Pages

.

Kaigaku by Jacob Ross, RPG Review

Morimoto stepped up onto the small platform that was built so he could get a better view of the field where the battle would take place. The open field where his forces would soon be clashing with those of Yokashima, an honorable samurai and worthy opponent, was before him. Morimoto could see the men standing to his side, waiting to see his reaction to the strategy they had discussed earlier. They all had worked to keep any expression from their faces. But, Morimoto knew some were hiding their fears—Yokashima's reputation in strategy was well known. Morimoto kept his expression stiff. As their leader, he could not show his own doubts or his honor would be questioned.

If you are a fan of the culture of the samurai, Kaigaku should be a role playing game you want to get, or at least check out. Jacob DC Ross, through Thunderegg Productions, is an obvious fan. He has developed Kaigaku using The Black Hack rule system (developed with the d20 open gaming license) to bring an alternate samurai setting to the tabletop. The rule system is one designed to be very open and Ross takes advantage of that strength. But, since he is a fan of what he's doing, the flavor of the samurai culture is there.

Kaigaku is a relatively short, 72 page, book (I was given the PDF version for review). The information is easy to get to and the layout moves you quickly into the how to of how a game runs.  For example, instead of a list of skills to choose from, you are provided with some ideas of the types of skills character may take. Players are left to come up with their own, with the approval of the game master (GM). Making a character is a quick endeavor because you don't need to read a lot of background information to see how things work together.

Players start character creation by rolling six base attributes. Attributes may start off lower, but the game is designed to advance characters quickly, and attributes have the ability to climb just as fast. Next, you choose one of the eight clans, or possibly you start as a ronin, which is a master-less samurai. There are four classes to then choose from and your particular ryu (school). Each clan has specific ryu, although some allow people from outside their clan to study them. Class and ryu choices help in determining how good the character is in physical and social combats. Another part of the character is their contacts, who can help the character.

This in not just a hack and slash setting. The design of the game fits into the cultural aspects which allow for social encounters as well as fighting. Every character starts out with contacts who help in providing information and services. How much the contacts helps depends on how well they feel they have been treated and how well the character maintains their personal honor. There is a lot of opportunity for the players to explore different aspects of their world. The GM also has some information to help them.

The chapter, "The Secrets of Kaigaku," helps set the stage in the kingdom. This chapter is for those who are running the game. It provides elements of intrigue that can be used for adventuring. Kaigaku is a fictional creation building off the historical and mythical aspects of the samurai culture. Ross presents one possible scenario of why this alternate history exists, or a GM could easily develop their own.

My overall impression is that Kaigaku has the elements to create a lot of fun. People who are familiar with the samurai culture will be able to easily jump in. If you are not as familiar with it, it's not hard to pick up on. Apparently, you would already have some interested in it by picking up the game, or at least someone in your group does. If you have a group member who is more knowledgeable in the culture, it might work easier if they take the lead as GM for at least the first adventure or two. To really get into it you can also watch shows or read stories. There is also a trimmed down free version of the game available. I think we've all had some introduction to the concepts. And, once you start to reacquaint yourself, you can slip right into the game.

I recommend reading through the book before getting started. Not thoroughly, but enough to get a feel for the clans and the ryu. The players section is only 56 pages of content and by doing this it makes it easier to understand how a character is created and how they fit in their world.

Thuderegg Productions has additional material for the game, and working on more, including a periodical to bring new information on a regular basis.

Morimoto turns his back on the field. Facing his men with a straight back and serious look, he give his orders for the final preparations. He watches as they quickly move away. It is going to be an honorable day.

Thanks to Jacob DC Ross and Thuderegg Productions (Facebook Link) for a review copy.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).




reade more... Résuméabuiyad

The Longest Con by MichaelBrent Collins, Book Review

FanFamFunComCon has started and everyone is hustling about their business. There are major media stars, and lesser known ones, competing against other draws for the attention of the attendees. The people have come to share in their fandoms, listening to the stars and experts talk about the entertainments they enjoy. Many in attendance show their enthusiasm by dressing up as their favorite characters—cosplay. Not everyone at the convention is who they look like. More so, not everyone is who they seem.

The Longest Con by Michaelbrent Collinsis a who-done-it mystery set at the FanFamFunComCon. He presents his story in the traditional style of first person noir detective thriller. Of course, true to his personal style, there are twists he throws in making the story a fun read. I enjoyed it from beginning to end.

Collins is the lead character, so the narration is from him. Because he is an author, he understands the style requirements of the story he is telling and plays with them to great effect. But, he is not the only person you will recognize in The Longest Con.

Other authors are cast to play themselves in the story. If you have been to a convention and been around where the authors are, you will recognize the names and already have a visual reference to whose includes. Each of the characterizations builds on the personas we have come to know and expect from the other authors we enjoy. Then, he takes it a step further into the realms we, the regular conventioneers, haven't been privy to. When we move into that new direction we meet conventioneer we didn't realize we've been bumping shoulders with.

These other attendees are those we wouldn't want to accidentally run into at other times. The races of fantasy come to the conventions because they can easily mingle. They easy fit in with those of us having a good time, and we even may be having our picture taken with those who have accomplished such outstanding cosplay.

From beginning to end The Longest Con takes the reader on a clue chasing adventure around the convention to find out who committed the murder, how it was done, and why. The twists and turns are present, as well as all the clues for those readers who look for them.

Many of us have already suspected this was happening at the conventions we go to. Now, it is in writing, from a firsthand perspective, to remove our doubts. In the very least, the next time I wander along looking for another book to buy in the artist section, there are some authors I am going to give more respect to.

Thanks to Michaelbrent Collins for the opportunity to review his book.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.


You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).
reade more... Résuméabuiyad

More On Equipment; Following Up Conversations

Same picture of 4th edition equipment
I didn't know how the tracking of a character's equipment was affecting the roleplaying games people were playing. My article, Do You Have That On Your Character Sheet, generated a number of comments and discussions. There are different ways of handling the equipment issue: some game masters (GMs) are strict about how items are recorded while others are more fluid with their game (and, by-the-way, this covered the spectrum of wanting detailed lists to I don't give a frack). Neither is a problem. How the game runs is part of the agreement between the GM and the rest of the players in the gaming group.

I was reminded how some games use an all-inclusive system of an adventurer's availability of equipment. In the systems I have seen where this is used the character purchases a supply of a limited number of items that are not predetermined. When a character needs an item like rope, grappling hook, small clay pot, bag, etc. it is one of the uses of the gear pack. The limit is drawn with being items of lesser expense and of a non-magical nature. When this was brought up in discussion it was loved and hated.

Another way of dealing with the issue is the use of skills, advantages, feats, or another method the system provides for character enhancement. The one that were quickly pointed out was a character who is a scrounger, or having the ability to gadgeteer, or McGyver. The idea put forward was to allow the player character come up with a method of finding what they need, or making an improvised item. Kind of how my example in the first article went at the end. The person who presented this use is a little more flexible with his group.

When the party hits a point where they need something that they don't have, he allows for a check to be made at a level of difficulty he feels is appropriate for the item needed and where the party is at. If the player makes a successful check the character finds something that is suitable to use, the better the check the better the substitute. He did point out that he has one player who has become reliant upon the skill check, which at times creates an oversimplification of the encounter the party is facing.

This brings me to how this plays into GMing style.

I am over-simplifying this into two styles, which really are on a multi-linear scale and not opposing. This is based on the conversations and breaking the main lines of thought down. It really was more complex than this, but I do try to limit my articles in length so they can be easily read in a single sitting. The first style is going for the combat experience and the other is going for the puzzle solving.

Those who embraced the concept of easily available equipment were GMs who like to keep a game moving quicker and are more interested in cinematic games with high adventure. When dealing in a campaign, or adventure, based on the combat that is going to take place, getting there isn't really the focus of the game. The characters need to arrive at the appointed place, sometimes by an appointed time, to face off against the adversary. When running this style the equipment a character has isn't all that important and not having the right item plays against the plot.

Those who were set against the idea felt it gave too much leeway to the players, and allowed the players to easily foil an encounter meant to make them work through a problem. This style has more non-combat, puzzle solving encounters as part of the plot. When these encounters are used equipment becomes more of an integral part of what is happening. The situations require the players to work through the puzzle, or obstacle, to achieve their goal and the limitation on equipment plays into that scenario.

I enjoy writing both types of encounters. I've had entire game sessions without a weapon ever needing to be drawn, except for affect. Other times, there have been sessions which were one continuous fight. Both are good and both are fun. Most the time there is a combination of the two so we can create the ebb and flow that comes with every good plot.

The biggest takeaway I had from the conversations is the need of having good communication between you, the GM, and your players. Let your players know ahead of time how you are going to run your game.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


reade more... Résuméabuiyad

Do You Have That On Your Character Sheet? Handling Equipment In an RPG

4th edition adventurer's pack
Your party has been tracking down the dragon across the wilderness. Travelling over the plains took a long time. The forest was full of minions who harassed and ambushed you. Now, mountains loom ahead as you near the location of the creature's lair. Blocking your way is a deep gorge you need to cross and you are running short on time.

The wizard has assessed the distance and the fighter figures he can throw a grappling hook across the fissure so the thief can cross so you can make a rope bridge.

Confidently the fighter's player states, "I secure a grappling hook on the end of my rope and throw it across into the branches of a tree on the other side."

The game master responds, "Do you have a grappling hook written down on your character sheet?"

Everyone around the table stops, looks at each other, and then scan the sheets of paper sitting in front of them.

The equipment owned and carried by a party can be a regular point of contention in role-playing games (RPGs). It doesn't even matter what genre of game you are playing. And, even though, the example given above is along the lines of what most people (especially character players) think about, it also goes in other directions.

You can have the player who has listed every possible item on their character so they have it at a moment's notice. They have carefully neglected the fact of weight and they're playing a halfling who is carrying over 800 pounds of equipment in a normal backpack—but they did put their potions in their belt pouch so they wouldn't get broken.

Citadel's Complete Adventurer posted on Groblor-Littlemen
Depending on the story you are playing, the equipment being carried can be a crucial factor, or it can create unnecessary obstacles. Having different ways of handling equipment situations can create a better gaming session so everyone is having fun and the story isn't dragging. And, much of this is going to depend on the style of campaign you are running.

Characters working for a larger force, like Stargate, Monster Hunters International, or members of the king's loyal servants, are in settings where there is easy access to equipment before leaving on the individual adventure. I've run a merchant campaign where part of the concept was the party's wagons (could be a spaceship) have supplies that characters can easily pull basic items out of them. All of these settings a certain amount of ease for having the equipment available so the story doesn't slow down. These styles of campaigns can also cause problems.

The ease of these types of campaigns can also create a level of distress—if you are allowing the players to have access to all available basic equipment, you are allowing them to have all the basic equipment. For some adventures the trick becomes deciding what to take for the immediate activity. This has led my players to create some interesting prepared equipment lists. They have packs pre-packaged for different expected encounter settings, i.e., tombs, city, unknown space derelict. In one way this has given someone, or all of them the role of a quartermaster. As the GM, it allows me to create an adventure without concern about simple needs.

I know other GMs who do this by having adventure packs. These are usually undefined packs of equipment for the characters. The idea is the same, they have all the basics they would need while adventuring. The biggest argument I have heard from both players and GMs about this type of equipment availability is that it presumes that every character is either carrying the same items, or that choice of equipment doesn't matter. I have even had some players not want this open-ended supply of equipment so they must come up with ways of working around not having a lantern or a torch when they reach a cave entrance. It might be a way players define a character.

Equipment choice can play a role in the character's personality. This is demonstrated in books, movies, and real life. We all know people who have and need a particular item. Those items define how the person sees themselves and their profession. My father was a chef and he had his knives. I know people who wear scrubs and lab coats because they feel it is part of their uniform. Allowing, or having, players to choose their equipment gives the player an opportunity of defining their character and associating with them.

Not all players are concerned about the equipment their character is carrying. This is where the GM needs to know their players. If you have someone who enjoys tracking every torch, arrow, and burlap sack, let them do it. If you have players who are the other end, figure out a way to let them have the equipment readily available.

The players who want to have all the equipment, and have it all written down, are in the extreme middle. The laden down halfling is a variation of play every experienced gamer has seen. This takes a different level of handling because you don't want to take everything away from the player, but you may need to create a balance with the other characters. You can probably figure out a way of carrying or storing everything. You can take it a step further and have the players, or player, maintain a list of what the party has in their collective possession.
Ral Partha's Complete Adventurer posted on The Stuff of  Legends

The burdened character could also use pack animals and hirelings (these are separate topics that needs articles of their own).

There are also campaigns where the entire party has been shanghaied and lost all their equipment and supplies. In these campaigns the equipment and how the characters take it along become part of the adventure.

It all comes down to the choices you want to make as the GM. Most of the choices need to be made before the game begins. GMs usually know their players before sitting at the table. Use that knowledge of who you have in the other chairs. Create the situations that work best for them, you, and the adventure you want to play. Other choices come during game play. Decide how critical to the story is that grappling hook? How you answer the questions as they arise will direct the style of your game and the direction of the current adventure.

Role-playing games are about having fun. Keeping that fact in mind helps create a better situation.

No one in the party has a grappling hook. At first everyone looks at the GM with a mixture of hate, hope, and despise. Stares continue for a moment until the dwarf priest speaks up, "I have my hammer we can tie a rope to." The thief takes the hammer and starts securing the rope to the wrist thong.

"It's a lot heavier than a hook and not really designed for throwing that far. But, it might work." The fighter takes the hammer swings it around in a circle and lets it fly.

The first throw, along with the second, falls short.

The wizard speaks up, "Wait, I have a scroll that might help. On the next one, throw it higher up and I will use magic to push it across and over the branches."

The party succeeds on the next attempt. They cheer each other on as the thief starts crawling along the rope to the other side.

This article was first published on Stuffer Shack.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.


You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).
reade more... Résuméabuiyad

The Secret Empire, Book Review

The epic fantasy starting in The Golden Cord, then into The Dragon Hunters, continues with the third installment The Secret Empire. Drake, Bellor, Thor, Debarius, and Bree (along with Jep and Temus) continue on their quest to rid the plateaus of Draglune.

While crossing through a land most of them never knew even existed they face new challenges. But not all of their struggles are from without as they have to also come to grips in understanding themselves and their place in the world. A place that is much bigger than most of them ever thought it was.

The story of the dragon hunting party is not the only one being told by Paul Genesse in this book. Jenna, Drake's childhood love, has chosen her own path that takes her into the depths of danger.

The two storylines are woven together to provide intrigue and depth as you explore this unique world through the eyes of the characters.

You learn there is more going on in the world. The subplots crafted by Genesse are well presented—carefully laid into the storyline. And, by the time I got to the end of this installment of the series, I was ready for the next.

This is an epic fantasy that builds a rich world. The action is well paced, pulling the reader forward. I enjoyed the hints provided for the mystery of something bigger is still developing. I found myself wanting to read one more chapter.

Paul Genesse
When I first finished the book I didn't think it was as good as the first two. Then, as time gave a gap from the reading, I found myself thinking about different scenes and plots of the story, piecing together the clues, being drawn back in. This made the story grow, becoming better as I sifted through the levels that were built into the telling.

This has been an enjoyable reading and one I recommend for any fan of fantasy.

Here are my reviews of The Golden Cord and The Dragon Hunters.

As a disclaimer, I will tell you I have gotten to know Paul as an author and gamer. Even though he killed me in our last game of Risk! I still recommend his book.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).



reade more... Résuméabuiyad

Murder at the Vulgar Unicorn, Adventure Review

Sanctuary is a city of intrigue. Plots are thick, sometimes thicker than blood. But, most plots that are put into motion in Thieves' World involve the spilling of blood. And you just found yourself entangled in a plot.

Murder at the Vulgar Unicorn is an adventure for the Thieves' World setting on the Open Gaming License of the D20 system written by Owen K.C. Stephens for Green Ronin Publishing. This adventure is designed for starting characters and works well for players who are new to the setting. It is roughly eighty pages long and includes great information for expanding the adventure into the campaign setting and continuing the players and characters on to other adventures. But first, they have to solve the mystery.

The party is waiting at the Vulgar Unicorn, a famous dive, one evening when they find they have been thrust as the primary suspects in a murder. I'm sure you are surprised to hear that part based on the title of the adventure. The party is given the opportunity to clear themselves of blame by helping to discover who is behind the murder and why it happened. The adventures sets the characters off into the city tracking down clues.

There are a few set scenes with a number of interlude encounters for the players. The interludes are designed to give experience to the characters and the players. For the characters the encounters help provide the experience needed to advance the levels so they are ready to take on the set encounters where major combats occur. By the end of Murder at the Vulgar Unicorn the characters should have gained several levels.

The player experience for the encounters help to introduce them to the city of Sanctuary, its districts and feel. Depending on how the players decide to interact with the encounters helps to determine how well they do in other areas in this adventure and in later games. There is some great information about setting up contacts and building relationships with non-player characters in the city. At the end, if you want to continue in the setting there is information so you can take it several different directions.

There are pre-generated characters available. These are good tools for players who haven't seen the differences presented in the Thieves'' World Player's Handbook (review of Player's Handbook). But, if you have a good group of players who want to bring in characters of their own creation, they would also work.

After going through Murder at the Vulgar Unicorn I found I liked it. The information was well presented to give the introduction to a location that has been part of fantasy reading since the late 1970s. I read those books then and I know this gave me more of a desire to check out the setting. I know the setting of Thieves' World and Sanctuary are not for everyone, in fact I would not recommend this setting for young players. Sanctuary is a dangerous city full of thieves, drugs, prostitutes, and other vices. It is gritty gaming where many times survival was counted as the victory.

Murder at the Vulgar Unicorn was written over ten years ago. So, it uses the D&D 3.5 base of rules. Even with its age I think if you like the grittier style, you should check it out.

Sanctuary is a place of plots. There is always fighting taking place, but it might be a fighting of the minds, or just being able to survive. You might just be looking to make it through the evening earning enough coin to get some food and a place to hole up for the night. Later, then, that may be the time for your own plots.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).




reade more... Résuméabuiyad

Chops, Game Review

Hey, we're pulling together a band. You interested? We got room for a total of five people. You know the traditional stuff: a front, base, lead keys, and drums. I'm working as the manager and I already have some places lined up where you can play and make some money. So, are you in or out?

Chops, from Quirky Engines Entertainment, is a game of building your band then managing them to get gigs to earn money and create buzz. The money allows you to buy better equipment and hire better musicians.

I was able to sit down at SaltConand play Chops with the developer, Craig Nybo. We only played a two-person game, you can have up to six. And, with his help we were able to complete the game in about the time frame it has listed.

Don't let the theme of Chopsfool you about the strategy involved. There are several layers of as you move through the game. There are the band members, the instruments they play, and there are the venues they play at.

The musicians are not created equal. Some are just better than others. Some have egos that have to be dealt with. This affects how well you are able to keep them in the band. Others do better with other musicians who are available during the game. Reputations have been built where some musicians get a better reception at the right venue.

There are different types of places to play. Some of them have requirements of how good the band is. Some have limited space while others require a larger band. Some know the musician in the area and because of their reputation those players do better or worse when they play there. As the manager you have to decide how the band fits together with the venues available.

You start out by recruiting musician. Then you work at building up your band. There are certain bonuses during the game like matching up who is playing with who, and what instruments they play. The limitation is there can only be five members. Because of the limitation your musicians will start out with fewer options on where they can play. You have to manage your band to get more and better musicians and better equipment so they can get better recognition, or create a buzz.

Buzz is the victory points you earn in Chops. In the end, the manager who has been able to create the most buzz about their band is the winner. Chopsends when you work your way through a deck of cards, so everyone plays till the end. I lost my inaugural game against Craig, but it was close throughout and it was fun.

The number of musicians, venues, and alternate strategies built into Chops allow for multiple games in a single sitting. The rotation of the cards, what's available when, means a player has to be alert to the different options presented every turn.

The strategy, like I said, is much higher than I thought it was going to be initially. There is a bit of a learning curve that I think is enjoyable. This isn't just a fill-in the blank needed for the band. The characters of the musicians have their own quirks which provide advantages and disadvantages, and so do the venues.

I watched another game between four people and I could see how my own strategy was already progressing as I learned more about the intricacies of the cards. And, there is more than just the game.

Craig Nybo is an author and musician who has added those talents to the development of Chops. There is a soundtrack he developed and performed with friends to create the sounds of the characters. He also wrote a collection of stories bringing the characters to the page with backstories about how they got to where they are. This provides a setting for a game that is rare, and really fun.

The amps and the speakers are loaded in the moving van. The drum set is in the back of the minivan. And, the members are anxious to get to the club and set up for the show. You know it is not the best venue to be playing, but it was available. You just hope the band makes it through without anyone ending up in the hospital.
 
Chops is developed by Craig Nybo, illustrated by Oleskii Kavalov and is from Quirky Engine Entertainment(threeheadedgiant.com). It is designed for 2 – 6 players of ages 14+. It is expected to last about 40 minutes.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).





reade more... Résuméabuiyad

Risk: The Lord Of the Rings, House Rules by Guest Author Paul Genesse

Risk: The Lord of the Rings
House Rules
Nine House Rules to Rule Them All, Nine House Rules to Bind Them

I want to conquer Middle-earth, and so do you. Admit it. You want to cover all the lands in darkness, or go full Aragorn and reunite Arnor and Gondor. One of your options to fulfill your master plan is Lord of the Rings Risk (Trilogy Edition). It’s a fun game taking the original Risk rules and adding some awesome cards, leaders, fortresses, events, and The One Ring.

I’m a big gamer, and after playing for several years, I’ve developed some house rules to make the game more fun. This method assumes four players, but you can adapt these however you want. I don’t recommend you always play with the countries divided up in the manner below, but it does make the game shorter, and it mostly makes sense, geographically.

I love The Lord of the Rings books and movies so much, and anything to let me interact with J.R.R. Tolkien’s world is a win. As my fantasy novel writing career has taken off with my Iron Dragon series, I’ve become known as the Middle-earth guy, and frequently moderate or serve on panels at conventions about the books and movies. I’ve also had the tremendous honor of meeting a bunch of the cast of the LOTR and Hobbit movies. Interviewing Sean Astin (Sam, my favorite character) on the main stage at a big event in front of thousands of people was so much fun. My John Rhys Davies (Gimli) and Peter Hambleton (Gloin) “Father/Son” interview was epic. Check out the videos on my website if you’re interested.

Please read over the nine house rules below. Ok, maybe there aren’t nine, but you get it.

Alternate Lord of the Rings Risk Trilogy Edition Rules

The Trilogy Edition Risk rulebook is essential, but supplement the normal rules with these.

Assumptions: The game is skewed toward the evil players winning (4 player game). They have more fortresses, and a better strategic position in this version of the game, which saves 1.5-2 hours of playing time. If Evil (Black and Red) team up on killing off Gondor (Gold) early on, the game can be over quick.

1. No Random Territory Assignments

All 64 countries are pre-assigned.
·       Gold (good) has all of Gondor, The Wold, and all of Rohan, but not Fanghorn (Red) or Eregion (Green).
·       Black (evil) has all of Mordor, and Haradwaith, plus Dead marshes, Brown Lands, Rhun Hills, and Emyn Muil.
·       Green (good) has all of Eriador, plus Eregion, and most of Arnor, just not Angmar (Red), Forodwaith (Red), or Eastern Angmar (Red).
·       Red (evil) is in the Northeast, has all of Mirkwood, Rhun, plus Angmar, Forodwaith, Eastern Angmar, Gladden Fields, and Lorien.

Set-up with one army in each country noted above, and then follow normal army distribution rules, one at a time per player in turn order.

The game near the start

2. Turn Order

This skews toward Good surviving more than three turns, but not necessarily. Red is in a bad position. Green is strong. Gold goes first, but Black is tough.
1.     Gold.
2.     Black
3.     Green
4.     Red

Alternate way to give evil an even greater chance of winning than they already do:
1.     Red
2.     Gold
3.     Black
4.     Green

4. Ring Cards

(10 total cards) are distributed before the game to all 4 players, not randomly.

·       Gold (2 cards): SMEAGOL, FARAMIR FINDS THE RINGBEARER!
·       Black (3 cards): GOLLUM, CAPTURE BY ORCS!, SHELOB’S LAIR
·       Green (1 card): BOROMIR TRIES TO SEIZE THE ONE RING!
·       Red (4 cards): HUNT FOR THE RINGBEARER (Can give Red 4 armies!), DANGEROUS CROSSING, KNIFE IN THE DARK, A BALROG IS COME!

5. Adventure Cards

·       Each player starts with 4 random Mission cards and 2 random Power Cards—all randomly dealt out from separate Mission and Power Card piles.
·       Remove the Event cards, they are not handed out in advance.

6. Card Exchanges Before Play Begins

·       The Good players are allowed to exchange their cards with each other before the game starts. The Evil players are also allowed to exchange cards with each other before the game starts.
·       After the game starts, no more exchanging. (*Alternately, you can exchange during the game).
·       Each player must still start with at least 4 total Adventure cards, though Black, for example, could give Red an extra Power Card to help them survive.

7. Event Cards

Standard LOTR Risk Rule, but sometimes forgotten: During the game if you draw an Event Card, play it immediately and keep drawing until a Power or Mission card is drawn. You could draw several Event cards in a row and play several in a row.

*Exception:  “APPOINT A SECOND LEADER” Event card. If this is drawn, and you have two leaders, keep the card in your hand, and play it if your second leader is killed. It has to be your turn to play it, and should happen at the beginning of your turn, though you can put out the additional leader any time during your turn.

**Alternate more fun variation (decide in advance): If you already have two leaders on the board and draw this card, add a third leader to the board. Or if you have three leaders already, add a fourth leader: 4 is the maximum.


8. Red Leaders Standing By

 The Red (evil player in the North) starts the game going fourth in the turn order, which is very difficult, so they get two additional advantages to help them survive:

·       Start with 3 leaders! (Moria, Isengard, and somewhere in the North are suggested starting points).

·        Misty Mountains inserted between Carrock and Rivendell. There is now no pass between those territories for an army to move through. (Print out some mountains from a LOTR map image and put them on the board).


9. New Capturing the One Ring Rules

Both Evil and Good try to capture the Ring on their turn only. Capturing the Ring does not end the game, but does give the player an advantage. Try to capture the ring as outlined below:

The 8 steps to Your Turn
1.     Receive and place reinforcements (always)
2.     Combat (if you like)
3.     Fortify your positions (if you like)
4.     Collect a Territory card as long as you have conquered a territory
5.     Collect an Adventure card (as long as your Leader conquered a territory that has a Site of Power within it. If you have a Mission card and you want to complete it, Fortify your leader to that territory and you can complete the mission, and get the benefits, but you don’t get to draw a new Adventure card. Your leader must conquer a site of Power to draw an Adventure card. Only one Adventure can be drawn per turn, no matter how many Sites of Power are conquered by leaders.
6.     Replace a leader if you have none on the board. You should always have one.
7.     Try to Find the One Ring (only if the One Ring is in a territory controlled by you. Example: The Ring is in Hobbiton, and Green controls the territory. At the end of Green’s turn, they can try to capture the ring by rolling two six sided dice. If they roll a total of 12, they capture the ring, but the game does not end. See benefits below.
8.     Move the Fellowship (and the Ring) ahead one space. (Ring cards can be played during this step by ANY player, to help move the Ring along or hold it back).

Benefit(s) if you Capture the Ring (Choose One)

1. Appoint a Second Leader anywhere you want, or if you have two leaders, appoint a third leader. If you have three leaders, appoint a fourth leader. The maximum is for one player to have 4 leaders.

2. Draw an Adventure card. If it’s a Mission card and you control that territory (your leader does not have to be there) play the card and claim the advantage immediately. You do not need to move your leader there to play this card. If you draw an Event card, play it immediately. If you draw a Power card, keep it for later.

3. Play any Mission card in your hand already, and your leader does not need to move to the Site of Power. Just play the card and take the reward.

***If you Capture the Ring on your turn in step 7, the Ring still has a chance to move on Step 8, and is subject to the normal rules.

Bonuses to try and capture the Ring: If Evil controls the territory, add +1 to the roll. If Evil controls the territory and the entire Region (example: Evil owns all of Mordor) Evil adds +2 to the roll. If Evil has a leader in the territory, add an additional +1. An evil leader in a territory within a controlled region gives them a +3 to the roll. The maximum to the roll is +3. A good leader in the same territory as the Ring adds a +1 to the roll. If good controls the whole region that adds a +1 to the roll. The max Good can add is +2 to the roll.




NOTES ON STRATEGY

Each player is allowed to invade and take over their counterpart’s territories. Gold can attack Green and Black can attack Red, or vice versa, and all combination of the above.

In this turn order: 1. Gold, 2. Black, 3. Green, 4. Red, the following strategy often applies.

March on the Black Gate

Gold starts with a unique one-time option: a pre-emptive attack on Mordor. However, go too far, leave yourself open for destruction, or don’t go far enough, leave Mordor in great position to wipe you out in two moves with help from Red. At the end of the move, Gold must consider fortifying their leader and most of their army back to Minas Tirith or Udun Vale. Whatever fortress your leader ends up in must have enough armies to hold against Black’s counter attack, or just get out after doing your damage. Sending a huge army north to Dol Guldur from Osgiliath is also fun, but that means Gondor is abandoned (unless you Fortify the army back to Minas Tirith) and Black will probably win big, and fast, in the south. However, going north and devastating Red is a sold move. The key to winning team risk is often ganging up on one player.

Sauron and Saruman Gang Up on Gondor

If Black (Sauron) and Red (Saruman) gang up on Gold (Gondor) in the first full turn (Red at Helm’s Deep and in the overall territory of Rohan), Evil probably wins the game if Gold is crushed. Letting Red deal the final deathblow to Gold to get their Territory cards is a good move.

Aragorn and the Elves in the North

Green is in the strongest position, as they can deal a devastating attack to Red in the north and take most of Arnor in the first turn. They can also take away a single territory from Rhun and Mirkwood, robbing Red of 6 total armies. Green can dominate the North, but they need to help Gold survive the onslaught. Green probably still loses the game if Red and Black wipe out Gold early and turn north.

Saruman

Red is in bad shape to start, but creative strategies allow them to survive. Three leaders and the mountains added between Carrock and Rivendell help Red. Putting a large number of troops in Fanghorn and attacking Gold in Helm’s Deep is a solid plan, but lets Green take the North, and could mean the defeat of Red, but still an overall Evil victory.

Red could put a large number of troops in Moria and strike out into Arnor and Rohan, stalling Green’s attack on Arnor, Rhun, and Mirkwood.

Sharing Power

Black and Red should team up to defeat one of the good players, probably Gold first. If Black can get a sea invasion going from Umbar or Belfalas and take Tharbad early, and push into Arnor robbing Green of 7 armies, that helps keep Green from killing off Red, and could win Evil the game.

The Host of Mordor

Black must hit Gondor hard and take all of it as quickly as possible, then head North, probably along the coast to attack Green. Forcing Green to keep lots of armies in the Grey Havens, Tharbad, South Downs, Forodwaith is a good strategy, as it keeps those armies from conquering Mirkwood, Rhun, and Moria. Black should send some armies north early in the game.

How to Win

Overall, trying to hold full regions can be a mistake. Fortresses and leaders are key. Don’t hesitate to take one fortress and lose the one you were in, if the target fortress puts you in a better position. Holding entire regions is difficult. If you can do it, great, but don’t forget the overall strategy: eliminate your enemies’ bases of power, keep them from holding entire regions, and see them driven before you.
  
Find out more about Paul

Paul Genesse is the bestselling author of the Iron Dragon series, almost twenty short stories, and is the writer/producer/director of The Star Wars Rock Opera. He’s also the editor of the five volumes in the demon-themed Crimson Pact shared multiverse anthology series and loves to play role-playing and board games. Friend him on Facebook, follow him on Twitter @Paul_Genesse, explore paulgenesse.com and send him pictures of dragons.


If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).






reade more... Résuméabuiyad

Wargamer's Guide to the English Civil War - review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

I have mentioned my love for renaissance gaming in general, and the English Civil War period in particular, several times during this series of reviews.  This time, I would like to review a set of miniature rules that I came to in the mid 1980s, although they were first published in 1974 (a second edition came out in 1977, and that is the edition that I own).  These rules are the 'Wargamer's Guide to the English Civil War' by Bill Protz.  These are still available for sale on Bill's website, along with some of his other excellent rules.


Curiously enough, the first edition of Bill Protz' ECW wargaming masterpiece (i.e. - the volume I am reviewing here) came out in 1974.  It was published by the Myers and Zimmermann wargaming house of Z&M Publishing (Myers and Zimmermann were the lads behind the Angriff rules, and they went on to form a publishing house for wargaming rules - mostly from their neck of the woods up in Milwaukee).

The interesting thing about the publishing year, is that it is one year after the first appearance of Cavaliers and Roundheads, by Gygax and Perren (published by TSR).  From Bill's website, he got interested in the English Civil War, as a wargaming topic, because of Cavaliers and Roundheads (C&R), and also the availability of the Hinchliffe ECW figures.  I seem to recall that TSR needed cash for their new publishing idea, the Dungeons & Dragons boxed set, and that they rushed out C&R for publication in order to raise cash.  The English Civil War must have been a popular period at this time, to not only inspire two great rulesets coming out within a year of each other, but also to convince Mssrs. Kuntz and Gygax at TSR that they could raise capital from selling an ECW rule book.  But they did.  And, furthermore, the Protz book (WGECW) is still highly regarded, and as mentioned above, still for sale.


The English Civil War continues to be a very interesting topic for wargamers, as it not only features in generic, broadbased rules sets such as DBR and Field of Glory Renaissance, but also continues to inspire specific rulesets in popular series' such as Warhammer English Civil War (sadly, now out of print, like the rest of the Warhammer historical series), and Pike and Shotte from Warlord Games (which covers the broader Renaissance, but which has an ECW specific period book - 'To Kill a King' -  due for release the month that this article is being written).  Of course, it has been, and continues a period of interest for me, as well.  On to the rules . . .

WGECW is presented as a 5x8 booklet, 76 pages long.  The book is divided up, generally, into three sections: (1) is an introduction, which gives a very brief overview of the English Civil War, and also reasons for wargaming in this period, (2) is the section containing the rules themselves, and (3) is a series of appendices that introduce information about army composition, painting and uniform information, rules for fighting sieges, and other bits of extra information.  It is this third section that lifts this book from being just a tactical rulebook, to being a wargamer's guide.  C&R did this, somewhat, but not to the extent that Bill Protz has done here.

Initial Concepts
One thing to establish up front, is that the miniatures within the units don't really matter.  Well, that is to say, they matter because it is a miniatures game, and they matter because they bring the splendor and pageantry to the wargame, but they don't matter in the sense of combat being based on particular figures in contact, or even specifically how many figures there are in a unit.  What does matter, is the units CR or Combat Rating.  Now this is typically computed initially from the number of miniatures in a unit (and the point value of those miniatures), but it will change up and down with circumstance, and in fact, the initial CR of a unit might be increased by 25% if the unit is elite.  The unit's CR is what matters, in WGECW.  Combat effectiveness is based on the CR, and losses are subtracted from the CR (although the author suggests that miniatures be removed from a unit, in proportion to CR losses that the unit undergoes).
 The CR is calculated from points values of the miniatures in a formation.  This includes extra points for figures such as officers, flag bearers, and sergeants.  For a mixed formation, such as an ECW formation with a body of Pikemen, and perhaps two flanking bodies of Musketeers, each of those divisions would have its own CR calculated and recorded on a unit roster.

Scale and Unit Types
Game scale is given at 1 inch to 15 yards for the ground, 1 figure to 20 men for the troops.  Basic types of figures are foot, horse, and artillery.

Foot troops can be Open Ordered (such as skirmishing forlorn hope), Ordered (typical musket and pike formation), Double Ordered (half the depth of Ordered formations), or Close Ordered (tightly packed infantry, in order to defend against enemy cavalry).  Finally, there is the possibility of a Ring formation (like a hedgehog, or square formation).

Horse troops can be either Ordered (such as typical charging cavalry), or Open Ordered (such as dragoons or other cavalry, spread out in order to screen), or Caracole (designed to allow pistol fire and recall against an enemy unit).

The rules give basing sizes for troops, which generally doesn't change for the different ordering listed above, EXCEPT for Close Ordered Infantry.  In that case, the player is to remove half the stands of the unit from the table, but to record and remember what their CR is - they have just gotten denser.

Foot unit stands represent three ranks of troops, and Ordered and Close Ordered units are 6 ranks deep, so they should be two miniature ranks (or stands) deep.  Double Ordered infantry are only 3 ranks deep, so are only one stand deep (called Double Ordered, because by halving the depth, they double the length of the formation line).  Horse units and artillery have their methods of representing Ordering on the tabletop.  Open Ordered units, it should be pointed out, have the stands dispersed by a short gap between them - typical skirmishing formation representation.

Turn Sequence
The game turn is divided up into a sequence of events.  Since this is a game that practices simultaneous movement, it features order writing.  Regular readers of this blog will know my affection for simultaneous movement and order writing (similar to my affection for root canal).  When we played these rules, so many years ago, we would write general battlefield orders at the beginning of the game, and our specific turn orders were only changes to those, as well as announcing charges etc.  It helps to have a referee.

The sequenced events of the turn, however, are these:
  1. Both sides write down orders for their units.
  2. Both sides read out their orders, alternating who goes first every other turn.
  3. Moves are performed simultaneously according to orders.
  4. Skirmish Fire is assessed, and casualties immediately calculated and removed.
  5. Artillery Fire is assessed, and casualties immediately calculated and removed.
  6. Other Small Arms Fire is assessed, and casualties immediately calculated and removed.
  7. Melee is adjudicated and resolved.
  8. Turn is complete.

Morale tests can be triggered in any of the firing or melee events.

Movement
Movement is quite straight forward, and is based on some simple charts showing inches, based on the type of movement (and troop type) performing it.  There are some simple reductions and additions based on different circumstances (road movement, move and fire, direction change, etc).  There are some specifics to be followed if a unit of musketeers is going to be firing by introduction (that is, as the ranks fire, and are replaced from the rear, that they slowly move forward), or extroduction (the same, only the unit as a whole slowly moves backward, as firers run to the rear of their file).


Movement for cavalry is slightly more involved, although the chart is every bit as simple.  For mounted troops, the player must determine if the horses are trotting, cantering or galloping.   Rules are given about accelerating through these different states.  A horse, cannot, for instance, go from a simple stand-still to galloping in one move.  It must start at trotting, then the next turn can proceed to cantering, and finally to galloping.  As with foot troops, there are some simple additions or reductions based on circumstance and operations.


Finally, there is a similar table, with similar rules for artillery pieces of different sizes, and different situations.

Small Arms Fire
Once the type of fire (regular, introduction/extroduction, pistol caracole, etc) is determined, then the number of figures, and their CR, can be assessed.  The following procedure is used to determine the number of casualties (expressed in CR reduction to the target unit) is finalized.
  1. Determine CR
  2. Determine Range
  3. Toss 1 die
  4. Check Die Adjustment Chart for mods
  5. Cross reference die results with range, to get an Effectiveness Letter
  6. Cross reference the effect letter, and the CR firing on the Small Arms Casualty Chart, to get the casualty integer.
  7. Modify the casualty integer by modifiers on the final casualty adjustment chart.
  8. Take the final modified casualty integer, and multiply it by the point value of the target troops, and deduct the result from the target unit's CR
One final consideration, is that armored units (foot and horse) have a reduced calculus of how much total CR damage is inflicted.

Artillery Fire
The procedures for doing Artillery Fire, are somewhat different from small arms fire.
  • First,  determine your target, and then based on range there is a chance for the artillery shot to go awry.  If at short range, it is a definite hit, but at medium and long range there is a chance to miss.
  • Second, determine the ranks penetrated (light guns penetrate 2 ranks, medium guns penetrate 3, and heavy guns will penetrate 4).  
  • Third, for each rank penetrated, there is a one point casualty integer, and these are all summed up (so for 3 ranks penetrated, there is a total casualty integer of 3).  This is reduced by terrain (such as firing up- or down-hill).  
  • Finally, multiply the casualty integer times the CR of the troops hit, and reduce this from the target unit.  This total amount is reduced by half in a number of situations.
  • The final CR total is subtracted from the target unit's CR.
There are similar procedures for other types of shot (the above, is for regular round shot, that does damage by bouncing through multiple ranks of soldiers, and killing them).  Shot types include exploding shell and langridge (case, or hail) shot.

Melee
Not surprising, the CR system is core to how melee engagements are adjudicated in these rules.  Each side calculates their current CR (lots of modifiers, such as Horse vs. non-Horse gets multiplied by 125%).  Then, the winner of the melee is determined.  This is done by each side rolling 2d6, and multiplying the result by their unit's CR.  The high score wins the melee combat.  Now, casualties are inflicted as a percentage of the original CR (not the product of the CR multiplied by dice).  The losing side will deduct (from their base CR score) an amount equal to 25% of the winner's CR.  The winning side will deduct 10% of the loser's CR.  The loser then takes, and applies, a morale test.  There are rules for fleeing, pursuits, and how officers affect things.  That is it - it is easy to play out melee combat, and although the impact of multiplying your CR by a 2d6 roll at first blush seems like there can be a lot of variability, the actual casualties (CR deduction) and morale results are more important.

Example combat - Lets say a Royalist Pike and Shot unit, with 12 pikemen (including 2pt command figures), and 12 musketeers will have a total CR of 36.  It is facing a Parliamentarian unit with 8 pikemen and 16 musketeers, or a total CR of 32.  The Royalist player rolls a 7 on the dice, and a total of (7x36) or 252.  The Parliamentarian player rolls a 9 on the dice, and a total of (9x32) or 288.  The Parliamentarian unit wins.  The Royalist unit subtracts (.25 x 32) 8 points from it's CR.  The Parliamentary unit subtracts (.10 x 36) 4 points from it's CR.  The Royalist unit, as the losing unit, will have to test morale

Extras
The rulebook is about half full of appendices. The first few of these go over how units should be organized on the wargames table, and a short guide to painting and flags, as well as advice to the 15mm player (a new scale, for the most part, in the early 1970s).

But then the appendices get more interesting.  There is a subset of rules for doing siege games.  These cover the specifics of affecting fortifications and buildings, as well as rules for grenadoes and other siege equipment.  A series of six different classes of storming/sieging are described, as scenarios and what is to be done in each (as well as victory conditions, and how to represent that sort of siege on the tabletop).

There is a set of notes regarding the organization of armies and the proportion of units, etc, in the years of the First Civil War (1642-1646).  And finally, there are some blank and sample unit rosters (showing a clean way to record unit CR and orders/status).  Lastly, the book ends with a nice glossary of ECW military terms.


Assessment/Conclusion
I owned this book before I owned either Forlorn Hope or 1644 (both of which I played more than these rules).  In fact, the only renaissance/ECW rules I owned before these were the George Gush rules from WRG (and, eventually, Universal Soldier).  I only played these a few times, but I returned to the book for information about the period, and units, artillery types, etc many times over while in my early years of ECW playing.  This was one of those rulebooks that back then (in the 1980s) was in many of the wargaming shops I visited, and also on the rack at vendor booths at wargaming conventions. I saw it a lot, but unfortunately the people I played with did not use it.

One of the things I found disconcerting (more below, as I discuss this effect in regards to shooting) is the fact that the unit is kept track of by its CR, and casualties and effects are based on total CR engaged, and not individual stands or figures.  I understand the reason for this, with mixed units of pike and shot, but it seemed to introduce as many difficulties as it solved, see my comments below about shooting (both musketry and artillery).

The basic scale and representation of the game (in terms of figures per unit, movement and shooting ranges, and also turn/time sequence) works very well.  But for some reason, these rules never quite were the thing in the group I played with. I include it here, because of the impact the book had, and Bill Protz's excellent writing about wargames, not so much because I played it so often (I played almost all the other ECW rules mentioned in this review series - Forlorn Hope, Cavaliers and Roundheads, Universal Soldier, Hackbutt and Pike, and the forthcoming Gush rules and 1644 - more than I played the Wargamer's Guide to the English Civil War).  Eventually, I would get other resources on wargaming units and uniforms and army lists, etc (Forlorn Hope was excellent in that regard, but also great books from Caliver), but early on - this is the book that made me fall in love with wargaming the period.  Even if the rules in this book did not.

Pros/Cons for Musketry and Artillery
Okay, this seems (to me) to be a bit overly complicated, mostly because of the basic structure of WGECW.  The casualty integer is a number of enemy figures killed.  But the final step, of converting it back to points and then deducting it from the CR, is because of the requirement to discuss everything about a unit in terms of CR, rather than in terms of figures. 


I give the author (Bill Protz) the benefit of the doubt, because there are benefits of doing a unit as a whole, even when it is comprised of disparate parts (like pike, officers, halberdiers, and shot all in a large battalia, for instance).  That is always hard to do, and rules for the period (even the latest modern rules) always struggle hard in how to do hybrid units.  The CR system is an elegant way to do it, it just didn't appeal to the people I was playing with.

reade more... Résuméabuiyad