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?

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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.

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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.

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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.

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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.

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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.

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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?

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Worldbuilding: leave room for later

Leave yourself room for later. If there’s anything I’ve learned from doing lots of worldbuilding—for my own linear fiction and for the collaborative fiction of RPGs—it’s that trying to fill every last nook and cranny of a setting is a daunting task. And actually filling up everything is choking, stifling. Don’t fill up everything. It leaves no room for the future, and it leaves no room for anyone else.

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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…

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Dogs in the Vineyard, moral conundrums, quick thoughts

Somehow, despite a decade of posts on this blog, I’ve never gone in-depth into Dogs in the Vineyard or what I love so much about it. There’s more to Dogs than I could easily cover in a single post: cooperative story-telling and turn-taking, cinematic descriptive and narrative tools, a conflict mechanic that encourages brinksmanship and escalation, a well-articulated method for understanding what’s at stake… all those elements are a delight.

But there’s another piece that Dogs explicitly encourages groups to home in on. That’s the experience of wrestling with moral conundrums, something many modern CRPGs both want—and struggle—to deliver. That’s what I’m focused on today.

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