Quantcast
Channel: Random Thoughts & Senseless Pastimes
Viewing all 72 articles
Browse latest View live

Origins 2010

$
0
0
Whew! What a week it was at Origins 2010. Now that I'm home and have had time to get somewhat caught up on some sleep I think I might be able to share some of my experiences.
I arrived in Columbus with my friend Brian (a college-age gamer who has been in my group since he was a preteen), Tuesday night. My wife and daughter had come down early to do some shopping for my daughter's college needs. We decided to stay in a hotel on the north side of Columbus for better rates and easier parking.

We arrived at Origins Wednesday mid morning. The registration line was it's usual craziness, but the volunteers were doing there best and all of our paperwork went smoothly. Each of us was in a different line; myself in the GM's, my daughter in the educator's and Brian in the regular preregistration. What seemed to be slowing the lines down was that the badges hadn't been printed out until just before the convention so those of us who arrived on the first day had to wait a little longer while our badges could be found. I did need to go back later to pick up my event tickets since they weren't with my badge and again for my GM vouchers since they weren't ready, but nothing difficult. Most of the attendees in the line were patient, but I did see a few badly behaved and angry ones. We need to remember that most of the people manning the registration line are volunteers and fellow gamers who are giving their time to try to make Origins the best it can be - so try to be kind.

Attendance did seem to be up a little from the last few years. It's always good to see so many friends and acquaintances. Lots of hugs and waves. A really nice surprise was discovering that I had been allotted my own section of the miniature hall for my games. It really made setting up and running the games a lot easier than previous years. Thanks to Steve Smith, the miniatures director for that.

The first game I ran was a qualifier in the Star Fleet Battle Manual tournament. It was held mid afternoon on Wednesday and had four of the six seats prefilled. The game looked really good all set up and always drew a good crowd - lots of gamers who had played it in their younger days. Later I ran a sold out game of WizWar 3D, which is always a favorite. Then it was back to the room for some sleep.
Thursday began bright and early with a 9AM (who scheduled that?) game of WizWar - again sold out. A good group of players and I know everyone loves to play it, but I'm getting tired of hauling that game around. Then it was time for some shopping in the dealers hall.
I always try to hit the hall on Thursday to avoid the weekend crowds. The economy seems to effecting the size of some company's booths, but exhibiter space was sold out for the first time in many years - smaller booths, but more of them. A lot of first time attendees among the dealers which makes for a great shopping experience. Went to the Pinnacle/Studio 2 booth to grab a copy of the new Deadlands Reloaded Players Handbook and to visit with the Pinnacle staff. And to show off my AmmoCounters; they were met with oh's and ah's and approval. In fact they didn't want to let them go, but since I needed them for some of the games I would run later I took them with me. (I did give Mike some of them before I left on Sunday.) Then it was over to the Kenzerco booth to see if Jolly Blackburn received the AmmoCounters I had sent him. Was I surprised to see that they were Editor Picks for the newest copy of Knights of the Dinner Table (#164). I also had to pick up a copy of the Bag Wars Saga from them. My daughter was also pleased to have Jolly recognizer from her picture that was in the article I wrote for KODT #160. I made a quick stop at GameScience to see my friend Matt Ragsdale's dice tower display - truly a work of gamer art; plus it plays even more songs this year.
I also needed to pick up some Gaming Paper, some grenade markers from Litko, and a copy of Rowboat from Moosetache Games (a nice new company with a fun game) Those were the items on my shopping list, the rest of the time was spent exploring all the booths and helping my daughter find items for her steampunk costume.
After a nice lunch at the North Market it was back for the second Star Fleet Battle Manual qualifier. My daughter and Brian spent a lot of time gaming - Hallow Earth, Savage Worlds, Aces & Eights, Realms of Ctuthulu to name a few.
My wife joined us for a lovely dinner at Max & Ermas across the street from the convention center. A great place to eat and see friends.
Friday morning was the last of the Star Fleet Battle Manual qualifiers, and then a game of my Crimson Eagles. The turn out for Crimson Eagles was up to six this year, so it is slowly growing. A good game with some really good players (in fact all the players in my games; mine and the one's I played in were good); it's a fast game so we just gave them a new plane every time some one got shot down. After a quick supper, we all played in a pulp RPG. It was a Hero System game (which none of us had played before, and have decided that none of us like), set in 1935 with rockets, Nazis, aliens, - you get the picture. A good group a players and a fun game even with a rule system we didn't enjoy.

Saturday was the busy one. The Star Fleet Battle Manual tournament final was at 10AM so once again we got there early to set up. It was over at 10:05AM. The players decided to use Klingon cruisers, and on the second round (the first they were allowed to fire), the winner fired a barrage that went through the shields and then rolled the only number that would destroy the other ship's life support. Lucky shot sir! At least it gave me time to do some more shopping - a copy of Pandemic, Say Anything, and Out of the Boxes 7 Ate 9 for a young friend who is having trouble with her math.
Our seminar Learning With Games was scheduled for after lunch so we tracked down the PowerPoint projector (Yeah! they had one for us this year), and set up in the teacher's track room. A really good turn out this year, 35, which was over the limit of tickets, but OK. I think this will be the last year I present this lecture; it is really designed for the teacher who are new to gaming, but most of the attendees are old hands at it so I don't think I'm reaching the audience I need to. Also it was difficult because another lecture was scheduled for the room right after ours and it would have been nice for some time of questions and answers.
Next it was time to run the .45 Adventure, Fight of the Flying Wing. It really looked good set up and lots of people stopped by to see it. The event was sold out (with in a few hours of it going on sale last month), and it was the only .45 event scheduled for the con - I think Rattrap Productions might want to consider having a presence at Origins since this is the second year in a row that my games have sold out. The game went in a totally different direction then any of the play testing sessions went, but the players had a good time, which is all that matters. I used the AmmoCounter which added an extra element, both visual and play-wise, to the game.
After a quick dinner, we headed over to Pinnacles Savage Saturday. This was the first time we had ever gone and we all had a great time. My daughter played in a Deadland's Showdown game and then a fantasy adventure. Brian was in a modern horror and then a fantasy one. I decided to GM a pulp adventure. In the more than 30 years that I have been GMing this is the first time that I have run a game at a convention so I was a little nervous. It went great. A really good group of players. My scenario involved sky pirates, Nazi's, and zombies on a zeppelin so how could I go wrong? The AmmoCounters were a big hit - especially with all that brass hiting the table in the zombie battles.
Sunday was pack up time; worship at our Columbus church with other gamers, GAMA staff, and fellow gamers; then back over to Origins to say good bye to friends and drop off some AmmoCounters at the Pinnacle Booth.
So there it is. Another great year. Now to start planning my events for Origins 2011.

Fight of the Flying Wing

$
0
0
Ok, so it's been a few months since Origins 2010, and it is only now that I am finally posting more information on my .45 Adventure scenario, Fight of the Flying Wing. I've been busy, but here it is, sort of. I'm terrible about taking pictures when I run a game at a convention. I try to stay focused on running the game. My usual assistants helped set up and pack up, but were off playing games of their own during the game. So what you see here are pictures from one of the games I ran on a typical game night with some set ups to recreate some of the Origin's game. It will give you a feel of the scenario.

This was the second year that I have run an Indiana Jones flavored .45 Adventure's scenario at Origins. It was also the second year that my game was the only .45 Adventure game scheduled for Origins which was too bad. Both times my games have sold out with in a couple of hours of being posted. Both times I have had a good audience to watch, and lots of potential players waiting with their generic tickets in the hopes that a player won't show. I know it's not GenCon, but with around 12,000 attendance it isn't small either, and when you figure that only 1/3 of Origins attendees go to GenCon you are missing a lot of potential customers. Maybe next year. I am planning on taking both of my scenarios to Origins '11 and I have plans for a third - I hope.

So here are some pictures.

The scenario is not a strict recreation of the movie - that would only involve Indy and the Germans. To make it a four player game I added another American and a group of Desert Defenders for a nod to the Mummy.

The Americans where Mick O'Reilly (another nod to the Mummy) and Pennsylvania Smith, both grade 3's. So the Americans were run by two players with a total team strength of six. The Germans were commanded by Maj. Oberst Unter (grade 3) with a commando team of three grade 1's. This was a rouge German team bent on earning points with Hitler by capturing the Ark for themselves, and thus were free to attack any German guards. The Desert Defenders were lead by Hassen Ben Eezy (grade 3) and his team of three grade 1 henchmen. Their job was to protect the hiding place of the Ark and eliminate all witnesses. Add the German mechanic who is simply minding his own business tuning up the flying wing, the pilot, and of course the German sergeant/prize fighter asleep in the tent; these were for my to have some fun with.


Scattered randomly about the field were some extra weapons (grenades, a panzerfaust, etc.), a sink hole (Who thought it was a smart idea to build an airfield on top of some ancient ruins?) asps (Snakes - why'd it have to be snakes?) a short lived dust devil/prop wash, and of course the Ark. Plus a mix of blanks and some other useful items. I don't want to give to much away.

The big attention grabber was the flying wing. Not a great model, I only made it out of a chunk of Styrofoam, some cardboard, a few bit from my bit box, and some wooden wheels. It is roughly to scale with the exception of the wheel - I used ones large enough to move minis under the model without needing to lay them down. The props are held on with magnets so that they can be changed for spinning prop discs when the engines come on. I also made some wheel block that need to be removed and double as weapons. In every game I've run the mechanic always gets pushed back into the prop.

Put in plenty of explosions markers, leaking fuel drums, trucks that no one ever seems able to drive, and a time limit if any large explosions occur (the German base is alerted) and you have a fun game
This year I used the AmmoCounters which added a great visual to the game, plus the fun of having the players ammo run down. They really brought a lot of additional attention to the game. Each gun had it's own type of counter, from Pennsylvania's revolver, to the German Luggers, to the submachine guns. They don't really make .45 Adventures more difficult to run - you just take out bullets as you roll shots. And the sound of all the brass hitting the pile is cool.



So that's it for Origins '10. Those of you that got to play, thanks for a fun game and I hope to see you at Origins '11.

Gatling Pistol

$
0
0

Over the past few months I've been working on a little project - a Gatling pistol. My daughter has enjoyed steam punk for a number of years now; over 10 I believe. In fact this past May we attended the World of Steam Expo up in Michigan. Over the years I have made her several additions to her costume: a holster for her pistol, glowing test tubes, and a book purse. Since I play Deadlands and sell my AmmoCounters I thought it would be nice to make a Gatling pistol for myself. So here it is.

I began with the grip. It was modeled on a Remington 1875 Army pistol that I had the design schematics to. By using the dimensions for an actual gun I think it has a more realistic feel. The Gatling portion is based on art from the Savage World's core rulebook and Deadlands.




Since I'm a woodworker and not a metalworker the gun is made primarily from hardwoods. The barrels are brass tubing, along with brass screws and a piece of brass sheeting.


The holster took a bit of work since I wanted it open to view the gun.

Here are the results.

Deluxe GM Screen

$
0
0





Over the years I have had many GM screens. I still have my hardboard 1st edition D & D screen, plus many of the variations that have been released over the years. Plus ones for Star Wars, Kingdoms of Kalamar, Eberon, and many other RPG's. Several years ago I purchased a vinyl one, much like a three-ring binder, that I could customize for my games. That was my favorite since I could pick my artwork and make the tables I wanted.

As a woodworker I knew I could make something better than a generic plastic screen. I've had the basic design for a number of years, but as many of my projects it just sat as a design. I knew what I wanted in a screen: changeable panels, storage space, a low profile, and a nice look. The problem I was having with the design was with the storage space since I was envisioning doors. Last fall I saw an episode on Gnome Stew by Patrick Benson that was the answer to the problem - sliding panels!

So here it is: red oak frame for a nice look; leather straps which let me transport it easily; sliding panels for storage space to carry all those gaming necessities like minis, templates, dice, bennies, action decks; and one of my favorite parts - metal panels. By using sheet metal panels I can easily change the look an information of each panel to fit the game. I print the panels on magnetic sheeting made for running through my printer. I have art and information for Deadlands, Rippers, fantasy and pulp for my Savage Worlds games.
I think it turned out well.
My daughter, Maggie Reitz-Wells input was especially helpful. Her help at Origins, weekly game night, and bouncing ideas off of has always been great. As was she in this project.

Origins 2012

$
0
0
After taking last year off from running events at Origins I will be back this year. I am looking forward to seeing old friends and making new ones.


The event registration isn't up yet, so I can't post the numbers for my games; but here is my schedule:

Wiz-War 3D: Wednesday, May 30, 1:00 P.M.

Star Fleet Battle Manual: Wednesday, May 30, 4:00 P.M.

Star Fleet Battle Manual: Thursday, May 31, 10:00 A.M.

Temple of the Warriors - Savage Showdown: Saturday, June 2, 2:00 P.M.

Rocketeers To the Rescue - Savage Saturday Night: Saturday, June 2, 8:00 P.M.


Wiz-War 3D is an old favorite, using the classic rules and my deluxe boards. This will be the fourth year I taken this game to Origins.


Star Fleet Battle Manualis Lou Zocchi's original Star Trek miniature game. I've been running this for Lou since 1998. This will be the second time I've used my deluxe boards. Lou is again planning to be at Origins.


Temple of the Warriors is back. Based on the opening scene of Raiders of the Lost Ark. I ran this three years ago using .45 Adventures system, but I've changed it over to Savage Showdown. I really enjoy the Savage Worlds system and since Pinnacle is so supportive of Origins as compared to Rat Trap Productions (which only does GenCon) I thought it was a nice idea to switch systems.


Rocketeers To the Rescue is my Savage Saturday Night adventure. I don't want to give to much away about the plot, but expect lots of pulp action, and plenty of my ammo counters with lots of brass on the table. Will it involve zeppelins? Most likely. Nazis? Almost certainly. Death traps? Mad scientist? What would a pulp adventure be without them?


Hope to see you there.

Updated Edition of Star Fleet Battle Manual

$
0
0
After almost 20 years Lou Zocchi's Star Fleet Battle Manual will be getting an update. First published in 1972 as the Star Trek Battle Manual (you can imagine how long that title lasted), then reissued in 1977, with an update and revised edition in 1993. Easily confused with the more widely know Star Fleet Battles (which Lou helped to get published), it has a much different feel - instead of playing on hex board you actually move the miniatures and shot by trying to hit the target with your weapons by estimating the angle and then stretching a sting to see if you hit.
I purchased my first copy in 1978 at a Star Trek convention in Cleveland, Ohio (I was in 8th grade and attending my first con). Many a Saturday afternoon was spent chasing Klingon (or K-Type in the game) vessels around the house with my friends.

About 20 years ago I began demoing the game for Lou at various conventions including Origins. Two years ago we had the first Star Fleet Battle Manual tournament. (I was amazed that after all the years the game had been around Lou had never had an official tournament.) Over the years I have made updates to the game: improved star ship logs, and of course the energy allocation/damage boards. Every year I have suggested that Lou update the game - reset the type (it is still in the original hand type format), add graphics, and update the rules to include the changes we have made over the last 20 years.

Finally, Lou has agreed to allow me to bring the game into the 21st century. The biggest obsticale was in dealing with his fears of online pirating. (Lou still refuses to use a computer.). After showing him the sites with pirated copies of his game that are already up, and convincing him that at least if the game is offered on RPGNow or other sites he will make some money, he agreed.


So be looking for a new copy of this old favorite in the next year.

Strategy Camp 2012

$
0
0
This past July, I spent a week at Camp Wanake (a United Methodist Church camp near Canton, OH), as the director/counselor for a summer camp program know as Strategy Camp. A full decription of the camp and what happened can be found in my article, What I Did With My Summer Vacation in Knights of the Dinner Table #191.

Basically Startegy Camp is a week long camp for junior and senior high youth. It uses the small group style of camping; a family group of 4 to 8 campers, and one to two counselors, who live in a cabin, eat in the dinning hall, and do all their activities together. During the day we hiked, swam, had Bible study, cooked out some meal, did crafts, a other summer camp activities. From 7PM until around 1AM we played games. That's what made it Strategy Camp.

I was lucky to have five junior high age boys register for the camp. For a new event with age group this number was a good start. Often camps for jr and sr high schoolers are canceled do to lack of interest. I was doubly lucking in the maturity and intelligence of the boys. A camp like this was bound to attract smart kids, but this group was exceptional. They were also very polite and friendly which made playing games with them a lot of fun.

A quick look at the weeks schedule:
Sunday: Arrive at camp. Move into cabins. Group solves gaming knowledge quiz; the answers make gps coordinates for the Geocaching challenge to find their Home-In-the-Woods (the group's area for cookouts, Bible study and other outdoor activities.) Evening games - beginning with A Young Jedi's Guide to Gaming (a guidebook with Star Wars quotes tied to basic game playing.) Great Dalmuti, No Thanks, Formula De.

Monday: Crafts - chainmail dice bags (an ongoing craft for the week), pool party, supper cookout, vespers. Evening games - Cloud 9, TransAmerica, Nuclear Risk.

Tuesday: Crafts - painting miniatures, and chainmail, swim time. Evening games and pizza party - Bosworth, Say Anything, Qwirkle, Roborally, Pandemic.

Wednesday: Breakfast cookout, crafts - making terrain, chainmail, and painting minis. Evening games - Axis & Allies.
Thursday: Sleep in and continental breakfast, swim, crafts and challenge course, supper cookout. Evening games - Dragon Delta, Ivanhoe, Lord of the Rings, Munchkin.

Friday: Clean up cabin, finish crafts, parents program. Go home.

All in all a tiring, but fun week. 
 






Victory In the Pacific

$
0
0
Many years ago, when I was fairly new to gaming, I received Avalon Hill's Victory In the Pacific for Christmas. It quickly became a favorite with our gaming group. Over the years it still comes out. 

Recently as I was looking for a campaign system for Naval Thunder by Steel Dreadnought games I dug out VIP again. Looking on boardgamegeek.com I was inspired to update the board and pieces since the original look has not aged well.

After redesigning the board (I scanned my original board, then recolored and sized it) I decided to attach fleet areas to each side. Even though the board is much larger than the original (48" X 28" versus 28 X 22) it can get crowded with pieces. So each side has three fleet areas to put groups of ships with corresponding markers.

I also made a battle board to move units to for conducting combat. Around the edge I placed space for putting units at are in the various ports.

The pieces are mounted on 1/8" wooden tiles. The large pieces are 1.25" square, and the smaller ones are 1" square. These are larger than the original, which makes reading them much easier. I found actual silhouettes of the ships and then re-scaled them so that they would all be sized appropriately to each other.

I made several new markers which were not in the original game. A Battle tile to place in the sea area that combat on the battle board is fighting. Resting on the Bottom markers, Night/Day Action tiles to indicate a players choice of battle, and In Port markers to show that ships are being kept on the battle board areas.

The Order of Appearance charts in the original rules can often be difficult to view, so I made colored ones with images of my new markers on them. The first turn sheet for the Allies has a diagram of Pearl Harbor just for fun.

I have been pleased with how it turned out. I makes a classic game even more fun.

You can download the various files here.


 







Deluxe Liftoff! Game

$
0
0
(Note: Liftoff! is still available from its creator, Fritz Bronner. So please do not ask for my version of it. I own a copy of the original game and just made a deluxe version for my own personal use. No challenge to his copyright was intended.)

As I have said in some of my previous postings one of my favorite part of gaming is making a fancier version of an old game I have. Recently I was able to track down a new copy of the game Liftoff! from its creator, Fritz Bronner. (He still has unopened copies in his possession.) Originally published by Task Force Games  in 1989, it was crying out for an updated look. With its simple paper board, colored card stock playing cards, pad of record sheets, and lack of playing pieces I knew it would be an easy job to bring it into the 21st century of game playing.


Event Cards

I began with the playing cards. The original game use small ones printed on colored card stock with simple line drawings. In this day of home publishing and print-on-demand game design services I decided to go with full-color poker-sized playing cards printed on linen paper. It was fun finding images to illustrate each Event Card. The game is based on many actual historical events so I did my best to track down pictures from those events. In addition to the original cards I also included many of the optional ones I have found throughout the gaming community and a few I designed myself. Several of mine actually make slight changes in the rules by working as interrupt cards that you can hold on for later use: such as "Lighting" which is based on Apollo 12, "The Hatch Just Blew" based on Liberty Bell 7, and "Research Animal" which lets you fly a mission to improve the level of your various rockets, but not risk the penalty of a failed mission - or the glory of a successful one.


Astronaut Cards

Equipment Cards
 The Equipment and Astronaut Cards were easier; there are plenty of images of the actual astronauts and cosmonauts from that time period as well as the various pieces of actual equipment. At this point I have only made a two-player version of the game so I only used American and Soviet pieces. It will be a lot more difficult when I begin making the four-person version.  The cards are color coded by player, and the equipment by category: blue for spacecraft, red for rockets, white for satellites, and black for launch facilities.


Lego Playing pieces
Top row: Docking module, Orbital satellite, Interplanetary satellite, Lunar probe.
Middle: 1-stage, 2-stage, 3-stage, Megarocket, Kicker, Strap-on Boosters
Bottom: 1-person, 2-person, 3-person, 4-person, mini-shuttle, 2-man lander, 1-man lander.
 I wanted to use playing pieces. The original game does not use them, rather you make up your mission using your equipment cards and them moving the stack around the board. At first I thought about just using rocket shaped pawns, then I considered some of the small plastic spacecraft that you can find in tubes at various toys stores. What I really wanted though was to actually configure the piece to show what the mission was - single-stage, lunar module, docking , whatever. I briefly toyed with the idea of designing pieces on Shapeways, but time and money out weighted that thought. Then I remembered Legos. So I designed some basic pieces that could be interchanged and now I have playing pieces.

The board took the most work. When I make my versions of a game I usually like to make it larger - much larger. My standard size is 48"X28" - it is the size of the Plexiglas panel I use to cover it when playing. I also like big for the ease of reading the board. The center of the board is filled with the playing area for moving the pieces to the different mission steps in the Earth/Moon system. The paths are color-coded for Earth orbital, lunar, and interplanetary missions. The circles for each step is large enough to hold the Lego piece base. Several of the steps from the original game have been expanded  from a single space to multiple spaces to make it easier to play, and I added the lunar module test steps from some of the house optional rules. At the top of the board I placed a current safety level track. The original game use record sheets for this. I find using paper and pencil records awkward so I wanted a track that everyone could see at a glance. I used 1" wooden discs for the pieces, with pictures of the actual piece of equipment. The track itself is color-coded with the various starting and stopping numbers for each piece of equipment. To the left of the track is table with all the data that effects each piece - initial cost, bonuses, limits, and the images used on the track pieces. To the right of the track is year record track; I made tiles for each player to use for placing mission declarations. The bottom right corner has the mission steps for each type of mission as well as whether a pilot can make a save at a certain step, and the correct mission orders. The table for budget bonuses, sequence of play, and space for the event cards is also included.

The money that comes with the game is also very basic. I redesigned each denomination to have a portrait of five famous rocket scientist. I also gave them a more modern look than the original bills have.


Mission Manual containing
Advanced Failure charts

Inside of Manual
Finally I had a spiral bound book printed at Lulu modeled after the mission checklists carried aboard the Apollo spacecraft. The first few pages show how to make each Lego piece with the parts available. The majority of the book contains the Advanced Failure Charts. I reset these charts, added color to diferentiate the various sub-rolls for each failure, and added some historical pictures. The charts are much easier to read than the original ones.


So that is it. The entire project was a lot of work, but I think it was well worth it. Hopefully it Mr. Bronner ever decides to reprint Liftoff! it will look something like this.


2-Man Capsule, with a two-
stage rocket and boosters on pad,

3-Man Capsule and 2-Man
Lander on moon.




Star Fleet Battle Manual 3rd Edition Update 1

$
0
0

The past few months have seen progress on the 3rd edition. The ship record sheets compass cards, and the various markers for the game have been completed. Just before Christmas all the updates and changes where sent off in a packet to Lou Zocchi for his input and approval.

Because of copyright restrictions there not be any new ships in the published game, only the original ones: Heavy Cruiser, Destroyer, Scout, Tug, Dreadnought; R-type, K-type, and T-type ships. New records sheets and compass cards will be included for the various Tug configurations: with no cargo pods, one cargo pod, and two cargo pods, and just the cargo pod, as well as the battlepod from the optional rules. The compass cards for the Tug will make it easier to play - the original game had one compass card for all the variations; you placed little cut-outs of the cargo pods on top of it to show the changes. Also a record sheet for the K-type battlecruiser for a R-type ship.



The biggest changes have been with the non-Federation ships. The R-type has been undergoing the biggest changes: slight changes in the record sheet to include impulse engines which match references from the original series and blueprints, (plus it works better in the game), changes to the cloaking device and plasma weapon both for clarification in rules and playability. Changes to the T-type webbing rules, and slight modification to the K-type power totals.



Now comes the real work. Updating the rule book to match 30 years of changes as to how rulebooks read and look. Also the new rules will include lots of photos of play and examples of how the record sheets are filled out, (as per requests from conventions and emails.)

Star Fleet Battle Manual 3rd Edition Record Sheets

$
0
0
Well progress on Lou Zocchi's 3rd Edition of Star Fleet Battle Manual is slowly happening. I've gotten a lot done on the extras for the game; ship compass cards, markers like the new plasma bolt and nuclear devices, and the Tholian webbing template. The updating of the rules is going well also - lots of work on the alien races, especially the Romulans. The ship record sheets are what I am most happy with. With all the years of playing, feed back from players at conventions, and Lou's latest inputs, I think they are almost finished.


Star Fleet Battle Manual 3rd Edition Progress

$
0
0
For the many of you who have contacted me  with your enthusiasm for this project here is an update.

The good news is that the graphics, rule changes (mostly the Romulans and Tholians), and layout have been going well. Color pictures and rule explanations are being used throughout - oh the joys of PDF's.

The bad news is Lou has forgotten our discussions and plans that we worked on. He is back to having an almost paralyzing fear of the Internet and pirating. So he is doesn't want to put the new (or old for that matter) edition up on RPGNOW.

What I do have is permission (in writing no less) is to have a small print run made of the new edition and to sell them at any event I demo Star Fleet Battle Manual. This will not be happening.

While this would have been a dream-come-true 30 plus years ago to a young Star Trek fan and gamer it is not something I am interested in doing now. The purpose of this project was to update a much loved game and to get it out to a new generation of gamers - and to help Lou make some money off of his work that is being pirated anyway.

So for right now the new edition is on hold. For those of you who see Lou at conventions this summer, let him know that you'd like to see the game become available - and try to make him understand how internet pirating works.
Viewing all 72 articles
Browse latest View live