Telling the Story of Another People

Comanche_Osage_fight

When I set out to design Navajo Wars, I had a couple goals in mind. First, I wanted to tell the story of the Diné (“the people”) in a way that was faithful to the historical record, honorable, and from the perspective of the Diné. When I was finishing up Navajo Wars, I knew already that I wanted to design a follow-on game which told the story of a different people. My research into the Navajo had led me to read quite a bit about the Comanche, one of the implacable enemies of the Navajo. And so it was that before Navajo Wars had even hit the shelves, the work on Comanchería had already begun.

In many ways the Comanche game has proven far more difficult to design than Navajo Wars was. There are a number of reasons for this: First, I don’t know any Comanche personally. Never doubt the tremendous value of person-to-person contact when researching a people! With Navajo Wars, I had only to pick up the phone and talk to one of several friends who were fluent in the language and culture of the Diné. Not so with the Comanche! The second challenge has been that the Comanche are so very different from the Navajo. Their culture, their religion and taboos, their style of warfare all differ considerably from the Navajo!

And Now For Something Completely Different ……

    Designer, At Any Cost and Hammerin' Sickles

    HS Article 1 - Cover

    …. Hammerin’ Sickles, a regimental-scale Gettysburg game!

    What? You say you already own a dozen Gettysburg games? And you currently have a multitude of games with all sorts of different tactical American Civil War systems? I suspect that a lot of gamers think this idea is ridiculous – why would a designer waste his time spitting out another game on probably the most-gamed battle ever? But in all honesty, we feel Hammerin’ Sickles is a truly different breed of Gettysburg game and a different species of wargaming animal.

    I’m well aware that almost all designers claim they have a unique take on things, and for the most part I think they are all absolutely right. There are many fine Gettysburg designs out there – most unique in their own right and darn fun to play. But what makes Hammerin’ Sickles a singular experience is its focused subject matter (Longstreet’s attack on the second day of the battle) and the way we’ve incorporated tactical ACW combat, command control issues and “fog-of-war” into one fairly easy system. How did we do all that? Well, I’m glad you asked!

    Designer’s Journey: Beda Fomm to Hellfire Pass

      Publisher, Consim Press

      cp-logo-badgeHellfire Pass is the latest entry to hit the GMT P500 from Consim Press. This release pays tribute to the classic Beda Fomm game design by Frank Chadwick, and covers not one but two separate battles — Operation Battleaxe and Brevity. As publisher, Beda Fomm will always hold a special place in my heart — it was our initial Consim Press release back in 2010 and reflects our brand focus to release games that model the Redmond Simonsen (SPI) approach to physical systems design.

      bf_front_smallSince many are familiar with Beda Fomm (the original 1979 GDW Series 120 release or our edition), we’d like to share how the game system has evolved to cover the protracted nature of combat during the Battleaxe and Brevity operations. What follows is a preview of Designer’s Notes from Frank Chadwick. I asked Frank to summarize the key design challenges and highlight game concepts he is refining or introducing to best capture the historical nature of the battles.

      We hope you enjoy Frank Chadwick’s inside look into Hellfire Pass and we hope it will entice you to preorder this game with confidence!
      — John Kranz, Consim Press

      Interview with Developer Fred Manzo

        Designer - Liberty or Death

        One of the highlights of my trip to WBC this year was meeting Fred Manzo.  Fred introduced himself to me on my first day in the GMT demo area.  He was sitting with the maps and promotional material for the two games he is developing (both designed by Hermann Luttmann), Hammerin’ Sickles– Longstreet Attacks at Gettysburg and At Any Cost: Metz 1870 from the Franco-Prussian War.

        Hermann, himself, came by a day later.  In the meantime Fred was a great neighbor, stepping into a play-test when we needed a fourth for GMT’s upcoming Liberty or Death COIN game and grabbing me a bottle of water when I was busy teaching the game.  He told me about how he met Hermann Luttmann and the two began their working relationship.

        It seems a few years ago Fred was at ConsimWorld Expo in Tempe Arizona when his friend, Dr. Harvey Mossman, introduced him to Hermann saying “Hermann is from long Island too!”  It turns out they live only 30 minutes apart. Fred and Harvey then invite Hermann to their Wednesday Night gaming group and the rest is history.

        Fred Manzo

        Fred Manzo

        Inside Our Digital Game Strategy (Part I)

        We’re rolling out our new Leaping Lemmings for iPad app this week, with thanks to the good people at GameTheory, who programmed the app. Thanks to all of you who have helped us by downloading the app and giving us your feedback already. To everyone else, please DO support us by downloading the app – it’s a whopping $2.99 – and let us know what you think of our latest digital product.

        LL Collage

        While we’re thinking about the fledgling digital side of GMT, I want to give you guys an update on where we are and what we’re planning as we begin to really get rolling with our digital games. As befits a blog called “InsideGMT,”  I want give you all a look deeper inside our digital effort, basically “how Gene thinks about this stuff.” As you might imagine, that includes good, bad, even ugly, but I’m not going to hold back because I want you guys to understand the challenges we face as well as the opportunities that are before us.

        Early Efforts – In Search of Good Partners

        First off, I think it’s important, in business as well as in life, to understand what you do well and where you could use some help. At GMT, what we do well, due to  some outstanding teams of designers, developers, testers, artists, and support staff, is designing and producing  boardgames that our customers enjoy playing. That’s our core competency and, over 24 years, has become our identity in the game marketplace. Every person we bring onboard to work with us – from those early days of “just Jewel and me,” to bringing on Rodger and later Mark, Tony, and Andy, and all of the designers and their teams – every one of them brings their considerable skills to the GMT family for the purpose of helping us continue to create games that bring enjoyment to our customers.

        Design Background – Panzer and MBT

        Jim Day has been a respected designer in our hobby going back to the 1970s. When Andy told me a few years back that we had an opportunity to work with Jim on completely retooled versions of his terrific tactical wargames, I was thrilled, as I knew his systems were first-rate and was impressed at the major effort he was making to simplify those tactical systems while retaining the immersive game play that was their hallmark. What I didn’t know at the time is that Jim is a dream to work with. He’s a perfectionist when it comes to his systems, lavishing great time and much attention to detail on his creations, but he works well with others and shows great appreciation for the efforts of his team members. Those traits fit in really well with the way we approach things here at GMT, and they represent more than just the “Standard Designer Skill Set,” in my experience.

        So I’m very thankful for the opportunity to work with Jim, and am really pleased that our first print run of his new Panzer was so well received that it quickly sold out. (Please go order the P500 reprint so we can print MORE! ) His next game, MBT, just passed 500 on the P500 list, so we’ll be prepping to give it a production slot over the coming months. 

        The design background piece that Jim presents below is the kind of insight into the design process that I enjoy, and I very much appreciate Jim creating it for InsideGMT. By the way, my two cents on the new GMT versions, as a player, is that Jim “nailed it.” Less complexity, less time to play, but I get bigger battles, same historicity, and lots of scenarios for high “bang for my gaming buck.” But I have admit, I am just ever-so-slightly biased. 🙂 I hope you guys enjoy Jim’s article, and the games! – Gene

        ———————–

        Panzer CoverWhat is the relationship between the new GMT Games versions of Panzer and MBT and earlier versions of those designs? What follows is some historical perspective on the designs, as well as my VERY subjective arguments on the reasons for the new “GMT” version of the game system.

        In its day, the original Yaquinto Panzer’s, and its successors, detail was quite in-depth while supporting a high degree of playability. Although certainly not the first game on the topic of tactical combat, it was probably one of the first to translate miniatures style play to a board game format. Because the game system was originally designed as a miniatures game, that wasn’t too much of a leap.
        panzeryaquinto

        Although it is often a struggle to determine what represents a reasonable balance between realism, complexity and play balance, the game elements and level of complexity of the Yaquinto version were right in step with the games of its day. The use of simultaneous movement (written orders) was not common in all games, but on the other hand was not an oddity either. As in the current game, each vehicle, gun, aircraft, leg unit, and others had their own specific data card that summarized all of the necessary information to play the game. panzer data card yaquintoThe system worked very well on a small force basis and was better for modeling vehicles than infantry. The morale rules were a little simplistic, but worked well enough as most players did not want that level of complexity.

         

        The Great Leap from Wargame Design….

        …. or what the heck got into Rick Young’s head,  designing Leaping Lemmings?

        Hey guys, I have often been asked, what’s a fine upstanding Wargame Designer like myself doing making a game like Leaping Lemmings? With LL coming out for iPad soon, I thought I’d fill you all in on what went on with that fateful decision.

        Title Screen of Upcoming iPad version of Leaping Lemmings

        Title Screen of Upcoming iPad version of Leaping Lemmings

        It all happened at WBC several years ago, when my annual roommate, John Poniske, and myself were staying about 20 minutes away to save a few bucks.  It was a bad decision, as we were sleeping in the attic, and it was the year of the stifling 100+ degree heat wave, and there was no a/c in the attic.  That was the last year we didn’t splurge on a Hotel.

        MBT Prologue + Free Sample Scenario

        27 September 1987, 1400 Zulu
        GDR Western Border

        Man’s vision of hell manifests itself in many guises. Whether terror, despair, or utter hopelessness, its definition remains very personal in nature. For 2nd battalion commander Major Petr Nikolayevich Yakolev, the descent into his personal abyss coincided with his posting to the 79th Guards Tank Division.

        Yakolev restlessly shifts his position, narrowly avoiding the sharp protrusions in his T-80’s copula. Wiping the sweat from the back of his neck, a quick smile plays across his ruddy face as he glimpses the striking cobalt sky. Jarred by the uneven road, Yakolev’s momentary escape quickly evaporates in the starkness of this reality.MBT_T-80BV_counter

        A lifelong military career supporting the Soviet Union has done nothing to temper his foreboding. After much posturing and many recriminations the Soviet high command has ordered the GSFG into action. As part of the 8th Guards Army, his division is now swiftly moving forward. Tasked with penetrating through the Fulda Gap, they are going to strike and strike hard against the Americans.

        Closed Circuit: Thunder Alley, Grand Prix, and New Tracks

        Well, I am a dyed-in-the-wool wargamer, but I have to admit, with Thunder Alley, Jeff and Carla have hooked me (and my whole family!). I’ve now played a dozen or so games, with a mix of wargamers and eurogamers and never-before gamers, and all of them have been really fun. We have a group of twenty-somethings at our church now who aren’t big gamers but who ask us almost every time we see them “When can we come over again to play Thunder Alley?” So that’s been really cool, to have a game with GMT on the box that we can teach our non-gamer friends and have a great time with a group of 4-7. 

        This is Jeff’s first article for InsideGMT, although many of you are familiar with him as the designer of Manoeuvre and as a very active online poster and promoter of games. If you’d like to hear more from Jeff, please check out his online presence, in the following venues:

        Thunder Alley Facebook Page

        Grand Prix Facebook Page

        Jeff’s Twitter Feed

        Enjoy the article! – Gene

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        thunder-alley-2-640x349Auto racing and GMT (known as a wargame company) are somewhat strange bedfellows, although to be fair sometimes the carnage invoked by a race can look pretty devastating. Races are also made up of hundreds of fights for position over the course of four or five hundred miles by numerous cars. They are quick and vicious skirmishes where a winner and a loser are clearly defined.

        The design of Thunder Alley started many years ago and looked very different than it does today, except in one regard, the tracks. From the very beginning we selected four representative tracks that players could use to simulate a season of racing if they desired. There was the super speedway, the short track, the triangle track and a road course. All of these were modeled on existing known commodities that people were familiar with. We also assumed that the knowledge went further than the hardcore fan. There were shapes left out but we were pretty comfortable with our four tracks being all anyone would need.

        We were wrong.

        What Do You Want to Know About Falling Sky?

        NoRetreatItaly-TabVolko and Andrew Ruhnke, the designers of Falling Sky our newest COIN Series game to hit the P500 list, are preparing an article for you guys that gives you a look inside the design. Gallic Wars COIN AvailForces (Rome)In what is a first for InsideGMT, they’ve asked me to involve you guys in the process of article creation.

        Volko and Andrew want to tailor their article to give you the information you’re most interested in. To facilitate that, we are requesting that you guys give us your questions, input, and comments in advance.

        So here’s your chance to help shape the Falling Sky article. Please leave us a comment with your questions, suggestions, and curiosities about the game.

        Thanks much for helping Volko and Andrew craft a Falling Sky article that will give you the information that most interests you!

        GALLICWARsetup