Tolkien And RPG's

The history of role-playing games and the written works of Tolkein are as intertwined as any two different genres can be. The original DnD (Chainmail), used racial tropes that were basically lifted straight from the interpretations of Tolkein. Stocky Dwarves, elegant Elves, plucky Halflings and high medieval, Scandi Humans vs Orcs and Wargs etc.

There have been many other RPG’s directly or indirectly linked to Tolkein, some hits, some misses, some best forgotten, but I feel for the rest of the life of the role-playing genre, there will be a connection to Tolkein.

I have the recently defunct “The One Ring” RPG 1st edition (and revised) also known as TOR. It is gorgeous, rich and perfectly presented. I don’t like it unreservedly as a system, which is a shame, but not an insurmountable obstacle.

I also have Adventures In Middle Earth (AIME), which is The One Ring converted for DnD 5e, a relatively palatable connotation of DnD for me and a cleaner representation of the One Ring content as it avoided the “growing pains” of its older sibling, but it is still DnD, even if it is a better form of that for me.

So much beautiful content, so many potential hours of game play, but unfortunately, so very unlikely to be used as bought.

What to do?

Convert it to a D100 system?

The D100 family are nothing if not versatile, or more to say versatile and realistically grounded. The core mechanic is so matter of fact, so based in logic, that gaming any lower octane, realistically pitched world is always possible. These systems generally rely on role playing for much of their systemic depth rather than the more focussed and limiting TOR or even looser AIME approach. Players and the GM will have to bring the feel, which is to me, is role playing and much preferred to being rail-roaded by a system.

Mythras/Rune Quest 6/Classic Fantasy is the current excelsior, the latest edition of the venerable and highly refined RQ engine. It has the most detail and crunch, is the cleanest, most comprehensive of systems and has a lot of support. For high detail one on one fights it is unsurpassed, but it can get a bit heavy for massed conflicts. The original game is pitched at Iron Age legendary play, but early Medieval is no stretch at all. Character generation, as with most D100 games, is skill based, with cultures at the core, so knocking up some loose cultural parameters for Middle Earth should be easy enough, or even just let the players do it themselves based on their PC concepts and set on the go limitsto curtail truly odd mixes (horse expert Dwarves?).

Ignore the little black book in front, the rest of the Mythras family are all pretty compatible.

Legend is the rougher, simpler pre-curser to Mythras, with a slightly more medieval feel and has Vikings as a source book, which fits. Legend is like Mythras basic. It has fewer options especially in combat, so it is a simpler pathway, but still has plenty of depth. In a no or low magic setting, Legend is clean and straight forward, but has subtle magic pathways if needed. Legend can also act as a resource for Mythras.

Pretty much everything could be used, along side most Mythras resources.

Magic World is the generic form of the Elric system, which is the fantasy specific version of the BRP system. This is the best supported system historically with dozens os spin-off games, but Mythras is more complete and cohesive these days. It drops body hit locations and some other details of the RQ family, but still has much respect in the D100 community and is seen by some as the the best balanced fantasy game, at least mechanically in the D100 world.

The BGB is capable of handling most genres, especially with the massive wave of support materiel behind it.

BRP or the Big Gold Book is the generic version of Magic World, that is basically the same, but more flexible. It allows for a clean experience without the usual fantasy clutter, which fts with Tolkein ironically, who it could be said started all this, but is tame compared to many of the games available today. The main reason this appeals is its flexible nature.

Open Quest would be another good option. OQ is an even simpler game than Magic World, but has slightly closer ties to the newer games, probably closer to being a basic Mythras than Legend. It’s in its third edition with some clever and up to date mechanics. There are also a couple of self published off-shoots of OQ that have a very Tolkein-esque feel, possibly making conversion easier. If nothing else, the front cover, by the same artist as the TOR books, looks very Tolkein.

Bare Bones Fantasy is the slickest and simplest of all, but possibly too simple. This one is probably too generic in nature, trying to be the essence of dungeon busting RPG’s, which is not very Tolkien (but fun).

Simple and effective.

The main thing is to keep it simple and rely on a grounded system and good role playing. One of the things I really appreciate about most D100 games, is their lack of an overt opinion. Trying to press most other games, even generic ones into service always runs the risk of introducing a feel that just does not fit. Hero system, Savage Worlds, Cypher etc are all capable systems, but just do not feel right for simulating a traditional Tolkein World.

D100 games usually only fall down with OTT Supers, or fantasy, Wuxia (except Wuxia of course) or super lite narrative games, but even then they can work, it just comes down to the players and GM.

RPG's. What's Left?

My d100 game collection is being added to, but nothing else RPG is coming in.

Between the various d100 games I have or could access if needed, I have everything you could want if, like me you are a less than occassional games with a wide variety of interests. Lite to deep mechanics, every genre, most “feels” within those and so much cross-compatibility. Mostly though d100 games just make sense to me and those I introduce to role-playing.

I do have a few hold-outs from the old collection, just a few.

13th Age (complete to now) is my “I want to play D&D, do you have it?” game. It has it’s appeal, just not my usual thing. There is nothing really I can mine from it except the most basic concepts, like “The One Unique Thing”, or some good advice, but that is not the point. It is perfect for what it needs to be, an anti D&D, version of D&D.

Lots to like, but completely over the top for a d100 conversion.

Mouse Guard (all). I just love this game, it’s feel and the accompanying graphic novels. It does provide a good background for a d100 style version, but the elegance and simplicity of the system itself is part of the appeal. I have no real love for the rest of the Burning Wheel family, because to me, many d100 games fill that space well enough or better.

The One Ring (most). This one is likely going to be another conversion tool. This is not really that hard with d100 games as they sit at about the same power level (realistic and lethal). The actual system, now in a slightly different and smoother (mostly just mildly different) 2e, is fine, but quite stylised to make the Tolkein world happen how the designers want it to.

Adventures In Middle Earth (most). The 5e version of above is a much easier and more harmonious version of TOR, coming after it and bowing to the needs of 5e. I probably like it more as it feels less rail-roady than TOR, but also goes down a road I would like to avoid. On a bad day, I am tempted to get the Simbaroum and Iron Kingdoms versions in 5e, but that would only make what I am actually doing, clearing out and simplifying, go into retrograde. I have come to realise, that even though I like this one more, TOR is better for my needs.

Various Supers games. I have a DC and Marvel supers game, not to play but to mine for info for my own or other’s skirmish games and possibly “Mythras Destined”. In my recent purge I dropped a lot of supers RPG’s, admitting finally that they, for me a fan of low powered, multi genre and gritty supers, only needs one or two options that work (Super World-BRP or, Mythras-Destined).

SWADE (core book-recently lots of the older version). Not sure here. If I cannot get it up for Faux-Malifaux, it will likely go. I just cannot mesh with the abstractness of the system, unless it becomes the logical table top answer. I seem to have left the door open for the new supers and sci-fi expansions, but probably should slam it shut. SW has only ever really served as a distraction for me.

Iron Heroes (all+). This one is a real throw back. Monte Cook sponsored this 3e spin-off, based on the idea of a fighter only, heroic D&D game like Conan, where the mage or high priest is a foe of mysterious power. All the classes are fighter based except the brinkmanship, fragile and foolhardy mage and the core of the game is written around combat options. I love the Kev Crossley art, the old school feel and the fact I chased it all up, especially the revised version and the other revised version (both basically trying to fix the magic system). What use is it? Not much, but a bit of my RPG history I would rather keep than effectively give away. Facing facts, it is a system with issues and the more you shed, the slicker it becomes, but it still has its own charm.

Mongoose Traveller 1 &2e (core books + dozens of PDF’s). These are again throw backs to my role playing past. My very first games were the original played in high school at lunchtime with friends. I like the first edition presentation more than 2e, but the later one has some very good system changes. These also have a ton of PDF support, but M-Space and Frontier Space fill my needs. Like Iron KIngdoms, it is really a matter of just wanting to hang on to them rather than selling them off cheaply.

The first thing my mind goes to when someo’s flexibilityne asks where it all started.

Hero System/Champions (basic 4e + dozens of PDF’s). I have physical copy of 4e, my favourite, PDF’s of 5 and 6e (& Complete) and lots of PDF support, but I doubt I will ever use them unless Faux-Malifaux needs 4e’s flexibility. Champions 4e was my second big game, a favourite of my early groups enabler. The math did my head in, but the play was engrossing.

Lace and Steel (complete boxed set). An old Australian RPG based on The Three Musketeers with sentient Fae races, it has some great ideas and mechanics. Again, I love the art and feel and it is basically worthless so a no-brainer to keep.

Would I be tempted with something else? I bought D100 Dungeon on impulse today, which goes to show the appeal of a new to me RPG is strong if it is d100 based and relevant (solo) and Warhammer 4e still has a few books I need to complete it. Apart from maybe the still alive 13th Age, no nothing else entices, not even Through The Breach for Malifaux and thankfully most others are either finished or of little interest.



Some (More) Thoughts On Addressing D100 "Swinginess" Concerns

This old pearl has been running around on this site for a while now.

“D100 role playing games have an undeserved reputation for swingy resolution mechanics”.

I say undeserved mainly because the perception and the reality, especially in comparison to some of the big RPG names out there, are more about misunderstanding than reality.

Ironically, Achtung Cthulhu can be used with Savage Worlds, a game with an even bigger rep for swinginess.

d20 games have a linnear curve to their rolled value chances, but unlike the d100 games, they usually have roll over not roll under mechanics. It’s an illusion that this is less swingy, but that is the perception. The reality is, it is more limiting, creating a “dead” zone at the extreme ends, which leads to player dissatisfaction with early editions “topping out” chance curves (ever played a level 12 3e Fighter against some level 1/2 goblins?).

Even those with a curve like 2d6, 3d6 or 2d10 games, still have the same number of actual chances of rolling any single combination, they are just clumped towards the middle (called a Bell curve). This also has its own issues, mainly with mods that can become quite unbalanced at high or low levels.

Even Savage Worlds, a game with a very small and tight resuts spread has a reputation for swingness due to its “exploding” dice, so there is always a catch.

Take swinginess away completely and you have no risk.

D100 games offer a wide spread of evenly distributed values, and an equally large number of options within those. The two dice used allow for a built in critical system (doubles), a gentle growth path (1% increments) and several ways of implementing the actual mechanics.

To alleviate the swinginess of d100 skill systems, there are a couple of basic tricks available;

  • Let the players choose the order their dice are read in for unopposed, non time critical tests or when they have the “advantage”. This means they will have a roughly 75% chance of rolling 50% or less. In other words, introduce a Bell curve of sorts (maybe Bell-bottom curve). Combat and pressure tests should stay “taken as they come”, but basic tests are more player controlled. This also allows a player to choose between two passing tests. In my own system, difficulty is measured in “how the dice are read” and for extreme tests how many are rolled, not mods.

  • Increase the core skill level, either with a fixed base or increased skill starting formula. BRP uses the sum of 2x3d6 Chrs (average 21%), but maybe use three or even two chrs and a base depending on untrained likelihood (+0% for Jumbo Jet pilot, +20% for Bike riding).

  • Always pay attention to the consequences of failure, especially critical failures. Make the penalty (or reward) fit the risk. I use a table for my “doubles are crit pass/failure” system, with escalating effects towards the centre of the spread and “softer” results at the extremes. Another option is to have levels of success or failure based on the variance of the needed roll and the acual, a bit like difficulty, but backwards. This removes the rigid line of pass/fail and turns it more into a softer indicator of success-failure levels. 20% levels seems to work.

  • Re-interpret “failure” using the “fail forward” or “failure that succeeds, but“ models, especially when a test comes close (maybe a 20% either way rule). There are plenty of good systems out there to bring role playing into failure mechanics rather than just maths.

  • Re-define the test parameters. Will the lever break on a fail, or just not turn enough? Are you maybe even turning it the wrong way, so no test is needed next attempt.

  • Only test when needed. The test of a good GM is knowing when and when not to test.

  • Break a test into parts, increasing tension and story. This makes for a better game and story anyway, but it allows the skill level to smooth out to a more likely outcome, not a swingier yes/no question and allows the GM to apply different chrs or skills to the different elements of the test.

The reality is, most d100 games, indeed most RPG’s suffer from some form or other of mechanical swinginess, which is where the risk is found. They all come up with methods to get around this (or not), but there is always a way.

Bare Bones uses the higher base level model, using the actual characteristic -/+ based on skill.

Faux-Malifaux, The Re-Work

My recent re-discovery of my Malifaux 1e collection has reinspired an old project. To be honest, I am not sure exactly what that project was, being at least ten yeasrs ago, but it likely went something like;

Buy the Malifaux figs you like, then work out what to do with them. I did this with a mixed buy of Warhammer Grey Knights and Cygnar from Warmachine (all very visor-ey) that did not end well. I will admit to having often bigger plans that the will or dicipline to carry them through as planned.

I have recently added to my collection, picking up some of the ones I missed, but I still intend to miss others, especially the blatant female stereotypes and more gruesome types. Wins include Lucious and The Dreamer boxed sets and the odd blister.

Found a place that had both Lucious and his boxed set new.

Like many, I got caught up in the cool factor of Malifaux. Like many of those, I fell down at implementing the 1e rules and failed to play it.

Speaking of rules.

I have downloaded both of the bundles from DTRPG for Malifaux 1.5 and 2e for under $20au.

1.5e is a solid game, but tough to teach and hard for the over 50’s to read, especially the cards. I could easily enough increase the card sizes, or re-do them for a simple “training” version of the game.

2e could have been problematic, needing conversion card “Arsenals” that are well gone, but it looks like every character in the game is given a full or half page rundown with card (usually at the bottom, which makes stacking easier), so I could print and laminate if I choose to.

My issues, apart from the edition wars, are play balance and inconsistency, but also the crews themselves. I just want to mix up and harmonise the gangs a little more. They feel off to my eye, a little left of ideal, so I am determined to re-align some, not all, to better suit my interpretation of each figure’s look*. I also want to incorporate the Puppet Wars figs (1e metals). As an example, The Dreamer as a shape changing Demon host fits, but I want Teddy to be his “other” Teddy also.

This means using using another set of rules.

Savage World Adventure edition (SWADE) could do the job. It is a crunchy tactical minis game that turned into a lite role-playing game. It is also a little like Malifaux. The original Savage World systems grew from an alternate Weird West game, which is probably as close to Malifaux as any other minis based system, if a little cleaner and less “adult”. I could tap pretty much the entire core game system into this project either as an alternative of Malifaux or alternative to Malifaux.

SWADE can meld multiple genres into a single gaming system. It is a generic system and well polished these days. It is also devoid of paper work only needing markers for figure status (or simply laying them flat). I must admit, I have never loved it as an RPG, being only drawn to the fringe stuff and the idea of a fast and easy game (an illusion compared to my simpler d100 options), but it has the minis side covered for the most part. I even recently gifted the bulk of my older editions, but held onto SWADE on a hunch. It uses cards for initiative and with a small tweak, swapping out “Bennies” for a reserve card hand to be used for exchanges with intiative cards or even to replace rolls by spending them, it could feel a little like Malifaux in play. These cards could be an easy way of balancing the crews.

Another option is a d100 game, which gives me a variety of systems, all reasonably compadible and adds such niceties as hit locations, sanity, various magical formats. True RPG’s are not always great at table top minis games. Some need minis, but also need role playing, some are more “theatre of the mind”, but amongst the many d100 games I have, I can cobble something together. The pending “Destined” would likely be a good basis, maybe with After the Vampire Wars to fill some gaps (both Mythras). The Big Gold Book is also a possibility. Another option is Wuxia or Bare Bones Fantasy.

It is also possible to do a combat only system with a d100 base, as they are all pretty simple. I would use hit locations, which in one move gives me so many mechanics for “one shots” and unique and comical criticals and allows the models actual armour to be accounted for as shown and wound effects to make total sense. It would use individual character based d% skills and manoeuvres. This means each specific attack and character speciality can be accounted for simply by calling them out rather than a base line with exceptions. Hero characters may have several options, but each is a pick and use or triggerred option. Cards could still be used for init order with a “luck” hand used to swap out init cards or be spent to add to or subtract from die rolls, making some more effective (much less swingy than a smaller dice option adding a maximum of +/- 13% to a roll and the card is spent). SWADE is swingy, so this would be less so.

Hero System 4e is a contender (had 5-6e, but 4e sits better). This is a mathy system when character building, but once done, it plays well and can handle all sorts of powers and abilites in a unified system (character building is also a game in itself). It uses table inches and d6’s only, but cards could possibly be inserted somehow. My old book would likely fall apart with much more handling, but again, once the characters are built, the book is largely redundant (and I have pdf’s somewhere). Powers such as shape changing, presence attacks, control and manipulation, high speed actions and differing attack types are all handled well in a balanced and logical way and combat is detailed and gritty. The squeaky clean, four-colour supers vibe of the game goes away with some thematic terminology and character sheets.

A battered but still solid old system.

One of the main draws of HERO is the “concept first, character second” style it uses. I could concievably and quite easily just mimic Malifaux with this one. It is all there, but I still want to change some crews out.

One of the Osprey minis games like “In Her Majesty’s Name”, of which there are many and I have a few. My only concern here is a lack of depth for the full range of games I intend to run. Faux-Malifaux has many facetts, which is hard for some games to do.

Finally, a system of my own, but from scratch. Playing around the other day I came up with a simple characteristics as combat abilites system. These are easy to do if you make tha charcaters to fit the game, nit try to do a comprehesive design system. By basing all rolls and damage (reducing chrs) around Boby-Mind-Spirit, with each attack an ability specifically aligned to one of these or more, the game sits between a RPG combat system and minis game. Loss of any chr totally, results in unconsciousness-madness-loss of will.

My gut feeling is to do SWADE to start, with HERO and my own d% games up my sleeve.

Regardless of the rules, the crews and figures will be my vision, which is fine for a set of 10+ year old figs from a redundant and unsupported line.


*My crews will be;

The Ortegas, Latigos and Marcus as the noble “Outlander” bandits.

Zoraida, McTavish and the Gremlins as the Marsh Folk alliance.

Kirai, Ten Thunders and Punk Zombies as Oriental themed spirits trapped between here and “there” by a shared curse.

Pandora, Criid, The Dreamer/Lord Chompy Bits/Teddy, anything “devilish” or demon like, like the Terror Tots, Night Terrors etc as “The Possessed”.

Leviticus (box), McMourning (alt), Ryle and Coppelius as “The Twisted Ones”.

Ramos, an assistant?, anything mechanical horror-like, Arachnids, Necropunks etc and the two Rattlers from Puppet Wars, proving there is more than one way to skin the “augment” cat (and then re-animate it).

Seamus (Slasher of Kroy), Copycat, Witchling hunters and all the urchin types (Crooligans, Student of Conflict) as a nasty, lethal, Fagin like gang.

The Rat King (Hamlin alt), other Hamlin, Rat Catchers, Dire rats and lots of Warhammer Skaven rats.

Cassandra, Molly, Wicked Dolls, Stitched Together and the Puppet Wars figs as “mockeries” of actual players with special abilities if facing off against “themselves”. Would love the Coryphee also, but none to be found.

Nicodem, Mortimer, Pandoras “Sorrows” as Grave Ghouls, The Grave Spirit, Jack Daw, Vulture are “The Haunting”.

McMourning (reg), Sebastian, all the zombie types, The Impaired, Killjoy as the recently departed.

Hoffman, Kaeris, the Guardian and Watcher constructs, Witchlng Handler and Johan (+) as mechanics as The Guardians, Von Schill and crew as the “Exterminators”. Lots of goggles, tools and such.

Lucious, the Lawyer, Guild Guards, Gunsmiths and a few other sas the Witch hunting Grey Wardens.

The rest, a lot of extra characters, will be either lone hired guns, another band (Seven Sisters?), or may be added to the above crews for depth and variety.

Many are as bought, but many more are not.







Malifaux-pas Or "Savage-faux"

I have been clearing out.

Some things have gone, some have been rediscovered and one is even growing again.

Malifaux 1st edition was a thing for a while. I even painted a few figs, but uninspired by the game itself, I had other plans for the figs. I have a great western town, but also a medieval village, either of which could fit the bill. I will use the cobblestone Dickensian village as it fits the horror themes better and I have a ton of bases.

With Warmachine/Hordes gone, Malifaux became the next on the list, literally uncovered by the removal of 5 large plastic tubs of the bigger game. After a quick stock take, the same ideas came flooding back. Use the minis, but do your own thing. I also have 1e Puppet Wars (but no tiny Teddy, sad face), again with little intention of playing it, but a real hankering to use the figures, so I will do something that combines both.

The idea is along the same lines as the original game, but set in “Old Kroy” and based roughly on “Gangs of New York” (Old Kroy, get it…….….eh, tough crowd!).

I have several factions or “crews” in mind, all based on cliches and themes all possibly “overdone” already, but not by me. I do intend to paint the figures close to the Malifaux versions, just in case. My collection was nearly complete for my original needs, it just needed a few holes filled (Noble Knight and Tabletop Empires both had stock and between them, reasonable prices for most).

The Bayou Clans, all things damp and gruesome with a voodoo vibe.

Zoreida and co, Mc Tavish, Voodoo doll, Som’er Teeth and the Bog Gremlins with hogs of all sorts.

The Outlanders, a mean and desperate crew from the wasted desert.

The Ortegas, Pistoleros and Marcus (Spirit Walker) with The Rattler, Cerberus, Mauler and Jackelope.

The Lost and the Damned. Souls caught between here and Perdition.

Kirai and her lost spirits, Ten Thunder Brothers, cursed Samurai and Pandora with Sonnia Criid and their devilish crew (Tots and Fire Garmin).

The Twisted Ones, many different paths to “improving” the human condition.

Leviticus’s crew, Boy > Mr Chompy bits, Coppelius (squid head) with Ramos (or Mc Mourning) with his metal monstrosities including the two Rattlers from Puppet Wars.

The Gutter Snipes. Proving that children should not run with scissors or knives or swords…….or cleavers.

Seamus “The Slasher of Kroy”, Copy Cat, Crooligans + student of conflict, witchling hunters (as assassins), Hamlins crew.

The Cutting Crew. Everyone should have a dolly, something they can hold and cherish………..

Cassandra, and Molly the Maker with Teddy, stitched together horrors, wicked dolls and the bulk of the Puppet Wars figs as mocking parodies of the main players. Special moments are reserved for characters facing off against their stitched and stuffed avatars. (I played with the idea of these as actual Avatar companions, but I did not have the right coverage).

The Restless and Rotten. When the story is not over, but probably should be.

Nicodem, Mortimer and the spirits from Pandora’s set, the Grave Spirit, the Vulture, Sebastian, Autopsies, Crooked men, Jack Daw and mindless zombies. Desperate Merc #1 would fit here also.

The Wardens of Kroy. The not so squeaky clean, self appointed defenders of “normality”, what ever that is.

Hoffman and his team (the Guardian, Kaeris, the Freikorpsmen as “minions”), the Guild Lawyer (Warden) Guards, Gunsmiths, the Exorcist (Executioner) and Captain Sue.

The Bounty Hunters. Guns for hire, used to balance out other crews and be played as characters.

The Seven Sisters, Von Schill and the other left overs including Tuco, Sam etc.

There are a lot of switch-outs and leftover figures who may find homes in the stories above or will end up being Mercs.

As for a game system.

I am thinking of using my Savage Worlds Adventuers edition (SWADE). This was origionally a minis game based on the Deadlands world, similar in backstory to Malifaux. The previous edition even had a free download wargame only option called “Showdown”. It uses tabletop inches by default and cards for initiative. One house rule would be to take the Malifaux “players hand” instead of Bennies which would allow some swap-outs to “cheat” fate, a clean and simple way of retaining the gems of both games.

I cannot see myself using SWADE for anything else, like my Supers/Sci fi mixup I wanted to do with Explorers (if they ever get around to the expansions), so just using it as a deeper wargame experience may simply add the character that Malifaux had, but without the deeper pay in. A Malifaux theme can tap that resource fully, especially their clever arcane backgrounds that use the same core systems with fluff added for theme.

For role playing, SWADE sits on the opposte end of my comfort range. It is swingy, overly simplistic and a bit “gamey” and sometimes too abstact. These are things I avoid by playing realistic, gritty and grounded d100 games (except for their occasional swinginess).

For Malifaux, a game where luck and gambling phrases like “raises” and dirty tricks (cheating) play a part in a world that is brutal, SWADE actually feels like a good fit. It is smooth, quite nasty without being too dark and has good flexibility built in for the various forms of Malifaux style weirdness to be introduced.

Ironically, SWADE would then back add in a seamless story telling experience and advancement system to a wargame as it is a full RPG.

Maybe a last gang standing campaign, with the dead (usually) staying dead.

The Hump.

I am on the cusp of selling my massive Hordes/Warmachine and the bulk of my Attack Wing collections.

H/WM, amounting to basically the whole 1st edition catalogue (all metal) with logical duplicates, 2e rules, the CCG and the compatible RPG, only recently finished, has been hanging over my head for the better part of a decade, filling five large plastic tubs, most still as bought, plus a shelf unit of undercoated figs and a decent amount of shelf space. Some things just get out of hand.

I really liked the idea of the RPG, but needing minis pushed me to quite disliking the game. It is theoretically playable without, as any RPG can be, but it does break the core game assumptions a little. I could have held onto my 3e set and have now to resist the shiny new 5e one, but I think after all this time, it is just good to walk away completely.

Time and painting skill were the enemies. Beautiful minis can do that, make you wait for the perfect time, when your skills and time align. This will never happen without another force at work, like a playing group or some early success. I did not have either. Ironically, my interested was peaked again recently with the discovery of contrast paints, but I will let fate decide (sold, for about as much as the RPG cost, but better than letting it sit).

Attack Wing is going to a player who wants to get into Star Trek.

My favourite later ship and series.

He chose a part of my collection only (no Voyager or Enterprise series), over an even better deal for Fed Commander et al, which I am actually happy about. Fed Commander/Starmada/ACTA are back on my radar, now with a nice, neat little bit of AW as an option.

Enterprise was always a favourite (yeah I know I am on my own here) and Voyager is one of the more harmonious AW sets. I am keeping the Tactical Cube, a Marquis, 2 Tholians and 2 Species 8742 ships for scenario play (the rules of time and dimensional travel at work). To be honest, this would have been my “start again” set anyway, so ideal.

Weird little guys, great for scenario play and they appear everywhere.

After deeply diving into AW, my desire to play faction and era specific games only allows me to split the sets and to be honest, AW does not have the ship stat variety that X Wing has, so as long as I have decent spread of abilities and upgrade options, less is more.

The Borg etc are also effectively two power levels. On one hand, the entire allied Enterprise era fleet (or Xindi) would struggle against one Tac cube, on the other hand Voyager alone is out of her league, so scary Borg (and Sp. 8742).

Enterpirse series has some lovely ships and all but one is roughly in scale.

Having a huge collection has also allowed me to keep some duplicate cards from other eras. The early Romulans, Klingon and even Earth (classed as Federation, which is technically incorrect), get some wild cards. The Enterprise for example has a couple of TOS tactical cards, the Romulans also.

Attack Wing is more upgrade dependant than X Wing in that the ships have little variation,especially on their action bars, but generally more upgrades, especailly Crew, which has the effect of making tougher ships.

Amarillo Calls

Some time a few years ago, I discovered the venerable Amarilla Design Bureau or ADB.

ABD exists for only one reason. It is the commercial side of a quite old and specific agreement going back to the early days of the Star Trek story. Using the licence granted for the Franz Joseph “Star Trek Technical Manual”, it allows ADB to use any generic, non specificly character named elements of the Star Trek galaxy covered by the original series and the short run, rarely remembered cartoon series only.

They can apparently use any race, planet, ship class and technical reference, just no character names.

Yes, you can have the Enterprise, but no you cannot have Kirk. Good trade off in my book.

From here, ADB developed a series of Star Fleet Battles rules sets going from a simple “pocket” game along the lines of the Steve Jackson stable of zip lock mini games to a set of rules similar to the operating instructions of a jumbo jet, which is apparently it’s appeal. This was also the spring board for an entire alternate history and universe.

Weighed down by its own history and a perception of being impeneterable to most, SFB became a niche within a niche. Blind loyalty aside, it’s retro styling and old school mechanics were just not going to gain many new followers, nor retain all the ones it had, but for those swallowed up by it, there seems to be no substitute. It’s almost a challenge rather than a game..

To address the massive gap between the SFB fans and the rest of the gaming community, in recent times, ADB has offerred several alternatives.

Apart from a simplified introductory “Cadet” SFB rules set, they have had a good hard look at the game and the companies future.

FC on the left and top, Starmada in the middle, ACTA bottom right.

Federation Commander is an attempt to simplify and strealine SFB, but stay basically in line with its principals. Basically a semi-modernisation. It attempts to keep the feel, the basic ship mechanics and tactical choices, but drops a couple of the big time eaters, like energy pre-allocation and 32 discreet phases per turn. Some say it did not go far enough, hanging on to too many SFB anchors, some say it lost that “something extra” of SFB. Many more though are relieved that the universe can now be accessed as just a game, not a life style choice.

To me FC feels like SFB without the semi role playing feel. With SFB you actually do feel like KIrk, transporting yesterdays lunch over to the enemy infected with Tribble spawn. Short of a genuine free-form RPG, SFB tackles the same level of detail through its comprehensive coverage of anything and everything considered “battles between ships in a Star Trek setting”, at least as much as any game has ever before.

FC retains the bones, cleaned and polished, but for better or worse, there is just not as much to know. Is it deep enough? It is tactical and immersive, requiring commitment and experienced players will always have an edge over newbs, but it is not impenetrable and can be picked up reasonably easily.

Next came mj12’s Starmada. This game has had its own problems, offerring just as many editons as SFB, but over a quarter of its life span. Rather than an escalation of difficulty and comprehensiveness, Starmada has just changed. It started well with a solid offering, then it was refined, then greatly simplified and finally refined and combined. It is one of those games like DnD that has its fans of every edition, with probably Admiralty edition is the most popular (=3.5e/Pathfinder equiv), beating out over simplified Nova (=4e equiv), with the newer Unity (=5e) which is taking the mantle now, but even Starmada X and the Compendium (=Old school DnD) are also still in the frame for many.

I have the near full set of “Admiralty” editon books for Star Fleet (no Battleships). This was the favoured one until the newer Unity, all available from DTRPG. It is tempting to get the newer one, apparently a steamlined Admiralty, and even printing off a pdf appeals as the production values of the ADB systems are plain black and white text and drawings in a basic colour cover, but Admiralty is probably fine. I think most of the changes to Unity effect the ship design rules, especially abused weapon combinations, something I won’t be touching on.

Starmada has many similarities to SFB/FC as regards ship stats and the universe, but with much simpler and slightly different mechanics, meaning that even though you can play a squadron game in the same time as a 2 on 2 FC game, or a couple of turns of SFB, you first have to be ok with the differeneces.

Some like it more, as movement apparently harkens back to older editions of SFB, using “Vector movement” and combat is detailed enough for quick one on one duels. Tactics come from multi ship manoeuvring with pre-plotting movement, a bit like X Wing etc.

Starmada Admiralty also has a simplified “Fleet Ops” expansion that allows for 20+ ships a side. This is not specifically Star Fleet based, just generic conversions, but it works and adds another layer.

The last one, also with a troubled history, is A Call To Arms Star Fleet. The Call To Arms series include several historical and other sci fi ship combat games including Victory at Sea (my WW2 favourite) and Babylon 5. The first attempt at converting the system to SFB was poor. The game was undecided which gods to worship, resulting in a Platypus monster no one liked. The second was better received. This one is aimed at minis on a table top, no hexes needed (although all of these games can be converted either way) and even came with its own ABD made fleets, now long gone.

This game annoys me. I find it overly cumbersome and poorly explained (is it only me?), but still desirable either re-written or even completely changed. I have a nice collection of metal ships, nothing near my comprhensive 1” counter range, but all the ships in ACTA are covered, so these two seem well matched.

Where do I fit in this universe?

FC is a comprehensive collection of counters and laminated ship tables as far as faction coverage goes, but not all possible ships (seriously not that committed). My metal minis are not even close to comprehensive, but that is a bridge too far and to be honest, I like the more realistic table presence of the 1” colour counters. They look small, even insignificant in the vastness of space as they should, and I can get on with it immediately.

ACTA is a work in progress. I feel it can be greatly streamlined, even partially re-designed, but that may be more effort than it is worth. More likely, I will just write my own, drawing from all of these.

Starmada is the favourite as I can play and teach it quickly enough, it feels Star Trek enough for my tastes (not tainted by years of SFB) and the predictive movement is a short route to tactical depth. Going in to Unity is not super appealing as I only just completed my Admiralty edition, but it may come painlessly enough (under $100au for the pdf’s and some printing). The main draw of Unity, is the ship rosters being printable from the pdf. If I do Starmada, I will re-write the rules for consistsney. Annoyingly, the reules presented are universal, then the Starfleet stuff has to be pasted over, changinf terminology and some elements are even irrelevant.

Between all three, every available resource is used.




Negotiating "Expansionitis"

With the huge upturn in game play generally, but especially during COVID lockdowns, many popular games are getting expansions. Like movie sequels, expansions can be a mixed bag. It also seems just as many are coming out with expansions in mind from design.

For me a game needs to be re-playable, deep and balanced. Some are designed to grow, some are poorly designed, needing help and some are blatantly incomplete without add-ons.

In this post, I am going to think out loud about this phenomenon and the effect it has had on me in particular. I will also look at the different dynamics at work and their effect on my “happines quotient”.

Everdell

Everdell is an example of a game that can function perfectly well on its own, but also has room for expansion. Three expansions (Spirecrest, Pearlbrook, Newleaf) add dynamics that change the game at a fundamental level. They add full sized boards, new game winning options and a shift in emphasis from the feel of the base game to something different.

There are several other expansions, some full expansions, but only adding small or no extra board space (Bellfaire, Mistwood), some are small parts of deluxe content (Legends, Extra Extra), that are all designed more as enhancements to the base rather than changes and even some that empower solo play (Rugwort/Mistwood). Interestingly, the makers of Everdell seem to warn against using too many expansions at once, which is nice.

Everdell is a prime example of a game that is beautiful, deep and reasonably well balanced out of the box. Solo play is the main issue especially for me as Meg does not rate it, but it is do-able if you can deal with the odd unfair feeling game. It can be “enhanced” by Bellfaire, especially for solo play, expanded gently and harmoniously with Legends, Extra Extra and Rugwort and have a genuine external threat with a true solo mechanic, but not outgrow its trousers, in Mistwood.

The other three full expansions change the emphasis of the game too much for me. I am aware of the mini-growth monster that can be unleashed here and how a game can lose balance or simply change if stretched. I am not saying this is the case for others, but it is for me.

X Wing

In deep enough to start repainting duplicate ships. A good or bad sign?

X Wing is a game that needs more than the base set, but you know that going in. The base set does not even allow you to build a basic tournamant squad, so committing requires some forethought. A plan of sorts even.

In either edition, lots can be achieved, by just getting 2 core boxes, one of each of the A, X, B and Y Wing expansions, the 1e Aces set (another A and B Wing) and the Milennium Falcon for the Rebels and the Tie Advanced, Shuttle, Tie Bomber and Interceptor and the Ace set (more Interceptors) for the Empire, but who really stops there?! Other games that share this dynamic that I have connected with are Attack Wing, Sails of Glory, Wings of Glory, Armada etc., but there are many, many more out there.

The worst offenders in this space are the “random” booster crowd who’s business model is based on rampant purchasing over common sense, disguised as “chance” collecting (Magic the Gathering, Heroclix). These guys have clearly copied the pokie machine business model.

For me, X Wing became an obsession, the latest of many, which is a known thing and something I am trying to curb. I was originally fuelled by cheap 1e clearances, but ironically as ships became increasingly scarce I actually ended up paying more than retail for some! I then dipped my toe into 2e and the drip feed continues. A great example of hindsight being a B%^#h, but so it goes, and seems to continue to. If I wound the clock back, I would have stopped at 1e original movie stuff only as outlined above. Simple, in hindsight.

Armada has a similar dynamic but is less needy and again I would have avoided the prequel stuff and just build two representative fleets. Attack Wing is similar, but the scale and timeline differences tend to make me (not everyone) less keen to collect everything. I am even looking to sell Attack Wing, but keep the “Enterprise” set only. Wings of Glory stopped after the last models covered the main planes missing and Sails of Glory with French and English fleets and Americans as wild cards (no Spanish). Oddly, the one that still calls to me is the bottomless pit that is Federation Commander, a game not without issues, lacking the lushness of newer games and realistically for me lacks likely opponents, but that retro 80’s vibe calls to me…….

Federation Commander (ACTA and Starmada)

A unified range of games, making additions multi faceted.

This one has its own special place. It is a part of a huge living group of systems that have been around for decades. There is nothing pretty about the game, nothing glamorous, just solid, time tested play and a few spin-off games that use the same components. It even has a retro vibe, which may be part of its appeal. There is a core game option (2 actually), but expansions are legion. You can expand the counters, minitures or both and the laminated ship rosters used. The labyrinth of combinations available requires a spread sheet to keep track of it (I have one, love my charts), but even then, confusion is the real enemy.

I collected what I like to think is a decent level of Federation Commander counters, laminates and support material, which also covers my Starmada Admiralty edition ships and enough miniatures to do the core fleets in ACTASF from Mongoose. I could keep adding to the game, but I have found a form of balance, giving the first 15 or so factions a decent showing in FC (some more than others) and have counters for more, that Starmada can handle, even Fleet Ops. I went in keen to collect and that is what happened, but from the start I had a feeling of control, only getting what I wanted, not exhausting the range, especially not the newer factions.

Heroes Of Normandie

Hard to resist, so why try?

Like Everdell, HoN is complete out of the box, but the expansions, especially the small counter panel or board packs are just begging to be added. The game never loses it’s core dynamic or its appeal, just expands it with consistent and harmonious content. Having a second compatible game Shadows Over Normandie allows you to take a different route, or join them together. Cunning. Addictive. Gorgeous.

I have never been so happy to add to a game, hungrily chasing every little, often scarce bit until I completed my first edition set, even paying too much for some rare KS bits, getting lucky occasionally. Every expansion added more goodness. The connection to Hollywood heroes (actual people with Hollywood faces) and the RPG, meets minis game, meets board game with it’s overall approachability all pulled me on. It is also compatible with the Achtung Cthulhu RPG, which helps.

Second ed? Not interested. My 1e set is complete, time to walk away.

Combat Commander

CC is another game with a known expansion path and a programmed one at that. To be a true CC player, you will collect the scenario books and likely all three games (I did). Not all expansions necessarily, just the ones that appeal, but the core game runs the risk of getting repetitive feeling without them and you do not want that. It is such a cool game, but it is scenario based. Another thing I like about this one is it’s completeness. LnL and OST sufferred from only dealing with small parts of the conflict in each game, CC covers all troop types and theatres, but omits vehicles, which I am ok with.

I bought the three base games and most of the expansions with the exception of Partisans (not available at the time) and the early war France, which did not appeal. Other games like this are the original Squad Leader/ASL (sold years ago), Lock N Load (sold), Old School Tactical (sold), leaving CC and HoN as my only tactical WW2 board games.

13th Age

An expansion that is really the second half of the core system.

The only RPG on this list, so by default a different beast. 13th Age is a great example of “compelling collectionitis”. When a known D&D avoider is happily driven to collect as much as they can of a game like this, they must be doing something right. Like HoN, this one seamlessly adds more good to the game without breaking its core principals. It is just a great read, very flexible and the additions tend to fill out things you could do yourself, but seem to want the wrtiters to.

I get everything for this one and semi randomly pick it up for a browse. Thankfully, their release schedule is slow enough to avoid being “that” game (see; 3e D&D/Pathfinder), so no regrets yet. I have an ongoing connection to D100 RPG’s as a whole, but only 13A is compulsive.

Zombicide

Lots of different nasties, if you can track them down.

Zombicide is one of those heart breakers, a game that had warning signs up front. The game has a lot of expansions, but they tend to become scarce, then expensive quite quickly. Like HoN, nothing is unappealing, which makes it doubly annoying when things become near “legendary” in their scarcity. Unlike HoN though, many of the expansions feel more like base game ommissions or must-haves. Based on a Kick Starter dynamic, you have to be quick or simply learn to live with a potentially incomplete, but still large and expensive game.

I was enticed by Black Plague, then the No Rest and Deadeye expansions (the last mainly because it was available). I knew what I was getting into, but caution be damned. I also picked up the KS Huntsman’s pack cheap enough through Miniature Market, and three of my favourite available guest boxes (which took some research and chasing). After a break, I finally relented and bought Wulfsburg, mainly because there are some Wulvz in the KS pack, but no cards. It is possible, but unappealing, to get just the main game. I class this as a game that I feel should have more variety up front not in expensive expansions. It can get stale quickly and I simply do not agree with some choices, but be warned, the expansions do not guarantee it will freshen up. I intend to house rule mine and use the minis for other games also.

All of these games have different “expansionitis” dynamics. Some force a collectors mantle on me because I genuinely want them (HoN), some because I need them to make the game complete or just better (Everdell/Zombicide) and occassionally, just a habit is formed that cannot be controlled (X Wing), but regardless, more thought needs to be applied at the beginning to avoid regret later.

The games I regret getting into are the ones that hit you with a tripple hammer of cost, frustration and added work (Zombicide). The ones I am happy to finalise with a feeling of balance and contentment are HoN, Armada, Combat Commander (all finished) and Everdell (soon Grasshopper, soon).

The one that drives in me the greatest emotional extremes, is X Wing. Love the game, hate the condition of the game and soooo many ships. I have not even looked at the prequels and the desire to get some of the later additions has eluded me.

Fed Comm is an oddity that sits outside of these being fun to collect, needing work, lacking player options, but also avoiding the pressures of the other games. You just know it is there, waiting.

A Return To Everdell

Everdell did not take with Meg, but I liked it. I played the odd game solo, then shelved it for greener pastures.

My set is basic, being just the core game with the “Extra, Extra” and “Legends” expansions, but boy, is this thing deep.

You are lulled into a false sense of fun-through-simplicity by the cute art, the giant cardboard tree and thick rules pamphlet, that ends up only having a half dozen pages of actual rules, the rest being card explanations, which is where the magic is.

Basic concepts, with cards that add a huge number of variations and combinations.

The tree in all its glory, not as cool as first thought.

We had friends over last night and I went this way to suit a gamer of similar tastes to mine and his daughter, who is an avid gamer (Queen of Ticket To Ride, Small World and Catan), but not as invested in heavier games like X Wing etc. There is a niceness to Everdell, something I want to embrace.

The first season (Winter), I was greeted with lots of blank looks and returned them with some of my own as my addled memory tried to explain partly forgotten concepts, but by the second (Spring) season, we were cooking, well I was cooking budget BBQ burgers, the others were going more French quisine.

My first season ended all to soon, which often happens when I am more concerned about getting others up to speed than winning myself (so he says), but Lee (dad) managed to milk Winter out for about a dozen turns and Kira (daughter) was just getting her game face on!

Short story short, my game ended far too early with only 17 points! I had a cunning late game plan of building the Palace, then the Queen then Callista Glistendew, but we cut the game short, ending on the Summer season as time was running out, so I could not quite swing it. Lee in the other hand did get the Queen and Glistendew and finished on 38, but his daughter, who kept going for a few more turns finished on 42.

They both finished their villages, which goes to show how quickly the game can move ahead, being more about quality of your builds over the four seasons, because quantity was easy for most (I only had 8).

This game allowed me to get excited about Everdell again.

Not enough to get too much more, because firstly, I am cautious of “expansionitis”, highlighted by having a games clear out now. Secondly I would need to be playing other than mostly solo to warrant it, so Bellfaire is the one addition now and the new Mistwood expansion on imminent release.

Bellfaire is the one of the first three expansions that does not try to change the game dynamic, just smooths and balances it. It is not the refresh that a very stale or curious player wants, but it does fix some issues with the game, especially for solo play and adds some modular extras;

  • A small add-on board (optional) which can replace the Evertree. The board feels crowded with the tree on it and the event cards tend to get forgotten, plus I have bent the top of mine (sad face). We have found in our few games, that the tree tends to make all of the events less accessible physically. In our game the other night, I had to constantly remind my two debutant players to look above the river.

  • Faction ability cards to differentiate the factions by more than just colour and cute shape, even the ones I do not have. Because I do not have the meeples for all of these, the ones I don’t have will play the role of “allies” to my existing factions. House rule may be to have your own and an ally card chosen from 2.

  • The Market adds a new way of exchanging resources, something I have wanted from the beginning. We had a run-away berry collector last game, but with few options to spend them. As a Catan player, she felt frustrated that trades were not an Everdell standard.

  • Other ways of scoring points, applied in a modular fashion.

  • More forest and event cards and much more accessible ones, removing the “death by bad card draw” that can crop up especially in solo mode. In solo mode Rugwort is nearly guaranteed all or most of the events, as the smaller solo deck draw makes the needed combinations scarce and he gets the left overs.

  • 2 more factions for bigger games (and the above extras provide the extra options a big game would need).

  • Some handy bits like player boards, a Rugwort token etc.

  • A box with harmonious art that looks like a compliment to the core one. No threat to the feel of the main game, this is a support element that I like.

The only other expansion I can see myself getting is Mistwood (pre-ordered today), which has an even better solo AI and just feels right to me. It changes the game to a “Root” like conflict game, but with an Everdell feel. Mistwood adds;

  • Genuine low player count play with a fully developed AI who can participate as a player. Half of this expansion is dedicated to Solo or AI play, which is good becasue more than half of my games will be solo.

  • More Legends and characters. I like the connection to Everdell immersion these add and the more i add, the more baanced the overall effect becomes. We have had a couple of games where a single Legend has been telling, but more makes for. a more interesting and equitable game.

  • More factions with faction cards. Three normal factions and spiders. More is more here simple as that.

  • Some variants of core cards, which like the Legends, adds variety.

  • A new game dynamic, introducing an external enemy, but no more boards. I like Everdell pretty much as is, but an external threat gives me a feeling of closing the loop. Everdell is worth growing, loving and appreciating, so it makes sense it ia also worth defending from greedy outsiders, especially spiders channelling a Mirkwood or Harry Potter vibe.

This one also keeps the board size under control, leaving Everdell all about Everdell, but adds several nice card decks and some militancy, but not the all out scrap that is Root.

Root was hovering, but issues with solo and two player play without “Bots” and lower teach-ability for my occassional playing group are off putting. I also prefer the art style and less miltant feel of Everdell.

I really like the idea and reality of keeping the board as small as possible, sticking to just Everdell as a contained little world. Adding the Bellfaire sub-board in exchange for the cumbersome tree is a win, while still expanding the game within with or without it. Mistwood adds more harmonious elements (more factions, Legends, farms etc) without any more real estate and the whole spider thing is optional. The more dominant Pearlbrook, Newleaf and Spirecrest just don’t appeal on that level.

I did order the three Rugwort cards from the BGG store and some black rats from Etsy, so with “Extra Extra” and “Legends” I have the bulk of the better bits from the Glittergold deluxe option.

The Rugwort cards have a reputation for changing the game’s character, but it’s only three optional cards not a full expansion, diluted into the slightly extended content of the game I intend to build and with Mistwood loomng, possibly not that tough overall.

While I was there I added some Carcasonne tiles and the two Tiny Epic Western deluxe expansions.


Selling, or Re-discovering?

I have been having a clearout lately. Some things have been on the to “do something about or sell” list for a while and with my gaming malaise lately and the photo studio taking priority I have been emboldened to actually get something happening.

A bunch of RPG’s went to the local games shop to find a better home.

Old School Tactical went to a friend in Hobart, the same one who took my Lock N Load collection.

Through him I have a couple of contacts for my huge Warmachine/Hordes collection and something Star Trek.

Funny thing.

As I get these out to take some (bad) photos of them, I have re-awakened a passion for the more unlikley candidates.

When the prospective buyer of either my Federation Commander/Star Fleet Battles/Starmada/Starmada Fleet/A Call To Arms Star Fleet (yup, all those are the same, but different), or my Atttack Wing collections, I was genuinely torn as to which I would rather sell.

I gave him a good price for AW, probably 25% of what I paid. I went even better on FC & co.

AW has the ease of play, more recognisable cultural support and its similarity to X Wing. Games play easily, get you into the “Trek” vibe with characters and ships from all of the series and movies including the latest ones. I personally hate mixing ships and upgrades illogically across time and even scale boundaries, but each to their own.

Play is simple, but flavourful, sitting somewhere in between the X Wing and Armada scales.

My collection is comprehensive and balanced for all periods and themes. Want to do Voyager? I have it. DS9, maybe with a little Voyager added? I have all but the actual station (available as a deep cut). Maybe a full scale Fedration vs allied enemies or everyone vs the Borg? All good. The first Enterprise appeal? Again all but the “Weapon Zero” expansion which I missed several times. Any AW “period” is sorted, even the hard to get medium sized Borg Tactical Cube.

Excuse the shocking image. All of these are compatible with the counters or minis of the same system. This collection took some building. I had to make up the components of the Klingon and Romulan “Attack” boxes separately due to their scarcity and most of the other “Attack” and “Border” boxes were cherry picked from so I had a balanced representation of about 14 factions with 10-20 differnet ships each and logical duplicates. ACTA and some of the Starmada (in Admiralty edition) were equally hard to track down. ACTA goes to the core factions which cover the original TV series and early cartoon series (all their license covers), Starmada is comprehensive like FC going into the whole Star Fleet universe. There is a lot more to get and it is ongoing after decades, but not by me. I have tons.

FC and it’s spin-offs have a certain old school, deep immersion vibe and the different games, all playable with the same components, make it a system of systems for all tastes.

If you want lots of ships (or 1” counters) on the table, Starmada Fleet Ops lets you play with 20+ a side. Something less abstract? Starmada normal scale can handle a decent squadron quickly. More detail again is the realm of FC fleet scale or ACTASF and FC smallest scale can handle scenario driven 1-3 ship actions in detail. If maximum realism and crunch are your flavour, then dip your toes into the original Star Fleet Battles or even the RPG’s. The basic-intro “Cadet” rules for SFB are denser than the full FC rules which are comprehensive enough for most tastes. As far as I know, their RPG can link in with any of these.

If I had to choose right now, I would hang onto FC and co. Ask me tomorrow and I might flip, but right now, right this minute, it’s FC in all its old school glory. Funny thing is, I find FC, ACTA and Starmada all flawed one way or the other*, but the systems all seem easy to hack to taste.

*

*I have changed the semi random FC damage system to a more chain-reaction based one, ACTA is an odd beast based on the WW2 ship rules I like, but on each read I get a feeling I am missing something and it is a bit clunky (stream lined easily). Most use either counters or minis on a hex map, but ACTA uses an open table top (there are conversion hacks for any to either). Starmada actually changes how the ships act, to fit with it’s system mechanics, but variety is the spice…..

A New Life Dynamic Brings A New Hope

So its all been about the studio lately, but a friend came up from Hobart to pick up my Old School Tactical collection and I decided to try out my studio as a games room!

Prevously a full sized 7x5’ tables was a thing of my dreams until the Cigar Box soft mat option came along. A big permanent table is not feasible in my life, but a flexibly topped 4x3’ > 6x4’ > 5x7’ table in stages, is. The secret is, the tops are all either neoprene rolls or CB soft mats that can store away easily. I have 8 CB mats, foulded up in a single 3’ long plastic container.

I prefer CB mats for terrain games as they can take foam hills underneath for the most natural and flexible terrain look, but neoprene and cloth are better for “smooth” surface games like ships, space or air. City games can go either way (and have).

The gentle roll of a hill, so easy to achieve with CB mats, so vexing in other forms.

I also game in many scales, making terrain creation problematic.

Most scales can be accomodated on one mat or another from 15mm…..

…..to 20mm…..

….to 6 or 10mm……

…..and back up to 28mm or larger.

The big (?!) open space allows me to make my 7x5’ table top for the Cigar Box mats. Everything was not as smooth as I would have liked as the table top covers were made for my downstairs work table, but with a quick trip to the hardware store, I fixed the little hiccups.

In the “small” room, the old computer and camera storage space that was also my painting room and library, I have a small table. A sweet little thing, it struggles to take anything bigger than Seven Wonders Duel, Combat Commander or a Tiny Epic, but it’s small footprint gives me plenty of floor space and it’s a nice photo prop.

Step 1.

I place a table top-brace fitted, 12mm 1200x900 MDF panel on top. This gives me a solid base for any 3x3’ X Wing or Wings of Glory mats with “wings” to put collateral. This still fits in the small room. Optionally a small part of a Cigar Box can be used also.

Hellboy can rock it up on as little as a 2x3’ board.

As can these guys.

Step 2.

Over this I can put two more panels the same size, interlocked and braced over the smaller panel so there is no movement. This makes a solid 6x4’ top which accomodates my larger neoprene, cloth and vinyl mats and my 4x4’ Deep Cut. Importantly, it can be leaned on, which is a reality. This can fit in the small room, but it’s pushing it. In the larger room it is easily accommodated. Again, the bulk of a Cigar Box can be used if wanted, allowing for different takes on the same mat.

For smaller scale big games, a 6x4’ segment of a Cigar Box mat is plenty. It is amazing how diffent a CB mat can feel with a 1’ shift. On this mat, the printed-on river can be side lined (literally) or centred as a dominating feature.

Step 3.

Over this, the sturdy little table can take five, 1500x450, 6mm panels. These take my biggest 5x7’ Cigar Box mats. I place a velour blanket over the lot, which helps smooth out the bumps and adds grip. My styrofoam hills are well anchored on this both ways. This will not fit in the small room, but does in the studio and packs up in minutes. Another option is to assemble this in my downstairs store room over an old work table which actually allows me to have two 7x5 games going at once!.

For when 4’ wide will just not do.

I have never before had all four useful table sizes, so easily packed away.

I am truly inspired to game more and to paint the figures and terrain needed. Having all of my hobby creation elements in one room (some downstairs storage needed), but the option to play in any of four rooms (the dining room has a 3x3’ capable round table), has finally given me the push I needed.




Big Releases and Re-Releases Due

To my surprise, the Armada Imperial Raider has been re-released. I have just ordered two (making three), which feels about right for my fleet. The Raider has a special place in my fleet, as I don’t like or have the light carrier or light cruiser, so these tiny triangles, along with the fighters and other small ships like the Devastators, are my small ship reps. Having one felt tokenistic. Three feels like a “flotilla”.

The little one, a work of art in its realm.

The other news is the imminent release of Mythras Destined (out now on TDM’s site, the 23rd on Lulu etc).

Mythras is on one hand the most progressive and comprehensive of the d100 family of games and on the other, possibly my least favoured, but the reality is, it is a living game, growing steadily and for many genre takes the mantle of the current leader in this space. Oddly, I still like the feel of the simpler and less polished Legend series, but things are likley to change.

As I have written recently, d100 games are my ground zero for role playing, Mythras/Mythras Imperative/Legend/RQ6 being the bulk of that if you discount my sizeable Call of Cthulhu collection. I have been aiming to have more than one way of playing each genre in the d100 universe and Destined adds just that for supers. It’s stable mate will be Superworld/The Big Gold Book, a much, much older game system, but likely surprisingly similar, as the writers are either the same people or have drawn heavily from Superworlds influence.

Destined feels like one of the better genres for Mythras, a game that can be a little crunchy for massed fights, but ideal for more granular ones and closes the loop in this space. As a fantasy game it excels as a heroic, monster killer game with real grit, fear even, but for simpler hack and slash games, it is a little gritty, dense and unforgiving, leaving room for its simpler cousins.

I can now do Sci-fi, pulp, fantasy, supers, super natural, historical, weird science historical and more in more than one way each.

  • Legend Samurai/Wuxia

  • Destined/Super World-Big Gold Book

  • M-Space/Bare Bones Sci Fi

  • Legend Vikings/Dark Age Cthulhu

  • Legend Pirates/Blood Tides/Clockwork and Chivalry/Clockwork Cthulhu

  • Mythras/Magic World/Legend/Bare Bones Fantasy/Openquest

  • Delta Green/The Laundry/Special Ops/After The Vampire Wars

  • Call of Cthulhu/Achtung Cthulhu/World at War (Cthulhu).

  • Devils Gultch/Aces High/Cthulhu by Gaslight

  • Luther Arkwright/Distant Worlds/BRP Pulp

  • Mythras Imperative/Basic Role Playing generic

Bold = Mythras family

Italicised = Simple systems (bare Bones etc)

Standard = BRP family.

D100 RPG's, The Final Chapter?

I have made a choice regarding my role playing future and it feels right. To be completely honest, this is a struggle I have been dealing with for a while now. A fait de comple if you will, the one true path (with some side roads).

The games I first clicked with in the early years of the hobby were various d100 systems (Call Of Cthulhu, Elf Quest, Hawkmoon etc). They made sense, seemed completely intuitive and logical to play and housed so many memories of good games had.

These days, they cover every genre and play style possible and are eminently flexible and hackable, relying on the simplest mechanical concepts and common sense. It is telling that decades later, the core concepts have not changed, but they have evolved. As importantly, they still retain much of the “old school” feel that I like no matter what edition they are.

I doubt I will apply any of them as written, because as much as I like the general concept of the mechanics, I rarely like the specifics of their application game to game, but here is the cool part. I can play any of them with my own preferred dice rolling system, basically the best of each and do no harm.

Is that all I will have?

Confession time.

There will be other systems held onto including 13th Age, Mouse Guard, The One Ring/AIME, Iron Kingdoms and a few rare outliers like Traveller, DC Heroes etc, but only because I have them and cannot part with them (yet). It’s nice to have options, but all of my limited time and energies will be channelled into d100 games, because with one basic system learned, a very teachable and logical system, I can play almost any genre conceivable, even convert one like The One Ring fairly seamlessly, because not only is it flexible, it’s logical.

This wholistic approach could be done with a few other systems (Savage Worlds, Hero System, Cypher, Fate), but my d100 collection is sizeable and for the reasons cited above, my favourite, so this is the one.

With the imminent release of Mythras Destined and my intention to pick up Openquest 3e, I feel the loop is nearly closed. I have multiple styles of sci-fi, fantasy, horror, pulp, historical, alternative and generic games at hand, with many more accessible if needed and plenty of slow, but relentless growth in the future.

Armada Fleet Comparison and Application; Imperial

The Rebels offer a wide gamut of fleet build shapes. The imperials tend to be a little more straight forward….or are they?

Again, I am talking as one who has read a lot, studied the game and embedded as much as I can into my gaming psyche without actually playing much and having never played in a competitive environment against an established player. With that in mind, here is my thinking on my Imperial Armada.

Large Ships

The ISD (3); This is the fleet building go to and all too easy it is to do. I cannot see any fleet not having one, but there are options and I am open to an exciting future. A wall of them? Tempting. I have the luxury of three to field, but realistically one for fighter control and maybe a different one for hammer blows against those tricky Rebel machinations.

Onager; The Onager has a reputation and not always a good one. Competitively, they are powerful, but single faceted, shooting quite unfairly at longer range than anyone else. Mean really. One alone cannot win a fight and I am assuming the best defence against them is a small, numerous and fast offence, so support is likely the most important consideration.

Medium Ships

Interdictor; This one offers a few out of the box tactics. Purchased for completeness and looks, it will be the home of tricky options for a very alternative build. I do not fully understand all of its uses and some depend on the type of game played, but in campaign conditions, I think it will shine, or at worst provide a medium grade SD option with alternate builds. Also a good catalyst for scenario play. This is the web. Just needs a spider.

Victory Class SD (2); The Victory, a left over of a bygone age much like the Rebel Pelta (but lacking that special something), They will act as a reserve or support much like the Gladiator, but in a slower, tougher, but less aggressive fleet. In reality, I would not have one but for its inclusion in the core set, but that did not stop me ordering another recently, when I needed another medium base ship (over the carrier) as it is actually a pretty solid and versatile if uninspired choice (one base was chewed by my pup enough to go into the “emergency” only pile). Maybe a close support blocker for the Onager or a flagship for a small, backwater fleet.

Too slow, a little mediocre overall, but still a capable enough line brawler, mini carrier or fire support.

Solid, boring and unavoidable coming in the base set.

Small Ships

Gladiator (2); The small base Gladiators are good for supporting the front heavy monster triangles. I feel the best Imperial fleet is one that champions their strengths (ISD’s and Fighters), without neglecting their weaknesses (poor rear defence and manoeuvre), so the Gladiator will be part of the balance solution.

Raider (3); The Raider, scarse as until recently, is a tough ship to master, so why not have three? Uses? Maybe the same type of thing as the Gladiator, an anti-fighter escort or nasty in-fighter. Notoriously hard to use well, I will probably not throw these in to a game too lightly, but for scenario play and to turn the tide in fighter heavy games, they will be fun.

Light Cruiser (-); Don’t have, don’t like and with three Raiders and three Gladiators, dont need.

Flotillas

Gozanti (2); The flotillas that add so much for so little. Fighter support, flak, flank prowling, fleet support, or just being a general nuisance. All reasonable options for negligible cost.

Fighters

Fighters (various); Lots and lots of fighters, be they elites, swarms or high tech. They are near mandatory as a screen for the “not as un-killable as they look” ISD’s or even more vulnerable Onager. the right fighters are the underestimated fleet finisher that I will need to get a handle on. After all, I did get into Armada for the fighters.

Small Ships (various); The Shuttle, Devastator, Slave-1 etc are those ships that get little lime light in Armada, but may be tide turning an add much needed variety to an often one dimensional fleet.

I think the thing that stands out for me is that, even though the Imperials have on the surface a very two dimensional looking fleet (Angry triangles and angrier swarms), the reality is, their exceptions are by far the most exceptional. Leveraging the Onager and Interdictor or Rogues and Raiders will always give the Imperials a way of mixing up their otherwise predictable fleets.


ROAD To Nowhere

Looks like X Wing is on a steep and inevitable decline. Asmode have sidelined Armada completely, relegated X Wing and Legion to “oh and we also do this” behind Crisis Protocol and the blogs I so enjoy have mostly hit ROAD rules changes (Random Order After Dials), leading to a terminal encounter with a game killing wall on that very same ROAD.

My last thoughts before I happily just play 1st edition-original movie and 2nd edition-late movie games, is to use one of the other proposed options, Alternaing Initiative Order (AIO?) or just stick to bids. For competitive games, the only down side to AIO seems to be overly defensive play, which is an issue generally in competiton (called “turtling”), but for scenario based or casual games, I like it.

It introdues a fair and equitable rhythm. One that will give pilots who happen to be engaged with each other and have the same initiative (not an ever present issue) to have to play to their good turns to go first or to go second as suits, which I think only adds to tactical depth. The reality is, the situations it will matter will be fewer than many think, especially with 1st ed (more levels of init), but pre-planning for the turn that suits, will be hard enough to add a semi random element, especially for my group. What others do is up to them, as long as they keep playing.

So, who has initiative guys?

Rather than have a totally predictable order, based on bidding with all that ensues, or throw the whole thing in the hands of the gods of randomness, it makes a players tatical options, especially with support ships, that much more interesting.

Generally, I am saddened by the state of both X Wing and Armada. I find it incredible that two games that regulalry sat in the top five games of their type, would be basically given up on through ignorance or a lack of interest. They will live on for many, but any game that has “lost official support”:, will wither and die in the main stream, meaning no new players will come into the fold.

I will be keeping an eye out for the inevitable shedding of rare 1st ed ships I missed in completely or quantity (Alpha Star Wing, Tie Aggressor), but have stopped chasing anything new as it is either irrelevant to my periods (factions) of interest, or simply not needed or of interest (Mandalorians).

Part of me was interested in doing all things Scum as a period cross-over in-fighting faction covering the early period and Mandalorian (I have done Solo’s Falcon) through to later, but I have already more than 100 ships, hundreds of cards, thousands of counters and little prospect of using them to destruction through play. Maybe, maybe not.

I am more resigned to the fate of Armada, just a little hacked off that the needed next wave of Clone Wars ships, especially the fighters, will not be coming. I actually did this period first in Armada in lieu of doing the same factions in X Wing. If only I knew. Armada can be played solo and is more of a “grown up” war game.

In both cases (X Wing and Armada), I should have just stuck to the original trilogy ships and characters and called it with 1st ed X Wing. This is where my heart lies, but as with anything new, you get hooked, follow the treads and see where you get to. I actually only entered X Wing becasue the TFA starters were being cleared super cheap and I got 5 for a little over $100au (first sign of cracks showing?).

I thought I could stop there, but got some Scum, a few “softly justified” cross-over ships, then the clearances of early period ships started and I was going down the obsession drain. A little knowledge would have helped, knowledge that would have come from getting in on the ground floor.

The fact that I did basically the same thing with Armada just makes me laugh at myself.

Ironically, I bought a ton of even less consistent Star Trek Attack Wing, Federation Commander (and spin-offs), Wings of Glory WW1&2 and Sails of Glory, all in vain attempts to avoid the Star Wars trap in the first place.

Know thy self.

I really love original X Wing, pared down to a form of Bare Bones (various) and Armada first trilogy. I could, if there were any point, sell my vast collection of 2e X Wing and Clones Wars Armada and feel no real pain, but cannot bring myslef to, so soon after getting them.

On one hand, I am glad the collecting is over, I just wish there was some love for the game.

The Ultimate Game?

I am having a clear out. My gaming is minimal, but my collection huge, so time for a reduction.

Some of the targeted games are ones that, up until now, have seemed to be safely placed on their shelf, patiently waiting for their day in the sun, but the reality is, that day may never come, so out they go to homes that will appreciate them.

One of these is Old School Tactical (1&2 and 3 expansions).

This was the labour of two frustrating years waiting for the Stalingrad expansion to be reprinted, but truth be told, I had mentally moved on and when I got the Heroes of Normandie and Combat Commander expansions for Stalingrad at about the same time (the year of Stallingrad!), I felt I had enough ways of playing that campaign.

Lock and Load Tactical has already gone (I do miss the modern elements of that one), so my WW2 board game systems have been more than halved and it feels right.

There is one over riding reason for this, Heroes of Nromandie.

The game is all three of my gaming interests in one.

It is by definition a board game.

This is one of the smaller play tiles.

It is a conventional board game using counters and scenery panels for play.

For counters, you get something closer to tiles than the usual thin card counters, with the largest measuring over 3 inches long and the smallest still being a decent counter size. As with boards, i can field any major European protagonist’s forces, including Horror, Superhero and “Strange” types, both historical and ficticious (or a little of both).

The leader above in context.

I have in my nearly (effectively) complete collection, over thirty double sided panels and dozens of overlay scenery elements, needing only two or more to make a game. I can do anything apart from Jungle (do have swamps though), including ancient temples, bridges, entire villages, coast lines, rivers and a train track.

Just another clearing in the woods?

It is a tabletop wargame.

The game looks and plays like a very nice table top war game. the tiles are similar in size to actual table top element bases and could easily be used as such. Conversely, it would not be at all hard to make a table top game with these rules, using base widths as measurement units. It is fast and simple, but holds together as a game both tactically and mechanically and has tons of room to modify rules to suit game style.

Prettier than most table top games I have seen.

Unlike a lot of semi-role playing games such as Zombicide or Nemesis, using beautiful, but unpainted miniatures, these come “pre-painted”, perfectly matching with the art of their boards and the game overall.

It is a decent role playing game substitute.

The game actually does have an RPG connection through Achtung Cthulhu, a WW2 Cthulhu spin-off, sharing the same characters and story connections, so this is not a stretch at all.

I regularly set up a game from a GM’s perspective, playing the player or players against the game/scenario, not player vs player.

The characters, the feel and story driven dynamic of the game lends itself to this style of play. Plenty of other games like this (like the three previousy mentioned) have “named” leader characters and similar unit dynamics, but the calling out of specific characters with back story, the level of art and the smaller scale of this game lends itself to real role playing scenarios. The player can really play the leader of their paratroop platoon, rather than just a godlike overseer of overall proceedings.

Just like lovingy painted and based miniatures, but ready to go out of the box.

There is a real feeling of freedom with this game, creative playfulness even. No dry “must be done this way” rules, no inflexible systems or tables. You want to immerse yourself in this game. This promotes scenario driven play such as getting the villagers out, stopping the cult from completing its ritual or capturing the mad scientist. The game’s mechanics get out of the way fo the game play.

Channelling Indiana Jones and Call of Cthulhu, how many wargames feature crocadiles and adventurer archaeologists?

*

Lastly, it is easy to teach and appeals to non wargamers.

Most people can identify with a classic war movie or series, so directly equating a known character or unit with the counters on the board somehow reduces the seriousness of the game and increases player involvement. It helps make it just a game, but also a fully paid into experience.

easily made units using recruitment cards like this, make for easy pickup games.

Everything you need to know is on the counter or the board. No tables, no charts, no mathletics. All you need is to know about the counter is on the counter, so a little looking up is needed early but the counter prompts this, so no finding out at the end you could have done “x” and changed the tide of the game.

I can honestly say that if I could only have one game, this would be it. Accumulating all of it required a lot of perserverence and luck and not a small financial outlay, not helped by my futile and misguided attempts to distract myself by getting the other systems mentioned*, but so have plenty of other games that do not provide the same level of satisfaction.

The collection I have now has almost everything printed for edition one (The Dust Tactics expansion eludes me) and I have no intention of dipping my toe into second edition, considering this to be a good end point.

I will keep Combat Commander also as it also took a lot of getting, is different in play and feel, has a small footprint and I like its comprehensive nature adding the Pacific theatre and more of Africa.

*Similar to my equally futile attempts to avoid X-Wing by getting everything but, then getting it anyway.

Nemesis My Nemesis

I finished a game of Nemesis today with a friend (his game). We stumbled through half the game the other day, stopping when late night brain melt threatened and home was calling, but felt we had its measure.

Today, re-starting in the blue segment of the game, my Captain and Leigh’s Scientist had a simple task each (as far as our secret objectives allowed us to communicate anyway).

I had the engines under control, Leigh had checked navigation and all was good, ship off to Earth no issues.Of course, with secret objectives, we could both have been lying, which is part of the excellent theming.

I was mesmerised by this theming, the depth of play and comprehensive and clever mechanics. It has alot of moving parts, but at the end of the day, stuff just happens like it should in the (very similar) movies, even with us making several first game mistakes. You really felt that you were playing in character an that almost anything was possible.

Speaking of stuff happening……..

We had not had much trouble during the game. I had killed an adult Creature early in the re-start, taking two wounds, but had those under control. I was well armed and still fully functional (patched up) and Leigh kept finding the one things that would let him wheel about unscathed! So turn 3 from the end and we realised we needed to get back to the sleeping pods safely, settle in and win, basically.

So the Captain, Mr diligent, decided not to move quietly, which was an option, instead he moved fast to have a look into a room that basically did not have a chance of adding anything to the game. Leighs character had to move through it anyway and I could not help, so all I was going to do is send a drone in to have a look before hand (nothing gained).

I did however manage to make some noise and attract the attention of….the Queen!

Nice to get all the toys out, but not something you want to share a room with!

We did not start here, my character managing to escape from the room on the right, but our end of turn event made her follow me into the hibernation room.

2 turns left.

Leighs character arrives and we have a crack at the big girl. Little damage inflicted, so no chance of ending her this turn, then she called a friend (two very nasty events in a row).

Getting crowded and no time left. If we cannot clear the room, we cannot bed down and we die when the ship jumps into warp (next two turns).

I had my powerful six shooter and the boffin had a grenade so theoretically we might have been able to kill or scare them off in one round, but reality bit and we did little, again. Unable to clear the room, we held hands as the ship jumped and we all lost (died horribly as our bodies turned inside out I guess?)*.

So the game allowed us to think all was well, then bit us big time (I actually got bitten twice!). I would love to play it with 4+ crew, so the scheming and hecticness of the game can come out fully, but it’s still good with two or I assume solo.

It felt very real, very right and a bit scary. I must admit, after the first half, I felt this type of game is better free form role-played, but on reflection, the comprehensive nature of the game and theming would be more work than just learning this game (but the game could be a great base for an rpg scenario) .

*We worked out I actually won in the end, unsatifyingly, as the ship jumped back to earth, which was my secret objective. Did not feel much like it though.

The Curious Lure Of The Witcher RPG

I am not a huge fan of The Witcher (instinctive duck of hurled shoe).

It is not that I dislike it, but like a lot of on-trend fantasy and sci-fi, I just feel like I have seen it all before (curse of age). Game of Thrones had the same effect as do a lot of other “must” see/play/reads.Reading Tolkien, Harry Harrison, Gene Wolfe, Larry Niven, Heinlen, Asimov, Erikson, 2000AD magazine etc from the 70’s, most story lines and genres have been touched on, not to mention role-playing for just as long. I appreciate these new stories are helping build the popularity of the style, as any genre needs, but it does not change the fact that some of the newer incarnations are re-incarnations.

To be fair I had and read The Last Wish and watched the Netflix series, so I gave it a go and could easily see myself reading or watching more, but there is no deep burn for it.

I do however, like the RPG and the irony is, I like how it simulates the world it represents.

Seldom is a game design brave enough to force its players into a style of gaming that best suits its genre*. The Mouse Guard and The One Ring games are good examples and are generally the better for it, but it does run the risk of alienating a raft of potential players who just do not want to play that way.

I have had my issues with, but great respect for The One Ring, cannot toletate criticism of the gorgeous Mouse Guard, even though I know it has its faults, but with The Witcher, I am drawn to its very, very realistic and gritty processes. Sometimes I want the slow grind of mundane daily life to be contrasted with brief moments of genuinely dangerous and chaotic threat mitigation. D100 games share this feeling of lethality, but not the gritty depth of process. The Witcher also provides an invaluable source for any medieval game.

I told myself at first that it was just not for me and almost gifted the core book. The characteristics are all over the place from my perspective (3 types of Dex!?), but the system has potential. The wall of info is daunting but a benefit, especially as I have little background in the world.

Stuff I have never seen mentioned in other games.

There is a table for everything. Not something that would usually draw me to a game, but in this case, with so much to get right, it helps set the player and GM on the one true path and greatly aids in pacing and story development.

Deus Vult, the dark age monster hunting game from Mongoose (part of the Legend family), Warhammer 4e with a Witch Hunter style campaign or maybe Iron KIngdoms could fill this role maybe, but their crunch is more systemic than story specific depth. The reality is, the enormous, yet cohesive detail of The Witcher, the way every creature is formidable unless you know the secret to its weakness and can then exploit it, create such an immersive role-playing experience, that I doubt I could emulate it with any other system, as easily as just learning this game.

The skill tree is a cool idea.

I am really drawn to the focus on little details.

My very earliest memories of gaming are less than flattering ones as early, inexperienced GM’s, myself included, skipped over entire journeys and their preparation with lines like “so you have (seemingly instantly) travelled to the ruined castle, now what do you do?”. Pacing is critical to good role-playing, something that even experienced players need to be reminded of occasionally. I remember fondly one of my favourite RPG experiences over several sessions centred around just preparing for a long trip and that was well before The One Ring or Witcher came along! I think we even lost a character to a dodgy deal!

Crunch time came with the release of The Witchers Journal, coinciding with picking up the relatively scarce Lords and Lands supplement/screen, so committed I am (or probably should be considering my role playing potential at the moment). The Journal is very good. The depth of new monsters, kept tightly on theme have greatly increased play options.

Does it have a role to play in my gaming life?

I feel that, more than any other RPG I have or have encountered, it is ideally situated for one on one gaming (GM + one player). This is my likely format just now. If there were to be the odd drop-in player, then the system and back story support that dynamic. Geralt has an on and off again thing going with his few friends and allies, so it feels right.

It is also a game at the fussy end of RPG’s which is one way of playing and a valid opton for my collection. If this is one extreme, 13th Age is at the other and my d100 games generally sit in the middle.

The new Journal even supplies a couple of long term nasties to base a campaign on with the promise of a properly linked campaign in the up coming “Tales” expansion.

I really, really, really did not want to get any more RPG stuff, settling on the Warhammer as my final set to complete (Enemy Within campaign), playing what I have and slowly culling as they fail to excite, but already having The Witcher core book, its unique role in the hobby and my collection and safely glacial release schedule, it may well outlast other old favourites.

*

*D&D for example has the luxury of defining the genre and has a very well understood, even stereo-typical RPG play style. Even spin-offs are designed to pay into that D&D-ness not take the system away from its roots.

Analysing RPG Characteristics

There have been hundreds, maybe thousands of (mostly) good RPG’s since D&D emerged two thirds of the way through last century.

They all share several cornerstones of design, one being character defining “characteristics” as a mechanical measure of “self” in the world.

In their simplest form (and several games use just these), they are used to quantify the characters Mind, Body and Spirit.

Many games expand on this to follow the workable D&D mould of Strength/Dexterity/Constitution, Intelligence/Wisdom and Charisma or something close (most d100’s add Power and Size, some have Education, but drop Wisdom) and some even go into a 10-15 chr design path (Warhammer, The Witcher, Iron Kingdoms to name a few).

Some games, like the double barrelled Iron Kingdoms RPG and Warmachine minis game cross-over, even need two complete stat sheets.

Regardless of how many characteristics are needed to make the respective games work, sometimes the word play can be mind boggling and confusing, often just to end at the same place as those who came before.

Of course, it is not just the actual wording used, but the intent and their application as well.

Let’s look at physical characteristics first.

Strength seems to be pretty much a common denominator unless the all encompassing “Body” is used (The One Ring changed from one to the other in their new edition simply to confuse it seems).

Constitution is often changed to Endurance or rolled into Strength. Very occasionally it gets re-worded into something like Toughness, Grit or Guts, but the intent remains the same.

Dexterity holds strong or is split into Agility and Dexterity, sometimes Poise, Adroitness, Aim, Reflexes etc, but generally minor name changes mean little. Splitting them to define gross and fine motor skills makes sense.

I admit, Dexterity has been my biggest headache and it seems the same with others, The Witcher and Iron Kingdoms RPG’s for example have as many as three characteristics in this space.

Size sometimes becomes a characteristic, sometimes not, but is always a mechanical point of relevance (bigger is bigger after all).

Finally, depending on the systems needs, Appearance may be counted separately from Charisma as a purely physical characteristic, which may result in a change to the roll of Charisma.

Mental.

Intelligence in its many forms may just be that, but if that is the case, then “Mind” is likely cleaner and more flexible. Splitting Intelligence into a logic and instinctive or raw smarts and wisdom pairs makes plenty of sense as we all know people who are bright, but relatively unaware or are wise and sensible but average in intelligence. It also allows for supernatural alignment and animal intelligence.

Education popped up relatively early in Traveller and Call of Cthulhu, so deserves a look, but since then, its role has mostly been covered by skills, or backgrounds etc.

Spiritual.

The grey area that is spiritual or personal, or basically not clearly physical or mental characteristics takes many forms and are often seen as soft or useless stats. Even D&D has had to find uses for the flexibly defined (or vague) Charisma stat.

Power, which is even less clear to me and only used in d100 games stemming back to the earliest, is a bugbear of mine. I just do not like it. It is not a mental or physical descriptor, so it smacks of magical or supernatural alignment, which is fine if that is part of the game, but odd if not.

This brings us to Luck, Fate or Sixth Sense. Should this be an active or passive stat, or a trait, derived value or skill. Many feel this is actually the province of the role-player and their dice, but interpretations vary.

Charisma, one of the original six and probably the single most “role-playing” of all, can be interpreted a few ways, but generally it is seen as a positive projection of personality, appearance or leadership. So what about projected evil or command through intimidation? I have been intrigued over the years how different designers have assigned Charisma to various monsters, many ignoring the reality that beauty is in the eye of the beholder. Some give them commanding presence, others give them nothing at all with the assumption that bad equals “nothing to like here”.

Traveller also added in Social Standing as a stat, that never really sat well with me as I felt it was even more of a relative stat, not an all encompassing one (The latest Traveller Companion does even address that to some extent adding options like luck as well as or instead of Soc).

The first thing is to set parameters;

  • Do you want chrs to be part of a set or flexible skill tree.

  • Do you want chr tests to be instead of skills, with skills only adding the ability, not the mechanic.

  • Do you want skills to be the primary test criteria, with chrs only as mild or passive mods.

  • Do you want the primary chrs to lead to secondary or derived chrs.

  • Do you want chrs that add up to others, break down to more.

  • Do you even want chrs in their current form or skip them to go to raw abilities themselves.

For my own very long journey to making a role playing game, I have looked at far too many combinations, but just recently, assuming a simple set of six core ones and some derived, combat ones fits my game mechanics, which will use either a combination of 2 chrs or chr and skill, I have finally settled.

The concepts are simple enough on the surface, but harder to implement in practice. I decided that for my uses characteristics should have the following;

  • Each characteristic should stand on its on feet. there should be no hero or dump stats. Dex or Int tend to be the favoured stats for skills in most games, Str for warriors etc. This can be avoided at several points.

  • Each should have an exception, an opposite side of the coin that makes balance important. They can be paired as each others yin/yang, meaning it is hard to e exceptional at both.

  • Each should be able to mesh with any other logically as needed by test/circumstance. Any possible derived chr needed can be made from the base. Want strength, combine Prow and Resil, but these are also flexible in interpretation. Skills may even be aligned to different chrs by task.

  • No chr should have open ended potential (like size), that breaks the testing procedure. All chrs should conceivably be shared by any sentient being.

  • Each chr can be interpreted logically but flexibly to suit character concept, not railroad the player into pre-conceptions just to make the chr value work. Charisma is an old favourite here. This one is critical, because the chrs in a game do define our pre-conceptions. The addition of one can mean a shift of persieved role for another, like Str and Con instead of just Strength allows you to visialise two distinct types of physical might, but if there is only a single term, the player has an open court to play, but with less guidance.

  • They should not be static. We are not set in stone in real life, so why should our characters be.

Physical

Prowess.

This is overall athletic ability and fitness. It combines muscle conditioning, agility and flexibility, but not fine motor skills or inherent toughness (see below). High Prowess can be indicative of a well rounded physique, sinewy build or average type and just hard work. It may decrease with ageing, but can also be increased with effort.

Dexterity.

This old friend covers fine motor skills, aim, reflexes, and finesse displayed in physical movement. Dexterity is less down to fitness so is harder to increase, but is also slower to decline. A few months of couch surfing may really hurt your Prowess, but you Dex would likely be the same, maybe even better if you game a lot!

From these we can differentiate the physical reality that is a snake from a spider, a powerful and athletic type, cursed with sausgae fingers or a wheel chair bound card shark.

Personal/Spiritual

Resilience.

This one is one of two cross-over characteristics and concentrates on inner strength, be it physical, mental or a combination, as they are hard to separate in reality. Added to Prowess or Reason, it can be a measure of a more mental or physical resistance, but on its own it covers grit, focus, determination and will. Resilience may well get gradually better in the middle years, tailing off somewhat later in life, but can hold strong if mental fortitude is dominant.

Presence.

This is the other mixed Chr. It is a measure of projected strength of character or personality, be it in the form of charm, impressiveness, intimidation, sheer size, oddness, command or appearance. Interpretation of what makes someone “fill the room” is varied, as is the role of Presence. How presence is developed with skills and abiiites will determine the over-arching personality that evolves and as the character ages, this will become more defined. Old age will inevitably show a physical decline in Presence, but the stronger it gets, the longer it will last.

Character takes many forms. Strength of will may be hidden behind quiet and brooding, outgoing personality may disguise personal frailty. These two are especially good at handling the “vagueness” of magical and psychic abilities.

Mental

Reason.

Measuring logic, memory, cool headedness, retention and sensory perception. This is in the box thinking, left hemisphere style. Reason will generally increase until age possibly starts to chip away at it. Schooling can increase it along with the knowledge and skills that come with it and the wisdom that comes with experience is likely to add to it.

Intuition.

This is the instinctive, creative side of intelligence and the opposite of above. It governs awareness, empathy, insight, the ability to think outside of the box and if relevant, sixth sense. Intuition tends to be defined early on. Experience may increase it and it is possible to learn how to read a situation, but if it is innately lacking, it is hard to teach. Often increasing Intuition is an act of re-finding inherent abilities or learning to trust lost instincts.

*

The derived chrs are a homage to the brilliant stat as damage points system from original Traveller, but more abstracted rather than literal. These will be determined using several chrs and some other factors like Size etc.

Not yet fully settled down yet, they will be something like;

  • Initiative (Int, Dex and Prow), being general combat awareness and speed determining who goes first (and most). I am looking at a staggered init system, so faster characters (while they remain so) will get more actions overall in a linear sequence of phases. This can be reduced by physical damage, circumstances or environmental factors.

  • Strength (Prow, Resil and Size), for swinging stuff and stuff and for how long. Blood loss, fatigue or physical damage will reduce this, so it is basically physical hit points.

  • Will (Pre and Resil), which is Courage really and speaks for itself, but is rarely taken into account, especially for PC’s. A tough one to add, but the reality is, once action is joined, how anyone will react is an unknown, so a tough one not to add. It is assumed PC’s will make brave types, but is every hero always a rock under pressure? Failing Will tests or reducing it even, may take several forms from uncontrolled flight to hesitation, but it drives a story any way it goes.

These can be reduced, sometimes recovered and are effected differently by different damage types. As damage is short or long term, the actual effect on core characteristics will be varied, but the effective result is applied directly to the stats above when taken.

Something I really find odd in most RPG’s is a lack of diminishing ability through damage or fatigue. D&D is the standard offender, allowing a character full capabilities until they are abruptly incapacitated. WTF!? Life does not work like that. What about shock, limb damage, fatigue, or fear?

I have used several examples in my explorations to help in settling these down.

Spock vs Kirk.

Spock is highly intelligent, but lacks empathy. He is also very strong, reasonably dextrous (through physical discipline and clear thinking), very resilient in a robotic way, but exhibits a restrained personality. Through the series and movies, Spock learned to tap into his half-human Intuition and even gain some small sense of humour.

Kirk on the other hand is better rounded, lets his instincts rule his intellect if needed, is highly resilient but also flexible and projects top tier leadership skills. Where he outshines Spock is in balance, human stubbornness and versatility.

Darth Vader vs the Galaxy.

Darth Vader commands a room-even from another room. He does not however have any real Charisma in the likeable sense, so a strictly positive measure is pointless. Twisting Charisma to fit is also illogical as most skills related to it are charm or persuasion based, which often means a separate set of skills better aligned to the opposite end of the spectrum. This can work, but with a less defining chr.

Timber Wolf vs Android.

One is high on instinctive intelligence and self preserving awareness, the other rules the world of linear thinking, with little capacity for fear, empathy or indecision. Neither can do the others job without evolutionary tampering or advanced systems.

The Dragon vs The Slayer.

If size and strength alone are measures or power, a Dragon is simply too much for most. Is it possible to give the lowly Slayer an edge?. If the Slayer has small size and agility as an advantage in some circumstances, is smarter and less ego/impulse controlled, is quicker and more patient, then yes, the Slayer can triumph. A blinded, disorientated or rattled Dragon is less of a threat as well.

The Lone Hero vs The Gang of Miscreants.

What makes a hero a hero? Being right should be enough, but Hollywood aside, balance is the key. The gang of thugs would likely have the smart, but obsessed and out of control boss, the huge but dumb and slow muscle, the quick and sly guy and the tough, characterless right hand. The Hero of the tale though will be more disciplined or intuitive than the smart guy, more flexible than the tough guy, faster than the big guy and tougher than the fast one, but most of all will have courage of their convictions and courage.

How are they used?

In my system as it stands, the basic test procedure is as follows;

A test is a number of d6 rolled against either a pair of chrs, or a chr and skill (or rarely 2 skills). These will range from 1-10 for normal levels with a weighted average for chrs and escalating cost for skills.

Depending on difficulty 2 to 6+ d6 will be rolled with 3d6 being a standard challenge vs about 10 as the average test value. Under or equal to the test value is a pass, over is a fail. All 6’s is always a fail, but not necessarily a fumble as a safety net.

Doubles, triples and quadruples of 1’s and 6’s will grant increasingly dramatic effects, regardless of the pass/fail dynamic, which means it is possible to fail a tough test, but still impress or gain advantage with a feat of brilliance or the opposite is true of course.

A mundane, 2d6 test can have a double pass/fail, meaning a soft critical success like added damage or reduced time or a mild fumble, but as the difficulty increases, so does the effect of multiple die critical. For example, a success with 4x 1’s could result in an insta-kill of a massive creature by a single character, but if it fails as badly (3x 6), the characters sword snaps uselessly on its hide-end scene.

This also allows the character to raise the odds of a test to try to gain some needed advantage, be it more likelihood of a double or even a triple or better. This means highly skilled characters can push their luck.

A simple system but nuanced.



Life And Death In The RPG Landscape

Role-playing games come in many sizes and shapes. Some players like the over the top, player as world beating hero (or super hero), some prefer their character to be a minor player in their world, overcoming more realistic foes and hurdles. Either way, the processes can be similar. Create character, confront obstacle, overcome obstacle (or less often not), regather, repeat.

I come from the old school, non D&D, Call of Cthulhu, Traveller, Stormbringer, Warhammer 1e heritage of RPG’s. These all share similar player expectations.

  • They do not guarantee character survival, indeed Traveller did not guarantee character generation survival!

  • They eschew levels and class abstractness in favour of realistic character advancement and free form skills.

  • They never make anyone or anything “safe” from anything else. The lowly character could best a Dragon, however unlikely, the same hero could be undone by a lowly Goblin scout. Reality people, it’s a bitch…with a sword.

Combat is usually inevitable in RPG games. It is part of the process of “adventure” and one of the things that creates risk and promotes problem solving. How that risk manifests on the game table is a crucial mechanical factor and often determines the feel of a game.

One of the main differences mechanically between more abstract style RPG’s and simulation-ist games is how character “damage” or physical harm is handled and as an extension of that, how subsequent healing is managed.

In D&D, “hit points” are used as a very abstract measure of physical damage, character toughness and pain management, sometimes even including the benefits of luck and experience and all other forms of general damage mitigation (except those that are accounted for by the other abstraction, Armour Class). AC is a bigger stretch in a way, allowing for the reduced likelihood of a hit getting through, but not reducing its effect in any way, when the more likely scenario is damage being as likely (maybe even more so due to character encumbrance), but reduced in effect. Try putting up with a hundred hammer blows while wearing a suit of armour. You will feel the effect of every one and make a nice static target at the same time. This is basically the opposite of how D&D handles this. This very struggle has been at the core of most edition changes, but remains mostly unchanged, with the exception of 5e’s bounded accuracy, partially limiting the range of results from weakest to strongest.

It usually does not matter how many times a character in a D&D style game is hit, they recover in the short term, heal fully in the medium term and get back to life basically unscathed. This helps with the “legendary” feel of adventuring and really fits higher octane versions of the game like 13th Age. This allows characters to push and push, always able to come back (even from dead) and empowers risk taking. It also allows the designers some license when it comes to what “damage” actually is.

13A for example can even simulate abstracted damage/stress/collateral effect inflicted on a technical miss. It holds, that in some forms of story telling, even a lost limb would be largely ignored in a gaming sense, only used as a story hook.

Missing a limb he may be, but in a game sense it matters not!

It also however reduces player fear and can allow a “kill it now, take your short term licks and think later” mentality. All combat is a risk, but in D&D it tends to be fairly “soft” risk, with few unlikely surprises. Combat becomes math, with the odds very much in the players hands.

A characters “legend” comes from their overall achievements over a lifetime of adventuring expressed in experience levels gained and gear acquired. Sometimes it can even become a bit of a race.

*

In a d100 style game (an example of the polar opposite philosophy), hits are often expressed as purely physical damage. In some games it is still generalised into a hit point like grouping, but often with a separate, but intrinsic critical hit mechanic. In others, it is allocated to specific body locations including the possibility of lopping off or permanently maiming said body part, with the expected consequences.

In a game like Warhammer, Mythras or Legend, a character can quickly end up arm-less, lame, missing the odd finger, an eye or other handy appendage (this often helps you find a fitting nickname), so fighting is often seen as a risk not worth taking. The chance of disaster is ever present and the odds have shifted to the house.

In Traveller, especially the original versions, characteristics are directly reduced by damage. This brilliant idea highlights the non-abstract effect of combat wounds these game champion.

In a D&D hack I tried once, we reduced actual stats on crits. Not popular with die hard D&D gamers, this elegantly added in some combat realities. I think we used it in an E6 Pathfinder game (characters limited to 6th level, based on a theory the Gandalf was only 6th level), but really, we should have just switched systems.

Black and white line drawings and often black and white results. Fail a muster roll, survival roll or enlistment roll and your character is suddenly not what you anticipated. Such is life.

Risk your health or even life for a small reward? Unlikely. Role playing is empowered, because just killing stuff is a pretty short term game plan. Pushing hard for the greater reward, taking what comes as the payoff? More likely. This can make the story telling deeper and increase player pay-in, with climactic fights after unsuccessful gentler interactions have stalled. It gives the player a real feeling of achievement, because they are genuinely afraid for their character.

I first noticed the extra player pay-in when I played Call of Cthulhu (probably 2e?). The monsters in that game are always more than you can handle and madness is often just around the corner. It is no exaggeration to say your first encounter could have a lasting effect on your character. How many D&D players can say that? Decision making actually means something when character death or madness is likely, not just a consequence of bad luck and often reversible.

It can also deflate a player when that all too likely character ending happens, specially if all precautions were taken and just plain bad luck intervenes, so balance is key. Players should never get the feeling of imperviousness to any threats, but they also need the sheer elation of overcoming or surviving something that should have beaten them. When anything can end you, all victories are richer.

The character “legend” now comes from surviving a few close calls as information is gathered, then fighting when the time is right, slaying or outsmarting a particularly big and powerful enemy and gaining possession of a powerful item.

This difference is often why d100 and 2d6 games are considered “gritty” and lethal, while d20 games are seen as “softer” and more forgiving. Their mechanics, in effect define the feel of the game, its mood and expectations.

So, where do you sit with this?

As stated, with the exception of the d20 Paragon 13th Age, I tend towards the harder, more realistic games, like d100 or 2d6 games like Traveller. I find that they make play more immersive, because of the same realities we all face. D&D is far too escapist for me.

13A is an exception. With that game, the expectation of legendary character development is the norm, not the exception, even more so than 5e. Crunchy combat mechanics and long term wounds get in the way of that style of play, but with 13A, I can deal..occasionally….in small doses….on a Thursday.

The other exception and a favourite, is Adventures in Middle Earth. This uses 5e as its core*, but removes player controlled magic, insta-healing, short term levelling (it promotes “adventuring seasons” with levels aligned to these), and a darker, more realistic feel, which all help prove that it is not the actual mechanics of D&D that are where its distinct flavour comes from, but the more specific rules and parameters.

Something worthy of mention is the general lack of shock, fear and trauma in games. This is something i will be looking at later.

*You only need the “playing the game” chapter of the free intro rules with the AIME core books.