Digital Gaming Re imagines the Middle Ages

The tabletop role-playing game emerged in the 1970s as an outgrowth of wargaming with ... a series of tactical tabletop battles in pursuit of an overall strategic objective) to the dungeon crawl (i.e., a sequence ofventures into the ...

Author: Daniel T. Kline

Publisher: Routledge

ISBN: 9781136221835

Category: Games & Activities

Page: 298

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Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.
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One hour Wargames

Practical Tabletop Battles for those with Limited Time and Space Neil Thomas. with a score of 1 indicating scenario 7, a 2 selecting scenario 8, a 3 choosing scenario 9, and so on. The sides for each turn can be selected randomly, ...

Author: Neil Thomas

Publisher: Pen and Sword

ISBN: 9781473822900

Category: Crafts & Hobbies

Page: 176

View: 984

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One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the other consideration is space, which further constrains the opportunities for a game. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both these problems. Now it is practical to play a game in around an hour on a normal dining table or living room floor. ??The book contains 8 (all-new) sets of very simple rules for various periods, from Ancient to WW2 and 30 scenarios which can be played using any of them, so you don't even have to take too much time thinking up a stimulating tactical situation and objectives. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening when a friend pops round. There are also sections on campaigns and solo games.
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The Portable Napoleonic Wargame

The first play-test battle fought using these rules (The Battle of the Bridge over the Rio Blanco) was a small affair, with only a few units per side ... but it ... The rules worked, but the tabletop battles tended to be short and ...

Author: Bob Cordery

Publisher: Lulu.com

ISBN: 9780244739096

Category:

Page: 174

View: 690

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Although the author is a late convert to the joys of Napoleonic wargaming, he soon began to see why so many wargamers love the period. As a result, he set out to write several sets of rules that would use similar game mechanisms to those in his other PORTABLE WARGAME rules, and that would enable him to fight a range of small, medium, and large battles on a relatively small tabletop. This book is the result. Please note that all the rules have been designed to be used with a gridded tabletop made up of squares or hexes.
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Reverse Design

The tabletop RPGs from which Diablo II is descended don't frequently employ major variations or accelerations in the ... if they did exist in tabletop form, accelerations would be hard to perceive; even relatively small tabletop battles ...

Author: Patrick Holleman

Publisher: CRC Press

ISBN: 9780429834103

Category:

Page: 120

View: 924

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The Reverse Design series looks at all of the design decisions that went into classic video games. This is the sixth installment in the Reverse Design series, looking at Diablo II. Written in a readable format, it is broken down into three sections examining three topics important to the game: How does Diablo II borrow from different types of games like action RPGs, classical class-based RPGs and Roguelikes? What are the different types of randomness in Diablo II and how do they work? How do elaborate level-up mechanics keep players interested in a relatively short game for dozens or hundreds of hours?
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Modelling and Painting Science Fiction Miniatures

Using models of different scales allows tabletop battles to be fought at different strategic levels, with forces that vary in size, from a few character models through to large armies, thousands strong. When describing the mechanics of ...

Author: Paul Stanley

Publisher: The Crowood Press

ISBN: 9781785008276

Category: Crafts & Hobbies

Page: 160

View: 751

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Aimed at modellers of all abilities, this lavishly illustrated book presents a step-by-step guide to figure painting and modelling using traditional techniques. From the multipart hard-plastic 28mm miniature to the metal and resin models common in all other scales, this book provides wargamers, collectors and gamers with a wealth of information to achieve the best results. It demonstrates a variety of modelling and painting techniques at different scales; it provides step-by-step guidance on building, converting and painting models; it covers working in plastic, resin and white metal; it explains dry brushing techniques, the three-colour method, multilayering and shading with washes and, finally, it considers basing techniques and maintaining the compatibility of miniatures between different gaming systems.
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Wargaming Campaigns

BATTLES 12. If one force attempts to occupy a hex that is already occupied by enemy forces, then a battle will take place. The players may now transfer play to the tabletop and set up the appropriate terrain covering all or part of the ...

Author: Henry Hyde

Publisher: Pen and Sword Military

ISBN: 9781473855922

Category: Games & Activities

Page: 528

View: 979

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Most miniature wargames take the form of simulating a single battle with the opponents either winning or losing and that's that until the next game. Such games can be a fun test of tactical skill but it can be even more rewarding if they form part of a wider campaign. In a campaign, the players commanding the forces have to make the decisions at the strategic level that determine the context of any battles that occur. The outcome of these battles will, in turn, have strategic consequences for the ongoing campaign. Although campaigns can be very rewarding, many wargamers are deterred by the need to produce maps and devise mechanisms for strategic movement, Intelligence, logistics, recruiting reinforcements, keeping track of casualties etc. Henry Hyde's excellent book greatly eases this task with masses of sound advice, concrete suggestions and even a full set of campaign rules useful for any period up to AD 1900. 'Whatever historical or fantasy setting your prefer, Henry shows that even simple campaigns can add extra fun to your gaming.
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The Wargaming Compendium

Warhammer Battle Book 1996 Warhammer Fantasy Battles, which first appeared in 1983, was divided into three volumes, Tabletop Battles, Magic and Characters. The rules were built around an imagined world, somewhat Tolkienesque in nature, ...

Author: Henry Hyde

Publisher: Casemate Publishers

ISBN: 9781783830695

Category: Crafts & Hobbies

Page: 256

View: 376

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This book gives a complete introduction to the hobby of wargaming with miniatures, especially suitable for the newcomer but also containing sufficient depth and breadth of information to attract the more experienced gamer. Packed with color photographs, maps and diagrams, the book is a visual treat, but one built on the solid foundations of a highly literate and engaging text that does not dumb down the hobby. Every aspect is explained clearly and in a way that both informs and entertains, with plenty of personality, gentle humor and a lightness of touch. The contents include a brief history of the development of wargaming, choice of periods from ancients to sci-fi, the question of scale (not only of miniatures, but the size of game from the smallest skirmishes to epic battles), terrain, buying and painting miniatures, creating scenarios for wargames, running a campaign, solo wargaming and so on. It also incorporates simple wargaming rules covering all periods of history as well as fantasy and science fiction gaming. These rules will have optional mechanisms allowing them to be used for very small games with just a few figures, or much bigger games with several regiments or brigades on each side.
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One hour Skirmish Wargames

We must never lose sight of the fact that the primary raison d'être of a campaign is simply to provide an interesting framework for tabletop battles. The campaign must never become so complicated that it becomes a game in its own right, ...

Author: John Lambshead

Publisher: Pen and Sword

ISBN: 9781526700070

Category: Games & Activities

Page: 120

View: 825

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Many wargamers enjoy the challenge of skirmish games where, instead of the strategy of vast armies portrayed by traditional wargames, the focus is on the tactics of a small unit. However, skirmish rules are often so complex that it can take hours of rolling dice, consulting tables and recording data to recreate what would in reality be a fast and furious firefight lasting just minutes. Now these new rules make it possible to recapture the speed and intensity of these actions where every man, and every second, counts. The basic rules are supported by sections which give special rules and scenarios to capture the flavor of a range of different periods, from Napoleonic to Modern Warfare and beyond with Sci-Fi. From the 95th Rifles scouting for Wellington, Western gunfights and WWI trench raids, through WW2 parachute assaults or Special Forces strikes in Afghanistan, or even Space Marines storming a space station, Squad Firefights elegantly simple system allows you to focus on proper tactical decisions rather than rolling buckets of dice or calculating masses of modifiers.
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Developing The Portable Wargame

Although I like to use things like mini-campaigns to generate the scenarios for my tabletop battles, there are times when I just want to fight a one-off battle for my own amusement. In these circumstances I either look for a real battle ...

Author: Bob Cordery

Publisher: Lulu.com

ISBN: 9780244011017

Category:

Page:

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This book has been written in direct response to the feedback from readers of 'The Portable Wargame', and includes three sets of rules - Ancient, enhanced Early and Mid Twentieth Century, and Air Combat - and chapters that look at Army Lists, Mini-campaigns, and Scenarios. All the rules have been designed to be used with a gridded tabletop made up of squares or hexes.
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Total War Warhammer The Art of the Games

Games Workshop launched Warhammer as a tabletop role-playing game in 1983, seventeen years before Creative Assembly ... of the Warhammer franchise from the very beginning; mostly playing their RPG stuff rather than the tabletop battles.

Author: Paul Davies

Publisher: Titan Books

ISBN: 9781803361697

Category: Games & Activities

Page: 192

View: 422

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Explore the world of all three Total War: WARHAMMER games in this stunning compendium, packed with concept art, final designs, storyboards, and artist commentary. Total War: WARHAMMER is the award-winning PC strategy game trilogy from Creative Assembly. Set in the world of Warhammer Fantasy Battles, it combines grand campaigns of epic empire-building with battles of breathtaking scale, brimming with the warriors, wizards, and monsters that fans know and love. Delve into the rich lore of Games Workshop’s world of Warhammer Fantasy Battles, as viewed through the Total War lens. Total War: WARHAMMER – The Art of the Games offers Creative Assembly’s insights into the development of the series. Pore over concept sketches, texture studies, character art, and fully rendered paintings, accompanied by commentary from the artists themselves. Featuring artwork of iconic characters and scenes from parts I and II, as well as never-before-seen art from the trilogy’s thundering grand finale, this coffee-table tome is an essential collector’s item for any Warhammer or Total War fan.
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