Can Gaming Genres Be Too Crowded?

Here’s a question I’d like to pose you.

Yes, you.

Can gaming genres be so full that there is no room for anything else? By gaming genres I mean things like “fantasy skirmish”, or “fictional sports board game”. Obviously if the only options available were 10 different “SF mass battle” games and someone brought out a vole-juggling board game then there’s clearly still room for that (always room for vole juggling). But what if someone brought out another SF mass battle game?

Does a gaming genre ever get saturated?

Just wondering what anyone else thought.

Posted in The Business of Games | 60 Comments

Blood Bowl Again?

It’s a common topic of gamer chat at the moment: is GW’s assumed Limited Edition (LE) release this year going to be a new Blood Bowl?

For those of you that haven’t been paying attention lately, GW has released 2 Limited Edition stand-alone games so far in this current phase: Space Hulk (which did very well) and Dread Fleet (which didn’t). As these came out with a 2 year gap between them and we’ve had another 2 years since, the discerning geek is assuming that GW will continue their love of fixed release cycles and deliver something else this year. Blood Bowl is the rumour mill’s favourite with Warhammer Quest a strong second.

Mostly I ignore rumours, but this one has some apparent merit. On a more personal note, I’ve been asked by a number of folk whether this worries me. Will this kill DreadBall? I thought I’d burble about it for a little while here.

The answer is “no”, by the way.

Blood Bowl is a fine game with many years of refinement and nostalgia behind it and if it comes out as a LE I would expect it to do very well and sell through quickly. If it follows the current GW LE model it will be released, be sold, and then be dropped by GW as if it never happened. Ebay will see inflated prices on copies for years. DreadBall will continue to be better supported before the BB release, throughout this period, and beyond.

LE releases allow GW to make a nice cash injection to their finances without muddying the waters for their staff who can continue to focus on core games. It suits the way they work and they’re doing fine so far. Judging by the comments I hear from supporters of their many non-core games, this does not suit those fans especially well. Either way, it’s what GW do, so we can reasonably assume they’ll do the same again.

The current rumour may be wrong, but let’s assume for a moment that they’re on the money. Blood Bowl comes out as a stand-alone boxed game with 4 teams in. GW sell it through and once their warehouses are empty they forget about it. I can see this causing as much upset as excitement in the BB community, but not a great deal of either. What about those many players who play one of the two or three dozen other teams in the current incarnation? What do they play in this new, limited version? We have nothing except Space Hulk to go on as far as rules are concerned (because DF was new, not reissued), but if we follow the same logic there they’ll be much the same rules we already have. Nice new models and pitch one would expect; not drastically reworked rules. That probably leaves the community to simply update the current teams to the new version and carry on as before, grumbling as ever that GW have failed to support the game in the long term. There will be a blip in the smooth running of the BB community, but they’ve grown used to being ignored by GW over the last decade, so it won’t be a shock.

I’d expect a new BB to add some new recruits to the online forums and a wad of cash to GW’s coffers. Apart from that I don’t expect to see much change. Does that sound worrying?

Posted in DreadBall - The Futuristic Sports Game | 37 Comments

Clear Bases Incoming!

Just heard that the 1mm clear bases I’ve been after have all now been cut and are just waiting on the tender mercies of the Royal Mail. Probably get them next Feb 😉

Clear base on greyAt Foundry today we had a bunch of games of God of Battles. People are still building forces up and so there was much proxying, which was all reminiscent of the playtesting and a little nostalgic for me. Next month when we do it again I hope to see some more finished forces (mine too) alongside some more new faces so we can gradually build up a bigger group. More generals means more variety of armies and more fun playing different opponents. It also means we can mess about with mini campaigns and suchlike.

There was a good demo of the simplicity of the game today when the chap I’d just taught to play explained the rules for miracles to his next opponent. Not bad after one hearing. I just get to watch the carnage from the sidelines 🙂

It was also interesting to watch different builds on the same army type fighting each other and various opponents. One version beat up a lighter and shootier version of the same thing (Thousand Tribes), and then fought the T’lekkan and realised what fighty really meant. Mind you, if they’d bumped into the Blood Gorged who were kicking about they might have had a lesson there as well. All fun stuff.

The next GoB bash at Foundry is on the 4th of May.

Posted in God of Battles | 6 Comments

Gods, Battles & Eldar Scouts

Tomorrow is the first saturday of the month, so that means it’s God of Battles over at Foundry 🙂

You’re all very welcome to pop along to their factory/shop and have a game, chat about the rules, rifle through the blisters, or all three.

I’ll be on hand to run demo games for anyone that is curious about the game, and there will be more folk to play against for more experienced players. If you’ve got an army bring it along and see who you can defeat!

God of Battles is quick to play and there should the opportunity for a number of scraps during the day. Last time we had a great atmosphere with several battles being fought between a variety of players and armies. As more folk learn the game and turn up with their armies I’ll start testing out some new scenarios with the group and perhaps run a mini-campaign for people.

ghost troopersIn other news, this lot of pencil-headed foreigners turned up this morning from the E’Bai craftworld¹.

The eagle-eyed veterans among you may recognise this backdrop as a small section of the original GW painting station which I’ve recently cleared (and which still holds the debris from the Dropzone models I was cleaning yesterday). Yes, a clear area to paint and model in! Will wonders never cease?

What are they doing on my desk, you may ask? Predictably it’s not to play 40K; no, it’s Lost Patrol again. In a typical sort of arrangement I’ve worked out the rules for the Imperial Guard (and played them a few times, and they’re rather fun), but not got the models I want yet. The Eldar I have here are intended to be another option for the game, though I’ve not actually tried playing the rules I’ve got for them yet. Got the models though 🙂

On the subject of models, these are the old metal versions, not the Finecast variety. Melting² in the sun may be characterful for ice cream, but is downright irritating for models.

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1: Not sure what colour scheme that craftworld uses. Working on it.

2: Technically melting is the wrong word for what Finecast does, but deforming (which I believe is the correct term for their behaviour in the warm sunshine) doesn’t fit the analogy (and isn’t funny) so I’ve used some poetic license.

Posted in God of Battles, Lost Patrol | 13 Comments

DreadBall Season 2 Design Theory: Dead is Forever?

DB logoYou know that sinking feeling you get when you count the line of body bags by your Subs’ Bench and then the funds you have to get them all fixed up and good as new? Well Season 2 has the answer.

There is a lot of discussion in Season 2 about different ways of running leagues and so on. Mostly this is merely offering suggestions for league sponsors rather than hard and fast rules, but there are a couple of important additions. The first of these are a set of new advancement tables (with the new abilities) and a new Free Agent table. You’ll be familiar with the way both of these work so they don’t need explaining, and the reasoning behind them is obvious too – in many ways they had to be done. What you might not have seen coming is a new form of player “resurrection”.

This new Cryorevision process comes from the caring people at BrenMed Industries and costs a mere 4mc¹ per player, per fatality. It slots into the same place in the between matches sequence as the normal process of reviving a player (or not), it’s just a lot cheaper. So what’s not to like? Well Cryorevision isn’t quite as slick as the normal process; not as entirely fool-proof. It does have its little problems…

When you use this method to revive a player you need to roll to see if they’ve come back as you expected or whether they suffer from an unfortunate side-effect of the process colloquially known as “freezer burn”. Depending on which bits didn’t thaw right, the damage could be a loss of a stat or an ability. If they’re really lucky they’ll be good as new. These are the chaps you’ll see promoting the company on the adverts. At the other end of the scale are those that are too far gone to even be recycled. Remember the footnote?

So why did I put this in? Well from my days running Blood Bowl I know that injury rules can be a very emotive topic. Many people like them and as just as many can’t stand the thought. Injuries also create an extra set of things to track and some more fiddle. True, they are also characterful and tell a story, and I like that, but the down sides they have are real too. This was why they were left out of the original set.

Having thought a lot more on the topic I came up with this new rule which allows me to have my cake and eat it. As it is entirely down to the Coach in question to take the risk on the cheap reviving, they can choose to have the extra fiddle of injuries or not. If they don’t like the idea they can avoid it entirely. True, they will go to more wakes, but everyone has a black suit already and the buffets are often well catered and invariably free. For those sentimental (or skint) Coaches that want to keep their team staggering along regardless, it allows them to take the risk and keep the old faces in the team photos.

Win/win 🙂

 

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1: Non-refundable.

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 14 Comments

Dropzone Commander Review: Assembly & First Battle

DZC_Logo_white_web_grandeHaving cleared some painting space I assembled enough of the DzC boxed sets to get a game on the table. Just baby steps really, with half-built models and whatnot. This was just a way to get a general idea of the flow of the thing rather than an attempt to play a proper game of DzC in all its glory.

The following isn’t a full review by any means. Instead it’s just a few thoughts based on actually assembling some of the models and then trying them out on the tabletop.

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Assembly

  • The resin Hawk use is lovely to work with. It’s texture is smooth and soft and it cuts and sands beautifully. Although I am very much not a fan of superglue I’ve acquired some industrial strength stuff and used that to assemble the pieces. Seemed to work fine.
  • Mould lines and flash are present on some models and some are in slightly awkward places right next to details (eg on the side of Neptunes). They are easily removed although you have to be careful to avoid trimming too much away because the resin is so soft.
  • Assembly of the models is an odd mix of carefully considered joints (Neptunes main hull) and the abysmally ill-thought out ones (Juno hulls). The Neptunes went together smoothly and just took a  bit of care removing the casting stubs. The Junos were a bit of a faff as one pair of halves didn’t want to align the sides properly and took some persuading. I now have the job of making the seam line disappear on both vehicles – a task I’d rather not have but without which they will be spoiled.
  • The stalks on the flight stands need a bit of work to go into the holes in the bases. Nothing major, but you need to do something or they won’t fit (and you really do need them in DzC).
  • Overall, nice resin to work with, good looking models, but a few choices in the design of moulds and breakup of parts that could have been improved.

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First Game

  • We needed a QR sheet. Mostly this was for unit stats which we kept having to refer back to the book for. A single sheet would have done it. I expect there will be one somewhere online – I just haven’t looked yet. Bob thought that there should have been one included in the army boxes.
  • We did some stuff wrong. This was kind of expected, and wasn’t that important as the aim was to get a general idea of how things worked which we did.Bob didn’t much care for the Shaltari and cared for them even less when they died in droves (not helped by my failing to realise they had a save – sorry Bob).
  • It was obvious that the game would move along at a fair pace when we knew what we were doing.
  • I don’t think that this size of game (smallest of the three army boxes) is going to keep people amused for very long, and it’s plain that it’s on the cusp of being unplayable or at least missing out on a lot of how the game really functions. Really want at least twice this amount on the table. Apart from anything else, only infantry can go into structures, and that’s where objectives often live. There simply isn’t enough infantry in the smallest set to last long.
  • The game has an encouragingly different flavour to most whilst remaining familiar. The mechanics are straightforward enough, it’s the style of play that is different. Foot and vehicle units are very slow and need the dropships to cart them about. This makes for a fun change of pace as units are deposited, do a job and then get picked up and redeployed.
  • The 6 turn limit to almost all scenarios seemed perhaps a little short and I thought failed to really capitalise on the whole idea of the dropships repositioning things. The process of dropping, doing, picking up, moving, redeploying, etc takes too many turns to really do it more than 2 or 3 times in a game and if this is one of the USPs it should be allowed to shine more. If that makes sense.
  • Other than the turn limit the scenarios were a nice mix and the rules for objectives and so on well considered.

I’ll keep other thoughts for later when I’ve played some more. For now let’s just say that it’s a promising start with only a few reservations.

Posted in Dropzone Commander, Review | 17 Comments

A Collection of DreadBall House Rules

DB logoChris suggested this idea on another thread and I thought it was an excellent notion.

As you might imagine, I don’t have lots of house rules myself. However, some of you guys (and gals) will and it would be fun to hear what they are. Hopefully this post can act as a collecting point for all the DreadBall variants.

So, if you’ve got a cool house rule that you use in your own DreadBall games why not post it up here for all to see?

POST YOUR HOUSE RULES HERE!

Posted in DreadBall - The Futuristic Sports Game | 84 Comments

DreadBall Kick-Off Edition

I’m putting this up after noon today so that you’ll know this isn’t an April Fool.

Just thought I’d mention this in case you hadn’t seen it.

DB Kick-Off is a sort of DB lite edition that is aimed at people who are sitting on the fence. In the video Ronnie explains more about what’s in and what’s not in the box. Also see their earlier post.

Posted in DreadBall - The Futuristic Sports Game | 4 Comments

A New Plan

Well I tried having fixed days for specific types of post and it just ain’t me. I’ve almost certainly missed more than I’ve hit, so that’s not a plan I’m going to pretend to adhere to any more. Instead, I’ll try something else: posting something every day. “How on Earth can that be any easier?”, I hear you cry. Well the change of plan does two helpful things:

1) It’s the same all the time.

2) it’s not restrictive.

Good ideas rarely happen to a specific schedule and so I’ve typically been thinking of three things for next tuesday’s post and nothing for today. If I take the subject restrictions away then I just put up whatever’s on my mind and I’d like to talk about. That sounds way easier.

I’m sure I’ll miss the odd day when real life gets in the way. However, I’m also sure that I’ll miss less than I did of this last plan, so it’s a step in the right direction 🙂

Posted in Random Thoughts | 10 Comments

DreadBall Season 2 Design Theory: Judwan

Judwan Fan ArtThere are two teams which have grown out of my initial idea for a single MVP, and the Judwan are the first to be released. From day one they’ve been an experiment in the extreme end of what’s possible for DreadBall teams – because they have nothing but Strikers.

In theory, you could balance the Striker-Jack-Guard mix a number of ways, but in reality it is more limited. You cannot have an all Guard team because you need to be able to strike. You can, however, have a team with no Strikers as the Marauders show. I was interested in whether it was possible to do a team without any ability to Slam – an even more extreme version of the Veer-myn if you will. At least in theory Slams aren’t required to win, though you can see how you might end up in a little trouble…

orx-versus-judwan

Now obviously if a team only does one thing it’s going to have to be pretty good at that, but simply upping their stats didn’t seem very interesting to me. Instead the Judwan have accumulated a number of unique abilities that define them in game terms. Firstly, they are Pacifists. That means no deliberately harming opponents. Now that’s reasonably easy to avoid when you can’t Slam, but it also means you can’t Throw the ball at them either.

As well as having an unusual mental outlook, the Judwan are also physically different from most players, and don’t actually use a DreadBall glove (thanks to special dispensation from the DGB). Instead they are so skilled that they can Throw and catch the ball with their bare hands, a feat which would usually remove a finger or three. This actually means that they can Throw the ball further than normal because the inbuilt limiters of the DreadBall gloves aren’t present, and the reflex training of the Judwan’s art of Mu’shen’wan allows them to position themselves more accurately than other players. In game terms, this means that their range bands are 4 hexes long rather than 3. To balance this, they cannot score bonus points.

During playtesting, the Judwan worked well enough from the start in terms of scoring and winning matches. Despite this, they just weren’t enough fun. Playing with and against them was simply not engaging enough. Eventually people also worked out ways to block them into corners from which they couldn’t escape because they had no Slams and no ability to move their opponents about or break holes in lines. I toyed briefly with giving them all Jump, but even that didn’t quite fix the issues of positional play, nor did it make them much more fun to play. I was repeatedly asked to give them the ability to Slam, but I resisted. Adding Slam to a Striker breaks one of the core principles of DreadBall and would have opened the gates for fudging the whole clean system that differentiates between the player roles. It was tempting to use it to fix this one problem, but it would have broken the balance and clarity of the whole design, so I said no.

DB_Judwan_strkr_fInstead, I came up with a new ability called Misdirect which was another manifestation of their art of Mu’shen’wan. This means that it fitted perfectly with their background and Pacifist stance, whilst also giving them the ability to move opposing players about. It incidentally made them much more interesting to play and gave them a whole new set of options on the pitch. This is the version you’ll see in Season 2.

What Misdirect does is to allow you a new type of action called Feint. A player using this action rolls off against an opponent in a similar way to a Slam, but if they win they will turn or move their opponent (depending on how well they do) without harming them. This gives the Judwan the skills they need to move through and past opposition without any unpleasantries, and makes it impossible to block them into a corner. This solved the problems that playtesting had shown, making them both more competitive and loads more fun for both Coaches in one change – and still no Slam.

On the pitch they do take a big mental shift to deal with as they simply cannot remove their opponents. Instead you play a game of DreadBall almost as if your opponent isn’t there. As with all the Season 2 teams they make both sides think a bit differently and perhaps a little harder, thus raising the whole game to the next level. I hope you like them.

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The picture at the top left was made by a DreadBall fan called Stephane Rabattu and is a great example of the brilliant stuff that has been done by the DB community. Loads better than I can do with my crayons 😉

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 44 Comments