Sandbox Gaming is Great

I like tabletop games, both RPGs and wargaming. I don’t do much wargaming nowadays, but I’d like to share one of my last big projects I did with a friend many many many years ago (it was 2012). We used a philosophy that I call Sandbox Wargaming to make a narrative campaign.

I believe that wargaming is best when it is enjoyed and shared as a collaborative project between friends. I’ve been to lots of tournaments but I’ve never enjoyed the tournament scene in any game. Something that I found particularly inspiring is the pre-Chainmail wargaming of Gary Gygax and his associated gamers in the 70s.

The group, and others like it, would happily invent or modify rules as needed in order to produce fun games and stories. It was an age of experimentation with little set in stone. People were brought together to try out each other’s games. They bonded from their shared love of fantasy stories, military history, and writing games. There was no arguing over points and no list tailoring. The rules were vague, and players made up new rules on the spot when they encountered something unexpected.

This mentality is what I call ‘sandbox’ play. Players have a set of rules (home written or bought) that forms an agreed core framework which they can build on. It turns war gaming into a collaborative project, with players working together to create cool set-pieces (although a competitive element can still be present to varying degrees).

My friend and I had our 2012 project using Tomorrow’s War. This is a science fiction rule set based upon that kind of ‘sandbox’ approach. You have the rules and example army lists but you’re encouraged to play whatever you want to play.

We designed our own army lists and played without points costs. It was an “Imaginations” game (the players create fictional nations / factions) that was VERY tongue in cheek. We also discussed each game and agreed on how the campaign unfolded based on the results of the battles. Sometimes one of us wanted to do stuff not in the rules or do something technically unfair but convenient for both of us – so we talked about it and played fairly liberally when it benefited us both.

It was freewheeling and very fun. Sandbox gaming requires everyone to be good sports and focus on enjoying time with friends. It’s anathema to the hardcore tournament mentality but in my opinion, it’s the best way to play. Toxic players simply don’t play sandbox games. The only drawback is that few people play sandbox games at all, but I highly recommend that you try it with a trusted gaming friend.

Check out my next post for some pictures.

Warzone Abridged (2018)

Warzone Abridged is a homebrew tabletop project that takes Warzone 1st Edition as a base but removes the more cumbersome rules and streamlines it.

It also adds all of the new material from the Modiphius Mutant Chronicles 3rd Edition RPG, including the Russian flavoured Whitestar faction into the wargame for the first time. It also vastly expands the amount of spells and creatures in the game.

The core rules themselves are about 20 A4 pages, and the entire document with full army lists for each faction come to 135 pages. They will soon be available for free online

Ion Maiden Reveal Trailer

After Bombshell had a, uh, lackluster debut, the planned quirky tie-in promo minigame expanded in scope to become a full-fledged actual game, bringing along the developers of eDuke32 and several prominent Doom sprite artists (such as Cage and HDoomguy) to turn it into a bigger project.

Has launched in Early Access with a “preview campaign” spanning five-ish maps.

February Painting

More miniatures.

Doomguy is from Klukva Miniatures. Very clean resin casting, quite easy to paint.

The two ‘Elite Guard’ Nazi ladies are from Thrilling Tales’ She-Wolf characters pack. The models had a lot of flash but they’re old school in design and quite fun to paint.

Caleb and Corzo are from Wargames Foundry and their cowboy line – one of the only lines that has a cowboy wearing a poncho. There are plenty of good Calebs out there, but they’re all part of bundles, and none of those bundles have a passable Corzo in them.

Stuff I’ve Been Painting

 – Nazi Supersoldier on the left is from Dust Tactics, a convention exclusive so I’m told. Dust fans pls don’t REEE at me for ripping him off his exclusive base. I’m not sure how to use him in Konflikt 47 but in FRAG he’ll be an Uber-Mutant personality.

 – YOU HAVE TAKEN THE LEAD is a Warzone Capitol Airborne Ranger with the shoulder logos filed off.

Waffen-SS Officer is made by Warlord Games. He’s wearing a late war spring pattern jacket over a dark grey uniform. He will be seeing use in Bolt Action, Konflikt 47 and FRAG as a platoon leader.

 – Nayla Erdogan is a former New Ottoman officer turned mercenary star ship officer (actually it’s a figure from the Infinity RPG miniatures range, but a buddy mentioned that it looked like one of his characters from a space setting he’s been talking about).

Ranger was tricky and I made a lot of mistakes. Getting the yellow right was hard. Quake Champions has such muddy colours most yellow paint is too bright. After an attempt at mixing darker yellows and dry brushing the breastplate I had to go back and give him a dark ink wash around the curves of the armour. The shoulder pads also didn’t look right when I tried to give them a worn metallic edge; I guess my mind sees reddish brown and just thinks ‘leather’.

He was also supposed be holding the dire orb but I was halfway through priming him before I noticed that I forgot to green stuff his hand. I really can’t explain how that happened.

A Little More DUSK Episode 2

WE SOLD OUR SOULS FOR KNOWLEDGE
ALTARS OF CONCRETE
FED WITH BLOOD AND BONE

I finished Dusk episode 2. It has a bleak, oppressive atmosphere. That, plus the sense of reality breaking down made Dusk Ep 2 really great to play. At the same time though I’m in no hurry to replay it. All those wendigos, crying cyborgs, and Lovecraftian machinery fueled by corpses.

The second to last level was great, but the final level really could have done with more as it doesn’t deliver the payoff promised by the previous two levels.

In an ideal world Dusk would only be an average game in a sea of great shooters. Even then I’d still recommend it.

DUSK Episode 2

My sound card is buggered right now so I’m using headphones. I’m not sure whether that was a genius move or a terrible mistake. Dusk episode 2 is scary.  I yelped when the new bad guy spoke. I screamed the second time I met a wendigo (I expected the first one).

It’s also harder. I mastered episode 1 on hard but I feel off-balance in episode 2 on hard. In a good way – I think the difficulty so far is just about right for me. There’s a LOT of enemies and all of them are very dangerous if left alive too long. You’ve got to keep moving and weaving between cover if you want to survive. The popcorn enemy dies quicker but hits harder, and the tanky scarecrows have been replaced with the incredibly dangerous welder.

There’s plenty of new enemies, although at least one is a pallet swap (super cultists). There’s no new weapons, but that’s to be expected. This is/was supposed to be like the old 90s shareware games after all. According to the devs their ambition has grown since DUSK’s “shareware” episode got such great reviews. There may be further unique art assets and monsters in episode 3. I’m excited about this, even though the promise of uniquely styled episodes reminds me of Daikatana.

I had an initially rocky start with DUSK with the new climbing power up being bugged, but the devs have quickly addressed this in patches and it’s much better now. I never quite feel like I’m playing episode 2 properly, but maybe I’m just nervous from the thick atmosphere and new monsters. I’m surprised that the Black Mesa inspired episode is scarier than the Blood / Silent Hill themed episode – but I guess I didn’t play episode 1 in a dark room with headphones on.

I didn’t mention it in the episode 1 write up, but DUSK is being developed by one of the guys involved with the Rise of the Triad remake. I’m looking out for bad platforming sections but nothing egregious has popped up (the lava section in the Foundry secret level comes close). I’m also worried that episode 3 will have bad ‘gimmick’ levels, as that can sometimes be the case with “otherwordly” themed final levels in games (levels that make devs go nuts with portal tricks and frustrating mazes), but they don’t seem to be rushing development (far from it) so I’m hopeful they’ll come up with something nicely balanced. So far I’ve thoroughly enjoyed DUSK and not had any causes for concern.

A reminder for the people who are newer to FPS gaming – although I’m saying “episode 2″ it’s not a sequel or an episodic game. You buy DUSK and you get a full 33 level game with extra modes, it’s kind of like an early access thing. Getting the first 11 levels in advance was meant to be a pre-order bonus referencing 90s shareware, but the positive reception has meant they’re taking their time finishing everything off so now the episodes are released as they’re finalized. The entire package is $20 US or £15 UK.

It’s still the same DUSK that I loved first time around – just more intense. More enemies, more intense encounters, more intense atmosphere. I’m just under halfway through episode 2 so this is purely a first impression – but the fact that I felt the need to come on Tumblr to wax about my experience probably says a lot.

Mutant Chronicles RP: Welcome to Alma City

(Mutant Chronicles homebrew – Alma City only exists as a brief couple of sentences in the “Luna and Freelancers” sourcebook – a lost ruin in an endless wasteland. In my ‘Fall of Technology’ game Alma City is at the height of its’ power and needed several pages of new fluff. The players are driving there in the hope of meeting the charismatic “Mystery Man” who might have the key to banishing a deadly alien warrior…)

Luna is the heart of humanity’s new home among the stars. Billions live in Luna City, working and consuming in bliss. Yet inside that tightly packed hive of human activity the most brilliant minds struggle to flower.

Face it, Luna City is crowded. The most gifted can’t shine their brightest there. Alma City is the answer – it’s Luna’s second city, its’ best kept secret. A haven for the most worthy and elite; a technological utopia created by the best and brightest FOR the best and brightest – and for the right price, YOU can join!

There is no starport to Alma City. There are no buses. it is 9 hours drive down the megaway from the Geoffrey R Hazeltine spaceport outside Luna City, so private VTOL is recommended.

Established in 2433 as a luxury resort, Alma has expanded rapidly since then. It is unique among human cities in that it requires annual  ‘membership fees’ from home and business owners.  This allows the City Office to offer high end services to its’ wealthy, deserving members.

When you enter Alma City, the first thing you will see is the neon soaked skyline dominated by the imposing Ziggurat. From here, the City Office plans the development of the City and the arranges special services to all city members. The Ziggurat also contains the processing core for TIAMAT, the city’s own Tier 1 artificial intelligence. A wonder of Corporate technology, TIAMAT can effortlessly process over two hundred million tasks simultaneously.

Alma City is built upon four artificial islands and surrounded by a gorgeous red tinged body of water colourfully known as the Dead Man’s Ocean. Dating back to the initial terraforming of Luna, the ocean sparkles with reddish wonder – a mixture of imported clay and exotic terraforming agents. Luxury cruises are available – a chance to view sights of un-terraformed Luna, something unimaginable from Luna City.

Similar to Luna City, Alma is divided into Megacorporate and Micro-corporate sectors. Capitol, Bauhaus, Imperial and Mishima do business here in addition to a dizzing range of smaller corporate entities. From the Bank of Mars, and BauForce to Argen Electric Power and Mannerheim Nanotronics – executives from every imaginable sphere are rushing to Alma City!

See Mishima’s Silicon Shogunate – a vast complex of research and development approved by the Chairman himself.

Visit Imperial’s famed breweries and the newly re-furnished Paladine Library.

See the wonders of Capitol’s San Teresa Avenue – or try to catch a glimpse of the latest JANE model being shipped at Dead Man’s Docks.

Visit the outstanding Temple Casino or sample the finest of Alma City at the Llewellyn Hotel.

Alma City is a city of your deepest, darkest dreams. TIAMAT is waiting to process your applications – unleash your true potential with Alma and get a one step closer to Heaven.

Painting Germans for Bolt Action / Konflikt 47 / FRAG

I started a Bolt Action & Konflikt 47 army on the weekend and the first models are coming off the assembly line. I’ll be running mechanized Waffen-SS with veteran troops and SdKz251′s for everybody.Konflikt 47 is Warlord Games and Clockwork Goblin’s “Weird War” gaming system descended from their historical WW2 game Bolt Action. The non-weird stuff doubles as a fairly effective late war historical army.

Of course since FRAG includes a faction inspired by Wolfenstein 3D and Rise of the Triad, these gents will also be great for testing out the team weapon rules.