Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, May 26, 2026

A few notes on branching, microbranching, and pants

I am wrapping up work on a preproduction build of a digital gamebook that has me writing a lot of interactive fiction. After exploring my options and spending a few days on a custom engine, I landed on using ink. I have enjoyed working with it, and after a short learning curve, I find that it really does help me focus on the writing. That is, although it has a formal syntax that one must deal with, it mostly stays out of the way.

Coincidentally, a friend recently pointed me to the Game Narrative Kaleidoscope podcast. I just finished listening to the sixth episode's interview with Kate Gray. Two bits caught my attention that I wanted to capture here on the blog so I don't forget them.

The first is just a simple turn of phrase that the interviewers and guest all knew but that was new to me: the distinction between planners and pantsers. Writers of interactive fiction seem to identify as one or the other, the former being those who plan out their story carefully before writing and the latter being those who go "by the seat of their pants." In my case, I had sketched a quest structure with a few important branches, but once I got into writing, I really found that I could pants a lot of it.

The other was a distinction Gray drew between conventional branches and microbranches. She pointed out that many use "branching" to refer to the big, game-changing decisions that a player makes during play. However, there are also lots of smaller decisions one can make, particularly in dialog, that can serve other purposes. Often, this purpose is merely performative, allowing the player to choose a voice for their character. Other times, it is used for subtle worldbuilding. The important thing is that they are not important things, and Gray discussed how much she enjoys attending to them.

This struck me since I spend a lot of time with my students talking about how, in game design, decisions should be meaningful. A decision that is not meaningful is a false choice. Of course, that's a sort of ludological perspective, and it's true in the cases where it applies. Gray's interview gave me a vocabulary to talk about those other kinds of choices, the ones that only matter to the player and not necessarily to the game.

I have been playing Heaven's Vault in part to try to see through the experience to the ink layer below. It presents a lot of microbranches, some of which seem to have long-term impact on the game but many others of which are decorative. The dialog is all brief and punchy, no more than one or two sentences before another choice is made. It has a good rhythm. I am trying to understand the game in the context of other playful narrative experiences. I have been enjoying my page-a-day adventure calendar more than I expected even though it has very few decisions and no significant branching; after all, the next day's page has already been printed. I also picked up The Raiders of the Dune Sea, a gamebook that, at first glance, seems to favor longer narrative passages.

In my preproduction prototype, I have some scenes with lengthy text passages and some with frequent microbranches. Once I pull it together, I need to get it in front of some different representative players to see which best carries the themes I am exploring.

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)
Clank!: Catacombs is one of our favorite games. It's one of the few games that my wife will always join in. We got the new Underworld expansion for Christmas, and it's definitely worth it for fans like us. In fact, we've played seven times in since Christmas and enjoyed every one. Clank! Legacy 2 was something I picked up to play with my younger three boys on the nights that the eldest was out with his weekly TTRPG group. We enjoyed it, and we played it once post-campaign, but it has not proven to have staying power, even though there are still many unlockable elements we have not completed.

Arydia provided some of the most fun and memorable moments of any campaign board game I have played. Three of my sons joined me on that adventure, and we loved it. It's hard to tell too many stories without giving spoilers, but if you're on the fence, I suggest going for it. The two included adventures of 7th Citadel were enjoyable, although if you play it, don't forget to keep a good map. I know that there are expansions that extend the world, but I felt satisfied with completing just the base box.

Planet Unknown and Heat both accommodate six players, and so those are easy to get out when everyone wants to play. Both got to the table more often than Quacks, which also fills that niche.

I only included games with ten or more plays in my list, but other favorites also got to the table this year. I am surprised Ark Nova was only seven and Castles of Mad King Ludwig was only three; I would have guessed higher for both of them.

This was another year of declining plays. It coincides with playing larger games more often, but also of course with my son at college and the others involved in scouts, robotics, and other events. 

2025 board games by the numbers:
  • 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)
It was also a pretty good year for tabletop roleplaying games, at least by my modest standards. Although I was unsuccessful in my attempt to get a regular group together, I did run play seven games, and I was the gamemaster for each. These included three sessions of Torchbearer, two of Fate, and one each of Knave and Mythic Bastionland. Extracting this data from RPGGeek makes me realize that I need to be more consistent in whether I log plays as "RPG" or "RPG Item." 

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.
All this allowed me to pull together a one-shot, which I played with my two older sons yesterday afternoon. For me, there were a lot of firsts.

I had not previously run nor played a hexcrawl, but I really enjoyed it. The Myth's early omens provided simple vignettes that gave a sense of the game's setting. The party went straight for the castle to learn more about the local situation, and they got just enough info to set them in the right direction of the Seer. They did receive a crucial tip from the Seer that ended up being used just in time to save one of them from death, although this was all driven by dice, not my plotting. The one-shot only had one Myth so that the party could have a chance of overcoming it in one session, which they did; this made me curious to see how a larger Realm and multiple Myths would impact the feel of the game. Our game-time played out over the course of about a week, but I understand that a campaign would take place over years or decades. It's an attractive storytelling form that I have never explored.

When I run TTRPGs, which is not very often, I usually try to improvise some environmental conditions that establish a tone, such as the weather or a smell. I had not previously tried to rely on tables for such things, but given the prominent place they have in Mythic Bastionland, I decided to try it. I used random results from the weather table for the first few days' travel, but I quickly found that tedious. It was fun to try it, and I am sure that a better use of the tables is for when one is creatively stuck or desiring an improvisational challenge. Incidentally, I also have a copy of Knave on Professor Dungeonmaster's recommendation, and it is even more chock full of tables---but I have not been able to run that one yet.

I had also not previously run a game without roll-to-hit. Mythic Bastionland has combatants roll damage, and these dice can be manipulated through various player abilities. We all found it to be a lovely minigame of risk management and mitigation. It works well with another novelty of the game, where a player who suffers damage equal to half their remaining health is mortally wounded. Of course, the more damage one takes, the less damage is required to deal such a wound. Our session culminated in an epic battle where Sir John was mortally wounded, and as the enemy creature took wing, Sir Asgerald grabbed Sir John's javelin and hurled it at the fleeing monster. The player rolled exactly what he needed to deal a mortal blow to the enemy, and because of the Seer's advice, they were able to heal Sir John of a deadly poison. It was a beautiful ending to the afternoon, all driven by dice and improvised storytelling.

I found some of the nomenclature used in Mythic Bastionland to be hard to remember. The system of armaments is appropriately simple, yet terms like "hefty" and "slow" are used in a technical sense that doesn't match their colloquial use. Realms have Holdings, which seems right, but one of them is the Seat of Power, which sounds arbitrary to my ear compared to, say, "Capital." Each holding has people in the roles of Steward, Marshal, Sheriff, and Envoy, which are used in a historical sense but don't stick well into my memory. This meant there were some awkward pauses while I made sure I was introducing players to the right terms. I am sure that if I played this particular game more often, or even got into McDowall's content, it would be more natural for me.

Mythic Bastionland is an impressive game, and the physical book is a beautiful addition to my collection. The tabletop experience would benefit from loading screens that highlight Sorenson's evocative illustrations. It's another game that I wish I could run again soon, but that's probably not in the cards. This is one of the reasons I write these reviews: when TTRPGs are few and far between, it's nice to have a place to collect these stories or to return for inspiration.

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.

Saturday, October 25, 2025

Course revisions: CS390 Preproduction

I wanted to switch into writing mode this week, but I recently received my teaching assignment for Spring, and some relevant decisions were looming over my head. Of the three courses I'm teaching, I knew that my Game Studio Preproduction—the first in the three-semester game production sequence—needed the most attention. I have taught this course twice, both times closely following Lemarchand's Playful Production Process. It provided a useful framework for me and my students as we built our new curriculum.

The game production sequence has been on my mind as I have read other books over the last year, including Vasco Duarte's No Estimates and Tynan Sylvester's Designing Games, both of which I blogged about, as well as books like Mike Sellers' Advanced Game Design, which I did not. I have been particularly troubled by my agreement with Duarte about the distinction between scope-driven and value-driven software development. The former is based on a fixed scope, which unbinds budget and time, and the latter is based on fixed budget and time, which unbinds scope. I wrote a paper about this distinction that I will be presenting in two weeks at the Symposium on Games. To make a long story short, most of the published advice about games draws from AAA production patterns and takes a scope-driven approach, but my experience and learned intuition suspect that my teams will have much better luck with value-driven approaches. Sylvester was one who really helped me put a pin in this idea when he wrote about how much of game production borrows concepts from other fields rather than embracing the idea that software is different—which, of course, it is. He also introduced me to the phrase "therapeutic planning," which he cites to Nassim Taleb and which I find terrifyingly evocative. 

As a result, I have decided to forego my previous approach to preproduction and, if it goes well, the production sequence next year. The scope-driven methodology will be replaced by an agile, value-driven one. Preproduction has an agile bias no matter how you slice it, but where this change makes the most material impact on the course will be in the expected deliverables. In the past two offerings, I have followed Lemarchand's advice and had preproduction culminate in a macro document and production schedule. My experience is that these are always spectacularly wrong, but you cannot exactly blame the students for this: given their limited experience, of course these will be quite wrong. Laying them out feels like therapeutic planning to me. I will replace the macro document and schedule with the concept document format proposed by Sellers, peppering a few of my perspectives and additions. Sellers' is a three-part document that includes a high-level description, a business-oriented product description, and a lengthy detailed design that captures core loops and interactions. I hope that the production teams will be able to use these document as more appropriate starting points once production starts, compared to the compounded awkwardness I have witnessed of having teams attempt to base production plans on poorly composed progenitors. On the contrary, something from Lemarchand that I have seen teams make incredible use of is an articulation of experience goals and design goals, and that is something I want to weave into Sellers' recommendations for concept documentation.

My previous sections included an explicit element of learning how to learn from a book like Lemarchand's, and I have no regrets about that: the students who engaged with the reading did learn significantly from it. This included spending significant time at the beginning of preproduction talking about and practicing techniques of ideation. This was usually interesting, but I realized that the student projects rarely had any significant connection to this part of the class. It is more like pre-preproduction. In my plans for Spring, I have cut this down to two in-class exercises that are designed more to get people talking and thinking than to generate anything weighty.

This change allows me to move into a slightly more structured prototyping phase, for which I am borrowing ideas from my colleague Travis Faas. I am putting a little more structure into the prototyping weeks, including constraints that I hope will foster creative problem-solving. My sketch right now includes a short paper prototype, a short experience with greyboxing, and two two-week explorations. My plan is for students to get into teams and settled on a direction just before Spring Break.

I still have a few holes to fill in my plans. For example, I would like to incorporate a structured analysis of successful games, showing students how they might reverse-engineer a Sellers-style concept document from a game that they have played. I would like to have everyone play the same one or two games so that we can share our analyses. If you have ideas of freely available games that would fill the bill, let me know. I'm seriously thinking of Rogue, given the popularity of "roguelikes" and the dearth of knowledge about the original, but I want to make sure I'm not doing it only for my own nostalgia.


Thursday, August 28, 2025

An evening with Torchbearer

I mentioned my interest in Torchbearer in my post about goblins and game design, and I was glad to be able to run my first session of it last night. The group consisted of my two older boys and two of their friends. We had a good time, and I want to capture a few thoughts about the experience here. What follows is a mix of a session report together with my reflections on the game.

Background

I cannot remember all the details of how I became aware of Torchbearer, but I can provide a little background about my interest. It goes back to an interest in Burning Wheel, which is always discussed with reverence and respect despite there being a small player base. The Burning Wheel rulebook is a wealth of brilliant and unique ideas for tabletop roleplaying, but it also feels too intimidating to run without some experience. More recently, I have heard amazing things about Mouse Guard RPG, which is rooted in the ideas of Burning Wheel. I tried for a while to get the Mouse Guard RPG box set for my family, but I heard about it after it went out of print. I even ordered one from a reseller who, after a month, acknowledged that they did not have a copy after all and refunded my money. Now Torchbearer is a riff on Mouse Guard RPG with a setting that appeals more to me, so I decided to get a copy of the core books for myself. 

Torchbearer is recognized for having interesting, interlocking systems, and it did not seem too overwhelming for me to run it without having played it. I am grateful that my players accepted that the game might occasionally get choppy. Good DMs know that rulings are more important than rules, but my players understood that one of my goals in running the game was to understand it.

Character Creation and the Call to Adventure

We started with by-the-books character creation. I expected this to take an hour, but it took almost 90 minutes. I did not present a complete rules explanation ahead of time, but instead taught the pieces of the game that we needed as we needed them. We ended up with a Warrior, Outcast, Burglar, and Magician. The players had just a little trouble with articulating beliefs, but reading the ones from the sample characters was helpful. They had more difficulty with instincts because to write these effectively requires some knowledge of how the game works. The instinct format restrictions helped: for example, one player wanted an instinct, "I always know where the exits are," and I was able to help him convert toward something active, like "I always look for the exit." One of the instincts was, "I always strike first," which sounds exciting and appropriate but is not really workable in a game without initiative. (When we got into our only conflict of the evening, I ended up giving him +1s on his first strike as compensation, and I figured we would just change his instinct if we play again.) The players' goals were reasonable given what they knew from the adventure seed, although no one ended up making progress toward them by the end.

The players decided that the characters did not know each other but were in the right place to be recruited for the "Tower of Stars" adventure from the Cartographer's Compendium. It is shorter than the one in the core books, so I thought it might fit better as a one-off. In fact, we only got through about half of it. I modified one of the introductions slightly to get the party headed toward the tower to deliver a letter to the reclusive Beholder of Fates, allowing us to start the adventure at the base of the tower.

The Adventure

Their initial plan was to split the party, half exploring the surrounding area and half climbing into the ruins. This was a good opportunity for me to suggest, especially in this kind of dungeoncrawl, don't split the party. They succeeded at getting inside, which gave me the opportunity to explain the Grind. This is a beautiful aspect of Torchbearer where every four turns, the characters gain negative conditions—and what makes a turn advance is any roll. It made it more clear to them why instincts were powerful and why it's better to have A Good Idea than to rely on skills. 

In the ruined ground level of the tower, while searching for treasure, the Warrior discovered the remains of a broken basalt statue with a magical rune emblazoned on its forehead. The Magician wanted to decipher the rune, but when he pulled together his dice pool, it was clear that he had little chance. At this point, I explained how he could use a trait against himself, reducing further the odds of success but earning a "check" that would be useful in camp. He described how his Quick Witted trait might lead him to jump to the wrong conclusion. Sure enough, he failed the roll, and it provided me a glorious opportunity to deploy one of the adventure's recommended twists. I described how in the back of his mind, he could hear the name of the rune, but as he thought more about it, he realized he was hearing it chanted all around him. This was when the party discovered that some kind of troll rats had emerged from the rubble, and they were chanting in a mysterious ancient language. Once they were recognized, the rats attacked the party, leading us into the evening's conflict.

Here, I explained to the group a few of my favorite pieces of Torchbearer. First, there are different kinds of conflicts depending on the party's goals. In our case, this was a Drive Off conflict since the goal was merely to get rid of the rats, not necessarily to kill or capture them. (In retrospect, I should have left the rats chanting menacingly and given the party the opportunity to take the initiative here, to decide if they wanted to chase them off or leave them as creepy watchers.) Second, I explained how disposition works, that characters don't have "hit points" until they are in a conflict, and these hit points are only relevant to the current goal. Third, I explained the conflict system itself in which the GM and the players each queue up three actions, each of which are then executed simultaneously.

I could not remember, nor quickly find, how to compute the disposition for a group of enemies. I mistakenly thought I would multiply their Drive Off disposition by the number appearing, but this is wrong: I should have used the base disposition and then added one for each extra participant. Because these enchanted troll rats had such low disposition, it was only a four-point difference. Unfortunately, I also could not remember the rules for whether damage would distribute across multiple enemies once one was eliminated. It does, but I treated it as if it didn't, which was unfortunate since the opening attack by the Outcast was a brilliant and brutal success, and it should have taken out at least two of the rats instead of just one. The battle went on a little longer than it should have, and the Burglar's elimination made me take away the party's Fresh condition as a minor compromise. Even though we didn't get all the rules right, the players enjoyed the excitement and narrative structure of the conflict. They could see that this would be a successful conflict from early on, especially given the Might difference between the groups, but they also saw that they could not be overconfident. During the conflict, we also saw the Magician use Beginner's Luck to take an unexpected swipe at the rats, which was much more memorable than watching him roll a d20 and hope for a high roll.

With the rats eliminated, the Outcast proceeded to work his way up to the crack in the ceiling, fail the Dungeoneering test to get through, and got stuck. This happened to trigger the Grind, and everyone became hungry and thirsty. The ceiling was only ten feet high here, and so the Magician decided to try to push the Outcast through with his staff, soliciting the help of the Warrior. I explained that this was a test of pure strength, so it was a Health check. The Magician's player, seeing that his character had only 2 Health, said that if it's a Health check, he won't bother. I explained that he was already doing it and had him roll. Again, this is a case where a simple rule—if you say you're doing it, you're doing it—gives the game a lovely gravitas. Naturally, he failed the roll. Rather than throw a new twist at them, I decided to give a condition. I described how he was grunting and shoving, standing next to the smelly and crude Warrior, looking up at the Outcast's rear end, and so although they got the dwarf out of his predicament, the Magician came away Angry. The table loved it. The Magician's player had earlier expressed how uncomfortable he was with role-playing and talking in character, but here, right away, he picked up on the series of things that compounded to make him angry: the tower is ruined, I don't know these people, the dwarf got stuck, the Warrior burps constantly, we got assaulted by magical rats... It was wonderful. Unfortunately, I forgot to give lesser conditions to the Warrior and Outcast, both of whom helped. I am still learning the ropes.

The part got up into the next room, where there happened to be a decaying corpse. The Warrior was very excited to check it out given his instinct ("Always look for loot.") and his being corpse-wise. He was surprised, and so was I, that his being corpse-wise didn't actually help him in evaluating the corpse: it would have been useful for him to help someone else do it, but in the absence of fate or persona points, it provided no benefit to him. This was an unfortunate bit of ludonarrative dissonance, and it's also where we decided to call it a night after almost four hours together. All the guys thanked me for running the game, and many expressed their being  impressed with Torchbearer. I think they all had come to understand why I was excited to run it, and they came away with some good stories to tell.

Thoughts on Torchbearer

I love the simultaneous actions in Torchbearer; it makes d20-style combat look like a tennis match.  Not only do simultaneous actions provide interesting opportunities for storytelling, but at the table, you get that lovely feeling of flipping over a card to reveal a secret. It's not obvious to me how much of the action selection is really tactical rather than blind choice, but it almost doesn't matter: it's still fun. On the side, I have been working on an OSR-style dungeoncrawl video game inspired by ICRPG and Knave, but witnessing the joys of simultaneous actions makes me waver in my dedication to traditional turn-based combat.

I was nervous about remembering all the moving parts of Torchbearer. I printed up two different cheatsheets, but I'm not sure either one helped as much as I had hoped. One particular thing I was concerned about was how Fate and Persona points work. It wasn't until my prep the day of the session that I realized that new characters don't have these anyway. I share this for other new GMs so they can reduce their cognitive load on the first session. On the flip side, I had forgotten how Nature works, that when a player is facing a situation where they have no skill, they can opt to use their Nature instead. The party may have missed an opportunity to use these in a narratively interesting way.

The Grind is a brilliant system for putting pressure on the party. It presents time dramatically, tying together time and action, rather than in a simulated way. This is another aspect of the game that inspires me to think more about tabletop-videogame crossover. It's easy to run any number of simulations in a computer, but where is it better to deploy a dramatic tool instead? For example, I think it's more engaging to say that a torch lasts for two interesting moments than for sixty simulated minutes.

The Torchbearer books explain that it is designed to produce stories that unfold over ten to twelve sessions. Mine was a one-off learning session with a collection of players that will be hard to reproduce. I had a great experience though, and it makes me want to run a more sustained campaign to see more about how these systems interact.

Monday, August 18, 2025

The Pyramid Point Games Summit

My family recently completed a lovely road trip around the Great Lakes. One of the most spectacular views was found at Pyramid Point on the Sleeping Bear Dunes National Lakeshore. The photograph doesn't do it justice.


When we reached the lookout point, a young couple was just turning to go back down the trail, and an older couple was behind us on their way up. The young man in front me wore a University of Michigan cap with "CSE" emblazoned on it. Upon my inquiry, he confirmed my suspicion that it stood for "Computer Science and Engineering," and he told me that he was a doctoral student there. I told him that I had completed my  Ph.D. at the University at Buffalo's CSE department, and I asked about his specialization. He told me that he studied game theory. I laughed and told him that I worked in game design and development, which was a different kind of "game." At this point, the other couple had caught up, and the gentleman joined us, telling us that he worked for the Michigan Gaming Control Board, working with the certification of electronic gaming (that is, gambling) machines.

And so it happened that we held the Pyramid Point Games Summit, where, by incredible chance, the three men on the top of the dune represented specialists in the three different definitions of "game." We laughed at this unlikely coincidence, enjoyed the view, and then parted ways.

Thursday, April 17, 2025

Article in Well Played special issue, "For the love of games"

I have an article in the latest issue of Well Played. It is a special issue with the theme, "For the love of games," and the editors invited articles from games professionals about a particular game that impacted our career paths. My article certainly has the best title I have written: The Thief of Fate and the Devil Whiskey. It was a delight to write, and I hope readers enjoy it.

Wednesday, January 1, 2025

The Games of 2024

It's time again for my annual reflection on the board games I played in 2024. This year, I logged 337 board game plays, which is 71 fewer than last year's 408. I played 56 different games this year, which is also less variety than last year. The year featured several campaign games, which tend to be longer anyway, but we also had fewer nights for games. The boys have gotten involved in more activities as they have gotten older. I am not sure what this year will bring, with my oldest son likely to move out to college in the Fall semester. He's the one I have logged the most plays with, clocking in at 2,870 plays since I began logging. I am eager for what the future holds, but I'm not sure we'll ever see the same number of plays as we had a few years ago.

Here are the games I played the most this year:

  • Bang! The Dice Game (19)
  • ISS Vanguard (19)
  • Ark Nova (18)
  • Dungeons & Dragons: Temple of Elemental Evil (18)
  • My Island (15)
  • Res Arcana (14)
  • The 7th Citadel (13)
  • Crokinole (13)
  • Thunderstone Quest (13)
  • Oathsworn: Into the Deepwood (12)
  • The Castles of Mad King Ludwig (11)
  • Colt Express (11)
  • Cat in the Box (10)
  • Everdell (9)
  • Heat: Pedal to the Metal (9)
I usually just report on the "dimes"—the games I played ten or more times during the year. However, I included those last two because they provide an interesting story. Many of those games of Everdell were with my youngest son, who seems to have the same kind of love of systems-based games as my oldest son and I do. He and I end up together on Monday nights when the other boys are at Scouts. Seeing him grow into a more mature player, we started by exploring two-player Everdell. He's not yet ten and still misses some opportunities, but he's a chipper kid at the table, always happy to learn something and never bitter when things don't go his way. We played a bunch of Res Arcana together, which is light enough to do two or three rounds in an evening. Last Fall, we moved into Temple of Elemental Evil, the campaign for which I have played twice now. Seriously, I have played Temple of Elemental Evil 46 times, which is a lot more than anyone should play it. At least the miniatures I painted years ago still look great, and I think maybe I can finally put the game to rest. Just before Christmas, we moved on to  a cooperative campaign in Imperial Assault, and I suspect we might move on to other similar games soon.

Heat: Pedal to the Medal was one we just got for Christmas after playing once with my brother at a family get-together. It's proven to be a big hit with my family, easily accommodating six players without getting too slow. 

It's a little sad for me to see Bang! The Dice Game in the number one slot because I don't really care for it. However, it travels well, so we brought it with on a family trip, and when it's all you have and the hotel has game-sized tables, it's what you play. Castles of Mad King Ludwig is in there in part because I splurged this year, replacing my original edition with the nice new second printing. There are a few aspects of the visual redesign that I do not care for, but it's worth it for the ease of setup and teardown that are made possible by the excellent packaging.

As I mentioned in the introduction, there were a lot of campaign games this year. My two oldest sons, my wife, and I just wrapped up The 7th Citadel before Christmas after having set it aside months earlier. It is a strong sequel to The 7th Continent, which the four of us also played, and I look forward to trying the other threat (campaign setting) that came with the core box. My two older boys and I played Oathsworn and ISS Vanguard together. Oathsworn was fun but had a few disappointing narrative beats; it's in my closet should we want to go back to it, but I have mixed feelings about how likely that will be. On the other hand, we are looking forward to getting back into ISS Vanguard once we paint the rest of the miniatures from its expansion.

I am shocked to see that we logged only eight plays of games in the Clank series this year. There were many nights where somebody suggested it and I turned us toward something else, feeling a bit Clanked out. It is the series that my family has played the most, by far. Perhaps it is the relative dearth of Clank that has me so excited to get into Clank Legacy 2, for which my boys and I have already painted our figures and are just waiting the chance to get to the table.

During 2024, my games h-index grew from 33 to 35, meaning that there are now 35 games that I have played 35 times or more. I would have to play a lot of games in order for another play of Temple of Elemental Evil to shift that. My player h-index remained at 19, which is not surprising since I have mostly continued to play with my family. Indeed, it's hard to imagine what would need to happen to change that number dramatically. 

Although it was a record low for board games this year, it was also a record high for tabletop role-playing games. We played Microscope, Grok?!, and Blades in the Dark, and we played five games of a campaign in Scum and Villainy. These were all a lot of fun, and I hope that we can do some more tabletop RPGs in the new year.

That's the summary of my tabletop games for 2024. Thanks for reading, and please feel free to share some of your favorite gaming memories of the year with me—either in the comments or over a cup of coffee.

Tuesday, December 10, 2024

Top Five Videogames of 2024

Over on the Indiana Gamedevs Discord, one of the organizers encouraged members to share their Top 5 (or Top 10) games of 2024. I am fascinated by the fact that most of the other developers' top games are things I have never heard of. A friend pointed out that games were becoming like music, where each person has an individual taste that might be completely unknown to someone else. Trampoline Tales put their favorites on their blog, and I figured I'd go ahead and do the same.

It may be obvious, but these are video games. I don't pay much attention to how many or what kind of video games I play during the year except occasionally to wince at the hours spent on a particularly catchy title. For tabletop games, I log my plays on Board Game Geek and RPG Geek, which makes it easy to collect the data I need to write my annual retrospective. For this reflection on video games, I was pleased to see that Steam makes it easy to see which games I played by month over the past year. GOG's website  and my Epic account show games in order of activity. All these data sets are somewhat polluted by a combination of judging for the IGF and acquiring (but not playing) freebies from Prime or Epic. 

I ended up with seven games that were contenders for my favorite five of the year, but the ones I've chosen to list below really stood out from the others. These were not the only games I played, and in fact, they were not even the games I played most. There are some games I played this year that I found deeply disappointing, but I will probably keep those as internalized design lessons rather than writing a separate post about them.

Here are the five I listed for my fellow Indiana gamedevs, along with links and a very short blurb about them. 

  1. Dave the Diver
    I didn't know much about this game except that it was popular. I found the whole experience to be delightful.
  2. Tactical Breach Wizards
    Turn-based strategy, defenestration, and magic. One of the characters had an ability that I still think about, something I've never seen in a game before that is beautiful, elegant, thematic, and hilarious.
  3. SKALD: Against the Black Priory
    This is a wonderful homage to classic CRPG gameplay with just enough modern twists to feel fresh.
  4. Balatro
    This is a great example of a simple idea taken to a logical and beautiful end.
  5. Steamworld Heist II
    A sequel to one of the most interesting takes on the turn-based tactics genre, combining a 2D camera and platform elements with robots and firearms. Fun battles and rewarding power escalation.

Tuesday, September 3, 2024

A Morning with Scum & Villainy

After writing about my first experience with Blades on the Dark, I heard from a friend who recommended that I also look into Scum & Villainy. It is a sci-fi interpretation of the Blades in the Dark rules following the Forged in the Dark license. I use "sci-fi" intentionally since the rules and setting lend themselves to space westerns or space operas—anything with scoundrels on spaceships—but it would be difficult to do science fiction with them. The rulebook makes it clear that it's drawing on the "rag-tag group of outlaws traveling across the sector" trope as seen in Firefly and Cowboy Bebop. Both are clearly space westerns.

This theme is a good thing, and those two shows are among my favorites. It is a shame, then, that one of the first things one notices on opening the book is that it doesn't mesh with these themes. Blades in the Dark sings out its theme in graphic design and illustration. In contrast, Scum & Villainy feels like it cannot decide what it wants to be. This is exacerbated by the initial impression given when the structure of the book and much of the copy itself are taken verbatim from Blades in the Dark. None of this is inherently bad, but it gave a negative first impression after having been given such a strong recommendation to read it.

The few mechanisms added to Blades are quite good. Developing your ship rather than your headquarters captures the theme well, also lending the feeling of an episodic series. Getting bonus dice from gambits is a welcome addition to my group, since they have a penchant for beating the odds by rolling consistently low.

My favorite addition consists of the three starting scenarios, one for each of the ships. Playing Blades in the Dark, or even just reading and imagining it, it wasn't quite clear where to start. Scum & Villainy gives more tightly scripted introductory scenarios. At least two of them boil down to simple chase sequences, but there is nothing wrong with that. Each of these scenarios has just enough background to fill in details as needed, and each one provides clear hooks into the next episode. On top of that, there three outlines for other, unrelated jobs that are fit for the theme of the selected ship. 

We got the game to the table yesterday morning, and I played with my three eldest sons. My third son had previously expressed disinterest in tabletop roleplaying games, having not enjoyed whatever fantasy game we had tried together once years ago. I convinced him to try this one, knowing that he's a storyteller at heart, and he and his two older brothers had a great time. They chose to be bounty hunters on a Cerberus ship, playing a Scoundrel, a Pilot, and a Mechanic. We played the recommended started mission: tracking down a member of the Ashen Knives gang with multiple bounties on his head. There was a little hiccup due to an ambiguity in the scenario description, but once we got into that, we had a blast. The two older boys had a handle on the action resolution protocol as well as the role of flashbacks. They used flashbacks much more successfully as part of the storytelling than in our two Blades games, using them to set up a two-pronged assault on the mark's location, and then using one to set up and soup up hoverbikes for big chase scene. A glorious failure by the Mechanic led to a potentially disastrous desperate situation for the Pilot, but he used a gambit and pushed himself to ace it. It was exactly the kind of thing one wants out of a chase scene.

There are a few places where Scum & Villainy falls short of its august predecessor, doomed perhaps by its own lineage. For example, in Blades in the Dark, there are sensible limits on how much coin (or value in coin) a person can carry or that one can stash. This is actually quite interesting, a point that I don't remember seeing before: you can only carry so much money, and you can only have so much liquid cash, particularly in a Victorian setting. Scum & Villainy borrows this mechanism despite it describing money as being kept as software on credsticks. Also, while both games admit that any given action may be sensible under multiple action ratings, the action articulation in Scum & Villainy feels more forced than Blades'. I suppose, due to my career, I am particularly puzzled by how the Doctor action rating is for "doing science" and the Study action rating is for "doing research." It makes me wonder about how I would take the Forged in the Dark idea and put it into a setting of my own choosing, as many others have done. For example, making Kapow! years ago was a great exercise in understanding how Powered by the Apocalypse ideas could apply to campy 1960's superhero action.

I find the setting of Blades in the Dark to be more intriguing, but the setting of Scum & Villainy appeals to me personally while also being a "safer" space to explore with my boys. One could do a sci-fi criminal gang drama, but maintaining a ship vs. expanding gang turf really pushes toward the Firefly vibe. Scum & Villainy certainly stands alone, although there are parts whose rationale would make more sense if one is familiar with Blades in the Dark. Reading the Blades book was enough to see why there has been so much excitement about it,  even though I know I'm late to the party. The Scum & Villainy book may have lacked some of this pizzazz, but the table doesn't lie, and we had a great time. 

Monday, August 26, 2024

An Afternoon with Blades in the Dark

I heard about John Harper's Blades in the Dark tabletop role-playing game from a talented undergraduate student around 2018. He was creating his own RPG as part of a games research group I was running, and he regularly brought up Blades along with the Powered by the Apocalypse movement as inspirations. I came across it again when looking for information about non-hit-point damage systems, which Blades has, although not via inventory manipulation—the particular topic of my investigation.

I bought a copy of the rules, read them while on family vacation at the end of the summer, and found them quite inspirational. It made me want to run a session or two in order to see the systems in motion. As anyone who enjoys tabletop games knows, it's one thing to read the rules and another thing to try running them: the latter exposes ones incomplete knowledge from the former. I hesitated to invite my boys to play though because of the vicious nature of the game. Blades in the Dark is a game in which you play a scoundrel who is part of a criminal crew. You advance in the game through illegal and immoral activity. I prefer to encourage fantasies about heroic living. Yet, I found myself thinking about how one can learn from stories of heroes and of villains, and if nothing else, I knew my boys would also enjoy experience the game and exploring its setting. 

In my retelling of our experience, I want to highlight places where I felt unsupported by the book and online resources. This is constructive criticism meant that I hope myself and others can use to improve future sessions of this and other games. Note that in this blog post, I will be freely referencing rules and lore from Blades in the Dark. If you are the type who enjoys reading or playing role-playing games, I recommend you pick up a copy. That said, you can also get an overview of the rules from the public System Reference Document.

We played for about three hours on Sunday afternoon, during which time we created characters and crew and completed one score. I had downloaded and printed the recommended materials, and so we dove into character creation. I had also crammed a lot of lore into my memory, which made it harder to introduce the game at a high level. I would have liked a canned paragraph I could read to set up the experience for new players. It was also too late for coffee, which could have been a contributing factor. Also, my boys, because they are my boys, are probably not familiar with any of the cultural touchstones that are referenced in the rulebook: we just don't watch stories about criminals and antiheroes, and I myself had not heard of most of the things in the list.

The playbooks were useful for letting the boys start creating their characters. One picked a Leech (saboteur, tinkerer, alchemist) and the other, a Hound (sharpshooter,  tracker). Among the first decisions one makes in character creation is choosing a heritage, and here is another area where a handout would be useful. The book has short descriptions of each, but the playbook only lists the name. A simple handout that gives a single sentence about each would be sufficient for a table of players to pick the one they like; otherwise, the GM has to explain each while players hold the lore in their heads. When it came choosing vices, we had a similar problem: I explained that one had to choose the category of vice, then the particular vice and its purveyor (for example, "Poker at Spades' Tavern"). The boys looked at me rather blankly: without knowing more about the world, it was not at all clear what kind of creative boundaries they had for this. I remembered that there was a list of vice purveyors in the appendix, so I turned to page 299. They readily chose from this list, and this makes me think that this, too, should be a handout in the starting materials.

When we turned to creating the crew with the corresponding playbooks, I realized that we should have inserted a step before the character creation: a quick discussion about what kind of game we wanted to play. They didn't talk much during character creation, but when we got to crew selection, it became clear that the Leech wanted to do sabotage and the Hound wanted to do assassinations. I ended up encouraging them to compromise and create a Shadows crew, which leans more into Leech styles but should have room for the Hound as well. In part, I was thinking about an initial score that would resonate with their crew playbook, and I did not want to open with an assassination.

We had some trouble with defining the crew's hunting grounds. The district map from the downloadable resources was useful, and the players figured that their lair could be in Crow's Foot while their hunting grounds was across the river in Whitehall. After all, wouldn't a band of spies want to spy on something worthwhile? I looked up more details about the district in the rulebook, and I found that it was listed as having maximum wealth and maximum security. That doesn't seem like a reasonable target for a crew that is just starting out. Mechanically, the Shadows were Tier 0 but their targets would all be much higher tier. If there were a recommendation for new players, we could have just taken it. In the absence of this, setting up the crew felt overwhelming, being high-stakes and made almost blindly. We ended up shifting the hunting grounds to also be in Crow's Foot. 

A related complication came up in the required decision of how to deal with the faction that controls the turf containing your hunting grounds. Unfortunately, there is no concise summary in the rules about which factions control which hunting grounds. For Crow's Foot, I remembered that the Crows claimed control over the whole district, but that there were also smaller factions who were trying to take it over. When the crew thought they would use Whitehall as their hunting grounds, I had no idea who controlled it. Would the Bluecoats—the corrupt law enforcement officers—be the faction that gets paid off? This is another case where a simple reference or a table of defaults would really help new GMs who don't have the spare cycles to memorize the litany of factions. A GM can always override a default, but in the absence of a default, I felt stranded in 150 pages of lore.

The book gives a recommended starting score that brings in three competing factions and gives the player some choices about whom to trust and whom to target. I was intimidated at the thought of doing this because it introduces several important NPCs and multiple factions, and the scenario is still likely to require improvising believable within this complex setting of Doskvol. I had previously searched for tips about how to start a Blades game, and I had read an article by Justin Alexander about alternative starting situations. I liked the simplicity of his "Aim at a Clock" advice. The book provides long-term goals, with progress clocks, for each of the factions. Given that, Alexander recommends picking a faction whose goal plays into something the crew could do, then having them pick up a score on behalf of that faction. This felt more controllable, and so as the players were finishing up their crew details, I had already started pulling pieces together: the Red Sashes and the Lampblacks each want each other eliminated, the Lampblacks are pushing some new drugs in Red Sashes territory, and the Red Sashes want the players to stop the production of these drugs. This would advance the Red Sashes long-term goal to eliminate the Lampblacks, and it would give the upstart players a powerful ally. However, the players had already decided that their crew had paid off the Crows for their hunting grounds, which also introduces a little conflict, since the Red Sashes and the Crows both want control of the district. Also, while arson is hardly virtuous, I liked the idea of having my boys focus on stopping the manufacture of drugs rather than, say, assassinating a union leader.

Part of the art of running and playing Blades in the Dark is knowing how much planning is too much planning. It is so important that the designer put the planning constraints right onto the character playbooks: choose a plan and provide the detail. The crew knew where the drugs were being manufactured, but they knew they did not want to go in guns-blazing. They asked where the raw materials came from, which is a great question. In the moment, I decided that this was an Information Gathering move. That would make this the first dice roll of the afternoon, and in retrospect, I don't like it. Information Gathering is a roll without stakes. I would not have recognized how this put the wrong foot forward until reading Matthew Cmiel's thought-provoking (although hyperbolically titled) article, "The Unbearable Problem of Blades in the Dark." I like his heuristic that dice rolls should always be with stakes, but Information Gathering just gives you better results the higher you roll. Also, it wasn't clear to me if the fact that an action rating was being used for Information Gathering meant you could aid each other, take it as a group action, or push yourself. Looking back at it (in light of Cmiel's analysis and other reading), I think the intended answer is no. In any case, the players rolled, and they discovered that some materials come by carriage regularly and some come by ferry intermittently.

After having thought about it, I think this step could have been a small score of its own. It would have made a decent introductory mission to gather this information as part of a long-term plan to take down the factory. Indeed, this would have helped me meet my own goal of understanding the whole Blades in the Dark system, including downtime. As it is, we did not have time to wrap up the score or do the downtime actions since real-life obligations interrupted the session—including the need for the dinner table.

The crew decided that this would be a stealth mission, sneaking into the factory via the river, starting a fire, and then getting out. A few times, the players wanted to get into details such as whose gondola they could use, but I assured them that Blades wants us to get to the action. They made a standard engagement roll, and we picked up the action with them silently sliding their boat into the factory. I described an enclosed dock with several rowboats moored to it along with two thugs, chatting and smoking. The players and I had a good short discussion about how to use the game's rules to indicate the character's goal in a fiction-first approach, and they decided that their goal was to sneak past the guards and into the main body of the facility. They succeeded at this but with the complication that the factory floor was just beyond the crates. 

The players talked about trying to sidle up to the work tables and pretend to be laborers, and we discussed how a flashback could be used to set up an insider. Instead, they decided to go for broke, with the Leech tossing a vial of flammable oil into the midst of the work area while the Hound fired off a few rounds to cause a panic. I told them that this was a desperate move, and the Leech botched the roll. Here is where things started to go badly for our Shadows. The Leech badly failed the roll, getting all ones and twos. Since it was a desperate move, I described how he botched the throw and spilled the oil mostly on himself, inflicting Tier 3 Harm. This allowed me to introduce the rules for Resistance rolls as well as Armor, and by using both, he reduced the consequences to minor burns, Tier 1 Harm.

As part of my post-play reflection, I realize now that I violated one of the GM rules for Blades in the Dark: "Don't make the PCs look incompetent." I treated the roll like a critical failure in part because of the incredible number of ones that the player rolled. It was also funny, in a tragic sort of way. However, if I could do it all again, I would have had him throw the vial and have it hit something else, something dangerous to them but not immediately deadly, and certainly not something as incompetent as wandering onto a factory floor and setting himself on fire. Alternatively, since I had already established that the workers were dealing with open flames as part of the production process, they could have immediately followed a fire suppression protocol.

Their cover blown, the Hound decided to use his special ability to lay down suppressing fire to buy them some time. Unfortunately, despite having taken a Devil's Bargain that this action would anger the Crows who claimed control of the district, the Hound botched this roll, too. This was clearly a desperate move, and after accounting for armor, he took a bullet in the chest, Tier 2 Harm. 

At this, the crew decided to beat a hasty retreat while trying to start a fire near the docks. The Leech had plenty of fire oil to attempt this. They wanted to escape, but they also wanted to succeed, so I offered them another Devil's Bargain: they fling the fire oil recklessly and end up setting fire to the very boat they came in on. The Leech took it and got a partial success, so I described how this area went up in flames, but several Lampblacks from the work floor were charging at them, wielding pistols and clubs.

The crew charged at the two guards who were still standing by the rowboats, and the Hound incapacitated them with some quick shooting. The complication for this filled up the clock I had started for the Crows' tolerance. At this point, the big faction controlling the region was going to take action against our Shadows for causing such chaos. The crew was more concerned at this point about survival, so they tried to unmoor a boat and get out before the charging reinforcements arrived. You guessed it, they botched this roll, too, and both of them took a beating in the attempt (Tier 2 Harm). 

Faced with no other viable option, they undertook a desperate maneuver and dived into the water to swim away. This, dear reader, resulted in the first and only six that they rolled the entire afternoon. Despite their burns, bruises, and bullets, they swam out of the dock area and into the river. To me, the fiction demanded that some of the Lampblacks grabbed a boat and chase them, but I also realize that this was a place where we could have made their exact goal more precise in our discussion: did they think that their diving into the water was to get completely safe or to simply get out of the immediate scrap? I interpreted it as the latter, but we could have been more clear.

I started a four-slot clock for them to evade the Lampblacks and gave them one tick for swimming out into the river. The players thought their only choice was to swim for shore, and I pointed out that there were some other options, such as swimming out into the river, or pleading for their lives. That said, swimming for shore made the most sense in the moment, so they tried... and botched the roll. The Lampblacks in the rowboat got into the river and took a few shots at them. This was enough to max out the Leech's Stress, and he took the Trauma of being Unstable, which is completely understandable given how badly this mission had gone. 

Now we were in a strange situation. I had established a progress clock for the crew's escape, although it was down to just the Hound now. He said he would just swim for shore, but I recognize that this would violate the Blades GM advice, "Don't roll twice for the same thing." It felt like it would just be "Swim again, but better this time." That didn't feel right, so I retconned the previous situation so that the Lampblacks had brought their boat between the swimmers and the shore. Hence, the Hound could do something like swim out into the ocean (with his punctured lung and bruises) or do something else, like beg for his life. He chose the latter, and I don't blame him. I offered him a Devil's Bargain on this attempt to sway the ruffians: he could have an extra die on his attempt if they let out their bloodlust by killing the Leech. To my surprise, he took it. The Hound knew that they were both as good as dead anyway. It was better for one of them to live than for both of them to die. The Hound succeeded at a cost, so they beat him with Tier 3 Harm and left him for dead on the shore.

We completed neither the score wrap-up nor the downtime activities. Both seemed moot with half of the crew dead, and as I previously mentioned, there were real-world pressures to clean up the table and get one of the boys to a youth group meeting. I plan on reading through the rules regarding how to wrap up a score later today so that I can do a mental walkthrough of how it would go. If the three of us play again, I think we'll just start afresh with a better understanding of the world and the rules.

And I would play again. Despite the game going badly for the crew, we all enjoyed the experience. It was a little rocky at times when I had to reference rules or lore, but that's the way it goes when you learn a new system. Every review of Blades that I have read says that you have to play several sessions before you really get into its way of playing. Although I would play again, I do not currently have plans to play again. I think it would be great fun to play with an adult group with beer and snacks, but getting a bunch of fathers together for a game night is already a desperate move where the dice are loaded. In the meantime, my boys and I got to share a fun afternoon together, and now they have a story to tell about what happens to those who turn to a life of crime.

Monday, January 1, 2024

The Games of 2023

In 2023, I logged 408 plays of 71 different board games. I am surprised how much lower that is than the last two years, but I think it also points to playing more heavy games rather than multiple light games. My youngest son is almost nine, and he will join in any game that we invite him. Just this morning, we rung in the new year by playing Massive Darkness 2, and he did great with one of the most complicated character classes. We can probably unload some of the kids old games and to make room for... well, honestly, the games we already have that just don't have a home on a shelf.

Here are the games that I played at least ten times this past year:

  • Frosthaven (54)
  • Clank! Catacombs (32)
  • Railroad Ink (26)
  • Everdell (19)
  • Res Arcana (16)
  • Terraforming Mars: Ares Expedition (16)
  • Oathsworn: Into the Deepwood (12)
  • Cribbage (11)
  • So Clover! (11)
  • Ark Nova (10)
  • Thunderstone Quest (10)
We haven't had Frosthaven to the table in months, so it was a shock for me to see it so strongly in the top. My son and I have played through practically all the main storyline, though we have not unlocked all the characters. I am a little disappointed that, after the main quests are done, there's not much pull to go back into the game. It's not like the game mechanisms changed much, but once there's no narrative hook to move forward, it just stopped feeling like it mattered if we collected the materials to build the buildings to get more materials to save a settlement that was actually fine.

Cribbage is a game I played a lot as a kid and watched my parents play with their friends. It's a comforting game. A glass of wine and a game with my wife always makes for a good evening.

I did not think we played Ark Nova as much last year as we did. Maybe that expansion is in our future.

As of the start of the year, my game h-index is 33, meaning that there are 33 games that I have played at least 33 times. This will certainly go up this year, as it seems I only need one more play of Castles of Mad King Ludwig to increase to 34, and that's a game I love to play. My player h-index is 19, meaning that there are 19 players with whom I have played at least 19 games. This one seems much harder to increase! 

I'll conclude by sharing the most-played games in my collection, continuing a tradition for this blog series.
  • Race for the Galaxy (112)
  • Clank (102)
  • Thunderstone Quest (102)
  • Crokinole (88)
  • Kingdomino (82)
  • My City (67)
  • Gloomhaven (66)
  • The Quacks of Quedlinburg (65)
  • Arcadia Quest (61)
  • Frosthaven (61)
  • Carcassonne (60)
  • Animal Upon Animal (56)
  • Quiddler (56)
  • Camel Up (51)
  • Terraforming Mars: Ares Expedition (47)
  • Rhino Hero: Super Battle (43)
  • Cribbage (41)
  • The Crew (40)
  • Just One (40)
  • Mage Knight Board Game (40)
  • Runebound Third Edition (40)
It may look like Race wins, but if we tally together Clank, Clank Legacy, and Clank Catacombs, the Clank family dominates with 158 total plays (102+17+39, respectively).

Thanks for reading. Happy New Year and Happy Gaming!

Sunday, January 1, 2023

The Games of 2022

EDIT (Jan 13, 2023): It turns out that a subtle bug in the BGG for Android app prevented most of my plays from being properly logged after December 23. I have worked around the issue, and it has required me to update parts of this blog post.


It's time for my annual tradition of reflecting on the year's board games. I logged 462 plays in 2022, which is on par with 2021. Those numbers are still smaller than 2020, which of course was an unusual year. Also, all the family now enjoys playing larger and longer games. My youngest son is seven, and he's never asking to play Reiner Knizia's Flea Circus any more: he wants to play Clank or his recent favorites, Castles of Mad King Ludwig and even Rising Sun. I was not very good about hosting Guys' Games Nights this year, despite having told multiple people that I really wanted to do this. There are some guys in town whose company I truly enjoy, whom I haven't seen in a long time, and for whom board games are what brings us together. I need to do better with this in 2023.

In my annual blog posts, I usually report on the games that I played at least ten times during the previous year. This year, there are some interesting ones just under that threshold, so I will go down a little further into the rabbit hole.

  • Race for the Galaxy (44)
  • Terraforming Mars: Ares Expedition (31)
  • Downforce (27)
  • My City (25)
  • Etherfields (22)
  • Thunderstone Quest (21)
  • Clank! (19)
  • So Clover! (19)
  • Castles of Mad King Ludwig (14)
  • Arcadia Quest (13)
  • The Quacks of Quedlinburg (12)
  • Crokinole (11)
  • Dune: Imperium (11)
  • Stuffed Fables (10)
  • Wingspan (10)
  • Massive Darkness 2 (9)
  • Oceans (9)
  • Exit: The Game - Advent Calendar: The Mystery of the Ice Cave (9)
  • Mechanica (7)
  • Xia: Legends of a Drift System (7)
This was the year that two of my games broke 100 logged plays, and those games are Race for the Galaxy and Clank!. The latter counts just "regular" Clank! and not the legacy version, although I have combined those two in some past analyses. These are, of course, two of my favorite games, and I picked up two new games by the same designers for Christmas: Res Arcana and Clank! Catacombs. These have already received a lot of play considering Christmas was just a week ago, and I expect to see them both moving up the charts.

Terraforming Mars: Ares Expedition is a game recommended by my brother, and I bought it for my eldest son without knowing much else about it. I love it as something like a crunchier version of Race for the Galaxy. It certainly shares a lot of the same DNA. We get it out regularly, and I expect it will see a spike in plays when the expansion comes out.

I first played Downforce with my brother two or three years ago, and I had kind of vague memories about it: it was fun, the cards looked cheap, and it played six players. I saw a copy at Origins and picked it up, and it has been a huge hit with the family. It supports six players but is even more fun at fewer, and it's a challenge without being too stressful. This makes it a go-to game when everyone wants to play something together, but I suspect that title may soon go to Railroad Ink, which is another new Christmas acquisition. Railroad Ink takes almost no time to set up and tear down, and everyone takes their turns at once; these are highly desirable for a family of six.

My City is the only game I have bought twice. I got a second copy for Christmas 2021 and played through the campaign again with a different subset of four. It was still great, and now we have two sets, which means up to eight people can play the non-legacy version of the game.

Etherfields proved to be a lot of fun. I have painted all the miniatures except for one, which is why you haven't seen them on the blog yet. I'll say more about it when that last figure gets painted, but for now, suffice to say that my two older sons and I have really enjoyed it.

2022 was the year that my third son learned to play Arcadia Quest, and we played a few campaigns together. We're excited to try a campaign with Pets and Riders together, and that will likely come this summer. What will happen when my youngest son wants to play, though? Either my boys will play without me or my oldest will be away at college, and both of those are kind of scary thoughts.

Some of the boys and I started up another run through the Stuffed Fables campaign, but it fizzled out. It's hard to put my finger on why. I was less excited the second time through since there was less discovery in the story, but even the younger boys seemed less interested in getting the game to the table. I think it ends up in the awkward pile of games that I have spent hours painting the miniatures but no longer have desire to play.

I picked up the Exit Advent Calendar on a friend's recommendation, and my family definitely enjoyed it. One puzzle was a stinker, but the others were a lot of fun. Different members of the family were able to solve different puzzles, which was both good and unpredictable. One reason I wanted to write about it here is that games like are a bit unclear on how they should be logged. At first, I logged every room as being a play, but that seemed inflated. I ended up logging just each session, of which we had seven distributed through the 24 days before Christmas (which is not the same as Advent, but I bought the game anyway, so pedantic liturgical season marketing is probably not a good business move for them). 

I was a little surprised to see that Xia was only at seven plays since we played it so much last year. It's always fun, but it is a big commitment of time and table space.

To wrap up, I will take my customary look at the top-played games in my collection since I started logging plays in 2016. Let's somewhat arbitrarily take the games with 40 or more plays.
  • Race for the Galaxy (108)
  • Clank! (102)
  • Thunderstone Quest (92)
  • Crokinole (86)
  • Kingdomino (80)
  • Gloomhaven (66)
  • My City (63)
  • Arcadia Quest (61)
  • The Quacks of Quedlinburg (59)
  • Carcassonne (58)
  • Animal Upon Animal (56)
  • Camel Up (51)
  • Quiddler (50)
  • Rhino Hero: Super Battle (43)
  • The Crew: The Quest for Planet Nine (40)
  • Runebound (Third Edition) (40)
That's all for this year's review. Thanks for reading, and happy gaming!

Sunday, July 10, 2022

A Review of Scotty McFarland's EZD6 RPG

Gareth Barrett publicly claimed that Scotty McFarland's EZD6 is the "greatest RPG ever written." That's quite a claim, and he makes it without equivocation. While it's impossible that he has read all RPGs, I'm sure he has read a lot, and he makes specific comparison to some that I am familiar with, including Dungeon Crawl Classics, Dungeon World, Index Card RPG, and The Adventures of Baron Munchhausen. He is comparing this newcomer to some of the most lauded and recognized fantasy role-playing games, and this was enough for me to pick up a copy of EZD6 for myself.

The rulebook was a breezy read. The rules of the game are simple, and they presented in a mostly straightforward way. However, I was quickly disappointed in the quality of the book itself. The presentation is scattershot, with technical terms used before they are defined. The writing is functional but inelegant. The result is that the book feels like a rough draft that should have gone out to external playtesters. The book is published by Runehammer, whose own ICRPG went through several rounds of significant editing after its initial release. That's a great benefit of digital publishing, but I don't get the impression that EZD6 is due for this kind of maintenance; indeed, perusing YouTube comments, I see instead that McFarland is currently working on supplements for separate sale.

Particular mention should be made of the strained metaphors. The book insists that what other systems call "characters" are, in EZD6, called "Pushers and Shovers." That phrase hardly rolls of the tongue, and throughout the book, they are referenced regularly as "characters." There's a good reason to do this: they are characters, as agents in a story. Similarly, the book insists that what most systems would call a gamemaster is a "Rabble Rouser." This term doesn't have the right connotation and so it comes across as a sloppy attempt at novelty. You have a "hero die" that is not a die at all but a token you exchange for a re-roll. The worst offense is the use of "Strikes" to denote health or hit points. "Three strikes and you're out" is an easy and memorable concept. The problem is that characters have three strikes, and when you get hit, you lose a strike. You're "out" when you have no strikes. The metaphor is upside-down. This might be a pet peeve, but I feel like the icing on the cutesy wordplay is the gratuitous use of "k" in the word "magick." It puts the "ick" in magic.

The unprofessional editing and poor use of language is enough for me to say that this is not the greatest RPG book ever written. (For exemplars of "bookness," check out Paul Czege's The Clay that Woke or the aforementioned Baron Munchhausen by James Wallis.) An RPG book is not just a book, though, and the systems of EZD6 are where it shines.

The core system is clear: roll a d6 and beat a target number, usually 3. Situations may get you a "bane" or a "boon" in a manner similar to D&D 5e's disadvantage and advantage system. The math and adjudication are much simpler here, and it's not clear to me that anything is lost in the coarse grain. That is, I don't think it matters that taking a -2 on a d20 gives a 10% difference in outcome whereas having a +1 target on a d6 is a 16% difference: the human brain is too bad at statistics for this to really matter. The real value here (as Barrett points out) is the karma system. Players start with three karma, and they earn karma on each failed roll. Karma can be spent to improve any die roll on a point-per-pip basis. This works very well with the d6 system: each failure means, in a sense, you're banking a 16% chance to succeed at something later. It's simple, it takes some sting out of failure, and it adds up even in a short adventure. It also feels heroic in the narrative. This kind of system would not work with a d20 system because the opportunities and impact would be diffuse.

Given the elegance of this core system, I was surprised that the magic rules muddied it up. I agree with McFarland's stated design goal that magic should, by definition, feel different. I think D&D has always dropped the ball here but that Dungeon Crawl Classics has a wonderful interpretation. In EZD6, you basically roll some dice against some other dice and get what you want, and you can use your hero die but not your karma, among some other restrictions. This system does succeed at feeling different from the rest of the game, but it falls short of feeling dangerous and mysterious. The best contribution here is not the resolution system but the division of magic into circles of sorcery. A spellcaster can come up with any effect they can imagine, within the gamemaster's adjudication, as long as it is within one of their known circles. This is an important restriction on a free-form magic system, preventing the spellcaster from outshining all the other classes.

One of my greatest disappointments with the EZD6 book is that it does not include any scenarios or characters. There's nothing you can use out of the box. Compare this to ICRPG from the same publisher: it includes "trials," which are small but compelling scenarios designed to expose new players and GMs to the rules, as well as sample adventures. 

For my trial, then, I put together a short three-encounter adventure for my family: my wife and my four sons, ages 7 to 15. Not all of them like tabletop roleplaying games, but they were all willing to join in for a one-shot. My eldest son helped everyone make characters while I designed the quest. I decided to pick something that would highlight some of the miniatures we recently painted together—our first batch of mobs from Massive Darkness 2. (Expect a blog post about that once they're all done.) The party were called upon to eliminate a mysterious evil from a haunted cemetery. This involved battling gargoyles, skeletons, cultists, and a summoned demon. As always, I found myself deploying tricks from ICRPG in designing the scenario, particularly the inclusion of "Timers, Threats, and Treats." Everyone enjoyed the game, especially the karma system. We did not get much experience with the magic(k) system since the lone spellcaster only cast one spell, which was to blind the chanting cultists. This didn't really do anything since they were already in a trance. I have to wonder if his own imagination about how to use magic stunted by his reading too many RPG rulebooks that codify spells.

Is EZD6 the best RPG ever written? No. But it is pretty good. Playing this game with my family was a lot smoother than ICRPG or Dungeon Crawl Classics, and it seemed to be equally enjoyable by both the older and younger crowd. I recommend it as a rules-light game for those who want to emphasize narrative but still be in a GM-crafted D&D-style adventure. Rather than compare it to something crunchy like Apocalypse World, I think it would be better to compare it to FATE, and perhaps that's something I can do later this summer. However, if what you really want is a collection of advice about how to run a game, I maintain that Index Card RPG is still the best resource available, even if you don't ever use the systems it presents.

(Did you know I released a free PbtA tabletop roleplaying game about campy superhero adventures? It's called Kapow! and you can read about it here. I ran into some folks at Origins who have a completely different game out called Kapow!, but I can't blame them. It's a good name.)

Saturday, June 4, 2022

Family Painting: Arcadia Quest Pets

For Christmas, I bought for the family the final Arcadia Quest expansion (not counting Inferno) that we lacked: Pets! Honestly, I knew nothing else about it except that it was more AQ stuff and would be fun to paint together. Here's hoping the rules and campaign are good. 

In case you're looking for other posts in the series, you can check out how we painted Arcadia Quest, the Beyond the Grave expansion, and the Riders expansion.

I grouped the photos by painter this time, and they are presented here in age order. As usual, we did these in a fairly quick style, completing a mini per session. The elder four of us used our shared Vallejo Model Color paints and two Citadel washes, and the younger two used craft paint and the washes. All the minis were zenithal primed via airbrush. I did not spend a lot of time cleaning up mold lines.

My minis (front)

My minis (back)

I'm the oldest in the household, so I get to go first. I painted Bumble, Oak, Vexia, and Ace. Vexia was certainly the most challenging because of the high-contrast headband and face. Oak was an adventure in earth tones.

Mrs. G's minis (front)

Mrs. G's minis (back)

My wife joined us for most of the painting sessions, and she painted Puff, Greenhood, a Korilla, and Rawr. She did a bang-up job on Greenhood, bringing out some wonderful detail in the cloak. Also, if you look carefully, you can see she modified the figure to be a little more family-friendly: the sculpt actually has a bikini top over anime breasts, but my wife put Greenhood in a more combat-appropriate green shirt. (The card art, unfortunately, remains silly.) Again, to give kudos where they are deserved, the dotting she used to convey Puff's scales are amazing, and the fur on the Korilla looks great.

#1 Son's minis (front)

#1 Son's minis (back)

My eldest son (15) did a great job with these figures. They are Tickles, Newton, Padfeet (a "wolfie"), a Korilla, and a Hedgehornet. The most impressive one here is surely Newton, whose card art has him as a plain green chameleon. My son added all the details and coloration that really makes the miniture shine. For his Korilla, he explored Dr. Faust's stipple-and-ink technique. It looks great, although it's almost too furry for either a koala or a gorilla. Still, as an exploration of technique, it's amazing. The Hedgehornet merits some attention too as it's the first we've seen. This miniature features high contrast, hard-to-paint colors. My son here did a great job on a hard miniature, and as the eldest of the boys, one should expect his to be the sharpest of them.

#2 Son's minis (front)

#2 Son's mins (back)

My second son (12) painted Sheldon, Moonpie, Tallon, and a Hedgehornet. Sheldon was his first, and he did a great job adding texture and detail to the shell. He was concerned about Moonpie, but I think it looks great, especially knowing how white and pink are hard colors to paint. The details on Tallon are excellent, especially considering this was a one-session paint job. The hedgehornet is good too, and I'm mostly just glad I didn't have to paint one.

#3 Son's minis (front)

#3 Son's minis (back)

My third son (10) skipped one painting session to work on a model rocket, which is why he only has these three: Miau, a Hedgehornet, and a Korilla. He tends to come in fairly dark, so I will need to talk to him about finding better starting tones. He also paints flat, and when I asked him about it, he claimed to not know how to highlight or shade. I sat with him this morning and showed him how an overall wash on the Korilla and a spot wash on Miau could get a lot more dynamism without a whole lot more effort. Perhaps I will try switching up our seating order next time we do family painting so I can give him a few more tips.

#4 Son's minis (front)

#4 Son's minis (back)

My youngest son (7) cracks me up. He loves family painting, and he completed a Hedgehornet, Owlbunny, Barnaby, and a Korilla. He knows to get a good coat down, let it dry, and go for the magic of Nuln Oil or Agrax Earthshade. Once again, hedgehornets are hard, and I give him credit for even trying that yellow-black stripe pattern. Notice that he put the reflective white dots in the eyes and how well that draws attention to the face.

That's all for today's episode of Family Painting. Don't worry, I have another set of minis behind me, just waiting to be primed.