Category Archives: Wargame

THE STAR TREK WARGAMING AND ROLEPLAYING UNIVERSE(S)

I spent a lotta time in my youth wargaming Star Fleet Battles and playing Star Trek the Roleplaying Game (or at least my own personal modifications of both). Both were superb games.

 

THE WYRDROAD

THE WYRDROAD

By the way, I’ve mentioned this before but I have a new Facebook Gaming page up. It reflects the interests of this blog and you are welcome to go there and join and then participate and make your own posts.

Here is the Address: Wyrdroad

WYRDROAD

I have established a new Facebook Gaming Group.

I haven’t had much time to build up the membership yet because I’ve been busy but I have tried to build up some interesting content. The primary interest of the group is gaming, but like this blog it will cover history, archeology, warfare, science, technology, fantasy and science fiction, literature, pop culture, comics, etc.

You’re welcome to visit and to join. Just hit the links provided.

WYRDROAD

 

NornsOld4

FORE AND AFT, PORT AND STARBOARD

Useful for a wide range of Naval Adventures and Campaigns.

June 23, 2016

Mark S. Cookman

     This is another post following our nautical theme and it includes one of my oldest tables. The table is a simple one and is honestly little more than a nautical vocabulary list, but it was the result of a hard won lesson. My hope is to help novice GM’s learn this lesson in a less painful manner than I did. Let me tell you a story.

     It is the late ’80’s and I am in college. I have a job and am a full time (15 credit hours) student of organic chemistry with a B average. For some reason, I believe that I can also have a social life and maintain this status (BTW, I could NOT.) so I also play various RPG’s. Currently, I am the GM for a game of Flashing Blades, for which I had prepared a murder mystery in a roadhouse type of adventure. Because I was an inexperienced GM, I allowed the PC’s, a group of rich and powerful French nobles, to purchase a ship and set sail away from my adventure.

     At the time though, I thought that I was in control of things. I believed that I could just adapt the adventure to occur on the boat during its trip to the New World. At the time, I didn’t want to make my players unhappy by telling them no. It was a dreadful mistake. The copious notes that I had on the roadhouse and its occupants were now basically garbage. I could salvage some names and other stuff, but that was it. I wasn’t going to say, “I’m sorry guys, but I just don’t really have anything prepared.” The group seemed excited to be on a boat, so I thought I could just go with the flow. The adventure went wrong from the very beginning because I wasn’t able to just say, “The ship will take at least a day to prepare to sail. You will need to spend the night in the inn.”

     It was truly a disaster of a gaming session. I knew less than half of what I needed to know to run a good adventure. I knew the name of the murder victims and how they were killed. I knew who (what actually because it was a shape-shifting demon) the murderer was and how the PC’s had to kill it. I did not, however, have a map of a ship (or even a good idea of what places there were on a ship), nor did I know what crew positions the murdered people filled. When the players began to ask completely reasonable questions, I couldn’t answer them at all. I had spent 3 hours earlier in the week preparing for the roadhouse adventure and yet our session fell apart because I wasn’t prepared to answer some simple questions about the setting, which was now a ship. The group was forgiving, but I had let them down. I started learning things about ships for our next session and today’s list comes from some of that research. Here are 20 Positions on a Ship Besides the Captain. Happy Gaming!

  1. Quartermaster

  2. Sailmaster

  3. Navigator

  4. Bosun

  5. Gunnery Master

  6. Carpenter

  7. Gunner

  8. Common Sailor

  9. Cook

  10. Loblolly Boy

  11. Cabin Boy

  12. Powder Monkey

  13. Shanty Man

  14. The Lookout

  15. First Mate

  16. Officer of the Watch

  17. Ship’s Pilot

  18. Coxswain

  19. Sailmaker

  20. Cartographer

KITS GALORE – LOST LIBRARY

THE KITS AND THE KITS AND THE KITS

You know, it makes an awful lotta sense that, especially in the early stages of their career, and in a world in which such things were common, there would develop pre-designed “kits” for various professions. Just as existed for soldiers.

Of course such kits would vary by race certainly, likely by geographic region (terrain, weather patterns, availability to water and shelter, limes and outpost proximity, etc.), and perhaps even by nationality or economic strength or technological capability or even just by preferred design modes. Or by such factors as item or material availability.

And absolutely such kits would vary with experience and exposure. My gear and equipment kits and carries have changed considerably over time as I have learned what gear is likely to be needed, what is likely never to be needed, what is truly useful, as equipment designs have changed, as far better tools and multi-tools have developed. And in certain situations I know I will need certain kits and stocks, and in other situations I will need different kits and tools, though overlap almost always occurs with some items. (You will always need a lighter, always need binocs, always need a knife, etc.) And I have encouraged both my players (and those I have known in real life) to develop their own kits specific to their own experiences and professions and to develop complimentary kits so that people in a team avoid redundancy or over-burdening themselves to no real point. (If one or two guys carry a hatchet then not every team member need do so as long as they do indeed work as a team and remain cohesive. One machete a team is usually sufficient, but everyone carries water and a knife.)

But this is, if you ask me, as excellent idea (and I know previous versions of different games have toyed with similar ideas in other forms), basic starter kits for various professions (not just tool sets) followed by highly individualized and special function kits as one gains experience.

(For instance a Ranger’s Urban Kit, used while tracking an assassin in a city would be quite different from his Wilderness Kit while tracking foreign raiders involved in frontier skirmishes. Money would likely be plentiful in an urban kit to pay bribes and develop informant networks, money is practically useless on the frontier.)

So you could have all kinds of Kits, such as General Profession Kits (Combatant Starter Kits, Magic User Starter Kits), down to Class Kits (Paladin’s Kit and Barbarian’s Kit) to Special Function Kits (Urban versus Wilderness Kits) to Highly Specialized Specific Mission Kits of the very experienced Adventurer and Team Member and even all the way down to the Sole or Single Operative who might act as an Undercover Operative, an Agent, or a Spy.

Then again you could have Special Gear and Special Weapon Kits designed for very refined purposes, such as thieves tools, medical and first aid kits, field chemical kits, firestarting kits, business kits, inscribing kits, disguise kits, instrument kits, weapon kits, even kits to be used against specific opponents (tactical kits).

Kits like this (of all kinds and of different levels of complexity) would be extremely useful. Especially Emergency Kits deposited at known locales, at dead-drops, and at safe houses to be recovered as needed.

THINGS OF INTEREST AND USE – GAMEPLAY

THINGS OF INTEREST AND USE

I have a Pinterest account in which I have compiled things of interest and use for my writings, gaming, and inventions.

Some of you might find these things useful for designs, idea-generation, or mapping.

LARPFUL, LARK-LESS

I admit, I’ve always had a prejudice against LARPing. I’ve always considered it the sort of live-action joke of acting, and the running gag of gaming.

But I also gotta admit. It’s come a long, long way in recent years. Some of this looks really interesting, and would be especially so if you were a kid.

Live Action Role-Playing has a way of sinking its (metaphorical) claws into you. Consider American journalist Lizzie Stark, who in 2011 visited the Knudepunkt conference in Denmark, the most influential larp gathering of its kind. There, she climbed into the rabbit hole and never came out. I know, because I gave her a hug not two hours ago at this year’s conference. She’s still a journalist, and recently published a stunning book on breast cancer, but she’s also an avid larper and game designer in her own right.

“Discovering the Nordic scene felt like reading James Joyce or Gertrude Stein after spending a lifetime on fairy tales,” she wrote in her 2012 book about larping, Leaving Mundania. What would turn a critical American journalist into a die-hard larper? Good question, but let’s step back a bit here. Larp is organized pretend play. During a larp, participants dress up as characters and leave their normal lives behind for a while. A larp can be about cowboys in 1886, witches and wizards at a magical college, or an advertising agency from hell. Instead of watching or listening, you’re an active part of the experience. It’s like stepping into a TV show or novel. Or kids playing. Both descriptions are accurate.

The author as a general commanding 200 soldiers at Warlarp. Photo: Anders BernerNordic larp, the type that gets the most press, and the one in which I participate, evolved out of the scenes in Denmark, Sweden, Norway, and Finland (but not Iceland, the other Nordic country). Not only does some of the most outrageous and mind-blowing stuff happen there (want to play soulless ad execs or tortured prisoner for fun? Nordic larp is for you), the Nordic larp movement has also spawned the world’s most celebrated larp conference. It’s called Knudepunkt (“Nodal Point”) and has taken place annually since 1997. It’s a 100 percent volunteer-driven event, where larp enthusiasts of all stripes come together to discuss, play, and party.

The event has slowly grown from around a hundred participants from the four Nordic countries (sorry, Iceland) to almost 600 this year from almost 30 different countries. It’s a magical playground like no other, where devoted hobbyists and academics stay up late at night to rant about subjects like realistic characters, psychological safety, and techniques to simulate rape.

Simulated rape? Really? Yeah. I started out larping for shits and giggles, and while I still do that, I sometimes also larp for more serious purposes these days. I’ve played a prisoner in a not-that-long-after-tomorrow prison and have been tortured using genuine Gitmo techniques. I’ve been a jealous husband in an 1829 Jane Austen romantic comedy. And I’ve played a heartless peacekeeping soldier, who couldn’t care less about the locals. Not all of this has been “fun,” but all have been experiences I treasure and which have helped form me.

Maybe that’s why I love this hobby, and especially this conference, so much. At one moment, I’ll be at a lecture where a Finnish Ph.D. in Game Studies is earnestly telling us all why we need to rethink our definition of “games,” and at the next moment, I’ll be knee-deep in a Russian presentation about larps in the 90’s, and hear a story of how some deranged madman thought he was actually the “Son of Sauron”—yeah, that Sauron, the bad guy from Lord of the Rings. I know, Sauron wasn’t big on sons, but this guy wasn’t big on reason, either.

I was 13 when I started larping. My friend Jeppe and I used a bizarre-looking club as a shared weapon, and our costumes were bed sheets with a hole cut out at the head. The club included materials like “crappy stick,” “lumps of felt,” ”newspaper” and was a bright orange colour. Bright orange. And nobody cared—least of all people from the outside.

The author at a young age at the Knudepunkt 2000 conference. Photo courtesy Claus Raasted.Now I’m 35, and my latest larp project was a four-day event about witches and wizards held at an honest-to-Gandalf fairytale castle. It got featured in People and TIME and on MTV, Fox News, and Good Morning America. And they didn’t talk about us like we were freaks and weirdos. “You guys, they have a castle for this larp. A real, freaking castle,” one journalist wrote. Granted, the author does write for Nerdist, which, needless to say, is on the nerdy side of the media spectrum. But the strange thing was the writer for Teen Vogue magazine was just as enthusiastic.

“Hello, I live in San Diego, California,” an email from a would-be participant began, “and I saw your website published on Teen Vogue.”

WTF!?

I’ve been participating in larps for two decades, and even though I’ve been part of the avant-garde Nordic larp movement for more than a decade, I can say for sure that this one caught me flatfooted. When I was a teenager larping was a hobby for the weird, the bright, and the creative. We definitely didn’t read Teen Vogue, and I swear by Spock’s ears that Teen Vogue didn’t write about us.

But all that has changed. The Interwebz is good for many things, and only 90 percent of them are porn. One thing it’s great at is connecting communities. I remember watching a documentary about Star Wars stormtrooper fans some years back. There was this guy from Mexico (or somewhere equally populated, but remote) who was the only dude in his village who thought Star Wars was cool. But due to the power of the electronic superhighways, he found kindred spirits all over the world. He was no longer alone, and now his story has been told to millions of people around the world because of that documentary.

I wasn’t that stormtrooper, but I know a bit about how he felt. When I started larping in 1993, we were maybe a thousand larpers in Denmark. Now, more than 100,000 Danes larp, and I’ve had sit-downs with Danish ministers (plural) about why larping is something they should be aware of. We’ve come a long way, and one of the reasons we’ve gotten to where we are today is because some people got together at the first Knudepunkt conference in 1997 and talked about their hobby in a serious way.

The author being tortured at Kapo in 2011. Photo by Peter Munthe-Kaas.So why do we do it? We do we take games so seriously? Isn’t it just about having fun? Well, sure. But “fun” can mean many things. I’m also quite sure that no one will mock Johnny Depp for taking his acting seriously even in comedic roles. If creative expression was only about getting a few laughs and making people feel good, there’d be no Schindler’s List, no Oedipus, and definitely no Passion of the Christ.

And now I’ve got to go. Because I need to explain to some critical firebrands that we shouldn’t be afraid of the girl from Teen Vogue who wants to pretend she’s a witch in a magical castle. We should remember that all journeys of the imagination begin somewhere, and that the easiest way to get people to understand the rabbit hole is to make them want to jump into it.

After all, if we’re to come out of the shadows and into the light, we have to show the world that while we may sometimes pretend to be vampires who dislike the sunlight, we do it in cool and interesting ways.

Claus Raasted

Claus Raasted has made his living doing larps since 2002, and is the author of 17 books on the subject. His most famous project is the Harry Potter inspired larp “College of Wizardry”, which made its rounds on global media in December 2014. When he’s not busy with projects, he’s happily married and is the proud owner of 100 kgs of LEGO.

THE PROJECTED GAME

Actually I’m working on an invention that would replace this altogether for all kinds of tabletop games, not just Role Play but Wargaming, Board Games, etc. Anything imaginable played on a tabletop.

But I still like the general set-up described/displayed here.

DnD_DigitalMap.jpg (1300×975)

Dungeons and Dragons comes to life on digital maps

A projector combined with a Web-based tabletop role playing game tool make for a new and really cool way to play Dungeons and Dragons.

Reddit user Silverlight is a developer for Roll20, an online tool for virtual tabletop role playing game sessions, so he knows a thing or two about blending technology into traditional RPG play. By pairing Roll20 with a projector mounted on the ceiling, Silverlight is able to display digital maps on the tabletop for a home session of D&D.

And the coolest thing about these digital maps is the ability to show characters’ actual line of sight as they explore. Discussing the setup on Reddit, Silverlight says that this functionality is built into Roll20, and he made the cones of vision possible by manually revealing portions of the map to the players.

This isn’t really a practical setup to replicate. Silverlight used an Epson brand projector to make the digital maps, and a cheap Epson projector should run you about $300 on Amazon. Still, it demonstrates new possibilities for playing tabletop role playing games. Roll20 runs in a Web browser. Maybe someone can figure out how to make this setup work using a much more affordable smartphone projector.

Photo via Silverlight/imgur

MILITARY ANTIQUITIES

William Roy’s ‘Military Antiquities of the Romans in North Britain’ (1793) Online

Jan 30, 2015

630

William Roy’s ‘Military Antiquities of the Romans in North Britain’ (1793) is a classic work on the military conquest of Scotland by the Romans.

Plan shewing the course of the Roman wall called Grime's Dyke? - from NLS website

One of the earliest detailed descriptions of Roman antiquities in Scotland, with 51 map plates and 174 pages of supporting text.

This website is a complete electronic facsimile of the original. Many newly-discovered Roman remains were recorded in the volume for the first time. As a record of early archaeology in Scotland and of related topographical information regarding Roman sites, it can never be entirely superseded.

Its author, William Roy, is better known for his work on the Military Survey of Scotland (1747-1755), and in founding what became the Ordnance Survey, but he was also a keen antiquarian and man of science, and this splendid volume is also a lasting monument to these interests.

http://maps.nls.uk/roy/antiquities/index.html

A FEW THINGS I HAVE LEARNED OVER THE YEARS PLAYING STAR FLEET BATTLES/STAR FLEET COMMAND

A few principles I have learned in playing SFBs, but many are also widely applicable to both numerous other wargames and to Real Life.

Missiles are always the most effective weapons. They track, they force the enemy to consume resources on defensive countermeasures, their range is the effective greatest of any weapon, they consume little power to prepare, and they do not degrade over distance as far as their destructive power. Their only real limitations are speed of movement (in some cases) and interceptability – otherwise they are a near ideal weapon system

Obtain and use the fastest and most powerful missiles even if they cost you far more – they are worth the expense

Save your attacks against enemy tractor beam defenses until after they are damaged – that is to say punch through enemy shields first and let them intercept your missiles then close in and cripple their tractor beams defenses only after they are in missile holding mode

Always use probes to gather better Intel on operating capabilities/conditions and damage to enemy ships

Carefully time your boarding actions but use them freely

Do not deploy your fighters either defensively or offensively until you have sufficiently damaged or crippled the enemy – your fighters are too easy to kill and are wasted in the initial stages of an engagement, but if the enemy is crippled they are truly lethal

Use missiles as a stand-off weapon against multiple enemy ships so they cannot close and flank you all at once

Prepare all counter-measures (such as wild-weasels) at the beginning of an engagement, a counter-measure is useless if it is unprepared

The Gorns are paper tigers, so are the Romulans if you simply stay out of range and time your defenses properly

The Klingons mean business and fight like hell – short of enemies like the Vagr they are your most dangerous opponents

Hydran fighters are extremely dangerous in squadrons, but Hydran weapons are hit and miss at best – Hydran ships can’t take a punch

The Lyrans are knife-fighters, avoid close contact, if you have to get close then kill immediately

You don’t like the Kzin/Kzinti – liquidate on contact with extreme prejudice

Throw combinations, and often

The optimum range for almost all weapons is point-blank – however that’s probably not the optimum range in which to operate

Constantly rotate your shields and your firing arcs – become excellent at coordinating defensive and offensive actions simultaneously

Maneuver is your friend, but you have to earn his friendship

Your ship will be destroyed if you get too close to the enemy as he dies – let the enemy die at a distance

If you can capture an enemy ship then do so, if you have to destroy him then do so, but never let him escape

The unknown works in both directions

Assume every alien/unknown entity is a potential hostile, but do not force them to be such

Unless your ship is specifically designed for stealth operations then Electronic Counter-Measures are far better employed in a defensive fashion

Place transporter bombs where they will do the most damage – place them strategically, because sometimes that’s the whole battle right there

Once your enemy is afire then press your attack

It is better to cripple or destroy enemy systems than to attack hull or kill crew

Do not give the enemy an opportunity to undertake useful damage control efforts

Never hesitate at your own repairs – employ damage control and repairs efforts as needed and immediately

Withdraw whenever necessary

Steal enemy repair goods with your transporters and use them for your own or simply deprive the enemy of necessary resources – he can’t repair what he doesn’t have

Good Intel and proper sensing is a Weapon – short of main weaponry your most effective one

Sensing passively and running silently does not disclose your location – so get good at it

Scan at all times unless there is a very good reason not to

Limit your enemy’s ability to maneuver

Do not Cross Your T’s, rather dog-leg your firing arcs

Become superb at precise targeting

Fire first if you must, and if you must, fire often and with sure aim

Screw the Prime Directivelet the lawyers sweat over that crap

Yellow or Secondary Alert is the most useless nonsense ever invented, don’t ever bother with it, you’re either on real alert or you’re not, so, always be on real alert

Use the environment (planets, asteroids, gravitational fluctuations, nebulae, etc.) to your advantage

Time is part of your environment – at all times use time to your advantage

Never assume an ally will make a smart tactical decisionalways assume your ally will screw up and be prepared accordingly

Develop new technologies constantly

Study enemy capabilities constantly

Always be open to superior ship designs and refits

Speed is better than power, power is better than toughness, especially when you’re talking high-energy weaponry

Don’t be there when the weapon strikes –avoid rather than absorb

Always be ready to take advantage

Have a battle plan prior to engagement

Be fluid and flexible, but mostly be much faster than the other guy

Make all of your decisions before you have to

Imagine you’re going to be crippled and nearly killed – now you’re that much better prepared for it

Each enemy is different, with different capabilities and liabilities, know your enemy

Out-thinking your opponent is the best way to prove your superiority

He who can recover and re-attack fastest will probably win

There is no virtue and no advantage in absorbing attacks

Wait until the proper moment then cut loose with all hell – do not hold back in combat

The enemy has weaknesses – observe and exploit them

An unstable or untrustworthy alliance is a point of leverage

You can beat multiple opponents at once, but you must be prepared with a plan of action and combat

There is no shame in escape, but there is destruction in defeat

Be prepared for the Trap

Be proficient at Setting the Trap

Anticipate, and avoid

Whether your win or lose and whether your crew lives or dies depends entirely upon you

Communications are vital – unless you have a death wish, and in that case do whatever the hell you want, because you’re an idiot anyhow

Sneaky works – be very, very sneaky

Victory is far better than heroics

The fast kill is the best and saves the most lives – by far

Be unpredictable

There are far more ways to kill the ship chasing you than the one approaching you

Always destroy approaching probes and hamper enemy efforts at gaining information on your ship and capabilities

Disinformation and misinformation – disinformation and misinformation – disinformation and misinformation – don’t make me repeat it again

The Federation has, by far, the most well-rounded and multi-capable ships – that gives you a huge overall set of advantages – use them

In-game targeting systems for photon torpedoes suck, what in the hell is the point of having great ordinance you cannot reliably deliver to the target? Think about it

Smarten all of your weapons, and then make them so efficient in operation that even a dumb-ass could use them effectively

Invention is the Mother of (Power) Projection

Constantly train your crew

Constantly train yourself

The last battle is the one you lose, the next battle is the one after you win

MEDIEVAL COMBAT STUDIES

An excellent page and resource, useful for both Real World and Gaming situations


https://www.facebook.com/Swordfighting.Medieval.Combat.Studies/photos/a.842956425723963.1073741827.242033529149592/922622041090734/?type=1&fref=nf

+VLFBERH+T

This was an excellent show and I watched the whole thing on Nova.

I highly recommend it.

I even use these types of weapons in my fiction writings, wargames, and role play games as forms of extremely valuable treasure.

HNEFATAFL – THE VIKING WARGAME

Hnefatafl is indeed an impressive (war) game, for many different reasons. Not least of all, to me, because as this article implies it is a game of asymmetrical warfare. But even going beyond that it forces the player to think not only of the immediate goal but of how (if he is a really good player) the pre-combat conditions (what they will face in the Real World) arose in the first place.

And if you know how the pre-combat/pre-game conditions arose then this gives you a great set of tactical clues about who to engage first (or not engage first, or maybe even not at all). The movement is simple as are the rules, but the tactical methods and implications are superb. What I like best about the game is how easily it translates from a tactical game environment to Real World applications.

In other words the game has immediate Real World applications.

Or put another way it is an early wargame version of a Game of Personal Advancement and Development with obvious, useful, and fundamental Real World applications.

 

YOU HAVE TO PLAY…

Viking warriors storm into the torch-lit camp of a rival clan. Outnumbered, the ambushed Norsemen are far from their boats. Their one goal: flee to a nearby castle while keeping their king alive.

At first glance, Hnefatafl (prounounced “nef-ah-tah-fel”) might just look like a knock-off version of chess with Norse helms and impressive beards, but the game is at least 600 years older—already well-known by 400 A.D.—and is perhaps a lot more relevant to the conflicts of the 21st century.

“I love the asymmetry in this game. To win in this game, you absolutely have to think like your opponent,” emails Kristan Wheaton, a former Army foreign area officer and ex-analyst at U.S. European Command’s Intelligence Directorate. “Geography, force structure, force size and objectives are different for the two sides. If you can’t think like your opponent, you can’t win. I don’t know of a better analogy for post-Cold War conflict.”

The game is similar to chess, but with several important differences. Instead of two identical and equal opponents facing each other, Hnefatafl is a game where one side is surrounded and outnumbered—like a Viking war party caught in an ambush.

The game might seem unbalanced. The attacking black player has 24 total pieces—known as “hunns”—to white’s meager and surrounded 12 hunns. But white has several advantages.

White has an additional unique unit, a king, which must be surrounded on four horizontal sides to be captured. Hunns require being surrounded on two sides, and that’s pretty hard by itself. White’s goal is also simple: move the king to one of four corner squares known as “castles.” Black’s goal is to stop them.

Other rules? All pieces move like chess rooks. Black makes the first move. Black cannot occupy a castle, which would end the game in short order. But black can block off several castles by moving quickly, forming the equivalent of a medieval shield wall.

“If the king goes as hard as he can as early as he can for the corner and the other side is not really on its toes, the non-king side typically loses in just a few turns,” adds Wheaton, who now teaches intelligence studies at Mercyhurst University. “Among experienced players, however, this rarely happens.”

Hnefatafl starting positions with four corner castles. Kenneth Beckhusen/War is Boring photo

If lines are solid, they have to be flanked. Thus, it’s in black’s interest to force a symmetrical battle to force a likely win. If white can avoid engaging in a battle on black’s terms, then white’s chances of winning improve…

GAMING CAMPAIGN TYPES

This is a list of my Gaming Campaign Types.  These are the types of Campaigns I develop for my various games. It can be applied to any type of game, from RPGs to Alternative Reality to Video Game Scripts.

You might also find it a useful guide-typology for your campaigns, games, and game designs. Or even for your fictional works and writings. If you have another type of Game Campaign you’d like to list then please feel free to do in the comments section.

Enjoy.

 

GAMING CAMPAIGN TYPES

Historical Campaign
Alternative History Game
War or Wargame Campaign (Offensive Warfare)
Invasion Campaign (Defensive War)
Ethnic Cleansing Campaign (Genocide)
Quest Campaign
Diplomatic Campaign
Agency Campaign
Personal or Character Driven Campaign
Achievement Campaign – first one ever to do it, or one of few to ever do it
Training Campaign
Frontier’s Campaign
Psychological Campaign
Thriller Campaign
Criminal Campaign
Law and Order Campaign
Hunt Campaign
Monster Campaign
Geographic Campaign
Political Campaign
Mystery/Detection/Investigative Campaign
Academic or Scholarly or Research Campaign
Transferable Skills Campaign – relate game to real world interest of players
Mythological Campaign
Status (Kingmaker) Campaign – where one of more players seek power, status, wealth, or influence
Legacy Campaign – fulfilling a personal or family legacy
Heirloom Campaign
Religious Campaign
Ritual Campaign
Occultic Campaign – hidden or secret knowledge
Horror Campaign
Clash of Forces Campaign – clash between opposing groups, powers, interests, or parties
Nemesis Campaign – campaign against your nemeses
Illusion Campaign
Magic or Change in the Nature of Magic Campaign, also called an Arcane Campaign
Nature or Environmental Change Campaign
Fate Campaign – one or more party members has a particular Fate to fulfill
Scientific or Technological or Invention Campaign, also called a Progress Campaign – where some scientific, technological, magical (a new spell or device or artifact is created), or invented machine, device, artifact, or discovery threatens to fundamentally transform or alter the world
Geographic Campaign
Relical Campaign – involving some ancient and powerful relic, artifact, or ancient device
Disaster or Catastrophe Campaign
Discovery or Exploration Campaign – discovery of some new area of the world, or of some ancient yet unknown/little known section of the world
Heroism and/or Self-Sacrifice Campaign
Disintegration Campaign – slow disintegration of a structure or system or government or a nation
Rebirth or Renaissance Campaign
New Race or Species – discovery of a new race or species
Weird Campaign

TROVE

Occasionally I will make posts about other sites that are/provide valuable gaming (as well as historical) resources. Here are links to some of those valuable resources, resources I often find very beneficial and useful to my gaming, research, and writing ventures.

 

WARGAMING AND HISTORY LINKS:

ANCIENT WARFARE

MEDIEVAL WARFARE

 

ROLE PLAYING

DUNGEON’S MASTER

BLACKMOOR

ESSAYS ON GAME DESIGN: THE BLOOD OF UNCANNY MONSTERS

Essay Twelve: The Blood of Uncanny Monsters*

“The Blood of the monster is the doom of the unwary.”

“He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.”

“Fantasy, abandoned by reason, produces impossible monsters; united with it, she is the mother of the arts and the origin of marvels.”

“History is not the story of heroes entirely. It is often the story of cruelty and injustice and shortsightedness. There are monsters, there is evil…”

“… I prefer the monsters of my fancy to what is positively trivial.”

Synopsis: The Blood of Monsters is far more than the blood of simple animals, or the nerveless sap of tree limbs. The blood of the monster is a deep, potent, ancient, terrible thing, capable of warping the world, and either wondrously enabling, or viciously crippling and killing, the Hero. Beware the blood of the monster, and do not easily discard the tremendous potential it encloses within itself.

Essay: In myth it is often the case that the blood, tissues, organs, or parts of a monster have unique, if not astounding properties of their own, quite apart from those possessed by the whole or intact, living creature itself.

Yet far too often these additional (or inherent, really) “monstrous characteristics” are overlooked (sometimes entirely) in fantasy, mythological, and magical gaming. Monsters are slain, their blood washes over the characters to no real effect, and the monstrous bodies or corpses thereafter simply discarded, as if they were the inconvenient, tiresome, or useless detritus of the true business of adventuring. No real consequences ensue from, or for, the slaying of monsters, from being in close proximity to them when they are killed, or from being washed and covered in the gore and curses and hatred and pollution and ferocity of their ultimate demise. The death of monsters becomes a mere mathematical and mechanical expression of character survival beyond beastly endurance, rather than a fascinating cosmic struggle between weird and uncanny physical, supernatural, and magical forces and the life-force of men. And the killing of monsters likewise has either no additional benefit, nor any additional consequence, other than the taking of their treasure or the removal of their objection to whatever goal(s) the hero currently or ultimately pursues. In short the monster is far less a real monster, far less a real threat, far less weird and far less dangerous, than if hunting and killing monsters implied nothing more mysterious, fantastic, and potentially lethal than a mere exercise in hit point reduction to “less than zero.” As a matter of fact killing most monsters in many role play games implies a level of danger and consequence that is exactly that, less than zero. Once slain or nearly slain a monster is then no more of a real threat than the paper-tiger number stats used to summarize his imaginary existence. But is this really a proper expression of the idea of monstrousness? In the imagination? In myth? Or even in-game?

Certainly not so in myth, where the blood of monsters and weird beings often has dramatic (and even sometimes life-long) effects upon the heroes who encounter such marvels, perhaps even upon nearby observers, other monsters, or the very landscape itself. In this respect I think myth is often far more engaging, richer in content and implication, tremendously more interesting, and far more versatile than typical fantasy (or other genres of) role play gaming. Monsters actually mean things in myth. They are not simply the enemy soldier du jour, dressed in some fantastic garb of hoary yet impotent flesh or rotting, undead sheets of nothingness. They are not merely “tactical challenges” as would be the case as if an infantry battalion in a wargame were suddenly compressed into a single fearsome body and sent forth to fight tooth and claw against armed adventurers. Instead monsters are “danger incarnate,” they are a warping of the woof of existence, their being alters and changes things around them, they bend reality, sicken or extend it, they reshape nature (physical, mental, and spiritual) into a monstrosity of devastating potential. In myth (from which spring the sources of the idea and shapes and names and forms of monsters in role play games) monsters are dangerous, deadly, uncanny, they distort the nature of the things they encounter, and they do all of this both within and well-beyond the very narrow confines of combat. It seems to me then that the monster should be returned to his more natural (or unnatural, depending upon your point of view) state(s) of being, a being that exudes, reflects and engenders corruption, weirdness, lethality, and real, unremitting and unrepentant peril. Both in life, and in death. *

In short I am advocating the idea that even the blood, tissues, and corpses of monsters might very well, and even in some cases definitely should, have effects both upon the characters encountering them, and upon the entire atmosphere and environment of the role-play milieu. That monsters become far more than mere combat automatons, far more than just tactical challenges, far more than an enemy in a rubber mask and a plastic suit of armor who can execute feats of multiple backflips or shoot acid from a naphtha gland in his mouth.

Monsters are not simply monsters because they look weird, because men find them to be distasteful, evil, ugly, frightening, gigantic, or unique adversaries. Monsters are also monsters because of their peculiarly monstrous qualities, which extend far beyond motive and appearance and down to the very marrow of their bones, as well as throughout the blood or ichor that washes unseen through their twisted veins. And that when this blood (and/or body) becomes exposed to the world at large, when it stains the flesh of the hero, and when the bones of monsters litter the landscape, other things occur of definite and noticeable effect. Things that are sometimes wondrous, things that are sometimes terrible, occasionally even more horrifying in implication or outcome than the threat of the original monster itself. (I use the term monster in this respect in a very generalized sense. Of course the same “monstrous properties” might be said to exist for supernatural beings and alien creatures, in horror/supernatural/adventure/superhero, and sci-fi gaming. And I would hardly argue against the same types of monstrous properties I am advocating for mythological and fantasy based monsters is such cases. Rather I would just expect that given the nature of the creature in question that such properties would manifest differently, but also quite obviously, in those other types of circumstances.)

TO BE CONTINUED…

DUNGEONS AND DRAGONS

DUNGEONS AND DRAGONS

 

I am really looking forward to the release of this new version of the game.

For the most part I am an Old School Player and I really like what I have seen from the overall design and playtesting so far.

My daughter should enjoy this as well.

Later today when the download link goes up (if it goes up today) then I’ll also download the Basic Game.

SOLO RETENDERE

Solo Retendere (Claim of Full Possession of My Own Intellectual Properties)

– unless otherwise acknowledged, expressed, or specified all materials on this site (or any of the other sites I inhabit on the world wide web or similar communication structures) that were composed, created, designed, devised, formulated, or produced by me, be they in the form of Artwork, Business Ventures, Capital Projects, Career Activities, Designs, Game Materials, Inventions, Mathematical Equations, Musical Compositions, New Theories, Poetry, Scientific Works, Songs, Unique Innovations, Writings of various kinds, or any other intellectual property I own or retain control of, herein and henceforth shall be considered possessions under my sole authority and are fully protected by copyrights, trademarks, registrations and any and all applicable laws, local, national, and international, and any violation of my rights regarding any of my property, intellectual or otherwise, will be prosecuted to the fullest extent of the law. All rights reserved.

I am very happy to openly share ideas and to work collaboratively, I encourage that, but I do not like the theft of my ideas and property, and that I will pursue and prosecute.

Jack W. Gunter

WELCOME TO THE TOME AND TOMB

“Welcome to the Tome and Tomb. Treasures lie hidden where the fearless still roam.”

 

This blog is my Gaming Blog. It is dedicated to my various game creations and designs, and all other similar Career Pursuits.

I will therefore be posting in this blog excerpts and examples, including entire sections, from my various game articles, books, creations, and designs, as well as posting copies of supplementary materials including maps, milieus, notations, rules, scripts, and sketches of some of the games I have created and developed over time. The pages of this blog will discuss all of the different types of games I create, design, and write on such as; board, card, computer, parallel reality (PRGs), pen and paper, role play (RPGs), video, virtual reality (VRGs), and wargames, etc.

I will also be discussing in some detail my Games of Personal Advancement and Development (GPADs) and the projects that will be used to form them as start-ups.

Agents, manufacturers, and publishers you are most welcome to look around these pages for anything that might interest you and please feel free to contact me if you wish to discuss anything you see posted. I am also open to being contacted by any designer, manufacturer, or publisher who might wish to enter in a partnership with me regarding my game creations and designs.

I will also be cross-linking Tome and Tomb to all of my other blogs and websites. If you wish to follow my Fictional and Literary writings then please visit my Wyrdwend blog. If you wish to follow my brokerage, business, copywriting, and inventive pursuits then please see my Open Door Communication webpages and my Launch Port blog, and if you wish to follow my personal writings on all other subjects, such as Culture and Society, Exploration, History, Law Enforcement, Military Matters, Politics, Religion, Science, Technology, Vadding, World Affairs, and other such subjects then please see my personal blog The Missal. Feel Free to join in any and all of the conversations on any of these sites. Welcome aboard my friend.

Thank you for visiting, please return often, and enjoy the site.