There are always a ton of things to consider in the development of any gaming system. Over the last week, I’ve been looking at aging characters and establishing new generations of characters. Though I haven’t discussed it nearly as much in my blog, I’ve also been conducting research into historical military tactics.

This morning I focused my reading on ancient warfare and the abstract concepts associated with tactical maneuvers. Determining objectives and determining targets, mobilizing and managing resources. You can’t succeed in an operational effort without a minimum investment of resources, even if you can recover them later.

Understanding and adapting the philosophy of warfare requires and understanding of the people conducting warfare. It’s therefore necessary to establish the values of characters who will be fighting before it’s possible to determine where they’ll be fighting, who they’ll be fighting, where they’ll be fighting, and why they’ll be fighting.

During one point (or maybe more) in the history of Chess, it was considered “as bad as losing” the game if one player allowed either of their bishops to be captured by the opponent. Regardless, it was certainly considered a blow to one’s honor. Interestingly enough, even in Chess, pieces are “captured,” not killed.

Anyway, this week has been kind of slow on my blog because things have been busy in my life. It happens from time to time and I’m certainly not proud of it, but there you go. Hopefully next week will be a bit more calm, and I can return to my ridiculous four-to-six entries a day pace. I prefer those weeks, I do.