Free DZ?

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Just had a chat with Ronnie about a bunch of DZ questions that you guys have raised in reply to recent posts.

The one I’d like to deal what today is the fact that some people might have bought the existing DZ recently, and might feel a bit miffed about shelling out for a new one.

Rest assured, the main point of reworking DZ is to get more people playing it. With this as the aim Ronnie’s keen on making this transition as smooth as possible.

The way this is achieved hasn’t been finalised, but Ronnie said he was happy for me to let you know the sort of thing that he currently has in mind. This starts with giving a digital copy to all the original KS backers. For those who’ve bought DZ after this, there will be some sort of discount scheme. The sort of thing that Flames of War has done between editions seemed to work – get your old edition stamped for a hefty discount on a new one.

Something like that.

Of course, whichever way you got your copy of DZ, your models, mat and scenery are all perfectly compatible with the new one so there’s no need to replace any of that. Whilst there are new sculpts of some models, the new ones are the same scale, style and imagery, and personally I’m entirely happy to mix all the ones I’ve seen so far.

Posted in Random Thoughts | 14 Comments

Cards in Deadzone Redux

DZ cards 1I’ve had a few queries about cards in the upcoming Deadzone Redux, so I thought I’d answer them here by explaining my current thinking on the topic.

When we started looking at updating the rules, I read a lot of comments online and talked to a lot of DZ fanatics about what they saw as strengths and weaknesses in the game. The chaps at Mantic also had ideas about what they thought had worked and what had fallen short. Hindsight is a wonderful thing, and allows you to see all sorts of things you could have done better 🙂

I took this collection of broad notions and started working on mechanics that would make them happen in a final product. After some experiments I pitched a series of different versions to Ronnie and the crew, and they liked one that was quite dramatically modified from the original. Well, it is and it isn’t. The vibe is recognisably Deadzone and the core rules are sometimes identical, it’s just that I’ve done a great deal of streamlining to make it faster and bloodier so it feels more heavily changed that it actually is.

Regardless of the technicalities of the rules, what’s great for me is that everyone who’s tried the new game raves about how much they love it 🙂

DZ cards 3In the process of making these changes I’ve replaced all the existing cards with processes that simply work better. Like I said, some dramatic changes.

I’m not going to tell you all the details just yet, but let me explore some of the basics.

Cards in DZ fall into 3 types: stat, battle and mission.

As I mentioned in my overview of the new army building, this is now focussed firmly on the commander’s character, and for this reason the individual trooper stat cards are no longer as useful. What I’m experimenting with currently is an army reference sheet – one per commander – that has all his army’s details on. So, if you had reference cards for 3 different Enforcer commanders there would be considerable overlap, but each would be different. This army reference sheet would therefore be used both for building an army and playing the game, which I find quite appealing. In terms of size, I’m thinking no bigger than both sides of a single A4 sheet, and smaller if we can get all the info in less space (or on one side). This would include the stats for the army, unit selection options, weapon stats, army special rule and missions.

Battle cards have been replaced by a more dynamic system that avoids some of the cancelling effect the earlier cards had: I play a card and you play a counter which takes time but has no actual effect on the tabletop. I don’t mind this approach to card play in the right place, I just think that the new approach is far superior for Deadzone. You’ll notice how I didn’t tell you exactly what this approach was. It’s one of the core changes in DZR and I’ll come back to deal with it in its own post so I have the room to discuss it properly. Stick to cards for now.

DZ cards 2The final type of old cards are the mission cards. I really like the idea of faction specific missions and felt it could be developed further. The new army building approach is commander focussed, so I wanted to make the mission characterisation that level too. I’ve kept a couple of core missions that anyone can do, but with more individualised missions the definition is at the commander-specific army level, meaning that these will be on the army reference sheet I mentioned above and will be appropriate for that specific army. Obviously there will be overlap between factions, it’s just that the specific combination of missions can be tailored to suit each commander, which should allow us to balance the armies better.

So the old cards are superseded by better ways to do similar things. You still have stats and missions on hand to refer to, and can still change the course of the battle in your favour by carefully using a limited resource of tweaks and buffs. It’s just all slicker now 🙂

Posted in Deadzone | 127 Comments

Olympic Games?

Olympic flagDid you know that chess and bridge are being considered for inclusion in the 2020 Olympic Games? This came up again today as lawyers for the English Bridge Union made the next step in their ongoing argument with Sports England as to whether Bridge is a sport or not.

Frankly, it’s all a daft piece of semantics that seems to be inspired wholly by the extra funding that is available to sports and not games. Want some free money? You can see the attraction in the right term applying.

However, greed aside, it made me think. If I could pick one game to be added to the Olympics, what would it be? Naturally here, when I talk of games, I don’t mean sports 😉

To my mind chess and bridge are both rather uninspired options, but that’s just me. To avoid prejudicing your ideas any more I’ll bite my tongue on my thoughts on the matter, and listen to what you think first. So, ignoring practicalities, popularity or other considerations for a moment, what game would you choose to feature in the Olympics if you could choose one? Would it be a wargame, a board game, a computer game?

Which single game represents the best in gaming?

Posted in Random Thoughts | 22 Comments

Deadzone Redux Army Building

I answered a question on this in the comments of an earlier post. However, knowing how often these things get missed, I thought I’d pull it out and make it a post for everyone to see.

We’re not done with this yet, so expect more details over the next few weeks as it gets more refined. Overall, my aim is to include as much character within a simple process as possible. For the moment, it works like this:

You start by choosing a commander. This choice then influences everything else. Each faction will have several commanders to pick from, each with their own way of winning battles. Some commanders are more assault-oriented, and others more shooty. Some like balanced forces and others go all-out for a single type of troops. This is all reflected in the next step.

SargeYour choice of commander determines the troop, weapon and equipment options you can pick from. So, if you pick Sergeant Howlett as your commander you’d have access to lots of assault troops and specialists that back up that way of fighting, but much less of everything else. As you’d expect.

Unit choices are currently along the lines of you can take 0-1 of these or 1-3 of those, with the options and upgrades being allocated on a per-commander basis to maximise the character of each force. So, to stick with Howlett, he must take some assault Enforcers. Anything else would simply not reflect his character.

One of the nice things about this approach is that we can simply add a new characterful force list if we make a new commander. So the Warpath background can expand as it needs to, and Deadzone can grow alongside it.

Another nice facet of this approach is that it can be used to limit the cherry-picking approach that is designed purely to win at all costs and ignores the story and character of the universe. Instead, the forces can be designed to include both advantages and disadvantages which makes for a much more interesting tactical challenge on the tabletop. Howlett is really nasty up close, but he struggles at a distance because that’s simply not how he fights. And overcoming that struggle is part of the fun 🙂

Posted in Deadzone | 34 Comments

Clearing A Drop Zone

Need some more space.

Decades’ worth of games, models, notes and associated gubbins has silted up my study to a silly extent. So, in an effort to create some more space, I’ve been thinking about what I really need to keep and what can go, and then made a start on getting the gone stuff out of the way. I’ve also moved around the furniture and generally created chaos as I shuffled everything around.

junk_1Overall, it’s been good so far, and I have a much better idea of where I’m going in terms of future gaming and have better access to what I want to keep. All fun for me and a bit dull for you. What might be of interest is that all this excess stuff has to go somewhere, and that’s largely eBay. Sure, I’ve given away some stuff and sold other bits to various collectors, but the mountain that’s got to go is rather imposing and I only know so many people. You can see one pile above, and more in the corridor below. And that’s not all of it either.

junk_2Of course, eBay has changed a lot since I last used it to sell stuff, so it’s a relearning process. Some of their new format is genuinely helpful, and some is barely-functional dross. Still, you take the rough with the smooth. I think I managed to get a listing up properly, so we’ll see what that looks like tomorrow. Then I can start moving the mountain…

Posted in Random Thoughts | 11 Comments

Deadzone Redux

Deadzone Redux, or DZR to its friends, is the current name for the updated and improved version of Deadzone.

I’ve been working on DZR for a few months now, and it’s still being tested so there’s not much in the way of detail I can tell you yet – best to wait till things are a bit more nailed down. However, it’s hard to keep the fun entirely under my hat, and I can say that we had a cracking game yesterday, as you can see from Ronnie’s happy face 🙂

ronnieIn case you’re wondering, he’s pointing out a Pathfinder that’s about to do something nasty to my sadly misunderstood rats…

All the old DZ fun is still there, with Ronnie making good use of the odd gaps blown in his newly-painted scenery to snipe at my rats from beyond the range of their weapons. Pesky humans. See if you can spot the nasty Pathfinder lurking in the distance (click for a bigger pic).

Spot the PathfinderDZR is a faster, bloodier and easier to learn version the original, and I’m looking forward to our next stage of internal testing when we add all the armies into the mix (so far only been using parts of a few to test the core mechanics).

As an illustration of the sort of carnage we’re making, yesterday’s game ended with this fight between an injured rat and the last of the pathfinders (their boss). We’d both largely ignored the objective markers and concentrated on slaughtering the opposition, and slaughter we did. At the end of the game there were 2 models left on the table out of 12 that started.

final_battleStay tuned and subscribe, bookmark or whatever suits your reading style as I’ll be back with more as soon as Ronnie says I can spill some beans 🙂

Posted in Deadzone | 71 Comments

Interesting Visit

Back from my meeting with Ronnie at Mantic. We had a fun game of the new Deadzone, and I managed to snaffle an early copy of Dungeon Saga. It wouldn’t fit in my backpack.

Anyone watching Ronnie’s FaceBook page will have see us mugging for the camera while we were playing, and I’ve got some more pics on my iPad for tomorrow. It’s still not entirely nailed down, so it’s best not to talk details yet. It only upsets people when they get changed. However, I can tell you that it’s even faster and more dangerous than before. I think I had 2 models left out of 7, and Ronnie had none by the time we stopped.

Posted in Deadzone, Dungeon Sagas | 9 Comments

Mr Potato Head, Body, Legs…

potato_models_1You find inspiring stuff for gaming and modelling in the strangest corners. For an amazing sculptor in a very non-gaming environment, have a look at the video in this report.

http://www.bbc.co.uk/news/magazine-34261568

potato_models_2He makes his models from cooked potato and plaster. Even so, note how he is still using the same process any sculptor of 28mm figures would use, researching his subject, building an armature, and then working over the top. And, though there are fewer details than we might be used to, the pose and character of the figures is great.

Posted in Painting & Modelling | 1 Comment

Designer’s Notes

Here’s a question for everyone, sparked by a comment on a recent post.

If I self-publish a book, I get to pick what I want to include. As I like talking about the why of a game as well as the what, I’d be inclined to include designer’s notes. However, it’s occurred to me that burying these in the rules might not be the best place for them. I could, for example, include them here, so that anyone could read them – not just the people who bought the game.

What do you guys think is the best place for designer’s notes: in the rulebook they apply to, or on the web?

Posted in Game Design Theory, Random Thoughts | 39 Comments

Paintballing

Just come back from a morning’s paintballing in the forest.

PaintIn theory, running around shooting folk (who are shooting back) might generate some interesting thoughts for tabletop skirmish games. Unfortunately, I could see so little through my thoroughly-fogged visor that I might as well have spent most of my morning with my head in a bucket of grey paint. So something of a missed opportunity.

As an illustration of this lack of vision, I walked into the boundary fence more than once, and narrowly stopped myself from running into a tree (where’d that come from?). When my gun jammed, I had so little vision that I couldn’t see whether the motorised ammo feed was on or off. And that’s the gun I was holding up to my face. Spotting someone hiding in a bunker 10 yards away? I can’t even see the bunker.

There is one small point of interest to be salvaged though, to do with the hit location tables that I’ve been playing with for my retro SF game. Judging by the various welts I’m now sporting, I’ve got it about right 🙂

Posted in Random Thoughts | 16 Comments