Tag Archives: Origins
Your local convention… and plenty of national ones! ~
GrogHeads Staff, 25 January 2017
A few of these have already passed… sorry – we were trying to get the later-in-the-year dates together, but some of them have yet to be announced. We’ll update this all year long, so keep it bookmarked for reference!
If we missed your favorite – leave us a comment with the link at the bottom, and we’ll get it added.
Siege of Augusta
13-15 January, Augusta, GA
12-15 January, Bowie, MD
MMP’s key ‘local’ convention full of all things ASL, other MMP games, and late-night Eurogaming.
9-12 Feb, Seattle, WA
An ASL tournament, along with the Hank Award and all sorts of hex-and-counter goodness.
We connected at Origins, and continued the electronic conversation afterwards ~
Corinne Mahaffey, 30 July 2016
I sat down for an email interview with Terry Sofian, the creator of Hive, Queen and Country, a steampunk world where the European powers are, with the help of the mineral aerolith, extending their imperial reach to the rest of the solar system. They recently ran a 3 day game at Origins wherein a hive in Brazil was besieged by American and British forces.
What are your games and world about?
Our games are about telling stories in an altered Victorian era, one in which the already stunning challenges of exploring frontiers on six continents, the seas and the polar ice cap, making scientific discoveries that fashioned the world in which we live today and developing amazing new technologies, are compounded with air and space travel and explorations both in deep space but also on several worlds within our solar system. The stories can be about fighting hordes of angry alien bugs. They could be about building a city on Venus. Perhaps they are about solving murder mysteries on any of a number of worlds.
The Hive, Queen and Country Universe was started as a sandbox in which a bunch of folks could get together to and discuss ideas set in such an altered time line. We designed the Universe to be a place where gamers, writers, artists, model builders and any other creative types could build “sand castles”. The games and world are designed to provide a framework for people to work within.
What did our crew bring home from Origins? ~
The GrogHeads Team, 06 July 2016
Here’s what our guys brought home from Origins…
Here are all the pics we’ve got left ~
Corinne Mahaffey, 01 July 2016
If you can’t find something you enjoy doing at the show, you’re just not trying hard enough.
What is this “Command Post Wargaming” of which you speak? ~
The GrogHeads Command Post Wargaming Team, 26 June 2016
There are all sorts of stuff you can do at a game convention. You can play games, shop for games (and accessories!), hang out discussing games with other gamers… all things you can do at home, but made easier by the concentration of the gamers in one place. Things you can’t do at home, though, are the bigger destination events that you need a convention to support. The Command Post Wargame events are a destination event.
There’s plenty of information about the Command Post Wargames here. What we’ve got for you in this article are the details of this year’s mission, and a look at the teams in action.
Take another trip through the gaming hall ~
Corinne Mahaffey, 25 June 2016
The depth and breadth of games at the con is incredible. There are all manner of cards, minis, counters, meeples, boards, books, tables, and terrain spread throughout the convention
A Grog has no name. A Grog has only a screen name. ~
The GrogHeads Crew, 23 June 2016
photos by Corinne Mahaffey / click to enlarge
Dubbed “Fort Kickass” by the GrogHeads Central Command crew, our little patch of concrete in the gaming hall was the nexus of some excellent wargaming at Origins 2016. While it’s not the overwhelming dominant presence in the gaming hall like it was in 1978, anyone who says that “there’s no wargaming at Origins” is just flat-out wrong. Hex-and-counter, card-driven area, or minis-on-terrain, we had wargames in spades.
More to the point, we had the Grogs!
And our GrogHeads crew has their own thoughts about Origins 2016, as we asked them (1) “What’s the coolest thing you saw?” and (2) “What was the thing you enjoyed most?”. Here’s what they told us…
Play all of WWII in one sitting? That’s what the GG guys gave you with Quartermaster General ~
Corinne Mahaffey, 23 June 2016
A quick stop at the Griggling Games booth yielded an interesting – and different – conversation about Quartermaster General and its genesis. Expansions are already rolling out the door for QMG, so look for more to come from them. Designer Ian Brody explains
I wanted to make a simulation, then abstract it until I had a playable game. I also wanted a game that people could play together in an evening, rather than one played in turns for days. I have given the game rules to a new player, then not see them for a week while they read the rules, or learn, as in Axis and Allies, base 6 statistics. I also didn’t want to be able to gain in-game intelligence because I had to explain rule that my opponent wanted to use. Finally, I wanted a game that war gamers and historians would agree touched on the salient points of World War 2, and had a sense of the narrative of the war.
I was introduced to Magic [the Gathering] by a friend, and realized how much game mechanic could be put on a card. Then I looked at old war games, including World of War, Third Reich, Rising Sun, World in Flames and Europa. I looked at the headings, and realized I needed a card for each one. All the game chrome and fiddly rules could be put on the cards.
I also found that, by front-loading the luck on the card draw instead of backloading the luck on the dice, choosing the one card to play that turn becomes a move of skill. You don’t get to micromanage; you must play the hand you are dealt.
As a reminder, we reviewed Quartermaster General a while ago, and will have some coverage coming soon of the Air Marshal expansion.