Sabtu, 10 Mei 2014

Undersea Terrain/Hellscape - Sand Tables and Expanding Foam 2.0

Just a few shots of a table that builds on a few other posts I've done in the past. It was extremely fast to build.

The new sand table is so transportable I took it outside for a game. 
"Submarine fighters" are from EM4 and cost about 30c each.
Indoor Sand Table
I like sand tables but the chance of sand escaping onto the floor stop them from being used indoors (an issue in the cold weather). You occasionally can also find sand annoyingly adhering to crevices in minis.

So I knocked up one of my 20-minute tables, and painted the bottom with a 50/50 PVA/water mix (a spraybottle would have worked better but I didn't have one to hand). 

I "liberated" the wife's flour sieve and some sand from my 1-year-olds sandpit and sprinkled it lightly over it.   After it dried I turned it over and banged off any loose sand (using the wife's dustpan to brush away any remaining crumbs - she doesn't know how much she unwittingly contributes to my projects).  Now there was no chance any sand "falling off".   I duel-wielded two spraycans over it (which also helped "seal in" the sand) and "voila" - indoor-friendly table.

The table is only 4x4.  
Random thought: The spraypainted fine sand would make decent bitumen/asphalt roads for 28mm games.
Expanding Foam - yes, you can spraypaint it
I had some leftover expanding foam cliffs from my desert table.  Someone pointed out to me that expanding foam DOES NOT melt when spraypainted like polystyrene, and they were right - it took me under 5 minutes to make the cliffs (cut, glue sand on the top and spray). I love spraypaint.

Overall it took me 20 minutes to make the table itself from MDF, 30 minutes to PVA glue sand to it and spray it black, and 2hrs for the spray-can-lid buildings and various terrain pieces. Total cost ~$40 and about ~3hours. 

What is it meant to be?
Well, the table is serving a dual role as a "hellscape" - for my Conquistadors-invade-hell skirmish game (basically, I'm borrowing the concept of Helldorado, without their expensive minis or convoluted rules). The second use is as pictured - a "undersea" board where 300-knot sub-fighters duel amongst giant kelp forests and spray-can-lid undersea bases.  

The expanding foam spraypaints fine. However it "bulges" underneath and does not sit flat.
The "kelp forests" are aquarium plants from the $2 shop and would make good alien jungles for a land game.
Undersea sub game?
I've adapted damage mechanics similar to Check Your Six but it should have more of a "WW2 PT-boats/MTBs" feel where subs sneak around slowly undetected at under 20-kts then "go loud" when attacking, engaging supercavitating rocket engines in 300-kt WW2-style dogfights. 

I hate writing down orders, so each pilot chooses 3+ action cards (turn left, shoot, climb etc) and rolls above a target number with 2D6 to see how many actions he can actually perform.  Better pilots naturally have a better chance of performing more actions but whilst 2D6 gives a predictable "bell curve"  there is no "absolute certainty" pilots will act at all - a failed roll means the sub continues to move straight ahead, simply showing the pilot did not react within the "snapshot" of time that the turn represents. 

Sabtu, 26 April 2014

Cheapest, Fastest Infinity Terrain Ever?

When experimenting with expanding foam, I realized how effective it could be for Infinity, a game that relies heavily on terrain.

*This is a complete 4x4 table of LoS-blocking terrain for $16 (2x $7 foam cans, $2 craft paint.)
 *It took only an hour to make. (excluding foam drying time)
 *It has a coherent theme.

 
 It is very cheap. 

You get plenty of foam from a can. I actually have 4 more leftover terrain pieces I'm using for another project. (It will be a lava hell-world)

Sure, it isn't the usual omgwtfthisisamazing Infinity diorama, but for someone who prefers minimum effort and cost for maximum result, I'm pretty happy with my 1-hour + $16 investment.


The "palms clumps" were Chinese H0 railroad trees from ebay. You can see the MDF coaster they are based on.

Beyond the bare minimum....
*The trees were $10 for 30 from eBay and sit on 50c MDF coasters. However it adds to the cost.
 *Obviously you could add in foamcore buildings, but the investment in time climbs sharply. 
*Drybrushing the paint on the "cliffs", and adding small scattered gravel-sized rocks would improve it a lot.
*If you want to make the board mobile, you can glue the sand to the baseboard by painting it with 50/50 PVA/water mix. 
*You could easily adapt it using white sand and grey paint for a "snow" environment. 
*The whole sand table cost me $22 and 15 minutes to make.

As you can see, plenty of line-of-sight blocking terrain makes this a solid Infinity table. It would work equally well for Heavy Gear, Tomorrow's War/Force on Force or any game that requires lots of cover.

I'd welcome ideas for other cheap, easy-to-make tables. Put a link in comments?

Quick Cheap Terrain - Expanding Foam Hills in 30 minutes

Most people use dense insulation foam (either pink or blue) for modelling but for some reason I have found it impossible to get hold of.

However, whilst in the hardware store I found some expanding sealant foam.  You know, the stuff that comes in a can for about $7.  You spray it into cracks and it swells up to 3x the size.

                                                 Ingredients: Foam can, craft paint, sand, PVA glue.

#1. I sprayed the foam into messy heaps, chuckling in an immature way (you could also make a good fake dog poop from it I think!).  It takes about 4 hours to dry.

#2. Then, I used my wife's serrated kitchen knife (after a bit of experimenting, I found this was the best cutting tool) to cut flat sections to rest the models on. I also had to cut underneath to level out "bulges" of foam that appeared under the foam lump.  This took the longest time to do.

#3. I painted the sides with a single coat of $2 acrylic craft paint (remember, don't spraypaint foam unless you want it to melt!)

#4.  The hardest bit was painting the top with PVA glue. It was pretty messy.  I sprinkled sand on top and "voila!"

You can see how the foam does not quite sit "flat" on the table.  I can pile sand up around it, but this could be an issue on a "normal" table.

A few thoughts:
The foam on the bottom of a piece "bulges"  as it dries so you have to cut it flat underneath as well.  This was a bit of a pain to cut level.  I considered using a hot wire cutter but the foam is apparently "highly flammable" and I didn't want to "gas" myself with poisonous vapours.

Obviously, a second coat/drybrush would make the painted sides look WAY better. However I was already pushing my 30 minute deadline.  

By the way, the can made double as much as what I pictured here - this was the first half I did as a "trial run."  One can of $7 foam made enough "hills" to easily fill a table, so I reckon it is good "value."

Some close-ups so you can see the finish, warts and all. Miniatures are a 15mm hovertank (GZG) and Iron Winds mecha (they stand about 15mm tall).
Obviously as second coat of paint and a drybrush in a lighter shade of brown would make it look 100% better.  However this was a quick trial run before my wife forced me to go shopping...

Here is what is looks like with 28mm models with the whole table set up. 

Jumat, 07 Februari 2014

1:300/6mm Mecha - Brigade, GZG and Iron Wind Metals

I did my usual prevarication over whether or not to invest in "Heavy Gear" and as usual concluded they are ridiculously overpriced. So instead I resorted to 6mm to get my mecha fix.

Iron Wind Metals are a great source of 6mm mecha. Their "Battle armour" for their 10mm Battletech line are a perfect fit.  Just look in their Online Exclusives section.  The range is huge and has more options than pretty much all the 6mm manufacturers combined.

Left to Right: Brigade tank, GZG Fatboy, Brigade infantry, IWM Asura, Sei'irim, Nephilim and Shedu battle armours. The small power armour suits are Brigade.

I found the prices (50c-$1ea) good, but postage to Australia was steep - $17+ $9 packing fee meant that the postage added 50% to the cost of the mechs.  As you can see the 10mm "battle armour" make perfect 6mm mecha.
The GZG "Fatboys" have a definite VOTOMS vibe. If you haven't watched it already, VOTOMS is a very "realistic" and gritty military mecha series from the 1980s.

These are all Demon series battle armours from the Word of Blake "Shadow Division" from Battletech lore.

Another comparison shot that shows how well the IWM battle armour matches up. This time a GZG "Hound Dog" is shown in comparison.



More Hound Dogs as part of the OpFor.

I also really like the Brigade power armour. It has a real MaK vibe.

The infantry is also quite good, and is well-priced. 

A decent-sized 1:300 force will cost around $30 - 20-30 vehicles for about the cost of 2-3 10mm Heavy Gear models or Battletech mechs.

The buildings are also Brigade models. They are also quite well-priced.

Even a small 4x4ft table leaves plenty of room to maneuver in 1:300 scale....

I'm also working on a way to abstract the zillions of hitboxes in Battletech using the bell-curve percentages of 2d6 (the possibilities are quite interesting - I might do a separate post on this). I've tried the new Battletech fast-play rules "Alpha Strike" and found it too simplistic.  I still want to know if individual arms and legs are blown off - but I don't want to have to "scrub off" say all 40 hitboxes of leg armour before I can actually damage the mech's legs. It's kinda silly really - in reality shots either penetrate armour or they don't - they don't have to remove every last bit of armour before they can start to do internal damage.  I'm also experimenting with using the Fistful of TOWs modern rules system (it has vehicle design rules that I can stretch to cover mecha).
Stay tuned for more mech action...

Minggu, 12 Januari 2014

Eylau Sequence: Micro Tank battles in 20:1 scale

Every now and then something comes along that surprises you in a good way.

The Eylau Sequence is a wargaming universe that does just that.  It focuses on combat between MGVs - Miniature Ground Vehicles - tiny tanks that are only millimetres long. The miniatures are larger than life at 20:1 scale, which is certainly novel.  The MGVs are basically tiny drones - difficult to spot, and capable of intel gathering, sabotage and combat. The best way to hunt down the enemy MGVs is to field your own.

Terrain can include dead insects, oil patches, fungus and other objects which are "supersize" compared to the tiny MGVs.  This would make for some fascinating tabletop setups and allow for a fair bit of imagination. 

 The "upsized" 20:1 minis allow for some fascinating terrain ideas. The pebbles could be liquid such as "oil drops" and I can see MGVs navigating a dead ant. (All photos linked from the WTJ Gallery)

 The MGV designs are quite unique. They might make for interesting 6mm sci fi hovertanks or even spacecraft. They even have a paint guide.

The "factions" do not involve sci fi elves or an Empire of Mankind - nor the thinly disguised WW2/Cold War factions beloved of "hard" sci fi games  i.e. the neo-Germans, neo-Russians etc.  No, instead we have Selangor (a Southeast asian alliance) and Australia as the primary players in the "war", with Australia's ally the Medditeranean states (capital city: Malta!). California, and Japan (with super-powered MGVs) are neutral but protect their own interests.

The MGVs have active camoflage and are equipped with with a primary and secondary weapon - which could be kinetic cannon, energy weapons or missiles.

I'm not going to review the rules as they are free here - in fact they come in two levels - one "skirmish" level which might have half a dozen or so units per side generally in hunter-killer
pairs; and an "operational" level  game where there could be dozens of MGVs on each side in large "formations".
After whinging a lot about "generic" games the Eylau Sequence is a breath of fresh air.

The miniatures came about based on an e-book of the same name, by the founder of the War Times Journal.  Annoyingly I don't have a Kindle but at $1 it would be worth it for the "fluff"factor, which DOES interest me.

Anyway, check them out at the War Times Journal site.  I already have a million incomplete projects but these minis are tempting me a lot - and have a unique universe I am actually interested in learning more about.  I don't usually promote miniatures or a game I haven't tried myself, but this sort of creativity deserves recognition. 

Sabtu, 11 Januari 2014

Game Design #13: Is Originality Possible? Games with similar Mechanics

The more things change, the more they remain the same. (Jean-Baptiste Karr)

There is nothing new under the sun (Solomon)

Most games have four "main" elements - movement, missile, melee and morale.  I've argued games should always have a 'fifth element' to make them interesting - be it command and control/activation, resource management or simply a cool magic system.  I think this 'fifth element' is important to make a game "stand out", as there are only a certain amount of ways you can do the "four Ms." (Perhaps even six elements - I actually think activation should also be "equal" in stature and an automatic inclusion alongside the 'four Ms' but I've already discussed this elsewhere)

A lot of game designers put a lot of time and effort into novel ways of doing the "four Ms" - which is a bit tricky, given that there are a lot of games out there already, and a lot of people who are trying to do the same thing.   Unsurprisingly, there are a lot of games that share similar (or identical) game mechanics, be it unwittingly or intentionally.


Game designers spend a lot of time trying to reinvent the wheel - or at least, come up with a wheel no one has seen before.

I'm not sure exactly how copyright law works (I think I read somewhere you cannot "patent" a game mechanic, but perhaps the specific terms and wording?) and I'm sure the grey areas vary depending on what lawyer you talk to or how much money you are willing to spend.  Given Games Workshop's energetic "defence" of its IP (or even attempting to snag copyright on words like "space marines" "space elves"  and "eldar" that came from other works, such as Tolkien) I'm surprised we don't hear more of this. 

Should game mechanics be patentable?  We tend to frown on the outrageous "bullying" of Games Workshop of "smaller" entities (but everything in the wargames world is smaller than GW), but what if THEY completely ripped off a rules set from a small indie designer and used it to make a squillion dollars?
Would that be better or worse? 

Would more energetic patenting of game rules and mechanics increase creativity (as designers are rewarded for their ideas) or - as I suspect - decrease it (designers are too "scared" to use a good but similar mechanic lest they be sued; or everyone has to lodge a flood of "defensive" patents to keep as "ammunition.")  My concern is that copyright law seems to follow the Golden Rule - i.e. he who has the gold makes the rules - and the hobby (note, I didn't say The Hobbytm) is increasingly heading towards dominance by "supermarket" companies - Mantic and Warlord seem to be en route to joining Games Workshop, Privateer Press and Battlefront at the top - which have market dominance (and thus financial clout) in a wide range of genres.

I remember some furore years ago about Magic the Gathering patenting the word "tapping" (i.e rotating a card sideways). Lots of other games use this mechanic - turning a card to show if it is used. But they can't use the word tapping.   I also remember D&D having a "free d20 open system licence" - but was it actually even "closed?"  Probably the only thing that was actually "closed" was the words 'd20 system.'  I'm kinda curious. When we run out of describing words, do we have to stop making games?
You may turn or rotate or crank these cards sideways, but do not call it "tapping"

The Universal Basics
Things like alternate activation and IGOUGO have been around for a long time.  Halving a unit's movement in "difficult ground" or doubling movement when charging or running...   ...these seem pretty "universal." I'm ignoring these, as most designers happily share these mechanics and it's hard avoid using many of them. 

Dice Mechanics & Specifics
This is where you see game designers try to get creative.  Sometimes they roll dice to beat a "target number."  Other times, both players roll dice in an "opposed roll."  Currently popular is when a player rolls a handful of dice to "succeed" and the other rolls dice to "save" and block his successful rolls.  Other times, designers use different types of dice, or resort to cards.  Even so, there are only a limited number of permutations and similarities will no doubt be present.  It seems inevitable there will be duplication at some stage.

So when does a game (in your opinion) sail to "close to the wind?"  When does "inspired by" or "shares mechanics with" infringe on intellectual property?


I think this an increasingly pertinent question for game designers, as (a) the "supply" of "original" mechanics and terminology is finite and increasingly dwindling and (b) wargaming is increasingly becoming the province of large companies, who are more capable and willing of legal action than the traditional "backyard" rules designers that drove game design in the past.

Jumat, 10 Januari 2014

Game Design #12: Commercialism - Game Supplements, Rules & Miniature Sales

Miniatures Sales Determining Game Design
I've posted elsewhere on how "Warhammer" has changed its design philosophy. Originally it was designed to provide a way to game characterful RPG-style adventures on alien worlds you could make up yourself.  Now, its aim is to be streamlined enough to push large quantities of miniatures around a table, with a very low "entry point."  Official miniatures and terrain, mind you. Don't go getting any creative ideas.

I know a few people who liked the "streamlining" of 40K that took place to fulfil this new design philosophy - but that's because they were wanting to use it with more miniatures anyway.  The people who wanted  to play games with bucketloads of their miniatures and vehicles were, arguably, looking for a different style of game than the old RPG-lite style early editions to begin with.  Those people who want to play with lots of toys are exactly the target audience you want, if selling said toys is your business.

Using generic rule mechanics is good, because you can sell miniatures from different eras and genres more easily.   The "learning curve" is quite mild, and the comforting familiarity means it is easy to convince gamers to start gaming (and more importantly, collecting minis) in a new period or genre.
Does your fantasy game use the exact same tactics as your sci fi game? Excellent.  

Sometimes games have extra factions "jammed" into them simply to sell more miniatures.  Other times, (poorly selling) factions quietly disappear.  "Necrons" were not original 40K lore.  Squats (space dwarves) were, and I haven't seen them featuring in any codexes lately.  Miniature sales can also drive the "lore" or "fluff" of the game. (A feeling which will be familiar to Star Wars fans)

 This article was in part prompted by finding these 40K codexes in my rules shelf. They date from circa ~1996. Utterly pristine, and utterly useless. Unless I can find that one guy who still likes 3rd edition best. Built in obsolescence - it makes great business sense. 
 (Only $110 to replace them with "current" ones - bargain)

Collecting armies = Miniature sales = Profit
Other times, factions or units are unbalanced deliberately. I notice this with new releases.  How often do you see a new release that is "underpowered?"  No, instead they are given powerful traits that make them doubly desirable - shiny, new and easier to win with. Once everyone has rushed out to buy them, and enough have been sold, then they can be "nerfed" - or better yet, an even newer, shiny, more overpowered faction introduced, so the process can begin again.

Specific miniatures or units can be "unbalanced" -  ugly or "meh" models might have their stats boosted to make them must-haves for any competitive army.   Releasing new models that look nothing like the old ones creates "built in" obsolesence.  Most people dislike "mismatched" armies - if the new space elves look completely different to your old army, and yet you really want to field a (deliberately overpowered) unit only available in the "new elves" design, the compulsion is there to replace all your elf miniatures with the "new" pattern so they match up.

Making "army building" important to winning makes great business sense.  This emphasizes the "model collecting" side of the hobby.  If you can win simply by owning the right models, then you can make buying models very appealing.  Gamers don't need much of a nudge to buy more minis, but if you can tie miniature ownership to winning - well, collectible card games make a lot of money out of the compulsion to field a "killer card deck" (aka army). 

This whole thing is most rampant in sci fi and fanfasy, where the miniature manufacturers are  unconstrained by history.  On the flip side, if you game more limited conflicts like the American Civil War, there is little chance of it being invaded and "commericalised" as there is less lattitude for factions - as selling "blue" and "grey" army books separate to the rules is a tad too blatant, though you could make campaign and scenario books I guess.

As you can see, I think miniature sales are driving (most) game design, and have been doing so for quite some time.

The Circle of Supplements Life
This is the cycle of going round in cycles, updating rules. What Warhammer Fantasy are we up to? 8th edition? 9th?  I find it ironic when games companies update their rules more energetically and often than most encyclopedias and medical textbooks.  Then they  produce accompanying "army books" which themselves need to be updated to keep current with the rules.  They update things simply to create for themselves a steady stream of products.  It makes sense - with inbuilt obsolescence you create your own self-sustaining market.

By changing to a "new" rulebook you tend to force all your customers to switch as well. Yes, you can cling defiantly to your 2nd edition Warhammer 40K rules, but you're restricted to your mates playing at your house.   Imagine if, as a car manufacturer, every time you produced a new car model, it forced everyone who already owned your brand of car to buy that model, or be unable to use their old car on public roads.  It would be bad business not to change the model regularly, whether the car needed improvements or not. 

However, why not make new shiny things, instead of always regurgitating the old? Heck Games Workshop even reduces its lines - it focuses on the three "earners" - Warhammer Fantasy, 40K, and LOTR - although I can see LOTR getting the chop after the Hobbit movies run their course. Games like Blood Bowl, Mordhiem, Epic, Space Hulk, Battlefleet Gothic etc have been quietly pensioned off.  That's what a lot of fast food companies used to do - minimise the variety of products, and maximise their production.

I find it interesting that Mantic, which obviously got its start by offering cheap GW-style minis in a very un-original manner, and offered similar, pretty bland games in Warpath (40K) and Kings of War (WFB) is now is branching out - Dwarf King's Hold, Deadzone, Dreadball, Pandora Project - which are expanding to fill "niches" abandoned by GW, with games that are increasingly creative and "different."

I really wish GW would just tear up their mechanics and start afresh.  This will never happen, as using old mechanics is "familiar" to their audience and gradual change is the key to retaining them.  However, there is only so far this "evolution" can take you.  You can tweak and tune the engine of a tractor, but sometimes you've just got to bite the bullet and buy a purpose-built race car, if winning races is your dream.

Mantic have surprised me - they stared out as very bland and deriative, but seem to be getting more original as they go.  It helps that they have perhaps the only ex-GW author (Jake Thornton) who actually writes new rules (instead of rehashing various GW mechanics). Deadzone seems aimed at the skirmish-campaign "Necromunda" market which GW abandoned and I admit I am tempted



The Success Trap

Most "good" "fun" interesting rules usually start out with a small, enthusiastic group - usually friends, family, guys from the local gaming club. They want to make games they enjoy. Even Games Workshop would have been like this once.  Then, as it becomes more successful, the "business" side creeps in - you need accountants, advertising managers, business managers - often people who don't play the game or aren't interested in wargaming, period.  It becomes more about the "bottom line" and less about a "good game" - although the "good game" is what what brought the success in the first place.  I think the balance of power shifted to the "business" types in Games Workshop a long, long time ago - and I can see other companies heading down the same route. You can't argue with their results though - every year I think their business model is unsustainable, and yet every year they churn out huge amounts of cash.

The eternally unfinished game - "Well supported" = "Incomplete?"
When is a game actually complete? According to Games Workshop, the answer is "never!" as long as people are willing to pay. There's always some supplements or codexes to "update" to the latest edition of the rules.  They call it "supporting the game" but I call it "good business sense."  After all, why take the risk creating something new when you can simply remake the old and proven? There's a reason 90% of Holywood movies are sequels or remakes.

Its a bit like education reform. There is always some "new" way to teach kids, and always a new curriculum or "magic bullet" which is better than the last.  The curriculum designers and educational experts will never say "that's good enough" or "this system works OK" - because they'd be out of a job!

But perhaps it is the gamers' fault. 

A question I often hear asked when a new rules set is released is:

"Does the game have support?" (which sounds like they want to be reassured supplements will be available)  Should it need support? What is missing from the game that needs "supporting?"

My question would be

"Is the game complete?"
-Does the game come with scenarios or missions (or a campaign) to give good replayability?
-Does the game have enough factions to give variety?
-Are these factions "complete" and have matching miniature lines?


 The Ambush Alley (rules) GZG (miniatures) partnership works well. Because both companies are successful, and independent of each other, they can mutually benefit without "compromising" their focus (i.e. making good minis, or making good rules)

So, in the grim darkness of the 21st millenium, there is only commercialism

The evil crystal ball of Saruman the pessimist reveals:
*More generic rulesets play the same, regardless of era/genre, and use identical mechanics
*Games that are overly simple and not terribly challenging to keep a low "entry level"
*Games that emphasize collecting miniatures aka "army building" over tactics
*An increase in "supported" (aka incomplete) games that require a steady stream of supplements
*Rulebooks changing edition on a regular cycle
*A repeating cycle of unbalanced factions or units in competitive games

Unsurprisingly, the most commercially successful rules seem to share many of these traits i.e.
Warhammer Fantasy/40K, Warmachine, Flames of War, Bolt Action

So, to put a positive "spin" on this - what are some companies or games who DO NOT take this route?  I'd nominate Bombshell Games and Two Fat Lardies as rules publishers that seem to go against the "flow."  Games without a specific miniature line to "sell" tend to score well. For example, Ambush Alley Games now has a lot of "licensed" miniatures, but the miniatures came AFTER the rules, and thus did not drive the game design. 

Miniatures manufacturers tend to want to "hitch" themselves to a ruleset. Having a set of rules associated with your model line obviously helps sell miniatures. The danger is when the balance shifts and the rules simply becomes a vehicle for selling miniatures.  When your design philosophy is simply making your game "accessible" "easy to learn" and "generic" and to emphasize "miniature collecting" - rather than aiming for "tactical" "challenging" or "historical" - then that is what you'll get.


Miniature sales benefit from rulebooks - but rulebooks don't benefit from miniature sales