Showing posts with label ares games. Show all posts
Showing posts with label ares games. Show all posts

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, 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….