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Welcome to PulsipherGames.com, a web site for supplementary material and playtesting of games designed by Lewis Pulsipher (Britannia, Dragon Rage, Valley of the Four Winds, Diplomacy variants, RPG material, etc.), and for teaching about games. Pulsipher.net is our sister site. I do not run a public Web discussion board on this site, as Boardgamegeek.com serves the purpose very well. The Eurobrit Yahoo Group is the main location for Britannia discussions. Fantasy Flight Games also has a discussion board at their Britannia site. Most of my new writing about games is posted on my blog, http://pulsiphergamedesign.blogspot.com/ or at http://teachgamedesign.blogspot.com/ I have updated the "Games in Process" page after a very long interval. Most of my present gaming activity is in revising games and trying to write a game design book. I am a contributor to Hobby Games: The 100 Best, an anthology book that came out at GenCon this year. Press release. Britannia is one of the "100 Best", I'm glad to say. I wrote about Stalingrad. The initial print run of Britannia sold out last year, though some may still be available in stores. It will be reprinted in spring 2008, according to FFG's Web site. There will also be an international edition (German is the only language I know for sure). I was involved in revision of the rules (only to incorporate errata that resulted from the original rules re-write by FFG, with one exception) in March 2007, and added a few more mods in January. ** Just for the heck of it, I'm trying to develop a "broad market" version of Brit (the kind of thing that would sell with Risk and similar games). History may be too serious for a broad market, especially medieval British history, but it's an interesting exercise. I already have "Brit Lite" version, and that can be played by casual gamers, but I'm aiming at the sort of folks who might play Risk and Monopoly and a few other games, but not much else. I've added a podcast (11 minutes) "Quick Guide How to Play Britannia." I have started an announcement-only newsletter for new information about Britannia. This will include new editions, new variants, new articles, new reviews, new FAQ, anything that may be noteworthy for fans. Hence there probably won't be more than ten or so messages a year. To subscribe, go to http://pulsipher.net/newsletter/?p=subscribe. The information gathered will never be used for any other purpose. I received a certificate awarded last November to Britannia by the Viennese Games Academy: "Vienna Selection of Games, 2006" 99 games are selected each year. According to the accompanying letter, this certificate has been awarded annually since 1996. Their Web site: www.spielen.at (mostly in Austrian). My article "Uncertainty in Wargames" appeared in "Against the Odds" magazine, #18, late in 2006. Tom Vasel reviews dozens upon dozens of games, but he is not a wargamer, rather he's a Euro gamer. I have wondered whether he would review Britannia at all, but he has, very positively in the circumstances. See http://www.thedicetower.com/thedicetower/index.php?page=britannia. This only reinforces my intention to make shorter versions of Britannia (and other games) that don't use the old combat system. I have recently played both "Britannia Brevis" (10 turns, no dice used) and "Britannia Minimus" (6 turns, much less luck in the dice system). Unfortunately, FFG has no interest in expansions, as the numbers just aren't there. There is now a Wikipedia entry for Britannia: http://en.wikipedia.org/wiki/Britannia_%28board_game%29 Boardgamegeek has the following entry for Britannia: "Nominee for the 1987 Charles S. Roberts awards for Best Pre-World War II Boardgame (Charles S. Roberts Awards)." I had not known this, as by that time I had "left the hobby". My blogs: http://pulsiphergamedesign.blogspot.com/ http://teachgamedesign.blogspot.com
Local (North Carolina) game links (video and otherwise) Why would I want to design electronic games? I'm better off as is:
I have never designed a published "computer game", largely because I have not known anyone able and willing to do the necessary programming and artwork. Nowadays, of course, computer games are the products of large teams, not of individuals. Back when one individual could write a game, I was a database programmer, which doesn't help much with computer games, nor do I have a hint of an artist in me. People become computer game designers after working on computer games for a company in other capacities, especially level designer. Practically no one is hired directly as a computer game designer, though level designers (a subset of game design) may be hired directly from school. The production costs for "big" off-the-shelf games ($5-25 million) make a person without a track record too much of a risk. Hits since August 07:
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"Always do right--this will gratify some and astonish the rest." Mark Twain"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." Antoine de Saint-Exup'ery"A teacher is never a giver of truth - he is a guide, a pointer to the truth that each student must find for himself. A good teacher is merely a catalyst." (Martial Arts quote)Send mail to webmaster (at) pulsipher (dot) net with comments about this web site. Last modified: 04/28/08. Copyright 2007 Lewis Pulsipher |