While I eagerly await your playtest reports, I figured why not talk about the thinking behind some of the counter design, and give some advice for making your own copy. Counter design is something that often fails to receive the attention it deserves given the amount of time we spent staring at and groping the counters.
Playtest counters in progress courtesy of Keith Tracton, check out his awesome custom warhammer game map under the counters! |
Kevin Zucker published a series of magazines on game design through OSG and in one of these magazines is a detailed article about counter design. The counters for my game were made with the following paraphrased guidelines established by Zucker / OSG:
*Make important information clear and readable
*Make counters pleasant to look at
*Hierarchy of information
*Function & Form
Crude counter diagram by me. |
The first thing you are meant to notice is the counter's background color which indicates the nationality. Second is the name of the unit, and along with the name of the unit we get its corps attachment making it clear to see which commanders command which units, & we get a division stripe below that to make it easy to locate subordinate units to a division. Breakdown units are also featured prominently to remind the player of their possible usage. Then we receive all the relevant information top to bottom, left to right, from unit type, to strength, to initiative, and finally to movement points. The counters give one all the information they need to know about the units without having to reference any outside information, and are functional and if I may say so, nice to look at.
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