TOCS Map Metadata

Now that we are in Sprint-7, I started defining how the TOCS maps will be represented as metadata. The term ‘metadata’ means data that describes data. When a player looks at the hexes on a map, each hex has a lot of ‘data’ that describes it, such as the topography and terrain, as well as…

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TOCS & MASL

I suppose you are wondering what the differences are between the new TOCS (Tactical Operations Combat System) and the MASL (Macro ASL) system, so I thought I’d spend some time trying to explain a little more about these new systems and what the gaming experience will be like. MASL was initially conceived and developed to…

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TOCS Design Objectives

Why play a game that isn’t fun… better yet… why even bother developing it?  My approach to game development follows that same approach that I’ve used to map out many professional projects.  In the age of agile software development, it requires flexibility to make changes as you go and to be able to refactor or…

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Working on the TOCS-MASL rules split up

Initially the game system was called MASL, but after play testing the new CRT combat system we decided that the game was so much fun by itself that fighting the battles out as scenarios wasn’t mandatory. The decision to split the game rules into TOCS with a MASL rules addendum for WWII modules was the…

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Origins of the TOCS Design

I have been an avid war gamer since I was in the 8th grade and played many tactical, operational and strategic games of all sizes.  I’d like to say that had the TOCS (Tactical Operations Command System) and MASL (Macro-ASL) system came during a flash of brilliance, it would be less than truthful.  The design…

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