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

Mars Rules!

MA_2013_LOGO_horizontal-jake

 

For those of you that wanted to know a bit more about how the game works, here is a taste:

Mars Attacks beta rules.

The introductory scenario is included to get you started and give you a flavour of what’s to come. This is just a start though. There’s loads of heroes, extra cards and new troops (and saucers and bugs) to add as we go on.

A gameplay video will be posted on the Kickstarter on monday.

Any questions, just comment below 🙂

 

 

 

Posted in Mars Attacks! | 24 Comments

Mars Attacks & Deadzone

Or should that be Mars Attacks vs Deadzone?

The most frequent question I’ve had about Mars Attacks is “what’s the difference between Mars Attacks and Deadzone?” Actually, “what’s the same¹” is a shorter list.

Overview

Game designs can be divided into two very broad camps: those that start with mechanics and slap a theme on later, and those that start with a theme and derive the rules from that. You can get great games with either method, though they do tend towards different styles. Personally, I almost always start from a theme and let the rules follow from there. It’s just what suits me. This was what happened with both MA and DZ, and this is the root of the differences.

deadzone-logo-whiteDeadzone zooms into a tiny corner of the vast Warpath universe to concentrate on small groups of highly trained special forces. This is Blackhawk Down, Bravo Two Zero and the Cockleshell Heroes all rolled into one. Set in space. With monsters.

The tone of the background is serious – it is, after all, the end of humanity if the Enforcers get this wrong. That would probably be important.

DZ springs from this background of highly trained individuals, and so individual models are important and powerful. There’s a wealth of options in the tactical detail for the player to choose between, and the minutae of these choices can be critical. He can combine the moves of his various models to pull off complex, interlocking plans. Of course, you have to be aware of the overall progress of your force, but it’s in managing the detail of the individual actions that you will probably win the game.

MA_2013_LOGO_horizontal-jakeMars Attacks, on the other hand, is not serious. How could it be? It’s based on the larger than life comic style of the collectable cards and comics. It’s all slightly retro brash colours, dastardly aliens, buxom heroines, manly heroes and deadly ray guns in a style reminiscent of the covers of Astounding! and Amazing! magazines. Approaching this the same way as Deadzone just wouldn’t sit right in my brain.

So Mars Attacks is a much lighter game. It’s slightly more random and less “thinky” in a rules sense (though the better player will still win 95% of the games). To reflect the background, individual normal Martians and Humans die in droves. They are very much not important. Oh sure, one might get lucky, but they’d need to. Mostly it’s the heroes that will be winning the games for you. If the rank and file are getting anything done it’s because they turned up mob handed and outnumber you by lots.

Mars Attacks is replete with wacky events like wandering herds of burning cattle, distracting squirrels, thrown cars and loads more. It also has flying saucers and ray guns.

So, detailed and thinky, vs lighter and sillier.

 

Mars Attacks banner artDetails

Both games share the same basic dice mechanic that you might have seen in DreadBall. It’s a nice, simple and very quick process that is both easy to explain and quickly becomes second nature. I’ve used it for a while now (it’s based on the one I used in God of Battles and was in development for another game before that). As I know it works and works well it seemed like reinventing the wheel to replace it with something else. Just as cars all use round wheels, I didn’t think replacing it for the sake of being different would help anyone. Square wheels? No thanks.

Both games are also action driven in the sense that you choose an action per model from a list. Again, this is the same as DreadBall (and a thousand other skirmish games). However, the list of possible actions is different in DZ and MA. DZ allows for a lot more detail and includes more modifiers on each of its larger list of actions. This means that Mars Attacks focuses less on the detail of individuals, and more on the overall movement of the force as a whole.

Another thing that underlines this difference is the fact that only heroes get injured. Normal Humans and Martians just get dead, and they do that pretty quickly. If you’re familiar with the background you’d be surprised at anything else. The stories have an impressive body count.

Overall, I’d say that the games look closer on paper than they feel in play. When you’ve got them on the table the difference in focus is clear. Deadzone wants you in the details. Mars Attacks wants you in the war².

Audience

So who is Mars Attacks for? Well, it’s for anyone who might want a lighter and sillier gaming session. In some cases this will be a group that loves the background and appreciates its black humour. This could be casual gamers or (in my case) veteran geeks who are looking for a light game to end or start a session of something else. It could be anyone that wants to fight their way through the narrative campaign to save or conquer Greenville. Mars Attacks is also a good way to introduce someone to gaming as it combines ready to go out of the box with simple rules and fun (pre-assembled) models.

Personally I expect to play DZ and MA with the same opponents. Just because someone likes the detail grit of Deadzone doesn’t mean they can’t appreciate disintegrating waves of the opposition with heat rays, chucking a car at the enemy or setting fire to a herd of cattle. It’s not so much one or the other – they’re both different sorts of fun 🙂

HumveeIn The End

I’m sure we’ll come back to this question again. It is, like the DB/BB elephant, looking like a hardy perennial. However, for me the issue is simple. The points of similarity are like the same things that two cars have in common. Both a Maserati and a Humvee are good at what they’re designed for, and both have an engine, wheels and brakes, but you wouldn’t mistake one for the other. Would you? If you’re confused, the robust and practical Humvee is shown above, and the very shiny Maserati is shown below.

Similarly, DZ and MA both use dice, actions and fight over a gridded board, but that doesn’t make them the same thing. Far from it. I look forward to enjoying both, each for different reasons.

Can I have some Martians now Stew?

maserati-birdcage

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1: what’s important and the same. I’m ignoring the fact that both games use dice and models, have rules for movement and so on. If we count those then there are hundreds of games which are effectively the same, and that’s daft.

2: And making the sound effects. Obviously.

Posted in Deadzone, Mars Attacks! | 13 Comments

Foundry God of Battles Event Cancelled Due To Illness

Hi folks.

Unfortunately the Foundry staff have been beset by illness and aren’t going to be able to open tomorrow. This means that the planned God of Battles campaign day won’t be able to go ahead on saturday the 5th of October as planned. 

As we already have a rolling “first saturday of the month” GoB day booked at Foundry I suggest that we simply bump the campaign day to next time (2nd November). Any plans for interim games there should probably be on hold until we hear that Marcus and the rest of the Foundry crew are back on their feet.

Apologies for the late notice. I only just heard myself.

If you know anyone else who was coming and might not have heard, please pass the info on.

Thanks.

 

Posted in Events, God of Battles | Leave a comment

Warning! Enemy Approaching…

MA_2013_LOGO_horizontal-jakeWith less than four hours to go to the launch of Mars Attacks on Kickstarter I thought I’d let you know of another freebie on the topic.

0_ma_comicMantic have arranged a free digital issue of one of the Mars Attacks comics for everyone signing up to the Mantic newsletter.

If you’re already a subscriber you should have received your link in yesterday’s newsletter. If not, then all you need to do is scoot over to the Mars Attacks website and sign up there. They’ll be sending the link out in the next few days.

Ronnie showed me some of the pledge levels yesterday and I’m still not sure how the maths works. You’ll see what I mean when it goes live.

There is an Alpha set of rules being laid out for your amusement too, so the rules-hounds among you won’t be disappointed.

 

All told, Mars Attacks is looking pretty shiny 😉

Posted in Mars Attacks! | 8 Comments

Frantic At Mantic

Rhymes, eh? Where would advertising be without them?

Seriously though, I was at Mantic yesterday where it was all hands to the pumps packing  shiny DB3 boxes for despatch all over the world. Stacks and stacks of the things in great ziggurats filling the warehouse. Well they were before the postie turned up. When they weren’t doing that a few brave souls were still fighting the last battles in the Deadzone, fending off terrifying Stage 1P printers and other nasties. And, to add to the excitement, within mere hours of arriving is a vast fleet of invaders. Yup, the Mars Attacks Kickstarter goes live tomorrow, and I’ve seen the saucers they’re coming in.

Very nice 😉

Personally I’ve also got the God of Battles campaign day this saturday at Foundry in Nottingham  and have been quietly working on some campaign rules in general that can use it (in part) as a bit of a test. It’s all looking like being very free form and relaxed, which is always a fun challenge. If you’re able to, why not drop into Foundry and join in? The nature of the event means that it can accommodate all manner of later arrivals. That’s one of the common issues with running campaigns so it’ll be good to be able to test some ideas out with several gamers at once 🙂

Posted in Deadzone, DreadBall - The Futuristic Sports Game, God of Battles, Mars Attacks! | 2 Comments

Dropzone Commander Plastic Starter Set

DZC 2player boxI just got my paws on one of these and thought I’d drop some first impressions here.

For £60 RRP you get a heavy box with quite a bit in. It looks like a well thought out entry point for the game which should bring in new blood to their player base. I know a couple of people who’re dipping their toes into this game now that the entry cost has been lowered. That’s all good.

In the box you get all the models, rules, scenery, counters, dice and even a tape that you’d need to play. It’s fairly comprehensive.

The models in the box are equivalent to a Scourge and UCM starter, but in plastic instead of resin. How much difference does that make? Well, to start with each of those resin starters has an RRP of more than the whole box. That’s a very big difference. But do you sacrifice quality for that reduction? Well, I’ve got a starter set for each of them so I can do a comparison review later. For the moment, let me just say that they look fine on the sprues.

The rulebook is the 1.1 version, so no major changes there. It’s 4 pages longer than the v1.0, but is an instance of incorporating errata from the first edition rather than a wholesale reworking. Tweaks and clarifications are the order of the day here.

I’ll come back to look at this in more detail in a proper review later. For now, let me just say that anyone who thought DZC was too expensive to get into can’t use that argument any longer.

 

Posted in Dropzone Commander | 12 Comments