18/09/689 ASU
There are three genres of wargaming. Simulating real warfare with an absurd list of rules, overt nationalistic propaganda for the people that made it, and roleplaying.
Of the few that are actually good, they rarely become popular beyond the borders of their home state. One that has achieved broad success across both the Protectorate and Axis is Mythic, from the Artidum Corporation on Ciratha.
Most wargames with either focus on one species – typically their own, such as the monsoorai naval combat game set centuries before coming to space – or they tried to make every species their own faction and any unbalanced aspect was met with deep condemnation, official protest from embassies, and frequently death threats. ‘Defenders of Antiquity’ famously tried to be species-agnostic and make everyone equal, but it was boring and never took off.
Mythic takes place on a single planet and merges various myths from the races of the galaxy, dividing them into disciplines, or sects.
Any species can join any sect, though the D’Sev are more likely to be in the psychic sect, cirathans in the homesteader sect, and so on.
The wargame is fought with beautifully crafted models designed to assembled and customized. The base model is for different races, and each has attachments which denote the model as belonging to a specific sect. Sect, not species, determines the rules the player follows. While this does imply that elf units aren’t physically stronger than, say, cirathans, this is explained by the extensive magic in the setting.
The combat is easy to follow and flows well, though the setting doesn’t have much lore yet. We don’t know the planets name, or how the sects came to be, or their relations with each other. Artidum has stated that they are working on a novel to explore the setting.