8217;m aware of, that&#8217;s basically necessarily a\u00a0heavily narrative-oriented event rather than a competitive one.\u00a0We are though\u00a0collecting entry fees and awarding store credit prizes. In part that&#8217;s to\u00a0give something to the shop for hosting us, but it&#8217;ll also add some excitement and motivation. Clearly though there&#8217;s no recognizable standard\u00a0tournament structure since it&#8217;s just one big match with everybody playing as\u00a0teams. Instead, the\u00a0match component of our scoring (we also include painting and sportsmanship) and the eventual player rankings will be based on personal in-game achievements designed\u00a0to emphasize narrative play. Declare an opposing\u00a0warlord your sworn enemy and then\u00a0personally ensure their demise? Earn some points.\u00a0Hold the site of one of your fallen characters? Earn some points. \u00a0So, it&#8217;s all fluffy and loose, but it does incorporate\u00a0some competitive aspects alongside very much\u00a0narrative play.<\/p>\n<h2>Alliances<\/h2>\n<p>In between those two extremes are the majority of the\u00a0events\u00a0we&#8217;ve been running the past half year. A defining\u00a0feature of these has been\u00a0that players are organized into alliances and make collective strategic decisions. I specifically use &#8220;alliance&#8221; to differentiate from team-based play as in doubles tournaments, which we love and also run, including inside the narrative frameworks.<\/p>\n<p>Players within those\u00a0alliances don&#8217;t play\u00a0against each other, caveat\u00a0some significant exception, and the alliances have substantial input on the tournament pairings. In our setup\u00a0they\u00a0alternate putting forward a player toward some narrative\u00a0action and the other alliance(s) responding with an opponent and a specific board to play on. Thus the attacker declare a campaign objective, and the defenders choose the specific physical terrain for\u00a0the battle.\u00a0The NOVA Narrative works very similarly, and I would guess this is somewhat common and a major feature of what most people identify with &#8220;narrative tournaments.&#8221; Notably, this arrangement\u00a0is derived from some of the major team tournaments, another instance of serious competitive play contributing a more generally useful structure.<\/p>\n<p>On the one hand, this is a huge draw for a lot of participants.\u00a0The games themselves remain standard and players field their full armies, but they also get to enjoy teamwork and cooperative strategizing.\u00a0Depending on the complexity of the narrative framework, alliances\u00a0might have a ton of discussion about\u00a0campaign level strategy and decision making. Certainly there&#8217;s typically a lot of discussion about\u00a0which armies are the best to put forward to take on any defender, or which\u00a0should be held back to try and respond to specific attacking\u00a0armies, and so on. Lots of people really love and are excited by those discussions, and to a large extent those that aren&#8217;t can just ride along.<\/p>\n<div id=\"attachment_2373\" style=\"width: 540px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/20140829_163248.jpg\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2373\" class=\"size-large wp-image-2373\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/20140829_163248-1024x768.jpg\" alt=\"Kramer Doyle, humanity's commander, sends the Kingbreakers off to space to do battle against unimaginable enemies and impossible odds. A Humanity Commanders' strategy session at last year's NOVA Narrative.\" width=\"530\" height=\"398\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/20140829_163248-1024x768.jpg 1024w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/20140829_163248-300x225.jpg 300w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><p id=\"caption-attachment-2373\" class=\"wp-caption-text\">Kramer Doyle, humanity&#8217;s commander, sends the Kingbreakers off to space to do battle against unimaginable enemies and impossible odds. A Humanity Commanders&#8217; strategy session at last year&#8217;s NOVA Narrative.<\/p><\/div>\n<p>That said, this is a huge tradeoff in narrative versus competition. As soon as players are\u00a0divided into alliances, it&#8217;s difficult\u00a0to have\u00a0a single set of final individual rankings. In particular, the top players may not face\u00a0each other and will be difficult to compare. But in many\u00a0settings that&#8217;s ok. Toward that, we keep our prizes small and spread them around, so that they&#8217;re spice and a fun side thing rather than serious objectives and something to be aggressively competitive about. Our prizes are generally organized as follows, depending on the number of players:<\/p>\n<ul>\n<li>Equal prizes go to the top\u00a0player in each alliance based on match\u00a0points + hobby\u00a0scores + sportsmanship;<\/li>\n<li>Next prize goes to\u00a0painting and craftsmanship based on player voting;<\/li>\n<li>Next prize goes to the player from any alliance with the highest match points;<\/li>\n<li>Next prize goes to a raffle of\u00a0nominated dramatic moments or great plays;<\/li>\n<li>And start back over at lesser value.<\/li>\n<\/ul>\n<p>That&#8217;s worked out well in our environment. Once or twice the top prizes haven&#8217;t gone to players who had the actual highest scores (i.e., the 2nd highest scoring player was on the same alliance as the 1st), but usually they actually do, and the prizes are small and spread around anyway so it&#8217;s no big deal. Similarly, although the NOVA Narrative has a variety of prizes, individual\u00a0standings, and is actually a tournament, that&#8217;s all\u00a0downplayed enough in favor of just playing the campaign\u00a0that I actually had to consider\u00a0for a moment whether or not that was the case. Besides accommodating narrative mechanics, this diffusion\u00a0of prizes and the small stakes tends to work\u00a0against overly aggressive\u00a0and poor behavior and\u00a0is an approach\u00a0we had previously\u00a0adopted in non-narrative tournaments.<\/p>\n<p>Of more concern to me is that organizing into\u00a0fluffy alliances according the allegiances and relationships inside\u00a0the game&#8217;s fiction universe tends to\u00a0result in roughly the same groups of players and game\u00a0factions\u00a0facing off against each other all the time. At some point Necrons should themselves have to fight against their own hateful Decurions, which they never will if they&#8217;re always together in the same alliance. Players in this scheme\u00a0also may not get to play against particular friends if they&#8217;re in the same alliance, there might be intrinsic imbalances across the alliances based on their available forces, and so on.\u00a0Our events this summer are not going to be implemented this way, so that we break up the alliances for a while and players face a larger set of opponents and\u00a0factions.<\/p>\n<div id=\"attachment_2836\" style=\"width: 317px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/alliances.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2836\" class=\"size-full wp-image-2836\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/alliances.png\" alt=\"Alliance tokens for the Solypsus 9 map.\" width=\"307\" height=\"91\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/alliances.png 307w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/alliances-300x89.png 300w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/alliances-60x18.png 60w\" sizes=\"auto, (max-width: 307px) 100vw, 307px\" \/><\/a><p id=\"caption-attachment-2836\" class=\"wp-caption-text\">Alliance tokens for the Solypsus 9 map.<\/p><\/div>\n<p>The biggest concern about this style though is that it doesn&#8217;t intrinsically balance players like proper, Swiss-pairs styled and\u00a0bracketed\u00a0tournament pairings eventually do. It&#8217;s very easy for\u00a0alliances\u00a0to\u00a0generate a lot of theories about who\u00a0might be best to put forward based purely on factions or lists, and not at all take into account player skill and results, something I&#8217;ve seen at both NOVA and our events.\u00a0That can be unfortunate if newer or weaker players wind\u00a0up\u00a0repeatedly\u00a0set against\u00a0much better opponents or armies.\u00a0To some extent\u00a0we&#8217;ve worked to mitigate that by having alliance commanders guiding\u00a0the discussions\u00a0and explicitly coached to keep fair pairings in mind, accounting for actual skill and results rather than just\u00a0theoryhammer.<\/p>\n<p>Recently we&#8217;ve also attempted to explicitly address this mechanically\u00a0by scoping the set of players that may be put forward as a response, i.e., only opponents with similar scores\/results\/bracket can be matched against an attacker. That way a baby seal can&#8217;t be just thrown into a clubbing. This year&#8217;s NOVA Narrative is enacting very similar controls by breaking the pairing process up into\u00a0battle groups determined\u00a0by rankings within each alliance, with comparable\u00a0groups coordinating\u00a0matches.\u00a0If an\u00a0event\u00a0is relatively large these mechanisms\u00a0can\u00a0entail\u00a0significant logistical\u00a0effort to work out the valid possibilities and present them to the alliances, particularly as they don&#8217;t fit within essentially any tournament scoring software,\u00a0but are\u00a0worth it.<\/p>\n<p>In smaller groups though it can be infeasible to both apply such\u00a0restrictions and have enough pairings. After all, even two alliances cuts in half the number of possible opponents. Mechanics and plausible narrative justifications for pairing players\u00a0within alliances if necessary are certainly feasible, but can be tricky\u00a0and work against the fluffy narrative.\u00a0Ultimately these alliance-controlled, deliberate pairings are a major design tradeoff with pros and cons. They&#8217;re a major positive feature of many\u00a0narrative\u00a0events, but organizers should be aware of these\u00a0downsides.<\/p>\n<div id=\"attachment_2528\" style=\"width: 540px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/11\/IMG_9100.jpg\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2528\" class=\"size-large wp-image-2528\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/11\/IMG_9100-1024x768.jpg\" alt=\"The Legions of Discord stare into the abyss after a rough first round in the opening event of our Caldor IV campaign tournament series.\" width=\"530\" height=\"398\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/11\/IMG_9100-1024x768.jpg 1024w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/11\/IMG_9100-300x224.jpg 300w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><p id=\"caption-attachment-2528\" class=\"wp-caption-text\">The Legions of Discord stare into the abyss after a rough first round in the opening event of our Caldor IV campaign tournament series.<\/p><\/div>\n<h2>Narrative Effects<\/h2>\n<p>Another big design point is how the narrative or campaign interacts with actual gameplay and tournament execution. Alliances are a big tradeoff on the latter. But many non-tournament campaigns and narratives employ\u00a0asymmetric missions, award army or model buffs, and have other impacts on the games themselves.<\/p>\n<p>That&#8217;s\u00a0difficult to work into a narrative tournament setting because they&#8217;re\u00a0quite likely to impinge on the integrity of the\u00a0competition, and these features unavoidably\u00a0skew the event more\u00a0toward narrative versus tournament. Depending on the group and the event&#8217;s goals that might be perfectly\u00a0acceptable, but generally needs to be\u00a0very carefully designed and balanced. The more clearly an event is advertised\u00a0toward narrative play the more that can be done in this direction. However, unless they&#8217;re very committed to a campaign or narrative, it&#8217;s ultimately hard over time for any players to accept and be excited about meaningful advantages being given to opponents in actual games, which is a detriment to the success, popularity, and longevity of any\u00a0event.<\/p>\n<p>Related, any\u00a0gameplay\u00a0effects generally need to be as simple as possible. Much tabletop wargaming and <em>40k<\/em> in particular\u00a0is already so varied and complex that many players struggle to play quickly, let alone keep up with all the opposing factions. That&#8217;s exacerbated by time constraints typical\u00a0of\u00a0a single-day tournament, though\u00a0a league format might be more amenable.\u00a0Additional boutique gameplay modifications will only slow down games, press time bounds, and potentially frustrate players.<\/p>\n<div id=\"attachment_2816\" style=\"width: 610px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/banner.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2816\" class=\"size-full wp-image-2816\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/banner.png\" alt=\"Banner for the Solypsus 9 campaign.\" width=\"600\" height=\"160\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/banner.png 600w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/banner-300x80.png 300w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/banner-60x16.png 60w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><\/a><p id=\"caption-attachment-2816\" class=\"wp-caption-text\">Banner for the Solypsus 9 campaign.<\/p><\/div>\n<p>As an\u00a0example, the NOVA Narrative\u00a0features\u00a0extensive gameplay changes\u00a0which probably took a lot of effort to develop and have some positive features, but for some players can also detract from the overall experience.\u00a0One part is a series of optional supplemental rules and army composition tweaks for each game faction. In some cases they do actually make weaker factions\u00a0more competitive, but in others they arguably buff already very strong armies.\u00a0Worse, these new rules add to the whirlwind of faction rules and exceptions in <em>40k<\/em>. Our club\u00a0already had a confusing discussion about army list construction for this year&#8217;s NOVA when it became difficult to track what\u00a0rules were in the official books, and what were from the event&#8217;s narrative supplements. NOVA Narrative also has extensive terrain rules\u00a0and other board effects\u00a0contingent on choices made by the alliances and\u00a0what theater the battle is\u00a0representing. A positive aspect of these are that\u00a0they add a lot of alliance strategy, e.g., determining\u00a0which army is most likely to survive the meteors falling on some boards.\u00a0On the other hand, these are\u00a0a whole new\u00a0set of mechanics\u00a0to be remembered and then applied in-game, in some cases with fairly substantial random effect.<\/p>\n<p>From my own events, recently I tried to add essentially\u00a0warp rifts and ghosts to a few\u00a0missions in order to tie in some of the overall story elements into the gameplay. Some people were interested, some were not, one was terrified because the leadership effects were going to be a huge problem for his Ork army. In the end though nearly everyone forgot to apply them consistently or at all, and\u00a0my effort toward these\u00a0was wasted and that narrative-to-gameplay tie-in failed.<\/p>\n<p>Even the core <em>40k<\/em> rules\u00a0demonstrate this, in the Mysterious Objectives rules that apply different random effects when units first claim ground objectives. In my experience, many if not the majority of players consciously or unconsciously forget about these entirely\u00a0even when tournament organizers include them in missions, because they can be unbalancing, though generally minimally, but are always unpredictable and yet another, in this case non-critical, mechanic to be remembered and processed.<\/p>\n<p>In contrast, everyone loved and remembered to apply a recent mission scenario\u00a0of ours featuring two large guns placed at board center which they could fight to control and turn on their opponent&#8217;s army using more or less standard shooting mechanics from the fundamental\u00a0core of the game.\u00a0Those gun emplacements combined five critical conditions for successful\u00a0narrative game effects:<\/p>\n<ul>\n<li>Simplicity: The mechanics were simple and straight from the standard\u00a0game, fast and intuitive for\u00a0everybody to execute;<\/li>\n<li>Predictability: Players knew what the guns\u00a0would do well enough to strategize around them;<\/li>\n<li>Control: The players themselves took concrete actions to enact and target the guns, rather than just rolling out random effects automatically;<\/li>\n<li>Balance: Both players had an equal opportunity to utilize the effects, and they had about equal potential impact on a variety of different army types;<\/li>\n<li>Advantage: Big guns offered a clear incentive for the players to both remember to utilize them, and to take efforts to do so&#8212;nobody forgot about those guys.<\/li>\n<\/ul>\n<p>Because of the issues above I&#8217;ve\u00a0by and large\u00a0been restricting\u00a0narrative effects to the campaign or story itself, isolated from actual gameplay. That way if they&#8217;re imbalanced people are still winning and losing their personal games fairly, games are kept straightforward, and people not interested in those aspects don&#8217;t have to deal with it.<\/p>\n<p>But limited mechanics that meet those five\u00a0characteristics can tie narrative and campaign structures into actual gameplay even within a\u00a0tournament. A very successful example of this from the NOVA Narrative that we&#8217;ve adopted into our events are Covert Missions.\u00a0These\u00a0are simple additional objectives given in secret to the players of the trailing alliance. Their primary effect is to help keep the sides\u00a0roughly even and maintain\u00a0the campaign tension. But they also give players with little hope of winning their\u00a0match something else to achieve even in the face of defeat.\u00a0The\u00a0rewards though only apply to the narrative or campaign and the alliances&#8217; standing, so they don&#8217;t unbalance either particular matches or individual rankings.\u00a0As such, they meet all of the criteria: Written correctly they&#8217;re simple and straightforward\u00a0to apply; they&#8217;re a known\u00a0effect the player can actively\u00a0play toward; they don&#8217;t in any way imbalance the games or tournament; and they offer a real, tangible\u00a0award\u00a0to the player. All told, they offer a strong narrative aspect while also being totally ignorable. In practice though, hardly anyone will set them aside.\u00a0Many players I&#8217;ve seen at both NOVA and our events have felt more than redeemed to get crushed in a match but secure the covert objective for their alliance, while other competitive players have been disappointed\u00a0to win a match mighitly but not achieve\u00a0their covert mission.<\/p>\n<div id=\"attachment_2887\" style=\"width: 597px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/solypsus-9-coverts.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2887\" class=\"wp-image-2887 size-full\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/solypsus-9-coverts.png\" alt=\"Two sample covert missions from our Solypsus 9 campaign.\" width=\"587\" height=\"387\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/solypsus-9-coverts.png 587w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/solypsus-9-coverts-300x198.png 300w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/solypsus-9-coverts-60x40.png 60w\" sizes=\"auto, (max-width: 587px) 100vw, 587px\" \/><\/a><p id=\"caption-attachment-2887\" class=\"wp-caption-text\">Two sample covert missions from our Solypsus 9 campaign.<\/p><\/div>\n<h2>Expectations and Comp<\/h2>\n<p>The last major aspect to touch on is setting expectations and controlling the tournament environment. Again, &#8220;narrative&#8221; means a lot of things to a lot of people.\u00a0It\u00a0could mean bringing a fluffy army scrupulously designed to match creative personal fiction or canonical game universe details even at the cost of effectiveness. Or it could mean throwing all your biggest, most expensive and rare and powerful models\u00a0on the table because\u00a0they&#8217;re the\u00a0most dramatic units\u00a0in\u00a0your faction&#8217;s background and <em>damn<\/em> that&#8217;s good\u00a0narrative! In many cases those two approaches don&#8217;t exactly\u00a0line up well, to say the least, and the clash of expectations can easily frustrate\u00a0players.<\/p>\n<p>This is the only real negative I and others in my club have\u00a0with the NOVA Narrative, that it doesn&#8217;t control for this mismatch (unless we&#8217;ve missed some update for this year&#8217;s event).\u00a0For example, it looks like the very much competition-oriented Grand Tournament track of the convention will actually impose\u00a0greater restrictions and debuffs to (arguably) overpowered units currently in <em>40k<\/em> than the Narrative will. That&#8217;s asking for trouble if one\u00a0player\u00a0understands the latter event\u00a0as\u00a0a\u00a0relaxed, casual, story oriented event, and another\u00a0reads it as anything goes because it&#8217;s &#8220;not a real tournament&#8221; or simply has a different idea of what&#8217;s overpowered or not.<\/p>\n<p>In our events we have been fortunate that\u00a0there&#8217;s a fairly solid\u00a0community consensus on what&#8217;s appropriate, most people are prioritizing mutual\u00a0fun, and we have\u00a0some favorable basic demographics&#8212;the older and better resourced players are largely\u00a0narrative oriented and relaxed, while\u00a0the more competitive\u00a0players are mostly\u00a0too young\u00a0and\u00a0too restricted financially\u00a0to readily whip out the latest face stomping units.<\/p>\n<div id=\"attachment_2384\" style=\"width: 540px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/IMG_86321.jpg\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2384\" class=\"size-large wp-image-2384\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/IMG_86321-1024x768.jpg\" alt=\"Yep. Trouble ahead.\" width=\"530\" height=\"398\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/IMG_86321-1024x768.jpg 1024w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2014\/09\/IMG_86321-300x224.jpg 300w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><p id=\"caption-attachment-2384\" class=\"wp-caption-text\">Yep. Trouble ahead.<\/p><\/div>\n<p>We have though worked to systematically address these\u00a0kinds of potential problems in a few ways, for both our narrative and more traditional competitive events, and through the few relatively minor troubles encountered\u00a0have seen them to have effect in encouraging a more positive\u00a0environment:<\/p>\n<ul>\n<li>Reintroducing basic hobby scores, via a straightforward and objective 5 line\u00a0metric (all models assembled; all models painted; all models based; some models advanced painting; some models advanced basing).<\/li>\n<li>Reintroducing two-factor sportsmanship scores\u00a0(scores per match, and then ranking \u00a0enjoyable\u00a0games).<\/li>\n<li>Incorporating a variety of awards\u00a0and having more rather than larger\u00a0prizes.<\/li>\n<li>Significantly debuffing classes of units deemed problematic by the community through mission scenarios\u00a0and scoring, rather than actual gameplay rules changes or outright bans.<\/li>\n<\/ul>\n<p>None of these problems or solution approaches are unique to narrative tournaments,\u00a0but the issues\u00a0are potentially exacerbated\u00a0by trying to straddle both\u00a0story-oriented and competitive play. Organizers of these events should be especially carefully that event\u00a0advertisements and mechanics are properly aligning\u00a0and enforcing expectations.<\/p>\n<p>To\u00a0the larger picture, emphasizing narrative and team oriented structures\u00a0is itself in part a useful tactic to preemptively discourage hostile\u00a0play and poor sportsmanship. Narrative play also\u00a0offers opportunities for less skilled players or those fielding intrinsically disadvantaged factions to attain achievements, contribute to a team, or simply develop a good story and have a good time even while losing matches overall. These are major motivations for adopting these kinds of events and elements.<\/p>\n<h2>Campaigns<\/h2>\n<p>To conclude, we have online some examples and mechanics writeups from our <em>40k<\/em> events that may be of interest or use to potential narrative tournament organizers.<\/p>\n<p>Our current campaign is <em>Solypsus 9<\/em>, which featured four months of campaign tournaments fighting over a map, and concludes this weekend with an <em>Apocalypse<\/em> game. Campaign\u00a0reports have <a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/tag\/solypsus-9\/\">all been posted<\/a> including some implementation overviews, and a draft of a more formal writeup of the map mechanics is also <a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/2015\/01\/the-campaign-for-solypsus-9\/\">posted<\/a>.\u00a0The map campaign is\u00a0essentially\u00a0an entire boardgame in and of itself, much like Diplomacy or Game of Thrones.\u00a0It\u00a0enables the alliances to make real strategic decisions in their campaign over the map,\u00a0but without requiring significant player commitment. \u00a0They can easily\u00a0drop in and out of the campaign as they show up for different events or not, change alliances to play a different army,\u00a0etc., without penalizing themselves or their alliance. The map also ties strongly into the concluding <em>Apocalypse<\/em> scenario.<\/p>\n<div id=\"attachment_2979\" style=\"width: 540px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/mawloc-meltagunner.jpg\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2979\" class=\"size-large wp-image-2979\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/mawloc-meltagunner-1024x768.jpg\" alt=\"The bugs make planetfall on Solypsus 9.\" width=\"530\" height=\"398\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/mawloc-meltagunner-1024x768.jpg 1024w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/mawloc-meltagunner-300x225.jpg 300w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/mawloc-meltagunner-60x45.jpg 60w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/mawloc-meltagunner.jpg 1600w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><p id=\"caption-attachment-2979\" class=\"wp-caption-text\">The bugs make planetfall on Solypsus 9.<\/p><\/div>\n<p>Previous to that was our <em>Caldor IV<\/em> campaign. The first round was a campaign tournament using some simple mechanics to develop a\u00a0solid narrative tracking the alliances&#8217; search for a specific relic and a missing VIP.\u00a0Next was a <em>40k Kill Team<\/em> styled skirmish campaign using our improved\u00a0in-house\u00a0<a href=\"http:\/\/rocketshipgames.com\/40k\/recon-squad\/\"><em>Recon Squad<\/em><\/a> variant. In that\u00a0players work to achieve specific legacies, e.g., Sentinels were trying to defend installations, while Assassins were trying to assassinate leaders. That sequence concluded with a mini-<em>Apocalypse<\/em> team battle. \u00a0Campaign\u00a0reports for each <a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/tag\/caldor-iv\/\">were posted<\/a>, and a draft\u00a0polished writeup of the\u00a0mechanics is also <a href=\"http:\/\/rocketshipgames.com\/games\/caldor-iv\/caldor-iv.pdf\">available<\/a>.\u00a0Some of the text\u00a0is\u00a0not complete, but the search mechanics are written up, along with all the cards needed for that as well as the skirmish legacies and missions. \u00a0A notable aspect of the search mechanics are that each alliance has a definite, randomized story and progression, but\u00a0it&#8217;s\u00a0perfectly secret. \u00a0Even the TO can play and not know the outcome or any special information.<\/p>\n<p>As mentioned early in this post, some years back we ran a Combat Patrol tournament league that had a very slight narrative, but was an unadulterated tournament with true pairings and standings. Each mission featured asymmetric setup and goals, with matches consisting of two games with players alternating sides. The results then fed into a very simple\u00a0narrative about the success or failure of a planetary invasion and quest for a specific site, wholly abstracted from specific players and even alliances. Those missions and a few details\u00a0are still <a href=\"http:\/\/www.pagegaming.com\/index.php?n=Warhammer40k.CombatPatrolTournament\">online<\/a>.<\/p>\n<p>Although not a tournament,\u00a0for years our club has also had a series of annual <em>Apocalypse<\/em> matches that have\u00a0developed an important shared club narrative over the years. Most of that has been\u00a0developed with few mechanical connections and instead mostly through forum discussions, telling tall tales, and the shared experience. However, there have been some connections, such as specifically crafting this year&#8217;s scenario\u00a0as the final siege at the end of an epic campaign. The <a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/2015\/01\/40k-apocalypse-the-fall-of-kimball-prime\/\">battle report<\/a> talks a little bit about bringing those narrative\u00a0elements and balance into a fairly large <em>Apocalypse<\/em> battle.<\/p>\n<div id=\"attachment_2679\" style=\"width: 494px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/apoc-movement.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2679\" class=\"size-full wp-image-2679\" src=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/apoc-movement.png\" alt=\"Recap of this year's Apocalypse grudge match, The Fall of Kimball Prime.\" width=\"484\" height=\"228\" srcset=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/apoc-movement.png 484w, https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-content\/uploads\/2015\/01\/apoc-movement-300x141.png 300w\" sizes=\"auto, (max-width: 484px) 100vw, 484px\" \/><\/a><p id=\"caption-attachment-2679\" class=\"wp-caption-text\">Recap of this year&#8217;s Apocalypse grudge match, The Fall of Kimball Prime.<\/p><\/div>\n<h2>Forge the Narrative!!!<\/h2>\n<p>All in all,\u00a0our experience has been that although not without its challenges and certainly including some tradeoffs, &#8220;narrative tournament&#8221; is by no means a contradiction in terms. Such events\u00a0can actually be highly\u00a0rewarding and enjoyable for a large swath of players, as well as working toward larger community goals. We&#8217;d love to talk about it more, and if you&#8217;re in the Philadelphia, Pennsylvania (USA) area you should come out and join us!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Someone asked on DakkaDakka today\u00a0&#8220;What makes a good narrative tournament?&#8221; My club is very much committed to narrative play in\u00a0Warhammer 40,000 (40k) and other tabletop wargaming, and has held\u00a0a number of story-heavy\u00a0events over the years. Among those, for\u00a0the past seven months I&#8217;ve been organizing\u00a0the monthly 40k events at my\u00a0local shop\u00a0(with which I&#8217;m not otherwise formally &hellip; <a href=\"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/2015\/05\/narrative-tournament-design-in-tabletop-wargaming\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":2637,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[398],"tags":[272,257,274,98,29,45,10,14],"class_list":["post-3175","post","type-post","status-publish","format-standard","hentry","category-game-design","tag-40k","tag-featured","tag-miniatures","tag-narrative","tag-page","tag-redcaps","tag-rules","tag-tournaments"],"_links":{"self":[{"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/posts\/3175","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/comments?post=3175"}],"version-history":[{"count":11,"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/posts\/3175\/revisions"}],"predecessor-version":[{"id":3221,"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/posts\/3175\/revisions\/3221"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/media\/2637"}],"wp:attachment":[{"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/media?parent=3175"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/categories?post=3175"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.rocketshipgames.com\/blogs\/tjkopena\/wp-json\/wp\/v2\/tags?post=3175"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}