50 Games in 50 Weeks: Giants (board game)

Giants board game

Giants board game

This is a fascinating game, both for its historical perspective and its mechanics.

Giants simulates the behaviors of Easter Island’s inhabitants. You control the population, consuming the island’s resources and building giant stone statues. You have to quarry the stone, then move it to the coast for carving and erection.

A few interesting mechanics: you need logs to move your statues, and there need to be people on all the game board spaces leading from one place to another. But they don’t need to be your people. So you’re paying attention to other players, and may do them favors by adding players to certain spaces.

More interesting, though, the game requires depleting the island’s resources. By the end of the game, there’s practically nothing left on the island but statues. And there’s no stopping that if you want to win the game.

It’s a fairly long game–several hours–with a lot of room for strategy.

50 Games in 50 Weeks: Cthulhu Dice

Cthulhu Dice is an odd little game. On one hand, it’s dramatically simple: each player has three sanity tokens. On your turn, choose another player, roll a die, and do whatever the die tells you (take sanity from the other player, lose sanity, etc.). If you’re targeted by another player, you get a free die roll in response. Continue until only one player has any sanity left, which usually takes about 10 minutes. That’s it.

The game so depends on die rolls that the only interesting mechanic over which players have any control is in choosing which other player to target. It quickly becomes a game of favoritism, leaving some players alone while ganging up on others. It also means the game is best played with groups of 4 or 5.

As a result, Cthulhu Dice can be an amusing diversion, a fun way to pass a little time with friends.

You can play a free online demo of the game.

The Best of Margaret St. Clair

The Best of Margaret St. Clair cover

The Best of Margaret St. Clair cover

I have no idea when or why I bought The Best of Margaret St. Clair (public library). It sat on the bottom of my to-read pile as it grew to skyscraper heights. By the time I got around to reading it, it was an orphan.

As it happens, Margaret St. Clair was a science fiction writer of the mid-twentieth century, a feminist and rough equivalent to Marion Zimmer Bradley.

This book collects a handful of her short stories, all of which provoked total concentration and shortness of breath. After finishing a story, I’d feel compelled to put the book down and think about the story.

She was a woman in a man’s field, writing about men. She wrote about women, too, but it’s her deftness with men that fascinated me most. Her men feel real, motivated by men’s forces: duty, honor, respectability. Her women, ironically, felt simpler.

The stories range from adventure to horror to cerebral science fiction.

As hard as I find it to recommend anything, I have most trouble with short story collections. They cover such a wide range of tones and themes. Perhaps that is the joy of a collection: you won’t like every story, but you’ll probably like one.

I liked them all.

50 Games in 50 Weeks: Castellan

Castellan, courtesy of GeekDad on Wired

Castellan, courtesy of GeekDad on Wired

Castellan is an unusual building game. Each player lays out plastic towers and walls, connecting them into courtyards, limited by the pieces listed on special cards (new cards are added and old ones removed as the game progresses).

As soon as you enclose a courtyard, it’s yours, and you get points based on the courtyard’s size and the number of towers around it.

However, both players are connecting their pieces to the same structure, so you’re both building the same castle.

It’s a neat concept: each player is happily slapping down little walls and towers, imagining the little people who live there, eyeing large spaces. You enclose a courtyard. Success! But your opponent encloses another space. How could you have prevented that? How might you take advantage of that new courtyard’s walls?

As with so many of the Steve Jackson games I’ve played, Castellan has solid, clear mechanics and an unusual premise.

It also has the appeal of building something. You mold a castle with your own hands, seeing it grow over time. Shades of SimCity hover in the game’s shadows.

It’s also a game that took some getting used-to. The limitations placed by the cards combined with the different towers and walls kept me off-balance. I liked that; I felt like I could play the game a number of times before my mind could map out the connections.

Wreck-It Ralph

Wreck it Ralph Pixel Pic

Wreck it Ralph Pixel Pic

First off: see Wreck-it Ralph for its short film, Paperman. It is worth the admission price alone.

The first question about Wreck-It Ralph is this: Does it make full use of its video game conceit?

Yes and no. The writers clearly understand classic video games, and constructed a sensible shared world. I felt like I could write fanfic there.

The voice actors all perfectly fit their roles, which is a major feat considering the wide range of genres and character archetypes used.

The first half effectively–if slowly–established the film’s main problems. Ralph is a simple-minded game antagonist, who wants to do something heroic.  He is certainly capable of heroism, but he’s a blundering fool (in the classic sense of that term). That’s his programming.

Unfortunately, Ralph then gets stuck in the game Sugar Rush.

I love the concept of Sugar Rush. It’s perfectly realized, particularly in its Japanese import feel. I particularly enjoyed the one boy racer with a perpetual smirk and raised eyebrow. And Sarah Silverman’s character, Vanellope, felt cute and hyper without ever setting my teeth on edge.

I just didn’t understand why I had to spend 45 minutes in Sugar Rush. Wreck-It Ralph is a movie about crossing over between games and genres, and I felt stuck in a Shrek fairy land. Even all the characters from other games were stuck there.

To be fair, every new game world meant new character models, new environments, and more importantly, a solid amount of research into the feel of that game world. It meant added expense, and potential added confusion as the viewer jumped from genre to genre. There’s a reason Toy Story takes place mostly in one bedroom.

Sugar Rush just felt too simple. Arcade worlds are simple; they’re meant to be.

I think this is a flaw in the Pixar story approach. (Yes, I know this is a Disney Animation film. Nevertheless, Pixar’s people are all over it, and its story was clearly focused through the Pixar lens.) The writers focus so much on clean, comprehensible story that everything else suffers. I want a sensible story. I don’t need an ideal one. The story of Tron jumps all over the place, and I adore the film for its visual beauty, its acting, and its world.

I do want to give the writers props for a crucial moment in the film, in which two characters are psychologically destroyed by one character’s actions. The viewer sees the emotional damage in full view. It’s heart-breaking, as it should be.

Unfortunately, this is all part of the standard Pixar plot line. Two friends must split at some point in a Pixar movie. It’s silly.

Worse, the animation felt uninspired. It was effective without leaving any memory. Indeed, the animation in Paperman will stick with me for far longer.

That said, I enjoyed Wreck-It Ralph. The story bounces along at a healthy speed, the characters are all easy to grasp, video games are cleverly referenced, and there’s a big Iron Giant reference at the end. I was also astonished at the AKB48 song in the end credits.

For all that, it’s executing its formula, for better or worse.

Center for Puppetry Arts

A few weeks ago, I happened to have a free day in Atlanta. I drove up to Peachtree Street–the main one, not the hundred other ones scattered around Atlanta–and fired up my iPhone. I looked for interesting locations nearby.

My eye fell on a dot labelled “Center for Puppetry Arts.” One long walk later, I pushed open the double doors, walked over to a ticket booth, and bought a ticket to a unique museum.

As a kid, I loved the Muppets as much as anyone, and felt my mind blown by The Dark Crystal and Labyrinth. But at some point during my early teen years, I grew more interested in how puppets work. I remember watching with hunger a behind-the-scenes clip on the complex Viking “In the Navy” sequence from The Muppet Show, seeing how they rigged the ship and positioned the puppets to achieve specific visuals.

Then I started using a puppet on my YouTube reviews, to my viewer’s surprise and delight. Folks loved it. People respond to puppets.

But enough about me. The Center is a large facility, also including a full-scale theater, while the museum itself is relatively small. The museum consists of three main areas: one big section devoted to puppets on TV (mostly the Muppets), another smaller room devoted entirely to The Muppets and Jim Henson, and a small warren of rooms displaying puppets from around the world.

The Muppet areas had the most immediate appeal. We all grew up with these characters. Besides describing several major puppet TV shows, the museum had examples of the puppets themselves: Big Bird from Sesame Street, Red and Mokey from Fraggle Rock, Sir Didymus from Labyrinth, and even Kermit the Frog. Sadly, the lettering accompanying these treasures, while expansive and helpful, was often faded or missing many letters.

As interesting as this was–Jim Henson built a vast body of work–the puppets from the rest of the world most intrigued me.

I entered that section of the museum through a heavy door, into an empty room. From there, I entered a closet crammed full of puppets. Several of these puppets were controlled by motion-sensitive sensors, so that moving through the room triggered them to turn towards me and chatter. It was one of the creepiest experiences of my life.

Beyond this was a more traditional museum space, wandering through displays of puppets from the Americas, Africa, Europe, and Asia. It seems that every country has developed a distinct puppetry tradition.

Did you know Vietnam has a tradition of intricate puppet shows…performed entirely in pools of water?

[iframe_loader width=”420″ height=”315″ src=”http://www.youtube.com/embed/eu-np_jQG-I” frameborder=”0″ allowfullscreen]

Mind-blowing.

Reading One Hundred Years of Solitude

One Hundred Years of Solitude cover

Cover of One Hundred Years of Solitude

I’ve long held an antipathy for high art, including serious modern literature (the kind that gets major awards). I appreciate the classics, but I thought modern lit was like pretentious modern art, a dot on a canvas that costs a million dollars because it represents the inimitable sensation of modern ennui and man’s fundamental disconnection from himself.

Which is why I’m so glad I know Nick. He’s dived deep into literature, and returns with many pearls.

Among them is Gabriel Garcia Marquez’s One Hundred Years of Solitude. At about 350 pages in paperback, it’s a fairly long book, and unconcerned with traditional narrative. Nevertheless, it sucked me in with its multi-generational story and characters that felt wild and real.

Marquez’s style is conversational yet lucid, like a bright retiree describing her childhood. Indeed, apparently Marquez has said that he tried to mimic the style of his grandparents’ stories. The whole novel is grounded in workaday situations, in sweeping the halls and falling in love and hating your sister. Some of it’s good, and some of it’s bad, and it’s all real.

Which brings up one of the biggest surprises of the novel: its magical realism. Things happen that can’t happen, but are mentioned casually, as though those events surprised nobody.

Happily, this is not mere style; it is integral to the narrative and, judging from later events, to a point about what’s real.

From the first page, I was swept into a multi-generational story of people living in a big house, dealing with luck and weather and all the drama of other people. They make choices, and the consequences ripple down the years. Yet it doesn’t feel like a sweeping epic; indeed, the action usually remains within the walls of the family’s house.

Marquez kept me interested in the most mundane, the most evil, and the sweetest of acts. Reading the book was magic.

What’s better: Rolling d100 or flipping a coin?

'indecision dice' by snigl3t on Flickr

‘indecision dice’ by snigl3t on Flickr

Somebody mentioned to me a few weeks ago that rolling a d6 feels more limiting than rolling a d20.

That’s certainly how it feels. It’s fun to find a combination of bonuses that leverage the dice in your favor, and a d6 gives you fewer opportunities to do so. Indeed, lots of potential bonuses would quickly overwhelm the die’s randomness.

However, when examing the math behind a system’s mechanics, one finds that most designers work hard to keep the odds consistent. In recent editions of D&D, you’re generally rolling 1d20+2 vs. 10, or 1d20+22 vs. 30. Other systems will push those odds one way or another, but are still structured to keep significant margins of success and failure in all dice rolls.

Now, crunching numbers to stack the odds is a very geeky pursuit. It’s part of a game’s “fun,” its long-term appeal. Geeks love figuring out how to maximize a consistent system.

But when you’re trying to tell a story, this die probability mini-game can quickly get in the way. So here’s a counterpoint:

During the last +Indie+ convention, +E. Bryan Rumph playtested a coin-based game, The Coin’s Hard Edge, for me. I had a great time, partly because the coin flip made randomness clear. Your character will break the door open, or he won’t. The odds are obvious. If he doesn’t succeed, try something else, instead of spending 10 minutes searching for the right combination of skills, attributes, talents, gear, etc. to give you a slightly better chance.

Why do we use dice in games? To introduce surprise. I thought I could swing from that rope over to the next building, but I fell into the courtyard instead. Now what? When players can greatly influence randomness, surprise fades.

If we tighten our control of the dice too much, the game turns into poker rather than storytelling.

50 Games in 50 Weeks: The Hangout RPG

'Sexy Jen Lounging in the Hammock Hangout' by SanFranAnnie on Flickr

‘Sexy Jen Lounging in the Hammock Hangout’ by SanFranAnnie on Flickr

New online video tools provide new opportunities for tabletop role-playing. Games that used to require face-to-face meetings can be played by people from around the world.

However, these games are still being played with systems built for heavily scheduled, face-to-face gaming. What would a system built for this new world look like? That’s what I asked myself when building Hangout.

I began with a few assumptions about online video gaming:

  • Expect new players frequently. It’s much easier for someone who’s merely interested in a game to fire up their webcam on a whim than to drive 20 minutes to a stranger’s house.
  • The players may not have the dice you expect, and players may not have access to useful online dice-rollers or other randomizers.
  • The rules should be easy to grasp and use, at least initially for basic gameplay, even for those who’ve never played tabletop RPGs.
  • There should be a free version of the rules.

Those assumptions generated the following core system concepts:

  • Dice and other randomizers are optional, and can be introduced later in play.
  • Players don’t need to stat out their characters prior to play.
  • Character stats are defined during play.

This implies a pretty high-level system. If you need to crunch a lot of numbers to accomplish basic tasks, you’ll spend most of your first few sessions stopping to define stats and bonuses.

The Hangout system takes some ideas from Risus and some ideas from FATE and applies them as follows.

The Basic Rules

Your character will have a few Dimensions, which are catchphrases that define his or her personality. Example Dimensions include “Never tell me the odds” and “It belongs in a museum!” Each Dimension has a couple of points associated with it, and each player character has a total of 10 Dimension points. Most player-characters will have about 4 Dimensions.

You can start play with no character concept, and define Dimensions as you approach conflicts.

A conflict is a simple contest between two characters. Each chooses the most appropriate Dimension; the one with the highest points wins. The winner gets what he or she wants, while the loser takes a negative ongoing Condition (like limpingdazed, or drunk).

A player can also invoke a Dimension to win a conflict, and loses 1 point in that Dimension. (All Dimensions get reset to their full point values at the beginning of each session.)

How This Worked

This worked poorly in my diceless playtest, where the characters were investigating a strange hacker in the Grid of TRON.

Player-characters’ Dimensions were usually close to an enemy’s Dimension, so they’d just win. If they were clearly outmatched, they’d invoke a DImension, and there weren’t enough conflicts to nearly exhaust anyone’s Dimensions.

Several possible solutions spring to mind:

  1. Reduce the number of points available in each Dimension.
  2. Increase the number of conflicts.
  3. Increase enemy’s Dimensions.
  4. Increase the expense of invokes. Perhaps an invoke reduces a Dimension by 50%, then to 0.

Each has its pitfalls. I’ll have to playtest them to find out.

What would you do?

Pushing a Noir Story Forward

When telling a story collaboratively–as in a tabletop role-playing game–how do you know when to move on? Particularly if you’re running the game, how do you know when to push clues towards the players, and when to have two thugs with guns burst through the doors?

'Come sit beside me [grain]' by spaceshoe on Flickr

‘Come sit beside me [grain]’ by spaceshoe on Flickr

I’ve been playtesting a new noir game, The Coin’s Hard Edge, recently. While the mechanics work beautifully, it can be hard to know where one is within the twisting maze of a noir story. I was inspired to come up with a dramatic structure tool for Narrators.

Each story is divided into five parts:

  1. Introduction of the mystery. The heroes are given three clues, which leads to…
  2. Investigation. Each clue should lead to at least one more clue. This is interrupted by…
  3. Introduction of the antagonist. The antagonist–now revealed–throws the heroes into a tough spot, requiring them to change their strategy, which naturally leads to…
  4. Further investigation and adventure. All clues now lead to solutions, and all (major) questions are now answered. If the players seem lost, an NPC appears to answer all questions. This culminates in…
  5. Final confrontation with the antagonist.

You can build story elements randomly using the following tables:

  • Mystery type (missing relative, money stolen, item stolen…)
  • Key relationship (spouse, sibling, parent/child, business associate…)
  • Clue (item of clothing, personal effect, change in routine, unexpected communication…)
  • Antagonist (relative, sibling, parent/child, business associate, business rival, other side of the law…)

So, yes, the tables could use more entries. But as an overall approach, what do you think?

I work for Amazon. The content on this site is my own and doesn’t necessarily represent Amazon’s position.