Category Archives: Misc

Things miscellaneous or otherwise not neatly sorted into other categories.

Greetings, TGN!

The excellent editors of Tabletop Gaming News have just added The Warbard to the TGN Blog Network!

Assuming the TGN feed works the way I think it does, this will be the first post out over the TGN feed. So what’s on The Warbard? Mostly pulp and pulp-flavoured historical gaming, some science fiction, some fantasy, a lot of terrain, and some painting, among other things.

We’ve talked Inkscape and designing for gamers (once, twice, thrice). Being into pulp gaming, naturally we’ve talked zeppelins. Recently, we discussed some Online Resources for WW1 Gamers. A lot of the older material — most of it, in fact — is still around and still useful too. How about pizza boxes for skirmish terrain?

Who is “we”? I started this website in 1998 (!) as “Brian’s Wargame Pages”, then when I relaunched it in January 2011 as The Warbard I invited my brother to help out.

Have a look around, make yourself comforatable, comment on anything that takes your fancy! Glad to have a chance to reach a wider audience!

The Dropship Drops Out?

Over on the excellent 15mm science-fiction focused Dropship Horizon blog, a rather startling notice that Mark, the blogowner, is planning to “bring the tyres to a halt and turn off the engines for the final time“.

The pace of posting had slowed slightly over on Dropship recently, but with interesting developments still going on in 15mm SF, it’s unfortunate to see Dropship Horizon shutting down so abruptly.

Hopefully Mark leaves Dropship up and running even if he isn’t actively posting, as his links and articles are an invaluable resource for 15mm SF gamers. Having done basically nothing with this website for quite a number of years before reviving it late in 2010, I certainly understand that people’s gaming interests wax and wane and sometimes it’s time to move on, but even a somewhat dusty resource is better than nothing — Dropship’s collected information can still help 15mm SF gamers for years, as this site was doing even during the years I was neglecting it.

Best of luck to Mark in his other gaming interests, and here’s hoping that some day in the future he relights Dropship’s engines, brings up her running lights and starts posting cool 15mm SF things again!

(I guess this means I should update, refurbish and republish my mothballed list of 15mm SF miniatures companies, just in case Dropship does go entirely offline!)

ECW Painting, Other Randomness for 28 May 2011

An entire week since my last substantial post! The horror, how will our dedicated readership cope?

I’ve been painting up an English Civil War/Thirty Years War storm this week, filling that inevitable post-Lead Painters League void with 40-odd plastic pike-and-shotte foot and a dozen horse. You all saw 5 of the horse in one of my LPL entries, of course, the rest are taking shape nicely and all of the foot now have most of their basic paint on them. Sunday the 29th we’re running a 1000pt Field of Glory: Renaissance big battle, and I’m breaking one of my long-standing rules by fielding figures that aren’t even anywhere near finished just to get something on the table. At least they’re not straight-up Primered Legions — there are depths to which I will not stoop.

No pictures of my WiP paintjobs, but I’ll take the camera to tomorrow’s big game and try to get some reasonable shots to share here.

The Lead Adventure Forum is, of course, one of the greatest collections of creative wargaming minds I’m aware of. A random sampling of current coolness there that should be more widely known: Chicken Race on the Arumbaya, in which the estimable Hammers plans a pulpish steamboat race with a South American feel and some great-looking boats. Also, Boggler’s converted Improvised Back-of-Beyond Armoured Truck, very nice conversions of diecast toy trucks.

Elsewhere on the web (elseweb?) An Evil Giraffe has done his own versions of my riverbank pieces, and very nice they are too. He used broken cork sheet for his banks, so it has more texture (but also more height) than mine.

Finally, also via LAF but worthy of being mentioned on it’s own, Sarissa Precision have started selling a very, very nice looking line of 28mm laser-cut and -etched urban buildings that are perfect for pulp! Information here on the Sarissa site, and on sale here in their online store. I can’t wait to have some spare money to throw Sarissa’s way, the buildings are a good size (6″x4″ or 8″x6″ footprints and stackable for extra floors) and a fair price with enough detail to be interesting but not too fussy that they’re impractical. Hopefully at some point they offer their windows, doors and other details seperately, or even just the building fronts for those of us comfortable cutting our own side and rear walls.

Photos tomorrow or Monday of the ECW/TYW big-game madness, I promise!

.45 Adventures 2nd Edition, A Review

45A2e_cover
.45 Adventures 2nd Edition

Rattrap Productions released the much-anticipated 2nd Edition of their .45 Adventures pulp adventure rules a few weeks ago, I received my copy of the full rules last week, and I’ve already run one convention game and several small private test games with the demo rules before even getting the full rules.

The PDF version should be out shortly too, as Rattrap generally releases the PDF version about a month after the initial print release. (Edit to add: the PDF version is out today.)

This review is mostly aimed at folks who have some familiarity with the 1st Edition of 45A, but it should be general enough to give those of you with no experience at all with the system an idea of how it works. Note that throughout this review I’ve used “45A1e” and “45A2e” for 1st & 2nd Edition respectively; this is a bit of a D&D-ism but useful shorthand!

So What’s Changed?

The most obvious change from 45A1e to 45A2e is the “fistfuls of d10” change. Instead of the previous version’s “1d10 + Stat +/- modifiers”, 2e is almost always “1d10 + stat +/- extra d10s depending on skills or circumstance”. You pick the best of the rolls if you’re rolling multiple d10. In practice, this seems to work out at around 3d10 per attack roll and 1d10 or 2d10 for the defender most of the time, so while you might need a few extra d10 for larger games, just to keep things moving, it’s not a really serious “fistfuls of dice” game the way Full Thrust or some of the GW games are!

Almost all the rules from 45A1e now in the one new 45A2e book. Basic gangsters, cops, crime-fighters, military, super science & robots, safari characters, all in one cover, along with all the skills. This alone makes character creation much easier, as the archetypes, skills and special rules aren’t spread over half a dozen books anymore! The campaign rules and New Commerce City background material have been rolled into the main rulebook as well.

Character creation is also massively streamlined. Rather than lists of specific skills available to specific archetypes, the archetypes have different numbers of skills they can take per skill category, and all the skills are now slotted into one of these 11 categories. This will also make integrating future supplements and releases easier!

Weapons are no longer purchased as part of a character’s basic build. Instead, they’re purchased per-scenario using Equipment Points. This means, among other things, that Grade 1 & 2 characters can often take more Special Abilities than before, as they’re not having a significant part of their available Special Ability count taken up with weaponry. (Giving a Grade 1 flunky a tommy gun used to soak up 3 of their 4 available Ability slots in 45A1e, now a Grade 1 can actually have four skills and the gun!)

What’s Brand New?

The whole Occult section is new, with rules for various Cthulhu-esque creatures, cultists and goings on, spells, artifacts and such. I haven’t had a chance to use these in play yet, but they look entertaining.

The entire Special Abilities/Skills list has been rewritten and consolidated. There’s a bunch of new or replacement skills, some duplicated stuff removed, and a rather elegant hierarchy of skills has been implemented for a few areas.

A couple of my favourite archetypes from 45A1e didn’t make it into 45A2e, namely the Foreign Agent & Professor archetypes. On the other tentacle, the G-Man archetype should encompass the old Foreign Agent one quite well, and there is now an archetype creation formula so you can roll your own if you really want to.

The archetype creation rules were much requested for 45A1e, so it’s great to see them included with 2e. I haven’t really played with them yet, but a read-through and examination of how the included archetypes are assembled lead me to think the creation rules should work just fine. (the stock archetypes included in the rules appear to have been built using the actual archetype creation rules as presented, which is always a good sign!)

Weaponry, as mentioned above, is no longer bought as part of a character’s build process, but instead it’s done using Equipment Points which can change on a per-scenario basis. This gives players and GMs greater flexibility – you can restrict weapons in a scenario without players feeling like they’ve “wasted” a lot of a character’s build options, control the amount of firepower on the table, etc. The Equipment List also encompasses a lot of non-weaponry equipment, too, things that might be useful in certain scenarios like flashlights, ropes or even multi-language translating dictionaries.

The Super Science & Occult equipment is controlled the same way, with seperate Super Science & Occult Equipment Points. Certain archetypes give bonuses to various of these Equipment Points totals – the Military Officer gets +10 Equipment Points, the Witch Doctor +10 Occult Points, for example.

A Few Issues

Typos and grammar errors! There’s a typo in the Table of Contents (“Resaerch” instead of “Research”) that should have been caught by a simple spellchecker  (not the only time I noticed this in the book) and a few grammar glitches (its/it’s, that sort of thing) recurring. None of them that I’ve noticed so far occur where they’d cause rules ambiguity or misinterpretation, at least.

(Corey’s interjection: Amongst the many jobs I do, I am a part-time writer and copy-editor, so the mistakes in the book, especially with regards to the lack of a style guide, really bug me, to the point where I had to put down the book and walk away at one point. Sorry Rich. )(Brian’s re-interjection: Unless you’re a hardass about editing, the concerns I noted in the previous paragraph really aren’t showstoppers…)

There are a number of layout glitches that make some things hard to read than they should be, especially when searching quickly for a specific rule or skill. One example is the lack of differentiation between sub-section headings (just made using bold text) and some lists, some of which use bold to make their titles stand out and some of which don’t. The Special Abilities Lists are easy to read, but the similar Robot Upgrades List re-uses bold text for two different things (sub-section headers and upgrade titles). A second style for those sub-section headers would make some sections of the book much easier to scan, especially in mid-game when you’ve had to pause the action to clarify a rule.

Beyond layout and grammar, as I said above, some of the old 45A1e archetypes haven’t made the cut. There’s also a few toys and weapons missing, but for ordinary games that’s not going to be a huge concern, as the most notable missing weapons are the Light & Medium Machine Guns from the Amazing War Stories military supplement, hardly common weapons in typical 45A games!

The Verdict

These are all very minor issues, though. The new character stat/wound boxes are far more compact than the old ones, so it should be possible to get more characters onto less paper now – and less paper in front of players during a game is rarely a bad thing!

The new “fistfuls of d10” combat/skills system runs faster on the table. Characters move faster, Grade Ones (the mooks, thugs, extras, Privates and redshirts of the factions) die quicker while Grade Threes (the Stars!) are a bit tougher but not hugely so. It’s entirely in keeping with the heroic/cinematic traditions of pulp that major characters should be able to plow through crowds of extras, anyway!

So, the final verdict?  .45 Adventures 2nd Edition is just as detailed, playable and flavourful as the old, but the new system is faster, leaner and pulpier.

Streamlined, in fact. Very pulp-era thing to do, actually!

Pulp-era Streamlining. Not just for trains anymore! (Image is CC-BY-NC from Carlos62 on Flickr)

A White Russian, And Other News

A bit quieter around the Warbard right now; I’m having most of my gaming time sucked up by the Lead Painters League 5 and real life; Corey is however away for the weekend at the Dak-Kon convention up-Island and promises lots of photographs upon his return. He’ll probably be doing a run of Amulet of Fire at some point over the weekend, too.

white rus rifleman
A Brigade Games White Russian rifleman in fur hat, first of a unit. Click for full size.

I’ve been painting various things, most of which I’ll wait for the various rounds of LPL5 to reveal, but here’s one of my new projects – a small foray into the Russian Civil War with a unit of White Russian riflemen, figures from Brigade Games, paint scheme not completely historic but based on inspiration from the Osprey White Armies book and some of the great resources shared on LAF’s Back of Beyond forum. Expect to see five or six of his squadmates in a future LPL5 round!

Minor update, a few hours later: I posted this photo to LAF’s Back of Beyond forum and asked for feedback, and got some excellent advice from some of the local experts. I especially like the fact that Russian troops often had coloured cloth inner parts on their fur hats; this was news to me and it’s a chance to make them more colourful yet!

1920’s Egypt in colour

A woman sits with her fruits for sale. Photo Credit: Gervais Courtellemont and W. Robert Moore for National Geographic
A woman sits with her fruits for sale. Photo Credit: Gervais Courtellemont and W. Robert Moore for National Geographic

Egypt, much in the news today as it was in the 1920s when these pictures were taken, is the focus of this photo collection: Egypt in the 1920’s in colour (from How to be a Retronaut). in 1919 a major revolution had occurred, which led to a unilateral declaration of Egyptian independence in 1922 by the British government, which in turn led to the successive revolutions of 1952 and 2011. Actions begetting actions. Despite that, the Egypt of these pictures appears little changed by the millenia of history that have washed over it.

Once you are done, I suggest you see SatNav c. 1930 and the wonderfully-human Australian criminals of the 1920s. Lastly, have a wander through their entire 20s and 30s sections for glimpses at a past gone.

Pulp Design Tools & Resources, Part Three: Inspiration

Infection Is Avoided...
A 1930s WPA job-safety poster. Via x-ray_delta_one on Flickr.

A necessarily brief, personal and idiosyncratic tour through some websites with noteworthy archives of 1920s/30s posters, postcards, luggage tags and other graphics. Some photos, some stuff that’s technically outside our chosen era but still cool, and far too short, but enjoy, be inspired, and get a feel for the graphics of the pulp era!

Part One of this series introduced Inkscape. Part Two talked about design, typography & fonts.

The American Library of Congress WPA Posters collection, part of their American Memory project, is huge but not that easy to navigate. Start with the Collection Highlights tour, then just start hitting random keywords or subjects to find gems like Yellowstone Park posters, injunctions to clean up your trash, and even hippos. The WPA was the Works Progress Administration, part of the whole New Deal aimed at keeping Americans employed and maintaining national morale during the Great Depression. There was a whole wing of the WPA dedicated to encouraging the arts, including the graphic arts. Hence the really cool posters.
Continue reading Pulp Design Tools & Resources, Part Three: Inspiration

Pulp Design Tools & Resources, Part Two: Fonts

This is the second in a series of posts (three or more) aimed at introducing gamers to some of the resources out there they might not be aware of for making their own graphics & such. It’s based on our current areas of interest, the 1920s & 30s interwar pulp period, but should be of interest to anyone wanting to add some graphic design details to their gaming!

Part One was a general introduction to Inkscape.
Part Three is on online sources of pulp/interwar design & other images.

A Quick Intro to Some Pulp Design Basics

van isl golf poster
A 1930s Canadian Pacific poster for the Empress Hotel. Via Boston Public Library's Flickr account (CC BY-NC).

Have a look at the image to the right; it’s a good basic distillation of the design principles shared by many of the 20s/30s graphics we’re trying to replicate for our own uses. There were, of course, a number of different styles and variants in use in the period, this one just happens to be a favourite of mine and also easy to replicate in Inkscape!

There’s no gradients, just areas of solid colour. Shading is done with smaller areas of another solid colour — see the area along the golfer’s inner thigh or around his arms — or not done at all. Notice that the grass and sea are simply solid colours; the sea and sky are even exactly the same shade of blue, with the horizon sketched in with a thin tan divider. No outlines or sketch lines, either, just areas of colour.
Continue reading Pulp Design Tools & Resources, Part Two: Fonts