Putting More Story into Story Mode, Part 2

By Mark O'Connor


 
 
 

Last article, I discussed placing individual Tannhäuser games in the context of a story arc to add more story to Story Mode. This time I will discuss things that can be done to emphasize achieving story Objectives in individual games, to prevent Objectives from getting lost in all the killing.

Story Mode – A Reminder

In Story Mode, the game ends when one player accomplishes the required number of Objectives (two Main Objectives or one Main and two Secondary Objectives). At that point, the player with the most Victory Points(VP) wins.

The Problem – Is this Death Match?

While playing in Story Mode, sometimes players revert to simply trying to kill off the other team rather than focusing on achieving Objectives, de-emphasizing the "story" part of Story Mode.

A Solution – Making Objectives More Important

In some ways, making the accomplishment of story Objectives more important than killing off the opposition can be a more complicated method of adding story to Tannhäuser than creating story arcs. Creating story arcs and connecting individual games of Tannhäuser can require a lot of imagination, but making Objectives more important requires tinkering with the rules of Story Mode itself. However, this tinkering is worth the effort, as certain Story Mode variants can make achieving Objectives critical.

Specific Options – "What are my orders, sir?"

Here are some variations to help keep Story Mode from sliding into Death Match.

  1. There's no time! – Play to a predetermined turn limit that is long enough to accomplish some Objectives, but not long enough to wipe out one's opponent. The game will likely end due to the turn limit rather than someone accomplishing the required number of Objectives.
     
  2. There's too many of them! – Play on Easy Mode (or even create a Super-easy Mode to provide each side with even more reinforcements), so that wiping out the opposition will be more difficult and less profitable.
  3. We have to seal the gate! – Give one side an endless supply of Trooper reinforcements, so the other side has no choice but to focus on accomplishing Objectives, as all of the opposing characters cannot be entirely killed off. This endless supply of Troopers might be balanced by the endless side having weaker characters, less equipment, or fewer Heroes. Or, when a certain Objective is accomplished, perhaps the endless supply ends. (This option does have the limitation of focusing only one side on achieving Objectives.)
     
  4. Rendezvous with Delta Squad! – Start the teams with fewer characters initially, but then allow reinforcements when players achieve Objectives. In this case, Objectives, in addition to providing VP, provide an essential resource.
     
  5. We must get there first! – Award more VP (or, alternatively, extra Bonus Points) the earlier an Objective is achieved – either based on the order in which they're accomplished (first Objective accomplished in game by anyone gives three extra points, the second gives two points, and all others give just one) or based on the turn in which they're accomplished (any accomplished on Turn 1 give three extra, on Turn 2 give two, and the remainder give one).
  6. Only the prize matters! – Make kills worth 0 VP and eliminate crates that provide VP, so that fulfilling Objectives is the only source of VP after the game begins. (Secondary Objectives could also be increased to 2 VP to make them more worthwhile.)
     
  7. Leave them nothing! – Make Objectives non-factional, so that any side can resolve any Objective. Then, when a team completes an Objective, it not only gains VP but it denies them to the other side.

Using these game variants can help players keep their eyes on the prize in Story Mode, which is to achieve mission Objectives, not to wipe the board clean. Resolving mission Objectives becomes imperative, rather than just a mopping-up step after the enemy has been eliminated.