Change Of Date

GoB_LOGO on white webThe first saturday of the month is almost upon us again, and normally that would mean a God of Battles day over at Foundry. However, on the 2nd of November the Foundry crew are all over in Antwerp at the Crisis event and so won’t be on hand to open the store. That means no event.

Having discussed the alternative options with them, I’ve decided that the simplest thing it so just skip a month and reconvene on the 7th of December – the first saturday of that month.

GOD_OF_BATTLESApologies to anyone who is missing their fix of GoB. You’ll just have to fight amongst yourselves! As I’m feeling bold, I’m having a game today against the winner of the tournament we had the other day. Let’s see how the Orcs fare 😉

Anyway, when we do get back together on the 7th of December I’ll run something a bit more involving than a normal battle for anyone that cares to join in. It seems to be jinxing the event at the moment, but let’s see if it’s third time lucky for a campaign day.

See you there.

 

Posted in God of Battles | 11 Comments

My Martian Mistake

A little bird has whispered in my ear about yesterday’s post. Apparently I made a mistake and it’s not just the humans that alter their appearance – the Martians change too, just much more slowly. There are some earlier designs in the comics (issue 5 if you’re curious). However, the ones you see today (look out of the window – they’re coming) are a style that’s been in vogue since the 1920s.

So now you know 🙂

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The Astounding 60s

MA 18 - soldier fights backOne question that has come up a few times is why make the GIs contemporary and not 1950s or 1960s? It’s simple: if you look at the Mars Attacks cards and comics they’ve always been set “now”, whenever that might be. The styles of the troopers has changed over the years, but not to reflect anything other than the idea that the invasion is happening right this minute – turn on CNN and you’ll see the saucers.

And the bugs.

If you wanted to use 1960s GIs then there are plenty of models around by various manufacturers and you could just swap them out. It wouldn’t make any difference to the game. Of course, if you could find a cheap bag of badly modelled, bendy “army soldiers” in vibrant green and some random scale then that might be the most appropriate of all. Those Mantic models are just way too detailed 😉

MA card art 3Answering this question also made me think about other periods. We’ve already seen the Aztec and Knight characters in the comics (and the unpronounceable Aztec hero is already available in the KS). Why not other periods? After all, the Martians have been visiting Earth for centuries and if they bumped into Aztecs and knights then what about the folk in-between?

Of course the Martian invaders wouldn’t change much. For our purposes that means not at all. There’s no need to invent changes just for the sake of it. The other side is the one that’s more varied.

MA card art 2In rules terms there’s not much difference in soldiers from the last couple of hundred years. In fact, since America decided not to be a colony, a Martian invasion would meet similarly bolshy defenders with guns whenever they turned up. Fighting against pre-gunpowder warriors might need a tweak or two to feel right. I can’t imagine it would be a big change though.

Pre-1908 (ish) you’d want to change flying car to flying cart. The card would work the same though. Pre-gunpowder you’d need to look at the artillery, mortars, etc, but ACW fights would work with them too. Strafing runs, on the other hand, are WWI and on.

Like I said, a few tweaks, but nothing major.

Hmmm… interesting….

Posted in Mars Attacks! | 17 Comments

Trying To Spend Money

Color Warz splashI mentioned the Color Warz board game last month when they had a go at running a Kickstarter. Well that didn’t work so they rebooted it for another go. I still like it, and the deals are even better this time. They’re just put up their best and final special offer at £50 for this game plus their first game, and if I wasn’t already pledged for the same stuff I’d pledge for this.

Anyhoo, just thought I’d mention it 🙂

(Oh, and it’s nothing to do with me beyond me pledging on it. I just thought it looked like it might be fun.)

Posted in Board Gaming | 11 Comments

How Large Is Your Martian?

I’ve seen a few people asking how big/bulky/etc the Mars Attacks models are, and having managed to scrounge up a couple yesterday I thought I’d do a few comparison shots for your amusement.

The MA models look like they’re made of frozen milk because they’re 3D prints and that may be what they’re actually made from. Whatever it is, it’s translucent and very hard to pick out details, but that’s not why we’re here. There are lovely photos of the nicely painted models all over the Kickstarter, Mantic’s blog and so on. This is all about size.

I’ve tried to prop up models where appropriate so that the bases are close to the same height. I may be out by a tiny bit, but we’re talking under a mil, so the tops of the models are pretty close to right. Oh, and the final version of the Martians will naturally have a clear goldfish bowl on their heads too. Don’t forget that.

So, first up, how do the Mars Attacks models compare to Mantic’s other SF models? Here we have a Corporation trooper and an Orx. The Corporation model is a normal human in a bit of body armour, but isn’t all bulked out or bioengineered, so should be a good comparator for the Mars Attacks GI.

MA vs ManticWe’ve got to look at a Space Marine just because most gamers have seen them and it’s a useful benchmark.

MA vs GWI only had one Infinity model to hand and it wasn’t human, but at least you Infinity players should be able to use it as a size reference.

MA vs InfinityFinally, I’ve been thinking of the Hasslefree post apocalyptic models and wondering if they’d fit in scale. Looks like they do very well.

MA vs HasslefreeSo there you have it. How large is your Martian? That big.

Posted in Mars Attacks! | 15 Comments

Hmmm…

As is often the way with these posts, not all of the comment and debate is in public. So it was when I said I was starting to paint again.

The longest discussion was with a friend of mine who is an excellent painter himself and something of a teacher of the subject. He was very supportive, but thought that I might be making things a bit harder for myself than I needed to. Instead of painting models that were on the way out (so as to not waste the good ones) he thought I should pick ones I really liked. His suggestion was that this would inspire me to paint more and continue past any hiccups. Well I’ve been pondering this while I’ve been continuing my daubing, and shiver me timbers if he ain’t right. The models I picked “because they were there” are easy to put down because I don’t expect to be keeping them. They’re the equivalent of doodles, or more accurately the equivalent of the scrap paper my grandfather used to practice on. You see, he learned art when it was being taught in a classical manner and one of the simple techniques for learning the craft of it was to practice the brush strokes that were needed to make specific marks. It’s simple – just get a sheet of newspaper and make the same mark again and again over the whole sheet. Then get another sheet and try a different mark. You can then bin the paper. Not the most exciting of lessons, but it certainly teaches you how to control the brush. I was just doing this in 3D.

On the off-chance that I’m not immortal, I may need to hurry my painting along a little (if I’m to get any armies done). After all, I’m not getting any younger. Despite that portrait in the attic.

So, after looking long and hard at the models I’d picked, I’ve relegated two of the three and replaced them with new faces. Ones I do want to paint and will actually use. This might encourage me to try harder, and should also be more of an encouragement to get on with them.

Posted in Painting & Modelling | 23 Comments

Heroes & Villains

DZ models inspect the buffetOne of the things that distinguishes Mars Attacks from Deadzone is the way it deals with the different levels of model. In Deadzone everyone is an individual with some degree of importance, much as in the real military. Different duties that all go together to make the military machine work. The difference between leaders, troopers and specialists is their job rather than their level of fame and glory (as it were). DZ is thus based on a realistic¹ view of the world.

MA Martian heroMars Attacks comes from a brash and exaggerated comic style universe and so everyone is divided into two camps: the heroes around whom the story is built, and everyone else. The “everyone else” department often makes up the bulk of the headcount in a scenario, but they are really just there to show how great the heroes are, either by falling to their mighty attacks or by threatening them so they can use their wit and cunning to escape. Just as with any pulp novel, classic comic, or blockbuster movie, you need the plebs to make the heroes look good. This is not a realistic view of the world.

Coming from these two disparate views of the universe, both games naturally need to do different things to best reflect their own world.

We’ve talked about DZ before, so let’s look at Mars Attacks.

Invasion!

Mars Attacks divides models into Soldiers and Heroes. If you’ve played the beta then you’ll have seen the soldiers in action. They are versatile and skilled, but have a nasty habit of dying very quickly and in droves. Each one is interchangeable with the others of that type. They work en masse.

MA human heroesHeroes, on the other hand, are all different and tend to work quite happily as individuals (or very occasionally as pairs). Some are fighters like the bulk of the soldiers, but better. Others are leaders and can inspire the soldiers (or other heroes) to greater feats of arms. Still others have more unusual skills such as repairing alien weaponry and equipment, hot-wiring cars, negotiation, stealth, first aid, and so on. This description hides a further level of variety. Even those heroes who share a type of ability may well achieve it in a different way. For example, a hero with a rocket launcher is a fighting hero, as is a skilled brawler. On the tabletop they work very differently though, and the missions you’d really want them to help with aren’t the same.

Of course, every hero shares the same stats as the soldiers as well, so they may have some skill at arms even when their main focus is in repair or acrobatics.

The way Mars Attacks defines these skills is by giving each hero an additional stat called Smarts. This basically means what makes them a stand-out hero in the first place and can vary between models. It isn’t a number, but a special trick they can do under certain circumstances.

I’ll be coming back to the heroes later and we can talk about some specific examples then. For the moment, just be aware that the larger-than-life world of Mars Attacks includes plenty of larger-than-life heroes 🙂

 

 

 

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1: Yes, I know, “realism” in SF. Tsk, tsk! What was he thinking?

Obviously the Warpath universe isn’t real. In this context “realistic” is simply a shorthand meaning consistent and credible, conforming to a consistent set of physical laws and with people that behave in a recognisable and reasonable manner. Or something like that. If aliens, space ships, blasters, travel to extra-solar planets and so on were real, then it could work like this.

Also, the definition of what is “real” may offend some of the philosophers in the audience, in which case I apologise for making sweeping statements. I know it’s far more nuanced than that in real reality 😉

 

Posted in Deadzone, Mars Attacks! | 11 Comments

Daubing The Paint On

Well I actually sat down and splashed some paint on some figures yesterday. First time in ages. The photo isn’t supposed to show you any gorgeous work, it’s just to forestall the “pictures or it didn’t happen” comments.

Painted somethingI’ve recently been doing a lot of sorting out of my accumulated books, games, models and so on with a view to getting rid of what I don’t need. Dumped 400 books last week, which meant that the remaining few thousand should fit on the shelves I’ve got. I talked about sorting games out in one of my Ravage articles, and I’ve been doing that too. No bites on games when I offered them to my local club members, so it’s off to Ebay for a whole stack.  Even if the games are good, I’m just not able to play everything, so I’m being a bit more realistic about what I’m going to get on the table. Ever.

Well, I’m trying.

Actually, there is a step between deciding that I won’t play and sticking things on Ebay. Most things get pushed through a repurposing filter to see if I can find them another home in something I do play. This both saves money for buying new toys, and also saves time as I don’t have to faff about with Ebay quite as much. it’s also quite liberating as you don’t feel so bad about hacking models up (even if only theoretically) once they’re consigned to the great car boot sale in the sky.

All good so far.

One of the other major things I need to do is get them painted. Having thought about this as I tidied, I realised that I’ve not painted for so long that I’ve forgotten how to do it. Luckily some of the unwanted models can also be used as stunt doubles so that I can make my most egregious painting errors on things that I don’t actually want to keep. It’s less inspiring painting stuff I don’t want, but until I find a style I’m comfortable with and can actually get the effect I want with it, then I might as well avoid any need to use the paint stripper.

So last night’s start was predictably frustrating. One of my old failings was being so subtle that you couldn’t see the result. Looking at the models this morning you’d never guess that each had 4 or 5 coats, shades, washes or whatever. That’s a bad habit I need to lose.

It’s funny because I know a great deal about painting from a technical viewpoint. I’ve even written painting guides in my time. However, knowing it intellectually is not the same as having the experience and muscle memory to put any of it into practice effectively. So I need to spend some hours at the brush, getting at least a basis of that back.

The aim, of course, is to come to some process whereby I can paint the armies I want in a time I can afford to spend and to a standard that makes it worthwhile. If it’s too slow or too rubbish then there’s no incentive. I’m sure there is a way of doing this, and I’m equally sure that it’s just a matter of practice to get there. Making myself wade through the depressingly crap stage is the hardest part.

Wish me luck.

Posted in Painting & Modelling | 28 Comments

Mars Attacks – The Design Challenge

mars-topper-test

Every game has its own combination of tricky bits to get right, and one of the most important things to do as a designer is work out what these are as early as possible so you get more time to focus on them.

For Mars Attacks I think that the biggest challenge is balance. I’m not talking about balance between Martians and Humans (though that has to happen as well). I’m referring to the balance between skill and luck.

Every game is a balance between these two opposing elements. However, for most of my games luck is a subsidiary element and is often only there to provide a randomness for the outcomes. This residual luck (as it were) is easy to design with as it’s not even really seen as luck by many players. It’s just how you resolve stuff.

For Mars Attacks we need a different balance point – one that’s shifted more towards randomness. Why? Well the background dictates it. As I discussed before, the comic style background cries out for a different approach. Mars Attacks really needs the weird, wacky, larger than life melodrama to really do it justice. Unfortunately, this sort of event tends towards potent as well as random and so can easily tip things too far. Personally I don’t tend to play games that are primarily driven by randomness, and though Mars Attacks has the benefit of being quick to play (so randomness is less of a problem), I still don’t want it to feel unskilled. It has to be a game where the more skilled player wins every, or nearly every time. Exceptionally poor or good luck might tip the balance once in a while, but it should be unusual enough to be noted as such.

So the weird and dramatic story elements like rampaging robots and falling cars need to be balanced by opportunities for player skill. Finding the right balance point here is the challenge.

Actually, I know what I want. I want a skill based game with lots of story. This means that any skill I sacrifice for randomness needs to be greatly rewarded with extra fun story elements.

The main way I’m doing this is by keeping the core rules very much like a normal skirmish game. Strip everything back and this is what you end up with: a simple, but fairly traditional, skirmish game. There is luck and randomness used to resolve actions, but nothing more. The main additional random element comes in the card draws. This is more dramatic than, say, DreadBall, simply because of the types of things that are on the cards. However, they are major story elements and so their presence is required and any lost skill is worth it.

As you’ll see if you try out the beta rules, some of these events can be very potent, perhaps a bit too potent as they stand. I may need to rein a few of them in, and when more are added they also need to be carefully watched for the balance between luck and wackiness.

Overall I think it’s working pretty well so far. There’s  plenty more playtesting to be done, and you guys are more than welcome to join in.

See you in the ruins 😉

 

Posted in Game Design Theory, Mars Attacks! | 18 Comments

Mars Attacks Podcast

This is a rather uncoordinated talk I had with Neil of Meeples & Miniatures the other day about Mars Attacks (click the link).

M&M logoAs usual, I drifted off into design theory and similar gubbins rather than details of the game.

You were warned 😉

Posted in Mars Attacks! | 2 Comments