Rules, Toys, and Time

Work has been slower this past month, as my recovery has taken a lot longer than usual. But I’ve been making incremental progress nonetheless.

Of course I dusted off my collection of WWII figs and got a copy of BA3E too. John’s plan is run a large demonstration game for the entire group, and it helps if two people are familiar with the basics. (that was my excuse, anyway.)

Learning Curves and New Editions

I’m glad this is my first experience with Bolt Action. A competitive game with a healthy tournament scene, I understand there was a fair amount of fuss over the new iteration and I’m not keen to stick my hand in the middle of a dogfight.

While I won’t embrace the competitive/tournament side of it, I’m looking forward to the banter and drama of a large-scale game with the whole group. (and fielding my German Veteran Grenadiers with a Sd.Kfz. 234/2.)

it looks cool, is why.

The original game was titled ‘Hardwired’ and was offered free, back in 2019; a few pages sketching a simple framework for running quick and bloody missions in a generic cyberpunk landscape. Now, several supplements, a name change, and five + years later, it’s time to incorporate the feedback, the critiques, the suggestions from players around the world into a new edition.

Best Writing Advice I Ever Got

It was a good point. Valid. It made me realize the critical distinction between the two and that I needed to up my game if I was going to take writing/designing war game rules seriously. Like learning a second language, I needed to be far more articulate and specific if I was going to communicate effectively. Fortunately/unfortunately, that process takes time, experience, instruction, and requires different techniques.

And so here I am, going into 2025, hammering out a new edition of my own war game with a new perspective. As a compilation, the book will be bigger, heftier, than the original core rules. There will certainly be some changes, lots of adjustments and clarifications, as well as some new options for gear, generating missions, and suggestions for porting the EZ system into other cyberpunk settings. (shadowy ones) I genuinely hope purveyors of cyberpunk espionage and mayhem will take it and run with it into bold and bloody dark ops all over the world.

Signing Off

I’ve read that new editions of war games are nothing but cash grabs. Forced upgrades to sell product, milk the fan base, and keep the money train rolling. Some of them are – or least really, really, really feel that way. Particularly when a recurring pattern morphs into a business model. (Not judging. We all have bills to pay. Well, maybe a little judging.)

From where I sit, the new BA3E – and if I may be so bold, the upcoming Exploit Zero Omnibus – are really just two examples of the Learning Curve. Admitting you’ve figured out how to offer something better, more effective, fun, and efficient to an audience.

Maybe I’m wrong. Naive. It’s certainly possible.

All I know for sure is I’m really looking forward to both.

Thanks for stopping by. Have an excellent day.

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Thanks and Good Hunting.

12 responses to “Rules, Toys, and Time”

  1. creativelybread95aa84cf57 Avatar
    creativelybread95aa84cf57

    Looking forward to seeing what the Omnibus is like when finished.

    1. Ha. Me too.
      Thanks for stopping by. Have a good one.

    2. You are correct about rules writing being a total different type of writing. Unfortunately, it is easier to spot bad examples than quantify good ones. Good luck with the rules. The figures and terrain for your cyberpunk game look great!

  2. I will gladly buy a new version if it significantly improves the rules and having all supplements in one book is neat too.

    One wish I have, is that you find a nice artist (or several) and add their art to your awesome work. I’ll gladly pay extra for nice real artwork in a book šŸ™‚

    1. Thanks for stopping by.

      Well… I aim to clarify the original rules, tweak a few details, and incorporate the solo/co-op supplements. I have no idea if you’ll consider it an improvement.

      As far as commissioning new art, the core books and supplements use original pieces, plus the occasional filler from Shutterstock.
      While I appreciate and understand the desire for ‘nice real artwork’, the cost of commissioning all new illustrations for the Omnibus would require several hundred people willing to pay extra just to break even.
      I’m not confident I have that large of an audience.
      I’m aiming for that though. Have to see where the budget is when I get to that stage.

      Have a good one.

  3. If you want proofreaders for EZO I’m there for it.

    1. Thanks much.
      I’ll be looking for three reliable proofreaders once the first draft is done.
      I’ll let you know.

  4. God you make it difficult to decide which game I should give my energy to. Lately it’s been Zona Alfa but then I see a post about one of your other fantastic games and I drift 😬

    1. Thanks Darren.
      Appreciate the kind words. And that you enjoy Zona Alfa.
      There’s still plenty of work to do before EZO is available. Lots of time for another Zone run or three.
      Good hunting, stalker.

  5. I’ve recently discovered Exploit Zero (after first discovering Hardwired) and am very interested in purchasing. That being said, before I buy the existing PDFs on Wargame Vault, do you recommend I simply wait for the Omnibus? I have the free Beta rules from 2019 so I figure I can simply use those in the meantime. Interested to hear your thoughts?

    As an aside, do you think the ruleset has room for HSEC “Bosses”? Perhaps HSEC “Agents” fill this role, but I’m thinking Metal Gear Solid-esque mechs or even vehicles like tanks and APCs… more health, greater speed, and a foe that isn’t necessarily character-based. What do you think?

    1. Hi Robert.
      Thanks for weighing in.
      If you’ve been okay with the original ‘Hardwired’ beta, then by all means, wait for the Omnibus. Clarifications and adjustments aside, it’s the same core mechanics. You should be fine.
      Regarding “Bosses”, I always though H-SEC Agents filled that role.
      Adding vehicles/mechs is a cool thought but that certainly changes the nature/scope of the game from intimate operations to bigger battle. Have you looked at the PvP version, ‘Hostile Takeover’? That accommodates fireteams and mechs. Some House Rules might fill the bill.
      LMK when you get a chance.

      1. Thanks! It’s not urgent of course but I’ll take a look at the ā€œHostile Takeoverā€ rules at some point to see if those might work. And as you said, there’s always house rules. Perhaps swapping two D10 squads for one boss? Just thinking out loud…

        I love the concepts and adaptability of the rules. Still… The escalating nature of opponents (and cool Cyberpunk setting) in EZ just lends itself to that style of baddie!

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