Fellow Veterans and Gamers,
We are on the cusp of hitting the next stretch goal! Our Signals Intel scenario, Drop Dead Echo, is right around the corner, followed by four more tactical maps!
The survey responses have continued to roll in, and we are thrilled by the depth of your ideas. We wanted to send a quick follow-up to address the new suggestions and questions that have popped up since our last update. If you want to jump in and add to the survey, click here -- it will remain open.
Followers but haven't backed yet - send me a note on why. Our next update will be focused on joining you with the team!
Here is a look at what you’ve been asking for and how we are thinking about it:
Tactical Mechanics: Suppression and Area Fire
The Feedback: "I can't seem to find it in the quickstart, at least: suppression and area fire... in most situations... you're not going to be shooting at individual targets, and it's a lot more about getting rounds downrange."
Our Answer: This is a crucial aspect of realistic modern firefights. Within the full combat rule set, suppression is covered both as a tactic and as a "damage resolution" (player or NPC suppressed). The full combat rules go beyond the quickstart rules lite to include force-on-force (squad on squad, etc.), morale, and artillery/mortars/bombs, etc.
Intelligence Cells, Alternate Eras, and New Theaters
The Feedback: We received some amazing operational suggestions, including:
Playing as a Combat Intelligence Cell fighting insurgencies (similar to Delta Green: Iconoclasts).
Adapting the rules for "what if" scenarios like 1980s/1990s Cold War Germany, Korea, or the Vietnam War.
Adding more specific nations, such as Mexico.
Expanding into unique, fictionalized countries and doctrines.
Our Answer: The core engine is highly adaptable. While our current future projects do not include expanding into different eras (like the Cold War or Vietnam), the system is flexible and adaptable to other timeframes.
The Iron Crossing Campaign and all future campaigns (box sets) will be intelligence-focused campaign modules. The first box set, Africa Sourcebook, will include a chapter on how to generate your own Sandbox Intel-focused campaign (deeper intel tables to generate "loot" SSE to exploit, reveal Insurgent cells.)
The core rulebook has a while chapter on red forces, how to play and how to create the network.
The core rulebook includes two fictional sandboxes designed to start in the Sahel (Africa) and the Philippines. The book also discusses running sessions in the Americas, Iraq, Syria, Afghanistan, Africa, and the Philippines. We plan to expand each of these into full sourcebooks in the future.
Community Creations & Remote Play
The Feedback: "Expandability beyond the initial campaign. User tools so that we can develop our own campaigns," along with requests for a 3rd-party content library and support for playing in multiple locations.
Our Answer: We want this ecosystem to grow with you. For those looking to play across multiple locations, we already have a free QuickStart module available for Foundry VTT to make online deployment seamless. We are absolutely going to release community tools and explore 3rd-party publishing licenses (such as DrivethrRPG) so everyone can share homebrew campaigns, interesting scenarios, and offer more experiences.
Reaffirming the Core: Solo Play & Miniatures
The Feedback: "Robust solo mode. I play all my board games and most of my RPGs solo so it's extremely important to me." Another backer, who found us via the Redmoon Roleplay actual play, asked how well the game pairs with tabletop miniatures and solo play.
Our Answer: To answer directly: these are foundational pillars of Outside the Wire. As a solo gamer myself, I designed the game from the ground up for GM-less solo and co-op play using our Solo Oracle, Enemy Automata flow-sheets, and Encounter Cards. Furthermore, the game plays well at the mini table - we have multiple mini gamers sharing their experiences on our Reddit.
Thank you all for keeping the comms open. Your feedback continues to validate that we are building something special together.
What will your story tell?
Derek
ANOTHER PROJECT WORTH CHECKING OUT!
I recently came across Star Squadron created by a fellow solo indie studio and friend, Patrick Peterson at Hypercube Games, and really loved what he is creating! They are funded and rolling into their last 48 hours!!
Star Squadron — tactical starfighter dogfights on the table. Pick maneuvers in secret, reveal together, roll for the shooting. Six plastic fighters per box, attacks roll up to twelve dice; one $45 box is the complete game, no expansions. From Hypercube Games, a one-person studio. Closes Thursday, September 17 at 9 AM Pacific: https://www.kickstarter.com/projects/hypercubegames/star-squadron-tactical-starfighter-battle-board-game