Princess of Persia

Life is unpredictable...It doesnt announce itself...It just happens...You cant control what happens...You can only live it...One moment at a time...And smile...For the moment...

Tuesday, March 31, 2020

Apartments designed for seniors starting at Rs.90 Lac*

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Apartments designed for seniors starting at Rs.90 Lac*

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Antara: Residences for Seniors

After the success for Dehradun, Antara is Now in Noida, Sector-150

Experience a new Urban Life, on your own terms:

• Senior - Specific Design Feature

• Fully - Finished Apartments

• Curated Resident Engagement Activities

• 24*7 Resident Services Team

• Proactive and Preventive Healthcare Services

• Prime Location and Easy Connectivity in Low Density Sector

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Apartments designed for seniors starting at Rs.90 Lac*

with easy connectivity and convenient location ‌

Antara: Residences for Seniors

After the success for Dehradun, Antara is Now in Noida, Sector-150

Experience a new Urban Life, on your own terms:

• Senior - Specific Design Feature

• Fully - Finished Apartments

• Curated Resident Engagement Activities

• 24*7 Resident Services Team

• Proactive and Preventive Healthcare Services

• Prime Location and Easy Connectivity in Low Density Sector

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Monday, March 30, 2020

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Saturday, March 28, 2020

Shadow Of The Comet – Social Calls

Written by limbeck

It took me several sessions to finish Shadow of the comet and you will probably understand it from this post (Edit: and the next one. I had to split the post in two). This last part of the game was much more action-adventurey than I could take, so some pauses to calm down were required. Despite that, the game reached an adequate conclusion, featuring quite a few of the Cthulhu Mythos regulars. But on to the story.

I had left the previous session at the start of the catacombs in JONAS HAMBLETON's tomb. The catacombs turned out to be an obstacle course maze. And it is not a small one. For its first part I have to collect two skulls and place them on top of two pillars to open a gate to the inner chambers. Meanwhile, I have to dodge rats and bats, avoid pits that I don't even know they exist and step around quicksand.

And enjoy grotesque statues that play no role whatsoever

The maze is full of closed gates that I have to open. Some open by stepping on a pressure plate in another room, preferably with scurrying rats. Others require to light all the tiles on the floor, by stepping on them in sequence (stepping on them flips some on or off).

There was a particular room with a barred door, a niche on the wall and a too lively looking snake sculpture on the north wall. The bars open when I place a statue in the niche. There is a similar room on the other side. Again the bars open when you place a statue. I do so. The bars open and I drop in a pit. I had picked up the statues from a third room. All three of these rooms led to the same one, but the ones to the east and west only led me to my death if I lifted the bars. I just had to exchange positions of the two statues in the south room.

Simpler than it looked

The final puzzle in the maze involved a room with three gold plates on the walls and an altar. If you read the plates, they spelled the message: Three times around the earth the sun will turn. That is a weird riddle and I do not have anything to interact with. I can only walk around aimlessly. Apparently what I needed to do was to walk three times around the altar in the middle and the gate opens.

After that room, I walk east and north and I meet JONAS! He rambles about his power and Cthulhu and threatens me.

Previously he said I have disturbed his sleep. I am like that in some mornings

While he rambles, I switch to running mode. If I wait too long, he transforms to a white abomination and murders me. As you can see from the screenshot above, there are four statues next to him. I need these to stop the unholy families in Illsmouth. So, as soon as I can, I pick them up and run the hell out of there.

Escaping JONAS was more of a chore than one would expect. As soon as I entered a new room, I had to move immediately towards the exit. I could not afford mistakes, because the door I entered from would be blocked by the White Worm almost immediately. There were some shortcuts that circled around him, but I could not think clearly enough. I barely had 1-2 seconds to move. Considering that the keyboard controls for movement can be unresponsive at times, it was a high blood pressure escape. Meticulously mapping the maze helped A LOT, but even then I did not have time to look at it for more than half a second. In the end I had my partner guide me like a WRC co-driver. After I reach the entrance to the catacombs, I climbed my rope like crazy, while the Worm just flailed futilely at the air.

At the time I was at about 150 pulses a minute

At the exit, a couple of helpful hands drew me out of the hole. They belonged to WALTER and his mother. If you remember, WALTER was the youth that was bullied by the HAMBLETONS and we saved, only to have him run away with our tripod the first night. He is kind enough to return it though.

Ms WEBSTER is the keeper of the cemetery and she takes me in her cottage, where she tells me the story of JONAS's wake. One of the windows in the mansion was open to an otherworldly realm, full of steles and strange geography I presume. There was also a sign on the floor, which shone even after WILBUR put a sheet over it. WALTER managed to make a drawing of the sign, which we search for in the house, after I deliver some exposition of my own to the lady. After some more pixel hunting, I find the drawing of the sign behind a painting.

I tell her there are 4 families in Illsmouth, which plan to bring the unspeakable Ancient Ones (or Great Old Ones) back to Earth. When prompted, I select the option of ARLINGTON (the Mayor), HAMBLETON (barring CURTIS), COLDSTONE (the old guy with velvety threats), TYLER (clearly insane lighthouse keeper). I need to place the statuettes I grabbed from the crypt on the sign in the house of each of them.

Sometimes, the game offers hints if you are not too busy taking screenshots

My notebook informs me that at the bases of the statues are engraved three-letter syllables that may be used to build spells. I can put some of these in order to create some of the known Ancient ones, such as NYA RLA THO TEP, HAS TUR, etc., but they do not all match. We'll have to see.

I am now ready to head out and deliver justice. Before I go, I am warned by Ms WEBSTER to leave JONAS's house for last. That would be the abandoned mansion I have seen in my wanderings in Illsmouth.

I choose to go to TYLER's house first. He comes to meet me from behind the bushes, but I use the first statue on him and speak the first row of syllables. It seems that I just had to speak them in the order I have them in my notebook. I keep feeling this puzzle could have added a bit more complexity, but I don't complain. When I speak the words, TYLER starts some magic and throws something bubbly and golden at me, but I dodge it and walk towards the sign that is drawn at this doorstep. When I step on it, TYLER vapourises and JONAS starts panicking on his throne.

Who you gonna call?

Next is the mayor, as his house is closest. I cannot get in the house, so I walk around and try to look for secret entrances, only to find out that I had missed a location. There is a barn to the west of the house and there is where Mayor ARLINGTON is waiting for me with his trash talk. Second statue and second row of syllables seem to be doing their work. His sign is at the top of the barn. I try to climb to it, but he turns into a dragon and I'm dead. After a few tries, I succeed. I just had to use the statue again on the sign. This is enough for ARLINGTON to die with several tentacles coming out of his torso. Next please.

COLDSTONE is also living alone, so I head there. I say the words for him and wait to see what horrible sorcery he will use at me.

It was the old Winchester ritual

Long story short, I reload and walk up to the sign and use the statue. Another one down and it is the HAMBLETONS' turn. On my way to the mansion, I pass by MYER's store, where a kitty is waiting for me. I use the rotten fish I had collected earlier from that very location and the cat comes to me. I now have a pet moving along my inventory.

Programmers having fun with animals

When I arrive at the mansion, the HAMBLETON boys beat me to death with a two-by-four. I have to find another way. I walk to the other house that has HAMBLETON written on the doorbell. There is a dog that used to bark at me any time I went close. This time it does not, which is weird, but convenient. I use the cat on him and he goes crazy. The HAMBLETONS hear all the barking and assume I am there. Which is correct. So I start running and make a loop to get to JONAS's mansion, which I can now enter without problem.

In the entry hall, I pick up a lantern and a compass card. In the silliest way possible, I die when a net falls on me and traps me like tuna. I use the compass card at the back of the room, where the net usually traps me and I turn a rudder wheel to open a door to the right. I call it luck or just random clicking. The next room has a hole covered by a bear hide. I promptly fall to my death, probably in a pit full of snakes, spiders and scorpions. Another trap has me parting with my head if I look in the fireplace. This goes against the rule of adventure games I play, which is to look around first and then do anything that might kill you. Here, looking around kills you.

There is one more death trap in this room (that I could find).

On the mantelpiece is a lantern, so I suppose I should put the lantern I stole from downstairs on the other side. I do so and it pulls a bookcase aside to reveal another passage.

I arrive to what I assume is the study of JONAS and now of WILBUR. This time, when I look around, I actually get a book called "Magic rites". It describes a ritual of the worshippers of "He Who Howls in the night" (aka Yog Sothoth). It says his symbol is the comet butterfly (JUGG had a butterfly collection, so I should pay a visit). Four colours are mentioned, red, white, blue and green. I can project these colours to different materials with the help of a camera obscura equipped with a lantern, which would help the "operator" to locate the secret positions of ritual talismans on sacred monoliths. So, the Being can be called by the "operator" when all talismans are in place and the ritual formula is spoken. Plot twist: you can use the same to banish the Being from the celestial sphere. I see directions for a puzzle here, so I dutifully note these down.

I also pick up a handle, which I use on the base of the telescope and have three sticks rise from the floor. I pull one of them and I die. I pull another one and a ball falls on my hands from the lamp above. Mystery. I walk towards the map or picture of planets and place the ball there... to open another secret passage.

I should be now at the top of the mansion. There is a pedestal in the middle of a pentagram and I can see outside through a hole in the wall. I use the final statue and syllables and WILBUR and spawn arrive through the walls. I try to run away but they catch me and I die by knife to the neck. Many times. A frustratingly number of times.

Maybe we can discuss politely? We don't really need all those knives, do we?

The other times I had a blinking sign to walk to and use the statue. This time I had no... well. Maybe I did have one. I am standing on one just before I am sacrificed. So I try to use the statue again and it works. Now, after the three HAMBLETONS turn into a flying polyp or something, I have to run like hell to get out of the house. I fail a few times due to the awful controls and the unforgiving time limit I am given, but in the end I get out. Where I faint.

At least I had it better than JONAS

I wake up in my room, with Dr COBBLE asking for explanations of why I was at JONAS's mansion last night. I say something vague about the good of the community and he believes me, because he had examined the body of ARLINGTON with all the extra appendages. He also warns me that Sgt. BAGGS will be looking form me and give me a message from Mr UNDERHOUSE. Apparently, he has made some important discovery and I must go there ASAP.

Well, this is getting longer than I planned, so I may as well stop here and have a proper Won! Post next time. Curse my verbosity.

Session time: 2:30
Total time: 10:10

Sanity lost:
8 from seeing and being chased by JONAS, 12 from the various deaths I caused (3 each)
Total sanity lost: 37 (My fingers are wax. They will burn, but I will have light with me always!)

A Little Touch Of Leipzig (In The Night)


Apologies for the obscure 70s music reference ! Some of you may recall that we started to delve back into the wonderful world of 15mm Napoleonic gaming recently after I finally put together my Quarrie / GdeB mash up rules. A rerun of Albuera ensued recently and that went quite well so it was time for a second go with the "new" rules. We decided to move away from the Peninsula and try some Central European action to see how those armies performed. I will put a link to the rule amendments at the end of the post.

Italian Light Infantry masquerading as Young Guard
I picked the 1813 Dolitz & Probstheyda Scenario from the Napoleonic Scenarios 2 book from Partizan Press, avaliable below,

https://www.caliverbooks.com/Partizan Press/partizan_NS.shtml

An excellent set of scenario books perfect for any rule set. Even with over 6,000 15mm figures for the period I had to make some compromises as I have no Austrians and no French Guard, so my Italian Guard and Russians had a run out instead.

Historical Background 

We will all be familiar with the background of the Battle of Nations and this game represents a small section of that battle, the centre of Napoleons positions in the South of the battlefield to be precise. The game represents the Allied attack of the 18th October and is a simple attack and defend scenario.

Russian Cuirass
Set Up 

12 x 6 table with the Allies marching on the table on move 1 from the left, as viewed in the photos below,

Allies March On
From the French Lines
A fairly straightforward battlefield, there is a line of two villages and a farm along the centre of the table, Dolitz, furthest from the camera, Dosen in the centre and then the Meusdorf Farm. The Farm and Dolitz each had a small wood adjacent to their left flank. On the far side of the table there is another wood and the edge of a steam.

The rear of the French Line is dominated by a ridge line on which the village of Probstheyda is located (green copper spire church) with a fifth and final village, Lossing, which is level with Probstheyda and behind Dolitz.

French Infantry in Dosen
French Orbat

For general stats see the Quarrie / GdeB mash up rules post below, any variations on the standard charts to reflect the lower standard of some of the French units is noted below.

C in C - Murat

Augereau - IX Corps
Brigade Sierawski - 3 x Polish Line Battalions (2 x 36 figs and 1 x 32 figs) and 1 6pdr Polish Foot Battery. Set up between Dolitz and the stream.
Brigade Lagarde - 2 x Legere Battalions (36 , 30) and 2 x Ligne Battalions, both 36, both -1 on standard French Morale. 1 x 8pdr Foot Artillery. Set up in and around Dolitz.
Brigade Semele - 1 x 36 Fig Legere Battalion, 2 x Ligne Battalions 1 x 36 and 1 x 30, the 30 man unit is a- 2 on Morale. 1 x 8pdr Foot Artillery.
Brigade Sulkowski - 1 x 18 man Polish Uhlan Regt and 1 x 6pdr Polish Horse Art.

Probstheyda
Victor - II Corps
Brigade Dubreton - 1 x 36 Legere Battalion, 3 x Ligne Battalions 2 x 36 and 1 x 30 (also -1 morale). 1 x 6pdr Foot Artillery. Set up in and around Dosen.
Brigade Dufour - 1 x 36 Ligne, 1 x 30 Ligne, 1 x 30 Legere and 1 x 24 Ligne (-1 Morale). Set up around the Farm.
Brigade Corbineau - 1 x 18 Hussars, 1 x 6pdr Horse Art. Set up between Dosen and the Farm.

French Cuirass
Oudinot  - Guard Corps (all in Reserve behind ridge, activated the turn after one of the front villages is either assaulted or fired on by musketry.
Brigade Pacthod - 4 x 32 Young Guard, 8pdr Foot Artillery
Brigade Curial - Italian Guard Grenadiers, Italian Guard Fusiliers both 30 figs, Italian Guard Velites 32 Figs, Italian Guard Foot Artillery 12pdr.
Brigade Bouresoulle - 3 x 24 Fig Cuirassier, 1 x 24 Dragoon (inferior mounts)

On a roll of 12 on initiative - Napoleon arrives anywhere on the French baseline escorted by 1 x 24 Guard Lancer and 1 x 24 Guard Chasseur.

Italian Guard on the ridge
Allied Army

C in C Schwarzenberg (remember Russian troops have been substituted in for Austrians)

Hesse Homburg - move on table opposite Dolitz
Brigade Roth - 3 x 48 Fig Russian Infantry Battalions one with -1 morale. 3 x 36 Fig Russian Infantry Battalions one with -1 morale. 1 x 6pdr Prussian Foot Artillery.
Brigade Mezentzov- 1 x 48 Fig Russian Infantry Battalion, 2 x 36 Fig Russian Infantry Battalions both with -1 morale. 1 x 30 figure Prussian Landwher, 1 x 6pdr Prussian Foot Artillery.
Brigade Vassov - 1 x 36 Fig Russian Grenadier Battalion, -1 morale. 2 x 16 Fig Prussian Hussar one with + 1 morale and 1 x 6pdr Prussian Horse Art.

Cossacks in a wood, what a surprise 
Gorchakov - move on table opposite Dosen
Brigade Grenadier - 4 x 32 Grenadier Battalions, 2 Prussian, 2 Russian. 1 x 6pdr Prussian Foot Artillery
Brigade Laelin - 1 x 24 Russian Guard Cuirass, 1 x 24 Russian Cuirass
Brigade Larkov - 2 x 24 Russian Cuirass

Russian Infantry Battalions attack
Barclay move on table opposite the Farm
Brigade Pirch  - 1 x 32 Prussian Fusilier (+1 morale), 1 x 32 Prussian Musketeer, 2 x 24 Reserve Prussian Infantry, 2 x 24 Prussian Landwher.
Brigade Von Kluse - 1 x 32 Prussian Fusilier (+1 morale), 1 x 32 Prussian Musketeer, 2 x 24 Prussian Reserve Infantry, 2 x 24 Prussian Landwher, 1 x Prussian Foot Artillery, 1 x 16 Landwher Cavalry.
Brigade Oldenkop - 5 x 32 Fig Russian Infantry Battalions (2 are -1 morale) and 1 Russian Position Battery
Brigade Zilowski  - 1 x 24 Russian Uhlan, 1 x 18 Russian Hussar, 1 x Russian Horse Artillery.

Prussian Reserve Infantry on the move
How did we get on 

We actually played through the scenario twice and it was quite an interesting experience having a go at a Central European battle after the Albuera Peninsula game. National Characteristics definitely give each army a personality and once you become aware of its strengths you start to alter your tactics to those of that nation, something I have been after in a game for a long time.

1st shot 6 gun battery, low ammo !
Normally I let the photos follow the story of the game but on this occasion they are a bit random, one because we played through twice and secondly because I was too busy taking notes about the rules rather than what was happening in the games.

Prussian Infantry attacking the Farm
In game 1 the match was over pretty quickly, the attack on Dolitz was a bloody affair with the Russians failing to gain any headway against the village and the Polish Infantry who had formed a line behind the stream. It wasn't long before the attacking Russians were streaming back to the baseline.

Another view of the Prussian attack on the Farm
In the centre the Allies sat there and got shot ! The Russian Guard Cuirass ended up retiring off the table without moving forward at all. That woke the rest of the troops up and there was a glorious charge against a gun line (see top photo) at the end of that game.

Waiting to go again in game 2
The Farm side of the table ground to a stalemate fairly quickly, the attack started on the Farm but all the French Heavy Cavalry came out to play, putting the Prussian Infantry in square ending any movement. With all the Russians running away at the end of our first session we decided just to reset and go again. I made a couple of changes to the orbat (the French started with the Guard Cavalry in game 1). Overall an easy Victory for the French in our first run through.

French Infantry in Dosen
Another aspect of game 1 was the atrocious dice rolling of the Allies (including myself) the double one for the Russian Artillery in the photo above was just the start, we have all had it, those days where you can't roll over 5 on 2 d6 until you need to roll low when you roll a double 6 !

French in the Farm
Game 2 went on for a lot longer (3 sessions) and was a much closer affair. We realised that we had been allowing too many people to shoot out of built up areas which made the approach to the villages a bit easier and the removal of the Guard Cavalry made the French player a little bit more cautious.

Attack on Dolitz in Game 2
The Russian attack on Dolitz was more sustained and they had a good deal of success against the French in the wood near the village, however the downfall this time was the Polish on the flank who pushed home their own attack in support of the village, there were some further shocking die rolls by the Russians but all in all a much closer battle.

French Cavalry mass behind the lines
In the centre the Allies wisely stayed out of range of the French Artillery, this time the French Cavalry massed behind the lines in the centre of the table but it all ended up with a lot of posturing. The Allies never got a clear run at a target whilst the French kept failing command rolls and remained on Hold orders behind the central village.

Cossacks skirmishing against Young Guard
The area around the Farm got a bit more fruity this time, this time the Russian Infantry led the attack, one thing we have quickly learnt is there is no point messing about firing Russian Infantry, get them stuck in as soon as you can. A battle raged over the woods adjacent to the Farm and the French sent two units of Young Guard to hold the line.

Prussian Infantry supporting the Russian attack
The Russians attacking the Farm failed to charge but those in the wood unceremoniously dumped the Young Guard out of the cover and into the path of a waiting Russian Hussar unit.

End of the Young Guard
The French committed the Italian Guard to hold the line in that area, the Allies had turned the flank but the new line at a right angle anchored on Probstheyda was pretty strong but was lacking Cavalry support.

We finished the game at this point entering a period of stalemate, the Allies had made more progress than before but had failed to get into the villages, with a bit more luck on dice rolls we could have got into the front line of built up areas but I don't think there is enough to get into the rear towns, it also felt that the French had a lot of artillery and with the ridge line they could often get multiple batteries on one unit when needed.

Italian Guard coming to the rescue
Rules Development 

The original Quarrie / GdeB mash up rules post can be accessed below,

https://yarkshiregamer.blogspot.com/2018/10/quarrie-to-general-de-brigade.html

There is still some work to do to get them perfect but I am happy with the progress and it's given me a renewed interest in Napoleonic gaming (which was my first gaming period) after years of inactivity so that in itself is a huge positive.

General de Brigade makes it harder to get into contact than other rules but when you do melee is over quickly, usually in a single round and there is none of the enormous black holes pulling in multiple units into massive combats which last 3 plus turns like say Gilders which needs a change of mind set from players of those sets.

The magic floaty tree
We found getting into contact a real problem in this game which is interesting as that wasn't an issue in the Peninsula bash, maybe we were expecting the British to shoot units off ?

The main discussion point and change from the game was the +1 for infantry charging in column. Infantry now has a charging factor for melee and a confused factor when not. We found that a plus 1 on top of the Impact factor was too much but we needed to reflect the impetus of charging in column so the decision was to count the Impact factor as the charging column factor and add a -1 to the Impact when charging in any other formation. The exception being the British.

I hope to get at least one more Napoleonic Game in before Xmas, oh the joy of too many collections ! Next game, currently on table is Spanish Civil War.

Well Sir? Are Your Sappers Done ?

Yes sir! Ready as ordered. You may commence your battle sir.
 No more marking off one third of my table. The trials have been done and done, a decision has been made, tested, tested again, and again, confirmed, and finally carried out.

4'x4' or 9x9 5" squares with a narrow border

If/when I want a larger table for a special game or to test a convention game at home, I'll add a temporary extension.

Now for a game or three!

GOA Trip @ Rs.999 .

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Thursday, March 26, 2020

Last Chance to register for GOA Trip @ Rs.999 contest.

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Wednesday, March 25, 2020

GOA Trip @ Rs.999 .

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Tuesday, March 24, 2020

GOA Trip @ Rs.999 .

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Monday, March 23, 2020

Modular Vs Integrated Expansions

Having recently done an expansion for Crusaders, and having done 3 expansions for Eminent Domain and one for Isle of Trains as well, I have noticed a particular style I like to use when creating expansions, and I've identified two distinct types of expansions: Modular and Integrated.

Modularity

A modular expansion is one with several distinct modules that can be added in various combinations. These can be good because they allow the players to use the modules they enjoy, and simply ignore the ones they don't care for. It allows players to customize their experience. Undoubtedly, this is something that some players will appreciate.

However, it also requires playing each module at least once to determine if it works well for your group, and it requires some effort to curate the expansion content to provide that perfect customized experience. For a group that loves a game and plays it all the time, one that's willing to put in the effort and plays to find the perfect combination of modules, this could be fine. But in today's market, I wonder if players will put in that time and effort? Or would they prefer to just buy a curated expansion, where the "best combination of modules" is the only thing provided?

Another down side to a modular expansion is that because of that modularity, the pieces of the expansion may feel bolted together and disparate rather than feeling like a seamless experience.

Integration

An integrated expansion is one where the new parts play off of each other and off of the original content. When done well, this type of content fits seamlessly with the base game, and it can be difficult to differentiate the new stuff from the old.

This loses the opportunity for customization provided by a modular expansion, but it gains the curated feel, and doesn't require any work on the part of the player to get to the "best" configuration.

Another down side to integrating an expansion is that it may be more difficult to remove the content when you want to play the game with new players. For an insular group who plays the same game many times, an integrated expansion may be preferable, while for a group where new players come and go with each play, it may be more difficult to pop the expansion content in and out.

My personal preference

It's probably clear in the above paragraphs that modular expansions aren't my preferred format. Well integrated, expansion content fits together with the base game in such a way that it feels like it was always there, or like it belongs. I find something attractive in the thought that the expansion integrates so well that a new player might not be able to identify the new content from the old.

Looking at the expansions I've done, I think it's clear I've attempted to go for integration over modularity:

In the Eminent Domain expansions, you simply add the new tech cards, shuffle the new planets into the deck, and the Fleet, Mining, and Political Influence tiles tie it all together.

When I first played Isle of Trains: All Aboard (which hasn't been published... yet) with the publisher, they were skeptical going into it that the game really needed an expansion. After we played, they said they were surprised how well integrated the expansion was, and that it was not obvious the expansion content wasn't just part of the base game in the first place.

Crusaders: Divine Influence is about to ship from China, so not many have played it yet, but my goal with that one was to seamlessly integrate the new content with the old. I replaced the Influence action with something more involved, and I added new buildings and a few factions. If you know the rules of the base game already, then playing with the new content should be easy to pick up. Learning the game for the first time with the expansion content included will be a bit more complicated than learning just the base game, but I have had some success teaching the game that way most of the times I have played the expansion with strangers.

Conclusion

There might be a temptation to make expansions modular, because as a designer it can be easy to think that's what players want, and it abdicates the responsibility of curating the expansion to the players. My advice for designers is to consider the game you are expanding, and that game's audience. In this day and age, with thousands of new titles coming out every year, is modularity really the best format for your expansion? Or would your audience be better served with a well integrated, curated expansion? For most of the games I work on, I think it's the latter.

Friday, March 20, 2020

Y2K: THE GAME


The year is 1999. A new century is upon us and the new story to scare the masses is the Millennium Bug. Computers will stop working. Electricity will shut down. Mass hysteria! Someone had to capitalise on all of this. Step in Interplay with their prescient point-and-click adventure Y2K: The Game.

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Thursday, March 19, 2020

Fascination



Some enemy attacks in RPGs always cause status effects, others have variable degrees of likelihood depending on player stats.

One enemy skill that always works (as long as the player does not have an accessory to prevent it) is "Fascination" used by a number of enemies in Final Fantasy 7 and primarily Jemnezmy. 

"Fascination" is a move in which a scantily clad, attractive, young female fiend blows a kiss or something at your party, and all of a sudden all the male characters are inflicted with the status effect of "confusion".

I have never forgotten about this enemy attack! 

As a 7 year old boy the move is rather strange and you don't quite understand what the big deal is, but as you change into a man, and also as you read theology, you understand how correctly the makers of FFVII designed this enemy. She is somewhat like the Siren of Greek mythology, her beauty is a trap, it makes you lose your mind, you completely forget your goal, your telos and the Siren destroys you.

"Fascination", it is from the Latin which can actually mean confuse, but also charm or bewitch. Some might argue that fascination is a really dodgy translation or whatever the Japenese is- presumably something more like "charm" or "entice", something that evokes more clearly both that you lose your mind, and that losing your mind is as a result of the vice of lust.

All men have experienced "fascination" and what a killer it is.
St. Thomas Aquinas describes "fascination" as one of the effects of the vice of lust, we read:

"Now carnal vices, namely gluttony and lust, are concerned with pleasures of touch in matters of food and sex; and these are the most impetuous of all pleasures of the body. For this reason, these vices cause man's attention to be very firmly fixed on corporeal things … [As a] consequence man's operation in regard to intelligible (obvious) things is weakened,
[This is caused] more, however, by lust than by gluttony, forasmuch as sexual pleasures are more vehement than those of the table. Wherefore lust gives rise to blindness of mind, which excludes almost entirely the knowledge of spiritual things."

Lust makes you forget eternity, heaven, hell, salvation, the truths of the Faith, the Crucifixion of the Son of God, your own immortal soul, your vocation, your state in life- absolutely everything can so easily get forgotten about in the grip of "fascination".

What wakes you up from confusion? In FFVII it is actually being attacked! Physical pain, and the ascetic tradition says the same. Take your USB charger wire, remove your shirt, and apply a few strokes to your back, that will wake you up! Take a cold shower! Sleep with the heating off in winter! Deny yourself the pleasures of taste, and, above all, alcohol. 

In the game world there are accessories to prevent confusion from the spell of fascination, in life, for some men, there ain't any accessories that will help you, there's no tactics to defeat this enemy, and so, when you see that Jemnezmy appear on your screen, hold L1 and R1 and get out of there.