Idiot Rules: The Nuclear Option

Over at Zone of Influence, Matt Kirschenbaum has a nice piece on what may be the ultimate in Idiot Rules, the “nuclear die” (“Roll a D6 for Armageddon”):

What I like about this mechanic is that it breaks the frame of the game. By forcing the player to risk something very real—not just prospects for victory, because every wargamer wins and loses lots of games—but the time and experience already invested in setting up and playing the game and all the potential play that still remained.

Most Idiot Rules try to keep the wargamer in line by threatening the possibility of victory in some way—don’t cross this line or your opponent gains x amount of Victory Points, don’t abandon this city or you forfeit y number of reinforcement steps. The gamer has, at times, a choice and can balance the possible cost against the potential benefit.

Contemporary and Cold War wargames need to include the nuclear, chemical, and biological aspect, particularly in any hypothetical NATO/Pact conflicts. Leaving them out detracts from the sense of reality, but to allow their use without any penalty is equally unrealistic.

Boom.

The solution, as Matt points out, is to put something more than victory or defeat at stake. When games model nuclear escalation via the “nuclear die,” players leave to chance the possibility that a strategic nuclear exchange can occur. Lob that tactical nuke if you must, or use that chemical or biological strike to bump up an attack to the next odds column, but if you do, there’s a possibility that it’s game over.

No winner, no loser, just finished. Pack the counters back in the Plano.

Given that it’s a fair investment of time and effort to set up a wargame and play through it, being forced to stop the game is a potent deterrent indeed. Only an idiot would risk it, which is a fair model of the use of nuclear weapons as well.

Doctor Who Project: Marco Polo

I find your caravan most unusual, Doctor.

With the Fast Return Switch unstuck, the TARDIS lurches back from The Edge of Destruction and deposits our intrepid travelers on the Roof of the World, the Himalayas—Earth, albeit in the Thirteenth Century. But nothing can be easy, because the TARDIS promptly breaks down again, depriving them of heat, light, and water, miles from civilization of any sort. Luckily, though, they get a tow:

Need a lift?

Marco Polo just happens to be traveling by and gives the Doctor’s “caravan” a lift and his name to the seven-episode story. “Marco Polo” (Story Production Code D) is the first of the “historical” Dr. Who stories and, alas, the first of the stories that no longer exist in filmed form.

D'oh!

For reasons of frugality, shortsightedness, confusion, and bureaucratic bumbling, the BBC erased, discarded, and destroyed the video tapes holding either directly recorded or “telerecorded” episodes of many stories from the William Hartnell and Patrick Troughton eras. Film cans with master recordings were also destroyed. Fire hazards, I suppose. Only slowly did prints sent to other countries for broadcast, plus privately purchased recordings and even, as in the case of “Marco Polo,” audio recordings of the broadcasts, begin to return to the BBC. Richard Molesworth’s 1998 article for Doctor Who Magazine on the state of the Dr. Who archives provides a fascinating look into the complexities, quiet tragedies, and minor miracles surrounding the early stories’ loss and (partial) recovery. So this look at “Marco Polo” is based on a remastered (and abridged) audio recording of the story, accompanied by production photographs, put out by the BBC as a special feature on the DVDs of the initial three Hartnell stories.

So just what did the BBC destroy when they trashed “Marco Polo”?

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"The Game is the Thing": Gary Gygax on Rules

Gary Gygax, the co-creator of Dungeons & Dragons, passed away on March 4, 2008. His influence on role playing games of all types is inestimable.

61-68 gets you an Otyugh!

One of the richest sources of his thinking on rules and games is the original Dungeon Masters Guide (TSR, 1979). The DMG, while a thick book of rules itself, contains many exhortations to use the rules as tools to further the game rather than as constraints. Yet he was also mindful that too loose an interpretation of the rules could undo the base consistency he felt players had a right to expect from the game.

A collection of Gary Gygax’s thoughts on gaming and rules from the DMG follows.

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Philly Pork Passion in the Post

In what might be a first, and almost certainly will be a last, Movement Point has scooped the Washington Post!

In today’s Post, we find a paean to the Philadelphia roast pork sandwich, essentially replicating the findings here at Movement Point a full month ago about the superior quality of the roast pork sandwich as compared to the cheesesteak. It’s hard being a trend setter . . .

Oblique View of Roast Pork Sandwich from DiNic's on Flickr.com

Tim Warren’s article, “Gee Whiz, Cheesesteak Isn’t Philly’s Best Sub,” nicely describes the life-altering experience of his first roast pork sandwich encounter:

But when the transformative moment came for me, when the broccoli rabe mingled with the provolone and pork and juices in my mouth, it was easy to move on. Going from cheesesteaks to roast pork sandwiches was like listening to whatever pop music was on the radio, and one day discovering a station that played Sinatra and Duke Ellington.

Welcome to the fold, Tim.

Doctor Who Project: Inside the Spaceship/The Edge of Destruction

Have you any idea where we are, Doctor?
Where is not as important as why, young man!

That little incident with the Daleks behind them, our time travelers hop back on the TARDIS and promptly get stuck “Inside the Spaceship” (Story Production Code C). You’d swear that the inside of the TARDIS really did conform to the dimensions of a police box, the way being cooped up in there begins to affect them:

Bad Hair Day, with Scissors

This two episode story, also known as “The Edge of Destruction,” takes place entirely inside the TARDIS, the only story so confined and the only story solely featuring the Doctor and his companions. But while just William Hartnell (the Doctor), Carol Ann Ford (Susan), Jacqueline Hill (Barbara), and William Russell (Ian) are credited, one must make the case that the TARDIS becomes, for the first time, a character in Doctor Who as well. “Inside the Spaceship” is as much about the four travelers growing stronger as a team as it is about the mysterious workings of the TARDIS itself, even if the plot does hinge on a wonky spring.

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With a Story and a Side Arm: Bungie’s Marathon

Every few years, I reacquaint myself with an old friend, one I’ve known since 1994. It originally came on four 3.5″ floppies in a triangular box, produced by a Mac-only software shop with a funny name: Bungie. They had previously released Pathways into Darkness, an adventure shooter centering on an alien god awakening in a jungle pyramid. Their new Mac-only game? Marathon.

Marathon

The Marathon demo came out in late November, 1994, changing Mac gaming—and arguably computer gaming as well. It certainly wasn’t the first first person shooter; it wasn’t the first shooter to feature a detailed story told through interaction with in-game objects; it wasn’t the first shooter to use the mouse to change the player’s viewpoint independent of movement direction (mouse look); and it wasn’t the first shooter to attract an active modding community. But it did it all so very well, and on a platform not renowned for gaming to boot.

I upgraded my trusty Mac LC III to a whopping 8 MB of RAM (at no mean cost, either) in preparation for the full game after playing the demo, which I downloaded slowly on a 28.8k modem. USENET group comp.sys.mac.games lit up with conversations about the demo. Indeed, the volume of Marathon-related posts was so high that it spurred the split of c.s.m.g into various sub-groups, like .action and .flight-sim. I still have a record of a post I made to c.s.m.g that apologizes for posting about Marathon there:

From: chbaer@kestrel.cqi.com (chbaer)
Newsgroups: comp.sys.mac.games
Subject: Marathon and Micronauts?
Date: 15 Dec 1994 08:00:55 -0500
Message-ID: <3cpem7$d8e@kestrel.cqi.com>
X-Newsreader: TIN [version 1.2 PL0]

(Sorry, my server doesn’t carry alt.games.marathon or alt.mac.games.marathon)

Has anyone noticed the similarity between the soldiers and Bug from the
late-70’s/early-80’s comic book and action figure series Micronauts?
Bug, too, carries a fighting stick with a spade-like top. Hmm…
perhaps a plot connection (or at least something to think about until
Marathon ships).

Why the rabid fan base? Setting aside the fact that this amazing game was Mac-only, fostering quite proprietary feelings in the breasts of many Mac gamers, the game’s immersive story kept people coming back for more even after the last level.

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