06/16/16

Origins! Proving Ground Games

What’s new with Proving Ground Games at Origins? ~

Corinne Mahaffey, 16 June 2016

What is your new game?
Crucible of Force.  It’s our core World War 2 rules book, in the same system as our game Fields of Fire.  Crucible of Force is a stand alone rules book; though it wouldn’t hurt to have Fields of Fire, it is not necessary to play Crucible of Force.

Origins - PGG
Crucible of Force covers the period from the beginning of the war to the summer of 1943.  We will be publishing two supplements to cover the rest of 1943 and 1944, and for the late war.

What is your favorite game mechanic?
Our main tank guns fire in a way that is fun and fast, and maintains accuracy without requiring a degree in calculus.

What is your favorite game? 
We have one in development that we can’t talk about, but of the ones we have published, Fellowship of the White Star, a Victorian fantasy in the D20 system.  I really love Victorian history and fantasy RPG’s like Seven Seas.  This has all the Victorian history, plus monsters!

Fill in the blank for us: If you are a fan of _____, you will like ____!
If you like Flames of War, you will like Crucible of Force.

If you like steampunk, you will like Hive, Queen, and Country.   We have a roleplaying game in that setting, Stars of Empire, on Kickstarter

Thanks – have a great show!


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06/16/16

Origins! Day 1 Wrap-up

What does Wednesday at Origins look like?  It depends on what line you’re in ~

Corinne Mahaffey and/or James Sterrett, 16 June 2016

Day One Report

Day1-IMG_6460

All photos by Corinne Mahaffey; click to enlarge

The big news of the day:  Microsoft’s Patch Tuesday struck GAMA’s systems, disconnecting their registration database from their front end in the convention center.  For some time, this slowed picking up pre-registration badges to a crawl and created a line that extended most of the length of the convention center.

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06/8/16

Origins Coverage – You tell us!

What do you want to see from the show? ~

GrogHeads Staff, 08 June 2016

This time next week we’ll be setting up the GrogHeads Central Command at Origins, and firing up a couple of drop-in afternoon games for Wednesday, before our full program starts on Thursday.

In addition to our events, we’re going to have all sorts of coverage from the show itself.  You tell us – what do you want us to cover while we’re there?  Give us your votes below.


And watch GrogHeads for coverage starting a week from today!


Chat about it below, or in our forums, or hit our FaceBook page >>

06/8/16

News! Origins Releases On-Site Program Book

Check out the latest from GAMA ~

GrogHeads Newsdesk, 08 June 2016

The Origins on-site program (PDF) has been released.

Of note to the GrogHeads community is the map of the gaming hall, that show where we’re co-located with several of our wargaming partners, and nicely nestled near the front of the D-Hall.

Origins Map

Of course, they just labeled us “War Gamers” even after years of specifically branding this as “GrogHeads Central Command”…  Le sigh.


Chat about it below, or in our forums, or hit our FaceBook page >>

06/4/16

GrogHeads Interviews the Team Behind
The Lamps Are Going Out

Kirk, Hermann, and Tim all join us to chat about their upcoming epic WWI game ~

Brant Guillory, 4 June 2016

All images from pre-production artwork.

Compass Games has had The Lamps Are Going Out on pre-order for a while now.  The design team behind the game – designer Kirk Uhlman, developer Hermann Luttman, and artist Tim Allen – dropped by for a chat.

GrogHeads:  There’s no shortage of WWI games populating the marketplace over the past 5 years or, perhaps inspired by the centennial of the war.   What is it about The Lamps Are Going Out that separates it from the pack and should put it on a gamer’s “must buy” list?lamps-counter2

Kirk Uhlmann: All of the various WWI games bring a different perspective or emphasis for the players.  Lamps came about because I was looking for a WWI game that was historically accurate, had reasonable playing time, gave one an overall perspective of the war, and was fun.  While I enjoyed many of the games on the market, none of them hit the sweet spot for me for how I wanted to game WWI.  So in a sense, Lamps started because the game I wanted to play didn’t exist.  Even if players enjoy marathon monster games, I think Lamps has a place in any gamers’ collection because it plays in an evening, is educational and accurate about the war, is fun without sacrificing realism and conversely, is realistic without being extremely complicated.  My intent was for all the hard work to be up front in the design, so that the end result was a streamlined, fast-playing, accurate simulation of the war from a grand strategic level.

Hermann Luttman: I had this very same concern when Compass first offered to publish the game, as I saw that they had Balance of Power and Fatal Alliances also in the works. But they were not concerned as they immediately realized the same thing that we all already knew – that Lamps is a totally different type of strategic WWI game. It can be played in one long evening, is easy to learn, the graphics are unique and the game is very accessible to non-wargamers. All the essentials of simulating this level of WWI are there, wrapped in a simple and yet attractive package. This sets Lamps apart from most other WWI games and you could easily jump from playing any of the more traditional large hex-and-counter wargames to a game of Lamps immediately thereafter and still get a totally different experience.

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