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Just added a feature length post on this year’s videogame releases here. We don’t doubt that you’ve read a few of these in the last couple of months. However, our suggestions are more to do with finding novelty and good gameplay than simply reporting on the titles with the highest budgets.
The choice of a page rather than a post is in part due to the length of the post. It’s also to encourage us to update the details and screenshots as more information is released.
Back in a few days with the promised post on saving money when buying and playing games.
Between us we get through several graphic novels a month. Some of them probably merit a post but don’t make the cut. That’s mainly because sticking to ‘the best of the best’ helps to showcase the entertainment (and skills) delivered by good graphic novels. Another reason is to avoid disappointing fans of graphic novels who are looking for excellent line work, inking and colouring, alongside a good variety of panel perspectives and a complex narrative.
We’ve skipped some really good titles like Persopolis, Logicomix and Coraline, because they momentarily loosened their grip for just long enough to have to be picked up twice. Today’s selection didn’t leave my hands until they were read through.
Charley’s War: Underground and Over the Top
‘Underground and Over the Top’ is the sixth title in the unmissable Charley’s War series. The familiar grim, ‘founded on World War I fact’ stories place Charley at the horrific Third Battle of Ypres fought at Passchendaele in 1917. This time round the dense B&W line work takes readers below ground to the landmine tunnels dug beneath the Messines Ridge between 1915 and 1917.
Charley’s unit is under the command of Charley’s longstanding enemy the despicable Captain Snell. As usual, Snell is so unpleasant that regular readers will feel themselves wanting to throttle Snell almost as soon as he appears.

Charley’s War Underground and Over the Top
The Dream Hunters
The Dream Hunters came out a while ago but I first caught sight of it when I unwrapped it as a birthday present. The remarkable brush work is more than enough reason to grab a copy in a heartbeat. Throw in a Neil Gaiman scripted Japanese fable, Oriental styling, excellent inking and a clean colour palette for a real treat.
The Dream Hunters is a late addition to Gaiman’s Sandman comic series but The Sandman hardly features. A fox, a badger and a monk are the main characters. You’ll be tempted to go for the hardback with this one.

The Dream Hunters (Sandman, Book 11)
To our surprise Apple’s iPad delivers most of the features on our touch tablet ‘wish list’. It’s light, thin, has a 9.7” screen, offers 10 hours of battery life and comes with WiFi as standard. The pricing is equally impressive, as a £310/ $499 entry point for a device that brings together personal, mobile and games computing sets a benchmark for other manufacturers.
There are weaknesses, including the cost of adding 3G, the limited functionality of the iPhone operating system and the underpowered ARM processor. The cost of 3G is not such a major problem, as many forms of shared and family gameplay don’t need an active connection or access beyond the home. The inclusion of the iPhone’s OS and poor processing compared to a laptop rules out Mac OS games, but the success of the iStore suggests there’ll soon be plenty of games to play.

The iPad’s screen is going to be 3x the size of the iTouch’s screen
For gamers the obvious ‘hands on’ benefits of an iPad, or similar device, at a £250/ $400 price point, (that cannot be far away), include better graphics, intuitive interfaces, and easily passing gameplay and content around tablets and rooms. Linking multiple tablets to projector displays and co-operative games where players aren’t locked into sharing a single screen will add to the options.
There is likely to be no shortage of games and software for these devices, because of the lower development costs involved in supporting 10” screens. Porting RTS games and shooters to these screens may be problematic but games like Sims 3 seem likely to do well on tablets, largely as a result of the ease of sharing content and experiences through such devices.
The outcomes for education and learning games appear particularly significant due to the price point. At about $300/ student it starts to make a lot of sense to distribute and share electronic content instead of carrying around diaries, library books, magazines, lesson plans, students’ work, etc . . . Particularly when tablets can reduce infrastructure costs by forming ad-hoc local networks and cut software costs by using free software like Google Wave.

The University of Nottingham’s Second Life Open Content Portal
The widespread availability of touch tablets in education also seems suited to exploiting on-going developments in learning and gaming through virtual learning environments, open content schemes and serious gaming. At present students typically visit a lab and, perhaps, do some research or studying on a home PC. With tablets everyone can have moderated access to everything, everywhere.
Overall, the iPad sets a standard which others will have to follow. It may not be the touch tablet that appears in every home and school, but the promise of shared, portable gaming that it delivers is a major step in the right direction. Microsoft and Google seem likely to produce cheaper touch tablets with full operating systems and faster processors in the near future.
The links below concern touch tablets, virtual learning in Second Life and what to expect in learning and education over the next few years:
http://www.techradar.com/news/mobile-computing/portable-computing/strongest-hint-yet-chrome-os-to-go-touch-667065
http://virtualworldwatch.net/
http://www.nmc.org/publications/2010-horizon-report
Treasure
An Indie RPG can be though of simply as a small press publication. D&D started out Indie and there’s a long list of Indie games which have gone large, alongside a longer list of Indie games which have fallen by the wayside.
Indie RPGs can also be thought of as independent, experimental games, which look to bring something new to tabletop RPGs. New genres, new mechanics and new forms of roleplaying come to mind. Mouse Guard stands out as a recent example of an exceptionally good Indie game that’s ‘gone mainstream’.
There are plenty of Indie games to choose from, so our choice of fantasy RPG Treasure is openly influenced by our involvement in the game. However, aside from being very experimental, Treasure is relevant to our series of articles, because it attempts to ‘build on’ the type of gameplay offered by Traveller.

Treasure appears to be a ‘by the numbers’, free fantasy RPG with skills, spells, monsters and loot. The game’s availability as a web page or PDF file under a Creative Commons licence is unusual for a complete RPG system but not unique. The choice between playing with a tabletop RPG style of play or a boardgame style of play can also be made in other ways, e.g. Warhammer Fantasy Roleplaying 3.
So what makes Treasure an Indie game? Treasure is unique in allowing everything from skills through to actions and items to be shown using images and/ or text. The result is that players have the option of playing a partially, or completely, Graphic RPG.

Other tabletop RPGs, such as Everway, use graphics to ‘run’ parts of their gameplay but Treasure’s graphics have all the characteristics of a language, including a simple grammar. This allows players to easily decorate their character sheets, to play with sets of coloured cards and to run the game at speed using images.
The graphics are also experimental in so far as the unlocked, open licensed vector images that come with the game can be edited, ‘remixed’ and re-published along with the rules. Players can, therefore, completely customise the content of the rules and the presentation of the game and the rules.

More importantly for most players, Treasure tries to build on Traveller in a number of ways. For example, both games are ‘rules light’ systems that use 2D6 checks and optional modifiers to control outcomes. Both games also have basic systems for ’sketching out’ or frameworking settings/ scenarios very quickly. In addition, the two games make a lot of rules optional either by choice or default.
The streamlined mechanics, frameworking for GMs and optional rules found in Traveller and Treasure ask players to take more control of their games and gameplay. Treasure goes a stage further than Traveller in this respect by using zonal movement, alarms and bonuses to promote frequent collaboration, shared problem solving and rapid decision making during play.

Treasure’s chess or Catan-like gameplay, graphic roleplaying and the assumption that players should have the right, and means, to control and remix their own games confirm Treasure as an Indie RPG. New features, images, optional rules, open licencing and active, open-ended gameplay all swim against the ‘RPG tide’, which is swayed by the ‘battle game’ market. Consequently, the more novelty a title offers, the greater the ‘ask’ for new players, as they have to put more effort into playing in unfamiliar ways. For Treasure, that means making the rules, and, therefore, the gameplay more accessible to new players.
Taken together, currently available ‘battle game’ RPGs, storytelling RPGs, ‘rules light’ RPGs and Indie RPGs offer plenty of choice. Twenty years ago players who liked a particular style of play often had to work their preference into one of the limited selection of games. There is now a credible RPG system for most genres and most styles of play. The skills players use while enjoying tabletop RPGs don’t have to differ from game to game but they often do, because each type of game encourages a particular style of play.
Traveller
Traveller has been around for almost as long as D&D. It arrived as a stripped down set of SciFi rules with streamlined character design and straightforward combat rules. Character advancement was only sketched out, combat often ended badly and there was a distinct shortage of aliens.
There haven’t been a great many changes since then, as Classic Traveller remained the version of choice until the relatively recent release of Mongoose Traveller, (which keeps much of the minimal approach of the original booklets).

Mongoose Traveller Core Rulebook
Over the years various supplements and add-ons have appeared for Traveller but these tend to be more about kick-starting a setting or a series of scenarios rather than multi-volume ‘battle game’ campaigns.
The simplicity of Traveller’s rules encourages players and GMs to use their own imaginations to ‘populate’ and ‘live’ the setting. The same core simplicity also challenges GMs to fill the gaps in the rules with patches and hacks. Need an alien, invent an alien; need nanotechnology, come up with a set of nano-devices and sell them to players for a small fortune.
By asking players to be wary of combat, to explore large systems and to live the character instead of the class, Traveller often delivers open-ended roleplaying and co-operative play. Plot driven adventures featuring powerful syndicates, industrial espionage and corporate intrigue are typical backdrops developed by GMs and players.

Book 2: High Guard (Traveller)
In other words, ‘rules light’ players and GMs find themselves in the ‘driving seat’ in terms of directing the narrative, defining the setting, planning missions and running play. Under these conditions the written rules serve more as a framework for players to build on than an instruction set.
When tabletop RPG rules are treated as a framework the interactions between players often change. Instead of focusing on the GM and a Q&A format, players and the GM engage in more fluid narratives and complex roleplaying through exchanging and building on, (or ’scaffolding’), each other’s ideas and options. Under these circumstances players use many skills, including critical thinking, collaborative planning and frequent decision making.
Players usually enjoy more open-ended gameplay, as adventures become less predictable and more personally involving. However, players are suddenly being encouraged to take part in a style of play comparable to stepping onto the set of an interactive movie. Instead of simply looking after their own character, players are asked to become part producer, part director, part scriptwriter and part leading actress/ actor.

Traveller: Spinward Marches (The Third Imperium)
Some tabletop players have neither the time nor the energy to shape ‘rules light’ play on a regular basis. So it’s worth considering more ‘off the shelf’ options if your games are played after a long day at work. Groups where most of the players enjoy sitting back and letting a campaign pack flow over them may also prefer to stick to the ’shrink wrap’ option. A Mongoose Traveller setting like the Spinward Marches has lots of helpful ideas to offer, but there’s still work to be done before a campaign gets started.
Overall, Traveller has less support and fewer players than leading ‘battle games’. This seems to be because Traveller’s players and GMs have to ‘work’ harder during play and a majority of tabletop RPG players prefer fantasy settings. For those prepared to try a SciFi setting, (and play shorter, more intense games), Traveller offers open-ended, roleplaying-focused gameplay. Traveller is, therefore, ideally suited to players looking to stretch their imaginations and use shared gaming to get the most out of roleplaying.
The remaining posts about ‘Tabletop RPGs and Skills’ will be along soon. Followed by a post on getting the best possible value for money when buying and playing videogames, boardgames and tabletop RPGs.
It seemed best to avoid Twitter for a while after our first attempt, which clashed with a plug-in. Our second attempt seems to work better. Please try the subscription link if you’re a Twitter user.
Finally, the site’s content is going to be re-arranged/ posted slightly differently in future. We’d never expected as many visitors, so we’re going to put shorter ‘news’ and ‘links’ posts on the front page and move longer ‘features’ to static pages. This will let us save on bandwidth and bring together content on topics that get covered in more depth.
Thanks!
thistle[at]thistlegames.com
Games designers, bloggers, self-publishers and teachers/ lecturers might want to take a look at the free training materials for journalists released by the BBC.
The BBC’s own journalists use the same resources and they offer as high a quality of web content and ‘inside knowledge’ as you’re likely to come across on the Internet.

http://www.bbc.co.uk/journalism/
The content covers briefings, writing, originality, production, ethics, SEO, multimedia journalism, outdoor broadcasting and a lot more. The pages are littered with media clips and commentary from professional journalists.
The site’s value lies in part in the practical support it offers to all types of self-publishers. It also provides a highly accessible, persistent resource for developing active learning activities and independent learning.
Nintendo recently released statements about being in no rush to produce an upgraded Wii console and a policy of delaying hardware releases until software support is in place. It was also suggested that the next versions of Zelda and Metroid Prime for the Wii would not be arriving any time soon.
With no sign of Zelda or Metroid this year the PS3 looks set to capitalise. The Wii simply doesn’t have enough RPG and ‘Action’ titles to sustain gamers’ interest in what looks more and more like a family platform. The release of Final Fantasy Crystal Chronicles: The Crystal Bearers has done little to help and larger developers don’t appear to be supporting the Wii with major titles.
It’s all very well to say wait for the software but it’s unclear where the software is going to come from. Zelda: Twilight Princess remains pretty much the top title on the Wii years after its release, because few games of comparable quality have appeared. This is a real pity, as evidenced by the sales of Zelda: Twilight Princess, which show that major Wii titles can be profitable.

Improving PlayStation 3 prices and lots of software is letting the PS3 gain ground
Perhaps Nintendo have a surprise in store. If so they’re keeping it well under wraps, as they’ve been far from shy about promoting ‘Zelda 2′ long before anyone gets to see the game. At present it seems likely that Nintendo are going to push gamers into the arms of Sony and Microsoft.
The PS3 appears to be in an entirely different position. It has an extensive catalogue of excellent RPGs, the processing power to deliver the best console graphics around, a soon to arrive motion controller and a now mature second hand software market.
The Wii may seem to be pretty much on hold but Nintendo have already taken their first step towards meeting the challenge presented by the new tablet or ’slate’ systems in the pipeline from Microsoft, Google and Apple.

Amazon UK expects to ship from 5th March
The DS XL, with a fold-over casing that includes two 10.6 cm/ 4.2” screens, indicates that Nintendo do not intend to miss out on the handheld/ touch market. The XL doesn’t match our preference for ‘full sized’ tablets but it was interesting to hear Nintendo acknowledge that the XL aims to deliver more shared gaming.
The XL’s feature list includes a web browser, support for better graphics and a choice of touch pens. Taken together these features go a long way towards setting out what Nintendo has in mind for the touch/ pen tablet market. The XL’s screen is just large enough for functional internet browsing, the cost of offering somewhat better graphics won’t be too high and adult users can use the new, thicker pen more easily.

Looks like US buyers should wait for the larger screen
It looks like Nintendo intends to grab a share of the touch tablet market by merging leisure and personal computing functions to appeal to puzzle/ leisure gamers. At the £149.99 price point shown on Amazon UK the XL should make a lot of money. The question will be where Nintendo go from there.
Within a couple of years cheaper ’slates’, the back catalogue of PC software that runs on the them, the PC and iPhone software under development, and the iStore model may make an XL look slow and short on features. A future XXL, (to hopefully unite the screens), could help but it seems likely Nintendo will have to do more.
A combined 10” touch tablet come console with HDMI connections, motion add-ons and half-a-dozen intense RPGs would probably do the trick. However, we won’t be holding our breath while we wait for such a device to appear.
Mouse Guard
The Mouse Guard RPG is based on David Petersen’s fantasy books about anthropomorphic mice combating the predators that threaten their territory. Players’ characters join the ‘Mouse Guard’ and play through plot driven adventures using a moderately complicated set of rules.

Mouse Guard Roleplaying Game
Playing the part of a ‘humanised’ mouse in a pre-defined role and setting is not obvious territory for players used to heroic fantasy games like AD&D. However, Mouse Guard stands out because it appeals to players who are looking for a storytelling game.
Being part of the ‘Mouse Guard’ gives characters a role and purpose, which is often not as well defined in other RPGs. This can be very helpful for new players who aren’t used to defining their own characters and goals from the ground up.

Mouse Guard Volume 1: Fall 1152 (Mouse Guard Graphic Novels) (v. 1)
Mouse Guard’s emphasis on storytelling and roleplaying over mechanics and combat lifts it up the ’skills rankings’. Instead of focusing on the mechanics and specialised rules of a ‘battle game’, players spend more time collaborating and roleplaying. The result is a tabletop RPG which offers an ‘exploration’ model rather than a ‘battle game’ model.
The rules may need to be simplified for younger players and magic is not a standard part of the system. Adding a straightforward system for magic would be easy but the game doesn’t need spells to play well.

Mouse Guard Volume 2: Winter 1152 (Mouse Guard Graphic Novels)
Mouse Guard’s presentation deserves a particular mention, as the book is beautifully presented on every level and printed at a convenient size. The Mouse Guard graphic novels are also of a high standard and they offer a good, quick introduction to the setting. A time will come when players look for a different setting and a new central narrative but there’s plenty of mileage in Mouse Guard.
On balance, Mouse Guard has to be highly recommended as a ‘gateway’ or ’starter’ tabletop RPG. The setting is compelling and offers plenty of opportunities to mix storytelling and roleplaying. New players are able to learn the mechanics over a few sessions without paying too much attention to the rule set as they do so. While experienced players should find that Mouse Guard makes it straightforward to move on to running games and designing their own scenarios.
Advanced Dungeons & Dragons 4th Edition
Like original D&D, AD&D 4e often involves going down dungeons, beating up monsters and taking their treasure. However, 4e is a ‘rules heavy’ game that works differently from original D&D. It uses a ‘battle game’ model where the exact positioning of units, tactical expertise in applying the rules and lengthy combat are generally central to play.
A Gamesmaster (GM) can building storytelling and roleplaying into play but this comes on top of the time spent applying the game’s mechanics. As a result, AD&D 4e suits players who like heroic high fantasy and don’t mind serving an ‘apprenticeship’ while they learn the system’s mechanics.

Dungeons & Dragons Player’s Handbook
There are several ‘core’ books but a player can make do with the Player’s Handbook (PHB). A GM also needs a Dungeon Master’s Guide (DMG) and a Monster Manual (MM). Turning players into GMs can be problematic, because they’ve several hundred pages to get through before getting started on the PHB2, DMG2, MM2, . . .
AD&D 4e has the best ’shrink-wrapped’ support of any tabletop RPG, with an online subscriptions service, large campaign settings and a cluster of other add-ons. As a result, GMs who are short on time can fall back on ‘off the shelf’ adventures.

Dungeons & Dragons Dungeon Master’s Guide
The range of skills used when learning the rules and during gameplay include literacy skills and mechanical problem solving. More skills are involved when GMs focus on storytelling and roleplaying elements, but it can easily take a couple of hours to complete a single combat with few opportunities for roleplaying during that time.
AD&D 4e has suffered from a ’snowball effect’, where there’s pretty much a rule for everything easily imaginable. This can work against the roleplaying side of gameplay, as GMs may become more involved in running the rules rather than interpreting them.

Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition
The same effect also acts on players, who are confined to working within a rules set instead of exploring and developing a set of guidelines. These concerns are apparent from the outset, as players can spend hours simply making a player character before play starts.
There are a great many D&D clones, including Pathfinder and Dragon Age. Pathfinder is the result of a split in AD&D’s audience over the move from AD&D 3.5e to 4e and is a fairly ‘rules heavy’ reworking of AD&D 3.5e. Dragon Age is a tie-in with the Dragon Age: Origins videogame , which puts a more ‘rules medium’ AD&D clone into a ‘dark setting’. Dragon Age’s setting is not that dark really but it is ‘by the numbers’.
Overall, AD&D 4e is a good choice for players who like complex rule sets, elaborate combat and plenty of ‘off the shelf’ support. The game’s skill base focuses on learning to apply rules and putting your own spin on one of the largely pre-defined character classes.
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