The origins of my games (Andrea Angiolino)
Andrea Angiolino
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Following the great example of Marcel-André Casasola Merkle
http://www.boardgamegeek.com/geeklist.php3?action=view&listi...
I make my little list. Most of them are obscure or short-lived games that you never saw and you'll never see, especially if you do not live in a country that have mandoline players, spaghetti and lemon trees at every corner, but they can give you a hint of what can mean to be a game designer in a little far-off country like mine.

Besides boardgames, I wrote a few role-playing games and books about games (a couple of them even traslated into English, Korean and Czech). If you are curious, Luding is the place to look at (http://luding.org/Skripte/AuthorData.py/ENauthorid/14 ).

For some more insights on my little activity you can read the "Interview by an Optimist", thanks to Tom Vasel:
http://www.boardgamegeek.com/geekforum.php3?action=viewthrea...

To have a look to some prototypes:
http://www.boardgamegeek.com/geeklist/34797/

A closer look to Wings of War/Glory ones:
http://boardgamegeek.com/geeklist/150193/building-a-success-...
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1. Board Game: La Battaglia dei Cinque Eserciti [Average Rating:5.70 Unranked]
Board Game: La Battaglia dei Cinque Eserciti
Andrea Angiolino
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A classic simulation, very influenced by SPI wargames but with some "original" detalis, as the slowly disappearing units where compat points are consumed as result of melee and enemy fire. The theme is a battle from a famous fantasy novel by a famous fantasy writer with a famous heir with famous lawyers, so no direct reference to anything is made. It appeared on the fanzine "La voce del drago", then on the fanzine "I Signori del Gioco", then on the fanzine "Q" with a fantastic layout and graphic that the magazine Kaos used in 1997 to give the game as bonus on its 50th issue.
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2. Board Game: Cacciatori di viverne [Average Rating:7.00 Unranked]
Board Game: Cacciatori di viverne
Andrea Angiolino
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At that time, I used to be a referee of Diplomacy play-by-mail matches, even for the Italian tournament. Between friends, we started playing Diplomacy, Machiavelli and similar by phone. I then designed a system to play a 7 players campaign of Warhammer (that was still at its first edition and did not distinguish between Fantasy Battles and RPG - all was in the same box) giving me the orders: when armies met, we played at a table with miniatures. Warhammer rules did not allow nice air duels when two totally airborne armies met, so I designed an air combat system: we played a lot of WWI and WWII boardgames, so I had a little experience in the field. My friend appreciated, so I adeded a point system to form armies, a few original creatures, some optional and advanced rules... And here we are: my first published boardgame. A little edition of 1000 copies or so. Drawings on maps and counters are mine and are quite lousy (all those adjectives come often together). Cover art (not so airborne actually) and internal illustrations were existing drawings by my friend Gianluca Meluzzi, who later on will illustrate a few of my gamebooks and RPGs: we even designed a RPG together, Orlando Furioso (http://rpg.geekdo.com/rpgitem/46760).
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3. RPG Item: In Cerca di Fortuna [Average Rating:0.00 Unranked]
RPG Item: In Cerca di Fortuna
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"Lone Wolf" gamebooks were pretty popular at that time. E.Elle, the publisher of that successful line, did also plenty of other collections. Among those, one inspired by Advanced Dungeons & Dragons. I tried the second. I entered a castle courtyard and fount two towers, one to the left and one to the right. I went left. There were some statues at the ground floor, I touched them (author's choice - not mine), surprisingly they animated and a combat follwed. I destroyed them, went upstairs, there was nothing, so I went back to the courtyard. I ad the choice to go left or right. I went left. There were some statues at the ground floor, I touched them (author's choice - not mine), surprisingly they animated and a combat follwed. I destroyed them, went upstairs, there was nothing... Ok, the statues were magic so they could appear again as if I did not destroy them. But why I should touch them again - no alternative? And why I shpuld be surprised when they animated for the second time? I tought that that book was flawed. So I took it as a challenge: could I write a gamebook where being twice in the same place would not be living twice the same experience, since the past could influence the future? Mreover, would it be possible to do it in a book built as a computer adventure, where you could go back and fort amng the same places? So here you have this gamebook, built as a "ring" instead than as a "tree" as it is usual. And where anything you do, collect, happens, influences what you see and you can do in every place. Including going there mre than once...
This gamebook was released in June 1987, in the same days as "Il presidente del consiglio sei... tu!" - so they both are considered the first gamebooks by Italian authors.
The gaming system has attributes generated throwing a white die minus a colored die. So they range from +5 to -5 and they are both attributes and bonuses at the same time. This system will later be used for light RPGs as "Mediterraneo" and "Orlando Furioso", and finally be known as "Qui comincia l'avventura".
There have been a Hypercard version by AppleSoft, and both a tablet version and a second edition of the book by Origami.
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4. RPG: In Cerca di Fortuna [Average Rating:0.00 Unranked]
RPG: In Cerca di Fortuna
Andrea Angiolino
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While the Hypercard system for MacIntosh is being released in Italian, Enrico Colmbini and Chiara Tovena make a version of my gamebook as a Hypercard stack. It is released at the same time of the Italian Hypercard, in 1988, by AppleSoft.
 
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5. Board Game: Ecolandia [Average Rating:0.00 Unranked]
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Andrea Angiolino
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This was the first game I contributed when I entered the C. Un S.A. designers group in Rome. An encyclopedia about environmental problems was to be launched by Armando Curcio Editrice and the game was to be attached to the first three issues. The core rules, including the cohoperative element forced by victory coinditions, are by Luca Giuliano. I contributed with a few details and the developement. It was interesting to deal with Lega Ambiente, an environmental association that sponsored the ecnyclopedia: they insisted to avoid any plastic and to have money in the game treated as every other resource (press campaigns, petitions, law proposals) with no emphasis at all on the economical side of their activity.
 
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6. Board Game: Elementare Watson! [Average Rating:0.00 Unranked]
Board Game: Elementare Watson!
Andrea Angiolino
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Armando Curcio had a project to make a magazine + videotapes + game about Sherlock Holmes. Trivial Pursuit was very fashionable, so a trivia game was asked us. Nothing special after all. A young member of Curcio, during a meeting, qualified as a game expert "since I play Risk almost every week" and lamented that the roulette we used to move had only 2s, 3s and 4s, without any 1s, and "people at home would not understand" so he asked us to add 1s. The score was kept on a track superimposed on a view of London, and the guy lamented that there were no multiple streets and crosses on it (on the point track, I repeat). In the end we added multiple streets on the score tracks to make the boy happy and especially to have him quiet at meetings. When the game has been published, I got a phonecall by him: he was very upset by the absence of 1s on the little roulette. My answer can not be published on a site that could be visited by childrens and boys under 18 years of age.
PS: I never said to be an expert car designer only because I drive main once a week or so... ;-)
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7. RPG Item: I Cavalieri del Tempio - Avventure nei segreti della storia [Average Rating:6.67 Unranked]
RPG Item: I Cavalieri del Tempio - Avventure nei segreti della storia
Andrea Angiolino
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The publisher E.Elle made its fortune with "Lone Wolf" and other gamebooks, all by foreign authors and translated into Italian to have more freedom to change text and style without anybdy complaining about that. They later opened their catalgue to role-playing games: first translating Das Schwarze Auge from German, then printing a second edition of "Kata Kumbas" and "Holmes and company".
One day Agostino Carocci, co-author of "Kata Kumbas", gathered a few game designers and said that E.Elle would be glad to publish a truly original role-playing game. So we started designing "I Cavalieri del Tempio", a historical game set in Middle Ages but planned to range in every historic age. Characters would be part of the Templar Order, sent in missions to drive the path of History.
Since it was meant to be sold in libraries as a book, with no box nor dice, we designed a system using only six-sided dice that could be easily bought at every tobacconists or taken from a Risk or Monopoly box.
The game was developed during a few years of research, design and playtesting. In the process I had the occasion to meet Franco Cuomo, theatre author and novelist, who was then writing the future best-seller "Gunther d'Amalfi cavaliere templare" ("Gunther d'Amalfi cavaliere templare"). It was a rich and useful confrontation. We also planned a joint promotion, but his publisher has been far quicker than our own to bring the book to the shelves so in the end we had no chance. Anyway, many years later he wrote a great preface for our second edition.
The publisher decided to use an Old English typeset. This made for a great looking book, but for a quite hard manual to use where the technolgy table with the era of each invention had XIV and XVI almost identical to each other. Besides, Old English is bulkier than most of fonts so we had to cut the introductory simplified ruleset that we tought important for a book to be sold out of the usual specialized shops. When the game was finally in my hands, I brought several playtesters to a pub for a toast. Some players were seated at the next table and asked the copy to have a look. I wrote their very first opinion on the wall of my office: in Roman dialect, the person giving me back the bok said "'N ce se legge gnente, ma è 'n sacco evocativo!" ("You can not read anything at all, but it's very evcative!").
We had signed a contract without asking any change, but the number of complimentary copies to authors. The contract said 7, and being 5 authors we asked to raise it to 10. The administration of the publishing house refused, "not to make a precedent". So we had two spare copies. One was brought to Paris by Luca Giuliano, who organized a mysterious happening in front of the Notre-Dame chatedral and have the copy to the local foreign correspondent of the main Italian press agency: in a few days, reviews of our game appeared in large articles on all the cultural pages of the main Italian newspapers. The other was sent to Maurizio Costanzo, one of the most famous anchormen of Italian television: he invited us to his Maurizio Costanzo Show, just before Christmas 1991. I was suppsed to be the author to go on the stage, but I was drafted for civilian service (replacing the military one) a few days before. So it was Luca Giuliano to go, and his performance besides Italian celebrities as Angelo Branduardi and Folco Quilici, and the game publisher Mario Clementoni, was outstanding. I still meet people who entered the world of role-playing games after seeing that show.
 
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8. RPG Item: CYB - Gioco di ruolo in un lontano futuro [Average Rating:0.00 Unranked]
RPG Item: CYB - Gioco di ruolo in un lontano futuro
Andrea Angiolino
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In 1990, Agostino Carocci went back to the team of autors of "I Cavalieri del Tempio" with another idea. He was a professional in computers, and he had contacted the monthly magazine "Kappa" to propose an introductory RPG to spread the hobby among its readers. They accepted, so we started working on it. It was published in January 1991.
The target determined the main characteristics of the game. Some programming was put into the game system, since the readers of the magazine were computer users. And poker cards were used to put some chance in the game, since the public was not made of expert gamers and there was no box for special dice. This brought to use six-sided dice in "I Cavalier del Tempio"; this time we wanted something more original and at the same time so we went for the cards deck.
I called again my friend Gianluca for the drawings. Some were made on purpose, but some were taken from the sketches he had already done for his own pleasure years before: they were perfect, including the one that we later put on the cover of the booklet edition.
 
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9. Board Game: El juego de los animales [Average Rating:0.00 Unranked]
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Andrea Angiolino
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Another trivia game about animals, for the Spanish publisher Sarpe: my first game published abroad. Nothing expecial again: a honest trivia game, and that's enough.
In the packaging and selling, the game had somehow the same dignity of the animal files it was sold together. As "Elementare Watson!", it was playable from the first issue and expanded with further question cards on the following ones.
 
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10. RPG Item: Mediterraneo (1st Edition) [Average Rating:0.00 Unranked]
RPG Item: Mediterraneo (1st Edition)
Andrea Angiolino
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I have always loved game magazines, and so I was glad when E Giochi appeared. Even if it was not sold in newspaperkiosks and it had a limited circulation. They made tiny booklets as a gift to readers, so for issue #3 I proposed a paper & pencil games collection that later became my most successful and translated book, appearing in English as Super Sharp Pencil & Paper Games.
For issue #5 I proposed a pocket size role-playing game. A complete one with rules, bestiary, ready to play adventure. Its game mechanics should have been simple, so to be a good introductory game for players that never tried a RPG, but the feeling should have been the same of complete RPGs so to prepare them for "real" ones.
I chosed the Greek and Roman mithology because it is pretty well known among Italians from school, from movies, from books... So I could spare the room to explain the setting.
Mechanics are taken from my gamebook In Cerca di Fortuna and expanded to a full RPG.
It will be reused with new settings, starting with Orlando Furioso: Introduzione al gioco di ruolo nell'avventurosa epopea dei paladini.
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11. Board Game: I Cavalieri dell'Aria [Average Rating:0.00 Unranked]
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Andrea Angiolino
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“I Cavalieri dell’Aria”, or Knights of the Air, is a 2/10 players fantasy air combat game. It appeared on E Giochi magazine, issue of November 1992, as an introduction to air wargaming for gamers with no simulation experience. The planetoid on the map, reminescent of Exscher's drawings,. is totally useless for play but it has been very fun to draw, in a long Roman night with my friends. Alas, the publisher Demetra lost the original.
Later, the game was reprinted with new graphics on Kaos magazine by Nexus Editrice, future publisher of Wings of War.
I Cavalieri dell'Aria is a quite classical plot-your-movement game, a very steamlined son of Air Force and such - and of course of my Cacciatori di Viverne. All knights fly the same "beast", a crossbread between a dragon and a vyvern. All of them are armed by sword, bow and a very powerful heavy crossbow on the neck of the beast, but the last one must be recharged after use.
The original part is the game grid. I designed the game toying with the idea of triangles in the map and counters occupying 6 of them as if they were an hex. Basically, you move half hexes and have very neat firing cones for the knight’s heavy crossbow and for the beast’s breath of fire. Firing cones come very natural, when you use triangles.
All rules, optional ones included, were on a single A3 page.
A similar game on air combat in Spanish Civil War was abandoned before being fully developed.
 
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12. RPG Item: Il Gobbo Maledetto (1st Edition) [Average Rating:0.00 Unranked]
RPG: Il Gobbo Maledetto
Andrea Angiolino
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After some experience with gamebooks and with a long lasting aviation passion, I decided to write this aviation history bgamebook together with my friend Gregory Alegi. Gregory was already becoming an important aviation historian, publishing books in Italy and abroad. Besides he was also in charge of the Caproni museum, an aviation museum in Northern Italy for which he was collecting planes. He even retrieved a Savoia Marchetti S.79 "Gobbo Maledetto" in Lebanon for it.
The idea was to have a book where every step of the adventure was illustrated by original photographs taken on the Mediterranean front in 1941-1942: if you were dropping your torpedo the paragraph would show the picture of a S.79 with the torpedo falling to the sea, if you sank a carco there would be a photo of an English cargo sinking. We gathered abut 40 pictures for the first edition, that became more than 100 for the second one.
Some of the paths in the story had similar parallel developements depending on the target you choosed, up to an aircraft carrier. It was the first gamebook to be published by that publishing house. When the draft was in their hands, we got a worried phonecall by the editor: the publisher was upset and felt cheated since many paragraphs were so similar to each other! I had a had time explaining him how a gamebook really worked. In the end they gave up and printed the book as we gave it to them. No reviewer or reader ever made the same complaint, of course!
We filled the pages besides the story with notes on airplanes, radio connections, air rescue, torpedo bombing and the historical events portrayed - not needed to play but useful to curious reader. The same scheme was afterward used in ther gamebooks as Avventure al campo and I Misteri delle Catacombe.
After publication we gave several public readings, with the public voting raising hands and choosing with the majority, and a huge enlargement of the game sheet to mark events and damage to the plane. A very large 6-sided die that I made out of a dishwasher package, some toothpicks and self-adesive plastic was a thrilling addition to the show. The first experiment was in the summer, in Rome, in a Via Veneto closed to the traffic and transformed into a little book fair. I was quite worried seeing a public of people that was on average more than 50 years old, but they took the game very seriously, silently voting and bringing the plane to success. So it worked and the experiment was repeated many times. A quite peculiar one was held during the "Sulle ali del gioco" game convention at the Italian Air Force Museum in Bracciano. The reading took place besides a real S.79 with the colors of the very Squadron we choosed for our game:
http://www.ottocubano.com/images/librogioco%20gobbo%20malede...
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RPG Item: Orlando Furioso: Introduzione al gioco di ruolo nell'avventurosa epopea dei paladini
Andrea Angiolino
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This is something I am pretty proud of: a real RPG game published by a City Council to be distributed to teachers and librarians, so to spread the use of RPGs in education.
It's a long story, please take a seat.
While I did the civilian service in the North of Italy, in 1990-1991, I also worked in a library managed by the City Council of the village where I was sent. Gameboks were successful indeed. The librarian discovered that I was a gamebok and RPG author, so she asked me to organize an evening with a conference and some game tables. I involved a nearby club and it worked fine.
Before finishing the service, several city cuncils invited me in their libraries and schools for meetings as an author. Well paid and with my name n posters and newspapers. This enlightened me quite a bit.
Back in Rome, I discovered that there was a Biblioteca Centrale per Ragazzi ("Central Library for Kids"). I offered free presentations of RPGs by me and my co-authors. They liked the idea and I involved ther Roman authors of RPGs by Edizioni E.Elle. We called it "Gamemaster Lessons Course". I designed a letter maze, as the ones I did for the summer game pages of weekly magazines as "L'Espresso", whose solution was the "secret code" sentence that would allow the kid to register to the "lessons", for free.
The "La Repubblica" newspaper liked the maze and published it in a full page, together with the new of the course and an article about RPG by the most famed Italian game expert, Giampaolo Dossena. Kids came in crowds, and so did the Italian state television that filmed the meetings; then they invited Luca Giuliano, one ogf the girls attending and me to the popular morning show "Uno Mattina" to speak of RPGs, their creativity, their educational values.
The library was sieged by requests to join. They asked me for new courses. I said that I could organize them, but that to make two more ropws of meetings I needed to use some expert game masters beside the authors. And I could come for free, since I was promoting my "I Cavalieri del Tempio", but they had to be paid. They tought a bit about it and in the end they decided to pay them for two series of four meetings each, to pay me, to pay graphicians and printers to produce 1.000 copies of a RPG to be sent to any teacher or librarian asking for an easy game to start with.
I tought a bit and I choosed "Orlando Furioso" as a setting. From the point of view of teachers, librarians and parents it was one of the most nobles piece of Italian literature. But from the point of view of the kids it was pure fantasy, with heroes and monsters and magic and whatever. A real Trojan horse to bring fantasy RPGs in educational environments... I already had the easy system of "Mediterraneo". I involved my friend Gianluca Meluzzi as a co-author, since he did a great unpublished boardgame about the same poem, and here we had the game. We illustrated the book with the sometime serious, sometime hilarious engravings of Gustave Doré and here we had the book.
The presentation to teachers (mostly women), in the library one Saturday morning, was so succesful that the librarians had problem to clse at lunch time: a group of midde aged ladies was not finished killing the cyclope and did not want to interrupt the adventure...
Years later Mirella Lacalandra, a student of literature at the University of Bari, did a final dissertation on the "Orlando Furios" poem as the apex of every fantastic book before and the base of every fantasy after. She put our game as an appendix. The discussion went mainly about RPGs and she had 110 with laude, the best possible vote.
Years later I saw another RPG, "The Extraordinary Adventures of Baron Munchausen", released in a similar format and with Doré's engravings, in Italian by Rose & Poison. It was pèretty natural to propose them to add "Orlando Furioso" to the line, and so the second edition was born.
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14. Board Game: Dinoland [Average Rating:6.48 Unranked]
Board Game: Dinoland
Andrea Angiolino
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Following the success of its Italian edition of Atmosfear adn when Jurassick Park was going to be released at local cinemas, (June 1993) Clementoni asked to the C.UnS.A. group I belonged a game:
1) for children;
2) about dinosaurs;
3) with a videotape;
4) prototype ready in one month.
This was quite unusual, since the two main Italian publishers Clementoni and Editrice Giochi use their internal staff of designers and are pretty close to external authors, except when they aim to the German market.
We made our best. We played Atmosfear and the impression was that the game was somehow jammed: to be sure that nobody won far before the end of the tape, but somebody would just at the end, you could not get the necessary elements to be collected in the first 9/10 of tyhe game and you had too many in the end. My personal contribute was then mainly on the score system and on the introduction Starship pawn, that would allow player to decide where the events decided by the tape would have place. So in repeated matches the knowledge of the tape was no more a handicap on the game enjoyement, but a strategic element instead. The game aimed to sell 30.000 copies and it sold 32.500 in the first year. But it was too late for foreign editions: the world market (and not only the game section) was too fed up of dinosaurs when the game was ready.
 
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15. Board Game: Quorum [Average Rating:6.02 Unranked]
Board Game: Quorum
Andrea Angiolino
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This is a game I really like, still today. It has been fun to design and I think it is still quite fun to play. First matches had problems in the end, since nobody wanted to give Minister seats to people that would win: one of my personal contributes has been on the point system, that is now partially concealed. So the problem is almost solved: people have clue about who's winning, but with quite a large approximation that allows would-be winners to bargain on the formation of the Government.
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16. Board Game: Cartoon [Average Rating:0.00 Unranked]
Board Game: Cartoon
Andrea Angiolino
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In 1991, the monthly magazine Kaos appeared in Italian newspaperkiosk. Focused on role-playing games and fantasy themed boardgames, with a good look on all fantasy and sci-fi imaginary with a deep attention to comics, it has been the main and most whidespread hobby magazine in Italy for 12 years.
I started contributing on issue #9 with a short choose-your-own-story gamebook, "L'Isola di Anastrofe". I then contributed to almost every issue with articles and payable stuff. Issue #10 was called 1.0 since it marked the birth of Nexus Editrice, an iconic game publisher in Italy and abroad (they will release War of the Ring and several of the games here listed). They also started releasing Italian editions of foreign RPGs - as Warhammer, utterly dead abroad but brought back to new life by Nexus. They also tramnslated the Toon RPG by Steve Jackson Games. To promote its Italian edition I proposed a boardgame on their magazine. So on issue #1.5 Luigi Castellani and me published Cartùn, a boardgame where a cartoon dog, a cartoon cat and a cartoon mouse struggle for the control of a house. All with detailed simulation rules, even if in the short format of a magazine game. Dario Calì illustrated it. The characters were taken from the Toon RPG, and they are no more in the recent P&P version available here:
http://www.drivethrurpg.com/browse.php?keywords=Angiolino&au...
 
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17. Board Game: La Squadriglia degli Assi [Average Rating:6.80 Unranked]
Board Game: La Squadriglia degli Assi
Andrea Angiolino
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I did quite a lot of things with Gregory Alegi, including the first column about Role-Playing Games on an Italian magazine: it was on Pergioco, from september 1982 to summer 1985. Gregory is now one of the most famous Italian historic researchers in the aviation field. At that time we had just published "Il gobbo maledetto", a gamebook where the reader is a torpedo-bomber Italian pilot in 1941: the Italian Air Force Ministry bought a few hundreds copies to be given to Officers Clubs in all Italian Military airports.
"La Squadriglia degi assi" is a quite classic WWI air combat boardgame, with a few original elements in the rules. The post original thing is that it covers all the plane models that saw action on the Italian front, while all the other simulations we had were concentrated on the French one. It has been given as a gift by "Rivista Aeronautica - Notiziario Giovani", a magazine for youngsters printed by the IAF Ministry.
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18. Board Game: Auto Market [Average Rating:7.22 Unranked]
Board Game: Auto Market
Andrea Angiolino
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A game about globalization, far earlier than the subject became so hot. UNRAE, the Italian federation of car importers, commisioned this game to promote the idea of "world built car": if no car is totally built in a country, but it has components from all over the world, there is no sense in protecting the local car industries.
Players try to get the best contracts all over the world to get comonents; they assemple their cars and sell them in Europe, America or Far East. They pay and are paid in dollars, yen and ECUs (Euro was still far away). Every action modifies the relative exchange rate between the three currencies. Quite an original element: by the way, it is not easy to tell who is exactly winning when your money can change relative value at every moment.
The influence of Avalon Hill's Business Strategy on the core of our game was quite strong, even if our game was more structurated both in the producing and in the selling phases.
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19. Board Game: Super Sharp Pencil & Paper Games [Average Rating:6.83 Unranked]
Board Game: Super Sharp Pencil & Paper Games
Andrea Angiolino
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Besides boardgames, RPGs and choose-your-own adventure gamebooks, I also published several books about games.
I am pretty fond of paper-and-pencil games: simple to learn, very rich in strategies and tactics. Here in Italy nobody will come out from a primary/secondary school without knowing several of them: but everybody know the same ones, while there are dozens and pretty smart ones. I started a column of Paper & Pencil games on the university magazine "The Louis": it Italy you are not usually forced to attend to university lessons, but we were and it was often a waste of time. So that column was a kind of an invitation to civil disobedience. But the subject was not well treated in Italian literature... So when in 1991 the game magazine "E Giochi" was founded, they accepted the idea to make a little 32-pages supplement about those games. The publisher Elle Di Ci saw it and wrote a letter to ask me if I wanted to mek books for them... and "Giocare con carta e matita" was the first proposal. It had two American and a Czech edition, in the following years. All of them feature the MacPaint schemes I did as a basis for a professional illustrator... That all the publishers decided to use, instead of making them again. They just redraw a very few of them...
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20. Board Game: Plasticopoli [Average Rating:0.00 Unranked]
Board Game: Plasticopoli
Andrea Angiolino
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Often, games are done for advertising or anyway by enterprises to communicate. Alas, in Italy these games are done mainly by advertising professionals who could not know less about boardgames, and almost never by professional game authors. So you get quite a lot of awkward copies of the Game of Goose or Trivial Pursuit.
In this case, the Italian plastic producers looked for me. At that time it was quite usual to recycle glass or paper, but not plastic: and they wanted a boardgame to tell boys and girls that this was possible.
I did a little game where you have to get a few plastic objects, picking them randomly: but you can prepare yourself using some turns to peep at the face-down counters. You can also get some plastic leftovers to recycle to form new objects, and you can get the energy to do that from other objects. If you get a double, you can trade it with other players or destroy it to get more raw materials.
Drawings are by Dario Calì, a professional illustrator with which I did many games. Now a big friend too, after maybe 15 years of working together.
The game has been published as a one-shot magazine and distributed for free in schools all over Italy.
I'm pretty happy of the game mechanics I used for that game and I think they still have somethiong to say. That's why the more recent Il Gioco dei Minerali looks quite alike...
 
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21. RPG Item: Biancaneve e i tre porcellini [Average Rating:7.00 Unranked]
RPG Item: Biancaneve e i tre porcellini
Andrea Angiolino
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On Stage! is one of the most innovative RPG ever. Even before it was released, after the first few appearences to Italian game fairs and shows, people started making their own modules for it.
Alas the game hit the shelves in 1995, when game distributors and shop owners had little attention for anything more than fashionable (and moneywhise) vcollectible card games. All the Italian RPG market had a stop. Supplements for On Stage! were not produced.
But the "I Giochi del Duemila" collection was very active and it was pretty natural to support On Stage! that way. So we created a "Duemilavventure" section and we published three On Stage! supplements, all very small booklets built to be cut and distributed to players as tiny character sheets and paper miniatures.
One of them is "Biancaneve e i tre prcellini" ("Snow White and the three little pigs"). Fairy tales are mixed with humor, so that the module appeals bth adults and kids. All starts thinking about the "principe azzurro" ("blue prince"), the character that marries the girl in Snow White, in Cindarella, in Sleeping Beauty. What if the three ladies meet, then? Is the Big Bad Wolf of the three little pigs the same killed by the hunter freeing Little Red Riding Hood and her granma? But is he the same hunter leaving Snow White in the wood, and maybe the father of Hop o' My Thumb? From this tangled net of relationships, loves, hatres and more, here it comes this supplement.
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22. RPG Item: Avventure al campo [Average Rating:0.00 Unranked]
RPG Item: Avventure al campo
Andrea Angiolino
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My father was a boy scout even when the Fascist government prohibited it to imposte its own youth organizations. My mother was a scout too.
I have been a scout cub for one year only but in summer 1987, just after releasing In Cerca di Fortuna, I joined the summer camp of Piergiorgio Paglia's scout cubs in Scandicci, close to Florence, and I spent one week cooking for them. In short, I had some personal experience of Baden Powell's organization.
Elle Di Ci is a religious publisher that saw a booklet about paper and pencil games that I wrote to be attached to the magazine E Giochi. They asked me to make a book abut them and so I made Super Sharp Pencil & Paper Games. Then I wrote other books of games for them with Pier Giorgio, aimed to teachers, educators, smart parents. And boy scouts.
I liked to write gamebooks. Pier Giorgio had a very long experience as a boy scout and as a leader of scout cubs. So we propsed this gamebok, that seemed perfect for Elle Di Ci's audience. They accepted, and there we are. We filled the pages besides the story with notes about otudoor life, animal footprints, signals, knots, rules of scout games and so on - not needed to play, but useful to go deeper into curiosities that the reading of the cgamebook could stimulate. The same scheme was already in Il Gobbo Maledetto (1st Edition) and it will be repeated in later gameboks as I Misteri delle Catacombe.
Some of the events portrayed in the books are taken from real life. A couple of Pier Giorgio's fellow scouts have not forgiven us yet for that.
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23. Board Game: Assedio alla Rocca [Average Rating:0.00 Unranked]
Board Game: Assedio alla Rocca
Andrea Angiolino
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Easy siege game about Imperial troops assaulting Civitavecchia, defended by local militia, during Middle Ages. Designed for Novcecentonovanta, a local cultural association organizing events and self-financing them with small print runs of high quality booklets and games. A live session has been played with kids from primary schools in a parking at the center of the city.
 
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24. RPG Item: Warhammer [Average Rating:9.00 Unranked]
RPG Item: Warhammer
Andrea Angiolino
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After much asking, in early '90s Nexus Editrice got from Games Workshop the rights for an Italian edition of Warhammer RPG, that was discontinued all over the world since 1987. The Italian edition was so succesful that later on several othger publishers got the same rights for their nations, using the enhanced layout by Nexus and the new drawings made for them by Pasolo Parente; even an English edition was finally licensed to Hogshead.
The game was pretty succesful in Italy and Nexus also translated a couple of official Warhammer anthologies of short stories. After that, they proposed to the publisher of partworks Hobby & Work a project about the Warhammer world. A series of 28 issues would propose some stories set in that world, together with a sourcebook that could be enjoyable on itself but also useful as a sourcebook both for the RPG and the wargame. All should go under Games Workshop License: Nexus would do everything up to the layout, while Hobby and Work would take care of printing and distribution.
I have been asked to do all the original stuff: both the boardgame and the Encyclopaedia of the Known World. Sections were People, World, Religion and Magic. Each section was meant to have a collection of sub-sections devoted to single polupations, nations, religions and forms of magic. A problem was that at that time the world of the RPG was somehow different from the one of the miniature game, that in some regions evolved differently: for example, Ulthuan was an archipelago of hundreds of island in the RPG and a huge, ring-shaped island in the tabletop wargame. To solve it, I proposed to put together each sub-section as a collection of legends, letters, diaries, book quotations, ballads, songgs and so on, all written by people living in the world of Warhammer - any inconsistency with one of the two games had so to be taken as a mistake or as a lie by the character writing that piece.
The scheme was accepted and worked pretty well. I even put some inconsistencies on purpose, with characters described from different points of views in different parts of the work.
Some of the background about Tilea was used for a few RPG adventures of a "Tilean campaign", published on the Italian Kaos and X magazines. Some were further developed on a French supplement for the game about Sartosa.
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25. Board Game: Warhammer Adventures [Average Rating:4.80 Unranked]
Board Game: Warhammer Adventures
Andrea Angiolino
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Quite a rare case of a boardgame with a Games Workshop setting but an external designer: it happened in the '80s, but not later on.
Nexus Editrice, who has the rights for Warhammer RPG in Italy and translated a couple of collection of short stories with the same setting, decided to make a collection of 28 issues about the Warhammer world to be sold in newspaperkiosks. The project included 8 pages of novels and short stories and 4 pages of an Encycopedia of the Known World, besides a boardgame. I was asked to write the Encyclopedia and design the boardgame. The input was to start from GW's Combat Cards. I played a lot of The Castle, Dungeon! and so on, but also Space Crusade by Stephen Baker was a good example.
I made a modular map with both dungeons and surface sections, using one or both depending on the scenario. Characters and troops included a large range of typical Warhammer figures. Games Workshop let us free to do whatever we wanted in so a far-off market as Italy. Just before the issues were published, they changed their minmds and deecided to open Games Workshop Italy: the issues would be their visiting card to the new customers (they even had TV ads at the launch). All in a hurry I had to recuce scenarios, monsters and characters: both to avoid out-of-production ones (as the Elven beastmen) and to cut the number to 36 (they were more than double) so to allow them to sell by mail a box of 36 lead miniatures with colors and brushes that could be used as luxury pawns in my game.
The project was late due to license reasons. Because ofg that, when we started we were told that we would stop at issue #14. But the success was probably good, so in the end we went on with all the 28 iussues instead.
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