Showing posts with label western. Show all posts
Showing posts with label western. Show all posts

Thursday, May 3, 2012

Arnica Sneak Peak: New Shed Design

Not much to report right now. My thumb is getting better and I've resumed my normal work schedule of casting parts and tooling (i.e. sanding) them. Orders are shipping and things are moving forward. The position of the cut does make it hard to mix mold rubber, though. Silicon rubber is very thick and holding the mixing rod puts a lot of pressure on my thumb -- exactly on that cut. So I won't be making any new molds for a few more days, yet.

When it heals I'll be focusing on making replacement molds for a few damaged parts, as well as making extras of key parts (like the wall of the bank, for example -- right now I've only got one mold for both walls and a second wall would really come in handy). After that, I'll move on to making some new molds for some new buildings, including the long-awaited Adobe collection.

We'll also be offering a new building for a set of original designs I've started working on: The Miner's Camp. You see, when we add the adobe buildings to our set, we'll have most of the major buildings that you need to create a nice Western town. The keyword being "nice." I'd like to add some more buildings that aren't so nice, nor so big. In other words, I want to create a set of small shacks and shanties like those you might find in a mining camp.

Here's a look at the first building I've designed (which, obviously, is based on our current Attached Shed).

New Shed Design
This photo shows the master pieces glued to a board that will serve as the basis of the master mold. As you can see, it will have a slopped roof with one end higher than the other. I'm hoping this will create a dramatic profile when compared to the other buildings in the town. Also, the flat roof (to the left) could serve as a place for outlaws to wait while ambushing people -- if the slope doesn't prove too steep, that is.

I'm also hoping that this model will offer a little variety to the various board & batten buildings we currently have. Also, it's a very small building, so it's low cost should prove to be popular. I've no idea yet when this will be released, but probably sometime this month. I'll keep you posted.

Remember, you can buy all of our Western Buildings at the Arnica Website.

See ya back next week for more behind-the-scenes fun.

Tuesday, April 3, 2012

Gutshot Rotgut: Our Annual April Fools Joke

Yesterday was April Fools Day, and as I explained last week, I enjoy creating pranks for the holiday. Since 2006, Hawgleg Publishing has honored the spirit of the day by announcing the release of a fake product.

This year, our product was gaming-themed whiskey. That is to say, a boutique line of whiskey with a 25mm Western miniature in each bottle. We release the story at our Website (www.hawgleg.com) and TheMiniaturesPage. The story is a bit naughty, but for the most part it's workplace safe -- and it was a BIG hit at TMP. In fact, since April 1 fell on a Sunday, we were apparently the only company that took the time to create a joke (some years at TMP, there are easily a dozen fake products, but this year we were the sole provider, which actually helped us pull the wool over people's eyes more effectively than usual).

I also think the quality of our artwork helped sell the joke:

I created this image in Strata 3D, which is a 3D illustration program I've been working with for a long time (probably more than 10 years). It's a powerful, but lesser-known tool with a lot of horsepower there waiting to be unleashed -- as I hope you can see in these images.


I think this time I came very close to achieving photo realism with these images. They're not quite 100% perfect, but they definitely do a good job of looking like real product artwork. I also got several complements on the quality of the label:


I even had a few people ask for a full-size label so they could print it out and put it on their own whiskey bottle. As one guy said, he wanted to see if anyone would notice. If you'd like to see the full-size label, you can get it by clicking here. I wish I could take all the credit for the label, but I did start off with an existing label from a Chivas Regal bottle. You can compare them by clicking here to see what I started with.

See ya Thursday!

Thursday, March 29, 2012

Gutshot Rules: Knocking the rifle off its throne

As I said last week, we solved one of our biggest problems in the first draft of Gutshot by arguing... er, discussing & debating outside Midnight Comics one night after a game. We invented the Retaliation Shot as a mechanism to solve one of the biggest problems we were having in the game: The fact that, because of our random initiative system, it was possible for you to die without ever firing s hot in self defense.

The Notorious Midnight Riders -- our first
long playtest that helped shape the game
into what it finally became.
Reaction to that rule has been mixed, with most of it being positive. There are a small, vocal group of people out there who don't like it at all. Of course, these are the same people who would prefer that everyone write down their actions and display them at the same time and then act them out simultaneously. In other words, these are old-schoolers from the "orders" style of gameplay used with armies and divisions. This is absolutely, 100% not the type of game we wanted to make. Gutshot is a skirmish game, and that sort of detailed order-giving has no place in the undisciplined, wild-n-woolly world of Western gaming.

Another group that dislikes this mechanic is people who have never actually played it. Although we've written and re-written it more than once, it just doesn't sound like it will work as well as it does when you just read the words. It seems a bit... odd, or different to them. When they play it, though, most of them join the the people who love the Retaliation Shot because it does a whiz-bang job of fixing the imbalance caused by our chaotic initiative system.

Taking the rifle down a notch or two
From Bushwhacked in Beaver Creek!
But back to the rifle. As I said Tuesday, with the way the first draft of rules was written, there was no reason on god's green earth not to choose the rifle as your primary weapon. It had damage, range, and held 15 rounds. By any reckoning, it was the weapon to beat.

So, we had to do some things to make it a more balanced weapon. The first thing we did was eliminate the "to hit" bonus at point blank range. The rationale behind this is sound, but most people don't like it: We figure that if you're bringing a rifle right up to a fella with intent to shoot 'em, they will grab the barrel and try to shove it away or dodge it in any way he can. It's a simple idea, but it helps a lot.

The next thing we did was more severe: we made it impossible to draw and fire a two-handed weapon in the same Action. This had a profound effect on the game. Suddenly rifles and shotguns -- still the most powerful death dealers in terms or range and damage, respectively -- were more unwieldy than the nimble Colt revolver or the sneaky Derringer.

This was an amazing change to the game balance, and the point at which we realized -- over the next four or five playtests with the Midnight Riders -- that we were really on to something great! Suddenly the combat was more balanced and players had a reason to think about their weapon choices. Now we could turn our attention onto other issues.


Thursday, March 22, 2012

Gutshot Rules: Behind our random Initiative

As a game designer, I think one of the most important things you can do is to impose a sense of balance into the game mechanics. For every plus, there must be a minus. For everything that gives you power, there must be something to counteract it. From time to time I'm going to use this blog to explain some of the behind-the-scenes thinking that went into fine tuning some of the rules in Gutshot.

For example, here's a question I get asked at conventions a lot:

"Why do you guys use random initiative? Why not just roll dice or draw cards and let everyone go in order?"

A fair question, and one with a very simple answer. But first, for those of you who are not that familiar with our game, here's an explanation of how initiative works in Gutshot:

  • Each player creates a character and fills out a Character Sheet. Every character must have a name (sorry, but "Cowboy #1 in yellow shirt" is not a name)
  • Each player writes the character's name on three slips of paper
  • All the slips are placed into a hat or other suitable container (I actually had to stop using my cowboy hat because name slips kept getting caught under the rim -- nowadays I use the old gamer standby: the Crown Royal bag)
  • One at a time, a name is pulled from the hat/bag: the character named then takes his action (usually movement and shooting at someone)
  • This goes on, one at a time, until the hat/bag is empty. When that happens it is the End of the Turn.
  • Refill the hat/bag with the names of surviving characters and keep on repeating until the end of the game.
Every Gamer's Friend
Now, even a quick reading of that should make it apparent that your name is going to be pulled out in a completely random manner. You might even have two Actions in a row... or all three at the end of the Turn. Critics of this system argue that this cuts down a LOT on planning and coordination because you can't easily predict exactly when a character is going to have his name drawn. And that, saddle pals, is exactly what we like about it!

Let me go back in time and set the stage for you...
Way back in 1999 and 2000 when Mike Murphy sent me the first drafts for this game, I was NOT impressed by the initiative system he described. I came from a long and checkered past as an RPGer (D&D, Vampire, etc.) and I was used to the simple: "roll dice and let's go in order" method of doing things. Murph strongly suggested I playtest it the way he wrote it... and I did. And I wasn't super impressed for a few reasons, the main one being that it was possible for me to die without ever firing a shot or moving to defend myself. So, naturally, I tried it again with a simple, orderly initiative system. And it worked... but too well.

Now that the players knew who was going when -- and more importantly, that everyone would only get one Action in a row), they suddenly started using modern combat tactics like advancing in waves and securing entry/exit points. It was highly efficient... and not at all a Western. That type of initiative was just too predictable, which is why we went back and figured out how to fix the I-never-even-got-to-move-before-I-died problem.  This improvement would end up being The Retaliation Shot...

And we'll talk more about that next week.

Tuesday, March 20, 2012

S&S Voting Report

This weekend we passed the halfway point in our month-long Showdowns & Shootouts Jury Prize selection process. So far, response has been about what I expected it to be with about 50 people voting so far. What I did not expect was that there would be one runaway leader at this point. One of the entries has an almost 2-to-1 lead over its nearest competition.

After these two big leaders, there are several other adventures racking up impressive voting. In fact, every single adventure has received at least one vote (and no, it's not just from the author).

I'm not going to taint the results by publishing who the leaders are, but I will publish the top five at this time (and they are listed in order of their publication number, which does not coincide with who's leading):
  • SS001 - Ambush at Coyote Canyon! by Al Theobald
  • SS002 - Bullets for Breakfast! by Ross Edwards
  • SS003 - 1,000 Horses for Helen! by Carmen Cerra
  • SS004 - Hurrahin' the Sky Pilot! by Dan Hash
  • SS005 - Holed Up! by Lance Gamble
If you don't see your favorite adventure up there, it's time to vote or stat campaigning to convince your friends and family to agree with your choice and get them to cast a vote, too.

You can read the adventures here: http://www.hawgleg.com/2007_contest_winner.asp
You can cast your vote here: http://www.hawgleg.com/polls_vote.asp?PollID=1

By the way, remember that everyone cast a a vote is eligible to win a saddlebag full of cool prizes!

Voters’ Drawing Prize (valued at about $60) Randomly selected from everyone who votes

  • Whitewash City Starter CD ($15 value) 
  • One item from the Gutshot General Store (approx. $20 value) 
  • One copy of the collected S&S paperback book (approx. $20 value)
  • Gutshot miniature: ($5 value)

See yuh back here on Thursday fer our next, 
regularly scheduled pow wow.