Wednesday, 3 April 2013

Green Stuff Mole-Man Critter

I've never had much success with sculpting miniatures. Up until now I've assumed it's just that I'm useless at it, but it may be that I just hadn't found my medium.

Until now, the only epoxy putty I've tried sculpting with was Milliput. It's a fine material with a multitude of uses, and it does cure really hard, but my modelling efforts with it have been frustrating, unrewarding, and frankly, terrible.

Recently though, I got some Green Stuff, to see what all the fuss is about. It's much, much easier to work with than Milliput, I find, though it cures a lot softer and can't really be sanded or drilled. I understand you can actually mix the two putties together, but I haven't tried that.

Anyway, I had a bit of Green Stuff left over after I finished the job I was doing, and thought I'd have one more go at sculpting something. This little guy is the result.

Now, Tom Meier, Werner Klocke and Sandra Garrity are clearly in no danger of being displaced by me any time soon, and there's nothing very startling about the fruits of my labours, but I'm really quite pleased with the way it turned out. It's not very big (that's a 16mm washer it's mounted on), but it does look pretty much like what I intended, which is a major improvement over previous efforts.

He's some sort of mole-man, emerging from under the grass. Annette thinks he looks creepy, so I've succeeded that far at least.

I doubt that I'll ever do much in the way of original figure modelling, but I'm encouraged enough to maybe try my hand at some reasonably extensive remodelling of other, more talented, people's work.

Wednesday, 27 March 2013

New Arrivals

Just arrived is a whole new bunch of wargames books from Warlord Games, this time their WWII skirmish game, "Bolt Action", plus a couple of army books.

I haven't read them through in great detail as yet, but I've seen enough to know that they have quite a few mechanisms in common with the others of theirs I've seen (Black Powder, Pike & Shot and Hail Caesar), and like them, enough differences to trip up the unwary.

This is clearly not a game designed to please those wargamers who become enraged when the different muzzle velocities of the Lee-Enfield SMLE Mk.IV and the Kar.98 aren't accurately modelled and reflected in combat outcomes on the tabletop. No indeed, they appear to be aimed at much more well-balanced gamers, people who prefer to have fun instead of a pedantry-inspired stroke.

I also bought a set of their "Order Dice.
These are really pretty much of a gimmick; they can easily be replaced by ordinary six-sided dice, or even card chits or the like. However, I've got them now and no doubt they'll do exactly what they're designed to do, which is to display what orders you've given each unit.

Warlord also sent me, unsolicited, some samples of their 28mm pewter figures: three in total (or four if you count the wounded guy being carried). Two (or three) Brave Lads and one Dirty Nazi.
They're not too bad at all. Well sculpted and cast, and quite characterful. It's good business I think; as a customer it makes me feel good to receive these little tokens, and it shows off the quality of their wares in a very tangible way. I doubt that I'll be buying any, just because 28mm metal figures are getting to be out of my price range these days, and reasonably good plastics are readily available, but I do appreciate the gesture. And you never know; after all, I have woeful self-control when it comes to buying more little metal dollies.

I intend to use my 15mm stuff for this. There are a couple of advantages: first, I already have a bunch of figures and vehicles, and second, I can cut all the distances down to centimetres instead of inches and have a decent game on a much smaller table area.

Monday, 25 March 2013

Most annoying ever...

The most annoying character I ever encountered was in a Champions game, built by my friend Mark purely to break the game (I suspect).

The character's name was Nexus. He had only two powers: Duplication (12 duplicates) and a Speed of 12 (out of a maximum of 12). This in a game where a SPD of 6 was pretty damn good.

What this meant, effectively, was that in any given combat Turn, once he'd spent his first action on splitting into his duplicates, Nexus (Mark) got 144 actions. The rest of us got 4 or 5 or 6 or 7. That meant that for 95% of the game, we were lying around twiddling our thumbs while Nexus scampered around doing EVERYTHING. It also meant that a Turn took a long, long time to resolve.

Then, due to everyone ignoring my inspired tactical genius, my blind acrobatic Daredevilesque character ended up fighting a ten-armed octopus villain and getting entangled, while Nexus took on the villain I should have been fighting, the one with the mega-flash attack which blinded all his duplicates at once.

Absolute fiasco.

Not that I'm bitter or anything.

Friday, 22 March 2013

More 15mm Traveller figures — huzzah!


Huzzah!

The RAFM 15mm Traveller miniatures (which, apparently, aren't Traveller miniatures any more) I ordered at the beginning of October LAST YEAR have finally arrived. The original order went astray in the post, so they sent me out replacements, which now are here and ready for me to start painting.

Since we almost never use miniatures in our Traveller game, this might seem like a whole lot of wasted effort. Perhaps it might be time to hunt down a decent set of sci-fi skirmish rules.

Wednesday, 20 March 2013

Tedium

Painting wargames miniatures en masse is incredibly tedious.
If it wasn't so expensive I'd be paying somebody else to do it for me.

Monday, 18 March 2013

Red Priest


I've had this guy sitting unpainted by my worktable for many, many years. I got him down to experiment with Vallejo's "Smoke" glaze (over his coat-of-plates), and figured that since I'd started on him I might as well finish him off. He came in a pack of two; I can't remember who made them, but I think it might have been Citadel, possibly from the Mordheim range, though I wouldn't swear to it.

The Red Priests are a fairly unpleasant, fanatical bunch who lurk about in the background of my campaign. They're cultists of the Great Old Ones, and that's never good. Fortunately, their reputation makes it hard for them to achieve any great degree of overt power, but they're the sort of sneaky bastards who get up to all kinds of shenanigans in the background.


This is the other one that came in the pack; I painted him a long, long time ago. This one isn't intended to be of any particular sect.

Friday, 15 March 2013

SiG 33 auf Pz.I

These are a pair of 15mm (1:100 scale) WWII vehicles from Battlefront, the SiG 150mm infantry gun mounted on a Panzer 1 chassis, sometimes known as the Bison 1.

All in all I'm reasonably happy with the way they've turned out; I think I'm getting the hang of painting Panzer Grey. But compared to guys like Ritterkrieg I can't paint 15mm figures for toffee, my eyes and fingers are just getting too aged and decrepit.

 Feel free to click on the images to see larger, more bloated versions.

Saturday, 9 March 2013

15mm SdKfz 231 (6-rad)

 SdKfz 231 (6-rad) from Battlefront.

I added the Nazi air-recognition flag from Green Stuff, to cover up a nasty glob of resin left over from a miscasting fault. I could have ground off all the excess resin I suppose, but I would also have had to re-do the panel lines, so this was the easier option. In retrospect, it would have been easier (and probably given a better result) to use PVA-soaked tissue rather than Green Stuff. Live and learn.

I also had to replace the turret hatches; the ones supplied with the model were rather ill-fitting.

I have another one in the pipeline as well; I'd like to give it the big frame-antenna they used early in the war, but I'm not sure if my soldering skills are up to the task. I guess all I can do is try

Tuesday, 5 March 2013

More Monsters

Freshly arrived from Lulu is this new OSRIC/AD&D monster book by Rafael Chandler.

I've not done more with it yet than flip through it and write my name on the inside cover, so I can't really comment much yet on its contents. On the outside though, it fits in almost perfectly with my other AD&D manuals — it's clearly been closely modelled on the style of the MM2. The binding is glossier, and I suspect not as hard-wearing as those ancient volumes, but the graphic design is very similar (in spite of the 3e/Pathfinder-style cover critter).

Internally, the layout is basically the same as the MM1 and MM2, though the text is in a larger font (not a bad thing, in my view). It's liberally illustrated in black & white or greyscale throughout, and generally speaking the illustrations are pretty good.

The paper is a smooth, matte, bright-white stock designed for digital printing. It's not as heavy as the rag-paper used in the first AD&D manuals, but it's not as flimsy or shoddy as that used in some of the AD&D2 books. It feels like it should take pen and/or pencil annotations just fine.

On brief acquaintance, I'm pretty happy with it. Now to actually read the thing and see what I can do with it to help in the noble quest to make my players' lives a living hell.


A couple of days later.....

Well OK, so now that I've given it the once-through I'd have to say that I'm not completely over the moon about it, but it's not a complete load of old cobblers either.

There are some good, interesting monsters in there, but many of them are clearly designed to suit a very specific campaign style — and that's not really my style at all. I'd much prefer it if they had their campaign-specific fluff stripped out, and to have them presented in a much more general-purpose style.

I'd also have to say that I'm not that fond of being beaten over the head with an author's own politics/ethics/morality, even when I happen to agree with some of it. I get the strong feeling from this collection of monsters that I'd find Chandler's own campaign intolerably preachy.

I wouldn't say that I wasted my money, but I can't see it being as useful as I had hoped.

Wednesday, 6 February 2013

S&W House-Rules Online; The Multitudes Rejoice

I've gone and put up an HTML-ized version of my Swords & Wizardry house-rules on my website.

There are advantages to using the web for this sort of thing: I can access it from wherever I happen to be, I don't have to carry the book(s) with me, and I can update it easily with whatever terrible new ideas spring into my fevered brain.

I have an idea for improving the navigation of the thing, which I may get around to implementing sometime soon (hopefully).

Monday, 4 February 2013

Leveraging new synergies in buzzword-compliant micro-basing paradigm

From the front
From the back

I've been in the habit of basing my micro-scale infantry on 0.5mm sheet steel for two reasons: first, so that I can store and transport them easily on magnetic sheet, and second, to keep the bases as thin as possible so the figures don't loom over everything around them.

I still like the first idea, but I've changed my mind about the second, for reasons of playability. A thicker (3mm MDF) base makes the unit easier to pick up without inadvertently bending the teensy-tiny figures, and it provides an area at the back of the base to glue unit identification text.

I've moved away a bit from the idea of a tabletop wargame as being a kind of moving diorama, and more towards the figures and vehicles being playing tokens. I wouldn't go quite as far as having everything represented by cardboard squares, like in Squad Leader and the like, but  the usability of the models for gaming purposes has become more important to me than their intrinsic beauty.

And in any case, it turns out that the thicker MDF base doesn't really stand out a hell of a lot more than the old steel base.

I'm not sure what to do about the storage/transport issue, but maybe gluing some very thin steel sheet under the MDF will do the trick.

Also, cutting MDF cleanly in these very small sizes is kind of a pain in the arse.

The figures shown here are Heroics & Ros 1/300 WWII German Fallschirmjäger and Panzer Grenadiers.

Friday, 1 February 2013

So, no mo' mojo no mo'?

Ennui - Walter Sickert - 1914
My GMing enthusiasm and creativity has really dwindled away to next to nothing lately. Not just GMing either; I can't seem to maintain much interest in drawing or modelling or anything much in the creative line. I'm hoping that it will be a temporary state of affairs, but we shall see what we shall see.

The trouble is (and this has pretty much been the case for years) that to play the sort of game I want to play, I pretty much have to GM it. Hey-ho. It's not that I don't enjoy other kinds of games, it's just that I'd really like to play in an old-school D&D-style game instead of having to run one to get my fix.

Anyway, since I have vast echoing caverns of drive space filled up with D&D modules that I've barely grazed the surface of up until now, I think I might start dragging them out and dusting them off, and leech off the creativity of others for a while. If nothing else, that will cut down on the amount of game preparation that I'm not really doing anyway.

Sunday, 27 January 2013

Buyer's Remorse: FoW "Achtung" Starter Set

Christchurch's sole remaining Friendly Local Comics-&-Games Store, Comics Compulsion, recently put some Flames of War stuff on sale at heavily reduced prices, so I nabbed some. Among the stuff I got was a copy of Achtung, a starter set for FoW put out by Battlefront a while ago, marked down to thirty bucks.

It includes an A5 softcover copy of the rules, an A4 pamphlet aimed at absolute beginners, some dice, and — the reason I bought it — five 1:100 plastic kits; two StuG III and three Sherman V. I thought that $30 would be an OK price to pay for five more basic vehicle models.

Boy, was I wrong.

I haven't tried building the StuGs yet, but the Sherman is a truly awful kit. The fit of the parts is terrible, with great gaping gaps being left in unmistakably obvious areas, even after considerable trimming and dry-fitting.

The hull needs a LOT of filling right along both edges to make it look anywhere near acceptable, and the glacis doesn't even come close to marrying up to the drive housing.

The starboard track/hull-side component is especially bad, and needs a lot of attention before it will sit square to the hull.

Although in theory these simplified models are supposed to provide a quick and easy force for a new player, they are not by any means suitable for a beginner modeller in spite of the low number of components.

To be absolutely fair, once all the work has been done, it does make a fair representation of a Sherman for wargaming purposes. But as a model it leaves much to be desired.

Note also that the Sherman on the cover of the box is not the same version as the kits provided inside, and there are no parts provided for the Cullin Hedgerow Cutter as shown in the box art.

I regret buying this, even marked down to half price. If I'd bought it for full price and found this kind of crap inside, I'd have been furious.

With cheaper, better quality competition in the 15mm WWII plastics market from companies like Zvezda or PSC now readily available, Battlefront are really going to have to lift their game considerably to stay around. This sort of poor-quality product just isn't going to cut it.

Thursday, 24 January 2013

Magic items: Sentient potion bottles

This is an illustration by Willy Pogany from 1909, when he illustrated the Rubaiyat of Omar Khayyam. I've never really read the Rubaiyat myself, but judging by Pogany's illustrations, it's roughly 90% about naked dancing girls. Anyway.




These bottles were originally a set, but have long since been scattered to the four corners of the world through the vicissitudes of the years. Each one creates its own unique magical elixir (select potion type randomly, 1d3 doses per day), and each has its own personality. Some are cheerful and helpful, some are surly and obstructive, some are just supremely ennué. Most tend to be free with advice, even when that advice is just "Go fuck yourself".

They appear to be made of coloured translucent glass, but are considerably tougher than any normal glass. They are certainly not indestructible, however (AC 10, 1-6 d6 hit-points) and can be broken or melted with sufficient destructive persistence. They will heal damage like other living creatures, but do so at just one hit-point per day — they cannot benefit from healing magic, though a Mending spell might return a hit-point or two, depending on the generosity of the GM.

Monday, 21 January 2013

HäT Zulu War Brits

Zulu War British Infantry
 HäT have released two more sets of soft plastic 25mm (1/72) Zulu War British infantry.

I'm not particularly interested in that particular period for wargaming, but these two sets are of great interest to me because, for a change, all the poses are useful for the wargamer, instead of being aimed at the "action toy" market.

Usually, in a set of plastic toy soldiers, you can pretty much guarantee that at least half the figures will be completely pointless for use on the wargames table, being posed in all kinds of weird actiony ways. In these two sets, there's not a single pose that would be wasted.

As I said before, I'm not that interested in the Zulu Wars, but I would be very interested in buying ten or twenty sets of these to be painted up as generic Red and Blue late 19th century armies.

Zulu War British Infantry Command

Thursday, 3 January 2013

L is for Loser

The lamest D&D character I ever made was a half-elvish magic user called Boris, whose entire magical repertoire consisted of Read Magic and Friends. He had 2 hit-points and was eaten by a wolf.

Wednesday, 26 December 2012

The Getting of Magical Spells


tl;dr
How I handle spell acquisition in my own campaign.



When a magic-user character is created, they begin at level one with a rather limited magical repertoire consisting of Read Magic and 1-4 other randomly determined first-level spells. These are the spells allowed them by their erstwhile Master before being thrust out into the world to make their own way.

When they train to rise in level, they come away from their training with one new spell of their new level. Note that this assumes that the training is done under the guidance of a Master of higher level; if the wizard self-trains, then no new spell is gained.

Apart from the above circumstances, new spells must invariably be garnered in the course of the wizard's adventuring career.

The idea of a free exchange of knowledge is far from common amongst the wizarding community, and as a rule, magicians tend to become more and more secretive about their knowledge and skills as they gain in power. The only other wizard who can be relied on to share knowledge is the Master under whom one's apprenticeship was taken, and even then only if the Master and apprentice parted on good terms, and only to a very limited degree. The price for this cooperation is generally an undertaking to perform any tasks required by the Master, and naturally those tasks will likely be those the Master would rather not have to take care of themselves, due to their unpleasant or tedious or dangerous nature (or, likely enough, all three). Note that this is pretty much the only reason that any wizard would burden him or herself with an apprentice at all; few magicians are of a naturally charitable nature.

Transcribing Spells From Scrolls

The most common source of new spells is from scrolls: bought, found or stolen — and only the most common and puny of spells will generally be available for sale. Scrolls, unlike spells indited within a spellbook, are essentially charged one-use magic items and must be reverse-engineered to be transferred into a reusable set of instructions. This will require the use of one Read Magic spell per two spell-levels, to read the text without activating its magic, and to allow a literal transcription to a non-volatile form. Once that is done, the wizard can attempt to transcode the scroll text into their own notational system as if translating spells from another wizard's spellbook (see below).

Transcribing Spells From The Spellbook Of Another

Every wizard, in the course of their career, develops their own unique and idiosyncratic system of notation, based originally on that taught to them by their original Master, but diverging further and further as they undergo their own unique experiences and develop their own mnemonic codes and so on. For this reason, the spellbook of another wizard will almost never be immediately comprehensible, and will inevitably require careful study to allow a workable translation.

Assuming that magical means of translation aren't available, the chance of being able to decipher enough of a specific wizard's code to be able to then start transliterating the spells within his or her book(s) has a base of 50%, assuming the writer of the book is of the same level as the magician attempting to decode it.

This is modified by plus or minus 5% per level of difference between the reader, and writer at the time of writing. For example, a 5th level reader trying to decode the book of a 10th level wizard (5 levels below) would have a 25% chance of success. The same 5th level reader deciphering the book of a 1st level magician (4 levels above) would have a 70% chance to succeed.

This initial period of study takes 5-30 days, after which the d100 is rolled for success. A further period of study can be employed following a failure If that fails, the spellbooks will remain incomprehensible until the reader has risen at least one level, at which time they can try again.

If the reader succeeds, they can then begin translating the instructions within the book into their own system of notation. As a rule, this will take 2d4 hours of uninterrupted concentration per page, and will, of course, require access to inks, pens, and drawing instruments. This process requires absolute precision, and is not the sort of thing it would be wise to undertake in the Wild or the tunnels of the Underdark.

The chance of successfully transcribing a spell is the same as that of deciphering the notational system, but there is no limit to the number of times a failed attempt can be repeated. Note that in general the only way to find out if you have correctly transliterated the instructions is to attempt to cast the new spell.

Decoding a spell already known is considerably easier than attempting to decode instructions to one that is completely new. Add 5% to the chance of a successful transliteration for every character level above that of the level of the known spell. For example, a 5th level decoder attempting to transliterate a known 3rd level spell would add 10% to the chance of success (2 levels difference = +10%).

Each time a spell from a particular source is successfully transliterated, add 5% to the overall chance of success, to a maximum of +25%, as the decoder becomes more and more familiar with the original system. Success is never absolutely guaranteed however, and can never rise above 99%. (This includes multiple spells taken from scrolls, assuming that all were created by the same wizard).

Monday, 10 December 2012

Campaign Bestiary: The Elves

These are some notes on the physical and cultural characteristics of the elves in my campaign.

The Elves

Physical Characteristics

Elves differ in form only slightly from Men, and non-humanoids find it easy to get them confused ("all humanoids look alike" they say). Generally speaking, the facial features and limbs of Elves appear elongated and thin compared with those of Men. Their skin colouring is always a pale ivory, and appears slightly translucent. If burned by the sun, they do turn red, but they never tan (or freckle). Their hair is straight and either pure white or pure black, without gradation. To human eyes, they tend to appear rather albinoid. They have high cheekbones, and large, slightly slanted, almond-shaped eyes with little white showing, with either pale gray or very dark blue irises.

In low light, an Elf's pupils dilate enormously, making their eyes appear completely black — they can see much better in darkness than can Men, but like most creatures do require some light to see by. They are able to discern detail over a considerable distance, with vision comparable to that of a hawk.

Their willowy build makes Elves relatively puny compared with Humans. They are, however, remarkably resilient when it comes to physical harm; they can take a surprising amount of damage without being disabled, and they heal very quickly, seldom scarring visibly unless from some terrible trauma. They seldom suffer from disease, and they are immortal unless killed by violence.

Elves are naturally nimble and graceful, and perform as a matter of course acrobatic feats that members of other races would have to train at for years to achieve.

Elf children are rare, especially among High Elves, and grow from infancy to adulthood over a period of about 60 years.

History and Culture

The Elves are a withdrawn and decadent race, the remains of what was once a highly advanced and widespread civilization. They are not native to this plane, but have lived here for many thousands of years — knowledge of their native plane is now lost, though information may still exist in some ancient archive. Their kingdoms at one time dominated the land from the farthest north to the furthest south, from east to west, and their cities were jewels in the landscape, centres of culture and scholarship. Those days are now long past, and those who are left now have little to do with the affairs of the outside world.

In the days of their highest achievement some 5,000 years ago, the Elvish civilization was a loose confederation of some two hundred kingdoms of varying size and power. There had always been a certain amount of rivalry between them, and alliances and hatreds that rose and fell over the centuries, but serious conflict was rare and seldom long-lived. However, at that time something happened to change the way of things that had stood for millennia. Rivalries gradually became more intense, and disputes more bitter. Scholars became secretive and jealous of their knowledge, which before they had shared freely. Kings and queens began to demand not just respect, but submission from their peers. Bloodshed became more common, and the monarchs began building armies, something that had never before seemed necessary. Cities became fortifications, and the inhabitants of smaller communities began to withdraw into them. The so-called Lesser Races began to become slaves, rather than the valued servants they had previously been. Elvish civilization became a dark and tyrannical thing; general conflict seemed inevitable to all, and everyone prepared for it as best they may.

The Great War, when it came, seemed at first nothing more than another petty dispute over the control of an unimportant stretch of land. However, rather than dying away the conflict intensified, with more and more kings drawn in on either side. Some took the opportunity to strike at their rivals while they were otherwise occupied, and were stricken in their turn. There came a time when it seemed that there was no place in the world where one Elf was not trying to kill another, and the scale of the war grew and grew and grew. Vast stretches of country in the south-east were laid waste, and in fact have never recovered to this day. The conflict reached a crescendo, after over three hundred years of constant warfare, in the cataclysm that created the Cursed Lands, but even after that calamity (which wiped out fully a third of the Elvish race, not to mention vast legions of their slave troops of other races) the war dragged on and on. The scale of warfare dropped, but not for want of hatred — rather because the remaining warrior-monarchs simply no longer had the resources to maintain themselves. Gradually, over another thousand years, the war continued, dying away here and flaring up there but never ending, bleeding away the vitality of the Elvish race almost to extinction.

Not every king or queen went to war voluntarily. There were many who were wantonly attacked and forced to defend themselves, and were thus drawn willy-nilly into the seemingly endless madness. There were others who, seeing the way the wind was blowing, went into hiding from their own kin and thus avoided entanglements, but those who remained successfully hidden were by far the minority.

The surviving Elves fall into one of three loose types:

High Elves

Light Elves

The first are those who, having successfully hidden themselves, managed consciously to maintain the nobility and scholarship of the old days to some extent, though by its nature such an existence results in an isolationist outlook, even in the best of times. To have remained hidden through all those long years of warfare, they must necessarily have been relatively unimportant to begin with, or else they would have been sought out. However, in these communities is the last vestige of the glory of the elder days.

Dark Elves

The second are those who managed to remain hidden by becoming utterly ruthless in their quest for anonymity. Although they keep much of their knowledge and skill, they are become absolutely xenophobic and will seldom, if ever, venture out of their own borders or allow any others in. For these Elves, a trespasser is an enemy, and thus deserving of death, which is dealt out without mercy or compunction.

Wild Elves

The third are those who, by thousands of years of constant warfare, of constantly hunting and being hunted, have become virtual savages. They are normally to be found living in small, barbaric tribal groups, having discarded any knowledge or culture unrelated to pure survival. No creature can live such a life without losing its essential humanity, and for the most part these eternal warriors are, by any normal standards, completely insane.

Magic and Technology


High Elves have regular access to highly technologically advanced equipment that to other, younger races appears magical. In fact, they employ little magic as it is understood elsewhere, preferring to employ more predictable and reliable means of achieving their aims. Elves are bought up to treat the use of these objects as normal and usual, but many of them can be extremely dangerous in unskilled hands and should be treated with great caution.

Wild Elves, for the most part, have lost the knowledge required to build or maintain the equipment their more civilized cousins take for granted. Their descent into barbarism and ignorance has resulted in the adoption of beliefs and superstitions that civilized Elves would consider ludicrous. While they may still possess items of great potency from the Ancient Days, they (like the other races of the modern world) tend to view them as magical rather than as technological objects.

Religion


High Elves are basically irreligious. They recognise the existence of powerful entities with the ability to directly manipulate physical laws, and even maintain intercourse with some of them, but they do not treat them as gods. Their "religion" is actually a system of ritual designed to foster social bonding and to facilitate the communal remembrance of significant people and events, and though it has some common elements across Elvish culture, is largely specific to each community.

Wild Elves have adopted an animistic and shamanistic religion. Each tiny clan has its own magic-maker with the responsibility of dealing with those entities they have come to view as supernatural, and in this respect (as in many others) the Wild Elves have come strongly to resemble the cultures of other primitives all over the world.

Sunday, 9 December 2012

Swarms of Sabre-Toothed Piranha-Chicken!

I'm thinking smallish, about the size of a chicken, and appearing in swarms of a couple of hundred or so.

That should provide a bit of fun, with the prospect of barbecue if anybody survives.

Friday, 7 December 2012

My World, And Welcome To It


This map shows the relationship of the land-forms shown in my individual world maps, with a few place-names to help show you roughly where things are. Apart from the outlines of the continent and archipelago, it contains no geopgraphical or political detail.

It's less than 3,000 miles across, so it's substantially smaller than our own earth. It's still a lot of space to fill with adventure.

This is just one of about twenty or thirty adjoining planes on the surface of a multi-planar sphere. If you imagine a d20 or d30, this would be one face of the die. With the proper protection and life-support, it is possible to walk from one "face" to another (though border conditions are inimicable, to say the least), and the planes also interconnect via the UnderDark.

The fact that two planes are adjacent and border one another is no guarantee that they have similar life-support requirements.

There is a simple A4 PDF, designed for b&w laser printing, here. It's about 255 KB.

Sunday, 25 November 2012

Spell Book record sheet

I have created an A5 PDF for tracking the contents of a character's (or NPC's) spellbooks.

In my campaign, a standard spellbook is 100 pages, and each spell requires one page per spell-level* to inscribe. Therefore, the number of spells that can be written into a spellbook depends on the levels of the spells involved.

This file includes an array of check-boxes on the front page to indicate how many pages have been filled, and rows for the spell names, spell levels (and thus pages filled by them), casting/preparation time, and material components.

Using this form, it's a simple matter to keep track of which spell is in which book, how many books the character (or NPC) needs, and... and...

And probably some other stuff.

It should be handy for the DM too, for generating spellbooks-as-loot. The sheet can just be handed to the player when they manage to get past all the traps guarding the book. Or, if they don't... then not.

The PDF can be downloaded here. It's about 289KB.


* Note: I've converted all the spells into 20 spell levels, so for normal campaigns that would be more like two pages per spell level.

Monday, 22 October 2012

Hail Sauron

I recently bought myself a copy of Hail Caesar, the ancient-to-medieval wargames rules from Warlord Games. The mechanics are heavily based on their 18th-19th century rules, Black Powder, with variations to better reflect pre-gunpowder warfare.

There is much that I like about these rule sets, not least the fact that they assume that games are played between gentlemen (or gentlewomen) and friends, and not between cads, bounders and mortal enemies. Therefore, much of the pettifoggery that inevitably leads to tiresome metagaming and rules-lawery is avoided in favour of keeping things moving and everyone having a jolly good time. They are, as much as any wargame can be, non-competitive, and I like that.

Something that all of Warlord Games' rules do is to provide lists of special features and abilities that can be applied over the base rules, to differentiate specific troop-types. They may, for example, make troops more or less difficult to shake or disrupt, or make them more ferocious in the charge while less enduring should that charge fail to destroy the enemy. The lists, as the authors point out, are exemplary rather than definitive, and players are encouraged to create their own where they deem them necessary.

The beauty of this system is that it can be trivially adapted to fantasy wargaming in the vein of Hordes of the Things* simply by creating appropriate troop abilities and applying them as required. Most things can be achieved with minimal alteration of existing ability classes, but not all — flying troops, for example, are not something the authors of Hail Caesar really felt the need to address, there being a paucity of them in ancient times (as far as we know).

Wizards on the battlefield are slightly problematic — but only slightly; for the most part they can be dealt with using existing mechanisms. In game terms, any sort of attack spell (fireballs, calling down the lightning, and so forth) are really nothing more than a more spectacular form of artillery fire, and can be dealt with as such. Things get a little bit trickier if you want to incorporate things like illusions, mind control and so forth, and care needs to be taken that such abilities aren't too earth-shakingly powerful (unless you actually want the game to degenerate into a contest between opposing wizards).

Taking mind control spells as an example: I would suggest that an attempt to take over an opposing general could be thwarted by a successful 2d6 Command Roll, on the theory that the better the general, the greater his strength of will and so forth. If the mind control is successful, the player can then issue his own orders through his puppet-general for a period determined by a d6 roll: if 1-3 is rolled, one round. Two rounds if 4 or 5 is rolled, and three rounds on a 6. Mind control is automatically stopped if the wizard unit takes any casualties.

Fear spells could make troops more vulnerable to becoming shaken and breaking either by temporarily reducing their Morale score, or by inflicting "casualties" to the same effect. Fanatical or brainless troops might be immune to fear effects.

Undead troops like skeletons and zombies are something that would require careful handling, lest they become unstoppable death-juggernauts. They probably should have a morale effect on their foes, and they would fight until destroyed rather than running away, but just how far to go with these things I'm unsure of — it needs some pretty thorough play-testing I think.

These few examples show how easy it would be to adapt the game to whatever flavour of fantasy you prefer.

The key to building any fantasy wargaming adaptation to Hail Caesar is, in the end, the agreement of all concerned. If your wargaming mates agree, then go for it and try it out. If they don't, then make whatever modifications are necessary and renegotiate the situation as friends, not as adversaries. The whole point of the game is, after all, to have fun with toy soldiers.



Phil Barker of WRG has made the 2nd Edition Hordes of the Things rules available for free PDF download (for personal use only).

Thursday, 18 October 2012

In the Spring a young man's fancy lightly turns to thoughts of hideous post-apocalyptic mutants...

I've been developing a yen, of late, to run a brief space-opera-ish game of some sort. I don't know why, exactly; it's just the sort of thing I like to do from time to time. It's probably because I was re-reading some old campaign logs from a Space Hero game I ran some years ago. I thought that I'd do it using the Mutant Future rules by Daniel Proctor and Ryan Denison.

From Wikipedia:
Mutant Future is a post-apocalyptic, science fantasy role-playing game created by Daniel Proctor and Ryan Denison and published by Goblinoid Games. The game is compatible with Labyrinth Lord, which emulates the rules of classic era Dungeons & Dragons (D&D) using the Open Game License (OGL) from Wizards of the Coast. The game is thematically patterned after genre predecessors such as Metamorphosis Alpha and its more widely known and published follow-up, Gamma World.
There's a lot that I like about Mutant Future. Being based on old-school D&D systems makes it easy to run and play; everyone is already familiar with the basics, and there aren't too many gotchas to trip us up. It uses the standard six character stats, except that Wisdom is renamed Willpower to more accurately reflect its use in the game.

I really like its character creation and advancement too (though in truth, character advancement isn't likely to be too relevant in a short-form campaign).

Unlike in D&D, characters in Mutant Future base their hit-points directly on their CON score, getting one hit-die per point of CON (hit-dice vary depending on species; a standard un-mutated human gets d8). That hit-point total won't ever change with level unless CON changes. As a character rises in level, they get one of the following benefits:

  1. +1 melee damage (10%)
  2. +1 attack per round (10%)
  3. +1 to a randomly-determined characteristic (80%)

I guess, for a straight space-opera game, you could just ignore the mutations for PCs. Then again, they might be fun. On the other hand, that opens it up to the potential for psionics, which I loathe in roleplaying games. On the other other hand, some of the Mental Mutations are pretty cool. On the other other other hand — psionics. Bleeuch.

Wednesday, 3 October 2012

Air/Raft

 In our Traveller campaign, our main mode of transportation (apart from our stolen commandeered liberated ship) is an increasingly battered stolen commandeered liberated air/raft.

We don't actually use miniatures in the game, but I thought, nevertheless, that we really needed a model of our trusty air/raft, so I made one.

It started life as a Hot Wheels toy that I picked up for a couple of bucks from the Warehouse. I took it to bits, filled in the wheel-wells, put it back together and gave it a new (old) coat of paint.

We really ought to give it a wash one of these days. The thing is a disgrace.

Now I'll have to get some 15mm figures to turn into passengers for it. Fortunately, 15mm sci-fi figures are a lot easier to come by these days than they used to be.

By the way... why is there a slash in air/raft? I've never been able to figure that out.

Friday, 28 September 2012

Plastic Riflemen

The 1/72 (20mm) plastic Peninsular War British set from HäT includes a bunch of spare heads, some wearing the Waterloo-era Belgic shako, and others (more useful from my point of view) wearing the tapered Light Infantry shako with the bugle badge of the 95th Rifles.

That makes the set much more useful, since with a simple head-swap, a bayonetectomy and a green paint-job instead of red, I can field some skirmishers to screen my nicely ranked line companies. It also increases the wargame-worthy poses in the set quite substantially, though there are still a reasonable number that I wouldn't use, myself.

There are some detail differences between the uniforms of the Line regiments and the Rifles apart from the different shakos; the Rifles should be wearing pantaloons and spats rather than the cuffed trousers these figures have on. Their jacket cuffs should be pointed, and the jacket buttons are differently arranged. Fortunately, I am not anal enough for any of that to matter to me, so all I need to do is paint them to suit.

I flailed around for quite a while trying to find an appropriate dark green for the Rifle uniform; Most of my Vallejo paints are rather too camouflagey in tone, quite unlike the dark bottle-green the Rifles wore. I eventually settled on this one: Vallejo Game Color 72.147 (Heavy Blackgreen). It's not perfect, but it looks OK to my eye, and very much better than any of the camo greens I'd tried.

Sunday, 23 September 2012

More terrain


I've been fiddling around with some more wargaming terrain pieces, in this case, a low grassy hill with an impassable rocky section on one side.

The body of the hill is made from laminated MDF, carved to shape with a belt sander. The rocks are my old favourite, pine bark chips. The pine trees are bits of tapered chenille snipped to size and painted. The grass is various grades of railway modellers' flock.

For my next hills, I want to try using a sand mould to cast them in expanding polyurethane foam. It should be fairly straightforward... but things seldom are, alas.



Thursday, 20 September 2012

Dices Make Throg Brane Hurting

I'd quite like some of these dice. I have no idea who makes them, or where to get them, but if I ever find out, I'll buy some. If they're not too expensive, because they're really just a novelty, and novelty wears off, so I don't want to drop too much loot on something that I won't care about after playing with them for a couple of hours.

I'd really like to see someone trying to play one of those massive dice-pool games with these. That's something that would amuse me... for a little while.

Sunday, 16 September 2012

18mm "Man at War" Napoleonics

I've bought myself some more toy soldiers, because I clearly didn't have enough toy soldiers. It's not entirely my fault; I was led astray by Evil Companions. Honest.

Anyway. I bought a box of Waterloo-era Napoleonic British infantry by Man at War for their "Napoleon at War" game — which may have been a bad idea, when it comes to mixing and matching them with figures from other manufacturers. They're described as "15/18mm scale" and measure 18mm from foot to eyebrows, which would make them giants of men among actual 15mm figures. Never mind; if it comes to the crunch I'll call them Guards or something.

As far as sculpting goes, they're not too bad. Not the best I've seen, but far from being the worst. The picture shows an unpainted and painted version of the same figure (almost the same — the unpainted guy is a flank company soldier, with the swallows-nest epaulettes, while the painted one is from a centre company. The epaulettes are the only real difference... though the flank company guy seems a trifle taller).

The figures don't need a great deal of cleaning up, but there is some to be done. They're moulded in a very soft alloy, and a lot of them arrived with their muskets wrapped around themselves like cthulhoid tentacles, so they need to be carefully straightened out. Also, there tends to be quite a bit of roughness around the somewhat massively chunky bayonets that needs to be trimmed off. As usual, there are some visible mould lines to be smoothed away, and that's about it for the pre-painting clean-up.

The test figure I did (to work out a reasonable production-line paint process) painted up pretty easily. The detail on the figures is well delineated without being too chunky, which eases painting enormously — tiny figures with in-scale lacing, frogging and what-not can be a bit of a trial to paint for the wargames table, in my opinion; I like a bit of "colouring book" help to speed things along.

The box includes plastic bases designed to hold 4 figures, for the Napoleon at War game system. I may replace those with MDF bases, since I prefer square-cornered bases to rounded ones for formation-based games like this. Ideally I'd like to mount them on 2mm MDF, but if need be, I'll go to 3mm.

Thursday, 13 September 2012

Movement, Encumbrance, and Material Components

To quote Hack & Slash: On Movement
"Now the real world movement rates are very slow. Several people by themselves have done 'tests' where they map their environment or attempt to cautiously move around in these environments. In every case they say, 'I am able to walk so much faster then the listed rate'. They then reach the conclusion that the listed rate is wrong. In every single case none of the following is considered. 
What you can usually see in the dungeon, if you're lucky
The environment is cramped and pitch black. The ground is uneven in the best case. The light is torchlight. Mapping is done with either parchment and charcoal or an ink pen. There are no hash marks or clear markers to indicate distance, it must be measured. Groups range in size from 4 to 12. Many are uneducated hirelings. Many are wearing metal armour and carrying heavy gear. Movement must be coordinated and silent. The rate is an abstraction, looking around corners, stopping to listen (and having to get everyone silent first) and quiet hurried discussion about what to do make up for the time spent moving slightly faster down an open corridor. 
When you look at real world examples of these things the movement rate is much more realistic. Getting people in line and moving orderly is time consuming. Exploration of caves tends to take much longer (with modern equipment) than people assume, and we know they aren't trapped, filled with demons and monsters, and actively inimical to your survival."
I know I don't take as much notice as I should of party movement and timekeeping; it often feels like pettifogging book-keeping to no purpose, like being strict about encumbrance.

However, a large part of old-school D&D style gaming is resource management and exploration, and to play that sort of game properly you really do need to know exactly what resources you have to manage, and how far and how fast you can get those resources to where they'll be useful (i.e. the massive piles of treasure).

I've been pondering for a long time on ways to make keeping track of encumbrance as painless as possible, because I know that if it puts players to any trouble at all, 99% of them will just try to ignore it. And I think I have a workable solution, though it will mean a little bit of design work on my part.

I'm thinking of separate sheets — index cards, maybe — for each container the characters are carrying, each card marked with the container's dimensions and a number of encumbrance "slots" that can be filled with Stuff. To this end, I'll largely hark back to Gygax's old AD&D equipment encumbrance values, since they took into account not only the item's weight, but also its size and general awkwardness. There will still have to be a certain amount of common sense employed (no putting barrels into belt pouches, for example), but in general it should work out easily enough. Plus, having a bunch of cards to sort through for all your packs, pouches, sacks and porters  should neatly represent the problems of having to find that thing you knew you had but just can't quite remember where you put it...

On a semi-related note, I think I'm going to return to the idea of having set material components for spells again, a la AD&D, rather than just hand-waving the matter. Again, it's to do with the resource management aspect of the game. If you don't have the components available for the spell you want for the situation at hand, what do you do? Try and substitute something else and hope it works? Or find another plan?

Sunday, 9 September 2012

Borodino 2012

This weekend, over two days, the Christchurch Cavaliers (a local wargaming club) staged a massive re-fight of the Battle of Borodino in 28mm, using a somewhat modified version of the Black Powder rules.

I only saw part of the last couple of hours. The photos here (taken with my camera, so not great quality) really don't do justice to the awesome splendour of this game.

By the time I left, things were looking decidedly dicey for the Russians, with the almost total collapse of the centre-left and the loss of the Grand redoubt.







There are a couple of much better reports at Craig's Wargaming Blog and Rebel Barracks, with much more information and better pictures.

Saturday, 1 September 2012

Painted Bones

I've finished painting the initial batch of Reaper Bones (plastic) figures I bought, and now am waiting with great anticipation for the vast avalanche resulting from their wildly successful Kickstarter.

There is absolutely no way I'm going to get all of that lot painted before I die.

Click on the images, if you so choose, to see larger versions.

Kobolds... not the greatest sculpts ever made, but suitable enough for Mass Mook Attacks.
Great Worms — from left to right, sand-worm, ice-worm and that old favourite, purple worm.


Rats. Sculpted by Sandra Garrity.