Deal with it.
Deal with it.
I’m an off again on again fan of Discworld by the late great Sir Terry Pratchett, who sadly left us last year. One of the problems with living on the right side of the Atlantic Ocean is that you sometimes aren’t in the know about what gets produced for British Television, although that is changing quickly with the advent of BBC America. So I am totally not hip about some cultural artifacts that our British cousins enjoy that we may never hear of. Just yesterday I heard of a few from the realm of Discworld, Terry Pratchett’s universe featuring a flat disc shaped world supported on the backs of four giant elephants on the back of a giant tortoise that sails through space. Do I need to explain this? Of course not. Anyway, apparently there are a few locations where one can find BBC (I expect) adaptions of Discworld novels, for internet viewing. I had no idea this existed, I’m not sure what the limitations are, and I kind of feel bad about sharing it, but shucks, I figure they’ll be shut down soon enough. Let’s party!
GOING POSTAL (TV mini series, 2010, based on the 33rd Discworld novel of the same name)
first of several links.
HOGFATHER the 20th novel in the Discworld series (another mini series, this time by Sky One, aired in 2006 at Christmas time, appropriately).
part 1 of 4.
THE COLOUR OF MAGIC, the first novel in the Discworld series of course! (Another special from Sky One, in 2008)
part 1 of unknown parts.
So, that is what I know of for now. I hear tell there are to animated films floating around in the aetherverse, but they have eluded me so far.
I know what I’ll be bingewatching shortly.
If the links are broken at some point, don’t kvetch. They come and go on Youtube, for obvious reasons.
Below is a vimeo of a parody/retcon of the groundbreaking 1984 Prince film, PURPLE RAIN. It’s performed by Tuareg tribesmen in Africa. Here’s the kicker. The Taureg language has no word for Purple. So instead of being “Purple Rain” this is ‘Rain the Color of Blue with a little Red in it”
Yes, this has to be savored.. they even kept the purple motorcycle intact.
I’ve been meaning to catch Otto Schmidt’s THE WEEKEND for a long time now. It’s been tough, as June is a busy month usually with high school age kids. Now that one is in college and the other is in his last year, I thought I’d spread my wings a little and manage a day trip. Background: the Weekend is held late June, and appears to be a 3 day affair, so it is about as much of a commitment as any small convention in terms of time. As I recall, this was started by Otto Schmidt as an alternative for HISTORICON when the latter was slated to go to a much more expensive venue in Baltimore, MD (this did not transpire, for many reasons). Otto wanted the Weekend to be a gathering of old friends who wanted to blab, gossip, game and hang out. It is held at the Continental Inn off of Route 30 pretty much right across the street from the Lancaster Host, site of Fall-IN! and Cold Wars.
The Inn is an old building, family owned and operated. It has seen some hard usage but is not what I would call “a dump” by any means. The hotel has a major meeting space downstairs and other, smaller rooms here and there in the upper and lower lobby floors. Frankly, I would have killed for a space like this back in the TriadCon days. If we’d only known. It’s not perfect– the handicapped facilities are about as non-existent as they are at the Host if not worse (no elevators in critical areas; no handicapped bathroom stalls) but you can always drive around back to the lower level to unload things, which is a plus.
There is a MST3K (Military Science Theater 3000) set up for this con but I wasn’t there for that. No vendors that I could see, and a desultory bring-n-buy style flea market. That was about the normal convention “stuff” present.
I got there a little after noon (due to traffic and helping get my son ready for camp). Literally, I spent much of my time there BSing and catching up with friends, so I’d say Otto’s goals for this convention are certainly being met. It was great seeing many people I haven’t seen in a month of Sundays, including Dennis Largess, Rich Low, Andy Turlington, Bill Grey, Bob Leibl, Cleo Hanlon, and Pete Frechtling. And Otto of course, but I talk to him on the phone frequently.
Mr. Tracy Johnson ran AFTER THE HOLOCAUST, the old rare SPI game on a giant splodey map with army men. It had a great look to it. For other pictures, click on the picture above
When I got there there was an ACW game going on in the corner, and two being set up, an AFTER THE HOLOCAUST (SPI) game being rendered in miniature form by Tracy Johnson, a two player game set in 1714 being run by Bill Gray, and an I Leonardo game run by Pete Frechtling.
I definitely wanted to play the I Leonardo game, by temperament and experience. I’ve played in Pete Frechtling’s skewed version of the Italian Wars (with Leonardo Da Vinci tanks, helicopters, gliders and etc.). So with your kind forbearance, I will sketch things out as best I can, providing something of an “After the Battle” report of sorts.
The basic set up was the Imperials holding a bastion with supplies on one side of a canal that opened up into a river. There was only one established bridge over the river (made of stone) and it was being defended by a force of two commands of Imperials, with two Leonardo style tanks each (not the conical tanks, the flat ones). The Imperials also had a ship loaded with mixed troops and cannon to defend the water entrance with. On the far side of the canal were the Allies– British (red striped tank), Swiss (green striped tank) and French (blue striped tank). Each Ally had one “castle” style Leonardo tank, painted as I have noted, plus a wild mixture of artillery, infantry and a little cavalry. I took the French (blue striped) command on the far right of the line. I had the tank as mentioned, a grenadier, Leonardo himself, some engineers, some cavalry units, some foot knights, and a bridging unit (important!). The Swiss to my left were in the center. They had more artillery than I and some ruins to hide in. They kept a hot fire going against the forces that would venture clear enough to be shot at in the center of the line opposite us. At the far left was the British and the Allies’ two ships. The ships also (important!) had a bridging unit. The idea being they would sail into the canal, beach, and construct the bridge from their ship to the opposing side.
I didn’t spend a lot of time tracking the naval conflict, but it was protracted and savage.
The English engaged such targets of opportunity as were available across the canal. With the canal there to impede movement the battle became kind of a long ranged slugging match over the canal as both sides attempted to bombard each other. The big guns on the Imperial side were their two flat rectangular tanks, and a flame thrower style vehicle that was somewhat hindered by being in the midst of a pack of infantry.
We were in a stalemate for the first few turns.. The French being the closest to the existing bridge (played by your humble correspondent) we were going to have to swarm over it somehow and take the bridge.. Unfortunately the Imperials had placed one of their two precious tanks to cover that very narrow defile, and they were aggressively defending with everything at their disposal, including a land rocket that misfired and went fizzing off in a random direction (panicking my troops but causing no damage). My plan was to make a big demonstration and hoo-hah at the center bridge and focus the defenders there, while building my bridge train on the far right of the battlefield.
Now that’s a satisfying reaction! More smoke clouds please.
The Swiss did their best to support me, and were game to swarm over the center bridge as well, but we had to move the vehicles out of the way to accomplish this. They had the advantage of some ruins to disperse into and set up artillery and other fun Leonardo style weapons (including a machine gun) to plaster the Imperial bridge defenders with. I had a single artillery piece on my front which did some service fighting the opposing tank unit. About midway through the game I steamed over the bridge and tried for a ram on the opposing tank. Yes, I know this sounds decidedly risky but sometimes you have to push things to win things. The ram did not accomplish much, nor did the follow on fire into his sides at point blank range. It wasn’t a bad idea, really, I just rolled pretty badly throughout the game. I followed it up with a fusilade of infantry attacks which DID cause problems… the French grenadier tossed a grenade into the mix and it actually exploded more or less correctly, starting a fire and killing several of the crew.
Here we come, you knaves! Take that, and that, and that…
Meanwhile the bridge building gang on the right had succeeded at their task and the first independent bridgehead over the canal had happened. The opposing player realized this and moved half-armored knights into the gap to engage with me. On the left, the Imperials attempted to move all their infantry down the road, lost their general to gunfire, and moved their secret weapons out to engage the Allied Ships, which had bested the Imperial and were heading up the channel. The flaming water borne holocaust the Imperial player was loudly fantasizing over (repeatedly) did not transpire, and thus the left flank was able to create a bridgehead over the canal as well.
Victory is nigh!!!
Although we were slated to play until 10PM, I was being frantically called from the home front, over a matter of shoes for my son’s camp. Timing came together wonderfully, as Peter declared the game a victory for the Allies at the end of the turn where the second bridgehead had taken place. This makes sense. Although the center bridge was very much in dispute, I could still push men over the the entangled two tanks and even though the defenders had a larger group of infantry there, it was so narrow between the buildings he would never have the chance to use them effectively. I actually welcomed such a push of the pike. The much referenced “secret weapon” (flamethrower) amounted to almost nothing and the two Imperial tanks were heavily damaged. The French tank (mine) had suffered damage but was still firing and reloading. I was expecting casualties on the right flank as our crossing attempts had triggered some ambuscades from hidden troops. Still, I could see the tide of battle was changing rapidly in our favor, and who was I to contest the GM’s view of things, anyway? My thoughts on the I, Leonardo game system was that it seems remarkably bloodless. Most of the Imperial arsenal was taking a heavy pound throughout the game and we really didn’t kill much of anything– we disabled a lot, and killed some crews.. but that’s about it. I would like to redo the charts to this one some day.. just pondering. I like the system itself just fine, but it’s really for a history geek audience who pretty much know the subject already.
As mentioned, I had to depart earlier than planned to solve a problem at home but I was glad I had an opportunity (at long last) to visit THE WEEKEND.
My family’s contest to see who can make our Star Wars guys the most fabulous – Imgur.
Another in a series of visits down memory lane to the world of Retro gaming.
The subject of this post was a game that many have referenced in public over the years but few actually saw. That’s because it was only played twice in public and once for practice at Bob Giglio’ s house. Namely: the Great Amish Rake Fight. This is a semi-legendary game (if I do say so, myself) that gets bandied about now and then with a “remember when” twinkle in everybody’s eye. My name is associated with it, to be sure, as I was one of the two people who ran it and one of the small group of dedicated ninnies who built it and contributed to it– and I think I’m as good of a reference as any.
Please note: Bob Giglio, co-GM of ARF, has kindly provided some material, corrections and most importantly PHOTOGRAPHS of the 2002 event. Photographs provided by Bob, and where direct quotes apply, they are cited.
The Great Amish Rake Fight game, or ARF, as it has been referenced from 2003 onward, has its origins in an email conversation held between Del Stover, Bob Giglio, and other members of the HMGS Marketing Outreach program. If I’m recalling things correctly, someone, I think it was Del, mentioned that there wasn’t any historical battle sites local to Lancaster PA’s HOST facility that he could properly leverage to get a historical crowd to come running to see. Or something like that. In my own wise-assed way, I interjected, saying words to the effect of “nonsense.. I have been making Amish Military units for the great Amish Rake Fight game, haven’t you heard of that?” Big laughs all around. I had pulled the name from an old USENET group from the dawn of the Internet that had (at the time) very little to do with gaming.
The thing is, I actually had been slowly building militarized Amish units (squad sized), for a game that I ran a lot of back in the day, THE RULES WITH NO NAME. This is an excellent Western skirmish rules set that used to be free for the download, but has since become a commercial product, so I won’t provide a download link. My idea (then) was to create an “Amish versus Outlaws” game, where some bad guys were riding into town with the intention of looting it blind, and the normally pacifistic Amish were driven to extremis to protect themselves. My thoughts where give the Amish player some form of hero figure plus 1-4 scut troops of various abilities to follow him around and engage with the Outlaws. The Hero figure could either be a young Amish fighter armed with a rake, or a churn, or a buggy whip, axe, shovel, anything handy. Or he might be an Elder, whose job is to “Shame” the outlaw with an effect akin to stunning him. I had some great buildings that would have worked in a Western setting, and I was working on some ideas for Amish secret weapons to counter the technological advantage the outlaws had (guns). That was about where this game was when I mentioned it in the meeting. Bob Giglio loved the idea. I mentioned some of my ideas, he immediately ran with it and we started collaborating on the spot. There was a lot of polite tittering from those we mentioned the concept to and repeated “yeah, rights”, which only firmed our resolve to make the game happen. Over the next few months, Bob and I, joined by Neil Brennan and Chris Johnson, worked on the figures, the terrain and the rules. I already had about 40 Amish painted up. Bob added some special figures he had done (and painted much better than my meager efforts). Terrain was simple, a ground cloth covering a 6 x 10 area with a road (representing Route 30) and some ERTL farm buildings and other structures to represent a portion of the Amish town.
28mm AMISH FIGURES (It’s easier than you think)
The Amish figures proved to be easier to pull off than I had imagined. I started with a big bag of Old Glory’s 25mm Western range, namely the WAGON TRAIN SETTLERS. There are some very useful conversion figures inside– men with small carbines and buggy whips and such. I recall Joel Gregory had cast some useful farm implements (butter churns, shovels, etc., but ironically no rakes). He graciously donated to the project and I replaced rifles for shovels, etc. I also used the many female figures in the bag, as well. One showed a severe woman stirring something in a bucket on the ground with a long pole. I dubbed that figure “Vat Women”, and painted them up with a severed head in the bucket, as if she was rendering it down for something. Honestly, I can’t recall what she did in game terms other than look cool.
Old Glory’s WG-17 bag of figures was (and is) a hell of a bargain; even after the price has gone up I believe I managed to convert the entire bag of 30 figures into either useful Amish Line troops, weapons crews or something very decorative and Amish looking. Conversion notes– I bent the hat brims to something resembling flat. Where the hat had a rounded crown I filed it flat. I painted the hat straw colored with a narrow black ring around it. Shirts were uniformly pale blue denim. Pants black or blue. Coats Black. I removed all rifles and added farming implements. I left the buggy whip in the buggy whip figure’s hands– that’s one implement an Amish man WOULD have.. Women’s dresses were grey, black or blue. Very easy to pull off. All figures were mounted on pennies.
To this, I added single Dixon Old West Range figures from the “Mexican peon” range and Stagecoach and Townsfolk ranges. I bought a lot of WG76, WG77, and WG78, as all of these are using in-scale farming implements as part of the original sculpt. Conversion was not as easy as the OG Settlers– I had to file and flatten the sombreros, file down the sandals a little to so the toes aren’t as pronounced and paint the formerly bare feet as boots. I did add a few macabre touches, like drilling the off hand of one of the peons and adding a head modeled as if it were recently severed and being held by him. A little hard core for Amish, but hey, the whole POINT of this game is parody, so why not.
Just a few candidates for conversion from Dixon miniatures Old West line:
Bob Giglio contributed several figures from Westwind’s Gothic Horror Range, none of which I can find pictures of at this stage. They were mostly the Bohemian Villagers or something like that. They looked like Amish people.. kinda.. if you squint a little. The Amish never went in for the lacy shirt look, but they did have agricultural tools. Bob also provided some Boers from the Old Glory Boer range that definitely fit, though it was hard to find Boers without guns. Great wagons.
Civilian automobiles were a mix of diecast modern vehicles that were kinda, sorta in 1:64 scale (nominal for 25mm). We had several State Police cars, using the Pennsylvania State Police logo. We also had a police copter. There were several cars parked as props in front of the large barn where the game starts off; in addition there were some construction equipment that I picked up from a toy set that seemed sized right. The big surprise was the ubiquitous Amish buggies. If you’re a scratch builder and have gamed in the 19th century, then you probably know of the pencil sharpener covered wagons. There’s also one modeled along the lines of a Amish buggy. I thought this was a dubious choice, but you know, once Bob had painted up a mess of these, they really looked great and roughly in scale, if somewhat smallish.
I made the ubiquitous little orange triangle signs for the back of each buggy and even tried to make “Scythes” to make them killer buggies, but the latter looked terrible, so we gave up on that idea.
Terrain was pretty easy. I was collecting a lot of ERTL farmville sets back in those days, which are nominally scaled for 1:64. I had two big barns, and we had diverse smaller buildings from craft store holiday sets and such that worked in that scale, as well as one scratchbuilt Amish Stripper palace that offered “Lapp Dances”. Yeah, parody can be fairly broad at times. Bob built us a good looking Route 30 for one end of the map, and Bob also built some streams, roads and hills to break up the terrain a little– and he did it effortlessly. It was a real pleasure to collaborate with Bob in this way. We’d discuss the problem of terrain and ZIP! he’d go to some part of his basement, find the right thing, or build it from scratch, no muss, no fuss.
(with the exception of the barns) The terrain was all done by me, including the first ever Lapp’s with the sign that said “We have Lap Dances”, well before MBA had created one. 😉
See the map:
Here’s some Road Signs I made up using a color printer, a laminating machiine and some wooden bits
Rules… What can I say? Bob G. and I are two very different GMs. Bob is a very procedure oriented GM, who likes the details, and likes to have this resolved before the game starts, preferably by playtesting. He is not adverse to using a published set of rules. I’m more of a “GM for effect” kind of GM, and have been known to make something up for the sheer dramatic hell of it on the spot. Once or twice. With that said, ARF was going to be a game where the mechanics really weren’t THAT important. I knew that going in to the project. Most of the fun was going to be had with the theme and the setting and the way we were riffing on a non-violent race of people being secretly capable of violence and possessing weapons of mass destruction. I mean, with that premise, who cares how far someone moves and someone shoots, as long as they do it consistently? I pushed for THE RULES WITH NO NAME early on, but didn’t really care if Bob was pushing for something else, so we went with THE BOOTLEGGERS, a gangster rule set Bob was very familiar with and had run huge games at HMGS events in the past with. Being a game that could handle fire and movement and relatively modern weaponry, I was game. We had to modify it a bunch for the Amish secret weapons. Oh? What were those?
The Amish Secret Weapons
If there was something (besides the figures and terrain) that really “made” ARF .. ARF, it was the secret weapons. These were a collection of Amish inspired weaponry that had a definitive impact on the game, but could be codified using the Bootleggers rules. To be honest, I forget a lot of them, but the rule was they had to be goofy, there had to be a model representing the item, and it had to be modified “Amish stuff”.. e.g. Agricultural implements. There’s not a lot of pictures of this event, but the ones I remember are:
The Pie Flinger: This was a device (taken from an Ertl farm toy) that was manned by the female Amish figures. The presumption was that it fired a hot sticky pie into the onrushing hordes of progress, automatic style.
The Poopn’flinger: I can’t remember what the backstory was on this thing, but it featured an outhouse-catapult kind of arrangement. So it would “Fire” poop..
The Poop-a-Flinga was the creation of Chris Johnson’s fertile(?) mind. It was an outhouse with a large Y-branch in front of it (for the slingshot base) with two long rubber bands stretching into the door of the outhouse, from which the “projectile” would be fired. I think it was on wheels or something, so it could pivot accordingly, to “acquire” a target. Very creative, to say the least — good show Chris!
Der Super Kow: This was a cow (also manned by a female figure) that was fed a mash of beans and oats. If an enemy gets within a certain distance, the crew bonks der Kow on the nose, and lights a fire near the tale.. KA BOOM! Natural flame thrower. Pretty much a one shot weapon.
The Harrower of Death: This was the weapon of the Mennonites in Black, an allied faction working with the Amish. It was somewhat verboten in terms of Amish-tech, as it had a steam engine. The model was another useful pencil sharpener model familiar to VSF/Steampunk miniatures enthusiasts:
Also remember, one of the “abilities” we gave the Amish, with a nod to “Children of the Corn”, was that they could go into any cornfield and take a turn to “teleport” to any other cornfield on the board (with a chance of a mishap, naturally).
Last, and by far not the least:
The Amish Cow-ta-pault: This was, simply put, a giant medieval catapult that fired a live, irate cow into oncoming vehicles. The cowtapult stole the show, as we will see later on.
The Amish were divided into roughly 6 groups of ten skirmishers each with a “special” .. either an Amish Self-Immolator (Amish Guy with a giant fertilizer bomb) or a Meek (remember the “elder” figure that could freeze enemies with a “Shaming?” That’s a Meek). The individual female figures mostly were used as Weapon Crews on the secret weapons. Oh, yeah.. we had a John Book character (From WITNESS). He was like an Amish Super-fighter.
What about “the Bad Guys”?
Hey, it you have half a brain you’re probably figuring out we were pretty subjectively sympathetic to the Amish in this game design. YET, we had to have an opposition of sorts– one that was consistent and logical and with 21st century technology, meaning small arms, police weapons, maybe a SWAT team here and there. As far as I can recall there was a hodgepodge of groups on the “Forces of Progress” side:
A Gang of Gamer types, from a nearby historical miniatures gaming convention going on that weekend (ARF shamelessly breached the Fourth Wall all game long). Melee weapons at best.. I think all they did was drive up to the fight and get their butts kicked.
A Board of Development e.g., the BoD (with cunningly altered names) from said convention, who want to buy up Amish-land and build a giant, NEW convention center for holding gaming conventions in, right on that spot, so they are here to check up on their investment. I think some of them had saps and pistols.
Two gangs of Biker Thugs, 10 each, approaching from the direction of Route 30. Armed with melee weapons and pistols.
Some Union Goons that are being paid off by the Board of Directors to persuade the local Amish to get out of the way of the construction equipment. Melee weapons and some pistols.
A Grader and a Bulldozer to destroy Amish Buildings.. which is how the “Bad Guys” counted victory points
Local Pennsylvania Cops, armed with shotguns and pistols. They arrive very late.
A SWAT Team for air dropping into the melee from the chopper (only it never happened, as I will narrate presently)
So, we got to this point where we had all this keen stuff.. and couldn’t explain why people would be fighting with one another. Hmmm…. I was going with the Secret Weapons being the driver.. that some tourists had taken pictures of the secret weapons project in a barn and an altercation had taken place, and mayhem ensued from there. The thinly disguised HMGS BoD was thrown in by Bob and Neil, which I thought was funny, albeit perhaps a tad overdone for reasons that had more to do with HMGS politics at that time then good natured ribbing, but once we were playing most of that was forgotten. Anyway, it turned out to be a good plot driver, since the BoD is now there to oversee the demolition and laying the foundations for their new convention center (some issues never go away, eh?) while the Amish just want to defend their age-old way of life.. classic cinematic moralizing, I loved it. It made it pretty easy to target the bad guys and to define a “victory condition” of sorts– The Amish start with all buildings intact and so many VPs.. if the bad guys demolish a building, VPs go down, etc etc etc. Such things didn’t matter much to me, then and now. I was awarding victory based on a sense of style, myself.
PEL Listing 2002 Game
|2002 Title: AMISH RAKE FIGHT (ARF) – The Battle of Lancaster!
Hosts: Brother Robert Giglio & Brother Walter O’Hara (NOVAG)
Prize: RLBPS (Bob Bowling) – Prizes TBA, but overall winner gets a Shoo-Fly-Pie (No substitutions!)
Scale/Period: 25mm Skirmish (man-to-man) / Modern (i.e., 2001 to everyone but, the Amish, it’s 1842 for them!)Rules: “Hold Still, Brother, While I Must Smite Thee” (adapted Bootlegger rules by Steve Barber Models – Modified)
Time & Game Length: Sat. Noon, 4 hrs
Special Requirements: Adults only; must be willing to live with the idea that someone, somewhere, for some reason in our overly PC culture, may be offended by this event! Intoxicating beverages will facilitate admission to game!!
Game Description:The local Brothers of the Staw Hats & Highwater Pants have had enough of taunts, slights, and insults, and are walking amok! Armed to the teeth with all sorts of farming implements, join them in their righteous fight against local youths, yahoos, and tourists. So grab your rake and come on down for another reminder that “War is Heck”. This will be a war between the Lancastrians and the Yorkists (US style) – “Thee be careful amongst deem English!” [PC Advisory: It’s a game, stupid! A very politically incorrect game! Deal with it!] Line up and grab your rakes, pards, it will be (I promise you) an event not to be missed.
Theme music: Weird Al Yankovic’s LIVING IN AN AMISH PARADISE.
PLAYING THE ACTUAL GAME, COLD WARS 2002 and 2003
Most of my recollections are of 2002. I’m pretty sure in 2003, the bad guys won. If memory serves we ran this Friday night. We had a full crew, though could have made room for 1-2 more. I remember we were located in the Distelfink ballroom at the Lancaster Host, location of Cold Wars 2002. We were right up front next to the front doors, and I showed up wearing an Amish Hat and beard, and a Hawaiian shirt. Bob G. wasn’t into the costume thing and showed up in classic Hawaiian. I bought a shoo-fly pie to award to the winner. Bob explained the rules to players not familiar with the Bootleggers rules, and we started. It went pretty smoothly.
Almost immediately I was tapped on the elbow. It was Del Stover, at that point working in outreach and ‘marketing’ for HMGS East (as we were known in that bygone era). Del was escorting a reporter from the local newspaper around, he said, and he was wondering if I would take OFF my Amish hat. “To the devil with you!” I started to say, and then he said “I”m begging you.” Well, dammit. If you put it that way.. I’d been “Meeked”. ARF Player John Camarano, however, had no such compunctions and happily put on the hat until the reporter left. On a humorous note, the reporter was looking at the PEL and spied “The Amish Rake Fight” was set to run that night, while she was there. “What’s that??” She asked. “Oh, nothing, nothing…” squeaked Del, not wishing to create an incident that would create fear and loathing for HMGS in the local Amish community. “Here, let me take you to this fine Napoleonics game…” “NO.. I want to see the Amish Rake Fight, that sounds CUTE!” said the reporter. So not only did they show up, they featured us in their article rather prominently, much to Del’s consternation (at the time.. he has since said he should not have worried so much). Quote “Hell, *I* should have worn the damned hat!” That was then, this is now.. it’s funny how people take things. Almost everyone walking by laughed uproariously at this concept, but I well remember the look of shock and horror from one historically-leaning GM that wasn’t a fan of “silly” games.. he must have been driven bonkers at the prospect of an Amish Skirmish game! Seems funny now.
As mentioned already, the game scenario was fairly complex with many factions. Essentially, some tourists have stumbled on a dark secret of the Amish and were taking pictures. The Elders objected, a scuffle ensued, and to the amazement of the onlookers, the Amish grabbed farming implements and proceed to open up a can of whup-ass on the tourists. Only one got away to raise the hue and cry at the local biker bar– Zinks Route 30 Tavern. Big Paul and his surly crew thought they’d have a little fun and “get some payback” so his group of bikers lurched into motion under the guidance of John Camarano (our esteemed NOVAG presidente).
Meanwhile, a group of nefarious “corporate board members” were on
their way with some “Union Enforcers” to “break up this mess..
The little Amish Roadside market was a scene of carnage and destruction… the board barrelled down the road in their trucks, intent on pushing their weight around. A “meek”, a class of Amish ‘fighter’ that does not physically attack but has a ‘fleeting sense of shame’ effect that makes the opposing player drop his weapons and apologize (which we make the player do, publicly and loudly) stepped out into the road, but was callously ridden down by Ricky Retardo the driver.
As in the playtest, this caused the ultimate demise of the truck, which lost control after encountering an Amish Self-immolater (a sort of “suicide bomber” equipped with a fertilizer bomb) crashed into the market.
While the occupants sat there, stunned, the Amish descended on them with scythes, rakes, clubs and buggy whips. It wasn’t pretty.
Meanwhile, back up at the main barn, the battle had indeed been joined. Big Paul and his goons made a foot sortie across the bridge, and got stopped by a meek (BTW, John Camarano did a magnificient job of grovelling when he failed his morale check). The third, and smallest, Amish faction was in the process of doing a human “Frogger” game while running across Route 30. The last buggy got “clipped” by a speeding car but emerged only shaken. Unfortunately, one of the two Amish Self-immolaters got ridden down at that moment, by a fuel
truck of all things. The ensuing blast caused a crater in Route 30, stopping traffic in both directions. A group of ‘gamers’ from a local gaming convention, just back from eating at a local all-you-can-eat, were attracted to the noise and pursued the third group of Amish.
Cleo Hanlon (one of our newsletter editors from NOVAG– she had bought a bonnet to play the game with, which I thought to be a superb touch) wheeled out the giant Cowtapault. She was defending the big barn area. Her first launch hit a tree. Her second smacked into the side of one of the approaching vehicles. Another bounced in the lane. Her LAST shot, though, hit the side of a Pennsylvania State Trooper police helicopter, forcing it to make an emergency landing. Our howls of glee could be heard from one end of the Distlefink to
Brother Dave ran the last attack group, which contained the Harrower of Death and the Mennonite in Black. He engaged the Union enforcers at the base of the hill in an unequal contest, but held his own. Coincidentally, he was also running John Book, who manfully rammed the oncoming pickup with a “borrowed” corvette, took some wounds, and wisely beat feet out of the melee.
In the end, it was decided to give the victory to the Amish, who had successfully defended their lands and way of life (for a while). It was no contest, we awarded the shoofly to Cleo. Best Yorkist player: John Camarano, who displayed childlike glee with the windup monster truck the goons were running.
PEL Listing, 2003 Game
|2003 Game Title: ARF2 (AMISH RAKE FIGHT) – The Wrath of Lapp!Game Hosts/GMs: Brother Robert Giglio, Brother Walter O’Hara, and Brother Cornelius Brennan (NOVAG)Sponsor/Prize: RLBPS (Bob Bowling) – Prizes TBA, but overall winner gets a Shoo-Fly-Pie (No substitutions!)Game Description:It’s back…by very popular demand…ARF! When the smoke finally cleared from last spring, the Lancaster Valley stood safe from greedy, unscrupulous developers. Now a new threat looms, as the Lancaster tourism craze hits a new low, and the truce the local Brothers of the Staw Hats and Highwater Pants signed with the Board of Development (BoD) isn’t worth the cow patty it was written on. So grab your rake and come on down for another reminder that ‘War is Heck,’ just “thee be careful amongst deem English!”[PC Advisory: It’s a game, stupid! A very politically incorrect game! Deal with it! Special Requirements: Adults only – must be willing to live with the idea that someone, somewhere, for some reason in our overly PC culture, may be offended by this event. Recommended – players with Amish clothing – to facilitate enjoyment of game!] Theme music: Weird Al Yankovic’s LIVING IN AN AMISH PARADISE.Scale: 25mm Skirmish (man-to-man)
Rules: “O Brother, Hold Still While I Must Smite Thee” (Home Rules modified from – Bootlegger Rules by Steve Barber Models)
Period: Modern (i.e., 2003 to everyone but, the Amish, it’s 1842 for them!)
Game Time & Length: Saturday Noon, 4 hrs
For Cold Wars 03, we wanted to create a sequel of sorts, where the Amish marched on the host and we had a giant altercation in the Host Lobby between gamers, golfers and Amish people. It didn’t work out. We could have made the terrain easily enough but there just aren’t that many golfing and gamer figures out there, and it would have been difficult to kit-bash this. So we ran the basic game described again one more time, with different players. In this game, the bad guys (spearheaded by Tim Mullen if memory serves) were VERY aggressive and managed to destroy three Amish Buildings, which made them the clear winners. I never took any pictures of this game, either.
We also had players in costume for that one. If you recall, two guys dressed in overalls, straw hats, and barefoot, etc., came down the stairs and we just laughed, as they were two of our players. Also, and most importantly, the 2003 game saw an Amish family come by, look at the game (and have a long chat with Neil Brennan), and smiled very, Very wide (and wickedly), as they “got it”, and laughed at the “fun” aspect of it. That for me, was priceless!
I remember those guys! They were brothers from the Central PA area and they really knew the Amish lifestyle. I haven’t seen them in ten years. They used to be convention regulars.
The never run 2004 game
Our concept for this was that the Amish were going to “take the war” to the Board of Development (at the Lancaster Host of course), so the next day they show up, and wail on first a pack of golfers, and then on the big gang of golfers, goons and gamers at the hotel. I was a bit daunted by the idea of terrain for this, but in retrospect, I think we could have managed a hotel lobby and a big of golf course easily enough. The figures for golfers and gamers would have been a challenge.
Since I did the bulk of the terrain for these, and since the idea was to have the Amish “assault the Lancaster Host” during the time one of the conventions was being run, I would have had to have a decent model of part of the Host in 28mm. Not to mention all the gamer figs, golf carts, etc.
Now, unknownest to you, I found the gamer figs at one of the GenCons/Origins I attended. They were all from the Knights of the Dinner Table range in miniature. This range was perfect, and had gamers in all body types, from pointy nosed to very wide bellies, and even in a wheelchair. Just what I needed and priceless! However, they were very expensive (about $3 USD or more per figure). I also found a golfcart that fit perfectly, but never went back for more (I think these were in the toy section of WalMart, Target or Toys R Us way back).
To this I can add the fact that I had also found pencil sharpener golf carts that were a bit large, but would have fit as background objects. I still see the problem of golfers and gamer miniatures being a limiting factor. Since we didn’t want to just reprise 02 and 03 for a third year in a row, the game ran out of steam until such time as we have a new story to tell.
So that is my Great Amish Rake Fight narrative. In retrospect, this was one of my best games, ever, even if it only ran a couple of times– why? Because it kind of took the mindset that “history games have to be serious” and blew a big, noisy raspberry at it. In fact, the folks at the Society of Daisy presented us with a medal for our efforts at adding a little levity into wargaming. This was “The Daisy Medal”, which I am a proud recipient of. I wish I had more photographs of this game, I really do. I was quite pleased with it, but as usual for those days was more busy running things then trying to create a giant ARF archive– so a lot of data has been lost. The only web-gallery that had pictures went belly up years ago, and now all I can extract from the wayback machine are the three big pictures you see here. If any gamer out there ever took pictures of these two games, please consider sharing them with me. I’ll give you credit. As for other artifacts, I had the rule changes to Bootleggers riding in my email account for a long time but I can’t find it any more . Shrug! it’s the journey, not the destination.
Many years later, maybe 2009 or so, I was wandering the Exhibitor’s Hall at a HMGS convention, when I bumped into Howard Whitehouse. We exchanged pleasantries and noticed that the the exhibitor vending a Seven Years War miniatures line right in front of us surely looked … Amish! I made a pointed observation (to Howard) that it’s puzzling how a non-violent people would play with so-called “war toys”. “Excuse me,” a voice drawled next to my elbow, “But I’ve never heard of metal figures hurting anybody!” It turned out to be the Amish figure manufacturer… and he WAS Amish, not Mennonite, from a relaxed order that allowed for him to go out amongst us English. Howard blithely mentioned ARF in passing and my association with it to the guy. He blinked, swiveled and asked: “You’re Walt O’Hara, then? You put on the Amish Rake Fight?” “Y-y-yes.. but let me point out, it was fairly sympathetic to the Amish, actually, and I…” He cut me off. “We’ve heard of YOU.. we thought it was HILARIOUS!!!” he clapped my back and gave me his email address(!) to send pictures and a write up to. That was a funny encounter. The ONE GROUP I thought wouldn’t EVER find out about the Amish Rake Fight would be the Amish themselves. But they have ears everywhere…. everywhere….
.(2016 Update: Bob provided a bunch of supplemental material to this post, which can be viewed HERE.)
According to the Poetic Edda. Ragnorak, the Norse Apocalyptic ending of the world, where all humanity will engage in an end of the world battle to fight the Frost Giants at the end of time, Just happened.. I mean, as in a few minutes ago. Just check out the countdown clock at the York Viking clock in England:
And what was supposed to happen?
Let’s go to the source:
So I’ve been sitting here all day in my chain mail, with my broadsword unsheathed, and I’m starting to feel just a little silly. What a letdown.The postman gave me such a look this morning.
Now, this here is one excellent Kickstarter update. David Malki is the mind behind WONDERMARK.COM, which, if you haven’t visited, you really ought to right now and come back later, because some foundation is required to appreciate Mr. Malki’s humor. Wondermark is simply outstanding– Victorian, Whimsical, Surreal. Malki has also penned (or co-penned, I forget) THE MACHINE OF DEATH, a collection of short stories about a machine that can predict the exact consequences of your death, and will tell them to you on a cryptically written small card. The funny premise of the book was just how complicated the writer has to get to create a situation where one perishes by “a stampede of owls” or “strangled by eels”… Anyway, Malki and friends decided to get into the game business about a year ago and wanted to create a semi-storytelling game of ‘creative assassination’ where Players play cards (similar to the cryptic ones in the stories) and explain how that kind of death would transpire. Or at least, I think so, it’s been while since I’ve seen the original proposal.
I’m happy to see it’s funded and now coming back from the printers! And to make the deal even sweeter, David Malki himself is taking the first copies of the game to arrive in the States to a local farm to have goats stare* at them. I’m not sure how that improves the actual quality of the game itself but there’s a part of me that regrets not kicking into history’s first goat-certified game. Oh well, enjoy it, everyone!
* Probably a backhanded reference to by Jon Ronson’s book.
Back in 1990, there really wasn’t an internet per se. Computers were in their infancy and just starting to talk to each other in a really useful way. This would become the internet. However, there was a great background of work already done on the notion of information retrieval and non-linear sequencing of text, dating back to 1945. HYPERLAND was conceived of by Douglas Adams (of hitchhiker’s guide fame) and filmed by him for the BBC. Tom Baker, Doctor Who #4 and a previous collaborator of Adams in those days stars as a sort of intelligent software agent who is assuming the role of .. well, something between GOOGLE and WIKIPEDIA, only more charming. Hyperland takes the viewer (voiced by Douglas Adams himself) through their first steps of hypertext data retrieval and hyperlinking.. only the terms are slightly different. Remember, this was before most of us had computers in our homes.. and the internet was mostly just dial up BBSs at this stage. So Adams takes a very “oh gee whiz” bewildered tone for things you and I take for granted today. With all that said it’s an ingenious little movie, very clever and witty in its approach about the foundations of the modern browser-based internet. Worth a look!
I think this just about says it all.
In the end, all we have is each other, and for that, I’m thankful.
is awfully precious. A witch stirs her kettle, with spell ingredients circling overhead. Different combinations launch different little animation routines. Bravo, Google!
Lori Knight-Whitehouse, spouse of Howard “Mexican Jack” Whitehouse, recently brought the mongol armored Guinea Pig Armor on Ebay to my attention.
Yes, there’s someone who made a complete scale mail suit for their guinea pig out there. That’s love, I guess. Apparently the subject guinea went the way of all flesh recently and now the owner is selling the armor for charity.
The armor appears to be modeled after Mongol Heavy infantry but I admit I’m not up on Pig Armor and I’m sure there’s an authority out there to contest my judgement.
Here’s a little from the listing itself:
his auction is a charity auction for hand-made guinea pig scale-mail. (You’ve read that correctly)
Is your pet guinea pig tired of wandering around the house unarmored and vulnerable? Do they get picked on by other guinea pigs? Has your guinea pig ever wanted to go with you to a Renaissance Faire but had nothing to wear?
Fear not! A solution is here!
This hand-made scale-mail and tiny steel helmet will keep you guinea pig protected and secure in all situations. The scale-mail is made from polished steel scales and steel rings. It was painstakingly “woven” by me over several weeks in an effort to better prepare my guinea pig Lucky for the dangers of the modern world. The helmet was purchased at a Renaissance Faire later as it was the perfect finishing touch.
Lucky mostly wore his armor to begrudgingly pose for photos – once on top of a remote-control jetski. Don’t worry – he never rode the thing in the water… I don’t think he would have had the balance.
Lucky passed away this weekend, and no longer requires his noble suit of armor. In his honor and memory, any money from this auction (after Ebay fees) will go to the Metropolitan Guinea Pig Rescue in Virginia. Lucky was adopted from the organization, and they’re a fantastic group who do all they can to find, foster and adopt (to others) Guinea Pigs in the northern Virginia area. You’ll see them on this auction as a 100% donation – it’s not a hollow promise 🙂
Please bid high and bid often!
Again, if you’re safety conscious about your guinea pigs and can’t stand the thought of sending them into battle without proper protection, THIS IS THE AUCTION FOR YOU.
At a current bidding price of 1,050 USD, it’s getting too rich for my blood. I guess my guinea pig (if I had one) would be light infantry (perhaps a slinger). Good thing I can’t stand the benighted little things.. I don’t think I’ll ever find out.
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