Doctor Who Project: The Mutants/The Daleks

Oh, Grandfather! Couldn’t we stay a bit longer? The Thals are such nice people!
And the Daleks are not, which is more important, my child!

From the loinskin clad cave dwellers of “100,000 BC”, the Doctor, Susan, Ian, and Barbara move on to, well, the blonde-haired, blue-eyed, padded vest- and leather pants-wearing Thals of “The Mutants” (Story Production Code B). A slight improvement, at least on a hygienic level.

But no one ever spares a thought for the peaceful Thals and their worship of history and penchant for wearing foam rubber, because the Daleks make their debut:

Obey! Obey!

This story, also known as “The Daleks” for somewhat obvious reasons, transformed Dr. Who from that show that came on before Juke Box Jury to phenomenon. As Howe and Walker put it in Doctor Who: The Television Companion:

Virtually overnight, this gentle, partly educational family series for Saturday teatimes was transformed into the show that, for many people, just had to be watched at all costs.

Stretching over seven episodes, “The Mutants” featured the Daleks quite prominently from episode two onwards, and the mystery of just what hid within the machine monsters is stoked by the appearance of a claw peeking from under a cloak where the Doctor and Ian unceremoniously dumped the contents of a disabled Dalek at the end of episode three. Such hints at greater mystery undoubtedly kept viewers riveted.

But the Daleks aren’t the only stars of this show, and “The Mutants” sets up several lasting Whovian themes.

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Iain M. Banks’ Culture Novel Primer

Skipping through science fiction blog io9 the other day, I ran across a guide to the Culture novels of Iain M. Banks:

Not only do we have a rundown of every single Culture novel, but we’ve also got some important excerpts from an obscure essay Banks wrote in 1994 about the ideas behind the Culture universe. Get ready to enter a world where ships are sentient, humans live for half a millennium, and living on a planet is probably the most backward thing you can do.

I must confess that I had never heard of the Culture series of novels, nor of Iain M. Banks. But I’m easily smitten by world-building writers who create detailed civilizations and set interconnected novel in said universes, David Brin’s Uplift universe being possibly my favorite such creation.

I’ve begun reading the first novel in the Culture series, Consider Phlebas, whose title is drawn from the “Death by Water” section of T.S. Eliot’s “The Waste Land”:

Gentile or Jew
O you who turn the wheel and look to windward,
Consider Phlebas, who was once handsome and tall as you.

Banks quotes this portion of the poem in the epigraph to the novel, setting us up for a tale of self-sacrifice in the cause of something greater. Just referencing Eliot doesn’t guarantee a literate novel, but what I’ve read so far suggests I’m in for a well-written journey.

License to Roll: James Bond Games for Children

Let's Be James Bond!
I found this four page gem of an advertisement tucked in a recently acquired copy of James Bond 007: Assault! (Victory Games, 1985). The game itself is a modestly complex game reenacting the assault on the volcano fortress from You Only Live Twice, with rules for adapting the game (and the underlying tactical combat system) for use with VG’s James Bond 007 RPG.

These roll-to-move “Action Episode Games” are hardly challenging for anyone who received the flyer in the Assault! game—as the flyer notes, they’re “For Children 8 and Up.” While possibly the games could be used in conjunction with the RPG, the intended demographic seems to be the children of wargamers/RPGers.

The gamer parents I’ve spoken with seem united in the hope that their children to also take up gaming. Hang around gamers of any stripe long enough and you hear the lament about the “greying” of the hobby. This old VG advertisement taps into the desire to grow a new generation of gamers, with games that provide a stepping stone into more complex simulations, taking kids who were skipping around Candyland into the Funhouse Maze from The Man with the Golden Gun, dodging Scaramanga while pursuing the Solex Agitator.

The games do appear to have some heft to them—fifty cards in one, an ammunition record pad in another, and at least a modicum of strategy required. These games had to be fun right out of the box and be simple enough for the stated audience to play, a very different design requirement than the usual VG fare.

Of note, the very happy children in the very 1980’s living room are actually using a playtest version of the You Only Live Twice action episode game map with pieces from the James Bond 007 RPG Gamemaster Pack.

Interior pages and back cover of the flyer after the jump.

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The Name Game: Real Names versus Character Names in MMOs

I’ve spent eighteen months interacting almost daily with the same group of forty to fifty people, for up to four hours a day on occasion. None of them call me by name.

Oh, they know my character’s name in World of Warcraft (WoW), the massively multi-player online role playing game (MMORPG) where we interact as a guild, confronting the game’s tougher challenges as a team. My guildmates know my catch phrases and my habits, my playing style and my singing ability (or lack thereof), but few of them know the name I was born to. I’m not Chris to them in WoW—I’m Fellstone. And if someone were to use my real name in the game, I probably wouldn’t even respond to it, out of non-recognition rather than petulance. Am I Fellstone to myself in WoW, too?

Gaming in general involves some degree of identification beyond the self. We invest the checker we move with the desire to reach the other side of the board, the video game sprite we maneuver via joystick with the will to thread a maze. Avalon Hill game boxes were festooned with blurbs drawing the would-be gamer into the game world contained within. For instance, Circus Maximus (Avalon Hill, 1980) invites you to identify with the setting on a personal level:

From your vantage point behind the matched grays of the House of Gaiius, you watch as the sultry image is broken by the clatter of late-arriving chariots approaching the starting line…. The Roman is using razor sharp scythe blades—a cruel threat to any wheel or horseflesh which ventures too near. You are all that stands between him and the favorable inside position at the far corner.

The outcomes of games matter because we are involved with them personally to some extent. Role playing games—traditional pen-and paper, computer, and online—rely on the one-to-one identification between the player and the character played for their power and effect. We identify with the character; much of the impetus for playing RPGs stems from the desire to develop the character. RPGs, particularly online and pen-and-paper, tend not to have “winning” conditions, the character’s evolution being the paramount reason for playing at all. At some point, we transition from “Helvetica the Mage died!” to “I died!”

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Game Preview: Birds of Prey

You know, some mornings, you just wake up and say, “Gee, the world needs another jet era air combat game that fits somewhere on the difficulty scale between Air Superiority and Speed of Heat.”

If that was you this morning, then you’re in luck:

Birds of Prey playtest set, taken from https://www.airbattle.com

Birds of Prey (Ad Astra Games), which just entered its pre-order stage, is a tactical air combat game focusing on jet dogfights, notable for its use of pitch and altitude markers under “box minis” that actually tilt the plane in its proper attitude—sort of a counter-miniature hybrid game.

Sadly, there’s not much information available on the Birds of Prey website beyond some basic marketing text. Not enough, at least, to justify a pre-order from me as yet—particularly given the strange self-e-mailing PDF pre-order system they’re using that is incompatible with the default Mac OS .pdf reader—but I’m hopeful that they’ll get a proper site with more details online soon.

In particular, I wonder about the “box minis”—will the registration on the die cuts be tight enough, and the construction simple enough, to produce aesthetically pleasing results? The “box minis” look pretty good in the playtest image above, but what about average results? I’m not renowned for my arts and crafts acumen. Board wargamers want to punch and play (or at the very most, punch, trim, and play). Don’t make us glue and fold stuff.

Worth following, though, and they’re shooting for a Summer release at Origins.

Update (March 14, 2008): Phil Markgraf has been in touch with me regarding the pre-order difficulties noted above. He’s put information on how to pre-order via e-mail on the Birds of Prey website. [Link outdated as of 2023, somewhat understandably.]

Movement Points: Standard Combat System

How one moves a unit in a wargame is, to my thinking, integral to how that game plays and, perhaps more importantly, how to understand the game. Game designers give us clues about the best use of units and potential strategies via the movement rules.

Movement allows you to bring your units to (or away from) combat in a manner of your own choosing. You can maneuver to assault the weakest point of your opponent’s line, make spoiling attacks to prevent his or her strongest units from operating at peak efficiency, or waste your forces in ill-advised sallies against well-fortified positions. Conversely, movement allows you to withdraw to better terrain, cut off enemy supply, and occupy vital territory, furthering your aims without attacking.

Combat is only part of a wargame. One of the hobby’s most venerable publications is called Fire & Movement, after all. Without movement, you’re simply rolling dice to see who wins. At that rate, just play Yahtzee.

One of the most succinct expressions of “how to move” can be found in the Standard Combat System (.pdf) (Multi-Man Publishing/The Gamers).

The SCS movement rules are a distillation of years of “best wargaming practice”—someone who has only played Avalon Hill or SPI games from the 1960’s or 1970’s wouldn’t have much trouble picking up an SCS game.

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