Game system flavor & optional rules

This is pulled from a conversation I had recently about optional rules.

Rules combine to make systems, and systems create flavor by shaping the permissible and supported space of a game. Any skillful or willful group of players (the storyteller is a player too) can play outside the rules of the game system they’re using—that’s normal!—but that play isn’t supported by the system, and it isn’t part of the flavor the system creates.

Optional rules are opportunities…

Continue reading

Worldbuilding: a swashbuckling campaign

I reviewed The Three Musketeers: D’artagnan recently, but I only realized I hadn’t yet reviewed it because I was deep in the process of creating a T3M inspired setting for an RPG. I knew I wanted the intrigue, the swordplay, the ambition, and the thrill of being small players discovering a much larger political game. So I hunted for and pulled out the themes that felt crucial to T3M’s fun, trying to find ways to create a setting that would evoke those while also incorporating the elements my players contributed.

I’ll lay some of it out for you.

Continue reading

Vast: The Crystal Caverns (boardgame, 2016)

What an incredible premise. What a fun game! If only it were playable without constantly referencing reams of paper on rules, errata, and commentary on the rules and errata.

Vast is admirably ambitious. It’s designed for up to five interlocking, competing, asymmetrical roles that all fit together beautifully to make this boardgame a nail-biting, neck-and-neck race toward victory. With a few important caveats, each player has their own rules reference sheet for their role, encompassing everything they could need to know in order to play the game. And with another few important caveats, everything can flow smoothly as each player chases their own victory conditions, pushing the game onward towards a thrilling conclusion.

Those caveats?

Continue reading

Make Games Your Own

Always make your games your own.

I was trying to convince my sibling to play Blades in the Dark with me, and kept running into a wall. They just didn’t want to—more than that, they said it felt icky. I, like a good little sibling, kept poking at them until truth poured out.

Continue reading

Why play Diablo when you could play the Hammerwatch 2 demo?

I’m shocked I haven’t raved about Heroes of Hammerwatch (HoH) on this blog before now. I thought I had. Sorry CrackShell, you deserved enthusiastic praise for your previous work. Apparently I only shared that with some friends.

Hammerwatch 2 is the high quality lo-fi alternative to Diablo 4 coming out August 15th, and there’s a free demo on Steam right now. I’ve been having a blast playing that demo: if you want a dungeon-delving ARPG hack-and-slash, try this. It’s a hell of a lot cheaper than $70.

Continue reading

Unbalanced games

Here’s a hot take I’ve flirted with before: unbalanced games are more fun than balanced ones.

I think it has to do with gaming a system, beyond even outplaying an opponent.

Continue reading

Suffering, Acceptance, & Play

What the hell is going on when playing feels like suffering?

Being bad at a game often feels bad to me. That’s most true when I think I *should* be competent, or when I’m playing with my close peers, people I feel competitive with. Being bad at a game feels terrible when I’m emotionally attached to a specific outcome, especially if I think I’m failing my team.

But this suffering is worse in some games.

Continue reading

Hobgoblin (from Mike Hutchinson)

Yesterday I played my first match of Hobgoblin. It was a delight, and an epiphany.

I’ve wanted something like this for years. I was in middle school when I got a copy of the core rulebook for Warhammer Fantasy. I read through that book cover to cover, and then I read it again. I bought a faction’s army book (for the Skaven) with all their special rules and abilities, and read through that over and over too. I bought my first box of models. I yearned to play.

Continue reading

Banality and slow-burn horror

What if horror games are actually driven by banality? Is Call of Cthulhu best when it’s mostly full of the everyday?

Continue reading

Chasing realism is a trap

Chasing realism is a trap.

This might be true of art in general, but it’s video game graphics that keep reminding me of it. Chasing realism is an expensive luxury. Unless realism is a core part of whatever you’re trying to make, it’s probably not worth fixating on it. That’s because…

Continue reading