Category Archives: DC:Barbarossa

The upcoming third Decisive Campaigns game

Barbarossa Developer Notes #7: The Ends Justify the Means

continued from developer notes #6 Stalin Stalin provides a diametrically opposite command experience. This time it is the Player who dominates the command structure. There is no need to play politics when you are the alpha male, the top dog. … Continue reading

Posted in DC:Barbarossa, Game Design | 2 Comments

The long evolution of the Decisive Campaigns series

The upcoming game DC:Barbarossa is a very complete experience. It is a game build on top of a system and an engine that has been in the process of fine-tuning and improvement for a very long time. The evolution I … Continue reading

Posted in DC:Barbarossa, DC:Blitzkrieg, DC:Case Blue, DCX : Community Project, Game Design | 8 Comments

Barbarossa Developer Notes #6: My Boss is a Psychopath

continued from developer notes #5 Hitler Hitler was an outlier. Here was a domineering, driven, charismatic man who exerted a level of control well beyond any reasonable expectations of somebody perched at the very apex of a command pyramid. That … Continue reading

Posted in DC:Barbarossa, Game Design | 3 Comments

Barbarossa Developer Notes #5: It Would Help If I Wasn’t Surrounded By Idiots

continued from developer notes #4 Delegation Being in Command entails making a lot of decisions. A fundamental rule is that the higher up the Chain of Command you climb the more decisions there are to make. This applies equally to … Continue reading

Posted in DC:Barbarossa, Game Design | 2 Comments

Barbarossa manual sneakpeak!

It is a bit of a subjective compliment, but truly: Cameron has done an amazing job writing the best manual I have seen in a long long time. It is very complete and detailed. As you can already see here … Continue reading

Posted in DC:Barbarossa, History & Books | 4 Comments

Barbarossa developer Notes #4: Zen And The Art of Knowing Who To Salute

continued from developer notes #3 Superiors and Subordinates Once it was decided to model a Chain of Command there was a need to fill the hierarchy with people. For the Soviet side they were all subordinates but the German side … Continue reading

Posted in DC:Barbarossa, Game Design | Leave a comment