After reading through myGenCon haul, I'm beginning to suspect that the Game Master (GM) is an endangered species. Most of the Indie RPG's I purchased either share the GM duties or else do away with the GM entirely. It's very interesting to read.
And a startling realization. Every role-playing game I've purchased and played for twenty years has had a stark division between GM and Player. It was a line that was not crossed. Our GM's didn't tend to apprentice non-GM's, s it was a matter of Learn By Doing, which led to some (admittedly) bad games. I'd have killed for something along the lines of Robin's Laws of Good Gamemastering back then. (FYI: Robin's Laws seems to have gone out of print, but is still available as a .pdf). In fact, I have half a dozen books designed to help GM's step up their game.
In the old days, we'd sometimes find someone with The Knack. The best GM I've ever had chose to run Rifts games.
Yes, that Rifts. You need to be almost perfect to be able to run Rifts, due to the sheer number of munchkins it attracts. But I'll talk about Rifts another time.
At the opposite end of the spectrum from Rifts is Piledrivers and Powerbombs, which suggests rotating the GM duties among all players. Somewhere else on that spectrum is Polaris, where each player takes a specific portion of the GM duties based on seating position. So the player to your left has one responsibility, the player to your right has another, and the player across from you has another set of responsibilities.
Even Dungeons and Dragons (in 4th Edition) has a section in the Dungeon Master's Guide on playing without a GM. Whether that's due to the game looking towards a GM-less future or because it's now more board game than role-playing game is a debate or another time.
I don't think the office of DM is going away - but I do think we're due for a shakeup. Play Unsafe looks ready to help players step up their game.
I'll let you know.
Sunday, October 26, 2008
Wednesday, October 15, 2008
Learning New Games
Posted by
Eric Franklin
Learning new games is not always the easiest thing to do. As my group's primary Explainer, however, it's important for me to be able to learn them quickly - and well.
Here's how I've learned to learn games:
Step 1: Read The Rules
I know. It seems too basic. But there have been times when I learned a game from a friend and found out years later that I'd been playing it wrong. A good example of this is Monopoly. When's the last time you read the rules?
When reading the rules, make sure you have the components out and in front of you so you can reference them - usually the rulebook will have one or two images of some of the components, but they may not be the best possible representatives.
Step 2: Play Some Practice Turns
Since you have the components out already, play a few turns with yourself. This will help you figure out how a round feels. It won't help you figure out the rhythm of the game, as that requires actual opponents - but you'll be able to get an idea. It'll also highlight areas where members of your group are likely to have questions.
Step 3: Find A Guinea Pig
If you're going to be playing the game, you'll eventually need to teach others. Start small, with someone you know.
When I'm learning a new game, I'll often ask my wife if she wants to give it a shot. If she's not available, there are several others I'll talk to. Sometimes, I'll bring a new game to Game Night and look for a straggler. "I notice you're not in a game. Want to help me figure this one out?"
Step 3a: Screw At Least One Rule Up
It's not a deliberate thing, but, when teaching a new game, I always overlook one critical rule. The first three times we played Power Grid, we limited people to buying into only one city per turn. It made for an exceptionally boring game. I almost didn't give it another shot.
When you do find a missed rule, by the way, you have a few options:
The more you play a game, the better the grasp you'll have on the rules. I try to play two full games in an evening (time permitting) when learning a new game. Two games in an evening is enough to cement the rules faily well in my mind.
By following these four steps, I've managed to learn a number of games well enough to be able to teach them without referencing a rulebook. Knowing a lot of games can also help teach people other games - you can reference one game when teaching another. "Remember how, in Ticket To Ride, you can't use other people's trains? Transamerica is the opposite of that." A broad knowledge base is helpful when you're part of a demo team for this exact reason.
Finally: A boardgaming post! :)
Here's how I've learned to learn games:
Step 1: Read The Rules
I know. It seems too basic. But there have been times when I learned a game from a friend and found out years later that I'd been playing it wrong. A good example of this is Monopoly. When's the last time you read the rules?
BUYING PROPERTY… Whenever you land on an unowned property you may buy that property from the Bank at its printed price. You receive the Title Deed card showing ownership; place it face up in front of you.Anyone remember that rule? It dramatically changes play, and makes the game interesting. Certainly more than just another roll-and-move.
If you do not wish to buy the property, the Banker sells it at auction to the highest bidder. The buyer pays the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option to buy it at the printed price, may bid. Bidding may start at any price.
When reading the rules, make sure you have the components out and in front of you so you can reference them - usually the rulebook will have one or two images of some of the components, but they may not be the best possible representatives.
Step 2: Play Some Practice Turns
Since you have the components out already, play a few turns with yourself. This will help you figure out how a round feels. It won't help you figure out the rhythm of the game, as that requires actual opponents - but you'll be able to get an idea. It'll also highlight areas where members of your group are likely to have questions.
Step 3: Find A Guinea Pig
If you're going to be playing the game, you'll eventually need to teach others. Start small, with someone you know.
When I'm learning a new game, I'll often ask my wife if she wants to give it a shot. If she's not available, there are several others I'll talk to. Sometimes, I'll bring a new game to Game Night and look for a straggler. "I notice you're not in a game. Want to help me figure this one out?"
Step 3a: Screw At Least One Rule Up
It's not a deliberate thing, but, when teaching a new game, I always overlook one critical rule. The first three times we played Power Grid, we limited people to buying into only one city per turn. It made for an exceptionally boring game. I almost didn't give it another shot.
When you do find a missed rule, by the way, you have a few options:
1: Start OverStep 4: Play Again
If it's a rule that would significantly alter the game and completely change the strategy, this is sometimes a good idea. Most of the time, however, I tend to suggest the other two options.
2: Correct The Rule At The End Of The Round
This is risky - If a player's strategy is built on the rules working a certain (wrong) way, correcting at end of round can screw over a small number of players while giving others a significant advantage. In games where each round involves a board reset, however, this is a viable option. Poker, for example - each hand has almost no connection to the preceding hand.
3: Finish the Current Game With The Wrong Rule
This is what I prefer for fairly short games. Fess up - "Oops! Looks like I was wrong. You only need ONE Flood, no matter how many Nile Tiles you have. Shall we finish like this and fix it next time?"
The more you play a game, the better the grasp you'll have on the rules. I try to play two full games in an evening (time permitting) when learning a new game. Two games in an evening is enough to cement the rules faily well in my mind.
By following these four steps, I've managed to learn a number of games well enough to be able to teach them without referencing a rulebook. Knowing a lot of games can also help teach people other games - you can reference one game when teaching another. "Remember how, in Ticket To Ride, you can't use other people's trains? Transamerica is the opposite of that." A broad knowledge base is helpful when you're part of a demo team for this exact reason.
Finally: A boardgaming post! :)
Tuesday, October 07, 2008
WWE RAW
Posted by
Eric Franklin
I said it a few years ago, and I'll say it again: Role-Players can learn a lot from professional wrestling.
I've been quiet here the last week or two - I haven't forgotten about this blog, nor have I been ignoring it. I've been doing some revision work, playing some 4E, and reading my GenCon purchases.
Last night, my wife and I took a break to go watch WWE Raw live at Key Arena here in Seattle.
I'm working on posts about 4E, Indie RPG's, and (of course) Asmodee Goodness (I just got all three Hero: Immortal King boxes, and I'm looking forward to writing about them).
I've been quiet here the last week or two - I haven't forgotten about this blog, nor have I been ignoring it. I've been doing some revision work, playing some 4E, and reading my GenCon purchases.
Last night, my wife and I took a break to go watch WWE Raw live at Key Arena here in Seattle.
I'm working on posts about 4E, Indie RPG's, and (of course) Asmodee Goodness (I just got all three Hero: Immortal King boxes, and I'm looking forward to writing about them).
Wednesday, September 24, 2008
RPG Character Sheets
Posted by
Eric Franklin
I don't know if you've paid a lot of attention, but there was quite the kerfuffle lately over Wizards of the Coast's D&D Character sheets packet, as it costs about $1 per sheet.
Now, you can also download the official sheets. If you like them.
I don't. For D&D sheets, I'll usually go to Mad Irishman Productions. In fact, I like most of the Mad Irishman's sheets.
To be honest, I very rarely like "official" sheets for any game. RPGSheets.com has a huge variety of official and unofficial character sheets for thousands of games. When I have an odd game idea or a game blend, I'll occasionally put together a sheet for it - I did a Stargate: SG-1 game using the Synergy system (the system used for Blue Planet V2). RPGSheets hosted it until a fairly recent server crash.
I really feel for the sheet designers - it's not easy fitting enough information for some games onto one or two pieces of paper. It's a tricky balance deciding how many skill spaces to put onto a sheet or how much room for equipment. It's one reason a well-designed sheet is such a thing of beauty.
Now, you can also download the official sheets. If you like them.
I don't. For D&D sheets, I'll usually go to Mad Irishman Productions. In fact, I like most of the Mad Irishman's sheets.
To be honest, I very rarely like "official" sheets for any game. RPGSheets.com has a huge variety of official and unofficial character sheets for thousands of games. When I have an odd game idea or a game blend, I'll occasionally put together a sheet for it - I did a Stargate: SG-1 game using the Synergy system (the system used for Blue Planet V2). RPGSheets hosted it until a fairly recent server crash.
I really feel for the sheet designers - it's not easy fitting enough information for some games onto one or two pieces of paper. It's a tricky balance deciding how many skill spaces to put onto a sheet or how much room for equipment. It's one reason a well-designed sheet is such a thing of beauty.
Thursday, September 18, 2008
Dungeon Twister Reference File
Posted by
Eric Franklin
Some of you know that I have a Dungeon Twister reference file I've been keeping with all of the characters, items, and terrain pieces from all of the sets released so far (in both French AND English).
With the help of two French DT fanatics (Fabrice Wells and 'Krazlafas), I have information on promo figures, as well.
I held off on uploading it to BoardGameGeek for a good long while. I decided recently to go ahead and upload it.
You can find the file here. Please let me know if you have any questions - there are details lacking in the file due to space concerns.
With the help of two French DT fanatics (Fabrice Wells and 'Krazlafas), I have information on promo figures, as well.
I held off on uploading it to BoardGameGeek for a good long while. I decided recently to go ahead and upload it.
You can find the file here. Please let me know if you have any questions - there are details lacking in the file due to space concerns.
Wednesday, September 10, 2008
Box Inserts
Posted by
Eric Franklin
So I got Tomb at GenCon. I opened it today to read the rules and chck out the components, and found a rookie mistake on AEG's part:
The box insert is designed to hold the components for shipping, and will not hold them nearly as well once the components have been punched.
There are slots for the cards, and a well. Which is nice. But there is a groove in the box insert to hold the cardstock sheets which contain the unpunched character standups. This groove is smaller than the boards are, so the boards won't fit into the groove.
This means that, once I've punched the counters out, I need to save the empty skeletons so that the cards don't fly everywhere when the box is moved from Point A to Point B. I'm not sure if the well provided will hold the character stand-ups when punched, either. The included cloth bag is nice, but won't hold the cards in place.
Why don't I just put the characters back into the skeletons and put it way that way? Because you put all of the characters into the cloth bag at the beginning of the game. And there are 84 different characters.
I said it's a rookie mistake, but more experienced companies have made very similar errors - Asmodee changed the insert for the English-language version of Mission: Red Planet to much the same effect: It doesn't hold the components once they are punched out and ready for play. I'm still not sure why the insert there was so radically different from the French version - it would have needed tweaking for the square board, it's true, but not a complete redesign.
I've now read through most of my GenCon haul, too. Partial reviews/overviews and discussion are coming.
The box insert is designed to hold the components for shipping, and will not hold them nearly as well once the components have been punched.
There are slots for the cards, and a well. Which is nice. But there is a groove in the box insert to hold the cardstock sheets which contain the unpunched character standups. This groove is smaller than the boards are, so the boards won't fit into the groove.
This means that, once I've punched the counters out, I need to save the empty skeletons so that the cards don't fly everywhere when the box is moved from Point A to Point B. I'm not sure if the well provided will hold the character stand-ups when punched, either. The included cloth bag is nice, but won't hold the cards in place.
Why don't I just put the characters back into the skeletons and put it way that way? Because you put all of the characters into the cloth bag at the beginning of the game. And there are 84 different characters.
I said it's a rookie mistake, but more experienced companies have made very similar errors - Asmodee changed the insert for the English-language version of Mission: Red Planet to much the same effect: It doesn't hold the components once they are punched out and ready for play. I'm still not sure why the insert there was so radically different from the French version - it would have needed tweaking for the square board, it's true, but not a complete redesign.
I've now read through most of my GenCon haul, too. Partial reviews/overviews and discussion are coming.
Thursday, September 04, 2008
Formula D
Posted by
Eric Franklin
I've now had a chance to read the rules to Formula D (the new edition of Formula Dé).
I had a chance to glance through the pre-production prototype at GenCon, while I was showing it off to Mark Kinney of All Games Considered. He emerged excited, and so did I.
Now that I've read the rules, I'm even more excited. I like Formula Dé. I think it's a great game. I think I'll like Formula D even more. They managed to make a great game even better, without losing any of what I liked about it.
I can't talk about it, yet, but once it's out, watch for some chatter here.
I had a chance to glance through the pre-production prototype at GenCon, while I was showing it off to Mark Kinney of All Games Considered. He emerged excited, and so did I.
Now that I've read the rules, I'm even more excited. I like Formula Dé. I think it's a great game. I think I'll like Formula D even more. They managed to make a great game even better, without losing any of what I liked about it.
I can't talk about it, yet, but once it's out, watch for some chatter here.
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