Interview:

Tom Johnson

Designer

Master Europa WWII Boardgame Rules

Interviewed by Russ Lockwood

Name: Tom Johnson

Genius: I have to look that one up, as I am not sure it applies! Hmm, well I do have ingenuity to figure out the system, the flair to publish it, and the position of "mastermind" for it. But I think that is more of a technical slip under the wire of "Genius" than is truly mine. Now, Frank Chadwick, there is Genius! I connected the dots, he started with a blank canvas

Bio: Additional designs, awards, past credits, recognitions or other accomplishments? with dates if possible...

Master Europa is the first full game product I have designed. I have been published in the Europa Magazine with a naval module for the Mediterranean (Supermarina I & II) which was intended to stimulate interest and design work on a naval system for Europa, also several other articles have appeared under my name. In the predecessor of The Europa Magazine, (Gary Stagliano's Nuts & Bolts) I had a very popular scenario on the war in the Mediterranean published, as well as several articles.

Current job (and title)?I am self-employed, operating a retail computer soft & hardware store. Since I am the entire crew I guess I am both Owner/Operator and Janitor! I also (obviously) am the producer of Master Europa (as well as the designer).

I also was getting the benefit of meeting literally hundreds of Europa players through the Demo. Listening to their comments, criticisms, and "wishes" for Europa; I took it on myself (and those gallant souls who worked with me) to try to extend the "tweak" to cover as much of these as I could.

In creating Master Europa, how did your design philosophy evolve? Did something trigger the proverbial lightbulb to light up over your head during design and testing?

As in any large undertaking, there are certain concepts that stay firmly in place (or certainly should!) and many that change as you search for the most elegant way to solve a design problem.

I determined early on that there would be five things that are fixed.

  1. The rules set must work with all version of the game.
  2. The general look and concepts of the series would not be changed if possible.
  3. The rules should place the player in a command position supported by the game, and ensure that the player faces the problems faced by the real commanders at those levels.
  4. Realism is the goal, playability is vital. If realism and playability are in conflict the nod goes to playability.
  5. The rules MUST unite into a solid whole, making all the games playable linked. Ensuring that if a player learns one, that player has a solid grasp on any other game in the series. (This was the great promise of Europa, and it applies to Master as well).

With these precepts set down, the rest of the rules became much simpler to design. I try to employ a "top down" approach for rules, first figuring out if it will work in any game, and then checking it against a specific game. This avoids many "side trips" that work GREAT in a specific situation, but cause endless trouble in all others. Better a slightly higher level of complexity in all separate modules, that multiple sets of basic rules.

Just about every concept has evolved since the work began, both through testing, and through the process of finding the solutions to more specific problems.

I hope to establish a source for "upgrades" to the rules on the Internet The Master Europa webpage will have this within a couple of months) to allow those who wish (and have bought the product) to acquire these at no cost to the owner.

I have quite a pile of light bulbs! Some lead to great ideas, others could best be described as "interesting theories" (grin). I recommend that if you are doing design work, you keep a computer version of things, so you can note out the bits and pieces as they emerge, and then try to link them into an actual rule. Some really elegant rules get killed off by things like "yes, but..."

What do you believe was the greatest success of the design? The most noticeable flaw?

1. I think the greatest success is the ability to model historical actions, and create a more "real" looking front line trace compared to the standard "Rules As Written" (the standard GR/D rules set) game.

2. Flaw? Gee, I try hard to eliminate them if I notice them! (grin) I guess the greatest flaw (as I perceive it!) is that as the more advanced modules come out (Naval war, Strategic Air war, etc.) there will be little if any material from the GR/D games that will be included in them. This means the Master Europa art department (Lisa Blake in charge of production, and I on creative thinking) gets to generate more and more materials for those modules.

What are some other influences as you developed the series?

I have tried very hard NOT to look at a lot of other games to avoid the "highest form of flattery" (imitation). I have turned when stumped to the existing Europa work, especially that of Frank Chadwick (the original main designer of the series). Several times when tired of banging my head on the wall, I have turned back to a basic concept he has advanced, and found a simple, elegant, playable solution to the problem.

Other than that it has been my personal experience in the Military (planning process, and how things really happen), and study of the best sources available today to describe the realities of things or me to model. Glantz, Doughty, Sharp, Stanton, etc. have produced tons of data for us to ensure an accurate model. Having the chance to listen, talk with, and bounce ideas off such individuals can really make the ideas flow.

How long did Master Europa take from inspiration to final boxed product? Did you get any faster as you continued? As you came out with the modules?

Whoa! One at a time.

1. Inspiration to first product: From the first true "hey, this can be a product" to "Here it is" was a little over four years.

2. Yes, after the first module (which set the basic rules in place) it has become much shorter between modules. I am currently aiming at two to three modules on the market per year. Finishing up the entire project in 1999.

When in design mode, what is your favorite snack food?

I run on a blend of fuels for best performance (grin). Diet Dr. Pepper, Popcorn, and plain M&Ms seem to keep the "little gray cell (s)" on the job for me.

Do you play computer games?

Amazingly enough, not often. I get to Air Warrior a few times a month, and mess with Tigers on the Prowl every so often. Usually when I get away from work, the last thing I want to see is a keyboard.

What type of system do you have?

I have access to four systems for personal use, ranging from a poor old 386 laptop, to a P166 with 64MB ram. I definitely am an IBM compatible type, and am pretty well committed to windows 95 as the operating system (1 has Win 3.11, 2 win 95, 1 Win NT 4.0). The bulk of production is done on 2 Pentium units in my stor

What piece of hardware, real or imaginary, would you add to it?

Well, I have scanners, modems, CDs, etc., I guess what would be very nice would be a workable easy voice system that could let me dictate things instead of having to type everything. So far none of them match up (that I have seen) to the way I talk. (The computer from the Enterprise would do nicely).

In general, do you think that board wargames make the leap to computer screens effectively? Why or why not?

I think that many games can, and are making the leap very well. The ability of the computer to be "the other player" is a powerful incentive for this, since I think far to many of us play solo too much. While AIs may have some draw backs, they will NOT make the assumptions that you will make trying to surprise yourself.

I also feel that (for old guys like me at least) nothing will replace that huge map and all those counters for games like Europa. Large operational scale games tend to become confusing due to the need for scrolling about the map all the time.

Other than this I really do NOT think the system will make the leap well, for all the reasons listed in the previous question. I guess then my definite answer would be, not with today's technology.

If you were going to be represented on a computer screen by an icon, what would it be?

Probably a question mark inside a hexagon. You have to ask the questions to find the answer.

What was the last movie (theater) you watched? Last video tape rental?

The last time I was to a theater to watch a movie was Jurassic Park II (never saw part I). The literal last tape I rented was "World at War -- North Africa" (background noise and sight for working on Southern Front). The last Movie I rented was "Daylight" with Stallone.

Is there a movie you would like to do a game of?

Well, I have tried to convince some young ladies that it's a role playing game of... err, NO actually I really have not even considered anything other than the Master Series to tackle.

We approach some of this in the Demo by the way, with the Army Group/TVD commanders having to coordinate their army or front commanders' activities instead of just shoving counters. Many find this to be a challenge and interesting to boot.

They say that everyone needs a hobby. How do you decompress outside of game designing/playing?

Designing and playing are my main form of decompression from my "real" job. Other than that I follow the tried and true American plan (the TV, the couch, and Me!). I have achieved the happy position of having my hobby become a self supporting avocation.

Where was the last place you visited on vacation? What's your next vacation spot?

My last vacation was spent at GENCON. The next full vacation is probably going to be ORIGINs next year. Other than these I will take a day off now and then to go to a museum or bookstore, etc.

If not bound by time or space, where would you go.. And why? EUROPE! The battlefields (past and from my army map exercise days), and the museums. Just think how long a guy like me could disappear inside the Imperial War museum.

Excluding your own creations, what three games (of any type) would you take with you to the proverbial desert island? What three books?

I am going to cheat you here! I would take GR/Ds game "Fire in the East/Scorched Earth" (that's the cheat), GDWs Game "Blood & Thunder", and (if the computer can go along (electricity on a desert island??) "Air Warrior". If no electricity, the GDWs "8th Army Operation Crusader" in case Friday shows up.

Three books: The Bible, "Janissaries" (J. Pournelle), and "Soviet Military Operational Art" (D. Glantz).

We see the emergence of online gaming as putting the social aspect (and the smarts of a real-live opponent) into gaming on a world-wide scale. Good or bad? Why?

Keeping people interested. Having live minds to interact with (this does (alas) include arguing) definitely keeps a person focused more on a topic than if there is just the Monkish solitude many of us feel today. I just want to be sure we all keep an eye on it.

Do you have a favorite poster or cartoon hanging up by your desk? What is it, and what makes it you're favorite?

Yes, It is a list titled "the Staff Process."

    1. Uncritical Acceptance
    2. Wild Enthusiasm
    3. Dejected Disillusionment
    4. Total Confusion
    5. Search for the Guilty
    6. Punishment of the Innocent
    7. Promotion of Non-Participants

I had several years on a Mechanized Infantry Bn. Staff. (Been there, done that, got the shirt).

What epitaph would you want encoded on your digital tombstone?

"This marks Tom, he was a Proton, but now is a Neutron." (I always try to "make it better", but once departed my effect will be mass only so..

Any last omniscient thoughts for MagWeb members?

We all play some game, and love it so much that we are willing to do a lot to "make it better". I urge you to keep messing with whatever system you have, suggesting replacement ideas, or step out and try standing up under the harsh glow of the $$$ spot light with an alternative. If your idea is accepted everyone wins, if your product sells well enough again everyone wins. Lastly, try to recruit new people into that system, it can't live without them.

Short Bio of accomplishments outside of game design:

Started and operated my own business, have avoided bankruptcy, indictments, and tax audits for over 40 years! Twice Past Master of my Masonic Lodge. Created and ran the Europa demonstration at major conventions.

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