Wednesday, November 26, 2014

When The Fun Stops

Something I'm learning more and more:  When you work on a thing - even a fun thing - it runs the risk of Not Being Fun Anymore. And, when that happens, you need to just walk away. Not necessarily forever - just until the thing is fun again.

That L5R Generational rules set I'd been working on?  I got stuck. I couldn't get a good set of random event tables together.  It felt like I was beating my head into a brick wall trying to produce it.

No-one is relying on me to finish this. I haven't been paid to produce it. So - at this point - it's safe for me to walk away for a while.  And I did.

Two nights ago, I woke my wife up to bounce an idea off of her that I think will work.

Walking away for a few months was all I needed to do.

But it's not always appropriate to walk away. For example, when Asmodee asks me for help with a project, they're on a deadline. I don't have the option to walk away. People are relying on me.

There was one project I remember from a few years ago that had four or five of us on Skype or Hangout until two or three in the morning Pacific time (so five or six in the morning where the rest of the team was). Because people were relying on us.

Writing this blog is fun. It's been fun for as long as I've been writing it.  There have been a few stretches where I'd wake up and dread having to say something - but those have been few and far between.

A few weeks back, the DCI revoked the Rookie of the Year award. The week after that, Days of Wonder had to change the winner of the Ticket to Ride World Championship before it was declared.  Because of alleged cheating.

Did these guys cheat? I don't know.  But in both cases, I can almost guarantee you they weren't having fun anymore.

I think that's probably the fundamental rule for me about games and gaming: When you stop having fun, walk away from that game. Find another one.

I guess that's one reason I'm so much more of a boardgamer than a roleplayer these days. Board games require a commitment of a few hours.  Roleplaying games require so much more time - and they're socially awkward to bow out of mid-game.

I can't remember the last time I bowed out of playing a game due to not having fun, though. So it may be a moot point.

Wednesday, November 19, 2014

Player Buy-In

I own a lot of games. A crazy amount, really. And far too many of these games will not see play from my shelf anytime in the forseeable future because of my players.

That makes it sound like I dislike my group - and I don't. I have been blessed with a really good group of players. But only for some games.

I'm not currently running any games. I'm playing 13th Age and Dungeons & Dragons (4th Edition). These are both games where player buy-in is minor. The responsibility of the player for these games boils down to Show up. Roll some dice. There's not a ton of record-keeping or other work involved.

The first session involves a bunch of work for character generation, but that's about it paperwork-wise.

At the other end of the spectrum is Pendragon, where every session or two, every player needs to spend some time rolling dice for their character's lands and family. It's a lot of paperwork, and to make it work, you need to have players who are willing to put in the extra effort. It runs better if they are both interested and willing, but you can make it work with just willing players.

Pendragon is one of the best games that I don't often have the opportunity to play.  Ars Magica is another. And, if anything, ArM has a tougher buy-in requirement. At the first session, players first make their characters. Then they make companion characters. Then they build their Covenant (up to and including determining specific books for the Covenant library).

And then, every few sessions, you need to track your character's aging/advancement and what you've done for the Covenant. In fact, roughly 1/4 of the time, you'll play a Companion rather than your Magus.

It's one reason I'm still plugging away at that Generational L5R thing I mentioned a few months back - I have a player who is an L5R nut. He loves the setting, and will sit through crazy amounts of bookkeeping to be able to play there. So if I can get that working, it might make Ars Magica an easier sell down the road.

Somewhere in the middle is Burning Wheel, which is ... odd. Because players need to keep track of their successful rolls and their failed rolls, because advancement requires a certain degree of both. And it takes time to learn BW - players who aren't willing to spend the time will find it unrewarding. But players who grab the various system nuances find it hugely rewarding.

But it got me thinking a bit about player buy-in.  What does it take to draw a player into a game?

For me, +Wade Rockett running a game is enough. I'd even play an RPG that uses Fluxx for its resolution system if he were to run it.

The D&D game we're in is another one where the buy-in for me is "the chance to occasionally see my friends in person." Which reminds me - I need to write a post about Gaming As An Introvert sometime.

In other news this week, Fantasy Flight Games is merging into Asmodee. Wow. There's a ton of idle speculation out there about what exactly this will mean for all involved. Me? I'm excited. And - like I said in September when Asmodee bought Days of Wonder - I trust Asmodee. They've spent ten years building that trust. So I'm looking forward to seeing what this merger does for us.

Wednesday, November 12, 2014

A Return To Old Friends

Following a convention, there are often months straight where I play nothing that isn't new. And then things settle back into their usual routine and the old favorites start to creep back out. It's not that the Hot New Games are bad or anything like that - far from it - it's a regular rotation.

Last time I was at Game Night, I played Seasons for the first time in far too long. Even though it was new to the rest of the table, for me it was settling back in with an old friend. The fact that it'd been set aside for so long made it new, fresh, and exciting to me.  And sometimes you need to do that.

Then, a few days ago, I went to Board Game Arena and played Sobek. Again, it was a return to an old favorite that I don't play often enough.

Tonight, assuming I remember, I'll have The Great Khan Game in my car. It's a game I haven't played in twenty years - but it's a Tom Wham game, which means it's fun. Probably.

I recently replaced my copy - I'd owned it when it was still new, and played it a bunch. I remember it being fun, but I've found that my tastes have changed over the years.  Either way, it went out of print and skyrocketed in price.  A few weeks back, I found a copy on BoardGameGeek for half of what even the "missing pieces" folks on Amazon are selling it for.  I confirmed with the seller that it was complete, and placed the order.  And - sure enough - it's complete. And not completely punched, either.

Tonight, I'll also get to see Alex again.  Alex is someone I've known for nearly a decade - we met at my second (and last-so-far) Origins, where he helped Christophe Boelinger and I run the Asmodee booth.  After the show ended, he taught me a game that he really liked that he was 100% sure I'd never seen before. And he was right.

It was a little game that had been produced in a limited edition, and it was called Shadows Over Whitechapel.  And I loved it.  I thought it was amazing.  So when, a few years later, it was re-released with a new title in a new edition, I was completely ecstatic.  And Alex bought a copy for Steph and I as a gift, too. At a convention where he had the designer and artist autograph it for us.

In fact, it, its expansions and spin-offs are among my favorite two-player games.  The new title that I mentioned, by the way, is Mr. Jack. And Asmodee now distributes it in North America.

So it's going to be a good week at Game Night.  Not that there is ever a bad week at Game Night.

And one final note for this week:  I only have one Kickstarter project currently active. It's (as of this writing) almost at goal. The project creator fulfilled his previous project on time and it was good.

So, if you're a roleplayer who's got a couple of bucks to spend, check out Riders. If it interests you, please back. Because it's soooo cloooose to hitting goal.

Friday, November 07, 2014

Oops.

I realized this morning that I hadn't scheduled a post to go live on Wednesday.  My wife had surgery on Wednesday morning, so my life has been pretty well focused on that.  I'll have a post for next week, unless things take an unexpected turn between now and then.

Before you ask: She pulled through okay and will be back to normal within a few weeks at the outside. Her doctor (and the nursing staff at the hospital) is surprised at how well she is doing. Realistically, I really didn't need to take time off of work to take care of her. That's how quickly she's recovering.

Either way: No post two days ago. Normal post expected for Wednesday morning.

Wednesday, October 29, 2014

Reading, Prepping, Playing

It's been a good long while since I did a post about the media I've been consuming lately.

See, I'm working on putting together a Legend of the Five Rings game. I know I mentioned this a while ago, but it's still in the works.  But I've been consuming a ton of related media lately.

I was introduced to Lone Wolf & Cub by the film series. At the time, I'd never read the manga. I'd never seen the TV series. It was all fresh and new to me.  The VHS packaging at the time included a small slip of paper with every installment that informed Western viewers of one of the cultural elements from the film that had been especially difficult to translate or that would not make sense without a bit of backstory. Well, Dark Horse has been putting out omnibus editions of the manga.  In fact, I linked to the first one above. And they don't need the little slips of paper (because they have glossaries at the end).  I'm reacquainting myself with the setting all over again - and loving it.

But Amazon saw what I was reading and had another recommendation for me: Samurai Executioner. I actually like it more than I like Lone Wolf & Cub. This, by the way, was a jarring realization. In many ways, Samurai Executioner is more approachable than the other series - and every story is another lesson on the nature of bushido. And it's not a lesson that's pounded at your repeatedly, either. It's from the same team that did Lone Wolf & Cub, so you know it's good stuff even before you crack the book open.

I'm also reading the Path of the Assassin series. I don't like it as well as I like the other two. It's less-approachable and the main character is someone that I (personally) haven't found especially likeable.

I have also pre-ordered The Usagi Yojimbo Saga. In fact, Volume 1 should be in my hands before this post goes live. Stan Sakai is another author who can lecture about bushido without making it feel like a lecture.  And it helps that Usagi is such a likeable character, even on his bad days.

In non-Japanese-flavored media, I was introduced recently to a book entitled Watson Is Not An Idiot. I'm reading the Holmes stories at the same time. I'm first reading the Holmes story and then I'm reading the essay about that story in the Watson book.  It passes the time.

In a similar vein, I've been reading These Are The Voyages - which is about the story behind the scenes of the original Star Trek.  I'll read a chapter of backstory and then watch that episode. It's probably how the writer intended for it to be read.

I've also caught up on the October Daye series by Seanan McGuire. If you like urban fantasy, I cannot say enough good things about this series. Book one is Rosemary and Rue - and it does an excellent job of setting up the world (and the reader's expectations). I've probably recommended it before, but I'm going to continue to suggest it to people who are looking for something good to read.

I should also post sometime soon about the TV I've been watching - this new season has launched a number of shows that I'm watching. And probably shouldn't be, because I do sometimes watch too much TV. But that's another post for another week.

Wednesday, October 22, 2014

Character Generation Project: Firefly

Those of you who are new to the blog can find out what this "Character Generation Project" is all about here. Stephanie's usual approach to character generation can be found here. In addition, there is a link to all of the project posts in the sidebar to the right.

Maragaret Weis Productions recently released a new Firefly RPG. And we're suckers for the setting.  It uses the Cortex Plus system, and so is radically different from the Serenity RPG that Steph made a character for waaaaaay back when.

So, without further ado, here is her character (click on it for larger) and questionnaire:

Which game is this for?  
Firefly

How long did it take you to generate the character?  
About half an hour
Seriously. It was that fast. This game has some of the fastest character generation I've seen.

FireflyWhat was your character concept going into generation?  

A con artist masquerading as a Shepherd

Did you feel like character generation captured the flavor of the setting?   
Absolutely

How much control did you feel like you had during character generation?   
A good amount of control

Did the game help you make the character you wanted, or did it feel like you were fighting the game?
I wasn't fighting the game, and the process gave me some ideas to make my character better.
This is interesting, because a large part of character generation is choosing templates. The game calls them "Distinctions," and they are a factor in play - they give you more dice to roll.


Do you like the character you ended up with?  
Yes

Do you think your character fits your concept?  
Yes

Do you feel like your character would be effective and/or useful in a game?  
He’d be the one doing all the talking, but not one to actually fight or fly a ship
And I have to partially disagree with this - with a d6 Fight and a specialization in Fists, I think "Shepherd" Polk would do better in a fistfight than Steph suspects. And his d6 in Shoot won't hurt, either.

Was there anything in particular that you struggled with mechanically?  
I was a little confused about how to purchase skill specialties, but otherwise things went well

Did anything run more smoothly than you had expected?  
Everything was pretty easy.
Short of something in the vein of Feng Shui or Talislanta, I don't think she's likely to find much easier character generation out there.

What changes would you have made to the character generation process?  
It’d be nice to know up-front how many points I have to spend in the different areas.
The Signature Assets and Skill Specializations aren't explained up-front - they tell you what they are in loving detail and then tell you how much you can spend on them.

Did anything leap out at you as obviously broken or unbalanced?  
No.

What led you to choose this game as the next one to make a character for?  
I love Firefly, and have been hearing good things about this game.
And not just from me, either. This game has been getting pretty rave reviews just about everywhere.

How would you compare your experience with this game to your experience with other games?  
Much easier across the board.
Is this a character you would be willing to play in a campaign?  
Yes.
In fact, she wants me to run at least a one-shot. Personally, I'd like her to run a one-shot sometime ...

Does this character make you want to play this game?  
Absolutely

Do you have any other questions, comments, etc.?  
I really liked having the archetypes to refer to, as they gave me a good sense of what a character should look like.
Before telling players how to make their own characters, they have a dozen or so excellent examples of characters in addition to the cast of the TV series.

Have you given any thought to what game you'd like to do next?  
Possibly Burning Wheel.
Yep. From one of the easiest games to make a character that we own to one of the more difficult. I'm actually very curious what sort of BW character she'd come up with.

Wednesday, October 15, 2014

The Best Games I Brought Back from GenCon: Hyperborea

Unlike Abyss and Cyclades: Titans, I'd never even heard of Hyperborea before GenCon.  I saw these large $100 boxes being unpacked and I asked one of the teammates for a quick overview.

"It's a fantasy-flavored 4x game with a deckbuilding element."

And that's ... that's actually a pretty good description.

Let me break that down a bit for you:

Fantasy-flavored  
The game has its own setting.  I'd argue that it's "sufficiently advanced" rather than Fantasy - it's certainly post-Apocalyptic.  Players take the role of one of six different factions who are exploring territory that used to belong to an ancient civilization that "used magical crystals as their main source of energy," before it collapsed, locking its land away from the rest of the world. Only now that barrier has collapsed, and you are trying to seize power for your faction.

I'm not a player for whom the theme is usually a make-or-break, but it's nice to have a 4x game that isn't set in deep space.

4x
For those of you who don't know, 4x stands for eXplore, eXpand, eXploit, and eXterminate.  It's a game where you are exploring a map, expanding your territory, using the resources found in the territories you control, and exterminating your foes.  Most 4x games on the board game end of things are crazy-detailed and crunchy.  It's not a category of game I tend to enjoy because there is often a great deal of record-keeping.

4x games tend to be very hit-or-miss for me.  I really enjoyed Twilight Imperium at first, but as time has gone by, I've grown less fond of it. Space Empires 4x was too crunchy and detailed for me. Eclipse was amazing.  This is much more on the Eclipse scale - I get the full 4x experience in a fraction of the time.

Deckbuilding
This has become a big thing of late. It's been around since Magic: the Gathering, but in recent years it's become part of gameplay rather than something you do between games. Dominion is the first (and still the best) example of how to do a deckbuilding game.  In short, you start with a limited pool of resources of which a number are drawn every turn. You use those resources to alter the mix of available resources.

In Hyperborea, the deckbuilding element has to do with cubes in an opaque bag.  Each turn, you have three cubes with which to program your actions.  You can see part of the player board in the foreground, here:



So how does it work?

At the start of the game, each player gets a faction.  Either chosen or assigned - it doesn't matter.  Each faction has two available special abilities. Players should choose one of these special abilities (which are unique to this faction).  I've played most of the factions, and they feel balanced - but we're not hugely experienced at the game, yet. I've only played seven games so far.

Each turn, you will start with one or more cubes to assign to slots on your player board.  Those slots make actions available to you - movement, combat, technology, and victory points are all things you can get.  You then use those actions to move around the board.  When you reveal an empty hex (by moving to an adjacent hex), it'll have cities and/or ruins on it.  The ruins will have tokens which grant additional rewards while the cities can give you actions. Ruins and cities are haunted by the remnants of the Hyperborean civilization which fell, so you need to slay the ghosts before using the space.

When you move a unit into a ruin or a city, they are stuck there until you perform a "reset" - which happens when you go to draw cubes from your bag and find it empty. During a reset, all of your cubes are returned to your bag and your units on the board are moved back outside of cities and ruins.

Your player board has two actions in each category, with spaces for cubes that are color-specific - you can only have cubes on one action at a time. In general, the top action is less-powerful, but has a multicolored space that will accept any non-grey cube. Advanced technologies give you more actions on which to spend your cubes - some of them are better versions of the board actions, some of the modify the effects of the board actions, and some of them are practically identical to the board actions (but they allow you to take that action again without needing to reset first). Of course, advanced technologies also add grey cubes to your mix, and they're not exactly useful.

There are three ways to trigger the end of the game:
- Get all of your available pieces in play
- Gain a twelfth victory point marker
- Gain a fifth advanced technology

Once this happens, everyone else gets a last turn, and you move on to scoring. Points are scored for victory point markers, combat victories, cubes in your bag, bonus tiles, advanced techs, and territory control.

It - for me - scratches a similar itch to Eclipse, but it's different enough that I don't think I'm wasting space by owning both. And this plays much more quickly - I've gotten through two games in an evening. And it always leaves me wanting more.

The game was available at GenCon and will be at Essen, and then it has its broader release next week.  I heartily suggest you take a peek.