Thursday, 8 December 2011

The Epic Fantasy Wargame Catalogue:1975-1979

All right folks. After a lot of jogging of the memory and a little trawling through Boardgamegeek, here is the first part of what I believe to be a complete catalogue of the epic fantasy counter-based board wargame genre, as defined in my previous post.

Photo by Ray on boardgamegeek

Wednesday, 7 December 2011

The Epic Fantasy Wargame: Introduction

In the 1970's and early 1980's, the established hobby of board wargaming cross-fertilized with a wave of interest in fantasy literature and adventure. The result? A genre of game largely neglected in the ongoing old-school revival: the epic fantasy wargame.

Below I'll catalogue the central elements of this genre; the ones in bold I think are essential, the other just typical.

Photo by j.mccracken at boardgamegeek
Epic-scale map board. The map takes in kingdoms and even continents, on a grand-strategic scale. It depicts either an invented fantasy world; a fantasy world taken from fiction; or potentially, a real-world area given a fantasy treatment.

Hexagonal map grid. Although this was typical of games in that era, there were some games (like the Elric one, or Greyhawk Wars) that dispensed with this, using movement by areas instead. Arguably, you don't really need the kind of precise rendering of maneuvers and battlelines that hexagons give when gaming large-scale pre-conscription warfare, in which small armies cruised across a huge landscape without much operational subtlety, and clashed at designated battlefields.

Photo by Richard Maurer at boardgamegeek
Die-cut cardboard counters. Another standard feature defining the era's wargames. The success of Axis and Allies in the early 90's would create another related genre of game using plastic figures, but that belongs to a later time.

The counters represent armies as well as individuals ... Without the armies, it's not a wargame, but an adventure or quest game (as in Greg Stafford's King Arthur's Knights). Without the individuals, it's not epic - typically, one of these games would have rules for heroes leading armies, as well as going on quests, conducting diplomacy, and other things that armies can't accomplish.

.. and there is a lot of flavor and color through other means. Counters for monsters, artifacts, special locations; cards, tables, or numbered paragraphs representing events, nations to be won though diplomacy, relics ... all of these are very typical of the genre and helped give each game the special flavor of its world.

With all these elements, the play and objectives of one of these games were fairly similar to the historical equivalents. Armies fought by comparing strengths and a die roll on a chart, and the object of the game was to capture territory; or at least doing so won victory points. Less typical, though, was the "epic" layer in which heroes moved around the board attempting various things, gaining magic items and allies, which in turn could serve as an alternate victory condition or contribute to victory points.

In the next post I'll attempt a catalogue of these games, and ask for your help in identifying any I may have missed.

Tuesday, 6 December 2011

Filth World

Every city ... every hell ... every universe ... needs a sewer. Let the fastidious beware!

Part 10 in a series.

Monday, 5 December 2011

Dungeons and ... Darwin?

Evolutionary psychology meets the Monster Manual in a new book by Paul A. Trout, "Deadly Powers." According to the author's summary in an article for Salon, we can explain the most awesome and nearly universally imagined monster around, the dragon, as a confluence of biologically prepared fears of the three main hunters of our tree-dwelling primate ancestors: snakes, raptor birds, and feline predators. These have armed the dragon and kindred monsters - griffons, couatls, and kamadans (OK, not really kamadans) - with their wings, scales, and fangs.

Zak S's Kamadan could scare the pants off a loris.
I haven't read the book, but the author's comments led me to think some more about the evolutionary approach to psychology. I'm no stranger to this topic and I've found it useful in my own writings to think about how emotions serve useful functions for individuals and social groups.But there's a difference between my functional perspective, and the claim that a phenomenon is biologically prepared and inherited from a distant past. I make no claims about this genetic route of behavioral transmission because I don't study genes.

There are two problems with making inferences about the genes from animal behavior (some monkeys have distinct calls for all three predators) and present-day human behavior. Advocates of evolutionary psychology claim that their method is scientific; considering conditions in the ancestral environment of humanity, they  deduce what behaviors were adaptive then, and then test the hypothesis that those behaviors have survived in the modern day. But ...

1. Which ancestral environment are we talking about? The bird-snake-cat theory traces us back to small tree-dwelling creatures. Others refer to our time on the ancestral savannah. There may have been an aquatic period in there.

2. There is always an escape clause if we don't find that a behavior has survived from those times: it must have disappeared because it was no longer adaptive. In actual fact, what happens is psychologists find a phenomenon that exists in modern humans, and then try to explain it in terms of what might have been adaptive in one of those environments, or a similar behavior in an animal species. With this kind of hindsight bias, there are all kind of ways to stumble across a phenomenon that has a closer, better explanation in terms of cultural adaptation.

So take the prevalence of mythological monsters, with their snake-bird-cat aspect. The more straightforward answer is that lions, tigers and ocelots roamed over most of the planet's surface two thousand years ago, and they were scary. Birds and snakes possess magic and strange means of movement, so they naturally tend to have cultic significance even if they're not imagined as huge, and there are enough crocodiles in our African past to explain dragons more prosaically. Why propose special genetic baggage held over from tree-shrews, when cultural concerns are more flexible, also adapt to survival concerns, and explain differences as well as similarities in the world's myths?

A better candidate for a genetic adaptation is the way a few very specific small animals attract phobias - irrational mixtures of fear and disgust that serve as a footnote to the generally useful rule, "if it's bigger than you, run away." The most common targets of animal phobias are snakes and spiders, a tendency that occurs universally, and has obvious survival value in avoiding poison bites.

The fear-disgust mix also translates to "weird" or "horrifying" and explains why snakes and spiders, rather than birds or cats, are the mainstays (together with dead things and tentacles) of the weird fantasy genre. While the griffon can get a makeover as the most noble beast, there's always going to be something sinister about the giant flying snake.

Sunday, 4 December 2011

A Quickstart Idea, and Troll in the Hole

Another Mad Archmage Saturday at the gaming society, augmented by three potential players for a new campaign, including my wife (why does she always roll up magic-users?) I wanted them to get used to the system and my GMing ways before committing to something lengthier.

With the mixture of new and returning players the pressure to streamline character generation was greater than before. Say what you will about pre-THACO systems where the GM controls the attack and saving matrices, running that way means that character generation is lightning fast, with only abilities, classes, spells and equipment to determine. I skipped the saving throw step in character generation, and indeed, none of the new characters needed to make a save. I think in future, I'll skip the determination of most of the secondary bonuses and stats until they're actually called for, bring character generation closer to 15 than 30 minutes.


Saturday, 3 December 2011

What Is This Thing That Is Not A Role-Playing Game?

And with the first page of the One Page series I bring the first book, covering character creation, to a close.

This is my simplest and most honest answer to the question in the page's title. People who already know what an RPG is - I mean really, is there anyone under 35 who hasn't grown up playing computer games? - will recognize the idea, but be enlightened by the face-to-face manner of execution. You will note that "role-playing," "story-telling," "personas" and the like are left behind with the excess baggage. And heretically, I address the question of winning. For this game eventually will come with training wheels, a model starter Generick Fantasye dungeon, village and town which the uncreative GM will learn from, and the creative GM will need no instruction to supersede.

The list of options in the lower right owes some debt to a number of posts over the past half year or so, in the Hack and Slash blog.


So ... any interest in a pdf of the intro and the whole character creation set so far?

Thursday, 1 December 2011