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Necronautilus
[edit]Necronautilus is a role-playing game created and illustrated by Adam Vass and released by the indie publisher World Champ Game Co. in 2020 in which characters are sentient clouds who travel across a new dimension while enforcing the will of Death.
Description
[edit]Necronautilus is a game of the Old School Renaissance movement, which seeks to emulate the minimal rules and imaginative play style of the earliest role-playing games of the 1970s. The characters are the souls of the dead, expressed as sentient clouds, who have become Death Agents.
Setting
[edit]The game is set in a dimension ruled by the blind god Death, where all creatures who have died now reside. Players take the roles of Death Agents, formerly living beings who now are embodied as sentient clouds of gas under the command of Death itself. They roam the Death dimension in a nautilus ship as they perform missions for Death. A character cannot remember its former life or how it died, only how it became a Death Agent. Being clouds of gas, characters cannot wield tools or equipment, but must manifest action through Words of Power. Each character starts with three Words, and can collect up to nine more—called the Collection—as the storyline progresses.
Action resolution
[edit]Each time a character wishes to take an action, it uses one of its Words of Power. Each word starts with a value of 6, and to use it successfully, the player must roll two 6-sided dice and get a total less than the current value of the Word.
If the action is successful, the power materializes in the way the player wishes. As GM historian Stu Horvath noted, "Thus 'Fire' can start one, burn the flesh, inflame the heart, discharge a gun, or manifest four building-sized letters; so long as there is some connection between the Word and the effect, no matter how tenuous, it happens."[1] The definition of the Word, and even its spelling and symbology, are up to the player. As Michael Barnes pointed out, "Words of Power take on different meanings, interpretations, spellings, or signification based on what a player does with them—it is all about subjectivity and generating a bespoke semiology at the gaming table."[2] Successive uses of the Word exhausts its power. When this happens, the character can turn the Word into a Memory, revealing something of the character's former life. The player can also activate a Word from the character's Collection to replace the lost Word.
If the action is unsuccessful—the player rolled more than the Word's value—no manifestation of Power appears, and the Word itself is changed by the addition of affixes, letters or complete words, making the Word more specific and thus less useful. However, the Word's value increases by one, increasing the chances of successfully using it.
If the player rolls the Word's value, the gamemaster relates the effect that happens, and the Word fractures in two, making a new Word of Power, and a new Word for the character's Collection.
Returning to Life
[edit]When a character accumulates 30 points of Life from Memories, the character remembers its former existence and is restored to Life and removed from the dimension of Death (and from the game).[1]
Publication history
[edit]Adam Vass created the concept and interior art for Necronautilus and used Kickstarter to crowdsource enough money for its publication. The resultant 80-page hardcover book with cover art by Shel Khan was published by indie publisher World Champ Game Co. in 2020. This was followed by several supplements, including NecroNautlius Expanded Content (2020), DEATH! (2020) and The Atlas of Dead Stars (2021).[3]
Reception
[edit]Michael Barnes, writing for There Will Be Games, was very impressed by the depth of this game, commenting, "The scope of this game is mindboggling beyond the rules. It's a game about language and communication that actually uses word jumbles as a mechanism, but more significantly it's about the subjectivity of what things mean, of how things exist." After reading the book, Barnes noted, "It felt dangerous and wild. I felt challenged by it and as a GM, it's an understatement to say that it left me amazed and bewildered." Barnes called this "a demanding game for the players and the GM", saying, "It requires a huge amount of buy-in on the part of the players ... to engage in the game's surrealism and far-reaching ambition and it needs a GM that will make the most of the focus on subjective meanings." Barnes concluded by giving this game a rating of 5 out of 5, saying, "It's beautiful and daunting. I love this game for that. I love that reading this book feels like boundaries are being torn open and beyond them is that infinite 'post-life' universe where anything is possible."[2]
In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath stated, "Necronautilus is World Champ Game Co.'s wildest ride yet. It stands at the edge of something: An abyss? A frontier? An expanse of limitless potential? An unknown future? It's difficult to know for sure." Horvath talked about the use of language as a tool, saying, "A bit like Dialect, Necronautilus scratches at the way players communicate and the slippery dynamic nature of meaning—for words and for people, too; after all, the Death Agents are searching for their personal meanings, too."[1]
References
[edit]- ^ a b c Horvath, Stu (2023). Monsters, Aliens, and Holes in the Ground. Cambridge, Massachusetts: MIT Press. pp. 373–374. ISBN 9780262048224.
- ^ a b "Death Agent Recruitment Drive - Necronautilus Review". There Will Be Games. 2021-01-22. Retrieved 2024-11-22.
- ^ "Necronautilus (2020)". boardgamegeek.com. Retrieved 2024-11-22.
Ardennes Offensive (wargame)
[edit]The Ardennes Offensive , subtitled "The Battle of the Bulge, December 1944", is a board wargame published by Simulations Publications, Inc. ((SPI) in 1973 that simulates the Battle of the Bulge during World War II.
Background
[edit]In December 1944, German forces staged a surprise offensive through the Ardennes, taking the Allies by surprise, since intelligence had not predicted any kind of winter offensive. The initial German assault punched a deep hole in the Allied lines, and the Allies scrambled to respond.[1]
Description
[edit]The Ardennes Offensive is a two-player board wargame in which one player controls German forces and the other Allied forces. The historical scenario portrays the historical battle. Several other "What if?" scenarios are also included.
Publication history
[edit]In 1969, shortly after forming Poultron Press, the predecessor of SPI, Jim Dunnigan published a complex "Battle of the Bulge" wargame called Bastogne. Critic Martin Campion made special note of the movement system "that is brilliant in its reflection of reality – it is so accurate that each game general needs a staff of two in order to keep track of movement and supply."[2] In 1973, Dunnigan designed The Ardennes Offensive, a much simplified game, which was published by SPI with graphic design by Redmond Simonsen.
Reception
[edit]In a 1976 poll conducted by SPI to determine the most popular board wargames in North America, The Ardennes Offensive placed 54th out of 202 games.[3]
In The Guide to Simulations/Games for Education and Training, Richard Rydzel called this "a simplified version of Bastogne." Ryzdel noted that, for educational purposes, "The game still shows, like its predecessor, that traffic was a headache for the Germans. It shows further how impossible the aims of the historical offensive were."[4]
In Issue 30 of Simulacrum, Martin Campion noted that compared to its overly-complex predecessor Bastogne, "Ardennes Offensive simplifies [the complexity] down to the point where one man on a side can handle the game. It is then a fairly accurate and playable representation of the battle."[2]
References
[edit]- ^ Beevor, Antony (2015). Ardennes 1944: Hitler's Last Gamble. London: Viking. ISBN 978-0-670-91864-5.
- ^ a b Campion, Martin (Summer 2012). "The Great Games Explosion in 1973". Simulacrum. No. 30. pp. 62–64.
- ^ Palmer, Nicholas (1977). The Comprehensive Guide to Board Wargaming. London: Sphere Books. p. 130.
- ^ Rydzel, Richard J. (1980). "Ardennes Offensive". In Horn, Robert E.; Cleaves, Ann (eds.). The Guide to Simulations/Games for Education and Training. Beverly Hills CA: Sage Publications. pp. 481–482. ISBN 0-8039-1375-3.
Wagram: The Peace of Vienna, 5–6 July 1809
[edit]Wagram: The Peace of Vienna, 5–6 July 1809 is a board wargame published by Simulations Publications Inc. (SPI) in 1975 that simulates the Battle of Wagram in July 1809. It was one of four games that were part of the "quadrigame" (four games with a single set of rules) titled Napoleon at War, but it was also released as an individual game with a set of metal miniatures. Wagram was rated highly in a 1976 poll of favorite wargames, and critics called it the best of the four games in the Napoleon at War box.
Background
[edit]In 1809, Archduke Charles of Austria-Teschen of Austria took advantage of Napoleon's attention on the war in Spain, and invaded Bavaria, a French ally. Napoleon responded by bringing his army to Bavaria, where he defeated the Austrians. The French followed the retreating army, and crossed the Danube River near the village of Wagram. After an evening attack failed to dislodge the Austrians, who occupied a strong defensive position on the Russbach Heights, the main battle began the following morning.[1]
Description
[edit]Wagram is a two-player wargame in which one player takes the role of Napoleon, and the other controls the Austrians. It is a simple and easy-to-learn game, with only 100 counters, two rules sheets, and a relatively small 17" x 22" paper hex grid map scaled at 400 m (440 yd) per hex). The counters have silhouettes on them. Many players stated that they would have preferred military symbols.[2]
Gameplay
[edit]The game uses a simple "I Go, You Go" system of alternating player turns taken from SPI's popular Napoleon at Waterloo game published in 1971:[3]
- The French player moves all units desired and engages in combat.
- The Austrian player then has the same opportunity.
This completes one game turn, which represents 1 hour of daylight. After sunset, there are two moves during the night, where movement is allowed, but compbat is not.[3]
Publication history
[edit]After the success of SPI's first quadrigame, Blue & Gray: Four American Civil War Battles, published in May 1975, the company quickly produced several more quadrigames over the next six months, including Napoleon at War,[4] which proved very popular, moving to #5 in SPI's Top Ten Games list the month it was published, and staying in the Top Ten for the next six months.[4]
Wagram, which had been designed by Irad B. Hardy, was offered for sale as both a "folio game" packaged in a cardstock folio, and as a boxed set with 15 mm metal miniatures produced by Heritage Models.[5] The wargaming magazine Simulacrum, writing thirty years after the game's publication, noted that "This fusion of board wargames and miniatures was not successful, and no other SPI games were so adapted."[5]
Reception
[edit]In a 1976 poll conducted by SPI to determine the most popular board wargames in North America, Wagram placed very highly, rated 15th out of 202 games.[6]
In Issue 1 of the UK wargaming magazine Phoenix, Jim Hind thought that "the simp[le mechanics are shown functioning at their best, as they do not intrude while the players are concerning themselves with strategic decisions concerning the precise timing and strength of the Austrian atttack on the French left flank, and the strength of the French force which must be diverted from the assault on the Russbach [Heights] in order to meet it."[7]
In the 1977 book The Comprehensive Guide to Board Wargaming, Charles Vasey liked the need for tactical finesse on both sides, calling it a battle "fought on a large, open plain between two fairly equal armies."[6]
In the December 1975 issue of Airfix Magazine, Bruce Quarrie noted that "Despite the popularity of the Napoleonic period with miniature figure wargamers, board gamers interested in this period have not been particularly well served up till now, so this game is particularly welcome." He commented that the rules were "extremely simple", but found issues with historical accuracy, saying "Unfortunately, as with other Napoleonic board games, it does not accurately re-create the tactical capabilities and restrictions of the time, and the more ingenious player will probably wish to improve the game by devising rules for flank and rear attacks." Quarrie concluded, "Overall verdict — a good one for beginners because it is easy to learn and play, but lacking the detail necessary for accurate historical simulations."[3]
In The Guide to Simulations/Games for Education and Training, Martin Campion commented, "The game is fast-moving and suggestive of the strategic situation of the original battle. The tactical system is not very realistic but tends to give realistic general results." Compion concluded, "The game maps are excellent. The game is simple and makes a good introductory game."[8]
In Issue 53 of Moves, Ian Chadwick called Wagram "the most exciting of the games in this package. With objectives so conflicting, combat is forced on the players." Chadwick concluded by giving the game grades of A for Playability and C for Historical Accuracy, saying, "It is a good, fast and enjoyable game, perhaps the best of the quad and well worth many playings. Any player who lets it deteriorate into long, solid lines and a slugging match deserves what he gets."[2]
Other reviews and commentary
[edit]- Fire & Movement #24
- The American Wargamer Vol.3 #8
References
[edit]- ^ Gill, John H. (2010). 1809: Thunder on the Danube – Napoleon's Defeat of the Habsburgs, Vol. 3: Wagram and Znaim. London: Frontline Books. ISBN 978-1848325470.
- ^ a b Chadwick, Ian (October–November 1980). "C'est la Guerre: A Survey of Napoleonic Games, Part II". Moves. No. 53. p. 5.
- ^ a b c Quarrie, Bruce (December 1975). "News for the Wargamer". Airfix Magazine. Vol. 17, no. 4. p. 241.
- ^ a b "SPI Best Selling Games - 1975". spigames.net. Retrieved 2022-05-14.
- ^ a b Dawson, Jack; Kritzer, Art (April 2004). "Napoleon at War". Simulacrum. No. 20. pp. 69–71.
- ^ a b Vasey, Charles (1977). "Jena-Auerstadt". In Palmer, Nicholas (ed.). The Comprehensive Guide to Board Wargaming. London: Sphere Books. p. 154.
- ^ Hind, Jim (July–August 1976). "Napoleon at War". Phoenix. No. 1. p. 7.
- ^ Campion, Martin (1980). "Napoleon at War". In Horn, Robert E.; Cleaves, Ann (eds.). The Guide to Simulations/Games for Education and Training. Beverly Hills CA: Sage Publications. p. 504. ISBN 0-8039-1375-3.
Hastings, 1066
[edit]Hastings, 1066 is a board wargame published by TSR in 1987 that simulates the Battle of Hastings. The major part of the game was developed by Simulations Publications Inc. (SPI) in the late 1970s, but was not published before the company was suddenly taken over by TSR in 1982.
Background
[edit]Following the death of the childless English king Edward the Confessor in 1066, a several powerful men vied for the throne. Anglo-Saxon Harold Godwinson was crowned king, but had to defeat a Danish army at the Battle of Stamford Bridge before hurrying south to cade William of Normandy at Hastings.
Description
[edit]Hastings, 1066 is a two-player board wargame in which one player controls the Anglo-Saxons and the other the Normans.
The game is relatively simple, with only 200 die-cut counters, a 17" x 22" hex grid map and only ten pages of rules.[1] The turn sequence is an alternating "I Go, You Go" system. Each turn is divided into two phases:
- Order Phase: Each army is divided into three parts. Each player secretly chooses a strategy for each part of their army, and rolls two dice to determine the Battle Plan
- Battle Phase: Composed of six segments, with Norman player active:[1]
- Active player: Rally
- Active player: Missile fire
- Active player: Movement
- Non-active player: Reactive movement
- Non-active player: Missile fire
- Active player: Melee combat between adjacent units
The Anglo-Saxon player then has the same opportunities, which completes one game turn. The battle lasts for two days (8 turns each).[1]
Players also track unit morale and fatigue, which are influenced by the battle strategies used by each part of their armies.[1]
Victory conditions
[edit]Victory points are gained by eliminating enemy units and leaders. The Normans win by having more victory points than the Saxons, as well as either clearing the road to London or eliminating all the Saxon house carls. The Anglo-Saxons win by preventing the Normans' victory conditions.[1]
Publication history
[edit]In the March–April 1978 issue of the SPI house magazine Strategy & Tactics, game designer Richard Berg announced he would be developing a series of six easy-to-play wargames called "Great Battles of History." One of these would simulate the Battle of Hastings.[2] Throughout the remainder of 1978 and most of 1979, Berg kept S&T readers up-to-date on how he was developing and testing these games. However, game development was suddenly halted in late 1979, and none of Berg's six games were published by SPI.[2] Instead SPI was taken over by TSR in 1982. Five years after the takeover, Berg's game about the Battle of Hastings, with some rule modifications, was published as a pull-out game in Issue 110 of Strategy & Tactics."
Reception
[edit]In Issue 6 of Battleplan, Keith Martens was enthusiastic about the game, especially by the Order Phase, noting that "the player can influence the final Battle Order by picking a strategy which will maximize the chances of rolling that Order, but does not have the absolute command control found in many games." Martens also thought the tracking of morale and fatigue was "Brilliantly linked with the Battle Order determination." He concluded, "All in all it is the moes realistic tactical ancients game I have seen. If you are interested in the period, try a game."[1]
Other reviews and commentary
[edit]- The Wargamer Vol.2 #2
- The Grenadier #34
- The Canadian Wargaming Journal #7
- Wargame News #42
- Notiziario del Torneo Masters #22 (in Italian)
- Vae Victis #73 (in French)
References
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Cavern Flooring (generic)
Rollout: The Game of the Risk-Takers
Character Creator (generic)
The Final Campaign (PBM)
Endless Plans (generic)
The Games Machine reviews
[edit]- Pendragon (role-playing game) (12)
- Cthulhu by Gaslight (14)
- GURPS (16)
- Twilight: 2000 (17)
- Space: 1889 (18)
- Judge Dredd: The Role-Playing Game (21)
- RuneQuest (21)
- Space Master (22)
Backstab reviews
[edit]- Fudge (role-playing game system) [1]
- Battle Cattle [2]
- Cthulhu Live [3]
- Conspiracy X https://archive.org/details/backstab-magazine-french-02/page/n49/mode/2up
- Ars Magica https://archive.org/details/backstab-magazine-french-02/page/n37/mode/2up
- Chivalry & Sorcery https://archive.org/details/backstab-magazine-french-02/page/n33/mode/2up
- The Cairo Guidebook [4]
- Honor of the Samurai [5]
- Deadlands [6]
- Inferno (board game) [7]
- Honor of the Samurai [8]
- GURPS Psionics [9]
- Warhammer (game [10]
- GURPS Vampire The Masquerade [11]
- Constantinople by Night [12]
- Heir to the Empire Sourcebook [13]
- In the Shadows (Call of Cthulhu) [14]
- Stars Wars: The Roleplaying Game [15]
- Digital Web https://archive.org/details/backstab-magazine-french-02/page/n35/mode/2up
Different Worlds
[edit]- I.S.P.M.V.: Tethys
- Citybook I: Butcher, Baker, Candlestick Maker
- RuneQuest Companion
- Middle-earth Role Playing
- Cthulhu by Gaslight
GURPS Casey and Andy
[edit]Andy Weir & David Morgan-Mar Jennifer Brozak
- TV Tropes (https://tvtropes.org/pmwiki/pmwiki.php/Webcomic/CaseyAndAndy)
- Record holders for Fatalball including the one for Only People Stupid Enough To Play.
- Jenn's occupation as international jewel thief