Showing posts with label Game Philosophy. Show all posts
Showing posts with label Game Philosophy. Show all posts

Saturday, April 24, 2021

The Vale of the Twelve Towers a D&D BECMI sandbox setting.

 




The Vale of the Twelve Towers Introduction

Around thirty years ago a dozen evil wizards escaped from Hirshberg Castle in the Kingdom of Bierwald where they were being imprisoned by the order of the Hexenjager.

After escaping they fled to a wooded valley that lay between the Kingdom of Bierwald to the East and the Kingdom of Fleur De Lys to the West.

The wizards made a pact to use their combined powers to destroy the Hexenjager of Hirshberg. To that end they went about enslaving the orc and goblinoid tribes of the valley to build their fortress towers and elaborate dungeon complexes. For the next decade they armed and trained their hordes for war while constantly perfecting their own arts.

The armies of the twelve wizards gathered and began their siege of Castle Hirshberg. The siege was short, lasting only three weeks. With their magics and their armies the Hexenjager were nearly wiped out and Hirshberg Castle reduced to a smoking ruin.

After destroying the Hexenjager the twelve wizards turned their attention to the Grand Duchy of Kriegswald and in particular the nobility all of whom supported the Hexenjager. Every castle and estate in the duchy was sacked including the Grand Duke’s fortress. Most of the nobles and their servants were either killed or enslaved and their fortunes were plundered. Although this devastated the economy of the duchy and plunged the region into a state of anarchy the people of Kriesgwald view the twelve wizards as liberating folk heroes. They have since violently resisted any attempts at outside rule.

Once the wizards were through with their vengeance fueled rampage they returned to their valley. Most of the wizards were getting old by this time and their interests had turned towards extending their lives through one manner or the other. Some wished to attain litchdom, others immortality, and a few just wanted to find a way to live longer in their human forms. They formalized a non aggression pact then set about their individual goals.

For another decade the wizards were content to follow their own paths and desires largely staying out of each other's way and rarely venturing from their towers. When they needed something from the outside world they simply sent their minions to take care of it. Then without warning at the stroke of midnight on the night of the Winter Solstice all twelve of the wizards died.

It took months for the news of their mysterious deaths to reach the outside world. Typically this news would come from one of the wizard’s slaves who had escaped their haunted keeps or from their agents or enemies. Alway when the rumors spread they came with tales of fabulous treasures guarded by horrible monsters and enchantments.

Many expeditions are under way to take advantage of the perceived power vacuum. Many fortunes may be made not only from the treasure but from the riches of the land itself. What will become of this mystery is yet to be discovered.

This is my work in progress sandbox setting for a future Dungeons and Dragons basic campaign. I'm currently running an Advanced Dungeons and Dragons 2E campaign. Hopefully I will get a change to work on this setting as I run that campaign.


Wednesday, September 30, 2020

"Beyond the Northgate Passage" my "West Marches" style AD&D 2E Campaign.

 

The current Player map for the campaign of the area around "Fort Venture"

A couple of months ago my role playing games group started a new Advanced Dungeons and Dragons 2nd Edition campaign in the "West Marches" style I named "Beyond the Northgate Passage".  This is actually the 4th West Marches style game I have run for my group in the last few years.  We've found the format good for the type of group that we have as we are often unable to make regular sessions with the same party members.  



Our previous West Marches games have all used the current 5th Edition of the Dungeons and Dragons campaign published by Wizards of the Coast but we have instead decided to go a bit more old school and use Advanced Dungeons and Dragons 2nd edition.  We found 5th edition characters were too powerful for exploration games.  It's just too easy to rest up between fights and characters have few reasons to return to town or engage in diplomacy for that matter.   

The setting map.

One thing I have learned about running "West Marches" style games is that they require a fair amount of upfront preparation.  You don't have to work out every details of the setting you are using but as the game relies heavily on player driven exploration rather than guiding the party down an adventure path the DM needs to know what is going on in the areas that they Player Characters are exploring.  

I went a little aggressive at this stage of planning and tried to lay out most of the locations of things like monster lairs, dungeons, ruins, tribal camps, and other points of interest which resulted in a lot of information to work from.  I have started detailing those areas near the starting town first but just having the names and a little information about what kinds of things exist on the frontier has made it easier to get this campaign up and running.  

I've found it is good to have a lot of low level encounters and points of interest near the starting town in a West Marches game but it is also good to have some high level content.  This is important not only to provide some more interesting play for characters who have returned to town on business but also to add a sense of danger at all levels of play.  There needs to be some mystery for low level areas that will make players interested in coming back to explore areas after they have leveled up a bit. 

In a West Marches campaign it's best not to view the Player Characters as "Heroes" though they can engage in heroic acts.  In a previous campaign most of the player characters were involved in thwarting a demonic incursion which left many of them in positions of power and influence.  This is not however the typical goal for this kind of campaign.  Exploring new territory and gaining individual riches and power are the more typical motivators.  

Explorers investigate a crypt some dwarven miners accidently opened while excavating.  Though they gained some treasure they decided not to proceed further into the crypt due to the inexperience.  

    

In this campaign the Kingdom of Knottinglund has defeated the hobgoblin "Razor Rock Legion" who held "Razor Rock Keep" which guarded the Northern Wildlands.  Rumors of ancient riches and abundant land and natural resources have drawn dozens of treasure hunters and explorers to the region the player characters among them.  

The "Wildlands" are an extremely dangerous regions filled with aggressive tribes of humanoids and barbarians and broken civilizations of xenophobic elves and dwarves.  The land itself is dangerous and difficult to traverse but full of opportunity for those bold enough to seize it.  


A fine and often forgotten miniature battle rules set fully usable in an AD&D 2E campaign.

Another aspect of the "Wildlands" is that most of the factions are hostile and in order to truly take advantage of the opportunities presented them Player Characters won't be able to rely on personal heroics alone to save the day.  They will have to take command of armies as the kingdom expands settlements in the region.  I plan to employ TSRs brilliant "Battlesystem" miniature rules for the 2nd Edition into the campaign.  Player characters will have to recruit followers and hire mercenaries to help deal with large scale military threats.

At this point even the most experienced characters in the campaign are just reaching 2nd and 3rd levels but they are already getting invested in building up the region.  Due to an early windfall three of them have started building establishments of their own further into the region after being granted lands and permission by the local lord to do so.  No doubt they will have to defend their new holdings and build roads and bridges to increase the size of their little hamlet.  

Archers and Soldiers from "Tres De Aurum Legio" mercenary company who have recently establish a garrison at the former Hobgoblin stronghold of "Razor Rock Keep".

   

Although we are several sessions in we are still very much in the process of grinding through lower level content.  The goal for the moment for most of their player characters is to gain wealth and influence in the region before exploring the more interesting areas but that is to be expected.  The lower power 2E rules really play well into this as they limit the speed at which PCs  gain power and provide more reason for them to be more strategic in their actions.   

I don't plan to detail every single "adventure" in this campaign but I hope to keep frequent updates about the campaign progress over all.  I will be including some reports of the more interesting sessions as well as significant battles that take place in the campaign.   


Saturday, September 30, 2017

So what should Bards sound like? Three songs by Ayreheart

So I found these guys when I searched for the traditional Scottish ballad Twa Corbies.  There is probably a version of this song for every day of the year but this is by far the best and most evocative version I have ever heard.  They also didn't shy away from singing it in Scots which makes it rime better. 

Anyway I thought this was also an excellent example of what a masterful bardic performance would be like and just a great inspiration for many fantasy and historic games. 




Friday, September 12, 2014

6 Month Lead Mountain Challenge!

Okay I've joined a 6 month lead mountain painting challenge to help me clear some of my project backlog.  You can find the rules here:  http://wastelandminiatures.blogspot.com/2014/08/the-6-month-mountain-reduction-painting.html

They have a facebook page if you are interested in joining here: https://www.facebook.com/groups/ConqueringTheLeadMountain/

This one will be kind of difficult for me because I was planning on starting two new forces and I won't be able to buy those figs during the challenge.  I'll just have to do some heavy hint dropping around my birthday and the holidays.  :)

Wednesday, August 20, 2014

A new Solar Empires Project.

 I'm working on a new Solar Empires blog that will serve as a source book for the setting.  In addition to setting background information I will also be including No Limits army list and Savage Worlds stats for the forces and vehicles for the setting.

 I've got the blog up but I'm not yet ready to promote it.  I want to get a lot more content up on the page before I start promoting the page.  The entire site will be organized by using the page feature of Blogger to create index pages that will like individual blog post under that topic.
 There will be a page for Forces of the Solar Empires which will list every individual force we are working on then link content relevant to those forces as I publish it.  In this way it will be a living source book.  I am doing this not only to keep things straight for myself my players but also because there has been enough interest in the setting that anyone who might be interested can use that information for their own games.  
 I've started by photographing the various vehicles we have assembled for the various armies and I have begun posting background information and stats for them.  We are also working on some original artwork to illustrate the setting background information.

 Unlike a lot of current 28mm science fiction settings many of the vehicles and mecha in Solar Empires are used by multiple factions.  In this way the setting is much more like the Classic Battletech setting and different from the Warhammer 40,000 setting where even different Imperial forces use different vehicles and equipment.  Some types of equipment may be used only by one faction but quite a bit of it is used by several operators.  Each equipment, mecha, and vehicle entry will have an allowed operators list so that any force on that list may use the equipment in question.
 One thing I want to point out is that nearly all of the hobby related Solar Empires content will remain on this blog.  Any time we scratch build something or make terrain for the setting or paint something I want to publish that content will still go up on this blog.  The new blog will just be for setting specific information.  
Also we will be keeping up the System News Network blog for In character news related game reports and other news related content.
It seems a little odd to have so many blogs dealing with Solar Empires content but I think this is the best way to handle all the content we are generating for the setting.
We have been working now for several years to make Solar Empires a fully realized hard science fiction setting and we have generated a lot of content but we also realize not everyone who comes to this blog wants to read post after post about the various details of the setting.  They just want to see game reports and hobby related content.  That is why we are organizing things this way.

Thursday, August 7, 2014

Miniatures I would like to see.


Someone who is better at sculpting than I am needs to make this happen.  That is all.  

Saturday, March 29, 2014

Solar Empires Blog Planned!

We've decided with a bit of reluctance to create a blog for our Solar Empires projects.  In the past I have tried different blogs for specific games and it hasn't really worked out very well.  Also I've asked for feedback on the subject and a lot of people have said they feel I should keep all content on this blog.  I know that makes sense from a certain point of view but I think We have good enough reasons to make a setting specific blog.
What we are looking at doing is making a kind of living blog for the setting.  More of a fluff resource.  The main page will be presented as a kind of System News site while I will have tabs detailing several locations and governments as well as other aspects about the setting.  It is likely that the Solar Empire specific game reports will move to that blog or at least news stories about them as well as other details about the blog.  Chances are RPG reports will remain on this site with news stories about them on the living blog while the wargame reports will likely exist on that site in basically the same form.  I may include galleries of images and the out of character game synopses on this site like the notes I post at the end of every report but more extensive.
Pretty much all of the production stuff for Solar Empires will remain on this blog.  All the; conversion and scratch building, painting and terrain, and planning about the site will remain here.
I am somewhat worried that we won't be able to maintain both blogs very well and that we will end up bringing all the content back to this site but we think this will be the best way to organize the content.
Anyway we will see if this works out.

Friday, March 14, 2014

Solar Empires: Thoughts about the setting....

A pirate technician from the "Bloodborn" pirate band.
So if you have been following my blog and my sci-fi campaign "The Station 42 War" you might be slightly familiar with our home brew science fiction setting "Solar Empires".  Solar Empires is set in our own solar system a little over 1000 years in the futures.  The current year is 3033 to be precise.  For a very basic outline of the setting you can check the outline page here:http://ironworkersminiatures.blogspot.com/p/solarempires-nathan-miller-2013.html

We, well my wife and I and our friends, have been playing in this setting and developing it slowly for around three years now.  Actually a bit longer than that.  The project kind of grew out of our Station 42 terrain project and it has kind of taken on a life of it's own.  We wanted to develop a sci-fi setting we could use for both role playing games as well as table top miniature battle games.  While there are many sci-fi settings out there to choose from we decided to invent our own partly because we are old school gamers and that is what we do and partly because other settings had some issues that made it difficult to adapt to our miniature gaming style.

One of the biggest thing we wanted to avoid in our settings was aliens.  It's not that we don't like alien stories but each new alien race you add to a setting changes things quite a lot.  Then there is the factor of finding alien miniatures.  Most alien race miniatures out there are proprietary to their specific settings and the few that aren't are usually from limited lines.  One of the things we don't like about typical fantasy settings is the need to have; elves, dwarves, halflings, gnomes, humans, orcs, ect.... in large numbers to be able to have enough variety to run games in those settings.  Aliens have the same problems and more.  So we decided to stick with just humans because that way we could use just about any human miniatures for our games.

Another thing we wanted to do was keep things local so we choose to limit the setting to our own Solar System.  It is actually quite a big space after all and almost all existing galactic or universal settings based on our own history start out with the idea that man colonized the solar system first.  We just decided to keep things at that stage.  We haven't completely ruled out faster than light travel and exploration of the galaxy in the future but we felt there were plenty of options provided right here in our home system.  Not to mention a lot of the development work has been done for us.  We know where Mars is for instance.  It's the next rock out from the sun.  

The most similar setting to Solar Empires is the Battletech setting.  It's kind of like taking that setting and shrinking it down to a more manageable scale.  I love the Battletech setting but as a miniature gamer it is difficult to adapt.  Sure I have a bunch of mechs and 6mm terrain and all that and I can play all the Classic Battletech I want but I like to use 28mm minis for roleplaying and up to company sized miniature battles.  28mm Battletech mechs just aren't a very practical option.  You can find a few out there.  You can scratch build them or kitbash them but it is a major challenge and they are such an important element to the setting you really need them around to make for convincing encounters.  Solar Empires has mechs too but they can be any mecha model or adapted toy we can get our hands on.

Another influential setting is the Cowboy Be Bop setting.  It is a setting based on our own solar system with humans as the only real inhabitants of the setting.  It has Terra formed planets and multiple factions.  It is not a very well developed setting however and it is not as plausible.  There are a lot of weird cartoonish things about the setting that don't seem quite as hard sci-fi as we would like.  Still we are borrowing a lot of basic ideas from the setting.

The third most influential setting for Solar Empires is the Firefly "Verse".  I've run games in the Firefly setting.  I like the gritty pioneer feel of the setting.  The general outlook on humanity.  It is a solid setting but like Cowboy Be Bop it isn't really all that fleshed out.  There are really only two factions so while it works well as a roleplaying setting it isn't ideal for a larger scale war game setting.

Our plans are to get the setting a little more established soon.  We've really been working for the past few years on the outline and what is in our heads.  There is a lot of background information we need to get sorted out and written down so hopefully you will see some of that information posted.  I have a timeline for my Hell Knights mercenary company for instance but I haven't published it yet because I want to get a few more pictures taken for it.  We also have some other background stuff we are working on.  Some artwork and some photo illustration projects like the pirate pic above which is from an shoot I did for this setting.

We really want to turn this into a fully realized setting and perhaps get some more people to explore it.   One day we may even do something commercial with it but for now we are just using it as an open creative outlet so if you have any thought or comments about the setting we would love to hear them.

Saturday, December 14, 2013

The first step to solving the problem is admitting you have one.........

 I wasn't sure if I should make this post or not.  I took these pics over a week ago and was going to do this post at that time but then I decided against it.  Now I have changed my mined again.  A few weeks ago I decided that I seriously needed to re-organize my game stuff and purge some of the crap I have collected over the years.  I do this fairly often with varied amounts of success.  I have not done this since my last move and things are getting very out of hand.
 I have been collecting miniatures for about 28 years now.  I started when I was 10 or 11 and I still have some of my "first" miniatures.  My wife started the hobby when we started dating 19 years ago so for almost 20 years both of us have been buying miniatures and collecting other hobby related things.  Our daughter is 17 and even though she is not at into miniature gaming as my wife and I are she does game and has acquired a fair amount of gaming stuff herself.  
Two adults and one almost adult can sure collect a lot of gaming stuff.  Like I said we have purged and re-organized several times in the past but our collection is still huge.  Thousands of miniatures.  Hundreds of game books and all the supplies needed to do the "hobby".
 
We are also very adept at building our own terrain out of both traditional materials and random junk as anyone who follows this blog is aware.  That makes for a massive collection.  Our half finished and abandoned projects amount to more than a lot of gamers collect and we have a large collection of finished projects as well.

As I said right now we are in the process of re-organizing and purging yet again.  The pics above were taken a couple weeks into the process.  If we don't do this every now and again our project progress becomes impossible because we end up spending most of our time either looking for stuff we have misplaced or trying to find table space to work on things.  The problem is that we are at that critical stage where the things is getting away from us because of the sheer scope of the problem.  The pics above only show perhaps a quarter of our "hoard" and they are also the result of two weeks of purging quite a few things.

To be perfectly honest I feel like I need to get rid of 75% of my collection and I would still have enough stuff to keep me busy for a very long time.  In reality I will be lucky to actually unload or pitch 10% of the crap partly because I"ll probably get burned out before I get done with the process but even that will help.
My biggest fear is that right now we have plenty of room for a gaming stuff.  In fact we could cram a whole lot more stuff into our gaming and studio space without it taking over the rest of the house but I can't be sure that we won't end up in another place in the future that just isn't going to have room for the stuff we have.

 We have been in that situation before and had it pretty much take over the rest of the house.  That's not really fun.  I'm not really a hoarder by nature and while I can put up with clutter in certain areas I can't stand when it takes over the house and it gets to the point that I am embarrassed to even open the door when someone stops by much less have company over.

Anyway the point is that even though I love to game and I am lucky enough to have a wife and family who love it as well that in itself can be as much a curse as a blessing.  It makes it easy to over collect and over spend on gaming stuff and that can cause real complications.  I hope to get on top of this situation before I give up on it and just shove everything back into boxes and back into the corners and closets which won't help a dang thing.

Monday, November 4, 2013

Reflecting on "game night".

We had another Forgotten Islands Hyborian game last night.  It was the final session to our "Tomb of Voltannox" adventure.  Unfortunately I am two games behind on doing reports for this campaign but I am taking a break while another player from this game runs a Star Wars game for the next few sessions.  I hope this will give me the time to not only get caught up on the reports but also to get caught up on a few of the projects.

Sometimes I wonder why I have been putting so much effort into my games.  I've been playing with painted miniatures and finished terrain in my current games and I've been trying to do a "good" job of it.  Not only that I've been doing my best to do reports for almost every session.  All of this requires a lot of effort that a lot of gamers don't bother with
 
Of course there are people out there doing a far better job of it than I am.  I've seen some pretty amazing games out there with nicer terrain and miniatures than I have.  There are times when I think I should push myself a bit more and try and up the quality of my work but I really think I have found a good balance between what is reasonable and what I can afford and have time to produce.

I usually don't sit down and really try and do my "best" on miniatures these days but I also don't play with unpainted figures and terrain.  I have found over the years that what I enjoy most about this hobby is playing games with finished miniatures.  I don't enjoy playing with unpainted figures and I don't enjoy just painting miniatures to display so I have had to find a balance that works.

I think I'm finally getting to the point that I feel like I am playing the kind of games I have always wanted to play.  I have had the ability to do these kinds of games for a long time but what I lacked was the focus and commitment to see projects through.  I had a lot of nice miniatures but not much in usable collections.  I had some nice terrain as well but not enough of any one type to put a good board together for any kind of game.  I had to decide what I really wanted to do with my games before I could get organized enough to get these kinds of things done.  Doing so has not only made the hobby far more enjoyable for me but more affordable and easier.  

Tuesday, October 29, 2013

Solar Empires


I've finally settled on a name for the Sci-fi setting we have been playing our "Station 42 War" and "Maxed Out" games in.  I'm going with "Solar Empires".  I had previously called the setting "3031" and "Moon Miners and Terraformers".  I didn't like the first choice because it seemed silly to name a setting for a single date and I didn't like the second one because it was a mouth full and sounded dated.  I Google searched "Solar Empires" to check for conflicts and found that there was a video game named "Sins of a Solar Empire" but no game or anything titled just "Solar Empires"  Although this is merely a personal setting for my home games I would like to have an original title if possible in case I decide to develop it in the future.

I feel this name reflects the various different factions well.  Governments, corporations, and criminal enterprises can often be called "Empires" and since my setting is based on the Solar System it seemed like the best choice.  

I have some basic setting notes that we have actually been using for a couple of years now that I have not published because I was never satisfied with the setting name.  I have now created a new page for those notes on this blog here:   http://ironworkersminiatures.blogspot.com/p/solarempires-nathan-miller-2013.html
I plan to add some artwork to the page as soon as we create some.  As it stands it is just a big block of text and I want to make it more interesting to read.

Tuesday, October 2, 2012

The City of Tomorrow

I don't hate Warhammer 40,000 but I do hate what it has done to 28mm science fiction gaming.  Everywhere I look on line I see the "Dark Gothic" aesthetic passed off as futuristic or sci-fi.  To me there is nothing less futuristic than a 12th century design style.  I'm planning on starting a new category on this blog where I feature actually futuristic looking 28mm gaming products and gamer projects that I plan to call "The City of Tomorrow".




Monday, August 20, 2012

20 Angry Questions from The Angry Lurker!

 The Angry Lurker posted these 20 angry questions on his blog.  I decided they were so angry I would have to post some shots from my photography portfolio so as not to scare people off.

1.  Favorite Wargaming period and why?
Science fiction which should be pretty obvious from my blog here.  I like Science Fiction because I like space exploration and space ships and even though it sounds cheesy space really is the final frontier.

2.  Next period, money no object?
I would love to do a Viking Saga game with good ships and minis.  Really take the time to do them nicely.

3.  Favorite 5 films?  Snatch, Lock Stock and Two Smoking Barrels, Serenity, The Lord or the Rings Trilogy, Empire Strikes Back.

4.  Favorite 5 TV series?
Firefly, Star Trek TOS, Eureka, Game of Thrones, Battlestar Galactica

 5.  Favorite Book and Author?
H. P. Lovecraft's Cthulhu Stories

6.  Greatest General?
Sir James "The Black" Douglas or more properly "Good" Sir James Douglas.

7.  Favorite Wargame Rules?
I loves me some classic Battle Tech.

8.  Favorite Sport and Team?
SCA heavy combat.  Calontir.


 9.  If you had a use once only time machine when and where would you go?
The Future.

10.  Last Meal on Death Row?
Bacon and beer.

11.  Fantasy Relationship and why?
Rachel Weisz.  Lets not be stupid here.  She's hot and I love when British chicks say "knickers" like it's the naughtiest word in the English language.

12.  If your life were a movie who would play you?
Jack Black

 13.  Favorite Comic Super Hero?
Conan.  Because Fuck You that's why.

14.  Favorite Military Quote?
"He who does more is more worthy"  Geoffroi De Charny

15.  Historical destination to visit?
Rome.

16.  Biggest Wargame regret?
I wish I could get back some of the miniatures I have sold over the years.


17.  Favorite Fantasy Job?
Editorial Fashion Photographer.

18.  Favorite Song?  Top 5?
No Quarter by Led Zeppelin, Nothing Else Matters by Metallica,  Hold the Heathen Hammer High by Tyr, Cry of the Black Birds by Amon Amarath, Float by Flogging Molly 

19.  Favorite Wargaming Moment?
The "Station 42 War" home campaign my wife and I are playing.  The best combination we have had of finished terrain and minis.  Even though it's narrative we have tried to keep it realistic.    

20.  The miserable git question.  What upsets you?
Working a crappy night job that gets in the way of gaming, photography, and family.    


Wednesday, July 11, 2012

The Advantages of Playable Terrain

 One of the things we have been doing with the Station 42 project is that we are making all of the buildings as playable as we can.  That is we have buildings that can be opened up and furnished so we can put miniatures inside.  We've found this is extremely helpful in making the terrain more useful for different types of games. 

 There are a lot of excellent terrain products and scratch built projects that look amazing but are not very playable.  For some items that is ok but for larger buildings especially that can make a beautiful piece of terrain far less useful.  I've got a number of buildings on my terrain shelves that look cool but aren't that fun to game on because they just become big blocking pieces of terrain.  Like square cliffs. 

 Big non-playable buildings are especially frustrating when you are playing skirmish games or role playing games.  Having interiors can be a lot more dynamic and fun when you are doing small scale battles.  If the heroes duck inside a building you can just open it up and continue to play rather than move to a map or try and just position the minis on top of the building. 

 However even in larger scale battle having buildings that can open up for play can provide for my interesting situations for snipers, scouts, and skirmishers. 

 There are some things to keep in mind when designing playable buildings.  For one thing you need to make sure you can get enough miniatures in them and that the interior details and furnishings allow enough room for a reasonable number of miniatures to move around in.  A good thing to do is to keep most of the furniture up against the wall in smaller buildings.  Doorways should be larger than is realistic to better accommodate based models although sometimes you will just have to pick a model up and place them on the other side of the door if the have too large a base. 

 Multi story buildings get pretty complicated.  The upper floors need to be more simply furnished than the lower floors because you will have to move them around more.  Also on very large buildings you may want to only make the lower and upper floors playable or perhaps every few floors.  It can be assumed that the floors in between are of a similar layout. 

Remember to keep your construction simple and durable.  Playable buildings are going to be handled a lot more and they aren't going to be as supported as a non-playable building.  Furnishings and interior details need to be small enough that they don't hinder play.  If you keep your interiors simple you can change out finishing to change the look of the building.  Wall details can be held in place with sticky tack as well as floor details like rugs. 

Saturday, April 7, 2012

New Game Room!

 The house we moved into has a full finished basement so of course we had to turn one of the room into a game room.  We've never really had a dedicated game space before so this is a very nice change.  As you can see in this picture we have three four foot square game tables set up with plenty of space in between.  You could probably set up two or three four by eight foot tables if you wanted to in this space.  The closets are very large and we have our terrain and quite a few of our supplies and unpainted minis in them. 
 Here is a shot from the other side.  We have a full sized fridge and a computer.  The doorway leads into our studio space which is close to the same size and the third finished room in the basement is a small bar so game nights should be pretty fun. 
Eventually we hope to organize some of our stuff better and add some decorations but I'm pretty happy that we have the space up and running.  Also all those years of having to use other spaces to play in has resulted in a pretty modular system of terrain and table space which I think will be an even greater asset with a dedicated game space. 

Sunday, September 25, 2011

Orcs rule Elves drool!

I've taken to playing Orcs or Half Orcs quite frequently in RPGs that allow them as playable character races. This has prompted some of the people I've been playing with to ask me why I play Orcs so often. Granted these are the people who play elves pretty much whenever they can as if the advantages to playing an elf should be obvious. In fact when I come back with "well why do you play elves all the time" they always seem confused and taken off guard.

To me nothing says Fantasy RPG Munchkin like someone who always plays Elves and what makes it worse is that these players always consider themselves great roleplayers. Typically they play their elves haughty and roll their eyes when other players initiate combat but then try to kill steal and out damage every one else in the party usually from somewhere in the back ranks either with magic or absurd elf only archery bonuses. Elf players almost always play against elven type. Their characters are never wise or polite nor peaceful. Orcs aren't either but the elf players never sees their characters as; brash, rude, and violent. They always still think of their characters as typical elves.

I tend to play my Orcs typical. Brash, rude, and violent. To me that is an Orc. It's fine to go against type now and again and play an Orc who is an articulate negotiator, or an artist, or a magic user but typically Orcs are tanks. The Orc is usually one of the tougher and stronger of the races in any fantasy setting. Usually the toughest race that doesn't need specialty; clothing, armor, and weapons. They also fit through the same doors as most people and can use the same furniture. If you want to play an Orc fighter/warrior type you dump your "points" into things they are naturally good at like being tough and strong. If you want to play anything else you dump your points into the needed stat then count on your natural toughness and strength that still make you tougher and stronger than the average human and much more than the average elf since those are always their weak points.

A good way to set up as well rounded Orc character is to choose to be a fighter type and bump up your; strength, toughness, and quickness but still leave a few points for other things. When choosing skills and talents (feats ect) choose to be really good at one type of fighting and competent at one or two others but don't forget some points for other things. Your natural attributes will boost up lower skill numbers to make your an above average fighter while still leaving you points to be good at other things like tracking or knowledge or poetry or what have you. You can have skills the party can use while still being the anvil your foes break upon.

If your a non fighter type make sure you have at least as much armor as you are allowed and a weapon that takes advantage of your Orc advantages. That way you can still do what you do but use your natural fighting abilities to kick butt when you need to. That fire ball that nukes the Elf wizard will still certainly hurt the Orc shaman but he'll get back up more quickly and if he's unable to use his magic he can still smack people around with his staff or even bare hands.

And remember anything that drops your Orc in one shot will drop three of the parties elves in the next round. I'm sure Orcish heaven if more fun too.

Monday, May 23, 2011

Perils of the Warp?

Way back about 14-16 years ago I was an avid Warhammer 40k player. My primary army was Space Marines and my wife's primary army was Orks although we dabbled in most of the other armies that were part of 2nd edition. I had a 500 space marines with over 150 painted and My wife probably had 500 Orks with even more painted. Then 3rd edition came out and we sold off everything after about 4 games. Well almost everything. Stuff lingers. I still had a formitable force of Battle sisters and some odds and ends. Anyway we've barely touched the stuff since we 3rd edition came out. I think I could count the number of games of 40K I've played since then on one hand. We have played fantasy off and on for year but we were done with 40K.

We picked up Assault on Black Reach when it came out before the rediculas price hike. I probably also got a discount on it from my FLGS. Anyhow I played one battle with my Sisters over a year ago and put together five of the Marines. A friend of ours who we use to play 40K with quite a bit has kept playing this entire time and ammased more figures than any 12 players need to play the game. Quite a bit of it was our old stuff. He finally convinced me to play a couple 1000 point games last night and I felt they weren't bad. The new eddition of the game is better although still not as interesting as 2nd edition. It seems to run ok and of course there are t0ns of local players for it.

For mostly social gaming reasons we've decided to give it another try. I have a pretty good Sisters army and we have enough Space Marines and Orks to get started. I've got two tactical squads of marines, a scout squad, and three terminator squads, plus two drednaughts and the captain from the boxed set. My wife has the Orks from the boxed set plus hundereds of fantasy Orks and Goblins that could be converted for 40K easily. So our plan is to build slowly and smartly on these three armies only for at least a year before we start "buying" new stuff. Almost all the OrK vehicles and a lot of troops will be scratch built or converted from toys and junk. The only thing I'm buying for the Space Marines will be vehicles and a perhaps and Assault and Devistator squad. The Sisters are only getting vehicles and in fact we may even paint up what imperial vehicles we get with a generic scheme so they can do double duty.

That's my plan for not getting bent over the barrel by GW prices. We plan to play games mostly at home with friends to avoid the asshat fanboys and tournament mentality that makes a game with a decent setting no fun to play. Basically I refuse to pay $33.00 for an Ork truck when I can convert one from a $2.00 toy and some plastic junk.

Thursday, August 12, 2010

"Spaceport 69" the plan so far.

Well I've gotten pretty stuck in on my space colony project. I've got a few ships done and more in progress. We've finished one of the buildings and have another on the way. I've started some of the dedicated minis and other vehicles for the project so I thought I would lay out some of my ideas on the project and where I'm heading. Mostly because I'm away from the house right now and I have time to kill. :)

The major inspirations for this project come from Skank Games "Zombie Town" and Matakishi's "Off World Colony". I liked the playability and completeness of Zombie Town and the repetitive forms of the Off World Colony and the fact that I've been wanting to do a space colony for some time. I wanted to make something of a combination of both projects. I want my outpost spaceport to be as playable as Zombie Town yet simple and futuristic looking like the Off World Colony. Another inspiration from Zombie Town is that every building has a purpose. My idea for the spaceport is that not only will every building have a purpose but a population of citizens and employees. That is every business will have employees and every house an owner. Of course there will be cross over.

Another major concept I'm going for is that the spaceport will be a living setting for multiple games. What happens at the spaceport and surrounding area in games will effect the development of the project. As I add new buildings and colonist they will become part of the story line. This way the project will expand in a hopefully logical or at least interesting manner.

As far as the setting goes I'm doing the spaceport set somewhere in our solar system some time in the 31st century. Like 3031. I don't have a lot of background on the setting done yet but man has basically been colonizing the solar system for 1000 years. The colony will be on one of the moons in the outer solar system but I haven't decided which one yet. There is no FTL but there are several terraformed planets (mostly moons actually). Imagine the Firefly/Serenity setting but in our solar system instead. Most of the "planets" probably won't be as heavily developed and the colonies will be a little less "down home" and more self sufficient. Less trees ect than in Firefly. Mars is a communist state. The Jovian system is a monarchy. Earth and the other planets have a loose "Alliance". The Vatican has moved from Rome to a massive space station near the asteroid belt.

Although they colony will grow and develop during game play I am going to start with a few established facilities. One will be the "Venture Star Prospecting" base. Another will be "Rosie's Scrapyard and Repair". The third will be an as yet unnamed fuel station which will be set up kinda like a truck stop in space. There will also be a few "habs" mostly for the fuel depot and prospecting employees. Outside the colony I will be adding a pirate base, Martian outpost, and some ruins of failed colonies complete with "wasteland" scavengers. I will probably start using the outpost for games after I get the facilities of the outpost itself done and then I will try to get some of the surrounding stuff like the pirate base done shortly after that.

Anyway that's the plan so far. I've been wanting to do this kind of thing for a while. Wish me luck. :)

Monday, August 2, 2010

Stupid painting mistakes or how to ruin hours of converting.


This is Missouri in August. The heat index today is suppose to hit 110 degrees Fahrenheit and the humidity is insanely high. My garage is even hotter and more humid than the outside. These are not good conditions to spray paint in. In fact they are almost the worst. So after spending a good deal of my Sunday converting these guys I managed to just about ruin them in less than an hour trying to base cote them in really bad conditions. To top it off I grabbed a can a paint I only use for terrain. Although in my defense the terrain I painted with it yesterday came out dead smooth. I thought "hey this will be fine for painting some NPC type minis I don't plan to go all out on anyway".
Man was I wrong. These guys came out really rough. Almost unpaintable and there really isn't much I can do about it. With the kind of converting I did they would be hard to strip and I'm not a big fan of stripping plastics. I feel like and idiot since I've been painting for almost 25 year and this is a pretty newb type mistake.
I'm going to try using some GW foundation paint and probably put it on a little thicker as a base cote than I normally would. Hopefully that will salvage these guys enough to be playable. I've done similar things in the past when I had this issue. It's not ideal but these aren't the most important figs on my table and I didn't expect them to look top notch.
I guess we'll find out.

Saturday, July 3, 2010

100th blog post!



Well here I am at my 100th post and there isn't that much to post about. My gaming this year has been spotty. Either I'm playing 4 our more sessions a week or I'm going a month without a game. Unfortunately I've made very little progress on the miniature game front. Just a few days ago I assembled 8 Bretonian Men at Arms for Wahammer and Warhammer Roleplaying but that was the first time I've touched any of my miniature tools since January.
The biggest problem is that even though I've moved into a somewhat larger house there isn't a good spot to set up a painting station. I need to get some AC in the garage so I can start working on terrain but I need to get approval from the land lord to remove a window because all the windows in this place open sideways. The other problem is that my son is now 18 months old and toddleing around the house like a whirling dervish so it's hard to work on things while he is awake and I can't leave them out when I'm at a stopping point. Like all kids he loves the “little people” and would like nothing more than to get them out and play with them. I've considered retreating to my local game store to work on things but since I live out of town now that's a major trip.
Anyway enough boring excuses. One way or the other I need to get back at it. I am of course still buying minis because as you know it's an addiction so I really need to start working on them again. My plan is to try and get back on track with some of my running projects especially the space port. Hopefully I'll finish unpacking and get the rest of my stuff up and running.
Wish me luck.