Showing posts with label Wargaming. Show all posts
Showing posts with label Wargaming. Show all posts

Saturday, June 20, 2020

When Discussing Early RPGs and Wargames, Let's Not Forget the British Scene Part 1


Issues 6 and 7 of the 1956 British Model Soldier Society Bulletin

This is the first in a series of posts discussing the British Wargaming Scene and D&D. The second post can be read here.

The recently released Secret of Blackmoor documentary provides a lot of information about how the modern role playing game developed and how important the Minnesota Wargaming scene was in the creation of Dungeons & Dragons. Particular importance is given to the quasi-roleplaying events created by David Wesely around 1969 called Braunsteins. One way of describing these events is as a combination of postal Diplomacy, traditional Wargaming akin to Strategos, and childhood storytelling games. They were truly innovative and a direct antecedent to Dungeons & Dragons, especially with regard to the role playing of characters and the playing of campaigns that continued session after session.

The role that David Arneson and his gaming community played in the development of role playing games had too long been hidden in the shadows of Gary Gygax and it's fantastic to see a focus on the co-creator of Dungeons & Dragons. In doing so, however, we risk losing sight of the fact that role playing games were a "perfect storm" of gaming influences coming together and that many of the things that were happening in the Minnesota Wargaming scene were happening elsewhere as well. In the case of the British Wargaming scene, they were happening in a way that also influenced the invention of Dungeons & Dragons and that provided a fertile field of consumers in the UK when the game finally came to the shores of Albion.

When it comes to Miniatures Wargaming, in both the US and the UK, there are a handful of names that loom large and are the wargaming equivalent of Gygax & Arneson: Tony Bath, Donald Featherstone, Jack Scruby, Charles Grant, Donald A. Wollheim, and Captain J.C. Sachs. Not to mention the influence of H.G. Wells, Robert Louis Stephenson, Peter Cushing, and "Cass and Bantock" on the hobby.

I mention all of these people because the British wargaming scene not to take away from the influence that David Arneson and his group had on Gygax and D&D, but to point to another group that had an influence on both Arneson and Gygax. The miniatures wargaming community in the mid-20th Century was small and gamers communicated with one another across the "pond." The fact that Gary Gygax had a letter published in Donald Featherstone's Wargaming Newsletter is proof that they were in communication with one another, or at least that the UK scene was an influence on Gygax's gaming. We also know that Gygax and Perrin's Chainmail rules were influenced by Tony Bath's 1956 and Phil Barker's 1966 rules for Ancient and Medieval Wargaming. The fact that Barker's rules were published in a 1966 copy of the Wargamer's Newsletter suggests that Gygax had been reading the magazine for some time prior to his published letter.

Little Wars: How HG Wells created hobby war gaming - BBC News

But let's take a step away from the direct influence and merely look at the development of wargaming in the UK. The original recreational wargamers, at least in published form, are H.G. Wells and Robert Louis Stephenson. Wells' rules were published, but they bear little mechanical resemblance to modern role playing and wargaming. Casualties in Wells' game were determined via the shooting of a toy cannon and not the roll of dice. If you want to check out the game and play it with its original rules, or with new ones, I recommend the recent Paper Boys edition.

There are a number of wargame rules that follow Wells, I think Charles Grant provides the best description of how wargaming in the UK engaging in many of the same types of play that would result in D&D and it is Grant who will be the focus of today's post. In the May 1955 British Model Soldier Society Bulletin, Charles Grant discuses the state of wargaming at the time in his article "The War Game -- Past, Present, and Future."



His account is highly personalized, but matches the development of the hobby. It began with "casualties being inflicted by means of a table top tennis ball," shifting to the British Model Soldier Society's rules when he was older and began to reenact Napoleonic campaigns. It's interesting to note that these rules also appear to use some form of projectile to determine casualties as Grant states, "these games were more or less based on the Society's rules, the exception being that, having regard to the quality of the troops engaged, no actual firing took place..." It is at this point that Grant begins to calculate losses.

It is soon after his shift to Napoleonics that he began playing in games of another sort, and this is where we begin to see parallel developments in the UK hobby to what would eventually happen in Minnesota. Grant states that on one occasion, "a three-handed game was played [with] a certain amount of diplomatic prelude being necessary. Never were there such Machiavellian machinations...and when the three armies finally met in battle, each contestant was firmly convinced that he had at least one ally!" This description suggests that there were proto-roleplaying elements being inserted into Grant's gaming, thanks to Peter Young, and that it was only the very real Campaign of 1939 (the beginning of WWII) that provided the reason that "the protagonists had to go their separate ways." Grants descriptions in 1955, of his pre-1939 gaming, very much sound similar to that of Arneson's Braunsteins. Here are an example of how role playing campaign elements appeared to enter play, "On the historic occasion when one Hess parachuted on to my native soil (likely this actual event) I received notice from my enemy that a certain Murat had been picked up, having dropped from a balloon 'somewhere in Austria!'" Grant also discusses how his group changed the rules to classify wounded in a manner that added "verismililitude to one's bases and lines of communication."

Two things are made abundantly clear by these examples. First, that Grant and his fellow gamers were playing campaigns similar to what modern roleplayers or wargamers would understand. The fact that their "Campaign of 1805" resulted in very different combats from those in history, combined with the fantastic tale of Murat's balloon drop, suggest that the Grant games engaged in a level of roleplaying, even before they began to incorporate dice into play.

Grant goes on to mention the use of rules developed by "Captain Sachs," though those appear to still require the use of actual projectiles for casualties. It isn't until Grant encounters the "Bantock" rules, probably the Bantock-Cass rules Donald Featherstone mentions as being influential to Tony Bath, that Grant begins to favor wargames that use die to determine outcomes. Grant went on to become one of the major figures in wargaming and it's interesting to see how much "roleplay" existed in the hobby as a whole. We'll see more of that when I discuss Tony Bath's writings in the 1956 Bulletin and his famous Hyborian Campaign.

Before I move on though, I'd like to note again that Donald A. Wollheim was an active participant in the British Model Soldier Society. The reason I'm taking the time to highlight this is that Wollheim was a major US Fantasy and SF publisher and was (in)famous for bringing the first paperback printings of Lord of the Rings to the US with his "Ace" paperback versions.

What I find striking in all of this is the deep connections between wargaming and Fantasy as the hobby developed. From Bath's Hyborian campaign, inspired by Robert E. Howard's Conan, to Wollheim's membership in the BMSS, an active gaming community, the ties are there from the start and they span the Atlantic.


Friday, April 03, 2020

A New Edition of H.G. Wells' Classic LITTLE WARS is on the Way from Peter Dennis' Paperboys Line of Books

Peter Dennis is republishing H.G. Well's seminal LITTLE WARS rules as a part of his "Paperboys" line of game books. Like other books in the series, this includes pages and pages of wonderful illustrations meant to be copied and cut out to make armies of paper men. I own most of the books in the series, but have only done a little bit of construction using his English Civil War book.

It's a marvelous series.

This book contains a reprint of H.G. Well's book LITTLE WARS which is a cornerstone of the modern wargaming hobby. Whether you play Warhammer or Bolt Action, you owe a debt of gratitude to Wells. You can see some elements of modern game rules in Wells' simple rules set in a lot of places, but the resolution of combat isn't one of them. Wells' rules are based on the use of a pea shooting toy cannon.

This book looks fantastic and I cannot wait for mine to arrive via Amazon.



Friday, October 18, 2019

The H.G. Wells Inspired TRIPODS AND TRIPLANES by Ares Games Looks Like a Good Time



The Wings of Glory pre-painted miniatures wargame has been the go-to game for those who want a simple and visually appealing introduction to simulations of WW I dogfights. I first encountered the game when Fantasy Flight Games held the license to produce the game in the United States. The first edition of the game lacked the beautiful pre-painted biplane and triplane miniatures that followed, but the mechanics and components were sound and appealing. Now that my daughters are older, I'm planning on breaking out my relatively large (and far too neglected) collection of miniatures and movement cards to play the original game. My hope is that I will be able to use it as a gateway game for Richthofen's War.

One of the reasons my interest in the game was rekindled was Ares production of an H.G. Wells inspired version called Tripods & Triplanes which simulates the fictional combat between brave pilots and the sinister machines of an invading Martian army. This particular combination sparked my interest for two reasons. The first, and most obvious one, is that I've long been a fan of H.G. Wells and the War of the Worlds storyline is rich for simulation in games. Not to mention the fact that H.G. Wells is one of the founders of the miniatures gaming hobby. As significant as that reason was, it was the fact that this setting will partially save my daughters from having me interrupt game play in order to force them to watch my favorite WW I movies or from being required to listen to me guide them through several Google searches to learn about the historic aces who participated in the Great War. Don't get me wrong they'll still have to suffer through those "learning experiences," it's just that these experiences are less likely to interrupt game play now.

The staff over at Wargames Illustrated have put together a wonderful unboxing video of Tripods & Triplanes that shows how nice the components are. The reviewer commented that he wished it had included a playmat in addition to the terrain pieces. I agree that would have been nice, but I've still got my beautiful playmats for the base game.

I can't wait to play this game and I love the design of the Tripods.



Friday, October 04, 2019

JUDGE DREDD: HELTER SKELTER Looks Fantastic!!!





The folks over at Wargames Illustrated have produced an unboxing video for the upcoming Osprey Wargame Judge Dredd: Helter Skelter. We are very excited about this miniatures skirmish game. It's based on Martin Wallace's excellent Wildlands game engine which will likely make it a great introduction to the table top wargaming hobby.



Wildlands features beautifully sculpted miniatures that have a coat of wash on them to bring out the sculpting details enough that non-hobbyists can play the game straight out of the box. Using wash instead of pre-painting provides enough detail to make the game look beautiful while allowing experienced hobbyists to paint the figures to their own tastes.

If you'd like to get a glimpse of how the Wildlands system works, the fine people at Watch It Played have done an excellent tutorial on the rules.



We'll definitely be reviewing it when it's released.

Monday, June 10, 2019

Episode 161: Geekerati Returns with a New Format and an Interview with Dom Zook of Saving Throw Show




The Geekerati Podcast was founded in 2007 and streamed 160 episodes before going on hiatus in 2014. It was meant to be a brief hiatus as the Geekerati panelists coordinated their busy schedules, but it ended up lasting almost five years. With this episode Geekerati returns with new Bi-Weekly prerecorded episodes with new guests and new segments. We are proud to relaunch with an interview with our friend Dom Zook. Dom is the Executive Producer of Saving Throw Show a Role Playing Game Live Play streaming channel on Twitch. If you're a fan of Critical Role, or any other live play show, you should give Saving Throw Show a look.They are currently running a number of gaames online, but their Savage Worlds show launches its new season during the channel's Fundraising Marathon on June 21st!
 

This episode also sees the introduction of our first new segment, Something Old/Something New. This segment will be a regular review segment and will be joined by other segments including our Dungeon Master advice segment Dungeons & Dilemmas in the near future. Our current segment reviews the old Conan Roleplaying Game by TSR and Attack of the Necron, the first entry in Warped Galaxies the new YA Warhammer Adventures book series from Games Workshop. 




 If the discussion in Something Old/Something new piqued your interest in the system used by the TSR Conan Roleplaying Game, you will want to take a look at its Open Content successor ZeFRS and download the pdf rulebook.


This episode featured the following sound effects from Plate Mail Games: 1950s Space, Inside the Internet, and Space Battle

Monday, May 20, 2019

From the Archives (August 27, 2007) -- Interviewing James Lowder About HOBBY GAMES: THE 100 BEST

In 2007, Green Ronin Publishing released one of the best books on hobby gaming ever written. Their book, Hobby Games: The 100 Best, featured thoughtful articles highlighting some of the best games in the history of the gaming hobby written by some of the best game designers in the industry. Some of the games were well known and are played by thousands of gamers on a regular basis, others were rare games that influenced the creation of the games people play today. One thing is certain, the game became a Christmas Wish List for many gamers and started an internet meme where game hobbyists listed the games they own/play.





Your average consumer isn't a collector of games and doesn't have room in their house for 1000+ board/card/roleplaying/family games and resources like these two books allow for those consumers to purchase games based on the opinions of individuals who have a great deal of experience in designing and playing games.

In August of that year, I and my fellow Geekerati panelists had the honor of chatting with editor James Lowder about the book and added some of our own recommendations. You can listen to the episode here:



The list of games in this edition a wonderful selection of the popular and the rare and consumers cannot go wrong with any of the games on the list.

In case you are wondering, I have provided a copy of the games included in the new volume below. Those games that are in bold are games that I own and those games that are italicized are games that I have merely played. Some of the games I now own, like Apocalypse (aka The Warlord) and War & Peace, were purchased because of this book.

  1. Bruce C. Shelley -- Acquire
  2. Nicole Lindroos -- Amber Diceless
  3. Ian Livingstone -- Amun-Re
  4. Stewart Wieck -- Ars Magica
  5. Thomas M. Reid -- Axis & Allies
  6. Tracy Hickman  -- Battle Cry
  7. Philip Reed -- BattleTech
  8. Justin Achilli -- Blood Bowl
  9. Mike Selinker -- Bohnanza
  10. Tom Dalgliesh -- Britannia
  11. Greg Stolze -- Button Men
  12. Monte Cook -- Call of Cthulhu
  13. Steven E. Schend -- Carcassonne
  14. Jeff Tidball -- Car Wars
  15. Bill Bridges -- Champions
  16. Stan! -- Circus Maximus
  17. Tom Jolly -- Citadels
  18. Steven Savile -- Civilization
  19. Bruno Faidutti -- Cosmic Encounter
  20. Andrew Looney -- Cosmic Wimpout
  21. Skip Williams -- Dawn Patrol
  22. Alan R. Moon -- Descent
  23. Larry Harris -- Diplomacy
  24. Richard Garfield -- Dungeons & Dragons
  25. William W. Connors -- Dynasty League Baseball
  26. Christian T. Petersen -- El Grande
  27. Alessio Cavatore -- Empires in Arms
  28. Timothy Brown -- Empires of the Middle Ages
  29. Allen Varney -- The Extraordinary Adventures of Baron Munchausen
  30. Phil Yates -- Fire and Fury
  31. William Jones -- Flames of War
  32. Rick Loomis -- Fluxx
  33. John Kovalic -- Formula Dé
  34. Anthony J. Gallela -- The Fury of Dracula
  35. Jesse Scoble -- A Game of Thrones
  36. Lou Zocchi -- Gettysburg
  37. James Wallis -- Ghostbusters
  38. James M. Ward -- The Great Khan Game
  39. Gav Thorpe  -- Hammer of the Scots
  40. Uli Blennemann -- Here I Stand
  41. S. Craig Taylor, Jr. -- A House Divided
  42. Scott Haring -- Illuminati
  43. Dana Lombardy -- Johnny Reb
  44. Darren Watts -- Junta
  45. Greg Stafford -- Kingmaker
  46. Lester Smith -- Kremlin
  47. Wolfgang Baur -- Legend of the Five Rings
  48. Marc W. Miller -- Lensman
  49. Ted S. Raicer -- London’s Burning
  50. Teeuwynn Woodruff -- Lord of the Rings
  51. Mike Breault -- Machiavelli
  52. Jordan Weisman -- Magic: The Gathering
  53. Steve Kenson -- Marvel Super Heroes
  54. Gary Gygax -- Metamorphosis Alpha
  55. Greg Costikyan -- My Life with Master
  56. John D. Rateliff -- Mythos
  57. Chris “Gerry” Klug -- Napoleon’s Last Battles
  58. John Scott Tynes -- Naval War
  59. Erick Wujcik -- Ogre
  60. Marc Gascoigne -- Once Upon a Time
  61. Mike Bennighof -- PanzerBlitz
  62. Steve Jackson -- Paranoia
  63. Shannon Appelcline -- Pendragon
  64. JD Wiker -- Pirate’s Cove
  65. Richard H. Berg -- Plague!
  66. Martin Wallace -- Power Grid
  67. Tom Wham -- Puerto Rico
  68. Joseph Miranda -- Renaissance of Infantry
  69. James Ernest -- RoboRally
  70. Jennell Jaquays -- RuneQuest
  71. Richard Dansky -- The Settlers of Catan
  72. Ken St. Andre -- Shadowfist
  73. Steven S. Long -- Shadowrun
  74. Peter Corless -- Shadows over Camelot
  75. Dale Donovan -- Silent Death: The Next Millennium
  76. Matt Forbeck -- Space Hulk
  77. Ray Winninger -- Squad Leader
  78. Lewis Pulsipher -- Stalingrad
  79. Bruce Nesmith -- Star Fleet Battles
  80. Steve Winter -- The Sword and the Flame
  81. Jeff Grubb -- Tales of the Arabian Nights
  82. Shane Lacy Hensley -- Talisman
  83. Douglas Niles -- Terrible Swift Sword
  84. Ed Greenwood -- Thurn and Taxis
  85. Mike Fitzgerald -- Ticket to Ride
  86. Thomas Lehmann -- Tigris & Euphrates
  87. Warren Spector -- Tikal
  88. David “Zeb” Cook -- Toon
  89. Mike Pondsmith -- Traveller
  90. Zev Shlasinger -- Twilight Struggle
  91. Kenneth Hite -- Unknown Armies
  92. Sandy Petersen -- Up Front
  93. R. Hyrum Savage -- Vampire: The Eternal Struggle
  94. George Vasilakos  -- Vampire: The Masquerade
  95. Kevin Wilson -- Vinci
  96. R.A. Salvatore -- War and Peace
  97. Jack Emmert -- Warhammer 40,000
  98. Chris Pramas -- The Warlock of Firetop Mountain
  99. Steve Jackson -- The Warlord
  100. John Wick -- Wiz-War
Which of these games do you own or have you played? Which games from the past decade should be added to the list?

Wednesday, August 16, 2017

Steve Jackson's OGRE is Coming. Can You Protect the Command Center?

In 1977, Metagaming Concepts released Microgame #1. Metagaming's Microgame series was an attempt to bring to market complex and playable wargames that had limited components and a low price point and the line was a runaway success. A large reason for that success is the high quality and amazing replayability of Microgame #1, or as it is better known OGRE.

Image Source wtrollkin2000 at Board Game Geek

The $2.95 price point of the game made it extremely affordable, and interestingly up until recently you could once again buy a copy of the basic game for $2.95, but what made it a classic was its easy to understand rules and how well they fit the game's fictional concept. It's a concept that is instantly intelligible the moment one looks at the game's cover illustration. It is the struggle of multiple small units against a nigh invulnerable towering giant. It is army vs. Kaiju, village vs. giant, weak vs. strong. Can the weaker force prevail, or will they fall before THE OGRE?

The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?


The game's success led to more Microgames, some of which expanded the Ogreverse and others like Melee and Wizard formed the foundation for complex and fan adored role playing games. When Steve Jackson left Metagaming, he made sure to bring OGRE with him and it helped launch his new company's success as did a continuation of Microgame style games including Car Wars and Battlesuit. Eventually Steve Jackson Games moved on to other ventures like GURPS and Munchkin, but when an OGRE Kickstarter raised almost a million dollars in revenue it proved that there was still demand for battle in the Ogreverse. That Kickstarter has led to a revival of the OGRE line, the return of Car Wars, and now an upcoming video game release on October 5th. The game has been developed by Auroch Digital, who's earlier adaption of Games Workshop's classic Chainsaw Warrior demonstrated their ability to do quality adaptations of classic table top games.

Here is a look at what Auroch will be bringing us this October.


Wednesday, December 21, 2016

A Christmas Adventure for Savage Worlds

Cthulhu Claus image by Jody Lindke


I originally posted this adventure on my Savage Worlds Character a Day blog...a blog with a far too ambitious name.

The adventure takes place in the Savage Worlds Necessary Evil setting and requires either that rulebook or the Super Powers Companion.

Operation Toybreaker -- A Christmas Themed Necessary Evil Savage Tale

Background:

The V'sori have successfully conquered the Earth. Very few are powerful enough to oppose their occupying forces to free humanity. Many of the world's villains have been gathered by Dr. Destruction to resist the occupation and inspire others to join the fight against the alien overlords.

Up until last year, most people had completely lost hope and have become "good citizens" of the V'sori empire. Few noticed that their neighbors were disappearing, while the numbers of drones grew. Few realized that the Earth wasn't merely being conquered, its residents were being "altered." No one was fighting back. It's hard to be inspired by news of Dr. Destruction's recent terrorist assault against the local television network.

That all changed last year on Christmas morning. Children across the world received Christmas presents for the first time since the V'sori invasion. The V'sori had come to expect a few underground Christmas celebrants, but they were not prepared when all the world's children received gifts...gifts that included cards reading "Merry Christmas to All! S. Claus."

As news spread of the magical gift giving -- gift giving that had evaded V'sori surveillance, many of the people of the world began to experience a new emotion. They began to Hope. Here was someone, or potentially someone, who could evade/outsmart the V'sori who hadn't historically been bent on global domination.

The V'sori had to stop this S. Claus at all costs. And so began Operation Toybreaker. If the V'sori could capture this Claus, and transform him into a Super Drone, they could ensure that the toys delivered from here on out contained appropriate "citizen conditioning messages." They could take this figure of hope and transform him into a figure of domination.

Two weeks ago, while battling Omegans at a site where the frozen bodies of WWII heroes had been located, V'sori radar picked up an odd signature -- it appeared to be a flying reindeer. They followed the signature to its final destination and the location of Santa's Village had become revealed. It took the V'sori seven days to overcome Santa's defenses and capture this bastion of hope. It took another five days to convert all of his remaining elves into drones and to reprogram Santa's Toy Soldier Defense Androids. It will take two days for the V'sori to convert Santa into a complicit drone.

The Adventure:

Dr. Destruction has intercepted a broadcast outlining the V'sori's capture of S. Claus and their plans to convert him into a Drone. Dr. Destruction desperately wants to use Omegans to rescue the figure of hope as Santa would make an amazing gun runner for the Omegan underground, but he knows that Omegans are unlikely to rescue this saccharine sweet icon without some deception.

His plan is simple. Convey to an Omegan cell that the V'sori have captured the worlds "Last Figure of Hope" a person capable of supplying the criminal underground with a steady supply of weapons. The person has technology that can evade V'sori communications satellites and can make large simultaneous deliveries.

(At this point, most players will get what's going on, but their villain PCs should remain clueless).

The villains are sent to rescue this individual who is being held in a specially built temporary prison facility on Baffin Island in Nunavut, Canada. Once at the location the PCs will face 2 encounters.

The first encounter is an outdoor battle against the converted remnants of Claus's cohorts. The PCs should face 1 Toy Soldier and 2 Elves per PC.

After the PCs finish this battle, they will wander through what remains of Santa's Village. Don't hold back on the description. There should be dead elves everywhere, as well as dead snowmen, and the carcasses of Santa's Reindeer. Play up the V'sori cruelty. Feel free to have another small skirmish here, or roleplay moments where the PCs find Santa's list only to find out that they were indeed supposed to receive that Atari 2600 for their 10th birthday...or some other humorous moment.

Upon completing the visit to Santa's village the PCs will approach a specially designed prison containing 1 K'tharen Warrior per 2 PCs and 2 Drones per PC, as well as the unconscious body of Claus. Claus's body is encased in a DuraSilicon Container (Toughness 15) where robotic devices are slowly converting him into a Super Drone.

Once the PCs arrive at the prison, they will have 15 rounds to defeat everyone and free Claus before he is converted. Use the Toughness statistics in the initial Jail Break for the Claus prison, but modify the map to contain only one cell.

If the PCs rescue Claus, they save Christmas and have recruited the world's most efficient weapons smuggler to the resistance.


Mind-Controlled Elf

Race: Elf

Agility: d8 Smarts: d6 Spirit: d6

Strength: d6 Vigor: d6 (d12+2 on drugs)

Pace: 8 (d10 to run) Parry: 5

Toughness: 6 (11 on drugs) (2)

Charisma: 0


Skills

Fighting d6 Repair d10 Notice d8 Stealth d8 Shooting d8

Throwing d6


Marksman

+2 to ranged attack if Elf does not move.


Pain-Killers

If the elves have eaten their cookies or egg-nog, they fight fearlessly (+2 vs. fear checks) and feel no pain (+2 to recover from shaken, and can take two wounds instead of one before going down). Because of the unsafe levels of drugs in the cookies, the elves must make vigor checks at -6 when the drugs wear off 1d4 minutes after consuming. They take 6 levels of fatigue (death) on a failed roll.


Gear

Gay Apparel Kevlar Vest (+4 armor vs. bullets, negates 4 AP, covers torso)
Candy Cane-shaped Vibro-Knife Damage: Str+d6 Heavy Weapon, AP 2

Pop-Gun (Disguised .50 Cal Rifle) Range: 30/60/120 Damage: 2d10
RoF: 1, Ammo: 7 (Hero-killer Rounds), AP 2

3 Presents (Disguised Grenades) Range: 5/10/20
Damage: 3d6 Medium Burst Template


Notes: The V’sori have given the elves Christmas Cookies and Egg-Nog laced with vigor-enhancing combat drugs, un-safe levels of pain killers and other mind-altering substances. Since they V’sori don’t care if the elves die, they have put near-lethal dosages into the cookies, and instructed the elves to eat the cookies if they are attacked.





Life-Sized Toy Soldier

Race: Robot

Agility: d4 Smarts: d4 Spirit: d4

Strength: d10 Vigor: d10

Pace: 4 Parry: 5 Toughness: 13 (6, Heavy Armor)

Charisma: 0


Skills

Fighting d6 Notice d4 Shooting d6

Size +2

Toy soldiers are very large, about 7 feet tall.


Construct

These toy soldiers are robots and therefore get +2 to recover from shaken, immune to disease and poison. Arrows, bullets and other piercing attacks do half damage, and they do not suffer from called shots. Constructs do not heal wounds normally, and cannot recover wounds from the Healing skill or power. Repair is used instead. Each Repair roll requires tools and spare parts (-2 modifier without tools, another -2 without spare parts) and 1d6 hours work.


Fearless

As robots, these soldiers are immune to fear effects.


Darkvision

These toy soldiers have infrared sensors that can see in the dark.


Gear

Plasma Rifle (A Toy Soldier’s Fusion Reactor regenerates 1 shot every 2 turns)

Range: 12/24/48 Damage: 3d10 RoF: 1, Ammo: 12, Heavy Weapon, AP 2

Vibro-Bayonet Damage: Str+d10 Heavy Weapon, AP 2


Notes: Made of heavy iron plating, these robot soldiers are super-tough, but very slow-moving. They are powered by large internal fusion reactors, which also power their plasma rifles.

Tuesday, April 19, 2016

Stewart Wieck and Nocturnal are Resurrecting West End Games.

On April 13th of this year, Stewart Wieck announced that Nocturnal Media had purchased West End Games from it's past owner Eric Gibson. West End Games (WEG) was founded in 1974 and like many early companies in the role playing game hobby, started off as a publisher of wargames. Prior to their transition into a role-playing game publisher, WEG produced a number of classic wargames including Cosmic Encounter, Junta, and Kamakura. The company made a major leap into "hobby" wargames when they published Bug-Eyed Monsters and Web and Starship, both designed by Greg Costikyan, in 1983 and 1984. When WEG finally jumped into the role-playing game market, they did so with quite a splash with the Paranoia role-playing game, a game that combined a simple rules set with a comic sensibility that mocked Cold War fears and the role-playing game hobby.

WEG would eventually add a host of high quality licensed role-playing games like Star Wars and Ghostbusters and unlicensed games like The Price of Freedom and Torg to a strong line of hobby games that included Tales of the Arabian Nights, Druid, and Tank Leader. For a time, WEG was one of the biggest brands in the hobby and their rapid decline came as a surprise to many fans, but the company managed to limp along as it moved from one owner to another. None of the owners could quite manage to recapture the particular combination of mechanics and settings that made WEG a force in the hobby.

Now the company has transitioned into the hands of Stewart Wieck, one of the leading names in the modern gaming hobby, who has a long history in the gaming hobby dating back to his days with White Wolf Publishing (a company he co-founded in high school) and which includes stints working on the Star Wars and Torg properties as a freelancer.

While some may be skeptical that Wieck can revive WEG and bring success back to the brand, I'm fairly optimistic about the endeavor. Wieck has a long track record in the industry and his company Nocturnal has done a good job with Pendragon. Additionally, Wieck has a detailed knowledge of the direct to digital RPG marketplace. One of the first things that Wieck is planning as WEG owner is to add Print on Demand versions of the WEG "in house" d6 RPG gamebooks. He is also planning to do a Kickstarter launch of the classic WEG board game Web and Starship.





 According to the Encyclopedia of Science Fiction, Web and Starship is a :
Board and counter Wargame (1984). West End Games (WEG). Designed by Greg Costikyan.

Web and Starship is a Hard SF Wargame played on a two-dimensional map of nearby stars, with the third dimension represented by notations on the display. The setting is asymmetric; there are three players, each of whom has different capabilities. The Pereen can travel between stars by means of an instantaneous "Web", but must use slower-than-light probes to add new planets to the network, while the Gwynhyfarr use Faster Than Light ships, which are too small to move large amounts of material from one star to another. As a result, the Pereen will generally win in any ground combat, while the Gwynhyfarr forces are superior in space engagements. The third player, Earth, has access to both the Web and faster than light starships, but begins the game with limited versions of both Technologies, which only slowly improve. Earth is initially located directly between the Pereen and Gwynhyfarr spheres of influence, leading to a great deal of diplomacy as player alliances form and reform. The result is an interesting exercise in strategy in which gameplay is generally focused on economic expansion, interrupted by intermittent warfare.


Image Source Scott Smith







If we can talk Wieck into republishing Bug-Eyed Monsters as well, there are at least two WEG products that will be added to my must own list.





Thursday, August 13, 2015

Lou Zocchi Has a Special Way of Talking About Dice

On November of 2013, there was a post on Reddit that Gamescience Precision Dice were no longer being manufactured, but that was only part of the story. A few years back, Lou Zocchi sold Gamescience to Gamestation and allowed them to continue his tradition of manufacturing high quality "unpolished" dice. The company produced the dice for a couple of years, but were not able to sustain it as a business and ownership returned to Lou Zocchi.

For those who don't know, Lou is one of the foundational figures in the Hobby Gaming field. He was an early editor of the wargaming magazine The General, that was published by Avalon Hill, designed some high quality airplane wargames and a couple of cool starship wargames, and was one of the first hobby distributors. If you wanted to buy role playing games back in the day, Lou Zocchi's catalog was a great place to order from.

From the dawn of the hobby Zocchi has had strong opinions about the importance of dice being as truly random in their results as possible and claims that his dice are the most random. Whether this is true or not has been rarely tested, but his presentations are legendary.



Monday, August 04, 2014

Mantic Games Launches New Dungeon Crawl Game on Kickstarter



Mantic Games was created in 2008 by Ronnie Renton who used his experience as former Global Marketing Director for Games Workshop to create a company dedicated to bringing gamers the best in fantasy and sci-fi miniatures and games at affordable prices. Where Games Workshop recently seems to have shifted its focus into intellectual property development and high end exclusive hobby products, Mantic is very much about getting gamers playable games on a reasonable budget.



I've been a fan of Mantic's Dwarf King's Hold games designed by Jake Thornton who has previously worked on a number of GW products like Circle of Blood and  the Dark Shadows campaign as well as several Warhammer army books back in the day. I find that the price to miniatures ratio in Mantic's products place them in the more affordable side of the hobby, but by no means are the games inexpensive. The rules to their games are simple, but I have always hoped they would beef them up a little and create a more comprehensive dungeon crawl game. My hope - one that they hint might be fulfilled in the Kickstarter video - is that Dungeon Saga, the sequel line to Dwarf King's Hold, will have those rules.



The new Dungeon Saga: The Dwarf King's Quest game that Mantic is launching on Kickstarter has only one pledge level and at $100.00 it comes in as one of the more expensive products Mantic has released to date. That's a similar price to Mantic's Mars Attacks game, but Mars Attacks comes with 39 miniatures, terrain, etc. where Dungeon Saga currently has 22 on offer. That number is likely to increase as stretch goals are reached and more people back the project. If the Mars Attacks Kickstarter that Mantic ran last year is any indication, then Mantic will end up providing a great deal of value to backers by the end of the project.

What is certain is that I will be backing this latest project by Mantic and I look forward to seeing what comes next.