Showing posts with label family. Show all posts
Showing posts with label family. Show all posts

Monday, February 2, 2026

Shove Off! at Global Game Jam 2026

This past weekend, I participated in Global Game Jam at Ball State University. This was the first time in many years that I was not hosting the event, and it was a nice change to simply jam and not have to worry about logistics.

My team created Shove Off!, a local-multiplayer arcade game. The source and binaries are also available on GitHub. The game is for four players with game controllers.

Title Screen

My son and I started kicking around ideas right after the theme announcement. We briefly discussed making a survivors-like where the powers come from masks, but we tossed it as requiring too much balancing. We pivoted to using masks of world cultures to provide power-ups in a platformer brawler game. This idea played well into our observation that local multiplayer games can generate a lot of fun even if they are rough around the edges. Choosing this to go forward, we then decided on pushing as the core player interaction would be such that masks modify it. (Incidentally, I have played Smash Bros. exactly once, and my son has not played it at all.) Our whiteboard designs revealed an opportunity for two kinds of attacks: a horizontal push from the ground and a diagonal push from the air. The simple level layout we sketched provided all we needed for a playground.

We tried to get the core gameplay working Friday night, but we could not get all the pieces together. Crucially, we did figure out the sizes and shapes that everything would need to be. We also recruited a musician who agreed to write a retro-style, high-energy song together with sfxr-style sound effects for us.

Saturday morning, we got the core gameplay and representative placeholder art in place; that is, we replaced the Godot icon with stick figures. We enjoyed the core gameplay even without powerups. Knowing we were a small team with limited time, we decided to try to build a complete game using only the core gameplay. If it was good, it could be what we shipped, and if we had time, we could add powerups. During the day, the theme became less generic and focused more on lucha libre. Masked wrestlers pushing each other off of platforms seemed the right way to go. Once the musician's main theme landed, it changed everything: the song was perfect for the madcap gameplay and bold visuals we had brought together.

My youngest son was the only one with nothing scheduled Saturday afternoon, so I invited him to come hang out at the jam. I set him on some research tasks, including finding fonts and figuring out a palette for the characters. He started by simply poking around Google Fonts, but then I taught him about the value of using image search for reference images. We brought up images of luchador posters, which changed his whole approach. It was a good learning opportunity, and I'm glad he came along, even if he had to spend some time awaiting assignments.

Starting the match

Many of the posters we reviewed featured a starburst background, and it looked to me like something I could do with a shader. I tried puzzling it out myself but did not make much progress. Shaders are interesting to me but I frequently get stymied by them. I ended up searching the Web and finding exactly what I was looking for. Sunday morning, I added my favorite subtle feature: at the end of the game, the background color changes to match the thematic color of the winner. One of the other jammers required shader cleverness in his game, and I told him how I'd love to lead a seminar on the Book of Shaders. He said he'd be interested, so I guess I only need nine more undergraduates who are intrigued by this intersection of art, math, and design.

I should mention that all of the visuals were done by my other son who was in attendance. He did a great job iterating on ideas and taking feedback, reworking the characters several times as we worked towards our goal. One of the best things we did in terms of the project architecture was to separate the body animations into their own scene so that he could work on those independently while I worked in nearby systems. We only had one merge conflict during the whole weekend, and it was quickly resolved.

By Sunday morning, we had already covered the "mask" theme with our luchadores, but we had time to build on the core gameplay. Our testing showed that players could get stuck in pushing matches, and so we pulled our favorite powerup from Friday night's listing: fireballs. Every few seconds, a stylized sun shows up in the middle of the screen, and the player to grab it gets three fireballs. These proved perfect for breaking up the gameplay.

We were all happy with how the game turned out, and it was popular during the post-jam party. I felt good about making a complete, playable, and enjoyable game. I have spent a lot of time the past several months in preproduction and exploring engineering practices, but I haven't shipped anything in a while. The jam was a great opportunity to go from nothing to something in 48 hours.

If you try out the game, I hope you'll let us know what you think.

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, 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.

Thursday, July 3, 2025

Some thoughts on Fate and Forged in the Dark games

Yesterday, my two older boys and I played a tabletop RPG session with a friend and his two oldest children. We had done a one-off OSR game years ago, and I was surprised when my son reminisced about it and wanted to so something similar again. After some discussions about his hopes and goals, I decided to try a session of Fate, which I haven't done in years. I played Fate once five years ago, and though that was my most recent experience with it, I find myself referencing it frequently as a touchstone in RPGs. I think it would be interesting to play Fate under the direction of a GM who had mastered the system. In the absence of such experience, as with my last play, I felt like I was a little underprepared, despite the system being relatively light.

I settled on Fate Accelerated (FAE) as a ruleset for a one-shot game with our friends, and we had a fun time exploring the work of a secret, elite, international organization in the 1930s that was funded by a mysterious benefactor to pursue justice. It was very pulpy and inspired in part by a cousin's fondness for Doc Savage

I looked for some advice online about how best to use FAE for a one-shot, which reminded me to skim the excellent Book of Hanz. An old Reddit thread suggested using the Phase Trio from Fate Core for character creation, and that sounded like so much fun that I decided to try it. It was a lot of fun, being essentially a narrative minigame in itself. It took a while to get everyone involved, in part due to unfamiliarity (mine and theirs), and I think it may have also shown different player's comfort levels with this style of character creation and with tropes of 1930s pulp. If I do it again, I should probably send out some introductory materials and preparation suggestions before the game to help get players in the right mindset.

We ended up with a ragtag team of specialists who had some complications in their backstory. The group played into the idea that character aspects can be strengths and weaknesses, and this was a lot of fun, although it's harder to play this up equitably in an ensemble cast. I tried to spread the spotlight around, but five players is hard to manage (and more than the rulebook's recommended maximum by one). Many scenes took much longer than expected, but one marvelous outcome was that the group discovered a completely unexpected way to resolve the main plot. The climactic ending involved explosions and petty vengeance, which is an excellent way to end pilot episode.

A quick turnaround of events meant that we did not have much time for a debriefing conversation after the game, but in a short chat with my boys, I found myself comparing Fate and the Forged in the Dark games. Both games are designed to give a fiction-first adventure, but they accomplish it in different ways. Fate encourages a cinematic approach, but its mechanisms do not demand it. For example, in our game yesterday, the team received a call that had them flying to Havana. Rather than cutting to the flight, some players wanted to start itemizing what gear they were bringing along in case they need it. Now in a movie, you'd have a Chekov's Gun scenario: if the camera shows a character packing a particular gadget, that gadget better be used later in the show. With player-driven story, though, how is one to know what will be useful later? The instinct is good from a player's point of view, and it's not exactly anticinematic, but it is dull. I pointed out that any player could always spend a Fate Point later to simply declare that they had brought some particular gadget with them, and I realized immediately that I had just turned Fate Points into Blades in the Dark's flashback and load system. This helped the players understand the various uses and robustness of Fate Points, but in reflecting on the experience, it also pointed out how brilliantly Blades ties the flashbacks with Planning and Load. Get the competent characters into a situation with little fanfare and let the details be clarified through play. I like that better than having players trying to lay out the perfect plan and hope it works.

The other piece from Blades in the Dark that I missed was player-facing rolls. In truth, I struggled to remember the distinctions between Fate's Challenges, Contests, and Conflicts, each of which are almost synonomous in English. I had hoped that the players would face one of each, but we never had much of a direct Conflict. Or, put another way, we could have, but I ended up handling it using what feels like a faster player-facing, elective-order system. I find the idea of tallying each side's Speed and then taking turns with each NPC to be tedious. It's the kind of thing that I may have enjoyed in my youth DMing D&D2e, but those games had a more tactical and simulationist bent. Now, I much prefer the rhythm of letting the players act and watching the world react.

Still, one of the most compelling ideas in Fate is the robust aspect system, and I quite like the action of creating advantages. We had only one good example of that, but I think it's because a player could see that there was interesting on-screen ways that his character could lead another character to an exciting spotlight moment. I have not seen any Forged in the Dark games that have something equivalent.

One other criticism that I have of Fate Accelerated in particular is that, after playing through the game, I don't like approaches over skills. I like the idea of describing how characters approach problems, but practically speaking, it was too easy to alter one word of a story to get a systemic boost. If you're in a boat race, are you necessarily driving "speedily"? It seems to me that there's not much difference between saying you're doing it speedily, flashily, cleverly, or even forcefully. What really matters here is that you know how to drive a boat. (Do you "drive" boats? Whatever.) So, one of my takeaways is that I want to take a closer look at Fate Condensed as an alternative. I think it would have really helped some of the players, especially in the large group, to have an obvious spot where their particular skills could be brought to the table—that they can do a thing others cannot do, not just approach something in a way that's essentially the same as their neighbor.

In preparing for the session, I came across the It's Not My Fault! cards, which I have ordered and am excited to try, so this will certainly not be my last experience with the Fate system. I suspect that this set may be a better tool for one-shots, although I have no regrets about exploring the Phase Trio for character creation. However, it also makes me want to get Scum & Villainy back to the table. I want to try running it using the Deep Cuts systems changes to Blades in the Dark. I also want to rewatch Cowboy Bebop, and maybe these things are coupled.

That's my hodgepodge of thoughts collected from an enjoyable game yesterday. My boys have been on an unexpected TTRPG kick lately, and I need to talk to them about whether they want to pick up the Scum & Villainy campaign we started last Autumn. Incidentally, folks who like Blades in the Dark should check out the recently released video game Cyber Knights: Flashpoint, which is obviously inspired by it and draws liberally on its systems.

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.

Monday, December 23, 2024

Happy Camper: A December 2024 FamJam Game

TL;DR: Check out our new game, Happy Camper.

On Saturday, my eldest son led the family in a one-day fam jam as part of fulfilling a Scouting merit badge. We had attended the Indy Indies 2024 Showcase the previous night and played the eight games featured there. Playing Hardcore Cottagecorre in particular got the boys talking about wanting to make a single-stick shooter. The older boys had played Vampire Survivors, but the others really just used Harcore Cottagecorree as their genre example. We laid out responsibilities and got to work a little after 8:00AM. We wrapped up work just before 5:00PM, giving us enough time to talk about our experience over dinner and then get out to see Christmas Carol at Muncie Civic Theatre

The result of our work is Happy Camper, which you can play in the browser as long as you have a keyboard and mouse. The game is free software and you can browse the source code on GitHub.

I told my friend a little about our experience yesterday, and he had some questions about what technology we used to create the game. To that end, here are some explanations and links. These are all no-cost, free, open source tools.

  • We used Godot game engine to build the game, including its GDScript programming language.
  • The art was made using Piskel, which is perfect for the pixel art aesthetic.
  • The music was created using LMMS.
  • The sound effects were recorded using Audacity.
My wife commented on how much smoother these jams go now that everyone has more experience using these various tools. There are two things that I myself need to remember from the experience. One is that I need to talk to the younger boys about how to think like a musician when approaching LMMS. Both have a tendency to try to "make it work" rather than trying to model how composition is approached, doing things like aligning notes to beats and measures. Admittedly, the piano roll interface in LMMS is less clear here than staff, and so maybe I need to look into showing them something like MuseScore or Rosegarden, both of which give you access to a traditional notation editor. 

The other observation I had was with respect to communication, internally and through the medium of game design. My second son took the task of designing a series of weapons that would work well together. He had a list that he considered finished, but I encouraged him to write them up in a way that they could be used as a specification, together with illustrations of how they would work. He did this, but he still described all seven weapons in half a small sketch book page, cramming them all together and including indecipherable drawings of the design intention. We talked briefly about how the task was not merely to inscribe his ideas onto a page, but to do so in a way that invited others to comment, edit, and learn from them. That is, there had to be more room for annotation, more space for people to read the diagrams together. He had succeeded at the "invention" part but was weak on the "communication" part (see Cockburn's argument that software development is a cooperative game of invention and communication). It's all part of the development of teamwork and game design, and I'm glad we had a chance to talk about it. I would like to have an opportunity soon to give him another similar task and see if he can apply our conversation.

This relates to a similar story from later in the day, when he and his elder brother were trying to figure out what to work on before we shipped the game. They seemed blind to the fact that, in its current state, the game was unlearnable and not fun to anyone. As makers of the game, they could play for about ten seconds, and there was no scaffolding for anyone who didn't know all the implementation details. I pushed them on this point, that unless we were making the game only for ourselves, we had to think about the perspective of new users—people who didn't know what the enemies or weapons looked like, where they would come from, or how these systems worked together. Giving them that charge, I left them for about an hour. When they pushed their changes, the game was much more enjoyable, with better balance and escalation without needing massive changes to the implementation. Of course, if we were not in a one-day jam, we could have done even more work here, but within our constraints, I think they did a great job, and I told them so. It was only later that I realized that this was in the same class of feedback as I had given my son earlier: to recognize that "done" needs to be considered from the perspective of the consumer, whether that is the reader of a design document or the player of a game.

It had been almost a year since our last Fam Jam. Some of us will certainly participate in Global Game Jam in January, but I hope it's not another year before we get the whole family involved. I'm not sure what will happen to our Fam Jam tradition once the boys start leaving the house. 

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, June 3, 2024

An evening with Microscope

I heard about Microscope from Ben Robbins' interview on Justin Gary's podcast. It is a game about creating a history: the rules guide the players in the collaborative creation of the periods and events that make up a historical arc. I became intrigued, and it seemed like the kind of game one would have to play to follow a conversation about it. I borrowed a copy of the rulebook and convinced my wife and two elder sons to try it out with me.

The rulebook gives specific advice on how to introduce the game, and I appreciated being able to follow the script. Our first decision was the overall theme of the history, but we could not settle on one that we all liked. We agreed to take the first one of three that were recommended for players like us who weren't sure how to start: three nations are united as a single empire.

Our next step was to bookend history. One of my sons recommended that the end of the history should be that three nations, each on the back of a turtle, come together under one emperor. We then came up with the idea that at the beginning of history, there was one nation, on the back of the Great Mother Turtle, but she died, and the nation divided onto the backs of her three children.

As we got into the game, we created the history of three turtle-nations who lived in harmony until a blight caused scarcity of Turtle Orchids—the only food eaten by the giant turtles. The three turtle-nations separated to search for new sources, and their cultures evolved due to the different environments under which they found themselves. We never got into the details of how the turtle-nations came back together after this separation, especially not how they resolved religious differences that emerged, but we know they did, and that it was positive for them.

There were some rocky spots, as to be expected in any first play of an RPG where only one person has read the rules. The last page of the rulebook is a convenient rules summary, but Robbins has not provided this as a downloadable player aid. I feel like it would have helped the players—including me—keep some of the terminology and sequencing right. 

One scene did not go particularly well. Scenes answer particular questions in history, and this one was supposed to answer the question, "What monsters attacked Medium Turtle that caused the society to become more militaristic?" It was only our third played scene, and we jumped into it with gusto. It didn't seem to go anywhere, though, as no one roleplayed an answer that satisfied the question. At one point, I just put the kibosh on the scene, suggesting that the answer seemed to be that we didn't know. This was a little unsatisfying, but so was the scene at that point. 

I did some work afterward to better understand the rules for played scenes. The introductory advice that we followed had us start with a played scene, and that one had gone well. In re-reading that portion of the rulebook, though, I was reminded that playing the scene is a combination of narrative and dialogue. We had only been engaging in dialogue, and if I were to teach the game again, I would make sure to open a scene by using both. We also were too light with setting the stage, which is an explicit part of playing a scene: while we had established who and where we were, we had not established what we all knew and what happened prior. 

I came across two interesting resources during my post-play research. One is this rules cheat sheet created by Nicole van der Hoeven. It may be a good way to introduce someone to the game, but it's a great summary of the rules. Reading it provided a more convenient reminder about the core rules over re-reading the book itself, since the book necessarily combines rules and exposition. Seeing the topic list on van der Hoeven's site, I think I may spend some more time exploring her notes on other topics as well.

The other interesting resource I found was a recent blog post by Robbins himself. It presents alternate rules for scenes which I am sure would have given us a better experience even in our first play. Among the benefits of the revision is that it eliminates the need for "push" rules. These are the rules that allow players, during a played scene, to push back on something that someone has introduced into the world. They seemed necessary but secondary in the book, containing more details than I could hold in memory when teaching the game. They were to be deployed in reaction to play, which also meant that I did not want to review them while we were actually in the game. I am not just happy with the simplification of the scene rules, but I am also chuffed to see a designer improving a game he published over ten years ago.

In summary, I enjoyed my first play of Microscope, and I would like to play again, now having a better understanding of the rules and a handy revision thereof.  If I were teaching my game design class in Fall, I would likely bring this in as an example of an RPG. In an era where all of my students are at least aware of Dungeons & Dragons, it would be a great example of how "role-playing game" is bigger than that.

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!

Tuesday, September 27, 2022

Making Truffles

Many years ago, if memory serves me right, my mother-in-law sent me a link to an easy truffle recipe. My oldest kids were pretty young at the time, so this may have been eight or ten years ago. I've used that recipe for years to intermittently make simple chocolate truffles. My two favorite flavors are orange cardamom and mocha. Both are a simple matter of simmering flavorings in the cream, the former using decorticated cardamom and fresh or dried orange peel, and the latter using ground decaf coffee.

I used that recipe for years. For a long time, I could Google for "easy truffle recipe," and there it was. A few years ago, it became a little harder to find, as more and more similar pages and videos showed up in my search results. At this point, I think the original page is simply gone. I could never remember who hosted it; I would recognize it by the prose, layout, and images.

It's really not that complicated, though, and I realize the main thing I needed the recipe for was ratio between cream and chocolate. Last night's searching resulted in my reading more about this ratio. Hungry Happenings has a good explanation, and I'll just summarize here, for my future recollection, this idea:

2:1 Chocolate to Cream Ratio

That's really all I need to know. My old recipe used volumetric measurements of cream and weight measurements of chocolate, which made it harder to remember. The weight ratio is much easier to remember as well as being easy to execute with the kitchen scale.

How do I do it? Heat up the cream, but don't let it boil. Put flavorings in. If they need to simmer, let them simmer for 10-20 minutes. Weigh chocolate chips into a measuring cup. (Yes, the fancy people say not to use chocolate chips, but you know what? It's easy. My truffles are not silky smooth, but I don't mind a rustic truffle.) Pour the cream over the chips and stir it up to make the ganache. Pour it into a broad, flat container, and put this in the freezer for 20-30 minutes to cool. Prep some kind of toppings, like cocoa powder or chopped nuts. Gather children with nominally clean hands. Use a little spoon or scooper to portion out roundish blobs of chocolate, drop into the topping bowls, and let the kids roll them around to coat. Family fun!

Last night, the younger boys and I made a batch for my wife's birthday week. We made a wonderful discovery. One of the recipes I found suggested trying vanilla or almond extract as a flavoring agent, so I looked around the baking supplies. I came across something I don't remember seeing before: a flavoring called fiori di Sicilia. We popped off the top to check it out, and we were wowed by the wonder smell. We put a teaspoon into our 4 oz. of cream. For toppings, we used cocoa powder and crushed pecans. They turned out amazing. The fiori di Sicilia gives a complex citrus flavor, just the right amount for chocolate.

So there you go. It's all story and only an implicit recipe, but I do feel like I leveled up in my trufflemaking last night. No longer bound to an arcane combination of cups and ounces, nor to others' recommendations for flavorings, I am now free to truffle away.



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.