There has indeed been progress on the Chanthara project. The Yadu is now complete. I do need to improve my blogging, as perhaps I am too well-acustomed to the short, sharp posting habits of other social media. However, I have been working on improving my panting style and re-learning all the skills which have faded over time. To this end there has been a bit of trial and error with regards to techniques and colour blending. As I move down the painting queue I shall try to update progress more often.
Higher ratios of Army Painter’s Matt White or a mix of AP’s Oak Brown and P3 Thamar Black were added to the base colours for edge highlighting and shading. The hex pattern on the leggings was given some subtle highlights with Angel Green (AP). I used Coal Black (P3) for highlights on the darker area of the helmet and the gun. Coal Black has quickly become my first choice for highlighting matt blacks, particularly on guns. I feel that sometimes the highlights could be too bright but when taken out from under my fluorescent lamp they do look more natural; perhaps it’s time to invest in a different form of lighting.
With the highlights done it was time to add some of those more characterful details typical of the Chanthara cyborgs. Things like hazard warnings, “caution” markers, etc. I added some characters in bright orange to the wrist unit and back of the helmet plus some orange detail on the satchel, inspired by a Crumpler bag I use for my laptop. I tried to add the “132” logo, which features on many of Chanthara’s works, to the jacket in such a way as to make it look faded, with limited success – ideally I should have added it before some of the highlight layers and then painted over the top of it to push it more into the background and not have it so prominent. The gun also had some assorted markers added with no particular inspiration.
There came a point where the details were starting to feel a bit too intrusive. I chose this as a good time to stop.
I feel that in the end I have deviated somewhat from the original reference image but that is not necessarily a bad thing; Creepy/M was more for inspiration rather than to directly copy. My intent, however, was to have the Yadu look worn and I feel some of the details distract from this.
There is an appropriate quote from the fashion designer, Coco Chanel: “Before you leave the house, look in the mirror and take one thing off”. With this in mind I may remove some of the markers on the gun – they really are surplus to requirements. They are also completely meaningless; it actually looked better without them.
The bright orange of the helmet and satchel could also do with a wash to dull them down. The dirt of the battlefield and even general wear & tear would certainly remove the factory-fresh sheen of such details. I’ll give it a try and post the results later.
I mentioned before that if I paint more Yadu I may have them darker and dirtier. This would be more in keeping with the concept- a trio would project the theme more than a single mini. That could be a project for another day. In the meantime it’s time to return to that Daofei sniper which I intended to paint in the first place!
If you’d like to try some Chanthara Yadu, you can find the unit box here. The Coldfront Yadu, which I’ve used, appears on the Split List. You can find the works of Nivanh Chanthara over on ArtStation – it’s worth a look!
Progress on the Chanthara project has been slow but there has been progress! Since last time there has been a slight change of schedule, in that the ALEPH Yadu with Multirifle has been prioritised over the Yu Jing Daoying sniper. A particular piece by Chanthara inspired me, the style of which was more applicable to the Yadu than the Daoying. The Yadu is also the easier model for me to paint.
The style of this piece, Creepy/M, is quite dull and dirty, setting it apart from most of the painted Aleph I’ve seen. A trend for painting robotic/armoured units is glowing LEDs or AV stalks but I shall not do this. My cyborgs shall have photoreceptors which do not emit any light. There is a risk they may appear too dull, so I shall apply subtle highlights and decals to offset this. Chanthara’s decals tend to be in stark contrast, often in orange or yellow, so I shall need some very careful brushwork!
Painting the ALEPH Yadu
I’ve been using a mix of GW, P3 and Army Painter paints. Lately there’s been less use of GW as the pots keep drying up, so I’m salvaging those I can by pouring them into spare dropper bottles from my Army Painter set. I’ll signify which range each colour is from by adding a GW, P3 or AP in parentheses.
Starting with a matt black (AP) spray undercoat, to match the Creepy/M cyborg I basecoated the jacket of the Yadu with Army Green(AP) dulled down with some black. The armour sections on the legs and the head were based with Ash Grey(AP). The hex pattern on the leggings and around parts of the waist I left mostly black but with some slight colouring with Angel Green (AP) to try and maintain the dark, dirty look as best I could. Other armour sections like the back of the helmet, edges of the shin pads, the backpack, and the case of the Multirifle were based with Coal Black (P3).
Green is the uniting colour of Creepy/M, so I added lowlights and shading to the armour sections with a thin wash of a mix of Army Green (AP) and Thamar Black (P3). I thinned the paints a lot, very close to the consistency of water, so that they wouldn’t be too intrusive on the layer of white I’d paint over the top. For the jacket I shaded the recesses with a thinned mix of Army Green (AP) and Oak Brown (AP).
Highlights and Maintaining Style
I added highlights by blending Matt White or Ash Grey (or sometimes a mix of the two) to the base colours. For the lighter armour sections I simply built up thin layers of Matt White. I highlit (highlighted?) the pouches and belts by adding a thin edge of Coal Black (P3) as I didn’t want them to stand out too much from the rest of the underclothing; combat accessories like these are often dark, dull colours.
At this point I think I could have made the jacket darker by adding black and grey to the base coat but overall I think the Yadu is headed in the right direction. I may have to take some liberties with the highlighting and overall palette as I fear the Yadu may otherwise end up looking half-finished. That’s the conundrum with directly adapting Chanthara’s style on Creepy/M; it looks indimidating and characterful on paper but may not look striking or engaging on a wargames miniature. The results could be completely different if I painted a group of say, 3 Yadu looking battered and worn as the theme would be more apparent but for this solitary mini I may prefer it to be slightly more eye-catching. There is more work to be done!
Perhaps you’d like to try this, yourself? If so you can find the Yadu unit box here. You can usually find the Coldfront Yadu I’ve used in the Infinity Split Box Service section. I also highly recommend checking out the artwork of Nivanh Chanthara over on ArtStation; you may be inspired!
A new year is a time for new beginnings: lifestyle choices, dining habits and, of course, personal projects. Personal projects like all the hobby-related activities I’ve been neglecting for some time.
Infinity is a game I haven’t been playing much lately but I do still admire the models for their aesthetic, which is what prompted me to pick up a Pan Oceania stater set and Squalo TAG back in first edition, years ago. Since then, while I have admired many of the minis, I wasn’t ever sure of what to do with them, myself. Thankfully, thanks to a certain Christmas gift, I’ve had a new wave of inspiration for painting which I may actually adhere to, this time.
I was given an artbook, Dreaming in Mech, featuring works by the artist Nivanh Chanthara which showcases a wide variety of cyborgs of varying styles: from near-future military hardware to ronin-esque machines, full of personality, wandering a dystopian hellscape. Some of these cyborgs look dirty and worn, others bright and vibrant yet still dangerous. The sharp angles of the headgear and armour of some of these cyborgs brought to mind a few units from Infinity.
The faction which immediately sprang to mind was the Yu Jing, the more recent sculpts for which has units of medium/heavy infantry with powerful, visually-impressive armour which I think, in battle, would be as intimidating as it is functional, particularly with the right paintjob. Secondly, I thought of the Yadu units for ALEPH who have headgear very similar to Chanthara’s cyborgs plus the loose, draped clothing which the Yu Jing lack.
Another aesthetic style which I would love to evoke is the work of manga artsit Tsutomu Nihei, particularly his BLAME! and Biomega series – it’s an idea I’ve toyed with for some time yet never acted upon. Nihei’s cyborgs are more organic looking, often being the result of advanced nanotechnology, but while more immediately humanoid in shape compared to Chanthara’s they do still project a very powerful demeanour, often frightening due to the use of colour giving them a more deathly appearance. The problem here has been which units could be painted to this style, or at least a very close approximation.
Now, in the dawn of 2020, I feel the time has come to finally act! First off I have assembled a Daoying Sniper for Yu Jing’s Invincible Army which I intend to paint in the Chanthara style. Assembly of the body was simple enough since there were only 2 parts but fixing it to the base proved to be slightly troublesome. I normally try to make any tags on a model’s feet fit into the slot down the middle of the typical 25mm base, but in the Daoying’s case this would result in an unstable position – the mini would likely topple forwards if you so much as breathe in its direction – so I drilled some holes just behind the slot, relative to the model’s facing, and carved myself a hole for the tag to fit. I probably should have chosen a spot closer to the base’s edge so the body would be more central, but I glued some scrap pieces of metal sprue to the underside of the base to add a little bit of weight and help with balance (the same effect can be achieved with lumps of greenstuff).
I have some other models waiting in the wings but first thing’s first! Next time, I should have the Daoying Sniper based and sprayed, ready for basecoating. Watch this space for my progress!
Yes, Ladies and Gennel’men, it’s Dark Souls!
The hotly anticipated (and hotly kickstarted) board game from Steamforged – the people who brought us Guildball.
Dark Souls is based on the popular video game series of the same name, in which players navigate a fantasy-medieval landscape of enormous castles and fight a whole host of demonic adversaries.
Characters can equip themselves from a wide arsenal of weapons, armour and spells with the end goal of slightly increasing their time between deaths.
Oh, yes. You can expect to die.
Many, many times.
Hence the game’s tagline; “Prepare t’ meet yer maker!“.
The board game follows the exact same premise as the video game – progress through the dungeons fighting a variety of opponents, gathering souls which can later be spent improving stats and equipment, before facing monsterously powerful boss monsters.
I have thrown some coins into the kickstarter hat before, but this would be the first project I’ve backed for both business and pleasure. I liked that there was a “retailer” level pledge; quite considerate of Steamforged to include such a feature so that folks like me don’t feel sidelined by the relentless advance of crowdfunding. I’m sure some other games have also done this (I’m told Kingdom Death added a retailer pledge at some point, but I missed that ship), but I was more actively interested in Dark Souls.
I’ve never actually played Dark Souls, specifically, but I have dabbled with its predecessor, Demon’s Souls, so I have a basic grasp of the game world. While I may not be familiar with any of the named characters, I am more than aware of the game’s lethality.
How would this legendary difficulty translate to the board game? Well, there was only one way to find out…
As I had treated myself to a copy of the game (both for personal amusement and for demonstration purposes), I decided to get with my hot friends and give it a run-through!
I’ve already described the contents of the game on my unboxing video (which can be found on the Shae-Konnit Games facebook page) so I won’t be talking much about that here; it shall be mostly about the gameplay.
The party at this point comprised 3 players; SKPodcast stalwarts, Shae-Konnit (myself), Gordon and Dorian. The core set gives us a choice of 4 characters; Assassin, Herald, Knight and Warrior so our selection was as follows:
Shae-Konnit – Herald, Harold the Uncertain.
Gordon – Warrior, Ailill of Connaught.
Dorian – Knight, Sir Mannfred the Inscrutable, Scion of the Vine (forgoing my suggestion of Sir Stabbalot the Unstable), which means he drinks a lot and cannot be understood while doing so.
The setup was slightly overwhelming at first, as there are a lot of cards. The equipment/treasure cards were a pain in particular, as each character has their own set of equipment cards unique to them to mix with the main treasure deck. Their small size and large quantity meant it’s best to separate them into smaller piles, shuffle those, mix them and repeat this process a few more times. It’s necessary to do this before you manage to get a decent spread of equipment and upgrades, otherwise you could end up with a big pile of upgrades but nothing to actually upgrade.
Once we got all the required decks in place the game actually proceeded quite smoothly.
Now, a few details on the combat system:
All dice in Dark Souls are D6, but the different colours of dice have different numbers on the faces.
Some dice display mostly low results (even 0), and others display mostly higher results. So if your character’s abilities and equipment have them rolling a better quality of dice, you’ll get much higher average results.
Different pieces of equipment also add modifiers as a + or – score and others have you rolling more dice, sometimes of several types.
Characters have 2 hands in which to carry their active equipment, but can store more on their back should they feel the need to switch during an encounter. This means you can chose the classic sword plus shield combination, or go all-out-offense with a weapon in each hand or even with both hands gripping a massive Zweihander.
Characters’ health is governed by 2 factors; how much damage they have taken and how much they have exerted themselves. Both of these are tracked by coloured blocks; red for damage and black for stamina; which fill up your Endurance bar from the left and right, respectively. If this bar becomes filled for whatever reason then the character succumbs to injury and exhaustion, resulting in death.
Death can be staved off by way of restorative Estus flasks, which can recover all damage and stamina, and Luck tokens, which allow you a reroll of a single dice, be it to attack or defend.
The way combat progresses was quite different from the demo game I played at Salute 2016, in which a character could keep making attacks so long as they had enough stamina to do so. The end product is quite different, in that characters can only make 1 attack each turn with each weapon in their hands. You can, however, spend more stamina to launch a more powerful attack which can have a variety of effects beyond increased damage.
For example, whereas Harold would spend extra for a more damaging jab from his spear against a single target, Aillil could spend some more stamina to sweep his axe across every enemy in contact with him.
Enemy attacks are very straightforward – their own stat card will display their behaviour and abilities, with all damage represented as a static number – no dice to be rolled for them!
This does help streamline the enemy turn, and also means you can accurately gauge how dangerous they all are – you may rely on a good roll of the dice on your character’s part, but you can never hope for a poor enemy result. Also, in each and every player turn the enemies activate first, so you have to withstand their assault before you decide what to do with your own activation.
And about those enemies:
What we found interesting was that while enemy distribution in each location was determined by random draw from a deck of cards, at the start of the game you actually get to chose which of the Boss monsters you’d like to fight.
Each Boss has their own level of difficulty, partly represented by the enemies you’re likely to encounter through the game before you finally meet them. As this was our first foray into Dark Souls, we thought the Winged Knight, massive though he was, seemed like the most “easy” of those available options.
This guy is one of the “Mini Bosses” of the game. In a full session, players will encounter a Mini Boss before eventually proceeding to a Main Boss.
(Un)fortunately, we only had time for the mini boss.
And so, we played.
As Herald Harold the Uncertain, I was the supportive character to the two combat powerhouses of Ailill and Sir Mannfred the Inscrutable. My spear meant I could strike from a distance and keep away from the main combats (enemies tend to target the nearest player character, but if it’s your turn and they have an equal choice of targets, they will aim for your character!). My fighting prowess wasn’t too great, as my standard equipment gave me fairly weak attacks and average armour, so the other two often had to protect me. I did also have a talisman which could help restore stamina, but most of the time it seemed a better idea to try killing the enemy.
Early encounters had us fighting small groups of Hollows and the occasional Silver Knight. At first, these guys were quite a challenge and we often felt on the back foot, having to desperately fend off their relentless attacks lest we fail the encounter (all it takes is for one character to die and that’s it; back to the bonfire), but after we cleared a couple of rooms we had accumulated enough souls to uncover a few items of treasure and increase a few stats.
After the game we found that spending souls to get more treasure was the best way to start, as this meant we could pick which weapons or armour we liked the look of and advance our stats to be able to use them (weapons and armour have their own requirements in terms of Strength, Dexterity, etc).
Although we were slightly more tooled-up after our first encounters, we still got absolutely thrashed when we encountered more difficult opponents. Quality of opponents does increase the closer the party gets to the fog gate, behind which lies the Boss battle, so there does come a point when the lesser opponents seem like little more than an inconvenience compared to those brutes you face later.
The more difficult opponents do bring with them a new set of behaviours and much more powerful attacks with varying effects. One such opponent we faced was a towering Sentinel.
This guy was a lot tougher and had a lot more damage output than the Hollows and Silver Knights we’d faced up to that point, and had a dangerous attack that could damage all of us if we stood too close together with the addition of some annoying Push effects which could scatter us about the room. So yeah, it was just a single opponent for us to gang up on, but remember that all it takes is for just one of us to die for us all to fail. Thankfully we had some restorative Estus flasks which could heal us if need be but they are one-use-only over the course of an encounter, only refilling if/when we die, so it’s not something we felt we should rely on.
Thankfully, one single target did mean we could swap characters in and out of combat with it to keep those closest to death out of harm’s way. Having both Sir Mannfred the Inscrutable and Ailill of Connaught in the party, each a dangerous fighter his own right, meant that it wasn’t long before we brought the Sentinel down to our level by way of hacking his legs off.
We found that when there are more opponents, particularly with mixed ranged and melee weapons, they tend to be more of a threat. Since they all act before each player, their varying capabilities could really disrupt our line or even allow them to isolate and gang up on a single character to give him a right good thrashing, and before we knew it we’d be knocking back the Estus flasks like pints on a Rugby club stag night. It would be in such situations where we’d fail most often.
While I’m on the subject, a few more words on death:
Yeah, you can expect to fail more than a few times, with several characters dying over and over – Dark Souls does have that reputation and it is well deserved.
Hence the game’s tagline, “You gonna die, sucka!“.
At the start of the game, the number of characters in the party will determine how many sparks the bonfire has – each spark representing another chance at life. If you use up all the sparks by way of dying too often, it’s game over.
Death in Dark Souls: The Board Game does, at first, seem really inconvenient (*tchoh* I know, right?) in that as your characters respawn, so do all the enemies you’d encountered up to that point; you have to clear through all the previously emptied rooms once again before you get any closer to the Boss. This process, however, is also essential to character advancement.
After we had upgraded ourselves with a few new weapons, facing lower-quality opponents became little more than a speed bump for our party, but killing them does still provide those coveted souls. If we didn’t have to wade through all previously-completed encounters several times over, then we wouldn’t have reaped all those easy souls and so wouldn’t be able to unlock yet more weapons or increase more stats.
Ultimately, without the process of respawning we would not have been able to accumulate the skills and equipment necessary to even stand a chance against the Boss.
And what a Boss he was:
Once we successfully carved a red path through all the Hollows and Silver Knights leading up to the fog gate, we felt more than ready to take on the Winged Knight!
Unlike the rest of our opponents, Bosses’ behaviour isn’t so straightforward and immediately predictable. Each Boss has their own deck of cards which dictates their actions on a turn-by-turn basis, so we wouldn’t know what the Winged Knight might do to us until he actually did it.
Unfortunately for us, said actions included rushing straight at us, waving his massive halberd around.
Bosses are large enough to effectively make several attacks in a single turn – a single swing from their weapon can cover a wide area. So it was with the Winged Knight, whose halberd could swish from left to right, right to left, or come crashing down on whoever was standing in front of him.
These great swings, however, did often leave him with a vulnerable side where his stance offered less defense, so the party would be in a mad rush to strike at those weak points and score a much-welcomed bonus damage dice against him.
Our first encounter against the Winged Knight was disappointingly short as he cannon-balled into us, slapping us back to the bonfire, but at least we learned how best to approach him and what attacks he was likely to launch at us. (Bosses don’t use all the cards in their behaviour deck; just a random few which they then cycle through, meaning there comes a point when you can anticipate their next actions).
As mentioned earlier, our deaths meant we could rampage through our old foes and collect even more souls, which we promptly spent on increasing stats to use better weapons and armour.
So, we re-entered the Boss chamber again, slightly tougher than before, but it was still a very difficult fight. At least this time we managed to survive long enough to see more than just the first couple of attacks he could pull – aside from trying to chop us up he could also charge into us and shove us around the room.
Sir Mannfred and Ailill were unleashing all their most powerful attacks while Harold the Uncertain tried his best to avoid the Winged Knight entirely, as his equipment was still relatively sub-par – the best weapon he had at that point was a throwing Kukri which could cause the Winged Knight to bleed, resulting in bonus damage on the next blow that actually hurt him. This did result in more damage against the giant, armour-clad jerk but he was not impressed. A few more slashes of his infeasibly large weapon, one more death, and on to our last spark.
At this point we had our tactics sussed – our better equipment meant we could still hurt the Boss with our weaker strikes, so rather than go all out and spend lots of stamina for single, powerful attacks, we decided it would be best to run rings around him and gradually wear him down.
This tactic seemed to be working, and we managed to get the Winged Knight down to his heat-up point!
The heat-up point is when a Boss suffers enough damage to make them angry, and their behaviour then changes. To this end, they all have a secondary deck of more powerful heat-up attacks, one of which is randomly drawn and mixed in with his current set of attacks.
In this case, W.Knight began to pirouette around the room, his halberd swishing in great, circular arcs – if he got too close at this point he could kill us all with a single swipe.
Thankfully we managed to either keep our distance from his blind flailing or turn aside the blows with our new equipment. The plan to wear him down remained in play, and so we continued to hack and slash in turn, growing more bold with our attacks the closer the big Knight was to death.
Finally, after weathering strike after strike and creeping closer to death ourselves, we decided to go all out and spend as much stamina as we could to launch attacks powerful enough to finish off the Knight once and for all.
And so, with Ailill of Connaught unleashing his most powerful attacks, we opened that tin can!
At that, we decided to end our session.
Next time we might fight a different Boss, swap characters, or even take the first steps into campaign play so our treasure and stat advances will carry on between sessions as we fight bigger, badder, dangerouser monsters!
Now that we have board setup and all the different decks of cards sussed, our next game should proceed a lot quicker and we’ll be able to immerse ourselves a bit more and not have to keep consulting the rulebook.
As with many of the more complex boardgames I’ve played, the hardest part is the initial setup – after that it proceeds fairly smoothly.
Does the board game capture the dark atmosphere and lethality of the video games? I’d certainly say so.
Embrace death – it shall come for you more than once!
Hence the game’s tagline: “I Hope You Guys Are Insured!”
Ok, maybe I haven’t been posting as much as I hoped I would, but I’ve been too busy WORKING.
As such, lately I don’t have that much time for the whole building & painting thing which is a core aspect of the hobby.
This can be seen in my forces for the various games I play – my Cryx for Warmachine has remained roughly the same for the past 5 years, for example.
What I have been playing a lot more of are board games and card games.
Board games have come a long way since my early experiences with the likes of Ludo and Snakes and ladders, which I no longer even regard as games; you don’t play them, as such – you just… watch them happen.
There are plenty out there which manage to blur the line with RPGs and Wargames, with evocative rulesets which really help immerse you in the game’s world.
One such game I’ve been playing recently is Undercity, the Iron Kingdoms boardgame.
The Iron Kingdoms is a world I’ve become more and more interested in since I stopped just looking at unit stats and actually started reading the background, and I’ve loved playing as a group of adventurers, the Black River Irregulars, murdering their way through the subterranean streets of the Cygnaran city of Corvis.
I’ve played through the whole game a couple of times already and this time round I’m playing the group’s Trollkin ass-kicker, Gardek Stonebrow.
In games like this I typically play the more tactical/supportive characters who can assist others and deal with enemies at range, so it’s good fun to run as a blue-skinned wrecking ball, smashing everything up.
The latest mission my friends and I played involved the group escorting a prominent scientist, Ambrose, from his laboratory to a City Watch safe house, all the while fending off waves of thugs seeking to carve him up, and later a surprise appearance from the dreaded Cephalyx in the form of their brass-clad Drudges. We had to seal off thug entry points to the area before Ambrose would feel safe enough to emerge from his lab, and a combination of truly unfortunate rolls for enemy spawning resulted in a near constant stream of bandits and Drudges from the same 2 entry points, swarming all over the group. Except, that was, for Gardek who was on the opposite side of the board, bravely escorting Ambrose for whom his would-be murderers now showed a surprising lack of interest.
This resulted in a level of tension we don’t often experience in board games, and certainly not cooperative ones like Undercity. The best fighter in the group, Gardek, was uselessly distant from the bulk of the fighting; sending him to escort Ambrose seemed like such a good idea at the time, but with random enemy spawning and behaviour dictated by a deck of AI cards there was, of course, a potential for disaster; and characters who operate best engaging enemies with ranged attacks found themselves surrounded. Much of the group spent turn after turn critically low on HP, and alchemical restoratives had to be used to bring them back to life – something we had yet to do in this run of the game. Through the carnage, Gardek kept running. Running, running, running with Ambrose in tow, but not quite fast enough to generate any sense of impending relief.
This generated the tremendous image of Gardek in a constant state of emergence, Sir Lancelot-esque, on the horizon of combat; so close but yet so far, right up to that critical point where he finally made contact with the enemy and, perfectly reminiscent of the aforementioned brave and dangerous knight, painted the walls of the Undercity with blood, laughing as he plied his brutal trade, hacking and smashing from one foe to the next. The battered and bloodied Black River Irregulars were reinforced and Ambrose was hurriedly bundled through the exit point.
The guys and myself had a thoroughly good time with this mission, and there was a genuine sense of relief and accomplishment when we completed it. It wasn’t just luck of the dice, (quite the opposite, much of the time) but also a result of careful tactical planning of how best to use our characters’ individual abilities. We normally get such feelings from similar situations we’ve experienced in our time playing RPGs which are, by their very nature, much more immersive.
I’d say this is due in no small part to the use of an AI deck. In those similar situations in RPGs there has always been a certain human element, in the form of the GM, behind the actions of the NPCs – no matter how much he may try to distance his own emotions from the actions of any opponents we face there is always a part of him which may not want us to fail and will always give us a chance. Of course, running away is also always an option.
Not so in a board game with an AI deck – we cannot run, because board game, and if the situation ends up really bad for us, then tough; a deck of cards doesn’t care whether we fail or not!
This is the very essence of a cooperative board game – the players banding together and helping each other to succeed!
A few years back I was playing a Player vs Player boardgame, Tannhauser, with one of my friends, which had the similar setup of groups of characters with various combat abilities trying to kill each other. Partway through the game he commented, “It seems very limited.” to which I replied, “Well, it is a board game…”.
With the standard of design I’ve experienced in such games, lately, I’m certainly not feeling that any more.
Oh yeah, also I don’t need to build or paint anything!
You know me; I hate effort.
For those who may have been wondering, the Sir Lancelot music is called Flying Messenger.
I have been playing wargames for a majority of my life, and it was my time among wargamers which led me on to RPGs.
Reading the short pieces of fiction in rule books, codices and army books, coupled with the individual feats of troopers on the tabletop, did make me think more of the individuals that comprised my forces, so it was only natural that I became more and more interested in games that would focus on these unnamed soldiers, their own careers, and what such people can do while away from the battlefield.
I have always had an interest in surrealism and dark, twisted imagery to which there was no immediate, obvious interpretation.
David Lynch, H.R Giger, Ian Miller, John Blanche; all had works which would influence my writing in RPGs and the sort of imagery I would try to convey to my players.
Of course, being a teenager in the ’90s, another great source of influence was anime. The ’80s had produced some really strange, surreal anime indeed, and at this point in my life I had only begun to discover them; back then we didn’t have much mainstream exposure to anime so I latched on to any I could find – most of them resided in VHS tapes in a dark corner of HMV. I never did buy any – just marveled at the cover art and synopses mixed with screenshots, my mind spinning as to how this cartoon could possibly have an 18 certificate.
For those that I managed to catch on TV, the combination of animation and surrealism was an irresistible lure!
Anyways, just today I was reunited with one such surreal anime from 1985, Angel’s Egg.
I had never seen the entirety of this anime before; only small segments of it…
I posted the story about this over on the Infinity forums, in my “W tee Eff? 0_o” topic, but I thought I’d also share it with you, here:
“Today I spotted a trailer for an obscure anime, Angel’s Egg.
A stand-alone movie, the whole thing is pretty damn surreal. But in a way that 80s anime seemed to do best without resorting to End of Eva-esque, 3edgy5U, angsty bullshit.
After some research, it seems even those who wrote it weren’t entirely sure what it was about.
In short, a stranger wandering the wastelands observes the approach of a spherical ship, decorated with angelic statues and blaring whistles.
He enters the shattered remains of a destroyed city and is met by a young girl carrying a very large egg of unknown origin and contents, though the girl believes she must one day return it to an angel.
I found the backgrounds and landscapes quite reminiscent of the works of Ian Miller with his depictions of blasted hellscapes and flat, bleak plains dotted with twisted pylons, cranes and other bizarre structures, though he had nothing to do with the production.
All’s I know is they don’t make ’em like this any more!
The WtF is that I had already seen some of the sequences of Angel’s Egg but in another film from 1988 – In The Aftermath: Angels Never Sleep.
This film was live action, cut with scenes from Angel’s Egg, and more obviously post-apocalyptic in tone as the cast wander around scavenging what they can from their apparent desert-based industrial complex, walk past dead, radiation-burned bodies, and always have to wear gas masks or hazmat equipment while outdoors.
The girl from Angel’s Egg appears later on in the live action segments of the story, with the animated sections re-dubbed to cast her as an angel who has to bestow her egg to someone she trusts. In this case the film’s hero, Frank.
I did see it on the SciFi channel when I was quite young, but I couldn’t get my head around it. The two sides of the film; animated and live action; did not mesh well at all, to me, and in the end very little of it made any sense whatsoever. I wanted to see more of the surreal anime, so the live action film became more of an annoyance than anything else.
I couldn’t help but think why anyone would make such a mess of a film – splicing footage from one to pad out the run time of the other. Were they desperately trying to appeal to two different fan bases – post-apocalyptic horror and anime? Why would anyone do such a thing?
Today, after a tiny bit of research, it all became clear…