We got to the end of Starship Week but still had a day left, which I’ll chalk up to the weird time disconnect that happens during faster-than-light travel. Kind of like when you travel through space for six millenia and when you get back you find out they’re still not out of Final Fantasy sequels. In any case, it leaves me a free day to explain that the moral of Starship Week can be found entirely in one story I could have told you at the beginning and saved you a whole bunch of time and screenshots.
After the jump, I hope you don’t feel mad or cheated. Continue reading →
Of all the starships in history, the Enterprise is the only one I can think of which has had such a long, consistent, and well-documented life. It started out in the 1960s as a toy suspended on wires and progressed through the 1980s and 90s as a more elaborate toy, to reach its present existence as a computer’s realization of its artists’ imaginations. Along the way, it died, and was reborn, and the emotions provoked by those events and its subsequent spawn form an almost family history that is shared by a fan base that has established its own lineages. Its captaincy is almost a royal succession, and the different courtiers all have their allegiances, but throughout it all, the throne itself is never in doubt. Because the entire timeline has taken place aboard one form or another of that talismanic ship.
After the jump, that darned ship. Continue reading →
I was talking with a colleague about spaceship games, and told him I was particularly interested in games where you had to do things aboard a starship. He came up with a nice list for me that I’ve added at the end of this post. All of these involve being aboard a starship in some way.
But there’s one game that no one remembers anymore, and that you haven’t heard of either, and that’s reason enough to wrap up the week talking about it.
Because, after the jump, it tells a story that gets to the very heart of Starship Week. Continue reading →
The Epilogue to my game of Awful Green Things from Outer Space is a series of completely random encounters driven by the ancient method of rolling a six-sided die and referring to a choose-your-own adventure book.*
After the jump, you start at #1 Continue reading →
That’s the opening setup, I mean that’s how things looked on the actual Znutar when the crew discovered the Awful Green Things. The monsters started out in the Cockboat Bay (ha!) and spread out one per unoccupied space: 6 eggs, 4 babies, 2 adults. This was determined by the stars, or by 2d6. In the end, does it matter?
After the jump, no. Continue reading →
I tend not to be jealous of people who are good at things that I’m not. I figure that’s just the way it goes. I mean, I’m good at some things, too. However, I make a special exception for artists. I have a great aptitude for thinking of things with none whatsoever for drawing them, so I can only imagine what it would be like to be able to illustrate my own ideas. If I had this and also had game design skills, then I’d be Tom Wham.
After the jump, wham, bam, thank you, Tom Continue reading →
I start the game by distributing the crew around the ship. Captain Neema Strof starts on “C” Deck in Pod 3 near the risor. Science Officer L.J. Gepidus is on “B” Deck, as is Maintenance Officer Najeb Kelly, although he’s all the way down the hall at the other end. Ground Survey Officer Blnt Skraaling and Biology Officer Hesiod Charybdis (I am not making any of these names up) start together up on “A” Deck, in the same pod no less.
After the jump, the adventures of Blnt and Hesiod Continue reading →
The history of gaming is distinct, I think, from the history of gaming ideas. Gaming has been such a fragmented hobby that very often people weren’t aware of their peers’ ideas, leading to a lot of reinventing of the wheel. This struck me the other day when I was reading an excerpt from “Designing Modern Strategy Games” by George Phillies and Tom Vasel. Phillies is an old hand from the days of 1960s boardgaming, but what grabbed my attention was not about him, but about someone else. A guy named Sid Sackson. The excerpt below comes from that book. The “I” in the excerpt is Phillies.
Once upon a time, [I] had the good fortune to visit the greatest American board game designer, Sid Sackson, at his New York home. Sackson had by far the largest collection of traditional board games in the world. (He did not collect board wargames.) He estimated to me that he had 20,000 distinct titles. I can confirm that almost every room of his house was filled from floor to ceiling with games, including shelves in the middle of every room except the kitchen. He also had various game fragments, such as the cover of Race to the North Pole, a nineteenth-century game about a race to the North Pole via Montgolfier balloon. The collection was carefully organized, so that he could find whichever game he wanted almost immediately. Sackson’s game library was backed by a set of notebooks, so that when I described design elements of games from my board wargame collection, he rapidly inserted those details into a notebook and indexed them.
I have never heard of Sid Sackson, even though he wrote a column in the 1970s in Strategy & Tactics magazine, and has a Wikipedia page. That is almost certainly my loss. But if someone like me who plays (or at least knows about) a fair number of boardgames has never heard of the greatest American designer of such games, you can at least make an argument that someone should be doing a better job of spreading this information around. Oh, for those notebooks! So many designers were working in a vacuum, oblivious to all the game mechanics Sackson catalogued, reinventing wheels and warp drives.
But games do carry a flavor of their time, and picking up a box from thirty years ago can either dissuade you with the musty smell of outdated implementation, or entice you with the allure of imagination. There is a lot of imagination in games about spaceships. One particular one — The Wreck of the BSM Pandora by Jim Dunnigan and Redmond Simonsen — has about equal parts imagination and frustration. For the time, that was probably a big win. If only they’d had Sackson’s notebooks.
After the jump, the big win Continue reading →
This is Free Trader Beowulf, calling anyone … Mayday, Mayday … we are under attack … main drive is gone … turret number one not responding … Mayday … losing cabin pressure fast … calling anyone … please help … this is Free Trader Beowulf … Mayday …
–cover of the original Traveller game box
One of my favorite books as a child was this oversize picture book called Space Wars Worlds and Weapons. It’s basically just a big book of paintings of science fiction stuff: aliens, planets, and lots of spaceships. There is some desultory text trying to tie these themes together, but it’s really all about the pictures.
The book starts out with a section on “space vehicles,” and the text quickly bogs down.
However you call it — star ship, rocket ship, space machine — the space ship is the foremost, some would say ultimate, sf symbol. If science fiction is all about other worlds, then the space ship is a part of that other-worldliness, connecting solar systems and universes … the public transportation factor.
After the jump, space fare Continue reading →
There’s one last element to the scenario — a huge Titan bearing down on a space colony — I didn’t mention yesterday, and that is that the space lords have sent us a relief force!
Roll one die at the beginning of the End/Repair Phase and record a running total. When the total is equal to or greater than 12, the TDF player receives reinforcements (BCH, BC, CA x4) within 2 hexes of (E). This happens once per game.
Oh but it’s not here, yet.
After the jump, I’m sure it will arrive any minute. Continue reading →
Sci-fi? Sure, I like it, but only the trashy stuff. Not so much trashy as phony. The kind I can dip into between shifts, read a few pages at a time, and then drop. Oh, I read good books, too, but only Earthside. Why that is, I don’t really know. Never stopped to analyze it. Good books tell the truth, even when they’re about things that never have been and never will be. They’re truthful in a different way. When they talk about outer space, they make you feel the silence, so unlike the Earthly kind — and the lifelessness. Whatever the adventures, the message is always the same: humans will never feel at home out there. Earth has something random, fickle about it — here a tree, there a wall or garden, over the horizon another horizon, beyond the mountain a valley … but not out there.
–Stanisław Lem, “Tales of Pirx the Pilot”
I have always thought that science fiction, despite being forever linked with fantasy in the “fantasy/sci fi” section of bookstores and libraries, was actually best appreciated by adults. Unlike traditional* fantasy, which is wrapped up in quests and knowledge acquisition which are essentially coming-of-age concerns that resonate best with adolescents and young adults, science fiction at its best challenges our notions of what is possible by stripping away all the things we find familiar, and thus letting us examine fundamental beliefs and assumptions we have spent a lifetime constructing. It also taps our fascination with the unknown, specifically, that of distance.
After the jump, how far is far? Continue reading →
Never underestimate the effectiveness of direct mail marketing. A few days ago, I got an email from a site called Wargame Downloads. The name kind of gives it away. It’s a site that has a bunch of print-and-play games, mostly about historical subjects but not without the occasional elf or sportsman. I wrote about it a few months ago after buying a couple neat solitaire games. For a few bucks each, how can you lose? One of the games not mentioned in that article is called Baptism at Bardia. It comes in standard print-and-play format: color printer and glue stick required. But then I got the email: Baptism at Bardia has been released for PC! Straight to the site I went. It cost $12. If the Wargame Downloads guys can figure out a way to make each one of their emails turn into twelve bucks, they can probably afford to start printing and selling some of those wargames themselves.
After the jump, what twelve bucks buys these days Continue reading →
See that? That’s a screenshot of one of the most amazing things I ever saw in wargaming: snow in 1941. As I pointed out a while back, that’s more of an observation about what computers could do for wargames back in 1981 than doubt about the weather in Russia. So I was glad the third bullet point in Shenandoah’s press release for their newly announced game, Drive on Moscow, proclaimed “a changing map based on weather conditions.”
After the jump, I predict famous designers. Continue reading →
Balance is like the reverse of pornography: everyone can give you a definition, but no one seems to be able to know when they see it. Oh sure, they think they know. Plenty of people will tell you that this race is overpowered, or that class is imba, and people go on to repeat it until it takes on a life of its own. I’ve seen plenty of game reviews declare a game is balanced or imbalanced, often on release day when I’m not sure how anyone can know that for sure.
The problem with balance is that just because someone hasn’t won with a particular race, or strategy, or build, doesn’t mean they can’t. Likewise, just because you found a strategy that won a bunch of games early doesn’t mean there isn’t a much better strategy that someone just hasn’t figured out yet. Or more pointedly, that they haven’t used against you.
But, after the jump, Battle of the Bulge is imba! Continue reading →
Battle of the Bulge snapshot
See that screen? If you play a lot of John Butterfield’s Battle of the Bulge: Crisis in Command: Volume I (actual legal name) you know something important that I am about to tell you. I’m not sure if Tom knows it, though, so I may be compromising operational security. That’s opsec for you people who are in the know like me. And not like Tom, just to reiterate that so there isn’t any misunderstanding. About Tom being in the know, I mean. Anyway. That’s the German 1st SS Panzer Division, the biggest, baddest unit in the German army. In this game, I mean – there might be other, badder units on the Eastern Front or something. I’m only in charge of this game. So getting back to the opsec, I am in Malmedy without having taken any losses. That might be because (a) I attacked the two-pip Allied armor that was there and blew it totally up, or (b) Tom evacuated it (‘bugged out’ in military vernacular) so that it wouldn’t get seriously bushwacked. Either way, the 1st SS Panzer Division is essentially guaranteed to get to Werbomont on the next day (Dec. 17th). (In Bulge there are multiple ‘turns’ per day but each unit only moves once.) Once I am in Werbomont, I am guaranteed to be able to attack Huy on the first impulse of Dec. 18th. If I can clear that space on the 18th, I have a decent chance of winning an automatic victory on the 19th. Since the game could technically extend all the way to the 28th, that’s pretty quick business by the Germans.
But here’s the thing: it’s two days early, and I already know what the chances are of me clearing that space if Tom defends it with one elite infantry. He gets two elite infantry as reinforcements on the 18th, but has two key spaces to defend with them. If he defends Huy with one of them, my chances are exactly 41.8%. I did the math so that you don’t have to.
On the other hand, if Tom had inflicted one hit of damage on 1st SS Pz during the combat in Malmedy, my chances would drop. To 27.3%.
That sounds like a lot of nerdy hoo-rah. Except that pushing for Huy and trying for an early victory is only one possible strategy in the game. Part of playing the Germans is making the Allied player think you are doing one thing when you are planning another. If Tom were reading the numbers, he’d be able to deduce that the river crossing strategy is still a viable one for me. And if you’re playing the game, and see the Germans take a hit in Malmedy on that first attack, you can breathe a little easier about the early victory, because your chances of stopping them from even getting into position for it in Huy are a hefty 73.7%. And you’d know that two days in advance.
Anyway, better keep strict opsec on this one.