Counter Culture: Rounding the Corner

I’ve long been a proponent of the view that much of the pleasure derived from paper and chit wargaming comes from the physical culture of the games, from interacting with the games rather than actually playing the games themselves. Most wargames are not ready to play out of the box: they require some effort on the part of the players to prepare them, most often punching the die-cut counters out of their trees.

Unclipped Counter. The horror!

While some publishers have made great strides towards the “punchless” countersheet, notably Legion Wargames, whose “Easy Punch” counters pretty much fall out of the trees owing to some extreme die-cutting, the vast majority of counters come with a stubborn attachment to their sprues. Once the counters are punched (preferably, cut out via hobby knife), they still exhibit nibs and bits on the corners—or, in some egregious cases, along the counter sides—where they were held to the counter tree and to each other.

Take our Climb 2 counter here, from Avalon Hill/Multi-Man Publishing’s Advanced Squad Leader. These don’t come out of the Plano very often, so perhaps one could be excused for dropping this counter, with its ragged, uneven edges, onto a game board. And indeed, there is a minor schism in the hobby between those who tend to these nibs, the clippers, and those who do not. I’ve examined the reasons to clip or trim counter corners in the past, and I am unabashedly in the clipping camp, for aesthetic reasons as well as practical reasons.

My tool of choice for years was a trusty hobby knife with easily replaceable blade. I’m minimalist in my trimming, trying to strike a balance between uniform counters and taking off as little of the existing counter as possible. Some people swear by nail clippers (hence, “clipping” counters), but they’ve always taken a bit more off than I prefer, and they strike me as being a bit imprecise. And don’t even get me started on counter clipping jigs. Clipping counters should not be a mass production project, even when one has thousands of counters to process—I like to examine the counters as I clip, particularly for operational level games with much variation between units.

But, after a recent trimming extravaganza to get a game ready for a wargaming convention, I was about ready to join the non-clipping camp. Four hundred counters, four trims per counter. Blah. That’s a lot of knife work, I made some poor trims towards the end, and my fingers cramped all day thereafter. Surely a better method exists?

Read more

Doctor Who Project: The Celestial Toymaker

I’m not sure that I like these clowns!

As we near the end of Doctor Who‘s third season, the Doctor and his intrepid companions have confronted many foes since in 1963: dastardly Daleks, malicious Monoids, tetchy Trojans, and an aggressive Animus, to name a few. So perhaps we can forgive whoever commissioned Brian Hayles to provide the Doctor with his most frightful opponents yet in “The Celestial Toymaker” (Story Production Code Y)—clowns. And also an overgrown schoolboy, characters from a pantomime, and some living playing cards.

In fairness, the notion of the Doctor meeting an immortal gamemaster, the eponymous Celestial Toymaker, who seeks to entrap the Doctor for all time as a worthy opponent, sounds quite promising. With his mind alone, the Toymaker (Michael Gough) has the power to affect the TARDIS and the Doctor himself, making him a more dangerous foe than any the Doctor has yet met. And, more to the point, the Doctor has met him before and escaped.

Screencap of The Celestial Toymaker via the BBC

While most of the stories to this point have featured lead-outs from the prior story, providing a thin narrative continuity, “The Celestial Toymaker” continues referring to the events on “The Ark” for a good portion of the first episode. The Toymaker has the ability to make the Doctor disappear and become intangible, changes taken at first to be linked the similarly incorporeal Refusians. It’s not until the Doctor realizes that he is confronting the Toymaker that he definitively dismisses the notion that the Refusians are involved:

Well, I don’t think it was the Refusians’ influence that made me become intangible. No! I think it was something here, and I don’t like the feel of the place any more than you do, but, ah, we have to face up to it. You know, I think I was meant to come here.

The Toymaker seems to have the measure of the Doctor. He realized that getting the Doctor out of the TARDIS was a simple matter of blanking the screens, knowing that his insatiable curiosity would lead him to investigate. And the Doctor, for his part, acknowledges that the Toymaker is a notorious figure who lures unwary travelers to his realm in order to trap them, for his own amusement. The Toymaker does seem to adhere to a particular set of rules, however, and he offers the Doctor, Steven, and Dodo the chance to escape, by winning his games, albeit games tilted to his favor.

A battle of wits between old foes should be in the offing; instead, we get electrified hopscotch and two episodes of a disembodied hand playing Solitaire. Oh, yes, and the clowns.

Read more

Winter Offensive 2014 After Action Report

Another year already? Seems like just yesterday I was walking the halls of the Bowie, Maryland, Comfort Inn for Winter Offensive, the East Coast’s premier Advanced Squad Leader tournament and all-around game fest. The time between these confabs flies by, or perhaps that’s just a side effect of getting older.

Winter Offensive 2014

As ever, hosts Multi-Man Publishing put on a fine show, with Winter Offensive 2014 seeing a record 134 attendees by Saturday afternoon, eight higher than last year’s record of 126. All three ballrooms were open from Thursday’s start, and the extra initial space was much appreciated. Quite a few people were already there by Thursday evening, more than I had seen in years past. The crowd was mostly the same as ever, with familiar faces in abundance and a smattering of new (to me) players.

I started festivities with a playing of Three Crowns/MMP’s A Victory Complete, an operational-level look at the Tannenberg campaign. Chris Chapman, a long-time gaming compatriot, took the overwhelmed yet qualitatively superior Germans against my overwhelming yet qualitatively inferior Russians. The chit-draw game system felt like a comfortable fit for the situation, and we took the game almost to the end before we called it, with the Germans managing to push the Russians out of Prussia, but not enough for more than a marginal victory. Nice graphics overall on this one, though the corps colors for the Russians were nigh indistinguishable from one another in some circumstances, leading to much confusion in a system dependent upon corps-by-corps activations.

The main event (mine, at least) came on Friday, when I matched up with another of my long-time opponents, Doug Bush, in a playing of SPI’s BAOR, part of the Central Front Series focusing on operational-level battles in a thankfully hypothetical WWIII. I had the doughty British Army of the Rhine, holding the Weser River with considerable help from the Belgians and West Germans, while Doug drove the first and second Soviet echelons against my thin line. Neither of us had played the series before, but we soon got the hang of the rather unorthodox attack-as-movement system and the tracking of units’ gradual-then-sudden deterioration via friction points. By the end of the day—we put in a good twelve hours—the Soviets had achieved a substantial victory, with several more turns (and another echelon) to go. They hadn’t breached the Weser, though, so I’ll chalk up a moral victory.

BAOR

The system plays smoothly, particularly for the highly mobile contemporary forces involved. I don’t know that I’ll break this one out again anytime soon, but I’m quite pleased to have finally gotten this old gem (from 1981) off the shelf and onto the table.

For me, this Winter Offensive will probably be remembered as the year I finally broke down and played ASL again, for the first time in years and years. Regular gaming chum Mike Vogt graciously faced off against me and my absurdly dusty rule book in an all-day Saturday scenario, the Chas Smith-designed “The Shan Capital,” featuring Chinese GMD troops holding a town against Thai (!) forces in 1942 Burma. Gotta play something like that, no question, so I took the plunge back into the tactical game system. Mike held on for the victory with a very cagey fighting withdrawal, limiting me to two of the four required victory buildings by scenario’s end. I even managed a Thai hero creation. That’s a feather in any gamer’s hat.

It was good to get some ASL under my belt again. I might have to start playing a bit more—there’s a reason the system is going strong almost thirty years after its release.

No Winter Offensive would be complete without some late-night gaming. I played in fewer than usual this year, only managing one play of Sierra Madre’s Pax Porfiriana, my current card game of choice, and one of FFG’s Battlestar Galactica, a game that has become something of a cult favorite with my gaming crowd. The humans lost in the latter, coming a single jump away from reaching Kobol, but the toasters prevailed, as is their metallic wont.

My thanks to the team at MMP for another great three days of gaming. Now if only I could get three days of sleep to compensate.

Doctor Who Project: The Ark

Remember your journey is very important, young man. Therefore, you must travel with understanding as well as hope.

No sooner do we see Dodo running into the TARDIS than we see her running back out, into a jungle. In a spaceship. With an elephant. Wearing medieval clothing. (Dodo, not the elephant.) All watched over by a single-eyed humanoid creature. Paul Erickson and Lesley Scott waste no time getting the narrative going in “The Ark” (Story Production Code X), cutting from a lushly realized jungle setting to a futuristic control room, where a human judge wearing flip-flops sentences an unmindful technician to the punishment of seven hundred years of miniaturization for having failed to pay attention to a gauge. And did we mention the elephant?

Hey, look at him, then!

“The Ark” exists in full on film, and happily so. Director Michael Imison and crew put together a quite lavish studio production, with wonderful high angle shots and detailed sets. There’s a panning shot that catches a moving snake on a tree for no more than half a second—even the elephant serves as little more than a quick prop to establish the profusion of Earth wildlife contained inside the giant generation ship our travellers find themselves on. I can only imagine the effort taken to get an elephant into the studio. Careful placement of trees and doors, accentuated by weaving camera work, further provides a sense of space and dimension, allowing the setting to become a character in its own right, one arguably more interesting than the other characters we meet in this four-episode story.

Not much money for costumes after the elaborate sets

The Doctor quickly realizes that they have landed in no ordinary jungle, noting the odd combination of wildlife but mostly because, as he tells Steven, “it’s a jungle with a steel sky!” He further determines that the jungle floor vibrates slightly, but before he can explore further, he and his companions are captured by the human Guardians and their servants/slaves, the mute Monoids. A brief expository interlude fills in the gaps in our knowledge: the Earth is dying, roughly ten million years in the future, and being left “for the last time,” with all of Earth’s humans and a sampling of the wildlife on board a generation ship bound for the distant planet Refusis Two (a planet name one might expect from Terry Nation). Most of the humans and Monoids have been miniaturized for the generations-long journey, due to be completed in seven hundred years.

For so advanced an era, though, much knowledge has been lost through war and general decay. Rather than using some form of automation, the few non-miniaturized humans who serve as the giant ship’s crew rely on the Monoids as servants, even though preparing food takes little more effort than dropping a pill in water. They know little about the planet they’ve set their sights on colonizing, and frankly plan on annihilating the indigenous inhabitants on landing if they put up a fuss.

Curse of the Fatal Sneeze

Not very advanced, then—more caretakers of tradition than technology—but still, all seems well and good. The Commander of the spaceship, which Dodo christens the Ark, seems content that the Doctor and friends mean no harm, despite some misgivings by the Deputy Commander, and our intrepid adventurers about to return to the TARDIS when Dodo sneezes. And causes a plague.

Read more

You Always Remember Your First Vault: Fallout

The first time my computer-controlled companion Ian accidentally shot me dead with the sub-machine gun I had given him, I just shrugged. It was my fault for standing too close to the radscorpion, blocking Ian’s line of fire. Even though I hadn’t played in over fifteen years, I remembered that these types of mishaps could occur in the post-apocalyptic landscape of Interplay/Black Isle’s Fallout (1997).

Isometric Zombies! Well, ghouls, actually, but close enough.

Just load up the auto-save and we’re good to go. Except, there was none. And I hadn’t bothered to save once the last ninety minutes. I mean, who dies in the first two hours of a computer role playing game? Come to think of it, there hadn’t been a tutorial, either. Sure, there were some rats to beat up on, for practice, but none of the hand-holding I had gotten used to with the games of the last ten years. Even the generational successor to Fallout, Fallout 3, took you step-by-step, literally starting you off as a baby learning to walk (or WASD, as the case may be). But here, with Fallout? Nope.

Undaunted, I started over, happy to have a chance to tweak some set-in-stone starting characteristics. I fought through the rats again and ventured forth into the unknown. And promptly died again to a random event far too overwhelming for a first level character. Yeah, I didn’t save this time either. Who dies in the starting area?

Rats of Doom

This plan of mine to replay Fallout in light of the progress being made on Wasteland 2, the rumors of Fallout 4’s production, and, fortuitously, the generosity of Good Old Games in giving away a free copy in a recent promotion wasn’t getting off to a very good start. But I persevered, and even read the manual, which counseled saving early and often, a tip I took to heart.

Fallout, much like the game that preceded it ten years earlier, Wasteland, allows freedom of choice and action with concomitant consequences. Give Ian that big gun, the better to mow down super mutants and uppity rodents, and he’s just as likely to accidentally hit a bystander, turning an entire town against you (and wiping out vast numbers of potential quests from said town). Fallout even contains a time-sensitive quest, anathema in this era of gamers wanting to complete every possible quest at leisure, regardless of choices made. You’ve got 150 days to save Vault 13 from doom, and the game conspires to use up those days. Show up in a little village after dark? Everyone’s asleep, come back in the morning. Want to visit another town? That’s a week of travel right there.

Suffice it to say, they don’t really make them like this anymore. Sure, Fallout 3/New Vegas contained pseudo-morality systems that forced particular quest branchings, but you never felt under pressure, forced to make really tough choices. If you want to spend a ton of time walking all over the map, the main quest in Fallout 3 will wait for you. And I confess that I’m not a big fan of time-sensitive quests—this Fallout playthrough, I bee-lined right for the solution once I had gained sufficient resources to solve the problem, a resolution I somehow remembered over the years, so that I could play the rest of the game at a leisurely pace.

As a journey of exploration, my replay of Fallout has been enjoyable, but it lacks that tension inherent in the first play, when I managed to save the Vault with scant days to spare. That was a gaming experience I remember to this day, and they don’t make many of those these days, either, which is why I always give Ian the SMG every chance I get.

Doctor Who Project: The Massacre of St. Bartholomew’s Eve

Even after all this time he cannot understand. I dare not change history.

Early Doctor Who specialized in the “historical” story, in keeping with its original remit as an educational show and, indeed, as a means of leveraging the BBC’s enormous investment in period costumes, sets, and actors. By the middle of the third season, the show had already visited prehistoric times, Kublai Khan’s China, the Aztec empire, revolutionary France, Nero’s Rome, the Crusades, and mythological Greece, not to mention Britain in various times and places. But is an historical Doctor Who story actually an “historical” if no one knows the history involved?

In John Lucarotti’s “The Massacre of St. Bartholomew’s Eve” (Story Production Code W), the Doctor and Steven arrive in sixteenth century France just outside of Paris, fresh from the deaths of pseudo-companions Sara Kingdom and Katarina—though notably the story does not make mention of those events. One might have expected lighter fare after the dark ending of the prior story, but instead we are treated to the eponymous massacre of Protestants by Catholics in Paris and surroundings in 1572. Even for contemporary viewers, the history on display here is not considered common knowledge. Lucarotti spends several scenes establishing the animosity between Protestants and Catholics in the era, ostensibly for Steven’s benefit, as he is as lost as the viewer. Prior historicals never spent this much explicit effort setting the stage for events.

The effect mirrors the kind of exposition one finds in stories taking place in far futures, where, say, the conflict between the Sensorites and the humans needs to be explicated for the plot to function. There’s a tension in this story that is lacking in the other historicals—while the title hints at what is to come, the viewer’s own historical knowledge doesn’t fill in the gaps in the same way that the presence of Nero guarantees that Rome is going to burn by the final episode. Thus, there’s a real uncertainty as to the target of the assassination plot by Catherine de Medici revealed early in the story: is it King Charles of France, the Protestant prince Navarre, a member of the court? The end result is the most compelling of the historicals to date, mostly because the Doctor doesn’t actually do anything at all in the whole story.

Lucarotti’s story features less of the Doctor than any other story to date (though not less of William Hartnell), as our time traveller is absent from the middle two episodes, leaving lone companion Steven to carry the narrative burden, which Peter Purves carries off nicely. Steven could have avoided all the trouble in the story, though, if the Doctor had given him sous instead of golden écu.

Read more