Renatio et Gloriam (ReG)
Alasdair Harley – Firstly and honestly I hope you get as much fun out of these rules as I already have both in terms of researching army lists and as an excuse to play a renaissance wargame, my favourite period. These rules and all the lists are available as Freeware and will stay like this till we are happy that the rules are as good as they could be. That’s not to say they are not ready for play whether in competition or not lots have games have already been played and many an hour enjoyed by a wide variety of players. That said no set of rules will be perfect at launch. There is always a twist. People will always find a hole. But with modern technology we can adapt and improve with input from the wider gaming community. These rules are initially being published as a PDF version to allow us a year to optimise them prior to full publication. Please join in the spirit of this exercise and give me all your feedback. Only you can tell me how far I have succeeded in meeting these challenges. I hope you enjoy the starting position and that you will join in the fun of developing the game further in the coming years.
REPRESENT THE RENAISSANCE
Create a set of rules that reflects the great change in technology and organisation that was the renaissance, with the increasing sophistication in weapons in terms of both firearms and artillery and the many innovations in how to use them.
RICHNESS OF ARMY CHARACTER
Give the armies a lot of historical character so that you really feel you are leading the Swedes, or the Samurai, or the Poles. Sometimes I find that very different armies seem oddly similar – just another Mounted man in armour. I have aimed to create more distinctiveness in the armies and organisations that they developed.
LENGTH OF GAME
Create a game where full-sized armies can fight to a conclusion in under 3 hours once players have got over the learning curve. A 3-hour game gives easy club nights and evening games and allows us to play 3 games in a day if we want to do so.
PACE OF GAME
Make the game feel pacey at all stages – in the initial manoeuvre, in the main fight, and at the endgame. Or put another way, cut out as much of the “dull time” as possible whilst also giving players the feeling of a fire fight occurring.
INTERACTIVITY AND EXCITEMENT
Make the game come alive by being more interactive and have less time sitting watching somebody else play. In short, create a game that is as enjoyable as possible for us all to play, and keeps us on edge most of the time.
SIMPLE YET SUBTLE
Make every mechanism as simple as we can so that we take as much brain-strain out of the mechanics as possible. We can then apply our thinking capacity to our strategic and tactical options. This way it will be fun and readily accessible for the occasional player, but a real challenge for the serious player to play well. Put another way, I want 80% of your brain power focused on your choices, and only 20% on working out the consequences, not the other way around.
AS REALISTIC AS POSSIBLE
Create a set of rules that allow refights of great battles with a minimum of special rules. I have always wanted to refight Pavia, Edgehill, Lutzen and Vienna without special rules. I also want winners to feel they have been in a fight – it was very rare for a winner to be unscathed and in parade ground condition. So we should usually feel damaged after a battle.
MODERN AND FUTURE-PROOFED
Embrace modern technology to get away from lists or points systems that are frozen for eternity. Make full use of the web to support the game and create the communities we can all enjoy. The ability to create community is incredible and we can develop the rules, game, scenarios and campaigns in a way our hobbyists