Been AFK…

I dunno. I turn away for 5 seconds and when I get back my inbox is overflowing again!

As you may have noticed, apart form the odd comment from my iPad, I’ve been AFK for the last couple of days, sorting dull RL rubbish. This weekend I’ve got lots of playtesting and gaming booked, so it’s going to be a little while before I catch up again. I keep saying that…

To dump some more random thoughts, I’ve been thinking that it might help if I introduced a little more structure around here. Folk seem to like having regular topics on specific days, so I thought I’d give it a try. Might make me more organised, and it might not. We’ll see how we go. Here’s the plan:

 

Tuesdays

This day is named for the god Tiw, who was probably the original father of the gods, back in the mists of the (s0-called) Dark Ages. Over time he was gradually demoted to a son of Woden/Odin and was somewhat marginalised, though he was never entirely forgotten. His appearance as one-handed harks back to his courage which allowed the gods to bind the great wolf Fenrir (a jolly useful thing to do). He is also known as the sponsor of the althing. This makes him a funny mix of wisdom and courage.

Starting to paint again after many years of not, and picking a whole army to do it with, is an act of foolishness akin to sticking your hand in the mouth of a giant wolf. At least, that’s my tenuous reasoning to put articles about building, painting and similar army diary entries here. Basically Tuesdays will be for anything to do with making both models and board game components. The link is the making.

 

Thursdays

Thor is the god in question here, and he is best known as the brash and dramatic god of thunder. Loud and brash? Hmm, what fits here?

I’m going to use Thursdays for reviews, starting a series that will look at games and gaming goodies in a rather more in depth way than is common on the internet. You’ve seen the sort of thing I mean with Dreadfleet – my coverage of which runs into many thousands of words. I don’t expect or intend to cover many different games, but when I do look at something it will be over several stages and from different angles. Doubtless I will like some and dislike others. We’ll have to see.

I read many reviews online and most of them are too brief and superficial for my taste. Of course, it takes very little time to write 50 words about the art in the new rules being pretty, and repeated plays over several days to write a proper review, so it’s obvious why there are fewer of those about. However, as a gamer I want to know what something is really like before I buy into it, and that means something deeper than a precis of the rules and “it looks really good”. Lots of games look really good. Let’s hear about what it’s like in play, and in detail? What are the best bits? Where have they let themselves down? is it easy to learn? Can you find a rule when you need it mid-game? Are they clearly written in the first place? What about support? Do they seem to care? Have they produced a full game with terrain, QR sheets and all the other gubbins that’s needed? Are all the models out yet? Are you left to fend for yourself and finish off their good ideas for them? Just a few of the questions I think a really good review should answer.

 

Sundays

The day of the Sun was the late Roman day of rest. The invincible sun, Sol Invictus, is the one honoured here.

The plan is to use Sunday as a day to provide some support for one (or more) of my published games. Whether this is expanded rules or (more often) an updated FAQ, a tactics article or something else entirely, the aim is to provide an additional free resource for the handsome, charming and generally talented and lovely folk who play my games. Granted, if I’m feeling obscure it might be for Lost Patrol or even Battle of the Halji – you’ll never know till you drop by to check 🙂

 

In General

Even though I am going to try these specific days, I’ll still be posting the odd thing in-between, as and when I feel the urge. This post, for example, wouldn’t fit those categories. Perhaps that is why I am posting it on a Friday 😉

In other words, the regular days are intended to provide a framework with which I can provide a bit more clarity for both you and me. It won’t stop me from posting other things, but much of what I do will fit into those broad categories.

Let’s see how we go.

Posted in Random Thoughts | 8 Comments

Waiting to Settle

My head feels like it has something in it to express, though I am not sure what that may be. Possibly it’s just full of things and needs a release valve. So excuse me while I unload some of the accumulated gubbins.

It’s been a busy weekend gaming with a friend visiting from out of town. He’s been putting up with my experimental game designs for years, and we used to play every week. Since his work relocated him to another town our gaming sessions have become rather rarer, though perhaps even more fun for all that. So whilst he was down we have been catching up and alternating between playing the old favourites and trying out some of my latest work.

By “old favourites” I mean things like Nuclear War, Lost Cities and Naval War – none of which require so much brain that you can’t chat while you obliterate each other (and curse the Dark Hand of Reiner). We also had a long discussion about Dropzone Commander which I have got and read most of, but haven’t played yet. I’ll be doing a series of articles about that soon enough, and it was interesting to go through the rules with him to see what his reaction was. Of course, we also tried our hand at some unpublished stuff, including the latest project that shall not be spoken of. As has so often been the way, we ended up playing a game where everything was pretending to be something else because the models simply don’t exist yet. It does keep the imagination exercised though 🙂

Speaking of imagination, I’m looking at painting again, partly because of DzC, but mainly for a fantasy army. As many of you will know, I haven’t painted in years and so the notion of me painting an army is not to be taken with anything other than a large sack of salt. Still, the intention has to be the first step. I’ve also been sorting through stacks of stuff and need to put a bunch of things on Ebay to clear some room (probably for more toys). Considering what was worth keeping and what I was ever going to use was the main driver to actually make something out of the bits I’ve been collecting for army X or army Y over the years.

Painting has always been a problem as I don’t like the results when I paint fast, but don’t get much done when I paint well. I have painted quite a few armies over the years, though never as many as I wanted to, so I know I can do it if I put my mind to it. What I need to do is devise a process for painting which produces acceptable results in a realistic time. The Holy Grail of army painting, if you will. Of course, what constitutes an acceptable quality and a reasonable speed depend on who you ask, and I’ve not really decided myself. I’ll know it when I see it though.

There’s more rolling round among my little grey cells, DreadBall included, but I’ll spare you for now. There’s loads of real work to be doing, and I’ve got another meeting first thing tomorrow so I should make sure I’m ready for that.

One last thought before I go. Are people looking forward to Christmas? For me it’s generally a huge time sink which threatens deadlines, but that’s probably just being a freelancer. Or Scrooge. I forget. Will you get lots of cool toys and play fun games? Is it a season to be jolly?

Posted in Random Thoughts | 14 Comments

A Little Bit of History

Warlock of Firetop MountainIt all started with the Warlock of Firetop Mountain.

The history of adventure game books is 30 years old this year, and to celebrate that fact a friend of mine has organised a Kickstarter to finish his book on the subject.

I’ll leave a full description to Jonathan over on KS. I just thought I’d tell you why I paid for a copy.

Firstly, it’s an odd purchase for me. It’s not a game, nor a model, nor even funny dice; it’s not a nice selection of new paints, a T-shirt with amusing geek humour or anything remotely “useful” for actually gaming. That makes it  a bit of an odd one for me. Most of the stuff I buy which can remotely be described as for my hobby is directly useful. However, this promises to be that rarest of items: an account of modern gaming history that I don’t already know.

There aren’t many books on the subject of recent gaming history, and sadly all the ones I have read have been fairly poor. I’m sure I missed a few, but this has been largely because I was so put off by the feeble efforts of the ones I have wasted hours trawling through. Mostly the authors seemed to know less than I did from simply being a customer at the time. You Are The Hero promises to be different as the author is not only a professional writer, but is also the author of several game books himself. He does proper research (increasingly a rather splendid novelty), rather than just using Wikipedia and guesswork and knows the business from both sides of the fence. These are all Good Things.

What I am hoping and expecting to end up with is an interesting and well illustrated read with lashings of nostalgia and some choice pieces of evocative art from my early days in gaming. I’m hoping to find out some amusing anecdotes along the way. So I’ve pledged my $30 for a copy. I’m even wondering where my battered copy of Warlock is lurking, and my pristine copy of Titan. Perhaps I’ll have one more bash at nabbing the old geezer’s loot…

Does anyone else remember the heyday of the game book? Does anyone play them regularly now?

Posted in Random Thoughts | 40 Comments

Wildcard

DB logo

Wildcard is one of the Season 2 MVPs, and as such shouldn’t really be out and about for months yet. However, KickStarts being the odd things they are, and Ronnie having trouble keeping shiny toys to himself, more than a few of you are going to have a model for this young lass before Santa comes down the chimney 🙂

Because new models are always more fun when you can play with them, I’ve got a sneak peek of her rules from an early draft of Season 2. These still have more playtesting to survive through, though I think she’ll work fine like this. She’s certainly worth trying out.

So without further ado… ladies and gentlemen, I give you…

WILDCARD!

 

Wildcard-Concept

 

Wildcard

One of the current favourites of the crowd is the dazzling Wildcard. Like Lucky Logan, she appears in all the most fashionable commercials, and also like Logan she specialises in pulling victory from the jaws of defeat.

Role Move Strength Speed Skill Armour Min Cost per Game Notes
Jack 6 4+ 3+ 4+ 4+ 9mc Even the Odds, Slide

Plays for: genetically pure human teams or Asterians.

Wildcard is a fast and agile human, with a distinctive uniform and a flashing smile. She is a boon to the cameras which often focus on her even when the ball is elsewhere on the pitch.

Her appearance is unlike most of the teams she plays with, with a uniform that is more akin to Asterian body suits in general cut than a normal human DreadBall suit. Her clothing also seems to offer a similar level of defence to Asterian smartsuits, becoming rigid in response to kinetic energy. This allows her to appear only lightly protected, which can encourage unwary foes closer than is usually good for them.

Her playing style and philosophy echoes the lithe and enigmatic aliens too, and she has been known to play alongside them on the few occasions they sought outside aid. On the pitch her movements are almost languid when her team is winning, but as soon as things go awry she redoubles her efforts. Every opposing move is scrutinised for weak points and she is quick to exploit any that she finds. However, as soon as the crisis is over she slips back into a more relaxed style of play. It is almost like she wants to keep the game in balance rather than win it outright.

 

Wildcard in game

 

Even the Odds (Jack)

This ability is exactly the same as Running Interference (see page 42 of the main rules), with the exception of when it can be used.

Instead of a limit of once per match, Even the Odds can be used once in any opposing Rush that begins with the opposing team having a score greater than zero.

 

Slide (Jack)

The player may Dash as part of any action that allows them to move at least 1 hex.

 

Note: “Genetically Pure Humans”

In a universe largely populated by aliens and mutants, the term “genetically pure human” simply means what it says: neither mutant nor alien. In the case of who an MVP will play for, genetically pure human teams are currently limited to the Trontek 29ers and the Void Sirens.

 

 

line

 

Now it’s entirely possible that the table will go a little screwy for some folk, depending on which browser is being used. The internet is like that. So I’ve got a pdf for you as well. It’s the same thing as above, but perhaps in an easier format:

Wildcard v2

Posted in DreadBall - The Futuristic Sports Game | 24 Comments

DreadBall Season 2 Testing

FemCorp_color_pinkWhat larks!

Yesterday I spent the day with a bunch of 14 playtesters as we kicked around the 4 new teams for Season 2. Each of the new teams was played against one of the original 4, and players rotated to play both with and against the new teams and with each of the different options.

Photos? Some were taken, but I don’t have them. Too busy talking to people and taking notes. You wouldn’t be interested though as we haven’t got any of the models back yet, so we’re having to proxy everything. Such is the norm for playtests though.

What was interesting was the teams themselves. Overall they are a more unusual and tricksy bunch, as befits a second wave of options. You’ve had the simple ones in the first box and you’ve learned how to deal with them. Now we come to teams that require a little more consideration.

In case you don’t know, the 4 new teams are:

  • Human (female)
  • Z’zor
  • Robots
  • Judwan.

DB_Judwan_strkr_fOf the 4 there was only one that cause issues, and that was the Judwan. They were always going to be the awkward one, so this was largely expected. They are unique (and will remain so) in being the only team that cannot harm their opponents. As DreadBall essentially boils down to two elements (thumping folk and throwing the ball), focussing entirely on one is more than a little bizarre. Whether this design goal is actually practical in the long run is still up for grabs. I may have to give them some ability to bash the other side or, as some suggested, at least push others about. However, as I demonstrated on the unfortunate Stewart, pushing people about doesn’t seem all that pacifist, and is really just Slamming by another name. Whilst it may be necessary to make the team work, I’d rather avoid it if I can.

Zzor_color-orangeWhy be so stubborn? Well my aim here is to make teams that offer as wide a range of tactical choices and are as characterful and varied as I can make them whilst keeping a coherent background environment and story. Not being able to score is an option that isn’t available. Not being able to Slam is a theoretical option which offers one intriguing tactical extreme. The problem is that it isn’t fun to play at the moment (though it does work mechanically). Although every team will be dull to some, the Judwan in their present state just aren’t floating anyone’s boat much, and that can’t stay.

So there’s work yet to be done. Luckily it’s only the most bizarre of the 4 teams. I seem to have the measure of the others who seem to be working rather nicely 🙂

DB-Robots

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 55 Comments

It’s Not Really My Place, But…

Can I just have a quiet word about the arrival of your DreadBall sets? Good. Don’t tell Ronnie.

Mantic has been coming in for a lot of flak over the way this is being delivered, and it’s not fair to them at all. I was talking to Ronnie yesterday about this, and he’s more concerned with just getting the stuff out to the you guys than giving excuses. However, what you don’t know, because he’s not telling you, is that there are a number of suppliers who have let Mantic down badly with DreadBall, and any fault for a less than smooth release lies firmly with them. I won’t bore you with details, but suffice to say that the Mantic crew have been working like demons to get DreadBall to you this side of Christmas, and have had to deal with the fallout of a series of broken promises and failed deliveries from apparently reputable suppliers. Each time they have resourced and reorganised new supplies so that they can deliver to you on time – and they’re doing so! Estimated delivery on the Kickstarter page is December, and next week – the first week in December – they’re starting to ship them out.

All the issues with sequencing copies to trade and pledgers is down to the failures to supply the product as ordered. DB was supposed to arrive packed and shrinkwrapped, and instead Mantic has had to disrupt an already full-to-bursting factory with thousands of sets of components and then pack and store them all.

Not only that, but they’ve been posting frequent (sometimes daily) updates about the current status. I know that I know more of what’s going on behind the scenes than you guys, and I’ve been biting my tongue about it, but enough is enough. Mantic has had to put up with ridiculous and unprofessional idiocy  from parts of their supply chain and they’re delivering on time despite that. Let’s cut them a little slack here.

To put this into perspective, my Sedition Wars pledge (yes I did) says that I should expect delivery in November. Well, it’s the last day of November and apparently it won’t arrive until January 😦

Mantic’s dealt with the same problems and they’re mailing out daily updates and delivering the game on time, when they said they would. Actually, they’re delivering the January Kickstart pledges ahead of time, before Christmas (instead of making more cash by selling the games to trade) because that’s the right thing to do. Pledgers will get the December and January MVPs weeks if not months before they are in the stores.

Given the circumstances it’s hard to see what more Mantic could have done.

I know you’re all just super-keen to play with your new toys. Me too. I’ve not got a proper copy yet either. But soon, my precious, very soon…

Posted in DreadBall - The Futuristic Sports Game, The Business of Games | 44 Comments

I’ve Been a Bit Naughty

I have a confession to make.

I’ve been playing Devil’s Advocate a bit with regard to Jacks, to try and glean your opinions. I’ve prodded the comments only a little, letting you run off and debate/argue rather more vociferously than normal. But this deception has had an important purpose.

Jacks are a slightly problem child for me. On the one hand they do a sterling job of allowing me to define a range of teams in ways I simply could not do without them. I think that they are worth including for this alone because I value this spread and variety of game experiences that they bring. I am, overall, very happy with the way that DreadBall has turned out, but I am a perfectionist and there has been this niggle at the back of my mind that Jacks are just not quite where they should be.

Buhallin has a point when he says that they are a bit underpowered for teams where specialists are available too. I think that he’s overstating the problem a touch, but there is a core of truth there and in the long run it needs to be addressed.

Truth be told, I’ve known this for a long time, long before DreadBall was finalised. So why didn’t I “fix” it before? Well, it’s a very subtle problem, and one that will cause critical damage if the pendulum swings too far the other way, so I’ve erred on the side of caution.

“Critical damage”? I think so. If Jacks are too powerful, then the specialists get marginalised by a team of über-powerful all-rounders. This harks back to the bland and tedious team structures I was trying to avoid in the first place, so you can see why I am not keen. But it’s even worse than that as it endangers the whole structure of the team balance, and though that may sound overly dramatic I don’t think it is. In my view, if Jacks are too powerful then they make a mess of the whole game.

If we say that Guards and Strikers are 10 out of 10 at their specialist role, and 0 out of 10 at the other one, then what are Jacks? Perhaps they are 6 out of 10 at both at present. Well how good should they be able to get? 7? 8? That’s the absolute limit I’d say, and maybe even that is pushing it. If they become 9/10 and retain their ability to do the other specialism too, then why ever take the specialist? The problem that Buhallin et al have been railing against simply presents itself the other way round and we’re back to square 1, if not back in the box and on the shelf.

The real problem here is one of balance, and the tipping point here is very narrow. It’s further muddied by being predicated on Coach skill a great deal, which makes the mechanical solution tricker to gauge and the whole process of fixing it like doing brain surgery in the dark with mittens on. Running stats is all very well, but doesn’t hold the whole answer. So what can we do?

My plan has been to feel my way slowly with this and make any changes in small steps. For most people, Jacks are fine as they are, and are certainly not an issue in one off games and friendlies. In teams like the Greenmoon Smackers they are fine too, and don’t need any changes because they work exactly as intended. This is part of the problem. How do I not break the bits that work (by far the majority) whilst trying to improve the few sections that need slightly enhancing? Remember that the core of what allows DB to play quickly is simple, universal rules. If we’re changing Jacks it’s not just human ones, but goblins too. We need to fix one without breaking the other.

Remember also that we’re not talking about a broken game here, or even a broken player type, but a fairly subtle detail which most people never seem to notice. I don’t like niggles though, and the Jack is not quite sat perfectly where they should be. I want to correct that slight imperfection.

What I’ve been working on is a handful of additional abilities that Jacks can gain through experience. This seems to address the issue without breaking what already works and also without making them unduly potent and therefore causing a much, much bigger problem than the marginal issue we’re trying to fix.

The core two abilities are to allow the Jack to make a Run when they Slam or Throw, like the specialist. This would be 2 abilities, one for each type of action, and the Slam one would also apply to Running Interference, boosting the potency of that unique Jack ability. Breaking it down like this also enforces what I have envisaged all along which is that Jacks have the most to gain by experience of all the player types, and reward the Coaches that groom these players carefully.

Apologies again for the deception, and thank you all for the comments. I’m sure you’ll let me know what you think below 🙂

Posted in DreadBall - The Futuristic Sports Game | 36 Comments

I Thought You Were…

…yeah, I was. Then reality intervened and I’ve been working on Season 2 stuff for DreadBall instead. I’ve got half the article about Jacks written and I’ll finish that off as soon as I can. Lots going on at the moment though.

As far as S2 is concerned, you’ll be pleased to hear that it’s all coming along nicely. There are still some MVPs to detail and the rules for the Coaches need a bit more testing. Cheerleaders work nicely though, and the new teams are looking good on paper as well as in terms of models. More playtesting to be done, as ever, but I think they’re getting close.

I’m also working on some of my own games for Quirkworthy, which will be print and play or print on demand sort of things. And then there is another “proof of concept” I am pitching on thursday, which is exciting. So plenty to keep me amused. More on all of these as I get the fancy logos done and things get green lights 🙂

Posted in DreadBall - The Futuristic Sports Game, Quirkworthy Productions | 14 Comments

DreadBall Design Theory: Why 3 Player Roles?

From the outset, DreadBall was intended to be a simple game to explain and understand. A big part of this has been refining and streamlining the options for the gamer so that he or she isn’t struggling through a vast rule set that is littered with exceptions and sub-clauses. Things need to be crisp and clear. All this starts with the game itself.

When you boil down the way the sport works, there are essentially two things you need to do on a DreadBall pitch. The first is to score strikes. This is, after all, how you win. However, without the ability to control the positioning of your opponents you’ll struggle to get into position yourself. This is the second essential.

You could argue for a third essential of blocking your opponent’s, and it is a useful skill. However, DreadBall is a high energy, aggressive sport and the majority of the time you do better by simply scoring more and more quickly than the other side. The best form of defence in DreadBall is often attack. In any case, being able to control the opposition works for defence too.

Controlling the Opposition

You need to be able to get to a the ball and then into a position to Strike. There is another team on the pitch who are in your way. What you need to do is control where they can go, and if they are in the wrong place for your plans you need to be able to move them somewhere else (a body bag will do nicely).

 

Strikes

Without scoring Strikes you cannot win. You need to be able to collect, pass and score with the ball, and to do so as reliably as possible.

 

Why 3 Roles?

Controlling the opposition is obviously what Guards do, and scoring Strikes is the role of a Striker. But DreadBall has 3 roles. Why include Jacks?

Jacks have been part of my design from the very start, and serve a number of important functions. They are, in many ways, the unsung heroes of the piece, and though they are the least spectacular of the player roles they are probably the most useful in design terms.

In DreadBall’s early design stages there were some calls for Guards to be able to Throw the ball, and Strikers to Slam. The argument was that you might possibly be in a position where you wouldn’t have the right specialist available. I have resisted this stubbornly for a number of reasons, the main ones being:

  • that it muddies a clear design
  • Jacks already (partially) cover that problem
  • allowing everyone to do everything is bland, dull and removes a load of tactical options and opportunities to demonstrate player skill.

With Guards ignoring the ball (Keepers aside), and Strikers never Slamming, each specialist has a clear and simple duty which they can finesse to their heart’s content without making anyone else redundant. Coaches can easily see what they need to do on the pitch, and the tools (players) they need for each job. Play can evolve past the struggles with the rules and into the tactical options and depth that I find more fun.

Jack are the glue that holds this model together. With only two specialists, there is little option but to include both in most teams. Teams must have Strikers, and all-Striker teams need special rules to cope. Essentially team variation goes out of the window with only 2 player types.

Specialists are also very good at what they do, for obvious reasons. This is a bit mono, again, and leads to less interesting team variation and so less interesting play.

By adding a generalist as a half-way house between the two extremes of play style it allows me to keep the purity of each extreme whilst also having a poorer version of each ability to add texture and variation to each team mix. A Jack is OK at Strikes, but not as good as a Striker. He is OK at Slams, but not as good as a Guard. The teams now have another variation they can include, and by mixing up the combinations of different player roles we can have teams with no Guards (relying on Jacks), no Strikers (relying on Jacks), etc.

If we look at the alternative to this, which is giving every individual the ability to do everything, we have a mess. Either the player is so penalised for trying the “opposite” role (Slamming Strikers, Throwing Guards) that he might as well not have the ability, or he is able to do it passably. The first is pointless and a waste of time. The second will quickly degenerate into a bland soup as players gain experience. If every player can try their hand at everything the differences start as minimal and get less as time goes on. I’m going for characterful here – for telling an exciting story – and “bland” need not apply.

The only credible alternatives I can see to the 3 roles I’ve gone for are either adding more specialists (which I think would be ungainly and is unnecessary) or making everyone the same. If all players were just players, then you could tinker with their exact abilities for team balance and character. That might work. However, it would be far more complex to play and balance and I don’t see any real benefit over what we have. Possible, yes. Worthwhile? I’m far from convinced.

So we end up with what we have: 2 specialists at the extreme ends of a spectrum, with Jacks in the middle. This gives us larger than life characters and a powerful set of archetypes (the solid Guard, the nimble Striker, the versatile Jack). We have a stark contrast of playing styles and an easy to remember set of rules to define them. Coaches can quickly understand and memorise the stats for role specific armour types and bonuses and then get on with thinking about tactics and winning the game rather than the rules.

And that sounds like fun to me.

 

 

 

 

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 54 Comments

Wading Through Neck Deep FAQs

Well I managed to reduce the comments on the DB FAQ from just over a hundred back to a mere 60 or so. There are still some good questions I need to subsume into the main body, but I’m getting there.

I think the discussion section is working well as I can bring in the best bits of our discussion in the comments before I delete them. This way the FAQ can grow as a resource without needing a tail of 200 comments that new folk have to wade through to find the good bits.

I’ve also sorted the questions out into categories so that they will be a bit easier to find 🙂

The layout is still a touch flakey, but that’s WordPress for you. What you see isn’t quite what you get. I keep meaning to buy (and learn how to use) the CSS expansion so I can do nicer layout, but for the moment I just want to concentrate on getting the text up so you can play the game. Pretty can be done later.

I’ll have another couple of hours trawl through tomorrow and that should be the bulk of it for the moment. Then I need to do the same for the PP and DKH FAQs. I think this format works loads better so I’ll copy it across to them too.

Posted in DreadBall - The Futuristic Sports Game, Random Thoughts | 8 Comments