Hi kisshead, that is a very good question and let me tell you: it's tough.
Historically our sci-fi and fantasy games have always gotten the most traction. Even when we had 10+ games on our website the vast majority of our visitors went for those games, and almost nobody ever downloaded the other ones. We had one game which got a lot of threads on the forums, but still only got very few downloads.
You see, I only have a limited amount of time on my hands. That coupled with the above means that I have to actively choose which games to focus on, and it only makes sense that I focus on our most downloaded games.
Additionally releasing completely original games is hard because they take even more time investment, as you have to come up with new systems, test them, release, then get feedback, tweak things, test more, etc. It's a really big investment for little payoff as few people download them (let alone play).
So what does this mean for you in the future?
Right now I don't know. I've been thinking about probably changing the way the website is structured and focus more on our core sci-fi and fantasy games, and then have additional sections of "try at your own risk" games, which has one-offs that don't really get a lot of support.
The "easiest" thing for me to do is to make games that are based on our existing engines, so for example a WW2 spin-off of Grimdark Future. That's something I'll probably release in the future once I have a little more time, also because there is a fairly large historical audience out there...
Hopefully this answered your question, let me know what you think!
I think that the best place to start is to go for one of the skirmish games, either Grimdark Future if you are into sci-fi or Age of Fantasy if you are into fantasy. You only need 5-10 miniatures per side and there tend to be generally simpler special rules.
Try out a couple of "duel" missions and once you are familiar with the rules go ahead and try all the other missions. From there you can either start expanding the matches with more points or move over to the larger games with monsters and vehicles.
Unfortunately we don't have a "learn-by-play" scenario book, but we'd love to add one in the future.
I am new to this war gamming thing and I would be doing this as a solo player.
Could any of your rules be used in that manner. If so which you recommend.
I don't own any miniatures either so I create my own paper minis and terrain.
Any suggestion how to in a sense jump in and start play. Scenarios ect?
Hi Kisshead, I am a solo player too and I quite enjoy OPR rules: simplicity is a must for the solo player!
I have played a few games with Double Tap, but probably should be switching to GF Firefight.
The most useful house-rule I have found for solo playing is card-based activation. E.g. you split both armies as: 1 Leader (Ace) 1 or 2 Sidekicks or special weapons (Jacks) 3 or four ordinary guys (any pip card, e.g. 3)
You then build a small deck with six cards (ace, jack and pip in a black and a red suit). You draw a card and you activate the corresponding figure(s), playing for whatever the objective of the scenario is. I find that focusing on a randomly selected small set of activated figures makes the game playable, interesting and unpredictable. Of course, if you have more than, say, 8 figures per side, you can use more than 3 cards per side.
BTW, I love one of the old games that was very simple and flexible (WarStuff). If you are curious, you can still get it from Matt's mirror: www.mattcaron.net/opr_mirror/
Ive been a watcher on here for a while and actually have a copy of the older games too.
Warstuff is/was great. I may revisit it.
I will try a card based system sound interesting in keeping this unpredictable.
Another advantage of card activation is that you don't have to remember which figures you have activated: when the deck is exhausted, the round is over, you reshuffle and start again. There are "official" rule-sets that use this kind of mechanics (e.g. the Savage Worlds Showdown RPG/Skirmish or Osprey's Black Ops) but I think it's best use is for the solo player.
Warstuff was great in many respects but not perfect: e.g. the point system was not as good as that in DoubleTap. Anyway, another advantage of solo playing is that you don't have to worry too much about a balanced game. It's also fun to have a clearly unbalanced game and see if any of the underdogs manages to make it alive