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Another test of Flashing Steel last night, this time bringing every element together in an asymmetric encounter (heroic characters versus ordinary). The scenario was based on one of Greg’s sample campaign scenarios: on the road to Calais, a captive is being held.

I had five powerful models (for example: Philippe. Q3C3. Rapier, Pistol, Panache, Blur of steel, Danger sense, Hero. There were others with variations on this theme having special rules including Impetus, Multiple foes, Follow on and Great defence). Greg had a whole bunch or ordinary soldiers who did not have the crucial specials of Panache, Blur of Steel or Hero.

The key finding was that the system, as we have designed it, holds together well. It still falls far short of the free-wheeling And One For All, but that was a specific set designed for a convention and really tailored for a role-playing audience. Flashing Steel, on the other hand, allows plenty of cinematic action, while still holding it together as a coherent rules set. Players will be able to ‘work the rules’ just as much as they can work their imagination to come up with thrilling stunts. And this is good since most wargamers I know are shocking rules-lawyers. Most importantly, we confirmed that these extensions to the Song of Blades and Heroes engine do not break the fundamentals of that system.

Specific findings: guns work exactly as intended. They either have no effect in a clean miss, or the victim goes down like a sack of potatoes. A little more clarification is needed for visibility.

Barring disaster preventing these final few edits, we are well on track for the self-imposed submission deadline of this Sunday. And already we are thinking of the next, and the next after that, era and setting that we wish to work on.