FAQ and Errata

The current FAQ and Errata for Heavy Gear is an ongoing project. Currently the types of issues that are coming up are knock on effects for the sub lists and a few minor notes for the rules. Largely the issues that are discovered are resolved because you guys, the players, take action by posting to the forums in the Development forum.

This feedback is very important because player feedback vastly improves the quality of the game. Comments help to catch more issues than just our eyes alone can. Part of this is that I simply can't play test every interaction and every rule as completely as you, the player community, can. For a very simple reason. I'm biased.

 

Thank you to our kickstarter backers

September was a wild month. Though that's not purely accurate. Saying that makes it sound like it was just fun and games all the time. It wasn't.

Anyone who has ever done a kickstarter will tell you, it's pretty much the hardest way you can imagine to get a project off the ground, but often it's the only way. 

 

T minus 24...

We are now T minus 24 hours from when FedEx Freight is supposed to be delivering the seven pallets of plastic sprues that we need to complete the kickstarter rewards. What will follow will be a whirlwind of packing. 

It's been a lot of work by many people to make this happen. In particular don't forget to go on the forum to thank Robert Dubois, the owner of Dream Pod 9. He put in months and months of work researching how to make the kickstarter function the best and then has been putting in seven day weeks ever since from guiding the 3D model development to the exact sizes of boxes required. He's done all this while also keeping the company operating smoothly. (Thanks Rob! I enjoy this job!)

Amazingly enough he also found time between kickstarter deadlines to help bring out the new fleet scale line of Jovian Chronicles figures. This led directly to discussions about the advantages and flaws of the current Jovian Chronicles rules set in terms of adaptability for the fleet scale models. After much discussion I convinced Rob to let me do some development work with the aim of making and releasing a game specifically designed for the miniatures and the setting we have.

First Gencon, then the world.

So, Gencon happened.

By now everyone has seem the various pics from Gencon. If you haven't then you should head over to the Dream Pod 9 Face Book page right away and look at the pictures posted over several days at the Dream Pod 9 booth.

As usual with this kind of event there was a lot to see and a lot to do. Getting there was also part of the experience. 

 

Assembling your Jovian Fleet scale figures

One of the best things about tabletop wargaming is assembling your fleet/army. Cracking open that clam shell pack of new miniatures is always fun. But sometimes you open something new and there are some tricks, or hacks, that can really help you get the great results you want. I'm going to share ones that I've found help with the new Jovian Chronicals fleet scale figures and base stems.

When everything goes right.

I posted recently what a typical day in the workshop looks like and received some excellent feedback from different people who were interested in some of the nitty gritty that happens during a typical day. I've had a couple of weeks to reflect on that blog entry and there was one thing missing. What happens when things go right. 

 

You see the most common problem I have in the day to day work when I'm in the workshop is that most often the problem is that very little goes right. And by right I mean "up to my perfectionist-ic standards of what could as a quality cast". The issue is not that I have a problem when things go right but rather than the rarity of it happening means that when the opposite happens it can be it's own issues.

Who can pilot a Gear?

There is an interesting aspect about Heavy Gear as a game where the Gears are piloted by humans. Ignore the fact that it is really the computer that does most of the driving, a thing a bit higher tech than what Volvo and Daimler are demonstrating. So who can pilot a gear and who does it best? (Hint, in real life it is anyone!)

 

One fact that we accept with Gears is that they are mass produced on an assembly line, but they are still machines, each one vastly more expensive than equipping an infantry soldier. You don't throw just any person into your machine if you want it to fight at full effectiveness.

 

A day in the glamorous life...

I thought it would be fun to pull back the veil a bit on what goes into one of my days at DP9. It's always a little different but there are some essentials to my job when I am at the workshop.

 

This week was a little special because the box with the first ten test pops had arrived. Read on for some potential spoilers. There won't be any pictures in this blog post because the workshop is a mess as I turn everything upside down to make space and get ready for packing the kickstarter rewards.

 

Dice dice dice!

So we have some great news this week from Arkrite press about the State of the Game. Jason and Greg are hard at work getting the RPG up and rolling at top speed and there is some great community involvement there. Gears are perfectly designed for a RPG environment because it lets you put the player characters in near mortal danger and still have them be the heroes at the end of it. It's also a setting where you can do spycraft, be a military unit, be civilians and do it all in a future world where people matter.

 

The really neat part of the announcement fro me is the part where they announce that the system will be a D10 system to allow for more variation on the rolls. This is great news as for RPGs you really need the ability to differentiate between a wide variety of skills and skill levels. For Heavy Gear Blitz the choice was made early in development to keep to the venerable D6 for good reasons.

Armor Protection

As a design issue one of the hardest places to work on conceptually was how to define the effectiveness of armor in Heavy Gear. Armor as a technology is almost as old as the technology of weapons of war. There are numerous examples of how armor technology developed from simple leather and wood armor and shields to the composite laminated military armor used today.

One perspective that must be taken is the balance between the ability of weapons to penetrate armor and the ability of armor the resist the weapons has always been in flux. That this effect is poorly understood is an understatement.

 

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