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After the Holocaust Revised - After Action Report
#1
The Weekend" is an invitation-only* mini convention held sometime during June in Lancaster, Pennsylvania, USA. This year's event was last week.  ( * Yes you could just "show up" but then you would get charged ten bucks.)

The original game was from 1977's Simulations Publications Inc. (SPI) regarding the reconstruction of the United States after a nuclear war. There are four factions in play each trying to rebuild the United States in its own twisted vision of what it was. As you may guess the original premise would have made for a lot of fun and interaction. However SPI as was its wont back in the day, opted to attempt an "accurate" simulation and made a dog. This was my latest attempt to simplify it and make it fun.

From the convention organizer:
Quote:To the rest of you, you really don't know what you missed. I had "After the Holocoust" back when it came out and Tracy has told the truth, it was the dog of dogs, a canine among hounds, completely unworkable, completely unplayable, completely unloveable.. Tracy has taken this sows ear and made a silk purse out of it.

I ran two sessions during "The Weekend", one on Friday morning, the second on Saturday afternoon. I had done my homework, pulling this one out of a hat from my earlier attempt at the Los Angeles Strategicon in 1997. But way back then there was a team of four GMs that smoothed out any discrepancies and made any last minute decisions on the fly. Faced with running the game by my lonesome I deigned for a redesign to allow for non-team play and one GM (or at worst, one Player to act as banker). I had also run two play-tests before The Weekend" seven days prior.

I also had a minor tradition of running Flying Buffalo's "Nuclear War" (and any expansions) prior to the game. The first game skipped this tradition while it was diligently applied before the second game.

The game is dependent upon the idea of owning areas of land on a map of the United States, including border areas of Canada but not Mexico. This includes the mineral resources thereof, only two of which are represented which are fuel and metal. Agriculture is represented simply by declaring areas self-sustaining and producing an extra dollar of income. (This was another simplification of the original rules, which had a complex Agriculture section.)

Each game Players started with little training and a lot of supervision. with explanations of certain rules as they were encountered. There were only a few surprises as Players learned if they do THIS, then they could do THAT. Or if they don't do THIS, they can't do THAT. 

Of the four factions, the North faction always had a surplus of metal, but little fuel. The South and East factions always had surplus of fuel and a minimum of metal, while the Far West faction had a little of both. Early on emphasis was on horse trading of these resources to build factories and mechanization. But like any area expanse game with a limited map and victory conditions of a majority thereof, conflict eventually arises and players began to vie for control of areas, either politically or militarily. 

Needless to say the game moved a lot quicker than the SPI version, which could take days. As mentioned above all four factions began to increase their areas until there arose a potential conflict. Since both games ended in a similar manner, below are the mid-game descriptions of each:

In the first game the South and Far West factions decided to fight for resources using several military options such as World War Two style rebuilds of tanks and expensive and gigantic mercenary units from the People's Holy and Apostolic Republic of Mexico. Meanwhile the North and East factions traded the rope they could hang themselves on and expanded.

In the second game there was very little military conflict. Especially in the North where Otto's Church of the Chosen Few never built a single military unit. Instead he opted for industry and plowshares. There was one attempt where the East faction threatened a military escalation. Thus the Holy See of the North knew his form of governance was a "river unto his people" and demonstrated that it could build military units threefold as faster than the East. As a result there was a stand-down of military buildup on all sides and peaceful coexistence followed.

Finally there is a clause in the rules that factions could merge. So it follows a victory condition can simply be achieved with a merger. Both games ended with everybody merging and of course everyone won.

So ends the purpose of reconstructing the United States. Getting there is half the journey!
Tracy Johnson

BT







NNNN
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#2
Interesting.
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#3
(06-29-2015, 01:10 PM)Kersus Wrote: Interesting.

Below is a Yahoo group mention I got from one of the Players, the convention organizer, sorry I took my time referring this:

Dear Tracy

Thank you for the best game I have played in a long time. It was monstrously good fun and I enjoyed myself immednsely. Of course the problem was that as soon as I sat down I was going to play it as a parody of a televangelist/Hitler with my Church of the Chosen Few, and I was able to indulge my ham acting skills to the point of excruciation on my fellow gamers.

To the rest of you, you really don't know what you missed. I had "After the Holocoust" back when it came out and Tracy has told the truth, it was the dog of dogs, a canine among hounds, completely unworkable, completely unplayable, completely unloveable.. Tracy has taken this sows ear and made a silk purse out of it.

Now... let me explain the big secret of the game.

Tracy has designed the game both inside and out. That means that he has both made the rules, logical, intuitive, and they work cleanly, briskly, and it is no exaggeration to say they almost run by themselves. But he has also designed the game 'outside" the game, around the table, and the game VERY MUCH depends on the personalities of the gamers, which always makes a great game.

It is there that the great fault of the game is to be found.

The dirty little secret of the game is apparent from the first time you look at the build chart. It requires no great leap of genius at all to see that anyone who eschews arms and simply builds factories and mechanized facilities (the latter can build tanks, but it also automates and mechanizes your society so you get more dough (which is the agriculture in the game) , Armed forces are simple a waste of money..

SOOOPRIZE!!!!! SOOOOPRIZE!!!!! SOOPRIZE!!!!!

We foungt an International War Game (IWG) with that principle and everyone hated it.

Like we all know that right? There is no surprise here. But this obvious clear advantage that Tracy builds into the "No more war" game is always counterbalanced by the natural tendency of gamers to go for the force and conquest gambit-- I mean like-- we're wargamers right? We like men and tanks and planes right? I mean... we ARE going to go to war sometimes... aren't we.... aren't we? I even confess in the last turn to realizing that I, had 15 factories (the rest had no more than 5) and all the mechanization centers, and I could stamp an army out of the ground and take what I wanted, but... but... but then I couldn't role play as an amalgam of Adolf Hitler and Bill Sol Hargus!

But then... but then... we're SUPPOSED TO REBUILD-- aren't we... aren't we? I mean, it IS called AFTER the Holocoust... So...

You see the point. Tracy has achieved the aim of the game without one rule, without one iteration of activity to force the players this way or that. I take this as the mark of a top notch game designer. He did in his game what I failed in IWG.

Now with different players it would be different. I know if I had been facing John Desmond I would have had to exterminate him. He just can't be trusted, but Norm, Gavin, and Ethan- great guys, they can be trusted and if so, as shown, we all lived happily ever after

Think about chance cards. That could rescue the game from stalemate.

But on the other hand.... everyone had a monstrously good time, everyone passed pleasant hours with excitement, fun, and adventure, and everyone won, and didn't feel it amis.

NAAAAAHHHHHHHHH!!! Don't change a thingless
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