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Showing posts with label microgames. Show all posts
Showing posts with label microgames. Show all posts

Monday, August 1, 2011

Microgame Collection Update

My microgame collection is coming along quite nicely. I recently added a couple of titles, including Artifact, Goblin and Hitler's War. I'm missing most of the Dwarfstar Games, but I never collected those when they were first released, so they must be purchased from the resale market, meaning they are out of my price range (at least what i'm willing to pay).

Microgame Collection Update

My microgame collection is coming along quite nicely. I recently added a couple of titles, including Artifact, Goblin and Hitler's War. I'm missing most of the Dwarfstar Games, but I never collected those when they were first released, so they must be purchased from the resale market, meaning they are out of my price range (at least what i'm willing to pay).

Sunday, June 19, 2011

Banned In Germany And The Montreal Massacre

Metagaming's Hitler's War is a fast-playing World War II simulation. You can play the entire second World War in about four hours.

It's not a bad little game, if you are into the genre. It has the unfortunate distinction of displaying several swastikas on the front cover, artwork which essentially results in it being banned in Germany.

It doesn't help that Hitler, himself, is displayed prominently on the box, with his signature salute. That salute is also illegal in Germany.


************************************************

The Montreal Massacre occurred on December 6, 1989.

Twenty-five-year-old Marc Lépine, armed with a legally obtained rifle, entered a classroom where he separated the male and female students. After claiming that he was "fighting feminism", he shot all nine women in the room, killing six.

He then moved through corridors, the cafeteria, and another classroom, specifically targeting women to shoot.

Overall, he killed fourteen women before turning the gun on himself. His suicide note claimed political motives and blamed feminists for ruining his life. The note included a list of nineteen Quebec women whom Lépine considered to be feminists and apparently wished to kill.

As a result of the Montreal Massacre, Canada instituted a national gun registry.

Banned In Germany And The Montreal Massacre

Metagaming's Hitler's War is a fast-playing World War II simulation. You can play the entire second World War in about four hours.

It's not a bad little game, if you are into the genre. It has the unfortunate distinction of displaying several swastikas on the front cover, artwork which essentially results in it being banned in Germany.

It doesn't help that Hitler, himself, is displayed prominently on the box, with his signature salute. That salute is also illegal in Germany.


************************************************

The Montreal Massacre occurred on December 6, 1989.

Twenty-five-year-old Marc Lépine, armed with a legally obtained rifle, entered a classroom where he separated the male and female students. After claiming that he was "fighting feminism", he shot all nine women in the room, killing six.

He then moved through corridors, the cafeteria, and another classroom, specifically targeting women to shoot.

Overall, he killed fourteen women before turning the gun on himself. His suicide note claimed political motives and blamed feminists for ruining his life. The note included a list of nineteen Quebec women whom Lépine considered to be feminists and apparently wished to kill.

As a result of the Montreal Massacre, Canada instituted a national gun registry.

Thursday, April 28, 2011

TFT: The Land Beyond The Mountains

All this talk of sandboxes has me thinking of Metagaming's still-born foray into the mega-campaign sandbox marketplace, a product that was designed for use with its The Fantasy Trip role-playing game.

Entitled The Land Beyond The Mountains, and published in 1982, shortly before the demise of Metagaming, that mega-campaign sandbox setting is comprised of two published adventure supplements, The Warrior-Lords of Darok and The Forest-Lords Of Dihad. Two additional adventure supplements were announced, for the provinces of Muipoco and Soukor, but never saw the light of day.

In this sandbox setting, all four provinces (Darok, Muipoco, Dihad and Soukor) are bounded by impassable hills, mountains and wastelands to the west, north and east. To the south is the sea. Each of the provinces are at odds with each other, and the overall setting is post-apocalyptic, with scattered ruins, mysteries, monsters and artifacts left behind by a vanished and technologically and magically advanced culture.

The adventure supplements for Darok and Dihad are slim: 32 pages each. An interesting innovation of this series is a fold-out 11x17 hex-map of the featured province, attached to the supplement cover. Other than the roads, rivers, settlements, mountains and sea hexes, the map is open for the gamemaster to add her own hex-crawl elements.

The first three pages of each supplement are identical. They briefly cover the history and legends of the overall mega-campaign region, and explain some of the shorthand and symbols employed throughout the supplements. The bulk of each supplement is filled with significant personalities, treatises on the culture of that province, along with sample towns, encounters and scenarios, and supported by several random tables.


The Land Beyond The Mountains is billed as a perfect vehicle for sandbox play: "Here lie rich deposits of gems and ore, and the buried relics of a forgotten golden age. Here are wizards and warriors aplenty, scheming to seize new territories for their liege lords or striving to keep the major trade roads safe and free for all. On these pages you will meet spies and scholars, raiders and traders, and many wondrous and dangerous beasts. In short, a myriad of opportunities for players to make and lose their fortunes, or attain positions of great political influence within a fast-changing, often unpredictable environment."

Even considering the thin-ness of the adventure supplements, I don't think the above statement is entirely over-reaching. After all, the benefit of supplement slimness is that it gives the gamemaster greater latitude and opportunities for sandbox play, beyond the adventure-as-written.

TFT: The Land Beyond The Mountains

All this talk of sandboxes has me thinking of Metagaming's still-born foray into the mega-campaign sandbox marketplace, a product that was designed for use with its The Fantasy Trip role-playing game.

Entitled The Land Beyond The Mountains, and published in 1982, shortly before the demise of Metagaming, that mega-campaign sandbox setting is comprised of two published adventure supplements, The Warrior-Lords of Darok and The Forest-Lords Of Dihad. Two additional adventure supplements were announced, for the provinces of Muipoco and Soukor, but never saw the light of day.

In this sandbox setting, all four provinces (Darok, Muipoco, Dihad and Soukor) are bounded by impassable hills, mountains and wastelands to the west, north and east. To the south is the sea. Each of the provinces are at odds with each other, and the overall setting is post-apocalyptic, with scattered ruins, mysteries, monsters and artifacts left behind by a vanished and technologically and magically advanced culture.

The adventure supplements for Darok and Dihad are slim: 32 pages each. An interesting innovation of this series is a fold-out 11x17 hex-map of the featured province, attached to the supplement cover. Other than the roads, rivers, settlements, mountains and sea hexes, the map is open for the gamemaster to add her own hex-crawl elements.

The first three pages of each supplement are identical. They briefly cover the history and legends of the overall mega-campaign region, and explain some of the shorthand and symbols employed throughout the supplements. The bulk of each supplement is filled with significant personalities, treatises on the culture of that province, along with sample towns, encounters and scenarios, and supported by several random tables.


The Land Beyond The Mountains is billed as a perfect vehicle for sandbox play: "Here lie rich deposits of gems and ore, and the buried relics of a forgotten golden age. Here are wizards and warriors aplenty, scheming to seize new territories for their liege lords or striving to keep the major trade roads safe and free for all. On these pages you will meet spies and scholars, raiders and traders, and many wondrous and dangerous beasts. In short, a myriad of opportunities for players to make and lose their fortunes, or attain positions of great political influence within a fast-changing, often unpredictable environment."

Even considering the thin-ness of the adventure supplements, I don't think the above statement is entirely over-reaching. After all, the benefit of supplement slimness is that it gives the gamemaster greater latitude and opportunities for sandbox play, beyond the adventure-as-written.

Sunday, April 3, 2011

Ground Effect Vehicle -- GEV



GEV was the second game in the Ogre microgame series. Short for "ground effect vehicle", those units were essentially armed and armored hovercraft, at a time when hovercraft were imagined to be the transportation of the future.

Don't hear much about hovercrafts these days. Main battle tanks still command top spot for ground-based military units, but in the 1980's it was neat to imagine wars of the future being fought by hovercraft and other unconventional units.


GEV takes up the baton from Ogre, venturing into territory every Ogre player wanted to explore: battles between the regular combine and paneuropean combat units. Ogre gave us the supertanks. GEV introduced some new units that Ogre players were clamouring for.

Units like the light tank. That unit was half as powerful as the heavy tank, but that meant you could purchase twice as many. The profile of the light tank was interesting, as it looked similar to the Ogre, what with its forward communications and sensor suite tower.


The mobile howitzer was a welcome addition, as the fixed howitzer always felt too vulnerable. As the defender, I was loathe to use the fixed howitzer in my regular Ogre games, despite the effectiveness of the four howitzer strategy.


GEV also gave us an additional infantry unit option -- the one strength unit infantry counter -- and gave all infantry units additional firepower in overrun situations. Prior to that, infantry was incredibly fragile. Infantry was one of the few units that used the old box-and-cross symbol, rather than giving us unit silhouettes.

As I recall, we had to wait for the Battlesuit microgame before infantry silhouettes were finally provided.

Ground Effect Vehicle -- GEV



GEV was the second game in the Ogre microgame series. Short for "ground effect vehicle", those units were essentially armed and armored hovercraft, at a time when hovercraft were imagined to be the transportation of the future.

Don't hear much about hovercrafts these days. Main battle tanks still command top spot for ground-based military units, but in the 1980's it was neat to imagine wars of the future being fought by hovercraft and other unconventional units.


GEV takes up the baton from Ogre, venturing into territory every Ogre player wanted to explore: battles between the regular combine and paneuropean combat units. Ogre gave us the supertanks. GEV introduced some new units that Ogre players were clamouring for.

Units like the light tank. That unit was half as powerful as the heavy tank, but that meant you could purchase twice as many. The profile of the light tank was interesting, as it looked similar to the Ogre, what with its forward communications and sensor suite tower.


The mobile howitzer was a welcome addition, as the fixed howitzer always felt too vulnerable. As the defender, I was loathe to use the fixed howitzer in my regular Ogre games, despite the effectiveness of the four howitzer strategy.


GEV also gave us an additional infantry unit option -- the one strength unit infantry counter -- and gave all infantry units additional firepower in overrun situations. Prior to that, infantry was incredibly fragile. Infantry was one of the few units that used the old box-and-cross symbol, rather than giving us unit silhouettes.

As I recall, we had to wait for the Battlesuit microgame before infantry silhouettes were finally provided.

Saturday, April 2, 2011

Ogre. Original Ogre.

I can't help but feel a bit torn, here.

While i'm pleased by the news that Steve Jackson Games is re-releasing Ogre, the scope of the release and scale of the final package is more than a little bewildering, for someone who loves this game and wants to see others discover its' value as well.

Ogre is the first microgame I ever owned. At $2.95, it is a lot of game in a little package.

The premise is simple. On one side, an array of future-tech combat units: heavy tanks, ground effect vehicles, missile tanks, and nuke-firing infantry.

On the other, one huge tank, dubbed the Ogre.

The Ogre's mission: to destroy the defending army's command post.

Ogre had lots of replay value, as the defender can select different combinations of units, each time she plays, to see which combination of units and strategy is most effective at stopping the Ogre's advance.

I'm not surprised that SJG has decided to re-print this classic game. On eBay, used copies of Ogre command high auction and buy-it-now prices. Nor am I surprised by the price they are asking, for this reprinted game. The bits for SJG's new Ultimate Ogre look gorgeous. No doubt the game will be well-worth the money.

But the $100 pricetag, and limited quantities, means very few will have the opportunity to own and play Ultimate Ogre, and that's a shame, since this is one of those games that everyone aught to have the chance to play.

At $2.95 in 1978, Ogre was accessible to just about anyone. At $100 in 2011, who, but the high-end collector or Ogre fanatic, is likely to purchase Ultimate Ogre?

Microgames in general, and Ogre in particular, embody the essence of what good games are all about. Simple rules. Quick play. High replay value.

It's too bad so few modern games espouse those design goals. And too bad SJG isn't releasing a more affordable version of Ogre for those who would love to own this, but can't afford the $100 touch they are proposing.

Ogre. Original Ogre.

I can't help but feel a bit torn, here.

While i'm pleased by the news that Steve Jackson Games is re-releasing Ogre, the scope of the release and scale of the final package is more than a little bewildering, for someone who loves this game and wants to see others discover its' value as well.

Ogre is the first microgame I ever owned. At $2.95, it is a lot of game in a little package.

The premise is simple. On one side, an array of future-tech combat units: heavy tanks, ground effect vehicles, missile tanks, and nuke-firing infantry.

On the other, one huge tank, dubbed the Ogre.

The Ogre's mission: to destroy the defending army's command post.

Ogre had lots of replay value, as the defender can select different combinations of units, each time she plays, to see which combination of units and strategy is most effective at stopping the Ogre's advance.

I'm not surprised that SJG has decided to re-print this classic game. On eBay, used copies of Ogre command high auction and buy-it-now prices. Nor am I surprised by the price they are asking, for this reprinted game. The bits for SJG's new Ultimate Ogre look gorgeous. No doubt the game will be well-worth the money.

But the $100 pricetag, and limited quantities, means very few will have the opportunity to own and play Ultimate Ogre, and that's a shame, since this is one of those games that everyone aught to have the chance to play.

At $2.95 in 1978, Ogre was accessible to just about anyone. At $100 in 2011, who, but the high-end collector or Ogre fanatic, is likely to purchase Ultimate Ogre?

Microgames in general, and Ogre in particular, embody the essence of what good games are all about. Simple rules. Quick play. High replay value.

It's too bad so few modern games espouse those design goals. And too bad SJG isn't releasing a more affordable version of Ogre for those who would love to own this, but can't afford the $100 touch they are proposing.

Wednesday, March 9, 2011

Wizards' Wizards And More Wizards


Earlier, I mentioned that the quality of The Fantasy Trip (TFT) micro-art reaches its zenith with Death Test.

Two TFT products precede Death Test: Melee and Wizard. I like the micro-art from both sets of counters. The art is minimalist but for the most part highly effective at communicating the essential character of the depicted Wizard.

Melee has its' bell-bottom wearing warriors and giants. Wizards, by way of contrast, introduces vaguely oriental-style 4- and 7-hex dragons, and trippy-tropey Wizards. Here are several of those Wizards, gracing, well, the Wizards' counters.

The first Wizard, above (or is that Sorceress?), you've seen in one of my earlier posts. It is Mistress J, with her blond hair a-fluttering, her cape a-flowing, and her armored bikini glinting in the torchlight. I posted this counter earlier, as it is one of my favorites from the Wizards set of counters. Simple, evocative micro-art. I wonder if she gets an armor bonus.

The next counter (below) is somewhat of a mystery. The figure suggests a female form, with the face in profile -- a Sorceress sporting a gossamer gown or dress. The upper, casting hand is oddly distorted, and the midriff, thighs and posterior have a strange, bloated quality (consider in particular the placement of the belly-button). I never used this counter during a game. I find it vaguely disturbing rather than entrancing. It's too bad, because there is something compelling about this piece of micro-art, particularly the hair, lower legs and feet, and the hand by the figures' side. The hair almost says Medusa. I'm not sure if the artist (Pat Hidy?) was going for a gossamer effect with a dress, or if that is a spell-effect enveloping the Sorceress.

Is this next counter Fu Man Chu or Dracula? Only the TFT player using this counter knows for sure. Consider the odd placement of the fingers. You don't notice these things when you are looking at the original 3/4" counter, but at this resolution, you can see the compromises the artist has to make to give these drawings some character, without mucking it up by adding too much detail. I love the fog or mist he is conjuring, you want to pick a spell like that for him, don't you, just to go with the over-all theme?


Who hasn't always wanted to play a speedo-sporting, wand-waving, pointy-shoe shod Elf, with droopy digits and weak wrists, like the one below? You even get to start his name with an "E". Ebberbobble? Elfy the Elf? Well, you get the idea, something silly or insipid. The ear and shoes give away his elfin heritage.


If you don't name the next Wizard Gandalf, when you use this counter to represent your character, there's something seriously wrong with you.

The next counter, the mysterious Wizard Q, inspired the "tween" me to write my own supplement for TFT, focused on clerics. Thankfully, that document is buried deep in the Spy Hill landfill. He's bald. He's knelling. And he's got a crystal ball. Which is odd, since scrying is not high on my list of activities when facing a death-duel against another Wizard. He should get a movement penalty for being on his knees. Having said that, there's no doubt about what fantasy trope he represents.


Here's the counter I often used to represent my character. Goatee-Wizard R. The illustration on this counter was sufficiently active that you felt like he was all wound-up, ready to spring into action at any moment.


This last counter is another female, who looks rather uncomfortable leaning as she does at a precarious angle. Her spell-casting efforts has caused her face to burst into flame. Perhaps she is part of the coven that is conjuring the dragon appearing on the front cover of the Wizards microgame.


Well, there's a meandering tour of some of the micro-art on the Wizards microgame counters. What I like about these counters, and TFT micro-art more generally, is that the art is sufficiently universal that you can put that counter down on the table, and anyone picking it can create their own backstory to fill in the character details.

Wizards' Wizards And More Wizards


Earlier, I mentioned that the quality of The Fantasy Trip (TFT) micro-art reaches its zenith with Death Test.

Two TFT products precede Death Test: Melee and Wizard. I like the micro-art from both sets of counters. The art is minimalist but for the most part highly effective at communicating the essential character of the depicted Wizard.

Melee has its' bell-bottom wearing warriors and giants. Wizards, by way of contrast, introduces vaguely oriental-style 4- and 7-hex dragons, and trippy-tropey Wizards. Here are several of those Wizards, gracing, well, the Wizards' counters.

The first Wizard, above (or is that Sorceress?), you've seen in one of my earlier posts. It is Mistress J, with her blond hair a-fluttering, her cape a-flowing, and her armored bikini glinting in the torchlight. I posted this counter earlier, as it is one of my favorites from the Wizards set of counters. Simple, evocative micro-art. I wonder if she gets an armor bonus.

The next counter (below) is somewhat of a mystery. The figure suggests a female form, with the face in profile -- a Sorceress sporting a gossamer gown or dress. The upper, casting hand is oddly distorted, and the midriff, thighs and posterior have a strange, bloated quality (consider in particular the placement of the belly-button). I never used this counter during a game. I find it vaguely disturbing rather than entrancing. It's too bad, because there is something compelling about this piece of micro-art, particularly the hair, lower legs and feet, and the hand by the figures' side. The hair almost says Medusa. I'm not sure if the artist (Pat Hidy?) was going for a gossamer effect with a dress, or if that is a spell-effect enveloping the Sorceress.

Is this next counter Fu Man Chu or Dracula? Only the TFT player using this counter knows for sure. Consider the odd placement of the fingers. You don't notice these things when you are looking at the original 3/4" counter, but at this resolution, you can see the compromises the artist has to make to give these drawings some character, without mucking it up by adding too much detail. I love the fog or mist he is conjuring, you want to pick a spell like that for him, don't you, just to go with the over-all theme?


Who hasn't always wanted to play a speedo-sporting, wand-waving, pointy-shoe shod Elf, with droopy digits and weak wrists, like the one below? You even get to start his name with an "E". Ebberbobble? Elfy the Elf? Well, you get the idea, something silly or insipid. The ear and shoes give away his elfin heritage.


If you don't name the next Wizard Gandalf, when you use this counter to represent your character, there's something seriously wrong with you.

The next counter, the mysterious Wizard Q, inspired the "tween" me to write my own supplement for TFT, focused on clerics. Thankfully, that document is buried deep in the Spy Hill landfill. He's bald. He's knelling. And he's got a crystal ball. Which is odd, since scrying is not high on my list of activities when facing a death-duel against another Wizard. He should get a movement penalty for being on his knees. Having said that, there's no doubt about what fantasy trope he represents.


Here's the counter I often used to represent my character. Goatee-Wizard R. The illustration on this counter was sufficiently active that you felt like he was all wound-up, ready to spring into action at any moment.


This last counter is another female, who looks rather uncomfortable leaning as she does at a precarious angle. Her spell-casting efforts has caused her face to burst into flame. Perhaps she is part of the coven that is conjuring the dragon appearing on the front cover of the Wizards microgame.


Well, there's a meandering tour of some of the micro-art on the Wizards microgame counters. What I like about these counters, and TFT micro-art more generally, is that the art is sufficiently universal that you can put that counter down on the table, and anyone picking it can create their own backstory to fill in the character details.