captainjack23 said:
SableWyvern said:
EDG said:
OK... so you've designed an amateur war game and that makes you a "professional game designer"? I mean, bully for you for publishing something, but that's really a far cry from being a roleplaying game designer.
I'd just like to chime in to say that FFoT is not the wargaming equivalent of some random dude's RPG pdf. Ty is
at least as entitled to call himself a real game designer as any of the Indie RPG producers adored by the RPG.net crowd.
By any objective standard (production values, coherency of rules etc...)
A Fistfull of TOWs is of comparable or superior quality to any other micro-armour scale game on the market (back in the day, when Space Marine/Epic was still boxed and on the shelves, he would have lost out on production standards there).
And, I say that as someone who has disagreed with the man on many points regarding MGT, so it's not fanboyishness by any stretch.
Heh. As one who has seldom argued with you, I'll happily fanboy; I can say I
really like your fistful series, as well the colonials on mars series. Ran a big game or two w/......hmmmm...the "hobby hovel guy"....to avoid using real names .
Anyway, yeah, they are really pro games, and were well before the indie game online movement took off. But I'm just a fanboy..... :wink:
Thanks to both of you. The colonials game was
Orc's Drift, which detailed battles between 19th century colonial powers and various fantasy races in the "Centre of the Earth". I've always wanted to flesh that out into a full blown game system. I still have the "Queen's Own Dwarven Rifles" regiment.
As for FFT2 being an "amateur" product, well it is a
printed product (with glossy color cover, countersheet and reference card), which is more professional than any of the PDF-only "professional" products out there. And while it is spiral bound, this was a
choice. Spiral binding is actually more expensive and time intensive than perfect binding, but it lays flat, which is a very useful quality for a set of game rules.
And I and my developer (co-author on FFT3) spent hundreds of man hours on FFT2 and well over $2000 on monographs and books to supplement our own very extensive personal libraries. FFT2 has the most comprehensive data lists of any modern wargame ever. We've worked even harder on FFT3. It will contain triple the data of FFT2 and will have the most comprehensive modern data collection ever and its WWII data will compare favorably to the dedicated WWII rulesets. And it's a remarkably fast playing and intuitive game, even with such depth in the data. Oh and I designed FFT3 so that the rules system
could accomodate battles set in the distant future detailed in a certain classic science fiction roleplaying game...
FFT has been the target of interest (and encouragement) from several heavyweights in the gaming field. I won't sell it for three reasons. First, it is *my* game; I will not lose control of it. Second, it's a niche product and the profits will never buy me a vacation home on Aruba. Therefore, I'd rather keep the ego gratification and maybe accept a bit less money. Third, I'm an entrepreneur by inclination. So I don't mind investing some capital in my game.
And the FFT email group is lively and blunt most of the time. Despite this, I have
never locked a thread and have only had to issue warnings a few times (and there's over 600 members IIRC). So I'm pretty sure that FFT is a "real" wargame and therefore I'm a "real" game designer.
That said, I proudly accept the moniker of "amateur" game designer. I'd note that anyone who has a "real" job is an "amateur" game designer. This would include EDG, I suspect.
And as you noted, I have designed dozens of other games. Some were awful; they will
never see the light of day. (This is why I am contemptuous of designers who insist on forcing crappy mechanics; I ruthlessly kill my crappy games, so I expect them to do the same).
Of the remainder, most are free in PDF format.
Some are on very esoteric subjects, so they simply aren't worth trying to sell (I mean, I actually designed TWO wargames to simulate the War of the Worlds (
Tripods and Hussars and
A Fistful of Tripods; both were well-received by the five people on the planet Earth interested in wargaming the subject

).
A Fistful of Sardaukar, my
Dune skirmish wargame, is in this category (and would make me uncomfortably familiar with the legal team of Frank Herbert's estate should I try to sell it).
Other designs have been well regarded, but I don't have time to develop them into a sufficiently comprehensive product that I'd be comfortable selling. (Which explains why I detest poorly developed games; again, I walk the walk.)
High Seas Drifter, my WWII capital ship combat is a lot of fun, but needs rules for smaller ships;
Orc's Drift was well received, but needs development;
Railgun: 2100, the sci-fi version of FFT was stillborn because of FFT2 and FFT3; it will appear as a full blown game after FFT3;
A Fistful of Dragons is a modern skirmish wargame that has been enthusiastically well received by my initial playtesters, though again, too sparse right now.)
A Fistful of Bolters, my replacement game for WH40K works very well, but I've lost interest (and don't want to meet GW's legal team, so I could never sell it).
Where Panzers Dare, the WWII version of FFT2 is being folded into FFT3.
In addition, I've designed several sets of ancient miniature rules, several sets of fantasy rules, several sci-fi miniature rules and a starship combat game based on High Seas Drifter.
I've also designed a number of RPGs. All were enjoyed by my players, but none really did anything that wasn't already done at least as well by commercial games. In a bizarre example of parallel evolution, my last sci-fi RPG contained mechanics nearly identical to the Serenity RPG. My game predated Serenity by 4 years, but I never made it available outside my circle of friends, so there's no way Serenity could be a ripoff. My combat system
was different, and better IMHO. I'll probably take advantage of the Mongoose SRD to do my own version of Traveller at some point. I'm
very likely to create a Traveller module for Chaosium's soon to be released Basic Roleplaying system. My problem is that I love to fiddle with systems, but I despise having to fully develop a background.
I have a fun Boxing Card game and a Football card game that I
will sell when I become independently rich and can start or buy my own game company.
So you can probably tell that EDG's sneering about my "amateur" status made me chuckle at his naivite...
And if you like my games, you aren't a fanboy. You're a very astute and insightful gamer who appreciates quality designs, of course
