Paul Gestwicki's Blog
a blog for reflective practice that was cleverly named after its author
Saturday, January 10, 2026
An Improvement in Brainstorming Game Ideas
Thursday, January 1, 2026
The Games of 2025
It's time for that annual tradition: a reflection upon the board games of 2025. This year involved a significant change in my play patterns since my eldest son went away to college. He is the one with whom I have played the most games by a long shot. I miss having him home, in part because he is such a good tablemate, always eager to join in a game.
Without further ado, here is the list of my top-played board games of 2025.
- Clank!: Catacombs (31)
- Arydia: The Paths We Dare Tread (25)
- Heat: Pedal to the Metal (20)
- Planet Unknown (17)
- Race for the Galaxy (17)
- Clank! Legacy 2: Acquisitions Incorporated - Darkest Magic (13)
- The 7th Citadel (12)
- 55 different games played this year
- 293 logged plays this year
- 3779 logged plays in total
- 36 game h-index (+1 from last year)
- 19 player h-index (unchanged)
Sunday, December 28, 2025
An Afternoon with Mythic Bastionland
Professor Dungeonmaster convinced me to check out Mythic Bastionland, a new tabletop RPG from Chris McDowall. I always appreciate Prof. DM's commentary, and he called it a masterpiece. I splurged on the hardcover edition without doing much more research, and I have no regrets.
The book is beautiful in its form. The entire rules for the game are presented in about twenty pages, followed by a generous collection of random tables. The majority of the book is devoted to 144 pages that describe the 72 knights, the seers who knighted them, and the myths that manifest in the world. The knights seek the myths, and the myths are described with just enough detail that the referee can turn them into compelling vignettes. The book concludes with about thirty two-column pages in which the left side narrates the table experience of three players and the right side provides commentary on it. This is a brilliant way to give examples of play and provide recommendations while keeping brief the initial rules explanation. Generous illustrations by Alec Sorenson push the dark medieval fantasy theme right into your imagination upon opening the book.
My two older boys agreed to try Mythic Bastionland with me yesterday afternoon, and we finished a one-shot session in about three hours. It is clearly a game that benefits from campaign play, but I found several resources that helped me to pull together a one-shot in about two hours of prep, not including reading the rules. There is an extensive list of resources on Reddit, but these are the ones I found most useful for quickly pulling an experimental session together:
- Chris McDowall's post about Mythic One-Shots. I followed his "Speed-Shot" approach, opting for a 6x6 Realm with the recommended myth. I rolled four random Knights and filled out their character sheets with everything except the attribute values, which I left for the players to roll. I came across many praises for McDowall's blog posts and YouTube videos; I am curious to look at some of his other content, but I have not done so yet.
- The official character sheets. The official sheet is dry but effective. There are a lot of fan-made ones, some of which are quite beautiful. I could not get this one to print, otherwise I might have used it, although I fear it would look poor on my black-and-white printer. I love the aesthetic of this other one, but it lacks some of the rules references that I wanted for new players (including me).
- Realm Maker online tool for generating Realms based on the game's heuristics. The interface is a bit awkward and I would have liked more printing and export options, but for what it is, it's a handy free tool. I configured it for a 6x6 Realm with one Myth, one Seer, and one Holding, and it came up with something reasonable enough for me to use. I printed up one for the players, then had to take a screenshot of the referee version. I printed this latter one at a smaller scale so that I could write in my notes around it, which worked well.
- Squire and Holdings tables from the Mythic Canvas. Knowing I would have two players, I took the book's advice to give each a squire, and the tables helped give each a bit of character. Similarly, I rolled a random Holding, which gave me a name and an economic focus for it. This ended up being slightly incongruous with the terrain, but it was adequate for a one-shot.
Tuesday, November 25, 2025
"What would you do instead?" An Idea for a Reflective Assignment
Friday, November 21, 2025
Team Shirts: A Visual Retrospective
As part of a recent project, I ended up going through my closet and photographing all of my shirts from student teams. These are all from immersive learning projects, where my teams worked with community partners to create original educational games. We wore the shirts when meeting with partners and showing the work at public events. They are shown below in no particular order.
The polo shirts just have the team logo, but the T-shirts have team names on the back.
Thursday, November 13, 2025
The Worst Thing about Clair Obscur: Expedition 33
The clear worst thing about Clair Obscur: Expedition 33 is that someone got some game in their movie, but that's not much of a blog post. Instead, I'm going to share a few thoughts about narrative, and along the way, I will include some spoilers about Marvel's Midnight Suns and Clair Obscur. You have been warned.
Years ago, I played Marvel's Midnight Suns. I really enjoyed the gameplay, which brought together a lot of the pieces I enjoy in videogames. There were a few moments in the narrative experience that were frightfully disrespectful, enough that I kept a list on a scrap of paper on my desk with the intention of writing about them later. Unfortunately, I lost that paper, and so I never was able to assemble my player experience into an effective critique. The only part I vividly remember was not the first such part, but it is the one that made me start my list. Tony Stark is stuck in a position where he could save the world by killing his best friend, but he cannot bring himself to do it. It tears him up. He understands that this is about weighing his desires against the greater good. It's a competently designed scene. Immediately on the heels of that experience, my character ran into Tony at base camp, where he happily told me how he was making his grandmother's goulash (or something like that). It's a happy little encounter, a filler, something meant to make the player smile and enjoy the camaraderie. But in my playthrough, it immediately followed Stark's monumental crisis.
I call this disrespectful because it reduces narrative to content. While it's true that no narrative designer intentionally juxtaposed these story beats, they also did not prevent it. Give the player content, regardless of its sensibility, so that they remain engaged. That is the message underlying my experience: the player must be satisfied by feeding them content.
Sorry, that's been pent up in my fingers for years now. Too bad I lost the original notes, since I had more coherent suggestions at the time.
I'm currently in the third act of Clair Obscur: Expedition 33. There are many parts of the game that I really enjoy, but there are other aspects that echo all the worst tropes of videogame design. In the latter category are the unforgiving and unwelcome platforming experiences. A reasonable person might ask why I don't simply skip them, and the answer is that the game doesn't want me to. The game is designed to provoke in the player the desire to complete these challenges so that we can get the mysterious reward at the end: maybe it's a hat, but maybe it's a game-changing picto. There's no way to know ahead of time without asking the Internet. Because little treats are scattered in the corners of each map, there is no incentive to ever follow the narratively sensible route—from the entrance to the goal, for example. Instead, the game designers want you to scour the edges of the map lest you miss something you need for the ever more powerful enemies. It's painfully common in RPG level design and always disconnects play from the authored narrative.
I controlled Maelle, the teenage heroine, to complete these platforming challenges, or at least the ones I could stomach, since I have since given up on them. It seemed like it was easier to land precisely with her than with the other characters. A quick search online makes it seem like I'm not the only one who did this. So, in my experience of the world of Clair Obscur, Maelle is the one who climbs across floating obstacles, jumps onto spinning disks, grabs bits of flotsam to pull herself up, and who falls hundreds of feet into the water, only to get up and try again.
In the game's third act, Maelle and company must climb to the top of an enormous structure. At one point, in a cutscene, she mentions off-handedly that she has always suffered from vertigo.
Vertigo? Where did that come from? You're the one doing these crazy platforming challenges!
Shortly later, the party meets a peculiar Nevron who has crafted for Maelle specifically a set of wings. Wings! Yes, please! That is exactly what I need as a player to get through these awful platforming levels! Maelle gives them a glance then shrugs and says, "Vertigo, remember?" The rest of the party sighs and leaves the wings behind.
We could leave this as an example of ludonarrative dissonance if we were so inclined, but it's actually worse than that. From the very start of the game, we meet Maelle and Gustave on the rooftops, and they run and leap across the city of Lumiere. Maelle is especially pleased that she has acquired the technology that allows her to ninja-rope herself across huge gaps. This is her happy place in her job as a parkour courier.
To this, I can only shrug and say, "Vertigo, remember?"
I know that writing is hard and that managing a staff of writers is even harder, but someone should have noticed that there's a massive story problem with introducing a character trait that is contrary to the core gameplay, and that is only brought up once, and only to reject a thing that serves no purpose anyway. It's like seeing a straw man over the mantel in act one and never speaking of it again.
Wednesday, November 12, 2025
A short poem about smells
Here is a short poem I improvised this weekend while attending a youth art showcase.
Crayons smell like youth and playfulness
in exactly the same way
that source code doesn't







