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Wednesday
Mar022011

Douglas Adams May Not Have Gotten It Quite Right

Space is deep - so says Hawkwind (& L. Ron Hubbard)Hyper drives and worm holes not only distort space but also perceptions.  Take movies like Star Wars or shows like Star Trek, for example.  Need to get from Quadrant 42 to Earth?  Punch a button to make it so.  Yeah, it’s a great plot device, but it doesn’t make you stop to think about the reality of it all.  That’s one thing that strikes me whenever I’m reading one of Ben Bova’s Grand Tour books.  In Saturn, for instance, the whole plot takes place on the way THERE.  Those books made me really appreciate what Douglas Adams was getting at writes in The Hitchhiker’s Guide to the Galaxy:  “Space is big. Really big. You just won't believe how vastly, hugely, mindbogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space."  For the longest time, “really big” pretty much summed up the size of it all for me, but now I'm not quite convinced he got it right.  

One night while I was perusing through Baen’s website, I came upon Les Johnson’s The Size of It All.  Please do yourself a favor and click on over to check it out.  Talk about a reality check.  After I read it, I just had to go out on the porch and look up.  

Wow, I thought.  Space is really, really, really big.

Sunday
Feb272011

Quite Quotable

"Knowledge can be a dangerous thing in the hands of the ignorant."

Paul Kearney, The Heretic Kings

Wednesday
Feb232011

Role-playing on the Red Planet

Adamant Entertainment's Mars RPGIf you’re like me, you can’t wait to see John Carter of Mars hit the big screen.  I’ve started rereading the Barsoom tales on my Kindle already.  But, if you’re like me, sometimes reading and watching is just not enough.  Sometimes, you have to immerse yourself in it.  Be a part of it.  That’s where a good old paper and pencil role-playing game comes in to save the day.  Look at all the choices we’ve got out there that go beyond Dungeons and Dragons and all of its variants.  Tolkien fan?  Try I.C.E.’s Middle-earth Role-Playing or Decipher’s Lord of the Rings: The RPG.  Moorcock?  There’s Elric!  (either the Chaosium’s or Mongoose’s.)  Don’t forget Fafhrd and the Gray Mouser or Conan.   There’s also Babylon 5 and Star Trek.  And there’s Cthulhu for any setting you can think of.   Fortunately, we John Carter fans have some excellent options, too. 

Space 1889 is one.  Heliograph republished the material a few years back, and Savage Worlds has just released Space 1889: Red Sands.  I love this game for its battles between airships and sky galleons and the possibility to reenact some of my favorite battles involving outnumbered British soldiers.  All in all, however, Brits colonizing Mars just doesn’t have that Edgar Rice Burroughs feel.  It’s just a little too Jules Verney or steampunky. 

Closer to the Mars we know and love is Adamant Entertainment’s Mars.  It’s offered in d20 and Savage Worlds versions.  I picked up the latter and was quite impressed.  It’s very Burroughsian, and the fast-paced, cinematic feel of the system works perfectly with the sword and planet genre.  There’s Green and Red Martians and White Apes.  Of course, they’ve made the game their own; it’s not an ERB RPG.  The Green Martians and White Apes look like those of Barsoom but with only two arms.  Another difference with the White Apes is that they are intelligent, have their own culture, and strive with the others races for habitable portions of the dying planet.  Adamant also adds Gray Martians into the mix, which are essentially the H.G. Wells’ War of the Worlds variety, tripods included. 

Skirmisher's Barsoom d20 PDFOf course, if you are a die-hard, Barsoom-or-Bust role-player, you can visit Savage Barsoom on the web.  It’s a wonderful website offering Savage Worlds rules based on Burroughs’ books.  The site covers races, culture, technology – everything.  If it’s in the books, it’s there or going to be.  There’s also a d20 source from Skirmisher available at DriveThru RPG called Shadows of a Dying World.  It actually works more as a bestiary, covering the various flora and fauna encountered in the John Carter stories.  It was published a few years ago.  Supposedly more material was going to be follow, but I’ve never seen it.    

I also recommend John Flint Roy’s A Guide to Barsoom (Del Rey 1976).  It is a compilation of material for the original Burroughs books covering everything from pre-Carter Barsoom to language and religion.  The paperback copy I have contains several wonderful illustrations, too.

Bronze Age Miniature's Wasteland MutantAnd finally, let’s not forget the role-players who want miniatures on the table top.  There were some John Carter minis released some years ago.  They’re pretty difficult to find now; some do pop up occasionally on eBay.  Your best bet, though, is a series released by Bronze Age Miniatures.  They’re not labeled Mars or Barsoom, but they are some of the Best Burrough-esque miniatures I’ve come across.  Check out their Wasteland Mutants if you want to see a good, formidable Green Martian, and they have male and female warriors that couldn’t be beat as Reds. 

So you don’t have to settle for simply waiting for the film or rereading.  You can live the great tales of the dying, red world, and the beauty of any of these systems and supplements is that you can follow the canon as closely, or not, as you like. 

Monday
Feb212011

Review: 7 Wonders is fast, fun and addictive

 

 

When I imported a copy of Fairy Tale from Japan in 2004, I found it to be a great little game with an interesting card distribution system.  Instead of having cards dealt to each player, cards were instead distributed using a simple, quick draft.  This gave each player more control over their own cards and limited knowlege of the other players cards.  Otherwise, Fairy tale was a pretty simple set collection game (albeit one with a few "take that" elements built in and a really cool theme).  Immediately, I started thinking of other game designs that could use the drafting mechanism.  Apparently, Antoine Bauza had a similar experience.  His 7 Wonders uses the draft as its core mechanism.  It is also somewhat of a set collection game.  Still, it does not feel like a "rip off" of Fairy Tale.  Instead, it reveals itself to be a solid game that will likely become a staple filler game with hardcore gamers and casual gamers alike.

In 7 Wonders, players play the role of one of seven ancient civilizations that were responsible for building the Seven Wonders of the Ancient World.  One of the players' goals during the game will be to complete their wonder.  Additionally, players will be building structures that either add abilities, score victory points, or develop resources for their kingdom (some buildings bring multiple rewards).  

7 Wonders is nearly entirely card-based.  The game is played in three rounds.  Each round starts with a draft.  Players are dealt seven cards each.  They pick one card from those dealt to them and either play it immediately, sell it for cash, or use it (face down) to mark the building of a level of their Wonder.  The players then pass the remaining six cards to their neighbor (left-hand or right-hand depending on the turn), choose another card, and repeat the process.  This continues for a total of six turns of drafting and actions;  the remaining cards are discarded.

Cards represent seven different types of structures:  raw materials, manafactured goods, civilian, scientific, military, commercial, and guilds. 

Raw and Manufactured Goods structures give the player resources to build other building.  These resources aren't spent.  Once a player's nation can produce a resource, that resource will be available each turn.

Civilian structures are simply worth victory points at the end of the game.

Scientific structures have three different symbols on them.  Players earn victory points for complete sets and multiples of the same symbol.  

Military structures raise the nations military strength.  Players compare military might with their neighbors at the end of each turn and lose or gain victory points according to whether they are weaker or stronger than their nieghbor.

Commercial structures pirmarily bring in money or lower the cost of using other players' resources.

Guilds come in during the third age and are immediately worth a certain amount of cash based on the types of cards the player and his or her nieghbor have in play.  Additionally, guilds earn the nation victory points at the end of the game based on the same criteria.

Are these card types balanced?  I think so.  In early plays, we felt that the game was a bit unbalanced because some players were scoring a boat load of points using the Science structures.  After we learned to control that (mostly by not passing a green card unless we had to), it looked like Military dominance was the way to go.  Now, after a dozen or so plays, it seems that each structure type has its place.  We've had players win big with nothing but Civilian structures and the building of their wonder.

 

About the wonders:  players each are given a player board with the stages (mostly three) of their wonder on them.  Each stage has a cost to build and a reward for the player.  The costs and rewards vary greatly, and I really haven't got a handle on whether the wonders are balanced or not.  Certainly, no one in our group has put forth the idea that one of them is broken.

 

For example, the first phase of the Pyramid of Giza costs two stone and rewards the player with three VP

The entire game is encompassed by the drafting of eighteen cards and the taking of eighteen actions.  This scarcity of actions makes making the right choice very important.  If the card you play isn't at least maintaining victory point parity with the rest of the players, it is usually a bad play.  In the end, a player is unlikely to win unless they average at least three VPs per action.  Our lowest winning total to date is 47 points--and that was in an early game before we really figured out how to play.  

My Take:  So, is the game any good.  Yes.  Yes, it is.  We have played the game at nearly every one of our weekly game nights since I got it at Christmas.  It isn't a deep game, certainly, and it is 100 % tactical.  You might have the urge to choose a strategy at the beginning of the game, but the game will consistently send the wrong cards your way.  It is all about making the best of what you are able to draft, and I like that.  Thirty minute tactical games are fine.  If it were twice as long, I could understand some of the complaints about the lack of strategic options.  The game has worked well with every one we have introduced it to, from the hardened gamer to the gaming newbie.  It plays super-fast and has a real "just one more game" feel to it.  The game is due to be back on shelves soon.  I highly recommend picking it up if you don't have a copy in your game group to play.

 

 

 

Sunday
Feb202011

Quite Quotable

"Ignorance and apathy, entwined inseperably around each other, form a wall that is nearly insurmountable."

Peter David, The Long Night of Centauri Prime