Showing posts with label Warhammer. Show all posts
Showing posts with label Warhammer. Show all posts

Thursday, October 17, 2019

Episode 165: Chatting with Doc Wyatt about Alien Bones and Super Dinosaur

Geekerati Episode 165


Episode 165: Chatting with Doc Wyatt about Alien Bones and Super Dinosaur

We were lucky enough to connect with Television and Film Producer Doc Wyatt a couple of weeks ago to discuss a couple of his newly released projects. While Doc's producing credits include films like Napoleon Dynamite, our discussion focused entirely on his work in comic books and animation. 

His most recent comic book Alien Bones is an adventure tale in the emerging "Dim Dark" genre. Tomorrow's post will include a review of the book as well as role playing game stats for some of the characters, which should give a suggestion of what I thought of the book. HINT: I liked it and so did my daughters.

Doc's a busy content creator, who's work includes a wide variety of animated series. If you like super heroes and/or Star Wars, it's likely that Doc and his writing partner Kevin Burke have worked on your favorite show. He's currently working on a number of series, but Episode 165 highlights his work on the recent Super Dinosaur series, which is an adaptation of a comic book by Robert Kirkman of The Walking Dead fame. Super Dinosaur is a mash up of Science Fiction, Super Hero, and Hollow Earth tropes that is currently airing on Amazon Prime.

I don't want to reveal too much of the interview here, but here are a couple of things we touch on during the interview. 

Image result for warhammer adventures

The Dim Dark genre and books like the new Warhammer Adventures series. Let's just say that if you like Alien Bones, you'll like Warhammer Adventures and vice versa.

The Spelljammer setting for the Dungeons & Dragons role playing game, a setting of wild fantasy adventures in outer space.

Related image
Season 20 of Doctor Who featuring Peter Davison as the Fifth Doctor, and the Enlightenment storyline in particular.

The classic Vincent Price horror film Witchfinder General and the comic book of the same name by Doc Wyatt.



The short lived Jeph Hephner series Agent X that ran on TNT in the early 2010s.


The amazingly entertaining Disney Junior series Octonauts that my family loved so much I had to order toys from England as Christmas presents.



The old show Voyage to the Bottom of the Sea, which is the live action adult equivalent of Octonauts, cool ships and all.




The Marvel comic book Death's Head featuring a character originally published by Marvel's British Comic book division in the 1980s.

Image result for deathshead comic 

It's a great conversation and we'd love for you to listen.


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

Wednesday, July 20, 2016

Shadow of the Demon Lord is Frighteningly Good [The Review]

http://www.rpgnow.com/product/155572/Shadow-of-the-Demon-Lord?affiliate_id=86991


Over the past couple of months, and I apologize for the slow blog pace, I've written a couple of articles that have referred to Robert J Schwalb's new role playing game Shadow of the Demon Lord. In the first article, I discussed how it was ironic that Robert's parents were so afraid of D&D's satanic material that he was "forced" to play Warhammer Fantasy Role Play. This is essentially the same as being upset that your kid is listening to Def Leppard and pointing the kid to Venom as a replacement. As was discussed in the comments to that, the whole "satanic panic" phenomenon was overblown, but I still find it funny that Rob fled Glasya to the open arms of Slaanesh.

This journey into the darker artistic and game mechanic influences of Warhammer Fantasy Roleplay are readily apparent in Shadow of the Demon Lord. The baseline setting of Rob's game is one of a world that is desperately in need of heroes, any heroes. When the world is about to be destroyed by a malevolent cosmic force, even blackguards, madmen, and murderers can be the world's saviors. The game is as grim and dark as any Games Workshop setting, but there is something that sets Shadow apart from other games in the GrimDark tradition. Where other games in this genre are nihilistic, where even the heroes are often corrupt and doomed to fail, Shadow's setting holds within it the glimmer of hope. It is just possible that these heroes, flawed as they may be, might save the world from the cosmic destroyer that has descended upon the world.

As grim as Shadow of the Demon Lord appears to be, it is at its core a heroic role playing game.

Let that sink in for a moment. This is a game where the spark of hope might bring light to the world. It is entirely possible that the heroes will fail, but it is also possible that they will succeed in saving it. Even if they don't end up making the world a better place.

It is this basic heroic theme, and game mechanics that support heroic play, that are why I think that Shadow of the Demon Lord is one of the best role playing games to come out in years and that it is one of the best introductory roleplaying games for young gamers ever to be published. In future posts, I hope to write about several campaign setting ideas I have for this rules set. Before that happens though, I'd like to discuss how Shadow of the Demon Lord's mechanics encourage a heroic style of play and how these mechanics set it apart from other role playing games on the market.



Attribute Scores are Low, but Meaningful

At first glance, the attributes that Shadow of the Demon Lord uses to describe player character capabilities appear to be identical to those of a typical d20 game and one might be forgiven for assuming that they represent scores from 3 (poor) to 18 (excellent). Such an assumption would be wrong. In Shadow of the Demon Lord, any attribute above 10 provides a modifier to die rolls equal to the attribute score -10. So a character with a Strength of 13 in Shadow of the Demon Lord has a +3 modifier, the equivalent modifier of a 16 in 3rd Edition D&D.  Beyond that, a character with a 13 Strength in Shadow of the Demon Lord can lift 250lbs with little effort and 500lbs if the character makes a successful "challenge roll." Player characters will rarely see attributes higher than 15 in the game, but since this provides a +5 modifier to any affiliated roll that is a significant bonus indeed.

Challenge Rolls Never Explode to High Values

One of the key mechanics to Shadow of the Demon Lord is the "Challenge Roll." Any time a Game Master believes that there is a "significant" possibility that the average person would fail at a task, the Game Master asks the player to make a successful challenge roll. For example, if a character wants to climb a wall the Game Master might ask the player to make a Strength or Agility Challenge Roll to see if the character was successful. All Challenge Rolls are made against a Difficulty of 10. That's right, every task has a base chance of success of 55% for a character with an attribute of 10. This default "ease" of success reflects the default heroism of the campaign and the fact that the player characters are something special. The roll against this value can be modified with bonuses and penalties or by boons and banes. Bonuses and penalties are directly added or subtracted from the roll and are typically determined by a character's attributes. On the rare occasion that there is a penalty, it is usually no more than -2 to a roll. The only times you usually see a penalty worse than -2 is due to a character's attribute score or because the penalty is affecting the Health score (Hit Points in other games). Circumstances don't tend to apply penalties to rolls, rather they tend to apply "banes." A bane is a variable roll which results in a negative number from -1 to -6 being applied to a roll (more on this in a moment).  The point here is that the base chance of success is 55% and rarely gets worse than 25% for non-combat actions.

Boons and Banes

In the discussion of Challenge Rolls, I briefly mentioned that the largest modifiers to success or failure are due to mechanics called "boons" and "banes." Quite simply, these are the bread and butter of the benefit/penalty effects of the game. Straight bonuses and penalties are typically the result of a character's attributes, but boons and banes are the product of circumstances. Is a wall slippery? Add one or two banes to the roll. What is a bane? A bane is a 1d6 roll that provides a penalty to a Challenge Roll from -1 to -6. This makes it sound as if a 2 bane penalty could be pretty severe, which would detract from my assertion that this is a heroic game, but it isn't as severe as it might seem at first glance. A 2 bane Challenge Roll rolls a d20 + Attribute Bonus against a Difficulty of 10 as normal, but applies a penalty of -1 to -6 based on the highest result of 2 six sided die. So for example, if a character was climbing a slippery wall and had a Strength of 13 that character would roll d20 + 3 as normal. To determine the effect that the banes have, the player would then roll 2d6. Let's say the player rolled a 2 and a 3. This would mean that the total penalty to the roll would be -3 and not -5 as one might imagine. The most a character will be penalized by banes in Shadow of the Demon Lord is -6. The inverse is true of boons. The highest benefit any number of boons can provide you is +6. This provides a nice range of possibilities, and a real possibility of failure, without every leaving the realm of "heroic."



Professions Matter, not Skills

In a move that runs against the trend of many modern role playing game systems, with the exception of "story games," player characters in Shadow of the Demon Lord do not have clearly delineated skills with a set bonus. What Shadow of the Demon Lord characters do have are "professions." Professions are broadly defined as "occupations, pursuits, and areas of knowledge" that can be used by players to justify gaining benefits (boons) on actions or the ability to succeed at a task automatically if it makes sense. Player characters start with two professions, even before they choose a character class, and how useful they are is limited by the imagination of the players and the restrictiveness of the Game Master. While I cannot see inside the mind of the game designer, the mechanic seems to be a combination of the Professions from Barbarians of Lemuria, Secondary Careers from Advanced Dungeons and Dragons, and the Areas of Knowledge mechanic from the classic James Bond 007 role playing game by Victory Games.

The use of the profession mechanic gives Game Masters a dial they can use to determine how heroic they want their game to be. Let's say that a player has the "Soldier" profession. In a free-wheeling and highly heroic campaign, a Game Master could allow this profession to add a boon to the following actions: attacks when fighting in coordination with others, detecting ambushes, concealment in an outdoor setting, and a host of others. In a less heroic campaign, the Game Master could allow for only some of those uses or even none. The key to a good game is to be consistent and to encourage your players to use professions in an active manner. A key question which might help determine the utility of the profession might include "what kind of soldier was your character?"



Classes are Like Careers

Robert J. Schwalb acknowledged the influence that Warhammer Fantasy Roleplay had on him and on the design of Shadow of the Demon Lord. While that influence abounds in the artistic style of the game, there is no place where the influence shows up more than in the game's use of character classes or "paths" as they are called in the game. There are four tiers of character in Shadow of the Demon Lord (Starting, Novice, Expert, and Master). Starting characters have experience in a prior profession, but have yet to choose any heroic paths. Once the characters complete their first adventure they are free to choose their first Novice path from the obligatory Magician, Priest, Rogue, and Warrior archetypes.

At each level, the character will either gain a path benefit or make a new path selection. Additional novice benefits are gained at 2nd, 5th, and 8th level. At 3rd level a character chooses an Expert path. These paths are more narrowly defined than Novice paths and include things like Artificer, Assassin, Berserker, and Paladin. The only prerequisite to choosing an Expert path is that it makes sense for your character. You can be a Warrior Artificer or Warrior Paladin. One of these paths may be more beneficial from a "min/max" perspective, but neither is forbidden. Unlike in Warhammer where you can only leave a career after completing all the advances and are limited to exit careers (unless you pay an experience point penalty), in Shadow of the Demon Lord you are free to choose any combination you like. This also applies at 7th Level when a character chooses a Master path. These paths are more powerful than those prior, and even more narrow. The Master level is also where you find the Bard option in this game.

The Highest Difficulty in Combat is 25

Given how flexible and "recommendation" toned so much of the game is, I found it interesting that the rule for Defense (the game's version of AC) was rigid. The book states, "A creature's Defense cannot exceed 25, even if weapons, armor, and other effects would increase it beyond that number." What this does is set a "cap" on difficulties and highlights the fact that the characters are already amazingly capable. Between the 25 cap and the 10 baseline, you have variation of difficulty but one that fits within a reasonable range. A character with a +1 bonus from Strength and a boon might just be able to hit that Dragon in combat. Given that characters will rarely have an attribute above 15, this highlights the system's intended focus on maximizing boons in play.


Heroes Always Go First

Shadow of the Demon Lord has an interesting initiative system for combat. Players can choose to use "fast" actions or "slow" actions. If the player chooses to use a "fast" action, then his or her characters can either move or use an action/attack. If the player chooses the "slow" option, the character can move and act. The round is divided into the Fast component and the Slow component with player characters acting first in their respective phases. This allows players tactical options while minimizing the number of die rolls needed in the game. Opponents could technically go first in a round, but if they do their actions may be less efficient. The same goes for players. It's an elegant system that highlights the heroic underpinnings of the game.



System Can Be Used for Multiple Genres, But is Generic Not Universal


Shane Hensley is fond of describing his Savage Worlds role playing game with the phrase, "generic, not universal." What Shane means by this is that Savage Worlds can handle any genre you want, but that characters made for a Superhero game won't necessarily be convertible to a Fantasy setting. This is because the "range of probabilities" for both games are the same, but the effects that that range emulates are different. For example, in the core Savage Worlds rulebook a d12+3 Strength can lift a certain amount of weight, but in a Superhero setting that same score can lift more than in another setting. Similarly, the foundational mechanics of Shadow of the Demon Lord are elegant enough to emulate a wide variety of genres. You could use the mechanics, almost unchanged, to run a Superhero game, a Modern Espionage game, or a Martial Arts Chambara/Wuxia action fest. In each setting the characters would have similar statistics, but they would not be transferable because a 14 Strength in an Espionage game isn't the same as a 14 Strength in a Superhero game. Given the underlying base ranges of Difficulty (10 to 25), a Game Master should keep in mind what level of challenge these describe in the milieu being emulated. In a Superhero game, the Hulk holding up the mountain is a level 25 challenge which a Game Master might even limit to certain paths. In an Espionage game, that same level might be what it takes to lift a car off of a person trapped underneath it.

Final Thoughts

Shadow of the Demon Lord is a very well designed game. Whether you want to use it with its core setting, or hack it to fit your own preferences it can provide years of entertainment.

In the coming weeks I plan on posting several short conversions of the game to other genres...yes, more family friendly ones at that.

The list includes:
1) Shadow of the Avatar
2) Shadows over the Galactic Empire
3) Shadow of Professor Destruction
4) Big Shadow over Little China


Thursday, April 28, 2016

Space Hulk Deathwing Looks to Be a Stunning FPS



I remember the first time I saw the Space Hulk board game being played at a gaming convention in the Bay Area. I was amazed. Watching as blip counters were turned over and revealed to be either "false positives" or hordes of Alien-esque xenos who's claws could rip through the thick armor of Space Marine Terminators changed what I viewed was possible in board game design. I'll admit I was young, but that was the effect none the less. It should come as no surprise that one of my favorite game designers, Matt Forbeck, listed it as worthy of recognition as one of the Top 100 Hobby Games of All Time.



Video game adaptations of the franchise have been hit or miss. The computer adaptation in the 90s, also ported over to 3D0 systems, was as difficult to win (as the Marines) as the board game, but due to the lack of the social component that exists in board games it never really captured my imagination in the same way as the table top version. More recent turn based versions have been much more successful. These games tend to use a top down POV and provide players with a robust gaming experience. The new Space Hulk video game goes beyond translation of the table top game to video game format and shifts the franchise fully over into the First Person Shooter genre. It's nice to see one of the franchises that inspired the action of early FPS games finally get, at least by what is shown in the new game play video, an exciting FPS of its own.


Thursday, January 31, 2013

Joys of Being a Geek Dad #3167(a).1 -- Warhammer Thank You Letters

I run D&D Encounters at my Friendly Local Game Store in Burbank, CA once a week in the evening. Because my wife Jody works during the time I am running the game, I bring my daughters History and Mystery to the game store with me (that's them in the banner above). They play with some of "dad's little guys," color, watch movies, and come over to the table to ask questions while we play. At the end of most of these evenings the girls get a comic book "for good behavior."

This past week I was playing with my regular group and my daughters decided to write thank you letters to the game store. Here is what they did -- oh...and keep in mind that they are 4 years old.


The drawing above is by my daughter History. She's written the word Warhammer -- missing two Ms -- and drawn the game playing table where players can play Warhammer. I was pretty impressed by her inclusion of terrain on the table.




Next up is my daughter Mystery who tried to write Thank You -- that's the Thathe Uouu which is her own attempt -- she then asked me how to spell it. I told her and she wrote Thank You To Gome Stre which is her way of writing game store. All I can say is Yay phonetics!  Both History and Mystery are getting very good at figuring out the consonants in words. The vowels are sometimes tricky, but they seem to be catching those too.  




Last, but certainly not least, is this beauty were Mystery has repeatedly written Warhammer on a sheet of paper. I'm tempted to have this made into a T-shirt.

Wednesday, January 04, 2012

Space Crusade (1990): In the Grim Darkness of Table Top Gaming, There is Only War

I promise to catch up with Eric on the Reverb Gamers posts, but first I have to share a bit of awesome.

Some of my fondest gaming moments are the years I spent playing the various editions of Warhammer (Fantasy and 40k) before moving down to the Los Angeles area.  My friends and I would meet every week to do battle with our half-painted (or at least all "primed") armies for hours on end.  We were devoted fans who not only played the "hard core" miniature battles games, but also most of the "Specialist" games released by Games Workshop in support of their war games.

Games Workshop was, and pretty much still is, on a rotating schedule of providing a new rules edition for their war games every 3 years or so.  During the year prior to a new rules release, they would roll out a Specialist game that covered a related theme.  If a new edition of 40k was coming out, we'd see "Gorkamorka."  If a new edition of Warhammer Fantasy was around the corner, we'd see "Mordheim."  It was great fun.

In the late 80s and early 90s, Games Workshop teamed up with Milton Bradley to create a couple mainstream adaptations of their signature games.  For Fantasy, those games were Heroquest and Battle Masters.  I own both of these games and they are prized possessions that have provided many an hour of entertainment. 



Sadly, as passionate as I was about these games, I somehow missed out on Space Crusade.  Space Crusade is a popular market adaptation of Games Workshop's signature Specialist game Space Hulk.  I say adaptation, but the more I look at it the more it looks like an "improvement."  I desperately would love to get my hands on a copy, but alas and alack they are rare and expensive.  When I see the components, I can see why.  Unlike Space Hulk which focuses solely on the conflict between Space Marines and Tyranids (Genestealers), the Space Crusade game includes Orks, Eldar, and crazed Androids who look suspiciously like Necrons to the mix.


 

Thursday, August 25, 2011

Upcoming Space Marine Game is Looking Pretty Sweet!

I've been enjoying the spare moments I have been able to devote to playing "Space Marine: Kill Team."  It's a fun little coop game that fills the "I want to play Gauntlet, but with Space Marines" void quite nicely.  It starts as a simple mission where your small squad must explore the interior of a Space Hulk, and we know how simple Space Hulk missions tend to turn out.


Let me just say that I thought "Kill Team" was wonderful time wasting perfection, but then I saw the trailer for "Space Marine" over at Kotaku.  It blew my mind.


Apparently, the entire purpose of "Space Marine: Kill Team" is to set your expectations of what a Space Marine game can be at a really high level, just so they can blow those expectations out of the water.

Tuesday, July 05, 2011

"Forlorn Hope" is a Must Have Addition to the SF Boardgamer's Shelves

A couple of weeks ago, I had the privilege of visiting the Victory Point Games office. While I was there, I playtested their upcoming title Assault on Galactus Prime with the game's designer and had a wonderful time. As the release date for that game approaches, I'll post a review of that gem. I was also able to meet one of my favorite game designers -- in both computer and print games -- Chris Taylor. When it comes to game mechanics and concepts, it just seems that Chris Taylor has a direct link into my subconscious. Either that or we have been having secret psychic discussions about games, books, movies, etc. for decades.

A perfect example of how his designs seem custom made for me is Forlorn: Hope.


Forlorn: Hope has a familiar and well loved theme...Marines vs. Aliens. Ever since I first read Heinlein's Starship Troopers, I have been a fan of the genre. I own a number of games that follow the theme: Bughunters, Starship Troopers, Space Hulk, Death Angel, Aliens, Doom of the Eldar, to name a few. Basically, if it has a small squad of outnumbered and desperate combatants facing off against a rapidly populating army of insectlike foes, I'm game.

When Forlorn: Hope was released last year, I was jonesing for a new addition to the genre. In actuality, I was jonesing for a game of Space Hulk 1st edition, but was having trouble finding one at an affordable price on eBay. I owned the 2nd edition, but I wanted to play with the original "d6" based rules. During this time, I happened to be reading one of Victory Point Games bi-weekly reports and noticed that they were featuring a new game by Chris Taylor called Forlorn: Hope. As I was already a fan of his, and of VPG, I immediately ordered a copy. Not long after this, Games Workshop released a limited edition of Space Hulk 3rd edition which used the mechanics of the 1st edition, so that itch was scratched. I carried my copy of Forlorn: Hope around for months, including to last year's Gen Con, but the stars never aligned to put together a play session.

That changed this last weekend, when most of my regular gaming group was unable to attend our regularly scheduled gaming schedule due to the game day falling upon a holiday weekend. It turned out that only one of my regular gaming group, Eric Lytle, was able to stop by. Thankfully, Eric is one of the few members of my regular group who loves board games as much as I do...and he's a fan of the Marines vs. Aliens genre to boot. I pulled out my copy of Forlorn: Hope, went over the rules with Eric, and played two quick scenarios. All of which took slightly more than two hours. The rules were clear, the play was quick, and the game exciting.

The rules to Forlorn: Hope are simple enough for the beginning gamer, but dynamic enough to satisfy the veteran.

One player takes the role of the space Marines who venture aboard a savaged space station named Hope. These Marines have been given a mission objective that must be fulfilled. The other player controls the Xeno "Mind" and seeks to devour all of the delicious Marines foolish enough to venture onto the Hope. The missions define the make up of the Marine squad and the forces available to the Xeno "Mind." The players set up according to the basic rules, and the Xeno player will draw a number of "mutation" cards which can affect game play as the mission unfolds. At the beginning of each turn the Marine player rolls to determine how many Action Points he or she has to spend on actions, every movement or shot that the player wants a Marine to do requires the expenditure of points. The Xeno player gets to activate every living Xeno during his or her turn. Play goes quickly and the combat resolution system is quick and deadly. The temptation is to play cautiously as the Marine player, but each scenario has a limited number of turns for the player to fulfill the objective and play must be fairly aggressive to succeed.

Our two sessions were bloodbaths, but the Marines did manage to recover the "Master Control General Function Neuralnet" from the Hope in both instances. Forlorn: Hope manages to capture the hopelessness, desperation, and horror of the best sessions of Space Hulk while keeping game play simple enough that the action never bogs down into rules discussions.

Like most VPG games the game is fairly expensive, but the games are crafted by hand by a company that is dedicated to making every gamer into a game designer. VPG is the only game company that I can think of that considers themselves both a company and a classroom. Given how quickly a session of Forlorn: Hope goes by, and considering the replay value due to different scenarios and mutation card effects, there is a lot of bang for your gaming buck in this product.


Monday, November 01, 2010

Ultramarines DVD in the Mail

This past weekend I ordered a copy of the limited edition Ultramarines Warhammer 40k animated movie. I found out about the limited edition of the film at the last minute, but the second trailer makes the film look remarkable. If it lives up to its presentation, this could be the best rpg/wargame based movie of all time -- a title currently held by Fantasy Flight Games' Midnight Chronicles.

Wednesday, September 08, 2010

Warhammer 3rd at Gen Con

For those who wonder why I am so excited about Warhammer 3rd edition, when there are those who believe that it is a "betrayal" of traditional Warhammer Fantasy -- it isn't -- all you have to do is watch Jay Little's presentation from GenCon.

You can see the designer's love for the game and how his design efforts model the grim setting far better than most people would ever imagine.

Friday, August 27, 2010

Warhammer 40K Movie -- ULTRAMARINE Trailer Released

They had me at Screenplay by Dan Abnett. Then they added awesome animation, John Hurt, Sean Pertwee, and Terence Stamp.

Games Workshop's various Warhammer Universes are some of the narratively richest game worlds ever constructed, and it is fine time that one of those universes received a compelling film. If only producers would trust the property beyond the direct to dvd market. Not that I'm complaining. This looks awesome. But I'd love to see 40k on the big screen.


Someday a 720 page volume of Dan Abnett's non-fiction writings will be released for the low price of $75 (adjust for inflation properly) and he will be recognized for what he is. What is that, you ask?

Simply one of the most talented and prolific writers of fantasy/sf fiction writing today. He -- along with William King -- changed forever what it means to write "Media Tie-In" fiction. His writing is consistently well constructed and witty. One wonders what particular deal with the Muses Mr. Abnett made.
We are the Ultramarines, the Sons of Guilliman. Whilst we draw breath, we stand. Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath.

+++ Marneus Calgar, Chapter Master of the Ultramarines+++ Warhammer 40k Rule Book 5th Edition

FOR THE EMPEROR!

Monday, May 24, 2010

Fantasy Flight Games to Release "Space Hulk" Card Game


From the first publication of their flagship board game Twilight Imperium, Fantasy Flight Games have been succeeding at balancing the two most difficult tasks that game publishing companies face. There is often a tension between managing a company effectively -- actually treating the business as a business -- and the publication/creation of high quality games. If a company pays too much attention to making games that fit trends, and thus might sell well in the short term, they run the risk of alienating players due to the decreasing originality of their own products. If they ignore the financial aspects of the industry, they will slowly grind to a halt and fail to produce product that fans have eagerly awaited for years.

Fantasy Flight has done neither of these, much to their credit. They have a proper balance of pushing new creative envelopes in game design, and extending on great design ideas. A quick look at the history of the company shows that they have created some innovative games like Disk Wars and Twilight Imperium, but that they have been savvy enough to end a product line before it ended the company.

Ever since I first read that Fantasy Flight had been granted the license to create games based on Games Workshop intellectual properties, I have eagerly awaited each new entry produced by the company. Fantasy Flight have managed to release a nice balance of reprints/revisions of classic GW boxed games like Fury of Dracula and producing new games based on a previously used themes like their excellent Horus Heresy and Warhammer Fantasy Roleplay 3rd edition games.

Last year, Games Workshop did a limited release of a revised edition of their classic Space Hulk tactical board game of Space Marines fighting sinister aliens. The new release, an update of the 1st edition of the game that ignored changes made during the second edition, was available for a very short time and is currently sells for somewhere between $100 and $150 on eBay (still fairly close to list price). $150 can seem a pretty steep price to pay for a tactical board game -- even one as high on replay value as Space Hulk -- and one sometimes finds oneself in the mood to play a game when there is no one available for a quick table top game or with more friends hanging out than the two required for Space Hulk. The movement rules in Space Hulk do allow for solo play, but the game is better with two players. For my money, I'll current play Dennis Sustare's Intruder over Space Hulk as a solitaire game -- it's more portable and plays quicker. This will likely change in the coming months.

Fantasy Flight Games has announced that they will be releasing a new cooperative card game, designed by Corey Konieczka, entitled Death Angel.


Space Hulk: Death Angel - The Card Game is a cooperative card game set in the grim darkness of Warhammer 40,000. Players must work together as an alien menace threatens to devour their hopes of survival. If all Space Marines perish, the players collectively lose. Likewise, if at least one of the surviving Space Marines completes the objective, the players all win!

Playable in under an hour, Death Angel takes 1-6 players straight into the action. Each player takes control of a combat team (or two combat teams if playing with less than four players). If playing solo, the single player controls three combat teams. Combat teams are made up of two unique Space Marines, each with their own flavor and style.

A quick playing cooperative card game that emulates the grim darkness of the 40k universe?

Yes please.

Monday, November 30, 2009

ICv2 Defends Indefensible WFRP 3rd Review

This is a strongly worded post. Before reading it, readers should know that I am a fan of Bill Bodden's work in general and that I do have a great deal of respect for him. I also think that ICv2 is an invaluable resource on the net. These are some of the reasons I was so deeply disappointed and prompted to write this post. I am not an employee of FFG, or any other gaming company.




On November 25th, 2009, the ICv2 website featured a professional review (written by Bill Bodden) of the Warhammer Fantasy Roleplaying Game 3rd Edition recently released by Fantasy Flight Games. I wrote about the controversy this new game would stir back in August.

The review rated the game 3 out of 5 stars, not an overly harsh rating, but the review itself was so deficient in substantive details that I was tempted to write a post entitled "How not to write a professional game review." Eventually, I decided not to write the post about the post, but the review itself still bothered me -- for reasons I will explain soon enough. I was prepared to leave the review behind me and write it off as one bad review on a site that has continually provided high quality content. Something happened last night to change my opinion.

First, Christian Peterson (CEO of Fantasy Flight Games) wrote ICv2 to complain about Bodden's review.

Second, ICv2 decided to defend the review.

I could understand ICv2 responding to some of the claims made in the Peterson email, but I could not -- and cannot -- understand any rational defense of Bodden's initial 396 word review. It was hack work, phoned in, and failed to serve the purposes that a review on ICv2's site ought to serve.

These are strong words regarding Bodden's work, work unworthy of a game designer I have great respect for in general, and as such require strong supporting evidence, which I hope to provide as this post continues.

Go back and read his initial review, linked above, before reading further here. Done? Good. Now we can begin.

I would like to start by providing what I will call a "Jefferson's Bible" version of Bodden's review. For those of you who are unfamiliar, Thomas Jefferson edited a version of the Bible which contained all of the important moral content, with none (actually only one) of the miracles. The "Jefferson's Bible" version of Bodden's review is as follows.

The roleplaying game industry is in decline. Fantasy Flight Games is trying to bring new people into the hobby with their WFRP3 game. The game has pretty board game like parts and is expensive. Because it is like a board game, existing gamers might not like it. Because it is expensive, new gamers will not buy it.


That's pretty much what Bodden wrote and it doesn't serve either of the purposes that a review on ICv2 ought to serve -- to be fair it partially covers one of the two purposes, but only just.

ICv2 is a news website for game and comic book retailers, and as such reviews from the site ought to fulfill the two following purposes.

First, and foremost, they must give retailers an idea regarding how well a particular game might perform financially. Retailers need all the help they can get in predicting demand, and it is up to retailer magazines like ICv2 to assist retailers with making informed decisions. A review ought to contain information in this regard, and Bodden's does have a little -- but only a little. He mentions that the game has a high entry cost which might affect sales of the item. This is important information, but it is also obvious information. The item has a suggested retail price of $99.95. This is hard to overlook, and the individual retailer has a better grasp of his own customer's willingness to hand over $100 than an industry magazine. The industry magazine needs to provide some information regarding the general demand, higher or lower than a typical game of this price point, the item might have. This would have been a perfect place for Bodden to discuss the controversy stirred by the release of a new edition of the game.

Rather than expressing his own concerns regarding the system, he could have presented a sense of the sentiment of the gaming community at large -- something that requires more than reviewing online sentiment. It requires market research, something the magazine (and not necessarily Mr. Bodden) should be doing. He does not do this. I don't expect Bodden to have detailed sales figures for FFG, who like most game companies grip their sales figures in a death grip which reduces information in the marketplace and undermines a retailer's ability to predict demand, but I do expect ICv2 to do some surveys regarding the general excitement level regarding WFRP3. They could provide this data to Bodden for entry into his review.

The second, and almost equally valuable, role that a review on a site dedicated to retailers must serve is to provide information about how a product works. When a customer approaches your average store owner looking for a product, he or she doesn't merely ask "is this any good?" On the contrary, the typical customer asks, "what is this game like and how does it play?" If a store owner is armed with information about the workings of a product, it saves him or her the time of playing and examining a game and the cost of purchasing a demo/test copy. Neither of these is an insignificant cost. An informed retailer is a trusted retailer, and it is ICv2's and Bodden's job to help create informed retailers so the hobby can grow. It ought to be a part of their mission statement.

Who do you trust when asking about a product? Do you trust the guy who says, "I've heard the game is expensive and plays like a boardgame?" Do you trust the guy who is able to break down game play, talk about the types of gamers who might be interested in the product, and who can compare the price point to similar products? I prefer the second guy, and wanted Bodden to provide the kind of information that can make retailers into those kinds of sales people without them having to spend $50.00 in inventory, and a variable amount of money in hours demo-ing, in order to achieve a level of understanding.



What makes all of this more egregious on the part of both ICv2 and Bodden, is that Bodden could have written a better review than he did with only information available on the FFG website. Their website provided the following advance stories detailing components, game play, and containing some actual text from the game itself. Some of these resources are listed below.



I know that this critique of a review may sound like I am attacking the reviewer, rather than the review, but there is so little actual content to the review that one must attack the review for that lack of content. Mr. Bodden received a review copy of the game, a copy he received far too close to the release date to get a good "advance review" and this is a big failure on FFGs part, but his review demonstrates no special knowledge that could not have been garnered from the FFG website or from a press release regarding the game.

Here is a list of the questions Bodden fails to answer:

How does the game play?
Is it like Heroquest, Runebound, Warhammer Quest, WFRP2?
How well written is the product?
Are the rules clear?
Can a new player understand how to play?
Are the components made of cheap materials?
Will they hold up under regular use?
How does the price compare to similar products?
Is there controversy regarding the game?
How can I as a retailer promote this game to expand the hobby?
With a price point of $99.95, the average retailer will be paying approximately $55.00 net, is it worth selling at a $25% discount? (something that would still give me $20 of revenue)


These are all questions that customers might ask a retailer, or that a retailer would want to know.

I should note that ICv2 is right, in one regard, in defending their critic. They are siding with their own staff over an advertiser who wants to control information. It is ICv2's job to ensure that retailers get more than the marketing efforts of companies to base their purchase decisions upon, and protecting reviewers at the possible expense of advertising dollars is a good way to demonstrate a commitment to accuracy. But accuracy isn't the problem with Bodden's review. His review is accurate in all non-normative aspects, what his review lacks is detailed and useful information for the retailer -- or even for the potential consumer.

As a point of comparison, I'd like to offer Aaron Allston's capsule review of ENEMIES for the first edition of the Champions role-playing game. The capsule review is written for consumers, and not retailers, but it is useful to retailers who might have considered carrying the book in 1982. The review is 190 words. (I will remove the review at the request of Mr. Allston, or the current owner of Space Gamer magazine.)

This is one of the first supplementary releases for the superhero RPG Champions. Presented are 36 villains of various experience and intent, each with detailed statistics and illustrations.

I wouldn’t buy this product if it were for an old, established RPG; six dollars for 36 NPCs is a little steep. However, it is worth it to pick up this booklet, simply because it contains so many complete characters. Character generation in Champions is by point-allocation, with some ambiguities in the rules. ENEMIES clears up some of the ambiguities, and corrects some problems that I didn’t know existed. However, editing is sloppy. Several examples of identical disadvantages showed dissimilar point values. This may be because the values of disadvantages vary from campaign to campaign, but this is not explained. There are a number of typos. The first villain in the book, evidently a genius at evasive maneuvering, has cleverly eluded the table of contents. The illustrations are fair to good, but the layout of pages throughout the book is often amateurish and confusing.

Buyers wishing to see interesting and useful applications of Champions character-building would do well to pick this up.


Allston provides specific examples of uses and errors in the book and details responses to concerns some consumers might have. If someone asks why they should spend $6 for 36 NPCs, I have an answer. I also have answers regarding quality of product and overall use within a line of products.

In all humility, I think my prior post on the announcement of the new WFRP game has as much insight as Mr. Bodden's review of a now available game, and that is why Mr. Bodden's review is indefensible. He should have taken the time to write a detailed review, rather than attempt to meet a deadline when the game company gave him the game with too little time to provide an in depth review by Black Friday.

Wednesday, August 19, 2009

Fantasy Flight Games Publishing 3rd Edition of Warhammer Fantasy Roleplaying Game -- And You Thought 4th Edition D&D Was Controversial

In 1986, there were few games that could compete with Dungeons & Dragons for a share of the Fantasy themed role playing game marketplace. Other than a few successful (but niche) games like Runequest and Dragonquest, most Fantasy themed rpgs were pretty much D&D rip-offs. 1986 was the year that all changed. Steve Jackson released GURPS and Games Workshop -- a giant in the fantasy miniature wargaming field -- released Warhammer Fantasy Roleplay.



Warhammer Fantasy Roleplay (WFRP) had the subtitle "A Grim World of Perilous Adventure," which turned out to be something of a vast understatement. Where other games tried to compete with D&D by giving the characters played by gamers more powers in a familiar system, WFRP made the characters more human. In AD&D, there are points in character advancement (an rpg term describing how characters acquire new spells and combat efficiency as they gain "experience") when the threat of character death lessens. This is never the case in WFRP. D&D is a game of kicking down doors and killing orcs. WFRP was a game of giving a second thought to being anywhere near the door. "Can't we just get the city guard to go instead," is a phrase frequently uttered by WFRP characters. WFRP's mechanics helpt to create narrative tension by having high levels of character vulnerability.

Add to the narrative tension and easy to learn system based on, but very different from, the system used in the Warhammer Fantasy miniatures game and you had a game destined to find an audience. When looking at the 1st edition Warhammer Fantasy miniatures rules one could still see reflections of TSR's Chainmail miniatures game. In fact, were it not for knowing how to play Warhammer I probably still wouldn't understand how to play Chainmail. By the time those systems were extrapolated to create WFRP, there is almost no relation to any form of D&D. Where D&D was chart heavy and had little granularity when it came to the skills characters possessed as unique individuals (only Thieves have any skills worth mentioning in early D&D), WFRP had a task resolution system based directly on the capabilities of the characters and the skills they possessed.

WFRP was cutting edge game design at the time -- it includes design elements influenced by Traveller among other games -- and added some elements that still influence modern game design. Some WFRP skills can only be described as "proto-feats" given the way they influence play. WFRP was a breath of fresh air, but it didn't stay in the limelight long and seemed to wither for a while. Then in 1995, James Wallis' Hogshead Publishing re-released the game for a new audience and reprinted some of the more difficult to find books for those of us who loved the game but had lacked well stocked game stores in the 80s. It should be noted that one of Wallis' current projects is an equally valuable reprinting of the wonderful Dragon Warriors rpg through his Magnum Opus Press. But the Hogshead renaissance was too short lived and as the rpg market became overwhelmed with D&D fever in the wake of D&D 3rd edition in 2000, WFRP fans were left wondering if they would be left out in the cold.

That wonder was answered in 2005 when Green Ronin, under license from Games Workshop, designed and released Warhammer Fantasy Roleplay 2nd Edition. The game remained close in design to the original rpg, but added some new design elements and tried to clean up some ambiguities. It was also a marvel to look at.



Green Ronin's revitalization of WFRP contained the great strength of being largely compatible with the previous editions, but it also suffered from one major weakness. That weakness? That the game was largely compatible with the previous editions. This meant that the game, while easy to learn for an rpg veteran, isn't new gamer friendly. While the books are beautiful in art and layout, there was no "basic set" boxed edition targeted at the new gamer. WFRP 2e was targeted and marketed at an existing market -- those who love WFRP. This is too bad because while the list of "those who love WFRP" has been relatively stable over time, the list of "those who love Warhammer related products" had grown significantly.

This was in no small part because Games Workshop had worked very hard to make the Warhammer Miniatures games (both Fantasy and 40k -- their SF game) easier to learn and quicker to play. Warhammer Fantasy Miniatures and Warhammer 40k hit their "mechanical arcane density peak" in the late 80s with the release of the Realms of Chaos books. After a complex edition of miniatures rules, comprised of several dense volumes of rules, Games Workshop began to make their rules clearer and quicker to appeal to new gamers. They also made the games more modular and began a release cycle patter of "Core rules, Army Lists, Campaign Settings, Spin Off Tactical Game, New Edition with new sculpted minis." The system has worked very well and while Wargamers grumble about the cost and edition creep of Warhammer, it has become so constant as to be a hobby in itself and not a real uptick in anger.

Quicker, cleaner, easier, the tabletop wargame had that philosophy, but the rpg didn't. At least it didn't until last week. Fantasy Flight Games, the current holders of the WFRP license, have announced a new edition of the WFRP game.



As it is only four years since the triumphant return of the game in a new edition, the new release had more than its share of disgruntled detractors. Add to the short time frame between editions that a) WFRP gamers tend to favor a particular style of "old school" gameplay, b) the general environment of new edition anger permeating the internet due to other games new editions, and c) the high cost of an introductory box set, and one can see why there has been a little bit of an internet hubbub about this game.

But the game does need a new edition that appeals to a larger audience, if the game wants to expand the rpg marketplace and not merely peel off another segment. Looking at the components below, I think this might be the game to do it. It uses self explanatory dice, character cards, and comes in a boxed set. These are things that made Heroquest, Heroscape, and Runebound popular games.





If you add to all the pretty bits an engaging, clear, and quick to play rules set that has some depth with regard to rounding out character concepts you might just have a game that can bring some new gamers into the hobby. Oh, and if the rules are good enough, you may just be able to win over many of those who love WFRP already.

Time will tell, but I am excited.

Friday, May 29, 2009

Fantasy Flight Games to Publish Warhammer Fantasy Board Game

Over the past couple of years, Fantasy Flight Games used their game publishing agreement with Games Workshop to revise and republish a number of classic Games Workshop board games from the late 80s. Among these classics are Fury of Dracula, Warrior Knights, and Talisman. Old editions of these games were grabbing onerously high prices on eBay and preventing new gamers from discovering these gems and it has been a blessing that Fantasy Flight Games has brought them back into the marketplace. Some of us are still hoping that Fantasy Flight Games will release a new edition of Space Hulk or Warhammer Quest, though we're not holding our breath as Doom and Descent are pretty good replacements for those hard to find gems.

Following up on the success of these reprints, Fantasy Flight Games will be releasing an original board game based on Games Workshop's Warhammer Fantasy line of products. The game, entitled Chaos in the Old World, puts players in the role of one of four gods of chaos who are descending upon the world in order to remake it as they would see fit.



As Fantasy Flight Games' website describes it:

Chaos in the Old World makes you a god. Each god’s distinctive powers and legion of followers grant you unique strengths and diabolical abilities with which to corrupt and enslave the Old World. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease. Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions. Yet, as you and your fellow powers of Chaos seek domination by corruption and conquest, you must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish you back to the maelstrom of the Realm of Chaos."


The description implies that the players compete not only against one another, but against the mechanics of the game itself. As in Reiner Knizia's Lord of the Rings -- also published by Fantasy Flight Games -- this can be a rewarding play experience. I eagerly await seeing how Eric M. Lang applies his excellent card game development skills to a competitive board game. The hardest part, other than the waiting, will be choosing between the "six deadly seductions" and the Blood God.

The games first print run will also include two cards that will interact with the Warhammer Massively Multiplayer Online Role Playing Game. The Signet of the Cursed Company lets you wander the battlefields of the Warhammer Online MMO as a fearsome skeletal warrior. The Call to WAR will instantly teleport you to your capital city.