Showing posts with label wargaming. Show all posts
Showing posts with label wargaming. Show all posts

Thursday, 16 July 2015

The legendary Thuloid's gold

If you're reading this, you might be interested in a solid and fairly wide-ranging batch of discussions going on at Thuloid's latest post at the House, all assisted by that gleaming new Disqus plug-in.

The post looks at what makes a game interesting and the comments cover D&D and old school art, the aesthetics of GW's Age of Sigmar, the Iliad, Vampire, The World's End, Frozen, roleplaying the life enlisted, milking in the industry, and character history tables.

If you don't already know and you're a blogger, the House is a network you can join here.
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Friday, 6 March 2015

Dragons as dungeons and titan diving

My post at the House this week got a bit out of hand, trying to cover just a little too much. I did manage an approach to going inside the big kits, a look at character infection as a way to offset combat, and the idea of living delves and spaces.

But I had a lot more, so as a start on it, here are three related tables, for weird infections to replace more ordinary ones, for living landscapes, and for wargaming inside creatures.

Monday, 23 February 2015

Rock-Paper-Scissors-Evolution

If you've been reading long enough you might well remember the old growing a tabletop posts. That's a thinking I've taken in other directions since, but this is a closely related idea, if a bit more general.

It's an underlying rock-paper-scissors system for this brave new world of rock-paper-scissors-lizard-Spock. I've been thinking about statless rules, the tile-based tabletop game Hive and 40K's Tyranids.

How it works

Friday, 20 February 2015

The meta-part kit and character corporealisation

If you've followed the discussion on kitbashing at the House, now moving on to Lego, and the one at Tenkar's Tavern on using miniatures in roleplaying, you might be interested in the set of posts going up at Iron Mammoth's Studio showing a miniature being made up from scratch.

On the subject I have a question, and a thought about character creation, or generation.

Wednesday, 18 February 2015

In the House, or hanging out in the shed for now...

Not content with one sporadic gig here, I have a first post up over at the House, probably the start of a weekly series looking at what the member blogs have been up to, and going off on tangents.

This one covers basing miniatures and how it can be seen as an element of roleplaying, plus a potentially hobby-shaking development in the understanding of what miniatures might be, then representing low gravity in games. There's some interesting discussion in the comments as usual.

It's also worth saying that if you're a blogger and not a House member, but you want a bit more traffic, have a think about joining up. The info's all here. There's no widget to add and the essay is just a joke, but you can play along if you feel like it. You don't even need to link back to the House or put up the network logo, but it might be neighbourly.

This could be especially relevant to your interests if you're primarily a roleplayer and the blog is listed with the RPGBA, which looks like ceasing operation in a couple of months.
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Tuesday, 17 February 2015

Dragoncrawls and behavioural deployment

Still here. One of the posts I put up ahead of the lull was Dragons & Dungeons, on reversing the standard emphasis, and since then Red Orc and Jens D. have given the idea a bit more thought.

Suggested reading order would be the original post, Red Orc's follow-up then the latest.

I'm still wondering how it might work in wargaming. Maybe the forces would be set up based on likely unit activity, and the terrain simultaneously? Each force could be divided into a few categories, say Special, Scout, Column, Support and Patrol, which already happens to some degree in various games, with organisational charts, special rules etc.

Monday, 25 August 2014

Edition whoring; fifth and seventh; and things unseen

So we've lived to see a fifth D&D and a seventh 40K. Who'd have thought it, back in 1974 or '87?

I've been reflecting. The more editions, the more I think the magic, and the truer quality, was in the first, in OD&D and Rogue Trader; and the more I think that after any new thing appears, if we love it, the way to honour what it represents is to carry on truly developing, to push the limits in corresponding ways, not just rework.


Saturday, 16 August 2014

When worlds collide! or share a barycentre for a while

I've not done a funky link set for a bit so here are some recent crossover posts, or more intricate combinations of theme, you might not have seen.


There's a lot more weirdness going on, especially in the upper three blogrolls on the left.
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Making bones about Nagash

The 'leak' is here for the new official miniature for Nagash, the necromancer in the Warhammer setting. It looks like a sleek, comfortably variable plastic kit, nipped and tucked neatly using CAD.

The previous one gets a lot of stick and seems widely regarded, online at least, as one of the worst ever Citadel miniatures. There's mention in this thread of the idea the skull was badly sculpted on purpose. If true, not badly enough for me. I've always been quite fond of the model, and I'd argue the skull's the key feature.

So this is an alternative perspective, a reappraisal for posterity, or possibly Midhammer.

Tuesday, 12 August 2014

Firepower of that magnitude: FFG, GW and licensing

Fantasy Flight's X-Wing has been causing a great disturbance in the FLGS, being unusually accessible with its well-known setting, light rules and prepainted miniatures. And soon there'll be Star Wars: Armada, for battles with capital ships.

Saturday, 9 August 2014

Waiting for Ragnarök - Oldhammer to win by default?

It's true. There's a new Space Wolf codex out for 40K, the fourth since the codex cycling began, and all three original characters - Ragnar, Ulrik and power armoured Njal - are still available, over 21 years after they first appeared in White Dwarf.

Thursday, 7 August 2014

Pro-millinerial tension

Hats can be big in adventure fiction. Best known of all maybe is that myth made for Indiana Jones.

But how do we know how important they are, or more importantly when they've fallen off? In mass wargames, who cares? In skirmish games many might, and in tactical roleplay it could be critical, not least because there could be things under them. But where's the rule, or rather that option?

And what about wigs, bandannas or weirder, grimdarkling-ish things? The navigators of 40K have a third eye with an effect that in D&D and related games could be save or die: if it slips, we really need to know. They might be the season's must-have accessory - or not - and affect reactions. Here's a simple approach:

Wednesday, 6 August 2014

What's made 40K pay?

My post on aesthetics in 40K, Von's follow-up and Patrick's comparisons produced some solid discussion and several insights. This builds on it.

The success of GW's various games hasn't given it a license to print money, but once the company captured a critical mass of attention* it's quite possible it did gain a set of very powerful tools for keeping the money flowing. Thanks to the responses to certain events over the past few years we've probably all got a better idea of what they might be.

* I'm thinking especially of the UK in the early days and the benefits of importing D&D, opening shops in so many towns and having White Dwarf in newsagents large and small, especially as WD moved towards coverage of GW exclusively, and of course creating one or maybe two major settings and several major systems amid a whole constellation of smaller. It's worth bearing in mind that a tabletop game producer can't sell one key piece of the puzzle - fellow players, who have to be numerous enough to make play worthwhile.

Once the interest was there, and assuming the interested parties had their own income or the income of parents or others to fund it, transfers of cash could well have been regulated by a set of general processes I'm going to call elaboration, recodification and devaluation in the case of three primary, and rotation in the case of a secondary.

Sunday, 3 August 2014

The Unbearable Lightness of Grimdark?

This particular thread is one of the more useful discussions on the aesthetic trends in 40K that I've seen in a while, going beyond level of detail, phwoar factor and producer ranking. It's at BoLS believe it or not, on a more or less ephemeral post.

One of the arguments corresponds to that idea that D&D is now its own set of reference points, which came up again with the nods to past fiction in fifth edition. A couple more:
 

Thursday, 31 July 2014

The Rule of the Jungle and the self-invasive species

This just squeaks in as my contribution to this month's Blog Carnival, hosted this time round at Hereticwerks with the theme Invasive Species.

It's partly inspired by the recent release of sixth seventh edition 40K and rerelease of past fifth editions of D&D, and maybe the latest report from GW, or some of the reaction to it. It's for tabletop gaming in general, so no specific system, a form of propluristemic content. It's an off-the-wall rule or regulation for more fully marketizing the gaming group.

In the wording of the rule, a gamer providing support is a Financier, but this could vary by setting: maybe Lender or Rentier for pseudomediaeval or historical settings, anything from Bloodsucker through Shareholder to Saviour for modern, depending on tone, and for an overblown grimmer and darker setting maybe Splitgripper, Souldealer or God-Enabler.
                                                                                                                              

The Rule of the Jungle


Wednesday, 30 July 2014

Digging the Gravelands

Have you seen this? While I was in stasis, Hereticwerks released a first shortform module, GL-1, Taglar's Tomb.

It's a revised and expanded take on a site they posted for Swords & Wizardry Appreciation Day last year. If you're a regular reader, you know what I think of Hw, and this is as accessibly weird and as dreamily expansive as ever.*

If you play a tabletop game, or like a speculative genre, you can probably do something with the contents. If you play a rules-light roleplaying game, like D&D or a game inspired by it, like S&W, you can probably do even more.

Even for wargaming, and not just for Oldhammer. For an unusual scenario, the tomb could be set in a hill in the centre of the field, with a scaled up version of the map on a side table and troops entering moving between. The objective would be to get in, hold the line while the diggers go to work and get out with more goods. Assign a tolerance to the surrounding slopes and walls, agree a rule for collapse and let the madness commence.

The trek with the guide could also work as a rolling road, with one side deploying hidden.

It's PWYW so you can get it for free and if you like it go back to pay what you think it's worth. They've also got a page of extra material, developing some of its vaguer elements.

As ever, check out their blog too, and Bujilli especially - he's got a big decision to make.
 
* As says André Breton via their sidebar: "Objects seen in dreams should be manufactured and put on sale."
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Thursday, 27 March 2014

Weapon patterns, marks and mods, and the squearoll

This has been on the list a while. It was sparked off by a discussion on weapons in 40K at an old Outside the Box, but could work for all kinds of games using dice to resolve success and failure.

The starting point was the fact 40K is nearly 27 years old now, in which time a lot of the core weapons have been sculpted in various forms. Compare the original lasgun for the Imperial Guard - or Army as it was - and the Squats, cult etc. to more recent versions. In the real world, reflected in historical and modern wargaming, various modifications and variants also exist, and the same could well be true for other more fantastical settings.

Think about all the possible forms that slings, bows, crossbows etc. can or could take, let alone the range of melee weapons. This is true also for many if not all technologies in conventional science fiction, science fantasy and fantasy, possibly even innate abilities.

Friday, 31 January 2014

Near future wor*fare




When mum came back from the war her skin was on inside out and she was crapping through a hatch in her belly button. That was nothing. Last time she'd coughed her lungs up and if not for the nanopills we'd have needed to stuff them back in ourselves. Like we did with aunt Claire's. Hanging down her front like a forked bib they were. *Yeugh.*

We did laugh though.

But this time it was the baddies came off worse. She had a vid to play us and it was a case of your tote destruxor. She took out two bungalows and the playground beside the old folks home, and Mrs Moggins vaped the brick flats on Mill Street. They pulled everyone back when the 'topes came in.

'Topes? No snopes. We never opened the windows anyway these days, what with the smell from next door. All just piled up out there they were. Good neighbours. Plain bad luck...

Bzzz...

Sunday, 1 December 2013

Expected inquisitors (1) - Inquisitor Badnut, Xenocog




A natural element of the 40K setting is the Inquisition, a kind of 41st millennium NKVD, or early KGB. Trouble is, inquisitors aren't always as weird as they could be given their reach and the wide-ranging role they have, and their recent codex isn't what we might have expected of any post-RT approach, or even a sixth edition version of the institution.

So this will be an occasional series just for inspiration, adapting some homebrew ideas for rules-light roleplaying to suit the mainstream wargame, but for no edition in particular.

Inquisitor Badnut, Xenocog
Struck by a shokk attack gun in the depths of Bea IV, Inquisitor Mercutio Rex found himself with all or part of a snotling literally on the brain. Initially believing himself possessed, but failing by apparently freak chance to take his own life, he came to accept his debilitating fate as the will of the Emperor and a gift in the struggle, refusing surgery and turning his training to communion with the creature. The ceaseless scratchings, whispers and roars have lent the inquisitor a knowledge of the Orkoid mind and allowed him in the years since to usurp the overlordship of multiple warbands, gaining great fame as a warboss while turning base greenskin drives to the work of the Emperor as well as Gork and Mork, for he acknowledges their power too, and invokes them. In the meantime reproductive spores have passed into Badnut's bloodstream and proven mutagenic, enhancing his constitution and improving his luck still further. His former colleagues are divided in their counsels. Is not the Ork a mighty ally? Perhaps by this means may the green tide finally be turned..? And all the while the spores which escape in his breath, perspiration and, yes, his foul soils sow the seeds of the Waaagh! in the very highest of imperial inner sancta...

Possible wargame rules, various editions: +1 T, but -2 Cl or -1 Ld; may take up to 75% Ork allies, or Orks as battle brothers, with Badnut and any retinue affected by the Waaagh!

I'll post more as I write them up. In the meantime, take a look at the grimdarkling detail project: Lasgunpacker has a massive 1, 2, 3, 5, 7, 800 options to my relatively poor 400.

As for roleplaying 40K rules-light, you could start here, and there's a simple ruleset here.
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Sunday, 17 November 2013

Up and at 'em = down and out?

Thanks to the film Gravity the Kessler syndrome is getting plenty of discussion at the moment. That's the idea that objects colliding in orbit could trigger a cascade, with the mass of debris produced potentially rendering spaceflight very hazardous, keeping us on the ground, grounded.

It's easy to imagine it used as a weapon, but for sci-fi and fantasy it could make for a strange new world - one not so far from the world we're in now.