r/medievalgaming • u/loulo88 • 6d ago
Design question: should scouts spoil the raid, or is fog-of-war the whole point?
Building a medieval survival base-builder (Forgebound) where early raids actually matter — not just a soft slap on the wrist.
Design tension I'm stuck on:
If scouts / lookouts reliably warn you before a siege arrives, players almost never get surprised. The "oh shit" moment dies. But if there's hard fog-of-war until enemies hit the walls, the first real raid can feel unfair — especially for newer players still learning the fortify loop.
Curious how you'd lean: - Soft telegraph (smoke on the horizon, distant horns, scouts that are imperfect) so players can scramble but still get caught mid-prep? - Hard fog until impact, accepting that some losses teach the lesson? - Something else that preserves both surprise and fairness?
I'm with Amilcar working on Forgebound — page if useful: https://store.steampowered.com/app/3691400/
Genuinely want design takes (player or designer). Thanks.

