Showing posts with label miniatures. Show all posts
Showing posts with label miniatures. Show all posts

Wednesday, 20 May 2015

Road Warrior Backwash

Mad Max: Fury Road is as great an adventure scenario and visual production as everyone says it is. But did it ever show out the concept of backwash: when an idea developed in one medium (say, fantasy literature) incubates andmutates in a derivative medium (say, roleplaying games)  until the mutant breed becomes the new standard and washes back into the originating medium.

The derivative medium is, as others have pointed out, Games Workshop's 40K and in particular its Orks and their Gorkamorka subgame, spawned from the unholy union of The Road Warrior and football hooligans. But damned if by parallel evolution or homage over 35 years, George Miller hasn't returned the dividend in the form of tribal skinheads called Warboys (or is it Warboyz?) and even a musician stand.

Now you get it.
Indeed, the way 80's and 90's franchises are clawing out of their shallow graves these days, I'm wondering if the keepers of the Aliens world wouldn't do well to inject a little Space Hulk and undo their last few regrettable outings.

The "Citadel": just me overreading, or a really high pitched dog whistle for nerds?

Friday, 14 March 2014

Postal Surprise Challenge

Quick thought on something neat for game-masters to do:

1. Go on Ebay.
2. Look for people selling lots of cheap pre-painted plastic fantasy miniatures ("dungeons dragons miniatures" and "pathfinder miniatures" seem to work)
3. Bid on a bunch of them from a single seller.
4. See which of your bids win.
5. Ask for combined postage.

Ones that got away.
6. When the package gets there, don't open it right away.
7. Tell your players, "Some strange creatures have been sighted in an abandoned (something) outside of town. Do you want to investigate?)" Hold up the sealed package.
8. Make up some inspired reason why those creatures should be working together.
9. See if they take the bait!

AAAAAA
I've got the package in hand and am going to try it this weekend. Even if you don't usually use miniatures, who could resist opening up the "sealed deck" adventure?

Wednesday, 10 April 2013

Walking Heads, Swamp Lords and the Cock O' Doom: Valley of the Four Winds III

The spirit of Hieronymus Bosch was flexed in the Valley of the Four Winds miniatures range with the Grand Wizard, the dourly ascending fellow below, and his bizarre minions.



These two charmers are possibly the only known miniature castings of the gryllus monster I wrote about in the fall. Seriously wanting one of these!



Among the other Bosch-inspired oddities are this old woman changing into fire - probably a glass cannon-type monster, 1 HD, AC 9[10], unarmored, if it gets into close combat range starts burning for 2d6 damage/round. Or, scarier still, she changes into a small fire elemental when "killed"?


And, of course, the giant, human-faced Cock O' Doom and its Faceless Rider.


The Cock looks to be about a 4+4 HD critter, AC 6[13], MV 18 or 15 with rider, pecks for d8. It can crow at will, creating a magical fear effect within 60' (make a Will/Spell/WIS save to be immune henceforth). If the crowing happens at the exact moment of dawn, the effect is death instead. The Faceless Rider is either an unseen servant decoy, or a spectre. Bet you wish you knew which.

The only figures in this line I actually owned, and painted with lurid aqua skin, gold ornaments, and magenta loincloths, were the Swamp Lord minions. These cruel, frog-legged creatures liked to decorate with severed heads. The one on the left is also carrying a head-shaped bowl and no prizes for guessing what goes in it.



Stat-wise, they seem best represented by sahuagin, with the breathing apparatuses on their backs allowing them to range overland for extended campaigns. If struck from behind with an odd numbered damage amount, the aerolungs are damaged, and the Swamp Lord loses morale and beats it back to the nearest breathable water.

Before closing out this series, I also want to say that in the past month or so, many of these figures appear to have been recast and are on offer from Minifigs. These are mostly Swamp Lords but you might miss their more extensive offering of Four Winds skeletons on a different page. Perhaps with more purchases, more figures will go back into production?

Tuesday, 9 April 2013

Miniatures Flashback: Valley of the Four Winds II

The Valley of the Four Winds miniatures showed a lot of inventiveness in dealing with some of their "factions." For example, the Pixies had rat riders, a figure carrying a puffball on a "spore stick" (hit to force a Body/Poison/CON save, or paralyzed and infected with a disease which kills in d4 days) and a slingshot-like catapult, which probably needed a rubber band and some kind of missile to model correctly:


You can treat this weapon as a normal sling, perhaps, with +2 to hit owing to the direct aim and fixed pivot.

The Pixies' foes, Forest Orcs, didn't quite work for me with their chainmail onesies:


If the Orcs had beards, the dwarfs definitely reversed roles even further, with no beards themselves but all manner of weird noses and animal-like snouts:

 


In particular, Dwarf King Gondemar (on the left) has me thinking about the one-of-a-kind "funny animal" character in fantasy ... Snarf, Cerebus, Howard the Duck. How many campaigns dare to include such a nonesuch adventurer with a backstory nobody dares ask?

Now, the best developed  Four Winds minis were the skeletons, which I'll venture to crown as the top set of skeletal miniatures ever devised. Modeled after Breughel's Triumph of Death, the undead horde made a most impressive parade, as assembled for this grainy White Dwarf magazine ad:


Not just the bell, but gibbets, reapers, skeletal cavalry and death wagon, coffin bearers, skeletons menacing the living, Spanish-style penitents in pointy hoods, skeletal monks in hooded robes. And not just skeletons, but monk-robed wraiths, witches, dancing demons and imps, and the devils, Beelzebub, all dressed up for a witches' sabbath ...


and this demented-looking Satan.


Few lines of miniatures captured the obsessions of pre-modern folk beliefs as accurately. Even their crudeness of sculpting, in a way, brought the Four Winds series into line with the bas-reliefs and daubings of the Middle Ages themselves.

Next: Closing out with the Grand Wizard, the Swamp Lords, and information on the resurrection of the miniatures line.

Monday, 8 April 2013

Miniatures Flashback: Valley of the Four Winds I

Miniatures shopping in the early 80's was a strange and fascinating time. The relatively lumpish sculpts of Heritage, Grenadier and smaller companies were giving way to crisper lines like Ral Partha. But there was plenty of creativity and raw vigor to go around. I ogled more miniatures in the shops than I actually could buy or paint. A few lines, though, stand out as legendary, impressive, and still traded on Ebay. In this irregular series I go back over a few of them.

Valley of the Four Winds was a short-lived world in the Games Workshop line, with an epic board wargame created by Lewis Pulsipher, serial fiction in White Dwarf by one Rowland Flynn, and figures (but as far as I know no miniatures rules for them) created by Minifigs and attributed here to sculptor Dick Higgs. While the world contained orcs, pixies and dwarves, much of the feel was Renaissance rather than Medieval, with obvious nods to imaginative painting of the Flemish school - Bosch, Breughel.

Courtesy of the Lost Minis Wiki we can relive some of the stranger and more impressive pieces over the next few posts.

One thing the series excelled at were elaborate multi-piece command sets. The skeletons had their Great Bell:


The Wind Demon got hauled around in a chariot - you'd think he could
fly:

While the Lord of the Swamps got carried:


Another feature of the series were the kind of grisly, unique scenery pieces that begged to have dungeon features designed around them. Take, for instance...

The man trapped in a coffin with rats. I think he can be rescued, but will die without serious healing and Cure Disease. It turns out he is a wealthy merchant whose family disowned him for snitching on his brother, the competition, to the revenue authorities, and who put him in this situation as a terribly appropriate revenge. He will hand out a 5000$ reward to the group that can save his life.


The giant fire wheel. 1d6 fire damage if you don't jump out of the way in time (Speed/breath weapon/DEX save.) 50$ for the wheels and alchemical compounds that make it burn sustainedly.


Did I say Breughel? Goya makes an appearance in this "Body speared on tree."


And few miniatures lines would dare to come out with a giant ... woodlouse. HD 4, AC 3 [16], MV 6, attack 1d4, can curl up and roll at 12" rate (no attack possible) for AC 0 [19].

Next: The factions of the Valley.

Sunday, 18 September 2011

D&D Combat Isn't Abstract

Getting into the powers for each of my One Page classes, I'm graphically illustrating some of the combat-relevant powers with icons representing the combatants and terrain, on a five foot = 1 inch grid. I fully expect a few people to react with five-foot-square-latter-day-edition-phobia, so let me explain.

I know the role of miniatures in D&D is an evergreen Old School debate topic, right up there with ascending armor class and evil PCs. I don't think the debate has been properly framed, though. It has been about miniatures, but it should be about graphic displays.

"You need miniatures to play D&D" immediately brings up anxiety about blown credit card limits, trying to get every monster you're using in the campaign, having to paint up the damn things, anti-corporate grumbling about required additional equipment. None of this has to apply to other graphic displays, like pennies marked with Sharpie on a dining room table, or whiteboard drawings updated on the go. Sure, the more you invest, the better it looks, but does anyone limit their encounters to their miniatures collection? Sooner or later, orcs are going to have to stand in for lizardmen, chess pawns for extra goblins beyond the 5 or 10 you own. This "miniatures" thing is a red herring.

"Coach, can't we just narrate this encounter?"
Another red herring is the allegedly abstract nature of the D&D combat rules. Come, I will show you an abstract combat system, and its name is Tunnels and Trolls. No locations, no maneuvers, just who's fighting and who gets hurt. D&D only looks abstract as a combat game because it's a kludge, an exaptation, a hybrid of naval and tabletop wargame rules that became obsolete as an accurate simulation of skirmish warfare the moment Runequest came out. Hit points and armor class are for ironclads, the whole idea of incrementally taking damage from a large pool is a better model for large units than individuals, and various other things like the one-minute round and missile rules with assumptions more suited to mass than skirmish archery also betray the game's battle-scale roots.

It would be impossible for such a battle-based system to ignore the various situations that need accurate positioning to resolve: flanking, a charge versus a missile-firing unit, breach of a line. At the most basic level in D&D are similar questions. How many PCs can attack the monsters? How many monsters can attack the PC's? Who's in front, who's safe and who's vulnerable?

People generally accept the relatively fine grain of time in D&D combat, rather than resolving all in one chuck of the dice, because it gives leeway to make tactical decisions as basic as "should we stay or run?" And this, in turn, is because combat is a common and lethal activity that players need to have spelled out for them. It's OK to have the DM rule "The wall is too slippery, you can't climb it" but not OK to have the DM rule "The mummy is too strong for you, he kills you with a single blow."

I'm genuinely curious, though: if you don't use some kind of visual aid in a D&D-like game, how do you keep track of what's happening to the same standard? The abstract solution sounds fine, right up until the point where your players' view and yours diverge. In a world of 10' passages, 5' doorways and marching orders that might never happen. But neither will this scenario where tension, fun, danger and the unexpected are a direct product of the characters interacting with the scenery. Even Ludovico Ariosto, the Renaissance poet and author of Orlando Furioso, used model knights to help choreograph that epic poem's climactic three-on-three battle on the isle of Lampedusa.


Bottom line is, if you're communicating with the players, why give up the ability to illustrate the action in ways that work together with words? I'm not sure but I suspect for some the urge is to flee the figures, the toy soldiers, the wargame roots of D&D and embrace something seen as more mature and story-like. That's not where I want to go, though. For the adventure game I want to play, figures on a map do best to regulate the tension and strategy of knife's edge combat.

Tuesday, 23 November 2010

HeroQuest: Tactics and Tactiles

I played this for the first time the other night as part of our local pub boardgames night, taking the part of a dwarf in a full party through the first two scenarios. Pretty neat, very simple dungeon crawling missions from 1989 Milton Bradley with help from Games Workshop - the involvement of the hardcore hobby gaming pros definitely shows.



I think when it was released I ignored it pretty much as a "kids' game," and it certainly is that, but it teaches fun lessons. Initiative is achieved by running right at things and whacking them. The dungeon furniture is cool, though disappointingly generic in game effects. The miniatures are really well sculpted and could form a starter set for a beginning DM in a more serious game. Although the game is cooperative in theory (4 players against a game master), the lure of treasure is strong and there's room for some sharp elbows, blocking off doors to rich chambers, and the like. And eventually, in a streamlined way, the rules cover such complexities of dungeoneering as secret doors, traps, hidden treasure, wandering monsters, spells and saving throws. There's something to be said for a character sheet that only has 2 numbers on it ...

All the same, the replay value doesn't seem long on a game like this; a few more characters could have helped things out some, or some way for characters to advance beyond just accumulating more gear and loot. There were a whole bunch of expansions, too, and I suppose the basic game did its part of getting a generation of kids interested in pushing miniatures around a dungeon.

As Grognardia is talking about entry-level games, I think one plus of HeroQuest is its very tactile nature, coupled with simplicity (a lesson Fantasy Flight need to learn) and completeness of play out of the box. The need for miniatures and tactical displays certainly show that the core D&D brand has staked itself on the tactile experience as a point of sale against the computer game juggernaut.

Will that ultimately mean longer legs than the truly interactive, social and creative experience that's offered as a counterpoint to computer games by the old-school revival? Perhaps, but I know which one is more important in my games.