| Why
Set 'Red Steel' On Fire?
An Ode to Insanity
By Mike Bennighof, Ph.D.
June 2006
There was a time when I imagined that running
a game company would be a dream job. And I
suppose that in some ways, it is. But in others,
it’s just like any other small business.
Rent, payroll, printing bills, shipping bills
— all these have to be satisfied. Employees
need care and watering. You end up doing things
you never would have imagined yourself even
contemplating. And as with any small business,
the pressure can be enormous. Sometimes you
make some very bad decisions.
In the game industry, many of those spring
from the fact that it’s, well, the game
industry. Products get created because the
creator’s in charge and, damn it to
hell, he wants his game in print. Or worse,
the product gets gold-plated to stroke said
ego: This is how 64-page paperback roleplaying
supplements become 256-page hardbound Tomes
of Great Import. Now, there’s nothing
wrong with doing something with your business
because you just plain want to, as long as
it’s your business. But being the game
industry, we of course have to pretend otherwise
— part of the ego gratification is the
veneer of business success.
119694_avalanche Press is a moderately successful
small business. We provide a living to 15
employees. It’s a good working environment,
we get to work with interesting people and
tackle many different challenges (at least
that’s how it looks months later when
the horrors have mutated into beer tales).
It’s a cash-flow business, meaning there’s
not a huge pile of investor capital in the
background to bail us out of trouble. So you
tend to dwell on the mistakes. A lot.
Thus we come to Red
Steel: Clash of Armor at Kishinev.
Following Success
Released a decade ago, Red Steel made
its debut at Origins 1996. The year before,
we’d had a definite hit with Great
War at Sea: Mediterranean. As a part-time
company in those days, we released very few
games a year. I wanted to break that cycle.
Most wargame publishers are part-time businesses.
I won’t name names, mostly because I’m
not completely sure where all publishers fall
on that scale and some of them may exaggerate
to play the “have pity on us, we have
to work a day job!” card (as opposed
to our “have pity on us, we got nothing
else!”). Running a business after hours,
one as complex as game publishing, is enormously
difficult. People who do it with no intention
of changing are either much tougher or far
less sane than I, probably a little of both.
I was determined to get off that treadmill,
and that meant a more frequent release schedule.
The logical follow-up to Mediterranean
was the North Sea version. That would be an
enormous undertaking, possibly a year’s
worth of effort in our part-time structure.
The then-art director argued passionately
for this course, even though it would take
a year. I wanted to release games again in
1995, if we met our deadlines, and had great
misgivings about making the next product one
that we knew would at best make the next year’s
convention season. If we failed to make our
deadlines — and we had not to that point
made a single one of those — we would
miss the summer season and likely be out of
business.
In the early days we presented 119694_avalanche
Press to the public as a happy partnership
of gamers “just like you,” but
the reality is that I’ve been responsible
for the company’s decision-making from
the first day, and this one was up to me as
well. I took what appeared to be the safer
course — we’d revert to traditional
wargames like our first four for the next
releases rather than attempt an ambitious
naval game with the huge art commitment that
represented.
Our most successful traditional wargame
to that point had been Blood on the Snow,
and so I pressed Brian Knipple for one like
it: a small number of playing pieces and low
retail price. Thus was born Operation Cannibal,
which would spin its own tale of disaster.
He offered a sequel to our original game,
Invasion of Italy, as the other: one
based on the Canadian fight at Ortona or,
alternatively, a larger one on Monte Cassino.
This was where insanity took hold.
Selling the Madness
I had always wanted to do a game focusing
on Romanian rather than German forces, and
here was opportunity. I slotted Red Steel
in as the second game, as I’d completed
the design a few months earlier and it was
farther advanced than the Ortona or Cassino
games. I was eager to publish a game that
refuted the wargame-received wisdom that Romanians
were all cowards; I’d personally witnessed
the 1989 revolution and those images were
still stark in my mind. These were not good
reasons to publish a game. I did it anyway.
I contracted Mark Simonitch to do the map;
he redrew the one I’d prepared using
better topographic sources and it is quite
nice. Since he had another job in the game
industry at the time, the map is actually
credited to my dog. In playtesting, the game
turned out to be really good — excellent
play balance, interesting weird units for
both players, opportunities to turn around
bad luck with reinforcements. I did impose
on it the rather silly notion that the game
system needed to be “easier” and
so it has separate basic and advanced rules.
Sometimes, you just have to accept that a
game system is complex and market it as such.
The game had, for its time, good packaging
and its game pieces were a noted improvement
over Red Parachutes. Physically, it’s
a very nice package that holds up 10 years
later. Game play is excellent.
Problem is, it’s based on a battle
about which most people outside Romania have
heard nothing.
It released in the summer of 1996 and did
moderately well. We had three new games that
season: Red Steel, Operation Cannibal,
and the card game of tenure politics,
Survival of the Witless.
At GenCon that year, I knew we’d made
a bad choice when some skinny guy with thick
glasses and thinning hair stood in front of
our booth for over an hour, touching the game
and saying over and over again: “unnnnnhhhhhh.
Rums on the attack. Scary. unnnnhhhhhh.”
John Morris would try to engage him in conversation,
and he’d make the same stock reply,
“I only play (some other company’s
games),” and begin his chant again.
He finally left when nerd repellent arrived
— an absolutely beautiful young brunette
woman with her hulking blond boyfriend. I
smiled at her, shook his hand and started
the song and dance, but he said, “No,
dude, it’s her hobby.” She proceeded
to ask detailed questions for the next 15
minutes, got a complete demo of the game system,
and bought a copy of everything we then made
while Fabio stood behind her quietly laughing
his ass off.
Not all lovely young women took to it so
readily. The new head buyer at Diamond Comics
Distributors, the world’s largest specialty
game distributor, critiqued the line harshly
when she took it over. “You have children
now. You can’t afford to do things this
stupid ever again. Your company has to grow
up, and so do you.” Some publishers
still hold grudges for similar things she
told them; I made her our vice president.
The Long Road to Valhalla
Over the next 10 years Red Steel sold
steadily, but was always outpaced by our newer,
shinier titles. Stung by the experience, we
didn’t go back to “real wargames”
for many years. In retrospect, the North Sea
game would not have made it to Origins 1996,
but Monte Cassino was a far better choice.
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The 119694_avalanche Press staff dances with
joy or, uh, something.

Untouched by flame. Draw your own conclusions.
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For the past several weeks, we’ve run
Viking Funeral sales on older games. These
are titles that have been around for many
years and have less than 500 copies left but
more than 100 — meaning they’re
not likely to sell out for a long time, maybe
years, but there aren’t enough of them
left to be worth mounting a marketing effort.
Some of them had weak packaging (Invasion
of Italy), some had to get out of the
way for a new game series on a similar theme
(Napoleon in the Desert and Eylau).
Red Steel is attractive, with very few
flaws as a game; as a product, it has many.
With the system getting a rebirth with Island
of Death and Alamein, Red Steel doesn’t
need to be around as the series’ sales
benchmark.
So far, we haven’t had to burn any
of the titles we’ve threatened to give
a Viking Funeral. Gamers have snatched them
from the flames. Red Steel has had its
day, and new games will take its place. With
the warehouse reaching peak capacity, some of
the stock has to go into remote storage, and
I just can’t justify paying fees to hold
these old games.
At $11.25, Red Steel is a wonderful
value. And when the sale’s done, we’ll
burn whatever’s left over.
I liked making the game, but it’s
become a constant reminder of what happens
when you put personal ego in front of sound
business decision-making. These days, I make
the games Liz Fulda approves. I’m not
sure if I want to see Red Steel set
on fire. It doesn’t hurt to remember
why.
Click
here to order Red Steel now! |