Showing posts with label wargames. Show all posts
Showing posts with label wargames. Show all posts

Wednesday, February 1, 2012

'Naut Fight! Playtest 2

This cocludes the 'Naut Fight! portion of the consolidation process between Secret Antiquities and The Society of Torch, Pole and Rope. New content is on its way shortly.

This week we were back to four players again, allowing me to see if ‘Naut Fight! remains playable with even more ‘Nauts battling it out in the arena. Not only do the rules still allow for fast and exciting play with more players, the game seems to increase in fun at an exponential rate! The only drawback was I had to supplement my playing pieces with a Binary Load Lifter from WotC’s Star Wars Miniatures line


Everyone except last week’s winner chose to create new ‘Nauts this time and we had a wider array of engines and specials. Our first-time player allotted most of his build dice into Speed, allowing him to run rings around the other three combatants. Seeing that it would take their combined efforts to bottle up and destroy the swift-moving construct, the rest of the gladiators put aside their differences for several rounds and turned their attentions on the poorly armed and armored ‘Naut.



Having learned that putting a big hill for the ‘Nauts to fight over in the middle of the arena keeps the battle in one place, I decided to mix things up this time around. Instead of a pile in the middle of the board there was a pit with a single hex platform at its center. A glowing orb floated above the platform, and the returning players recognized this as a body reinforcement globe that added to their ‘Nauts’ hit capacity. One player headed straight for it in the initial round, almost reaching it, before discovering that the orb jaunted around the arena randomly, coming to rest in the middle of areas of intermittent fire. This proved to be no obstacle for one ‘Naut who possessed an engine that help resist fire damage. He scooped it up early in the fight, but the flame rings around the arena continued to be obstacles throughout the fight.


There was still a lack of body slams or overbearing attacks in the match, despite my reminding the players of that option. We almost had an attempt to push one ‘Naut into the center pit, but the opposing gladiator lacked the movement that round to close and make the attack and the threatened ‘Naut moved clear in the following round.


The special weapon of the game was undoubtedly the Fimbul Gun, a cold-emitting cannon that could inflict freezing damage on a ‘Naut or be used to ice down hexes in the arena to create slippery terrain that slowed down movement through them. Two gladiators had these, and you can see the iced-down ground in the pictures (the hexes marked with blue lines). The Fimbul Guns helped corral the speedy ‘Naut into a corner where it was finally destroyed.


The game is turning out to be a surprise hit and the guys are beginning to hint that I should be working on a demonstration model to shop around. They continue to provide valuable feedback and suggestions, but the real proof of the game will come the next time I get together with my friendly, non-roleplaying board gaming group. If ‘Naut Fight! proves to be a hit with them, it demonstrates that this could be something more than another portion of the October Country. I may have to pick up two more ‘Naut miniatures to bring the possible number of players up to six. If six is still fast, furious fun, I might really be on to something here.



After ‘Naut Fight! wrapped up, we managed to squeeze in some actual October Country roleplaying. The party picked up a fourth member at Hunger Rock College and got a lead through some useful inquiries (and thus skipped a part of the adventure, but this is a good thing) that led them out to the burned-out insane asylum downriver from the City of Midnight. Hired goons were encountered and defeated, and the party now believes a group called “The Silence” is involved with the attempt to shut down the library. Sounds of chanting were heard and exotic incense filled the air as they entered the asylum, but what awaits them at the end of the soot-covered hallway will be revealed next week (along with some pictures and game stats).

Tuesday, January 31, 2012

'Naut Fight! Playtest 1

The consolidation process continues. The purpose of my last post was to lay the groundwork for this post and the following one, both of which concern playtesting a new skirmish miniatures/board game I've developed based on the October Country setting. 'Naut Fight! has become a popular diversion with this group and I suspect I'll be running another playtest of it again in the next two weeks. I've had non-roleplayers express interest in giving it a go, which I interpret as a good sign that I might be on to something here.

Yesterday saw the first official playtest of the October Country stuff and I was extremely pleased with the way things turned out. My gaming group is going through a transitive period, but is reorganizing to better address what everyone wants to play/run. I’ve finally put Labyrinth Lord behind me for awhile, and although I will return again one day soon, it was nice to explore other options and systems.

 We started off with a playtest of my steampunk automaton gladiator game, ‘Naut Fight! Although intended for one-on-one bouts, the rules are flexible enough to allow multiple ‘Nauts the opportunity to square off. And square off they did as three hulking brutes powered by experimental engines took to the area to battle it out for dominance. A little pre-match skullduggery didn’t turn out too well for one player when his pit crew spy was caught sneaking a peek in an opponent’s ‘Naut depot, but the trio was pretty much evenly matched at the start of the bout.


I sketched out the arena while the guys were building their ‘Nauts, using whatever popped into my head. A few walls, a pair of tar pits, a big old pile to play “King of the Hill” on, and a pair of special “You don’t know what happens when you enter these areas until you do so” spaces filled out the battleground. The ‘Nauts headed for the high ground early and most of the fight took place around the hill as everyone sought to use the top of the heap for combat advantage.


Speed was definitely the red-headed stepchild of traits as only one person decided to allocate more than a single die into that aspect of their gladiator machines. That could have been a bad move for one fighter when he fell into a pit and needed to roll above a certain number to escape. I’m wondering if this choice of allocation will remain true in future matches.


There was one attempt at an alliance to take out a less damaged ‘Naut about halfway through the fight, but it was rebuffed. Had it been accepted, we might have had a different winner. Instead, the two ‘Nauts with the least health beat the snot out one another for a bit while the souped up ‘Naut watched with glee.


The playtest revealed that I need to tighten up the language in my Specials descriptions and that I should make a cheat sheet with some of the other options available besides just blasting away with ranged weapons or slugging it out. That also could have changed things as ‘Nauts tried to clothesline one another or slam an opponent into one of the tar pits.


The guys had some good suggestions for future Specials to be added to the list of options: 360° Sensors that make it impossible for an opponent to gain a tactical advantage when attacking from behind and a Self-Destruct Feature that causes an area of effect blast when your ‘Naut goes down. I originally wrote the first rules draft with two fighters in mind, but after the three-man fight, I can see where those options would make play interesting when fielding teams or with multiple players. The match lasted about an hour and fifteen minutes, which, with three players, is a good sign that the game is short enough to be used in conjunction with the roleplaying game if needed, but also a fun diversion when you can’t get enough players for an RPG but need some entertainment on a rainy afternoon.

After the match, we took the October Country roleplaying game out for a drive. Three would-be heroes traveled to the City of Midnight to make a name for themselves. The group consisted of a budding magician who was an agent of the Juggler; a ballisturgist gun-slinger and agent of the Unnamed; and a great sword-wielding agent of the Red Ruin of War. They quickly found themselves hired by a librarian whose business was overrun by bibliophages. The trio went in, took names (thanks to an ungodly number of critical hits), and discovered that somebody is trying to drive the librarian out of business before he could even get started. The band is headed off to Hunger Rock College to collect a bounty on the slain bibliophages, but it’s obvious that there’s treachery afoot.

Running GORE was a snap, although I need to run through the rules again and make some adjustments and corrections (a blackjack can’t do 1d8 damage unless that’s subdual damage and I’m overlooking the rules for that). The benchmark skills are working as intended and so far they are allowing the PCs to do “cool stuff” early without overpowering the system or making combat a cake walk. We’ll see if this trend continues as the game progresses.

From the October Country: 'Naut Fights

One of the many purposes of the October Country setting is to give me a world where I can put all the genres and stories I want to experiment with in one place. It’s really a microcosm (or perhaps it’s a macrocosm) of my interests on display for all to see. When the setting is complete, the players and referees will find a wide variety of people, places, and things to power their adventures—many of which are very far removed from traditional fantasy.

As much as I pretend to be aloof from it, I am susceptible to popular culture and the current climate of entertainment. That includes advertizing, movies, and other popular trends. Lately, I’ve been seeing a hell of a lot of commercials for the movie Real Steel, a film where Wolverine builds a boxing robot and uses it to bond with his son. And while I’m not a big fan of machine-on-machine violence, the idea of gladiatorial matches between constructed warriors does tickle my fancy a bit. So I decided to add it to the October Country. I already had a region where it would be a natural fit, so why not? Even better, this made me to think about how I’d implement it in the campaign. That led to the creation of a mini-game that I’m currently working on. If I’m lucky, I might test the basic rules after my weekly game session on Sunday. But, without further ado, here’s a brief guide to ‘Naut Fights in the October Country.

High in the northern mountains, where stands of firs and lightning-struck pines grow thick on the granite peaks, is the legendary domain of the Lightning Lords. Secretive sorcerers of technology, the Lightning Lords tap the elemental forces of nature to birth miraculous constructions and machines rarely seen outside of their savagely beautiful country.

This devotion to their science comes at a cost: very few have the luxury of stepping away from their laboratories to attend to mundane matters. This lack of attention extends from simple matters such as hygiene to more complex concerns like the security of their borders. But, as men of science, the Lightning Lords long ago created a means to deal with certain pressing matters by means of mechanical proxies. No greater example of this exists that the famous ‘Naut Fights of the Lightning Lands.

Whenever two or more of the Lords come into conflict, be it over borders, resources, or the shared network of wires that channels lighting down from the heavens and throughout the nation, disputes are settled not on the battlefield, but in the arena. Each Lord activates one of his stable of Juggernauts (commonly called simply ‘Nauts) and the combatants battle it out in a formal duels attended by the Lords’ servants and seneschals. The Lord whose champion wins the bout has his way in the matter under dispute and the disagreement is put to rest. It is extremely rare for the losing party or parties to dispute this—partly because of tradition, but mostly because they lack the time to submit a formal protest to the informal council that arbitrates the myriad baronies that comprise the Lightning Lands.

These duels are seldom to destruction—the cost to build and maintain a stable of ‘Nauts is high and the strange susceptibility to deterioration that technology in the October Lands already deals with is enough to convince a losing ‘Naut’s master to throw in the towel. The battered ‘Nauts are pulled from the arena to be repaired by the Lightning Lords’ crews of Gearheads, those uncanny argents of the Clockwork Man who keep technology functioning beyond the Pale.

A ‘Naut is a wonder to behold. Standing near 10’ tall, these machines are typically humanoid in appearance and operate on steam, phlogiston, zeusiam, or clockwork engines. Two or more weapons are affixed to each ‘Naut, and close combat is preferred over ranged armaments. Each champion is armored, but the level of protection varies from model to model. Some Lords prefer Hulk Class bruisers or Behemoth bashers, while others prefer Springheel skirmishers or Dancer Class athletes. No matter what style meet in combat, one never forgets their first ‘Naut Fight.

What makes these battles so memorable is the skill of the combatants. ‘Nauts do not fight like constructed warriors, animated by gears and fire, but like living fighters that think, strategize, and react much faster and more skillful than a machine ever could. The secret to this is that each ‘Naut is operated by a literal “ghost in the machine.” When crafted, the spirit of a dead creature is attuned to a ‘Naut, allowing the soul of that individual to possess the machine and operate it as if it were its own living body. The ghostly fighters serve their masters for a variety of reasons and are usually well-treated by their individual Lords. Some ghosts have served their Lord’s family line for centuries, becoming legends in their own right and feared by all challengers when met in the arena.

When visiting the Lightning Lands, be it to hire the services of a Gearhead or to book passage on one of the realm’s electrical barges or dirigibles, be sure to attended a ‘Naut Fight. Exhibition matches are commonly held for bragging rights and entertainment, and it is rare for a week to pass without at least one bout occurring in a barony.

Tuesday, December 27, 2011

Lord of the Rings Miniatures Terrain Question

To those readers who are/were either fans of Games Workshops' Lord of the Rings Strategy Battle Game or just followed the GW production schedule in general, a question:

Did GW ever produce this statue as a stand-alone piece or was it always part of their Lord of the Rings Terrain Pack? I could have sworn that I once saw it for sale as a single piece, but all my searching seems to indicate that this was just something I cooked up in a fever dream rather than an actual sighting on the Web. I know for certain that I'm not thinking of a Thomarillion production (although those are quite cool, too), but this particular sculpting based on the statue that appears in the films.

I re-watched the trilogy over the holiday and absolutely love all the little background scenery Jackson sprinkles throughout the films. It does a wonderful job of imparting a sense of history to Middle-Earth and that's something I always shoot for in my own games--successfully or not.

Friday, May 27, 2011

School’s Out Week: 4th Edition Dungeons & Dragons

We’re a day late and a dollar short on this post. Please excuse us; it’s been that sort of week.

I can think of no better way to close out the School’s Out Week than by turning our attentions towards what many consider the poster boy for “what went wrong”: 4th Edition D&D. I’ve had time to weigh the pros and cons of the latest incarnation of the venerable roleplaying title due to my recent (and highly unforeseen) involvement with the title.

A few weeks ago, one of my Labyrinth Lord players announced that he’d be orchestrating the D&D Encounters program at our FLGS and he kindly invited me to attend. He was well aware of the fact that I’m firmly in the school of “less is more” and that 4E is really not my “go to” edition for D&D (he said, understating the subject), but left the offer open. When the next Wednesday rolled around, I stopped by to make sure he had enough players to go through with the matter. Having experienced what it takes to get a group of gamers going, I wanted him to succeed and if that meant having to sit in so he’d have enough guys to run, I was willing to do so. And that’s exactly what happened due to some miscommunication with the store about scheduled start times and dates. Thus, Mike took up the role of Brandis the human paladin and set forth to defeat the darkness (literally).

My previous experience with 4th edition was the singular playtest my group ran of D&D Gamma World some months ago. This time, I’d be on the other side of the DM’s screen. Out of respect, I kept my mouth shut and my mind open and did my best to treat it as a roleplaying game and not a miniatures battle game. The results were mixed.

First off, let me say I’m not here today to tear down 4E. I realize that I have no axe to grind anymore, if ever, with WotC. I’ve developed a lot of sympathy for the guys down in the design trenches and have the sneaking suspicion that they’re not really happy with the direction things have taken and would much rather be paid to take the game in another direction. Since a steady RPG design gig is a rare bird, I don’t blame them and might do the same thing in their position.

Also, any criticism that follows is not directed to Dave, who has taken up the challenge of running the Encounters sessions (which is a really bad choice for a name because it sounds too much like the swingers’ group that meets weekly at the A-Frame). He’s running the program they sent him and is inhibited by the material. I also respect anyone who is out there running a game rather than sitting at home bitching about the fact they’re not.

After sitting through two Encounters sessions, I’m ready to speak openly about my experience with 4E. It isn’t much different from the impression I got when running D&D Gamma World and is one I’ve seen repeated in several places. Ultimately, when the books are put away and the chip bowl has been emptied, 4th Edition D&D is a decent skirmish miniatures game. When paired with the weekly, two-hour long Encounters program, it becomes even more engaging. The players have a set goal and know that they’ll be headed home once it’s finished, not unlike putting aside two hours to watch a movie. I can honestly say that I’ve enjoyed the past two weeks.

The Encounters program is obviously geared toward a specific type of gamer, one with limited time and perhaps lacking the means or social skills to cultivate a group on their own. Each session starts with a little light roleplaying that is essentially a guise to determine what this week’s goal is. Are we to defend the orphanage? Kill the bandit chief? Maybe pursue the sinister gnome who ran down the alley into the obvious ambush? Once that’s out of the way, the tactical map is put down, the counters are placed, and the dice start rolling. When the last body hits the ground, you pack up and head on home.

This isn’t a bad way to approach 4E and it is much more enjoyable to me than I suspect participating in an ongoing 4E campaign would be. There is no investment needed other than a small block of time each week. My character is pre-generated and all his powers are neatly written on the back of the laminated character card, so I don’t have to drop a dime on confusing rulebooks (which one is official this week?) or power cards (I’m not spending another $10 because I want to play a warlock this time). I sit down, chuck some dice, and go home. Of course, the downfall to this is that I’m not invested in my character any more than I’d be with my race car piece in a game of Monopoly. This takes me to my real difficulty with 4E.

I cannot lose myself in the game the way I can with older editions. This is not the fault of the DM or the adventure, but the rules themselves. The rules in 4E, especially their dependency on creating unambiguous rulings, never disappear into the background for me. I can occasionally erect a thin veneer of roleplaying, but this comes crumbling down the first time I’ve got to start counting adjacent adversaries to see how big of a bonus I get to attack. The most recent WTF moment that threw me completely out of the moment came when I suggested that, rather than expend some out our limited healing surges to recoup after a fight, we return to the chapel we had just come from and ask the priests there if they could drop some of their heavenly mojo on us. That was when I was told that magical healing in 4E is tied to your character’s healing surges and even potions deduct from them. Huh?

For me, 4E simply misses the boat when it comes divorcing oneself from reality and reveling in the shared delusion of roleplaying. I’ve always been a fan of “fluff” over “crunch,” so 4E is like eating a cotton candy cone filled with nails, screws, and broken glass for me; just when I’m trying to enjoy the sweetness, I bite into something that ruins the experience. But also like cotton candy, it’s best when sampled infrequently and in small portions.

Thursday, June 10, 2010

Kingmakers I Have Known

I’m still in head-down-fingers-flying mode while I work on the book, but I’ve reached a natural point of pause so I thought I’d compose a few words about something I read and something I remembered recently.

Last weekend, I got the opportunity to flip through the first installment of Paizo’s latest Adventure Path series, Kingmaker: Stolen Land. After reading the introduction, background, and the initial encounter, and then flipping through the rest of the book and reading the enclosed short story, I put the book down with the intention of never picking it up again—which, in this case, is the highest praise I can give it.

Simply stated, that brief exposure was enough to make me want to play this one through, and that’s quite a feat (no pun intended) since I’ve no desire to go back to the morass of rules which is 3.5 (or 3.75 or Pathfinder or whatever the kids are calling it this year). In the hands of a decent referee, one who knew a little bit about what a sandbox was and how it differed from the traditional Adventure Path, this one could be a blast. Hell, I’d even be willing to take the role of party leader if I played this one. For those who know me and my general dislike to be the guy in charge, that admission alone indicates how impressed I was with the book.

Of course, since I didn’t read the whole thing, I can’t make a hearty recommendation to others, and I might be completely disappointed by the path in actual play. I’ve been intrigued by some of the Paizo-produced Adventure Paths during their run with Dungeon, but the dew came off the rose quickly after the initial two or three adventures. Once they got out of the sweet spot of mid-level (and I mean old school mid-level, 5th-7th), I wasn’t so charmed anymore. This could be the case with the Kingmaker path, too. However, I'd be willing to give them the benefit of the doubt and let them prove they can really do an old school sandbox with new school rules. If your planning on running this series and need an old school player to roll up a fighter, I'll sit down at your table and gleefully take part.

Now, the whole time I was reading the book, I kept feeling something plucking at a mostly forgotten chord in my memory. Kingmaker? Why is that so familiar? I must have had some association with that in my past. Then it dawned on me: Kingmaker was the name of a wargame that I used to play way back when.

I’ve been trying to remember the title of that game for several months now. I thought it was called “War of the Roses” or some other derivative thereof, but, with my memory refreshed, I checked out BoardGameGeek and, once I saw those event cards, countless lazy summer afternoons came crashing back.

I couldn’t have been more than 12 (the minimum age recommended for the game) when I was introduced to it at my friend Greg’s house. I suspect it might have originally been intended for his Dad, but we kids co-opted it right quick. I can’t remember a single rule of the game, but the heraldry detailed in the game remains crystal clear. I think it’s time to see if I can track down a copy of the edition we used to play and put it on my tiny wargame shelf next to Outdoor Survival.

So that’s Gregg Press editions of the Fafhrd and Mouser books and a used copy of the 1976 Avalon Hill bookcase version of Kingmaker in case anyone’s wondering what to get me this year as a present. Just in case you were stumped for gift suggestions.