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Fire Zone ("FZ") is a tabletop roleplaying
and tactical game about the experience of the footsoldier in the
modern era. It is a game design I've been
drafting for some time now for release later. It has also been an immense
learning experience - about military game design, realistic and
representational game
design, game development in general, and how to make a complex subject
into a fun game.
I produced three iterations of the Fire Zone manual, including a full graphic mock-up of the final
publishable version (with a commissioned painting for the cover, and a
professional graphic layout). Each of these books weigh in at 200+ pages (the mock-up
is about 275 pages). I began the project in 1995, worked on it
full-time for two years, and have kept it as a part time project for the
remainder. (I also took a two-year hiatus.)
Fire Zone is a game system that conveys the full spectrum of the modern soldier's
experience. It does devote rules to core combat, of course - such as
squad-level command-control, small arms fire, movement, cover,
stealth, vehicle
combat, weapon systems, et
cetera.
Furthermore,
Fire Zone devotes attention to the "peripheral",
non-combat
experiences of soldiering. Rules and
supplemental information cover combat psychology and battleshock; general military life; the politics of "army" command
and bureaucracy; conventional versus unconventional operations; the
integration of small infantry units into the full spectrum of
frontline operations; detailed air support rules (covering the full
range of "air" - from the biplanes of early times to the stealth fighters
of the Gulf War); special
munitions (e.g. flame weapons, mines, explosively-formed projectiles, et
cetera); communications and surveillance; a full range of "tech levels"
to categorize equipment and weapons from 1900 right up until now;
and so on.
I also built and a large, well-detailed and
realistic-feeling fictional game world for Fire Zone.
The rules of Fire Zone
are based not solely on other games, but on real-world and historical assessments (and my own
experience as a soldier [the black-and-white photos on this page
were taken by myself]). I've done painstaking direct research into
historical accounts, to avoid the largely derivative nature of other
games.
All of this makes Fire Zone sound like a
reference manual. (Actually, some
commentators have called it that - including journalism professor who perused the
mock-up.) However, I've devoted lots of effort to making the game
simplified, fun and accessible. The first few years were devoted to "unpacking" the immense subject-matter
- which is why early
iterations were long and complex - but later iterations
have culled the architecture down while retaining
a similar level of
representation. They do more with less.
Fire Zone
has been an incalculable learning experience for me. (After reviewing
my mock-up of Fire Zone, the design
director at BreakAway hired me to work on Code Orange.)
Once completed I will publish it first as a boardgame then as a
computer game.
Also, I've had great fun playtesting Fire Zone
with my friends over many sessions (I even documented one session in
a one-hour film called Tuk Lai: A
Wargame).
Fire Zone has simply been an exercise in
how to make a game both engrossingly realistic and very fun.
(To visit the archived, original Fire Zone website, please
click here...) |