My recent missive on chit-and-board wargames caused me to look
back on a forlorn, abandoned project and find new life in a different
form. In the blog post I looked at current efforts in this
“traditional” wargames sector and noted several factors I’d
find appealing in new games, particularly more streamlined rules with
fewer (and larger) pieces. I posted the article, then sat back and
wondered, how could I create a traditional wargame that would satisfy
my own criteria? In my mind I ran through the various historical
periods that engage my interest, recalling particular battles with
which I have some degree of familiarity or a good stock of research
material in my personal library. I put the idea aside for a day or
two, and then an idea dawned; I could repurpose an unpublished
article on miniature wargaming the Battle of Ridgefield (April 27,
1777) into a chit-and-board wargame.
A few years ago I volunteered to help produce a regional wargaming
club’s newsletter. It had languished for a while after having a
good run with informative articles, news about club activities, and a
listing of local resources for gaming. I thought I’d bring my years
of publishing experience, both editorial and layout, and try giving
the newsletter new life. The club representative told me they’d
received another offer for a volunteer editor, so they asked us to
work together. My grandiose vision for resurrecting the periodical
and infusing it with engaging material and new life fell afoul of the
co-editor syndrome (a good author friend once told me that
co-authoring was twice as much work for half the pay...and in this
case, my half of the “pay” was nothing in exchange for lots of
work and some friction with my co-editor about what made a good
wargaming newsletter). Although I was pleased with the final product,
my experience was less than rewarding, so I just walked away. The
club hasn’t published a newsletter since.
One of the articles I intended to contribute covered the Battle of
Ridgefield during the American War of Independence, a subject dear to
me since I grew up in that small, Connecticut town, was steeped in
its history, and had seen a 200th anniversary reenactment of the
skirmish as a kid. I relied on a very well-researched history of the
event – Farmers Against the Crown by Keith Marshall Jones
III – and drafted a summary history of the event, with a focus on
the forces engaged, the terrain, deployment, and how miniature
wargamers might stage the skirmish. I submitted it to the co-editor
for comments, some of which helped focus my writing; however, I
allowed my general dissatisfaction with the direction the newsletter
was taking to temper my enthusiasm, and I shelved the article for a
“future issue” which, of course, never materialized.
Tuesday, April 28, 2015
Tuesday, April 21, 2015
My Favorite Flavor of D&D
Recently I’ve been seduced by all the buzz about the Old School
Renaissance (OSR) games that hearken back to the earliest editions of
Dungeons & Dragons in their mechanics and presentation.
I’ve acquired a few print copies of various games and source
material (including some quality ’zines). It’s all fueled by an
interest in returning to my medieval fantasy gaming origins and thus
to the nostalgic origins of my immersion in the adventure gaming
hobby. While I appreciate a number of the OSR games I’ve seen –
most notably Old School Hack, Basic Fantasy, Barbarians
of Lemuria, and Swords & Wizardry WhiteBox rules
(admittedly not all hardcore OSR) – I find myself returning to the
original source of my early wonderment and inspiration in gaming:
Basic and Expert Dungeons & Dragons.
Aside from the game I designed myself based on watching two friends muddle through some rooms in B2 Keep on the Borderlands, I started with the Moldvay-edition D&D Basic Set (received as an Easter present when I was 13); I quickly expanded my gaming activities that summer with the Expert set. Although I soon got the triumvirate of core books for first edition AD&D, most of my earliest gaming focused on Basic/Expert D&D. I certainly bought into the AD&D game line, playing several games and often borrowing scenario material for my own D&D experience, but I often felt AD&D had far too many rules and, as the line progressed under TSR, far too many supplements defining in detail various aspects of the mechanics and settings.
Aside from the game I designed myself based on watching two friends muddle through some rooms in B2 Keep on the Borderlands, I started with the Moldvay-edition D&D Basic Set (received as an Easter present when I was 13); I quickly expanded my gaming activities that summer with the Expert set. Although I soon got the triumvirate of core books for first edition AD&D, most of my earliest gaming focused on Basic/Expert D&D. I certainly bought into the AD&D game line, playing several games and often borrowing scenario material for my own D&D experience, but I often felt AD&D had far too many rules and, as the line progressed under TSR, far too many supplements defining in detail various aspects of the mechanics and settings.
Tuesday, April 14, 2015
Chit-and-Board Wargames Still Live
I don’t often talk about
chit-and-board wargames (or “traditional” wargames for brevity’s
sake). Although the adventure gaming hobby evolved from this sector
of gaming (and from its miniature wargaming cousin), it seems the
prevalence of roleplaying games, board and card games, and more
visually appealing miniature wargames have eclipsed their popularity.
We don’t always hear about these through the usual buzz on the
internet. News covers the latest OSR games and supplements,
Euro-style games, major releases from publishers with pre-painted
miniatures and numerous collectible powers to enhance tournament
play, Kickstarter juggernauts, licensed games, and a host of flashier
products.
Regrettably the days of traditional
wargaming’s popularity have long passed. Giants like Avalon Hill
and SPI have faded, though the former lives on under the auspices of
Wizards of the Coast and focuses primarily on proven brands (such as
Axis & Allies). Rare are massive bookcase game boxes with
cardboard-mounted maps and hordes of half-inch, die-cut unit
counters. Traditional wargaming has given way to the more visually
appealing miniature wargaming hobby and to lighter “battle games”
like Memoir ’44, Battle Cry, Wings of Glory, and
the Axis & Allies Miniatures Game which incorporate
more elements from board gaming with a wargame theme.
Yet that extremely niche portion of the
hobby still remains active, with a handful of companies still
producing new titles to satisfy this aspect of gamers’ interests.
Some remain minimalist efforts, thin rulebooks with a half-sheet of
counters (at best). Others revel in the massive boxed games packed
with components, frequently financed by crowdfunding efforts like
Kickstarter. I’ve come across a number of traditional wargame
publishers who remain active; the list below is by no means
comprehensive, but offers a relatively current glimpse at this sector
of the adventure gaming hobby:
Tuesday, April 7, 2015
Imitating Graphic Design
I’d had some graphic design
experience in college and at my newspaper job before coming to West
End Games to start editing the Star Wars Adventure Journal;
but I learned some of my most valuable lessons from the company’s
production manager, Richard Hawran, one of the oft-unknown people
working behind the scenes who really kept the game lines and the
company together. Rich managed to simultaneously keep the
often-volatile creative egos of the editorial staff focused on
projects instead of vendettas, moderate management’s intolerance
for game designers and its intrusive bureaucratic whims, and ensure
the company maintained a rigorous production schedule through a
generous dose of troubleshooting and maneuvering. One of the first of
many lessons I learned dealt with laying out a book: find a graphic
design scheme in a product you like, a visual look that works for
you, and imitate elements of it with practical modifications for your
own project.
Certainly publishers and graphic
designers bring to any project their own preconceived notions,
parameters, and overall “vision” for a product’s appearance. We
were already working under particular constraints determined by
management’s strategy for the Adventure Journal: a
digest-sized publication layout and set font choices from other Star
Wars Roleplaying Game products for article subheads (Eras Bold)
and text (Cheltenham). The head of the art department – who’d
viewed the Journal layout as his domain – had been taken off
the project for a variety of reasons: he had allegedly run late on
numerous projects, did not seem open to working as a team with
editorial staff, and no doubt clashed with management personalities
and egos. (Regrettably these contentious attitudes seems standard for
the roleplaying game industry, as anyone reading the four-volume
history Designers & Dragons would know.) So Rich and I
hunkered down and hammered out the layout for the Adventure
Journal one snowy Saturday in January, a month before the first
issue was due to head to distributors. For the first hour we looked
at similarly sized publications to judge the pros and cons of how
they presented their content. At the time few digest-sized
publications approaching the 288-page count existed (or I would have
suggested the little black Traveller books). Rich and I paged
through two I remember, TV Guide and Reader’s Digest,
both seemingly obsolete in today’s information-overload Internet
Age. I can’t recall what specific graphic design revelations we
gleaned from examining the layout of both magazines, but it holds an
interesting lesson in using layout elements you like and that work
for your intended publication (and, conversely, avoiding the ones you
don’t like or don’t work).
Subscribe to:
Posts (Atom)