The Little Guy and I attended a wargaming convention in Williamsburg this past weekend, where he won a copy of Star Wars:
Armada in the charity teacup raffle. We weren’t home long
before the box was open, he was checking out the pre-painted ships, I
was reading rules, and we both started popping out and organizing
perforated cardstock game components. We gave it a try on my old
three-foot-square felt starfield I painted years ago for West End
Games demos and had a blast. It’s the kind of game West End could
never have produced, though it did consider publishing a Star Wars
tactical fleet-level game.
Tuesday, September 6, 2016
Tuesday, August 23, 2016
Romance of the Perilous Land: OSR Meets British Folklore
It’s almost a roleplaying game
cliché that Dungeons & Dragons and its many
retro-clones from the Old School Renaissance (OSR) often focus more
on hack-and-slash dungeon delves than more story-driven fare. Mechanics in these games primarily focus on
characters’ abilities in overcoming combat-oriented obstacles –
armor class, hit points, to-hit bonuses, saving throws, spells –
with other elements like thief abilities intended to safely grab
treasure. What players do with these rules remains their own
business; some engage in “murder-hobo” rampages in the full
hack-and-slash mode, while others seek to infuse their games with
more story elements despite the combat-oriented mechanics. Yet Scott
Malthouse has deftly integrated old-school mechanics with more
heroic, story-based themes from British folklore in his OSR game Romance of the Perilous Land. As a pay-what-you-want game it’s
worth picking up to check out the setting-influenced innovations to
OSR mechanics. Having recently featured the Kickstarter revision of the classic Prince Valiant: The Storytelling Game, I think
Perilous Land offers a similar game experience with the
legendary trappings in an OSR-friendly package.Perilous Land covers the usual old-school bases – ability scores, character classes, armor, equipment, spells – with some nice adjustments, combining some original interpretations of OSR game mechanics with some previously seen innovations. Unlike other “grinder” games the characters in Perilous Land are heroes with a solid set of rules designed to help them survive at lower levels and give them a sense that their actions matter even if they’re only first level.
Tuesday, August 16, 2016
Customizing the OSR Experience
Resources like Brent Newhall’s Old School Renaissance Handbook and Taxidermic Owlbear’s overview of retro-clone systems remind me of the OSR’s amazing diversity in
mechanics. Each new OSR game
provides the author’s own interpretation of the classic Dungeons
& Dragons game system based
on a beloved early edition, an amalgam of preferred mechanics, new
innovations on those systems, or
other inventive derivations.
(And I’m not even
mentioning setting interpretations incorporating those mechanics....)
Although I like a single
unifying “core mechanic” in my games – such as the dice-pool
roll against a difficulty number in the D6 System
– I grew up with the amalgam of different mechanics in the
Basic/Expert D&D
and Advanced D&D
games. “Core mechanic”
systems allow for a some degree of interpretation in fine tuning
within the scope of the basic rules, yet so does D&D
with its numerous individual rulings for resolving the host of
situations that arise in the course of a game. D&D
established the foundation for fantasy roleplaying game mechanics;
the OSR demonstrates just how variations and innovations can vary to
produce games with different play styles.
The process adjusts individual mechanics within the game to find
the right balance of game play. Take a look at individual systems and
notice how gamers can alter nearly every one for a particular play
style or rules preference. Since roleplaying games focus on
characters, many of these elements appear on the character sheet;
many trickle down to other systems, particularly in handling monsters
.Designers have adjusted existing rules to their liking, but for some
they’ve devised original ways of handling mechanics while still
evoking the spirit of early roleplaying games:
Tuesday, August 9, 2016
Tips for Kid-Friendly Games
Our recent experiences at Historicon brought to light more tips for running games for kids. The more we game with kids – as parents, participants, even onlookers – the more we discover what works for engaging them in all kinds of adventure gaming: miniature wargames, board games, even roleplaying games. Noting what was and wasn’t done at some of our Historicon games offers some first-hand inspiration; we signed up for games based on my son, the Little Guy, and his preferences and ability levels. I’ve discussed some strategies for running kid-friendly games at conventions before. These brief tips add to those earlier observations to help stock the arsenal of ideas for those engaging kids in games. With some consideration for specific situations these tips can apply to games in the home and at public venues like library events and game conventions. They’re more for younger children sampling games than older tweens and teens who have a better sense of comprehension about more complex games; but don’t hesitate to adapt these for running games with adult newcomers to the hobby.
Some of these tips require planning beforehand; others one can implement at the gaming table. And while these emerged from my own personal experiences, they’ might not reflect your particular situations, so feel free to ignore or modify them to best suit your own games with kids:
Tuesday, August 2, 2016
Prince Valiant Returns
Nocturnal Media plans to release a new, full-color edition of
designer Greg Stafford’s Prince Valiant: The Storytelling Game through a Kickstarter campaign. The news inspired my nostalgic
memories of the game back when it was first published. I found a copy
shortly after its release, immersed myself in its rich Arthurian
legend and vivid artwork, and used it to satisfy my established
gaming group and entertain a few casual gamers. It’s an
oft-overlooked introductory game that uses basic yet elegant
mechanics, offers a rich setting, and provides plenty of suggestions
for novices. Although I’m on the fence about backing the
Kickstarter edition, I heartily recommend it to anyone seeking a
light roleplaying game with a legendary setting ideal for both
experienced gamers and those seeking to explore the roleplaying game
experience.
The original 128-page softcover rulebook looks pretty standard for games of the late 1980s and early 1990s, with a few outstanding innovations that still resonate today. After the “One Page Prince Valiant” rules – an almost scripted walk-through of a brief adventure using pre-generated knight characters – the book covers the usual territory: the obligatory “What Is A Storytelling Game?”; the basic game rules (including character creation, core mechanics, and the “Fame” section central to the game); a good guideline section discussing player goals and lots of useful storytelling tips; advanced game rules for experienced gamers to add greater depth to their experience; and a reference section covering the Prince Valiant setting and its major characters. As introductory game rulebooks go it’s fairly traditional, going into detail expounding about rules and specific situations even within the basic game chapter...and yet it all still works, at least in the hands of a seasoned gamemaster.
The original 128-page softcover rulebook looks pretty standard for games of the late 1980s and early 1990s, with a few outstanding innovations that still resonate today. After the “One Page Prince Valiant” rules – an almost scripted walk-through of a brief adventure using pre-generated knight characters – the book covers the usual territory: the obligatory “What Is A Storytelling Game?”; the basic game rules (including character creation, core mechanics, and the “Fame” section central to the game); a good guideline section discussing player goals and lots of useful storytelling tips; advanced game rules for experienced gamers to add greater depth to their experience; and a reference section covering the Prince Valiant setting and its major characters. As introductory game rulebooks go it’s fairly traditional, going into detail expounding about rules and specific situations even within the basic game chapter...and yet it all still works, at least in the hands of a seasoned gamemaster.
Tuesday, July 26, 2016
WEG Memoirs: The Schedule Boards
Back when I first started working at West End Games the company
maintained a schedule board listing all the products set for
publication in the coming months. The board displayed an impressive
array of products, often two or three each month. The board was
sacrosanct. Moving or, gasp, dropping a product plunged everything
into chaos. Yet it enabled the company to efficiently produce and
publish product to a distribution system and retailer network – and
ultimately to customers – whose revenues enabled the company to
persist. The schedule board demonstrates to me one of the differences
between today’s throng of small-press, independent, and often
single-creator publishers and the few remaining, well-established,
corporate game publishers; one creates for love, the other for money.
West End’s offices occupied the second floor of an unobtrusive warehouse on Route 191 north of Honesdale, PA; the infamous Bucci Imports shoe business used the downstairs offices. Owner Scott Palter maintained his office on the first floor, but it is here where the schedule board first resided when I started working there as an editor in the summer of 1993. The oversized bulletin board contained an index card for every project in production, arranged beneath the upcoming 18 months. After a while – I don’t recall how long – something happened that necessitated the board migrating upstairs into the West End conference room, where everyone could check it when needed and passionately debate what titles needed to move for various reasons that seemed important at the time. No doubt it made more sense to put it in the meeting room to accommodate the growing ranks of West End’s editors instead of constantly cramming into the owner’s office. Staffers hastily covered it up with a sheet when visitors came to the offices, an extremely rare occurrence.
West End’s offices occupied the second floor of an unobtrusive warehouse on Route 191 north of Honesdale, PA; the infamous Bucci Imports shoe business used the downstairs offices. Owner Scott Palter maintained his office on the first floor, but it is here where the schedule board first resided when I started working there as an editor in the summer of 1993. The oversized bulletin board contained an index card for every project in production, arranged beneath the upcoming 18 months. After a while – I don’t recall how long – something happened that necessitated the board migrating upstairs into the West End conference room, where everyone could check it when needed and passionately debate what titles needed to move for various reasons that seemed important at the time. No doubt it made more sense to put it in the meeting room to accommodate the growing ranks of West End’s editors instead of constantly cramming into the owner’s office. Staffers hastily covered it up with a sheet when visitors came to the offices, an extremely rare occurrence.
Tuesday, July 12, 2016
Wargaming with Stars & Crosses
I’ve discussed traditional chit-and-board wargames before –
how they still have a following and occasionally infuse the market
with new material – and lament they don’t enjoy greater
popularity among gamers who often revel in complex rules. Doug
Anderson recently released Stars & Crosses, a game
covering company-level engagements in northwest Europe during World
War II. It’s available in PDF from Wargame Vault (with a
print-on-demand rulebook if you prefer) that can range from a
print-and-play, hex-based board wargame to a full-fledged, 6mm
micro-scale miniatures wargame with gorgeously crafted terrain.
However you play it, Stars & Crosses provides an
easy-to-learn wargame experience with basic and expert rules, modular
board, and rich possibilities for extended and advanced play. At
$2.99 for the PDF rulebook and printable component file, Stars &
Crosses is a fantastic way to dive into the board or miniature
wargame hobby.
(Note: I know Doug Anderson from various online community interactions focusing on gaming; he provided me a comp download of Stars & Crosses, though I bought a print-on-demand rulebook as physical reference at the game table.)
(Note: I know Doug Anderson from various online community interactions focusing on gaming; he provided me a comp download of Stars & Crosses, though I bought a print-on-demand rulebook as physical reference at the game table.)
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