Dragon Rage Designer
Diary
Lewis
Pulsipher
While Dragon Rage was
originally published in 1982, it was reissued in a much higher-quality format
with an additional map and many additional scenarios in Belgium in
2011. The game was very expensive to
obtain from the US, as I’ll
explain below, so I haven’t written this until the advent of good distribution
in the USA
through GameSalute.
This will be a quite
different designer diary because it has been over 30 years since the original
design. Perhaps it will be instructive
to game designers more for the publishing history of the game than for the
development history.
Dragon Rage has had a pretty
checkered history. It was published in
1982 and sold very well I was told, but I was never paid for it. The publisher went bankrupt for reasons
having nothing to do with its boardgames, and their games went into a kind of
limbo. At the same time I took what
amounted to a hiatus of 20 years from the game industry, and when I “came back”
it took me many years to find a new publisher for the game. Here’s the story.
The original publication
Dragon Rage was
originally published in 1982. I had
already had some games published – Swords
and Wizardry by H P Gibsons, the Diplomacy
Games and Variants booklet, and Valley
of the Four Winds (Games Workshop’s first game) – by the time I offered
Dragon Rage to the Dwarfstar Games subsidiary of Heritage Models (Duke
Siefried’s company). Old-timers may
recall that those publications were all in Britain,
perhaps not surprising because I was living in London from 1976 to 1979 to research my
doctoral dissertation on the Royal Navy.
By 1982 Britannia was also
substantially complete and had been offered to Avalon Hill, who said games of
that era don’t sell. In 1984 I offered Britannia to Gibsons, and it was
published in 1986, but by that time I was on hiatus and didn’t even see a
published version of Britannia played
until 2004.
I don’t recall what
caused me to start working on DR. I’d
say the theme is quite obvious. On the
other hand Steve Jackson’s Ogre,
which is closer to Dragon Rage in
theme than any game I know of, was published in 1977, and though I never played
it I was aware of it. Much of the
playtesting would have been done at the Drago game club at Duke University
while I was finishing my Ph.D. Further
changes were made by Arnold Hendrick, Howard Barasch, and the developers at
Dwarfstar, in cooperation with myself.
I’m including an image of the board as I submitted it, and those
familiar with the game will notice that a second gate on the west side of the
city was added during development. The
only other thing I recall - actually my brother recalls – is that the dragons
might have one too few hits per wing, in our opinion. But if you want a game to be more challenging
for one side than the other, it’s probably best that the attackers have the
challenge because attacking tends to be more fun than defending.
DR was designed as a hex
and counter wargame, which was the typical hobby game of the time. The game has the virtue as compared with many
other hex and counter wargames that there are no stacks of pieces, only one
unit per hex with very few exceptions.
The combat table is also a differential table so it’s not necessary to
calculate odds by division, just to subtract.
The game was published
along with seven others, six of them developed internally by Dwarfstar, in a
Microgame format. The boxes were
7.5" by 4.25", the 14" by 12" board was printed on thick
cardboard rather than mounted, the half-inch pieces were also printed on
cardboard though die cut. On the other
hand it cost only $10 (which amounts to about $30 in today’s money, but seemed
quite cheap compared to game prices in 1982).
I was told that 10,000
copies were printed and that Dragon Rage
was the best selling of the eight games.
I think I received maybe three copies of Dragon Rage and one or two copies each of the other seven
games. And as it turned out that’s all I
ever received for designing the game.
The business failure
Now what I report I
cannot swear to, I only know what I was told by the guys who developed the
game, and I’m relying on memory about 30 years old.
Dwarfstar was a
subsidiary of Heritage Models. Heritage
was one of the big miniatures producers of the time, and even today Duke
Seifried is very well-known in the miniatures community. Like many small companies Heritage depended
on a bank line of credit (loan), and according to my informants Duke and his
bank manager got into a “spitting contest” (not literally of course - but I
remember that phrase from 30 years ago) and the bank called in his loan. That was it. Although Dwarfstar was doing
well it went down with Heritage.
There were reports in
1984 that the line would be revived, but I heard nothing about it directly, and
nothing happened. I suspect the
unavailability of the printing plates was a deciding factor. The plates that
were used to print the games were kept by the printer because he had not been
paid. This made it sufficiently
expensive for someone else to pick up the games that they languished, and as
far as I know the other seven languish to this day although you can find
electronic copies of all seven at Joe Scoleri’s Dwarfstar games site at
http://dwarfstar.brainiac.com/.
(The importance of printing plates at that
time: Remember Avalon Hill saying games
of Britannia’s era don’t sell? When
Gibsons showed that it did sell, and Gibsons had the printing plates already done,
which is a considerable part of the expense of publishing, Avalon Hill decided
to publish Britannia in the USA. This is why there’s so much physical
resemblance between the Gibsons and Avalon Hill versions, evidently they used
the same printing plates. And of course
it turned out that games of that era could sell. But maybe they hadn’t up to that time.)
Most likely the failure to be paid anything for
this game was one of the things that convinced me that hobby boardgames were
going to, if not disappear, diminish greatly.
I saw RPGs on one side – D&D was for 20+ years my favorite game –
and computer games on the other side, squeezing boardgames in the middle. And I was right about wargames, they now have
an immensely smaller market than in the early 80s. So I decided to ignore the game hobby and get
a real job, and for the next 20 years taught myself computer programming,
became a teacher of computer literacy and programming, worked as chief of
networking in an Army
Medical Center,
and then went back to being a college teacher of computer networking and later
of video game design. One of my last
actions in the hobby was to submit Britannia
to Gibsons and two years later they published it, but when the copies
arrived I looked at it and then set it aside because that was no longer where
my mind was.
The
Theme
As you may know, many times a publisher will
choose a different name than the author’s for a game. I think Dragon
Rage is one of the best titles any game could ever have, and I don’t think there was ever a possibility of
changing from the title I’d selected. As
an example of a change, my name for what became Britannia was “Invasions of Britain,” or “Invasions” for
short. I discovered a few years ago
that there’s a PlayStation 2 game by 3DO named Dragon Rage that has nothing to do with this boardgame. Good title, eh? I used it first. But if you look up Dragon Rage on Wikipedia,
that’s the game you’ll get.
The only game I can remember designing where I
tried to conform to a particular story was Valley
of the Four Winds. I don’t do
“simulations” but I do like a non-abstract game to be a model of something, and
the model here is an attack on a fantasy city by various monsters. As one recent reviewer said, everything in
the game serves to illuminate and reinforce the theme. DR has a ready-made “story”, not a story imposed
on the game, but a story growing out of a situation.
I like to set up a situation and let the players
determine what happens. If it’s an
historical game then I recognize that what did happen in history is only one of
many possibilities, and probably not the most likely one, which leaves a lot of
room for different occurrences. So in Dragon Rage I didn’t try to impose a
story, I just set up a situation where the bad guys – a couple dragons, or
possibly a bunch of evil humanoids and giants – are attacking a human city.
While I’m no longer much interested in tactical
games (other than Dungeons & Dragons),
and now prefer games with more than two players, more than 30 years ago I
designed several two player games including many tactical games. The tactical games are certainly a stronger
way to present a personal story, that is, something that you can identify with
directly. In Dragon Rage you can identify with a dragon or a giant, or you can
identify with a hero or a wizard. In
sweep of history games like Britannia
there’s really no one to identify with; although there are leaders, even the
longest lived leader is only there for a small part of a thousand years of
history.
I’ve always thought of boardgames as competitions
where people are trying to figure out the best move, but there is no absolutely
clear best move because of all the uncertainties of warfare and reality. (Chess and checkers have certainty, there is
a best move even though no human is good enough to always know the best
move. In a sense they are puzzles. I don’t like puzzles.) So you have to do some thinking to succeed at
Dragon Rage. Some players might say “oh I’m a dragon, I’m
going to just kick butt and blow those humans away.” You can try to do that, and for a while it
will work, but if it were that easy then who would ever want to play the human
defenders? You can charge right in but
this will probably lose the game. You
have to be smart; you have to, in sports terms, take what the defense gives
you, nip in and out rather than simply charge in and start smashing. There’s lots of smashing to be done but if
you let yourself get into a slogging melee early on, you’re going to die. Yet the city defenders receive reinforcements
periodically so you can’t “take your sweet time” to avoid all risks.
I think this fits the theme better than sheer
mayhem, although it may not encourage the kind of power trips that are common
in video games where you don’t have an actual opponent. Dragon
Rage could certainly be adapted as a video game, either for the defenders
to defend against computer attackers or as a two player networked game.
The game is colorful and provides a great stimulus
to the imagination without actually having a specific story attached.
Jump
ahead to 2004
In the early 80s I was teaching myself computer
programming and networking and playing D&D as I had since 1975. Between 1984 in 2004 I had nothing to do with
hobby gaming other than to play Dungeons
& Dragons and some video games.
When I gradually “came back” to the hobby my first concern was getting Britannia back into print, but another
task was to find someone to reprint Dragon
Rage. Microgames per se had
pretty much disappeared, replaced by collectible card games and casual video
games. And Dragon Rage is, despite its simplicity, fundamentally a hex and
counter wargame, which is a category that diminished immensely during my 20
years away. In any case I wanted Dragon Rage to be published in a much
nicer, larger format than a microgame.
Many readers have probably heard about the
confusion about rights of the game Merchant
of Venus that is now being published by Fantasy Flight Games with additions
by Stronghold Games. I had encountered
problems with Britannia, in fact my
first reintroduction to the game hobby was hearing that MultiMan publishing
thought that they had the rights to reprint Britannia, as assigned by Hasbro
after the end of Avalon Hill. The rights
had been licensed to Avalon Hill by Gibsons, not from me directly, and my
contract with Gibsons specified that the game rights reverted to me once it
went out of print, so I was quite sure that neither Hasbro nor MultiMan had any
rights at all. (Notice also that the
Avalon Hill Britannia was copyrighted
in my name, not by Avalon Hill.) Fortunately MultiMan wasn’t really interested
in publishing Britannia, otherwise
there would have been “a mess”.
In the process of looking for a Dragon Rage publisher I heard that
Reaper Miniatures thought they had the rights to the Dwarfstar games. I had no trouble tracking down the main man
at Reaper and being sure that there was no confusion about rights. Then I could try to find a new publisher.
So as I attended game conventions I looked for
possible publishers. After Fantasy
Flight Games published Britannia they
had DR for a couple years before passing on it.
In any case it is not an FFG-style game if you look at their product
line. Neither is Britannia but in that case the owner liked the game, and the owner
of a game publisher has some latitude in what he does! GMT games looked at Dragon Rage and said they thought they could sell it for something
like $45 but they couldn’t produce it to sell at that price.
I have no recollection of how I first came into
contact with Eric Hanuise, who to this day I have never spoken with either by
phone or in person (I can say the same about the owner of FFG). Eric says he heard about DR through Joe
Scoleri’s site and wrote to me out of the blue.
But over the course of three years we got to the point that his new
company, Flatlined Games, published Dragon
Rage as their first game. (I’ll
interject here that I tried to convince Eric to pick a different name for his
company since “flatlined” means dead, but it’s some kind of inside joke.)
My original idea for
reissuing Dragon Rage was to retain
exactly the wording of the rules, because I know all the problems that can
occur whenever you change rules, and I had seen that manifest in the reissue of
Britannia (2006). The only thing I wanted to do was add rules
for the Princess, who was mentioned in an original scenario but without any
rules for how to deal with her. Eric
felt he should rewrite the rules in a more modern style, more “sequence of
play” than the old rules which were written in a reference style as most were
in the early 1980s.
Believing in
reusability, I’m going to quote from my book Game Design: How to Create Video and Tabletop Games, Start to
Finish"
In
older games, rules were written to be read thoroughly before play. They were organized to be easily referenced
when a player forgot a detail. Now most
rules are written in "Sequence of Play" style, on the assumption that
the players will try to play the game while reading the rules for the first
time. If that’s true, then the rules
must follow the order in which the players will try to do something in the
game. This makes for a poor reference,
unfortunately. But the fact is, most
tabletop game players want to be taught how to play rather than read the rules,
and if no one can teach them, they often try to learn the game as they play.
I still prefer the
reference style because I’m convinced that anybody who tries to play a game at
the same time that they’re reading the rules is inevitably going to screw it
up. In Eurostyle games that doesn’t always
matter, but it tends to be more important in wargames. Yet sequence of play is how it’s done
nowadays. And I don’t think I tried to
talk Eric out of it. In the end we have
both kinds of rules included in the game, a sequence of play set and a
reference rulebook.
Eric devised the map for
Nurkott and added the scenarios for it.
He made the maps with Profantasy Campaign Cartographer. See http://www.profantasy.com/rpgmaps/?p=571
for a brief description with the final maps.
The step-by-step process is described at http://www.profantasy.com/rpgmaps/?s=Dragon+Rage
(scroll down to September 12, 2011).
At one point Eric sent
me a rough cut of cover art which unfortunately looked to me like a Neogi from Spelljammer, not a dragon. Fortunately the cover art that was used in
the end, by Miguel Coimbre, is outstanding and nothing like that first cut.
So my function was more
as a proofreader than anything else as the project took shape. We did run into one problem that’s very
instructive, an example of how a simple misunderstanding in the rules can break
a game.
At one point Eric told
me that the dragons seemed to be losing an awful lot of games in his
playtesting with the newly written rules and asked me if I could figure it
out. So I took his preliminary art and
mounted the board and pieces on foam board and painstakingly cut the pieces
out. Then I took it up to my brother's
house (more than 300 miles - but he had experience of having played the
original version). I sat in his living
room with my originally submitted rules, the originally published rules, and
Eric's version of the rules and tried to make comparisons.
Fortunately it didn't
take long before I got an idea of what had happened. Corresponding with Eric confirmed it. In Dragon
Rage the defenders get reinforcements by ship after the game has been going
for a while and at regular intervals thereafter. The design purpose was to force the dragons
to have a serious go rather than hang back and ticky-tack the defenders to death. The dragons have to pick and choose their
time and place to act but the reinforcements help induce them to actually
attack rather than fool about.
The timing is determined
by turns. And Eric had counted turns
differently than we did in the old days (and, I think still do in many wargames). In the old days, play by one player and then
the other constituted a single turn.
Eric counted this as two turns.
So the reinforcements started coming after five turns rather than 10
turns, and thereafter came twice as fast.
Keep in mind that Eric's native language is the Belgian version of
French, not English, so this misunderstanding is not surprising. But it made a huge difference in how the game
played.
The rules had to be
translated into Spanish and German, Eric having taken care of the French, and
that actually may have delayed the entire project a while.
You may know that the
number of copies printed of the game makes a huge difference to the cost per
copy. The setup cost is a fixed cost
divided across the number of copies printed.
So Eric had to choose the largest print run that he thought he could
afford to pay for, could sell, and could store somewhere, in order to have the
best price for the product - 1,500. The
MSRP (which is several times the printing cost, of course - see http://boardgamegeek.com/blogpost/13334/observations-about-changes-in-game-distribution-a)
came out to €50 or approaching $75 each.
This sounds like a heck of a lot compared to the price of the original
game, but keep in mind the equivalent in today’s dollars, $30 rather than
$10. The new version has a much larger,
mounted board with maps on both sides, and much larger pieces beautifully
printed by LudoFact in Germany. It is several times as good in physical
quality as the original.
But the initial problem
that raised the cost so much for buyers in the United
States was that Flatlined Games is in Belgium, and
the Belgian Post Office had a monopoly on shipping until quite recently. As a result, shipping to most other countries
cost €30, approaching $40! So this made
the game cost over $100 in the United
States.
More than six months
after publication, through contacts at Essen Spiel, the big game convention in Germany, Eric managed to sell some copies to
online retailers in the US,
but he wanted a more satisfactory situation.
The reasons are complicated, but at one point he was shipping games to Germany from which they were shipped to the US and Australia,
because that was more practical than shipping them directly from Belgium! In the end he has shipped his remaining
English-language copies to GameSalute for distribution in the United States,
and I saw GameSalute selling the game at GenCon for $75. You can also get it at
http://shop.gamesalute.com/products/dragon-rage. That availability was the impetus for me to
write this piece.
Future additions
Practically speaking, Dragon Rage provides a game system that
can be used for many fantasy warfare situations involving fantasy creatures and
battle magic. And right now it seems to
be one of the few, if not the only, fantasy hex-and-counter game in print and
still supported by publisher and designer.
At some point Eric
expressed a desire for ways to play the game with more than two players. I devised a version, based on the idea that
there is a competition to rule Nurkott, that works well but you need to have
extra control markers to indicate who controls which pieces because there’s
only two sets of pieces, the human pieces and the monster pieces.
Many boardgames have
expansions these days but expansions have always struck me as very much
limiting your market: if the expansion is an add-on to the original game only
people with the original game have any interest in buying the expansion. So we’ve settled on a standalone “expansion”,
something that is a game in itself but can be combined with Dragon Rage for more scenarios and for
play by more than two players. But it
will be a long time before that becomes available.
Dragon Rage is a niche game, not
one that appeals to a broad market. I
think fans of the dry-as-dust, essentially abstract Eurostyle have started to
want to play games where the theme really means something, where it makes a
difference to how the game is designed and how it is played, and Dragon Rage is such a game. It was designed as a game that can be played
over and over again, not as a game that will be played a few times before
people move on to something else. Nor is
it puzzle-like, there is no single solution as there are in many of today's
“games.” That's a large part of why it
succeeded in the early 80s, and is succeeding today.
***
My book “Game Design:
How to Create Video and Tabletop Games, Start to Finish" is available from
mcfarlandpub.com or Amazon in paper and electronic formats. I am @lewpuls on Twitter. (I average much less than one post a day,
almost always about games, not about other topics.) Web: http://pulsiphergames.com/
1 comment:
I enjoyed meeting you at PrezCon and talking games with you. When saw the Britannia board, I thought... "wouldn't it be cool if Lewis Pulsipher were here?" Then I read your name tag. (!!)
I see from this Designer Diary that you have the same game mastering philosophy that I do (no imposed "stories") and you also neatly encapsulate why it is that I prefer some of the older thematic games over the more recent "dry-as-dust" Euros.
I was initially interested in Dragon Rage as I especially like microgames-- and the ones that come back from limbo are even more intriguing. The standalone expansions (in the tradition of Ogre/G.E.V. and Melee/Wizard) make Dragon Rage even more attractive.
I am really looking forward to getting that game!
Post a Comment