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Mega-Game Mapping: 1 Map Size

This blog has been pretty dry for the past few months. A new job with long hours and a lot of mega-game mapping. So lets talk shop mega-game mapping. I've started doing maps for the Pennine Mega-gamers, a group formed last year that intends to run about 5 mega-gamers a year. You can find us here http://www.penninemegagames.co.uk/. I've done one map for Sengoku; Liberated from my friend  Pete Sizer's blog: https://spprojectblog.wordpress.com/2015/11/29/sengoku-a-samurai-megagame/ I am currently just rounding off the map for a Very British Civil War, and I am working on map for the Jena Campaign and will soon start work on an update to the Urban Nightmare game map. I have also more or less completed the map for a Chosin Reservoir campaign game Pete and I will run later on this year. Starting with this one I'm going to throw together a couple of posts of the things I have learned from doing these maps. 1. Size Mega-games are mega. The maps have to be pretty ...

Pennine Megagames and Sengoku

The creative project that has swallowed most of my time recently is map making for the Pennine Megagames. At some point I will put together some posts on how do large maps in inkscape (free vector graphics software). Learning to do things in vector has been an interesting experience, but necessary to deal with large maps (4 A0). If you are interested in posts / how to's on large maps drop a comment. on the 28th we run the Jim Wallman design Sengoku, a political diplomatic war game set in Feudel Japan. If you live in Northern England, its £30 for the day (this just about covers our costs, which is mostly room hire). You can book by clicking the paypal link on this page. http://www.penninemegagames.co.uk/sengoku.html make sure you click on the player link and not control!

Blocks in the East, physical product review

The quest for a strategy East Front game continues. This is more of a product review, as I only played 3 turns out (almost the complete short Barbarossa scenario) and decided I wasn’t motivated enough to go on. BITE is not a good example of professional graphic or product design. A pretty good indicator of this is the box cover which has nice art, but you can see the pixels as it is not 200dpi. It looks slightly cheap and this is my general feeling with this game. The map art is garish and in some areas and some parts such as the Siberia box look downright terrible with clashing colours and badly placed icons. Not only does it fail the form test, but also the function. Key charts are printed on the board. Often this is fine, but here they are not facing either player, and are difficult to see from a sitting position. The end result will be playing standing with a craned neck until you have them memorised. Finally, and probably the biggest health warning on this game is the blo...

A quick review: Clash of Giants II, Ted Racier, GMT

I've played 3 games of this recently, two of the Galicia campaign game and one of the 1st Ypres (reverse side of map sheet) and thought I'd give a quick review. WW1 is generally an less gamed conflict, and in my view rightly so to some extent. A lot of war games that I play feel like they have been crowbarred into being a competitive or interesting game where the historical situation was rather straight forward, attritional or one sided. However WW1 can work in 1914 or 1918, and hence most non strategic games on the topic focus on these two time periods. Clash of Giants is a lot lot simpler and easier playing than the previous reviewed Somme 1918. Its a simple hex and counter that uses a chit pull activation system to create command and control chaos and simple but effective supply and combat systems that are evocative of the period. The command and control system divides the map into areas with each area activated when its chit is drawn. Coupled with this you ...

DO PANIC: DON'T PANIC TOO (2), UK Mega Gamers After Action Report from Manchester

I went over to Manchester this past weekend, a tree fell on my motorbike and knocked out the low beam (high beam still works fine though weirdly), but more importantly I joined in with an invasion of blighty. Kriegsmarine and Royal Navy make moves as the game designers and control team look on. Mega-games have become a bit of a bigger deal over the past year. The London based organisers, centred around a Jim Wallman, have come up north twice now, I played in the Italy campaign game in Leeds a few months back (I will throw together an article on this at some point) and now I served as the German 8 th corps operations officer for an invasion of Britain in 1940. Operation Sea Lion was planned by German high command after the campaign in France but never launched. This game looks at a what if, with a few historical realities papered over a little to make the invasion a little more feasible. The game involves about 60 players in two teams, who have to essentially lear...

Free Astonishing Swords and Sorcerers of Hyperborea module PDFs!

I periodically turn my rpg session notes into something more publishable. Below are links to a short adventure I wrote and a campaign locale. First up, a Lovecraftian romp through a statue on the edge of a volcanic island; https://drive.google.com/file/d/0B39t62uIctG3aWJad3BmVlk5a2c/view?usp=sharing Its a bit linear, but its supposed to be a short adventure. I've tried to channel as much Lovecraftian weirdness as I can into it. Second up, a city in the dark of the Underborea; https://drive.google.com/open?id=0B39t62uIctG3SEFHbk5JZi1UelU&authuser=0 This is more of a campaign setting. The wider Underborea has sections of mega dungeon and hex crawl. This is meant to act as a plot trigger and base camp for the players. Both are written for the rpg Astonish Swords and Sorcerers of Hyperborea, by Northwind Games, which has become my fantasy ruleset and setting of choice.

Tide of Fortune

I traded off my copy of OCS Reluctant Enemies, something I thought I’d never do.  I’d solo’d it through twice and played the short scenario face to face and sort of felt done with it. It’s a great way into OCS but I think the French strategy can drag the game in a certain direction. If they go defensive they can force the game into a battle of attrition in the Northern Mountains in the late game. The game then descends down to the roll of the dice. Ever searching for playable but deep Napoleonic Operations I got Seven days of 1809 for it. But lucky me, (and my dog) the chap I traded with threw in an extra game for free! Tide of Fortune – a 1992 complex operational war game on the Netherlands in 1944 by John Schettler.   setup for just the western map. I was interested in what happened along the coast before Market Garden. The Germans have the numbers but they are badly out of position (grey counters). If Antwerp falls too quickly they could be out...