I don’t think gamers (the miniatures kind) are ever happy enough in a stasis state. There’s always a next big thing, which is a blessing and a curse. I have my share of projects completed that I do go back to– Big Danged Boats, The Magi, White Line Fever. I also have my share of Next Big Things. Here are a few of them.
Most game systems design I do starts with an idea. The idea could be fully formed, or just sort of occur to me in increments– like “Pig wrestling is funny, but there’s hardly a game there”.. what if it’s part of a much bigger system? These two started out as notions.
The notion came to me when of ALL things, I was seeing the Melissa McCarthy movie about her being a Top Secret spy “handler” that guides her “field operative” (a treacherous Jude Law) via satellite transmission and helps him anticipate what the next big problem will be. The movie was (surprise!) pretty entertaining and very funny. More importantly, it got me thinking– that link between controller and field operative was kind of cool.. there might be a game in there. How to simulate this? Easy. Figures to be the field operative, and a player that doesn’t have a figure with access to map/floorplan/some idea of what’s next and what’s lurking around the corner. I see it as a complex, revealed gradually to the controller (via a small white board) who sits a distance apart from the players. The players and the controller have cellphones. The players transmit a picture of the hallway at miniature’s eye level, and the controller looks at what he/she sees, and directs them accordingly. Along the way the referee may insert encounters, traps, even competitive spy teams into the mix. Usually he gives the controller a short warning time, and he/she can communicate it to the team. The challenge is keeping the controller guessing and not supplying complete information, and not revealing the entire layout to the players all at once, they have to build it as they go.
As far as figures go, I’m looking for stuff that hearkens back to the 1960s and 70s, as this is firmly in the Cold War espionage time period. Fortunately I don’t need a lot of figures, that’s not really the challenge here. Mark Copplestone’s KISS KISS BANG BANG is a very good start.
There are other good sources for figures– I don’t really want ultra modern militarized SWAT guys as agents, because that defeats the purpose and theme of the game immediately. CROOKED DICE STUDIOS is also a strong contender as they favor that campy 60s Television spy thing.
So really, you’ll need some villian major characters, some villain uber-elite characters, the spies and some henchmen. The later can be replaced and recycled as the game continues.
Here’s some cost-affordable henchmen goons I got by converting some HYDRA henchmen from HEROCLIX to non-clickie goons. I like the Hydra look, in general. It’s very campy.
So that’s where I’m at with SPY RUN. The figures are pretty much the easiest part. Making the maze they navigate through will be much harder. I’m working on some ideas.
This is a weird idea that came to me, in all things, a dream. I was daydreaming about super fast people (like the Flash) running around a giant aerial maze. I woke up trying to figure out the mechanics of a super fast track race (kind of). My first cut, to build a sort of jigsaw track that suspends in the air, just seems too weird and ungainly. I think I have it down now, though.. you have to ask yourself “what’s this game REALLY about?” It’s not about running a maze, it’s about what happens to someone going ultra fast, how they turn, how the slow down, what happens if they gain too much momentum. I see it as a wave of air being pushed in front of the super-fast figure, which can do damage itself. Stopping when you are going that fast is certainly possible but what happens to the shoes you are wearing if you are going close to Mach 1 and you suddenly have to slow down? How do you make a 90 degree turn without hitting a wall? How do you avoid getting friction burns? The Flash makes it look so easy. I abandoned the maze idea, and now I’m going with a long course that wraps around several tables and over several environments, each with challenges. The runner shows speed by putting tokens behind him. He can cover an enormous amount of distance with three tokens, but if he wishes to turn or avoid danger he’ll have to slow down somehow, but taking damage in his shoes (then his feet). If there’s a runner ahead of him, he can draft (avoid wind resistance).
Since the game will seat 8 comfortably and require lots of tables, this will only ever be a late night con or camp game, but I could see having fun with this concept.
Other things: still collecting figures for VIKING LOOTERS, SAGA and FROSTGRAVE and my pulp spaceman game, which will probably be executed using the 7TV rules. My collection has grown.
I’ve also kept my hand in in a constrained space by starting to paint up 1:2400 pre-dreadnought fleets. I’m just about done for the battle of Yalu (China vs. Japan 1894) and am going to start on the Battle of Santiago De Cuba (US vs Spain) next.
So as you can see I’ve been busy over the Winter, and hope to get at least the naval stuff on a table somewhere soon.
Until next time!