I use to have better than 20/20 vision. A few years after turning 40, I had to get reading glasses and I'm still not use to wearing them. In fact, I should have worn them while proof reading The Bushwackers of Kashyyyk before I broadcast my "lookee-what-I-did" message to the known universe.
It was only AFTER posting my first graphic novel on line, that I discovered a typo. I'm sure there's more.
The problem with proof reading one's own work goes beyond failing eyesight. Having a second pair of eyes to act as an editor usually helps catch such errors--before they're displayed to the public. Though, until Stern-Rake Studio expands beyond "One-Man Band Status," I'll rely more heavily on my reading glasses to catch any wayward words.
Speaking of what's not seen, I received a couple of e-mails asking for the details of the game. I must confess, that the action depicted in The Bushwackers of Kashyyk does not coincide EXACTLY with what happened during our game, but it comes very close.
This was an off-the-cuff scenario Adrian put together after we finished our Star Wars RPG (Role-Playing Game) session. Stargrunt II (SG II) is wildly popular with our group and we thought we'd give it a try using my Star Wars Miniatures by Wizards of the Coast (WotC).
SG II is written in a generic format, so players can use the rules in any sci-fi setting, along with the myriad of figures that are available. To incorporate the widely different styles of figures, SG II uses the WYSIWYG ("wizzywig") rule. That is, "what you see is what you get." The intent of this is to minimize confusion about what type of weapon each figure is prominently carrying.
Under this rule, we quickly discovered that most of the squads could not engage their enemies effectively, because they were armed, in essence, with oversized pistols. This resulted in a lot of desultory fire, with squads falling back, only to rally and re-occupy their recently vacated positions.
The scouts were the only unit to close on the rebel position. Once they did, however, a lucky die roll by me killed the squad leader. Then an unlucky die roll by Seth caused the squad to fail its morale check--badly. Once the scouts scattered, that left Seth with only 2 squads against my 4, and all of them were in defensible terrain.
Narrative-wise, this would have made a very boring story, so I condensed it.
This is known as "artistic licensing," or "acceptable lying," depending on your point of view.
Adrian came across some page-length, house rules which incorporated Force users, but we decided to keep things basic for this initial game. Since a lot of WotC's Star Wars figures are wielding side-arms, for future games, we may also have to alter SG's WYSIWYG rule.
For those of you interested in playing SG II, the rules are available as a free download here:
And for anyone interested in converting their AARs (after action reviews) into a graphic novel you can download Comic Life, for $29.99, here: