The item no adventuring party should be without

I recently had a chance to run a game of Castles & Crusades. After creating characters, the players all turned to the Equipment section of the C&C rulebook to purchase the usual adventuring props: weapons, armor, 50′ coils of rope, 10′ poles, etc.

While browsing through the list of equipment, one of the players noticed something that had escaped my notice until now:

Walrus

As you might expect, this discovery ensured that a walrus joke (who knew there were so many of them?) was made approximately every five minutes for the rest of the evening. If I ever need to know the going rate for a walrus, at least I now know where to find it.

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MerpCon III: return to Middle-Earth

A reader has reminded me that MerpCon, an annual conference dedicated to gaming in Middle-Earth, is coming up again. Sounds like it will be a good one:

This year’s special guest speaker is Doctor Thomas Morwinsky, author of a number of adventures and magazine contributions set in Middle-earth. He is also the designer of several wonderful large-scale, highly detailed maps set in Tolkien’s imaginary universe, including the most detailed large-scale map of J.R.R. Tolkien’s NĂºmenor ever made.

According to the website, Chris Seeman, Michael Martinez, and Joe Mandala (all familiar names in the Tolkien gaming community) will be there as well. And it’s free!

Once again I will be unable to attend–between several family weddings, a baby, and (most importantly, ha ha) Origins, all of my vacation time this year is already spoken for. But if you’re in the Washington area, be sure to check it out.

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Best. games. ever?

OK, maybe not the best games, but the most important games. A panel of game industry luminaries has put together a list of the ten most important games of all time. The games are:

Spacewar! (1962), Star Raiders (1979), Zork (1980), Tetris (1985), SimCity (1989), Super Mario Bros. 3 (1990), Civilization I/II (1991), Doom (1993), Warcraft series (beginning 1994) and Sensible World of Soccer (1994).

Seems like a pretty reasonable list–it’s interesting to try and identify games that were really important in advancing new gameplay ideas, as opposed to just ranking them based on popularity or nostalgia. (Although obviously most of the important games also happened to be popular ones.)

I see two possible holes in the list, however. One is that there really isn’t a full-blown computer RPG represented on the list–you could say that RPGs grew out of the adventure genre, but the computer RPG genre of the mid-80s and later really evolved into something unique. I’d nominate Ultima IV for the list–not only was it an enormously important RPG, but it was also one of the first games to successfully incorporate a coherent moral worldview into gameplay.

Secondly, and more debatably, I wonder if there shouldn’t be a graphic adventure game on that list somewhere. Granted, they evolved out of text adventures as did RPGs, but their use of graphics to enhance otherwise typical adventure gameplay had a big impact on later games and genres. I’d probably nominate King’s Quest I for that honor.

(But then, I guess nobody really asked me, did they?)

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Nostalgic gaming: a look at Iron Crown's 1983 Fellowship of the Ring

The hall closet in our apartment is, much to my wife’s dismay, stacked high with boardgames I’ve acquired throughout my sordid life as a gamer. Both of the adults in the family have degrees in archaeology, so perhaps it makes sense to view the tall stack of games in the closet as a sort of stratigraphy of my gaming life: the uppermost strata contain such recent artifacts as Arkham Horror and a few of the latest Axis and Allies releases; moving down the stack and back through time, one comes across Civilization, Gulf Strike, and Squad Leader; and buried in the bottommost layers are relics from my junior high and high school gaming days: B-17: Queen of the Skies, Battletroops, and other classics of yesteryear.

Today I want to reminisce about one of the games from the very earliest strata of that gaming pile–a curious and nearly-forgotten boardgame with which I was obsessed throughout junior high, and which eventually served as an entrypoint for me to the world of roleplaying games. The game is The Fellowship of the Ring, published in 1983 by Iron Crown Enterprises, and–like some of the Iron Crown RPGs I would later play–I loved it, although I didn’t always completely understand it.

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A history of capitalism

Who knew that the boardgame Monopoly had such an interesting history?

I haven’t played Monopoly–or any other “normal” boardgames–in a long while. (“Normal” here meaning “can be purchased in a mainstream toy store.”) I do believe, however, that there is a copy of Star Wars Monopoly in the closet (next to Star Wars Trivial Pursuit, of course). Suddenly I’m in the mood for some capitalistic excess.

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First impressions: Federation and Empire

Last week I had the chance to play Federation and Empire, a wargame set in ADB’s Star Fleet Universe. Whereas Star Fleet Battles depicts battles between individual starships, F&E depicts strategic-scale conflict between warring star empires. Each player controls one or more empires (the Federation, the Romulans, the Klingons, etc.); during your own turn, you allocate your empire’s economic resources to build up (or repair) fleets of starships, and then you send those fleets out to capture your opponent’s star systems, destroy his fleets, and (hopefully) drive his economy into the ground.

I won’t attempt a thorough review of the game here; I only played through a single turn, and am still fuzzy on a lot of the rules. But in short, it’s a very fun, and very demanding, game. It’s demanding both in that it has a lot of rules which must be learned, and also in that it would take a very long time to play through most of the game’s scenarios. (A skilled group of players might be able to get through one of the shorter scenarios in a day or two, but playing through the biggest scenario could easily take months.)

For my first game, I played the Kzinti empire and my opponent played the Lyrans. In the Star Fleet Universe official history, the Lyrans attack the Kzinti, which sparks a World War I-style cascade of alliances and treaties, with the end result of dragging the entire galaxy into war. That sounds fun, but we decided to start small, playing out just the initial Lyran attack and the Kzinti response.

When your turn begins, you fill out an “economic worksheet” for your empire, much like the Energy Allocation stage in Star Fleet Battles. (There’s a joke about tax forms in there somewhere, but I’ll leave it to you to find it.) This is where you spend money to construct military units, and depending on how much tinkering you want to do with your construction schedule, this can take a few minutes or much, much longer. In addition to building new ships, you can repair old ones, or–interestingly–you can “convert” existing ships into other types of ship. (For instance, you might convert an existing cruiser into a carrier.) All of this costs money, of course; at the beginning of the game, I had more money than I could use, but apparently as the game progresses (and your enemies steal territory from you) your empire becomes increasingly low on cash. (After a certain number of turns, for example, your empire’s economy becomes “exhausted” by wartime demand–a clever rule, I thought.)

After completing the economic worksheet, you proceed to the heart of the game: moving vast fleets of starships across a giant map of the galaxy. And by “giant map,” I really mean it–my opponent owned a glorious 30×70″ full-color map that was so cool, I can’t imagine playing F&E without it. (The map that comes in the basic game box is puny in comparison.) You move your fleets into position; your opponent then moves (with some restrictions) his fleets in response, and then battle is joined.

Fleet battles were the most fun part of the game I played. A fleet might have a few or several dozen ships in it, and part of the strategy of doing battle in F&E involves assembling the most effective “battle line.” You can place a certain number of ships from your fleet into the front battle line; there’s also a “second line” where you can place support ships, or ships that for whatever reason you don’t want exposed out on the frontline. Your other ships are kept in reserve, and can be brought up to the battle line later to replace losses.

One interesting aspect of F&E combat is that before battle begins, you and your opponent each choose the “intensity” level with which you want to fight. This basically represents the degree of caution (or recklessness) you want your ships to use in combat. Choosing a low intensity level lowers the amount of damage you can do to the enemy, but also lowers the damage you’ll receive. A high intensity level increases the amount of damage you can inflict, but also increases the risk of suffering massive casualties yourself. If you are greatly outnumbered by your enemy and just want to survive long enough to retreat, you’d probably choose a low intensity; whereas if the situation were reversed and you were trying to wipe out a smaller enemy force, you’d go for a higher intensity.

After that comes the dice-rolling, damage-allocating part of combat. You tally up your total firepower, roll some dice (simultaneously with your opponent), and inflict a certain amount of damage on your enemy. You can choose to target specific ships with your attack (maybe you really, really want to take down a pesky enemy dreadnought), or you can just let your opponent distribute the damage however he likes. (There are advantages and drawbacks to each.) After you’ve taken damage, you can try to withdraw, or proceed to the next round, where you bring up replacements from your reserves and repeat the process.

After combat, some housekeeping and final movement is done, and you wrap up your turn.

That’s F&E from the perspective of a total newbie who played for a grand total of one turn. I found it to be very fun, but also very overwhelming; as with SFB and many other wargames, the basic concepts are not terribly complicated, but there are vast layers of nuance and additional rules you need to master in order to play effectively. And then there’s the time commitment thing. It took most of an afternoon to play through one round of the game, using only two empires. I cannot imagine the amount of time you’d need to play through a full-blown galactic war scenario with all of the major empires in play.

Still, it’s a fun one, and I think I’d like to add it to my game library at some point. I would like to be competent enough with it to play in a game of F&E at Origins later this year. Maybe by the time Origins rolls around, we’ll be up to turn #3…

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The way to a man's heart is through his character sheet

Real Life Excitement(tm) has been forcing games to take the backseat over the last few weeks, but rest assured that my twenty-sided die is never far from my thoughts.

The main thing currently distracting me from the wonderful world of games is the fact that my wife, it turns out, is newly pregnant with our first child (and future gamer)! I’m already giving some thought as to when it will be appropriate to introduce said child to the joys of roleplaying–I was playing Rolemaster with my friends by late junior high and high school, but I’m not sure if I want to saddle any child with that social-life-killing burden at such a young and delicate age. On the other hand, Rolemaster kept me far away from the ever-present perils of sex, drugs, and rock ‘n roll, none of which were present my parents’ basement where we played… so maybe it’s a useful tool in the parental arsenal after all. Ah well, I’ve got several years to ponder how and when to introduce Baby to daddy’s well-worn copy of Arms Law.

For Valentine’s Day, my wife even crafted me a hand-made Valentine card written up to look like a D&D character sheet. I’m sorely tempted to scan it and present it here, but it’s sort of mushy in a very geeky way, and I don’t want things to get too awkward for you, my dear readers.

To sum up: thanks for your patience, and I’ll be back shortly with some initial thoughts about the epic wargame Federation & Empire, to which I was introduced earlier this week.

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Not quite beyond the Mountains of Madness

I confess: I chickened out a bit on my weekend pledge to start Beyond the Mountains of Madness. Upon digging out the BtMoM book, I was reminded of that campaign’s sanity-shattering complexity and extremely large cast of NPCs, and so I decided to lead into it gradually. I ran the first part of The Trail of Tsathoggua instead (Tsathoggua being one of the better Cthulhu mythos names, in my opinion). It features a hazardous journey across glacier-covered wastes in search of a long-lost city (in other words, it shares much of BtMoM‘s plot, but in much more compact form). The plan is to give my wife’s investigator characters a chance to acquire some glacier-exploring skills, then toss them to the wolves of BtMoM.

I will say this: I don’t think I’ve ever played in an RPG scenario where the Climb skill was the most critical one on the character sheet. So far, there’s an awful lot of “if the investigators fail their Climb skill check while on the glacier, they die”–not a lot of room for the GM to step in and handwave away something like that. I assume this will only get worse once we get to BtMoM. Usually, it’s the combat and weapon skills that get maxed out upon character creation. Part of the charm of Call of Cthulhu, I suppose.

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