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.
Competing Agendas
A traditional battle in Pannithor is often envisioned as two armies vying to complete the same objective. In reality, there are times when a General does not know their enemy’s true purpose, or when they try to hide their own through obfuscation. Indeed, it is not uncommon for a battle to be fought in which neither side knows the ultimate goal of the other!
In such situations, a cunning General will bide their time in the opening act of the battle, carefully positioning their troops without overcommitting them and keenly analyzing the actions of the enemy. Then, once the enemy finally shows its hand, the cunning General will be prepared to thwart the enemy’s mission while masterfully securing their own.
This scenario uses six Objective Markers divided into two groups of three (labeled A and B on the map). The two groups of Objective Markers should be visually distinct from one another. For example, if using the Mantic Games Loot Counters* as Objective Markers, place group A “treasure” side up and group B “Kings of War” side up. Place the Objective Markers on the battlefield according to the map below, then arrange the terrain in an agreed upon manner. Be sure to keep all Blocking Terrain outside of 12” of the center of the battlefield and at least 3” away from all Objective Markers.
Next, grab an Ace, 2, 3, 4, 5, and 6 from a standard deck of playing cards. Shuffle them and place them face down in a pile. Each player draws one card from the deck and consults the chart below to determine their Victory Conditions. Roll off to determine which player draws first. Remember to keep your playing card and Victory Conditions a secret!
A | Dominate |
2 | Invade |
3 | Control |
4 | Pillage (using only the Objective Markers from group A) |
5 | Pillage (using only the Objective Markers from group B) |
6 | Pillage (using only the Objective Markers on the opposing player’s half of the board) |
Keep the remaining playing cards face down in a pile off to the side of the battlefield. At the end of each Round, draw one playing card from the top of the pile and reveal it to both players. At the end of Round 4, the last playing card will be revealed and both players will then know one another’s Victory Conditions. Each player’s Victory Conditions apply only to themselves. However, it is possible for you to block your opponent from achieving their Victory Conditions, and vice-versa.
Victory Conditions
At the end of the game, determine which players achieved their Victory Conditions.
- If one player achieved their Victory Conditions and their opponent did not, that player is declared the winner.
- If both players OR neither player achieved their Victory Conditions, the game ends in a draw.
Author’s Note
*The Mantic Games Loot Counters make good Objective Markers for this scenario, but any double-sided coin/token/base will do.
I strongly encourage players to customize the mechanics of this scenario as they see fit. Maybe you want to use more Objective Markers and/or adjust their locations on the map. Maybe you want to change the Victory Conditions listed in the table. Maybe you want to change when and how the unused Victory Conditions get revealed or choose not to reveal them at all. It’s up to you!