One of the best things about tabletop wargaming is assembling your fleet/army. Cracking open that clam shell pack of new miniatures is always fun. But sometimes you open something new and there are some tricks, or hacks, that can really help you get the great results you want. I'm going to share ones that I've found help with the new Jovian Chronicals fleet scale figures and base stems.
Submitted by Dave McLeod on Fri, 06/24/2016 - 12:45pm
I posted recently what a typical day in the workshop looks like and received some excellent feedback from different people who were interested in some of the nitty gritty that happens during a typical day. I've had a couple of weeks to reflect on that blog entry and there was one thing missing. What happens when things go right.
You see the most common problem I have in the day to day work when I'm in the workshop is that most often the problem is that very little goes right. And by right I mean "up to my perfectionist-ic standards of what could as a quality cast". The issue is not that I have a problem when things go right but rather than the rarity of it happening means that when the opposite happens it can be it's own issues.
Submitted by Dave McLeod on Tue, 05/03/2016 - 11:54pm
One fact that we accept with Gears is that they are mass produced on an assembly line, but they are still machines, each one vastly more expensive than equipping an infantry soldier. You don't throw just any person into your machine if you want it to fight at full effectiveness.
Submitted by Dave McLeod on Fri, 04/08/2016 - 2:21am
I thought it would be fun to pull back the veil a bit on what goes into one of my days at DP9. It's always a little different but there are some essentials to my job when I am at the workshop.
This week was a little special because the box with the first ten test pops had arrived. Read on for some potential spoilers. There won't be any pictures in this blog post because the workshop is a mess as I turn everything upside down to make space and get ready for packing the kickstarter rewards.
Submitted by Dave McLeod on Wed, 03/23/2016 - 10:42pm
So we have some great news this week from Arkrite press about the State of the Game. Jason and Greg are hard at work getting the RPG up and rolling at top speed and there is some great community involvement there. Gears are perfectly designed for a RPG environment because it lets you put the player characters in near mortal danger and still have them be the heroes at the end of it. It's also a setting where you can do spycraft, be a military unit, be civilians and do it all in a future world where people matter.
The really neat part of the announcement fro me is the part where they announce that the system will be a D10 system to allow for more variation on the rolls. This is great news as for RPGs you really need the ability to differentiate between a wide variety of skills and skill levels. For Heavy Gear Blitz the choice was made early in development to keep to the venerable D6 for good reasons.
Submitted by Dave McLeod on Fri, 03/11/2016 - 11:13am
As a design issue one of the hardest places to work on conceptually was how to define the effectiveness of armor in Heavy Gear. Armor as a technology is almost as old as the technology of weapons of war. There are numerous examples of how armor technology developed from simple leather and wood armor and shields to the composite laminated military armor used today.
One perspective that must be taken is the balance between the ability of weapons to penetrate armor and the ability of armor the resist the weapons has always been in flux. That this effect is poorly understood is an understatement.
Submitted by Dave McLeod on Fri, 03/04/2016 - 11:43am
It's nearing that time again, when the community waits with baited breath for a rules update. This is a time of terror for some, joy for others. I consider both reactions to be interesting. As a miniature gamer I am well aware that the history of miniature gaming is filled with examples of radical veering shift in the rules of a game. The Living rules can be described that way though I prefer to describe them as an evolution of the rules into something better.
There are a couple of things that I like to iterate to people who come to me with concerns about updates and what changes can mean. 1) Don't panic. Really. Don't panic. The absolute worst reaction is always panic. Panic prevents us from approaching problems rationally and as I often have to repeat to my son the old advice of just breathe... It is okay... Read on for a sneak peek under the hood of the new update.
Submitted by Dave McLeod on Fri, 02/19/2016 - 1:16pm
As I write this we are two weeks into 2016 and already we are starting to see how the year is going to unwind for Dream Pod 9 and it's going to be good.
If you are a kickstarter backer or on our facebook page then you already have seen some of the sprues for the Caprice factions and know how close we are to being able to give the actual date for the start of kickstarter rewards fulfillment.
As part of this fulfillment there is going to be a new rule book and thanks to the assistance of many players around the world it has been road tested the way only dice hitting the table can.
It's that time of the year again when suddenly there are a million things to do and gaming, especially miniature gaming, often gets kicked to the curb in exchange for lots and lots of family time, travel, holiday preparation etc.
There's one tradition that all gamers should try this season that my wife and I have discovered leads to a much happier holiday season for everyone. We call it game therapy. Game therapy is pretty easy. You invite your friends over for a game of some type. But most of all you make sure that there is at least one day when your gaming buddies get the call. You stock the fridge, everyone brings something to share, there are libations available and you play. But you don't actually play a standard game, you play socially, and you make up some fun rules for a scenario for some memorable gaming. How do you do this? Read on...
Submitted by Dave McLeod on Wed, 12/16/2015 - 11:04am
With the introduction of the living rule book as an online document that can be updated at any time there are new problems and new solutions that can be created in the game design process.
The first problem is simply speed. In the older paradigm where a paper rule book would be planned for every 3-5 years the rules might as well be written on stone. With the advent of online publishing the ability of game manufacturers to publish a FAQ (Frequently Asked Questions) and an Errata to the rules. It became a possibility to update the rules between re-releases ensuring that the best possible game experience happened.
Submitted by Dave McLeod on Fri, 11/27/2015 - 4:15pm