American Gladiator
Tuesday, June 24th, 2008Okay, so the show isn’t quite the same as it used to be. What I can’t wait for is when they bring out the game for the Nintendo Wii. Oh come on, wouldn’t that be so much fun. I’m sure Hasbro would want to jump in on a licensing deal with whoever it is that owns American Gladiator for a board/tabletop miniature game (proudly produced by China’s miniature painting society).
In all truth, I’ve watched maybe two of the new episodes. It captures the essence of the original pretty well and builds a bit off of spiffed up camera shots and more involved sets. Which brings on the discussion of Gladiators. Which any discussion about Gladiators is sure to bring people to the table for gaming fun (at least that’s what my derranged mind tells me).
Gladiator Miniature games need to capture the essence of fast paced combat. When developing a system it needs to flow extremely well with enough details to get the sand grit between your teeth. Details such as martial arts moves, swordplay, and weapon advantages/disadvantages need to be an intimate part of the system.
As a Gladiator progresses their skills and ability scores can be increased to show for experience. Of course, one thing missed out on by a lot of systems where a veteran comes into play is, age and permanent damage. As any athlete or soldier can tell you, you may learn better ways but your body has limits. One way to handle this is to set fill in circles (like a Scantron) for “Permanent Fatigue” (or some other better name I can’t think of right now). After each battle if the characters health is below half their starting Health Points then the number of units below half would be filled in the “Permanent Fatigue” circles. Once you reach certain levels it could lower your characters Health, Abilities, or limit their combat techniques. There are many ways this can be handled to give the character more depth without paralyzing the character into retirement.
A Disadvantage chart could be made where after so many “Permanent Fatigue” circles are filled in (different points progressively quicker to another Disadvantage) the player rolls to determine what Disadvantage the character gains. Many games have examples like this, for instance Critical Hit chart during gameplay. This chart just happens to be one of the Post Battle charts the players would need to check to see if they apply to their character.
Some of the Disadvantages could:
- Lower Maximum Health Points
- Lower Agility/Dexterity Score (tendon/ligament damage)
- Eliminate Certain Combination moves
- Lose an Eye (Lowers Initiative Rolls, Lowers Ballistics Skill)
- Lose an Ear (Lowers Initiative Rolls)
As you can tell some of these Permanent Fatigue Disadvantages could be also on a “Critical Hit” chart as well. In fact combining these two charts might not be a bad idea just to keep things similar and easier to track. Of course, now I come to that conclusion.. If you can’t tell I’m writing in a relatively free-flowing form.. So you have to expect ideas to evolve while I’m writing them.
In conclusion for today, Gladiators need to be able to advance and degress in ways in an ideal Miniature Gladiator game. Perhaps, the best part of this is that players who are extremely competitive will always have to choose a time for their character’s to retire and start again with a new one. Otherwise, they are likely to run their character into a physically challenged gladiator who happens to get killed because he/she has become too frail to defend him/herself. Besides, everybody needs a Hall of Fame to display their Great Gladiator Character Miniatures at home. Retiring a miniature to a display case keeps you painting more and changing up the way you play!

