Sunday, July 29, 2018

Games as a Service

Keep on burning things.
Inspirobot will die in hot pursuit while sifting through my ashes.
Somewhere along the line, someone got the bright idea that tabletop games should also be like video games.  While this has allowed for new mechanics to develop out from under traditional systems, it has, to quote a famous author, been widely regarded as a bad move.  Despite this, soon after this was in fashion it was decided by someone somewhere that not only should tabletop games expand to include such mechanics based on popular MMO's such as World of Warcraft and CCG's such as Magic: The Gathering, but should also mimic the business model of those types of games.

Namely, one that requires continual payment on the part of the customer, if that customer wants to be an active part of the 'community'.

I've spoken on this topic at length so I will be brief and to the point this time.

I don't mind MMO mechanics in a game (4th Edition, we're looking at you).

I don't mind cards in a game but it's a turn off and I don't want to have to chase them.  Cards as an expansion such as the excellent Frostgrave: Ulterior Motives is how to do this: an optional, self-contained expansion to the game.  The CCG aspect of collectibility, however, should be right OUT.  Where this was tried, it didn't last long.

The most egregious, however, is the constant tinkering with units and rules as we're seeing emerge in the industry today.  While all the time and effort goes into artwork and presentation, all we are getting is a glitzy product that doesn't stand up once it's deployed.  Rules exploits, power creep and all sorts of other things immediately mar the playability of the game...and some of this stuff is pretty obvious.  Unless the designers are completely out of touch with the player base...

All of this means that designers must constantly tinker with their original design on the fly, which leads to some unhealthy development issues right off the bat.  Change the original design too much, and upcoming designs will interact strangely in the environment.  For as much as tabletop designers want the cash flow of the MMO model, they aren't adopting the habits of video game designers.

Most notably, checking for bugs.

Admittedly that doesn't matter when your bottom line is moving units, and I don't mean 'on the table'...and that's what we're always going to see in large corporations.  New unit this month?  You can bet the next ruleset will have 'updated' rules in which it costs less game resources or is in some other manner a no-brainer.  Of course this sells models...and that's what it's all about.

Of course, microtransactions were tested a few years ago.  You know, get a PDF for your phone for a few bucks that allows you to use models you bought the rules for LAST EDITION...or just gives you an advantage for some reason that isn't well thought out or tested for interaction.  We'll see if they yet make a comeback.

The endless treadmill of edition grinds is still here, it's just evening out to monthly updates instead of huge edition changes.  I want EXPANSIONS to games, not new versions every few years...right after I completed my rules collection for the last edition that was literally sold to me one month before the new edition comes out.  EVERY TIME.

Tabletop games are not a "SERVICE" in the same way that EA's Battlefront 2 is a "service".  It's not, it shouldn't be.  FAQ's on publication of new material is commendable.  Randomly updating rules and units every few weeks based on "player feedback" is not.  Look, sometimes, you shouldn't listen to the players...especially when they talk about "balance".  And if the players have to tell you after publication that something is obviously imbalanced...well I'm just not sure that something put through the paces with a minimal crew of cutthroat wargamers would be missed like that.

Is this what we have to look forward to from "AAA" companies who should be designing "state-of-the-art" games?  It shouldn't be, especially if the rules for my tabletop game cost as much as a subscription to an MMO for a year, and that's no hyperbole.  Take a look at how much GW wants for the updated edition of the Lord of the Rings Strategy Battle Game and remember there are two books to buy.

Sunday, July 22, 2018

Nether War: Bastions of Evil

Dungeons & Dragons: The Nether War
Another day, another gold piece.
Nether Warriors!

Members and affiliates of the Zhentarim, honored acolytes and mendicants of the Cult of the Dragon, hear ye!

By the order of the dragonflight, you are to hold these bastions with your lives.  Halt the advance of the insolent Harpers, and crush the resistance of the accursed Emerald Enclave.  This is your charge!

Failure, as always, will result in a fate worse than death, etc.  Now earn your dread reputations and repudiate the worms who dare march against the dragons!  To arms!

Tier 2 - Bastions of Evil

Graypeak Mine
Graypeak Mine
Even though most of the iron lodes in the Graypeak mountains are mostly mined-out, some scant veins still persist.  This large cavern complex has veins in it's lower levels, and the upper section is a base for the Cult and their allies.
  1. Scenario 1
    • Standard Attack Wing, 120 Legion Points
  2. Scenario 2
    • D&D Miniatures, 100 point Skirmish
      • Contested Ground 
        • Use any terrain piece with a base as the objective, or a scatter objective and treat the area 4" around it as the objective.
  3. Scenario 3
    • Standard Attack Wing, 120 Legion Points
When this base is cleared, the Evil player may add a 20% bonus to his available Legion Points in his next Attack Wing scenario.


Newfort
Newfort
A bailey keep that is ostensibly a way station for weary travelers, visitors today may be alarmed at the number of Zhentarim mercenaries who've taken up residence here.  The Zhents use Newfort for stockpiling supplies and freight shipping to and from other parts of the Frontier.
  1. Scenario 1
    • D&D Miniatures, 100 point Skirmish
      • Misty Ruins
  2. Scenario 2
    • Standard Attack Wing, 120 Legion Points
  3. Scenario 3
    • D&D Miniatures, 100 point Skirmish
      • Marked For Death
        • Both forces choose a Commander as the target.
When this base is cleared, the Good player may add 20 points of soldiers to his next skirmish free of cost.


Shining Falls Keep
Shining Falls Keep
The Zhents, having been active in this area for some time, secured a small stone tower near Shining Falls to act as base to coordinate with their Cult employers.  The tower now serves as a mustering point for conflicts all over the Savage Frontier.
  1. Scenario 1
    • Standard Attack Wing, 120 Legion Points
  2. Scenario 2
    • D&D Miniatures, 100 point Skirmish
      • Tide of Battle
  3. Scenario 3
    • Standard Attack Wing, 120 Legion Points
When this base is cleared, the Good player may choose to take the first or second turn in the next scenario, either Attack Wing or Miniatures Skirmish.

Sunday, July 15, 2018

Rogue Star Wars: Jedi Temple Heist

Bothawui, where rebels yell.
Planet Bothawui, remote polar region.
Buru Brothers Shipping & Handling, Inc. arrived on Bothawui with somewhat noble intentions.  Based in the infamous Cloak of the Sith, on a planet called Roon, Urdaaghr Buru and his family have skirted Imperial law their entire lives.  With the outbreak of the Galactic Civil War, the company has been having frequent meetings with the rebel Spynet.  However, negotiations have gone sour.

It seems the Spynet thinks that the Buru Brothers OWE them something...duty or what-not.  The whole thing ended with everyone walking away, but Urdaaghr was more than miffed.  They had braved the Imperial patrols and come all this way, for what?  Not to be pretty much slapped in the face!

Unfortunately for the rebels, the murderous aqualish knows a little bit more than they'd like about their operations on Bothawui.  At a remote ruin that is supposedly an "ancient Jedi temple" is an Alliance safehouse, lightly guarded.  Supposedly, weapons and other trade goods are stockpiled there, ripe for the taking.  And so, Buru Brothers Shipping & Handling, Inc. got right to work doing what they do best...stealing.

BATTLE REPORT
Rogue Stars by Osprey Publishing

Rogue Star Wars Campaign 
Bothawui Scum Attack on Rebels; Steal Valuables Mission

Setup
Buru Brothers Shipping & Handling vs Rebel Tech-Partisans

Complication: I thought you had it!
Both players lose 1 piece of equipment chosen by the opponent.  I took this to mean Equipment exclusively, that is, Equipment bought from the Equipment list.  The Rebels lost their medikit, and the Scum had no equipment to take!



For the Steal Valuables mission, we needed to make use of six tokens.  The book called for three "Yes" and three "No" tokens, but I didn't have anything readily on hand to use.  I had a sheet of cardboard chits though, and figured it's a good a time as any to use them.

I have no idea where that sheet of chits came from or where I got them, but one side was yellow and one side was white.  Instead of marking them "Yes" and "No", I simply wrote "!" and "?" on them.  Might as well get some mileage out of them.  I'm sure we can use them for plenty of games.

Making Tokens
Blank Token Sheet.  No idea where it came from.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3f6JI6nPYX-dCXgsdHX1c1gvaUGVZUi1WIdQV5E41SU_IcL2jOI0C3RgeDpFRHNicbmDEyMgzTLPQFUtjq24QqnRibqwAj9HclnFrRc4A0RREn19KuephNyqxZ70fVGPYt0OhaeMO_1Zs/s1600/Rogue+Star+Wars+2+-+New+Tokens.JPG
De-blanked tokens, white face.

Once the tokens were made, they were placed on the field.  We realized that with mission parameters this pretty much pushed everyone to the edges without any other rules.  Scum gained the initiative, and began to advance.

Rogue Stars and Star Wars Miniatures - Setup
Scum have a rough start, immediately slipping and falling.  Other people just stood there like morons.
Unfortunately, the snow made things rough.  A TN 8 terrain check may not sound like much...but with everyone running everywhere it quickly became apparent that it was going to be a problem.  A lot of stress and not much ground was covered as warriors immediately slipped and had to spend an action getting up.

Rogue Stars and Star Wars Miniatures - Rebel Advance
Let's go out here where there isn't any cover and play in the muddy snow.
The Rebels have it slightly easier, but manage to get caught in the snow in the open.  The melting snow and muddy grass is hard to run in...not solid at all.  The Rebel Pathfinder will have an easier time with his Agile trait.

Rogue Stars and Star Wars Miniatures - Steal the Initiative
Moving in the snow is difficult and hazardous.  Get more done with solid Reactions.
The Scum had activated all six of their models before it was realized that the initiative could be stolen before that.  Six or more Stress markers on the enemy team and you've got a good chance.  At the point, the game quickly picked up in pace as the initiative began to get stolen back and forth at breakneck speeds.

Also there were a lot of reactions.  Like...a LOT.  That's part of the game, and even if you don't have the initiative you can get a lot done.  Look at the picture of the board above at the end of what you might consider the first "turn".  The Rebels reacted more than the Scum acted.  Get used to it...this is why the Rebels didn't realize they could steal the initiative earlier.

Rebel Commando and Duros Technician Advance
"There's one over there...and over there...and over there!"
The Rebel advance team consisting of a commando and the medic arrive in cover as they move toward the objectives.  As the Rebel team creeps forward, the Scum start to use their reactions to get further into the map, and steal the initiative back quickly.  It's not long before they make an egress into the central area of the ruins.

Whiphid Tracker is obviously drunk.
Except Whiphid Tracker.  Whiphid Tracker doesn't care what your problem is.
The Scum manage to retain the initiative most of the time, despite not being able to accomplish much other than ratting about in the snow.

Aqualish Spy is Stressed.
Everyone is alarmed, even though the enemy has not yet been encountered.
The Duros Scoundrel actually takes the first shot, nailing the Rebel Commando that advanced earlier.  It knocks him prone, and the Rebels use reactions to move him back into cover for the Duros Technician to use First Aid...even though he doesn't have a medikit.  The Commando is Stunned, which puts him in danger of going Out-of-Action anytime he attempts anything.  First Aid can fix this condition, so they huddle behind the stones as the scum continue their advance.

The Scum advance on the Rebel positions.
Make 'em keep their heads down...
The Aqualish Spy and Duros Scoundrel on the Scum side pin down the Duros Technician and Rebel Commando as the rest of the team advances on the East flank.

Boss Buru always gets his goods.
I like to steal things before my boss gets here.
On that side of the table, the Aqualish Technician (Buru) and his brother (Aqualish Assassin) move toward the objectives.  The Kel Dor Bounty Hunter working for the Buru Brothers moves to grab an objective.

Rebel Commando down!
Want me to show you a trick to take your mind off that pain?
First Aid was performed on the downed Rebel Commando, who was not yet out of action.  He remained pinned though...actions were precious and weren't allotted to his recovery.  This kept him down and wounded behind that rock for most of the game.

Rebels Approach the Objectives...
Folks are having a hard time in the snow.
At least until the Scum moved up and finished the job.  The Commando raced out into the open with his rifle, hoping to stave off the Scum from reaching the objective.  Brave, but foolish...he was rewarded with another laser blast.

Rebel Commandos and Laser Rifles
What accuracy with that laser rifle!
The Bothan Commando finally reached the center area after a long struggle across the snow.  From that position, he was able to use a reaction to take the Whiphid Tracker out of action with a single shot.  The Rebels stole the initiative soon after and the Bothan was able to take out the Duros Scoundrel with another well-placed shot!

Rogue Star Wars Steal Valuables Objectives.
Agility and Speed really paid off here.
Soon, more actions were floating toward the Rebels, unlike in the early game.  The lead the Scum had was soon squandered after every objective they reached was fake.  The Rebel Pathfinder with the Speed and Agility traits really shined in the late game as he was able to move faster and with smaller chance for error.

Kel Dor Bounty Hunter on Objective
Here's looking at you, bothan kid.
Soon after this, the Rebels had most of the objectives locked down.  The 'real' objectives.  The Rebel Commander found one at the beginning of the game and simply stayed there in case his rifle was needed.  The sheer clownery of the Scum kept them from securing the further objectives...bad luck for the Buru Brothers.

Rogue Star Wars Rebel Victory
Every objective you touch shall turn to "?".
In the end, the Rebels carried the day after the Scum decided to retreat after losing half their team.  With the number of objectives in Rebel hands, it was best to call it a day.  According to the Objectives section of the mission, both teams score 6xp each.  It is pretty much a draw, but the Rebels get to keep the gear they were stashing here.  Alarmed that their cache is compromised, they begin moving it to a more secure location.