Showing posts with label CCGs. Show all posts
Showing posts with label CCGs. Show all posts

Tuesday, 26 August 2014

Gencon 2014 Report

GenCon this year was one of those experiences where I knew what I wanted to do, I did it in moderation, and it went well, producing a satisfied feeling. I wanted to:

* Play and run old school roleplaying games, meeting up with like-minded players and writers.

I think my first ever appearance on the official GenCon Schedule was a success, running the Mule scenario. Despite a few glitches in my preparation, the players had fun facing the challenges and coming out with all six slots on the Necromule filled with named corpses.

The midnight run happened on my Five Rings group's party floor, and while a little more distracted by raucous goings on, drinking and equipment mishaps, did take the players to a different area of the Crypts with a strange social encounter and a rousing final combat against plague zombies, who yielded only two nameable corpses.

On Saturday I went and played in Tavis' ACKS scenario using a Dyson Logos map and exploring an ancient tomb. A really good group of creative role-players assembled, including Tavis' 12 year old son, and I'm grateful he found space for me. We ate a burger, discussing insider stuff about the Dwimmermount kickstarter with one of the backers, and then headed off to our party floor to play a really good off-the-grid Ars Magica introductory scenario with GM Rob. Even better, Brian "Trollsmyth" Murphy stopped by briefly to say hi.

* Try new games of all descriptions.

Thursday morning kicked off with a definite "SCORE" at Gaming On Demand- getting first pick and picking Jason Morningstar's run of The Warren, an Apocalypse World game that does Watership Down/Bunnies & Burrows. Jason's scenario was a bayou with appropriate creatures and challenges, including a memorable Cajun raccoon named Boupignon. AW rules sets seem to hit the right notes between rules-light and cool subsystems. In particular my rabbit, Tunguska, made good use of the Seer procedure in which the other players write single words on pieces of paper and the seer has to make up a vision involving them.

I did the usual walking the dealer hall and trying new games. I can report that a) playing a demo and then not being able to buy the game because it will be "out in November" is a frustrating experience b) if you walk on to an empty demo table it may be because the game sucks; good games seem to create their own buzz and interest c) so the only game I played and got was the PvP deckbuilder Star Realms, whose computer version is indeed fiendishly addictive. Also bought the usual ton of miniatures and accessories, and got but did not play Hillfolk - my impulse is to start with anything but the.vanilla-Hebrews default setting.

Also memorable - bottom feeding on the party floor (thanks Eric, I think) with weird card games using Magic mechanics for questionable simulational purposes, like Ultimate Combat where mana is "conditioning" and "fighting spirit" and so forth and creatures are combat moves, all illustrated with amateur photos of karate dojos -- or god help me, Furoticon where the mana is one of four genders and you can send minions to block your enemy's erotic assault before your orgasm points or whaatever are worn down.

* Do some networking.

As well as catching up and connecting with the new brand manager for the L5R CCG, and other people in that enterprise, I went to a seminar "Gaming as Other" where useful advice was given about helping to diversify the gaming world, and made some more connections there. There is even some possibility of a seminar next year on academic research and non-computer gaming. Would be great if I could wrangle my research fund to pay for the trip...

We're all getting older. There is less wild partying,more retiring at a reasonable hour, more reaching out and getting into new spheres of activity. Jet lag kicks my ass, too. But as a way to spend part of your vacation it's not half bad.

Thursday, 2 August 2012

Real Spellbooks

Not exactly the kind Jack Chick had in mind ...


but play aids that would save trips through the rulebooks by organizing each spell-using character's library into pages.

I know there have been various spell card decks here and there through the ages. Stuart's pocketmod spellbook is almost what I'm after, but I want the ability to easily add in spells and have different books for different characters.

And I've already got spell cards for my system...

Then I remembered the CCG flash in the pan of 2005: Zatch Bell. Its gimmick: your collectible deck was stored and played from inside a little spellbook binder with 16 sleeve-pages for the cards. This is perfect.



 It doesn't seem to be available through UK retailers ... good thing I'm going to GenCon Indy, huh?

Tuesday, 11 October 2011

Slouching Towards the Slugfest

There's a process I've observed over my years playing and designing for the Legend of the Five Rings (L5R) collectible card game, and that recently came to mind as I read what Randall had to say about overpowered spells in D&D.

Some background: The designers of L5R:CCG made a very simulation-based game back in 1995, much more detailed than the original CCG, Magic:The Gathering. The characters you brought out in this Kurosawa-meets-Tolkien world could attach troops and items, go to court, fight in duels, choose the terrain for their battles, cast spells - even commit seppuku if necessary.

One very visible source of strategic thinking for this game was Sun Tzu. Battles were winner-takes-all, with the loser destroyed, so assurance of overwhelming odds was necessary, and attacking always risky. It was possible to take back-and-forth actions to try to whittle down the enemy forces or temporarily disable them, but terrains could shut down battles or annul them entirely. What's more, there was a range of intrigues, assassins, duels, and courtiers that could put enemy leaders and troops out of commission before the battle.

This state of affairs resembles a certain type of old-school roleplaying game where combat is potentially lethal; where cheesy, if naturalistic, tricks abound. Flaming oil, sleep spells and war dogs were the players' weapons against save-or-die poisons, meager hit dice, and death at zero hit points. Under such conditions any advantage was acceptable to seek.

In both games, as time passed, designers responded to player concerns by making the combat more back-and-forth, less all-or-nothing. In L5R, effects that shut down battle or kept military units out of battle were greatly restricted or eliminated, starting in Diamond Edition in 2004, with the ideal being for units to meet in battle and trade actions back and forth. Meanwhile, D&D's 3rd edition redesign in 2001 also filed away the rough corners, with greater PC survivability, less absolute dangers, more whittling down and strategic combats.

This process - inevitable? - represents the fading of the simulation of war into the game of war. Also, the compression of the simulation of life (exploration, politics, intrigue) into the self-same game of war. The truth of Sun Tzu - avoid engagement if victory is not certain, and seek victory by other means than battle - turns into the chivalrous slugfest, approximating equal arms on an equalized battlefield.

Turning a rough-edged simulation into a smooth, equalized game is an achievement much prized, it seems, by game designers anxious to please a certain player demographic: those who at the same time take their games too seriously, while at the same time having little patience for subtle and deadly gameplay. It's as if people would agitate for fool's mate to be removed as a possibility in chess. There's a visible point, though, in many gamers' evolution when they become willing to put down the foam boffers and pick up the katana.

Monday, 26 September 2011

The Fantastic Through Obscurity

Discussion on how to keep the fantastic in adventure gaming continues, with a renewed desire and specific tips. My further thoughts ...

In information security, the phrase "security through obscurity" is used to disparage the hope that vulnerabilities can be protected by keeping them secret. In their early stages of development, many game forms achieve a sense of wonder through obscurity. Magic: The Gathering, for example, initially provided this sense of wonder through opening packets of collectible cards and finding ones you'd never seen before ... or having them show up in your opponent's deck. Eventually, like many security-though-obscurity hopes, this was dashed through the posting of complete spoilers on the nascent Internet, and through the practice that rapidly developed (to Wizards of the Coast's great joy) of buying whole boxes of product in order to get a complete set. Within a few years it was a poor collectible card game whose manufacturer did not provide rarity symbols, checklists, and eventually complete spoilers and previews.

Was there an attempt to keep the fantastic around through obscurity in early D&D? It's hard to deny when reading the Gygaxian objurgations in AD&D to keep players' noses out of the Dungeon Master's Guide. But that is already late in the day. The time of wonder and fantasy is fading, and the desire to standardize the game deals the death blow; the secrets that used to be kept in the Dungeon Master's cranium are now holy writ. In this light the railing against players accessing the mass-produced secrets sold in Barnes and Noble sounds as hollow as Canute's commands against the tide.

In the age of the Internet spoiler the sense of wonder is even more crucially down to the individual game master. In the comments on Monsters & Manuals I made a point that bears expanding here.

1. When players are denied access to the rules that let them carry out mundane tasks at the starting level, this creates a denial of mastery. You can certainly play this way, with players issuing orders and seeing what happens, in a "fog of war" kind of way. But a lot of players are used to a certain level of rules mastery; a generation has grown up with console RPGs. You don't have to deny them this all the way.

2. Expanding what I've said about high level magic spells, denying knowledge of rules and techniques found at higher levels also helps create the sense of wonder. If the game was about kung fu, then not being able to read all about what a high level Taoist master can do would help achieve this.

3. The technique in Lamentations of providing no standardized monsters or magic items points the way to a game system where the rules of the mundane are known to the players, but the fantastic elements are an idiosyncratic revelation from game to game. Yes, creating the fantastic is hard individual work for the DM. But the alternative, especially with experienced games, is a group of players who ready the oil when they see a troll, who can find out exactly how much every gland in every dead monster corpse is worth, and for whom the only surprise is tactical, not strategic.

I have a few ideas of my own, both on how to make the hard work easier, and how to make the hard work mean more. Next post I'll try to articulate them more fully.