Wednesday, August 26, 2009

Collections: Just Another Game

I was all set to rant and rave about a couple of the games we managed to bring home from GenCon, when the head of the credit department at my office threw me an interesting curve ball.

"I'm not," he told me, "a gamer myself, but I like hiring tabletop gamers for Collections."

This was a sufficiently interesting statement that I pressed him for more information, and here's what he had to say:

Gamers understand the concept of turns.
When making collections calls, sometimes it's your turn to talk, sometimes it's the other guy's turn to talk. Non-gamers have a habit of interrupting or of spending too much time talking. Roleplayers especially understand the concept of whose turn it is to talk.

"In my experience," he said, "knowing that it's your turn to listen is an important skill that isn't easy to teach."

Gamers understand and follow the rules.
We want to win on our own merits. If a rule doesn't make sense or conflicts with another rule, we try to follow the spirit of the rules.

"Not every call will be covered by the rules," he explained, "so you need to be able to follow the intent of the rules. The rules don't make allowances for family illness or road construction in front of our building."

Gamers want to win.
Yes, gaming is a social affair. Yes, we all have our own reasons for playing games. But when you get right down to it, we want to win.

"In collections like we do," I learned, "the goal isn't to make the customer pay off completely - the goal is to get the customer to the point where we can sell to him again. That's not to say we never want our customer to pay off - because we do - but as a wholesaler, we are vested in our customer's success."

Gamers are problem-solvers who can adapt to changing situations.
Similar to being able to follow the rules, gamers are able to change strategies if the existing strategy isn't working.

"Obviously, all customers have different circumstances. Some customers can make small payments weekly, others can pay monthly or quarterly. The trick is to figure out which type of customer you are talking to, and create a plan that works for them."

Now, I'm not going to be joining the Collections team any time soon. This is partly because I have no great desire to move to Portland and partly because I like the job I have now. If I ever do join a collections team, however, I'll remember this:

"Collections is just another game. The best collectors are already aware of this and play to win."

Wednesday, August 19, 2009

Mission #200


Mission #200
Originally uploaded by Gamethyme
I'm still recovering from GenCon. It was good/great/magnificent.

It was a show filled with highlights for me - I'll try to get a post up later this week about it, but it may be next week.

The image you see here is one of my highlights: It's the scorecard from my 200th Virtual World Battletech Mission. It's also the first time I set foot in a VWE pod since the Wizards of the Coast Game Center in Seattle closed, nearly a decade ago. I'd saved my 200th mission for my birthday, and the center closed between 199 and my birthday.

I just want to thank John and Katie for recruiting enough players to fill an Advanced-level mission at GenCon.

Wednesday, August 12, 2009

No Post This Week

I'm tied up in final prep for GenCon, so there won't be a post this week.

Head on over to my twitter account to keep up. I can't promise a lot of tweets, as I will be working.

You can also follow #GenCon on Twitter - there's an RSS link to the right. It'll give you a good overview of what is going on all over the place, not just in and around the Asmodee booth. :)

Saturday, August 08, 2009

System Still Matters

Here's what we've covered so far:
System Matters because it sets up the expectations of the players.
System Matters because it provides a reward system, impacting the style of play.

Here's today's discussion:
System Matters because the system chosen restricts player choice.

This restriction begins at character generation:

If I tell you "Make a character for a game," you will probably first ask me what game it will be. After all, if we're playing D&D and you show up with a GURPS Traveller character, we have a problem.

If I'm more specific with my request - "Make a GURPS Swashbucklers character," then you have more information, but still not enough to get started. At this point, you need to know what power level the character should be, if there are any off-limits Advantages or Disadvantages, and so on.

Every choice that I, as a GM, give to my players modifies their available choices. "Make me a 150 point GURPS Swashbucklers character. Some GURPS Steampunk and GURPS Space skills and Advantages are available. Disadvantages worth more than 5 points require specific approval. Humans only, unless you have a really cool concept you want me to work in. No magic-users."

I've just told my players what I want - and have given them a clue about the game we'll be playing. I slammed a lot of doors shut - I won't be seeing a party of Elves, for example. But they know to expect Steampunk Swashbucklers in Space. Since magic is not a default in any of these settings, my mention of magic-users hints that magic does exist in the setting. It also suggests that it's rare - or problematic in some way. And non-humans do exist - that is made explicitly clear in my instructions.

System Matters because it can support the setting.

In Dungeons and Dragons, you very rarely see Wizards on the front lines going toe-to-toe with monsters. Instead, Wizards tend to stand back and fire spells from a safe distance.

The setting1 says, "Wizards are not melee fighters - they are support characters." In response, the rules give wizards fewer hit points and it's harder for them to wear armor.

Many games have system "tweaks" to respond to specific setting differences. The Fuzion system is an excellent example of this: Even with the same rules, a Champions: New Millennium character would not fit into a Bubblegum Crisis campaign - even if you ignored the setting clash.

Why? Because Bubblegum Crisis is a fairly gritty setting where guns are a thing to be feared. Superheroes, by contrast, don't usually use guns (or fear guns). Because of this, the Champions character will eat most Bubblegum Crisis adventures for breakfast. And a Dragonball Z character will overpower a Champions character without breaking a sweat.

In general, I'm not fond of universal systems in part because people will inevitably try crossovers between two very different settings, and then get upset when it doesn't 'Work.' This is partly because of publishers who get lazy and don't tweak their engine for different settings - In my Fuzion example above, the system is tweaked for each setting.

Part of my general dislike for universal systems is because of this lack of subtle setting reinforcement - a GURPS Swashbucklers character will be equally as effective against a sword-wielding medieval knight out of armor as against a WWII soldier in the trenches. In theory, any 100-point GURPS character is on par with any other 100-point GURPS character.

This is one of the few areas where I give credit to Palladium Books. If you look at the Rifts setting and all of the hundreds of thousands of available character options, it rapidly becomes clear that certain character options are dramatically more powerful than others. The various authors and designers involved don't even try to maintain balance. There are character races which are clearly better than others. I'd go so far as to guess that there are options that less than 1% of Rifts players take because they are so dramatically inferior. At the core of this inferiority is the Mega-Damage settings, where some character are 100x as tough as others just because they're from a different universe. There's actually a decent rant on this here.

I've got more to say on this, but this post is long enough already, I think. I'll be at GenCon next week and will be spending my normal writing time packing. This means a two-week disruption in posting here2. In the meantime, feel free to watch my Twitter feed, which will be active next week.

I'll see you after GenCon.


1 I say "The Setting" - the same applies to all published D&D settings I can think of, many of which are virtually identical.

2 The Wednesday AFTER GenCon may just be an overview of my haul.

Wednesday, August 05, 2009

Late Again!

This week's post will be late - My nephew's first birthday party was Sunday, so I haven't had a chance to finish my pending post.

Also: RPG.GEEKDO.COM is now open. It's from the minds behind BoardGameGeek, and hope to have similar utility. So far, it looks pretty good.

Go poke around a bit while you're waiting for me. :)

Wednesday, July 29, 2009

Bakong: Why I Should Never Run A Game Company

As you may or may not know, I spend a lot of time communicating with people about games, and I'm learning more and more what it takes to run a successful game company.

And I couldn't do it - there are just too many things to balance.

For example: What games would I choose to publish? Right out of the gate, Game publishers have to decide whether they are targeting the hardcore or the casual gamer. There are publishers who do both - but you need a starting point, and veering too far from the starting point loses you fans. Asmodee has managed a middle-of-the-road strategy thus far - but they had a head start, as they are France's largest game publisher and had a number of excellent games to choose from.

Even so, were I in charge, I would have made some serious mistakes. For example, I would probably not have published Jungle Speed, which was (arguably) their first US hit.

I also would have passed on Bakong as being "too simple."

Bakong is very simple:

Start by laying out the "board" - basically, make a line of tiles from the starting camp to the Temple and back.

Then roll two dice. Use one die to flip a tile somewhere in front of you and use the other to move. There are hazards which can stop your movement or hurt you. Your move may allow you to pick up one or more emeralds. You may pick up some equipment to ignore one or more of the hazards. Picking up equipment and emeralds fills your backpack, by the way. You don't have room to carry everything you want.

Either way, each turn you have one decision: Which die do I use to flip, and which one is my movement die? If you manage to obtain equipment, it adds the further question, "Which piece of equipment is best for me?"

As soon as you reach the temple, you should take the largest Emerald still there and start back. The emeralds are large and impose some severe limits on space in your pack. In fact, if you have the biggest emerald, you can't fit the best equipment. The biggest emerald also prevents you from healing.

The first player to reach the Temple and return gets a bonus tile. After that, it's a matter of waiting to score.

You score points for Emeralds (the big one you'll have as well as the little ones), and lose points for wounds. Most points wins.

That's it. The game really is that simple.

It's a game that could do well if it found a spot on the shelves at Target or Wal*Mart. That's not to say it's a bad game - because it isn't. It's a very good game, and could very easily become an excellent gateway game, if given a chance.

It also fills a niche that is frequently overlooked by game companies: Games for children. There aren't many games which bridge the gap that falls between Candy Land or Chutes and Ladders and Ticket to Ride or Carcassonne. And most of these gap games aren't likely to be on display at GenCon, as they are mass-market.

Last year, we had some kids come to our booth to play games. The same five kids, over and over and over and over. While they could understand the rules enough to play the games, they just as clearly weren't grasping the strategy involved. This led to games where other people may have gotten negative impressions of a game because of how the kids played. These kids, for the record, were not dumb. They were just young.

If those kids are back this year, I'm gonna try to show them Bakong.

I'm also going to try to sell a copy to my friends Dawn & Jim. I think Eli is about the right age and attention span for this one.

Wednesday, July 22, 2009

GenCon Games


GenCon Games
Originally uploaded by Gamethyme
As I'm sure you know by now, I work the Asmodee booth at GenCon. If you didn't know that already, then you probably haven't been reading very long.

So I'd been wondering what games we'd be focusing on at GenCon this year. I'm still not sure which games will be our focus, but, after receiving a package this evening, I now have a much better idea.

I was specifically told to be familiar with the rules for these games:

Bombay, Snow Tails, Dixit, Two expansions for Formula D, Bakong, You Robot, and Ca$h 'n Gun$: Live.

Not a problem. I also expect to play a fair amount of Giants, Jungle Speed, and Ghost Stories. And, of course, that old convention standby, Werewolves of Miller's Hollow.

This year, we're sharing Booth 1601 with Repos Production.

My lovely and talented wife, Stephanie, will be present again this year. It means that our booth has three languages covered - I speak English, Stephanie is fluent in Spanish, and, of course, the Asmodee and Repos folks all speak French.

We have less than a month to go until GenCon. Because of this, I'll be spending the next few weeks getting ready - it means my updates will be probably shorter than you've gotten used to. As long-winded as I've been lately, this might be a good thing.