Archive for July 3, 2009

“WW2: Time of Wrath” Now Available for Purchase at Matrix Games

According to the press release posted on the Matrix Games web site, Matrix Games and Wastelands Interactive have announced the release of WW2: Time of Wrath. This release is a sequel to the WW2: Road to Victory game, and comes with turn-based, grand strategy gameplay, including the ability to play any of the minor countries as well as fully modeled land/air/naval combat, research, production, and logistics. A free upgrade is available for Road to Victory owners.

The game features four Grand Campaigns (1939, 1940, 1941, and 1944), covering the full war in Europe. It is said to have a simple and intuitive user interface with “engrossing historical gameplay”. It models hundreds of historical events, such as the Molotov-Ribbentrop Pact, Vienna Dictate, Lend-Lease, and more. The naval system includes aircraft carriers, battle, patrol, and submarine groups.

The game requires Windows XP or Vista, a Pentium 1.2 GHz CPU or AMD 2000+, 512 MB RAM, a DirectX 9 compatible video card with 64MB or more of RAM, a CD-ROM drive (for the boxed version), 300MB of free disk space, and a DirectX 9 compatible sound card.

United States pricing, according to the Matrix Games web store, is $29.99 for a digital download of the game or $39.99 for a physical box shipment. As noted earlier, owners of WW2: Road to Victory are entitled to a free upgrade to this title. Check the Time of Wrath forum and the Matrix Games Members Club for more information.

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Ragnar Brothers Producing “A Brief History of the World” Board Game

The Ragnar Brothers web site has announced an upcoming revision of the “History of the World” board game. The design notes posted on their site explain that History of the World was originally produced by Ragnar Brothers, then Gibsons, Avalon Hill, and Hasbro. The rights to the game have returned to Ragnar Brothers and they’ve decided to produce their own version again, and they’re calling it “A Brief History of the World” in light of some changes.

Specifically, they wanted to produce a “quality, large-scale game aimed at both the hobby and the family market” while reducing playing time and downtime. This resulted in some new mechanisms and what Ragnar Brothers believes is greater historical accuracy.

The article goes on to explain how they’re handling armies, terrain, and other details. The entire combat system has been overhauled, combining an over-run mechanic with an invasion bonus. It’s actually a very interesting bit of reading about how changing one part of a game’s design can have unintended effects on others.

Fantasy Flight Games Previews Pegasus Expansion for BSG Board Game

BSG ExpansionMy brother and I had the chance to play Fantasy Flight’s Battlestar Galactica board game during Origins 2009. We had a good time with it, and understood why the game had such a following when it was being demonstrated at Gen Con Indy 2008. Further evidence of that popularity is the upcoming release of the Pegasus Expansion for BSG: The Board Game.

Fantasy Flight’s web site posted its first preview of the expansion on Friday. The expansion will include new Cylon Leader characters, Agenda Cards, infiltration, and more. Fantasy Flight claims that the expansion “adds numerous ways for the Cylons to stamp out humanity once and for all” (though after playing the original game, I am not sure they needed any help).

Dragonblood Miniatures 20% Off Sale

The Dragonblood Miniatures web site has announced a “Summer 20/20 Sale” where orders over $20 USD receive 20% off. The sale will reportedly last until August 10, 2009. See the Dragonblood Miniatures web site for details and product information.

Adamant Releases “The Imperial Age” for True20

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The Adamant Entertainment web site posted an announcement on July 9, 2009, about their new role-playing supplement “The Imperial Age“, for the True20 Adventure Roleplaying system.

This genre book contains the information you need to run games set in the late Victorian era, circa 1880-1900. It is designed to be used as a toolkit. You can add or discard as much of the information as you like.

This 270-page book features genre information, an overview of the Victorian-era world, a timeline, an in-depth look at London, hero creation rules, fighting styles appropriate to Victorian heroes, dramatic rules for chases, and more.

There are chapters covering Victorian-era adventure stories, detective stories, horror stories, steam stories, and more. As of this writing, it’s priced at $9.95 U.S.

Fortune Magazine Says Board Games are Back

According to Fortune magazine, as reported on CNN Money’s web site, “Board Games Are Back“. The article says that game and toy maker Mattel is betting that the “Blokus” board game it acquired this year will be a hit. Fortune says that Mattel took on the title to “capitalize on the growing cachet hobby games have with twentysomethings — a demographic that Mattel’s actively pursuing.”

The article indicates that 2008 board game sales climbed 23.5%, to $808 million. They’re expected to grow more this year. That’s perhaps a good sign in our current economic situation. Video game sales have reportedly declined some due to the dip in consumer spending brought about by the economy. Experts think board games may be a “recession-resistant” industry because they’re inexpensive to acquire and provide lots of entertainment.

As someone who enjoys hobby games, this is all good news.

0One Games Releases “Dungeon of Terror #5″

cover art0One Games has released the fifth installment in its Black & White “Dungeon of Terror” series of PDF role-playing supplements. Dungeon of Terror #5 depicts the Mad Mage Chambers (West).

The Dungeon of Terror series contains 164 rooms, 8 different zones (each featured in a single product) and is broken into 225 customizable tiles. It can be played as a whole dungeon, or you may extract a “sub-dungeon” or room of your choice for use in an adventure.

This particular product “details the west part of the Dungeon of Terror, another set of unconquered hall designed by Infidus the Black himself. These are very large rooms hiding unexpected dangers. It contains a Referee Map and 28 customizable tiles.”

As of this writing, the product is priced at $1.99 and is available via the link(s) above.

Grenier Games Taking “In The Trenches: The Lost Generation” Pre-orders

According to the Grenier Games web site:

IN THE TRENCHES: THE LOST GENERATION

NOW AVAILABLE FOR PRE-ORDER (SAVINGS OF 20%) !

Starting today and until July 19, In the Trenches: The Lost Generation is available for pre-order at the lowest price ever to be listed on this web site. On July 20, ITT:TLG will begin shipping and will be available for purchase at a price of $59 CAD, but until July 19 this game can be pre-ordered for $47 CAD, a savings of more than 20%! This game will never be listed on this site at a lower price. Pre-orders will not be shipped until after July 16, in order for us to build up a stock of orders to bring to the printers ahead of time.

In the Trenches: The Lost Generation is the second game of the In the Trenches series. Designed by John Gorkowski, this series enables players to game historically accurate simulations of tactical operations of the Great War. While ITT: Opening Engagements featured three operations from the Battle of the Frontiers, the Siege of Tsingtao, and the opening battles in Poland, ITT:TLG has a total of NINE operations. Five depict the Battle of the Somme, while the Battle of Verdun and the Brusilov Offensive have two operations apiece. For only a few dollars more, ITT:TLG has one more map, a few dozen more counters, and three times as many operations to play as ITT:OE.

Wargamedownloads.com New Releases

Our former advertisers at wargamedownloads.com have released a few new titles:

1871: The Battle of Dorking
A game simulating the fictional Anglo-German war described in G.T. Chesney’s Battle of Dorking
$5.95
And they cried ‘Sancta Maria!’: White Mountain, 8th November 1620
First decisive battle of the Thirty years war
$4.00
Haven – Scenario Book for ATZ
Campaign system for the Origins Award winning ATZ.
$17.00
No Telling Blow: Dogfight 1 at El Alamein, July 1, 1942
First battle near El Alamein from July 1st to 4th
$11.00

Mayfair Games Origins 2009 Report

The good folks at Mayfair Games published their official Origins 2009 report. It includes a slide show of photographs, along with a narrative about their experiences in Columbus, Ohio, this year.

They mention that 2,500 people came through and demoed games at their booth.

They sold every copy of the Steam board game they brought with them.

Hex Games Releases “Funkadelic Frankenstein”

The folks working in game design these days are a pretty creative (and perhaps slightly crazy) bunch. Even though I haven’t played any role-playing games in decades, every so often I see a title pass by that amuses me or catches my imagination. Hex Games has just released such a title: “Funkadelic Frankenstein on the Mean Streets of Monstertown“. I haven’t seen this game, but it just sounds like it would be fun to play.

According to the announcement on their web site, “The game allows players to play in the world of 1970′s ‘Monsterploitation’ films as members of the famous and funky Prometheus Jones Detective Agency.” It’s designed for use with the QAGS Second Edition rules and includes a history of Monstersploitation films, rules for creating monster characters, and a complete adventure. It is reportedly available now for just 99 cents at hexgames.com, drivethrurpg.com, rpgnow.com, and yourgamesnow.com.

Funkadelic Frankenstein art

How to Become a Game Programmer

On the Firaxis web site, programmers Mark Vojtko and Eric Jordan discuss how you can start a career in video game programming. They talk about the programming languages you should learn, what you may want to know about prototyping, getting a programming degree, and more. If you’re interested in becoming a game programmer, it’s worth checking the article out.

WotC Publishes Updates to D&D, Forgotten Realms, Martial Power

The Wizards of the Coast web site published a set of updates for the Dungeons and Dragons Player’s Handbook, Forgotten Realms Player’s Guide, and Martial Power. The updates modify “key portions of the game that weren’t working as we intended” and “bring these mechanical elements back in line with the game’s base expectations”.

A quick look at the updates shows changes to “Rain of Blows” in the Player’s Handbook, “Righteous Rage of Tempus” in the Forgotten Realms Player’s Guide, “Battlerager Vigor”, “Dual Strike”, “Guileful Switch”, “Dwarf Stoneblood”, and “Improved Vigor” in the Martial Power book.

Decision Games Needs Magazine Game Play Testers

According to a post on their web site, Decision Games needs some play testers for the magazine games that will appear in upcoming S&T issues. These would be pre-production games, and play testers would be expected to play the game at least six times to completion over a three month period and report in at least monthly on their results. For more information, and to learn if the option is still available, see the Decision Games web site.

Catalyst Publishing “Masters & Minions” BattleTech Books

On July 3, Catalyst Game Labs posted an announcement about the upcoming release of a BattleTech “Masters & Minions” sourcebook. They describe it as a “book of important personalities” for that BattleTech universe. According to Randall N. Bills, the Managing Developer, “A personality-heavy sourcebook is always a great time to provide a ‘status of the universe’ update. This is even more important with A Time of War: The BattleTech RPG publishing this fall. As a second entry point (a scifi RPG) to the BattleTech universe (after the Introductory Box Set, the boardgame entry point), having a single product that provides a ‘this is where the universe is at’ is important.” For more information, see the full announcement on their site.

0One Games Releases The Great City, Cold Crypts

0One Games has recently released “The Great City, Cold Crypts“, the latest product in its Blueprints like of role-playing supplements. The supplement depicts “a massive ancestral crypt, a labyrinthine tangle of thousands of tombs of ancient nobles, priests, and seers.” As of this writing, the PDF product is priced at $1.95.

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Business Lessons Learned from D&D

On Sunday, Javaworld’s Esther Schindler posted “10 Business Lessions I Learned from Playing Dungeons & Dragons” in which she explains 10 real-world lessons she learned while playing D&D in her 20′s and 30′s. Here’s a quick recap:

  • Feed the Dungeon Master (DM). In other words, treat the person in power with extra kindness. If you take care of your manager, they’ll take care of you.
  • One spell, used well, can be more powerful than an entire book full of spells. Get everything you can out of the tools at your disposal.
  • It’s better to out-smart an orc than fight one. If you can think your way around a challenge or get your opponents to fight one another, that will usually work out better for you than tackling it head-on.
  • “I’m the DM. I’m not there.” Dungeon masters aren’t supposed to tell you things you should see yourself. Learn to investigate and not rely on assumptions.
  • The best quests require a mixture of skills in the party. Find new friends and cultivate ancillary skills.
  • Simple and internally consistent is more fun than random. The fastest way to upset a game is to be completely chaotic.
  • You create your own traps. If you fall into a habit, the universe will bite you.
  • Treasure is not always what you expect it to be. Thought and creativity tend to win out over immediate return.
  • You don’t have to read all the books, but a modest description of the beast you are about to face is better than facing a daemon and trying six dozen spells before finding the right one. Rely on documentation, so you can learn from others’ mistakes. Draw maps as you go to avoid pitfalls the next time.
  • When selecting a weapon or tool, bigger is not always better. Sometimes having a unique weapon or tool can make you a hero, even if it’s not the biggest or best tool out there.

Schindler is soliciting other D&D lessons in the comments to her article.

Michael A. Stackpole’s “The Rules of Writing”

Michael A. Stackpole is a fairly prolific author, having penned a large number of fantasy-themed books, Star Wars novels, Battletech novels, and other works of fiction. He’s had a long and successful career. In other words, the man knows a bit about writing. He runs a web site, stormwolf.com, where he shares (and sells) what he knows and writes. He hosted a seminar at Origins 2009 entitled “The Rules of Writing”, in which he shared his top 5 tips to help aspiring fiction writers improve their craft.

I signed up for one of his sessions. After attending, I wished I had signed up for the others. Stackpole not only understands what beginning fiction writers (and experienced ones) struggle with, he also knows how to communicate solutions to those problems effectively. I think I learned more in the 1-hour session with him than I’ve learned in all the other creative writing education I’ve had. To give you an idea what to expect, I’m going to share some of what I learned from Stackpole during his Origins 2009 session. Out of respect for the author and a desire not to infringe on his copyrights (he sells a document with his 20 rules of writing) or affect his attendance at seminars, I’m only sharing part of the information here. If you want to learn more, and get more detail, I would encourage you to visit his stormwolf.com site or attend one of his seminars.

Stackpole’s first “Rule of Writing” is “Show, Don’t Tell”. This is something you hear in many creative writing classes, but Stackpole did a great job of illustrating the impact of doing it right. For example, a beginning writer will “tell” you what is going on, such as “Tom was mad.” That definitely tells you what’s going on, but you don’t have to actually think about the words. It’s better to “show” your audience how mad Tom is, by saying something like “Tom’s face turned red. He gritted his teeth and slammed his fist on the counter.” In the second example, you have to visualize what’s going on. Not only do you get the point (“Tom is mad”), you can also picture just how mad Tom is.

Stackpole also tells writers to use “Continuity Bolts” in their work to hold the story together and make it seem real. For example, if the main character in your story visits a local bar and has a conversation with the bartender while waiting on a friend to show up, use that conversation and the bartender character elsewhere in the story. Perhaps your main character needs to go to the post office to pick up a package. While he’s waiting in line, he might see the bartender buying stamps. This makes your fictional world seem more real. Similarly, if a television in the bar talks about some news story, the main character might hear people talking about that same story in line at the post office. These elements of continuity make your fictional world seem more complete and consistent, and reward readers for paying attention.

The rule that stuck with me the most was “He said, she said”. This refers to something I’ve always struggled with when I write fiction. I knew it sounded horribly awkward, but I just couldn’t see a way around it. In about two minutes, Stackpole pushed me right past that block and helped me understand what I should do instead. Lots of beginning writers construct dialogue in their stories like this:

“I don’t like it,” Tom said. “You spend too much time at that night club.”

“Don’t be jealous,” Jane told him. “I’m only dancing and hanging out with my girlfriends.”

Tom asked, “Then why did Fred tell me he saw you sitting with that guy from Accounting?”

All that “said”, “told”, and “asked” stuff gets repetitive and irritating after a while. But how do you make it obvious who’s doing the talking? Stackpole explained that one way you can do that effectively is to give your characters a unique style of speaking. Perhaps one character never uses contractions. Maybe one uses a lot of big words, while another chooses smaller, one-syllable ones. The above example might be rewritten as:

“Ticks me off, you goin’ clubbin’ like that every night.”

“That’s silly! I only go to dance and hang out with the girls.”

“Fred saw you sittin’ with a jerk from Accountin’. Why?”

In that example, Tom tends not to say the “g” at the end of words. He also likes to use shorter, more gutteral sounding sentences. Jane uses more complete sentences and a more formal speech pattern.

Another way to identify speakers is to have them name one another, as in “Oh Tom, you’re always saying things like that.”

You can also illustrate who is speaking indirectly, by showing actions they take while they’re speaking, such as “Tom picked at his fingernails.” right before he says something.

You can also hide clues in the context of the characters’ speech, such as “Being the chief of police has its advantages, eh?” If three characters are speaking and only one is the chief of police, you know who they’re talking to. It’s also likely that the next person to speak will be that “chief of police” character. These little clues help the reader figure out who is talking, who’s listening, etc., without having to explicitly use the words “he said”, “she uttered”, “she asked”, etc.

For example, another way you might rewrite the original scene:

He gritted his teeth. “Ticks me off, you goin’ clubbin’ every night, Jane.”

“Oh, Tommy! I only go to dance and hang out with my girlfriends.”

“Fred saw you sittin’ with a jerk from Accountin’. Why?”

In the first line, we know the speaker is male, and he is talking to Jane, even if we don’t know who that speaker is. In the next line, Jane tells us it’s Tom. Now that we’ve established that Tom and Jane are talking, the third and subsequent lines can just deliver dialog until someone new enters the conversation or an existing speaker leaves.

(My examples above aren’t intended to be great writing, just quick illustrations to get the point across.)

Stackpole also shared suggestions for making scenes and dialog do “double duty” and explained the importance of researching the topics you write about. During the seminar, he recommended authors whose work provides good examples of different areas of fiction writing, such as dialogue, plotting, characterization, and

At his seminars, Stackpole sells CD-ROMs which contain PDF (Adobe Reader) files. I purchased the disc for this particular seminar. The PDF contains the 5 rules Stackpole discussed in the seminar, along with another 15. The disc also contains a copy of a back issue of his “The Secrets” newsletter that covers “timely and classic” writing issues. For example, his June 19, 2009, issue (122) discussed how to prepare documents for the Amazon Kindle device

I’m looking forward to attending Stackpole’s seminars at Gen Con Indy 2009 in August and wish him continued success in his career.