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May 2012

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May. 23rd, 2012

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Time to Rationalise?

I'm sure I say this every 6 months or so, but I think it is time I decided what RPGs I really want to focus on going forward...

It seems to be that my interests rotate around three main games at the moment, and I suppose these are the games I'm always going to support as the years past. If you aren't aware the games are:
  • Call of Cthulhu (Horror)
  • Stormbringer (Fantasy)
  • Reign of Discordia (Pulp Sci-Fi)
The issue is that when you take those, in addition to the wargaming, reading, and computer games - not to mention league, cricket and my latest drive to lose weight - I'm not sure how I balance this all with family and work (especially as I'm getting more and more responsibilities at my job).

So, what to do? Really, truly, I don't know - I keep trucking on I suppose...
 

May. 2nd, 2012

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To infinity... or at least the last ship!

More Warrocket... this time at the Kapiti College gaming group. Andy was kind enough to lend me some of his ships (I'm still planning on buying my own stuff, but with Emma not working budgets are tight), and I was fortunate enough to have a couple of the more mature gamers - Zane & Sam - 'sign-up' to play.

The thing I love about Warrocket is that it is so simple to run and play. The boys had the rules down in a few minutes and were pretty much running it themselves by the end of the third turn... 
Rockets to full!
Rockets to full... the Galacteers race towards the closing Imperials in a hope of defending their vital satelite array!

I set up the board with the same scenario as I'd previously played with Andy, and while there were less ships, the action was just as intense! Unfortunately, once more the Imperial's slowness was their biggest problem, with most of the fleets larger ships destroyed before getting in range of their target!

A sorry sight... The Imperial's command ships float listlessly in the graveyard. That ain't a good trade!
While the Galacteers seemed to be winning quite comfortably, the Imperial Type 1 rockets ended up making a good account for themselves, destorying two satelites and unlucky not to take out a third. In the end, with only one ship left Zane called it quits, but not without demanding I return next meeting (May 20th) for a rematch!
The last stand... Although just a matter of time, the Imperial Type 1's almost take the day!
A big thanks to Zane and Sam for playing, Jonty for being a good boy while Daddy played 'spaceships' (oh, he did with a game of 'Hey, that's my fish' while I was running this battle!), and of course, Andy for the loan of the ships! 

Apr. 19th, 2012

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Cthulhu Crazyness!

So my copy of Cthulhu by Gaslight (the brand new 3rd edition) arrived today from Book Depository...

It's taken a while to get here - as Chaosium had a few publishing delays - but it definitely looks good. But here's the most amusing part - the book, sent from the UK, delivered to my door was only 26.11 NZ$. That is crazy - I mean it goes for 28.95 US$ on the Chaosium website and that doesn't include delivery!

Oh Book Depository, How I Love thee... 

Mar. 23rd, 2012

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A Weekend of Games

So last week I headed to Auckland to catch up with friends and family. I'd been promising to head up that way for a good six months, and after a few false starts (mainly due to work comittments) I was able to fly up early on Thursday.

While I won't bore you with the details of the trip, suffice to say I was alone in in the City with no wife and no kids on the main premise of attending a good friend's Stag Do. I'll let your mind fill in the rest. 

Beyond this, however, I did get in a bunch of gaming and movie watching.
  • Dread RPG - I loved the character generation via the questionaire, but I felt the Jenga tower mechanic was a litlle corny - and relied more on a steady hand than actual roleplaying. The story, however, was great and it was fun to game with my friends again. Darryn definitely pulled one out with his audio recordings (which were great!).
  • Bowl Blood Manager - Great game with good strategies andvery little randomness. I was very lucky to win the first game I played, and while the play time is a little long (1 1/2 to 2 hours) it has to go down as nearly the best game of the whole trip.
  • Dominion - I know this has got good raps, but it didn't do it for me really. I suppose it'd take another game or two to really get the feel of it.
  • Race for the Galaxy - This game is one of my favourites of all time. Although it took me pretty much all of the first game to get my head around the symbols again (the cards are just full of colours, $ and X signs, not to mention text that needs a few reads through to understand), I really enjoyed getting beaten at this by Woody both times (Note - he had some good strategy, and some great set up that I'm sure I'd pick up if I played more!).
  • Paintball - Not a boardgame - real life paintball with a dozen or so others. I enjoyed it, but the sessions were too long and the team defending the flag had too much of an advantage (i.e. I didn't get hit once on defence!).
  • The Big Cheese - A simple but fun 'Cheap Arse' game. Played 3 or 4 times and was quite drunk at the time - a perfect 'party' type game!
  • Mr Jack - Hunting down Jack the Ripper in a neat little two player game. I did work out who the Ripper was, but I was unfortunant to see him escape right at the end (although thinking back he would have been in the light that turn and couldn't actually have got away!)
  • Small World - Heard lots about Small World and it was just as fun as I'd expected. It was quick and easy, and pretty much exactly the sort of game you could get anyone to learn and play almost immediately!
  • John Carter of Mars - The movie. Watched it in 3D on the huge Imax in the center of Auckland. A funny, exciting movie that I want to take Emma to next week. Some of the plot was a little 'confusing' (as in didn't make much sense as it wasn't explained well enough) but other than that best movie I've seen in a long while! I'm not sure the 3D added anything to it, but I think that of most 3D movies...
  • Valley of the Mammoths - After a false start (where we screwed up the tribal growth phase of the game), we had a fun run through. It is definitely a game that relies heavy on luck - Mark's tribe was wiped out after a string of natural disasters, and the Demonic Wildebeast will go down forever in legend as taking out 8 or 10 of Darryn's tribe (this is game where one death from an animal of any sort was rare). While it looked as if I was coming home strong (after a good crop growing season) Darryn swooped in to win after taking me out (no enough warriors, a frozen lake and Marcus G destorying one of my sites with a rock fall), and Julia forgetting to spread out enough to allow all her villages to survive. In the end Valley was like a more random version of Small World and while fun was frustrating to say the least!
  • Ghost Rider II - movie in 3D - with a few hours to waste before my flight home on Tuesday, I watched this horribly bad movie. No redeeming features at; the plot was stereotypical, the bad guys stupid, and the computer effects way over the top. I knew it would be bad... but that bad!?!

Well that was a lot of gaming and movie watching in between quite a bit of drinking and visiting friends. I really enjoyed my time up in Auckland (although the weather became increasingly bad) and will look to do it again in a couple of years (next time up is with the kids). I don't miss Auckland, especially the traffic and the general busy-ness, but I do miss gaming with my mates!  

     

Mar. 12th, 2012

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[Wargaming] Dispatch war rocket 'Ajax' to bring back his body...

It's been a while since I posted on my journal, but having wargamed over the weekend it seems like a good time to blog.

On Saturday I got the opportunity to give Warrocket (Hydra Miniatures' - http://hydraminiatures.com/ - pulp sci fi spaceship game) a try out. The game is very simple, but highly tactical, and better still has very little record keeping. As the subject would suggest, it focuses on cool looking atomic rocket ships clashing in space and on alien planets, all of which is a 'tick' in my book.

I first heard of the game last year through Andy, a friend of Dale's, at the Dystopian Wars demo we all played. At the time, I was a more focused on getting some interest in Firestorm Armada going, and curious, but not overly keen to invest in two different starship battle games at the same time. However, as Firestorm didn't really do anywhere, I thought I'd give Andy a shout and see if he was up for that game we'd discussed!

So I rocked up to Andy's place on Saturday to play Galacteers (think heroic humans - Dan Dare, Flash Gordon, etc) vs the Imperials (Ming the Mercilous). One of the best aspects of Warrocket is that it reinforces the need for scenario play (as in a stand-up fight he sides are likely to be unbalanced. In the game we played, Andy took the Imperials, dispatched to destory a series of satellites, while I played the heroic Galacteer attempting to fend off this attack on their lines of communication.

The mighty Galacteer prepare to halt the evil Imperials

The battle quickly became a fight down the two flanks, with my forces (which had superior numbers) quickly dispatching the attack down the right, while the left became a struggle between the slow but tough Imperial class III & IV ships and all the ships I could muster. Meanwhile, with a risky, but ultimately rewarding shift, Andy's Class I ships swept through the mine field and was in position to destory the first of the satelites.


In the end the game came down to a vital turn in which despite my consistent bad rolling (I rolled more 1's and 2's than you could imagine possible), I was able to stun the Class IV Imperial warrocket, which under the house rule drifted off the board on its next activation! That bit of luck meant that I suddenly had the advantage, although was scrambling to bring my forces to bare as satelite after satelite was destoryed.

The end came quickly, and it was a close run thing as Andy conceeded with only a few Class 1 rockets remaining, but only one satelite left intact (although this was on the far side of the board near my largest ships). So it was, with its communication lines battered and bruised the Galacteer won the day!

All in all a great game that was done and dusted (with a rookie player - me - on one side) in less than 2 hours! I have to say a bg thanks to Andy for hosting, and his painted ships look great. One thing that really stood out was the little extras he'd scratch built, such as the satelites (from dowel and tacks - not that you'd ever know it!), and the excellent hit markers (which look so much better than just counters)!

The game seemed really balanced, and was definitely fast! I liked the Stunned house rule we used (which called for rockets to move half their speed forward instead of just staying still), but I notice we did Delaying(delaying lets you go sooner in a future round, but makes you miss a full turn - I would personally treat it like the stun and allow half move) and movement wrong (in moving we were allowing a free 'turn' at the start of each round, which is incorrect! and I though that there was a 50% minimum move, which their isn't, but I would probably house rule). Still none of those would have effected the outcome, I think anyway, and games was still fantastic.

The outcome from this is while was pretty certain I was going to buy a couple of fleets, now I'm certain I will. So charge those Atomics and dial the lazers to full, because Warrocket is here to stay!

Dec. 13th, 2011

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Die Six - Revision Time and thoughts on the WHRPG system

Having survived the Thousand Thrones campaign, I'm quite inspired to revisit the Die Six fantasy system I started a few years back. I now I've got a good core idea, it's a matter of working out the kinks and actually writing up my ideas.

I think structurally a careers or backgrounds structure might work really well (stealing from WHRPG) in Die Six, especially around ensuring that progression is quick and meaningful for the players. And I was very happy with the way WHRPG handled insanity and madness (especially in the way results are interpreted), although this isn't quite as applicable to the ideas I have.

While in general the system in WHRPG is pretty simple, and a hangover from the 80s, it has enough depth (in stats, and with the use of skills and talents) that it 'feels' a complete system. I personally think the damage and wounds system is great, with the critical effects a great way to ensure the game is bloody and violent, while the division of skills into Basic and Advance really gives niche protection to specialist characters.

Of course, much of these thoughts come because of the freshness of the Thousand Thrones experience, and the fact I found the game system to be agreeable. Perhaps without such a pleasant memories I might have a totally different opinion on the game!


  

Dec. 12th, 2011

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[Thousand Thrones] And its over...

with a tear of regret.

We finished the Thousand Thrones campaign over the weekend. It was a pretty epic final session that saw us enter a dungeon-like cave to be driven mad and mutate as we tried to locate the boy Karl.

I have to say that I really enjoyed the campaign, and will miss playing the charismatic, although rather intense Alderbrand. As a whole, the campaign rates highly in my gaming experience right up there with Mask of Nyarlothotep, Beyond the Mountains of Madness and the Stormbringer campaign of 2006/7.

As with all games of this type it had some ups and downs, but in general it was all great.  

Dec. 9th, 2011

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[Reflection] Old School D&D settings

For some reason I've spent quite a bit of the past week reflecting on some of TSRs D&D settings, especially those that were released during its heyday in the early 90s. Reading these old books and supplements, I instance get a desire to play them all, but conversely know full well that they'll never quite live up to expectation.

In particular I've been looking at Al-Qadam and Ravenloft, both setting with a huge potential and probably a lot more supplements and releases than I'd initially expected. With this too, I've been thinking about Dark Sun and how the new WotC 4e model makes me think they missed a trick with this release. 

Having played both in the 2nd edition settings of Ravenloft (a campaign we played in at least once or twice a week for a good year back in the early 90s) and then the first three or four Dark Sun adventures around the same time, I have to say that they are the most inspiring settings out there. Today, however, I have to say that I'm not a big fan of the game mechanics, and if I was to run or play in the settings I'd look to Mini Six or something equally simple (yet flexible) to replace the 2nd ed ruleset. 

I think also the adventures for these setting are very hit and miss (a train of thought that is reflected in the reviews I've read on rpg.net and other places). Still, the best of these look as if they would hold-up today, with a few changes here and there.

So with my reminiscing on these old settings, I'm curious as to whether anyone reading this got to play in these settings, or others that were around at the same time (Birthright, Spelljammer, etc.)

   

Dec. 1st, 2011

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Christmas Gaming and into 2012

Since grandexperiment started the topic, I thought I'd pipe up with my plans for Christmas Gaming and on to next year.

As some of you might know our epic Warhammer Fantasy RPG campaign - The Thousand Thrones - is coming to an end shortly, and with it my year's regular gaming. I'll miss the fortnightly games, although I'm looking forward to Alderbrand going down in a pire of righteous flame in the last session!

The christmas period is likely to be quite quiet on the gaming front, although I want to finish up my draft of Reign of Discordia over the fortnight or so I have off. There is the possibility of some boardgaming, and potentially a one-off session after New Years.

Looking at next year:
  • I am looking forward to the All for One campaign I am going to run (hopefully taking over the Monday slot). I have sketched out some of the basics already, and see it being a web-of-intrigue type of game (i.e. where the characters get given a bunch of seemingly disconnected leads, which, as they investigate, will reveal a grand plot).
  • I need to revivalise the weekend group with something new (may something non Savage World - shock, horror!)
  • I have an inkling of an idea for a Space:1889 campaign (using the Mini Six rule set), that I might offer to the Friday Night group (which is a little in flux with attendees).
  • I have to get Thursday Skype gaming back up and going, especially as I feel my Rending Horror system is perfect for the format (and totally sates my needs for Cthulhu gaming).
  • Finally, if I get a job in Wellington, I will look to go gaming with Nick & Nasia (as briefly raised). But what and who is a question for a latter time!

Realisitically, if I do half of these things, I'll be happy. My All for One campaign is a definite, even if it is just me and my imaginary friends.

Nov. 16th, 2011

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[Firestorm Armada] Playtest game

Last Sunday I got the chance to 'playtest' a game of Spartan Games' Firestorm Armada (a starship fleet battles game). A few months back I purchased a copy of the rule book, and had been planning on having test game ever since.

The goal of the playtest was to see if I actually wanted to invest further in the game, I mean while the rule book was pretty cheap ($20 NZ delivered), the fleet boxes (which are actually quite reasonable) are 30 pounds a pop. Further, I was lucky enough to join Dale at the Dystopian Wars (which shares the core system with Firestorm Armada) demo at Call to Arms earlier this year, and this experience highlighted a couple of issues I had with the mechanics (basically being a bit more complicated than they really needed to be).

On the up side, Spartan actually provides a couple of cut out fleets for Firestorm, and while these are barely shadows of painted resin miniatures, they are more than enough for a playtest. Also, the kids at the Kapiti College Games club ready to give any game a go, and so I knew that I'd get a good judgement on just how easy the game is to learn and how well it plays in the eyes of a new player.

I have to say that the result was very pleasing. Young Jeffrey (who is 13 or 14) picked up the rules really quickly (in fact he was correcting me by the end of the game), and the sample fleets are nicely balanced. There are some issues with the mechanics (especially around ordnance; fighters, torpedoes, etc.) but nothing late really got in the way of the fun. I will put my hand up and say that I lost in the end, but this was mainly because my last ship's (battleship) main weapon was forward facing, while Jeffrey's battleship's weapons covered multiple arcs. With both large ships turning at the same speed, I was slowly being whittled down, and not really achieving much. In the end,my battleship was destroyed when I attempted to shunt (hyperspace) away, and a lucky shot took me down.

This brings me to the coolest thing about the system, the fact that rolling a 6 (the game uses only D6s) gives you two hits, and is rerolled. This means that even rolling a couple of dice has the potential of snowballing to do massive damage. Of course the other extreme can also happen, and I swear at one point I rolled 17 odd dice (in two separate rolls) and didn't get a single 5+!

So in summary, I was pretty happy with the game, and think I will invest in a couple of fleets - the Terrans and Dindrenzi. As I said the core boxes are reasonably cheap, and these two fleets look the best to me (although the Carriers for both look more TV remotes than starships!). I'd be keen to play more Firestorm (or the Fantasy Naval Fleet version The Uncharted Seas), although surprisingly Dystopian wars doesn't appeal quite as much, and so if anyone is keen, just shout!

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