Some New Deadzone Mercs

You’ve seen the art, and possibly even the models. Here are the rules:

Some mercs for Q v01

This instalment covers 3 new mercs: Eddak P’mera, Chief Radgrad, and Bjarg Starnafall. P’mera and Bjarg are both scouts, though quite different ones. Radgrad is a killer.

Comments welcome.

Posted in Deadzone | 28 Comments

Win A Compressor

A local air compressor company is having a competition that you might have seen kicking about the net – they certainly seem to be doing a fair job of promoting it. If you haven’t, then why not head on over to have a go?

bambi_budget_bb8_silent_air_compressor_9_litres_0.5_hp_

I’ve nothing to do with this other than passing on the info, and will, in fact, be entering it if I can work out what my favourite model is.

The prize is called Bambi, which amused me. Doesn’t look quite like I remember the little chap though. Maybe it’s the nostalgia. I’ve not heard of these before so I can’t tell you how well it works, but as it retails for over £300 I can’t see it being shoddy. And, if it was free I’d be happy to try it out 😉

All you have to do to be in with a chance of winning this is to send/tweet/Facebook them a photo of your favourite model (and why it is your fave). Full rules on their site.

The closing date is the 30th of Jan.

Best of luck!

Posted in Random Thoughts | 1 Comment

Some DKH Scenarios

Not by me, either, which is fun. I’ve not tried these yet, but I’m sure Mr Dixon would be happy to hear any feedback if you had a chance to play through them yourself.

http://nfrdixon.blogspot.co.uk/2014/01/unholy-assassination-scenario-for-dwarf.html

http://nfrdixon.blogspot.co.uk/2014/01/prison-break-dwarf-kings-hold-sc.html

I’m sure there must be a few more fan-written DKH scenarios kicking about the net. Does anyone have any links they’d like to share? I can then add these to the DKH page so everyone can reference them 😉

Posted in Dwarf King's Hold | 1 Comment

Unboxing Darkhammer’s Monk With 1000 Hands

Here’s another one from the toy pile. This time it’s the Monk With A Thousand Hands, again from Darkhammer Miniatures.

Monk-with-Thousand-handThis model shares many similarities of packaging, detail of sculpting and quality of casting with the undead samurai. I won’t repeat all that here other than to say that it’s a very nice piece indeed and I’m very happy to have it.

1000 handsAs you can see, he comes in quite a few bits so there’s some assembly to do. Lots of great details here. Continuing the asiatic undead/demonic theme, the monk has his Buddhist prayer beads and is clearly a peaceful fellow. I’m also intrigued that they’ve modelled the flames on his head (which is on fire – see the art above). That’ll be a challenge to paint well.

Whilst the undead samurai is simply another incarnation of a familiar undead warrior, this monk is unlike anything I’ve seen before. Now I don’t claim to be particularly up on the latest in oriental demons, so that’s perhaps not surprising. He does look cool though, and very much the stuff of nightmares. What would you use him for? Well apart from the obvious use as a display piece there are games like Bushido which I’m sure could find a corner for him. I’ll be using him in both GoB and Eternal Battles. For GoB I’d like the undead to have a wide mix of cultural backgrounds, and the odd demon wouldn’t go amiss as a hero. Alternatively, you could use him as a statue. He would make a nice focal point for some evil sanctuary, and if he happened to come to life when the adventurers triggered the trap, or upset the sorcerer…

All in all it’s another very nice offering from Darkhammer.

Why is his head on fire?

Posted in Review | 13 Comments

Unboxing Darkhammer’s Undead Samurai

Following on from yesterday, here’s a look at the first of my Darkhammer goodies. I’ve started with the same one they started with: the mounted Undead Samurai in the middle of the picture below. Oh, and before we get started, I bought this direct from Darkhammer themselves via their online store. All worked fine, though you should note that they (like Figone) only post every so often. It does say this on the site, but just in case you hadn’t spotted it and wonder where your models have got to…

Darkhammer figsBefore we examine the model itself, it’s important to look at how it’s packed. After all, it’s got a long way to travel to get to me and I want it to arrive intact. As you can see, it’s a bit like the old party game pass the parcel.

Undead samurai 1On the outside is an illustrated wrap showing a moody photo of the bony fellow himself. Slide this off and you have a plain brown wrap that seals the top of a heavy tray. Inside this tray is a bubble wrap bag, and inside this bag is second bubble wrap bag. Inside this are the various components of the model itself – inside ziplock bags. So I’d say that was pretty well protected.

Undead samurai 2And here they are. Note that the main horse body was taped to the base. On the flip side were the yari and sashimono, also taped to the base for safety. I’m not sure if this was cunning forethought or lucky happenstance, but the yari was slightly too long to be entirely protected by the width of the base – but the pouring tag for the base gave just enough room for the whole length to be firmly taped to the underside. A nifty way to get finely cast pieces across the planet.

Undead samurai 4Dobbin isn’t feeling well. Not at all. A faithful old warhorse he may be, but this undead lark is playing merry hell with his shiny coat. I’ve places the two separate legs into position here (just slipped in, not glued) so you can see the general shape and the fit. The rider’s bum and upper legs are moulded onto the saddle. His lower legs, torso and so on are separate. This gives him a solid seat in the saddle where he needs it, and room between his lower legs and Dobbin’s flanks where he needs that. Much more convincing. If the animated dead can be convincing.

The horse is well rotted and well detailed with various bones sticking out from his mouldering coat and exposed muscles. He’s not fully skeletal, nor does he look fresh enough to call a zombie nag. He’s really a skeleton with a few stringy bits left attached. Don’t worry, the crows will have them polished off soon enough.

A close inspection of this picture will reveal the only broken piece in the whole assembly – the last couple of vertebrae in the tail. As he’s dead, I don’t really see this as an issue. I could stick the bit back, ignore it or add some hair to the tail. Hair often survives reasonably well on bodies, and he has a bit of a mane left so it wouldn’t look out of place. Either way, nothing to worry about.

Undead samurai 3

The rider himself is a fully armoured samurai. His lower legs have rotted to bone as have his arms, but his face is hidden behind his menpo (demon mask), so you don’t see the skull. There’s no mistaking his current state of health though.

The sculpting is gorgeous and the level and type of detail reminds me most strongly of the old Confrontation undead models like Cerberus or their own Scavenger skeletal cavalry. I’ll have to dig some out and see how they look side by side and, if you’re very good, I might take some photos so you can see what I mean 😉

Casting is clean throughout with sharp detail (and plenty of it). There are slight mould lines and some casting blocks to remove, all of which is fairly normal for resin models. Zero bubbles or miscasts as far as I can see. I don’t see anything unusual in the amount of cleaning to be done here.

I’ve not tried to build it properly so I can’t comment on all the fittings. However, the few bits I have put together (like Dobbin’s legs) fitted very well.

Overall, I think this is a great model. Prices depend on whether you pay the full whack or manage to snaffle one of Darkhammer’s periodic deals. Personally, I’m happy with what I paid and have even ordered some more models (including some duplicates to tinker with) since these arrived. I suppose I can’t really say fairer than that.

Posted in Review | 8 Comments

Darkhammer Miniatures

I thought I’d show you some of the new toys I got recently.

Darkhammer figs

Darkhammer Miniatures themselves are a relatively new Chinese (I think) company with only a small line so far – when I ordered these they were the entirety of their offering. They now have one more and a set of concepts for more rank and file sort of figures. They also say that they’d like to do a game at some point.

As these are rather detailed I’ll look at them one at a time, starting tomorrow. That way I can take the time to show you the quality of sculpting and casting up close.

Posted in Review | 13 Comments

Game Design Theory: Playtest In Parts

In general there is a tendency to think of playtesting as simply playing the game lots of times. This is an important part of the process, but I think it’s only part of the story.

Playtesting is a complicated subject when it comes to unravelling best practice. For today I’ll look at just one small aspect that I think it is easily overlooked: trying to see the wood for the trees.

Most games are quite complex assemblies of many sub-units, each of which needs to work on its own as well as a part of the whole. Once they’re all working alongside each other it can be quite difficult to decide which bits are working properly and which need more work. You might know that something isn’t right, but what is it?

My normal practice is to try out different parts of each design in as much isolation as possible so that you can see more clearly how individual elements function, and then tweak them so they do what you really want them to do. The challenge here is that many parts of an interlocked design don’t really do much on their own. That’s when you need replace other parts with vanilla stunt doubles to clear away some of the noise that might obscure the workings of whatever bit you really want to look at if everything was in place with all its variety.

Once you have got a couple of pieces working, run them alongside each other and see how they work. Building up gradually like this gives you confidence in a solid design foundation. If you add one thing at a time and that breaks a previously working game, then you know where to start fixing stuff. Yes, there are exceptions, but this is a better start than most.

For example, I’ve started working on DreadBall Xtreme. So far I’ve been looking at a number of aspects of the game play itself, but I’m not currently concerned about the way teams are picked (which is very different in DBX) or the actual stats teams have. So, I’ve been using a datum human team on both sides to play the games. This enables me to see how the teams interact and the game moves back and forth because of the Rush structure, card play, traps and other drivers for that aspect. Obviously players with different stats will change this, but the core will be there and will do what I intend because I’ve had a chance to see if operating by itself (as far as possible). Similarly, when I designed the first DB I played it many times without cards, coaching dice and so on. I wanted it to be a fast and fun game without any frills and so played it till it was. Then, when I came to adding chrome, I knew the foundation was solid and that I was adding a cherry on top.

Another example of the same sort of approach is my current work on Eternal Battle. At the moment I’ve just finished a third version of the action/initiative/turn mechanics. I wrote one version that I was quite happy with, then an idea for a different approach popped into my head so developed that to see how it compared. I liked that too, so which to pick? This third version is a hybrid of the best bits of the first two and is my favourite of all three. Throughout this development I’ve been assuming that every dice roll succeeds half the time, giving me a reference point when I develop stats later, and also giving me a standard background against which the ebb and flow of initiative, actions and turns can be more easily seen. This lack of other variables getting in the way has allowed me to see what was going on and understand the value of the subtle differences (and issues) with each iteration.

Over the years I’ve seen a lot of troubled games in various stages of development, and in many cases the issues the game was having could be most clearly seen when some of the other systems were taken out of the way. I assume that some clever fellows do all this in their heads, but for me I like to see the working parts dismantled and laid out on the bench in front of me. I’m not smart enough to imagine that level of systemic isolation in the abstract, or perhaps I’m just lacking the confidence to say I’ve done it without seeing for myself. Either way, this is what works for me.

Posted in Game Design Theory | 3 Comments

Deadzone Unboxing

I’m sure there are several of these online already. This one has me rambling on about stuff too 😉

Posted in Deadzone | 12 Comments

First Saturday Of The Month…

…and so we’re off to Foundry again tomorrow to play God of Battles. As ever, if you’re local and fancy a game then feel free to pop along. I’ve been challenged to a 48 point battle, so I’ll be doing that some of the time, but there are always people on hand to show newcomers the ropes and run an intro game if you fancy one.

Look forward to seeing you there 🙂

Posted in God of Battles | 11 Comments

…And Hello 2014

So what’s coming up? Or, more accurately, what’s in the plan today? I say that as things changed last year between plan and execution and there’s no guarantee for 2014 either.

 

Gaming As Work

The first and only really solid project in terms of a 2014 start is DreadBall Xtreme. We’ve already kicked about a bunch of ideas and some sculpting has been done. At least, they’ve made a start. This should be first out of the gate with a Kickstarter sometime early in the year. More blood, more mayhem, more DreadBall!

There is bound to be more Deadzone too, though quite what that would be I’m not sure. There is all the KS stuff to release before I do anything else.

Most importantly for me as a designer is Eternal Battle. I’ve not got a date for this yet, but it will be 2014. Part of the uncertainty is because I’m using a tech platform that I’ve not used before and which offers some exciting possibilities as well as a big challenge in changing my workflow (always a bit alarming). Either way, it’s conceptually a massive project and has been going on for years. Partly a culmination of my recent design thinking and partly new directions. It will be nice to be able to share it with everyone 🙂

There are several other projects, though none have solid dates yet so may all happen in the next few months or slide into 2015. Hard to say. I’ll revisit things as they firm up rather than promise things that may not happen.

 

Gaming As Play

The goal here has to be to try and fit more in, between work. Luckily for my sanity I’m very much enjoying the Eternal Battle stuff I’m working on and so that almost counts as play (even though it is actually work). That plus God of Battles are intended to be a core for my own gaming anyway, and so the lines are rather blurred.

I also need to make this the year I get back into painting properly rather than faffing about the edges as I have been doing. There are work reasons for this as well as play, so again it’s blurred. The perils of work and hobby being the same thing. Again.

Stuff in the Ebay piles really needs to get Ebayed rather than sitting about in the way. I asked at my local club but got no bites, so it’s off to the great jumble sale in the sky. It’s a pity that the whole Ebay process is so dull.

 

Quirkworthy

The biggest task here is to keep posting new stuff while I try to catch up with the old. This is a massive time sink, which I shouldn’t really do. However, I am going to so will just have to make it work. You can expect more of the same, plus (fingers crossed) some more Gaming As Play stuff as well. Once Eternal Battle gets closer there will be a lot on that, plus support for it when it comes out.

 

Watch This Space

Probably the biggest thing to do in order to achieve any of these things is reorganise my schedule. I can’t make more time, but I can make better use of what I’ve got.

All told, my crystal ball predicts another very busy year in the offing, with all sorts of fun gaming projects. If you’re not already a subscriber I recommend you click to sign up (top right) so you get all the posts hot off the press and can join in the discussions while they’re fresh.

All the best!

Posted in Random Thoughts | 16 Comments