Weather as a Weapon

This is where Powerful Wizards, Fanatical Priests and Mad Scientists come into their own, like Prospero in Shakespeare‘s The Tempest, these character archetypes are able to manipulate the weather like a weapon to drive other lesser creatures before them.

From Terry Pratchett’s man in copper armour shouting, “All gods are bastards”, to the proverbial Wizard throwing lighting from on high, or the thunder battle in the Misty Mountains of Middle Earth.

Weather can set up clear consequences in the environment for the players content with. Beyond the basic plot point that weather adds to an adventure.  It can create active dangers for the characters to face.

Weather as a matter of survival

Storms can create landslides or avalanches, especially when placed on an eroded hillside. Floods can drive people apart with the threat of drowning. Snow storms also create an immediate challenge to the character’s survival.

Each of the above ideas could be developed into a natural part of an adventure, by introducing the idea the players early on with some annoying rain that soaks their cloths. Expanded on with an afternoon storm allowing a challenging opponent to escape (Tracking rolls anyone?). The next day continues with more rain. And finally, a rooftop battle during that evening’s lighting storm.

Or for example you can take the scene in The Empire Strikes Back, when Luke faces Darth Vader. Although Vader throws objects around using the Force, he could equally be using magic winds to bash his opponent with many flying objects.

Moving away from the rain & wet you can push the weather in the other direction with a heat wave, high winds, and other conditions conducive to raging fire.

It’s nice playing with the extremes of weather, but this can get repetitive in a campaign. So it is also best to use sparingly for maximum effect, and to keep it low key most of the time. A light rain can make the path or rocks slipper, or a hot day will tire fighters quickly (dehydration?). Finding a warm camp-site during a cold night.

Weather in Sci-Fi settings

In the future, the weather on the Earth is likely to be the same. Except for other planets or extreme modification due to cataclysmic events or climate change.

The corrosive, Acid Rain will create unsightly marks on cloth and can make quick work of unprotected metals. Surface elements like Methane seas turn a passive terrain feature into potentially explosive fun for the players to work around.

Stormblade Infantry Bases

I’m currently working on a set of Stormblade Infantry for the local Journeyman league I’m part of. Here’s a breakdown of the bases.

  1. A coat of Charred Brown (72.045)
  2. Lines of Leather Brown (72.040)
  3. A layer of Secret Weapon’s Brown Fine Ballast.
  4. Dots of Charred Brown, Leather Brown, or Tan (72.066) mixed 1:1 with water
Stormblade Infantry bases
Stormblade Infantry bases

More when I finish the Stormblades…

Using Weather Effects in Role Playing Games

After reading D&DPPF’s post about weather effects & conditions , I started to think about the various effects that you could inflict on the players. Role Master has a number random of weather charts, and I’ve seen a few systems for dealing with desert survival. However, I find it’s best to avoid making up additional rules unless necessary. Wikipedia provides a starting point with articles on the various forms of extreme weather and disasters.

Weather as background

This appears to be the default for most campaigns I’ve played in or GM’d. It is an easy option to add flavour without too much extra effort. A quick roll on a table and feed the result into the daily description of the characters adventures.

However, looking at it historically, human cultures are dependent on the environment for nearly everything, with the local weather being a critical part of that. If you look at the production of food, textiles, or building materials like wood, they are all created by the regular rhythms of the seasons. So as such weather should feature as a character in your stories.

Weather as a complication

While terrain provides a useful backdrop for the characters to work with, around and through. Weather builds on this transforming a simple situation in to a complex one. Making it interesting to play it out, because the weather can force the characters into action.

Rain can provide a little different to a sunny day, changing the atmosphere from light to foreboding or miserable, until you think about the effect the rain has on fragile items, like scrolls, or electronics. What about the priceless painting?  Cloth can absorb a lot of water making wet clothing an extra weighty challenge, and it’s worth noting that wool clothing can be the worst.

Then there is the effect of all that water on the ground, creating wet, slippery and muddy conditions for walking, running  and fighting in. The sound of rain can conceal many foes, or its falling will obliterate tracks. Something as simple as crossing the river will be complicated by flash flooding brought on by the weather or an evil cleric.

High Winds are another complication to a situation that can change the game. Dust gets blown about, along with tumble weeds, rubbish and small children, reducing visibility. Perception-wise sound tends to be distorted or lost in a powerful breeze. In combat, the wind makes archery difficult and more random. Climbing becomes treacherous. Rope bridges, roof tops and cliffs become launch pads.

Storms, CyclonesHurricanes and Typhoons. Depending on the location, the name for these extreme weather events changes. However, the intent is the same combining the above two in to a cacophony of terror from falling tree limbs, ruined building and the like. It’s a time where sensible folk are inside hiding from the raging.

Lightning Storm. Oh! come on, this is just too easy. It is the most obvious, clichéd and direct form of weather complication.  The classic of a wizard on the mountainside throwing down lighting upon the small hamlet, or a ship at sea been thrown about by the raging sea. A storm of this scale should be a terrifying experience.

D&DPPF’s post about weather conditions, gives the great example of a character party seeking cover. After finding shelter they learn a lot about the local area from other travellers and later discover… Well you can read their post.

On the quieter side of things Fog, Mist, or low cloud has a multitude of effects beyond the obscuring of vision. A heavy fog slowly soaks into the skin and cloths, it can muffle all manner of sounds, and with bright-lights can blind. Anyone who’s driven at night through fog will warn you.

The cold in the form of Snow, Hail (Freezing rain) or Sleet/Ice can lead to musical outbursts (ie Frozen’s Let it go). The eyes can suffer Snow-blindness or Photokeratitis caused by too much UV. Hail can damage people and property. And all three of the above conditions will cause slippery terrain similar to rain above, but colder.

A Heatwave can be thought of as the reverse of rain, but there is more to it than that. A short heatwave of a few days can cause illness or death in the old and weak, wither plants, or dry out water sources. A long heatwave or drought is going to destroy crops, dry out vegetation and provide the conditions for dust storms and firestorms.

If you have suggestion for weather conditions I’ve missed or great stories about how they’ve been used in a game, then please comment below.

Intro to Warmachine and Hordes

After a lifetime of avoiding Warhammer 40K I did play for about 6 months and like most, I like the fluff and model design, but the gaming group I joined moved on to Warmachine. The following thread does sum up my thoughts. I’m enjoying the painting of models and the tactical game.  To get a better idea of What is the game like, which provides a good summary with an overview of the factions in the Hordes & War Machine games. What they play like, covers the factions along with common misconceptions.

In an intensely tactical game like War Machine there are a number of tactical considerations for the starting wargamer that are important.

  • Whether to go first?
    • Going first can jam the board, and get the first charges.
    • Going second can choose the best terrainreact to your opponent’s deployment choices, start closer to the scenario scoring elements, and start scoring first.
  • Model placement to remain with command range, but avoid too many blast causalities, and handle charges.
  • The measurement of distances. When you can measure and what to look for.

Resources

Warmachine & Hordes – Quickstart rules to get you started with twin games of Warmachine and Hordes. There is also a Journeyman League, which introduces the game in easy stages in the form of a friendly competition. Also, check out the tips for a successful Journeyman League.

Battle College – This was a great resource to get an overview of a model or unit with additional thoughts on its use.

Copyright and Intellectual Property

Although I’m in favour of Open Source Software, it’s good to know about Copyright and Intellectual Property (IP).

Concerning IP in Australia

This video, A day in the life of IP Australia, provides an overview of IPAustralia the Australian Government department dealing with IP and trademark concerns within Australia

UK Information

http://www.antenocitisworkshop.com/news/copyright-registered-designs-uk-primer/

Hearing

On the AsapScience Youtube Channel there is a simple hearing test with a little background on the subject.

[embedyt]https://www.youtube.com/watch?v=VxcbppCX6Rk[/embedyt]

For a fuller test look at the following series of videos

[embedyt]https://www.youtube.com/watch?v=qNf9nzvnd1k&list=UUc6XhPJQy-olOGzMR05vyzQ[/embedyt]

History of Miniature Wargaming Rules

A while ago I got curious about War Gaming, in particular it’s history. Having been an irregular war gamer for the last *many* years and cut my teeth on Battletech. Then expanding into Warhammer 40K, Necurmunda, Space Crusade & Space Hulk. I’d like to try my hand at making a board game or war game of a similar nature. So I was wondering did they all come from? How did they evolve to what we know now, and what influenced that process?

The wikipedia page on Wargaming, giving some insight about hobby and how it started. With the a set of rules been publishing in the early 20th century,  with H. G. Wells’ Little Wars and Jane‘s naval war rules in 1913. It’s also worth noting that Jane also publish All the World’s Aircraft, which is a great research for aircraft of types and is regularly updated.

Little Wars is a set of rules for playing with toy soldiers, written by H. G. Wells in 1913.
Little Wars by H. G. Wells.

John Curry the editor of The History of Wargaming Project has a few videos outlining the project (See part 1 & part 2), and an interesting presentation of the Fletcher Pratt Naval Wargame, which at it’s peak had huge games of 60+ players and did not look like the hobby as I know it now. This was a more social game with people playing on a Friday or Thursday night in large dance halls.

[embedyt] http://www.youtube.com/watch?v=HmpUwvQ70v8 [/embedyt]

RPGs Split off

In 1971 Gary Gygax & Jeff Perren published the miniature wargame Chainmail, which lead to Dungeons & Dragons and the RPG explosion of today. However, it is worth remembering that most RPGs model themselves after D&D and as a result have a strong tactical basis for their game play. It’s only later, in early 1990, that more narrative-based RPGs emerged with games such as Whitewolf’s Vampire.

Chainmail is a medieval miniature wargame created by Gary Gygax and Jeff Perren.
Chainmail

Computer based Wargames

A decade later saw the adaption og Turned-based War Games (See Turn-based strategy (TBS)Turn-based tactics (TBT)) on the computer, with Blue Bytes Battle isles a personal favorite. These in turn led to Real Time Stratagy (RTS) Games, like Dune 2000 and Command & Conquer.

 

Command & Conquer is a 1995 real-time strategy video game developed by Westwood Studios
Command & Conquer

So going back to the start of all this has given me a better idea of these style of games. Along the way I’ve found some cool projects and some great ideas for my own games, and should aid me in writing one.

Print on Demand Services, Melbourne

The costs with the local printer for the printing of a single book proved to be too expensive. So I did bit of research into Print on Demand services in and around Melbourne, Victoria. Although I have not looked into it, most books seam to be printed in China at the moment and companies there should provide a cheaper service, but you would need to be certain of the end product as there are many things that could go wrong.

Print on Demand

Print on Demand or PoD,  is a useful adaption by printers to everyone’s need for a one off books, or a very short run of books. There have been improvements in software used to produce books, for example Adobe’s InDesign or the open source Scribus. Websites have also improved in that they can provide an image that looks close to the final document, removing some of the need for the converting from digital to print. This has resulted in less risks and associated costs with following this path.

The Process

Generally speaking, once the document or book has been written. The text is laid-out on the page, with images & diagrams added. There are a number of check that should happen at this stage, the pre-flight document before being sent to the printer. Looking at things like the colour gamuts of the text and images, the bleed, the placement of the gutters, margins and slugs. It really opens another world of possibility when converting an idea into a physical really.

PoD Services

So here’s a quick list;

3D Bridges built!

About a month ago I created a 3D model of a sandstone bridge, put it up on shapeways. The printed model only took a week & half to arrive (from the other side of the planet). Now that I’ve proofed the physical copy, it’s up for sale on shapeways.

Overall, I’m happy with this model. Some of the colours are a little darker than expected, but not insanely so. The topology needed some correcting. You can see the line of bricks in the center of the bridge.

set for scale, these 3 miniatures give an idea of the size of the bridge
set for scale, these 3 miniatures give an idea of the size of the bridge
Goblin on the birdge
Goblin on the birdge
Soldier defends the bridge
Soldier defends the bridge

 

 

The Bridge
The Bridge

This render of the finished bridge shows the corrected brick tiling. the terrain fearture is available in sandstone and grey stone