A couple of weeks back I was having a conversation with a long-time friend about 40k. We often will discuss Warhammer 40k and, despite me rarely playing the game anymore, he appreciates my insight on various topics. For now, I still keep up-to-date on the goings-on of 40k. I think of 40k like an ex-girlfriend: we broke up a while ago and while I will never return to her, I do admit that I like to know what she's doing and how her life has changed.
During the course of my discussion with my friend about 40k, I had an idea come upon me. We were discussing how dice can throw everything and it can be really frustrating when the dice are supposed to come back to help you, but sometimes never do. It's a poor consolation that the dice should have rolled average over the course of a game but don't. I came up with an idea that might maintain a level of randomness that is necessary for a game but with a greater degree of predictability and with proper probabilities that dice don't really offer.
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Showing posts with label editorial. Show all posts
Showing posts with label editorial. Show all posts
Wednesday, December 05, 2012
Wednesday, October 10, 2012
What's next for Privateer Press?
So there has been something brewing over at Privateer Press within the last week or so. It started with David "DC" Carl mentioning in a Privateer Press Insider post that he wishes he could share what's going on behind the scenes and then on Monday, Tony Konichek shared his trip to Europe where he received the request from the creative and art directors to draw some sketches of the architecture for "Iron Kingdoms reference." Surely, this could be considered totally innocuous but Privateer Press loves teasing their community and, like I said, DC has already told us that something is going on behind the scenes and Privateer Press has never been known for sitting on their hands. No, indeed this past year not only did they outdo their past years by releasing Colossals and Gargantuans, but they also put own a card game, a brand new board game (with new IP), created their first mobile list-building and reference app (with admittedly mixed reviews), and revived their Iron Kingdoms role-playing system (with much approval from the role-playing community). This has me wondering: What's next for Privateer Press?
Tuesday, October 09, 2012
Women in Miniatures Games
It's been almost a month since I last posted an article but I've been spurned into action by a recent article on Bell of Lost Souls about women in wargaming. More specifically, I've been inspired to write this article because of the comments section for that article. I've simultaneously been encouraged and saddened by the responses to the article, which only asserted that Warmachine/Hordes has a greater percentage of their demographic as women than other miniatures games. Actually, I tend to find that Malifaux has more women, but the point that most people at the site took away from the brief question was that Games Workshop games tend to have very few female players. Larry Vela (the author) asked why that might be, and the responses have been a mix of supportive and highly offensive (not sure if trolling or not). Interestingly, there was an article written the other day about the same topic in video games only a couple of days ago (link) and the timing cannot be more perfect. The difference, of course, is that the article I just linked came from a woman's perspective and she answers some common questions posed to women, which I think apply to wargames just as well as they do to video games:
So what should a proper female lead look like? Where do you draw the line between “attractive” and “cheap pandering cheesecake”? Which female leads resonate with women? Which ones repel them? Is it better to have a variable gender protagonist like in Fable II where you can choose a gender that basically doesn’t matter, or is it better to have a protagonist with a specifically crafted character? What genres of action-type badassery are most attractive to females, and would make a good starting point for a developer looking to court a female audience?These are all great questions and I'd like to discuss a brief look into two games and address the question of why we don't see as many women playing miniatures games, and those that do seem to play particular game systems over others.
Monday, September 17, 2012
Editorial: Shifting the Metagame
This article has been on my mind for some time now. If you have not already seen it, I recommend familiarizing yourself with the concept of 'Imperfect Balance', which is mentioned in the video found here. This video has been a big topic of conversation in the miniatures gaming community because there is a certain sci-fi miniatures game which is notorious for its balance issues and the very vocal fanbase which complains about it. Today I want to use this topic as a point of difference between certain miniatures games and the design strategy outlined by this idea of 'Imperfect Balance'.
Monday, July 30, 2012
Editorial: "In a Vacuum" Part 2
Like I mentioned last week, Warmachine/Hordes is a complex game because there are 11 factions, over
100 warcasters/warlocks, and an even wider selection of warjacks,
warbeasts, units, and solos. There are a LOT of moving parts to this
game we play and while there are some consistencies like spells between
multiple warcasters/warlocks, every faction (let alone
warcaster/warlock) has a different playstyle and to look at any one
model and say "wow, that's broken" is so silly to say that it borders on
bigotry. To look at something and make assumptions on it based on your
initial impressions is a common practice in humanity but it's our
responsibility to try to be open-minded and consider more than just our
first impressions. I liked the way my friend put it: "You can't
consider the model in a vacuum." So today I'm going to take a practical
approach and briefly look at each Hordes faction and some common models/abilities/spells that need to be
considered whenever you're looking at something new and different before
you pass judgement. While this list is no where near comprehensive, I
hope it will help people keep an open mind and consider all the
possibilities before they decide something is "stupid" or "broken."
Friday, July 27, 2012
Editorial: "In a Vacuum" Part 1
Last night I managed to get a game in against a Skorne player Todd (a great guy!) with my Mohsar list. I took some pictures and I'll be creating another Prezi battle report for next week. It takes some time to do properly so I couldn't really get it ready for today, but I will say that I enjoyed playing my Mohsar list, although I clearly need much more practice with it.
Today I want to write about a comment that I friend made on my article, In Defense of the Mountain King. Warmachine/Hordes is a complex game because there are 11 factions, over 100 warcasters/warlocks, and an even wider selection of warjacks, warbeasts, units, and solos. There are a LOT of moving parts to this game we play and while there are some consistencies like spells between multiple warcasters/warlocks, every faction (let alone warcaster/warlock) has a different playstyle and to look at any one model and say "wow, that's broken" is so silly to say that it borders on bigotry. To look at something and make assumptions on it based on your initial impressions is a common practice in humanity but it's our responsibility to try to be open-minded and consider more than just our first impressions. I liked the way my friend put it: "You can't consider the model in a vacuum." So today I'm going to take a practical approach and briefly look at each warmachine faction (Hordes will be on Monday) and some common models/abilities/spells that need to be considered whenever you're looking at something new and different before you pass judgement. While this list is no where near comprehensive, I hope it will help people keep an open mind and consider all the possibilities before they decide something is "stupid" or "broken."
Today I want to write about a comment that I friend made on my article, In Defense of the Mountain King. Warmachine/Hordes is a complex game because there are 11 factions, over 100 warcasters/warlocks, and an even wider selection of warjacks, warbeasts, units, and solos. There are a LOT of moving parts to this game we play and while there are some consistencies like spells between multiple warcasters/warlocks, every faction (let alone warcaster/warlock) has a different playstyle and to look at any one model and say "wow, that's broken" is so silly to say that it borders on bigotry. To look at something and make assumptions on it based on your initial impressions is a common practice in humanity but it's our responsibility to try to be open-minded and consider more than just our first impressions. I liked the way my friend put it: "You can't consider the model in a vacuum." So today I'm going to take a practical approach and briefly look at each warmachine faction (Hordes will be on Monday) and some common models/abilities/spells that need to be considered whenever you're looking at something new and different before you pass judgement. While this list is no where near comprehensive, I hope it will help people keep an open mind and consider all the possibilities before they decide something is "stupid" or "broken."
Monday, July 23, 2012
Steamroller 2012: 6 months in
Believe it or not, it's been about 6 months since we've had the Steamroller 2012 rules in-hand. Okay, it's really been more like 7 months, but there were no major events using SR 2012 until the first week of February as everyone was adjusting to the new set of rules, so I figure I can still say it's been 6 months. So what have we learned in 2012? How are things different from SR 2011, if anyone can even remember that far back? There have been some big changes, some of them controversial, but I think that all of them have been for the betterment of the game. Today I will discuss some of the major changes and speculate on what kinds of changes we could see in SR 2013 based on what I've heard the community saying (no spoilers, though!). Let's start looking at the 3 biggest changes and how it looks now.
Tuesday, June 12, 2012
Editorial: The 'Casterkill' game mechanic
I imagine that this will be a sensitive topic for many but it's been weighing on my mind a bit since the tournament on Saturday, resurrected after a couple years of becoming more familiar with Warmachine/Hordes. One of my first experiences observing a game of Warmachine/Hordes right after Mk. II was released involved watching a friend playing his Trolls kill epic Nemo with a Dire Troll Bomber on turn 2. This was a 'casual' game and the Cygnar player was a little miffed that it happened so quickly (and easily). I'm sure everyone has had a similar experience where they felt a bit cheated because they lost their game so quickly - typically because their warcaster/warlock got killed when they didn't see/know that a model could somehow kill them. When I first started the game, the casterkill mechanic was a source of great frustration to me - I didn't think it was fair that you could lose the game so quickly. Over the years however, I've become quite accustom to this mechanic and think it has some great merits to it. Today I want to explore a little bit about it and compare and contrast it to other games where the mechanic exists and does not exist.
Thursday, May 24, 2012
Editorial: Gargantuan Possibilities
As we rapidly approach the anticipated release of Warmachine: Colossals, we're finding an odd lack of information about the Gargantuans which we can expect to see in the fall. I suppose it's understandable with Privateer Press focusing their energies this summer more on their new intellectual property LEVEL 7 and their new Bodger's game Heap. Additionally, I'm sure that they intend on keeping things fairly close to their chest until Lock n' Load and GenCon. What I see, however, is great possibility for these Gargantuans since we have only seen beneath the surface of two of the Colossals so far (Conquest and Kraken). What this means is that we aren't really sure what to expect from the Gargantuans, save for the Mountain Troll for which we've at least seen a model. So what can we expect based on what we already know? What can we hope for?
Tuesday, May 08, 2012
Debate: Vassal
With the recent release of the newest WM/H module for Vassal, I've decided to write today's post as a debate on the merits and evils of Vassal. We obviously know that Games Workshop hates Vassal for breaking some kind of copyright (not sure how, honestly), so it's curious that Privateer Press hasn't even tried to get them to stop. Why is that? What's good about Vassal? What's bad about it? Well that's going to be the debate today. I will be creating two characters through which I will stage the debate: Archibald Boardsnipe and Penelope Cardsworth. Today will hopefully be a little more light-hearted than yesterday while still discussing serious business.
Monday, May 07, 2012
Editorial: Open Letter to Games Workshop
I've been thinking about writing this article for some time now. I've been spending a lot of time talking to my good friend (the one who made the 40k diorama) about why I've been disillusioned with Warhammer 40k and Fantasy and Games Workshop in general. It's been difficult to put into words over these last couple of years but the other day I think I finally figured out exactly why I'm having so much more fun with Warmachine/Hordes and why, even with the impending release of 6th Edition 40k I'm generally not excited - and in fact pessimistic about its release. I think that Games Workshop (GW) has been making decisions that impact me, as a customer, in very negative ways recently, and they have a policy of keeping things exactly the same as they are. I think that's dangerous and if GW wants to win back more customers like me, I think they have to take some big steps forward and change. Please note that I am not trying to preach to anyone here, that is not my point. I am not trying to "convert" anyone, but merely trying to share what I believe to be steps for GW to take to make their game more enjoyable overall. As much as they claim that they are a 'miniatures company' first, without their games, they would doubtfully sell as many miniatures as they do now.
I warn you that this is a really long article and a giant wall of text. I will first share my story, as I think it informs my pessimism about the upcoming release of 6th edition, but the end of the article is where you can find my open letter to Games Workshop, so if you wish to skip all of the background, feel free to jump right there. First, I would like to share my story.
Tuesday, March 27, 2012
Editorial: Pleasing the Fanbase
Something really interesting has been happening in the month of March. For those of you who are not aware, Mass Effect 3 was one of the most anticipated video game releases for a long time. The Mass Effect triology has grabbed the fans by the heart and led them along a winding path of decision-making and plot to create what I believe to be the defining science fiction epic of the last 100 years. Mass Effect 3, the conclusion to the trilogy, however, has garnered much more ire from the fans of the game than both of the other games combined, and this disgruntled response is due to the ending of the game.
I do need to add: I have not played the game yet, I have only played the demo and for various reasons that I will not go into now, I have not purchased Mass Effect 3 yet and so I'm only vaguely aware of what the ending of the game actually looks like. What I do want to write about, however, is a response to this:
To Mass Effect 3 players, from Dr. Ray Muzyka, co-founder of BioWare
I do need to add: I have not played the game yet, I have only played the demo and for various reasons that I will not go into now, I have not purchased Mass Effect 3 yet and so I'm only vaguely aware of what the ending of the game actually looks like. What I do want to write about, however, is a response to this:
To Mass Effect 3 players, from Dr. Ray Muzyka, co-founder of BioWare
Tuesday, March 20, 2012
Thinking Cap: The Underdogs Part 2
Yesterday we discussed the advantages of looking at the often underrated models/units in each faction. While I often will look for these underdogs to a fault, playing with them can be a valuable exercise for keeping one fresh in their gaming skills. Today I want to look at some examples of underdogs in each faction. Naturally, they can find their way more easily into some lists than others, but are found less often than some of their counterparts in the same faction. Also, consider that these are my observations based on the tournaments I've attended, the reports I've read from tournaments, as well as personal observations in the game clubs that I frequent, but your meta may vary (of course).
Thinking Cap: The Underdogs Part 1
I've always been supportive of the "underdog", regardless of game or genre. This affiliation of mine with the under appreciated could be seen as a fault occasionally, but I see it as an advantage. Regardless of what game you play (miniatures or otherwise) the player base is always capable of discovering the most 'optimal' tools at their disposal, it's part of being human and wanting to win. I believe, however, that trying to make units or models which are generally considered 'sub-optimal' is a great exercise for a number of reasons which I wish to share with you all. Today I'll discuss the benefits of playing with these underdogs and what you should be looking for in order to make them work. Tomorrow, in Part 2, I'll discuss some of the most under-appreciated underdog models/units and reasons why you should reconsider trying them out and making them work for you.
Monday, January 23, 2012
Steamroller 2012 - Why Deathclock is the best
Friday, January 20, 2012
Editorial: Should playtesters be allowed to compete?
This is a difficult topic for me to bring up since I know some playtesters personally, but in light of the new SR2012 rules I started thinking: should playtesters be allowed to compete in tournaments if they're playtesting that same game? I'm not talking about small, local tournaments, but rather the large conventions like the upcoming Templecon. It's an issue that I'm not sure has been addressed before and it's something that I think is worth thinking about as Warmachine/Hordes - and miniatures games in general - become more popular. It essentially boils down to the question: does advanced knowledge of rules provide an unfair advantage over the rest of the gaming population?
Thursday, January 05, 2012
Editorial: Starting a new game
Back in 2004 one of my best friends got me interested in playing miniatures games when he brought over these plastic robots with guns. These "Necrons" were really neat-looking and he told me about this game that involved pushing these models around on a table and there were rules which described their various abilities and what they could do. After some convincing and a trip to the local game store, I found my interest piqued by these space bugs with living guns, known as Tyranids. The rest is history, and I was hooked by miniatures games.
That same friend of mine still plays Warhammer 40k and his army collection has expanded over the years, but as I and our friends have moved on to play other games throughout the years, he has stubbornly stuck to playing 40k. He's invested a lot of time and money into his armies and doesn't see a reason to stop. I've been trying to get him to play Warmachine/Hordes because I think he will enjoy the game more, but he's been so resistant to changing. This got me thinking about how to get someone into such an involved hobby like miniatures gaming, or getting someone to try a new game system like Warmachine/Hordes. I think the key lies in the story of how I - and probably most you - got into gaming in the first place.
That same friend of mine still plays Warhammer 40k and his army collection has expanded over the years, but as I and our friends have moved on to play other games throughout the years, he has stubbornly stuck to playing 40k. He's invested a lot of time and money into his armies and doesn't see a reason to stop. I've been trying to get him to play Warmachine/Hordes because I think he will enjoy the game more, but he's been so resistant to changing. This got me thinking about how to get someone into such an involved hobby like miniatures gaming, or getting someone to try a new game system like Warmachine/Hordes. I think the key lies in the story of how I - and probably most you - got into gaming in the first place.
Wednesday, January 04, 2012
Editorial: Making Arkadius Work
I have recently signed-on to write for 3++ is the new black to contribute to the expansion of Warmachine/Hordes content. I decided that since the main audience for the site has been relative newcomers to the game, that I would write an informative set of articles on making Dr. Arkadius work (part 1 can be found here), since he is a challenging warlock to play and a new player might get easily discouraged. Hell, I was easily discouraged when I played him, and I'm not really a new player anymore. This got me thinking: why is Dr. Arkadius so "bad" by Warmachine/Hordes standards? What is needed to make him "good"? I apologize in advance for the wall of text incoming, but feel free to scroll to the end if you want to see my list of what I think Dr. Arkadius needs.
Friday, December 23, 2011
Follow-up: More than just a business
I noticed recently that there was an interesting announcement made my Privateer Press regarding the Boneswarm model. If you're not aware of what I'm talking about, let me provide some important backstory. First, the Boneswarm is an old metal model from the old Iron Kingdoms line (made for the RPG) that has recently been made into a playable light warbeast for the Blindwater Congregation in Hordes: Domination (see my spoiler on it here). There was some drama about the transition of this old Iron Kingdoms model into the Minions line because there was a significant price increase (which I discussed towards the end of this article) from $10 to $19. Privateer Press has prided itself as being a company that stays connected to their player base, and this was a surprising move for them, and there were some unhappy customers.
Monday, December 19, 2011
Editorial: The Ten Things Every Game Needs
Recently I read two great articles by Mark Rosewater. Mark Rosewater is the lead game designer for Magic: The Gathering, and naturally has some great insights into what makes a great game. M:TG has been one of the most successful games out there and clearly reigns as king among card games, second only to poker. Since the game has many years of success - and is lots of fun - I really took his articles on Ten Things Every Game Needs (Part 1 and Part 2) to heart and thought it applied also to miniatures games out there that I have played. I figured I would share his ten points summarized here, with how I think they apply to Warmachine/Hordes.
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