Monday, 6 February 2023
OPR - One Page Zona - First Public Games
Thursday, 2 February 2023
Zona Alfa - Minor Terrain

Tuesday, 31 January 2023
Shorts 2 - Tabletop Wargaming - Losing
I don't mind losing. Really, I don't.
My problem is the little guys on the battlefield who get axed because I roll dice so poorly :D
But provided an intriguing battle has played out, that's a win, and the effort was worthwhile.
I was contemplating the following concept; you don't really know if you like a game or not until you lose.
And not just losing because you're learning and don't know how it works, but once you know the rules, have an idea of some basic and intermediate stuff, and then still lose.
At this stage (once you have a clue) you may find there's more of one than the other going on...
a) you lost because you made bad decisions, or to a lesser extent because luck really wasn't with you today.
This is fine. You made a mistake and little plastic people died because of that (I'd make a terrible general). Sometimes the dice favour your opponent (or hates you) and stuff just goes wrong.
b) you lost because your force was not a viable match for whatever it was facing.
This is less fine. If you have to have specific counters to certain army types or weapon types then the game becomes less about what happens on the board and more about meta (sometimes called pay to win - where weapons or units can be bought that are hard to counter with established forces).
An example, Epic...
Certain forces seem to have more flexibility and capability, especially when matched against certain other forces. Sure, people say that lists are balanced and whatnot, but the complexity and wide variety of options can make the system difficult to navigate.
Your choices are to match known strong forces with other strong forces or counters, or certain factions are more or less guarantee a poor results.
An example, Infinity...
Similarly, certain factions and units have a preponderance of 'tricks' that, while there might be some counter-tricks, can be hard to manage depending on what force you have. So learning rules to neutralize tricks is... well, difficult to remember and cater for. I don't doubt that is part of the author's intention but it's more about stats and management than it is playing the battle. If you're building a force to neutralize an opponent's tricks then... dunno, seems like a crappy way to go about making your force, where you should actually like what you're running rather than just trying to win.
In both cases, in a tournament setting where you're building a single list that is trying to deal with the widest range of opposition it's certainly possible to have a sub-standard force that deals with nothing effectively.
If you're playing the same people with the same forces constantly it's less of an issue, but for a casual player it can highlight the 'do I actually like this game?' aspect.
Sounds like sour grapes perhaps, but I personally like a game where e.g. positioning and activation selection is more important that tricks and counters, or fielding a 'winning list'.
We all try to maximise effective dice against the enemy of course but in OPR you have more or less dice (and AP and some minor modifiers) and that's about the extent of the differences. All forces are more or less the same, though there are some less significant army traits (i.e. orks have ferocity which gives an extra attack dice when charging).
Anyway, I still think the concept stands. Find a game you like and don't mind losing when you play it, hope your local crew like it to, and enjoy the wargaming. It's meant to be fun.
Until next time...
Shorts 1 - Tabletop Wargaming - Simpler is Fun...ner
I like tabletop wargaming.
Objectives, terrain, characters, critters or an opponent, suspense, and of course narrative, make for a fun activity that allows ones imagination to roam within a fantastical landscape for a while.
As time goes on I've found myself wanting the simplest expression of this as possible. Measuring distances is fine. Dice to add randomness is fine. Complex calculations to resolve an interaction are less fine.
Simplicity in One Page Rules (OPR)
This is one reason OPR appeals.
You have a character, is has a 'to hit' roll and a weapon that does n possible hits.
The target is either hit or it is not. The weapon does (or doesn't do) a viable amount of damage no matter what it's pointed at.
There is armour check which is variable and modifiable - fair enough. Then the target takes a wound or it doesn't.
And that's that.
By comparison, Necromunda...
The added level of 'weapon damage' where you compare the weapon's strength vs the target's 'toughness' is an extra layer that adds complexity and doesn't add to the flow of the game (in my opinion).
I could also add that rolling for accumulating damage effects. OPR (skirmish version) does have a wounds system but it is simpler.
By Comparison, Epic...
Having specific weapon types, where anti-personnel, anti-tank or anti-aircraft weapon types can only be used on appropriate target types adds complexity to list selection and potentially makes a chunk of your force situationally unviable. Ok, that's a strategic consideration, but does it make the experience better?
Sure, it would be boring if all games were the same, and I guess authors write things to be slightly different or quirky to make them different from the next game.
But a novel approach to some aspect of the battle mechanics doesn't necessarily make things better. Some people like the micro-management aspect and fair enough.
As I've tried more and more games the quirkiness, complexity, tricks and counter-tricks takes away from what I want to be doing, seeing a battle or story play out as smoothly as possible without the interruptions of extensive calculations, chart checking and rules look ups.
A reasonably rebuttal would be to learn the rules better or memorize stats and charts.
However, if you play 3 or 4 different systems then that becomes more and more difficult and frustrating and confusing. AND because wargaming is a niche activity if you want to play a game (ANY game) then you need to be versatile and play a few different games based on what your fellow gamers also like. Otherwise you're waiting around for your game to cycle through again and that could be months.
I'm glad that other games do exist, for comparison, and because if everyone like the same thing that would be boring too. I've just been thinking about what I want from gaming, and why OPR is so appealing.
Brain dump complete.
Until next time...
Zona Alfa - Just A Wee Bit More Terrain
Sigh... well I'll put it down to "I had space in my extra box."
Only a couple of small projects really.
First off some little 'modern' villas. I just wasn't liking the 'adobe' style houses. I like them, but not in my particular Zona.
Started with a little prototype with scrap MDF.
We're doing some One Page Zona at next club day this weekend coming. I'm hoping to get some of these out.
So yeah, just small projects, didn't order any kits or anything (win), just kind of finishing off stuff that was sitting around or playing with little scratch builds.
This gets the backup/extra terrain box close to full, so no more now.
Until next time...
Thursday, 5 January 2023
Zona Alfa - hmmmm... AI.. Stories... hmmmm...
There's some aspects of hobbying that are just dull. Some people probably like them, but there's no accounting for taste.
When you're painting, blocking in colours is pretty dull, but then when you add the washes and dry brushing and the models start to pop it starts to feel like it's all worthwhile.
Similarly when you play a mission and have a cool little narrative to tell that's fun, but then writing it all up can be a bit tiresome, draft, hunting typos, coming up with ideas even.
Well, recently I was investigating an AI site/online thingime... I was actually looking at the code/programming it produces, but i also had a poke at the 'wordsmithing' capabilities. It's... not overly bad - but that is conditional. Anyway, I'm still contemplating but thought I'd present a little result I got.
I can possibly see myself using this to make filler stories from battle reports in the future. Perhaps I am using one to write this post now...
Nah, definitely not.
LATER: I'm going to add some more details and edit it and see what I can come up with. I'll just present the end result.
...
After a few attempts at providing just specific suggestions, the going was slow. So I copied out the text, made a bunch of changes I wanted enmass and then plugged it back in for review and suggestions (i.e. typo checking, but there were also a few suggestions that, if not 100% what I wanted, then they at least prompted me to review and rethink a sentence or statement). I also had it try to change it from third to first person narrative, and from past to present tense. Not 100% successful, but not bad for AI.
This is the final result, with a dozen (or two) revisions...
"The sun is low in the sky, casting deep shadows from the stark, abandoned apartment block. The once well-manicured lawns and gardens around the structure are now wildly overgrown with tangled weeds and wildflowers that sway slightly in the breeze. The windows of the apartment block are shattered and peeling paint covers the walls, giving it a desolate and abandoned appearance.
The estate's grounds are level but the surrounding trees have grown unchecked, evolving season by season into a suffocating wood, threatening to overwhelm the once high-traffic clearing. The predominantly deciduous trees block a lot of light, giving the approach a perceived green glow. In winter visibility would have been far greater, but assignments were executed near instantaneously, without that kind of strategic forethought.
The two STALKERS cross from the tree line to the structure quickly and enter the shadow of the building, weapons raised. The leader pushes one of the doors open quietly and peers inside. The interior of the building is dark and musty, the only light coming from the leaf-dappled sun filtering in through the broken windows.
Their worn but well kept boots tread carefully over the battered floor, littered with divots, loose tiles and crumbling plasterboard. But even for seasoned combatants like the STALKERS, complete silence amidst such debris is near impossible and they soon hear a sudden, startled commotion ahead from a group of bandits who had been using the building as a squat.
The bandits, caught off guard by the sudden appearance of the armed intruders, draw their weapons cursing, and attack.
Gun shots boom deafeningly within the hollow hallways, turning the ruined structure into a sudden maelstrom of deadly distractions, but the STALKERS are combat veterans with years of experience operating in some of the most dangerous places in the world.
The veterans duck into concealment and choose complimentary firing lines, quickly take control of the situation. They manoeuvre fluidly, pushing forward unrelenting with controlled aggression. Short bursts of their assault rifles dropping the bandits efficiently, ruthlessly.
They move methodically through the building ensuring it is clear, expertly sweeping each rotting room and checking the body of each emaciated bandit to ensure it is no longer a threat. The leader kicks over the last of the prone bodies, noting dispassionately the ragged clothes and the rust on the weapon that the lifeless hand holds.
With breath tainted by plaster dust and gun smoke and adrenaline rushing through their blood, the STALKERS emerge from the building, ready to report back to their superiors about the success of their mission. As they step outside, they are peppered with concrete splinters as bullets smash heavily into the wall, another destructive insult to what had once been home to several families.
A troop of dishevelled bandits approaches from the undergrowth, continuing the battle outside. The drab green of the STALKERS fatigues contrast starkly against the building's stucco exterior, making an inviting silhouette for the newcomers. The STALKERS immediately drop into cover unphased, resuming the fight with practiced determination and skill, picking off the desperate but clearly inexperienced bandits one after another until only they remain.
Silence returns and they scan the surrounding area, knowing instinctively that it would be unwise to stay much longer, but waiting with drilled patience to ensure it is clear to move. There are still likely to be more bandits out there, drawn by the sound of the pitched gunfire.
The leader makes a quick hand gesture and they detach from their position to leave. Their mission is complete, they have collected all the intel they need and then some.
As they disappeared into the overgrown vegetation, the decrepit complex is again left to its fate, at least for now."
Fun stuff... the process... not the inexpert fiction.
And I guess that leads to my conclusion. Based on my experiment it provided not a complete story like i'd somehow expected (how could it possibly know what i wanted without detailed input) but a feedback mechanism to make me review and revise the story more.
As a writing tool it was helpful. The content it produced was not specifically what I was after but it did provide suggestions for areas that might be considered weak and suggestions for improvement - based on just one test I don't know how generic or otherwise that advise is.
It also provided motivation to review and improve what I was writing as real time feedback, in the same way that discussing or talking out the story with a real person might be help, but without snide organic criticism haha :p
Anyways, until next time... beep bop boop!
























