Tuesday, July 06, 2010

LOOT AND SCOOT: A Win for Victory Point Games?

I am a sucker for dungeon crawl themed board and card games. I own the vast majority of the games included in Board Game Geek's Definitive Dungeon Crawl Geek List. When I saw that the scrappy independent game company Victory Point Games had developed what they believe to be a "Euro Style" and "Family Friendly" version of a dungeon crawl game, I knew that I would have to add Loot and Scoot to my collection.


Adding the game to my collection is one thing, keeping the game on the "keep ready at a moment's notice" shelf is quite another. I own quite a few games, but only a few manage to find their way onto readily accessible shelf space. Most games end up in one of my gaming closets, or even banished to my storage unit where they rest until my wife and I manage to make the millions necessary for a house big enough to house a proper gaming library. Given that we live in Southern California, that truly means millions. Storage games do get played from time to time, but such occurrences are rare and must be planned. TSR's All My Children and Fantasy Flight Games' Fireborn are both games that are currently trapped in storage. If my gaming group shared certain affections with me, Fireborn wouldn't be there but she is.

What is the fate that awaits Loot and Scoot?

My friend, and fellow board game aficionado, Eric visited my house the other weekend during a non-roleplay gaming weekend and we tried out a number of games to test their merit and Loot and Scoot was among those games we played.

Loot and Scoot is one of many genre themed games published by Victory Point Games designed by Chris Taylor, or as VPG calls him the "Maker of Games." It would be fair to say -- attempting to not tip my hat on this particular evaluation -- that Chris Taylor and I have extraordinarily similar tastes in game themes. In addition to designing the pen and paper FALLOUT game that accompanied FALLOUT: TACTICS, Taylor has designed FORLORN HOPE (an Aliens/Space Hulk inspired game), NEMO'S WAR (a solo game inspired by 20,000 Leagues Under the Sea), and has a number of free web-published games. Let's just say that based solely on his attempt to design a solo game based on a Jules Verne novel places Chris Taylor among my favorite designers.

Premise

Loot and Scoot is a game of exploring dungeons, training adventurers, and scoring the most "loot." Each of the two to four players in a game of Loot and Scoot takes on two roles. Every player is a dungeon owner and a band of hearty adventurers seeking to kill the monsters and take the stuff from the other players' dungeons. In this manner, Loot and Scoot combines elements from FFG's excellent Descent game with the progenitor of all Dungeon Crawl games TSR's Dungeon.

Descent has players in direct opposition to one another as one represents the Dungeon Master and the others represent the adventurers. In Dungeon all of the players are adventurers seeking to loot the same dungeon and the first player to meet certain victory requirements wins. In Loot and Scoot players stock their own dungeons and loot those of their opponents. Games with more than two opponents can see some players' dungeons become the focus of several players for a time.

Basic Flow of Play

At the beginning of each game session players select a map they will use as their own dungeon which they will stock with an array of dastardly creatures in the hopes of creating a challenge for their opponents. Each player also begins with two "level 1" adventurers and two hirelings. Players will use these character to explore the dungeons of their opponents, a player can never explore his/her own dungeon.

Once the players' dungeons have been stocked, the players' work as "dungeon master" is finished and the only ways that the dungeon will change are due to the successes of the opponents' adventurers. Monsters don't leave their rooms once they have been placed. It should be noted that the dungeon stocking phase of the game shares some qualities with Stratego. Players want to place their Dungeon Bosses -- really tough monsters -- in such a way as to make their opponents work hard to get to them.

During a player's turn he/she may use money that has been acquired, either through adventuring or using an action to "beg funds," to recruit adventurers and hirelings, train adventurers, or purchase buildings where adventurers may be trained. Different adventurers are more, or less, effective against different monsters and players are well served to have a well-balanced and highly trained party. The game's design is such that there are not enough characters, or buildings, for every player to have multiples of each character type or training facility. This can lead to trading and auctioning activities when a player encounters a monster that his/her adventurers are less than effective against. Having limited resources adds a nice level of depth to the play and increases player interactivity.

When looting an opponent's dungeon, players go from room to room (revealing and combating monsters as they go) attempting to acquire as much loot -- and defeat as many monsters as possible -- before encountering the dungeon's Dungeon Boss. Defeating a Dungeon Boss ends the game and points are scored at the end of a full round of play after the Dungeon Boss is defeated. This activity sounds easier than it actually is in practice. Defeating an individual monster is no easy task, an adventurer has either a 1/6 chance or no chance at all of defeating a monster. Certain monsters can only be defeated by certain character types. For example, the Werewolf may only be combated by the Mage, the Cleric, and the Fighter. Any Rogues in the player's party are of no use. Additionally, only one of each of those characters can contribute in a battle against a Werewolf -- each needing to roll a six in order to defeat the beast. It is guaranteed that players will lose hirelings/take damage while they are adventuring, but it is up to the player to decide how far he/she wants to push their luck as they loot dungeons. Play too cautiously and opponents will run away with the game. Play too loosely and you will never acquire enough victory points to win the game.

The game play has a nice balance of luck and skill. The luck comes in the form of the die roll resolution, but the skill comes in rationally analyzing your odds of success. This kind of luck/skill balance is common in Eurogames and is one of the reasons they have such a broad appeal. Having elements of luck in play allow less skilled opponents to win, and thus expands the number of those who can have fun while playing. Having elements of skill appeals to those who find the whimsical hand of purely luck driven games dull. Taylor's design in Loot and Scoot has the right balance of the two, both in the "planning" stages and in the eventual "adventuring" stages of the game.

Component Quality

Like all of Victory Point Games' games, Loot and Scoot is well designed graphically. Also like all Victory Point Games' games, there is a "hand made" quality to the components. This is because VPG games are designed by people with excellent graphics skills who are actually making the game by hand. The game features hand cut die-cut counters that had their graphics printed on a high quality ink jet printer.


At $17.95, the components compare well to other die-cut counter games and are far superior to the components of early Microgames like Ogre (those Microgames have an inflation adjusted price of approximately $10.00). As a die-cut counter game the components are good, but for those who prefer miniatures/meeple/wooden blocks this game won't quite meet expectations. The game also included one of those microscopic 6-sided dice, something that I actually would have preferred they left out of the bag. Did I write bag? Yep. The game, like those old Microgames, comes in a ziplock bag.

Some of the above comments regarding the components read a little more critical than I intend them too. I just want you to know what you are getting for $17.95. This is the 2010 version of a Microgame, inexpensive components and a reasonable price.

Overall

Components and rules aside, whether or not a game gets played repeatedly or gets its place on the "keep ready at a moment's notice" shelf is determined by two major factors -- is the game fun to play and can it be played repeatedly? In the case of Loot and Scoot, I can give a resounding yes to both questions.

There are a couple of things that set this game apart from other dungeon crawl games and make me want to have it as readily accessible as Descent. The game sets up and plays quickly. The games mechanics encourage player interaction due to a scarcity of resources. The game has internal mechanics that prevent one player from feeling "beat up" on for more than a short time. All in all this is a fast and furious game, and I cannot wait for the expansion.

Thursday, June 24, 2010

Big Week for Superhero Role Playing Games

As I mentioned yesterday, Monkey House Games will be releasing a new version of Villains and Vigilantes to the gaming world Sunday, June 27th on RPGNow.com, but there is more great news for super hero rpg collectors.

You know who you are.

This week also sees the release of the first Icons RPG adventure, "The Skeletron Key." The adventure, written by the one and only Steve Kenson, begins with our heroes attending a demonstration of the new SPecial ARmored TANk or SPARTAN battlesuit. They arrive just in time to see things go very wrong as the suit is stolen.



Will our heroes be able to retrieve the suit before it can be mass produced by a villainous mastermind?

Is there something more than meets the eye to the theft?

Only time will tell.

In addition to releasing "The Skeletron Key," Adamant Entertainment have released the "ICONS Character Folio" character generation program. The program allows players to create random superheroes, build superheroes using a point based system, and includes old school character outlines by Dan Houser.

Wednesday, June 23, 2010

Monkey House Games to Publish New Edition of Villains and Vigilantes




Villains and Vigilantes was the first superhero role playing game I ever purchased, and it was entirely due to the advertisements that Fantasy Games Unlimited placed in Dragon Magazine



I cut my role playing teeth in the rpg hobby with the Moldvay/Cook edition of Dungeons and Dragons which featured a large number of illustrations by Jeff Dee.  While Dee's D&D illustrations where "comic book-ish," they fired my imagination and were one of the key reasons I enjoyed the Moldvay/Cook D&D books.  They made D&D look "fun."

The Villains and Vigilantes advertisements in Dragon Magazine also featured art by Jeff Dee.  Art that portrayed dynamic superheroes with names like "Shatterman" and "Magnetor."  Like the illustrations in the Moldvay/Cook D&D books, Dee's advertisement superheroic images evoked a sense of fun.  I bought the game, read the rules, and proceeded to make several dozen characters using V&V's easy to use character creation system.  For someone who was familiar with D&D's character generation mechanics, V&V was an easy transition.  I'll admit that I did do one thing different than the "recommended" primary method of character generation.  Instead of making characters that were alter-egos of myself, and thus had statistics reflective of what I believed were "my own" statistics at the age of 12, I rolled 3d6 for each attribute just like I had in D&D (it should be noted that this is an alternate generation method discussed in the V&V rulebook as well). 

The actual powers possessed by the hero are determined randomly, which I have always thought was a wonderful strength for this particular game.  Many superhero rpgs have character "construction" systems where the player comes up with a concept and then spends points to manufacture the character.  This can be wonderful, except when the player has "writer's block."  The wonderful thing about random power generation is that it spurs creativity even when you have writer's block.  You can ask yourself, "just how do these powers fit together?"  Next thing you know, you've got a concept and back story.  It isn't always the most "balanced" system, but it is an entertaining and simple one.

It was a few years before I was actually able to play in a V&V game, but when I finally played the game I discovered just how fun the system was.  It didn't hurt that Robert June, the GM for the game, was a masterful game master and had a wonderful feel for cinematic narration.  His portrayal of villains is unforgettable.

For years Villains and Vigilantes has been available, but out of print.  You could purchase existing material, from the original publisher, but there were no new products coming down the pipeline.

That changed this week.  Jeff Dee and Jack Herman, the creators of the V&V game, announced this week that V&V was "back in the hands of its creators" and would be available in a new edition starting this weekend.  The new edition will be released for sale on Sunday the 27th of June in a pdf version on RPGNow from Monkey House Games.  A print on demand version should be available shortly after the pdf goes on sale.

The new edition will be a slight update of the second edition of the game and will not be a major overhaul of the system.  Any massive reworking of the game will come at a future date, if at all.  My hopes are that Jeff and Jack will refrain from too much massive tinkering, Jeff Dee has his Living Legends game if he wants to experiment with significantly different mechanics for superhero role playing.  V&V does need some fine tuning, but it should keep to its core strengths.

1) Random Character Generation
2) Quick Combat Rooted in Old School Table Based Mechanics
3) A Level Based System where the improvements are gradual
4) Lighthearted fun

I cannot wait for the new edition, and if they keep to the core principles I'll be a customer for years to come.

DDR + David Hasselhoff = ??? -- Legend of the Dancing Ninja

Dance Dance Revolution, Kung Fu, David Hasselhoff.

Do I really need to say anything more about this production?

Tuesday, June 22, 2010

Green Hornet Trailer -- I'll Leave It to Bill Cunningham to Describe How Wrong this Is

Just like Kevin Smith, Michael Gondry and Seth Rogan just don't get this character.

It might help to start by taking the character seriously.


The Hornet should be frightening in his "role" as criminal mastermind, and Brit Reid should be unimpeachable in his role as crusading journalist. It is the perfect duality.

Trust fund loser who needs to redeem himself after the death of his father is so Freudianly lame.

Complaints aside, at least the film is coming out around my birthday. This will allow me to continue my "let's watch the worst movie of XX for my birthday party" tradition. Let's see how this compares to In the Name of the King.

Surprised by Superhero 2044 -- The First Superhero RPG was More Influential than You Might Think


According to Heroic Worlds by Lawrence Schick and Steve Perrin in Different Worlds #23, Superhero 2044 by Donald Saxman is the first commercially available superhero themed role playing game. Saxman's game was publishedin 1977 under the name Superhero '44. The game wasn't entitled Superhero 2044 until the game's second edition, when it was by Lou Zocchi's Gamescience Inc. later that same year. While I am a huge fan of super hero role playing games, and a student of the history of rpgs, this game sat on my bookshelf for years without a complete reading. Its lack of a list of itemized superpowers, and the mechanics of how they worked, was one of the key reasons that the game languished for so long on my shelf without a thorough examination. Apparently, Donald Saxman intentionally left a formal list of superpowers out of the book in order to respect the copyrights of various comic book publishers -- though that didn't stop artist Mike Cagle from providing a cover illustration filled with characters who bear an uncanny similarity to many popular comic book characters.



I just couldn't ever muster the desire to read or play a superhero role playing game that lacked a robust super power system. The recent release of Icons by Adamant Entertainment got my mind focused reading a new super hero rpg, and this opened the door for Superhero 2044 to work its way off the book shelf and into my reading pile. I quickly devoured the booklet and have come to the following conclusions.

First, Superhero 2044 is almost unplayable with its Rules as Written (RAW). The game is a jumble of multiple systems and contains no fewer than three major design directions, none of which are flowing in the same direction.

Second, without Superhero 2044 modern super hero role playing would not be what it is today. Those three major directions I mentioned above? Each of those had a significant influence on the super hero games that came after Superhero 2044. Without this game, there would be no Champions, Supergame, or Golden Heroes. Each of those super hero games lifts a concept out of Superhero 2044 and structures a game around that concept.

Superhero 2044 is more than the first super hero role playing game, it is the foundation upon which many games followed.

It was the first superhero game to include point based character construction. Though the point expenditure was limited to the building of a character's "attributes" and were not a part of "power design." This innovation, and at the time of Superhero 2044 this was a significant innovation, is one of the major design starting points for a number of super hero role playing games -- not the least of which is the Champions game.

Influence on Champions

Speaking of Champions, in addition to being inspired by the point based character design of Superhero 2044 it is evident that Champions melee combat system was influenced by Donald Saxman's game as well.

In Champions combat is resolved by taking a character's "Offensive Combat Value" and subtracting an opponent's "Defensive Combat Value." The result of that subtraction is then added to 11 to find the number required to hit an opponent on a roll of 3 six-sided dice. Champions combat system is one of the best on the market and the fact that it uses a comparison of combatant's effectiveness, and a bell curve resolution system, are among its chief strengths.

In Superhero 2044, you take a character's "Stamina" and subtract his opponents "Stamina." The difference between these two numbers is compared to the Universal Combat Matrix which gives you a number between 3 and 18 that the character must roll on 3 six-sided dice to determine if the character hit his opponent. It should be noted that this combat system is only used for "melee" combat in Superhero 2044, where it forms the foundation of Champions combat.

The Champions version is more elegant, as the result of the initial comparison is the modifier to the 3d6 roll, but it is the same system. It is as if the designers of Champions playtested and refined the Superhero 2044 melee combat system. Champions combat has some significant differences overall to Superhero 2044, but one can see that one echoes the other.

Influence on Supergame

Like Champions, Supergame was influenced by Superhero 2044's point based character generation system. Given its own 1980 design date, and the fact that it was a part of "California Gaming Culture," might hint that Supergame itself also influenced Champions. One sees the underpinnings of Superhero 2044 is in the purchase of a character's starting attributes.

Both systems feature something that many modern gamers might consider odd. All of a character's attributes start at zero and can be increased -- this itself isn't odd to the modern gamer. What is odd is that both games have attribute levels where the character is suffering from a disability. In Superhero 2044, if a character has an Endurance of less than 20 that character is "fatigued" or worse. In Supergame, a character with an "Agony Score" of less than 15 "may either move or attack, but only one per turn." There are similar penalties for "Vigor" in Superhero 2044 and "Physical Score" in Supergame. The names of the attributes and the level of effect are different, but one can see the similarities. Most modern systems would start a character with a base number of points sufficient to not be fatigued or incapacitated, but both Superhero 2044 and Supergame allow for the possibility.

But it isn't the point based character design where Supergame bears the most similarity to its predecessor. Supergame includes rules for building specific powers -- though not as robust the later published Champions -- that are themselves an innovation over the state of gaming at that time and a step beyond what were offered in Superhero 2044.

The area where Supergame most reflects Superhero 2044 is in its ranged combat system. In Superhero 2044, ranged combat is decided by rolling a six sided die and adding/subtracting to the die total applicable modifiers. This sets the target number that must be rolled, or higher, on a second roll of a six sided die. For example a character with a 20 Dexterity (-1) shooting an opponent at point blank range (-3) with a shoulder weapon (-1) rolls a 6 on a six sided die. This gives a modified result of 1 (6-1-3-1=1) and means that the character hits if the player rolls a 1 or better on the second roll. This system, with some differences in modifier values, is the system used in Supergame.


Influence on Golden Heroes

While I was intrigued by the way that Superhero 2044 influenced the design of American super hero role playing games, I was amazed at how it had influenced a British one. In White Dwarf magazine issue 9, game designer Eamon Bloomfield reviewed Superhero 44 -- Superhero 2044's first edition -- and wrote the following:

"Each character fills out a weekly planning sheet indicating whether he is patrolling, resting, training, or researching. This...show[s] how many crimes of what type he's stopped this week and at what damage to himself; without actually having to play the event...Overall good fun and realistic and a welcome addition to any role playing fan's collection. Certainly as a postal game it has a great future."

The weekly planning sheet is one of the most intriguing aspects of the Superhero 2044 game and the most playable aspect. The game includes weekly planning sheets that provide a number of "activity blocks" to which players assign particular tasks, like fighting crime or resting. Golden Heroes, Games Workshop's super hero role playing game, featured a campaign system that bears no small similarities to that of Superhero 2044. Games Workshop was, and still is, the publisher of White Dwarf magazine and so it is easy to believe that this game review sparked some discussion of "planning sheet" style campaign play.

Golden Heroes features a campaign system that heavily relies on something very similar to Superhero 2044's weekly planning sheet. They have a system that uses something called a "Daily Utility Phase" or DUPs. The game describes them as follows:

The scenarios played in each week occupy a certain number of DUPs for the characters involved. Any remaining DUPs can be devoted to other pursuits such as training, improving powers, developing scientific gadgets, etc.

Thus at the end of each scenario, you must inform the players how many spare DUPs their characters have. Preferably then, or at worst at the start of the next game session, the players must tell you how their characters have spent those DUPs.

The player's allocation of DUPs is compared to various campaign ratings, something vary similar to what Superhero 2044 calls "handicaps," in order to determine what events happen to the character and how much the character is able to improve over time. Both systems are dynamic and change as characters interact with the game world. The Golden Heroes system is more developed and is a part of a more complete system of mechanics, but it is unarguably a descendant of the Superhero 2044 system.

Closing Remarks

I wish I had read Superhero 2044 much sooner than I did. It is a definite diamond in the rough. While it would be difficult to play RAW, it has a large number of innovative mechanics and ideas. The fact that it contains enough ideas to influence no fewer than THREE super hero role playing games in their design is a significant achievement in and of itself. One cannot truly understand the development of the hobby without reading this game.

I think I will try to play the game itself soon, though I don't know if I will try to design a comprehensive powers system or use an existing one to supplement the game, as the campaign play system still stands out as something that has some depth and would be useful in a number of games. Given the abstract nature of the campaign planning system, one could easily adapt it to another game for use.

The game also features a detailed setting for super hero play. The setting lacks the microscopic detail of modern settings, but for the time the game was written it is quite intricate. Like the game itself, its setting is one that inspires addition and extension rather than provides a complete painting.

Donald Saxman has created something pretty special here and I'd love to see someone take this system and make a modern edition out of it. It would take some work, but it would be worth it.

Thursday, June 17, 2010

John August Writing Monsterpocalypse Movie

Among certain gaming circles, there is a narrative that the Monsterpocalypse collectible miniatures game isn't performing very well -- that it was dead out of the gate. I have always felt that these gamers were pure nay-sayers who had little to no real information regarding the success or failure of Privateer Press's intriguing little game.



For those who aren't familiar with the game, Monsterpocalypse is a collectible miniatures game which features battles between titanic sized monsters -- Kaiju, if you will. You have giant apes, giant lizards, giant blobs of goo, giant squidheaded monstrosities, and...aliens. In my opinion, the game is the perfect combination of all the things I love from the giant monster movies of the 60s through 00s.

What's not to love about the theme?

Heck, they even recently licensed Voltron which will be featured in a game this summer. The acquisition of this license was a sign to me that Privateer Press had a product that would bring in the revenue for years to come.


Since the miniatures are produced by Privateer Press (Iron Kingdoms), the figures are well sculpted and very high quality. I own quite a few, and I love them so much I spent hours using Dundjinni making a prettier version of the map for Creature that Ate Sheboygan just so I could use these figures with that game.

While my enthusiasm for the game knows few bounds, I was surprised to read that there was a movie in production (by DreamWorks no less) based on the product. There is just a part of my conscious that begins to spiral toward insanity when it thinks about a movie, based on a game, inspired by characters from movies. My metacognitive meter goes past eleven. It's really too much for me to comprehend. Imagine if you will a Villains and Vigilantes or Mutants and Masterminds movie. Either could be good, but still seems out of place in a world where studios can make a Justice League or Avengers movie instead. Besides, DreamWorks recently released Monsters vs. Aliens so they have kind of addressed the topic already.

Skepticism aside, the upcoming Monsterpocalypse movie will be scripted by John August. In addition to having tremendous amounts of "geek cred" -- just read his entries in Gameplaywright Press's Things We Think About Games to get some sense of how hard core a gamer John August is -- John is a very experienced Hollywood writer/director. His past credits include Titan A.E., Big Fish, Go, Corpse Bride, both Charlie's Angels movies, and Prince of Persia (as an Executive Producer).

This film could be very good if John mixes the right elements. I think that he should stop by my apartment in Glendale once a week for the next few months and play sessions of Monsterpocalypse, Monsters Menace America, and The Creature that Ate Sheboygan just to make sure.

Friday, June 11, 2010

Margaret Weis Productions Releasing Smallville RPG at Gen Con


Margaret Weis Productions is quickly becoming the West End Games of the 21st Century -- and that is a good thing.

In the 1980s, West End Games went from a publisher of war games and board games. Among their early titles were Campaigns of Napoleon, Operation Badr, and Killer Angels on the "war gaming" side, and Junta and Bug Eyed Monsters on the "board gaming" side. In the mid-80s, West End Games acquired the license to make official Star Trek based board, war, and role playing games. They weren't the first company to get the Star Trek license, but they were the first company to create consistently high quality products based on an existing license. Star Trek itself had been licensed as an RPG product prior to the West End license, but that product lacked the combination of high production value and quality mechanics that West End brought to the table.

Following on the Star Trek license the company acquired a license for a Ghostbusters role playing game, and the rpg they published for that game secured their reputation. So secure was their reputation that they eventually landed the grand daddy of all rpg licenses -- Star Wars and the game they produced was a masterpiece. To this day it stands as the gold standard for adaptation of a licensed property into a role playing game. The Star Wars mechanics were an adaptation of the Ghostbusters d6 system, one of the cornerstone rules sets for players who prefer "cinematic" role playing games over "mechanics."

The list of licensed properties that West End created games for grew and grew, and they maintained their consistent quality, but changes in the gaming market like the explosion of Magic: the Gathering, the d20 explosion, and the loss of the Star Wars license conspired to bring the company down. It took a while for the company to completely peter out, and you can still find a small pulse out there somewhere, but peter out it did.

When West End's reign as the king of licensed rpgs ended, there was no clear leader in the field. Several companies had licensed properties. Wizards of the Coast had Star Wars. Decipher had Star Trek and Lord of the Rings (the movies only). All of which are/were good products based on "mainstream" intellectual properties, but none of which fired the imagination in the way that West End Games' Star Wars line did.

The death of West End left a hole in the marketplace for a company to emerge as a leader in creating adaptations of "mainstream" intellectual properties.

Green Ronin is earning a reputation as a skilled creator of licensed games, but prior to their recent acquisition of the DC Comics license their properties had been more niche than mainstream. As much as I love George R.R. Martin's Song of Ice and Fire, it's a fantasy series and not a television series/movie.

It appeared that Eden Studios, with their Buffy, Angel, and Army of Darkness games might have become the next true successor to West End, but these hopes fizzled with their City of Heroes license.

Margaret Weis Productions, on the other hand, seems to be acquiring license after license and publishing quality product after quality product. The first licensed game they produced was Serenity based on Joss Whedon's film of the same name -- and which takes place in the Firefly universe. The game was well put together and well received. This was followed by a Battlestar Galactica game and an excellent game based on the Supernatural television series. All three of these games use some variation of Margaret Weis Productions' in house "Cortex" gaming system. The "Cortex" system is a cinematic system, in the tradition of West End's old d6 system, and bears some similarities to the excellent Savage Worlds game system. Not enough similarities that one would accuse MWP of lifting another system, but both systems are easy to learn and use "steps" of dice to signify attributes/skills. The similarities, and the quality of products, likely contributed to their ability to acquire the license for a Leverage based game. The fact that John Rogers, the creator of Leverage, is a big gaming geek couldn't have hurt either.

What is remarkable about this list of licenses is that they come from a variety of networks and companies. Serenity is Joss Whedon/Fox, mostly Joss Whedon due to the status of that IP. Battlestar Galactica is NBC Universal. Supernatural is a CW property (CBS and Warner Bros.), and Leverage is a TNT show (Turner). All of the properties have "geek street cred," but all of them also have audiences outside the gaming community.

This summer, MWP will be adding Smallville to the list of games it produces. According to MWP, the game will use a variation of their in house Cortex system -- but with some key changes:

We've had a few questions regarding if we'll be using the Cortex system for Smallville. The answer is we'll be using an updated version now called
Cortex Plus. It focuses on Values (what's important to you) and Relationships (who is important to you). Powers, training, etc. are Assets you can add
into your rolls when appropriate.

Smallville will use d4, d6, d8, d10 and d12. Many of the game elements are the same but fixed difficulties are gone, replaced by opposed rolls. We feel it's a super fit (sorry for the pun) for this line of product!

The focus on "Values" and "Relationships" demonstrates a desire by Line Developer Cam Banks -- and the writers working on Smallville -- to highlight the interpersonal relationships of the characters over combat situations. Stressing interpersonal relationships in superhero rpgs is an important, but often overlooked element of the emulation of the subject matter. One of the innovations of the "Marvel Method" was the incorporation of personal relationships with "real life" stakes attached. Marvel's genius was in combining Teen Romance comic narratives with superhero action. Some roleplaying games -- like Capes, TSRs Marvel Superheroes (FASERIP), Mayfair's DC Heroes -- have internal risk/reward systems that facilitate non-combat role play. Other games -- like Champions and Mutants and Masterminds -- encourage and allow for personal interactions, but lack a robust mechanic specifically designed to encourage such interactions.

About a year ago, Cam Banks blogged some initial thoughts regarding the development of an independent RPG called Superteam. The game would have been a superhero role playing game that was structured around team dynamics and team-member interdependence, inspired by comics like Teen Titans and the X-Men. Sadly, Bank's posts on the topic faded and I had lost hopes of seeing some of his ideas regarding the proper design of a superhero RPG.

Thankfully, he is working on the Smallville project and we'll get to see some of his ideas there. I would still like to see where he was going with Superteam, but I eagerly await Smallville.

MWP is offering free pdfs of their Supernatural rpg to anyone who pre-orders Smallville.

I'm wondering if one can pre-order and request to pick up the game at Gen Con rather than to have the game shipped.

Thursday, June 10, 2010

The Other Guys Not to Be Confused with The Good Guys

So far, my wife and I have been impressed and entertained by Fox Television's new series The Good Guys. We're suckers for a good action comedy cop show. I blame it on the television we grew up watching. From Starsky and Hutch to Sledgehammer, Gen X-ers watched a lot of cop shows that had light-hearted elements like Starsky and Hutch and C.H.I.P.S, or that were out and out comedies like Sledgehammer.

Comedy, cops, and action just seem natural.

This summer Adam McKay, the scribe who brought us the comedy masterpiece Talladega Nights: The Ballad of Ricky Bobby, brings us what may be the ultimate comedy, cops, and action film.

Samuel L. Jackson, Dwayne Johnson, Mark Wahlberg, Michael Keaton, and...Will Ferrell.

This looks like a fun summer film. Like "Ricky Bobby," this film isn't likely to win awards. But, also like "Ricky Bobby," it is likely to produce a lot of laughs.

Tangled: Disney's New Twist on Rapunzel

As critical as I am of the current trend of self-referential and ironic adaptations of classic fairy tales, Tangled looks fun. That said, the Zoolander reference was a bit much for me -- and is a perfect example of what I despise about "re-imaginings" of classic tales.

Wednesday, June 09, 2010

WizKids Announcing Star Trek Based Games

WizKids/NECA announced yesterday that they will be producing games based on Star Trek intellectual properties. Their license includes television shows and movies and the WizKids products will be available in "digital" as well as physical formats.

WizKids will be adding the Star Trek characters to their existing line of Heroclix collectible miniatures games, which makes this both good news and bad news.

The good news is that there will be some cool minis, hopefully including the space ships, for Star Trek characters. The bad news is that they will have those clunky 1.5" miniatures bases that are slightly too big for the standard 1" format of most role playing games.

Hey WizKids! I want to buy your figures, but I want to use them in my Savage Worlds and Traveller games. I don't care for your collectible miniature game rules sets, but I do like the figures. How about hooking a gamer up?

Dr. Who to Star in Fright Night

It appears that David Tennant will be staring as the clueless "horror-jockey" Peter Vincent in the upcoming remake of the gen-X cult favorite 1980s "Dracula Next Door" film Fright Night. There is little doubt that Tennant will be able to capture a bumbling, tired, worn down, and sympathetic late-night weekend horror movie host -- a role that was captured perfectly by Roddy McDowell in the original.

What remains to be seen is if modern audiences, whose Saturday evenings are tragically free of Bob Wilkinsesque entertainment, will fully appreciate the character. Where the late night weekend television of gen-X and earlier featured wonderful horror host fare like "Creature Features," Count Gore, Joe Bob Briggs, the modern television schedule tends to lack colorful characters like these. I say tends to, because there are still some local channels that feature horror hosts, but characters like these were once ubiquitous.

Roddy McDowell's Peter Vincent was the strongest component of the original Fright Night, McDowell's brilliant combination of Peter Cushing and Peter Sellers in the portrayal of the part is remembered long after the particulars of the movie's narrative. The scene where Peter Vincent learns that faith matters and that things that go bump in the night aren't best combated by jaded performers, is one of the classic scenes in horror.

I am looking forward to this remake, but I do wonder how the film will resonate with younger audiences.

Tuesday, June 01, 2010

Icons by Adamant Entertainment Available Today

When it comes to super hero game rules design, there are five names that are indicative of the highest quality -- and a deep work ethic. They are Greg Gorden, Ray Winninger, Jeff Grubb, Mike Selinker, and Steve Kenson. These are the designers who have created, or edited, the super hero games I play most often. George MacDonald, Steve Peterson, Bruce Harlick, Ray Greer, and Steven Long deserve mention for their work on Champions (the flag ship super hero RPG), but as important as that game is to the creation of the super hero RPG hobby I find myself playing other games more often.

Greg Gorden's rules set for DC Heroes -- especially after it was revised by Ray Winninger -- is what I consider to be the best super hero role playing game ever designed. It combines the effects based design philosophy of Champions with a focus on cinematic and quick play. Champions is a masterful game when it comes to character design, but it bogs down into a Star Fleet Battles variant when the players enter combat. DC Heroes allows for robust character design while allowing for abstract and narrative combat scenes that don't take up an entire evening. A descendant of his work on the Deadlands and Brave New World games systems can be seen in the Savage Worlds Necessary Evil setting.

Jeff Grubb's Marvel Super Heroes role playing game has a few flaws, like the fact that Captain America isn't a very effective character in those epic Avengers conflicts in the form the game has quantified him, but it is a quick playing game that is a wonderful introduction to the gaming hobby and that has enough source material to keep a gaming group playing for many years. The system is intuitive and its "Karma" system of experience ensures that players are encouraged to role play super heroes in a way that emulates the comics. In fact, Grubb's Karma system is one of the best uses of mechanics to influence play style ever invented.

Mike Selinker's Marvel Super Heroes Adventure Game (aka Marvel SAGA) uses card driven mechanics to resolve situations. While still a system of random task resolution, this card driven system empowers players to decide how much effort they want to put into a particular action. It's an ingenious system that solves the "Captain America/Batman" problem relatively easily.

Then there is Steve Kenson. Steve did something I thought was essentially impossible. He took the d20 mechanics of 3rd Edition Dungeons and Dragons and transformed them into a workable super hero role playing game-- by workable, I mean excellent. His ability to cut to the core of the d20 mechanics and eliminate almost everything that was extraneous resulted in a super hero game that allowed the character design specificity of Champions with some of the free form play of DC Heroes. His 1st edition design work on Mutants and Masterminds is nothing short of brilliant. The second edition of the game is still very good, but it features the return of some of the "flab" that Kenson cut from d20 to make it M&M and tilts a little more into the Champions side of the DC/Champions equation. Combat mechanics become a little to specific for me in the 2nd edition -- but I blame the fans.



Any time one of these creators works on a new system, especially a super hero system, it is news worthy. Kenson is currently at work on a new edition of M&M and an M&M DC RPG, but is also the author of a free wheeling indie super hero RPG that just went live on RPGNOW today. This game, ICONS, is a more free form role playing game than the more granular M&M. Icons has a rules set influenced by the very popular FATE game system. Icons also features a graphic style similar to the work of Bruce Timm, and the animated super hero cartoons of the 90s, as well as the work of Mike Parobeck.



I'll have a formal review of Icons soon, but graduate work prevents it today.

I will say this though. If Kenson's name is listed under "designers," then the game is likely a winner.

Friday, May 28, 2010

Steve Jackson Games to Release OGRE 6th Edition Eventually


In 1977, Metagaming Concepts released the first game in their successful Microgames line of affordable war games -- it had a $2.95 cover price. The game had a reasonable print run of 8,000 copies and was a break out success that redefined the war gaming hobby by opening the door to new audiences of simulation game players. The game's second print run was 20,000. The game was among the first war games to have a science fiction theme, and it featured rules that were simple enough for someone who had never played a war game to pick up and play within minutes.

The game was titled OGRE and it was so successful a game that its sales fueled the development and growth of two hobby gaming corporations. The first company, Metagaming Concepts, fought hard to keep the intellectual property rights when the game's designer left the company to found his own company Steve Jackson Games. The lawsuit lasted for quite some time, but eventually the property followed its creator to its new home. By the time the game migrated over to Steve Jackson Games, it had sold approximately 70,000 copies (excluding the sales of its GEV expansion set).

It was the reliable sales of OGRE that provided the revenue which allowed Steve Jackson Games to publish their next runaway success -- a game so successful it made OGRE's sale look small by comparison. That game was Car Wars, but its story is a tale for another time. Today is a day to praise OGRE and to share our anticipation for the upcoming release of OGRE 6th Edition which should be released later this year.

The premise of OGRE is a simple one, but it is also one that captures the imagination. The OGRE referred to in the game is a cybernetic supertank that is attacking a human manned command center on a nuclear blasted battlefield. Inspired by Keith Laumer's Bolo series, Steve Jackson created a game where desperate -- and mortal -- defenders battle against the odds to preserve their fragile position against impossible odds. Though their forces significantly outnumber the OGRE, the supertank significantly outclasses them. The tone of the game can be readily seen in an article published in issue 9 of the venerable The Space Gamer magazine:

The command post was well guarded. It should have been. The hastily constructed, unlovely building was the nerve center for Paneuropean operations along a 700 kilometer section of front -- a front pressing steadily toward the largest Combine manufacturing center on the continent.

Therefore General DePaul had taken no chances. His command was located in the most defensible terrain available -- a battered chunk of gravel bounded on three sides by marsh and on the fourth by a river. The river was deep and wide; the swamp gluey and impassible. Nothing bigger than a rat could avoid detection by the icons scattered for 60 kilometers in every direction over land, swamp, and river surface. Even the air was finally secure; the enemy had expended at least 50 heavy missiles yesterday, leaving glowing holes over half the island, but none near the CP. The Combine's laser batteries had seen to that. Now that the jamscreen was up, nothing would get even that close. And scattered through the twilight were the bulky shapes of tanks and ground effect vehicles -- the elite 2033rd Armored, almost relaxed as they guarded a spot nothing could attack.

Inside the post, too, the mood was relaxed -- except at one monitor station, where a young lieutenant watched a computer map of the island. A light was blinking on the river. Orange: something was moving, out there where nothing should move. No heat. A stab at the keyboard called up a representation of the guardian unit...not that any should be out there, 30 kilometers away. None were. Whatever was out there was a stranger -- and it was actually in the river. A swimming animal? A man? Ridiculous.

The lieutenant spun a cursor, moving a dot of white light across the map and halting it on the orange spot with practiced ease. He hit another key, and an image appeared on the big screen...pitted ground, riverbank...and something else, something rising from the river like the conning tower of an old submarine, but he knew what it really was, he just couldn't place it...and then it moved. Not straight toward the camera icon, but almost. The lieutenant saw the "conning tower" cut a wake through the rushing water, bounce once, and begin to rise. A second before the whole shape was visible, he recognized it -- but for that second he was frozen. And so 30 men with their minds on other things were suddenly brought to heart-pounding alert, as the lieutenant's strangled gasp and the huge image on his screen gave the same warning...

OGRE!

Like the "Mayday!" on the Traveller role playing game box, this description has fired my imagination for years. The fear of the command post staff is palpable, but one can only truly understand their fear after playing the game. The OGRE is a killing machine that tears through defending infantry, ground effect vehicles, and heavy tanks alike. Sometimes one wonders if there is a way to stop the OGRE at all. Then one finds an "unbeatable" strategy that succeeds in defending a few command posts, only to find that the OGRE has adapted to the new strategies and once again exterminates those who stand in its way.

The original war game version of OGRE is a very strategically deep game, even more so when you add the Shockwave and GEV expansions, that has been printed in four "map and counter" editions and one Miniatures edition. The miniatures edition was printed in the 1990s and is a fun game, but I have always felt that it -- like the edition of Car Wars that came out at the beginning of this millennium -- was not the right direction for the game to go. I am certain the miniatures were profitable, and I believe that SJG should have made the miniatures game, but I think that SJG was wrong in thinking that the miniatures game had replaced the classic "map and counter" version of the game. It hadn't, not any more than Warhammer the role playing game replaced Warhammer the miniatures game. To be fair, SJG sold the games parallel in the 90s -- it wasn't until the early 00s that they marketed the miniatures game as a replacement. It just seems to me that OGRE's core strength is its accessibility, both in rules and in price point, and a miniatures game moves away from this strength.

OGRE has been on hiatus for a few years as SJG has focused the majority of their efforts on the wildly successful Munchkin card game. SJG has a history of focusing like a laser on their most successful titles while leaving less attention for other products.

But this year seems to be the year that SJG, after two years of excellent non-Munchkin offerings, is resurrecting the OGRE. The sixth edition of the game has components that fall somewhere between the map and counter game of old and the more recent miniatures game. This edition will feature "chipboard" playing pieces that the players construct for use in play. This is an approach that takes advantage of the cost savings of a "printed" rather than a "cast" product line, while having greater aesthetic appeal than looking at square counters bearing numbers.

I think it is the right direction for the game, and I hope that it is a successful venture for Steve Jackson Games.

I know that I am eagerly awaiting this edition and will proudly place it next to my OGRE/GEV boxed set, OGRE mini-game, OGRE Book (first and second editions), and OGRE Deluxe Edition (non-miniature) versions of the game.

If all goes well, I should be able to purchase and play the game at this year's GENCON -- though they don't include OGRE in their list of official releases yet.

Thursday, May 27, 2010

Wargaming School Renaissance -- Victory Point Games

Regular readers of this blog are well aware of the fact that I collect and play role playing and board games. My collection of each is quite large and ranges from the original D&D White Box by TSR to the recently released Old School Renaissance White Box by Brave Halfling Publishing on the role playing side, and a copy of Milton Bradley's Dogfight to Bucephelous Games Dogfight on the board game side.

What readers may not be aware of is the fact that I am also a fan of simulation war games as well. My collection currently includes the full line of Squad Leader boxed sets -- the precursor to Advanced Squad Leader (of which I don't own any sets) -- and a nice collection of issues of Strategy and Tactics and World at War among other things. My introduction to this particular market within the gaming hobby came in the early 80s when a friend named Christian Hunt introduced me to Steve Jackson's excellent mini-game Ogre which featured an artificially intelligent supertank crushing a small defensive force of human soldiers. The game was great fun, and it used all the classic components associated with the traditional war game -- i.e. hexagon maps, small 1/2" counters (hand or die cut depending on the game), and a Combat Results Table (or CRT). That game, with its small and easy to learn rules set, deeply ingrained an appreciation for how fun war games can be and made it possible for me to try out more complex rules sets -- though I must admit that I've yet to try Drang Nach Osten.

The vast majority of war games are time consuming affairs that take up a good deal of table space and require either familiarity with the underlying systems of a series of games, or the patience and time to read a complex rules set. This is one of the reasons there have been so many wargamers who play these games solitaire over the years. It can be hard to find someone else who had the time, energy, and interest to pour through pages of rules and who also spent the time futzing around with them enough that the two (or more) of you could just get straight to playing without one player having to teach the other the basics of the systems etc.

This "intimidation gap," particularly acute in monsters like Drang Nach Osten, is one of the reasons that I believe that Metagaming's line of mini-games (which started with Ogre) were so successful. They provided small, approachable, quick, and playable games that in turn gave players a substantive and robust gaming experience. A game like Ogre initially appears to have little strategic depth, but one quickly learns otherwise. In a way, the mini-game was the Eurogame before there was a Eurogame.

Recently, I had been lamenting the lack of a vibrant "mini-game" community of manufacturers. I believed, wrongly as it turns out, that there were few if any publishers selling games that offered depth of wargame experience with the compactness and playability of a mini-game or a Euro-game. I knew of Eurogames like Neuroshima Hex which were Euro-style games that approached the war game experience. I was even familiar with the Euro-influenced Card Driven Strategy war games available on the market -- ranging from Command and Colors to Paths of Glory. I was looking for a company more akin to Metagaming back in its heyday or Steve Jackson Games during its early years.

I didn't believe they existed.



Then I saw an advertisement for a new Independent French War Game Magazine called BATTLES -- published in English. That's right, a French magazine. The first issue of BATTLES contained a nice, playable, and quick wargame -- in contrast to the comparably monster games of Strategy and Tactics -- that had excellent quality components. The game was beautiful by war game standards...not to mention the magazine. BATTLES is a graphically amazing magazine that covers the war game hobby as a whole, rather than focusing on "in house" games as some other war game magazines do. But enough about BATTLES, or rather not enough but I'll save some comments for posts regarding the magazine, I want to talk about an American company that I found out about because of BATTLES.

You read that series of sentences correctly. I found out about an excellent American (Southern Californian in fact) game company by reading a French war game magazine (published in English). Talk about the world being flat!



That game company is Victory Point Games and they operate out of Irvine, CA. The story of the game company's founding, and the Wild West nature of their product line/production schedule, are very reminiscent of all the qualities I admire about Metagaming and Steve Jackson. The company started as an extension of a college course, and has become something of a "community course" in game design. From their "About Us:"

Most great game ideas begin with an impassioned gamer thinking about a game and saying, “Wouldn’t it be cool if…?” That’s how the best game ideas occur – not from bottom-line watching bean counters, not from Sales or Marketing, not through scientific research – it is gamer passion that creates the best games.

Enter Alan Emrich, who was teaching various game-related subjects such as Game Design, Game Prototyping, and Game Project Management at The Art Institute of California: Orange County in 2007. An impassioned gamer himself, while teaching other impassioned gamers about the art, craft, and science of making games, he had one of those “Wouldn’t it be cool if…?” moments. Although he had been ‘designing game designers’ among his students for some time, the notion arrived as a culmination of thoughts coalesced.

Just as some genius at Reese’s figured out one day, “Hey, what if put the chocolate and peanut butter together?,” Alan blended the ideas of Desktop Publishing (DTP) with his students’ game projects. The seed of an idea for Victory Point Games was planted.

“Wouldn’t it be cool if,” Alan reasoned, “I could desktop publish a few copies of some of my students’ better course project games? That way, when they graduate and go find jobs in the game industry, they’ll have a published title to their credit and a copy of it in their portfolios. That would certainly be a plus on their resume and at job interviews. What a great graduation gift I could give them!” This became a notion that he had to pursue.

A quick look through their website shows a deep catalog of games that appeal to the simulation gamer, with creations by well regarded creators like Jim Dunnigan, Joe Miranda, and Frank Chadwick, as well as light-hearted games that appeal to the casual gamer. Games like Forlorn Hope and Nemo's War address topics (space marines vs. aliens and Captain Nemo's world on the world's navies) that don't fit within the narrow confines of traditional wargaming.



What one will also find are blog entries discussing Victory Point Games' business model, and giving advice on how to design your own games the "victory point way."

These are games by gamers for gamers, but they aren't just games by gamers for "hardcore" gamers. These games are for both experienced and inexperienced gamers. You won't find any games that have "hundred" of die cut counters here. In fact, they have a whole line of games that feature no more than 20 counters used during play.



Everything about the company echoes Steve Jackson's early days -- before everything they made was Munchkin! Back in those days SJG produced games like One Page Bulge (which had one page of rules), Ogre, Car Wars, Undead, and Kung Fu 2100. The games were innovative and fun and made by people who obviously loved what they were doing. Add to this that SJG's house magazine The Space Gamer had a series of articles discussing the art of game design and you quickly see some parallels between the two entities.

Don't get me wrong. SJG is a great company. Their Frag Gold Edition is a wonderful, if overlooked by game stores, product. The same is true for their Revolution game -- and I am looking forward to owning copies of their new Zombie Dice and Cthulhu Dice games as well. In fact, I think that SJG has managed to recapture a bit of the creative spirit that was lost for a time as they focused on the best way to pay the bills. My point is that Victory Point Games behaves like SJG did when they were small and hungry.

Victory Point Games is indicative of a movement in wargaming similar to the "Old School Renaissance" movement in role playing.  It's a movement of gamers who want to break from the current fads of gaming and introduce the world to a robust and vital hobby.

I'm all for it.

I am very excited about Victory Point Games offerings, and am looking forward to reviewing them as I'm playing them.

Tuesday, May 25, 2010

Nuff Said: Shat My Dad Says

William Shatner...Nicole Sullivan...



I am almost bursting from the anticipation.

Nuff Said: The Stars Are Right -- CthuLegos

Who knew that you could use Legos in your regular Call of Cthulhu rpg sessions?

Hey Wizards of the Coast! What About Those of Us Who Have "Home Games?!"

I am glad that Wizards of the Coast is using their experiences running Magic: The Gathering events over the years to improve they way they run Dungeons and Dragons organized play. I even think that the D&D Encounters model, short adventures that can be run in two hours and tie into a larger campaign story, is an ideal structure to use in game store based play and to use in game store demos. It also gives me a sense that Hasbro is dedicated to promoting the hobby when they support endeavors like this -- that empower the hobby market and allow it to generate interest. I am certainly happy that they are making videos that show examples of what gaming really looks like:



What I am not excited about is that they seem to be limiting the D&D Encounters program to game stores alone and not offering the adventures (with their cool maps and supplies) to the gaming public at large -- after a delay to allow the game stores some exclusivity naturally.

You see...I am a bit of a completist. When I play a role playing game, I like to own all of the adventures and as many of the products for the game as I possibly can. This is especially true when the products come with well designed maps that I can use repeatedly.

By offering the Encounters adventures solely to the game store, Wizards is encouraging the eventual development of an underground market for these adventures and the merch that accompanies them. This is a bad thing, and ignores a potential revenue stream.

Not every gamer has 2 hours on a Wednesday that he/she can spend out of the house playing a game in a store. Some gamers are home bound and can only play in their own homes. They might be parents of small children. They might be married. They might have graduate school. They might have jobs that prevent them from going to stores during normal operating hours with any regularity.

What about these gamers Wizards?! What about those of us who would be willing to pay, and use, these products in our home games?

Sure, I'd be willing to wait 6 months -- or a year -- to wait for the whole Encounters storyline to be played out in the stores. This would give the stores a period of exclusivity that might encourage those who do have the time, but might not otherwise go to local stores (who are the lynchpin of the business) otherwise.

Thing is, I'd really like these to become available commercially at some point. Throw those of us who buy our stuff at FLGSs, but who are limited to gaming at home, a bone here!

We're the hobby too.

Monday, May 24, 2010

Fantasy Flight Games to Release "Space Hulk" Card Game


From the first publication of their flagship board game Twilight Imperium, Fantasy Flight Games have been succeeding at balancing the two most difficult tasks that game publishing companies face. There is often a tension between managing a company effectively -- actually treating the business as a business -- and the publication/creation of high quality games. If a company pays too much attention to making games that fit trends, and thus might sell well in the short term, they run the risk of alienating players due to the decreasing originality of their own products. If they ignore the financial aspects of the industry, they will slowly grind to a halt and fail to produce product that fans have eagerly awaited for years.

Fantasy Flight has done neither of these, much to their credit. They have a proper balance of pushing new creative envelopes in game design, and extending on great design ideas. A quick look at the history of the company shows that they have created some innovative games like Disk Wars and Twilight Imperium, but that they have been savvy enough to end a product line before it ended the company.

Ever since I first read that Fantasy Flight had been granted the license to create games based on Games Workshop intellectual properties, I have eagerly awaited each new entry produced by the company. Fantasy Flight have managed to release a nice balance of reprints/revisions of classic GW boxed games like Fury of Dracula and producing new games based on a previously used themes like their excellent Horus Heresy and Warhammer Fantasy Roleplay 3rd edition games.

Last year, Games Workshop did a limited release of a revised edition of their classic Space Hulk tactical board game of Space Marines fighting sinister aliens. The new release, an update of the 1st edition of the game that ignored changes made during the second edition, was available for a very short time and is currently sells for somewhere between $100 and $150 on eBay (still fairly close to list price). $150 can seem a pretty steep price to pay for a tactical board game -- even one as high on replay value as Space Hulk -- and one sometimes finds oneself in the mood to play a game when there is no one available for a quick table top game or with more friends hanging out than the two required for Space Hulk. The movement rules in Space Hulk do allow for solo play, but the game is better with two players. For my money, I'll current play Dennis Sustare's Intruder over Space Hulk as a solitaire game -- it's more portable and plays quicker. This will likely change in the coming months.

Fantasy Flight Games has announced that they will be releasing a new cooperative card game, designed by Corey Konieczka, entitled Death Angel.


Space Hulk: Death Angel - The Card Game is a cooperative card game set in the grim darkness of Warhammer 40,000. Players must work together as an alien menace threatens to devour their hopes of survival. If all Space Marines perish, the players collectively lose. Likewise, if at least one of the surviving Space Marines completes the objective, the players all win!

Playable in under an hour, Death Angel takes 1-6 players straight into the action. Each player takes control of a combat team (or two combat teams if playing with less than four players). If playing solo, the single player controls three combat teams. Combat teams are made up of two unique Space Marines, each with their own flavor and style.

A quick playing cooperative card game that emulates the grim darkness of the 40k universe?

Yes please.

Thursday, May 20, 2010

Is The Cup of Tears Already the Third Best Ninja Movie Ever Made?



Gary Shore's two-minute independently produced "trailer" The Cup of Tears has already led to him signing an agreement with Universal to direct a film based upon the trailer. The two-minute trailer combines Tibetan monks, Shaolin looking monks, Samurai, Ninjas, things that look like missiles shot in "bullet time," and space ships shooting at each other. Somehow it manages to do this with almost no similarity to Cowboy Bebop.

Looking at Shore's direction of the action sequences, I am almost tempted to say that this is the third best American made ninja movie ever produced.

The first two?

Ninja Assassin and Revenge of the Ninja

The lack of Sho Kosugi automatically removes Shore's film from the top two.

As for other films in the Top 10 American Produced ninja movies, they include in no particular order The Octogon, You Only Live Twice, American Ninja, The Challenge, and The Hunted.

I don't consider Kill Bill a ninja film. It is too much an amalgam of all that is awesome in Eastern action cinema.

Nuff Said -- Prince of Persia Trailer as Performed by Legos

Raise your hand if you made stop motion action figure/lego figure movies, or dreamed of doing so, as a kid?

Tuesday, May 18, 2010

The Invisible Gorrilla and Games -- Mystery Stories



In 1999, Daniel Simons did an experiment involving a person in a gorilla suit and people in different colored clothes passing a basketball to one another. The experiment was designed to see how we look at things and demonstrate how our perceptions can fail us. The basic finding of the experiment is that we fail to observe a lot of things that are going on around us, and that we have no idea that we are missing out on so much. Daniel Simons and Christopher Chabris have written a book called The Invisible Gorilla: And Other Ways Our Intuitions Deceive Us. Two of the things the book focuses on are how are intuitions often mislead us and how our perceptions aren't as keen as we believe them to be.

"What does this have to do with games," you ask? Nothing and everything.

How many times have you been running a roleplaying game session in which you have laid clues for the players to discover which will help them to solve a mystery of some sort?

Sometimes the clues are embedded in your verbal descriptions of scenes and events, and sometimes they are placed on a battle mat for the players to find. The clues might even have been incorporated into dialogue role played out.

Of these times, how often have the players completely missed the clue due to focusing on other objects in your presentation?

Sometimes this can lead adventures into fun new directions. If the player's become convinced that the 12 year-old witness you were acting out in dialogue is so creepy that he must be a shapeshifted Goblin in disguise and the real reason the children of Vandomeer have been disappearing, it might be better to follow the player's lead and ignore the fact that you had placed several clues that it was the kind Cleric of Pelor who had been driven to despair after the death of his daughter and was looking for parts to construct a replacement. In a case like this, there is no reason to shoehorn the players into your planned story even though they missed your -- to you -- obvious clues. A good GM knows that the goal of play is to satisfy your player's desires and making their wild guesses into fact is a great way to achieve this goal.

Sadly, improper leaps to conclusions aren't the typical result of missed clues. The most common result is that the mystery grinds to a halt as the players "keep searching." In a game like D&D, or any other system where skill rolls determine the results of actions, this can amount to players "rolling again and again" or "taking 20" at each 5 foot square of a room with you having to notify them of what they did or didn't find. In a game that is looser and more "acted out," you have to decide whether to keep repeating the clues you have already shared or make up newer -- more obvious -- clues to give the players. Giving the players too obvious a clue after they failed to understand the initial clues can lead to some serious dissatisfaction by the players. They'll feel foolish for missing the initial clues, and railroaded by your new ultra-obvious clue.

Robin Laws' Gumshoe system tries to address these problems by having an underlying gaming assumption that the players will find the necessary clues automatically and lets them "spend points" in order to get more information from the clues. The system doesn't guarantee that the players will "solve" the mystery that you presented to them, it only means that they will actually find the clue, but it does increase the likelihood that their speculations might lead the adventure into another direction from what you originally planned.

In real life, it can be tragic when some real clue is missed or misinterpreted. In a roleplaying game missing a clue can bring a game to a boring halt, but misinterpreting a clue might lead to a better story. In real life, our intuitions deceive us and lead us into foolish actions, but in games our deceptive intuitions can lead us into entertaining experiences.

Sometimes you can exploit the deceptive intuitions of your players to assist you in constructing your adventures.

Do you have any stories where mysteries have bogged down or where deceptive intuitions have led to great adventures?