Portable prezzies

Since I’ve been such a good boy this year, Santa delivered some prezzies a little early. What a good sport!

My old pal Ian Taylor of the East Neuk Irregulars was a Spanish Civil War aficionado. As a result the SCW has been on my mind of late as a potential project. Thankfully Bob Cordery has recently re-released Arriba Espana which now includes rules for playing the SCW with his Portable Wargame system. I’m particularly taken by the huge range of warring factions in the SCW but I admit I’m a complete greenhorn when it comes to who is who. I’d seen Bob’s La Ultima Cruzada recommended as a top-notch SCW sourcebook, so thought it would be a timely addition to my reference library.

And why get two, when you can have four? I must admit Bob’s The Balkan League came at me from left field. But in it he presents rules for matrix games, which is an area I haven’t explored yet, so will be interesting to see what’s what where that’s concerned. And Portable Naps? Well, in for a penny, in for a pound!

I’ve certainly got plenty to tuck in to this Christmas. May Santa be equally as kind to you. All the very festive best!

TMWWBK: The Battle of Saragarhi

The latest edition of Wargames, Soldiers & Strategy features a scenario for The Men Who Would Be Kings on the North-West Frontier.

It is ‘The Battle of Saragarhi, 12 September 1897 – No fear of death’ by Eoghan Kelly.

https://www.karwansaraypublishers.com/wss-issue-117.html

Saragarhi is a famous last-stand of the Tirah campaign, when 21 Sikhs defended an isolated outpost against thousands of Afghan tribesmen.

https://en.wikipedia.org/wiki/Battle_of_Saragarhi

10 Chanbara NPCs

I’ve been toying with Hex Describe over the last few days. If you’re interested in creating randomly-generated content for RPGs it’s well worth a look. As a project I thought I’d try using it to create some NPC motivations for the Chanbara RPG – a really sweet game set in a fantastical Japan in the era of the samurai.

This list is completely randomly generated so it’s not perfect. But it’s a good demonstration of the utility of these kinds of tools for adventure creation. It’s seeded with content from the Chanbara rulebook (p41) with a few tweaks – namely the addition of place and NPC names, and including Associates as the NPC in question.

  1. In Zagyunu there is a daimyo called Iwasaki that wants the wealth of a group of smugglers. However Iwasaki also needs to escape the influence of a major sect. SECRET: Iwasaki is in league with the undead.
  2. In Ryashi there is a daimyo called Fujii that wants the love of a member of a regional ninja clan. However Fujii also needs funds to defeat yokai. SECRET: Fujii committed a crime against a militant monastery or convent.
  3. In Chobeja there is a minister called Ota that wants an item owned by a minister called Miyamoto. However Ota also needs to gain influence over a local shrine. SECRET: Ota has been cursed by tengu.
  4. In Kyasuka there is an abbot called Tanaka that wants to impress a childhood friend called Sakai. However Tanaka also needs to repay a debt to an immediate underling called Taniguchi. SECRET: Tanaka has a love-child with a member of a regional ninja clan.
  5. In Hearita there is a noble called Sugiyama that wants to serve a minor lord called Sakamoto. However Sugiyama also needs to find an ally against a dragon. SECRET: Sugiyama has been replaced by a great lord called Noguchi.
  6. In Tohe there is a clan leader called Fujimoto that wants to discredit a martial arts society. However Fujimoto also needs to fulfil a duty to the Shogun. SECRET: Fujimoto has influence over a provincial governor called Kobayashi.
  7. In Hyuho there is a minister called Hirano that wants to conquer kitsune. However Hirano also needs to find a clan leader called Suzuki that is missing. SECRET: Hirano has inside knowledge about a regional ninja clan.
  8. In Gujibyo there is a noble called Sano that wants to eliminate a regionally influential temple. However Sano also needs to secure a legacy for a lover called Kojima. SECRET: Sano is under the influence of a lesser daimyo called Nishimura.
  9. In Gyamu there is a minister called Hara that wants the respect of a militant monastery or convent. However Hara also needs to prove their honour to a regionally influential temple. SECRET: Hara is selling information to bakemono.
  10. In Generyaji there is a parent or sibling called Ogawa that wants to ally with a kirin. However Ogawa also needs the help of a major daimyo called Matsuo. SECRET: Ogawa failed to assassinate the Emperor.

NB I think I’ve managed to iron out the most egregious bugs. I know the place names aren’t the best, and I haven’t bothered with NPC forenames for now. Gotta leave something for a rainy day.

Writing my first RPG adventure

Although I’ve run homebrew RPG adventures, I’ve never created a definitively finished thing. I have a proven track record of not finishing anything. So when I heard that the Storytelling Collective were running a workshop to help folks write their first adventure I thought I’d give it a go.

It’s designed to help you write, produce and publish a one-shot adventure over the course of a month. Hopefully it’s just what I need to help me get over the start line, never mind the finish line. Fingers crossed!

It’s day 1. So far, so good.

If you’re interested, you can find all the info here:

https://www.storytellingcollective.com/courses/write-your-first-adventure-fall2021

Der Golem

Watched Der Golem (1920) the other day to get myself in the mood for spooky season. The Golem himself seems largely played for laughs by my modern eyes but the film is a work of genius. The stylised sets, antiquated costumes and visual sorcery are spellbinding.

I must admit I was unfamiliar with Judenhut. They’re very pointy and topical for today!

Portable Wargame: Retreating house rule

I recently finished reading Donald Featherstone’s Advanced War Games (1969). I think it’s only fair to say that it’s a bit of a hotchpotch of wargaming ideas from the early years of the modern hobby. Having said that, I’m glad I’ve read it. Not only has it has helped me appreciate the pioneering work that Donald and his contemporaries contributed to the hobby, but it’s been a palate cleanser of sorts. When you strip things down to their nuts and bolts and see things with fresh eyes, it can help you build anew.

Donald presents extensive morale rules – 19 pages in all! There are tailored morale tables for Ancients, Medieval, 18th century, 19th century, colonial and American Civil War, each detailing the various factors which could be applicable during that period. However it was some of the possible outcomes that I was particularly taken by; troops retreating in good order and those retreating in disarray. These feature in military history time and time again, yet there seemed to be no rule to help actualize this in one of my current wargames of choice, The Portable Wargame by Bob Cordery.

In The Portable Wargame, retreating is one possible outcome of a unit being under fire – the other being the degradation of their Strength Point value. But when a unit retreats, the direction that the unit is facing seems to be left up to the player in charge of that unit. Given the choice I’m sure no-one would want to have their rear facing the enemy when there’s a chance that they could follow up, but history tells us that this could and did happen.

So here is a simple houserule for The Portable Wargame to determine the direction that a retreating unit is facing, when the quality, condition and situation of the troops are considered, inspired by the distilled ideas of Donald Featherstone.

Portable Wargame: Retreating

When a unit retreats, roll 1d6 to see if it’s conducted in good order.

  • If the retreating unit makes its target number, then it retreats in good order and does so facing the enemy.
  • If the retreating unit fails to make its target number, then the unit is routing and faces away from the enemy.

Target numbers:

  • Elite: 3+
  • Average: 4+
  • Poor: 5+

Modifiers to the dice roll:

  • Friendly Commander with the retreating unit: +1*
  • For each friendly unit in good order that’s on the flanks of the retreating unit (within 2 hexs of the unit’s initial location): +1
  • If the retreating unit has already lost half or more of its SP: -1
  • If retreating from artillery fire: -1

* If using Commander ratings as described on p39 of The Portable Wargame, then you could use the following:

  • Good Commander: +1
  • Average Commander: +0
  • Poor Commander: -1

The Franco-Prussian War week-by-week

The Franco-Prussian War started 151 years ago this month. To commemorate that, the Real Time History YouTube channel just has launched its week-by-week series on the war.

They’ve released a few videos which help set the scene for the upcoming war, and have now started on the weekly videos.

If you’ve ever wondered what the Franco-Prussian War was all about, now is your chance!

https://www.youtube.com/channel/UCB1eDEd1AYG3YrRIJSZzMOQ/playlists

Franco-Prussian War VASSAL/TPW project

After a week of work on my VASSAL module to play the Franco-Prussian War using The Portable Wargame, I’m nearly at a suitable place to catch my breath. I probably could’ve finished it by now but I succumbed to feature creep and implemented a battle start time generator and day/time turn tracker inspired by Donald Featherstone’s “War Games“.

I’ve also created some Day / Twilight (as shown above) / Night visual effects so that the turn time could be used to affect play. And finally I’ve made it easy to deploy Fieldworks + Fortifications (also shown above).

If I behave myself and don’t add any more bells & whistles, I should be able to finish version 1.0 this week and get it play-tested with a live opponent.