Elements of a Narrative Scenario
There are several key elements that separate a narrative scenario from a regular scenario. The only mandatory element is that there is a story behind the battle, including a clear motivation for all participants. This story can be generic enough to be applied to any army, or it could be written with specific armies in mind. The rest of the elements are optional. When crafting a narrative scenario, it’s best to focus on a few elements rather than get carried away trying to include them all.
- The terrain layout is predetermined and/or tied to a specific location in Pannithor.
- There are special rules for the terrain.
- The points-level is determined in the scenario and might be different for each player.
- The deployment zones are non-standard.
- The number of turns is non-standard.
- The victory conditions are different for each player.
- Special magic artefacts are available to each player.
- Special spells are available to each player.
- There are more than two players involved in the battle.
- There is a specific amount of time on the clock for the battle.
Essentially, a narrative scenario prioritizes story-telling over balance. It’s important not to move too far away from balance, as a heavily one-sided battle isn’t particularly fun for either player.
I plan to update this article series on an irregular basis, whenever a new idea strikes me. I welcome readers to play through and/or edit my narrative scenarios as they see fit. I also strongly encourage readers to create their own narrative scenarios. If you want me to publish your narrative scenario on -/28 for the rest of the community to enjoy, please send it to me at persongrl@gmail.com.
All entries in this series can be found here.
Trick or Treat
All Hallow’s Eve has long been celebrated by the various cultures of Pannithor, albeit each in their own way. The Dwarfs attend somber ceremonies in which the names and deeds of the ancestors are recited by the leaders of each clan, droning on for long hours while the audience sits in stony silence. The Goblins don crudely formed masks and gleefully attack one another with wooden swords under the pale moonlight, a game which is meant to be nonlethal but always devolves into murder. The humans visit the graves of their loved ones, cleaning and decorating the tombstones with flowers and baked goods for the lost souls to enjoy on the one night in which they can return to the land of the living. The practice has nominally been outlawed in Basilea, who view themselves as above such pagan rituals, but yet it persists.
The elves hold a grand feast, in which they imbibe a magically suffused wine in order to commune with the immortal souls of their fallen brethren. The Druids of the Forces of Nature carve pumpkins and other gourds with scenes of death and decay, an offering to the Green Lady, and submission to the natural fate which awaits all living things. The great Necromancers, meanwhile, make a mockery of the natural order, harnessing the excess energies brought on by the holiday to power their most destructive spells.
One culture which has long eschewed the tradition is the Varangur, their ancient God Korgaan predating even the oldest origins of All Hallow’s Eve. They have viewed the tradition as a petty diversion that feeds the power of the Abyss, their most hated foe. This year, however, they have decided to strike revenge on the denizens of Pannithor and sow the seeds of chaos.
Through mysterious means, they have sent out masks of the Reaper to leading generals of every race, far and wide. These masks thrum with quiet power and amplify the bloodlust found within the heart of the bearer. Hungry for more, armies have taken to the battlefield in hopes of prying more masks from the cold, dead hands of their enemies. But, whether these gifts are a trick or treat, remains to be seen…
This scenario uses 10 Bluff Counters. Give 5 Bluff Counters (two marked with a ‘0’, two marked with a ‘1’, and one marked with a ‘2’) to each player. However, the Bluff Counters follow all of the rules for Loot Counters with the exception that a unit may not voluntarily drop them.
After both players have set up their forces, roll-off to determine who begins placing their Bluff Counters first, and the players take it in turns to place one Bluff Counter of their choice (marked side down) each until they have placed them all.
Bluff Counters MUST be given to friendly units to carry, and no unit may begin the game with more than one Bluff Counter. Note, units may accumulate more than one Bluff Counter during the course of the game.
Units carrying a Bluff Counter gain the Lifeleech (+1) special rule. The effect is cumulative with multiple Bluff Counters and/or innate special rules, up to a maximum of Lifeleech (3).
At the end of the game, flip all Bluff Counters to reveal their value. Victory points are awarded as follows:
- +2 Victory Points for each Bluff Counter marked with a ‘2’ that you control (TREAT).
- -1 Victory Point for each Bluff Counter marked with a ‘1’ that you control (TRICK).
- Bluff Counters marked with a ‘0’ are not worth any Victory Points (TRICK).