Monday, November 10, 2025

Wargame Design: So You Want to Make a Game

 


A long time ago, when I was building Only the Strong Survive I created a series of articles about the basics of Wargame Design.  This included looking at the Concept Phase, 4Ms, Activation Methods, Turn Sequence, Adding Chrome, Playtesting, etc.  It was everything you needed to get you thinking about how to design your game.  I have also talked a bit about what it takes to be a Game Designer, my own process, and Post-Production aspects of the process.  

I like to think that some people are reading these posts and getting their games out into the world.  Right now it is easier than ever to be a Game Designer.  Since there seem to be a lot of Indie games and publishers out there now, I am heartened to be part of that community.  I like to think this blog has helped a few people out.  In theory, everything you need to get your game out of you head and onto the table exists on this blog.  However, I do not think I have a post that puts it all together into one place. 

So, who wants to make a game?

The Concept and Design Goals

I happen to think this is the easy part.  Everyone has a folder of games they want to make.  Perhaps it is historical, perhaps it is fantasy, perhaps it is big battle, perhaps it is Sci-fi.  It doesn't matter.  What matters is you have an idea of what you want to make!  

It is no secret that I like Naval and Space Naval games.  It is also no secret that I struggle with them for a lot of reasons.  I spend more time thinking about this genre than I do writing for this genre, but today I want to fix that!  

Concept: A Space Naval Game that is nothing like Battlefleet Gothic or Victory at Sea.  Instead, I want to focus on how big Space really is!

A fine concept, BUT it tells me more about what the game is NOT going to be rather than what it IS going to be.  This is where you start working away at your concept in order to build the proper design goals.  I like to think about three things at this stage of the game before I write any design goals.  They are:

  1. What is my POV
  2. What is my Hook
  3. What I think will make it FUN


Before You Write Anything Down

This is a Sci-fi game of the far future, so I won't have the luxury of leaning on a lot of scholarly works or primary historical sources to help me understand how this game is going to work.  However, there are a lot of Sci-Fi space combat games out on the market, and a lot of Naval wargames out there too.  Therefore, those will be my primary sources as I start to think about my POV or how I think this game should work.  Since, I know a couple games I DO NOT want it to look like, what are games I DO want it to look more like?  These elements will be my Hooks.  Finally, I think about factors I think are FUN and if this game can incorporate those into game play.  

POV: If you get a fleet in orbit above an enemy planet, the war is essentially over.  The High Ground of Space theory will play a big part in how the commanders in this reality would think about strategy.  Therefore, the game will be about how to interdict enemy fleets from getting into orbit around your planet. 

Secondly, space is really, really big.  Once an enemy fleet gets to your planet it is all ready too late.  A Battle in your system would be devastating.  Therefore, you have to stop enemy fleets from reaching your home.  That means you have to find, fix, and destroy them before they get there.  If you are attacking, you have to get your fleet to sneak into enemy orbit.

Finally, in this game everyone will be using roughly the same technology base.  Therefore, no one has any super-tech that allows them to just insta-win.  The specifics will vary alot, but in practice there is no easy "I Win" technology out there.  

Hooks: Based on that POV, it is clear that detection and interdiction will be a big part of the game.  Therefore, when I think about how this game will play there will be two components I will want to consider; Stealth (like Submarine games) and Strike/Defense Balance (Like Pacific Command).  Games will be more like a Chess match, as once your Fleets are destroyed your Homeworld is open and the war is lost.  A Fleet in Being is vital.  

Fun: I know what I think is fun.  I do not try to design for anyone else.  So, here is what I think would make this game fun.  Decision Making of where to go, when to engage, how to locate the enemy, and how to balance defend vs. attack will be key.  This will be a game where having 2 vs. 1 match-ups will pay dividends, but setting up those types of plays is hard.  This leads to playing to "find out what happens" when you implement those decisions, does it make sense to spread your fleets out to locate early?  Consolidate them?  Block and tackle?  When is a sacrifice worth it?  Finally, with such a dramatic win conditions, there is fertile ground for stories to unfold on the tabletop as the existence and independence of whole civilizations is at stake. 

Design Goals

Now that our Pre-work is done, it is time to build some Design Goals that will be guard rails for our concept before we even begin write anything for real.  I often will take this time to create a cover, a working title, and an Intro page about what got me interested in the concept in the first place.  

Our working title will be Vastness of Space which will probably change and evolve as the game progresses.  The cover practically makes itself with that title! 

Based on our POV, Hooks, and Fun we can settle on the following design goals: 

  1. This game will focus on how big and empty space can be! 
  2. Therefore, this is not a miniature wargame, it is a game that miniatures can be used to play.  The primary driver will most likely be cards for approximate locations of things. Think more Blucher than Black Powder.  
  3. Space as the Ultimate High Ground Theory is in play, therefore the win condition is to get a fleet in orbit over the enemy planet. 
  4. The focus of the game will be in detection and locating enemy forces, and keeping them away from your homeworld.
  5. Units will be groups of ships and not focus on individual ships, crews, or commanders.  Individual ship capabilities is irrelevant, as is class size
  6. Balance Attack vs. Defense capabilities
  7. Abstraction will be at the fleet scale level with similar capabilities across fleets.
Congrats, NOW you can start writing your game.  



The 4Ms

There are 4 things you need to be able to do in every wargame.  That is where I start to think about how the game will play.  In a game like this, the "Units" will be fairly cookie-cutter to start with, so no need to worry too much about what makes up a fleet or army yet.  Instead, we can think about how they will interact at the higher scales.  

Movement: The hardest part of this game will be how to keep movement hidden.  I have some experience with this in White Star, Red Star.  Therefore, I will likely steal some of the ideas from there.  I also want space to be VAST!  Therefore, fleets won't "move" in a traditional sense in this game.  Instead, they will "Jump"!  Here are the two forms of movement to match my design goals: 

1. Hidden Movement - Fleets are not deployed on the board at all, and may essentially be anywhere until detected.  There will have to be some guard rails here to keep Fleets from simply appearing in orbit over an enemy planet.  Discovered fleets will also need to be able to become Hidden again within the rules.  

2. Jump - Fleets that have been detected and are deployed on the board will be able to "Jump" a certain distance.  They will literally be picked up and moved to the new location.  Fleets will not be able to jump through obstacles or other fleets in a straight line.  Jump distances will be limited.      

Melee: This will be how fleets will fight when they get up close.  In this case, we can assume they are using Drone swarms, missiles, torpedoes, and direct ship-to-ship weapons like gun batteries.  This will be abstracted with simple die rolls that reduce capabilities until a fleet is scattered.  Capabilities will be abstracted by a depleting dice pool.  

Missiles: This one will be similar to Melee, except at a greater range.  Again, simple opposed rolls between detected fleets only.  Allocate dice to attack vs defend and make opposed rolls with reduced capabilities until a fleet has no capabilities left and is scattered.

Morale: In this game, Morale will be abstracted at a high level.  Once an enemy fleet comes into contact with the Homeworld card, the game is over.  The Planet and their civilizations gives up the fight in fear of being annihilated from orbit.  Fleets scatter when their capabilities are reduced to 0, and they can no longer fight effectively.  

Turn Sequence and Activation

Now, we have a general idea of how the main operational unit of the game will function, how do we structure the game into a playable method?  How do players hand-off action between each other?  

A normal turn sequence needs to be able to do the following, but not necessarily in this order: 

  1. Who gets to take actions first i.e. Initiative
  2. Who gets to move when
  3. Who gets to fight when
  4. Wrap up before continuing play in the next turn

One thing is for certain, this game will need a special section of the rules for Detecting enemy fleets.  Since most actions can not occur until a Fleet is detected and placed on the board, this seems like it should occur early in the turn sequence.  Perhaps, even before initiative is determined?  

Perhaps something like this: 

  1. Detection Phase - Place any detected Fleets on the board per the Detection rules
  2. Initiative- Players determine who can fight and act first? 
  3. Missile/Melee Phase - Fleets can interact with other detected fleets
  4. Scatter- Remove Scattered Fleets
  5. Movement - Fleets can try to move away or Evade enemy after action 

Initiative for this game could pose a question.  By default, you want to be stealthy.  Therefore, having detected fleets is bad.  Therefore, how do we create rewards for having your fleets off-board still?  The easy way is to let the player with the fewest detected fleets activate and attack and/or move before the other player.  However, this could be too much of an advantage?  Make a decision and let playtesting figure it out!  In our case, we will have the Player with the fewest Fleets be able to declare melee/missile attacks first and the second player to respond.  Most melee/missile results will be determined at the same time with a single opposed roll.  Combat will take the least amount of time in this game compared to maneuver and deployment decisions.  



Unit Profiles and Resolving Dice Tests

At this point, they can be very basic.  For example, we could give all Fleets a simple base of 3 6-sided Dice for all dice tests.  The target number of six will determine a success.  

Therefore, we know all rolls are opposed.  Two fleets engage in a melee so they each roll 3 dice looking for a 6.  Fleet A rolls 1 success and Fleet B rolls 0.  Therefore, Fleet A reduces Fleet B from 3 dice to 2 in capability.  You could actually just keep the dice on the card for any given fleet to track damage as well. 

Missile would be a bit different, as Fleets in a Missile Duel would declare how many of their 3 dice they defend with vs attack with.  Fleet A defends with 2 and attacks with 1, Fleet B attacks with all 3.  The Defender rolls their defense dice first, and any 6 reduces the attacker by 1.  The Attacker then rolls their Attack dice to score hits with a 6.  In our example, Fleet A rolls 1 6 to defend and removes Fleet B to 2 Attackers.  They roll 1 six and reduce Fleet A's total dice by 1.  Fleet A has two dice back but scores no hits.        

Why did I choose a d6 and a 6+ target number?  I choose a d6 because it is easy to have a lot of them.  However, and argument could be made to use different dice mechanics here.  Ultimately, the dice mechanics themselves do not matter all that much, it is the result that matters.  These can be tweaked in playtesting, as you tinker with target numbers, dice types, mechanics, etc.  What we see now gets a result.  

Detection is Chrome

Detection for this game is Chrome.  It is what makes this game stand-out from other similar games on the market.  It is a unique mechanic.  As written so far, this game could function using the 4Ms, but Chrome is another layer of rule mechanics beyond the 4Ms that give your game its own soul and flavor.  

In our game, we will make it simple.  In the Detection Phase, both players roll a d6 per fleet that they control that has not been scattered.  On a 6+, they have detected an enemy fleet and it must be place on the board.  Fleet A has three fleets in hiding, so rolls 3 dice.  Fleet B has 1 fleet detected and 2 in Hiding and rolls 3 dice.  Fleet A gets 0 and Fleet B scores 2.  Fleet A has to deploy 2 fleets to the board.  

A Detected fleet must be placed within the "detection zone" anywhere by the fleet commander.  The Detection zone will be an area that slowly expands inward from the table edge a set amount every turn.  I.e. let's say it starts out 6 inches in, and every turn it expands another 6 inches onto the board until eventually it would encompass anywhere on the board.  As the game progresses, hidden fleets are slowly infiltrating your space unless they are detected.  They could even place them in missile attack range or Melee range of an enemy fleet.   

We can also place some other guardrails about a ship must be detected X distance before it can enter orbit of the Homeworld, and other rules.  However, such details can be fleshed out in Playtesting.  

More Chrome

This game has the potential for a lot more Chrome to flesh it out and make it unique.  These items can not be put in place until you have a firm understanding of the basics game functions though.  If you do not know how the core mechanics operate, Chrome will be ineffective at building out the game in a usable way.  

Some sample Chrome for this game: 

  1. Since Fleets are used you could base them on a playing card, and make all measurements related to the length of a playing card. 
  2. You could allow a player to customize fleets with advantages and disadvantages as racial or tech differences.
  3. You could add obstacles and more objectives with colony planets
  4. You could add rules for repairing fleets, and gathering new fleets based on the objectives above  
  5. Adding a campaign or experience system
  6. Planetary defenses                 
  7. Scenarios other than Total War
  8. Multi-player or Solo-Play rules

Fleshing It Out

You do not have a fully playable game yet.  There are a lot of smaller elements that are needed to flesh the game out.  For example, how big of a play space are you allowed to use?  Are there rules for setting up the play space?  How many fleets per player?  These are details that turn a game into something fully playable.  

For this game, I think it would play on a 3x4 up to a 6x8 board.  Players would place their Homeworld card in the center of a short table edge.  I think the size of the table would impact the number of fleets per side?  Perhaps, 1 Fleet per square foot of table space being used divided by 2?  So a 3x4 table would have 6 fleets per player?    

You may want a duration to timebox and limit the game length, or you could just go until a homeworld is taken.  Much of the areas that need to be Fleshed Out will become obvious when you try to play-test for the first time.  

Playtesting

You are now at a point, where the game is ready to hit the table.  I usually recommend just playing it yourself first and see where there are big huge gaps, note them, list potential solutions, pick one, and keep playing.  You will then go back to your draft document and fill in the gaps, and play again.  

Once you have filled in the gaps you can see, then it is time to let someone else try it out with your tutelage.  Repeat the same process as above.  This time a new set of eyes, ears, and fingers will reveal gaps that you have unconsciously papered over.  Brainstorm how to fill them, choose one, and keep going.  Add the solutions to the draft.  Once your partner and you do not see gaps, it is time to move on.  

The next group of playtesters should be fresh eyes who try to play it just from your documents.  They will reveal gaps.  Follow the same process as above.  Choose solutions and tweak solutions and then have them play again.  Do this until the gaps are filled.  

However, as you expose your game to new players keep in mind that ultimately this is YOUR game.  you do not need to follow any of the feedback they give you.  Ultimately, you have the vision and final say on what it looks like upon release.  

However, sometimes you have to kill your own babies.  Simpler is always better than complex.  It is easy to add complexity and detail, but your goal should be to strip out complexity and streamline your game to the simplest functions possible to get the correct result that matches your Design Goals.  



Post-Production

So, you think you have a game?  Now comes the hard part!  How are you going to make it look good?  You have to take that draft document you have been tinkering on, scribbling in the margins, and editing with version control and turn it into something someone would actually want to pay money for!  That requires a lot more work.  

You will want to make some decisions about lay-out.  Do you want images in this thing?  Of course you do!  The question is are they going to be art pieces, models in action, diagrams and charts to ease play; or some combination!  Of course the answer is YES to all.  Now, you have to source them and pay for them.  This is where Game Design gets tricky and can take time.  Often times, you can design and build games but can't also do all the other aspects of the job like editing, lay-out, artwork, etc.  

Final Thoughts

Wow, you made it all the way through the process.  If you are lucky, it only took you a few months.  However, it normally takes me between 2-5 years per game.  Some game designers it takes even longer!  However, the first one is the hardest.  Once you have that one done you can start building off the materials and work you have done previously.  You start to develop a certain process and style of game.  The third is even easier.  

Remember, to be a Game Designer you only need two things: 

1. A finished game

2. People who play it

Good luck out there!  I hope this helped you see how to go from a simple concept all the way to a finished game.  You too can be a Game Designer! 

Until next time! 


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Monday, November 3, 2025

Heroquest: Spirit Queen's Torment - Hasbro/Avalon Hill

 

I have been slowly purchasing and painting my way through all of Hasbro/Avalon Hills dungeon delving boardgame; Heroquest.  Faithful readers will know I have also been playing through a solo-campaign as well.  

Today, I will be looking at the small expansion Spirit Queen's Torment: 


Wow, take a look at that snazzy cover.  That is some impressive looking box art!  This is a Quest Pack similar in size to Kellar's Keep or Return of the Witchlord.  However, unlike those other packs I am pretty sure this is all new content!  It is not a reprint! 

This box comes with a few things.  The main draw is that it has a bunch of new miniatures, that are variant sculpts of some core monsters.  However, since they are all spirits they are cast in a transparent blue-green plastic.  There is also a few new cards, some ghostly looking combat dice, and a new Quest pack!  Of course, the big draw is a new Hero to add to your Hall of Heroes!   So, grab your broadsword, prepare Fires of Wrath, and let's delve into this Quest!  

Things I Liked

I was pretty excited for the variant sculpts in this package.  I like getting extra monsters and I liked that they look different from the original sets.  However, I was torn about how to paint them.  Should I just prime them and paint them up like regular versions of the OG models, or should I lean in and paint them all ghostly and spirit-like?  I am leaning towards just the regular look to boost my variety BUT I do like the idea of painting them all ghostly.  What do you think?  

You get variant sculpts of the skeleton, an Orc with a two-handed hammer, a female zombie, abominations, goblins, female mummies, a Dread Warrior, and a female Dread Sorcerer.  I like some of these variants more than others.  I really like the new Skeleton with sword and board and think those could make some excellent mini-boss minis for Return of the Witchlord.  The Orc with the two-handed Hammer is also super cool and full of character.  I am also a big fan of the Sword and Board Dread Warrior as he looks very dynamic.  The Female Dread Wizard is also super sweet!  The rest are fine, but do not stand-out beyond the OG enemies in the core box.      


I am always happy to add a new Hero to the mix.  I know some people give the Bard gak because he is an Orc and because he is a Bard, but I think the two combined really puts some people off.  Sure, I would have liked a more "traditional" Bard model too.  Those are available from Reaper and Wizkids if you want I guess.  

However, the bard makes a statement that not all Orcs fight for Zargon and are trying to sidestep that whole silly debate about inherently evil races in games.  A topic I have no interest in getting into either. 

If you look at the abilities of the Bard, he is an interesting cat.  First off, he has three spells that he can cast, a sleep spell, a boost spell, and a healing spell.  The main benefit of the Healing spell is that it impacts all the models within the room!  Statswise, he is no great shakes.  I would class him as an elf-alternate as he is not that tanky or that stabby.  It is his special abilities that set him apart from the other Hero concepts, and even those are a bit of existing spells slightly re-jigged for the Bard.  Many people overlook his Rapier though, which is two attack dice that can be used Diagonally.  This makes his a pretty powerful support unit.  I am glad to have a new Hero type.   

Things I Do Not Like

Let's talk a bit about the Quest.  Overall, I like the new Quest.  It takes the characters through a few different locations and has 12 new adventures.  Some of these take place in a sunken temple, which is a super cool idea!  However, the main challenge of fighting in water is quickly overcome; first by an enchantment and secondly by quickly finding magic items that remove the danger of underwater combat.  I am sad that they did not do more with this amazing concept.  

I also really like a concept in the final battle where you can either defeat the Spirit Queen in combat OR break the enchantment Zargon has over her.  Great idea.  However, in the end it doesn't really matter too much if you beat the Spirit Queen to death with a stick or help her break her brainwashing.  The result is the same game wise.  I think a greater reward for breaking the enchantment would be cooler, since that is a harder option and one that feels much more "heroic".  

This Quest also looks like it was written before the rules for Mind Points and Shock were formalized in other Quest Packs.  Therefore, there are some levels of the Quest with an emphasis on Mind Points being attacked and whittled away but it is never really clear what happens.  I think the assumption in this Quest is that 0 Mind points = Dead.  However, Shock rules from later Quest Packs just reduce a hero to 1 Attack, 2 Defense dice instead.  I think there maybe a level or two where only Mind Points are targeted so Zargon will have to decide if 0 Mind Points = Dead or just in Shock.  

Finally, there is a pair of "good" orc NPCs in the Quest.  One is a scout sent ahead and makes sense.  I mean not all Orcs are evil or work for Zargon.  This guy is just from an allied orc tribe or something.  However, the turncoat Orc guard is a tougher nut to crack.  At one point in a quest, you have to search  out this turncoat Orc to progress, but they are just another Orc. The Heroes might just kill them outright accidentally, and that leads the Quest into a bit of an odd place.  Plus, how many of the other Orcs you have slaughtered are actually decent folks just conscripted into Zargon's army?  Best not to dwell on it friend, because that way leads to insanity! 

Again, I am overall happy for the Quests and like what they have done with the story overall; but there are a few niggling details that keep getting in my way so I can not LOVE IT! 


I am pretty sure, this Quest Pack was designed to make use of the contents of the Core box and not add a lot of new stuff.  The new Magic cards are repeats of ones that are all ready available for the most part.  

Meh and Other Uncertainties    

The greenish- translucent dice are cool!  More dice are fun so each player can have their own set.  I think I have three sets now?  Core, First Light, and these?   I need two more sets.  I think the Prophecy of Telor has another set, but I do not recall more being in Frozen Horror or Jungles of Delthrak.  I am sure someone can correct me if I am wrong.  

I am not 100% sure where this fits in with the overall story line of Heroquest.  Should you play it after Kellar's KeepReturn of the Witchlord., and before Mage in the Mirror or Rise of the Dread Moon?  Where does Against the Ogres fit in?  I am not 100% sure but I am 100% sure that there are a lot of different opinions on the topic online.  I see a situation where after the Core set, the players have to choose between Kellar's Keep or Return of the Witchlord., then when they complete their choice get to choose between this and Prophecy of Telor, then go onto Mage, Ogre, or Frozen Horror.    

I am pretty confident, this quest was designed to make use of what was in the Core box and not expand too much from there.  In the Quest itself, it asks you to use Gargoyle or other Core models to represent things in the quest.  For example, the Spirit Queen is recommended to use a Gargoyle model.  However, this set has a really cool Female Dread Wizard that would be a great Model for the Spirit Queen!  In addition, there are not really any new magical items or board tiles.  For a small expansion that is fine, but definitely demonstrates why there are small and large expansions in this range.  

When I picked this up, I also got Rise of the Dread Moon so I am sure I will be reviewing that soon too.  Keep your eyes on this space for when that drops.  I will also probably have a post about painting the contents of this box up later next year too.  Once I decide how I want to paint them up that is.  

Until next time! 


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Monday, October 27, 2025

RPG Play-Through: Flashlight: Tales of Terror - Blood and Spectacles

 


I am trying something new on the blog today.  I have never done this before, so I would love your feedback on this post.  Comment down below if you want to see more Play-Throughs like this one.  

Today's blog post is a play-through and discussion of a game of Flashlight: Tales of Terror using a scenario I wrote called; Sleepers in the City.  I was the GM of the session and I had three players from my weekly RPG group.  We normally play Dungeons and Dragons 5E.  Therefore, this was a departure from the norm, but not the first time that they have played a horror game that I have GMed.  The three players were experienced RPG players.  

As the GM, I wrote the scenario BUT based it on the 1998 movie Dark City. I am sure people here will see the spirals when they read through it. However, adapting a single POV movie into a multi-player game has some of its own challenges even if the plot is mostly being lifted from elsewhere. Since this is a Horror, one-shot based on a movie, I decided on a Trad/Neo-Trad cinematic framing for the design. Railroad ahoy!

First off, the Flashlight system does not set the players up for success and is a bit of a death spiral itself. The players have played before, and the system has a high lethality. Before we started play, I reviewed some of the common ideas in horror and reviewed how the system worked, noting that it is a high lethality system. Thankfully character building only takes about 10-15 minutes and allows for some surprisingly well-rounded characters for role-play.


Make Good Characters

The setting for the game is a post-WWII Noir city. Therefore, everything is in Black and White, there is darkness and long shadows everywhere, and all the Characters had to have a reason to be “on the Outs” of society.

Our Cast of Characters were:

1. A war veteran who suffered from a traumatic-Brain Injury and a limp- so had a hard time recalling things. However, they loved to collect rocks and were the most physically imposing of the characters.

2. A street Preacher for the homeless who had a fall from grace in their past. They ran a soup kitchen and small chapel for the needy, building up a small community of outreach. They were rather social in nature.

3. A female nurse who was also a serial killer/stalker. The other players were unaware of their lethal tendencies. They were the most brains oriented of the group, with a dash of sneakiness thrown in.

The group all knew each other as the Vet was a member of the Preacher’s community, and the Nurse often went there to minister to the poor.

The Game

The players awoke sitting in chairs around a table in a Flop House. They were all sitting around a table with a dead street walker on it, with strange spiral markings carved into her body. They immediately began to try to figure out what was going on!


In the search they found a few clues:

1. The woman had been strangled to death
2. In the woman’s possession was a postcard for a place called Sandy Beach and written to her by someone named Emma Murdoch
3. A newspaper that detailed a recent string of street walker murders that matched the one they were looking at. They immediately noticed no dates on the paper.
4. A receipt for an Automat called “Just Like Ma’s”
5. A small, ornate and broken syringe flung against the wall with an unknown substance in it.

As the Preacher searched the upstairs of the flop house for anyone else, an old-fashion phone rang. The Vet answered it, and a voice urged them to get out as “They are after you!”. At this point, the Preacher heard glass break upstairs and when he checked he found a group of men in dark coats, bowler hats, and round sunglasses, and unnaturally long spindly fingers.

Passing an insanity check he ran downstairs and urged everyone to flee. That combined with the phone call and the situation, and no one argued, they hoofed it fast. They were easily able to escape in a crowd of factory workers just getting off-shift.

They took a moment to decide what to do next. They all shared their last memories from the previous night, which led to some solid RP as none of this was scripted. They talked about what those trench-coated men were, and too their credit none of them jumped straight to Vampires! Because they weren’t, but Nazis did come up; I mean this is post-war.

From there, they found a few clues pointing them to a place called the Silver Dollar Club. They decided to go there. On the way to the club, the clock struck midnight, and suddenly all the people in the city around them slowly fell asleep! Then, it got really weird as buildings began to shift and change shape, and new ones sprung up and old ones fell away and vanished. They tried to play along and managed to pass more insanity checks. Unnerved and unsure what happened they continued to the club when everyone else awoke, seeming to not notice what had happened.

At the club, they met Emma Murdoch. After some investigation and social activities, Emma greeted the Vet and told him they were engaged to be married, met at Sandy Beach, and had been working with a man named Dr. Franz. The Vet just played along, because they weren’t sure if any of it was true or not. However, Emma seemed to believe it! The Preacher had met Emma before but she seemed to not recall them at all.

After a bit of RP, they decided to go find Dr. Franz. On the way, they experienced another situation where the clock struck midnight and everyone fell asleep. They were very confused. They played along, and this time they observed some of the black coated men flying around and carrying people to various re-formed buildings. They were creeped out but managed to not lose their minds.

At this point, they started to try to recall the date, year, and other details but they could not. They tried to think about things in their backgrounds but they couldn’t! They weren’t even sure what city they were in or what year it was. The players did a great job playing on this via RP.

Concerned they rushed to meet D. Franz. There they met the man who had called them at the flop house. He began to explain how he had been having bad dreams and restless sleep, and a combination of drugs allowed him to stay awake and see “the Others” that the players had seen. The players had been part of Dr. Franz’s clients and had reported the same dreams and sleep problems. He gave them the same drugs, and now they also seemed immune to the Midnight Sleep. Emma thought they were all crazy, so the Nurse knocked her out with chloroform and then dosed her with the same drugs Dr. Franz had used on them.

At this point, a police detective and some cops showed up at Dr. Franz’s door. The players elected to talk their way out of it, and eventually the cops harassed them but went about their business. They wanted to talk to Dr. Franz about the psychology of the street walker killer.

After getting rid of the cops, Dr. Franz told them that he had seen the strange men use a hidden doorway in the industrial district. The Players armed themselves with flashlights and some makeshift weapons from a hardware store and had Dr. Franz lead them to the doorway. After moving through spiralling and maze-like corridors that kept getting smaller, and tighter, they eventually got to a big, sealed bulkhead.

They opened the door and went in, making sure to try and wedge it open after them. Some D&D experience showing through! Inside, they found a huge mural/billboard that looked identical to the Sandy Beach postcard they had found before. They investigated and pulled it away, which revealed a massive window that looked out into the void of space! This was too much for some of them, and they failed some sanity checks.

Just then, they heard a raspy voice and turned around to find several of the strange creatures behind them, brandishing a bronze syringe. They said, “Do not worry, soon this will all be a forgotten memory.” A fight broke out, and it was clear that the Others were not human and could manipulate the world around them in unnatural ways. However, the Flashlights could temporarily blind them.

The Preacher was taken down by a knife wielding Other, but the Nurse got him back up. The Vet managed to knock the syringe away from the lead bad guy, but in a cinematic moment it kept being kicked around the room. Eventually, the Nurse got it but, in the struggle the bad guy managed to wrestle it from her and give her an injection.

Eventually, the Vet managed to use a hammer to smash the glass out to space, and the Others and Dr. Franz were sucked out into the Void. The Preacher barely manages to hold onto Emma! The group managed to get to the bulkhead and seal the room off, however the strain had been too much for the Vet and he started to babble about being turned into a void dragon and flying across space and time. The Preacher succumbed to his wounds shortly after, but Emma was saved.

The end and roll credits.

The Strangers from Dark City

Conclusion

Body Count: Vet went insane, Preacher died, and the Nurse lost her memories and was re-programmed into a different person. Dr. Franz was also sucked into space!  The Others kept running their experiments and everyone in The City was still stuck in their endless experimental loops. 

Notes as the GM
This session lasted about 3 hours including character creation and was completed in one sitting.  Character Generation was about 15 minutes using the system Flashlight: Tales of Terror rules.  This was an in-person gaming experience. 

Initially, there was not going to be a final fight, BUT we had the time so we played it out. I am glad we did as it led to some memorable moments and the players getting some small wins. Ultimately, they “lost” and could never actually escape from their fate BUT at least they felt like they had accomplished something.

The players did an amazing job Role-playing the characters and it really made the whole scenario breathe. Sure, it was an investigative railroad, but they knew it was a one-shot and followed the path. They made decisions about what to investigate, dealing with the cops, and how to handle the Others when they appeared. No one tried to solve all their issues with violence, and they seemed genuinely invested in the outcome and interested in where it all led.

The idea of being trapped on a spaceship or station did not seem to impact them as much as the idea that their memories were constantly being reprogrammed and re-written over and over for some unknown reason by an unknown other. Some of them made some comments about how it was a meta-commentary on RPGs in general, which amused me to no end.

The players were very gracious and gave kudos all around to the game. They “hated” the system because it was hard to succeed at any test, but when you did succeed you felt amazing! However, dice rolls were not a common occurrence and often having a score above a certain level or the right occupation/interest in an Attribute granted progress.

Otherwise, they enjoyed the departure from our usual game and it felt suitably different from what we had been doing. One of the players even talked about trying to run a Horror themed mini-campaign after our D&D session ends. Therefore, I guess they like the genre a bit.

There you go.  I did not detail every dice roll or game mechanic and just did an overview of the game session.  I can get more detailed on mechanics or process if you want but to me the focus of RPGs is not the "can you do this" to "why are you doing it".  

Until next time.


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Monday, October 20, 2025

Random: How Much Is Enough


You know, I was not sure what category this should go into on the Blog.  It is going to be some of my ramblings and musings about the Wargame hobby; but it is not going to be about Wargame Design.  This post is not about painting either.  It for sure is not going to be about RPG Design.  I could stretch and say it is about Wargaming on a Budget but it really isn't about that either.  I guess Random it is! 

This post was spurred by recent events in my life.  I am now officially an empty-nester.  My Skumgrod is off to college 300+ miles away.  Therefore, we spent a lot of time packing and moving their things to their new place.  Always a bittersweet moment.  

However, this also seemed like a good time to organize my war game space, tidy up the area, and make sure everything was stored and had a place.  I decided it was time for a few reasons as maybe I would move my hobby space indoors, downsize my house, move across country; who knows!  During this process I realized, that I had a lot of miniatures! 

This makes sense.  I mean, I can't paint 100+ miniatures a year for the last 7 years or so without accumulating a few painted miniatures.  You can't have rules for Ancient Greeks, Ancient Romans, Flying Battle Ships, the Korean War. Space Mecha, and play a variety of other games without acquiring a few of the little toy soldiers.  Plus, my Wargaming and RPG Library and tool box had grown a lot.  That happens when you have a wargaming site that does reviews too!  The final piece was that I also had a variety of play mats, terrain, and other bits-and-bobs to play games with.  All of this meant..... I had a lot of stuff.  

These are my miniatures, some older than my Skumgrod

The good thing was that I really do not have a large pile of potential.  Pretty much everything I have is painted, except for some very recent Heroquest expansions.  That would just be more stuff to pack up then.  

I have rules, minis, and terrain to play 3 different scales; 6mm, 15mm, and 28mm.  I have miniatures, rules, and terrain to play Sci-fi, Fantasy, Ancients of various flavors, Dark Age, Korean War, Supers, and Pulp, on Land, Sea and Air.  I have rules for even more periods than I have miniatures for.   Then, I have a variety of RPG books to play a variety of different genres and settings as well.  There are games I have rules for that I have never played and probably will never play.  I almost never get rid of a miniature or rule set.   

All this leads me to the question..... is this enough? 

These are my physical rulebooks

The Creator's Paradox

Only one thing has justified this vast collection and library.  I call it the Creator's Paradox.  I frequently state that as a Designer, you have to be familiar with the tools of the trade.  Those tools can only come from a vast familiarity with the sources.  I don't mean Herodotus or Livy this time.  What I mean is, you need to know a variety of games, their mechanics, how they play, and how those tools impact the game.  

Sadly, there is only one way to do this and that is to have read and played A LOT of games!  

What is worse, I often go back to my library of rulebooks and reference them for the particulars about Line-of-Sight, Terrain, Scenarios, Unit Creation, and other core mechanics.  This is a living library that I reference regularly to spur my design choices.  These works are my reference library just as much as the Primary Historical sources I reference to generate my POV on a setting.   

Therefore, the Creator's Paradox is that you can never have enough games!  This is your living toolbox.  A mechanic can not be a "car guy" without his toolbox.  A carpenter can not practice his trade without his hammer, saw and other goodies.  Game Designers can not create without their own "tool box".  That toolbox is made up of other games.  Those are the building blocks that you use to create from.       

I have games I never intend to play in my collection.  That does not mean they are not useful to me.  They are in my tool box for a different reason.  They are there to fuel ideas and help me meet the design goals for games I am working on right now.  I have never read a game that had nothing to offer me or that I did not learn something from.  

This is my basic terrain collection

Games Plus

To make matters worse, I am not making card games; I am making miniature wargames.  That means, the Creator's Paradox means I need the components to play the games too.  I have found that games do not always reveal their secrets until the dice have been rolled, the cards flipped, and the figures have been moved.  Reading the rules gives you a flavor or sense of the game play; but for a nuanced understanding it really needs to be played.  

Sometimes, I can understand the basics with simple paper counters or moving boxes around in PowerPoint.  Sometimes, it takes something more.  You have to see the interaction of rules in the true 3D space of the tabletop.  That means miniatures and terrain.  

Post-Production  

The final reason I will probably keep expanding my collection is simple.  Post-production.  No matter if I am writing for a magazine article, game rules, or other published works; the editors like you to be able to provide images.  There are two ways to go about this; first you can find someone else to provide them for you, or you can provide them yourself.  Therefore, if you want to provide them yourself you will need to paint up your own miniatures and put them on terrain.  

In order to do that effectively, you need the miniatures, and you need the terrain.  Also, in order to market and promote games after launch it is very helpful to have 1-3 playable forces for demos, posting online, and actually playing games with folks.  When introducing folks to new games it is best if you provide everything needed to reduce the barrier of entry and that means a decent looking game board that will accentuate the rules.   

That means, as long as I am designing games I will need to grow my collections as I expand into different genres and periods.  As part of the Creator's Paradox you will never have enough.  

Diadochi in 6mm

Sell It Off!

Many gamers would recommend selling parts of the collection off.  Once you are done with Post-Production for an Ancient Greek game, then sell it off to finance the next game's post-production.  This is a good idea.  In theory this is also a way to recoup some of the costs of the game early on so you can move to profitability on any title much quicker.  

There is one small issue.  Games that have miniatures and terrain in your inventory jump the Queue to be finished much faster.  In order to be a Game Designer, you need games that people are playing.  The fastest way to get a game from concept to player's hands is if you all ready have the components for post-production handy.  

A great example of this is my collection of Viking Age models.  I made and released Fury of the Northman a unit vs unit historical Viking game around 2020 or so?  I could have sold on my Victrix Vikings after that and called it a day.  However, a few years later in 2025 I used those Victrix Vikings to fast-track post-production on Odin's Ravens: Viking Age Bad BoysIf I had sold on the models, Odin's Ravens would still be in post-production hell and not available for players.  Therefore, games with miniatures and terrain get fast tracked, and a large number of available minis for various periods helps expand my offerings quicker.  The Creator's Paradox.   

Korean Air War

Final Thoughts

Well, that all sounded like the demented justifications of some sort of plastic crack addict!  If that rationale helps me sleep at night, I guess they will have to do!  

As a Game Designer, the question is How Much is Enough?  Sadly, the answer (for me) is the Creator's Paradox.  As long as you are still creating games than it might never be enough.  Sadly, I have found that I can not help myself.  I can not stop making games, because it is just something I do.  It doesn't matter if no one buys them and it doesn't matter if I never publish anything again.  I have to make games!  

Until that urge leaves me (and I will be dead or seriously ill for that to happen) than I will be subject to the twisted logic of the Creator's Paradox.  

Until next time! 


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!