Oof! This ended up being a half day of work:
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Try not to laugh too loud. 😉
Tom used to be a lawyer. Now he's a game designer. The two have more in common than you think.
Oof! This ended up being a half day of work:
![]()
Try not to laugh too loud. 😉
A few weeks ago I posted a game I’d built for my MFA program. I’ve since returned to that game, polishing it to improve the player experience. I’ve also given it a new name–Phalanx–though that’s nowhere reflected in the game itself just yet. 😉
Unfortunately, that has meant returning to the dark and dangerous halls of Javascript, with all the incomprehensible error messages and general awfulness that implies. Send good thoughts my way; I’m sorely in need of them . . . .
Occasionally I return to the idea of a story-driven, Dynasty Warriors-inspired minis game. Here’s an interesting way to think about the goal of that design:
RPGs fall, roughly, into two categories. In some, the rules are a simulation of the physics of the universe. FFG’s Warhammer 40K RPGs work this way; when a player rolls to hit, the target number is based on in-world factors like distance, visibility, and the characteristics of the weapon.
Other RPGs direct the rules toward the narrative rather than what’s happening in the fictional world. A lot of indie RPGs (without trying to get into a debate about what counts as an “indie” RPG) are of this school. Polaris’ rules, for example, are all about which player gets to decide what happens rather than whether her character can then carry out the decision.
Current minis games fall into the former category. The rules are designed to simulate the in-universe rules of the world. Admittedly those rules might be strange, because the world is a magitech kingdom or an alternate dimension, but they’re still meant as a simulation.
The proposed minis game takes a completely separate tack. The rules aren’t about simulating a character’s attacks. They’re about driving the narrative forward and wrestling for control over the story.
Sorry for the late update! I’m hammering away on art assets for Three Days to Retirement.
Unfortunately, I don’t actually know much of anything about art, so the results are . . . not impressive. 😉 One can only do one’s best!
Please forgive the non-update here. I’ll put up some screenshots when this is done . . . and when I think the world can handle the horror of my sprite art. 😉
You work for Big Bad Evil Guy. You don’t really do anything evil yourself; you’re just the security guard in a hallway. What? Everybody’s got to eat.
Tonight you’re working an extra shift. Somebody needed to swap. Two shifts, back-to-back. You’re a little tired, and your mind is wandering.
There are rumors going around that a ninja clan your boss angered is coming for revenge tonight. If so, they’ll have to go right through the hallways you’re guarding. In the process, they’ll have to go through you.
Rumors like that start all the time, though. Nothing ever comes of them.
You’re three days to retirement.
A project I just turned in for my MFA program. Three weeks of Javascript is both not nearly enough and far, far too much. 😉
http://phaser.magnet.tsoa.nyu.edu/tom/www/combineBlocks/
One major lesson I learned from this project: don’t get too caught up in solving technical problems, and neglect to design with pencil and paper. It’s much easier to solve design problems when they’re not wrapped up in the complexities of coding.
People sometimes ask how they should go about getting into minis gaming. It’s a fair question; there are a lot of hurdles to clear. First one has to choose a game, then pick a small army to start, and then figure out how to add on to that beginning force step by step. Each decision represents a substantial commitment of time, effort, and money, so there’s a strong incentive to get them right.
Below are some tips I’ve found helpful over the years. I’m confident following these steps gives you the best chance at having a great experience with minis wargaming.
1. Pick games for the people, not the rules. Miniatures games take a while to play out. If you spend that time with a friendly crowd you’ll enjoy the experience even if the game isn’t your first choice. On the other hand, if you’re stuck playing with jerks you won’t have fun no matter how great the rules.
The best way to start is thus to go to your local store or club and just spend some time with the people who play different games. See who’s nice and who’s not. Once you’ve found a good group, play whatever they’re playing.
2. Choose a faction based on story and aesthetics, not mechanics. You’re going to be spending a lot of time looking at your miniatures, both during play and when pursuing the more hobby-oriented aspects of the game like assembly and painting. If you don’t like what you see it’s going to be that much more difficult to maintain your engagement with your army, and by extension with the game.
What’s more, the mechanics aren’t generally a factor you need to worry about too much in faction selection, because you can usually get your chosen faction to suit whatever style of play you prefer. Minis companies are aware of the danger of power creep, and they often resist it by giving armies new capabilities rather than strengthening their existing ones. Factions thus tend to become more or less generalists, capable of supporting whatever you want them to do.
For examples of armies sculpted into something unusual we need look no further than the 800 pound gorilla in the room, Warhammer 40,000. The Imperial Guard is the quintessential horde army in 40K, but you can turn it into a smaller, elite force by taking tanks and artillery rather than troops. Space Marines are traditionally the low-numbers strike team, but you can forego the fancy equipment and vehicles that make them so and just deploy a horde of footslogging Marines if that’s appealing. Each of these armies has been given tools and options over the years that make them highly customizable, and you can now build them however you like
3. Start slow. Buy the starter for your chosen army, and then stop. Play a bunch of games. It might turn out that you don’t enjoy them as much as you expected to, and it’s better to find out that you’ve made a mistake when you’ve spent ~$50 rather than when you’ve invested several times that.
4. Build in stages. People often go directly from their starter force to a full-scale tournament army, and then are overwhelmed by the jump in complexity. Every miniatures game I’ve ever heard of has graduated game sizes between “starter kit” and “tournament level.” Buy only what you need to get to the next step in size, and then play several games at that stage before moving upward.
5. Buy generally useful pieces. You’re going to want to change your army during your time with a game. If you buy generally solid pieces for your chosen faction, you’ll be able to do that without needing to make expensive purchases every time. By contrast, picking up narrowly useful, highly specialized pieces will mean that you’ll have to drop a lot of cash every time you want to make even a minor change to what you’re putting on the field.
If you’re not sure what’s generally useful for your game, take a look at tournament lists for your faction over the past year to two years. Take note of pieces that show up again and again, and buy those. Even if they don’t end up being your favorites, you can at least be confident that they won’t be money wasted.
6. Decide how you want to deal with the hobby element of the game. Some people really enjoy building and painting miniatures. For others the game is the thing, and the hobby elements are a chore. You’ll enjoy your time with minis more if you figure out where you are on that spectrum, and craft your experience to suit.
If you’re in the group that likes hobby-ing, look for events that involve those skills. There’s no end of painting competitions and tournaments that require fully finished minis. Whether you’re looking for rewards for your skill or just a cinematic experience with beautiful armies, you can get what you’re seeking.
If you’d rather just play the game, reach out to your local community. Most minis groups, I’ve found, have one or two people who will build and/or paint on commission. Set some money aside for those services; I can say from personal experience that it’s a lot easier to have fun with a miniatures game when someone else is handling the parts you don’t like.
7. Get a proper carrying case early. They’ll protect the effort (or money) you put into your miniatures, and will keep them organized at home.
Miniatures wargaming is a lot of fun—all the more so when you avoid some pitfalls. Following these tips will keep you clear of them, helping ensure that you have fun when playing and that your investments pay off. Enjoy!
Falling behind on my own projects is one thing, but falling behind on a project I’m working on with someone else is really lousy. Preparation for NYU has left me without time for a couple of games I’m collaborating on, so now I’m racing to catch up.
The good news is that I’m super-excited about both projects, and I have this weekend free before NYU responsibilities kick in in earnest. One of them is on the drawing board in another window as I write this, and is ready for a new prototype . . . .