A website dedicate to games of all favors and varieties, from video games to good old D&D.
Thursday, February 11, 2021
#TBT - Star Viking Game Review
Credits:
Designer: Arnold Hendrick
Graphics Design: David Helber and Arnold Hendrick
Cover Painting: Bob Depew
Rule Set: Unique to set
Year: 1981
Pages: 24
Number of players: 2*
Rating: ★★★★
Star Viking places two players head to head for the survival of civilization. Well, one of you will defend the Federation civilization, the other will try to destroy it. The Star Viking boxed included a rules booklet, two dice, a folded sheet of 154 die-cut cardboard counters (each 1⁄2” square), and a sheet of 12 map tiles, each representing a star system.
Game procedure is easy, but as with all simple things can result in hideously complex results. The players are at cross purposes from the start. The Viking player selects his or her forces while the Federation arrays the map tiles and his or her defenses. Turns are divided into strategic and tactical moves. Tactical moves are only required when both players are in the same place.
The map tiles are divided into sectors, with large cities representing more than one sector while sleepy moons are one sector. These sectors are equivalent to a hex. Some sectors are vacuum, while others are in an atmosphere. They are either contiguous or connected by an orbit line.
There are 20+ units available to the players, each one having a tech level. The sector's tech level determines if a unit can be placed there. For example, a sector with B tech level can support B and C type units.
Each turn is divided in three, Strategic Segment, Tactical Segment and Politics and Economic Segment. Strategic is for moving vast distances, tactical is for combat and Politics and Economics represents responses such as building new ships or plundering.
One interesting twist on this game is, players purchase victory points to win. There are automatic victory conditions, if the Vikings sack the capital or one player accumulates twice as many victory points as his or her opponent via purchasing on or after the 7th round. If the game lasts all 12 rounds, then the player with the most victory points wins.
*This tiny set of rules has multiple expansions presented right in this set. The first variant is to play as a solitaire game. It suggests automatic movement by die roll, but doesn't include any tables. You are to make them yourself. The second is to use two hostile Viking players for a 3 way game. This requires having 2 boxed sets, which is easy to do since you can print them yourself. The third is to merely extend the number of rounds to 20, 30 or more.
There is exactly one errata, this was a very well produced game from the get-go and still provides hours of entertainment 30+ years later.
Wednesday, February 10, 2021
Additional Force Feats for my Star Wars Campaign
Luke calls to Leia |
Swinging a lightsaber at an illusion is bad. |
Better than being there. |
Ezra uses this ability on nearly every animal he encounters. |
Review - The White Box Boxed Set
Production Team: Jeremy Holcomb, Jeff Tidball, Renee Knipe, Atlas-Games.com
Rule Set: all your own
Year: 2017
Pages: 102
Rating: ★★★★★
This is an interesting title. When I am in the classroom or attending classes, the word pedagogy comes up a lot. I never thought I would be using it on a gaming website.
Yet, that is where we are. Playing a game requires some level of learning. Mostly, this comes up when there is a high learning curve in the rules. Starfleet Battles comes to mind as a game with a rather high learning curve. D&D on the other hand feels more free flowing, therefore has a smaller learning curve. Uno has a quick, as you go vibe, so it doesn't seem like you're learning at all. But all require some pedagogy to teach the game.
What is The White Box is answered with the sub-title: "A Game Design Workshop in a Box". Its purpose is to teach one how to make games. Or alternatively, to teach players what design elements have what effect on the user. As a teacher, the idea of deconstructing a game rule by rule is more interesting than designing my own. The White Box is very similar to many educational packs teachers can order for their classroom. It comes with the following:
- The White Box Essays, the textbook if you will.
- 3 counter sheets. 71 pre-printed counters and 49 blank counters.
- 150 small wooden cubes in six colors.
- 36 wooden meeples in six colors.
- 6 giant wooden cubes in six colors.
- 12 six-sided dice in six colors.
- 110 plastic discs in eight colors.
On a side note, I want to get my hands on another copy of this as it makes an excellent tabletop piece for a variety of games. The tokens, counters and chits are so generic as to be unobtrusive on the table for tracking various things in games that tend to be more "theater of the mind", but could use a little diagram or reminder here or there.
You can pick up a physical copy at Atlas-Games and an electronic file DriveThruRPG which is missing the tangible pieces. Interestly, there is an audio book and a bundle with both. I didn't know that until this review. The pdf is well worth the $7.99 price tag, but if you want to full experience, I would buy the physical boxed set and the audio book.
Monday, February 8, 2021
#TBT - The First Book - Zero to Hero, Uncommon Commoners
I play a fusion of B/X and AD&D. Back in the day, we had no internet, so I had no context as to which books went with which games.
I vaguely recall some sort of conversion rules to bring your Basic and Expert Characters to AD&D and vis-à-vis. I liked that idea, but then when going through the process, I said, "Screw it! There aren't enough differences between AD&D and Basic/Expert to really warrant this much effort. Elves can be Generic or classed. You can generate stats using either set, etc. We are just doing this."
After years and years of play, I know the differences between AD&D and Basic and Expert. The main twist is that AD&D characters have higher stats, higher bonuses, more of everything in AD&D from weapons to magic spells to magical item and monsters. Demi-humans advance faster with clearly defined abilities in B/X but have level limits, even with the lower levels and ability scores. For the homebrew game, the differences aren't so great. Missile fire is the great equalizer in AD&D, you get more per round which is deadly compared to B/X.
One thing that bothered me about each set of rules was the lack of secondary skills as a fully fleshed out set of statistics. The options were always there to vaguely support NPCs, but when tacking on an professional skill to a Player Character, the DM had to do it all.
I love my NPC characters, usually they act in the supporting role. They don't cast magic, they don't own a sword. They are there to do far more that carry torches and equipment as per the rules, but not sling a sword or spells. Over the years, I developed a set of rules to accommodate these types of characters. I called it Zero to Hero: Uncommon Commoners. They were the type of characters populating a small town to large city.
My first principal was developed from looking at the to hit and saving throw tables. Most of the time, player characters are challenged by rolls in the low teens at low levels. Well, making buckets is easier than that, so my NPCs have a better than 50-50 chance of making something. Second, failure is not applicable. You aren't much of a bucket maker if you fail 50% of the time. Failure for NPC professionals is missing one or more of their target goals. They make 8 buckets instead of 9, they are a day late, some are wood and some are metal, etc.
Second principle is they suck as combatants, but might have some terrifying skill with a tool. Stoneworker's hammers are just brutal, scribes have razor-like knives, and roofers have their terrible zaxes. These characters have an advantage with tools as weapons, but the tools themselves are poor weapons. Also, lumping someone in the head can damage the tool and the target, limiting the user to use it as a tool again.
Third, they have horrible hit points, attributes are rolled on average dice and saving throws are poor. They max out at 7 or so hit points, including constitution bonuses. "Luck number 7" was the guiding thought in this choice. It's luck that they have more HP than a first or second level character, but this is a poor meat shield choice for the PCs.
Some people have asked if this is character sieve, it is very much the opposite. In fact, there is a section on how an NPC professional can transition to Player Character, saving a poorly rolled character. This method generates characters fast by allowing the DM to save those who have abysmal stats. The process of generation assumes the professional character started with averaged die rolls and this can be used to "lift" someone who didn't qualify for a true PC at first.
In Uncommon Commoners, you'll find over 50 character classes for professionals. They can be used to flesh out your towns or add a bit of flare to a PC. They are far from overpowered, but do add zest to any campaign.
Dark Queen of Krynn - Macintosh Version - August 24, 1992
Friday, February 5, 2021
That's Not Star Wars, Ya Know
So, yeah. That's not Star Wars.
Neither is my Star Wars campaign, or so I have been told. The players are force adepts with no lightsabers. That isn't cool. I have been issued an order to get them lightsabers.
Ok, fine. I see my mistake. For a couple of sessions, I proved that Star Wars can exist without Jedi and lightsabers, but the players are annoyed with this. I saw this coming and had a plotline where the characters build lightsabers from some junk they receive from a bounty hunter, La'ow Houd.
I was told "no deal", that is also not Star Wars. Jedi spend zero screen time building lightsabers.
Hmm.
In our discussion, I outlined the concept of La'ow and his desire to destroy a prison or at least free the prisoners. The players like this but asked "why us?". I explained they were the only rebels around. They asked "So, are we going to find help in the Prison?"
Well, no. They would be destroying a prison that is too close to the capital, making the whole area a battlefield in a galactic war. At this point, we picked through a couple of episodes of Rebels, The Mandalorian and a scene from The Last Jedi, the casino bit. These choices were all parts where "Star Wars" stopped being "Star Wars".The players asked what makes the prison a bad target in a war? Wouldn't someone else simply bomb the snot out of it, satisfying the goals I laid out? And why does this bounty hunter have a sailboat for us to hang out on? Ooh. Wouldn't someone, the Rebellion or the Empire attacking the city serve the player's goals? Won't the sailboat be a good way for the party to escape that end? That was awkward, because they are right.
By group consensus, we decided that the prison is on the edge of bay. On one side of the bay, the Droid Army is modifying a castle ruins to be a prison. That's what I had and I am all onboard with this.
However, on the other side of the bay are a series of small communities. It's sort of a vacation spot, like the casino in The Last Jedi. These communities have this ugly wart of the prison in plain view and being an obvious target, that is not so hot for the locals. While the level of decadence is not ramped up like The Last Jedi, think the Poconos or Lake George rather than Vegas, there are some powerful people running around here. People who have access to lightsabers and other powerful weapons. People who might want to see this prison destroyed. People who might want a fight. Like the players.The players are exactly right. I did want to investigate the lives of common people in Star Wars, but without some small details, it doesn't work. But with the player's feedback it can continue. So, "this is the way".