Lots is going on at Wicked Wargames. The gradual growth of the company and the games (now several in development!), and the approach to release for more than one game is very exciting.
Because of this and the increasing workload, it's becoming harder to put up regular updates, so we thought we'd throw one up this week and confess also that we didn't send out the newsletter last week! This isn't because of a general lack of information, it just slipped our minds amongst our work. We'll get back on track and send it out next week.
As Charles puts the finishing touches on the final page for Cretacea (the quick-play sheet) we turn our attention to expanding the system. The obvious direction is to cover as many dinosaurs as we can, which we will, rest assured.
The system is strong, reliable and very well-designed now. As such, we think it's time to throw a spanner in the works and see how it handles it... what spanner is that you may ask? How about some pesky little humans!
We purchased an order of Copplestone Castings cavemen and will soon be fielding units of three as little compiled units on the table, as opposed to single "edible" miniatures for those big dino's.
The Kickstarter will likely feature them as a stretch goal. Yes, we are aware that cavemen never crossed paths with dinosaurs, but we challenge anyone willing in the first place to play a dinosaur game to not also think "What if I could play dinosaurs against cavemen?" I mean -- we definitely did.
We've thrown an hour or two into the initial stat composition and card design of the models, and are excited to announce that they will herald the introduction of ranged combat in Cretacea, something the game lacks due to it essentially being a close combat brawler.
The idea of cavemen desperately attempting to scare, manoeuvre and berate a giant Tyrannosaurus rex, or dart and dodge the horns of a Triceratops brings us great joy, and we're sure it will you as well.
(The images in the above stat card are purely place-holders for now from Google, there to give both us and you an idea of the card. We'll get better art in time.)
As a lead-up to the Cretacea update, below is an almost complete zoomed out preview of the book.
This kind of zoomed-out preview is an Arthur favourite, as we can fully see the scope of the book, the colour, the contents, and the aspiring nature of it compared to the first edition. The file is so thick and large, largely with high-quality images, that even zooming in and out slows down the computer.
The "shooty game"
While we polish and finish Cretacea, we are powering on, working and experimenting with new rule systems, new engines, gameplay styles, difficulties, and types of gaming, and applying this knowledge to our shooty game and our new game in a production (announced tomorrow!)
The shooting game is a super fun game, and when we say super fun, we mean it. During our last playtest, our non-gamer friend was running around the table, throwing dice and shouting hurrahs! as his sniper model snuck around the table picking off Germans. He even came up with some rules himself. It's that intuitive that a non-gamer understood the vision well enough to craft elements for it, the same as you yourself can, that one day might decide to play.
We've done a few playtests, and progress on the rules speeds along. The game is mathematically balanced, intuitive, but also tactical and random. It brings a Hollywood-style element to an otherwise overindulgently realism-aiming genre of gaming (we're lookin' at you squad warfare games).
The game's random event cards have undergone a lot of change already, and we simplified the system to focus on a Hollywood style of lookin' good over realism. For example, we won't get bogged down in the differences between a WW2 German Spandau versus the Bren Gun. We have heavy and light machine guns for everyone and let the players do the story telling.
The unit stats have been similarly universalised, which allows you to come up with stats for any type of model. We've also given an allowance for various weapon strengths by classing them in a three-tiered system, which again gives more agency to the player in their story telling and imagination. It's a universal system, so our aim here is balance and application to any model a player might have.
We also made the decision to use measuring dowels instead of tape measures, the first decision of its kind for the company. They smooth gameplay right out and speed it up too. It's an exciting concept for us, and although it is not new to the industry, it's done less so these days, so in it's own way it's a quaint addition to the game.
The graphic design of the rule set looks basic presently, so we have a fun idea to theme every page differently: swashbucklers on one, Napoleonics on another, sci-fi on another, etc. Until then, instead of sharing a zoomed-out shot of the plain black and white pages, we share the character creation examples that we currently have:
More to come...
This post was beginning to get a little long, so check back tomorrow afternoon (UK time) for more info on a new game in development, and also updates on our correspondence roleplay game Kingdom & Command, for which we have some new artwork being worked on by a very talented artist, a brand new layout, and a big addition to the character creation guide.
In this blog you can find regular updates regarding the development and playing of Wicked Wargames systems.