Friday, 7 April 2017

Gotham: City of the Bat: A City at War - Prog 2


Gotham: City of the Bat: A City at War
 
Program 2: "The Shape of Things to Come"
 
Kane Reese landed with a jolt, almost losing his footing for a few moments.
... if landed is even the correct word? Moments before he had been the other side of the dimensional rift, and when you `go through` to the other side, sometimes the displacement would land you up to half an inch or so higher upon arrival, causing a traveller to lurch slightly to maintain balance.
Kane Instinctively  took a crouch position on one knee, and instantly turned his head left and right while he surveyed his position, taking in as much detail as he could register in the dimpsy, fading twilight before night.
He was on a street! The hard tarmac underfoot was proof of that alone, but the cold grey plascrete of the city buildings,  only confirmed his immediate senses.  Looking over his head at a wall ahead, he made out: “5th Corner Borris Bocker Block.” 
Good, he was on target.
Rising to a low stoop, he shivered in his nakedness. But he ignored the sensation. Something wasn`t right.
Where was everyone? Where were the cars, the bibbing horns, the incessant traffic and thunderous footfalls of a multitude of people in the city that never truly sleeps?
“Shit” he muttered to himself. He`d been well briefed and trained to react to a multitude of possible worst case scenarios, including fall back contingencies, should the crap hit the fan. He tilted his head to listen for distant sounds, sounds of a city under siege with itself as eight million people struggled to live within the confines (and environs) of the forty kilometre uber expanse.. called Gotham.
Silence!
“Shit” he cursed, louder this time. They must have put a sound dampener on this entire block. The machines were clever like that. But if they`d done that, that meant they....... “shit they know we`re here!” Kane verbally finished his own thought.
Senses now screamed in overdrive. Silence within the block: the streets deserted (and no doubt the buildings too)... you could bet the machines had rigged some sort of false public threat. An electrical twister, a gangland bomb scare, or an underground gas leak. Didn’t matter, the point was the machines must have known the two of them were coming through, and prepared a reception committee, free from prying eyes and undue attention. But why go to such trouble?
But Kane already figured he knew the answer to that.
`They think I`m important,` He smiled to himself: `Good! They`ve taken the bait... I`m the bait. They think I`m important to John, but it’s her they really need to worry about. The fool, Skynet`s fellen for it.”
Kane started to move, sprinting for cover of a nearby wall and concealed himself behind the shadows of a dumpster container.. resting like a behemoth on the dark gritty sidewalk. His eyes searched desperately for his companion. `come on, come on where was she?` The delay was set for one minute apart, so she should be here any second. But the displacement was sometimes a little inaccurate.
Something caught his attention, and turning his head he saw a pyrotechnic light display of neon from behind the window of a nearby building, across the street from where he now crouched. Looking above the building he managed to discern “The Mercy Discount Clothing Warehouse.”  Okay, she had landed the other side of the wall, inside the building.
 Kane rose like a bullet and sprinted to the warehouse, in just moments he had stooped to pick up a ring pull from a discarded can, and had picked the simple lock. Then he was inside and calling her name: “Lambert.... Ashling Lambert?” The sound of rummaging fabric caught his ear. When he reached her, Ash was already buttoning up a bright green coat over an `off the peg` outfit she had hurriedly found and put on.

“We need to get moving.” Kane whispered to his companion, instinctively fitting himself for a pair of pants and a matching jacket.  Ash instantly started to move towards the exit.
“One moment.” Through the gloom, Kane could make out a staff partition of the warehouse, a large counter separated the main floor from more area and doors beyond. checking behind the cash register, Kane found what he was after.
 
“Bingooo... let`s go.”  
 
Kane came up with a shotgun and a box of shells. Almost as a last second thought, he reached for a rail and slipped into a long coat, placing the shotgun out of sight under the folds of his newly acquired wind-wrapper.

Kane knew where to go, he just needed to gather his bearings. He trusted John, and if his friend said the Police Station was just up the street from their landing point, it would be there. Once inside there would be no help from Captain James Gordon (the contact John Connor had instructed Kane to meet up with). The machines had seen to that by making sure the block was now deserted.  But at least inside, he would be able to access the phone lines or maybe even the deep-net, and call for `cell` backup. John had been careful to set up rebel cells in this time stream, in case of unexpected emergencies such as this.
 
***
The game
This small skirmish is actually a respectful nod to Jez (owner of the Carrion Crows Buffet blog) and his excellent small scale skirmish rules “Way of the Crow.” Jez wrote these rules late last year, and we have play tested them quite a few times on the table top at this point; and so I figured for this week`s program, we`d run out the rules once again, and put them through their paces a bit and see how they handle a sci-fi adventure based in our frightening near future post apocalypse world-verse  version of Gotham.
We used two players for this, Hils running Ashling Lambert, and our good friend Connor running Kane Reese (a made up brother of the famous Kyle Reese from the Terminator movies). I would be the game host and run the machines: in this case the dreaded T 800 model Terminator(s),  and yes I did say Terminators... plural hehe.
 

The game ran smoothly with no hiccups at all. Kane and Ashling worked their way through the spaghetti of road systems, looking for Precinct 21`s Police Security Station, located on a corner of Borris Bocker Block 5th Street.
Unfortunately, a Circuit of Terminators had also jumped through the dimensional rift, intent on finding Kane Reese and eliminating him as a potential future threat. John Connor had banked on Skynet having no idea yet, about the bio wiz Com-Hack.. Ms Lambert. And so by using Kane as the obvious bait, the plan was to hand the hacker over to a local rebel cell, via Police Captain James Gordon.. stationed at the rough end of the city, at BBB precinct D. From there, Gordon was to lead Ms Lambert down through the station`s undercrofts, to a paid `tosher` and guide, and from there, led safely underground to the safety of Cell17. What exactly John Connor knew about this woman, and her possible importance to the future, only he knew.
Kane and Ashling make their way through the deserted streets. Slowly wending their way towards the scruffy, semi dilapidated Police Station, located on a corner of 5th Street.
 
Kane surveys the road ahead, all clear?
But a lone Terminator has keyed in on the pair.
Suddenly kane and Ashling are running.. running for their lives. The Terminator jumps from the balcony with a heavy thud, and levels his weapon after the pair, rapidly vanishing into the gloom. A hail of bullets from the Terminator`s terrible mini-gun obliterates the pavement and the plascrete walls... inches behind them.
 
 
 
Kane pauses, pulls out the shotgun secreted under his coat, and blasts a few cartridge rounds in the direction of the steadily advancing machine.
 
Suddenly, there it is, the Police Station. “Quickly, get inside.” Kane screams urgently to his terrified companion.
That thing can be only moments behind.



{{We don’t worry about gaps in the terrain floor levels.. as we don’t tend to lock it down when actually playing our games. Makes it easier to lift off the various levels and get to the cool detail inside.}}



Like the rest of the streets, the Station is deserted. The pair rush to a terminal, no good, the power seems to be down throughout the entire building.

Suddenly the T800 is behind them. The whine of bullets sounds like a hum of locusts.

“Quick, up the stairs” Kane shouts to Ashling over the noise. Is this a bad move? They need to be heading down - not up? But maybe.. just maybe the roof will offer better escape for them both right now.. if they can find a fire escape ladder, they can use it to descend the outside of the building.

Kane fires another shot at the dreadful cyborg machine. Tearing chunks of flesh from its frame.
 
 


Next floor up, same old story. The area was dark and deserted. An old storage room by the looks of it.

Up.... up onto the roof.
 


 

Suddenly a second Terminator is standing there on the roof behind them. This one`s metal skeletal frame.. fully exposed.
Kane pumps round after round into the thing.
A lucky shot, there is an explosion and the Terminator comes apart in a gout of flame and sparks.
The pair barely move, rooted to the spot in sheer panic.. now turning rapidly to relief.
From the smoke, the upper torso of the Terminator crawls forward and grabs for Ashling`s leg, she screams, and Kane smashes the blunt end of his shotgun down onto the back of the thing`s head. There is a fizz, and the light of awareness leaves the machine`s eyes.
Now is their chance. Kane points to the fire escape ladder and tells his companion to head down there, then circle round and enter the building again. “Find the basement and move on down into the lower levels. Once down there, you should meet with our contact.. somewhere..”
“What about you.... Kane?”
Dont worry about me, you get down there and get to safety, I`ll lead the others off. Now Ashling, GO!”
With that, Kane vanishes out of sight, and back down the stairs leaving her staring blankly after him for a moment. The last thing Ashling hears is the crack of his shotgun coming from the depth of the building below. This spurs her into motion, and in a flurry of movement, she vaults down the fire escape ladder, two steps at a time.......
 
 
 
Article by Steve
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36 comments:

  1. Nice pacing, and I like how it starts as a bit of a story, then lets the photos take over and tell the tale. Excellent use of the terrain, its good to see terrain being used well: so often you see terrain on a table but no proper interaction with it. Here you got in close and actually took the action inside, deep and gritty, I liked that.

    Skynet, Terminators, Gotham, and post apocalypse (yikes, wonder what you`re gonna go with this one, I can only imagine), Jim Gordon, Precinct 21, and last week The Penguin and Mr Gray - Robert Gray I`m presuming; and still no sign yet of the "Giant Supernatural Shadow.. kinda like a Bat." This is unfolding, slowly, like a chilling suspense thriller, and I LOVE it.

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    1. Glad you approve Dave mate. Yeah if you`re going to use terrain in your games... USE it. Interact with it and factor it into your game head thinking. As for Mr Gray, what can I say except: "Beep Beep Richie" ^^

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  2. THIS is why I miss our gaming group when ever I`m away, and why I think of it always in my waking dreams, and rush back to it at every opportunity time and space permits.

    Amazingly enjoyable. Thanks guys.

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    1. Your Pink "Lady Penelope Creighton-Ward" Throne rests empty and waiting for you against the wall, and no one sits in it while you`re gone. That place is reserved for the one and only - T girl ^^

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  3. Very enjoyable indeed, I always feel like I want more and that's just how it should be! Big praise for using Jez's WotC as well

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    1. Hi Andy, hey, glad you could make it over, and really pleased you enjoyed this week`s prog. Lots more to come. I have literally just spotted that you`ve gone and posted loads more new stuff on your own blog too: and I`ll pop in a bit later and check it all out. mmmm nice Saturday morning treat to look forward to.

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  4. As Dave the gamer says, nice use of terrain.

    I honestly began to wonder if you`d ever truly start using all the bits you really have in that vast stack of boxes (cluttering under the stairs), all crammed full of `mini projects` I made for you over the last couple of years lol. But just by the look in your eye lately, I can see by the focused intent you really do mean to use it all, don't you - so mega yaaay!

    Love the idea that Kyle Reese has/had? a brother: oh and if I`m not mistaken, my character Ashling Lambert, looking closely I think she`s originally a Doctor Who mini and (if I remember correctly from the Crooked Dice site) is called Amy Pond?

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    1. oh ye of little faith Hillers love xxxx *yummy hugs and kisses* I ALWAYS knew what I wanted, always knew what I had planned, its just... sometimes it takes us guys a loooong time planning before we can pull everything in our crowded heads together into a constructive and cohesive whole.

      (you`d say like.... how long it took me to fix that upstairs bathroom haahhaa)

      Anyway, yes babes. The terrain you made for me (for US too, really) is ALL treasured and WILL see the light of day as it unfolds in game and blog. Trouble is *chuckles* you made me so much of the stuff, it will be ages before the bulk of it even sees the table top - lol. However, most of it will see the gaming table a lot quicker than here, in the form of our own rpg sessions.

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    2. Well spotted H, that is Amy Pond, also known as Amelia Pond, played by Karen Gillan. Crooked Dicw o her beautifully, as they do all their pieces. But their Who figures are legendry. Or rather - were! before they f******|&****@**?~** had to pull them from the shelf.

      {excuse the severe expletives there, grrrrr}.

      I`d say anyone who managed to get a lot of their earlier stuff, like B7, Doctor Who, and some other stuff too, are VERY lucky. As alternatives left to us (from other sources) is this massive scale creep crap being pushed and force fed onto us.

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    3. My only problem with Crooked Dice is their figures are a bit pricey, especially compared against the ever widening competition out there. Their saving grace was that they specialise in those genre specific pieces not many other companies do.. or did. Now Crooked Dice has split down the middle (half of each side of the partnership taking half the casting rights with them, coupled with the fact they keep being forced to retire specific ranges of models, they are, very sadly, fast becoming less of a choice consideration for customers like me: compared to this time last year when their growing range was so promising :(

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  5. *chuckles* I do like a guy who says it like it is ^^

    and actually yeah, I happen to agree.

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  6. Saw this go up, was poised to comment, but...couldn't. Steve knows why ('cos I explained in an email). Better late than never...

    Very nice, Steve. Although a different focus from last time, as the underlying vision is yours, it does feel like part of the 'same' story. Excellent use of miniatures, terrain and, more importantly, atmospheric lighting. Really makes it feel like it's taking place at night.

    Apologies for not providing the additional rules for this session - I thought that it had been decided that you were going to use 7TV2e, so whilst I'd worked out stats for both the T-800 and T-1000 (based on the movies), I hadn't sent them over. I'd be interested to see the stats you decided upon for each character, including the Terminators.

    And I think Dave needs pointing in the direction of my blog, as 28mm is the ONLY proper scale for Doctor Who gaming and I may have covered some alternative Who figures on there that he might not be aware of. Just don't get me started on Warlord Games' Doctor Who figures, as I may not stop! (Tetraps? TETRAPS?! WTF!!!?)

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  7. Tetraps, uuugh!!! Lets just call them fluffy Ewoks and be done with it!

    >>>holds hand up<<< blame me for the custom stats for WotC. I ran the game that evening, Steve played the Termies, and Hils played the good guys. I ran the game itself as I know the mechanics better than the others (as I stole it AND the ship space combat rules) for my own Planet of the Apes world. Next time I`m in the club hall I`ll fish them out and scan a copy over to you.

    I will check out your blog later today. Its about time I checked you out anyway. Your a member of the noble gaming art of Doctor Who, so I think its time. All us Who`ys really need to stick together you know.





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  8. Hi Jez, glad to see you are still alive and kicking. For a moment there I thought the TETRAPS had you or something -winks-

    Glad you liked the prog. My main frustration is I want to tell it ALL, and NOW. But there`s so much to come, I have to be patient and `leak` it all a bit at a time, and let you piece it all together once you have the dozen or so opening progs under tour belt... and needed to make sense of it all, and all the various interwoven threads (half of which I still haven't even written about yet).

    7TV2e is coming, but I promised you WotC this last one and kept my promise.. although I always hide the actual rules from any AAR`s I do you can still see the mechanics in play if you know what to look out for hehe. Look out for another surprise as well, next Prog. As (with a certain new package that has just arrived at our door) I have a feeling a bonus article might be in the offing.

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  9. 7TV is coming yes, and in a few forms you would not in your wildest thoughts have imagined from us I don`t think lol. Planet of the Apes for one, as already mentioned: Blake and his crew (but most likely only covering season 1 & 2 *reasons to be given nearer the time): and we are working on its application in a sort of "what if they`d done it" 60`s style "Judge Dredd - The Family Show" style mini serial.

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  10. I think your Terminators may have been a little more manageable than mine, Dave. I think the T-800 had a Vigour of 8 and 30 Health! Hard to damage, absorbs a lot of punishment and just keeps on coming...just like in the movie.

    And I'm glad the "Box of Delights" arrived safely. As there's "something for everyone" in there, it'll be a bit like Christmas!

    As I've not played 7TV2e yet (too busy tweaking WOTC), I'll be interested to see whatever you come up with. A family version of Judge Dredd, eh? Needs a slightly different name though...let me give it some thought.

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  11. Oh Jez, that thing was utterly unstoppable, all we could do was run and keep running, and hope to slow it down with small arms and size-mix charges (if we could find any of the latter, sadly we kept rolling fails in the Police Station). Kane had an elite survivor/rebel intuit trait called "On Your Feet Soldier" which game him and anyone within arms length automatic rerolls on all and any die. But with the Terminator`s "Advanced Interception" it was always going to be hard to outwit its computer program (giving it almost complete control of turn initiative and on actions). It was literally only a lucky `critical hit` (which on the T chat meant a random roll for hit location) which caught the lower servo motors, and caused an implosion within the chamber, which in turn caused a massive explosion from the sub battery, and BANG! Blew its legs off AND caused two thirds (max) overall damage. Kane`s subsequent shotgun smash inflicted an amazing SECOND critical, and that was it - adios muchachos, game over for the machine. Incredibly lucky was all. We thought we`d have to split up and hope the thing would follow Kane and not me (Ash). But there was at least one other T in play somewhere: just didn't know where, so it was really tense.

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  12. Should also point out that Kane`s OYFS ability meant the Terminator couldn't get a bloody bead on its targets due to the constant re-rolls (and by God Hils was rolling lucky that evening). If the Terminator had managed to get a target lock even once it would probably have sawn at last one of them in half with that minigun.

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  13. Third time lucky...

    Sounds like it was a tense game. I have to admit to being quite chuffed to see my rules used in this way. I must really finish them off...and Final Frontier 2nd Edition...and "Feast of Crows"...and "Barge Wars"...and even maybe tge long-gestating non-collectible card game "Kittens for Cthulhu"...

    SO..MANY...IDEAS...BRAIN...HURTS..

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    1. oh yes absolutely the rules worked really well for us. I know from your perspective, you would probably have liked to see the rule mechanics described and detailed a lot more intimately (and for you I wish we could have given you that). But Stevie doesn’t usually do this in his games, as he tends to hide the rules to provide more of a, sort of, story within a game; to create a consistent narrative as opposed to a writing a straight AAR. I think he`s probably overall he`s on the right track with that emphasis. Battle reports/AAR`s can get a little tedious (especially if you don’t actually know the rules being discussed) and can break down the flow of the adventure a little bit, in its retelling, if you spend too much detail time trying to cover the mechanics. Even the Dungeons and Dragons movies tended to suffer from this a little bit, often catering to the gamers` desire to say “oh look, yeah he`s using a magic missile spell there isn’t he..” and “ah, he`s just cast Tensors Floating Disc.” It is nice just to feel you are reading a book. And sure, if you really want to fill in all those rules blanks, you can do that within the narrative anyway, if the thing is told well enough.

      But anyway, your rules are smooth, no clunky incongruities, and work as well as the best of them. We always maintain in any case, a good fun game isn’t really about which rules you employ. It’s about the friends sitting round the table, and the level of immersion involved in creating a joint suspension of disbelief. Of course an easy to grasp and enjoyable set of rules does help, and some people do like their in depth rules very much indeed. But for us, the simpler and quicker the game is to get into, the sooner we can get down to the fun of taking part in an enjoyable experience. You won`t find many huge tomes at our table tops, usually quick, simple systems like Tunnels and Trolls, Fighting Fantasy, Basic Red Box D&D, and even Frostgrave. OSRIK (old school retro clone 1st ed D&D) would be about as detailed as we, jointly, comfortably would go. So yeah, Way of the Crow fitted in nicely for us, and provided an enjoyable game at our table (of the three game tables being used that night by the lads.. the other games, incidentally, being Talisman and Tannhauser ).

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  14. As I know how long it takes to put together a decent AAR, I'll be the last person to criticise anyone who makes the effort. To be honest, I prefer the narrative style from a reader's point of view.

    As I've only posted three AARs so far and all have used my own rules, I tend to include bits about the rules in there to give people an idea of how they work. No-one wants to read about every single dice roll and exactly how far each model moved, so I do try to strike a hapoy medium between giving enough 'rules' so people can see them in action and enough 'story' so that it's not dull. Hopefully, I've managed this.

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  15. having read all your AAR`s, I guarantee you Jez, they are always interesting and a good balance between explanation and narrative.

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  16. Interestingly the WotC rules taught me something. Something I needed to know and understand fully. I already knew, but sometimes we need to have a truth thrust into our faces with stark blunt realism so we can`t just look away and brush it under the carpet. As Hils always says, sometimes it’s good to be made to look at ourselves. What WotC did Jez, was make me evaluate what gaming is, for me anyway. Because by looking at me (as I know my gaming group so well) I can also take that as a model to look at what they like in gaming too. People always tend to play with others who think and act like themselves.

    So, if you take and accept as a truism (as any hardcore gamer knows PLAYS... regularly, at least one game a week, for every week of any given year) the more you play, the less you get caught up on the `flash value` of things (i.e. the less you care about shiny pages and lavish art),.. and the more you come to realise that the bet fun is to be had from using your imagination, and letting your own inspiration of thoughts take over to create to the fun. Rules actually become less important to the hardcore gamer, and the search for things that feeds the imagination become far more relevant (source books, and immersive reading). Soooo, watching the guys play Way of the Crow... a set of rules written by a gamer, FOR other gamers, pasted and copied out (for free) to a Word Document, then printed off at the local Fastnet internet cafe.. all 13 pages of it, yep nice and simple. Watching the game and being the one to take note, take photos and write it all up into a game AAR, It was a blinding stark moment of clarity, just how nice it is to use rules we have (a) invented ourselves and/or (b) using rules which have been written by a friend and someone we respect and value. All too often in this world we undervalue... think LESS of anything our friends do (like my rules, people often would prefer a shiny glossy hardback they pay £40:00 for rather than use something I am offering for free. And yet, if one of my books sits on a shelf t some stupid high price, not only does it fly off the shelf, bit people use and appreciate it far more, than a freebie handout; weird huh?).

    However, watching WotC being used in game, was an eye opener. It could have been D&D, it could have been Bushido, it could have been Warhammer or GURPS, doesn’t matter, point is the game was just as enjoyable.

    Up to now I`ve been giving my players the joint responsibility of choice which rules we will use for our campaign(s). But I see I was wrong thinking in this. Responsibility really should lie with the game host. Sure Hillers will play her Frostgrave campaign and I totally encourage that. T will play her Blakes 7 using her 7TV... hell I will no doubt still enjoy the odd game of 5th edition D&D. But know what.... I`m making a decision - for all. Yes I will read other rules and crib an steal bits I like from an eclectic whole, but for the bulk of my personal campaign (the big now one I am responsible for) I will be using my OWN rules from now on. So mote it be... Hallelujah! Yes I`ve said it before and always been coerced or seduced into other rules, but this time that`s IT hehehe.

    You realize, its ALL your fault Jez.

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  17. WOTC was initially created because; A) all the rules systems I'd played didn't do what I thought they should do and B) because I couldn't afford to splash out on the 'next big thing'. As i wanted a system that could be used for ANY genre, it was a conscious decision to not tie them down to a specific setting or genre. The 'basic' rules that you've seen so far are nicely generic and can be used for anything. Even the 'advanced' bits (which mainly covers additional Abilities) are STILL generic enough that those running the game can decide exactly what they represent.
    Let's take 'Snare' as an example: Snare is the ability to trap an opposing model and this can be a physical or mental 'trap'. If physical, the strength of the Snare will have a Vigour score, if Mental, a Will score. And a Range. A successful Snare attack means that the only Action the victim can take is to try to escape, pitting their Vigour or Will against the strength of the Snare with an opposed roll. But the actual nature of the Snare is up to the player or gamesmaster - it could be anything from Spider-Man's webbing to a psychic brainlock or ,one of my favourites, a custard pie in the face (got to watch out for those clowns - they're tricksy).
    I believe that's the beauty of this system - it can be whatever you want it to be. And yes, I will be detailing the 'advanced' rules very soon, because I know you're all dying to know what 'Bamboozle' actually does...

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    1. Yeahhh, I spotted the double entendre use of abilities while using them. The rules are fairly intuitive really. That's the beauty of quick and simple rules with only a small page count, in this case 13. You can write them in a few hours and players can learn them by the time they`re half and hour into play. God, between Steve and I, we must have written three dozen of these (what we call) easy systems. Sometimes if they prove popular, we`d end up making them into full grown games (like we did with Academy, Dungeon World, ABC, Twilight World, Pulp F, Easy SL, and so on). Your WotC has merit Jez, and fleshed out might just be a big winner. But neeeeeds making accessible for miniatures games employing a larger figure count. Feast promises to be interesting and deal with just that issue.

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    2. I'm a firm believer that the rules for ANY game shouldn't get in the way of playing it. If you have to refer to the rulebook every five minutes or cross-reference a table every time you do something, this detracts from the suspension of disbelief you're attempting to create with the game. The rules are a framework which underlies the gameplay, but shouldn't be too intrusive.
      As for intuitive, one of the very first playtests many moons ago involved a player who'd NEVER played a wargame before, who not only picked the rules up really quickly, but also then went on to thrash the other players (myself included). Never underestimate 'novice' gamers, especially those in control of a super-powered mummy with sand-blasting powers...

      Regarding Feast, it seems to be evolving into a separate rules system, rather than a supplement. Whilst it shares similar sensibilities (i.e. generic and simple), it looks like it wants to be a mass combat system, so should, in theory, be able to handle ANY number of figures. However, as i'm primarily a skirmish gamer, I may have to leave the playtesting to those with enough figures to give it a thorough test.

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    3. {{i'm primarily a skirmish gamer}}


      you will enjoy this

      https://www.youtube.com/watch?v=szTVMvBs5Dg&t=776s

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    4. Thanks for that. Does give a good explanation of what skirmish gaming is. I would like to point out that I have no issues with mass combat wargames, it's just that time, space and financial restraints mean that skirmish gaming is currently a better option for me.

      Actually, whilst I may not have enough gaming miniatures to test the rules, half a dozen bags of jelly babies COULD provide my armies.

      "What's your problem?"
      "You've just eaten my general..."

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    5. okay, try this one out: how to play big table top skirmish games on a budget (take good note of the Pathfinder pawns).

      https://www.youtube.com/watch?v=rPvJvkZlv94&t=313s

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    6. Interesting idea, but can I eat the casaulties? Lol
      Probably one of Helion's books would be a cheaper option though - might see if anyone's doing a show offer at Salute.

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    7. Yes, good thinking. the Helion Romans and British would be ideal wouldn't they. Great for generic dark age people. Or for r-e-a-l-l-y early medieval, the Hastings (Normans and Saxons) would be a good purchase. The Pathfinder Pawns as an idea is a perfect alternative if you want lots and lots and lots of iconic monsters.. and thieves, and paladins, rangers, clerics, elves, dwarves, halflings, drow and so on and so on.

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  18. I just got himself to post you over our current `magnificent octopus,` its 66 pages of what is (in its entirety) a nice little 112 page manual for complete generic play fantasy and fantasy sci-fi.. i.e. Gotham, Cursed Earth, or anything you fancy. But the full bestiary is still being formatted for decent inspection and for general club `consumption`. Like Tunnels and trolls may be a 140 page rule book, or Fighting Fantasy is 170 pages, the main bits needed would probably be less than 12 pages for an average game play session. These ones we use are the same. The page count is only for completeness and all those optional and usually not needed bits.

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  19. Thank you for this. It has arrived, but will have to wait until I have access to a 'proper' computer for perusal.

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  20. {{Interesting idea, but can I eat the casualties}}


    Got a friend (Alan Abbey) who has been known, in his time, to use jelly babies to fight table top skirmishes with his kids. He wrote rules for them and everything.

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