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Abstract Tactical

· 2 min read
Richard Miller
Game Designer and Engineer

At first, my system was designed with a tactical focus, but over time, I introduced more abstract mechanics—Travel, Dynamic Tasks, and even Mass Combat, which evolved into Abstract Combat. While abstraction streamlined gameplay, I recently attempted to apply it to magic, and in doing so, I feel like I gutted a core aspect of the system.

Now, the pendulum is swinging back toward tactical gameplay—bringing back initiative-based combat, spell construction, and weapon and armor statistics that directly impact survival.

Why Tactical Over Abstract?

The world of this game is harsh and unforgiving. There aren’t massive armies clashing on battlefields—the population never recovered enough after the apocalypse. Even in the largest settlements, like Enclave Sentius, only a few thousand people remain.

Sure, battles larger than 10 enemies may still have a case for abstraction, but in a gritty, survival-focused world, tactical choices should matter. Whether it's combat positioning, weapon selection, or the time required to build a spell, these details define the intensity and struggle of surviving in the wasteland.

What’s Changing?

  • Tactical Combat Returns – Initiative-based fights are back, removing the abstract layer.
  • Magic Construction Restored – Spells must be carefully built, not just abstractly cast.
  • Weapon & Armor Stats Matter AgainSurvivability will depend on equipment choices.
  • Travel Stays Abstracted – Travel remains encounter-based, with time for healing in between.
  • Dynamic Tasks Simplified – These will be reworked into straightforward pass/fail skill checks.

Final Thoughts

Over the coming days, I’ll be restoring the documentation to reflect these changes. Abstract mechanics worked well in some areas, but for this setting, tactical depth is necessary to maintain the gritty, survival-oriented feel.

Maybe someday I'll create a fully abstract game—but this isn't that game. This world demands tactical choices, risk, and survival at every turn.