Games that stick.

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I’ve been thinking about games that have durability, replay-ability, longevity.

As anyone familiar with hobbyists and the hobby industry knows, “Shiny” comes and goes. Indeed the hobby industry is built on ‘shiny’ and every gamer worth his salt has a lead/plastic pile that bears mute witness to the fickle siren song of new figs, a new range of figs, a different scale, genre, time period… Let’s all admit that most of the war games on Kickstarter are miniatures-driven – not rules driven. Coming to my ‘end-of-year’ game room clean up this week, I’m definitely guilty as charged.

But between tidying the game room and some recent attention to my home-brew rules, I’ve been thinking about the war games that last after the shine fades and asking ‘What games do I/other gamers return to and keep playing year after year? And why?’

I know the answers are different and flavored by individual experience and preference. Some people started playing DnD decades ago when they were Stranger Things kids and have stuck with it through all its editions. Others move on to Shadowrun or Cyberpunk 2020 because they scratch that Neon and Mirrorshade itch and there’s no need to look elsewhere. (Ain’t that right omae?)  Some sink their teeth into 40K early on and cling to it like a Pitbull all their days. ( I think that’s what GW wants) When I posed this question on TMP, nearly 50 historical gamers listed rules like DBA, HoTT, Johnny Reb, Lion Rampant, Dragon Rampant, and so on.

For a SF/F gamer like me: in no particular order and off the top of my head, I’ve played VOR, Void, Celtos, Chronopia, Warzone, CAV, Stargrunt 2, and Full Thrust. I did a stint with THW’s Bugs, 5150, and After the Horsemen. I’ve tried 40K, Necromunda, Inquisitor, and Space Hulk. Then there’s Warmachine and  Hordes, Iron Ivan’s Disposable Heroes and Ambush Alley games. (I know I’m forgetting some.) Now add Board Games, RPGs, Quick Start versions and Indie rules like One Page X, and the locust swarm of games I’ve read but never played/played once, and the trail of game rules behind me looks like a the footprints of an epic quest or an addict’s detritus. (a bit of both, I suspect)

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As far as I can discern, a game’s ‘longevity’ factor has multiple ingredients ranging from brand loyalty, local availability of players, and personal experience/associations, to the quality of related miniatures. But there are also underlying currents of simplicity and versatility. Those seem to be crucial.

Across the board, the common denominator in rule sets that seem to stick is that they are a reliable, straightforward framework to hang the action/story on. Sure, there may be particular flavoring and a degree of crunch/gritty detail, but the appeal seems to be that a player can plug in their force and play the game, not the rules. Combat, Movement, Morale, Special Abilities and Genre Specifics are resolved in the background while the battle, the story, is allowed to come front and center. IMO, the primary reason DnD and RPGs remain so popular is they provide mechanisms for players to participate in a common adventure, in a story.

The challenge is to translate that robust, functional dynamic to a war game, into a mock battle. The hitch is that most miniature war games seem to have been built on the back of RPGs and the detail level that’s so enjoyable and necessary for a player character in a dungeon crawl doesn’t scale up to platoon, regiment, and brigade level. Defeating Nash-Zaroth the Liche King requires the same kind of ‘combined arms’ flexibility as taking Istvaan IV in the Andromeda system, but the fine detail needs to be abstracted and smoothed out. Otherwise, the flow of the game/battle grinds to a chart consulting, modifier algorithm factoring, special rule quoting halt. CLUNK – players are disengaged, thrown out of the story, and there goes the fun. And I contend FUN is the real reason we’re still playing with toy soldiers and making up cool stories.

So as I approach Game Room Cleaning Day, not only am I going to take a hard look at the clutter, (expect a new batch of items For Sale) but in refining Zona Perestrelkimy STALKER-flavored, home brew skirmish rules –  I want bake in the brooding, dangerous, specifics of the Exclusion Zone but always remain mindful of honing the mechanisms to support the story, the mission, the game play, not bog it down.

It’ll take time, some sweat, and not a little bit of play- testing, but whether or not ZP gets picked up, that’s going to be a goal for 2018.

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Best Wishes for a Happy and Healthy New Year to you all.

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PS: the short story A Prayer to Saint Strelok is available at Amazon if you feel like getting in the mood. Enjoy.

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8 responses to “Games that stick.”

  1. So, are you going to release the rules for ZP on here, or pitch them to other companies.

  2. ZP is currently under consideration by a larger company. I’ll know more in the new year. If they pass on ZP – which they might – I won’t shop it around. Instead, I’ll investigate independent release, but that means illustrators, copy editor, cover art, diagrams, etc. Which even for a scaled down indie version, means $$$$ up front. Either way, it’ll take time to do it right.

  3. I heartily agree with this sentiment.

    After over thirty years of night and day obsession with the hobby, I want an intuitive, joined-up, simple system to slot some subset of my toy soldiers into.

    It’s easy to write a complicated system that technically works.
    It is far more difficult to write a simple equivalent.

    1. Exactly. One of my mantras in designing stained glass panels is to ‘hide the support lines’ – which means all the necessary break lines and internal structural support needs to be integrated in the design itself. No ugly interruptions or obvious reinforcement to break the aesthetic. It’s do-able but I have to put more work, more thought on the front end. I want the same for ZP.
      I also think that’s the main reason I and my game group enjoy Advanced Song of Blades and Heroes so much lately, and why we’re looking into Dragon Rampant.

  4. I’m also writing a similar rule set with the same aesthetic. Do you have an email that you share so we can collaborate a bit?

    1. Hi, thanks for stopping by S7. STALKER is a great game setting. We’re doing a mission tonight, in fact. Sounds like you’re in mode – no need for me to weigh in and muddy the waters. Good luck, comrade.

  5. Greetings,
    Just want to thank you for sharing your progress on the blog here. The stalker setting and universe that surrounds it is such a lush world to sink ones wargaming teeth into…. and the way you’re presenting it through the terrain and miniatures looks outstanding! Kudos!! I was also wondering if you have any early incarnations of the rule set that would be available to download or get via email. The more playtesters, the merrier, right!
    All the best,
    Yoshi

    1. Greetings STALKER,

      Yes, it’s an excellent setting. We’re having a good time hammering out the Zona Alfa rules and the play test for the current version will be ready end of next month. I’ll post info here when it’s finished. Til then… Za Zdaróvye, STALKER!

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