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Playing at the World

by Rindis on May 19, 2013 at 1:14 pm
Posted In: Books

When I was growing up, my dad had a small business in the wargaming industry, acting as a wholesaler for other companies, selling games retail by mail, and publishing a magazine. So, I grew up amidst a collection disparate products from Avalon Hill, SPI, and an insane number of tiny publishers in the wargaming and burgeoning RPG market.

Much of Jon Peterson’s Playing at the World therefore is familiar ground. Familiar, but not extensively known, since I was never all that directly plugged into the events he talks about. However, I have contemplated trying to produce such a book myself. While this isn’t the book I’d write, it is close, and it shows just how insane an undertaking it would be to do my half-formed thoughts right. Jon is obviously a fellow fan, and his viewpoint is shown on the cover, which features a hand-drawn dungeon map on graph paper, a couple of hand-made wargame counters, and a well-worn old-style d10, and on the title page, which is done to look like a copy of an old fanzine cover, complete with staple in the corner, and a rust mark from an old paperclip. In his acknowledgements, he mentions “In keeping with the tradition of self-publishing exemplified by gaming fandom, this work was written, edited, typeset, illustrated and published by the author with the help of some friends.” The lack of professional editing shows on occasion, but given the nature of the project, it’s very well done. It also points up a criminal lack of academic interest in subjects that have had a profound influence on popular culture, and therefore modern culture as a whole; one of the author’s assertions is that early RPGs pioneered systems that can be seen in the vast bulk of current video games, and he later points out that the only histories of the SF&F genre are similarly self-generated without any real scholarly interest.

The bibliography of this massive work is twenty-five pages long, most of it dedicated to various tiny-run fanzines of the period. Jon Peterson went to an amazing amount of effort scouring eBay, and getting access to private collections to be able to reference ‘zines that often had a run of less than a hundred copies per issue. All of this is in pursuit tracking down what people said at the time, rather than relying on what they said about it later. The scope and breadth of his research shows both in the main text, and in copious footnotes that give asides, point out connections, develop an argument further, etc.

There’s two themes in this book. The first, and heavily dominant one, is the history of the birth of Dungeons & Dragons. The first chapter (of five, they’re all massive chapters) covers from the birth of commercial wargaming in the late fifties to the publication of the original box set at the beginning of 1974. The next three chapters are massive essays on just what history and concepts fed into that, before the last chapter picks up the main story again, and covers the next few years, effectively leaving off with the publication of the AD&D Player’s Handbook, by which time the concept of the ‘role-playing game’ had taken root, and other competing systems were coming out at an increasingly furious pace. So furious, in fact, that even Playing at the World‘s normally exhaustive coverage starts breaking down, such as when the company Wee Warriors gets mentioned in a footnote with no explanation of who they were, or what they had been doing, other than picking up the publishing of the product that was the subject of the footnote.

The middle three chapters are deep dives into what Jon Peterson feels are related subjects. The second chapter looks at the origin and history of the fantasy genre, to show how the genre was understood at the time of D&D. He also points out the recurring theme of the ‘visitation story’, where a person from the real world is transported to a fantastic land, and then returns to the real world at the end, which he posits played a part in why the first RPG was a fantasy RPG. The third chapter takes a look at the history trying to simulate events in games, effectively a history of wargaming from early chess variants into dedicated kriegspiel systems, then through more civilian efforts, the rise of miniatures wargamers inside of toy soldier collectors, and thence into commercial wargaming explored at the beginning. This part comes with extra warnings from the author that it really is for the more dedicated reader, though I found it all fascinating. The fourth chapter looks at the idea of ‘role playing’, and notes several powerful instances of shared collaboration in a fictional world. This one is rougher, and doesn’t flow as well, but there’s some interesting groping towards the shape of an instinctual type of ‘group think’ that can have a very powerful impact on people.

The second theme of the book is just how far the concepts pioneered in D&D have carried outside of traditional RPGs. It doesn’t get a lot of space in the book, being mostly confined to the introduction and epilogue, but again, he has some interesting things to say.

It’s a truly massive book (no, really, I was very surprised by the weight of my Christmas present when it showed up), and the result of an undertaking no less massive. But it reads very well, I had problems putting it down every time I picked it up. I can quibble about a few facts, but they’d be at most clarifications of points he raises, can doubt some of his assertions, but they are massively snowed under by the amount of other arguments that are rock-solid. It’s a great, enjoyable book, about a small, critical happening, and why it happened when and how it did, and anyone with an interest in gaming really needs to pick this up.

└ Tags: books, gaming, review
1 Comment

Two Rounds of Leptis

by Rindis on May 14, 2013 at 11:03 pm
Posted In: CC:Ancients

Being in between ASL games again, Patch and I played the final game from Truceless War tonight, the Battle of Leptis.

It’s certainly weighted against the rebels, with 4 cards to 6, and starting very near the base line. However, they’ve got a good line, and have the tools to make it work, if they can avoid being overwhelmed by the three Carthaginian elephant units. Also, new unit time for us, the rebels have a heavy chariot, which should be a good elephant hunter since they ignore the first sword hit, and on the offense will manage four dice to three.

I had the Carthaginians first, and drew what I called the ‘Summer Blockbuster Hand’. All special effects, not much plot. I only had a single ‘order’ card all game (Order Two Units Center), and no Leadership cards. With a Command of six, I decided to lead off with I Am Spartacus and see what it got me (one Hvy, two Med, two Light), and sent in the elephants against the HCH, while advancing an Aux, LC, and hitting a trapped Light with my two MC. The chariots evaded, while we traded one block each on the right, and I got a banner hit on an isolated light to cause a block loss. Patch managed to get one hit on each of my elephant units with archery, so I used Mounted Charge before he could get lucky again. I killed the HCH, a LC and a Light, mostly through banner hits, and also reduced an Aux to one block and a second to two, in return for losing an elephant while another retreated a hex.

Patch reshuffled his left flank and couldn’t do more than a single banner to my elephants, while I Ordered Heavy to move up my two heavies and the remaining elephants. I knocked out the weak Aux, and then forced a Heavy off the line, and forced a LS way out in front to retreat to the base line and lose a block on two banners. Patch put his center in motion and picked off one of the elephants, and I Ordered Light, and put together a left-side line of LC and Light, and Aux, with one of my Heavies anchoring the end. Patch Double Timed his good troops into contact, and killed off the Aux for the price of one block. I Ordered Medium to put my line together in the center, and the MC hit his flank again, but they only managed one hit, while a two banner result sent the fresh unit all the way back to my baseline.

Patch moved his right flank, but failed to pick off my elephants, and I played I Am Spartacus again. I only got two units in action (LC and the remaining elephants on a leader wildcard), and picked off a Aux and Light to end the game. 6-3

Definitely one of the oddest games I’ve had with a lot of meaningful banner results shoving troops around, and causing a lot more block losses than I’ve seen before.

Leptis 1

For the second go-round, I was relieved to see more normal cards. I did not want to try to juggle a four-card hand full of various specialty cards. Patch started off on the right, knocking out a Light first thing, and reducing two other units by two blocks for no losses, and then went on the left and caused a couple losses (one to a blocked retreat on a banner…). I killed an elephant unit, and drove off some of his MC, but was still coming to grips with him when Patch played Mounted Charge.

He sent on MC to the extreme right, to kill my LC and weaken an Aux (who then killed the MC), while the other MC and an elephant took on Mathos+Med, who killed both units after taking three losses, and ignoring three banner results (across two attacks, of course). The remaining elephant wiped out the Heavy next to the other leader, and then knocked the leader’s Heavy to two blocks and forced a retreat. His LC cut off my LC and forced a kill on it.

I tried a Coordinated Assault, but he First Striked my attempt to get his elephants, and forced my Aux to retreat. Patch Counter Attacked to drive off my HCH with a loss and kill off my Heavies, forcing the leader to evade off the board.

Being down to mostly light units, I was trying to find ways to develop some concentration of force again, while picking off the elephants still in my line. Patch ended with an Order Mounted to envelop my left flank, and kill the HCH for the win. 6-4

Leptis 2

The battle is definitely more even than it looks, though the Rebels are certainly vulnerable to being caught with a junk hand. However, both sides are a bit more scattered than usual, which accentuates the importance of banner results. I think if there were no elephants, the Carthaginians would really have their work cut out for them.

└ Tags: C&C Ancients, gaming
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No Question of Attack

by Rindis on May 12, 2013 at 11:05 pm
Posted In: Boardgaming

Mark came over today, and we tried out No Question of Surrender, which I’ve had for more than a year now, and Mark just received in a recent MMP sale. I originally preordered it to try out the new Grand Tactical System that was getting lots of praise from The Devil’s Cauldron. With the long time to publishing, I had kind of gone cold on it, and I didn’t even get around to punching it until recently.

Anyway, it is a fairly interesting, if somewhat fiddly, system. We started out with the first scenario, which finished up in time for lunch, and then sorted out the counters to begin a go at the second scenario. The first scenario is tiny, going two turns, with only three Italian units (plus a leader) involved in the historical attack on on Bir Hakeim.

I decided to take the Italians, so Mark set up his defense once he arrived, and we had at it. Approaching a fortification with light tanks when there’s anti-tank guns around is very dangerous, and this was quickly demonstrated, as I tried to keep advancing once the AT position was revealed (to get into my own range) and lost the first unit on an ‘E’ result. The other two lasted through the turn, but took another hit. The second turn didn’t go well either, loosing a second unit outright, with the last survivor ending the game stuck at the gates with infantry barring his way, and two cohesion hits.

The opportunity fire rules can be quite nasty, as everything in range can fire on a moving unit, and the +3 bonus from moving from an in-range hex to another in-range hex makes the longer-range fire zones especially dangerous to be in, especially here, where there’s no obstacles to LOS. In this case Mark’s dice made things worse, and the AT unit made most of its firing opportunities, and he tended to roll the highest possible result that would hit, causing the high losses (an interesting wrinkle of the system—you want to roll the highest number that will hit).

After lunch, we got going on the second scenario, which is the hypothetical set up of if the entire Ariete division had attacked the position in a coordinated attack (which is what Rommel had intended when he ordered the attack), instead of just sending in one battalion. We only got partway through the second turn (of six), but quite a bit happened.

I had the Italians again, and this time had the choice of coming in from three different directions (from NE, E, or SE), and looking at Mark’s set up, decided that the SE looked vulnerable, with two potential AT gun positions, some distance away from each other, and the only route into the fort that was not mined. So I came in from that direction, leaving four independent units to come in later, so that he had to continue covering most of the perimeter, or let them just drive right in.

I was originally thinking of moving the Bersaglieri force in first, advancing on the initial divisional activation, and then moving up further on the free formation activation, while the armor hung back out of AT range. However, I ended up using my Command points to get in touch with my artillery and bring fire on the two AT positions, which blinded them with Heavy Barrages (and getting a hit on a unit that was in the same hex as one of them). This allowed me to race the armor forward, and actually seize the entry hex into the fort, and start fighting the nearest infantry units guarding the area.

His activations came at the end of the turn (in fact, his Direct Command chit was the last in the cup), and his artillery started causing trouble. Thankfully, they’re 4 firepower, one-step units, so they can only lay down Light Barrages (the dice have been much better for me this game, letting me pass some fairly low troop quality checks). We left the day with the Corazzato’s formation activation partly done. I’ve managed to get an armor unit adjacent to his AT position, locking it down (the other turned out to be a Dummy), and we ended the day with a pair of fresh units driving through the light bombardment to assault his nearest infantry unit, which had already taken two cohesion hits. One company ended up taking two cohesion hits itself, but the defender was wiped out in two rounds (and some low rolls).

We’re hoping we might get a chance to continue the fight, so I put our final position into the Vassal module:
NQoS-2 Mark-1

While transferring it to Vassal, I discovered an important thing we had gotten wrong amongst all the modifiers. I got the idea that Bir Hakiem was a -1 defensive modifier (like all the other bonuses it gives), instead of a -2. My rolls have been such that it probably doesn’t change too much, but it’s still very important, since there’s just no good odds attacks for the Italians. The annoying thing is that Mark has rolled a ‘0’ for his Dispatch points both times, getting 4 in two turns, and allowing a potentially very active defense (he took the artillery unit for this turn, and has already gotten the chit out).

The system is a little fiddly, with three different types of activation chits, points to keep track of, a number of modifiers to a host of different values, but it’s well put together. It’s fun, and feels like it’s got combat at this scale fairly well handled. I think I’d like to see a game bigger than this, but still smaller than the Market-Garden pair though.

└ Tags: gaming, GTS, NQoS
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OA24 Buying Time

by Rindis on May 9, 2013 at 12:00 pm
Posted In: ASL

Patch and I have been wanting to do more with the French lately, and still want to see more of the good ol’ American 666, so we decided upon trying OA24 “Buying Time” from Out of the Attic 2, which we’d both gotten relatively recently. Patch took the defending Americans and had a hard time working out a setup.

It’s Morocco in late ’42, and the Americans are trying to keep the French from getting at the beaches where troops are still off-loading with six squads (mix of 666 and 546), two BAZ, a MTR and a MMG. The French enter in the middle of board 19 with ten squads, all in trucks or on motorcycles and three AMD 50 AM armored cars, and have to get 12 EVP off the middle of board 19 (just under one full board length total) in 6.5 turns (and the three ACs could win it themselves). There’s two overlays to get rid of a couple buildings on the already fairly open board 19.

The Americans can set up on three quarters of the available area, but Patch’s line was fairly far back, with only one stack actually on board 17 at all. After fixing a goof where I forgot about the ACs being radioless during setup, they, and a chunk of motorcycle infantry entered on the east edge, where the main continuous road is, and the rest entered near the center, with the plan of possibly deploying in the grain, and/or continuing towards the east, hopping over to the other road.

My second move blundered right into the MMG’s boresighted hex (19I1), which killed a motorcycle squad on a 1MC break and ’12’ Bail Out roll, while setting up a FL. The AC platoon went down the edge-road, towards the outpost in E3, while Patch panicked (You’re usually not this aggressive!), and I hoped the BAZ was not part of the stack. But, I figured it could only kill one of the three before the other two, and approaching infantry support got him where he couldn’t rout. If he was real…. Sadly, there’s no off-board road on the edge by the rules, and with Platoon Movement, it was all I could do to stop in his hex with the lead AC.

The east motorcycle force detoured around the FL by taking a route through a gap in the tree-line and offloaded, in the hopes of getting the MMG up and in action. I also unloaded one squad in the grain, where it would remain concealed and could advance to the hedgeline and try to keep an eye out for American movements. (Note, all the French trucks are Recalled as soon as they’re no longer carrying infantry).

As it turned out, 19I1 was Dummies, which was a relief… and a disappointment. The line ahead of me was just as solid as it looked, and there was a HIP squad out there somewhere.

OA24 1F
Situation, French Turn 1. North is to the left, the American setup area started at 19H, and the eventual goal is to exit off of 17R; Orchards are Olive Groves.
↓ Read the rest of this entry…

└ Tags: ASL, gaming, Out of the Attic 2
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Space Jutland

by Rindis on May 5, 2013 at 10:52 pm
Posted In: Boardgaming

Had the gang over yesterday for a second go a Space Empires 4X. Jason couldn’t make it, so it was me, Mark, Dave and Patch. The latter two hadn’t played before, so there was some explanations, rules reading, and tiny bits of advice to share from me and Mark.

The four-player game is notably different from the three-player version, because of the reduction in deep space encounters, which leads to a reduction in exploration losses. The game went pretty fast; there wasn’t lots of action, and no truly large fleet actions, but everyone was fairly well developed and trying to feel their way to expand without overreaching.

Dave concentrated on building a large fleet and turtleing early (he figured that was safest while he learned the game), which looked very impressive, and certainly kept me from wanting to mess with him, but it ended up technologically outmoded, and chewing up much of his economy in maintenance. It probably would not have been hard to take him apart, once this was realized.

Mark got adventurous first, and paid the price with constant border squabbles with me and Patch for the rest of the game. This kept him confined to his original ‘safe’ area, and he had troubles keeping that developed.

I ended up pursuing my quality fleet path again, mass producing DDs with Attack and Defense +1 (one of those I got from a Space Wreck), and not having much of a navy until that point. I managed to make do with those until I could get +2/+2 CAs out the door, which served me fairly well, though of course I never had enough. I ended up being the only one to get Movement 2, which helped more than I had thought. I managed to get most of my systems colonized early (and took terraforming early, because my home area barren world was adjacent to my homeworld), and got a couple barrens on my borders colonized and going fairly early. This lead to me having an economic advantage until the end, when Mark got one of my systems and Patch got two others just before we broke up for the day.

Patch had a decent start, but was the main victim of Mark’s first raiding foray. He recovered from that, and actually had quietly colonized three worlds in the center by the end. I only came to that realization late, and did not have anything within one turn’s travel of his worlds (five hexes…). So he ended with the strongest economy as of the ninth economic turn.

Patch had gotten out one BC at the end (used against Dave), while I had built three to try and stop the raiding on my Mark-side border. They caught both Mark and Patch’s forces, and all promptly died to a string of ‘1’s and ‘2’s. (There’s something wrong with our bloody ships today!)

Anyway, everyone enjoyed the game, and had a good time with it. There were some comments on the difficulty of keeping all the hidden information straight, which is a definite problem, but it seems the game is fun enough that everyone is willing to put up with it as the price of entry.

└ Tags: gaming, Space Empires
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