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.

Feb 082014
 

“…I need something more real.” One of my favorite scenes from Star Wars Episode I is the first meeting with Watto at his shop. Bartering for a used hyperdrive component, the heroes run into an age old problem: currency exchange.

Most often in my RPG games, money has been either the generic Gold, Silver, Copper coinage; or for the sci-fi theme, Credits, all tracked on a sheet of paper. Nothing actually changed hands. There were no “Watto moments” where an issue with payment lead to an adventure or series of encounters. I’ve always wanted to get some tangible, tactile money exchange into my game. Something the players could hold onto, something as Watto would say, is “real”. However, such currency available to gamers in the past was either too expensive or of such low quality to be a vehicle for in-game jokes.

As in many things in today’s gaming world: Enter Kickstarter.

Recently, we have seen some quality hobby gaming coin sets come up on Kickstarter. Myself being a long time a-wishin-and-hopin for such reasonably priced options have jumped at the opportunity and backed two such projects. The fruits of the first have recently arrived.

Future coins is designed to supply in-game currency for Minion Games 4x title Hegemonic. However, they can very much be used for any purpose. My primary use for these will be in my sci-fi RPG’s, specifically Traveller and Star Wars: Edge of the Empire.

I was very pleased with the quality of the credit coins. The coloring, shading, and trim, is very well done. My only nitpick is the color for the highest denomination coin, 100,000, which looks black. The other denominations more than make up for this however, the shading between the raised text and the primary coin color give them a good depth and actually enhances the feeling of being a solid coin. There are both straight colors and metallics. For those of you who lust Ferengi-like after cold-pressed latinum, the 1,000 coin will more than satisfy.

If you are interested in picking up some of these for yourself and missed the Kickstarter campaign, not to worry, Minion has you covered and you can get your hands on some right here.

The other collection of coins I have jumped into is Conquistador Games Best Damn Metal Gaming Coins. This collection offers quite a bit of diversity in choice of era including Roman (my favorite), Spanish, Celtic and others, as well as fantasy and pirate themes. This particular kickstarter has not yet shipped, so if you are interested in picking some up it is possible that Conquistador or their partners in this project, Game Salute, will be selling additional coin sets later this year.

Dec 282013
 

I’ve been playing a fair bit of the Star Wars Edge of the Empire (EotE) RPG lately. No serious campaign this time, but an easy going romp with pre-generated characters and new players, a far cry from the experienced players I ran with in my previous Saga edition campaign. This has been filled with light hearted gamorrean stomping and stormtrooper blasting.

I haven’t played enough EotE yet to feel confident in contrasting it at length against Star Wars Saga Edition, but I do have a feel for the overall flow of the game and can make some broad observations.

If I had one big “thing” to draw a contrast between Saga and EotE it would be the distinction between the mechanics of distance and range. Saga, if one remembers, was influenced by the development of 4th Edition Dungeons & Dragons (4E) which was being developed at Wizards of the Coast while Saga was being finalized. In some sense Saga was an early preview of 4E, and therefore very miniature combat oriented. Using one inch grid maps was common and with both published and D20 OGL material very available. In my Saga campaign I used the fine starship maps from Future Armada, for example, where you could detail out the encounters with Line of Sight, range, and all that you would expect from a miniature-centric combat system.

With EotE that comfort of precision is unceremoniously stripped away. Range in this system is loosely defined as short, medium, long etc. and is left to the GM during game play to confirm. Rather than being a measured process based on a granular tracing of squares or distance, movement between ranges is achieved by the mere expenditure of an action by the player character. For example, to move between medium and short range would be one movement action.

This, I must say, takes a bit of getting used to. After so many years of comfort with simply allowing range and movement rules to keep a melee controlled, being awash in uncertainty can be frightening. But from a different perspective, it can also be quite liberating. There is no counting squares, no measuring movement; A quick decision on expending an action to change range is all that is needed. If you think back on all of the sessions over how many years you GM’ed in how many systems, how often did encounters begin at range “short”. Probably most. So why all the need for expansive range and movement rules with all of the time they consume? Why indeed.

I am still getting acclimated to this concept, I have a bit more convincing that needs to be done. And I must admit on more than one occasion the thought of retrofitting a Saga-like range system into EotE has crossed my mind. As of now I’ve managed to hold this compulsion at bay; I really want to see how this system works in different flavors of encounters and the multiplicity of combinations that can only come about during extended game play. For now I am pushing forward with the rules as-is and keeping my straight-edges and rangefinders in the drawer.

Sep 152013
 

This week one of my long sought after games finally arrived at my doorstep. A World At War is one of those monster war games that requires loads of time to play and a likeminded opponent to play it with. I am not sure what is rarer these days, the time or the person; and that person would be fellow a grognard. Not exactly someone you will find without a bit of searching.

But even knowing this I put myself on the GMT Games P500 list for a reprint of this 2003 title. That was five years ago.

Yes, I’ve been waiting that long for the number of pre-orders for this behemoth to reach five hundred, which it actually didn’t reach. I think GMT felt everyone had waited long enough and showed great mercy in setting up a print run with almost one hundred fewer orders than the minimum. I don’t know if it was sympathy or not, but regardless of the reason I am thrilled to finally have my copy.

A World At War has a line of progenitors that led to its current incarnation. The game is actually the ultimate revision of the original Rise and Decline of the Third Reich, a European theater World War II simulation published by Avalon Hill in 1974. The original Third Reich was one of my first war games and has always remained one of my favorite gaming memories. In 1992 Avalon Hill released the next stage in the games evolution with Advanced Third Reich, followed in 1995 by a sister game set in the Pacific theater, Empire of the Rising Sun. These releases really extended the game rules into a rules system.

Here we are in 2013, and this second edition of A World At War (or AWAW as its fans call it) contains the most mature version of the system. If you have ever wanted to get your hands on one of the hobbies most enigmatic titles, your chance is now. If you are brave (foolhardy?) enough, you may even experience a life-altering journey and write a manifesto describing your pilgrimage to one of wargaming’s most sacred mountain tops.

I don’t know when I’ll have an opportunity to play. If the space was available I would lay it out and play through some turns solo but alas, I don’t have a good spot where a game of this size and magnitude could lie undisturbed long enough. Well, there’s always the next consimworld!