Lock 'n Load: Fifteen Questions, Wherein I Interview a Game Box


Today I'm interviewing the game system, Lock 'n Load. For the non-gamers who read my blog, Lock 'n Load is the game on which I founded Lock 'n Load Publishing almost eight years ago. The system recreates small battles, some historical, some not, using colorful square chits, game boards, and dice. And no, it isn't violent. It's just cardboard.


1. Me: So, how did you decide on the name of the series?

LnL: My first name was Engage, but that just sounded a little too Piccardish, so we settled on Lock 'n Load.

2. Me: What were your gaming inspirations when you were growing up?

LnL: Obviously, I've been compared to Advanced Squad Leader, which creeps me out, but I mean what squad-level game system hasn't? Back when I was just some pencil-whipped maps, I really looked up to Ambush and Platoon. I mean they got it right, didn't they? Fun games with a story to tell. And there was also that Vae Victis solitaire 'Nam game. The name escapes me. It was a graphical inspiration.

3. ME: I think you are a very attractive game. How do you feel about your looks?

LnL: Thanks, I guess. I find your attraction somewhat weird.

4. ME: Seriously, I think your counter art is second to none.

LNL: Okay. To some extent, that's a matter of taste. I can tell you this. I've heard what the other games,  those older games, say. "It's all about the game," they say. "Who cares about art," they say. Yet art is part of the game. Art is part of the suspension of disbelief. It's why miniatures rule the tabletop world. It's why Scarlett Johansson rules Lost in Translation.

5. Me: When did you see that?

LnL: You left me sitting on the couch back in 2004. It was on HBO.

6. Me: What was your first counter and why?

LnL: That would have been the U.S. Army 2-6-4 squad in Forgotten Heroes (the first LnL system game -Mark). In fact, you could say that I'm based on, and designed from, that one squad. More than anything Forgotten Heroes is about the Americans. Certainly it is also about the Vietnamese, but mostly the Americans. It only makes sense that the basic American unit would be the first I wanted on my maps.

 7. Me: How did you come up with a firepower of "2"? ( The first number.)

LnL. It wasn't nearly as complex a process as I've heard you describe in other games. I wanted three squads, plus a 1d6 roll, to have a good chance of significantly impacting one Viet Cong or North Vietnamese squad. The number "2" seemed to work well.

8. Me: Oh, but doesn't that stand an equal chance of impacting several squads in the same way?

LnL: Dude, we have worked together long enough for you to understand my logic is flawed. I mean why else would I round some fractions up and some down? Let alone leave off a Cuban PT-76 in the first scenario of America Conquered.

9. Me: Wait a second, that wasn't your fault. That's the World at War guy.

LnL: Hate him. All that stupid paranormal background crap. I just want some generic armies, a pair of coveralls, and my overgrown beard.

10. Me: You don't shave.

LnL: But if I did.

11. Me: And events? What's up with that lunacy? Doesn't it ruin the replay value?

LnL: Not to my way of thinking. I've placed most of these where the players must trigger them. If the result of the triggering is pre-determined, it's really no different than understanding what turn reinforcements enter. If it's random, well... it's random, you know. It's all about the story.

12. Me: But I base a lot of my self worth on dominating my opponent when I play a game, it's why I nitpick the rules. It's no fun when you introduce those random elements.

LnL: Uh, yeah. You need help.

13. Me: Where did the event mechanic come from?

LnL: Battle Hymn. I have a crush on John Butterfield.

14. Me: Now who is the creepy one?

LnL: ...

15. Me: How about Skill Cards? What's up with that? I think it is totally unrealistic to give people, especially leaders and heroes, unique abilities. No one is like that in real life.

LnL: What, you mean no one is unique?

16. Me: Yeah, exactly... I think.

LnL: I believe you are wrong. Battles are won and lost by the actions of a few courageous men or woman. I had played the original Fallout, and the idea for Skill Cards came from that game's perk system.

17. Me: Well, it's been nice chatting. I'm off to eat my bacon and eggs.

LnL: Hey, could you pick me up an new counter sheet when your done? Mine's miss cut.
Our new Lock 'n Load module, Lock 'n Load Normandy is now on preorder. A reimagined and expanded version of the original Band of Heroes, Lock 'n Load Normandy includes full color scenarios, rules, additional counters, and a Normandy campaign.

Mark H. Walker is the author of World at War: Revelation, a creepy, military action, with a love story, alternate history, World War Three novel thing. It's available from Amazon Kindle Direct Publishing right here. Just $3.99. Give it a try. What the hell?





Comments

kevin said…
Freaking classic.
Tyler Holt said…
Interesting Comments ....

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