I have been looking for a fantasy setting for
a wargames campaign that is very different to anything I have tried
before. A search that seemed to be going
nowhere until I was babysitting my god daughter and was made to watch two Disney
films: Frozen and Tangled. To say I was pleasantly
surprised at just how much I enjoyed these kids films is an understatement I am
embarrassed about. Two very fun and grown up movies. But what really struck me was the depth of the
world each movie created. And there it
was; the world I have been looking for materialized right in front of me. A world somewhat like our 1600’s to 1800 in
style, clothing and uniforms. The perfect
location for a fantasy world with a difference.
On watching these films you will notice a lack of muskets but I put this
down to (a bit of anti-gun lobbying) the guards seen being in effect police so
being armed with crossbows only. The muskets must be kept locked away safe for
if war comes. You can even research the worlds Disney have created on line. Check
out these films and see if they might make a good location for your fantasy
setting.
Friday, 4 July 2014
Thursday, 26 June 2014
Thoughts on how to run my sci-fi campaign
Thoughts on how to run my sci-fi campaign
I have been thinking about running a sci-fi campaign down
the club for a while now. I have run campaigns
before but they tended to take up a lot of time and energy. I did however run a
skirmish (almost) role play campaign that was very successful that managed to
take up very little time and energy. So
I have been revisiting some thoughts from back then.
So how can I do this without too much paper work and time? The
first thing I needed to think about was the level the campaign would be aimed
at. Are we talking armies taking over worlds and struggles across star systems,
with all the economic factors and resources management? I did not want to have to worry about the output
of a colony or how many men a colony had in its army. And then it came to me: Space pirates and mercenaries. If the player was a commander of a group of
pirates or mercenaries then such concerns would be way above his pay grade. I realised
I could take out nearly all the record keeping by simply saying each player was
a combat commander. He need not worry
about logistics and neither had I. All
he had to concentrate on was fighting the battle and making requests to a
higher authority when he wanted something outside his level of authority. In this campaign I could fight battles with my
15mm forces with around a platoon to a company per side. Each
player would have a limited number or troops and vehicles at his disposal but
would know roughly what extra he might be able to call on. But that would be down to his superiors ( in
other words me as GM).
Now as a rules writer I realised I have a tendency to get
carried away with righting lots of rules.
It struck me that this was totally unnecessary. I had considered writing a complex system for
the time it would take and the cost of repairing mecha and vehicles. But this I
can do away with. As the GM I can decide what the answer is to any question like
“how long until my mecha is repaired?” or “How many anti-tank missiles do we
have?” I would take a leaf out of my style
of very freeform role playing I GM from time to time. I would just make it up on the spot and note
down any decision I made. Suddenly I
felt free of the many constraints imposed by rules systems. Now I
could simply supply my players with the info they needed without reference
charts and logistics. A player does not
need to know how the answer to his question is generated. Just like in real
life. A platoon commander simply askes
his superiors when his casualties will be replaced. He has no interest the cost or how they will
be arriving. All he needs is a when and
how many.
This method I think would work for many historical campaigns
too. The players need not even know you
are making it all up. If they ask a question
just tell them to hang on a sec whilst you find out. Then go off roll a dice, make up the answer
and simply note down your decision. It’s
the end result the players have that matters not how you got there. As long as it all seems fair and reasonable.
Friday, 6 June 2014
Robots
My 5 Robots from The scene completed last night. I went with red armour inspired by the robots from Elysium.
Monday, 2 June 2014
This weeks wargames progress
This weeks wargames progress has taken the form a lot of figures undercoated. I have changed to white as it seems to show detail a little better than my normal black. And I have painted 2 more ships. A firestorm Armada RSN Cerberus heavy cruiser and a GZG ship that was donated by a friend.
Thursday, 29 May 2014
A Battletech Dropship
I got one of these years ago to use in a 28mm starship build that never happened but it would work really well as a Battletech drop ship. What do you think?
Wednesday, 28 May 2014
Shanty Town part 2
I have finally finish part 2 of my shanty town project. This section has the general store and Bar for all the local scum and villainy. Again they are the lovely GZG 15mm shanty town buildings. I used raw plugs for some high tech fencing posts but they are a little bit to big. Should have used smaller ones. Fist shots are just trying to come up with a layout I liked.
Firestorm Armada RSN ship
I have a real love of starships and have written a number of rules sets for down the club. I am building up a fleet for a campaign at some point. This is my newest ship all painted up; The RSN Spectre class battleship.
Copplestone 15mm Fantasy
I have wanted to try a bit of 15mm fantasy for a while now and picked up some 15mm Copplestone figures. They are some of the best 15mm around, if not the best. They look like 28mm that have been shrunk. I have to thank John Treadway for putting me on to my painting visor that has different lenses. Without that I was struggling to paint 15mm.
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