What Flavor Is Your Game?

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I like vanilla ice cream.  I have for a very long time.  Before I knew my alphabet, much less how to read, I knew that hearing my older brother spell out “I-C-E-C-R-E-A-M” meant that I should start asking Mom for ice cream too.  Better yet, as I got older and discovered the joys of living in Vermont (home of Ben & Jerry’s before it was bought out by Unilever), I learned that there were far more flavors of ice cream available, and that many of them were exceedingly tasty as well.

When I was little, I played make-believe all the time.  A number of my friends simply couldn’t understand the appeal, and stopped playing with me, but at the tender age of seven my older siblings harnessed my ambitions and introduced me to 2nd Edition AD&D.  My introduction might actually have been earlier, but that year was the first time I can remember staying up until midnight to play RPGs with them.  Over the next few years, I was introduced to Vampire: The Masquerade (along with a bundle of other White Wolf games), D&D’s 3rd Edition, In Nomine, and GURPS.  More other games followed.  Just like with ice cream, I had discovered a whole new world of flavors to choose from.  I was very nearly overwhelmed by my enthusiasm.  These days, some people refer to me as an RPG snob.  I much prefer the term ‘connoisseur’: through dedicated consumption, I have built an appreciation for the inherent flavors of different game systems.

But what the heck do I mean by “flavor”?  And how do you figure out what a game’s flavor is?

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The Brief Hiatus Continues

I’ve been lax in my duties to this blog.  My apologies.  I should have explained further with my post last week: I’m in Portland, Oregon, and on Monday I spent all day running my Call of Cthulhu game for a number of fellow Reedies.  Today I’ll be co-teaching a stage combat class, and Saturday will see a second run of the same scenario from Monday.

I’m afraid that all means that I won’t have new material for you this week apart from this apology.  On the plus side, I finally cast my eyes upon RimWorld, a fascinating base-building simulation with an AI-managed event-engine that I’m itching to get my hands on and tell you about (yes, I want to tell you about the event engine, follow that link and read about it).  I’m also moving ever closer to having a complete version of my Call of Cthulhu scenario, though I’m not yet certain whether my most recent alterations are progress or regression.  Either way, I’ll be back here to bother you about cool stories, games, and story games next week.

A Glance at Shadowrun’s 5th Edition

I’m busy getting ready to run the seventh iteration of my Call of Cthulhu scenario, Temple in the Sands, and I probably won’t have anything for you this Wednesday due to traveling.  But last weekend I had the chance to play a game of Shadowrun again, something I don’t often have an opportunity to do.  I had a good time, but I think I realized why it was that I play it so infrequently; Shadowrun looks like a chore and a half to run when compared with all the other RPGs that I play.

Shadowrun reminds me a bit of a glamorous ass.  You know what I’m talking about: one of those people with so much style, and with so many good stories told about them, that you forget just how frustrating they can be in person.  If you spend enough time hanging around them the aggravation (mostly) disappears into the background noise, but there’s a lot of settling in and acclimatizing that you have to do first.  And every so often (usually right in the middle of something that is pretty cool) you get a reminder of why you thought the person was an ass in the first place.  But because it’s so glamorous, because it’s practically oozing cool, I keep wanting to come back to it like the sucker I am.  I can explain, I swear. Continue reading

Dominions 3’s Manual Seduces, Conquers All

I sure did say a lot of mean things about Dominions 3 when I wrote about it last time.  I finished on a positive note, to be sure, but if you didn’t read that last bit it might have looked like very mild hate mail rather than an admission of my affections.  I won’t take those comments back (I still think they’re true, confirmed through further play), but I do have a few other thoughts to add.  First of all, giving me a copy of this game for Christmas is both wonderful and somewhat mean.  Secondly, I’m (not so) secretly in love with the game’s manual.  Third… well, my third thought is that the game is far more captivating than I had realized that it would be from my time as a spectator.

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Dungeon-Starter: The Duke’s Men

Happy New Year!

Here’s an abbreviated dungeon-starter for Dungeon World, building somewhat on the material that I came up with for The Duke’s Men.  Agenda, Goals, and Dungeon Moves are at the top as per usual.  This is mostly focused on cultists and such, as the game itself was, but the basic storyline offered in my previous post could easily be altered to deal with any number of different kinds of threats.

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The Duke’s Men: A DungeonWorld Adventure

A few days ago, I ran a game of DungeonWorld for two of my friends.  It went so well, and ended up feeling so much like a classic Dungeons & Dragons adventure, that I thought I would share the basics of the game with you.  It’s somewhere between an actual play and a scenario description.  I’ll put up an honest-to-goodness Dungeon-starter soon, and with a little creativity you should have an easy time converting it into your own single- or double-episode game.

We didn’t look too closely at the backstories of our heroes, but please allow me to introduce you to the adventures of Kate the thief and Jonah the ranger (and Jonah’s wolfhound, Erasmus), the loyal representatives of Duke Blackforest.  What follows should allow you to live out their adventures for yourself, or change things slightly and experience the adventure anew with other people.

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A Time For Giving: Charities

While we should be nice and altruistic all the time, we are now hitting the Season of Giving (I don’t care that this comes from Western tradition.  Anything that advocates charity is a good thing, so let’s just leave it be.)  Since this here is a nerdy media blog I thought I’d give you all a hand and share some amazing game-related charities that are floating around.  There are definitely some which I have missed as well as non-game charities which are amazing.  But if you would like to give and have no idea where to throw your dollar, then here at least you can find a short list worthy of your consideration.

http://www.extra-life.org/

http://www.childsplaycharity.org/

https://www.humblebundle.com/ (you can choose for your money to go fully to charity, fully to game developers, or customize the spread yourself)

http://www.ablegamers.com/ Who are currently linked to a cool game bundle:  http://www.wraithkal.info/bundle-in-a-box-ordinary-gamer/

Games Industry Charity

http://www.callofdutyendowment.org/

Home

http://www.youtube.com/give8bit

Dominions 3, God of Time-Consumption, Awaits You

Remember how I mentioned that I would tell you about Dominions 3?  Today is your lucky day.  First off, here is what I said last time:

Dominions 3 looks like someone fell in love with Master of Magic and then decided that it wasn’t nearly complex enough.  And that it needed more gods, wars, and magic.  At a glance, it looks like something that will most appeal to a certain core of strategy lovers, but the concept is absolutely wonderful regardless of your interest in the genre.  You play a god rushing to fill the gap left by the disappearance / death of The Old God, and you must expand to outdo all the other pretenders and secure your own position.  It has territory based command and control, resource management, spell research, a military focus, and more numbers than you can shake a stick at.  Several of my friends are very excited about it, and I’ll let you know more when I’ve played it for a bit.  If it is more accessible than I anticipate, I will do my best to proselytize and spread the good word of the new god, Dominions 3.

That sounds pretty exciting, doesn’t it.

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And Then You Die: A Good (Character) Death

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Bye bye Boromir.

I love Boromir.  I know I’m not the only one who does.  And however much I like Boromir when he’s alive, there’s something that’s almost even more (tragically) appealing about him dead.  This is less because I like his ruggedly handsome corpse, and more because of what Homer touched on thousands of years ago: in his death, because of how he died, Boromir becomes something more than he was in life.  Boromir had what we might call a good death.  Key to this, Boromir dies before he truly succumbs to the power of the Ring, and in his death he tries to make up for some of the mistakes that he has made previously.  His act of self-sacrifice protecting the Ring-bearer is a fairly hefty weight in his favor on the scales of Judgement, making up for some of his earlier errors.  Interestingly enough for such a perilous setting, he is also the only member of the Fellowship to die and stay dead.

It turns out that that single heroic death is pretty standard.  Most stories, like most role-playing games, don’t have lots of character death.  In reality, people engaging in the same activities that most adventurers and main characters pursue with wild abandon have a fairly high casualty rate.  People are killed while fighting, they’re permanently injured, they get sick… and in many cases, their deaths and debilities feel meaningless.  For every handful of people that die doing something we would idolize as heroic, far more are killed or injured in an almost banal fashion.  Would we feel the same way about Boromir’s death if he had, I don’t know, been killed without having a chance to fight back?  Stepped on a landmine?  Slipped in the shower and broken his neck?

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The Attraction of Games: Why?

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This article is honestly me cheating a bit as I would have preferred to write a true analysis or something more comprehensive than a question, but I’m busy!  So this is what you get.  But don’t fret, I think this question is actually extremely interesting, and very important.

Why do we play games?  I ask this because I recently got into a debate and one participant countered criticism about a game’s setup with, “I hear people play games for the story.”  Now this very well may be true since many games have fun stories, but so do books and movies, and you don’t have to fight your way to the next bit of stories in those.  You don’t have to spend hours jumping from one plot point to the next.  So why do we turn to games for story when we have books and movies?

To me I think the answer is “participation.”  Games allow you to participate in the story.  But it is with this answer that I then begin to question certain games which don’t let me actively participate in the story, but instead just force me to do task after task that holds no real meaning in the overall narrative.  Along this vein, should we forgive games with great stories for their bad gameplay?  I could go on, but I actually wrote a bit about this previously in my article about games and art, but I think we can go further into this question.

Since I need to get going I’ll leave the floor open for you to counter, explain, extrapolate, divulge, or what-have-you in the comments below.