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	<title>Brent P. Newhall&#039;s Blog</title>
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	<link>http://blog.brentnewhall.com</link>
	<description>21st Century Renaissance Man</description>
	<lastBuildDate>Mon, 07 May 2012 12:50:01 +0000</lastBuildDate>
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		<title>Nibelungenlost</title>
		<link>http://blog.brentnewhall.com/2012/05/nibelungenlost/</link>
		<comments>http://blog.brentnewhall.com/2012/05/nibelungenlost/#comments</comments>
		<pubDate>Mon, 07 May 2012 12:44:26 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=7031</guid>
		<description><![CDATA[I&#8217;m reading The&#160;Nibelungenlied, because it&#8217;s a&#160;classic, and&#160;classics are good, so I&#8217;m reading them. It&#8217;s a&#160;tough classic, though. It&#8217;s the&#160;original saga on&#160;which Wagner&#8217;s Ring saga is based, not that that probably tells you much. Even if you&#8217;ve managed to&#160;see Wagner&#8217;s epic, it only tells a&#160;small chunk of&#160;the&#160;original tale. Apparently, Wanger left out a&#160;lot of&#160;clothes and&#160;riding from [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/04/gudrunsdream.jpeg"><img class="alignright size-medium wp-image-7032" src="http://blog.brentnewhall.com/wp-content/uploads/2012/04/gudrunsdream-260x300.jpg" alt="" width="260" height="300" /></a>I&#8217;m reading <em>The&nbsp;Nibelungenlied</em>, because it&#8217;s a&nbsp;classic, and&nbsp;classics are good, so I&#8217;m reading them.</p>
<p>It&#8217;s a&nbsp;tough classic, though. It&#8217;s the&nbsp;original saga on&nbsp;which Wagner&#8217;s Ring saga is based, not that that probably tells you much. Even if you&#8217;ve managed to&nbsp;see Wagner&#8217;s epic, it only tells a&nbsp;small chunk of&nbsp;the&nbsp;original tale.</p>
<p>Apparently, Wanger left out a&nbsp;lot of&nbsp;clothes and&nbsp;riding from castle to&nbsp;castle.</p>
<p>Why? Well, epics like these weren&#8217;t just recited to&nbsp;princes and&nbsp;courts; they were written for&nbsp;the&nbsp;common people, too. They were escapist literature, distracting the&nbsp;masses with stories about the&nbsp;exotic lives of&nbsp;the&nbsp;wealthy.</p>
<p>As&nbsp;a&nbsp;result, the&nbsp;narrator spends a&nbsp;lot of&nbsp;time describing expensive outfits and&nbsp;sumptious feasts, because to&nbsp;a&nbsp;peasant, those things were just as&nbsp;exotic as&nbsp;a&nbsp;dragon or&nbsp;a&nbsp;troll.</p>
<p>Moreover, the&nbsp;plot hinges on&nbsp;details of&nbsp;Medieval morality and&nbsp;courtesy. A&nbsp;woman distrusts the&nbsp;hero because he appears to&nbsp;be a&nbsp;king&#8217;s vassal, and&nbsp;his subsequent behavior confuses her. These plot clues are imperceptible to&nbsp;the&nbsp;modern reader. Fortunately, my&nbsp;Penguin translation includes plenty of&nbsp;footnotes that explain these plot twists.</p>
<p>But the&nbsp;result is that <em>The&nbsp;Nibelungenlied</em> &#8212; at&nbsp;least at&nbsp;this point in&nbsp;my&nbsp;reading, about 3/5 through &#8212; is mostly a&nbsp;tale of&nbsp;court politics and&nbsp;backstabbing, hardly the&nbsp;thrilling tale of&nbsp;swords and&nbsp;monsters that I&nbsp;expected. Combined with all the&nbsp;dresses and&nbsp;gold-giving, I&#8217;m somewhat disappointed, but the&nbsp;story&#8217;s interesting enough, in&nbsp;the&nbsp;mood of&nbsp;a&nbsp;Shakespearean tragedy, to&nbsp;continue through to&nbsp;the&nbsp;end.</p>
<p>I&nbsp;just keep hoping for&nbsp;a&nbsp;dragon.</p>
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		<title>How Then Shall We Eat?</title>
		<link>http://blog.brentnewhall.com/2012/04/how-then-shall-we-eat/</link>
		<comments>http://blog.brentnewhall.com/2012/04/how-then-shall-we-eat/#comments</comments>
		<pubDate>Mon, 30 Apr 2012 15:25:19 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Self-improvement]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=5988</guid>
		<description><![CDATA[Been thinking a&#160;lot recently about food. I&#160;eat poorly. But what&#8217;s the&#160;standard? The&#160;USDA food pyramid&#8211;once the&#160;nutritional standard&#8211;has come under fire. Research increasingly shows that foods once thought bad are actually important in&#160;certain amounts and&#160;ratios, and&#160;overall we&#8217;re finding that food is a&#160;matter of&#160;relationships. So, to&#160;begin with, I&#160;must admit that there are no simple rules. One can&#8217;t simply [...]]]></description>
			<content:encoded><![CDATA[<p>Been thinking a&nbsp;lot recently about <strong>food</strong>. I&nbsp;eat poorly. But what&#8217;s the&nbsp;standard?</p>
<div id="attachment_7027" class="wp-caption alignright" style="width: 310px"><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/04/Food-by-galfred-on-Flickr.jpg"><img class="size-medium wp-image-7027" src="http://blog.brentnewhall.com/wp-content/uploads/2012/04/Food-by-galfred-on-Flickr-300x142.jpg" alt="'FOOD!' by galfred on Flickr" width="300" height="142" /></a><p class="wp-caption-text">&#039;FOOD!&#039; by&nbsp;galfred on&nbsp;Flickr</p></div>
<p>The&nbsp;<a href="http://www.mypyramid.gov/">USDA food pyramid</a>&#8211;once the&nbsp;nutritional standard&#8211;has <a href="http://forum.lowcarber.org/showthread.php?t=94775">come under fire</a>. Research increasingly shows that foods once thought bad are actually important in&nbsp;certain amounts and&nbsp;ratios, and&nbsp;overall we&#8217;re finding that food is a&nbsp;matter of&nbsp;<strong>relationships</strong>.</p>
<p>So, to&nbsp;begin with, I&nbsp;must admit that <strong>there are no simple rules</strong>. One can&#8217;t simply brand grains or&nbsp;meat &#8220;unhealthy.&#8221;</p>
<p>What can we say? Using some of&nbsp;Michael Pollan&#8217;s advice, I&#8217;ve been thinking about <strong>traditional cuisines</strong>. What proportions of&nbsp;foods do we see in&nbsp;German or&nbsp;French or&nbsp;Chinese cuisine?</p>
<p>Let&#8217;s divide food into a&nbsp;few categories:</p>
<ul>
<li>Grains</li>
<li>Meat</li>
<li>Beans and&nbsp;such</li>
<li>Dairy</li>
<li>Fruit</li>
<li>Vegetables</li>
</ul>
<p><strong>Asian</strong> food tends to&nbsp;focus on&nbsp;Grains (particularly rice), Vegetables, and&nbsp;Meat.</p>
<p><strong>Italian</strong> food focuses on&nbsp;Grains (particularly pasta), Meat, Vegetables, Dairy, and&nbsp;Beans.</p>
<p><strong>French</strong> food focuses on&nbsp;Grains (particularly bread), Meat, Fruit, Vegetables, and&nbsp;Dairy.</p>
<p><strong>Mexican</strong> food focuses on&nbsp;Grains (particularly flour and&nbsp;corn), Vegetables, Beans, and&nbsp;Meat.</p>
<p>I&#8217;m seeing a&nbsp;pattern here. It&#8217;s not looking good for&nbsp;Atkins or&nbsp;Paleo, either.</p>
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		<title>50 Games in 50 Weeks: The Play&#8217;s The Thing</title>
		<link>http://blog.brentnewhall.com/2012/04/50-games-in-50-weeks-the-plays-the-thing/</link>
		<comments>http://blog.brentnewhall.com/2012/04/50-games-in-50-weeks-the-plays-the-thing/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 12:48:37 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Role-playing]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=7019</guid>
		<description><![CDATA[If you can imagine a&#160;Shakespearean role-playing game that&#8217;s riotously fun even for&#160;those not steeped in&#160;Shakespeare, you&#8217;d be imagining The&#160;Play&#8217;s The&#160;Thing. The&#160;players take on&#160;the&#160;roles of&#160;small-time Shakespearean actors in&#160;a&#160;play that changes underneath their feet. That, indeed, is the&#160;fun: not only can the&#160;director interrupt and&#160;tell you to&#160;do the&#160;rest of&#160;the&#160;scene in&#160;Japanese accents, but all the&#160;other players can bid to&#160;have [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_7022" class="wp-caption alignright" style="width: 310px"><a href="http://www.flickr.com/photos/mariateresaadalid/4282723449/"><img class="size-medium wp-image-7022" src="http://blog.brentnewhall.com/wp-content/uploads/2012/04/Shakespeare-by-mariateresaadalid-on-Flickr-300x190.jpg" alt="'Shakespeare' by mariateresaadalid on Flickr" width="300" height="190" /></a><p class="wp-caption-text">&#039;Shakespeare&#039; by&nbsp;mariateresaadalid on&nbsp;Flickr</p></div>
<p>If you can imagine a&nbsp;Shakespearean role-playing game that&#8217;s riotously fun even for&nbsp;those <em>not</em> steeped in&nbsp;Shakespeare, you&#8217;d be imagining <em>The&nbsp;Play&#8217;s The&nbsp;Thing</em>.</p>
<p>The&nbsp;players take on&nbsp;the&nbsp;roles of&nbsp;small-time Shakespearean actors in&nbsp;a&nbsp;play that changes underneath their feet. That, indeed, is the&nbsp;fun: not only can the&nbsp;director interrupt and&nbsp;tell you to&nbsp;do the&nbsp;rest of&nbsp;the&nbsp;scene in&nbsp;Japanese accents, but all the&nbsp;other players can bid to&nbsp;have their own suggestions implemented, using Story Points that act much like Fate Points in&nbsp;<a href="http://faterpg.com">FATE</a>.</p>
<p>Each player has two main things to&nbsp;keep track of: his actor and&nbsp;his character. There are several different archetypes of&nbsp;actors available, from the&nbsp;Ham to&nbsp;the&nbsp;Ingenue. And, of&nbsp;course, each actor is playing one of&nbsp;the&nbsp;characters in&nbsp;the&nbsp;Shakespeare play.</p>
<p>As&nbsp;part of&nbsp;setup, each player chooses an&nbsp;actor archetype, then there&#8217;s a&nbsp;round-robin mechanism wherein each player is offered the&nbsp;option to&nbsp;either choose a&nbsp;character, or&nbsp;to&nbsp;add some plot point to&nbsp;that character and&nbsp;pass to&nbsp;another player. So, the&nbsp;GM might offer you the&nbsp;role of&nbsp;Macbeth; you can accept or&nbsp;decide that Macbeth, say, has a&nbsp;secret with three witches, and&nbsp;pass to&nbsp;the&nbsp;next player.</p>
<p>Actual gameplay is split into five acts, each of&nbsp;which is introduced by&nbsp;the&nbsp;GM. This is why the&nbsp;game works for&nbsp;those unfamiliar with Shakespeare: the&nbsp;GM tells you what&#8217;s <em>supposed</em> to&nbsp;happen before you start the&nbsp;act. The&nbsp;plot changes drastically anyway, so you don&#8217;t need to&nbsp;even have seen or&nbsp;read the&nbsp;original play to&nbsp;play the&nbsp;game.</p>
<p>Oddly, given the&nbsp;subject matter, <em>The&nbsp;Play&#8217;s The&nbsp;Thing</em> quickly turns into a&nbsp;beer-and-pretzels game. Players stumble through scenes as&nbsp;others suggest changes serious and&nbsp;silly. You don&#8217;t even have to&nbsp;improv, but you are working to&nbsp;incorporate some really fun material.</p>
<p>Moreover, there&#8217;s a&nbsp;built-in incentive to&nbsp;keep the&nbsp;story on&nbsp;track: you have to&nbsp;play your own character, too, and&nbsp;the&nbsp;sillier the&nbsp;plot, the&nbsp;harder that is.</p>
<p>I&nbsp;had a&nbsp;blast with <em>The&nbsp;Play&#8217;s The&nbsp;Thing</em>. The&nbsp;players quickly got over their Shakespeare jitters (most of&nbsp;us barely remembered the&nbsp;vaguest outline of&nbsp;the&nbsp;plot) and&nbsp;just dove into our story: Macbeth. We soon had Jewish Witches, the&nbsp;world&#8217;s shortest soliloquy (&#8220;Och!&#8221;), and&nbsp;a&nbsp;plot so focused on&nbsp;Macduff that we renamed the&nbsp;play after him.</p>
<p>The&nbsp;system&#8217;s still a&nbsp;little rough around the&nbsp;edges. Players get Story Points to&nbsp;influence the&nbsp;story, but it wasn&#8217;t clear when we could or&nbsp;couldn&#8217;t use them. However, the&nbsp;problems were minor, and&nbsp;never kept us from enjoying ourselves. It helped that we had a&nbsp;fantastic GM, <a href="http://tomcadorette.com/">Tom Cadorette</a>, who knew exactly when to&nbsp;go deeper and&nbsp;when to&nbsp;move on.</p>
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		<title>The Core Productivity Life-Changers</title>
		<link>http://blog.brentnewhall.com/2012/04/the-core-productivity-life-changers/</link>
		<comments>http://blog.brentnewhall.com/2012/04/the-core-productivity-life-changers/#comments</comments>
		<pubDate>Mon, 16 Apr 2012 13:13:10 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Self-improvement]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6058</guid>
		<description><![CDATA[A&#160;few habits boosted my&#160;productivity dramatically in&#160;the&#160;last few years. They are presented here in&#160;the&#160;hopes you find them useful. 1. Schedule half hour chunks of&#160;time each day. When you get to&#160;work in&#160;the&#160;morning, or&#160;if you have a&#160;large chunk of&#160;empty time, break that down into half-hour or&#160;hour pieces and&#160;determine what you&#8217;ll do. Combine this with your priorities. You probably [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_7012" class="wp-caption alignright" style="width: 310px"><a href="http://www.flickr.com/photos/prijordao/7022787165/"><img class="size-medium wp-image-7012" src="http://blog.brentnewhall.com/wp-content/uploads/2012/03/7022787165_5c314fff0c_b-300x225.jpg" alt="IMG_4243 by prijordao/priscillajp on Flickr" width="300" height="225" /></a><p class="wp-caption-text">IMG_4243 by&nbsp;prijordao/priscillajp on&nbsp;Flickr</p></div>
<p>A&nbsp;few habits boosted my&nbsp;productivity dramatically in&nbsp;the&nbsp;last few years. They are presented here in&nbsp;the&nbsp;hopes you find them useful.</p>
<p><strong>1. Schedule half hour chunks of&nbsp;time each day.</strong> When you get to&nbsp;work in&nbsp;the&nbsp;morning, or&nbsp;if you have a&nbsp;large chunk of&nbsp;empty time, break that down into half-hour or&nbsp;hour pieces and&nbsp;determine what you&#8217;ll do.</p>
<p>Combine this with your priorities. You probably have two or&nbsp;three things that you&#8217;d like to&nbsp;move forward today. Schedule them.</p>
<p><strong>2. Create 4 lists:</strong> Projects, Next Actions, Waiting For, and&nbsp;Someday/Maybe.</p>
<p>The&nbsp;<em>Projects</em> list contains everything you&#8217;re trying to&nbsp;complete in&nbsp;the&nbsp;next couple of&nbsp;months. If you phrase each item in&nbsp;terms of&nbsp;how it will look when completed, your mind will be encouraged to&nbsp;make it real.</p>
<p>The&nbsp;<em>Next Actions</em> list contains the&nbsp;<em>very next physical, visible action</em> you need to&nbsp;do on&nbsp;each Project. It&#8217;s a&nbsp;bookmark for&nbsp;the&nbsp;Project. Why bother? Oddly, the&nbsp;mind has trouble deciding on&nbsp;an&nbsp;action when it looks at&nbsp;a&nbsp;list of&nbsp;goals, but if it sees a&nbsp;bunch of&nbsp;simple, physical actions, it&#8217;s easier to&nbsp;just choose one and&nbsp;go with it.</p>
<p>Moreover, while you can plan out a&nbsp;bunch of&nbsp;next actions for&nbsp;each project, you only really need one, and&nbsp;you don&#8217;t want a&nbsp;list that&#8217;s half-full of&nbsp;actions you can&#8217;t do yet.</p>
<p>(An&nbsp;advanced tip: break out your Next Actions by&nbsp;context: a&nbsp;list for&nbsp;actions at&nbsp;home, a&nbsp;list of&nbsp;actions at&nbsp;work, etc.</p>
<p>Put everything that&#8217;s on-hold until you get a&nbsp;response in&nbsp;the&nbsp;<em>Waiting For</em> list, along with the&nbsp;name of&nbsp;the&nbsp;person for&nbsp;whom you&#8217;re waiting. Review this every so often. Send reminders.</p>
<p>The&nbsp;<em>Someday/Maybe</em> list contains everything you want to&nbsp;do, but don&#8217;t have time for&nbsp;right now. This is perfect for&nbsp;Great Ideas that would normally pull you away from important, urgent work.</p>
<p><strong>3. Review your lists weekly.</strong> Clean up items you missed. Add items that you may think of&nbsp;as&nbsp;you spend a&nbsp;few minutes really <em>looking</em> at&nbsp;your lists.</p>
<p>And&nbsp;take a&nbsp;step back. Has a&nbsp;Project been sitting on&nbsp;your list, with no progress, for&nbsp;a&nbsp;month? Maybe it&#8217;s time to&nbsp;re-frame it.</p>
<p>(Much of&nbsp;this is from David Allen&#8217;s <em>Getting Things Done</em>. It works.)</p>
<p><strong>4. Turn off email notifications.</strong> Does your email pop up a&nbsp;notice when a&nbsp;new email comes in? Turn it off.</p>
<p><strong>5. Get rid of&nbsp;your TV.</strong> You can watch everything on&nbsp;Hulu.com or&nbsp;on&nbsp;DVD later. TV is <em>designed</em> to&nbsp;suck you in&nbsp;for&nbsp;hours with shows you don&#8217;t really care about. What for?</p>
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		<title>50 Games in 50 Weeks: Munchkin</title>
		<link>http://blog.brentnewhall.com/2012/04/50-games-in-50-weeks-munchkin/</link>
		<comments>http://blog.brentnewhall.com/2012/04/50-games-in-50-weeks-munchkin/#comments</comments>
		<pubDate>Mon, 09 Apr 2012 14:47:29 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=7007</guid>
		<description><![CDATA[The&#160;Munchkin card game models dungeon crawlers who are only interested in&#160;killing things and&#160;taking their stuff. The&#160;game has two decks; the&#160;Door Deck contains monsters to&#160;fight, while the&#160;Treasure Deck contains stuff: a&#160;race (elf, dwarf, etc.), a&#160;class (cleric, fighter, wizard, etc.), a&#160;weapon, or&#160;an&#160;event. You start the&#160;game with a&#160;few Treasure cards. On&#160;your turn, you draw a&#160;Door card. If you [...]]]></description>
			<content:encoded><![CDATA[<p>The&nbsp;<em>Munchkin</em> card game models dungeon crawlers who are only interested in&nbsp;killing things and&nbsp;taking their stuff. The&nbsp;game has two decks; the&nbsp;Door Deck contains monsters to&nbsp;fight, while the&nbsp;Treasure Deck contains stuff: a&nbsp;race (elf, dwarf, <em>etc</em>.), a&nbsp;class (cleric, fighter, wizard, <em>etc</em>.), a&nbsp;weapon, or&nbsp;an&nbsp;event.</p>
<p>You start the&nbsp;game with a&nbsp;few Treasure cards. On&nbsp;your turn, you draw a&nbsp;Door card. If you draw a&nbsp;monster you can defeat, you kill it and&nbsp;gain a&nbsp;level, then draw a&nbsp;Treasure card.</p>
<p>Those are the&nbsp;basics. Various cards give you bonuses, or&nbsp;let you hold back the&nbsp;progress of&nbsp;other players. The&nbsp;first player to&nbsp;reach level 10 wins.</p>
<p><em>Munchkin</em> is clearly a&nbsp;beer-and-pretzels game. The&nbsp;mechanics seem to&nbsp;favor building your own character instead of&nbsp;screwing others, so games needn&#8217;t turn too competitive. It&#8217;s pretty swingy, too; you&#8217;re likely to&nbsp;lose levels at&nbsp;least a&nbsp;few times.</p>
<p>A&nbsp;<em>Discworld</em>-style zaniness infuses the&nbsp;game. The&nbsp;art and&nbsp;item descriptions keep the&nbsp;mood light, from the&nbsp;<em>Big Honkin&#8217; Sword of&nbsp;Character Whupping</em> to&nbsp;the&nbsp;<em>Boots of&nbsp;Running Really Fast</em>.</p>
<p>After hearing only good things about <em>Munchkin</em>, my&nbsp;first attempt at&nbsp;the&nbsp;game ended poorly. We had trouble grasping the&nbsp;game&#8217;s metaphors, and&nbsp;we drew poor cards, rendering us unable to&nbsp;move forward in&nbsp;the&nbsp;game. But a&nbsp;second attempt worked much better.</p>
<p>Overall, it&#8217;s a&nbsp;fun, light game that takes a&nbsp;little time to&nbsp;get used to, but has enough variations to&nbsp;stay fresh for&nbsp;quite a&nbsp;while.</p>
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		<title>50 Games in 50 Weeks: A Game of Thrones: The Card Game</title>
		<link>http://blog.brentnewhall.com/2012/04/50-games-in-50-weeks-a-game-of-thrones-the-card-game/</link>
		<comments>http://blog.brentnewhall.com/2012/04/50-games-in-50-weeks-a-game-of-thrones-the-card-game/#comments</comments>
		<pubDate>Mon, 02 Apr 2012 12:31:23 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=7002</guid>
		<description><![CDATA[This is a&#160;tough review, because I&#160;simply didn&#8217;t like the&#160;Game of&#160;Thrones card game. It&#8217;s not my&#160;kind of&#160;game. However, I&#8217;d like to&#160;play it again at&#160;least once, because it has interesting strategy implications. And&#160;that is both the&#160;positive and&#160;negative of&#160;the&#160;Game of&#160;Thrones card game. Imagine Magic: The&#160;Gathering with 50% more rules. It&#8217;s deep and&#160;complex. This can be good or&#160;bad, depending [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/03/gameofthronescard.jpg"><img class="alignright  wp-image-7003" src="http://blog.brentnewhall.com/wp-content/uploads/2012/03/gameofthronescard.jpg" alt="" width="240" height="240" /></a>This is a&nbsp;tough review, because I&nbsp;simply didn&#8217;t <em>like</em> the&nbsp;<em>Game of&nbsp;Thrones</em> card game. It&#8217;s not my&nbsp;kind of&nbsp;game. However, I&#8217;d like to&nbsp;play it again at&nbsp;least once, because it has interesting strategy implications.</p>
<p>And&nbsp;that is both the&nbsp;positive and&nbsp;negative of&nbsp;the&nbsp;<em>Game of&nbsp;Thrones</em> card game. Imagine <em>Magic: The&nbsp;Gathering</em> with 50% more rules. It&#8217;s deep and&nbsp;complex. This can be good or&nbsp;bad, depending on&nbsp;your temperament.</p>
<p>Each player represents a&nbsp;faction, and&nbsp;gets a&nbsp;deck of&nbsp;cards to&nbsp;represent that. The&nbsp;deck include characters, locations, events, and&nbsp;various enhancements (weapon, armor, <em>etc</em>.).</p>
<p>The&nbsp;deck also includes seven special Plot cards. Those are set aside; more on&nbsp;those later.</p>
<p>Play does <em>not</em> proceed in&nbsp;any normal order. To&nbsp;begin, you set up a&nbsp;little board that contains six plastic tokens. Starting clockwise (but in&nbsp;a&nbsp;different order in&nbsp;later rounds), each player chooses one of&nbsp;the&nbsp;tokens. Each token confers a&nbsp;specific benefit; more on&nbsp;those later.</p>
<p>Each player then chooses and&nbsp;reveals a&nbsp;Plot card. This card confers its own special benefit or&nbsp;drawback, such as&nbsp;making certain cards easier or&nbsp;harder to&nbsp;field.</p>
<p>Plot cards also include an&nbsp;initiative value. The&nbsp;player with the&nbsp;highest initiative doesn&#8217;t go first, though! The&nbsp;player with the&nbsp;highest initiative <em>chooses who goes first</em>.</p>
<p>Each player in&nbsp;turn (proceeding clockwise) then gets money based on&nbsp;a&nbsp;money value printed on&nbsp;the&nbsp;Plot cards. Each card in&nbsp;the&nbsp;deck has a&nbsp;cost, and&nbsp;the&nbsp;player can only play as&nbsp;many cards as&nbsp;he can afford. He places the&nbsp;cards he can afford face-up in&nbsp;front of&nbsp;him, and&nbsp;they remain there until killed.</p>
<p>Characters and&nbsp;Locations are placed normally, while enhancements must go on&nbsp;a&nbsp;character.</p>
<p>Then, each player in&nbsp;turn can attack other players. But wait! There are three different kinds of&nbsp;attacks, each represented by&nbsp;a&nbsp;special icon. Some characters can only perform some of&nbsp;these attacks.</p>
<div id="attachment_7004" class="wp-caption alignright" style="width: 310px"><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/03/game-of-thrones-card-game-f.jpg"><img class="size-medium wp-image-7004" src="http://blog.brentnewhall.com/wp-content/uploads/2012/03/game-of-thrones-card-game-f-300x200.jpg" alt="Game of Thrones card game" width="300" height="200" /></a><p class="wp-caption-text">This is pretty much what we looked like (from this review)</p></div>
<p>Make sense so far? Just wait!</p>
<p>Getting back to&nbsp;those plastic tokens: Each one gives you a&nbsp;bonus (more gold, an&nbsp;extra few points of&nbsp;power when performing a&nbsp;certain attack, etc.), and&nbsp;some tokens prevent you from attacking a&nbsp;player holding another token. It&#8217;s different for&nbsp;each token. Of&nbsp;course.</p>
<p>And&nbsp;all this can be modified by&nbsp;certain cards in&nbsp;play. There are even cards that kill the&nbsp;enemy, even if you&#8217;re not performing a&nbsp;killing attack.</p>
<p>It blew my&nbsp;mind. Information overload, and&nbsp;I&nbsp;don&#8217;t know how much I&#8217;d enjoy it even after playing it a&nbsp;few times. So many things can affect your strategy that I&nbsp;feel I&#8217;d always be gasping for&nbsp;air.</p>
<p>But that&#8217;s just me. The&nbsp;game does provide a&nbsp;huge range of&nbsp;options and&nbsp;tactics, and&nbsp;is sure to&nbsp;appeal to&nbsp;gamers who relish that sort of&nbsp;complexity.</p>
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		<title>50 Games in 50 Weeks: Ticket to Ride</title>
		<link>http://blog.brentnewhall.com/2012/03/50-games-in-50-weeks-ticket-to-ride/</link>
		<comments>http://blog.brentnewhall.com/2012/03/50-games-in-50-weeks-ticket-to-ride/#comments</comments>
		<pubDate>Mon, 26 Mar 2012 12:25:05 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6998</guid>
		<description><![CDATA[Ticket to&#160;Ride is one of&#160;the&#160;classic Eurogames. This intimidated me; Eurogames are known for&#160;their relative complexity. I&#8217;ve only played Ticket to&#160;Ride once, and&#160;I&#160;learned it quickly and&#160;had fun. The&#160;game is played on&#160;a&#160;board showing major American cities (there are other versions for&#160;other countries, naturally), and&#160;colored potential train lines running between them. At&#160;any given time, four colored train cards [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_6999" class="wp-caption alignright" style="width: 310px"><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/03/ttre1.jpg"><img class="size-medium wp-image-6999" src="http://blog.brentnewhall.com/wp-content/uploads/2012/03/ttre1-300x180.jpg" alt="Ticket to Ride game board" width="300" height="180" /></a><p class="wp-caption-text">Ticket to&nbsp;Ride game board</p></div>
<p><em>Ticket to&nbsp;Ride</em> is one of&nbsp;the&nbsp;classic Eurogames. This intimidated me; Eurogames are known for&nbsp;their relative complexity. I&#8217;ve only played <em>Ticket to&nbsp;Ride</em> once, and&nbsp;I&nbsp;learned it quickly and&nbsp;had fun.</p>
<p>The&nbsp;game is played on&nbsp;a&nbsp;board showing major American cities (there are other versions for&nbsp;other countries, naturally), and&nbsp;colored potential train lines running between them. At&nbsp;any given time, four colored train cards are revealed from a&nbsp;deck, and&nbsp;on&nbsp;your turn, you can choose up to&nbsp;two of&nbsp;them (or&nbsp;up to&nbsp;two from the&nbsp;deck). If you have enough train cards of&nbsp;a&nbsp;certain color, you can place train tokens on&nbsp;a&nbsp;train line of&nbsp;that color.</p>
<p>You also get three destination cards, each of&nbsp;which lists two cities and&nbsp;a&nbsp;score. At&nbsp;the&nbsp;end of&nbsp;the&nbsp;game, if you have an&nbsp;unbroken chain of&nbsp;train lines between those two cities, you&#8217;ll win that score at&nbsp;the&nbsp;end&#8211;but if not, that score will be deducted from your total. You also get points for&nbsp;each train line, longer ones being worth more points.</p>
<p>That&#8217;s just about the&nbsp;entire game. You play against a&nbsp;couple of&nbsp;other players, of&nbsp;course, and&nbsp;the&nbsp;game gets really interesting when folks are all going after the&nbsp;same area of&nbsp;the&nbsp;country. Some cities can be connected by&nbsp;two different lines, but that&#8217;s the&nbsp;max, so you may need to&nbsp;route around a&nbsp;full connection.</p>
<p>There&#8217;s just enough strategy to&nbsp;keep the&nbsp;mind occupied, but few options at&nbsp;any given time. It fits well into that middle ground of&nbsp;games that are neither casual nor ruthless, and&nbsp;even tweens can play.</p>
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		<title>50 Games in 50 Weeks: Dominion</title>
		<link>http://blog.brentnewhall.com/2012/03/50-games-in-50-weeks-dominion-2/</link>
		<comments>http://blog.brentnewhall.com/2012/03/50-games-in-50-weeks-dominion-2/#comments</comments>
		<pubDate>Mon, 19 Mar 2012 13:02:13 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6961</guid>
		<description><![CDATA[Dominion came out of&#160;nowhere a&#160;few years ago to&#160;become a&#160;hugely popular game. Folks just adore this game. I&#160;decided to&#160;just straight out buy it, based on&#160;all the&#160;praise I&#8217;d heard for&#160;it. When I&#160;opened the&#160;game box, I&#160;was taken aback. The&#160;base game includes hundreds of&#160;cards, and&#160;they all seem different. In&#160;play, the&#160;game makes sense. There are only a&#160;few main card types: [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/03/dominion.jpeg"><img class="alignright size-medium wp-image-6966" src="http://blog.brentnewhall.com/wp-content/uploads/2012/03/dominion-300x187.jpg" alt="Dominion card game" width="300" height="187" /></a>Dominion</em> came out of&nbsp;nowhere a&nbsp;few years ago to&nbsp;become a&nbsp;hugely popular game. Folks just adore this game.</p>
<p>I&nbsp;decided to&nbsp;just straight out buy it, based on&nbsp;all the&nbsp;praise I&#8217;d heard for&nbsp;it. When I&nbsp;opened the&nbsp;game box, I&nbsp;was taken aback. The&nbsp;base game includes hundreds of&nbsp;cards, and&nbsp;they all seem different.</p>
<p>In&nbsp;play, the&nbsp;game makes sense. There are only a&nbsp;few main card types: coins, victories, and&nbsp;resources. You use coins to&nbsp;buy resources and&nbsp;victories, you use resources to&nbsp;affect the&nbsp;other players and&nbsp;gain more victories, and&nbsp;you win by&nbsp;having more victories than the&nbsp;other players once the&nbsp;largest pile of&nbsp;victory cards is depleted.</p>
<p>It&#8217;s the&nbsp;draw mechanic that makes the&nbsp;game sing. Each player starts with a&nbsp;couple of&nbsp;coin cards and&nbsp;victory cards. On&nbsp;your turn, you draw a&nbsp;couple of&nbsp;cards from your deck, use any coins you have in&nbsp;your hand to&nbsp;buy more cards, play one or&nbsp;more resources, then discard everything. Because your deck starts small, you quickly get to&nbsp;the&nbsp;bottom of&nbsp;your deck, then shuffle your discard pile back into your deck.</p>
<p>This is a&nbsp;brilliant mechanic that feels <em>very</em> weird. Players reach the&nbsp;bottom of&nbsp;their decks by&nbsp;the&nbsp;end of&nbsp;their second turns. When I&nbsp;first played, this seemed like a&nbsp;frustrating, artificial constraint, then I&nbsp;realized: <em>I&nbsp;know what&#8217;s in&nbsp;my&nbsp;deck.</em> I&nbsp;know what I&#8217;m likely to&nbsp;draw, but I&nbsp;don&#8217;t have total control over it.</p>
<p>This adds just enough randomness to&nbsp;keep experienced players from completely dominating the&nbsp;game.</p>
<p>Also, the&nbsp;game comes with 20 different types of&nbsp;resource cards, but each game can only use 10 different types. They&#8217;re put out in&nbsp;piles, and&nbsp;the&nbsp;game ends when any 3 resource piles are depleted. Thus, you may develop a&nbsp;killer strategy for&nbsp;one set of&nbsp;piles, but start a&nbsp;new game with a&nbsp;different set, and&nbsp;your strategy must change.</p>
<p>Every type of&nbsp;resource card has some effect on&nbsp;the&nbsp;game: they give you more coins, force other players to&nbsp;discard cards, prevent other players from attacking you, provide more actions per turn, etc. But no card stays in&nbsp;your hand; it&#8217;s either used or&nbsp;discarded, every turn. So the&nbsp;game moves quickly, and&nbsp;players can&#8217;t amass power.</p>
<p><em>Dominion</em> features a&nbsp;beautifully balanced set of&nbsp;mechanics that are simple enough for&nbsp;a&nbsp;tween to&nbsp;understand, but offer enough complexity to&nbsp;satisfy an&nbsp;adult. I&#8217;m stunned.</p>
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		<title>Seed Suggestions</title>
		<link>http://blog.brentnewhall.com/2012/03/seed-suggestions/</link>
		<comments>http://blog.brentnewhall.com/2012/03/seed-suggestions/#comments</comments>
		<pubDate>Tue, 13 Mar 2012 14:10:09 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Gardening]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6987</guid>
		<description><![CDATA[Some thoughts on&#160;planting seeds: where to&#160;buy them, how to&#160;care for&#160;them (including the&#160;3 most important elements of&#160;plant care), and&#160;a&#160;tip on&#160;how to&#160;keep track of&#160;which seeds to&#160;plant when.]]></description>
			<content:encoded><![CDATA[<p>Some thoughts on&nbsp;planting seeds: where to&nbsp;buy them, how to&nbsp;care for&nbsp;them (including the&nbsp;3 most important elements of&nbsp;plant care), and&nbsp;a&nbsp;tip on&nbsp;how to&nbsp;keep track of&nbsp;which seeds to&nbsp;plant when.</p>
<script type='text/javascript'>  
window.onload = document.write("<iframe width='500' height='300' marginwidth='0' marginheight='0' scrolling='auto' frameborder='0'  src='http://blip.tv/play/AYLvqggA.html? p=1' ></iframe> "); 
 </script>
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		<title>50 Games in 50 Weeks: Marvel Heroic Roleplaying</title>
		<link>http://blog.brentnewhall.com/2012/03/50-games-in-50-weeks-marvel-heroic-roleplaying/</link>
		<comments>http://blog.brentnewhall.com/2012/03/50-games-in-50-weeks-marvel-heroic-roleplaying/#comments</comments>
		<pubDate>Mon, 12 Mar 2012 13:30:50 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Role-playing]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6963</guid>
		<description><![CDATA[Marvel Heroic Roleplaying is a&#160;new tabletop role-playing game that&#8217;s garnered a&#160;lot of&#160;interest lately, partly due to&#160;its impressive roster of&#160;designers and&#160;developers: Cam Banks (Smallville and&#160;Leverage RPGs), Rob Donoghue (Spirit of&#160;the&#160;Century, Dresden Files RPG), Matt Forbeck (Lord of&#160;the&#160;Rings RPG, Deadlands RPG), Will Hindmarch, and&#160;Philippe-Antoine Menard (The&#160;Chatty DM). MHR takes an&#160;interesting mechanical approach: to&#160;perform an&#160;action, build a&#160;set of&#160;dice (a&#160;&#8221;dice pool&#8221;) from elements [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_6969" class="wp-caption alignright" style="width: 241px"><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/03/marvel_heroic_cover.jpeg"><img class="size-medium wp-image-6969" src="http://blog.brentnewhall.com/wp-content/uploads/2012/03/marvel_heroic_cover-231x300.jpg" alt="Marvel Heroic Roleplaying cover" width="231" height="300" /></a><p class="wp-caption-text">Marvel Heroic Roleplaying © 2012 Marvel, Margaret Weiss Productions</p></div>
<p><em>Marvel Heroic Roleplaying</em> is a&nbsp;new tabletop role-playing game that&#8217;s garnered a&nbsp;lot of&nbsp;interest lately, partly due to&nbsp;its impressive roster of&nbsp;designers and&nbsp;developers: Cam Banks (<em>Smallville</em> and&nbsp;<em>Leverage</em> RPGs), Rob Donoghue (<em>Spirit of&nbsp;the&nbsp;Century</em>, <em>Dresden Files</em> RPG), Matt Forbeck (<em>Lord of&nbsp;the&nbsp;Rings</em> RPG, <em>Deadlands</em> RPG), Will Hindmarch, and&nbsp;Philippe-Antoine Menard (The&nbsp;Chatty DM).</p>
<p><em>MHR</em> takes an&nbsp;interesting mechanical approach: to&nbsp;perform an&nbsp;action, build a&nbsp;set of&nbsp;dice (a&nbsp;&#8221;dice pool&#8221;) from elements on&nbsp;your character sheet. Almost every rule centers around building that dice pool.</p>
<p>Contrast this with, say, <em>Dungeons &amp; Dragons</em>, which has at&nbsp;least three different dice-rolling mechanics: attack rolls, saving throws, and&nbsp;skill checks. This means there&#8217;s a&nbsp;lot to&nbsp;remember, and&nbsp;many potential effects, but at&nbsp;least they all point to&nbsp;the&nbsp;same place.</p>
<h3>The&nbsp;Core Mechanic</h3>
<p>In&nbsp;<em>Marvel</em>, the&nbsp;dice pool is built out of&nbsp;four areas on&nbsp;your character&#8217;s sheet:</p>
<ol>
<li><strong>Affiliations</strong> &#8212; How well you work solo, with a&nbsp;buddy, or&nbsp;in&nbsp;a&nbsp;team</li>
<li><strong>Distinctions</strong> &#8212; Three taglines that define your character. If a&nbsp;distinction applies to&nbsp;the&nbsp;situation, you can grab a&nbsp;d8, or&nbsp;use it at&nbsp;a&nbsp;disadvantage by&nbsp;grabbing a&nbsp;d4 and&nbsp;getting an&nbsp;extra Plot Point (more on&nbsp;those later). You can use several of&nbsp;these, if they apply.</li>
<li><strong>Power Sets</strong> &#8212; Your powers, like claws or&nbsp;energy blasts. You can use several of&nbsp;these, if they apply.</li>
<li><strong>Specialties</strong> &#8212; Skills, like medicine or&nbsp;acrobatics. You can only use one of&nbsp;these per dice pool.</li>
</ol>
<p>You choose your dice out of&nbsp;each of&nbsp;these areas. If you have Plot Points, you can spend them for&nbsp;extra dice (and&nbsp;other things, but more on&nbsp;that later). You roll all your dice, and&nbsp;here&#8217;s where things get interesting:</p>
<p>You add two rolled dice together for&nbsp;your <em>result</em> (bigger is better). You then choose another die for&nbsp;the&nbsp;<em>effect</em>, but it&#8217;s the&nbsp;number of&nbsp;sides on&nbsp;that die that are important, not what you roll on&nbsp;it. So, if you roll poorly on&nbsp;a&nbsp;many-sided die, you&#8217;ll probably use that as&nbsp;your effect die.</p>
<p>The&nbsp;<em>result</em> is compared against the&nbsp;opponent&#8217;s result to&nbsp;determine if you succeed. If you do, the&nbsp;size of&nbsp;the&nbsp;effect die is the&nbsp;size of&nbsp;the&nbsp;damage dealt.</p>
<h3>Stress</h3>
<p>Here&#8217;s where things get weird if you haven&#8217;t played, say, <em>Savage Worlds</em>. Each character has three stress tracks: physical, mental, and&nbsp;emotional. Each stress track is tracked by&nbsp;<em>die size</em>. If you&#8217;ve never experienced this, imagine a&nbsp;stress track with five slots labeled 4, 6, 8, 10, or&nbsp;12. If you choose a&nbsp;d6 as&nbsp;your effect die, then the&nbsp;opponent would shade in&nbsp;the&nbsp;6 slot on&nbsp;his or&nbsp;her stress track, and&nbsp;would have &#8220;6&#8243; (or, in&nbsp;<em>Marvel</em>&#8216;s parlance, &#8220;d6&#8243;) of&nbsp;stress.</p>
<p>An&nbsp;example: Cyclops is facing off against Venom. Cyclops&#8217;s player builds his dice pool, using Cyclops&#8217;s Optic Beam power, and&nbsp;ends up with a&nbsp;result of&nbsp;15, with a&nbsp;d8 effect die. Venom rolls a&nbsp;result of&nbsp;12, so Cyclops blasts Venom with his optic beam. Venom now has d8 of&nbsp;physical stress.</p>
<p>If a&nbsp;character goes above d12 stress on&nbsp;any track, he or&nbsp;she is knocked out.</p>
<h3>Plot Points, Opportunities, and&nbsp;The&nbsp;Doom Pool</h3>
<p>There are three other major elements to&nbsp;the&nbsp;system: Plot Points, Opportunities, and&nbsp;the&nbsp;Doom Pool.</p>
<p>Plot Points are player resources that can be used in&nbsp;many ways to&nbsp;build up a&nbsp;character&#8217;s dice pool. Plot Points can be used to&nbsp;add a&nbsp;d8 to&nbsp;a&nbsp;power, activate a&nbsp;special effect on&nbsp;a&nbsp;power, add more effect dice, etc. The&nbsp;&#8221;cheat sheet&#8221; that comes with <em>Marvel</em> lists 12 things players can do with Plot Points.</p>
<p>Opportunities are triggered whenever anyone rolls a&nbsp;1 on&nbsp;any die. If a&nbsp;player rolls a&nbsp;1, the&nbsp;Watcher (GM) can offer the&nbsp;player a&nbsp;Plot Point. If the&nbsp;player accepts the&nbsp;Plot Point, the&nbsp;Watcher adds a&nbsp;d6 to&nbsp;the&nbsp;Watcher&#8217;s Doom Pool (or&nbsp;swaps an&nbsp;existing Doom Pool die for&nbsp;a&nbsp;larger die). On&nbsp;the&nbsp;other hand, if the&nbsp;Watcher rolls a&nbsp;1, a&nbsp;player can spend a&nbsp;Plot Point to&nbsp;get various bonuses: an&nbsp;extra d8 for&nbsp;the&nbsp;next dice pool, a&nbsp;larger effect die, etc.</p>
<p>The&nbsp;Doom Pool is kept by&nbsp;the&nbsp;Watcher (the&nbsp;Game Master). The&nbsp;Doom Pool starts with two d6s, and&nbsp;increase as&nbsp;the&nbsp;players roll 1s and&nbsp;accept Plot Points. In&nbsp;practice, the&nbsp;Doom Pool grows rapidly. The&nbsp;Watcher can add Doom Pool dice to&nbsp;any of&nbsp;his dice pools as&nbsp;desired.</p>
<div id="attachment_6970" class="wp-caption alignright" style="width: 310px"><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/03/Marvel-Heroes-1.jpeg"><img class="size-medium wp-image-6970" src="http://blog.brentnewhall.com/wp-content/uploads/2012/03/Marvel-Heroes-1-300x187.jpg" alt="Marvel Heroes" width="300" height="187" /></a><p class="wp-caption-text">© Marvel</p></div>
<h3>How Well It Works</h3>
<p>There&#8217;s a&nbsp;lot more to&nbsp;the&nbsp;system than this, and&nbsp;that&#8217;s the&nbsp;primary thing to&nbsp;know about <em>Marvel Heroic Roleplaying</em>: you&#8217;re not going to&nbsp;grok the&nbsp;system in&nbsp;one session. There are too many rules and&nbsp;exceptions, all of&nbsp;which affect the&nbsp;construction of&nbsp;dice pools. Everything modifies the&nbsp;one core mechanic.</p>
<p>However, you will absolutely be able to&nbsp;<em>play</em> <em>Marvel</em> in&nbsp;one session. It simulates American superheroes beautifully, and&nbsp;within an&nbsp;hour you&#8217;ll be constructing dice pools with ease.</p>
<p>During my&nbsp;first game, I&nbsp;had a&nbsp;grand time. I&nbsp;ran a&nbsp;modified version of&nbsp;the&nbsp;&#8221;Breakout&#8221; event listed in&nbsp;the&nbsp;book. The&nbsp;players were able to&nbsp;use their characters effectively. The&nbsp;mechanics supported play of&nbsp;the&nbsp;characters.</p>
<h3>Events</h3>
<p>The&nbsp;basic rule book provides an&nbsp;event called &#8220;Breakout.&#8221; It&#8217;s a&nbsp;two-part story intended to&nbsp;be told over two sessions, but each part can also be run solo.</p>
<p>The&nbsp;event structure provided in&nbsp;<em>Marvel</em> is better than anything else I&#8217;ve seen.</p>
<p>Each event has several Milestones. Side explanation: Each hero has two character-specific Milestones that he or&nbsp;she can pursue. Performing certain actions that fall within the&nbsp;Milestone gets the&nbsp;character Experience Points (XP). Each event has its own Milestones, and&nbsp;characters can choose to&nbsp;pursue those Milestones instead of&nbsp;their own.</p>
<p>Moreover, each event has &#8220;unlockables&#8221; which can be &#8220;bought&#8221; for&nbsp;XP. So, if a&nbsp;character gains 5 XP, he or&nbsp;she can unlock extra help or&nbsp;information to&nbsp;further the&nbsp;story along.</p>
<p>From there, the&nbsp;book describes various locations involved in&nbsp;the&nbsp;story, and&nbsp;Scene Distinctions (another element that you can use to&nbsp;add dice to&nbsp;your dice pools) that apply to&nbsp;those locations.</p>
<p>The&nbsp;book then lists suggested starting places for&nbsp;various heroes. In&nbsp;this case, the&nbsp;action centers around a&nbsp;prison for&nbsp;super-villains in&nbsp;New York&#8217;s East River, so Matt Murdock is visiting as&nbsp;a&nbsp;lawyer, Captain America is flying overhead on&nbsp;his way to&nbsp;a&nbsp;security conference, Peter Parker and&nbsp;Tony Stark are on&nbsp;business in&nbsp;New York, the&nbsp;X-Men are on&nbsp;a&nbsp;pier investigating a&nbsp;tip, etc.</p>
<p>The&nbsp;book goes on&nbsp;to&nbsp;describe the&nbsp;action of&nbsp;the&nbsp;event, along with stat blocks for&nbsp;each villain. It&#8217;s basically a&nbsp;series of&nbsp;encounters, but only the&nbsp;final encounter is required. All the&nbsp;others are treated as&nbsp;optional encounters, with plenty of&nbsp;options and&nbsp;ideas to&nbsp;power the&nbsp;conflict up or&nbsp;down (such as&nbsp;extra villains, innocent bystanders, or&nbsp;additional environmental problems).</p>
<p>It&#8217;s beautiful. It provides so many options that it&#8217;s easy to&nbsp;pick a&nbsp;direction, but none of&nbsp;it kills the&nbsp;game. The&nbsp;book assumes that the&nbsp;Watcher is smart enough to&nbsp;adjust if the&nbsp;game&#8217;s going poorly.</p>
<h3>Conclusion</h3>
<p>I&nbsp;love this system. It&#8217;s easy to&nbsp;play and&nbsp;easy to&nbsp;run. The&nbsp;rules provide enough complexity to&nbsp;let smart players gain significant advantages, but it&#8217;s not so complex as&nbsp;to&nbsp;be inscrutable or&nbsp;confusing. It takes a&nbsp;while to&nbsp;fully understand all the&nbsp;bonuses and&nbsp;effects, but you can have great fun with even a&nbsp;basic understanding of&nbsp;the&nbsp;system.</p>
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