Showing posts with label barbarian suns. Show all posts
Showing posts with label barbarian suns. Show all posts

Thursday, January 16, 2020

Game Day at Work

I waited about a year for this event at my new workplace.  On this day I introduce my hobby to my co-workers. This is apparently the standard delay time I've set myself to follow for the last three (?) companies at which I've been employed.  Usually I get a good balance of men and women. This year my three male coworkers were joined by a female one.

Overview

These were all boardgame enthusiasts but I would classify them as Eurogamers because they've had little exposure to wargaming or tabletop miniatures gaming.

I brought in most of my ready material and gave a history of tabletop wargaming, my pursuit of the hobby since childhood (some 45 years ago) and why this sort of pastime is interesting to me.  I explained the concepts of thematics, verisimilitude, crunch, fiddlyness, and heavyness.

  • thematics - game design and game-play which tightly conveys theme. Desired.
  • verisimilitude - game-play which seems "real enough".  Desired.
  • crunch - simulation of process in support of verisimilitude.  Need to minimize.
  • fiddlyness - over-design of components or labor-intensive game-play steps. Need to minimize.
  • heavyness - large amount of decision making opportunities. Need to balance

The Games

I showed a few of my wargame designs; Barbarian Suns, Barbarian Suns II, Swashbuckling, Giant Robots of World War II, and then MEST Tactics. This show-and-tell portion took about 90 minutes and I think my colleagues were impressed, which makes me happy. 

MEST Tactics Demonstration Game

This is where I set up the MEST Fantasy Gladiators demo session.

The Participation

There were 4 players, and I gave each about 600 BP worth of characters which comes to 3 models each. I estimated about 90 to 120 minutes maximum, but it took about 150 minutes. I think this is because I didn't factor in multiple newbie players. Lessee ... 12 models x 10 minutes for 2 new players = 120 minutes.

The Response

I think the players were shocked that the game involved so many rules. However, the game did make sense to most of them. One of the questions was why did players have to "roll-to-hit" and then also "roll-to-damage". That's fair, and I stated that it was tradition to know the difference between accuracy and effect since MEST Tactics is a tabletop wargame with it origins in simulating combat.

Gaming Day Pictures

Here are the pictures of that day!

Barbarian Suns. This is version 1 from 1998 or so.
Giant Robots of World War II. This was completed in 2010 or so.

MEST Tactics: Fantasy Gladiators. This is the starting arrangement.

Medusa. Key feature is Fear 5. Models within 5-MU are affected!

Akeleb. Spearman.

Leonidas. Spearman.

The character profile card for Leonidas. This is about 3 by 5 inches.

Links

Learn more about these various designs here;



Saturday, April 14, 2018

Designer's Notes for Barbarian Suns v2

The Avausim. The memetic representation of the Milky Way galaxy.
Preface :: These are my designer's notes for Barbarian Suns version 2. I think that BSv4 will have a better chance of getting published but it may take a while. Therefore I present my designer's notes here as a way to prelude the thinking behind the game design. Please note that both versions of the game (v2 and v4) play on a grid; v2 is on a square-grid and v4 is on a hex-grid.

Additionally, any mentions of SH2156 is in regards to my Superhero '44 Campaign.


There's a blog post describing what that means.


Designer Notes

A. Conception

It was a cold night in that cellar at Dan Pellerino’s house. Just myself, Dan and Damon Williams. None of us had any money to spend, and we were a bit hungry. In order to bide the time, we decided to create something a piece of graph paper. We didn’t have dice, so we modified our pencils into “Egyptian dice” by adding pips to each of the six sides. That was back in 1987. We didn’t have a name for it at the time, but we knew that the idea didn’t yet exist any where else in the gaming industry.

The basic game concept was actually formulated during my military years in 1983-86 in order to
support a strategic view of the SH2156 RPG game universe. As a science-fiction super-hero
role-playing game, SH2156 tried to meld the worlds of military gaming (a la Marc Miller’s
Traveller) and fantasy gaming (a la Hero Games’ Champions) into something more tangible.
This is understandable since it grew from the game I created in 1977 as a child to something
much larger when I revisited it after the USMC.

The adult that revisited the game needed to make it a bit “more”. So the background had to expand, and had to focus on events external to just interstellar warfare and comic-book heroes. Part of the background was to show that the events within the RPG were a small but critical part of a larger intragalactic war.

So, that night in the basement was something that we all hoped would be fun to play as well as
something we could continue to develop over time. What started from simple rules on scratch
paper and make-shift “pencil dice” has now grown into a comprehensive gaming experience.

B. Design Choices

All of us involved with refining the concept of an intragalactic conflict simulation game were
unsatisfied with the take of existing games like Stellar Conquest or Cosmic Encounters. Each
seemed to be on the opposite extremes of accounting practice or over-simplification. What we
wanted was something that could capture the sense of an RPG with all of its attention to detail,
but with enough martial constraint as to make it seem like a serious wargame.

We didn’t want a parlor game but we also didn’t want to have to learn a lot rules. We did want
something that was light, but could be played with seriousness between experienced players –
like a chess game but with spaceships and dice.
  • First. The first design choice was the board. It could have been a hexagonal board, or even a grid like it is now – but with more cells. What we decided was to have a small board such that any military movement would have a great impact, without having to resort to a large number of markers. In this way, any military movement became critical because the number of potential bottlenecks increased dramatically.
  • Second. The second design choice was the concept of movement. We realized that if we were to use a square grid, units would need to account for diagonal movement. Normally this is done by forcing a 1.5 movement point cost across diagonals. However, we decided that it would be too much math and also problematic in order to track which units had fractional movement points remaining.

    So a solution was to devise Movement Technologies” and to limit diagonal movement to an advanced form of intragalactic drive. Since the SH2156 RPG already had the concept of “Tunnel Drives” which would allow units to create worm-holes for unprecedented movement ability, we opted to allow diagonal movement under that guise.
  • Third. The third design choice was the concept of accounting. We didn’t want to have to track all of the improvements that we associated to each player in a large matrix or note pad. Other games of the time allowed for such, but we felt that it would be too much information.

    When our system sectors received improvements, we decided to instead show that information on the mapboard itself. At Dan’s, it was just a special symbol drawn on the mapboard, but soon there were too many symbols to draw. This necessitated the creation of System Improvement Markers. It’s one of the unique things about Barbarian Suns that makes it fun to play; look at the mapboard and you can instantly assess your worth. When it came to creating the military units, we encountered the very same problem all military conflict simulation games have to address; too many markers.

    Some existing wargames had thousands of markers to account for specific variations or order-of-battle appearance. We had to drop the concept of an Order-of-Battle tree; too limiting. We also didn’t want to have three variants of the galactic equivalent of the Panzer III. We did want to have units that could be improved; but how to do so without adding more markers into the game?
  • Fourth. Our fourth design choice addressed this by allowing nearly all technological changes to be accounted for via “technology” cards[4]. Each card would represent a specific rules alteration that could account for the addition of either new units onto the mapboard, or the modification of an existing rule or unit. In this way, if we wanted to improve a Dreadnaught[1] unit into an Ultradreadnaught[1] unit, it was only a matter of possessing the card indicating such.
  • Fifth. The fifth design choice we made was the System Ownership cards. Again, we didn’t want to have to do a lot of paper work; we wanted a game in which the pieces and the statuses could be displayed via some other mechanism. The System Ownership cards allowed us to identify and account for what we owned much like the “Title” cards in Monopoly. An added benefit was like the Technology cards; any system-specific rules could be written upon the face of the System cards.
  • Last. The last design choice came about after play testing. We had to create the Turn Order cards in order to offset the advantage a player had by going first each time. Initially we randomized this with a die roll, but we found ourselves re-rolling several times in order to beat ties that would occur.

    Additionally, once the dice were cast we were expected to memorize our order of play or else write them down. Since we wanted to avoid accounting work, we brought in the cards. A very large amount of play-testing went into the game to help refine its balance and the abilities of each unit and technology.

    For a game of this scale, it is really impossible to balance every aspect, but we tried to focus on three primary aspects; economic warfare, martial warfare and technological warfare. What I’ve discovered after several hundred hours of play-testing is that its best to capture a “feel” than to use numbers.

So, each Frigate[1] matters. 

One Minor System can support the creation of a Frigate. One Frigate can conquer a Minor System or control a Sector of the game board. The economy should be able to be grown via territorial conquest, as well as infrastructure development (“Boost”) and also via technology (“Economy II”, “Merchantry”). In this way, the player that sits by himself will also be able to compete with the player that aggressively conquers territory. This bodes well for that third player in a 3-player game.

For the aggressive player, we decided to allow numerous fleet units to be built and of a variety of form. Many of the variations would not be available unless technology for them was first had, but the pay off would be to provide capabilities that would make a great impact. An example of this is the Dreadnaught[1] unit. As a basic fleet unit, it would be available at any Shipyard[2] or Capital[2]. By itself, it is quite formidable. But when upgraded to a “Deathmoon”[1], it acquires just that “extra bit more” which makes it a unit worth employing in the place of dreadnaught. The best thing about it is that once “Deathmoon”[1] technology is achieved, ALL dreadnaughts become “Deathmoons”…

As for the System sectors, I wanted them to be able to be built into huge resources over time –
and so we created stages of advancement; Province, Minor, Major, Mega and Nexus. In this way, the player that can dig-in would be able to upgrade their few systems into something a bit more formidable.

As for the Technology trees, I wanted this to be completely different from existing games[4]. I
wanted technology to make an impact in the game. I didn’t want long technology trees because I didn’t view revolutionary technology to behave in that manner. Each step of technology research had to generate a definite edge in game play. In that way, a non-aggressive player could force the game to be one of “technological warfare” if the other players weren’t aggressive enough.

In order to help add more flavor to the game, I created four different kinds of Nexii to suit the
playing-style of each player. This theme we carried to even the Basic Fleet units and to the
Color cards. The premise works well in play – align the playing style with the proper Nexii, fleet
types and Color cards and the player will acquire a distinct advantage over those that don’t do
the same.

C. Artwork Choices

The first real complete set of playing pieces created for Barbarian Suns was done in 2-day
frenzy by myself while working the weekend as a physical security guard in late 1987. There
really wasn’t any artwork and nearly all of the original pieces were cannibalized from existing
games like SPI’s Starsoldier and Outreach. The game board was drawn within a 30-minute
flurry that next day with lack of sleep; using Prismacolors, acrylic line-tape for the grid and axis
labels; acrylic paint and a toothbrush in order to draw a simulated shape of the galaxy. This
was all done while my date was sitting in the car in front of Ray Wisneski’s apartment when I
gave the excuse to go and “use the bathroom”.

Since then, the game has gone through at least five redesigns of the artwork and pieces.
Raymond, Robert Curtis, Richard Frausto each of created one compete set of the game by
painstakingly gluing the laser printouts of my vector art to poster-board and carving them out
with a matt-knife. I think Richard created three sets and Robert two. Regardless; I lost them or
“accidentally” cannibalized them each time.

In this last iteration, the actual art itself is heavily influenced by a “meta-concept” I conceived to
tie in the SH2156 and the Barbarian Suns game. I call that the “Ovodium Cosmogos”. Using
the basic concepts of “memetics”, I fused fractals, art nouveau and baroque into a design basis
for all of the artwork. The result of which looks like the popular, “edgy” gothic tattoo work
employed by today’s youth. It wasn’t intentional, but there it is.

The single item where this comes together well is the mapboard which shows the four
metamemes by their colors (red, blue, green, yellow) overlaid upon a fractal mandragora
pattern of the galaxy, overlaid upon a digitally quarter-mirrored galaxy (actually M51), overlaid
upon some symbols representing the inner circuitry of the galaxy.

D. Pseudo History

The story of the “Ovodium Cosmogos” is the background for the game of “Barbarian Suns”. It’s
a lot more comprehensive than what is shown here, but the simple outline shown below pretty
much captures it. 

The fundamental reasoning for all of this is as follows:
  1. IF Man is special
  2. IF there exists other intelligent life in the universe
  3. IF super-science exists
  4. IF there exists a Great Force which control the behavior of the universe
  5. THEN what would happen when Man begins to conquer the universe?
My take on this is that the Great Force would either want to enhance Man’s ability to conquer
the universe, or hinder Man. Unfortunately for Man, a vote had already been cast, and action
has already been taken to shut the Milky Way galaxy off from the rest of the universe so that
Man can’t spread any further. What remains within the galaxy are sub-sets of that Great Force,
each striving to collect absolute control so that they can then focus on re-connecting the Milky
Way galaxy back to the rest of the universe.

In game terms, each player assumes a sub-set of the Great Force (here, “Dios Primin”) known
as the “Colors” and are identified by a color (red, blue, green, yellow). The Standard Victory
Condition for each game scenario is then assumed to be the goal of achieving absolute control
of the galaxy. The victor in this case would then be able to – as a choice - reconnect the Milky
Way galaxy (here, “Spermanova Lucifix” or “The Solidness”) to the rest of the universe (here,
“The Eventine”) according to a common ideology (“metameme”).

The only thing preventing them would then be the multi-forking time hysteresis loop known as the “Codon Barrier” put in place by the Dios Primin which prevents all information from escaping back into a single time stream (hence “even tine” – a single tine of a fork utensil). In story terms, this is handled by the having the Lesser Magellenic Cloud (here, “The Visitor”)[3] interrupt the Codon Barrier and thereby provide an escape route for information (“codons”) from our galaxy to the next and beyond.

Barbarians Suns then is a game about the personification of the natural forces and events
surrounding this galaxy and the beings within.

Footnotes:
[1] These are all military vessels ranging from the smallest and fastest to the largest and slowest in this order; Frigate, Destroyer, Cruiser, Dreadnaught, Deathmoon.
[2] These are build centers which allow construction of military vessels.
[3] I now think that a better choice would be the Sagittarius Dwarf Galaxy.
[4] This was before the arrival of a game which did something similar named Twilight Imperium.

Friday, March 9, 2018

Barbarian Suns v4.x :: WIP

Barbarian Suns v4

I was inspired to try another solo play-test of my Barbarian Suns game.

This is the version 4 of the entire game system and is my attempt to update a beloved design. It is a revision of the version 2 which I covered here http://matter-energy-space-time.blogspot.com/2012/04/barbarian-suns-277.html

History

Barbarian Suns arose as a way for me to express the back-story of a galaxy-wide war in the Superhero 2044 universe which I built with my friends. It forms the conceptual background for all of my game designs. The idea is that this war encompasses trillions of living creatures, billions of starships, millions of planets, across thousands of star systems. 

It is meant to be epic in scale.
  • Version 1 - This was an ad hoc design way back in late 1980 or early 1990. I'll find my designer notes and post it when I can.  Basically hand-written rules and components.
  • Version 2 - This is what is seen at the link above. It took the v1 and formalized everything; rules book, game pieces, elements. Everything was done using the (then) desktop publishing tools like Aldus Freehand (soon Macromedia, soon Adobe Illustrator) and Aldus Pagemaker. My circle of friends built about 4 play-test kits and we play-tested the heck out of this; possibly about a 100 game sessions between all of us. This completed design came together before anything else like Twilight Imperium ever exist.
  • Version 3 - This was my attempt at building an electronic version of the game using Visual Basic 5. I started it before I met my wife and had a family. I tried to revive the effort using Adobe Flash but then life hit me with long work hours. meh.
  • Version 4 - This is my current effort. It saps free time from my other efforts, but I really am enjoying visiting revisiting this concept.

Inspiration

Barbarian Suns v2 lay dormant for a few years. I wanted to publish it at one point and checked pricing (this is early 1990's) and became disenchanted with the publishing costs. That would including shipping, distribution, marketing, etc. So it lay upon my bookshelf for a while. 

However, I began to discuss a revised concept with one of my friends who was one of the original play-testers. As a result, it inspired me to render this concept:


Original inspiration for BS v4.
A solo play-test session. Small game for two players (red and yellow). 

Features

The new design is an effort to incorporate newer game design elements taken from European designer games. Here's a small list of features;
  1. Remove dice. Replace with a hand of "dice cards" which are numbered 1 through 6 and given "dice dots" which are 1-2-3 dots either white or black. This provides greater utility to bluffing and power-plays.
  2. Technology tree is represented by simpler object-oriented micro-rules. This was already upon cards in BS v1 but by BS v2 the phrasing was too complex.
  3. Revenue generation is similar to "exhaust this card". In BS v2 this was instead using poker-chips for tracking revenue. The revised version keeps revenue tenuous until required to be spent.
  4. Modular board. In BS v2 the board was a fixed 12x12 square layout which would allow small games to be played on a subset of that such as 8 x 8 squares or 10 x 10 squares depending on the number of available players. The modular board instead provides greater flexibility. Each player receives 4, 5, or 6 "megahex" tiles and lays them out to build a galactic map.
  5. System traits. A system is representative of several thousand star civilizations. These are now icon-based micro-rules which allow combinations of abilities for each "cluster" of star systems in order to provide further depth-of-play and replayability to the game.

Technology Cards

One of the key features of Barbarian Suns since its inception was the use of "technology cards". Each card presents a set of micro-rules which mutate the game play. The key design goal was to force players to race each other in acquiring disruptive advantages. For BS v4 I wanted to incorporate "deck-building" and allow multiple "tech cards" to be inserted into a "tech deck" of 24 cards at the start of each game according to the individual whims of each player. Many technology cards will stack, where if multiple versions are purchased during game-play their effects increase in magnitude.

I had several versions of how this would work, and I finally settled upon a simpler compromise. 
The compromise was to simplify all verbiage on these cards and spread the effect across multiple cards.
An earlier design for technology cards. The ideas was to use an icon-based "language" to represent the capabilities of each card. I liked the idea because of its elegance, but the visual language represented by the icons is a learning barrier.

The current version of technology cards as used within BS v4. The number of rules per card is dropped. Cards such as "Warp Drive" and "Weaponry" have multiple copies and will stack thereby increasing effect.

System Cards

Another desire was to include a simplified way to differentiate star system "clusters" by adding abilities on their control cards ("system ownership cards"). In BS v2 this was some heavy verbiage and I felt that the mutators on those full-sized playing cards (68.5 x 88 mm) was not done very well. In BS v4 the icon-based attempt allowed me to shrink the size of each card.  Here's what they look like now:

The BS v4 System Ownership cards. "Humani" is representative of the thousands of star systems in the "cluster" of stars surrounding our planet Earth. Each icon is a trait representing a micro-rule which affects game-play.

Additional Work

There's yet much work to do. 

The prototype shown at the top of this blog post is very minimalist and I may actually want to set up a Gamecrafter account to facilitate downloads of the design for others to assist in play-testing.

I'm not sure how long all of this will take before I'm confident the design is publisher-ready, but as I get more information I'll post it here. Once the rules are more "solid" for my alpha I will post them.

Sunday, April 8, 2012

Barbarian Suns 2.77

Overview
Barbarian Suns is very dear to me as it was my first collaborative effort with dozens of play-testers.  It grew from a simple game in the basement of a friend to something that redefined my thinking about myth-making and game-design.  I would say it was my first attempt at object-oriented design; this was back in 1987.  The game has been designed and tested very deeply.  At one point I was seriously considering publishing the game, but I wasn't ready for the cost.  It is an old design and the art I had was minimalistic because my layout skills weren't quite what they are today.

Barbarian Suns is a 4X game [ explore, expand, exploit, and exterminate ] and leans heavily into consim territory.  The backdrop of the game tells the story of humanity conquest of the our time-locked galaxy and the eventual conquest and break-through to reality.  I borrowed some ideas from Joseph W. Campbell, Richard Dawkins, Isaac Asimov, A.E. Van Vogt, James Blish, and H.P. Lovecraft to create the back story of the game.  Well, anyways; the principal idea was to take the concept of Manifest Destiny to its conclusion. What if the Universe was indeed alive and that it was anthropocentric?  What if memes could affect on the mega-scale?

For all of that fluffy-stuff, I created the Ovoidium Cosmogos.  I detail it at kitrok.blogspot.com.  It drove the story-telling engine of the FYBS game-system; a role-playing system that covered parallel universes a la Hugh Everett's Many Worlds interpretation.  I'll bring that to the public sometime in the future; there are many game ideas in potential there.

The Avausim
"Avausim" is the emotional name of the Milky Way galaxy as identified by the inter-galactic cult the "Galactic Believers".  In ornivoxas [ "lingo-latin" ] they call themselves the Undilimicus.  So, the image shown here is the 12x12 playing-field grid for the Barbarian Suns game.  I used a square-grid because it was easy to draw and it also embodied the four primary meta-cultures that are part of the mythology.

The Barbarian Suns game-board is atop the galaxy.

The Historical Galaxy
Here's the historical layout of the Milky Way galaxy around 2152 AD.  Earth is a mere province within the benevolent but dysfunctional Galactic Empire known as the "Galadatium Imperialis". 

Historical Layout

Sample Cards
These cards are from the new art direction I intend for the game.

The first set of images are the fronts and backs of the system cards.  When a player discovers, or acquires control of a star-cluster he receives the matching system card.  Upon the face of the cards are the various benefits afforded by the ownership of that system which kick in according to the kinds of system improvements placed upon the card.

The next two images are the technology cards which have the cost and their effects.  The way the game works is to provide each player a deck of potential technologies; players control which cards to invest into and play.  So, it would be possible to purchase Economy I, then Economy II, and Economy III.  Same for Masser I, Masser II, etc. 
 






Game-play
The game is designed for 2 or 4 players, but 3 and 5 players is possible.  The game is EPIC!  Each game-turn represents about 30 years of time.  Each sector of the 12x12 grid is 10,000 light-years across which takes about 1 week of hyper-space time to deliver information.  System markers [ there are 60 systems ] represents huge cultures of several million species.  Fleet markers represent battle-fleets involving billions of resources as well as starships and soldiers. 

Each turn players plan taxation, deal with rebellions, invest into research, explore, move around battle-fleets, and conduct warfare against other players.  Systems can be conquered, technology can be raided, and empires rise and fall. 

Due to the scale of the game, each of the main scenarios deal with a 12-turn phase of a larger 36-turn historical game arc representing the growth of star empires from nascent beginnings [ owing to the Lawnmower Effect ].  The three principal scenarios among the many available are Barbarian Stars, Border Kingdoms, and Last Empire.  In Barbarian Stars, players each begin with a single "Major" system and rush to explore an unknown galaxy.  In Border Kingdoms, players receive 6 systems all within reach of each others.  There are still a few undiscovered but remote systems available which can be fought over.  In Last Empire, all of the players have established solid empires.  This scenario allows 3 to 5 players.  One player is the Al-emperor; the remaining players are each Lords striving to over-throw the empire.  Their forces are weaker but together - if they act quickly - they can overcome the tyrant!

Technology when received are usually game-changers.  This causes a constant struggle between military efforts, infrastructure efforts, exploration, and research efforts.  Players must play aggressively in each of the facets identified.  Some technologies are purchased directly; others require research rolls.  Investing into Economy technologies is always good but not necessarily the best way to win the game.  There's always the sense of "Keeping up with the Neighbors" dread whenever a player successfully acquires a new tech.  It could be Void Mine Frigates, Psi-jump Drives, Death Moons, or anything.  Keep agile. Be lucky, too!

Closing
I'm busy working on MEST and trying to update the files for Giant Robots of World War II, but I'll eventually get the revised artwork for Barbarian Suns up.  The rules book for this 4X game were my first attempt at writing something so complex and I need to pare it down a bit.  I'm also unhappy with the combat system I designed for it; it was functional but created too much down-time when there were more than two players.

I've got ideas for revising the entire game to be a bit more modern, but I think that for now if I can get up these new artworks upon the older design I'll be quite happy.  And so may you.