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Vizor Publishing
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FirePower Pass
3D Space-Squadron Combat

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Game Accessories
…for better gaming
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Keith Tracton
Owner, Vizor Publishing
Major: Theater. Back in the day!
Favorite Color: Blue, no Green (Aaaaaaah!)
Favorite Book: ARMOR by John Steakley (Ants! Ants ! ANTS!)
Favorite Movie: Kelly's Heroes: "Drinkin' some wine, eatin' some cheese, catchin' some rays.")
Favorite Quote: Oh there's a bunch of them, some even not Shakespearean… :-) But one of my favorites is from Kelly's Heroes:
Sarge: "Mulligan?! On time? On time and on target? And he ain't never been that yet!"
Kelly: "First time for everything…"

Why Vizor Publishing?

Well having been a gamer for lo these 33 years, 'round about year 18 I had the idea of starting a mail order game company. But that was complicated back then, so I decided against it. With the advent of the internet and EBay it became easier, at least l thought so. So back in 2000 I started my little game/retail company called Vizor Publishing ('vizor' from some obscure line in Romeo & Juliet, my theater background gave me a taste for Shakespeare, well maybe it just appeals to my taste for the obscure…). Nowadays I also call the company 'VizPub' for short, its just easier sometimes…I was young… :-)

Mostly I have been retailing games to my friends in the area, at my game club and new friends found on the internet in general and on EBay in particular.

Since 1976 I have been designing wargames, hoping to publish them in hardcopy (thus Publishing is in the name) but not polishing or marketing them to anybody but my friends, and most often not even polishing them. That has changed. Once I discovered Dale Larsen's wonderful PBeM tool Cyberboard (thanks, and thanks, and ever thanks Dale!) I realized I could prototype those games without taking up table space, space ultimately claimed by kids, wife and/or rampant laundry loads for folding.

GAME DESIGN -

TACTICAL NOTES & DIRTY TRICKS, The 'VIZPUB' WAY

And now it is 2006 and all the projects I have been tinkering with since 1985 are trying to come to fruition at the same time. in 1985 I ran my first double-blind referred operational game, a game of the Antietam Campaign of the American Civil War. I called the system Yankee Corps/Rebel Division in honor of the troop unit scale. The system turned out to be the pre-cursor to the shock, shot and shell system refined into The Ridge: Waterloo and Gettysburg: Fight of July. And my friends - the players - exclaimed in that way friends do which make us all give it another go six months later, and six months after that, and continuously refine the design down to what we really wanted. And still want, I hope. :-D

Shot and Shell was fine, but I have always had very eclectic wargaming tastes, everything from ancients to shot'n'shell to naval to air warfare, modern wars up to alternate histories (which any historical wargame really is anyways, an attempt at alternate history "What would YOU do at MIDWAY?") and of course science fiction conflict simulations. One of my favorite games of all time is still the original 1977 Avalon Hill Starship Troopers, once I figured out how to play the Bugs. :-)

GAME DESIGN: SPACE COMBAT IS 3D, I think…

My Friend Chris Mark came up with the phrase Firepower Pass to indicate a tactic of one of his spacefaring races that he invented: the vertical envelopment in space of an enemy squadron by your own squadron of fast Dreadnoughts. I wanted a space combat miniatures game where you could GRAPHICALLY display 3D movement/range, to allow for vertical envelopment without having to do scary math, and yet still be easy to USE. Similar to the intent of the movement system of Attack Vector Tactical and Saganami Island Tactical Simulator by Adastra Games, but one level higher in scale, Firepower Pass uses groups of ships instead of moving individual ships. BTW boy am I excited those two AdAstra titles came out! Thanks Ken for paving the way to 3D!

Anyways, I managed to solve the graphical 3D problem in a simple fashion, appropriately with input from a great Napoleonic naval miniatures game Fire As She Bears 2 made with care by a great guy named Phil Fry whose design precepts correspond a lot with my own. His ideas about octagonal tiles regulating movement of the miniatures added to my 3D ideas and graphical math notes turned out to be the missing element I needed to simplify the math of movement in 3D - albeit in a Space Opera style rather than a hard-science style like Ken Burnside's AdAstra games, but still with a real feel for me. "Real feel" is important to actor-gamers like me, and in my experience with general gamers its important to them as well. How you get that real feel is simply a matter of personal taste, i.e the game you choose that day.

Firepower pass IMHO plays fast and more importantly there is always something going on besides just movement (maneuver) so both (or whatever number) of players are always involved, an important thing when 10 or 20 ships a side are involved. Pace is everything, because for me, and to steal a phrase from Paranoia the Roleplaying game, Be boring and you are dead.

Fortunately for me (big brow wipe!) from the very first move of the very first play-test, when game-systems were much more awkward than the final version coming into final development, play-testers immediately began to think TACTICALLY, i.e. WHERE is my squadron, where do I want to be, how close is the enemy and can I get to the weapon range I want, etc, without being bogged down in HOW that was going to happen. The 3D movement concept seemed to work. They did not have to worry about flying the spacecraft - the crews do that, and therefore there is less player control on that level - the emphasis for players is on COMMANDING the squadron or subunits thereof. But when firing erupted as it usually did, and quickly, players immediately became immersed in FIGHTING their ships, launching escort strikes, LAC strikes, battery registration and fire, defending against missiles especially, using simple rules for multiple layers of point defense, etc. The tactical elements that everybody seemed to enjoy immensely are a part of the squadron level, and Firepower pass seems to have that.

I am quite happy with the result of all the testing, and my best testimonial is that my 10-yr old son who helped with playtesting (diligently I might add, I am very proud of him!) LOVES playing it and asks many a weekend to play. :-)

Sci-fi combat games need to be set in sci-fi universes to feel real, and as I mentioned the latter is essential for me in a design. I was going to base the universe of Firepower Pass on one invented and documented by my friend Chris Mark, but he has been truly busy and alas has been unable to do the immense job of updating all his considerable volume of textual and artistic material and using his artistic talents to make 3D versions of his fantastic 2D ship designs. Ultimately if he has the time I hope to add his material in as a supplement. In the meantime I will be attempting to build a space-faring culture - the Procyonese Concordat (PRO-Cs or "Proks") - to oppose the Corporatocracy of the Terran Confederation.

In my theater training we were taught that it is a matter of personal preference as to whether to build a character from the inside first, i.e. determine the character's emotions; or outside first, i.e. determine physical characteristics. In this case I will be designing the ships first, the outside if you will, since I have values already, and the cultures will match that, rather than having the ships come out of the cultures. As long as they connect believably it should work, I hope!

-Keith 4/22/06

QOTD: The 50-50-90 rule: Anytime you have a 50-50 chance of getting something right, there's a 90% probability you'll get it wrong.