“It is possible to commit no errors and still lose. That is not a weakness. That is life.”
— Captain Jean-Luc Picard
Kirk and Khan pass nearby, trading shots, in a Star Trek: Attack Wing game. |
“It is possible to commit no errors and still lose. That is not a weakness. That is life.”
— Captain Jean-Luc Picard
Kirk and Khan pass nearby, trading shots, in a Star Trek: Attack Wing game. |
“My lord, there are so many uncharted settlements. It could be smugglers, it could be....”
— Admiral Ozzel
Last week, on its Facebook page, Days of Wonder released information and photos about a Star Wars: Battle of Hoth board game based on Richard Borg’s venerable Commands & Colors (C&C) game system. The news rapidly spread across the adventure gaming hobby internet landscape. Although stodgy old former reporters like myself might prefer to wait for some official press release on a website, I could not ignore this news (though one might argue such announcements on social media are now more acceptable or reliable than any official communication on something so antiquated as a corporate website). My production manager at West End Games uttered some colorful sayings in appropriate circumstances. The buzz surrounding this announcement brings one to mind: “Opinions are like [DELETED]; everybody has one.” (You can fill in “[DELETED]” with your imagined appropriately common and arguably vulgar body part.) I’m sure everyone concerned will debate the game with every teased bit of news until well after it’s released. Normally I wouldn’t wade into forum discussions — and I won’t — but I thought readers might care for my opinion with some perspective from a longtime Star Wars fan, a veteran gamer, and a gamer dad, all in the context of the business of making money in these uncertain financial times. I’m very excited about Star Wars: Battle of Hoth, but, like any game consumer, I take into account many factors, including personal ones, when considering whether I would ultimately purchase the game. For those few who wonder or care, I’m still undecided, but leaning toward passing on this one.
“Originality is nothing but judicious imitation. The most original writers borrowed one from another.”
— Voltaire
We find inspiration in many forms, whether for our game endeavors or other aspects in our lives. Emulating things we admire is one step along the path we take creating something new. We often look to similar sources for inspiration on our immediate projects. How does one game handle this kind of mechanic? How does another simulate a particular situation or dynamic? I’ve encountered emulation as inspiration strategy throughout my creative life, even as a teenager newly immersed in roleplaying games...and inspired to create my own fanzine based on the industry publication, Dragon magazine, I admired. This strategy works for our developing games in both form and function. We look to other games to see what graphic and component elements we might adapt to our own designs. We also draw on our exposure to mechanics when developing our own games, whether roleplaying games, board games, or wargames. Having a familiarity with numerous game systems can help us in designing our own, offering inspiration from a wide field of experience to create a more accurate game simulation experience.“Life is not a matter of holding good cards, but of playing a poor hand well.”
— Robert Louis Stevenson
I’m thankful my son and I have found the time and motivation recently to (sometimes) resume our Thursday after-dinner “game night.” I’ll admit I occasionally cajole him into a weekend afternoon game (when I’m not outside engaged in the Sisyphean task of yard work on numerous fronts) in an effort to disengage him from his electronic devices. My task becomes easier when I have a menu of games to suggest, titles we’ve played before he particularly enjoys. Lately most of our favorite games rely on card mechanics; they’re not all card games per se, but board games where cards determine how one can manipulate the pieces and conditions on the board. More often than not this pleasantly complicates the decisions players face. Do I use a card for its stated effect — usually something bending the rules to my advantage — or do I spend it to take some kind of “standard” action? This kind of cardplay dilemma expands the decision space an extra level without adding too much complexity in learning the game.“It usually takes me more than three weeks to prepare a good impromptu speech.”
— Mark Twain
I haven’t engaged with roleplaying games in a while, owing to a lack of interested players and time. Gathering multiple friends for any regular game session these days has become a common meme trope for the adult gamer generations. So I’m exploring a solitaire roleplaying game to engage my urge to return to that form...and immerse myself in some much-needed gaming escapism to deal with an onslaught of personal stress and <waves hand> all this nonsense going on in the world. My game of choice? Ironsworn: Starforged by Shawn Tomkin. I backed it in Kickstarter and, though I’ve read it and explored its numerous oracle tables, I’ve not yet sat down to play it. I’ve been developing a character in the back of my mind, along with an initial contact and a sector with some locations, but otherwise I’ve relied on the random table “oracles” to guide my sector set-up and other bits for which I’ve no immediate inspiration. I’m having fun determining the elements for my future adventures, even though I’m not actually playing the game. Or am I? Starforged includes a heading I think all roleplaying gamers can take to heart: “Prep Is Play.”