11/8/14

The JTS Interview

By Boggit, 8 November 2014

John Tiller and Ed ‘Volcano Man’ Williams take us on a tour of their new releases

 

German infantry advance though a ruined East Prussian Town ©Deutsches Bundesarchiv
German infantry advance though a ruined East Prussian Town ©Deutsches Bundesarchiv

John and Ed, thank you for agreeing to talk to Grogheads about your recent work. Both East Prussia ‘14, and Panzer Battles: Kursk, the Southern Flank are recent releases and show some interesting developments in John Tiller Software games

Ed, I know that you’ve put many years of research into the First World War Campaigns. What attracted you to the period in the first place, and do you have any favourite campaigns you’d like to explore?

Ed Williams: I have always been interested in World War One for as long as I can remember. I am not sure what initially attracted me to the subject, perhaps it was the movie Lawrence of Arabia, but I recall my desire to read and watch movies and documentaries about the war all the way back in grade school. About ten years ago I was attending college and I took a history class taught by an excellent professor (Dr. Robert Bruce) and the class covered the war, but not all the boring economic and political stuff, it was purely about the battles and the conflict itself.

I suppose it was that class that piqued my interest, but it did so at a perfect moment since I had just finished the HPS Korea ’85 game some years before and I was basically twiddling my thumbs with nothing to do.

So, I had the experience to develop a new title, the free time to do it, and a renewed spark of interest in the subject matter. I took the interest and came up with an idea of a World War One game using the Panzer Campaigns engine at its core, but of course it would need to be modified. I set about creating a list of modifications that were necessary and I presented them to John, and he was receptive to the idea, made the appropriate adjustments, and so I intentionally charged forward before I had time to think about how difficult of a task it would be.

As for my personal favourite campaigns, I am interested in all campaigns of the war but my personal favourites would have to be anything in Palestine and Mesopotamia, the Galicia campaign, and the 1918 battles.

The first bombardment at Tannenburg by I ArmeeKorps field artillery starts auspiciously with the disruption of a Russian unit - an assault will soon follow. New features like radio intercepts now add to the game experience in East Prussia 1914
The first bombardment at Tannenburg by I ArmeeKorps field artillery starts auspiciously with the disruption of a Russian unit – an assault will soon follow. New features like radio intercepts now add to the game experience in East Prussia 1914

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11/5/14

How to Make It in the Game Business –  Getting Your Company Off the Ground

Heather Brown, 5 November 2014

Continuing our series of articles about the game business, our intrepid entrepreneurial duo gives the lowdown on bootstrapping your way through a new company launch

“You don’t go into game design to make money.”

One of our happy minions at Origins
One of our happy minions at Origins

How many times have I heard that?  Well, let’s just say that if I had a dollar for every time, I wouldn’t need to make any money from games.  There is some truth to it.  If all you do is design your game and throw it out to the masses without a plan—you won’t make much.  And if your goal is to share your creation with the world for the fun of it, that’s perfectly okay.

My name is Heather Brown and I’m one of the owners of Proving Ground Games.  We’re a small design and publication firm based in Ohio.  We have a vision to grow though!  Right now our staff consists of the owners and an intern, as well as a small army of volunteers who are in it for the swag.

The Basics

You probably don’t have an MBA—we sure don’t.  So, you’ll want to educate yourself on business practices and Intellectual Property law.  I learned a ton from the IP seminar they have every year at Origins.  I’m not an expert, but I know what’s patentable, what’s copyrightable, and how to do it.

There are federal and state resources that are available as you plan your business.  In Ohio, we have access to the Ohio 1st Stop Business Connection.  It has resources, information, and advice on starting a business, writing a business plan, securing funding, and you can apply for the necessary licenses online.  Your state likely has a similar website.  You can check the US Small Business Administration website to see what is available in your state, and for even more information.

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10/22/14

How To Make It In The Game Business – Playtesting!

Jim 2200-point-Scrabble-Name, 22 October 2014

How can you make it in the game business?  How about playtesting?

(Interviewer’s disclaimer:  I had the pleasure of meeting Mr. Hamilton via a playtest.  I will absolutely not indicate which one as it turns out that’s quite the forbidden thing.)

For the folks that don’t know, who are you and what is your role at John Tiller Software?

My name is Rich Hamilton. I cut my teeth on Avalon Hill and SSI games as well as 1:72/HO scale miniatures but had boxed my hobby up a few years earlier as my life just didn’t have room for it, in more ways than one! Then one day, in a Computer City I believe it was, I found Battleground Ardennes and I was hooked from the moment I looked at the back of the box.

I’ve been active on-line with the Tiller games since late 1997 when I stumbled upon the old Leadeaters outfit. From there I migrated to the “sister clubs” hosted under Wargame.ch (CCC/ACWGC/NWC/MBC, etc.)  and have played an active part in a variety of sites at varying levels. WarfareHQ, later GameSquad, was probably my largest “club” activity outside of the Wargame.ch clubs.  I started the SDC, or Scenario Design Center, as a central hub for Tiller user-created content in the late 90’s posting my custom work and content from many others.  Several years ago I handed that site over to Steve Trauth who has done a fine job expanding both the content and appearance of the site over time.  I also spearheaded the three TillerCons along with help from quite a few others. Having a 20+ system LAN party for three days was a good way to enjoy the games and discussions related to the games.

I made contact with John Tiller directly in 1998 through my activities on the SDC and was given the opportunity to be the scenario designer for my first game, War of 1812. From there I lead/participated in several game design projects (French & Indian War, Campaign Waterloo, Mexican-American War), but also started project management duties for several titles spanning the Squad Battles series, Naval Campaigns, Modern Air Power, Musket & Pike, Napoleonic & ACW. During all this I became the official front man for HPS support in late 2001, handling all email communications and patrolling the forums. Today my project management roles continue, and while I continue to be the front end of HPS Support I also fulfill that role for John Tiller Software.

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10/11/14

A Visit With LNL Publishing – The Overview

Jim Zabek, 11 October 2014

J-Z spent a few days hanging out with the LNL crew in Colorado.  There’s plenty more to come, but here’s a little wet your whistle.

Several months ago I chatted with Mark Walker, founder of Lock ‘n Load Publishing (since renamed to LNL Publishing – lnlpublishing.com) about the resent sale of Lock ‘n Load. In the interview Mark made it clear that he would still be the creative juggernaut behind his game series such as World at War, Nations at War, and of course the series which started it all, Lock ‘n Load.

 Click images to enlarge.  Really enlarge…

LNL's new lobby
LNL’s new lobby

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10/8/14

How To Make It In The Game Business – Your First Convention

This article originally appeared in Scrye Magazine, which is now defunct.  So we thought we’d share it with you and give you some insights on Making it in the Game Business.  Look for some more articles as we pester publishers and designers to share their accumulated wisdom with us.

Planning

Conventions can be a great way to get your game in front of your audience. The high concentration of gamers and the foot traffic in the exhibit hall make for a target-rich environment for a new company. If you’re looking to spread the word about yourself, setting up shop at a convention is a great way to do it.

The first question you really need to ask is “Why are we going to the convention?” Are you focusing on selling product? Building some buzz around your company? Trying to meet people and show off your game for another company to pick you up? If you don’t go into the show with a solid definition of success, you won’t have much of a measuring stick to gauge your overall investment in time and effort.

One of your next decisions needs to be “which convention?” Staying close to home, or with a friend, can cut down the overall cost. If a local convention is not an option, then try to shoot for a convention whose major events are closest to your core products. GenCon is a heavy RPG show; Origins is a role-playing and board-gaming mix, with some card events for good measure. There are many smaller, local cons as well, and they are often willing to offer booth space to a company at a low rate.

Get your deposits in as soon as possible. The difference in cost can be dramatic. As an example, at Origins 2006, a booth cost $555 if paid by January 10, but went up to $671 if paid at the end of March. For a new company, the $120 difference might make or break your first show.

Finally, you need to decide on your booth crew. Drafting a friend is a cheap way to man your booth. But you need to make sure that folks working your booth are as well-versed in your product as you are. Remember, the customer doesn’t know that your buddy is just here for the free convention; the customer sees a representative of your company behind the table.

The very first booth with BayonetGames at Origins in 2005. We had no clue what we were doing back then, but we figured it out over the next few years.

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