Warpath Open Day

Well I was intending to do a proper event report on Mantic’s Warpath Launch Party, but my camera decided to die, so no pictures from me, I’m afraid 😦

However, there were a number of more technically savvy folk about who were snapping away merrily and have photos on their blogs, including the official Mantic piccies, the not even slightly odd Ninjabread, and (soon) tearsofenvy.

Mantic are getting increasingly organised about these events, and this one had several demo games of Warpath running all day. If you’d been there, you could have played. There were also model displays, artists and sculptors to talk to, painting clinics with Golem Studios, seminars with Ronnie and Alessio and, of course, the Secret Room with all the upcoming goodies in.

It was an interesting day for me, talking to people about Dwarf King’s Hold even though it was really supposed to be a Warpath day. I’d deliberately not set a game up so that it wouldn’t clash, but people wanted to know and it’d have been rude not to explain. I also met a nice French fellow who rejoices in the name Léonidas and happens to run Ravage magazine which, if you don’t know, is an independent French gaming magazine. Interestingly, they’ve just announced that they’re going to be doing an English version soon (in partnership with Coolminiornot, if my schoolboy French is right). This is cool as they have printed a number of things I wanted to read & play in the past, and my French generally won’t cut it when it comes to gaming jargon. For example, the copy I have to hand has a new scenario for DUST and an article on (I think) organising leagues for SMOG. Looking forward to getting it in English 🙂

Posted in Events | 11 Comments

Foundry Miniatures Launch New Website

Tribes of Legend may not be the first fantastical product from Foundry, but it seems to have been a catalyst for them to launch a new Fantasy-focussed website. Whilst Foundry are known as a producer of historical figures, they actually have a huge range of fantasy models too. This new site allows these ranges to have their own place in the sun, rather than hiding under the shadow of the even more vast historical ranges.

Three other things are worth mentioning. Firstly, the site is still being tested, and they’d be very happy to hear if you find something that doesn’t work as you’d expect. I use Firefox and that’s turned up a couple of issues that aren’t present in IE9, for example. But don’t let that stop you having an explore.

The second thing is that they’ve currently got a sale on. Not sure how long it’s on for, but 20% off is always nice. And the post free threshold is lower on the fantasy than the historical site too 🙂

Finally, the first sets of figures from the Tribes of Legend model range are out!

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Lego Dungeons

I was recently discussing different types of games and the Lego dungeon game Heroica came up. So, being something of a game junky (and just finishing DKH3) I thought that would be an amusing change of pace to have a look at. Add another oddment to the pile to review 🙂

I hadn’t really been aware of these Lego games as “proper” games, but I see that at least one is designed by Reiner, so I started to take them a bit more seriously. I’ll let you know how I get on.

Posted in Board Gaming | 27 Comments

Design Theory: Keep A Notebook

If you are like me, your ideas will come tumbling out of your subconscious in a random sequence. Sometimes there will be clumps of notions on a similar theme, sometimes not. However they appear they need to be captured and logged for later use. Notebooks are my preferred means.

These days I am sure that folk will use all manner of digital equivalents, and that’s fine too. Whatever mode of note-taking suits you. The important thing is to carry something around with you that can capture the ideas.

I find that notebooks are good because I can doodle board layouts, cover art roughs and logos as well as writing, and do most of that faster than on a keyboard. I often feel that these ideas fade very quickly, and don’t want to lose them, making speed vital.

I also feel that ideas from my subconscious are like a queue of traffic at the lights, or items on a conveyor belt at the end of the line. If I don’t take the first one away (by writing it down), then I’ll just keep being reminded of that one bumping against the end in ever varying forms as if it’s trying to explain itself and assumes that I’ve not understood so has to change the way it’s presented each time. My subconscious won’t be able to develop the next thought clearly until it’s out of the way. As soon as it’s captured my subconscious can let go of it and move on to the next idea. Over the years the routine of keeping notebooks seems to have speeded up and enhanced this process so that my “backbrain” expects and relies on me taking new ideas off the conveyor as soon as they appear, allowing it to run at a faster pace. All good.

Some ideas are well-formed, and most aren’t. Just take them down anyway and get them out of the way of the next one. When they’re on paper you may find that they spark further ideas and you can develop them from there. It’s not uncommon for an idea to mutate dramatically between initial note and final use. This is quite good actually, as it sometimes allows you to look at it again later, taking the initial note off in a completely different direction so that you get more than one use out of it 🙂

Whatever you end up doing with the ideas, get them out of the way of your subconscious as quickly as you can so that it can get on with its job of making cool new connections and answering puzzles while you can get on with developing them.

Posted in Game Design Theory | 6 Comments

Armourfast Goodies + Secret 15mm Project

The nice people at Armourfast sent me some of their tanks to review, which is always welcome. It helps with the addiction as I don’t seem to be able to choose a single scale for WWII gaming 🙂

Speaking of scales, a little bird also tells me that Armourfast is working on some 15mm projects. Now I can’t tell you what they are yet, but given that Armourfast currently only make WWII plastic kits I could guess. More 15mm WWII plastics? Now wouldn’t that be interesting?

Posted in WWII | 17 Comments

Review: Carnevale – Rhinos Can’t Jump!

This review is based on a pdf of the complete rulebook rather than the printed item as that’s what was given to me. You can see a lot of this on the downloads section of Vesper-On’s website. Not everything is on offer (the background and some illustrations aren’t there), but it’s jolly nice of them to let you have most of their product for free 🙂

Who are Vesper-On? They are a new company that seems to have been set up specifically to produce this game and the associated miniatures. However, that makes them sound a bit new to all this. Well, in some ways they are, but they have also drawn on the sculpting talents of a group of veteran and highly respected artists to produce a striking and unusual range of models.

The Setting

The game is set in an alternate reality version of Venice in 1795. Due to the murderous (lack of) manners of the Vatican agents, most of the Italian population has died and a vast rent has been torn in the sky, through which raw magic now pours. Venice lies on the edge of this cataclysm. This influx of energy is coupled with the rise of Cthulhu’s minions in the waters of the Venetian lagoon, and between them they have made the soggy streets of that city increasingly dangerous.

The gangs (called squads here) that roam the streets are from factions of dissolute nobles, mad doctors, Cthulhu devotees and the guild of thieves. Magic is real and increasingly widely used by all factions. There aren’t really any “good guys”.

The Rules

You can have a look for yourself on Vesper-On’s website, so I won’t go into too much detail here. Suffice to say that this is a D10 system of alternate activation of individual models. Each model has a number of actions they can do in a turn, and must do all those actions when it is their go.

Most stats are dice pools which tell you how many D10 to roll. One dice in every roll is called a destiny dice and determines criticals and fumbles. The rest are rolled against 7 or an opposing stat (whichever is higher) with the aim to equal or beat it. Each success is an Ace. The number of Aces is then modified further to work out whether you have damaged your target, jumped the canal, etc. So, if I roll 3 dice and get 8, 9, 3 then I’ve got 2 successes, or Aces. If your protection (armour) is 2 then this is reduced to zero so I do no damage.

During the game you have to track life points (hit points/wounds/etc) by crossing off the boxes on the right of your character sheet (each model needs a character sheet, which may get to be a bit of a space hog if you have a lot of models). As you drop in health you eventually get to boxes that cause you to take penalties to your stats. The term for crossing from one level of modifier to another is called pain threshold and I found the explanation for this a little fuzzy, though I think I got it in the end. It actually seems to be a lot simpler than it is made out.

There is also a resource to manage called Karma. This allows you to do special stuff like add extra dice to rolls. When you spend it is important, and it only comes back very slowly. However, it can easily make the difference between a crippled target and a barely wounded one. The name is hugely misleading as the only way (apart from scenario special rules) you get it back is by killing things – not at all the normal use of the word.

The rules for movement, swimming, and special combat moves are all simple enough to follow and shouldn’t cause any issues for someone who has played a skirmish game before. There are also a stack of skills that allow models to bend the rules in various ways. Again, nothing to surprise an experienced gamer.

One thing that is a little unusual is the freedom to add equipment to your models. This is simply bought from a shopping list and includes narcotics and venom as well as magic items. Oddly, in a basic game you can’t buy extra weapons or armour, but you can have magic items. This is one area of the rules where the cheese detector flickered rather alarmingly.

The game can be played in one of the scenarios provided or as a campaign. Rules are given to link scenarios together as well as explaining how characters can progress as they go. This is reminiscent of Mordheim or Necromunda’s system.

All told, the rules are relatively involved, on a par with Confrontation, Helldorado or Bushido rather than Song of Blades & Heroes. They are a very similar level of complexity, offer similar tactical options during play and feel very familiar overall. Whilst you will have to deal with the occasional odd translation (and a large number of typos) the rules themselves will not offer many new confusions (or challenges, unfortunately) for experienced gamers.

On The Table

The rules suffer from being translated as is often the case. Some parts were a little less clear than they might have been, but overall the fact that the rules themselves were so familiar made it easy enough to follow. If you’ve played a skirmish game or two before then you’ll probably be pretty close if you just guess what the rules should do.

I had a couple of goes messing about with small numbers of models to get a vague idea of the rules, and then we played a game with the Cthulhu fans against the Doctors. As we were mainly getting to grips with the rules, scenery was limited to a canal down one side, which proved to be a bit of a pain for me (as the Doctors). I don’t think that more scenery would have made any difference as we we just playing the basic fight.

The monstrosities were made up of a boss and some deep ones. I took a doctor, a couple of madmen and a remote controlled rhino. The game played out pretty much as we expected, and the rules worked smoothly enough. Our only real problems were in deciding exactly what the pain threshold meant and how crazy the madmen were. In the end I think the rules make quite a meal out of pain threshold, which is, in reality, a simple concept. Perhaps it’s a translation thing. The real issue was that one of the skills for the madmen hadn’t been translated, so I was left to surf online and try to work out what the translation might have been. Predictably the first 3 online translators gave me a different answer, none of which matched any of the skill names. In the end we agreed, but it could have been more than one skill. That needs to be added to their FAQ/Errata.

The deep ones were scary, my madmen were crazy and the rhino did a nice job of stomping on things till it got swamped (hem, hem) by the deep ones. Ganging up on people is horrendously powerful. The stats for the different beasties gave them a distinct feel, which was good, and the game rolled along reasonably happily with few mechanical hiccups. Nice as the rhino is, I wouldn’t take it again in a small game. Outnumbering is too potent to miss out on the advantage of swarms of troops. I could have had 5 more madmen.

Conclusion

As with everything else, there are pros and cons, and probably the clearest summary is to list these. But before I do, my brief conclusion is that it is a solid, but unexceptional game, which works as well as, but no better than, Helldorado, Confrontation, Bushido or half a dozen others. It’s very much of that ilk. Whether it is the game for you or not really depends not on the unremarkable rules, but on whether you are drawn in by the models and the background they live in. That’s the real hook here.

Pro: it’s a different setting from the norm.

Pro: the game plays fairly smoothly.

Pro: there are some lovely models (and you don’t get to stomp folk with a rhino very often).

Pro: there are lots of story elements to the game, and there will be great tales to tell after a battle. The scenarios, variable equipment, campaign rules, etc all help this.

Pro: you have lots of opportunity to tailor a squad to your own taste by varying equipment and magic as well as troops.

Con: the game is a bit scatter-shot. It feels as though the designer has tried to get everything into one game rather than spread it across 2 or 3. The nearest thing it has to a strong central theme is 18th century Venice itself, and for me that ends up fighting with Cthulhu, magic, “super powers”, etc. We’ve seen all these other things before, and I think these familiar bits really weaken the strength of the theme. Instead of supporting the originality they dilute the evocative idea of Venice and the masquerade. There are some darlings in here that need to feel the knife.

Con: because there is so much flexibility in equipment and magic as well as troops, it is inevitable that some combinations are much more powerful than others, and there are very likely to be balance issues. I’ve already had some discussions with people about horribly dangerous combinations.

Con: the game isn’t nearly as immersive as it should (and could) be. The combination of background, models, rules, language, art, graphics and everything else should combine to draw you into the world of a game. Here it feels as though many of those elements are fighting against each other. This isn’t a con for players who are sold on it regardless, but it doesn’t help draw people in as it might have done, which is a pity.

Con: there are lots of typos in the rules. These are generally just sloppy rather than problematical, though one skill on the madmen wasn’t translated so we had to guess what it should have been. This was not in the FAQ or Errata and did cause minor issues in play.

Con: because it is a unique setting for a game, you’re going to need a completely new set of scenery for it. Urban 18th century Venice isn’t something most people will have lying about, and you will certainly need something.

Posted in Review, Tabletop gaming | 11 Comments

Foundry Christmas Open Day

I don’t normally promote such things in advance, but I’m going to be at this one and it looks like fun. Among other things we’ll have the first public run out of the Tribes of Legend game. Speaking of which, there’s an animated gif of photos from the new range. I’ve picked a nice one out for you in glorious not-changing-every-tenth-of-a-second-o-vision ™.

If you don’t get the Foundry newsletter, the latest one reads:

“Christmas open days Friday 2nd and Saturday 3rd December!

At 2pm on Saturday the 3rd of December, foundry will be hosting the first ever participation game of our exciting new Greek mythology release ‘Tribes of Legend’, written by renowned games designer Jake Thornton!

This fast paced and entertaining battle will see a rampaging tribe of drunken centaurs attempting to overrun the camp of a staunch warband of amazon warriors, so if you want to take part, not to mention meeting the author himself, phone or email us now to reserve your place before we book up!

Plus don’t forget that our Christmas open days will see a range of fantastic in-store discounts, a plethora of other participation games including Condotierre and Street Violence, and more mince pies and hot drinks than you can shake a decidedly festive stick at! Doors open from 10am until 4pm both days, so come along and join in the festive fun!”

If Nottingham’s not too far for you to travel, why not pop along? I’ll be taking pictures and writing up a report afterwards, but it won’t be the same without you!

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Tribes of legend – Look Inside

Tribes of Legend is up on Amazon with their shiny look inside feature, which is cool. This is the first time I’ve seen most of it in its finished form, so it’s fun for me too. One of the things I didn’t know about the look inside feature is that you can click on the surprise me button and reveal a load more pages, which is neat 🙂

Speaking of ToL, I had a couple of games this morning. We played the mass battle game twice in 90 minutes (not counting set up time), which goes to underline just how fast and brutal the whole thing is. I managed to just engineer a loss both times. In the second game my centaurs had victory firmly in their grasp, but put it down to reach for another sack of wine. Drunkards all. They’re a fun lot to play, though not an army for players who insist on their army doing what it’s told. Bob took the City States army, which is much better behaved.

Posted in Tribes of Legend | 7 Comments

Design Theory: Less Is More

Just because an idea is good, doesn’t mean it’s good for this game.

All of the designers I know have more ideas than they can get finished, and this is a good thing. It shows a fertile and creative mind. I find ideas are a bit like the hydra of old: get one into a project and published, and two more spring up in its place, begging to be used too. This abundance of ideas makes it very tempting to crowbar as many into each game as possible, and this is a trap.

Less is more is a somewhat trite cliché, but under the rather shop-worn exterior is an important concept. Sometimes taking things away allows the real strength of the core concept to shine through. Sometimes all the extra “chrome” isn’t adding at all: it’s just obscuring the really good parts. Always, the trick is to know when and what to prune.

This is a bit like murdering your darlings, and can often include that jolly concept, but it is more than that too. What I’m talking about is focussing your design on what is really important for this game. In that process of honing you should definitely murder excess darlings, but you should also look critically at everything else too. As I said at the start: just because an idea is good, doesn’t mean it’s good for this game. And that’s the critical point: for this game. Many, if not all, game concepts and rules are great in the right place and a problem in the wrong one. It’s seldom the rule itself that is at fault, merely the juxtaposition of it with the rest of the design.

Posted in Uncategorized | 17 Comments

Design Theory: Murder Your Darlings

Murder your darlings is a phrase that was first used by Sir Arthur Quiller-Couch (the dapper gent illustrated here) in a 1914 lecture on writing style at Cambridge University. What it means is probably best put by saying that if you think you’ve written something especially clever and particularly witty in a turn of phrase whose inner beauty will have the gods themselves weeping with joy, then it almost certainly needs to be deleted and should, on no account, be printed.

Harsh? Possibly. But it is a very useful guide when you are new to writing (when you are naturally more prone to making these errors), and it has the additional advantage of inuring you somewhat to the pain and anguish of having your deathless prose work edited, redacted, and generally stomped all over by everyone who comes after you in the process.

Whilst this phrase and principle is literary in origin, it applies just as much to games design.

Very often novice designers, like novice writers, will announce that they have finished with a project when in reality it still needs some cutting back. This is partly the understandable side-effect of enthusiasm and inexperience, and I did it as much as anyone. I still do, on occasion, though less so now I have a better understanding and more experience and I am often able to purge my own work before someone else has to. Now I know there is a trap, I can avoid it more easily. Eventually practice may make perfect, though I think I’m a long way off yet.

Applying this notion is fairly simple in principle, and hard in practice, as so many things are. First, you have to design your game, or at least make a start. Then, you have to see if any darlings need a quiet knife in the back. Ideally, you should do this as you go along. That way you can clear up any mess as you make it.

The big question is how do you know what is a darling? The best way I have found is by asking yourself which bits are your cleverest. You may have a workmanlike movement system, and a set of stats which is near-universal, but at one side you have a cunningly wrought rules engine that includes all manner of clever modifiers and twists. You are most proud of its cunning and elegance. It could be your masterpiece, or it could be vainglorious nonsense. Ask yourself: is it really necessary, or is it being clever just to show off? Try taking it out or putting a much simpler system in its place. Does the game still work? What did you lose? Ask other playtesters. Did they notice the difference? Removing some rules will bring the whole edifice down, and others will disappear entirely unnoticed. These latter rules should be high on your list to die. Of course, it may really be clever and elegant. Novices can write just as great stuff as veterans. But not always.

As you gain experience you will learn to use the principle routinely, but even then it is worthwhile consciously stopping and taking stock every now and again. Read your manuscript. Is it all really worth keeping? Can you excise that rule? It’s ever so clever, but does that alone warrant it’s inclusion?

If at all possible, you will be greatly helped by putting a project to one side and leaving it alone for as long as possible. Fresh eyes are what is needed, and you will benefit from a break if you can afford the time. When you come back to it, read the whole thing from scratch, just as if you were coming to it for the first time. Are the rules clearly explained? Do any bits jump out or jar. Often a darling will be obvious by being in a different style of writing, or in a different style of rule (if you see what I mean). Try playing it again, preferably with someone who did not help you develop it this far. Are there any bits that seem redundant, or which would lose little, but help the whole thing to be more streamlined? A particularly big clue is when a rule seems brilliant to you, but incomprehensible or irrelevant to others.

Of course, this is only one of a myriad reasons why games are not always as good as they could be. Time and money considerations are critical drivers and most projects get less playtesting with less critical gamers than they really need. Still, learning how to murder your darlings is a simple and easily applicable concept that can help make your game better, whatever your budget. If you write or design anything, then I’d urge you to give it a go.

Posted in Game Design Theory | 27 Comments