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The Evolution of RPGs: Hellwig's Kriegsspiel
If we discount zu Solms' kartenspiel for its ultimate historical insignificance, then the first wargame (to be recognized as such) was published in 1780 by Johann Christian Ludwig Hellwig, a mathematician and entomologist who was employed as a teacher by the military academy at Braunschweig. It's original title was Versuch eines aufs Schachspiel gebaueten taktischen Spiels von zwey und mehreren Personen zu spielen, or, in English, "An attempt at a Chess-based tactical Game for two or more Players".
You'd never know the game was "chess-based" just by looking at it. The most critical innovation was that instead of being played on a standard 8-by-8 grid of checkered squares, Hellwig's game was played on an arbitrarily-sized configurable board made of six different colours of squares, where each colour denotes a certain type of terrain (with corresponding movement restrictions).
The "chess-based" element, which Hellwig retained mostly for the sake of accessibility, is in how the pieces move. Different types of "infantry" behave like pawns or knights, while types of "cavalry" behave like rooks, bishops, or queens. Cavalry are also able to "charge" and capture any number of opposing pieces in a row. Artillery units, uniquely, can capture distant pieces without moving to take their place, but have to be operated and towed by an adjacent infantry piece. There are a variety of other special rules to evoke different warfare considerations like supply lines and sieges, and the object of the game is to enter and hold the opposing side's "fortress" for one turn.
The game wasn't taken seriously as a military simulation, either for education or planning purposes, but Hellwig had never truly expected his game to fill that niche. Rather, he was striving for something much further ahead of his time: a balance between perceived realism and an enjoyable play experience. His real target audience, his own students, loved the game – and they would soon form a whole new generation of officers.
In 1803, Hellwig published a second edition of the game under the much simpler title Das Kriegsspiel. This new edition, no longer concerned with specifically appealing to chess players, ditches the chess-based movement rules in favour of allowing infantry to move 8 squares in any direction while cavalry can move 12. It also separates the movement and attacking phases of a player's turn, and adds rules for rifle fire at a distance. But these advances are, in some ways, late to the party: by this point in time, one of Hellwig's own students had already published an alternative successor to the game.
Click here for the index of my Evolution of RPGs posts.
#evolution of rpgs#part 12#tabletop#game design#history#johann christian ludwig hellwig#hellwig's game#kriegsspiel#das kriegsspiel#I've been trying to keep these short#but hellwig's game frankly just contributes way more unique ideas than most of the others#so I had to give him a full treatment#even then I ran out of space so check the alt text of the pictures for some more tidbits
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Idea Generation #6: Compact Wargame
This is a competitive board game which combines the unique piece mechanics and grid of chess with mechanics more standard in wargames: territory control, resource management, et cetera.
A lot of my mechanic ideas are just me spitballing various concepts that could make it more interesting. I doubt all of it will make it in.
To make movement of pieces more interesting, I have taken inspiration from "Hellwig's wargame", the first ever wargame from the 1700s. It uses different coloured tiles to simulate different terrain, which has different rules for crossing - open fields is neutral, swamps mean that pieces move less tiles per turn, water is uncrossable without a pontoon piece, and mountains are completely uncrossable. This could be interesting on a smaller-scale grid, with some pieces able to move across terrain that others cannot.
WHY IT IS GOOD:
I imagine this game will be fun for all the same reasons as chess: critical thinking, strategy, and friendly competitivity. The unique selling point is all the added mechanics, which are now present in a game that doesn't require a codex to understand.
WHY IT IS ACCESSIBLE:
While I did temporarily think of having different terrain types colour-coded, this is inaccessible for colourblind people. Therefore, I will have each tile assigned to a glyph describing its nature - pointy mountains for uncrossable rubble, rolling hills for land, mangrove trees for swamps, et cetera. Once again, it doesn't feature any electronic component that would create sound, so it is fairly deaf-accessible. Then there is the aspect that it is cheaper and less complicated than your standard wargame, making it accessible for the everyman and not just diehard wargame strategists.
CONS:
Creation of the board and its pieces will probably require access to levels of crafting (3D printing, woodworking, etc) which I do not have access to. I will have to see if the college lets me use whatever workshops they have for this.
#devlog#game development#gamedev#indiedev#indiegame#nitrosodium#indiegamedev#board games#accessibility
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Heiko Hellwig
Silicon Cities
Silicon Cities captures the complexity and opaque character of digital machines. For Hellwig, the series represents at least two things: they refer to the bright utopian future of a fully technological world promised by computer manufacturers. On the other hand, they also reveal something abysmal, revealing the core of our digitalized society. This is controlled by information that we can no longer grasp and whose sources and paths we can no longer understand.

Hellwig composes the supposed cityscapes from the bowels of disused computers and game consoles, collecting motherboards, processors, and microchips. In his studio, he photographed the complex technical architectures with precise illumination.


Processors do not simply reveal the information they host and transport, they hide it in their digital architecture. Several photographs were layered on top of each other, adding yellow, orange, and purple neon shades.
They appear as satellite images looking down from above on the chaos of megacities, a futuristic scenario of light points and neon paths at night.


Hellwig represens today's cities for what they are: partly real and partly overlaid by the more imaginary structures that the Internet age creates. "Silicon Cities" just invented somewhere in Silicon Valley and then moved into our minds as artificial paradises.


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INDIES TOP 36 SHOW-WRESTLERS OF ALL TIME !
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To all guys, who've spent some of their best free teenage times, the good old (very young) days, glued to Monday Night Raw, Smackdown, Wrestlemania, Summerslam, Survivor Series, Royal Rumble, etc etc. If there is one thing America is an absolute authority on, it is action cinema! (Ok ok also basketball) And what better more authentic yet safe action, than make-believe sport! - Ie SHOW-WRESTLING! And so, a small tribute to the entt millions like me have grown up watching, from an era that seems may sadly never come back, "WWE's (WWF then) ATTITUDE ERA" .... So top of the line was the action, yet equally importantly so mesmerizing & uplifting the scripting & acting, from legends of that era, will go down in history as a time when the supposed "Rung below Hollywood" convincingly beat the big boys at their own game, BIG TIME ! Here's a small Indie tribute to that magical 1.5-2 decades of American Show-Wrestling, incl entire 90's, YOU'LL LOVE! INDIE'S TOP 36 SHOW-WRESTLERS OF ALL TIME !
PS. Of course, this per Indie way, being an all-encompassing 'Historic' list, includes few legends from before the "Attitude era" too (and some from after it too, like our very own legend of legends "Khali"!!!!), who despite not being from the consciously spicier times, exhibited histrionics worthy of an all-time slot !
And here it is !
1. "The Ultimate Warrior" Jim Hellwig
2. "The Heartbreak Kid" Shawn Michaels
3. "Stone Cold" Steve Austin
4. Jake "The Snake" Roberts
5. "Rowdy" Roddy Piper
6. Bret "The Hitman" Hart
7. "The Undertaker" Mark Calaway
8. "The Iron Sheik" Khosrow Vaziri
9. Andre "The Giant" Rene Roussimoff
10. "Sycho" Sid Eudy
11. "Mankind" "Cactus Jack" "Dude Love" Mick Foley
12. Tony Norris "Ahmed Johnson"
13. "Vader" Leon White
14. "Sting" Steve Borden
15. "Kane" Glenn Jacobs
16. Owen Hart
17. Dustin Rhodes "Goldust"
18. Mr. T
19. "The Great Khali" Dalip Singh Rana
20. "The American Dream" Dusty Rhodes
21. "Hulk Hogan" Terry Bollea
22. "British Bulldog" Davey Boy Smith
23. "One Man Gang" "Akeem" George Gray
24. "Classie" Freddie Blassie
25. "Bradshaw" John Layfield
26. "Superfly" Jimmy Snuka
27. "World's Strongest Man" Mark Henry
28. "Bam Bam Bigelow"
29. "Rey Mysterio"
30. "Dino Bravo" Adolfo Bresciano
31. "Yokozuna"
32. "Val Venis" Sean Morley
33. "World's Most Dangerous Man" Ken Shamrock
34. "Gangrel" David Heath
35. "Molly Holly" Nora Greenwald
36. Rob Van Dam .
And reliving these childhood thrills will stay incomplete, w/o acknowledging the 3 bts legends that brought this spectacle to brilliant light & full glory, day in & day out in front of the whole wide world - Jim Ross, Jerry "The King" Lawler & WWE Owner Vince McMahon!
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The A Foretold Affair Patch Has Been Released. Now 40% Off!
We just put out a big update to our first game A Foretold Affair. There’s been script improvements, a new CG for each LI, and, most excitingly, we’ve added partial voice acting! From now until February 6th you can get the game for nearly half off. If you’ve been waiting for a good time to try AFA, this is it.
We’re also doing a small giveaway. Simply reblog this post for a chance to win the soundtrack + artbook! No need to follow. We’ll announce the winner once the sale ends.
Itch.io Page - Steam Page
⚜Features:
-150,000 word script (9-15 hours of playtime in total)
-3 future spouse options (one male, one female, one agender)
-Choose pronouns (he, she, or they) and a ‘Normal’ name for Buffalo Seer
-Partial voice acting
-A variety of choices, all of which are worth choosing
-Light animation effects & over 25 CG images
⚜Cast List:
Kea: Lily Chen
Piper: Hannah Hellwig
January: Oakesy (Andrew Oakes)
Trinette: Stephanie Tobin
Felicity: Kimberly Ismael
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In this barren world of endless deserts, almost all live their lives upon large fractions of land floating above the surface.
Here there are two types of people: Normals and Abnormals.
Buffalo Seer is an eccentric Abnormal who wants nothing more than to use the magic ability within them; future seeing. However, even within their society where everyone has a special power, future seeing is considered dangerous and advised against.
Unable to be swayed, Seer finally gains permission to look into their own future, only to receive an unbelievable revelation. Not only have they left Abnormal society, they’re married to someone they’ve never met before.
With visions of happiness in their mind, Seer leaves everything behind and ventures to the part of the land fraction where those without magic live; Normal society.
Seer is going to convince this stranger that they are meant to be together no matter what it takes, even if it means tagging along on an adventure.
In only a few days Seer will learn just how far away that pleasant future is.
#a foretold affair#otome#eblg#english visual novel#oevn#yuri#visual novel#steampunk#gb patch#gb patch games
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VAs
Since everyone has been enjoying the game and the voice acting, I think it might be nice (if you want) to share the love with the VAs! The casting information can be found on the ABOUT tab of the game (click “Character Voices”). We listed their names as they asked for the credits.
Before anyone gets confused: AO voices Ophelia and I[Sabrina] voice Anise.
Here is an easy list of VA contact information if you want to hire them OR just show them a little love.
Allegra: Anairis Quinones [Website]
Anise: Sabrina Marie [Twitter]
Clement: Phil Avalos [Youtube]
Eira: Hannah Hellwig [Twitter]
Festus: Alexander Hanly [Twitter]
Kazue: Kelly Couto [Twitter]
Lucien: Richard Shin [Youtube]
Mateo: Siddhartha Minhas [Website]
Nanako: Haley Parsley [Twitter]
Ophelia: ao [Twitter]
Sergio: Tyler Sampsonis [Twitter]
Vincent: Dante [CCC]
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The result is that game-theoretic approaches, and specifically those built on equilibrium analyses, have provided the most compelling arguments for why monetary policy is likely to be effective as the current crisis of confidence subsides.
One of the most interesting papers is one by Joshua Rudduck and Christian Hellwig. They argue that, when individuals believe that monetary policy is activated, as long as the ruling political authorities are credible, that activism is enough to create an expectation of a rise in inflation. As long as the economy is stuck in a persistent state of depression, then the expected rise in prices ought to make the monetary policy successful. With a higher expected inflation rate, investors will demand a higher nominal rate of interest. If the nominal interest rate rises, then in the interest of self-preservation investors will buy government bonds in order to hedge themselves against inflation.
The result is a demand for the government's debt, and a rise in the price level. When the rise in prices is sufficiently high, the higher nominal interest rate returns the economy to the healthy equilibrium. If inflation persists, then the process repeats itself.
The result is, as the authors say, "a simple, self-contained equilibrium that generates inflation, via monetary policy in a liquidity trap economy."
(Source)
This is pretty much exactly the idea I talked about here a while back, though it's less about "central banks being dicks" and more about the general mechanics of monetary expansion, what people mean by saying that it causes inflation
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The Evolution of RPGs: Index & Timeline
It has occurred to me that the Evolution of RPGs posts would be far more navigable if I put them into some kind of list. Also, then I can use this post for planning purposes to forecast what remains to discuss.
Archeoludology
Dice
Mehen
Twenty Squares
Petteia 5.5. Nine Men's Morris
Chaturanga 6.5. A Brief Tour of Late-Classical and Medieval European Strategy Games
Playing Cards 7.5 Wine Cards
Yezi xi
Trick-Taking Games
Gioco dell'oca
Reversis & Hearts 11.5. Das Kartenspiel
Hellwig's Kriegspiel
Neue Kriegspiel
Das Opizsche Kriegspiel
The Reisswitzian Kriegspiel
Freies Kriegspiel & Strategos
On the Origin of RPGs, Part 1
The Checkered Game of Life
The Landlord's Game
Careers
Diplomacy
Little Wars
Tactics
On the Origin of RPGs, Part 2
The Napoleonic Simulation Campaign
Chainmail and Tractics
Outdoor Survival
Blackmoor
Dungeons & Dragons
Dungeons & Dragons Basic
Advanced Dungeons & Dragons 1st Edition
A Brief Tour of "Classic"-Era RPGs
Advanced Dungeons & Dragons 2nd Edition
A Brief Tour of "Traditional"-Era RPGs
Dungeons & Dragons 3rd Edition
A Brief Tour of the "Universal"-Era RPGs
The Old School Revival/Renaissance
The Forge
Dungeons & Dragons 4th Edition
Powered By the Apocalypse
Dungeons & Dragons 5th Edition
The New Old School
The Present Day?
Take the unwritten parts of this list with a grain of salt – and take everything after the appearance of D&D with a large heap of salt, 'cause I never actually promised to write any of the history after that point.
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Audio
The voice patch for A Foretold Affair is coming out on the 30th. We’ve already shown off Kea’s voice, now here’s some Piper lines as recorded by Hannah Hellwig!
For a limited time you can get the full game, with early access to the voiced version, on Patreon!
GB Patch Patreon

A Foretold Affair is a commercial Visual Novel released by GB Patch Games. In it you play as an eccentric future seer who knows exactly who they’re going to spend the rest of their life with. Unfortunately, it seems convincing the future spouse on that matter might not be so simple.
Discord - Twitter - Facebook
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