Showing posts with label wings of war. Show all posts
Showing posts with label wings of war. Show all posts

Tuesday, February 4, 2014

Sails of Glory Versus DIY

My interest in the Napoleonic era has always been fleeting, whether I’m reading its history, trying to engage it through fiction and media (such as the Sharpe novels and television dramas or Aubrey-Maturin novels and the related Master & Commander film), or immersing myself in wargaming. I have a few Osprey books on campaigns, Emil Ludwig’s epic about Napoleon (many times started, never finished). I even own a copy of Avalon Hill’s Hundred Days Battles mini-game I acquired and tried playing in my earliest years in the adventure gaming hobby.

SailsofGloryI’ve heard wonderful accolades for Ares GamesSails of Glory, a naval miniatures game building on the basic concepts of based minis with movement template cards the company pioneered with Wings of War and the relaunched Wings of Glory games covering aerial dogfights in World War I and II. While the rules (available online) seem a bit more complex than the games predecessors, they still follow the model of presenting basic, full, and advanced rules to gradually bring players into increasingly intricate levels of mechanics. The four miniatures included in the base game seem to have the same high level of detail as the other games’ aircraft miniatures. But being only an occasional dabbler with wargaming in the Napoleonic era, I’m deterred by the princely $89.90 price tag. (I’m also dismayed with the current unavailability through regular distribution channels in the United States, although I’ve heard the company announced it’s reprinting the starter sets for release in the spring.) Typical of these kinds of expansionist games, Sails of Glory also tempts gamers to further invest in the game and purchase more vessels from its solid roll-out of additional ship packs with price-tags nearing $20 (though similar “ship expansions” for other games based on this model, such as WizKids’ Star Trek: Attack Wing and Fantasy Flight Games’ Star Wars: X-Wing Miniatures Game offer such expansions at around $15, with larger ships closer to $25 and $30).

I don’t mean this as a condemnation of Ares Games or its Sails of Glory game – from what I’ve seen it’s an amazing product at all levels, with a price to reflect the high quality of components – it’s just that, for me and my level of interest, it makes more sense to dabble in the period from the do-it-yourself perspective.

Sails of Glory focuses primarily on playing out small naval skirmishes in this period, usually two or four ships (as offered in the starter set); I’m interested in replaying a specific battle with many ships, namely the Battle of Aboukir Bay near Alexandria, where Nelson’s Mediterranean fleet surprised the French fleet that brought Napoleon and his army to Egypt in 1798. Nothing quite as involved as fighting Trafalgar, but still, such massive engagements call for streamlined rules to handle such a large number of vessels to play out a battle within a reasonable amount of gaming time.

I've found several resources on the subject (including the Wikipedia entry on the battle), but rely primarily on the Osprey book about the battle for details like ship names and compliments. The Junior General website offers a variety of period ship pieces to print and assemble (though trolling the internet might offer additional images to use), as well as a basic yet playable system for Napoleonic naval action as outlined in the Trafalgar scenario. Rather than buy into an expensive – albeit well-produced – game I might play once or twice, I can satisfy my historical interest printing off some ships and playing a battle in an afternoon’s time.

This reflects an overall trend in the adventure gaming hobby across the spectrum of board games, miniature wargames, and roleplaying games: although many consumers purchase and support professionally produced products, many, thanks to technological advances and new means of distribution, take the route of free or do-it-yourself materials. This follows a longtime tradition in the hobby, from gamemasters creating their own adventures and settings to wargamers tinkering with rules and drafting their own.

I’ve previously discussed the dichotomy of publishers producing professional products versus hobbyists creating their own material and occasionally sharing it across the internet. For many of us dabbling in different historical periods or gaming genres, buying into a professional game release to satisfy these small, often passing yearnings seems extravagant when we can explore such gaming possibilities under our own efforts. Those who take the do-it-yourself path gain inspiration from the professionals; yet they sometimes turn to those companies, or others in the adventure gaming hobby, when they discover products that engage their other gaming needs. Ares Games does that for me: while I’m unwilling to invest in Sails of Glory to satisfy a tertiary interest in Napoleonic naval battles, I have and will continue to support their fine Wings of Glory aerial combat miniatures lines, games which satisfy my far greater interest in World War II and early aviation.

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Tuesday, November 12, 2013

Holiday Gaming with the Kids

As we rapidly descend into the Vortex of Chaos caused by the American holidays (typically including Thanksgiving, Hanukkah/Christmas/Kwanza, and New Year’s), thoughts turn to gatherings with family and friends…and games. I’ve reminisced about games at the holidays before: the sense of fantasy inherent in the season, the gaming-related gifts, the time to play around with one’s hobby, new toys, and friends. As my son nears the four year-old point and the coming holiday season, I started thinking about gaming with kids. HistSWGame


By “kids,” I mean preschoolers in the three- to four-year-old range, possibly as old as five or six. Some of these insights might help parents introduce older “kids” to the adventure gaming hobby, but by those ages they’re reasonably bright enough to know what engages them and thus dive into anything (like gaming) with the possibility of challenging fun (and opportunities to best their parents). I’m limiting my own discussion to board games, since, at this young age, the only roleplaying activities I expect them to show any interest for remain creative play options with toys, even if those toys are PlaySkool Star Wars figures, Disney’s Cars toys, and other normal-play fare.

Gaming with kids presents a wonderful opportunity for family time together, not simply sitting around basking in the feel-good glow of the holidays, but interacting in positive ways that can have lasting effects on behavior. We’ve established a weekly “family game night” with our Little Guy, trying some of the fare listed below; he looks forward to it every week and seems open to trying new, appropriate games. Whether he’s really understanding the games at this age, we’re still making important gains:

* We’re spending family time together without the constant distraction of electronic devices.

* He’s reinforcing lessons from preschool: following instructions, identifying numbers, letters, and abstract gaming symbols (okay, he’s not learning that last one at preschool…), realizing his actions have results and influence other people’s actions.

* He’s learning some basic gamer etiquette, such as being careful with food or drink around games, following game instructions, taking turns, re-rolling dice that tumble off the table, respecting game components, and generally learning to take advances and setbacks, victories and defeats in stride (or at least without tantrums).

My general tips for gaming with youngsters usually fall back on gentle, encouraging parenting. Some games require simplification of rules. Some require an adult to offer a good deal of assistance simply to get through a turn, though our experience has shown kids quickly learn for themselves and eventually refuse offers of help. Use games as “teaching moments” to learn numbers and letters, right and left, turn-taking, and good behavior. As adults we join games as regular players; while we sometimes give the Little Guy an advantage (playing the Millennium Falcon in the X-Wing Miniatures Game, for instance), we don’t usually hold back during games to let him win outright…he has to work for it.

Games We’ve Tried

While I have visions of my son several years from now sitting down to face his father over such games as Memoir ’44, Ticket to Ride, Smallworld, Sirocco, Axis & Allies, Carcassonne, and Ra -- not to mention the possibilities roleplaying games offer -- I realize he’s capable of only limited game challenges right now, as are most kids in the three and four year-old ranges. We’ve tried a number of games with the Little One over the course of many family game nights and a few games on weekends or with friends…and most have proved successful:

Dino Hunt Dice: This affordable, fun little game from Steve Jackson Games lets kids enjoy rolling dice and then identifying the three kinds of dinosaurs, the leaf result (dinos hiding), and the stomp result (dino hunters stomped!). Kids love dinosaurs and the game theme of hunting them tricks them into learning to identify the symbols, count their captures or stomps, and decide whether to continue and press their luck. It’s a much more thematically acceptable alternative to the game’s cousin, Zombie Dice (I’ve discussed our experience with Dino Hunt Dice in greater depth before).

Star Wars: X-Wing Miniatures Game: After seeing it played at a convention, the Little Guy wanted to play it himself. He’s seen enough Star Wars toys around the house -- and finally saw Episode IV A New Hope (it’s just good parenting) -- so he knows most of the major characters, locations, and plot points. We bought the starter set and a few (okay, more than a few) extra ships, including the Millennium Falcon, which is “his” (it also helps that it has a 360-degree field of fire, unlike other fighters that have to maneuver to line up shots). The extremely basic quick-start rules included in the game provide a practical set of rules he can follow while still keeping the adults interested. We’re hoping we’ll eventually graduate to the regular rules to enjoy more of the game’s complexities, but we occasionally work in some advanced rules, particularly those related to asteroids (though we’ve played with a basic, programmed Imperial shuttle intercept scenario, too).

King of Tokyo: The Little Guy inherited his mother’s love of kaiju movies, so this game -- with its push-your-luck dice mechanic, monster stand-ups, and power cards -- seemed a good one to test the bounds. Initially he needed some guidance in determining what he wanted to do with his dice and getting through the turn sequence, but he quickly caught on and rejected all assistance. Heck, he won the first two games we ever played! Although it’s not always apparent he’s actually using a strategy, he enjoys rolling gobs of oversized dice and collecting enough energy cubes to buy monster power cards with cool illustrations (again, without really exhibiting any strategy beyond the exciting appearance of the pictures). His favorite monster? Cyber Bunny.

Pizza Party: I found this in a local teacher store and thought the Little Guy might find it interesting, especially considering I make homemade pizza once a week, a ritual with which he often helps. It’s less a game and more an exercise in matching dice-rolled toppings to pizza cards; but it still keeps the Little Guy engaged and hones his skills at matching symbols (and rolling dice). I’ve modified it to focus solely on him rolling dice, identifying the symbols, and matching them to slices. I have some doubts about the game -- shrimp and sardines figure prominently as toppings, while olives and onions were not included -- but, using a similar competitive mechanic as Roll for It (see below), it might have more promise.

Star Wars: Escape from Death Star: The Little Guy saw Kenner’s classic board game high on a shelf in my office -- a relic of my earliest days of board gaming and sci-fi fandom -- and insisted we try it. The cardboard stand-up pieces have seen better days, the spinner often landed on a line between numbers, and the cards seemed quite arbitrary, but we all had fun bumbling around the Death Star trying to get the plans and shut off the tractor beam before escaping to the Rebel Base. I recall frequently playing it with family and friends in my youth, the first manifestation of my love for Star Wars. The Little Guy took to it easily, though he had some trouble navigating the board.

Games I’d Like To Try

Several games wait in the wings to try with the Little Guy. Some we’re just waiting for an opportunity to introduce, others we hope can push his bounds a bit further when he’s ready:

Wings of Glory: The forerunner of the Star Wars: X-Wing Miniatures Game engages my interest in World War I and II and has miniatures that capture the Little Guy’s eye. The one item he insisted I buy for him at a convention was a “cow bomber,” the Heinkel 111 plane for Wings of Glory WWII in arctic camouflage, white with dark green blotches, looking somewhat like a holstein cow’s coloration. The game’s use of cards for movement and maneuvers seems more intuitive and less complex than the full X-Wing Miniatures Game. Should we try this I’ll streamline the rules and simply have each participant reveal a maneuver card simultaneously (using only the slow maneuvers in the WWII version) before resolving shots and damage instead of plotting out two or three cards at a time. The Little Guy has requested we play “Daddy’s airplane game” sometime, so this remains high on our list.

Dungeon!: Wizards of the Coast/Hasbro re-released this classic fantasy board game with new artwork and components, and my parents -- who’ve nurtured my interest in sci-fi/fantasy and adventure gaming from the start -- got it for my birthday. It seems fairly straightforward as heroes explore the dungeon, defeat monsters, and take their treasure. The rules offer a very basic gameplay, though I’d expect adults might have to guide youngsters through the more involved procedures like traps and spells. While the board artwork seems impressive, I’m not sure it clearly indicates corridors and spaces well enough for a three year-old to navigate during gameplay. Many of the numerous components are quite small, including the illustrations, which normally remain key in captivating a kid’s interest. We’ll see if the box, board, and card artwork tempt him enough to at least start a game.

Roll for It: A copy of this recently arrived in the post as a backer reward from the game’s Kickstarter campaign. Players roll dice and match them to cards showing different combinations of results. Match all the die faces and take the card to score. The basic gameplay allows multiple players -- each with six dice of the same color -- and offers a nice balance of random die results, resource management, and press-your-luck. The Little Guy likes his dice and makes a great show of rolling them, so this one’s high on my list of new games to try.

Whatever the age of your kids, we encourage you to shut off the television, turn off the tablets and phones, and sit around the table this holiday season to enjoy some face-to-face gaming and make some fond family memories.

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Tuesday, October 2, 2012

Children’s Programming at Conventions

I’ve been to a number of game and fan conventions in my time, ranging from the granddaddy of them all, GenCon, all the way to small regional conventions and game days. While many of them have occasionally tried incorporating programs specifically for kids of varying age groups, I’ve rarely seen smaller conventions manage such offerings on a consistently successful scale.

zombieplaygroundAs the father of a future gamer geek and media fan I always hope the Little Guy will have opportunities soon to experiment in the realm of geeky pursuits (he’s almost three years old, so we’re slowly approaching the point where I can start introducing elements of fandom). As a game aficionado and designer I hope to cultivate a new, younger generation as an audience. Conventions offer opportunities for gamers and fans to bond in person over their favorite subjects. For those with children, attending a convention sometimes forces a choice between going alone or taking the entire family, including the kids; this poses some logistical as well as the expected financial challenges. I’ve seen programs at conventions for disinterested spouses, or offerings of borderline geek pursuits that might interest spouses (such as knitting); but adult spouses can take care of themselves if left alone at a con…kids cannot.

Larger conventions like GenCon and Origins can (and should) offer children’s programming tracks; they have a broad base of volunteers and available space for such events that cater to a growing population among their general con attendees. Smaller conventions, however, face more challenges in providing kid-friendly programming. They have far more limited resources in volunteers, space, and materials. Some have more limited themes -- like miniature wargaming conventions -- that don’t lend themselves to broad children’s programming.

I’ve seen one-shot game sessions specifically geared toward older kids, generally between eight and twelve years old…basic tank combat games and most any Wings of War/Glory event come to mind. I’m encouraged by small conventions like HAVOC, which actively recruits gamemasters to run kid-friendly games. Some convention games openly encourage young people to participate, though usually with a parent or other mentor. These events offer older children a chance to explore their parents’ strange hobbies, with or without their parents hovering over them, but they don’t and can’t appeal to much younger children.

Children’s programming outside the normal scope of normal convention activities takes quite a bit more effort than simply running a game or two suitable for kids. Involving younger children, even with the participation of their parents (a given, in my book), opens convention organizers up to individual parent’s criticisms over what’s acceptable for their kids. I also appreciate such programs carry with them inherent liabilities and insurance risks. Having volunteers in the child-care industry might help properly plan activities and provide some degree of professionalism to ensure success.

I’d love to hear more about successful children’s programming at game and fan conventions. For now, based on my limited observations and experience, I offer a few suggestions convention organizers might wish to explore in creating programming suitable for kids.

Ground Rules: Any children’s programming should incorporate a few basic guidelines. Areas away from the loud hustle and bustle of the con might best serve younger kids easily overwhelmed by a convention’s many activities. Make sure parents know any program, for whatever length, isn’t a babysitting service (much as they’d like one); be clear a parent is expected to participate in activities. To help insure success advertise and promote children’s programming in advance to make sure people know they can bring their kids; for some this may make the difference between one person and an entire family attending the convention.

Movie Room: Many fan conventions have a dedicated screening room for showing genre films, anime, and other relevant fare. Conventions might program child-appropriate films during the morning or afternoon, or have a separate kid-oriented (and parent-friendly) video room. Yes, perhaps kids might just go here to veg out (preferably with their parents), but it might offer a short break amidst all the convention’s writhing chaos. For those with toddlers it might prove a nice place to sit down and watch television or interact with their peers until they calm down and doze off for a nap.

Storytime: Younger kids (2-5) might enjoy storytime with an engaging reader and geek-related children’s books. The format many local libraries use could work well with this age group; storybook reading alternated with sing-alongs or dances, with a coloring session or free play at the end.

Make & Take: Offer simple craft activities with geeky themes, depending on the age level. Make a paper toy or folded paper airplane. Color a simple stuffed doll with markers. Create (or simply color) a basic board game. I’m a fan of the Made By Joel website which offers many great craft ideas for younger children.

Games: Offer age-appropriate games for kids. Younger ones might simply enjoy a free-play session with toys, instruments, or empty boxes. One can purchase cardboard castles, playhouses, and pirate ships adults can assemble and kids can color and play within. With enough space simple group playground games might work. Older kids might appreciate playing typical children’s board game fare; oversized games might captivate kids and avoid the use of small parts younger children might wish to stick in their mouths.

These are just a few suggestions and ideas based on my own experiences as a father, gamer, and convention attendee; I’m in no way an expert, but seek to foster a discussion on the subject with an eye toward seeing more kid-friendly programming, from single events to entire tracks of activities, for children of con-goers not yet able to fully participate in their parents’ geeky interests.

Tuesday, September 18, 2012

Ares Announces Wings of Glory Duel Packs

Ares Games recently announced it plans to release “duel packs” for its World War I Wings of Glory aerial combat game. These seem like ideal products to draw new players into the game by matching classic aces and their aircraft…assuming Ares Games can produce and get them into broad hobby distribution by the promised “end of 2012” to capitalize on the holiday shopping season.

WingsGloryDuelPacksEstimated to retail around $30, the packs include the Wings of Glory rules (both basic and advanced), maneuver and damage cards, counters, stands, range rulers, and figures for high-profile dogfights between two historical aces and their aircraft: Manfred von Richthofen in his Fokker Dr.I against Arthur Roy Brown in his Sopwith Camel in one set and Paul Baumer in a Albatros D.Va against Frank Luke, Jr., and his Spad XIII in the other.

These seem like the perfect introductory sets to get new players started with the popular Wings of Glory game (formerly known as Wings of War). They contain everything needed to start playing, plus two aircraft miniatures; the earlier Wings of War starter sets relied on cards to represent airplanes, with miniatures as optional yet far more visually appealing accessories. The $30 price point sits around what most people interested in quality games might pay, and it includes the rules in both basic and advanced formats. The game is great for kids, who grasp the basic rules rather quickly and gravitate to the miniatures, as I’ve seen many times at gaming conventions, where they hold their own in dogfights against adult gamers.

The duel pack starter set format seems ideal not only for introducing new players with a complete, play-it-right-out-of-the-box format, but might also prove a useful model for repackaging the World War II version of the rules (with some adjustments for different components) to enter other sales venues. I lamented the lack of games in museum gift shops in another Hobby Games Recce post; the Wings of Glory duel packs would fit my criteria for complete games at reasonable price points. Ares could offer several duel packs to appeal to those interested in different operational theaters, such as combining a Messerschmitt Me-109 with the Spitfire for a Battle of Britain set, or a P-40 Warhawk with a Mitsubishi Zero for a Flying Tigers set.

I enjoy the Wings of Glory, have played both the World War I and World War II versions at several conventions, and primarily focus on collecting aircraft miniatures for my favored theaters in World War II (Battle of Britain, Flying Tigers, Japanese in the Pacific). After trying the world War I version at a convention, I’ve become interested in buying into that game, though have held off due to the high price point of getting into the game (a Wings of War basic rules box plus two miniatures adds up); but at $30 for rules and two aircraft miniatures, the duel packs are perfect for me. Miniatures and rules sets for the old Wings of War games remain available on game store shelves, dealers tables at wargaming conventions, and through online vendors like Amazon.com, sometimes at retail prices, others at some level of reasonable discount.

Most of the company’s promised releases have slowly made it to American distribution. Game stores and dealers I’ve noticed who carried Wings of War finally started displaying the first wave of Wings of Glory aircraft miniatures over the summer, including the American P-40; I’ve also seen the starter set containing four fighters from different nations, as well as the WWI Wings of Glory Rules and Accessories Pack containing everything short of the actual aircraft miniatures to play the game. I’ve not yet seen the promised bombers, though; acquiring one each of the American B-25 Mitchell and German Heinkel He-111 are high on my wishlist. (I regret I don’t follow the World War I version closely enough to have noticed whether and how quickly the new line of miniatures have reached American distribution.)

Congratulations to Ares Games for producing an entry level product with rules and two cool miniatures to play right out of the reasonably priced box…and hope that we see it (and can purchase it) soon.

Tuesday, August 28, 2012

Games in Museum Gift Shops

Frequent readers know I’m an advocate for introducing games to non-gamers, both to grow the hobby and to share an entertaining pastime. I’m always amazed at -- and discouraged by -- the lack of games in museum gift shops, especially when so many games seem thematically well-suited to various museums.

NASMHalbstdtI live near a number of museums of different sizes; all have gift shops, almost all cover periods or issues of history demonstrated by games I know, and none sell any of these games. They’re primarily filled with cheap souvenirs -- toys and trinkets that soon break, go missing, or are forgotten -- with a smattering of higher-priced “collectible” items appealing to (and affordable by) only a sliver of museum visitors; some provide a comprehensive offering of relevant books for research material and other inspiration for those playing games with related themes.

If they have any items one might classify as a “game” they tend to include themed playing cards, superficial trivia games, themed versions of Monopoly, and games designed from a purely educational perspective…not quite the contemporary board game fare with solid replay and production value we’re used to seeing.

Many games appropriate for museums carry a higher price point than most casual visitors might afford. Yet offering something previously unseen to visitors offers the potential for purchase and play; if a game isn’t on the shelf, people interested in the museum won’t know it exists and thus won’t become aware of the potential to further explore their interest through gaming. Combined with knowledgeable, enthusiastic, and personable volunteers, games might also provide the basis for in-gallery demos to further enhance the museum experience for interested visitors.

I understand a long and difficult path exists between game manufacturers, their distributors, buyers for gift shops, and the museum gift shops themselves. There are three or four steps involved in bringing a relevant game to the right museum store, and few can take the time or effort to fulfill a few niche accounts and put potentially unsalable merchandise (as possibly seen by museum shop buyers) onto the shelves. Yet ideal games for many museum shops exist if game publishers, their distributors, and museum shop buyers did some research and made some contacts.

As a general rationale, I’d recommend games for museum stores fulfill several key qualities to make them as appealing as possible to potential customers. Games with basic, if not introductory, rules remain preferable to complex games without easier alternatives (I’m thinking games that offer basic and then advanced rules in the same set, a subject I’ve discussed before). The price point should remain within reason for the average museum-goer, yet high enough to include some key, relevant games…I’d say $50 is the upper limit for these kinds of purchase, though in reality the ideal upper end probably sits closer to $25 or $30. The game should be ready to play out of the box; no painting minis or other laborious preparation, a common obstacle to newcomers getting involved in historical miniatures games.

Here are several game recommendations for various museum types that engage my own interests (so these are by no means comprehensive or complete). Bear in mind not every museum theme has appropriate games, but given the throng of historically themed games, many museums could find at least one appealing, affordable title to add to their gift shop inventory:

World War II Museums: Most museums with World War II exhibits could benefit from offering some classic, well-designed games for that period. Avalon Hill/Wizards of the Coast’s Axis & Allies, both the board game and the various flavors of the miniatures games (most of which, I believe, have a non-randomized base set) work, though the main board game has a hefty price tag. Days of Wonder’s Memoir ’44, also at the high end at $50, stands out as one of the best battle games for the period with amazing replay value and online support. At $40 Battlefront’s Flames of War starter game, Achtung!, an introductory boxed set also works, complete with beginner-friendly rules, a few unpainted, and dice (and now with the digest-sized version of the Flames of War third edition rules). Certainly period-themed games like Wings of Glory World War II would also fit the bill.

Aviation Museums: I recently talked about the rich aviation heritage in Virginia, though I quietly lament the lack of solid aviation-themed games there. Chief among these is Ares Games’ Wings of Glory line (formerly Wings of War) covering both World War I and World War II. The game benefits not only from a solid, easy-to-learn game design (and one with basic and advanced rules) but from the fantastic miniatures that help enhance play. Avalon Hill/Wizards of the Coast’s Axis & Allies Air Miniatures: Angels 20 provides a similar experience with a starter set of fixed Battle of Britain-themed aircraft.

Civil War Sites: I’m not familiar with many Civil War games currently available, but I’ve heard Gordon & Hague Wargames is developing a starter boxed set of pre-painted, 10mm Civil War miniatures to accompany its Sundered Union rules (the quick-start and advanced rules, both available free online); I fear, however, the price tag might exceed what casual Civil War aficionados might willingly pay for such a diversion. Although Avalon Hill/Wizards of the Coast’s Battle Cry fills the battle game niche for the Civil War like Memoir ’44 does for World War II, its price tag remains slightly above the parameters I’ve mentioned above (though not prohibitively so for some).

Railroad Museums: America justly has a fascination with trains, and thus several regional and even national museums focus on our nation’s railway heritage…Steamtown National Historical Site in Scranton, PA, comes to the forefront. Gift shops for such museums would be remiss without stocking at least the basic Ticket to Ride game from Days of Wonder. Granted, it has a higher price point at $50 than most folks might afford, but it remains today’s premier railway-themed game. I would be remiss if I didn’t also suggest some of the railway-oriented games from Mayfair Games.

Art Museums: Any art museum with a collection of cultural art from around the world and throughout history could easily stock a healthy gaming section. (I’m thinking primarily, of course, about the prestigious Metropolitan Museum of Art in New York City, though any art museum worth its salt could customize its gift shop game offerings to its collection.) Reiner Knizia developed several appropriately themed games, particularly Ra, Samurai, and Tigris & Euphrates; I’d also add Carcassonne for medieval collections. Any museum shop buyer wandering into a well-stocked gaming store could easily find enough affordable, relevant titles to represent the gallery’s holdings.

As noted earlier this is far from a comprehensive list. I invite readers to suggest other offerings generally appropriate for museums with specific themes, especially ones in their own geographical area.

Tuesday, August 21, 2012

Developments in RPGs, August 2012

Or “That’s What I’m Doing Wrong….”

August brings GenCon, the largest gaming convention in America and arguably the largest focused primarily on roleplaying games. GenCon always incites a flurry of activity -- shared in our optimistically frightening Internet Age with millions worldwide from a host of correspondents both professional and amateur (though no less enthusiastic) across numerous electronic venues -- from official press releases about new games, news of awards, web correspondent podcasts, and reports from game industry luminaries to personal con-goer reports, seminar recordings of varying quality, and an avalanche of photos from the convention.

NumeneraI haven’t been to GenCon for years, though I suppose I’d now find the experience quite overwhelming in my advancing middle age. While I’d like to think I’d enjoy returning there, I’m having fun casually keeping up with the most notable developments thanks to various web reports primarily gleaned through my Google+ circles, which understandably have a number of game industry professionals and other game enthusiasts in them. GenCon or otherwise, August seems the month -- in the waning days of summer before kids return to school -- when the adventure gaming industry makes the big announcements.

Three major developments in roleplaying games made their debut in August bolstered by buzz generated at GenCon: the next phase in the D&DNext playtest; news of a third iteration of a Star Wars roleplaying game in the hands of yet a third company; and the beginning of a Kickstarter campaign for Numenera, a revolutionary roleplaying game by the legendary Monte Cook.

All three projects have interesting aspects about them that tap into online gamer communities, and a few make me ponder, “Why didn’t I think of that?” They’re worth examining for valuable bits of self-edification, both in what they do quite well and where I feel they don’t quite hit the mark.

D&DNext

Wizards of the Coast seems to have embraced the Internet Age’s global electronic community in its design philosophy for the next iteration of Dungeons & Dragons. Within the bounds of its own design parameters and creative team the company has harnessed the power of its consumer base (arguably the most numerous, loyal, and vocal of all gamer fans) to preview elements of the system, playtest them, and provide feedback. It’s not quite a true collaborative effort, but one that helps make fans feel special, as if they’re working with and truly contributing to the next version of the beloved, oldest, and most popular roleplaying game brand.

The major announcement at GenCon heralded the next phase of the D&DNext playtest and a continued symbiotic relationship with the game’s fans; but it also revealed two interesting bits of news to further reinforce the game’s development and release. Apparently the next iteration of the game is scheduled for release in 2014, coinciding with the 40th anniversary of its original publication. This also gives Wizards of the Coast, its designers, and the fans two years to collaboratively develop and later market what one hopes is a signature product to reunite a gamer population fractured by multiple editions and breathe life (and economic viability) into the D&D brand. Aiding this is the company’s decision to release the D&D backlist in electronic format next year. I’m not quite sure whether this includes only 4th edition material or books from previous editions, but it’s a solid support move further bolstering its efforts at expanding the online D&D community.

One cannot ignore other factors that might drive Wizards of the Coast to revise D&D and do so by reconnecting with the brand’s numerous fans. Parent company Hasbro has corporate demands that always seem to threaten D&D and Wizards of the Coast’s survival itself, as evidenced by the abominable annual tradition of holiday layoffs. The company and the flagship roleplaying game brand also face stiff competition from Paizo’s Pathfinder Roleplaying Game, which attracted droves of former D&D enthusiasts unhappy with the game’s previous edition and, some claim, have exceeded D&D’s sales and popularity in recent months. The fractured gamer community has also realized the value of old school renaissance games emulating beloved aspects of D&D editions long past (often free) with strong online followings, further drawing from gamers who might otherwise buy into and continue playing D&DNext.

Star Wars RPG

In August 2011 Fantasy Flight Games announced it had acquired the rights from Lucasfilm to license Star Wars-themed miniatures, card, and roleplaying games. At GenCon 2012 it released the Star Wars X-Wing Miniatures Game, a starfighter dogfight game reminiscent of but obviously not quite the same as the World War I and World War II Wings of War aerial combat game the company used to distribute in America for the Italian company Ares Games, designer of the original game and its updated reboot, Wings of Glory. Also at GenCon 2012 it released its entry in the long, storied history of Star Wars roleplaying games, the Star Wars Edge of the Empire Roleplaying Game Beta. It’s intended as the first of three Star Wars-themed roleplaying games covering the “classic” era trilogy. While the first release would cover the “fringes of society, the scum and villainy of the galaxy, and the explorers and colonists of the Outer Rim,” subsequent core books would cover the Rebel struggle against the Empire (Age of Rebellion) and finally “figures of legend: the last surviving Force users in the galaxy” (Force and Destiny).

Like Wizards of the Coast’s strategy with D&DNext, Fantasy Flight seeks to harness the power of fans in developing the game, both those who want to roleplay in the Star Wars universe and those familiar with the similar system in the company’s Dark Heresy roleplaying game set in Games Workshop’s popular Warhammer 40,000 universe. The Edge of the Empire Beta rules consist of a 224-page softcover stripped of most of the artwork and background material (according to the Fantasy Flight website for the game). It also includes stickers to put on dice for the “special dice” required to play the game (much like Dark Heresy). Unlike Wizards of the Coast -- which offers its D&DNext playtest documents for free with a lengthy sign-up and non-disclosure process -- Fantasy Flight charges $29.95 for the beta version of its Star Wars roleplaying game, available at GenCon, through its website, and at select retailers. While one might assume this sum ostensibly covers the cost of printing, it no doubt helps fund further development of the game and provides licensing revenue to Lucasfilm. Already one can find some grumbling on the internet about paying for the privilege to playtest someone else’s game.

Full Disclosure: Frequent readers and those familiar with my notorious reputation know I worked on West End Games’ D6 System Star Wars Roleplaying Game ages ago, and even did some writing for Wizards of the Coast’s version, too. I have a long history of playing D6 System games and generally advocating for easy-to-learn mechanics that quickly involve players -- whether longtime gamers or casual fans of the setting -- in the action of a beloved genre. If I had to sum up general approaches to Star Wars roleplaying games, I supposed it might boil down to this:

West End tried to appeal to Star Wars fans using accessible six-sided dice and linking all rules to a basic dice-pool game mechanic I can still teach complete newcomers within 15 minutes.

Wizards of the Coast seemed to port the Star Wars galaxy into the Dungeons & Dragons mechanics of the time (3rd edition D&D) to attract the established D&D audience instead of drawing in new, non-gamers who loved Star Wars.

Fantasy Flight Games seems to be adapting the Star Wars galaxy to its own system used in Dark Heresy complete with special dice (in my mind alienating casual Star Wars fans seeking to try roleplaying games); and getting playtesting advice while still making money on the print playtest edition…then getting players to buy the full edition when released.

Only time will tell how the gaming and Star Wars fan communities will view these developments -- particularly the use of specialized dice and pay-to-playtest materials -- but my experience leads me to believe that Star Wars fans and gamers would pay any amount for the right product. As always, the Star Wars license remains a license to print money.

Monte Cook’s Numenera

While I’m not terribly interested in D&DNext beyond casual professional interest, and I follow any Star Wars roleplaying development as a matter of course, Monte Cook’s Numenera roleplaying game has captivated my attention on several levels like few other roleplaying games ever have. (Technically this isn’t a GenCon development, but one announced shortly beforehand in a move of public relations brilliance.)

The science fantasy game is set one billion years and eight great civilizations in earth’s future. The game’s several websites have already showcased some of the amazing full-color concept art that captures the setting’s tone. Cook’s concise yet vivid introductory pitch sums it up best:

Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites,  bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenera.

Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called “magic” of the past to create a promising future.

The setting itself seems enticing enough, especially in the hands of someone as imaginative and talented as Cook; but from what he’s already revealed about the system at his website, the game will incorporate some innovative system concepts.

Characters can fall into three “types” roughly corresponding to fighters, wizards, and rogues, though their names reflect the far future society they inhabit. Character creation follows a simple process of choosing a descriptor and focus to add to the type  to outline a concept -- such as “I am a tough glaive who controls beasts” (Cook’s example, with “glaive” the fighter type) -- with later game ramifications. Subsequent blog posts have outlined original ideas for using experience points and numerical stats tied to the text descriptors.

Although he isn’t taking the same online community-based approach to playtesting as Wizards of the Coast and Fantasy Flight are with their games, he’s captivating potential and current backers to the game’s Kickstarter campaign with frequent glimpses into his design process and the game mechanics under development across Cook’s broad spectrum of online venues: his blog, the game’s website, and the Kickstarter page. The response to the Numenera Kickstarter campaign has been phenomenal, easily reaching the $20,000 funding goal and hitting double within 20 hours; as of this writing on August 21, reaching well beyond $120,000! Cook has offered numerous opportunities to buy into the game, the most notable being “The Real Deal” which for $60 includes the hardcover, full-color rulebook, plus a host of PDF resources including three adventures (for a total of 96 pages), Player’s Guide, a Ninth World Bestiary (also 96 pages), and a PDF of the rulebook for electronic reference. The Kickstarter campaign “stretch goals” also include altruistic goals that put copies of the rulebook in the hands of libraries across the country and soldiers serving overseas.

I’ll freely admit I’m jealous of Monte Cook: his prolific output, his innovative imagination, his long career in the adventure gaming industry, his massive hordes of loyal fans, and his thoughtful insight on many issues (and not just game-related, either, as evidenced by his positive A+ campaign for August). Numenera promises not only to be both a fantastic roleplaying game and world, but also to offer an amazing game design journey in the year Cook spends developing it and sharing the experience with his fans.

Tuesday, July 31, 2012

Simultaneous Versus Alternating Turn Rules

I’ve been playing around with Battefront’s Flames of War on the under-used basement wargames table lately to gain a better grasp of the rules; it’s helping me realize I like simultaneous movement and combat resolution in miniature wargames more than strict alternating turn systems.

WargameFoWI’ll admit my experience with Flames of War remains limited. I’m still painting up (and slowly collecting) elements for two companies to fight skirmishes in North Africa, a Panzer company and a British armored company (though light or heavy I haven’t decided -- I have a platoon of Lees and one of Crusader IIs, only one of which being painted and ready for action). Most of my forays into the game consist of pitting my disparate bits of painted units against each other on desert terrain trying to wrap my head around the comprehensive but often-times complex rules. Maybe I shouldn’t pit superior German tanks against British Cruisers and Crusaders, which, despite relatively equal point values, seem to simply fold up in the face of Rommel’s panzers, especially when they sit idly in their final movement position from last turn to let the panzers pound them into oblivion. Nothing says “You Lose” like an entire platoon of Crusaders wiped out under withering panzer fire in one turn. (Obviously this is a deficiency in my collection of painted 15mm figures; I must paint up some British Grant tanks and some anti-tank guns…or maybe I just need to collect an entire German panzer company and field it against some folks at the Friendly Local Gaming Store to really get my butt kicked.)

I recall a Flames of War demo run by Jon Baber of What Would Patton Do at a Richmond-area game day a few years ago. It was an all-tank battle (without infantry or artillery, which was fine since I prefer all-tank engagements anyway). He walked me through the basics of the rules and taught additional rules as I rolled a panzer company through some French village surrounded by fields. Aside from my natural discomfort learning a new rules system, I also experienced a great deal of frustration from the alternating turn progression. Granted, both players follow the same rules and both take turns acting while the other helplessly watches; but turns can take so long, especially for a novice, that the feeling of helplessness drags on beyond the hope of possible victory and ultimately the enjoyment of the game. One might argue since both players use the same rules each benefits equally from alternating turns rather than simultaneous resolution. At least for me the play experience seems far more frustrating. For one entire turn I can do nothing while my opponent maneuvers across the board and shoots at my pieces, possibly destroying them before I have a chance to respond.

Simultaneous Bias

Most wargames I’ve played rely on a simultaneous system where each player resolves movement and then combat at the same time, giving each a chance to act and have what feels like a fair chance to react to the opponent’s tactics without sitting idly and often helplessly waiting for the next turn. Whether or not it’s technically evenhanded, it gives the impression of being fair.

I particularly like the simultaneous mechanics of Wizards of the Coast’s Axis & Allies Miniatures games. While I’ve not played -- and have little interest in buying into -- the latest air combat game, I’ve enjoyed the land-based minis game and War at Sea, the naval version. In both games players each take a turn moving all their units, then fire at targets in turn (and in several different phases in War at Sea to simulate different kinds of ordnance); but damage inflicted by successful attacks doesn’t take effect until the end of the combat turn or phase, giving each player’s forces an opportunity to attack the other from their present positions.

I enjoy Wings of War/Wings of Glory especially for its simultaneous movement and combat system, particularly when numerous airplanes cover the board maneuvering, shooting, and steering clear of other planes. At the beginning of each turn every player reveals and executes his maneuver, then determines if any enemy aircraft are within the fire arc and range. The truly simultaneous movement and combat can lead to some really unexpected and entertaining moments, including two opposing planes shooting each other down in the same turn.

I’m a fan of The Sword and the Flame, the Victorian miniatures rules covering many colonial wars I enjoy fighting (primarily Egypt and the Sudan). Those rules offer an interesting modification of the simultaneous move and combat systems, allowing players to move forces based on the random draw of cards; the British player moves one unit if red cards are drawn, the “native” player when black cards are drawn, until the one with units left over moves remaining forces at the end of the movement phase. The ranged combat system works the same way, though casualties take effect immediately. (Close combat is handled differently and, of course, quite savagely, though still simultaneously no matter who closed to engage.)

When I run roleplaying games, regardless of the system, I tend to favor resolving actions in a round -- particularly combat -- simultaneously, with considerations for extraordinary circumstances or exceptional character initiative (i.e., “Mack tries shooting the Japanese officer’s hand before he pushes the plunger detonator....”). Keeping track of who’s doing what, whether they succeed, and what the opposition does can prove quite the mental and imaginative challenge, but it moves the action a little more from an alternating turn-by-turn game simulation toward a slightly more dramatic, simultaneously resolved scene.

Alternating Defense

I believe alternating turn movement and combat resolution has its place in more traditional, war-themed board games. Obviously when one plays Risk, Stratego, or other such games there remains some element of frustration naturally inherent in the competition between players, but one isn’t left feeling quite so helpless while the opponent determines movement, hits, saves, damage, etc., often while consulting or explaining numerous rules and special exceptions. These turn-based games move far more quickly than often ponderous miniature wargames with comprehensive rules systems.

I enjoy “battle games” like Days of Wonder’s Memoir ’44 or the old TSR Sirocco; like most board games, these rely on alternating turns between players. For some reason -- possibly because of the smaller, board-game feel -- I don’t think my Memoir ’44 play experience is diminished by alternating turns. This might come from the games' limitation on player actions based on the command cards he holds, which can restrict his options to using troops in the left, right, and center (or some combination of those) or to particular troop types. Perhaps the feelings of helplessness in these games doesn’t coalesce as quickly given the quick turn progression and relative ease of the rules.

I was impressed by the Severed Union rules Gordon & Hague recently released for fighting American Civil War battles with 10mm miniatures. On the surface Severed Union seems to rely on an alternating turn system whereby one side moves, fires, and charges into close combat before the other player repeats those phases; except after movement and before long-range fire from infantry, any artillery on the defender’s side has a chance to fire at enemy targets. In fact artillery only fires on the opposing player’s turn, allowing for some degree of defense in the face of unrelenting combat phases.

In my own dabbling with miniature wargame design I’ve leaned toward simultaneous movement and combat resolution, streamlining rules for greater speed and ease of play with relatively few tethers to realistic simulation. Any designer -- for wargames, board games, card games, and roleplaying games -- struggles with a balance between complexity and playability. Historical wargames balance complex rules simulating realities of a period battlefield with ease of play. Some offer very realistic game engines simulating all aspects of warfare within a particular period, but they aren’t as accessible to general players due to their complexity. While some hard-core wargamers might downplay the importance of “battle games” like Memoir’44 and Wings of War/Wings of Glory, they serve as both entry games enticing newcomers into the gaming and wargaming hobby and worthy gaming pursuits in and of themselves offering in-depth play opportunities and solid replay value.

I’m no expert on wargames rules, and I’m certainly not familiar with even most of the popular systems so these remain broad generalizations reflecting my particular gaming tastes.

I’m drawn to the Flames of War “hobby” -- a term the company Battlefront Miniatures uses as a nod to the Games Workshop Warhammer “hobby” on which its modeled its sales and promotion structure -- primarily because it’s so ubiquitous these days among Friendly Local Gaming Stores that stock miniatures (much like its Warhammer forerunner). It remains perhaps the most popular World War II miniatures game today, with a vast, worldwide network of players, tournaments, and host game stores. I’ll continue learning the rules and painting my minis with an eye toward the day when I can field a full tank company at the Friendly Local Gaming Store’s regular Friday night Flames of War gathering, where I’ll fully expect to have my tanks burning on the field before the night’s out….

Tuesday, August 2, 2011

NG International Fate Uncertain, Fans Keep Playing


Only a month ago I wrote about the Italian company NG International (a.k.a. Nexus) that produces the Wings of War games and accessories of which I’m so fond. After severing a relationship with Fantasy Flight Games as American distributor for their games (ostensibly to directly serve the distributor tier themselves), NG International seems to have closed its doors, as a flurry of rumors recently reported. Much of this speculation emerged this past weekend on various forums, some with from posters claiming to be owners or staffers; the NG International website, which hasn’t been updated much since the announcement about the distribution shift, still remains online with no mention of new product developments or the current status of the company (not surprising, since nobody likes to announce they’re going out of business). Nobody’s sure if the company has closed completely or is undergoing a reorganization, or if any other entity is seeking to acquire rights to continue producing the Wings of War game.
    
Discussions of the situation on various message boards runs the range between cautious optimism and the understandable anger and feelings of betrayal that comes when, for whatever reasons, a company and beloved game disappear in a cloud of uncertainty. As of this writing, NG International hasn’t released any official press release or announcement about the status of the company or its games; not that companies in financial or other trouble go to great lengths to advertise their misfortunes. Until someone makes some kind of official announcement, internet speculation among fans and others continues to run rampant.
    
Despite all this uncertainty, I continue to maintain that no matter what happens to their favorite analog games, fans will find ways to continue playing and enjoying them (the fate of digital games, however, remains another matter entirely, as I recently reflected).
    
Many people -- both fans and gamers -- loved West End Games’ Star Wars Roleplaying Game using the D6 system. Frequent readers know that I personally worked on the game line for five years before West End hit financial troubles, lost the license, and effectively shut down production on further products (besides laying off the staff, etc.). Despite the game’s apparent “death,” many people still play it today, whether in nostalgic one-shot games or entire evolving campaigns. I still run Star Wars D6 scenarios at conventions and they usually fill up with enthusiastic players. The Internet Age has ensured renewed interest in and life for Star Wars D6 roleplaying, with online fan communities, web pages for personal campaigns, fan-produced sourcebooks, and even new iterations of the D6 System, like AntiPaladin Games’ excellent MiniSix variant ruleset (available as a free PDF download).
    
Wings of War has similar resilience thanks to online communities like the Wings of War Aerodrome, avid players, and fans capable of creating their own miniatures, scenarios, and new cards for aircraft, targets, and maneuvers (some of which they can share on the internet). Some toy companies and a few game manufacturers produce period aircraft miniatures near the 1:144-scale planes NG International released for Wings of War (though these are primarily World War II aircraft); I noticed several I should have picked up during a recent visit to a Hobby Lobby location; I also wonder how aircraft figures from the Axis & Allies Miniatures Game might work. Although the miniatures certainly add an appealing visual element to the game, one can still play using aircraft cards in lieu of minis.

Wings of War aficionados soldiered on in the face and last month’s distribution change; despite some mixed feelings and understandable disappointment with the most recent news, they continue to enjoy playing and creating new materials for their favorite game.

Update Aug. 2, 2011: Seems like the website ICv2 is reporting from a reliable Italian source that NG International is in fact liquidating, having fired or lost all its employees but its CEO overseeing the final arrangemetns; let's hope another company picks up the rights to develop, produce, and sell new material for Wings of War.

Tuesday, July 5, 2011

Gamers Will, uh, Find A Way


“Life will not be contained. Life breaks free. It spreads to new territories and crashes through barriers, painfully, maybe even dangerously, but, uh, well, there it is.”
-- Dr. Ian Malcolm (Jeff Goldblum), Jurassic Park

Fantasy Flight Games recently announced it will no longer distribute future releases for the popular aerial combat game Wings of War (read the entire announcement here). Although at first glance some initially viewed this as the end of game support and new releases, it’s clear the game’s creator and manufacturer, the Italian company NG International (a.k.a. Nexus), is taking on the role of selling directly to American game distributors. While Fantasy Flight Games will continue to sell off its existing stock to gaming stores and direct orders, NG International will release future new product (and sell stock no longer available through Fantasy Flight) using the three tier distribution chain of manufacturers/publishers, distributors, and retail stores the gaming  hobby has mostly followed throughout its short lifespan. From all the online scuttlebutt it seems like NG International has already established relationships with major American game distributors for some of its other games, so the availability of Wings of War and its new releases shouldn’t be adversely affected by this distribution change.

There’s a good deal of talk on the internet among the game’s many fans. After clearing the initial confusion over what exactly the change meant to the future of the game, most discussion has focused on how effectively NG International can work with American game distributors to move product into the retail market (the “friendly local gaming store,” or FLGS) and into the hands of the game’s enthusiastic players…and most people have adopted a “wait and see” attitude rather than getting too upset. NG International’s already been proactive with the Wings of War fan community by posting an FAQ about the change on its website.

I’m a fan of the game, specifically Wings of War: The Dawn of World War II, and tempered my initial impressions of the announcement with some reflection on the resilience of gamers and their imaginations. I’ve written about this topic before, but it bears mentioning again: in an imagination-based hobby like gaming that attracts intelligent and creative participants, gamers will find a way to continue playing, modifying, and enjoying games even after a publisher discontinues them.

The Wings of War hobby has already proven this. Gamers have an ability and a hobby that allows them to create their own material to play a game indefinitely, whether they’re creating their own scenarios and campaigns for a favorite roleplaying game or designing new cards and miniatures for a game like Wings of War. The Wings of War Aerodrome provides a common online forum where fans of the game can share new materials, including new airplane cards, maneuver decks, target cards, gameplay aids, and campaign resources. Even seeing the game played at conventions demonstrates fan innovation. The first time I attended Guns of August, a gaming convention in Williamsburg, VA, several tables hosted Wings of War games, from basic demonstrations to more involved games featuring original bomber models and maneuver decks to interpret the abilities of newly created aircraft.

At this point fans are waiting to see how NG International’s distribution will differ from Fantasy Flight Games’ -- whether new releases will flow on a more regular basis, whether they’ll make it into players’ usual local gaming stores, and how much additional online and convention support the company will provide for the game. I’m not aware of Fantasy Flight Games’ degree of convention support for Wings of War events, and its free online support offerings remained limited to PDF copies of the game rulebooks (unless one wanted to register with them, a threshold some aren’t always willing to cross); here’s hoping NG International offers a bit more on both counts…certainly the game’s fans already have.