Tuesday, 27 January 2015

Expo: Looking forwards...

So last Wednesday we had the early Expo planning meeting, where we plan what we’re up to this year and what we’re up to next year, I’ve had a few things on in the last week, so I haven’t had chance to write it all up, and given what we’re up to, it’d be a shame not to let everyone in on it.

This year is going to be the last year that we’re only in the one venue, we’ve grown too much in the last few years to be able to accommodate all the trade enquiries that we’re getting, and if we turn over all the space to trade, we won’t have space for all the things that make the Expo, the Expo...

And that would never do...

The only way that Expo gets better is by listening to the comments we get from everyone, both good and bad.  One of the major problems that we had last year was the food, not only the fact that people had to wait for the food, but also that there was so much food needed that the Subway in the NEC ran out of food halfway through Saturday, even with all the other depots bringing all their food in, so we’ve put additional food on this time, including food vans outside where reasonable priced food will be available at all times with more types of food available than any year previous.

The other thing is that we’ve got more of everything this year, from RPG’s to boardgames and tournaments, we’re running four trade halls and we’re opening for three days, making it the biggest convention to hit these shores in some years, so much so that we’ve had to build more space outside the Hilton to accommodate all the new things that we’re doing.

And that brings us to next year...

Well, to put it in perspective...



For those who don’t recognise it, this is the NEC, Hall one, which we’re planning on making into the main trade hall whilst still keeping hold of the Hilton to use for the tournaments and organised play. It’s difficult to tell the size of things from pictures sometimes, so I’ll put it in perspective by saying that the entire of the current Expo can fit in there and have space left over for spectators, so you can understand just how much of a move upwards we’re planning in terms of space.



I can’t talk about the guests we’re getting at Expo this year yet, not until we’ve got them flights sorted and appearances confirmed, but one of them has been the driving force behind a whole lot of award winning board games, and another has been at the forefront of promoting gaming in general for a good number of years (I really wish I could say who at the moment, but we’ll have to come to that in a short while...), with a number of others just waiting to be confirmed...


So that’s the short update, there’s going to be more coming soon including details of what we’re looking for in the years to come and where we’re going to be taking it... 

Friday, 16 January 2015

Lords of War: Orcs versus Dwarves Magic and Monsters Expansion

Those Black Box nutters are at it again...



One of my favourite games for the last few years, not least because it’s fun to play, but also because the team behind it keeps on coming up with new things for me to throw money at, and there’s a new release that’s just come out following their latest Kickstarter.

Lords of War: Orcs and Dwarves Magic and Monsters Expansion

It can be played by itself, but honestly, it’s not a game in and of itself. To make the best of it you do need a copy of the original Orcs and Dwarves set to play it, although if you’re an advanced player, the cards within can be easily integrated into a multi-race battle force, but more on that later. 

This expansion focuses on the unit types that were introduced in the most recent army packs and goes back to the original army to bring them up to speed.  It also introduces the concept of berserkers, magic, and monstrous units to give the game the additional level of strategy that takes it from an very good game into something that can only be described as excellent.

The first thing to note is the production values, which, as always, are spectacular.  Good stock card with custom boxes, excellent artwork in full colour and well presented rules.  Normally you get two decks of cards to make the armies, but with this box, you get thirty six new units, eighteen of each side, and four push out counter cards to represent the new rules and effects that can now be played within the game.



The second thing is the level of power involved in the new units, there’s a sub note in the rules that playing with these card by themselves won’t give you a balanced game, and in this matter...?

I have to agree...

When you look at cards from previous expansions, you can see that most cards have a reasonable toughness but not good hitting power, or vice versa.  In this, there’s quite a few that have both very high toughness and also hit hard in a lot of directions.  Previous ranged combat units usually hit up to nine squares with a power of up to four (In the case of heroes, five),  and now compare that to the Dwarf Organ Gun, which hits thirteen squares with power four, and if you manage to set one up on either side of the board, will drop almost anything the second it lands on the board.  On the one hand, you’d expect an Organ gun to do this sort of damage, the problem that I have is that as with all things that do this level of destruction, you have to balance them against the enemies out there, and while I haven’t had chance to use this set yet, I do fear that the power of the new units may prove far more than the existing armies can handle.



Which leads me to the only concern I have...

Years ago I used to play warhammer 40k, and it was reasonably balanced on all sides, so much so that most sides could get a reasonably fight out of the game, but then new army lists started coming out, and with each new army, you suddenly couldn’t play anything else because they’d made the new army far to hard...


I’ll be playing these new armies against others, and I’ll report back when I do, because the new units are lovely, they’re beautifully drawn out and you can see the idea behind the ways each of them can move or how they fight, it’s all such a wonderful design, and as long as you can still play any army against any army, there’ll be a win for this man there.

I’m sure that the team over at Black Box will be dreaming up something new even as I write, and to them I have to say only this...


Slow down you bleeders, I’m not made of money J

On Writing...


Last year I wrote a million words of new stories, articles, and opinions, and despite the enormity of this, I found at the end of it that it was one of those things that left me feeling slightly down, a trend that has continued into this year slightly, because when you have a grand purpose, you can get up every morning knowing that you have that grand purpose leading you forwards, your every move goes towards making that purpose, that promise into a reality.

And when it’s done, you wonder what you can do next, but the next thing has to be something bigger, or you just feel like you’re doing not very much at all.  A thousand words a day was the target I set for this year, and I find myself sometimes not writing for several days, just so I’ve got a target to build up to, and that’s just not the way forwards.

Cheerfully, those who know me found the million words a little more inspiring, and took the time to make this picture, made up of some of the articles and stories that I did last year, as a reminder of the things that I did, and the fact that it inspired them to do more themselves. 

As I found myself reading the various subjects, I was cheered greatly, because I can remember every line and what I was doing when I wrote it, and that’s when it occurred to me, the reward I have for those million words is all the effort that I put in, and the knowledge that if I could do that...

I could do anything...

The trick is in not being afraid of the grand purpose, not worrying that you might be able to fail, because there were points last year (particularly towards September), when I really thought I wasn’t going to make it, that the several hundred thousand words I’d done would all be for nothing, and that the year would be a waste as a result, but as I got closer, so the wordcount ceased to worry me, and I began to just do the words every day without having to think about them. 

But when it was done, I had nothing else to do, and not reaching for a massive target this year has left me down, quite severely, and I need to recapture that mood, I need to be that person with a purpose once again, so the offer is out to all those out there, I started last year with the intention of proving that it could be done, and I did.

This year I may be too late to repeat what I did last year, but I’m going to see what I can do without that target above my head, I need to edit a number of books I did last year and get them out into the public eye, and I need to finish off a number of projects that have been held back because other things were more urgent.

Most of all, I need to make time for those who mean something to me, just as they made time for me.


And here’s where it starts... 

Friday, 2 January 2015

A matter of Writing against Typing...


So today was easier than yesterday, not because I wasn’t at work (those who know my thoughts on work will understand why), but because my body clock was a bit messed up and I was busy sorting out all the things I need to do this year.  The body clock is a simple thing, most of the time, I work four on, three off, with two of those shifts being twelve hours and non-stop calls, the first day after my on days tends to be a crash day where I get little done because I’m too busy yawning.

The problem with this week is that I was working new years day, so I got a yawn day on Wednesday and then a second yawn day today, with back to work tomorrow and resumption of regular yawn days after that...

Interestingly enough though, a few things arrived in the post this morning and I considered something else to write about...

Pens...

This may seem to be a normal thing to write about for someone who does as many words as I do, but there’s a difference between typing and writing with a pen, so much so that those who don’t do both might be hard pressed to say anything to the contrary.  I view typing very much as something that I do when I’m working, be it at story writing or keeping trucks on the road at work, the keyboard is something I use because it’s the most efficient way of putting the words on the page, and of things I thought I’d be using from the YTS all those years ago, touch typing was not one of them, but here I am, RSA 2 with honours, typing faster than I ever could then.

But writing...

Writing with a pen and real ink, that’s something I do because I want to, there’s a discipline involved in writing with a pen, because you can’t just delete what you’ve written, and like many who write, I like to keep the page clear of errors, because anything else just shows you up as sloppy.  There’s also a peace of sorts, because it’s just you and the paper, there’s nothing else, this isn’t a group activity, you can’t share it with others till you’re done, it’s not something that others can help with, it’s just you.

So I’m going to start writing on the pens I use and the papers I use, and why I use the different things that I do, and I’ll ask all of you out there who have the same inkling (no pun intended) to share the things you write with and the things you write on, because if, like me, you find peace in the written word, I’m interested.

And so enclosed with this are some of the pens I’m going to be taking a look at, forgive the size of some of the writing, but that’s the size those pens do, and there’s a reason why there’s a range of them in there.


This is John Dodd in the Socialist republic of South Yorkshire and Goodnight England, Wherever you are...

Thursday, 1 January 2015

Given that 2014 was a crap year for the most part, it seems appropriate that the blog had 666 entries on it...

Not at all planned, I swear it...

So, 2014, not a good year, between injuries, overwork, car crashes, family illnesses, family deaths, and in general a lack of really good things occurring (there were a few, but they were few and far between, whereas the bad things seemed to keep on stacking up), and it's not just me that's saying this, it does seem that a whole lot of my friends have had really bad years in 2014.

But this of course is a new year, and as I've been asked by a number of people in the last week, last year I did a million words, what am I going to do this year?

Not a million words again, I'll start there...

What I am going to do is work on putting the wrong things right, so I've got a list of things that I'm going to do this year...

Make all the conventions that I run or help run even better than they were last year.

365000 words sounds like a good target for the year, and compared with last year, it should be a breeze, but I've found that today, without a target, I had no drive to write, and that will not do...

Take Tiny Wife to awesome places and there revel in her happiness (Please everyone, make suggestions, I'm running out of awesome that doesn't require going to Panama...)

Continue to take great happiness for my son and his lady, to see them both so happy has brightened my life in ways I did not think possible...

Lose weight, but not strength, and I should quantify this, it's easy to lose weight if you want to, but in doing so, you often (Read: almost always) lose strength when you do, so I'm happy to take a slower rate of weight loss as long as my strength remains, because that's an integral part of me and it's going to take more effort to do it right and keep it right, but I believe I can do it, and so I will.

Begin a game similar to De Profundis, for which I need six people from anywhere in the world who are willing (and able) to write back once a month and have a need to stretch creative muscles. In return, I promise interesting things in the mail...

Publish Quest...

That last one particularly important, because it's been nearly ready for some time, and I've always shelved it because I've had to do so many other things and I couldn't give Quest the time and effort it needed to make it as awesome as it could be, but I want it out there now, I want to know if my vision is shared by anyone else, and so that's going to be one of the first things out there.

Be there for people, I was so busy last year that I didn't get to do the things I wanted to do and in some cases, I didn't get to do the things that other people wanted to do with me, so I'm going to spend time where I should, not just where I need to.

And last, there's a new convention in town (I know, I never learn), running in Sheffield in July, celebrating the enjoyment of the Long game, not just the short scenario, more details coming tomorrow, but you'll have to move fast on that one, because places are going to be going fast...

So a big Hi at 2015, here's hoping you'll beat 2014...

(Preferably with a stick...)

Wednesday, 31 December 2014

Thoughts on writing a million words in a year Required 1000000, Achieved 1008274

A year ago I set out to write a million words in a year, a number that I didn’t really understand when I started out with it.  It doesn’t seem real when you look at it in its entirety, so you have to break it down sizes that you do understand.  A million words works out to 2740 words a day,19180 words a week, and depending on what month you’re in, between 76720 and 84940 words a month, and when you look at it like that, you can get some idea of what it is that you’re setting yourself up for...

The first thing to note is that there are no breaks, you have to write every day, and whatever wordcount you miss on a bad day, you have to make up the next day, no exceptions, no excuses, if you get a bad week, you’re 20k in the hole, two bad weeks and you’re in a hole that you’re not likely to get out of.

Originally I’d had the thought that doing a million words in a year might inspire others to write, and that was the idea behind things when I started, In October 2013 I went to the launch of a group called Writing Yorkshire, with the idea that to get people writing, I would commit to such a task and have my progress monitored as I continued.  The idea was that for every word I wrote, someone somewhere in Yorkshire writes one, and that in turn may get another million words out of Yorkshire on the whole.  As it turned out, Writing Yorkshire are in it very much for themselves and don’t have much interest in actually taking people’s help when it comes to trying to get people to write, instead being more concerned about where they’re going to find the funding to keep paying themselves rather than doing what they were supposed to be...

That said, this is not much different to many things, but I found it quite upsetting that people offering to help get others writing were rebuffed, and so my priorities changed, with the goal becoming just to see if I could do it for myself...

And in that lies the first lesson, don’t do something like this for anyone but yourself, and there’s several reasons for this, the most important of which is that unless you’re under camera surveillance, you’ll never prove to anyone but yourself that the words you did that year all came from that year.  The only person who will ever know with certainty that you did a million words in a year is yourself, and while I know I have, there’ll be thousands of people out there going “Yeah, sure...” and to them I have nothing to say, I know I did it and I know that I can, and that’s where the win has been for me.  A test was set and I passed, only I know that I passed, but I know...



The second lesson I learned was that counting the words every day doesn’t work...

That may seem like a bit of a misnomer, after all, how could you count that number of words every day, but originally I wrote them down in a book every time I finished a piece and kept a word count going from that. 

That lasted about a month...

After a month I was adding up fifty things a day and trying to keep track of things that I was doing all over the place and something else needed to be done.  A spreadsheet seemed to be the best way forwards for this, as it also let me keep track of how many words I needed to have done by a certain time, and how many I was in front (or as the case may have been, behind).



At the beginning of the challenge, the idea was to write a million words of new stories, and while I managed to keep that up for the first two months (had two fully developed stories in my head when I started), when those stories started to reach their end, I learned a few hard lessons in story writing.

First: Never let people read a novel as you’re writing it, the reason for this is simple, if you have a moment when you look at the story and think that you could have set up a perfectly good primer some thirty pages ago, you can’t do it when you’ve already let everyone read that story and they know that what you’re talking about didn’t happen thirty pages ago.  More importantly, if you find that you don’t like where you’re going, you can change something and put it back on track, can’t do that if they’ve already read it.



Second: Writing stories for a whole year and trying to remain on target is not one bit easy...  At the end of the year, I’ve managed 656371 words on stories, and that’s more than a hundred stories in total, with 433605 words taken up in the five largest stories, The Shift (147404), World War Wolf (128550), In Iron Clad (67310), Oceans of Stars (41554 not complete) and Regiment B (48787 not complete) and the other short stories were all random thoughts that developed into something else.

So, figuring that I couldn’t manage a million words of stories, I started doing Reviews of games, Opinion pieces on things that I found interesting, work on games that I was writing for, and then all the words that I’d written by hand, keeping four different books in which I was writing ideas, stories, games and everything else, for which I had to add the words together on each page and keep a running total in each book at the top of the page.  Then (for which I will be immensely grateful) Dave Chapman came up with the idea of talking about games on a number of subjects over the course of August, something that I repeated in December for boardgames.  When I added all those up, the totals worked out like this.

Stories: 656371
Games and reviews: 102514
Handwritten words: 104781
Opinion pieces and articles: 144608

Total words written: 1008274

If you’re planning on writing with the idea of building an online profile and getting people interested, the good thing about most of the blog sites out there is that they keep a track of what people read, and you can get a good feel for the sort of thing that people like to read about.  If you’re looking to build an online profile, there’s a number of very easy ways to do it. 

The key to getting interest is consistency, post all the time and on subjects that inspire you, not on what you think will get page views.  It’s easy to court controversy (some people do it all the time), but it’s better to build a profile based on what you believe to be right.  People will visit the page in the thousands if you throw something controversial out there (the most read post on the blog is a piece I did based around the differences between the Pathfinder and D&D starter sets), but while I hadn’t intended that as something that would cause problems, it turns out it did, mostly because the faithful on both sides started a war over it.  Got a lot of comments on the blog over that, most of them in the “Damn you, you’re wrong, how dare you say this?” category, but it was more interesting to find out how many people never bothered to reply if you countered their initial angry post with reason and facts.  Most people started a war over it in places I didn’t read (and am only now starting to become aware of because I was too busy writing other things), and to this day (six months later) people are still reading that article.



Perhaps I was just hoping for reasoned discussion, either way I figured it was better to stay out of certain topics as they took up too much time replying to all the things said.  I may change that now that I don’t have to keep up a certain wordcount, because I do enjoy discussion with people, I just haven’t had time to catch up with everyone.

The other thing when doing a million words is to have a reasonably free schedule before you commit to it.  I organise a number of games conventions through the year, and they take up a lot more time than I tell people, particularly when some of them aren’t smaller, one day conventions, but really large multi day jobs.



The most important thing about the challenge though, was that you can’t let unexpected things stop you, I got a new car in January and had it written off by a drunk four months later (one week before the biggest convention I organise), and between the sorting of the insurance and the getting a new car, I was nearly 20,000 words behind at one point, but then I had a bout of bad health in September, the first in my life that’s actually put me down, but because I couldn’t do anything but sit/lay down, I managed to make the words back.  I believe, in all honesty, that If I’d not had those two weeks where I couldn’t do anything but write, I wouldn’t have made it (in fact, looking at the wordcount, I know I wouldn’t have made it), but taking on so many conventions and projects, as well as trying to do a million words, was a foolhardy move, and I know that now, so next time (Ha), I’ll know where I’m aiming and pitch accordingly.

Would I do this again?

Tough one, it’s been great in many ways, the need, not just the desire to write has been fantastic, knowing that you have to write, no matter what else you do, some part of your day has to be dedicated to writing, that has been fantastic, and I will miss that.  It’s also destroyed my procrastination instincts, because every day has been a “Get writing or you fail” day

So here I am, finally winding down from the year, and I feel empty now, as if I had a grand purpose and now it’s no longer there, so I need to find another thing to do, perhaps half as many words this year...

Yeah...



Saturday, 27 December 2014

In loving memory

My Gran passed away peacefully this morning.

I did not visit perhaps as much as I should, and that's because some part of me wanted to remember her as she was, but I took mum there yesterday to say our goodbyes, and now she's at peace, because she wouldn't have wanted what happened, she would rather have gone years ago than have things prolonged as they were.

Dementia takes things from you, your life, memories and worse, others memories of you, because while I still remember my gran and I remember Sheffield Fish Market on the Friday and Meat and Potato pies and walking the dogs with her, I'll always remember that she deserved more than to end up in a bed with no memories of what she'd done in her life and all the people she'd made a difference to.

So if, years from now, something like that should happen to me, take this to the doctors and tell them there not to keep me going. That I want life for as long as I live every day, but when the day comes that the spark of me is gone and my body lives on, no more, no more say I, I want people to remember the man I am and all those things I did in life when I lived, let my legacy be all those things I did well, with all my many faults and all those things I didn't do so well, but undaunted and every day doing something to make the world a better place.

And so tonight and every day hence, I will remember my gran, not as she died, but as she lived.

Monday, 22 December 2014

#27daysofgames - Day 23 – Game I’d most like to see an improved version of – Warhammer 40k Rogue Trader



Now I know what people are thinking, it’s one of the most updated games in the world, there’s always a new product or a new codex or something new and interesting coming out for this game, it’s a product line that works on the basis of having new stuff all the time for people to buy and play against each other.

So it’s as well that Day 23 is about the game I’d like to see an improved version of...

Not updated...

Rogue Trader was one of those games that captured the mood of a generation when it came out, 1980’s Britain wasn’t the place it is today, there wasn’t much to look forwards to, things were grim, and to be honest, you’d have thought that any game that was a bleak reminder of just how dark things were wouldn’t have been welcome.



You’d have been wrong.

What was brilliant about Rogue Trader was the depth of thought that had gone into it whilst leaving an amount of the game open for interpretation.  The system wasn’t brilliant, in fact I’d go so far as to say that we never managed to get a whole game in, even when we had a whole afternoon to go at it, but we never lost in the interest in the game and the world it was set in.



And that’s why I want to see an improved version, not just an updated set of rules and a new set of army lists, each one more powerful than the last so that you have to keep getting more figures just to keep up and make sure that you have some chance of winning.  An improved version would not necessarily be the commercial viable option, and it is this reason why I suspect that I’ll never see what I actually want. 



Don’t get me wrong, there’s been more of the same things that made Rogue Trader good over the years, and each one updated again and again, steadily moving away from the interesting things about the race and going straight to the cool weapons and invulnerable saves (and of course things that made invulnerable saves not invulnerable), and so things escalated, as the words on the back of the first Rogue Trader said, “There is no time for peace, no respite, no forgiveness, there is only war.”, so the latest editions should read, “There is no time for background, no development, no balance, there is only profit...”



Maybe I’m just tired of companies doing three things when one would have sufficed (yes, I saw the hobbit recently), and I know that as long as there are people who will buy the interesting shininess, so games workshop will go on producing it, and there will never be a return to the days when we got something new and had to make something of it ourselves and maybe it’s that that causes me the problem.

I’m just not inspired by it anymore, not in the way I used to be, and it’s not that I’ve lost interest in games, it’s that whatever I want to play in this universe is now there and available for me to buy. There’s nothing I can wonder about, nothing that I’m not sure of, and in giving me everything I could ever want to see, the game has taken away the vastness of its own universe and that darkness out in the warp, those unknown worlds and frontiers, are no longer out there.



And if they are, you can be sure they’ll be harder to kill than everything else out there presently...


Just to be sure people buy them...

#27daysofgames Day 22 – Favourite Game no one else wants to play – Race for the Galaxy


It’s rare that you get games that encompass the struggle to raise a galactic empire, rarer still that those games can be played in less than an hour, and even rarer than that that they’re actually a good game to play...

Imagine my cheerfulness upon finding Race for the Galaxy...



The game mechanics are simple, both players choose a single order for the turn, then draw from the same deck of cards and act according to the orders that have been chosen.  Each player makes use of the orders that have been chosen, but those who played the orders get a bonus on that particular phase that only they (and any others that have played the same order) may use.  The first person to reach twelve planets or developments within their card structure finishes the game and then the total points scored are added up to find out who has actually won the race.  It’s possible to build an empire very quickly with small planets, but if your opponent has managed to put together a few large point worlds, it’s entirely possible for them to win over the mass of smaller planets.



Perhaps it’s in the nature of the points scoring that people don’t want to play it, something like the building of an empire should not be resolved by the person who managed to put most points on the board, but rather they that built the most powerful empire and it conquered everything else.



Either way, while it was popular a short while ago, even going to far as to bring out rules so that you could play the game in a solo format, it hasn’t seen much popularity since that point, an isolated game here or there to be sure, mostly to show someone how to play it, at which point, the comment of “Interesting” gets issued, which typically translates to “Didn’t mind playing it, won’t be playing it again” and that’s where the problem stems from...



I can’t figure out what’s bad about this game...

I understand that there’s only so many expansion you can put into something like this and I understand that there’s no way of customising the deck so that you get to play a particular strategy, but that’s a part of the fun of it for me, you don’t know what you’re going to get, but you’ve got all the cards you need to form a strategy and look for the cards or developments that you need to fit the strategy you’re working with, it’s well balanced and there’s no way that I’ve seen to break that balance, which brings the inevitable question...


Why doesn’t anyone play it? 

Sunday, 21 December 2014

Million word update - Required 976250, Achieved 991710

Sub 10k remaining from the task this year, the words have just been falling out these last two weeks, and I'd be hard pressed to tell you where from, but whenever there's been a spare minute, I've been writing.

I suspect that it's because I can see the end now, and there's only ten days left, and if I were to fail now, somehow, a whole year would be laid wasted and I cannot consider that...

More later, and when I'm done, a breakdown of what I've learned writing this many words, what things have worked, what things haven't, and most importantly, what I'm doing next year...

#27daysofgames - Day 21 – Most complicated Game – Barbarian Prince


In the matter of games that need rulebooks to play, most have rules that work in such a way that when you have taken enough time to figure them out, you will be able to remember them and play without referring to the rulebook. Some games are built in such a way that you actually can’t play the game without referring to the rulebook.  The balancing act involved in such games is how to make the game interesting when you have to refer to everything constantly.  There are two games that I have found that work well to this extent, making them enjoyable, but not necessarily a good game due to the amount of time you have to spend looking through the books.

The first is for a single player and is called Barbarian Prince...

One of the first games I was introduced to and a game that I spent a lot of time playing, it involved the titular prince in his quest to flee to the south and there try to raise an army to take back his kingdom from the usurper.  Along the way, you can encounter trials, troubles, and rewards as well as treasure, allies and enemies, but at every step along the way, you have to refer to the rulebook to see if your travel is safe, which then refers to another table to see what happens next, and then to another table to see how that encounter resolves, and possibly a further encounter to be resolved thereafter.  It makes for an interesting game as it’s designed for solo play, but as a concept, it really doesn’t work for anything other than telling a story.

The second is for many players and is the Tales of the Arabian Nights


This is a game that I played earlier in the year and enjoyed greatly, but never got to the end of it as the amount of time needed to play through the game was more than we had in a single night.  Same concept and same mechanics to play, only far larger in scope and vision than the first, requiring not one but three rulebooks to play properly, and an equal number of players at the least to make sure that one of you didn’t spend the entire evening reading for everyone else.

This one I looked at earlier in the year, one of the most enjoyable evenings I've had all year, the details of which are at http://millionwordman.blogspot.co.uk/2014/09/arabian-nights-game-review-bridge.html

#27daysofgames Day 20 – Coolest looking game – OGRE designers edition


The problem with some games is that while they’re possibly the shiniest thing in the world, the simple truth of the matter is that you’d never end up playing them, and all the shiny in the world doesn’t account for a game that you’ll never play.  Of course, for those of us with Gamer DNA, there’s still that pull towards a game that you may already have, but you don’t have the really shiny version.

So it is with the Designers edition of OGRE...

I’ve had the option to buy this on a number of occasions, and it’s not that I don’t have the money to get it, it’s that I honestly don’t know if I’d play it enough to justify the purchase of the game in the first place, especially not when I’ve already got two copies of OGRE.  I considered going in on the kickstarter of the game when it came about and it was only that I was already in for a number of other games that I decided against it.



Of those games, one I am still waiting to receive...

But back to the shiny, does it make any difference that it’s shiny?

A friend loaned me a copy and my conclusions are at


TL:DR?

Yes, it really does, and in that lies the secret to every boardgame now being brought out, if you make it small and sparse, then it has to be good, if you make it big and shiny, it can be forgiven a multitude of sins because people will just buy it so they’ve got a copy...


Damnit...

Friday, 19 December 2014

#27daysofgames Day 19 – Best Second hand game purchase – Small World



My mum loves bargain shops, goes to them whenever she can, car boot sales, village fairs, all the things where you can find something for less than what it’s actually worth.  Many are the times we’ve been up at the crack of dawn to go hunting for bargains, and I don’t think the impulse to ever get something for full price when you can get a perfectly good version of it second hand for a quarter of the price is never going to leave me.

And so it is why Bring and Buy sections at conventions are always packed out I suspect.

For me, the best purchase I ever got was not at a convention, but at a car boot sale, and as it happens, it was from a person who didn’t know what it was worth and had a whole bunch of other things like it, that I also bought on that day, but the best of the games that I picked up was Smallworld, for the grand sum of £5.

You don’t really get time to check through the whole box to make sure everything is there when you’re buying things at Car Boot sales, people keep on moving past and at the prices you’re getting them, you tend not to complain too much about a piece missing here or there and instead concentrate on all the things you are getting, as long as the central bits like the board and most of the counters are present, nothing else matters.


As it turns out on this occasion, everything was intact and it had barely been played, as had most of the things in the sale.  I can only presume that all the things on that stall were just taking up space and that the person who was selling them had no particular care, otherwise they’d have done the research and put them on ebay or something similar. 


Either way, it remains the best buy I’ve ever had on a secondhand stall.

#27daysofgames - Day 18 – Favourite Licensed Game – X Wing

Day 18 – Favourite Licensed Game – X Wing

And I’ve already spoken about X wing on this collection of days, so rather than go on about it again, I would speak about the nature of licensed games and what usually goes wrong with them.  The problem for me is not that a game has been made of something that usually wasn’t intended as a game, but that typically, it’s created without any regard for the subject matter and doesn’t address what goes on in the film or show that it’s been based upon.


One must only look at the number of versions of Risk that have been brought out on the basis that there was some type of conflict involved in the licence, everything from star wars, to lord of the rings, to the walking dead, and all because the people in charge of the games didn’t want to think any further than using a set of rules that they were personally aware of.


And that’s where the problem is, for the most part, the only companies that can afford the really big licences are the ones who are trying to make things work on a commercial level, and that means putting it out to the general public, rather than those who know about games and would rather have something that played well, even if it took a little longer to work through and figure out, than have a game that was designed by committee and packaged with the easiest set of rules so that everyone can figure it out.


The reasoning is obvious of course, those games that are produced on a mass (and I mean truly mass, not just a thousand copies, but a hundred thousand copies) scale are those made by companies that no longer look at what makes a game interesting, only at how many units of it they can sell and while this works on a commercial level, it really doesn’t work on a games level.


Take the risk versions that are available, Risk as a game is a simple concept take over the board, occupy a number of territories and that’s how you win.  The tactics of the game favour aggressive players over everything else, to win at Risk, you have to be willing to go forwards all the time, push with the armies till there’s nothing else to do, because the person who tries to form a defensive line will eventually be crushed under the weight of the advancing armies.

Unless they’re Russia, but no game has ever accounted for that as yet.

But the problem here is that while you get a new board, new counters, and ostensibly new tactics, all it consists of is a different board and as such learning your way around it.

Then consider the other things that such companies (And I’m aware I’m mostly aiming at Parker Games here) produce, such as the Transformers Chess set, wherein the only difference is that we establish that Optimus Prime and Megatron are very important but don’t move very quickly and command no real power, and that Ironhide and Starscream are Queens...


Starscream I could make the case for , but Ironhide?

Please...

All so that more merchandise can be put out there that might entice some of the older generations to pick up something because “Well, they like Transformers, so I got them this chess set that’s got them in it.”

Am I ranting?

I suspect I am...


So I’ll end this here with my initial thought that the best of the licensed games out there is X wing, and I’ll continue the rant elsewhere... 

Wednesday, 17 December 2014

#27daysofgames - Day 17 - Favourite Game Mechanic - Dice...



There’s hundreds of games out there, everything from the ones that have no random elements in them to the ones that have nothing but random elements in them.  Every game needs mechanics to make it work, and for myself, there has only ever been one thing to make a game work.


Dice...

This may seem like a bit of a no brainer for many, after all, Dice are the tool used most often to resolve conflict in games, there is no other tool that can have such variation so easily handled...

Or is there?

For myself, the answer has to be no, but the reason I like them so much is many fold, not least amongst which is the tactile element to a game.  I believe that games that have no tactile element lose something in the playing of the game, and if every time you need to resolve a conflict, you enjoy using the tool that you use to resolve that conflict, then the game becomes that much more enjoyable.

I’ve collected a few dice over the years, and of all the dice that I have, I find the six sided dice has my interest more than any of the others.  Not too much variation that the amount of random becomes too much to contemplate, and possessed of a shape pleasant to hold, even to stack or arrange neatly (Yes, there is some element of OCD in this...), and the mathematics of them are easy to calculate, even for beginners, allowing the games played with them to be easily learned and played.

Of six sided dice, I have a few...



The spares, and the basic box that I take to conventions, these I don’t mind losing to people who need them more than I do, when I need a few more than I carry regularly...



The Specialist dice that make a game all by themselves.



The hand crafted dice, these found by my brother abroad and still carrying the thick scent of the land they came from...




And my everyday carry. 


These rest on my desk each day, playing card decks and pieces all around them, but these in the place I can reach to most easily, the light green ones luminous in the event that night playing needs to be done without benefit of convenient light, the casino ones for those times when I have a playing mat (and my lady will not take me to task for leaving dents all over the kitchen table), and the metal ones...

Ah the metal ones...

No better way of bringing an unruly player into line would you not agree...?

So yes, I’ve had an obsession with dice since a very early age, and I do not see that ending any time soon, and that makes me very...well...




You get the idea... 

#27daysofgames Day 16 – Funniest Game every played – Awful Green things from outer space


Some games have an innate humour to them, some are played for laughs, and some are unintentionally funny by virtue of what you find yourself doing while you’re playing them.  Awful Green things from Outer Space is one of the one’s that has both an innate humour and becomes funnier as you play it.

At least when I’m playing it anyway...

I was introduced to this game some years ago, when my brother got a copy of it and we thought it would make a good change to the normal games of 40k that we were playing most of the time.  A game that didn’t need us to spend a few hours building an army and making sure it was accurate was a welcome change.

The premise is simple, Awful green things have turned up on the ship and are causing mayhem, it’s down to the crew members to subdue or kill them all, and to this end, they have a variety of weapons at their disposal.  The thing that makes this game interesting is that no one knows what the various weapons on the ship will do until they’re actually used.  There are a number of different weapons and an equal number of effects that they can do, ranging from killing the green things outright to causing them to split, to causing them to get bigger, and as you use each weapon for the first time, you draw out an effect from a closed bag and apply it to the weapon.

Given that some weapons affect whole areas of the ship and everything in them, this can be a big risk depending on what result you pull out.  A kill result will be a brilliant thing for an area effect weapon, but if you draw a split or grow effect on the weapon, the results could be disastrous.  Either way though, the game was designed with this in mind, and so most weapons get tested on isolated green things where possible (after all, drawing a beneficial effect on a room full of them would be bad), and that’s where the fun comes in, the crew are trying to get to all the green things before they grow to the point where they can’t be stopped, and the green things, well, the green things are just trying to eat all the crew, and depending on the weapons effects that are drawn, that becomes easier the more the game goes on. 

I love Awful Green things, I think it’s one of the best examples of having to think on your toes (for the crew anyway) that’s ever been produced, and I’ve always enjoyed both the imagery used in the game (serious images just wouldn’t have worked with this) and the speed of the gameplay, tactics vary from game to game and it remains fresh even after a number of years playing.

The reason why this is the funniest game I’ve ever played is because of the reactions of the players when you find out what a new weapon will do and the entire game dynamic can change in a heartbeat, changing what was a sure rout into a crushing fail without a moments pause.  My brother and I tend to mock each other somewhat (I’m being kind here) when we play games, particularly when something unexpected comes up and we have to replan the strategy accordingly.  Most games might have one or two times in a game that cause us to replan, this game does it practically every turn, and that is a good thing.


Monday, 15 December 2014

#27daysofgames Day 15 – Game I wish I owned – Tannhauser


Sometimes, you’re just not there when you needed to be when a game came out, and you find that by the time you realise how cool a game might actually be, you’ve already missed the boat and it’s too late to try and catch up.

Such was the case with me and Tannhauser...

I’ve never managed to get a game in of this, and people just don’t have spare copies lying around to have a look through, but I’ve always like alternative world war things, particularly those with a slight angle towards strange creatures and interesting settings.  I also liked the look of the board and the idea that lines of sight were governed by the levels that the characters were on, which was marked out by an innovative colour coding method so you had to study the board carefully when making your moves. 



Then of course, I liked the characters, not quite steampunk, not dieselpunk, but an interesting blend of the styles, with other things in the mix that defied common description.  The game looks like Guillermo Del Toro decided to make a board game and this is what he came up with, if Hellboy had shown up in the expansions, I wouldn’t have been surprised.

But the interest in it wasn’t there, and fantasy flight have never been one to keep pressing something when the interest has gone, so it’s no longer available unless you’re willing to part with large amounts of money for even the basic set, and for a game that I’ve never played, I’m just not willing to take the risk.


However, I’m willing to be convinced that I should...