Steve Zaccardi

A long time player and collector of board games and RPG's. Specializing in war games, conflict simulations, and historical subjects, I will play anything once, and some things for years.

Nov 092024
 

My 2d20 project for Modiphius’ World Builders community program has been released to DriveThruRPG. While not my first publication with Modiphius, it is my first through their World Builders community program. Rendezvous at Rouen for the Achtung! Cthulhu game line is a Section M mission set in France right after the surrender to Germany in June, 1940. It’s a sequel to the Quickstart adventure A Quick Trip to France.

My original goal was to release it on September 30th in time for Roll20’s “The Next Adventure” program. An unexpected event got in the way of that schedule: Hurricane Helene. The storm ravaged western North Carolina where I happened to be. Thankfully, (and by the grace of God), I came through it unscathed, but my heart goes out to those lives that were lost and the families impacted by the devastation of the storm. I had been through hurricanes before, but never in the mountains. I now have first hand understanding of flash floods and mudslides, along with a healthy respect for the convergence of moving water and terrain. 

With more time to complete the project I decided to add some details, do a little more research into the city of Rouen and its history and put more effort into the maps. These extras I think were worth it pushing the final page count to 32 from my original target of 15 pages. 

For those of you who are thinking about writing your own World Builders content, I thought it useful to give you an idea of the effort it took to produce this mission. I used tools that parallel Modiphius’ process and added extra time in for activities like layout and proofreading. Most of the art in the game is provided by Modiphius as part of the World Builders program. Art is one of the sticking points for tabletop RPG design. Unless you are a gifted artist, commissioning artwork is prohibitively expensive and no AI is permitted in the program. Thankfully, Modiphius gives its World Builders community access to an art pack for use in development. I took advantage of this everywhere I could in the manuscript with only a couple custom pieces I created that portray the relics of Saint Vitalis that the player characters acquire during the game.

With that, here is the rough breakdown of time spent in the various major areas and the tools used to accomplish the tasks.

Project start: 9/18/2024

Principal writing: 9/18 to 10/20, 32 writing days.
Tool: Scrivener
Word Count: 11,101 (Final Draft)

Map design: 10/21 to 10/27
Tool: Inkarnate
Maps Created: Rouen city, Rouen Cathedral, Grotto of Anguish, Hidden Cavern

Layout, editing and formatting: 10/28 to 11/4
Tools: Adobe InDesign and Photoshop, utilizes the World Builders template

Upload to DTRPG: 11/5
Tools: DTRPG submission tool and editor

That’s about 48 days total time to go from an outline to the finished product. To give you a sense of where it started, here’s the original outline idea: 

Rescue from Rouen

Scene 1
Sneaking into center city
Contact with underground

Scene 2
Entering the cathedral
Finding the crypt

Scene 3
Opening the door to the catacombs
Chase through the catacombs

Scene 4
Rendezvous with the boat
Escape the monster of the Seine

Note that the original working title was “Rescue from Rouen”. While the creation process was taking place, “Rescue” changed to “Rendezvous”; better with the French theme; then “from” changed naturally to “at”. Looking back on this first outline, I was impressed that not much changed from the scene flow other than one minor detail: there is no door to the catacombs. 

For how much is packed into this short four scene mission, that wasn’t a bad total project time. I was happy with the effort and it was fun to do. Given that this adventure is meant to complement and conclude the original Quickstart adventure, I wanted to keep the price modest and accessible for players. You really get your monies worth on this from a time and page count perspective, but I’d rather have this in the hands of players who are excited about Achtung! Cthulhu and want to explore a bit more before diving all the way in. 

This was a fun adventure to craft. The research in and of itself was a pleasure. I know more about Rouen and its cathedral than I ever did. I hope this is an enjoyable mission for both the gamemaster and players!

Mar 112023
 

To date my contributions here have been primarily about board gaming. While board gaming remains a very important part of what I will continue to cover here on the site, a new addition to the portfolio is on the horizon. As a long time player of roleplaying games, there has been a draw to the newest incarnations of that old hobby.

In recent years I have taken a keen interest in the evolutionary path of narrative mechanic driven RPGs. Fantasy Flight Games Star Wars system was one that I’d classify as a first “mass market” (for as mass a market as RPGs are) narrative driven games. In that game the dice themselves were the narrative modifier to the flow of the game with a light form of meta-currency. Another of these narrative systems games is the 2d20 System developed and published by Modiphius entertainment. In this game, the narrative mechanics are driven by meta-currency as well as the dice results. An interesting combination.

This year, Modiphius launched the 2d20 World Builders program. This program gives the 2d20 community the ability to produce content for the 2d20 rules system under the programs guidelines and structure. Creators are free to develop their own game using the 2d20 rules as well as one licensed property, their Achtung! Cthulhu setting. With the World Builders program, distribution of created content is through DriveThruRPG. Given the value of the system and the property, a very good opportunity for designers and creators.

I have begun work on an adventure for Achtung! Cthulhu with the intention of publication through the program. While I won’t go into too much detail right now, on what topic I will be covering in the “Secret War” of the setting, rest assured that my love of history, interest in World War 2, and love of storytelling will all combine into what I hope to be an interesting and engaging adventure. More to come!

Dec 062018
 

This post was originally published on boardgamegeek.com. For pictures please see the original post!

Find below an After Action Report for this years BattleLore games at Dice Tower Con (DTC) in Orlando Florida, July 4th-8th. Sincere apologies for the long post but there was so much to cover. So grab a cold glass of water (or other beverage of choice) and I would be honored if you read on!

I had the pleasure of running two games of Epic BattleLore with the designer Richard Borg. This all came about after I had observed a game Richard ran of Battle Cry at Dice Tower Con in 2016; in that game he had taken the normal epic sized Command & Colors form and expanded it even further. I went away from that game determined to design a scenario at that scale in my favorite variation of the system, BattleLore. Last year, at DTC 2017, I had played a single session with a combination of friends and family. After some discussions with Richard afterwards, and over the course of the intervening months, the game evolved into an official sign-up event for 2018.

I won’t go through the six hours of gameplay in detail. But I do want to give a sense of what we did for the games and the overall impressions I took away from them. We played two sessions on the Friday of the convention with a break of about 45 minutes in between. In standard Epic BattleLore there are four players, two per side, which face off with two standard boards placed together. After watching Richard expand this to eight players with Battle Cry in 2016, I scaled this scenario similarly with three “generals” and one “marshal” on each side. Each general commands the troops in one of the three sections (left, center, and right flanks) while the marshal makes the decisions of the command card selection from the epic rack and the team’s hand of cards. The marshal discusses the options with the generals and for the most part the team makes the decisions together. This player configuration fosters a lot of planning and interaction among the teammates which is an aspect I like quite a bit.

Below I’ll describe some of the special elements of the games in terms of the scenario played, the modified and special rules, the components used and some observations on the general gameplay. I also have a few picture to share of the action.

The Scenario
The scenario designed for this years battles was an updated version of what I played in 2017: the battle of Towton, 1461. Set in the carnage of the War of the Roses, Towton is known as England’s bloodiest day. Two massive armies faced off during the cold of winter in an unusual late season campaign. On one side the Lancastrians, symbolized by the red rose; while opposing them were the Yorkists and their white rose.

Each army needed three named historical figures from the battle to provide flavor and to match the “Field Commander” unit deployed in each section of the battlefield for the two sides (more on these Field Commander units later). From the cadre of leaders at the battle I chose Henry Holland, the Duke of Exeter; Henry Percy, the Earl of Northumberland; and Henry Beaufort, the Duke of Somerset, for the Lancastrian side. For the Yorkists we had Edward the IV, the Duke of York; William Neville, Lord Fauconberg; and Richard Neville, Earl of Warwick.

Each of the six players fielding troops in their section received one Field Commander unit along with a contingent of troops. The strength of the armies was balanced with a point system I designed previously for BattleLore scenario development. In general, each side had one section of heavy horse, a section with heavy foot, with lighter foot making up the third. All sections had some number of archers given that English longbows had played a pivotal role in the battle.

The Rules
At its core, the games were standard BattleLore 1st edition, using standard movement, flag, command card and battle rules. The Epic rules were in play with one tweak: the command rack contained five cards and was refreshed when down to two. Also, we played with Battle Savvy in effect. Lore rules were not used due to time and complexity, with one unique exception I’ll talk about below. The additional rules were added to accommodate the gigantic size of the game, and to brings some historical flavor to the battle.

Field Commanders
If you are familiar with Leaders from Command & Colors Ancients, then you know what a field commander is. In summary, this unit can be ordered as a normal unit, but when ordered can order a number of units up to its “Command Rating” that can trace a line to the Field Commanders hex.

They are treated in all respects as a Red banner mounted unit for movement and battle dice. As with C&C Ancients leaders and BattleLore monsters, a critical hit is required to eliminate them.

Given the massive amount of units in this game, using your Field Commanders effectively for movement and organizing attacks is crucial. A balance has to be taken between exposing the Field Commander to danger and using it to conduct an attack. The dynamics of this proved to be very entertaining during the games. Players had to make a decision on exposure versus benefit when presented with an opportunity to activate a Field Commander. What proved particularly powerful was a well timed charge lead by a Field Commander accompanied by Knight Lancer units.

Dice
Second edition dice were used. I like to use the them in my games because of their flexibility. I can create custom units that use the Heroic result for example to produce an extra power. Or, mix in second edition units into my game if I so choose. Working the math out between combat results from 1st edition, and using the 2nd edition dice, I found that once you factor in weapons, the difference between the two were minimal, while the flexibility to utilize all of those icons made it worthwhile and adds to the fun.

• Double crossed swords (Strike) – A hit in melee combat. This is the helmet/banner match in 1st edition.

• Single sword (Cleave) – A hit in melee combat, treated just as a “yellow bonus strike” would be in BattleLore 1st edition. For example, a unit armed with a short sword cannot hit a mounted unit with a Cleave result.

• Pierce – A hit by a missile attack.

• Morale – The defending unit may have to retreat one hex. Identical to the flag in 1st edition.

• Lore – Treated as a miss as we didn’t play with Lore rules, however, a player could still collect a lore token on this result in melee combat and at any time during an attack, trade in three lore tokens to add one dice to an attack roll. This special rule was put in by Richard and it worked wonderfully. It gave the players agency. They were able to accumulate the lore tokens and then trade them for a bonus attack die at the right time.

• Heroic – Treated as a miss unless the unit rolling this result on an attack was adjacent to a Field Commander, then it would be counted as a hit. Think of this as the extra fervor experienced by a unit fighting next to their lord. This addition, also from Richard, gave even more emphasis to the Field Commanders and another reason for players to risk them in battle.

Reinforcements
There were two opportunities for reinforcements during the game, one for each side. In the actual history of the event, the Lancastrians deployed two units of light cavalry in the woods at the side of the battlefield before the it had begun. The original intent was for these horsemen to flank the Yorkist lines either to harass or assist with a rout. This was modeled in the game with “hidden placement”: the Lancastrian player that had the woods in their section secretly wrote the hexes the units were to be set up in, then kept them to the side off the board. At any point during the game, the player could use an order to activate them as normal. At that point they would be revealed. In one of the games this technique was used to perfection, with the two green banner horsemen charging out of the woods to flank and cut off the retreat path of the Yorkists.

The other reinforcements appeared on the opposite side of the map on a roadway. These reinforcements represented the late arrival of Lord Norfolk’s contingent, the Yorkist commander who was late arriving at the battlefield. Two Heavy Cavalry (red banner) and two Medium Cavalry (blue banner) were placed on the board in any position desired along the road hexes on turn 4 (initially we had turn 5 in the first game but determined a turn earlier would be more effective and fun for the Yorkists). After that initial placement they could be activated with orders as normal.

Morale
The biggest variation in the rules used for the DTC games was a morale mechanic. I had been experimenting with it for a couple years and worked from a baseline of the Battles of Westeros and a few other games in the space to come up with an approach I hoped was both fun and exciting. So, why did I bother with a morale mechanic you ask?

Sometimes, when a game nears the end and a player is one banner from victory, you can see certain “banner-cheese” crop up such as hiding that single figure at the back hex row or behind other units. You’ve never seen a figure (literally) run for the hills so fast. The banner system is an easy way for new players to understand victory and a strong way to manage the length of a game, but for this particular scenario I wanted to design in a different system with a bit more complexity.

At the beginning of a battle, an army has a set Morale Value. This value is calculated from the units that make up the army itself. So as not to bog down this post I will summarize the details (I can expand on this in another post if people are interested!): An army in the field loses confidence for a variety of reasons, chief among them is losses. To get an idea what the value morale measures, think of an army made up of all bold units. This army would be at the top of the morale scale. An army made up of all frightened units would be at the bottom. In this system an army takes morale stress when it loses individual units and that loss is felt more or less significantly based on that units value to the army. For example, losing a Knight Lancer figure would be more impactful then losing a Light Infantry figure. When the army moral reaches 0, a rout check is made. If it passes, the army remains on the field, if it fails the game ends in a rout. For the purposes of our games at DTC, when an army routed the battle was over with the routed army losing.

For the Towton scenario the Lancastrians start off with a slightly higher morale than the Yorkists, and this is somewhat accurate to the history, however, when Norfolk’s cavalry arrives on the field things even up.

The Components
The total figure count in this game between the two sides is 336. Richard and I combined our painted miniatures to fill out the armies and together we were able to have painted armies fielded other than a few figures. I was very thankful to Richard for bringing his painted sets. The field of battle looked truly impressive!

The Field Commander units were built by me. I used mounted knights from Zvezda and custom hexes laser cut to match the large figure size from Litko.

The game board used was made from four standard BattleLore boards cut to the dimensions originally described as the “conquest” size on the now defunct site zonegamma.com. This configuration allowed 22 11 hexes wide per section, giving each section general enough room to deploy their troops in a variety of ways.

Commander “tent” standees were put together to show the opposing player which commander they were facing, and also to give the controlling player access to some important info about their Field Commander unit. These can be seen in the pics in front of the players.

The Gameplay
Without a doubt, the most effective units in the game were the mounted heavies, both Heavy Cavalry but more so the Knight Lancers. The design of the two armies was balanced with one Field Commander on each side having a contingent of heavy horse. In the two games we made sure that the heavies did not face directly across the battlefield from each other. This allowed for a better opportunity for those exciting charges against arrayed infantry.

By utilizing the ability of Field Commanders to activate additional units, a line could be formed with the adjacent Knight Lancers. That usually meant exposing the Field Commander into the battle line, and more than once we had one perish. However, they gave a powerful chance to really do some damage to the opposing battle line. With the use of the three lore tokens for an extra attack die, applicable tactics cards, the ability to execute pursuit, or the roll of the crown icon, these combination of units were in a word, devastating (and fun!).

What these extra rules accomplished were to make such a large and expansive game more dynamic and provide the players with more options to move, attack and do more damage with units. True to the history of the battle, it was bloody!

Both games were Yorkist victories. The first game had more experienced players on the Yorkist side. We were one player short so I joined the Lancastrians as their “Marshal”. Obviously, that did not give them an advantage! In the second game the Lancastrian’s were more experienced players and had an overall better strategy across the sections, but the player on the Yorkist left flank was, as they say, rolling like a monster! Still, the game was much closer then the first and very bloody on both sides.

Conclusion
I feel that the games were successful in what we wanted to achieve: getting a massive BattleLore game to the table at this big con, and providing the players a fun time. We have some very early plans to run another couple of games at next year’s DTC. I think I may design a new scenario, perhaps add in a some humanoids. We will see where the planning takes us, but whatever it ends up being, I know it’s going to be fun. After all, it’s BattleLore!