I've been spending a disproportionate amount of time creating terrain and painting models to play Wastelands 3: Total Meltdown as well as my new love, Wreck-Age. I love post-apocalyptic (PA) games quite a bit because the sky's the limit with the time-frame and the circumstances around the "end of civilization". It really makes for interesting games with odd mutations, home-made and futuristic weapons, and myriad adventures that depict desperate raiders laying waste to towns defended by future farmers. I've talked about Wasteland 3 to several people and it is, at this point, my favored campaign-based PA game. Wreck-Age is definitely a better system, but the rules aren't out yet, so I'm still playing Wasteland as it's no slouch.
Anyhow, I was perusing the Wreck-Age forums and found a conversation about "raised bed planters" and how in desperate times, people might carry their produce with them, or simply raise food in mobile gardens in case they need to bug out quickly. A lot of good ideas came out of that thread and I kind of had to see what my mind eruptions could conjure and, subsequently, engineer.
So, here's what I've been doing over the Labor Day Weekend, aside from partying, going to the local pool, taking my youngest to the playground, and taking my eldest from party to party and sleepover to sleepover. It's worth mentioning that people can get really caught up in these projects, but never forget the most exciting adventure of all: finding ways to occupy your children so that you can have sex with your wife.
Anyhow, here's the veggie cart:
The body of the cart is made from Evergreen Scale Models V-groove Corrugated, in 0.030" thickness. This was to exude a corrugated metal look to the walls.
The I-beam below is also from Evergreen; it's a bitch to cut, even with a sharp knife, but I wanted it to look uneven and rust-eaten, so it actually was OK.
The wheels and axle were "harvested" from a cheap ATV toy I got at the aforementioned indoor playground, which also boasts a small store area for cheap shit to sate your kids' need for new shit. Unsurprisingly, I was the only one who got to buy anything. Finally, the hitch was made from two 1/4" balsa sections with a toothpick section thrust in between and square-cut. All of it was secured with cheap CA glue. The animal in the picture is a Wreck-Age Pack Boar, and I had initially planned to create a yoke to attach to it from the hitch, but in the end, I thought it better not to as if the boar was killed, the yoke would just be lying on the table, and probably would be easily damaged. So, it's free-standing.
One of my concerns was that I'd have to load the wagon with a lot of expensive scenery materials or something, so I opted to raise the height of the bed using Scrabble tiles. I use them in almost every project, somehow, and every time I see a copy at the local thrift shop, I buy it, because you can use all of the parts for all kinds of things. In a recent group of projects, I used the tiles as a "tile floor" for a ruined command center, and I used the little tile racks as a sign post for my "Mark's Junk" junkyard project. In any event, these things take all sorts of glue very well, and are almost identical in size, which makes them a shoo-in for all kinds of things. I've thought about even cutting grooves in the sides to make a magical tome or book of some sort, and the tiles scale very well for things of that nature.
After that was done and it was primed with Armory Grey primer, I had my eldest basecoat the entire thing with Vallejo "Mithril Silver", except for the hitch, which would later be painted with two Vallejo brown colors and washed with Coat D'Arms Brown Ink Wash, I truly believe it is the single best brown wash on the market, and all of their washes are superb, although the black needs to be watered down a bit as it is REALLY dark. The rumor is that this is the same paints Citadel used to use, and this company mixed them for Games Workshop until they went "in-house". In any event, the paint is pretty good, but Vallejo is easily better, with the washes being the exception. I have a ton of Cd'A washes, and I use the flesh wash exclusively for all of my models. It's simply brilliant.
Anyhow, back to the cart build. After the basecoat dried, I applied the best stuff in the world for rusting things: Modelmates Rust Effect Fluid. This stuff should be in every modeler's stable along with some of their mud and oil washes, because it's both easy to use and gives utterly spectacular results, as you can see from the above. The final touch was loading the bucket with my "Superfly's Super Secret Sauce", which isn't secret, but is super:
2 parts water
1 part Titebond II PVA wood glue
1 part Mod Podge (satin or matte) PVA glue
Now, this mixture is not only watery enough to soak down into substrates, it's incredibly strong and durable. I dropped some Woodland Scenics "fine brown ballast" in there for dirt. The beautiful thing about the Secret Sauce is that the material becomes so hard that you can dry brush over it without loosening little bits of debris, thereby avoiding the ruin of your expensive brush.
I added a few more coats of the rust fluid to really make the thing look old and beat up, and then I put a drybrush of Vallejo "Beastly Brown" on the tires. I was pretty satisfied with the final product, so then I went on to finish the model by adding some Noch static grass as foliage for small plants in the front, and some Woodland Scenics fine green turf as a bed to cover the dirt for the larger produce.
I used Super Sculpey, a cheap and easy to use modeling material, which hardens in the oven at low temperature with no odor, to make the produce. Normally, I use Milliput for this sort of thing but it's sticky, makes a bit of a mess, and is more expensive. In any event, I simply rolled some oblong balls for small turnip-style root vegetables, or perhaps tomatoes, and then I made some larger ones for watermelons. I figure that in the wasteland, you'd want to get as much water as possible captured in the fruit so that you can re-absorb it when you eat it, and I know people who grow them in Las Vegas' searing summers, so it seemed a proper idea.
Painting small things like this is very hard, but I have a method that always works: I roll the balls in a small palette, really more of a drop, of whatever color I want, and then slide them off to the side to dry with a small tweezers. If you don't know who Excelta is, you should check them out. I used to sell them to factories and they're the top of the line, lifetime tweezers and cutter company. Anyhow, I rolled the "turnipmatoes" in red paint and slid them off.
The melons were not so bad, but I knew I'd end up painting them and inadvertantly rolling them off of the cart onto the floor, so I opted to simply glue them to some scrap plastic and then paint them. I started with a dark green with the intention of adding lighter stripes, but that was harder than I thought, so I re-painted them in the lighter green after two attempts at the stripes. Happy with the results, I finished them off with a drybrush coat of the original, darker green, and what you see above is the product of that endeavor.
I used some CA glue to affix the melons in place, but I used the Secret Sauce to affix the small red produce as they were so small that using CA glue would probably kill the paint job due to "frosting", a phenomenon that happens when CA glue is allowed to dry without actually bonding one thing to another. In any event, once they were down I used a small paddle tweezers and some more Secret Sauce to add a little more of the Noch static grass, and to add Woodland Scenics "coarse turf", which was comprised of a mix of both the light and dark green variety, to give some depth of color.
As you can see, this thing turned out amazingly well, at least in my opinion, and it's a perfect fit for any PA game setting. I'm thinking it could also work well with a modern or pulp setting as it's designed to look like it was made from harvested materials, something farmers do fairly often due to necessity, especially out in the sticks.
Hope you enjoyed the tutorial!
Showing posts with label Homebrew. Show all posts
Showing posts with label Homebrew. Show all posts
Monday, September 2, 2013
Tuesday, July 2, 2013
Strange Aeons Campaign - Watchers in the Woods
Hey there Circus fans! This coming weekend the Circus players are going to be engaging in a Strange Aeons campaign that I've been working on for a while, and I wanted to share it with you as it's pretty bad ass, if I do say so myself.
Take a look at the PDF if you wish, and if you're an Strange Aeons player, enjoy!
Download the file HERE
Wednesday, August 22, 2012
ACTA: Star Fleet - Boldly Going Where Many Have Gone Before, But Doing It Better
For almost 25 years I've been playing Star Fleet Battles and its derivatives, and while I'm still no expert, I know as much about them as anyone who has played them for any length of time. Ironically, it's not that I'm that enamored with Star Trek or the Star Trek universe, but more that I'm fascinated by the level of detail that Amarillo Design Bureau (ADB) has put into the game, as well as the idea of big, cool-looking spaceships chewing through one another with energy weapons. Some of the mechanics that they developed back in 1979 are still far superior to those used today, such as their impulse-based movement and firing versus the benchmark "I go, you go" turn system that is a standard for so many con-sim games today. Of all the other games I've played, only Car Wars uses a similar impulse system to allow the simulation of simultaneous moving and firing.
In Star Fleet Battles, each ship moves 1/32nd of their movement per micro-turn, or impulse, and during each impulse they choose to do several things, most of which revolve around managing the ship's power. What makes it an incredible game is that, to this day, it is the only system that I believe accurately represents the second-to-second decisions made aboard a vessel engaged in combat, in real time. The only problem with that system, though, is that a battle between two equally equipped ships can last a couple of hours and requires an immense amount of detailed bookkeeping. The focus is more on resource management than anything, which makes for a slow slog of a game. As much as I once loved the game, it is simply too much of a simulation and not enough of a game when all subsystems become involved.
The core game, though, with just power allocation, movement, and shooting, is actually not as complex as many would have you believe, but it still takes an awful long time for two cruisers to vaporize one another. And honestly, not using transporters, shuttles, and other subsystems makes the game really dumbed down so much that it's no longer much fun. So, to get the full experience, you need to read a lot, play a lot (ideally with an experienced player), and invest a lot of time to simulate two star ships in combat, and if you want the full experience, you need to really learn about all of the subsystems' roles in the game, which is incredibly daunting even now that I'm a more thoughtful, reasoned adult. Suffice it to say that while I still own Star Fleet Battles', I will likely not play it for a long, long time.
In 1983, FASA came out with Star Trek III: Starship Combat Role Playing Game which evolved over the next 3 years into Star Trek Starship Tactical Combat Simulator (ST:STCS). This had most of the same concepts of Star Fleet Battles, but with easier bookkeeping, removal of the "impulse" system, and much more "game" than "simulation." ST:STCS was, in essence, a modified version of BattleTech rules designed for space, and they worked surprisingly well. The real draw for ST:TSCS is that it amounts to a shorter, more streamlined version of Star Fleet Battles. I really liked this version, and FASA had some bad ass miniatures to go with it, which added quite a bit to the fun of the game. Even today, there's a good following and a wide array of websites that have new ships, new rules, and lots of user-created content, as well as an online adaptation. There were also a series of PC games which are obviously descended from this ST:TSCS, the Starfleet Command series, which are both well loved and collector's items.
The one major flaw with ST:STCS is that there is a tremendous balance problem between Federation ships and other races' ships. A Fed frigate versus any other races' frigate is almost guaranteed to win, assuming equal die rolls and equal between both players. Since the Federation has always been "the good guy" faction, it makes sense, but when you consider that the economy of the Romulan and Klingon Empires has always been geared toward warfare, one would think that their ships would be more powerful than the Feds. Paired with the fact that any two smaller ships will outmatch one larger one. Thus, it is difficult to build balanced scenarios in many cases, which can make it a bummer for anyone who isn't playing the Feds. Additionally, playing more than one ship per side is a little daunting, although not as difficult as Star Fleet Battles.
Between Star Fleet Battles and its subsequent offshoot, Federation Commander, there were several rule sets that could be played using the Star Trek series, the most prominent being Full Thrust which, when played with the unofficial Star Trek variant, is called Full Trek:
This was really just a rule set with some interesting inertia rules more than anything, and while it's fine as its own game, intertwining it with the Full Trek rules really was simply putting lipstick on a pig; it didn't have the "Star Trek" feel to it, and it was simply a very capable rules set that would be better suited to Star Wars or a less "deep" franchise.
Now, back in the mid 80's, ADB released a bunch of miniatures called the Starline 2200 Series, which were the first time that Star Fleet Battles could be played with its own miniatures. These were bad ass lead-pewter miniatures that were crisp and beautiful. In fact, the first hobby spaceship I ever owned was a Starline 2200 series, bought with my own money, in Philadelphia. A shame I still don't have it, in fact. Playing these kinds of games with miniatures makes the game far more fun, at least for me, because there's just something about actually seeing and moving a 3D representation of your ships that sparks the imagination. Anyhow, I only played Star Fleet Battles on and off over the span of many years, so when these came out, I was more interested in the ships than the game, since it wasn't until 1988 or so that I played again.
ADB released Federation Commander (FC) in 2005, with the Klingon Border box set being the initial release and followed by numerous expansions. FC is much like like Star Fleet Battles in terms of play, but the impulses were broken into 8 impulses with 4 sub-phases, and the bookkeeping is more on a more bird's eye level. The real difference is in the scale at which the game is usually played, though; where Star Fleet Battles is more playable in a one-on-one or two-on-two scale, the scale of Federation Commander is more squadron to fleet level, and it scales very well between those two. It's much less a hassle to play, although it largely has all of the same options and subsystem capabilities of it's kin. Along with Federation Commander came an update of the Starline Series miniatures to 2400, which are much nicer metal miniatures with fine details.
Now for what you've been waiting for: A Call To Arms: Star Fleet. Fast forward to 2012, when a joint venture was formed between ADB and Mongoose Publishing of Judge Dredd: Gangs of Mega City One fame (amongst others). Together, they created "A Call To Arms: Star Fleet" (ACTA:SF) which is the third entry into the 2005 series that started with "A Call To Arms: Babylon 5" and continued with the "Noble Armada" entry. The ACTA system is a hex-less, tabletop miniatures skirmish system that seeks to strike a balance between playability as a skirmish game while retaining the "feel" of the Star Trek Universe. If I were to use a familial analogy, Star Fleet Battles is the great grandaddy, Federation Commander the father, ST:STCS the bastard stepchild, and A Call To Arms: Star Fleet, the rugged and handsome Navy SEAL son.
ACTA:SF, as a product, is nothing more than a wonderful looking rulebook, but the game itself is much more when you look at the latest iteration of Starline miniatures, the 2500 series. These were originally meant to be cast resin but ended up reverting back to a lead-free pewter alloy due to production problems with the plastics, or at least so I've read. I acquired a couple of "Squadron Boxes" which represent 5 miniatures a piece and enough bases for them and to make some asteroids. I also got a couple of singles that looked pretty bad ass. All of my miniatures have spectacular detail, far greater than I had expected, but they were incredibly trying to assemble. After Frank Branham and others gave me some advice, I managed to pin them and that made the assembly much easier. It's shocking how much difference a pin vise and some paper clip sections can make! But seriously, if you've never worked with metal minis of this kind, you will need a file and some cheap tools.Anyhow, ACTA:SF does an admirable job of simplifying Star Fleet Battles down to the Squadron Commander level from the individual Captain level, so to speak. Instead of worrying about power allocation, this is a game about white-hot particle beams searing through hulls and vaporizing crewmen. The game is broken down into phases where each player takes turns moving a single ship at a time until all ships are moved, then they do the same thing regarding shooting. While the impulse system that I love so dearly is gone, this does an admirable job of simulating sub-light space battles. Each ship must move a certain distance forward before making a 45 degree turn, and since all weapons have firing arcs, positioning yourself to put your weapons on target is crucial, as I learned quite early when my D7 was literally cut to ribbons by my daughter's Fed dreadnought, the little turd.
There are no shield facings in ACTA:SF, but the weapon arcs are enough to make position really matter as noted. Instead of the normal six facings in every previous game in the Star Fleet Universe, this game boils it down to four 90 degree sections. Shields have a single value, so unlike the other ADB games, your shields are assumed to continually be fully powered when struck until they fail completely. There is a critical hit mechanic that allows your shields to be bypassed in some cases, either in part or in whole, and there's a further critical damage chart which causes internal damage which cripples your ships in meaningful ways, including destroying propulsion, killing the crew, and potentially, breaching the warp core resulting in an exploding vessel. A really neat mechanic is the "escalation" mechanic which causes critical damage to potentially get worse each turn, based on a die roll. In short, it mimics a fire on board or crewmen being trapped in an irradiated area and made ineffective.
Each weapon on your ships have an attack dice rating, which amounts to how many dice you get to roll for them. Each roll of 4+ on a D6 is a hit, but every six rolled penetrates the shields, allowing you to roll on the damage table. If you roll a 2-5, you simply do a single point of damage to the ship's structure, but on a six, you roll for critical damage. This doesn't even take into account that weapons have traits, and as such may also do other things, like do extra damage, cripple systems, or allow bonuses to hit at certain ranges. All in all, ACTA:SF most certainly captures the feel of having unique weapons systems. It also feels a lot like the JJ Abrams' Star Trek reboot, from the perspective that there's a lot of shooting going on during each engagement, unlike the old Star Trek TV series. Very, very cool, in short.One of the most important things in ACTA:SF is the advent of defensive fire.
Because all weapons, including seekers like torpedoes and drones, have been abstracted to direct-fire weapons, you can assign almost all of your offensive weapons to defensive fire. But since your weapons can only fire once per round, generally, you really have to decide whether to use your phasers to shoot incoming torpedoes and drones or to let the shields soak up the damage and reserve your weapons for offensive volleys. We found that one of the hardest things to really master is the judgement of when to attack and when to withhold for defensive fire. In the end, you have a 50/50 shot of getting hit by any given attack die, plus or minus depending on bonuses, but some weapons can really devastate you so you need to be sure to stay out of range as best you can.
I have to admit, I do miss the impulse-based movement, which I think would've worked well if you were to simply combine the movement and firing phases to maybe 4 impulses, with a speed limit of 12, allowing 4 differing speeds of ships. As it rests, the "Roll for initiative, then move, then shoot" phase structure puts the person who wins initiative at a marked disadvantage as they get to move first but shoot last, meaning they are shot first and thus damaged first. When shields are up and ranges are distant, it's not as important, but when you're closer, and the shots are far deadlier, it becomes critical.
In short, ACTA:SF does what a lot of space games do but in a distinct, unique way, and this is the only simple, approachable one that truly gives you the Star Trek feel. The basic rules are very simple to grasp, and when you add in the advanced rules such as damage control, special actions, and the like, the game is simply superb. It makes the recent Wizkids Star Trek Heroclix (read: abomination) look like Rosie O'Donnell wrapped in pink Saran Wrap...just sad and pathetic in every conceivable way.
If you're a Star Trek fan or even simply a fan of ship-to-ship space combat in a squadron or fleet engagement size, this game really does the trick. I would even go so far to call this game the best-in-class based upon those criteria because it really covers all the bases and allows you so many tactical options and fleet configurations. The miniatures are solid and great looking, and the ongoing support at conventions such as GenCon and smaller local cons really indicates to me that this game has legs and will be around a long, long time.
Why This Game's Phasers Are Set To Fun:
- A great pairing of approachable design with tactical depth
- The miniatures are outstanding, although a bit of a pain to assemble
- The relatively low entry price makes this easy to get into, especially since it's not sold as a CMG
- Campaign rules really seals the deal
- The miniatures are outstanding, although a bit of a pain to assemble
- The relatively low entry price makes this easy to get into, especially since it's not sold as a CMG
- Campaign rules really seals the deal
What Commander Spock Finds...Illogical:
- If you can't paint or don't like assembling metal minis, stick to other models
- The lack of the "impulse system" takes away from what made Star Fleet Battles epic
- There's some errors in the rulebook, corrected by errata after the fact
- The lack of the "impulse system" takes away from what made Star Fleet Battles epic
- There's some errors in the rulebook, corrected by errata after the fact
Overall:
For me, this is the culmination of a long love affair with ADB and FASA regarding space battles. Star Fleet Battles was simply too unwieldy and put too much emphasis on power management. FASA's version had more emphasis on action, but was still too much a simulation. Federation Commander fixed a lot of my beefs with both the aforementioned titles, but was still putting too much emphasis on power management and filling in little boxes. In short, it was still too much detail, and it was adhering too much to being a power management game.
A Call To Arms: Star Fleet gets rid of the boring parts of all of its ideological predecessors while retaining almost all of the good stuff. I think, had they kept the moving and shooting impulse system, that this game would be the ultimate Star Trek space battle game. As it rests, it does what many other space battle games have done in the past, using the "initiative-move-shoot" turn structure, which is the only thing that I see as a negative in the entire affair. The short version is that it's a very capable, remarkably comprehensive take on a space battle game with a Star Fleet Universe theme, and I enjoy it quite a bit, as do my cohorts. My hat is off to Mongoose, to be sure.
Rating:
4.25/5 Stars
You can see all there is to see about A Call To Arms: Star Fleet at the Mongoose Publishing site here, where you can also place an order:
My homegrown spreadsheet (in Excel and in PDF) for lamination and/or sleeving and dry-erasing are in this folder, along with printable hex-maps and all kinds of other crap:
Wednesday, July 4, 2012
Star Trek Heroclix: Tactics - Ship Cards With Powers and Dials!
I said it would be done, it just took longer than I had hoped, primarily because it commands a lot of time on weekends and late evenings. Especially with this family.
So, anyhow, there's 2 full sets of cards in the file. One set has cards that, if you fold them in half, are roughly 2x3, perfect to load into Ultra Pro 2x3 hard toploaders (as I have done). But since we're all getting older, and I'm used to big SSDs from Star Fleet Battles and whatnot, I also made a larger set with each card being about a quarter sheet. Just print the ones you want, preferably on 80 or 100# cardstock, cut them and launch away!
Single sided printing, because most home printers can't align front to back worth a damn.
Here's an idea of what they look like:
As you can see, they have both the power text as well as the full printout of the Heroclix dial, effectively allowing you to know how many hits a ship can absorb before death, and when the powers will come into play for strategic purposes.
No more bullshit PAC lookups, and no references to super hero powers, or "characters" anymore. All ships, all the time.
Enjoy
Download here from my ultrafast server, file is PDF and it's about 60 megabytes.
https://www.box.com/s/b33b0314bd7f9532af93
So, anyhow, there's 2 full sets of cards in the file. One set has cards that, if you fold them in half, are roughly 2x3, perfect to load into Ultra Pro 2x3 hard toploaders (as I have done). But since we're all getting older, and I'm used to big SSDs from Star Fleet Battles and whatnot, I also made a larger set with each card being about a quarter sheet. Just print the ones you want, preferably on 80 or 100# cardstock, cut them and launch away!
Single sided printing, because most home printers can't align front to back worth a damn.
Here's an idea of what they look like:
![]() |
| Regular size, Page 1 |
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| Large size, Page 1 |
As you can see, they have both the power text as well as the full printout of the Heroclix dial, effectively allowing you to know how many hits a ship can absorb before death, and when the powers will come into play for strategic purposes.
No more bullshit PAC lookups, and no references to super hero powers, or "characters" anymore. All ships, all the time.
Enjoy
Download here from my ultrafast server, file is PDF and it's about 60 megabytes.
https://www.box.com/s/b33b0314bd7f9532af93
Thursday, June 7, 2012
Star Trek Heroclix: Tactics Player Aid And Starmap
Well, I've been playing a bit of the Star Trek Heroclix: Tactics game that came out a while back, and so far, it's exactly like Heroclix. And by exactly, I mean that big space ships like the Enterprise and Defiant have abilities like Mind Control, Super Strength, and the like. The downside is it totally skullfucks the theme from that perspective. The upside is that you can literally have the Avengers (who apparently took some HGH in massive doses) battle it out with giant spaceships, and the mechanics work perfectly.
Just last night, on a lark, Hal Jordan kicked the shit out of a D7 Klingon Battlecruiser. And I didn't even charge up his lantern.
Anyhow, because it is so incredibly lame that they would be so lazy that they didn't even bother to change the power names and print up a few thousand Trek-Only cards, well, I had to make a player guide. Sure, I left the power names on because there are some references to them on the ship cards, but at least I changed the names around. I also redid my 24x36 map for Epic Engagements (which is a bad ass miniatures game, IMO, since I created it) to work with this. I may even go so far as to create Epic Engagements ship cards. Unlikely, like VERY unlikely, but hell, who knows. I may end up in the hospital for a month, and then I'll have time.
So, here are the links to the box.net folder that contains the player aid, which is awesome if I do say so myself, and that big ass map if you desire to spend 30$ at Kinko's and have one made like I did.
Guide:
Link to PDF:
And my starmap:
Link To JPEG:
Monday, February 7, 2011
14 or so hours later....Painted Ravenlofties
I've spent the last week or so of nights that I'm not gaming it up sitting with my lovely wife watching Netflix TV shows. We don't watch much TV that doesn't involve cartoons or tweens fawning over each other due to our kids...so at night, it's time to catch up on stuff we never got to see the first time. So shows like Lost, The Office, Firefly, and Spartacus: Blood and Sand got burned through and since I am the poster child for ADHD, I can't sit still and watch TV without wanting to spill blood.
Thus, I spent a couple hours a night working on painting the figures for Castle Ravenloft. I'm not what you could call an expert painter, but I can make something that wasn't painted a little more colorful, and that's all I can ask for in this life.
So, here's my final, painted Ravenlofties. All 42 figures, painted in about 14-15 hours, and it doesn't show how quickly I did them, for the most part. Click on the image for a larger one, if you want your eyes to bleed..
Yes, the paint schemes are unlike the D&D miniatures schemes, and I know it. How else would I be able to justify having Zombies sporting leopard print PJs, have the Hulk look like he's been stapled back together at St. Elizabeths, or have a "Cleric" look like a choir singer at a Southern Baptist church?
Thus, I spent a couple hours a night working on painting the figures for Castle Ravenloft. I'm not what you could call an expert painter, but I can make something that wasn't painted a little more colorful, and that's all I can ask for in this life.
So, here's my final, painted Ravenlofties. All 42 figures, painted in about 14-15 hours, and it doesn't show how quickly I did them, for the most part. Click on the image for a larger one, if you want your eyes to bleed..
Yes, the paint schemes are unlike the D&D miniatures schemes, and I know it. How else would I be able to justify having Zombies sporting leopard print PJs, have the Hulk look like he's been stapled back together at St. Elizabeths, or have a "Cleric" look like a choir singer at a Southern Baptist church?
Sunday, January 16, 2011
Castle Ravenloft Adventure: Hunt for the Fiend
Well, as promised, I am releasing my Castle Ravenloft Campaign, "Hunt for the Fiend", which is the proof-of-concept design that will show you, by example, how to build compelling adventures to extend the lifespan of the Dungons and Dragons: Castle Ravenloft Board Game.
Within is an indication of the level of complexity, scalability, and narrative feel that you can very easily add into the game without changing the "core game" rules. Others have opted to rewrite the rules to the game, effectively obsoleting the included rulebook and reference cards. I believe this to be a barrier to entry for new players as well as causing paradoxes with existing players who already know Ravenloft and how to play it.
While it's fun to design and play your own version of a game, this 3-adventure narrative campaign seems the best way to increase the complexity of the game without breaking it by changing the core rules. The fact is that the game was designed to fill a certian gap in the market, the light dungeon crawl, and by changing the order of actions, the allowable actions per turn, and any other factor, the game slowly inches away from the core concept of being an easily accessible light dungeon crawl. I consciously chose to leave the core alone and just work within the confines of the adventure rules themselves.
I do not wish to hear about "balance" in this campaign, because the fact is that what separates a good game from a great game is the ability for the game to throw you curveballs and "Kobiyashi Maru" moments that are exciting, engaging, and most importatly, memorable. I've done my level best to make this very difficult, although winnable, and virtually the entire campaign is scalable based on the number of players.
Without further delay, I am quite proud to offer you this campaign for your enjoyment:
http://www.box.net/shared/11dyod630i
Within is an indication of the level of complexity, scalability, and narrative feel that you can very easily add into the game without changing the "core game" rules. Others have opted to rewrite the rules to the game, effectively obsoleting the included rulebook and reference cards. I believe this to be a barrier to entry for new players as well as causing paradoxes with existing players who already know Ravenloft and how to play it.
While it's fun to design and play your own version of a game, this 3-adventure narrative campaign seems the best way to increase the complexity of the game without breaking it by changing the core rules. The fact is that the game was designed to fill a certian gap in the market, the light dungeon crawl, and by changing the order of actions, the allowable actions per turn, and any other factor, the game slowly inches away from the core concept of being an easily accessible light dungeon crawl. I consciously chose to leave the core alone and just work within the confines of the adventure rules themselves.
I do not wish to hear about "balance" in this campaign, because the fact is that what separates a good game from a great game is the ability for the game to throw you curveballs and "Kobiyashi Maru" moments that are exciting, engaging, and most importatly, memorable. I've done my level best to make this very difficult, although winnable, and virtually the entire campaign is scalable based on the number of players.
Without further delay, I am quite proud to offer you this campaign for your enjoyment:
http://www.box.net/shared/11dyod630i
Thursday, July 15, 2010
Epic Engagements Has Arrived!
Well, boys and girls, I've finally completed all the writing, illustration, and playtesting of my new print-and-play game, EPIC ENGAGEMENTS! This is a space combat game, complete with its own Star Map, ships, statistics cards, tokens, and everything else you'd need to play. If you don't want to go through the trouble of cutting ships out, you can use the Statistics Cards and ships from Star Wars Minitatures: Starship battles as that game's rules are incredibly craptastic. I took some of the concepts there, amended them heavily, added a bunch of my own stuff in, then created 2 factions of ships and a backstory to go along with it! All in all, it's a ton of fun. My buddy Mickey, his family, and my family have all played it a great many times during playtesting and it's absolutely a blast to play.
Here's some of the artwork:
The formidible Phalanx-Class Free Alliance of Stars Space Station:
Here's some of the artwork:
The formidible Phalanx-Class Free Alliance of Stars Space Station:
The devastating Omicron-Class Continuum Battleship:
The nimble and powerful Falcon-Class Inderdictor Fighter:
...and 13 more ships, complete with their own statistics cards.
Download it, along with the Star Map, here:
Any feedback would be appreciated!
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