It begins with Warhammer, Necromunda, and Mordheim.
We wanted to avoid that crazy mess and build something different. Besides, there are already many amazing variations on them, consolidated by adoring fans into Heroheim, Coreheim, and eventually Wyrdwars.
Then we saw Rat Trap Productions. Much better in our view, with many new ideas when compared to the Warhammer system, such as paying for bonus actions for 5 margin-of-success for dynamic tactical positioning, and having consistent dice mechanics across all attribute stats. I think it works well for solo-play, and for quick pick-up games a gaming conventions. Lots of good genre books.
Next we saw Goal System and Super System by Scott Pyle at Four-color Studios. Those are incredible with its opposed dice rolls and quick warband building with 5-men minions being very affordable. We kept iterating on the dice mechanics and tried to simplify the action economy. That is; how many dice to rule, and how often. After nearly a dozen, we created a nice dice system.
Across the years, we've purchased and reviewed dozens of other game systems. Some few of which are incredible on their own because they introduce new ways of resolving combat, handle movement, provide abilities, or build collections of figures into "warbands". These include; Song of Blades and Heroes, This is Not A Test, Pulp Alley, 7TV, Gangfight, Pulp City, Malifaux, Spectre Operations, Bolt Action, Force on Force, and many more.
So, a pattern emerged, and we knew what we wanted.
We wanted a game with (relatively few) six-sided dice, that portrayed morale, that had awareness of close combat and allowed for range combat, allowed for customization, and could cover multiple genres and settings. It should be more competitive and less narrative. The game rules shouldn't also require a fixed set of figurines, and be settings agnostic. This last one was because Damon had by this time several hundred figurines from different genres; fantasy, Mythos, Cold War, and some from the European Colonial period. We wanted a game that was tactical, more "boardgame-like" so that it would reward planning and situational awareness, to allow a greater influence on success than lucky dice rolls.
The result is this game, MEST Tactics.
Painted figures from Zombicide: Black Plague
MEST Tactics originates from a conflict simulation game background, and this can be seen in its adherence to the idea of simulation. This is both a good and a bad thing.
It is good because in order to do this, multiple settings had to be crafted in order to drive consistency by discovering what could and could not work. It is good because it tries to make sure all attribute values are consistent, that skills or abilities are reasonable, and that weapons and armor can work across settings in a predictable but exciting way.
It is bad because the game becomes bigger than just a single foray into a dungeon, or a skirmish across a bridge, or combat between roaming gangs, or a violent resolution between resistance fighters and regulars. It is bad because by providing everything other game systems provides, and more, the theme becomes lost. Such is the manner of universal gaming systems.
However, that is what the settings and genre books will attempt to provide; a more readily digestible, thematic, interpretation of the MEST Tactics Core rules to provide variations particular to the needs of kinds of play. Swords-and-sorcery would have its own book, as would anything dealing with cosmic horror, or anything handling diesel-punk encounters. Same goes for flying mechas, remote controlled drones, and laser-beam soldiers in skin-tight battlesuits.
The printed Core Game rules.
This is three copies of the printed Quick Start Rules
Interior pages of the QSR.
MEST Tactics began development around April 2009 and earnestly around September 2010.
During the early months, Robert Kurcina (that's me) and Damon Williams (veteran gamer) experimented with several different combat resolution formats. I was new to tabletop wargaming, and Damon had much more experience. We went through about 11 dice mechanics and about 4 iterations of which attributes would be a good set to capture the capabilities of a character profile.
MEST Tactics version 1 was released into the wilds around 2011 and presented into a nice full-cover format around 2012. We continued development on it until around 2017, finishing it at version 1.6.x. By this time, together we must have demonstrated the game to dozens of gamers of all levels of experience, and play-tested with others uncountable times. This includes friends, co-workers, convention go-ers, siblings, nieces, and nephews. Combined with solo-play (for me), and face-to-face with my peer, the game must have gone through about 200 or more play-test sessions. Every time there was a small tweak; an adjustment to phrasing or a clarification of an idea. Sometimes the changes were big because an epiphany arose and help make the game-play more fun or more interesting. Near the end, version 1 began taking ideas from what would soon become version 2.
MEST Tactics version 2.x is currently in development. Actually, the MEST Tactics Core rules are done and have been finished for about 3 years; since 2021. Life gets in the way, but I've been able to get a really nice prototype full-color perfect-bound edition ready for distribution via The Game Crafter.
I've also been able to create several mods for Tabletop Simulator for MEST Tactics for on-line play.
Eventually I'll make everything available for play, download, or purchase.
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