aramis erak
Legend
Since someone else necro'd the thread...Thank you everyone for the suggestions. Tiny Dungeon 2e seems to be the winner. Lots of genres to choose from, seems super easy.
So, a year on, how did it go?
Since someone else necro'd the thread...Thank you everyone for the suggestions. Tiny Dungeon 2e seems to be the winner. Lots of genres to choose from, seems super easy.
I had Fury, but not Alamo.
I have to say, generally speaking, that I respect the skills required to design a game…and how to apply them properly.
I tried solo designing a wargame one time, but abandoned it after one playtest period. For whatever reason, it kept resolving into stalemates.
Lots of classic board games have equally matched forces that can result in ties, but only with effort. My game seemed to be geared to create standoffs, and I couldn’t figure out why.
Is that the one that never got found, or am I thinking of the Treasure of the Silver Dragon? Both were such weird gimmicks, I assume meant to increase sales, which I doubt worked very well. They seem like such a break from his usual skinflint behavior.Most were taken at the HIA show in Dallas in January 1981, he was making the big push to sell the Unicorn Gold treasure hunt game and wore a ball cap with a yellow unicorn horn sticking out as he schmoozed with visitors to the Metagaming booth.
Understandably awkward. I have never worked for a boss that I would want to go to a strip club with, and I don't ever expect to.One time he wanted to thank Norm Royal (the art director and graphics guru, the only other staffer who worked on games during my stint) and me for getting some project done under deadline and so he said we could knock off work one afternoon early and then took us to -- a strip club. I think he bought us some beers or something. It was fairly embarrassing to me. Seemed so tacky. He thought this was a reward?
I was a few years away from really getting into miniatures (at that point I was still mostly playing with loaners) but it was still really sad to see them go. Assume they didn't have proper insurance to rebuild, or maybe they were just reliant on what had to be fairly cheap (or free) workspace to use. But man, those upside down Martian ads on the back cover of Space Gamer used to make me smile.Other highlights from that era -- getting to visit Forrest Brown's Martian Metals business, it was located in the rural Hill Country fringes northwest of Austin proper (at that time), seemed very slapdash, centered in old wood buildings from some abandoned farming settlement I want to say. I was not surprised to hear later that it burned down, it seemed to be in a vulnerable spot for wildfires. Forrest once hosted a massed Fantasy battle in his house's garage and that inspired me to write my own massed Fantasy rules a few years later (unpublished, alas), using a couple of his combat mechanics that I liked very much.
So strange, considering he probably could have almost doubled his retail price and still done okay in the early 80s. He must have at least sort of liked gaming and game design...WarpWar proves the guy could design a rock-solid game, and while I may poke fun at Starleader Assault it wasn't actually bad, just disappointing compared to Melee/Wizard/TFT...which makes me wonder if it was yet another spite-driven game like Fistful of Turkeys.That was a low-down deed and I wasn't surprised when the company folded its tent the following year. It seemed that Howard gave in to his cheap-ass instincts and maybe thought he could keep his profit margin high by cutting production costs. We saw how well that turned out. I don't think Metagaming was in financial straits -- but I don't know for sure -- I think he just got tired of role-playing being a game publisher for whatever reason.
Revolt is and always will be a personal favorite, it's one of those rare games that just oozes character somehow, putting it up the same strata as Divine Right, Dragon Pass, Swords & Sorcery, and Bloodtree Rebellion in my book. And it does it in such a tiny format with a less-than-generous budget to boot.I worked on the first four TSR MiniGames a lot and playtested some of the later batch. Revolt on Antares and They've Invaded Pleasantville I basically co-designed and wrote the final rules drafts but my credit is as "developer".
Both companies must have been flooded with submissions from hopefuls trying to get their games on the market. In fairness to Howard, Metagaming did give a lot of people their shot at that. Very diverse list of designers for a relatively small catalog compared to places like SPI or AvHill or TSR.My earlier freelance gigs there involved evaluation and reviews of the "slush pile" -- unsolicited game submissions that Howard wanted to know more about, were they worth pursuing? That was also one of the Development sections' responsibilities at TSR.
While it remains my favorite of the TSR minigames and has seen far more play post-2000 than any of the others, I'm not sure it even edges out all its siblings based on plays in the 80s and 90s. We played a weirdly large amount of Saga back in the day, which I credit to it being incredibly frustrating to do well in - very common to get mangled by your first monster or three, long before you managed to improve your character much. Viking Gods was something of an obsession with one guy so that led to me playing a lot. It was a very basic game but had surprising replay value because so much of it came down to positioning in the early clashes, which (along with luck) determined who lost their strong 4 or 5 pieces early and left the enemy's big survivors free to rampage. Even Attack Force might edge out Revolt for table time - it wasn't worth playing two-player but there were so few real choices involved that it made a decent brainless solo game, so it became my old-fashioned equivalent to time-waster phone game. Almost entirely decided by how soonRevolt on Antares was probably one of the most played non-Metagames mini games played from my collection.
Is that the one that never got found, or am I thinking of the Treasure of the Silver Dragon? Both were such weird gimmicks, I assume meant to increase sales, which I doubt worked very well. They seem like such a break from his usual skinflint behavior.
Understandably awkward. I have never worked for a boss that I would want to go to a strip club with, and I don't ever expect to.
Reminds me of the time back in...1999? 2000?...when I worked GW's big Games Day con in Baltimore as an "undercover" Outrider (the old name for their local fan reps, who ran in-store events and were paid in credit - pseudo-employees at best). I wasn't actually part of the program but they were so sloppy about checking I accepted an invite from one the two local sibling Outriders to go in his place so he didn't get in trouble. It was an interesting experience seeing the show from behind the curtain, particularly the briefing/motivational meeting before it started. They had ~60 people jammed in a meeting room at the GW HQ with a slide presentation, and a few minutes into it the slides shifted to softcore nudes of some local gal. It was obviously pre-planned (the guy running it not only lingered, he went back to it once) and overall there some wolfish howling - but a lot of people were obviously uncomfortable, including the three women in the room. Even ~25 years ago I don't know how HR wasn't firing people over it, because I know there were complaints afterward. I'd have filed one myself if hadn't been there under false pretenses.
I was a few years away from really getting into miniatures (at that point I was still mostly playing with loaners) but it was still really sad to see them go. Assume they didn't have proper insurance to rebuild, or maybe they were just reliant on what had to be fairly cheap (or free) workspace to use. But man, those upside down Martian ads on the back cover of Space Gamer used to make me smile.
So strange, considering he probably could have almost doubled his retail price and still done okay in the early 80s. He must have at least sort of liked gaming and game design...WarpWar proves the guy could design a rock-solid game, and while I may poke fun at Starleader Assault it wasn't actually bad, just disappointing compared to Melee/Wizard/TFT...which makes me wonder if it was yet another spite-driven game like Fistful of Turkeys.
Also makes me wonder just how much of his overall sales came from Ogre and GEV.
Revolt is and always will be a personal favorite, it's one of those rare games that just oozes character somehow, putting it up the same strata as Divine Right, Dragon Pass, Swords & Sorcery, and Bloodtree Rebellion in my book. And it does it in such a tiny format with a less-than-generous budget to boot.
Pleasantville, well, not so much. The theme is great, gameplay is fine, but man, that one's really held back by the components, especially that map.
Both companies must have been flooded with submissions from hopefuls trying to get their games on the market. In fairness to Howard, Metagaming did give a lot of people their shot at that. Very diverse list of designers for a relatively small catalog compared to places like SPI or AvHill or TSR.
I did the same thing a couple of times for Awful Green Things From Outer Space, albeit in 15mm.I have all the townspeople painted up in 25mm (and a few alien types)...
Yeah, it's a tricky format to design in, especially the really tightly constrained ones from TSR and some of Metagaming. Task Force and Dwarfstar had a little more wiggle room in terms of size and component quality.Those microgames had very hard production limits imposed on the designers -- only so many counters, so big a game map, so many pages in the rules booklet. The design had to be shoehorned into those dictates. That explains a lot about the compromises made.
It shows. My least favorite Tom Wham game by a fair margin, and I usually love his stuff, even super-light stuff like Elefant Hunt.Tom Wham's "Icebergs," for instance, in its playtest prototype was a lot bigger game than the final product. Things got shrunk.