2011-12-10

Super Saturday: People in Your Neighborhood Pt. 3

One more entry in the "superheroes around my neighborhood of Bay Ridge" category -- just recently I was re-reading Frank Miller's The Dark Knight Returns:



Did you notice where that dastardly deed took place? Bay Ridge, of course.


... Hey, wait a minute. That's supposed to be Gotham City.... Oh my god!

Attention! Important observation of interest to all comic fans -- Is it possible that Gotham City is actually just a stand-in for New York? And did I just blow your freaking mind!?


[Page from The Dark Knight Returns, p. 117, by Frank Miller]

2011-12-07

New-School Operation

This past weekend, a friend had a birthday out at a local bar. We pulled up some tables, had drinks and socialized, and also played a few games: including Jenga and Operation -- the latter, of course, being a Milton Bradley game (now owned by Hasbro) that originally dates from 1965. But the current version was revised in 2008 and is marketed as the "Operation Silly Skill Game".

Observation One: The new game is much easier (or: much harder to fail at). The slots for the pieces that you try to remove seem to be significantly larger than they used to be. We played a few rounds -- in a bar, with dim lighting, with most everyone having a few drinks in them -- and no one ever set off the buzzer. If that weren't enough, there's a switch for an "easy/hard" version of the game (the former delays any buzzing until you've made contact for an extended period of time). We know the game was turned on, because it regularly plays sound effects for what piece to take next (and we tested it a few times, too).

Observation Two: The old version had pieces based on actual physiology or at least common slang or punning references (Adam's Apple, Broken Heart, Spare Ribs, etc.). The new version seems to have changed most of this stuff to just arbitrary nonsense (a Clock, Smiley Face, Cell-Phone, etc.)

Also: In recent years they've released a bunch of branded versions of the game (Hulk, Spider-Man, Disney/Pixar Cars 2, etc.)

Why do games apparently always have to evolve like this? Namely: (a) easier to succeed at (or harder to fail at), and (b) becoming purely abstract and self-referential (when originally they modeled or referred to something externally)?

Operation at Hasbro.

2011-12-05

Book of War: Wizards

Wizards from D&D present a special difficulty in "abstracting" them down to a reasonable mass-warfare game; they're something that I struggled with for some time in designing Book of War. Of course, they have lots and lots of different available powers, and this quantity grows quadratically with level, such that high-level wizards have encyclopedic rosters of spells available (note that in almost any D&D players' book, the plurality of the page count is taken up by magic-user spells; which can be taken as a great strength of the D&D system, for those players who at their option wish to pursue a deep level of game mastery, but a drawback for us here).

In particular: Among my design goals for BOW were that it should be short, concise, stand as a coherent game unto itself, and still be manageable by complete newcomers -- high-level D&D wizards seeming to contradict all of these points.

But granted that (working at 1:10 scale) individual heroes really have to be over level 10 in order to appear on the board as specialized figures, it dawned on me that this synchronizes with the original D&D rules in some very nice ways. First: If we require that any heroic magic-users be level 11+ before we deal with them, then this is exactly "name level" in OD&D, and calling them and treating them as "wizards" is in fact accurate. Second: If we restrict ourselves only to the top-most level of spells (6th) -- the ones most likely to be used in extremis -- then we see that OD&D wizards gain exactly 1 of these spells per level above our basis (0 at 11th, 1 at 12th, 2 at 13th, etc.*).

Therefore, restricting BOW wizard powers to only 6th-level spells has the following advantages: (a) It reduces the spells that we need to present to a single, easily-digested page. (b) It throws a spotlight specifically on those powers which include most of the great battlefield-changing effects (lower water, move earth, control weather, etc.). (c) I'm able to entirely avoid referencing the D&D experience level tables, and instead simply refer to wizards of "rank" 1 or more (really levels above 10), with an associated number of "greater spells" (6th level spells: of number one less than rank).

This started to make me very happy. Now, 6th-level spells are not purely what we limit BOW wizards to: We also give them certain low-level protections by assumption (shield, protection from evil, detect invisible, and some sort of magical escape ability). And furthermore: Assume that any of them bring some sort of wand of fireballs or lightning bolts to the battle -- such that we can generally assume their ability to sling one of these 3rd-level spells at-will for the length of the battle. In other words: Their profile looks very much like it did in the original Chainmail Fantasy.

So, here's the core of the rules for Book of War wizards, with their three main categories of powers. (Text between the rules below is indicated as Open Game Content per the OGL):


Basic Abilities: We assume that any Wizard has a number of low-level spells active or available on the battlefield. Each has a magic shield (AH 6+), a protection from evil ward (cannot be hit by enchanted monsters, etc.), and can detect invisible (see any hidden or invisible creatures within 12"). All have at least one of invisibility, flying, or polymorph, so they can escape from the battlefield whenever they wish.

Magic Wands: Wizards are further assumed to have either a wand of fireballs or lightning bolts. This gives the Wizard a magic area attack that affects one figure, with range 24", damage 6, and firing 2/turn (or 1 with up to a half-move; blocked by woods and hills). Roll one die for accuracy: 1-2, 1" short; 3-4, on target; 5-6, 1" long. Assume that wands have sufficient charges to last the length of a normal game.

Greater Spells: Wizards above the 1st rank can prepare a number of "greater spells" (6th-level) equal to one less than their rank number; e.g., a 4th-rank Wizard has 3 greater spells. The Wizard can cast one of these spells per turn, standing motionless to do so. All effects commence on the Wizard's attack phase. Choose from this list...



The list that follows includes the 6 topmost spells from OD&D that I felt most applicable to the battlefield (affecting large terrain or many men, etc.), each with a tactical effect described in three lines. The fireball effect shown above was developed after lengthy consideration here.

As you might expect, this is one section in Book of War that concludes with an open-ended option to the effect that "you're free to use the full arsenal of D&D spells in your game", so long as you take the initiative in converting all those other (non-fireball, non-6th level) spells, and also to increase the cost-value of your wizards appropriately (although that can be a non-issue if you're playing a campaign game, instead of standalone points-based battle). Perhaps this might be an area where we could consider a further expansion in the future: a book that converts all OD&D wizard spells to Book of War statistics.

However, in practice we've found that this model (a) provides as much as a wizard gets or wants to use during a standard battle, (b) is tractable to a balancing analysis the generates a useful cost-value, and (c) is comprehensible to new players who are using or confronting wizards for the first time (those completely unfamiliar with high-level D&D play, or even players predisposed against complicated magic rules based on prior experience). Hopefully, you will, too.


* Fine print in OD&D text indicates that after 16th level, wizards gain an extra 6th-level spell every 2 levels [OD&D, Vol-1, p. 19].

[Photo by fuzzcat, under CC2.]

2011-12-03

Super Saturday: People in Your Neighborhood Pt. 2

Last week we saw that my favorite superhero, Thor, lives in my neighborhood of Bay Ridge. Here's someone else who visits from time to time: 

Crikey, Punisher, did you really have to gun down everyone in that restaurant? Oh, well, I guess there's plenty of other Italian places around here... [Page from Marvel Super Action Featuring the Punisher #1, p. 1, by Archie Goodwin and Tony Dezuniga.]

2011-11-30

Book of War Expansion: Knight Exemplar


My good blade carves the casques of men,

My tough lance thrusteth sure,
My strength is as the strength of ten,
Because my heart is pure.
[Alfred, Lord Tennyson]


The Book of War Heroes section has details and pricing on a sample selection of individual knights, barbarians, dragons, and giants; each, of course, tenth level or above.

Now, by "knights" I'm indicating high-level pure fighting-men, and these were actually statted out with an eye towards the AD&D Deities & Demigods Arthurian Legends section (including "Knights Renown" at 10th-level, and "Knight Commanders" at 15th-level, like Arthur himself). With "barbarians" I meant fairly high-level multiclassed fighter/thieves, in the same vein that Gygax statted out Conan at various ages in Dragon Magazine #36, April 1980 (including the "Barbarian Lord", Ftr12/Thf8, as Conan age 25; and the "Barbarian King", Ftr16/Thf12, as Conan at age 30).

In each case, I transformed the characters into my OED minor house modifications to OD&D, and tried to make some reasonable interpolations for magic gear and the like. Because of this, even with very conservative assumptions for magic arms and armor (like just +1 plate and shield for Fighters level 10), most of these characters get converted to Book of War at AH7, i.e., nominally unhittable by any normal men rolling the usual d6 to attack (as is correct in OD&D for any AC lower than -1; and even if you use an "extended natural 20" rule from AD&D or the like, then the chance to hit is still statistically negligible).

But fortunately, this is balanced by the fact that if a lone hero confronts a mass of men, they'll be surrounded, with every edition of D&D giving bonuses for rear attacks in such a situation. Hence the key rule: "acting solo, heroes can be meleed by only 1 normal figure at +1 to hit (due to rear attacks from being surrounded)" [BOW p. 13], which allows normal troops to hit even AH7 solo heroes if they roll a 6. Here's a spreadsheet where I did the analysis in both OD&D and AD&D to see that +1 in BOW was the appropriate bonus in this case (.xls format):


Now, as careful as we might try to be with those statistics, things can still get a bit wonky when you face off hero-against-hero in our reduced BOW mechanic -- especially since heroes can have so many special abilities and varying attacks and armor (the "heroes ignore armor" simplification does break down a bit when confronting other heroes with really out-of-this-world AC values). Therefore I include the suggestion for "Special Combat" on p. 14: when heroes contact other heroes, it might be best to switch back to regular D&D-scale combat and play out that particular engagement at full precision (an idea common to both Swords & Spells and Battlesystem, for example).

I actually don't do that in my own standalone games (particularly with non-expert gamers, it's simplest to just resolve everything with the one BOW mechanic, instead of additionally instructing them in more detailed and time-consuming D&D play). I think that you would especially want to do that in the case when you've got important backstoried PCs and NPCs taking part in the battle. In any event, if you want to run "Special Combat" you'll need detailed statistics in order to run the man-to-man battle. To that end, here's a document specifying stat blocks for each of the human Heroes appearing in Book of War, along with research notes on where they come from (.pdf document; stat blocks within are Open Game Content):


So finally, looking closely at those preceding documents, you'll see another hero type that was included for a while, and then finally cut from the official release. This would be the "Knight Exemplar", representing the world's finest fighting man of 20th level or so -- either Sir Lancelot or Sir Galahad, and none other, per the AD&D Deities & Demigods book.

This is a problematic figure for the game, because his armor winds up converting to AH8, that is, truly unhittable by any normal man (notwithstanding the rear-attacks bonus mentioned above). So the "Knight Exemplar" is a hero who really can smash through a mundane army of practically any size, with standard troops utterly helpless to do anything about it. This presents a real price-balancing dilemma: regardless of cost, this guy wins versus any normal men; and the game is then really dependent on whether the enemy can bring elite-types or opposing heroes (or a dragon or wizard?) into play against him. It seemed pretty likely that this august personality could possibly break the whole game if players had unfettered access to him, which is why he was removed from the final publication.

But here he is presented below, for your consideration, if someone like this comes into play in your battles. The cost is possibly tentative, but it's the best that I could extrapolate. Note that, like other knights, he is given the best possible attack score due to his "Great Cleave" -- ability to hit as many normal men as he can reach (i.e., D&D attack rate as 3+/round, and so score a hit on 1+, as shown in the hero's "Atk" column). Use with caution! (Text between the rules is indicated as Open Game Content, per the OGL.)


Hero

Cost

MV

AH

HD

Atk

Dam

Notes

Knight Exemplar

80

12

8

2

1

4

Magic sword, lance, horse


2011-11-28

Book of War: Heroes

Here are the key parts to an extremely important section in Book of War: the rules for Heroes. (Text between the rules below is indicated as Open Game Content per the OGL).


The term "Hero" refers to any special, high-level creature represented by an individual figure on the tabletop. This can include a fighting-man warlord, a fully-grown dragon, an advanced giant-type, and so forth. Creatures should have at least 10 HD to appear as a hero figure at this scale, and characters are assumed to have several bonuses from magic, weapons, and abilities...

Armor: Use the table in the Core Rules to find the hero's AH value; characters with negative ACs are given AH 7. In addition, heroes embedded in a larger unit are effectively immune to non-hero attacks (both melee and missile); acting solo, heroes can be meleed by only 1 normal figure at +1 to hit (due to rear attacks from being surrounded), or missile attacks as usual. Finally, some creatures will be unhittable due to the need for magic weapons (such as elementals, lycanthropes, undead, etc.)

Hits: Compute a hero's HD rating by taking their D&D Hit Dice and dividing by 10 (rounding down); usually this results in just 1 HD. (More precisely, you can divide hit points by the average of 10 hit dice, e.g., 35 for six-sided dice.) Also note that heroes will never check morale.

Attacks: For high-level heroes, the most salient single factor in mass combat is simply their attack rate per round. (At this level, one almost always hits any normal creature automatically, and does at least one full HD damage; therefore, factors such as armor and attack level become irrelevant.) Consider the character's D&D attack rate and see the adjacent table; the result is the number the hero needs to roll on a 6-sided die to score one figure hit. This ignores target AH.


Now, I have long assumed that this section would be the most contentious part of the Book of War rules. The reason is simple: Many players expect that mid-level PCs (say: 4th-8th level or so) can appear on the tabletop as solo figures, and to fight at an advantage against many normal figures. But that's not the case when "normal" figures are at 1:10 scale. Simply put: if a standard figure represents 10 Hit Dice of men, then a Hero must have 10 Hit Dice minimum before they have the equivalent staying power of even 1 "hit" of damage.

Or actually, it should be even worse than that: we've seen that higher Hit Dice are actually devalued in terms of real hits taken (proof one, proof two). Looking at those prior statistics, if we were being completely honest, then it should take a hero of at least 15 Hit Dice to have the equivalent staying power of 10 separate, normal men (i.e., a standard figure with 1 hit). But let's be generous to a fault towards our Heroes, and also for simplicity, we'll just divide D&D hits by 10 and round down. I don't think that many people will complain about giving them this benefit-of-the-doubt.

So in practice, almost all heroes (10+ level knights, barbarians, giants, dragons, etc.) will appear in the game with just 1 hit; although they might have fairly high armor, they will be eliminated as soon as they take a single hit in the Book of War 1:10 scale. Lone heroes (esp. in melee) go down about as fast as any other figure type; the game is quickly lethal to them, so you should plan on protecting heroes with an entourage, or using the monstrous types -- especially dragons -- as a powerful single-shot attack mechanism. (Also: Treating dragon breath as an area-of-effect attack, then at this transformed scale they effectively need to be in contact with the enemy to make a useful special attack.) If your expectation is that a pricey hero is going to mow down dozens of figures (i.e., hundreds of normal men), then you'll be a bit disappointed when that doesn't occur.

Why is the standard player expectation any different than this? Well, I would assert that almost all previous D&D-type wargame rules have more-or-less intentionally obscured the facts of hero efficacy, in the interest of artificially inflating the importance of these fantasy great men. Here are some ways in which that was done:
  • First, Chainmail Fantasy rules (1975) were really at man-to-man scale (1:1). Therefore, the heroes and superheroes found there (4th and 8th level fighters) could reasonably take out many of the normal men against which they faced, and this tradition colored what came later. But at 1:10 scale it would be a very different situation. Gygax was always consistent about this (see here).
  • Although you wouldn't know it from the trade dress or artwork, the Warhammer Fantasy wargame is also based on a man-to-man, 1:1 scale, and so again individual heroes can make a significant difference. Quote: "Scale: In Warhammer each model represents a single warrior, monster, machine or whatever, whilst an inch on the tabletop is equivalent to about five feet in real life -- the same as the scale height of the models themselves." [Warhammer 6th Ed., p. 279, 2000]
  • Gygax in the 1:10 scale Swords & Spells rules said this: "So if one opponent has a lone hero (4th level fighting man) facing several figures of men-at-arms (or orcs or similar 1 hit die creatures)... the hero will... sustain damage until sufficient hits are scored upon the figure to kill the hero." [S&S, p. 1, 1976] But what's left hazy and unsaid is that this will occur automatically on the very first turn of combat (if you do the math; noting that there is no random method in core S&S).
  • Doug Niles in the Battlesystem ruleset was at least a bit more honest about the situation: he wrote, "From a mathematical perspective, the attributes of heroes in a BATTLESYSTEM scenario are inflated beyond those of creatures in the units surrounding them. However, the conversion is based on the assumption that there is an intangible quality to heroism that exceeds the hero's worth as a fighting machine." [Battlesystem Miniatures Rules, p. 106, 1989] By my calculations, Niles' heroes have been multiplied by about ×5 the endurance from what they really have in D&D.

I suppose an additional reason why people might presume super-powerful hero-types, especially for monsters, is that you may be using very large miniatures for creatures like giants and dragons (that is, in the same scale as the other miniatures that we use to represent 10 men each). These very-large miniatures will visually give the impression that they should be worth the same as many normal figures, when that's not really the case. Suggestion: You may want to procure smaller-than-normal figures (10mm scale?) for the solo giant monsters you'll be using in your game, to more accurately reflect the actual space taken and overall power level. Of course, that's not a requirement as long as all players understand their actual profile.

But where are all the 4th and 8th level "heroes" in BOW, then? Well, if you read my Design Notes in the book (or really, any classic edition of D&D), you'll note that fighters of about that level are already presumed as leaders, scattered among the normal men on a pro-rated basis anyway. For example, looking at the 1E AD&D DMG p. 30-31, we see that there is a serjeant of 1st-level for each 5 or 10 men (i.e., 1 or 2 included in each of our figures at BOW scale); a lieutenant of 2nd-3rd level per like number of figures (20-30 men); and a captain of level 5-8 for each 100-160 men (10-16 figures). Broadly similar numbers can likewise be seen in the monster listings for men in OD&D (Vol-2, p. 5), 1E (MM p. 66-69), and even 3E (MM, various humanoid entries).

Surely, we're not going to individually simulate the large number of officer-level types included among all of our normal troop figures; and so, it would be artificial and silly to include a single fighter of 4th level on the table just because they're a favored PC (and also they don't have the staying power of even a normal 1-HD figure; and they would also have an attack output deficiency when compared to 10 men fighting normally). So on top of the statistical endurance issue described further up, it also seemed to be in synch with the D&D demographic tradition to abstract away all of these automatic officer-types, and only feature solo heroes when the get to 10th level or above. And one more thing: restricting ourselves to such high levels made for the very elegant attack mechanic (effectively ignore all enemy armor) seen above.

So, in contrast to the long tradition of artificially-inflated and obscured "hero" types on the wargaming table, I've written this part of Book of War -- in accordance with my own demeanor and interests -- as a bit of a "brutal truth" in regards to how D&D heroes would function on the large-scale battlefield. Among other things, it satisfied my personal curiosity as to "what would really happen", whereas the prior D&D-branded products always raised my hackles that something didn't quite add up right. It's actually been quite a relief and a satisfaction to finally see how those interactions would play out, and even if it's surprising to you, I would recommend that you try it out by the book if at all possible.

If you then still have an overwhelming urge to see epic "above and beyond" heroes, even in contradiction to their D&D-specified power levels, then you can of course follow the path of Doug Niles and others by arbitrarily inflating hero powers to whatever level you find satisfactory -- although at that point you'll need to change all of the price-balancing yourself. I'm hoping, however, that you'll see the many good reasons to avoid that kind of artificial bias in your D&D-based fantasy wargaming.

2011-11-26

Super Saturday: People in Your Neighborhood Pt. 1


Oh, who are the people in your neighborhood?

In your neighborhood? In your neighborhood?
Say, who are the people in your neighborhood?

The people that you meet each day


It's been about 5 years now since I moved from New England, where I grew up, to Bay Ridge Brooklyn. Obviously I was pretty ignorant of the whole concept of different New York neighborhoods, locations, and geography until I moved here -- and so all of the New York references baked into classic superhero comics, by the original creators who were born and bred here, were entirely lost on me growing up. It's only in the last few years when I go back and re-read some of the classic issues that can I pick up on all of the local color and specifics: sometimes it's even a bit jarring how close to home they hit, literally.

Here's one, a discovery from my favorite run of my favorite creator with my favorite superhero -- In Walt Simonson's 1980's run on The Mighty Thor, one of the very first things he does is to discard the mortal identity of lame-legged doctor Don Blake (giving the transformation power instead to newcomer Beta Ray Bill), and then he has Thor turn to SHIELD for a new civilian identity (which is just Thor in work clothes and glasses). He also needs a new job and dwelling: although as Nick Fury tells him, "I got an apartment for ya, but ya haveta settle fer Brooklyn. Even SHIELD can't find nothin' in Manhattan". [Thor #341, p. 7].

So he winds up in Bay Ridge:


He's in a third-floor apartment (just like I am), off an avenue that looks pretty much just the same as the one near me (maybe a bit wider):


Now, one of the freaky things around here is that this fall, a new guy started waiting tables at the bar/restaurant on the corner of our block, and this guy is totally the spitting image of Chris Hemsworth. It's so completely uncanny that I'm entirely distracted whenever I go there to eat now:


So apparently that's one of the super-people in my neighborhood, and I've got to say that's pretty darned cool.


Hey, come on now -- my bedroom looks exactly like that and you don't hear me complaining!


[Pages from The Mighty Thor #343, p. 24; #344, p. 6; #373, p. 4 by Walt Simonson]