Saturday, 6 October 2012

Off the Shelf: Eclipse Phase


As a fan of hard sci-fi fiction and games I have followed Posthuman Studio's Eclipse Phase roleplaying game with great interest. It is a horror game set in the near-ish future after a catastrophic war against artificial intelligences hell bent on the extinction of the human race. In the years after the war which left the Earth a burnt and unihabitable ruin, the inheritors of humanity have adapted to survival in the most harsh of environments and have evolved into something more (or less) … transhuman.

Eclipse phase is one of those games that I keep in a cherished place on my bookshelf but have never actually run a game of. There are a couple of reasons for this. Firstly it is a massively complicated game with a huge number of factions and political shenanigans vying for power and position and the technology and techno-speak in the game is rich in the current scientific consensus but is not for every player. I suspect that the game is not a good fit for the role-playing groups I have at the moment. I could be wrong in this.


The second impediment is that the rules system is not one that I like. Whilst it is not too complex it is simulationist and whilst this may  fit with the general technical feel of the background, I am looking for a system that allows my players to engage directly with the story rather than trying to accurately implement the game world. Games I have enjoyed recently have been drama and story driven games such as the excellent Sorcerer, Trail of Cthulhu and Cold City games.


So after stating why I have issues with it what makes me like the game so much?

Well Posthuman games does a great job of selling the background as an engaging and immersive (even cool) sand-box in which to drop players. Each of the rulebooks come with a short story introduction which can be given out to players and will give a great foundation to the feel of the background. The quality of the physical hardback rulebooks is exceptional and on a par if not better than any other game I have owned. The content is detailed and rich describing the setting in great detail without crunch to get in the way.



The Eclipse Phase rule book was published in 2009 and subsequent sourcebooks to further enrich the setting have been published including Sunward (concerning Mars and all the planets and habitats closer to the Sun), Panopticon (spy stuff and uplifted animals), and Gatecrashing (describing the worlds beyond the mysterious Pandora Gates). In part two of this focus on Eclipse Phase I will review the latest publication Rimward which describes the outer system include the Asteroid Belt, Jupiter and beyond.

Friday, 5 October 2012

The Cold City Files

We've recently concluded our first two Cold City scenarios "Prisoner #8" and "Three Gates To Darkness". I've also added an old scenario "A Mother's Love" from an earlier RPA team.

Prisoner #8 (P#8)
Prisoner #8 focuses on the investigation following the murder of a photography shop owner, Gunter Roth, in Freidrichstraβe. 

Scene #1 - Murder on Freidrichstraβe
Scene #2 - Smuts Barracks
Scene #3 - Der Regenbogen
Scene #4 - St Joseph's Hospital Morgue
Scene #5 - Going Underground Pt1
Scene #6 - Going Underground Pt2

 
Three Gates To Darkness (TGtD) 
Following months of paper-pushing the agents get a little more than they expect whilst staking-out a house on Lübeckstraβe.

Scene #1 - A Stakeout At Lübeckstraβe (coming soon)
Scene #2 - Slamming The Gate! (coming soon) 

A Mother's Love (AML)
A flagged Stasi report had indicated possible ST (modified "super" soldiers) activity in a residential zone in Haring. STs have been an ongoing issue since the war ended. The RPA field team was ordered to stakeout the location and capture the ST should the reports turn out to be correct.

Scene #1 - The Stakeout
Scene #2 - Treadsoft (coming soon)
Scene #3 - The Bunker Part 1 (coming soon)
Scene #4 - The Bunker Part 2 (coming soon)        

Cold City RPG - (P#8) Scene #5a - Going Underground Pt1

Cold City RPG
(P#8) Scene #5a - Going Underground Pt1 (#1, #2, #3, #4, #5b)
RPA agents Renoir, Wheeler, Bloom and Gavril descend into the Berlin U-Bahn tunnels.

Alerted to a disturbance in the Tempelhof Terminus U-Bahn station the agents arrive to find that two of the station's six lines have been closed and local police (Vopos) have gone into the tunnel to recover a suspected suicide.

Tempelhof U-Bahn
As ever, Agent Renoir led the way having requested that Wheeler remain in the van until they returned. Agent Wheeler was still limping heavily following his encounter with The Fatman's bodyguards, but common sense was in short supply and he elected to tag along behind the others as they entered the dark U-Bahn tunnels.

None of the team were certain that it was the boy Pavel who had been spotted in the tunnels near Tempelhof, but the atmosphere was uneasy and they all had their protective goggles to hand in case it was.

U-Bahn Tunnel at Tempelhof
A few hundred metres into the tunnel and they found the body of a tramp. It had been covered up by a Vopos overcoat, but there was no sign of the officers at the scene. The tramp looked to have been struck by a passing train, but the damage around his face, an eyes especially would warrant an autopsy to establish the actual cause of death.

A warm breeze passed through the tunnel, but provided small comfort as they moved forward to the sounds of rumbling trains entering and leaving Tempelhof. It was pitch black now, the last of the station's light lost to a curve in the tunnel. All they had were their torches.

They found the first Vopos officers lying across one of the rails his features twisted in an agonising scream of pain or terror. His service pistol lay beside him, but it had not been fired. Less than thirty feet away were his colleagues, both dead...

An Undead Vopos Officer
Agent Renoir, confident that the killer was close, upped his pace leaving the others behind. Juliet turned briefly to the other agents before running to catch up with Renoir. Agent wheeler was struggling with his injury and convinced the big Russian Gavril to carry him on his shoulders, but their pace was still slow and soon Juliet and Renoir were almost out of sight.

The noise came from behind and Wheeler, now on Gavril's shoulders struggled to turn back and see what it was. Out of the darkness shambled one of the dead Vopos officers.

Wheeler panicked shooting wildly into the dark tunnel behind him, but as Gavril eased him to the ground two more undead Vopos officers emerged into the light.

To be concluded...

VASSAL - Six Weeks On

We've being using VASSAL for just over six weeks now and played some fine games online, but how easy was it to set-up and use?

What is VASSAL?
Vassal is a game engine for building and playing online adaptations of board games and card games. You can use Vassal to play in real time over the Internet or by email. Vassal runs on all platforms, and is free, open-source software. (from the VASSAL site)

Setting Up VASSAL
The VASSAL site is fairly straight-forward to use and offers a good set of FAQs for users just starting up. Your first step is to download the VASSAL engine software for the operating system that you're using. This can combine with literally hundreds of different modules which cover many of the war gaming titles available today. Almost 1200 modules are listed and available for download, so there's a good chance that it has the game you're looking for.

The Games (or Modules)

VASL Map and Units
 









ASL - Modules can vary wildly in terms of quality and usability, but on the whole I've found those that we've tried excellent in their online representation of the games covered. To date I've tried Advanced Squad Leader, using the VASL system (VASSAL began as VASL for ASL players). It's slightly more complicated than most of the VASSAL modules as it has many different maps, units and scenarios to deal with, but the interface is strong and provides a useful online representation of the game.

The module provides counter and map artwork to match the physical game and a shared interface to allow players to track each other's line-of-sight (LOS) checks, dice rolls and counter changes. Set-up and movement are both straight-forward, but the system will not enforce rules, the players need to do that themselves.

FAB Sicily on VASSAL
FAB: Sicily - VASSAL provides a very nice online representation of this popular fast action battles system. I have yet to play the FAB Bulge version, but Sicily is a well put together module with great map and counter quality as well as simple programming to cover the random chit draws and the random untried Italian units. A first class job!

Twilight Struggle on VASSAL
Twilight Struggle - The VASSAL module for Twilight Struggle has a much higher degree of automation than that of either ASL or FAB Sicily. It handles the card shuffling and dealing, the staggering of the early, middle and late war cards, basic turn movement and scoring as well as some card effects. Initially I thought that the partial automation would prove problematic in understand when and where the players had to interact with the game, but this is not the case and it plays through each action and turn logically, taking the pain out of the constant influence movements.

As with FAB Sicily the artwork is excellent and in-line with the proper game art.

File Menu
The Interface (Using Twilight Struggle)
The file menu offers some basic game scenarios to play 
  • "CCW - no optional cards" is the Chinese Civil War with no optional cards included.
  • "CCW - with optional cards" is the Chinese Civil War with optional cards included.
  • "Standard - no optional cards" is the Standard game with no optional cards included.
  • "Standard - with optional cards" is the Standard game with optional cards included.
You also have the option to load, save or close your game, begin and end a logfile, edit some basic preferences or quit the VASSAL program. The logfile is especially useful as it record the game moves and can be loaded and walked through after completing the game.

Standard Button Options in Twilight Struggle Module
The standard toolbar options (above) allow you to control everything from the turn progress to your own hand of cards. As you can see from the screenshot below the American player during their turn can elect to play a card for OPs, the Event or on the Space Race by right clicking on a card and selecting the appropriate option from the menu. The module prevents you from completing an illegal or out-of-turn action.

Your hand of cards pop-up in a separate window


 In fact most things that can be automated in the game are automated and one of the few things that you will need to bookkeep outside of playing your cards is updating the influence on the board. This too is straight-forward and influence can be increased or decreased by right-clicking in the target country. (left)

Obviously the interface varies from game to game, but many of the popular games around today are well supported through their VASSAL module.

Overall, the VASSAL system takes a little getting use to, but after a game or two you'll quickly pick it up and future modules will appear very accessible. They do, from time-to-time, have some connectivity issues, although in the eight or nine games we've played recently, they have only proved to be a mild irritation and not disrupted our game-play for more than a few minutes.

VASSAL is run on a voluntary basis, it's documents and development work done most through community support. That being said the set-up is of a very high quality. Please support them if you can.

What's Up Next?
Probably a go at FAB: The Bulge or Shifting Sands.

FAB: The Bulge on VASSAL

Wednesday, 3 October 2012

KoffeeKlub Evening 7th of October

It looks like we'll have our quota of five players this Sunday at KoffeeKlub and finally get another go at A Game of Thrones

We have room for another, so come join us if you can!

KoffeeKlub will meet at WeeGamers in Whitehead Primary School from 7pm to 11pm.

“When you play the game of thrones, you win or you die. There is no middle ground.” - Cersei Lannister

GamesReport 30-Sep-12: Shogun

Shogun!
On Sunday @KoffeeKlub we had five players and rolled out Shogun, by Queen Games. Shogun, a re-theme on the German game Wallenstein, is set during the Sengoku or warring states period (1467-1573) of Japanese history, which ends with the inception of Tokugawa Shogunate.

Each player assumes the role of a Daimyo over a period of two game years, with each year split into three active seasons (Spring, Summer and Autumn) and one scoring season (Winter). During the active seasons players select from ten available actions to develop his influence across the board and to secure victory points during the scoring season.

The available actions include taxing provinces for rice and money, re-enforcing armies, moving/battling and building temples, theatres or castles.(see below)
The ten actions available in Shogun

Actions can only be played once per season and occur in a random order, the first five visible to players (for planning purposes) and the last five hidden from players representing the unknown future.

Players will have to plan their seasons carefully, for example it is impossible to tax a province that has recently been lost to your enemy in an earlier action round.

The Battle Tower
Combat in Shogun uses a tower (left) to resolve conflicts between players and handle revolts. The tower is seeded at the start of the game with a pre-set number of cubes. Most of these simply fall through onto the tray area, but some are held inside the tower to fall in later battles.

An Example of Combat

Typically combat occurs when one player moves his forces (cubes) into an adjacent province belonging to another player by using either a battle A or battle B action card. The attacking player selects the number of attacking cubes (leaving at least one behind) and the defending player uses all of the cubes already in the province under attack. All of these go into a cup with any cubes in the tower's tray.

The attacking player now pours everything in the cup into the tower and any cubes that fall through into the tray are used to calculate the result of the battle.

From our picture, the Blue player attacked the Red player. Six blue cubes and four red cubes landed in the tray, but red has no revolt markers in the province being attacked, so the three green farmer cubes side with him. This changes the final result to six attacking blue cubes vs. seven defending red and green cubes, The defender wins! Blue loses all six of his cubes to the supply and red also loses six cubes (all three of the green cubes and three of his own red ones). The province is saved for now, but now only has one red cube protecting it.

Shogun @KoffeeKlub

We had two players new to Shogun, but they fared pretty well and picked up the rules quickly enough to compete.

ChrisG (Black) chose his battles carefully and tried to stay under the radar. This worked for him, but he didn't get a good feel for the scoring until after the first scoring round had been completed.

MichaelS (Blue) was also quite conservative early on, but managed to get successes against his most of his neighbours, some battles being fought with very few attacking armies. An interesting strategy. :)

AndyA (Yellow) was as ever unpredictable, attacking red and black to his north and blue to the south. After some early successes he fell back slightly when later battles didn't go his way.

GaryG (Red) I only managed one significant victory in battle and ended up trying to take back ground that I had lost.

GaryB (Purple) was the runaway leader following the first year scoring. He consolidated his positions early in year two and when we had to call the game to a close earlier than expected, he was awarded the win.

Conclusions

Shogun is a fine game with just the right level or complexity and random elements to make it a fun experience. It plays best when you have 4/5 players and can generate a lot of excitement through it's tower battle system when players get into the spirit of the game. I'm sure we'll roll it out again soon.

Monday, 1 October 2012

The Digest: 01-Oct-12 - The Art Of War

風 Swift as the wind
林 Quiet as the forest
火 Conquer like the fire
山 Steady as the mountain
The Art of War - Sun Tzu

Last night for our regular KoffeeKlub meeting Michael brought along a game that I'd been after for some time, D-Day at Omaha Beach, by Decision Games. This wasn't for a play-through (it's a solo game), just a chance for me to take a quick look at the components, map and rules.

I was initially a little disappointed, as the map really didn't do much for me and if anything probably put me off my pursuit of a copy. Later however I thought about my reaction and how I really shouldn't judge a book by it's cover, or a game by it's map...

D-Day At Omaha Beach
The D-Day map (left) looks like the Allies have dropped paint bombs all over Normandy. Michael described these colourful designs as being a key part of the system, but for me it seemed like a bit of a distraction, taking away from the feel of the D-Day landings.

There are mixed views online as well, some describing it as "interesting", like "confetti or fireworks" or simply "I LOVE this game. I HATE this map!". Not all are negative as some feel that "At first, an unholy mess. Once you play, it becomes a sublime work of art." and certainly since yesterday I'm beginning to warm to it and it's strangeness.

An ASL Historical Scenario "Red Barricades"
Immersing yourself into a system and the period it's covering can also really bring an otherwise mundane map to life. Take the Red Barricades map from ASL as an example, it's a nice map yes, but only once you know the history and play through ASL can you truly appreciate it as a piece of war gaming art.

In other games it's the beauty of the map itself that draws you to the historical period and the game. Indeed in recent years the quality of wargame artwork on both maps and box covers has improved greatly. 

Below I have included some of my favourite maps.

Liberty Roads - covers the WWII campaign in France, from 6th of June 1944 (D-Day) to March 1945.
Liberty Roads



Here Come The Rebels - covers the Antietam campaign from the American Civil War.
Here Come The Rebels

Kingdom Of Heaven - covers the Crusades A.D. 1097 to A.D. 1291. Probably my favourite wargame map.
Kingdom Of Heaven
You can find other fine gaming maps at Mapology.

My gaming experience is limited and you guys are bound to have a few suggestions and favourites of your own...?