Interview:

Brian Bradford

Designer

Killer Katanas (Samurai miniatures rules)

Interviewed by Russ Lockwood

Name:My name is Brian Bradford

Genius: Author of Killer Katanas. Bob Fyvie is co-author.

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

Though I have not published anything I have been involved in some game playtests and have contributed rules and articles to other games.

Playtest

    Modern Naval Battles ( card game 1990 - as member of Santa Fe Springs Gamers )
    Wild Frontiers (PBM 1991 )
    Guns Under Two Flags (ACW naval 1997 )

Contributions

    Last Crusade (card game 1996)
    World Conquest (PBM 1994)

Current job (and title): What do you do for a living?

I am a history student at California State University Fullerton. I am also a security guard and a Combat Engineer in the National Guard.

Where did you get the inspiration for the original Killer Katanas? And why revisit it?

My inspiration for KK resulted because of the lack of rules for large-scale engagements of the Samurai. Sure there were rulesets for pike and shot, but these lacked the oriental feel to it. I did not want my Samurai to fight like "transplanted Englishmen in Yoroi (armor)." The rulesets available that were Samurai specific were for use in skirmish battles.

What makes it such a cutting edge game at the time?

I can't say that the game was cutting edge, sure it drew in huge crowds, but this was because of the visual appeal of the games. However, the rules did allow people to fight huge battles with 800 or so figures in an afternoon.

The design goes back 1988 when I met a group of Historical miniature gamers at Alfa Omega Games. One member was Bob Fyvie. He had recently bought some 15mm Samurai and was working on a set of rules to play them. Around this time I saw the movie "RAN" and grew interested in the period. To learn more I had bought all the books by Turnbull. Bob and I would talk about the period for hours.

In 1989 HMGS/PSW held a convention in Pasadena. Bob ran a Samurai game, his rules being based off of War Cry and Battle Lust. The Game went well, however, I felt there was some needed change so I asked for a copy and began modifying it. I left for a brief time to do Army basic training. Upon returning I bought my first Samurai figures, 15mm minifigs. I continued to edit the rules. Over time the rules evolved through several major and minor revisions. The final version of KK is little like the first draft.

The original rules were not based on a scale. In future revisions of the rules I made a point of converting the rules in line with a scale. At first this was difficult because both Bob and I had different basings for our figures. I designed a scale around it and began to add further elements of realism to the game. I used books such as The Napoleonic Wargame as a guideline for scale and realism.

Now if there is one philosophy I have it is playability. I designed the game to be as playable as possible without taking away from the realism. It was my goal to give the rules as close an oriental feel to the period as I could.

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

I feel that the greatest success of the rules is its portray of Sengoku-Jidai period warfare. Many Japanese sources were consulted in order to portray the tactics of the period. The rules accurately allow for the teppo (gun yari (spear approach to Samurai warfare. The firepower is in line with the tactics of the period. The Japanese were the first to use volley fire, and they were the first to use a rotational line fire method; Oda Nobunaga illustrated this tactic at Nagashino. Cavalry play a big role on the battlefield, but their effect is stalemated by the increased use of the lance and gun. The rule about a Daimyo's death forces players to deepen their formations--very accurate for the period.

Another success is the material in the book. I have identified 15 other battle formations (total 22) that haven't, to my knowledge, been done in any other English language publication. Several Daimyos are identified for the first time, along with flags. The scenarios present complete OoB's for the great battles of the period. A majority of this information is not readily available in English. Those who wish to learn more about the period are forced to turn to Anthony's and Turnbull's works; reading these alone gives a lopsided view of the period. This ruleset should not only be useful to wargamers, but others wishing to learn more about the period.

The most noticeable flaw is the point system. Accurately portraying the values of the different troops was hard, and I still haven't fully grasped the topic. For the most part, I feel that the values do work; having been tested in several games.

Some might be saying to themselves "a second edition, I never knew there was a first." The first edition was released in 1995 at Historicon. Several demonstration games were run there and we sold some rules. We failed to advertise the rules. Instead we went to our local gameshops and sold some copies to them, while we demonstrated at the LAX conventions. The first edition was half the size it is now, had no scenarios or leader tables, and some of the rules are slightly different. In the appendix only seven battle formations were identified, and Sashimonos rather than Nobori were depicted.

What were some other influences as you developed the rules?

A major change between the first and second editions resulted because I located two individuals, Sakuta and Takahashi, who helped me with translations. Prior to this I used a Kanji to English dictionary, along with my poor Japanese, to translate. I had lots of Japanese sources; translation of these made me rethink my view of the period. I modified the rules accordingly.

There was a review of the first edition in a HMGS/PSW issue of the Messenger. I used the criticism when putting together the second edition. It took a while for the inspiration of KK to become reality. Bob and I talked about publication, but we both weren't confident in the design. Seven years later we were confident enough to publish. We were new to the industry and didn't know exactly what to do, but we published the first edition and made a little profit. It was never our goal to get rich in the first place.

How long did the new Killer Katanas take from inspiration to final boxed product? Did you get any faster as you continued?

With some understanding of the market the second edition progressed faster. I started work on the next edition in the Spring of 1996 and finished in middle September. The manuscript awaited until June of 1997, once school was out and I had time, to be typed. The final project was done in late July.

When in design mode, what's your favorite snack food?

My favorite snack food is tortillas.

Do you play computer games?

Yes, I play computer games. I love Steel Panthers 1 and 2. I also enjoy Age of Rifles and Lords of the Realm 2.

What type of system do you have?

I have a Pentium 133

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

Right now I would love to have Sound Blaster 64. I bought my system with a Diamond Edge 3D 2MB VRAM card. This had a built in wavetable card. This proved to be a disaster-- the card refuses to listen to other types, and there is no identification software for it with marketed games. I had sound for Steel Panthers, but not for Age of Rifles. I disabled the sound driver and now listen with a 16 bit clone.

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

Yes, for the most part I do. However, I feel that computer AI's take out the human element of the game. Nothing will beat playing a human opponent.

How would you like to see Killer Katanas presented on a computer screen, if at all?

Oh, I would love to see it done like Fields of Glory with little miniatures. A sound effects generator which includes Japanese voices would be neat also.

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

A Sashimono with the Bradford crest on it.

Computer games are becoming an extension of Hollywood--games based on movies or movie characters. Do you believe the Hollywoodized games to be better, worse, or about equal to ones created from original material? Why?

I don't play anything but strategy games on the computer. Sorry, I don't know enough about them to make a comment.

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

Last movie I saw in a theater was Spawn. My last videotape rental was a Japanese film called Gunhead.

Is there a movie you'd like to do a game of?

I got a film through interlibrary loan at school called The Deluge. This is a Polish film about the Polish-Swedish war in 1655. There is a battle scene at the end which is short, but is the best musket and pike depiction I have seen. In the battle the Polish winged Hussars charge into the Swedish pikes. After seeing that, I made plans to do the period in miniature. I'm working on it now.

Given unlimited resources but present day technology, what would you design and why would it be cool?

I would design a amusement park like Disneyland, but with American history as its theme. I would have a boat ride that would work like "Pirates of the Caribbean," but be set to American Civil War coastal fortifications. For example, you would be in Farragut's flagship sailing into Mobile Bay. (at right, and perhaps take his nephew on a playtest...)

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

Recently I have tried to get involved in Civil War reenacting. I used to be involved with the 8th Louisiana here in California, but quit becuse of the politics. I would like to find a 8th Tennessee Regiment, since a distant uncle of mine fought in it during the war.

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

Last place I went on vacation was back east in 1996 to Historicon. I went back with three of my friends that included Bob. Afterward the Con we traveled into Virginia to all the Civil War sites, including the small ones like Fishers Hill and Brandy's Station. When we visited Gettysburg I set up some of my 15mm Confederate figures on the rocks of Devils Den and took a photo. The photo has received much praise.

Just recently I got back from Ft Lewis Washington; training there with my National Guard unit. The wargames were incredible. In one battle my engineer unit was called in to make a breach in the enemy lines. A row of concertina was in front of the enemy position, and it was guarded by a 50 cal bunker flanked by 60 positions. I and another engineer went forward to cut the wire and check for mines, but were immediately lit up. After securing the opposite side we were told to retreat, so both of us went back. Later our platoon was told to attack, because our Infantry support couldn't get to us. My engineer buddies charged forward. After a while I and another engineer captured the 50 cal position (inside I found some smokes and ammo that I later distributed to my comrades).

I was too tired to move so I stayed behind in the bunker while the others chased the enemy into the forest. The enemy did a Cannae tactic on us, soon the flanks were closing and I in the rear with 10 rounds found myself facing 4 others; one of which had a 60. I managed to take out the two on my left, but down to just one round I saw another sneaking up on my right. I decided to advance and hopefully get him with a bayonet kill. Somehow I managed to low crawl behind a fallen log unseen. My opponent seems to have done the same; when we both looked up we saw one another and immediately fired a shot and ran away. He then threw a grenade at me; I threw it back once it hit the ground. The Cadre said "you can't do that" and I replied "sure I can I saw it in a John Wayne movie." The cadre laughed and said "nice try, but you're dead." I moved to the rear only to see that there were some 30 others that had surrounded my bunker- I had held off 34 guys with 10 rounds. Needless to say, my companions were flanked and killed.

For my next vacation I will try to go back to Historicon 98, before going to Japan for a year on the JET program (English teaching)

If not bound by time or space, where would you go...and why?

I'd go back to 1600 Japan to see the climatic battle of Sekigahara, and take out Will Adams; assuming his place in the history books.

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

I'd definitely take Fire and Fury. I think it is the best and most successful Civil War ruleset on the market. I would also take Warrior Knights (GW) and Shogun (MB).

For books I'd take Gods and Generals, 1812, and Samurai Warfare.

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?

Good and bad, I enjoy playing human players more than the computer. However, it is easier to cheat; turns can be played over and over (as I found out in a Steel Panthers 2 tournament)

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

I recently moved so I still haven't put up anything yet.

What epitath would you want encoded on your digital tombstone?

I never really thought about this until now. I guess I'd like something telling about how friendly I am to others. I've been friendly to all I meet, treating them with respect. For my future career, I'd like to know if I made an impact on my future students. Words from them would be nice.

What question did we leave out that you would like us to ask, and what's the answer?

My age and future plans for KK? I am 24 years old. KK will have some new scenario modules out soon. I have five books planned. Right now Date's battles will be out in late September and a new module will follow every two months. KK will be going to Japan where Takahashi will translate it into Japanese and distribute it there. I am also going to be supplying information on additional Samurai battles to Richard Berg of GMT games; for use in a future module for their game Samurai.

Any last omniscient thoughts for MagWeb members?

Join Magweb! Hey, like most of you I used to spend $5 to $7 for a magazine issue, now I don't have to.

Short Bio of accomplishments outside game design:

Besides my Army awards, I'm just a regular guy. I don't have much to talk about.

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