I look back on the past year – as so
many people do at this time of New Year’s resolutions – and
realize how much time I’ve poured into the Hobby Games Recce blog
(as opposed to my many neglected game projects). In February I
consolidated the LiveJournal Hobby Games Recce
blog and
Schweig’s Game Design Journal on Blogspot
into one entity, the weekly adventure gaming hobby blog you’re
reading now. Combining both blogs into one
took a great deal of time and effort in the beginning of 2014 – so
much that it impacted my overall game-related accomplishments
throughout the year. There’s still a
great deal of secondary housekeeping to do (mostly with internal,
self-referential links in older posts), but most of the traffic has
naturally focused on recent entries.
Tuesday, December 30, 2014
Tuesday, December 23, 2014
Curling Up with Solitaire Gamebooks
I recently ordered a copy of S John Ross’ Ring of Thieves solitaire gamebook adventure thanks to
a 35%-off Lulu holiday sale (alas, ordered before they announced the
50%-off hardcovers sale...). When combined with memories of immersing
myself in game books – solitaire or otherwise – over the holidays
during my misspent youth, I can’t help having solo gamebooks on my
mind.
Frequent readers know how much I love
solitaire game adventures, especially those included in roleplaying
game rulebooks to help teach both the system and setting. Solo
gamebooks offer a complete, self-sufficient play experience without
reliance on or eventual transition to a full set of game rules in a
vast, tome-like rulebook. They can scratch some of the itch for
traditional roleplaying activities – a lone hero trying to overcome
numerous obstacles in an adventure – but might seem limited by
their streamlined game mechanics and programmed format (though that
still provides a good degree of replay value as players explore
different choices and meet various ends...). I realize the programmed
game experience isn’t as freeform or unexpected as some other solo
roleplaying game options available today, particularly those
pioneered by a small but dedicated core of solo gamers exploring new
tools and techniques. Like roleplaying games, solo gamebooks balance
rules and story, though they employ printed text to describe
situations and streamlined game mechanics to resolve conflicts. I’m
not saying one kind is bad and the other good – people (even
designers) have their own tastes, projects have their own parameters
– but the product and the experience it delivers (intentionally or
otherwise) can vary between storytelling and game.
Tuesday, December 16, 2014
Gaming Artifacts: Thieves’ World Boxed Set
The Thieves’ World city
supplement from Chaosium was perhaps the first boxed campaign setting
I bought way back in my earliest days in the roleplaying game hobby.
The city of Sanctuary provided a wonderful yet deadly sandbox
environment characters could explore. I used it decades ago with
friends huddled over the fantastic city map, pulled it out again a
few years ago to run with a re-tooled D6 fantasy system, and
even turn to its massive random encounter tables today for occasional
medieval-urban solitaire gaming.
I came to hear about the Thieves’
World boxed set and the shared-world fiction on which it was
based in one of my earliest Friendly Local Game Store experiences.
I’d received the Basic Dungeons & Dragons boxed set
(Moldvay edition) as an Easter present from my parents; during the
course of that spring I absorbed the rules, taught some friends, and
ran several dungeon crawls into the Caves of Chaos for friends (and a
few into dungeons of my own design). After graduating from junior
high – and dreading adjusting to high school in the fall – I
determined to dive further into D&D that summer. To that
end I gathered my allowance and headed down to the nearby Friendly
Local Game Store not five minutes from my house, Branchville Hobby.
There I found the D&D Expert boxed set for $12 among the
small yet growing pile of roleplaying games in the varied store more
notable then for its HO-scale model railroad supplies and layout
(before sports equipment took over).
Tuesday, December 9, 2014
The Editor as Everyone’s Advocate
The internet’s filled with people’s
infinitely varying opinions on every subject imaginable (and a few
beyond imagination, I’m sure). The definition of a good editor
remains subject to those opinions; but I tend to agree with one
claiming a good editor serves as an advocate for readers, and that’s
a fair if broad summary. In my experience a good editor serves as an
advocate on behalf of three masters: the reader, the publisher, and
the author. This assumes one agrees editors still have a relevant
place in today’s Internet Age where people far too often assume a
spell- and grammar-check program is enough to ensure intelligible and
clear communication in e-mails, blogs, and even published newspapers,
magazines, and books. In a time of relatively easy self publishing
enabled by computers and the internet, many talented individuals
possess the sense of professionalism to produce solid work for free
or for pay without the need for an entire editorial team and art
department a publisher offers.
Editors primarily seek to finesse an
author’s manuscript into a format easily appreciated and
comprehended by the intended audience. This includes the obligatory
adherence to consistent rules of spelling, grammar, and style, plus a
good deal of moderating the language, varying word choice, and
otherwise helping to shape a manuscript into an engaging piece of
reading. But editors also represent a publisher in molding
manuscripts to fit a professional objective encompassing subject
matter, production schedule, and future projects. To this end editors
also serve authors as guides in the writing process and in improving
skills for future submissions. Publishers often need writers for
upcoming projects; the more proven authors available, the better the
choices in matching writers to assignments.
The letter below represents perhaps the
best aspect of my work as editor of West End Games’ Star Wars
Adventure Journal in the mid-1990s. I keep it to remind myself
that – despite a host of game supplements I loved writing and
developing, all the interesting people I met, and all the fantastic
gaming experiences I enjoyed during five years with West End – I’m
most satisfied I made a small yet positive difference in the lives of
many young people and aspiring writers who might otherwise not
bothered exploring their potential:
Dear Mr. Schweighofer,
A few months ago I submitted a short story to you…. Upon rejecting
my story, you wrote me a three and a half page letter explaining why
it was not up to the standards of the Star Wars Adventure Journal.
I thank you for that. You see, it would have been just as easy for
you to have sent me a form letter, but instead you paid close
attention to what needed improving in my story and in my writing in
general.
When I first received your letter I must admit that I was crushed.
Writing for Star Wars meant – and still means – a great
deal to me. I put the letter away for a while without reading the
whole thing, the weight of the rejection pressed on me so hard that
reading criticism felt like it would have caused a collapse of my
confidence in my writing ability. A few days later I mustered up the
strength to read the letter through. I resisted some of the points,
but others were too clear to be denied. As time passed my bias
against the other points faded and they were like crystal as well.
Soon after, I began to look at the letter as a tool, something to
help me see my weaknesses as a writer clearer. At about the same time
my quest to locate a copy of Damon Knight’s Creating Short
Fiction bore fruit, and the art of writing became more
transparent to me. I am still in the process of learning. I write
every day, and upon reading that writing the next day I blush and
write something better, which I blush at a day later. I thank you a
thousand times for rejecting [my story]. I realize its weaknesses
more and more each day and I wonder how I could have considered
submitting it. However, I know at the time it was the best I could do
and I respect that. It was an important step for me as a writer, made
all the more important by a compassionate editor who paid attention
to a 19 year old kid struggling to forge himself into a writer.
I write you this letter so that the next time you receive a rough
story from someone struggling to become a writer you might share
with them the insight you shared with me (and keep on recommending
Mr. Knight’s book, it is excellent). Thank you for your time, and
know that this isn’t the last piece of my writing you will lay your
eyes upon. Good luck and continued success with the Adventure
Journal (it is fabulous).
The letter arrived in my West End
Games’ office in December 1995, about halfway through my
all-too-brief career with the company; I cannot recall if we actually
published any of the writer’s later work, and I don’t know if the
author continued his writing aspirations afterward. I’m grateful I
found the time and motivation to write short critiques even of the
material I rejected; in many cases it later bore fruit in the form of
far more polished submissions that found their way to publication.
Those short stories, source material articles, and game adventures
that ultimately appeared in the Star Wars Adventure Journal
endured far more scrutiny and much longer critique letters. All these
efforts supported my editorial role in advocating for the interests
of readers, the publisher, and authors in the name of engaging
writing.
That same work ethic – spending time
working with authors not simply to improve the project at hand but
their overall abilities for future assignments – gave other writers
guidance for improving their work later reflected in other mainstream
West End projects. I recall spending an hour or so with an author at
GenCon discussing a hard critique of a rough manuscript for a sector
setting sourcebook; he was a fan, not a writer (though a talented
professional in another field) who many years later went on to
contribute to both Wizards of the Coast’s and Fantasy Flight Games’
subsequent iterations of a Star Wars roleplaying game.
Few professional
editors have this kind of time, especially when faced with massive
slush piles of submissions or a huge backlog of manuscripts awaiting
their editorial attention
in the often rushed process to bring material to publication. I’m
grateful I had both the time and the position to evaluate writers’
work and offer some small
guidance in improving their craft; I hope many have continued
exploring their potential as writers, especially given the far more
numerous outlets for their work in an Internet Age enabling many to
disseminate their writing to a broad audience. Thanks to social media
I occasionally encounter someone who says something like, “My
proudest moment trying to break into the industry was my rejection
letter from the SWAJ,”
or “Do you remember that submission I
made to the Adventure Journal
years ago?” I’m
humbled that I
have in some
small way contributed to their further work as fans or professionals
in the adventure gaming hobby, from fanzines to freelancing and
beyond.
I suppose at heart I have a large
teaching streak in me; I’ve often considered, and quickly set
aside, the prospect of becoming a professional teacher. At various
points in my past I’ve tried encouraging people to pursue their
interest in writing through editorial critique letters, workshops for
young people, and other publication-related activities. I don’t
believe everyone’s a New York Times-bestselling author, but
I think anyone with an interest in writing deserves a chance – and
a little encouragement – to explore the craft and engage their
creativity.
Lately, thanks to contacts in social
networking, I’ve considered contacting people with promising game
ideas and offering to develop, edit, and produce their work. I’ve
not followed through much; I suppose I’m wary of working to publish
other people’s gaming projects when many of my own sit on the back
burner thanks to my lack of time, focus, and energy given my
full-time parental duties. I’ve done a little editorial consulting,
an endeavor I might pursue more in the future; the entire editorial
critique process seems much easier in a world with e-mail and online
face-to-face conferencing instead of printing out letters to send off
in the post. I realize I miss working with authors to further develop
and refine their ideas and presentation with an eye to bringing a
project to publication and (hopefully) appreciation by a growing fan
readership. It’s easier with the backing of a brick-and-mortar
professional publishing house (and a world-famous intellectual
property license); but for now I’m content that my past editorial
work and the few people it inspired remains a small candle to sustain
me.
Comments....
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Tuesday, December 2, 2014
Holiday Game Gifts for Non-Gamer Kids
As the holidays approach everyone seems
to offer their particular picks for ideal game gifts. Rather than
bore kind readers with my particular recommendations based on my own
tastes for adventure gaming fare, I thought I’d narrow the field a
bit with a few qualifiers. Frequent readers know I’m an advocate of
drawing new players into the hobby, with particular attention toward
the younger set. As a father of a soon-to-be five year-old I’m also
constantly looking for new, affordable games to garner his interest.
Since these represent my personal
recommendations, one should certainly not consider this a
comprehensive list, but a catalog of suggestions limited by my own
experience and impressions (and even then it’s not as complete as
I’d like). While these might seem easier to acquire through online
retailers, I urge readers to support their Friendly Local Game Store
when possible; many can special-order titles they don’t normally
keep in stock:
Dino Hunt Dice, $9.99: This
press-your-luck game places players in the roles of time-traveling
dinosaur hunters seeking to bag the most dinos without getting
stomped. Each die has a few faces of dinos, leaves (for hiding
dinos), and footprints (for stomps). A player rolls three dice,
keeping dinos and setting aside stomps; three stomps and they’re
done, losing any dinos they’ve captured. Players must decide when
to finish their turn and keep dinos they’ve captured withouth
losing everything to three stomps. There isn’t too much strategy,
but kids might enjoyg it for the die rolling and dinosaur theme.
(It’s cousin, Zombie Dice, uses a similar mechanic with a more grisly, less kid-appropriate theme.)
Rory’s Story Cubes, $7.99: These
nine dice contain faces with pictograms to inspire storytelling. The
game comes with several ideas for using them to help children create
their own stories; experienced gamers and writers sometimes use them
for inspiration or even solitaire adventure gaming. Two additional
nine-dice sets offer icons based on Voyages and Actions,
and three smaller Mix Collection packs (three dice each) have
Clues, Enchanted, and Prehistoria themes. The
Max version of the original story cubes, featuring larger
dice, costs $19.99, well worth it for play with younger kids or for
those who enjoy collecting oversized dice.
Set,
$12.99: This abstract game challenges players to find sets of
similar and dissimilar symbols on 12 cards arranged on the table.
Each card has one, two, or three symbols of the same type and one of
three different shapes (ovals, diamonds, and squiggles), colors (red,
purple, and green) and shading (outline, shaded, or solid). Players
watch for and collect sets of three cards each that are either all
alike or all different in each attribute. Players remove the three
cards in sets they successfully identify, replacing them with new
ones drawn from the 81-card deck. Set’s numerous accolades
include the prestigious Mensa Select Award.
D&D Starter Set, $19.99: At this price getting into
Dungeons & Dragons seems affordable and easy. While I’ve
not yet examined this iteration of D&D starter boxes (a subject I’m fond of exploring), reports indicate it contains
everything new players need to learn about fantasy roleplaying and
dive into the game, all compatible with the latest, fifth edition of
the iconic adventure gaming brand.
Dungeon! $19.99:
For kids who might not be ready for full-on D&D roleplaying,
Dungeon! offers a board-game version of dungeon-delving,
monster-killing, and treasure-looting without too many complex
rules. I’ve found it a bit random and arbitrary, even with the
board segmented into increasingly more difficult levels; but
newcomers to fantasy themed gaming might find this an easier
transition from traditional board games to roleplaying games. The
content – traps, monsters, and treasures – all derive from D&D
equivalents, so they provide a good thematic introduction to setting
elements.
Stratego Battle Cards Game,
$9.95: Fans of the Stratego board game might enjoy this
card-game versions, which takes less time to set up and incorporates
a different kind of strategy, all while employing the same “fog of
war” element that make the original game challenging. Players
deploy unit to the battlefield based on a random draw from their
deck, forcing them to use forces on hand and seeking to plug gaps in
their lines on subsequent turns. While the rules are based on the
same unit-value hierarchy and function as the board game, it offers a
few twists to give players more options.
Robot Turtles, $25: ThinkFun’s edition of one of the most successful Kickstarter games of all time comes in at jus the right price point. The game gives kids control of a robot turtle wandering around a board’s obstacles to reach the prized gem; but players select command cards to enable the “Turtle Controller” (the designated adult) to move the turtle for them, giving them some fun, practical experience in skills useful in computer programming. Besides, the turtles have lasers.
Robot Turtles, $25: ThinkFun’s edition of one of the most successful Kickstarter games of all time comes in at jus the right price point. The game gives kids control of a robot turtle wandering around a board’s obstacles to reach the prized gem; but players select command cards to enable the “Turtle Controller” (the designated adult) to move the turtle for them, giving them some fun, practical experience in skills useful in computer programming. Besides, the turtles have lasers.
Forbidden Island,
$17.99: This one might require some adult guidance, but
it’s perhaps one of the best examples of a “cooperative” game
(without the more intense, real-world theme of such classics as
Pandemic). Players try to retrieve four treasures from an
island sinking in to the sea, simulated by location tiles that
randomly flood and then disappear entirely. Each has a different role
with special advantages, but they all must work together to move
around the board, collect resources, shore up flooding tiles, reach
the treasures, and escape before the island submerges completely.
Forbidden Island’s numerous accolades include the
prestigious Mensa Select Award.
Beyond $25
I’d recommend almost any board game
beyond the mundane fare one can find at Target or Barnes & Noble.
Both chains have become more open-minded about stocking games that
cater to the growing sophisticated board game culture characterized
by such popular titles as Settlers of Catan, Ticket to Ride,
Small World, and Carcassonne. Your Friendly Local Game
Store is also a good place to browse possible board game gift ideas,
ask the staff and regulars, and special order anything that isn’t
in stock.
Why $25?
A few months ago I polled some folks on
Google+ to help guide me in where to set the bar on this article. I
asked:
What’s
the maximum dollar amount you would spend on a non-electronic,
game-related holiday gift for a young person between the ages of 5
and 11?
Assume the person is someone to whom
you’d usually give a gift at the holiday and that the gift would be
in some way related to the adventure gaming hobby, meaning it would
expose them to or inspire them to explore roleplaying, card, board,
and wargames (of both the board-and-chit and miniature variety). I’m
not considering electronic games. Many thanks for sharing your
opinions.
The $25 mark easily scored around
two-thirds of the responses, with other amounts garnering a few votes
here and there...and nobody going for the $100. At least one voter
commented on the high cost to buy into games these days, whether a
high-end board game, roleplaying game, or certainly a miniatures
game. Although $50 or even $100 might buy an experienced gamer an
appropriately pleasing gift, to tempt non-gamers or children into the
adventure gaming hobby with an expensive gift that may or may not
engage their enthusiasm remains a risky proposition.
Whatever your budget, keep games in
mind as gifts this holiday season. Support your Friendly Local Game
Store and encourage and cultivate a positive community of gamers in
your area.
Comments....
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$25 game gift ideas for the non-gamer set? Start a civilized
discussion? Share a link to this blog entry on Google+ and tag me
(+Peter Schweighofer) to comment.
Tuesday, November 18, 2014
Notable Features in Barbarians of Lemuria
I recently acquired a print copy of
Simon Washbourne’s Barbarians of Lemuria (Legendary Edition)
and was pleasantly satisfied by many elements within that appealed to
my particular roleplaying game tastes...and might interest readers of
Hobby Games Recce with similar inclinations. The game mechanics and
presentation offer an original swords and sorcery setting with a
basic task resolution system and plenty of room for rich character
development.
I’m a casual fan of the Conan
material from Robert. E. Howard, having enjoyed the original
literature, the comic book series (during a brief foray into that
medium in my misspent youth), and the 1982 John Milius Conan the
Barbarian film interpretation (and other similar sword and
sorcery movie fare). I prefer my fantasy roleplaying with minimal
magic, such as simple cantrips for characters and more powerful,
sinister magic beyond their capability as part of the arch-enemy’s
arsenal. The Barbarians of Lemuria setting incorporates many
of these elements in a well-presented setting without binding them
within the vast Conan continuity (and hence opening itself up to
copyright infringement issues).
Barbarians of Lemuria contains a
host of elements that appeal to me:
Page Count: The game packs
everything needed to play into 104 pages, packed with plenty of
illustrations evocative of the setting, game mechanics, examples,
original monsters, inspirational character creation material, a
gazetteer of the world, and a few short adventures. It’s not as
comprehensive as some gamers might like, but it’s filled with
enough functional mechanics and setting information to stimulate
one’s imagination in creating and running exciting swords and
sorcery adventures.
Accessible Setting: The epic
background for Barbarians of Lemuria fits on two pages and
outlines an epic struggle against the corrupt Sorceror-Kings and
their magical technology. A series of disasters and returns imbue the
land with plenty of ruins, magical mutations, and the promise of
fantastic treasures, all while the Sorceror-Kings sulk on their
island fortress planning their revenge. This epic provides some solid
setting elements for Lemuria: a lost golden age of technology leaving
behind ancient relics and ruins the heroes might explore (a theme
within one of fantasy roleplaying gaming’s first settings, Empire
of the Petal Throne), and distant yet powerful shadow adversaries
to lurk in the background or scheme behind the scenes. Elements of
character creation also tie heroes to locations in the setting or
typical professions in the genre.
Innovative Character Creation:
Building a character focuses on three sets of “stats” (though
one isn’t really a stat at all). In each category players
distribute four points among four different categories, with a value
of zero representing average ability. First players distribute four
points among their attributes: strength, agility, mind, and appeal
(fairly standard characterization concepts). Then they distribute
four points among four combat abilities: brawl, melee, ranged, and
defense. Finally players choose four “heroic careers” from among
20 genre-inspired professions to define their characters’ pasts and
round out their generalized skill sets.
Genre Careers: Career choices
reflect the sword and sorcery genre. Each of the 20 careers includes
a parenthetical alternative, an optional profession label to cover a
similar spin on a career; for instance, it offers “Barbarian (or
Savage),” “Serving Wench (or Courtesan),” and “Thief (or
Rogue).” Brief descriptions offer ideas on relevant skills and
important attributes.
Core Resolution System: Resolving
actions boils down to a player rolling 2D6 to get 9 or higher for
success. Depending on the situation they may add to their roll the
value of relevant attributes, combat abilities, or careers; factors
such as a task difficulty, range, or target’s defense value may
subtract from their die roll. These aren’t huge bonuses, but can
increase through experience. Boons and flaws (see below) enable
players to roll an additional 1D6 in certain circumstances, adding
the two highest results for boons and the two lowest results for
flaws.
Boons & Flaws: Sure, lots of
roleplaying games include some kind of advantage/disadvantage system
in their character creation rules, but Barbarians of Lemuria
presents sets of each for every location that can serve as a hero’s
birthplace, giving them not only some game-specific bonus or penalty
but some material on which to draw in further defining their
character within the setting. Characters get one free boon and can
gain additional boons by taking a flaw or permanently reducing their
Hero Point total.
Hero Points: Here’s another
element used in many other roleplaying games, points characters can
spend during the game to alter situations in their favor. In this
game characters begin with five Hero Points they can use in a variety
of ways within the framework of the core resolution system: to reroll
for a particular task; to alter a basic success into a more powerful
“Mighty Success” or transform that into the ultimate “Legendary
Success”; to shake off wounds or stabilize a dying character; or to
define situational elements in one’s favor (such as finding a loose
stone in a prison cell wall, discovering some useful equipment
nearby, or using a coincidence to their advantage). Characters begin
the game with five Hero Points and gain back those they spent at the
end of an adventure.
Barbarians of Lemuria
also provides the basic framework of many other roleplaying games;
Lifeblood points for tracking health, weapons and armor, a freeform
spell system that reflects the rare nature of magic in the genre,
non-traditional monsters tied to setting locations, and one-sentence
descriptions of various gods of Lemuria. It’s a complete game, but
relies on experienced gamemasters and players to work together to use
the rules to create a play environment that works for them.
Almost Overlooked
I must admit I passed over this game in
its earlier incarnations despite the author’s excellent reputation
for interesting games. Washbourne’s produced a host of small,
independent, and often innovative roleplaying games. His 1940 –
England Invaded! caught my eye when it first emerged as part of the
24-Hour RPG challenge and when he released a free PDF version with
more substance; it satisfies my interest in WWII themes, in this case
with a fantastic alternate-history twist.
I downloaded one of the earlier, free
versions of Barbarians of Lemuria in PDF format when it first
appeared, hoping for something a bit more satisfying than the d20
officially licensed Conan material available at the time. My
ambivalence toward earlier editions probably stemmed from an
uninspiring layout and mediocre artwork, though the author deserves
credit for creating his own illustrations in those versions. These
factors – PDF and uninspired artwork – led me to overlook it
after an initial perusal; hence it languished unread in some archived
folder on my laptop, as do many worthy and unworthy gaming PDFs,
since I prefer to read the old-fashioned way from printed books than
transient words on a screen.
In fairness the Legendary Edition of
the rules has overcome these two drawbacks. The new illustrations,
while remaining relatively basic line art, evokes characters and
scenes characteristic of the sword and sorcery genre. Having the
option of obtaining a print version means I can sit down and read it
without the often mind-numbing hypnosis of passive words on my
computer screen, easily flipping back and forth around pages to
cross-reference game and setting concepts. I noticed a few
refinements in the game mechanics and organization from previous
editions; while the current edition is far from perfect in terms of
organization and layout, it’s clear years of active play and
development have made their positive impression.
Comments....
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feedback? Start a civilized discussion? Share a link to this blog
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Tuesday, November 11, 2014
Hedging Bets against the Fog of War
The Fog of War – the random elements
in games, whether simulating the variable performance of troops in
wargaming battles, pieces on the board, or adversaries in roleplaying
games – can foil the best strategies, constructed decks, assembled
forces, or crafted character. The degree to which such uncertainties
reign over the gaming table can seriously affect one’s play
experience. It’s one thing to lose to a formidable opponent, but
another to lose to the capricious nature of the dice.
![]() |
| Brave British troops doomed in the face of hordes of Zulus and poor die rolls. |
If kind readers would pardon some
(hopefully) neutral political analogy, regrettably on my mind thanks
to the recent mid-term elections... Take political candidates; they
hedge their bets against the uncertainties of the minority of the
electorate that actually gets out to vote. Some run in the right
gerrymandered district (or carpet-bag their way there) and garner
enough shadow-corporate sponsorship to flood the airwaves and ether
with ads claiming their opponents are inspired by the devil and eat
babies for breakfast (not really quite that bad, but they might as
well say that to play on voters’ fears and emotions). Unlike
gamers, politicians can draw upon the unlimited resources of
contributions from near-anonymous special-interest donors instead of
a limited pool of game elements intentionally balanced for some
semblance of fair gameplay. (And no, I’m not suggesting politics
should be reformed on a gameplay model.)
Even seemingly well-balanced games can
subject players to the random whims of chance, no matter how much
players try hedging their bets against failure. I’ve tried crafting
various squadrons for the X-wing Miniatures Game, assembling
combinations of elements like pilot abilities, starship stats, and
different upgrades to fit within the 100-point tournament guideline
in what I think might prove a winning combination. On paper they
might prove quite powerful; but when I’m rolling poorly and the
opponent consistently rolls well, I have little chance of success.
Last year in a The Sword and the Flame convention game I
lost most of four companies of British soldiers against one “horn”
of a Zulu force because I kept rolling poorly: I scored minimal
ranged hits, got massacred in close combat, and failed several key
morale checks (nothing encourages dice to roll poorly than having the
referee say, “Roll anything but a six!” Guess what that six sider
is rolling...). No wonder there’s been a movement of “dice
shaming” in gaming culture to highlight dice that consistently roll
poorly or fail at crucial moments (all feeding the adventure gaming
hobby’s dice fetishism). Even games with carefully crafted forces
like Magic: The Gathering – with no random dice elements –
subject players to the uncertainty of when they draw certain cards or
combinations to deploy against opponents. Players understandably
become frustrated when their best preparations fall victim to the
capricious nature of the dice or the luck of the draw.
Games by their very nature represent a
contest between players; so naturally one expects to encounter some
feelings of frustration while trying to win against adversaries. When
games offer players a means to hedge their bets against the whims of
chance they offer a sometimes false sense of control over their
gaming fate. A good game combines the uncertain elements of chance, a
player’s ability to plan broad strategies, and the opportunity to
react as tactical opportunities develop through gameplay. Certainly
gamers like a bit of tension in their games – it’s no fun when
you’re certain you’ll always win or when you know you’ve
already lost but the game’s still not over – but there’s a fine
line between tension and futile frustration. It proves a good test of
players’ sportsmanship. I’ve played in games where, through poor
luck of the dice, I knew I was beaten and was just playing out turns
until the game ended. I’ve felt unworthy winning games by sheer
luck of the dice, especially when my opponent fielded formidable
forces or played exceptionally well (and was, himself, foiled by poor
dice rolls).
I’ve been rebuked before for framing
issues in terms of a “spectrum,” but this aspect of the Fog of
War element actually falls along a spectrum. At one end stand games
dominated by random elements such as War (if one could call that a
“game,” a subject I’ve discussed before), Yatzee,
Monopoly, even such Euro-game fare as Carcassonne;
these often rely on providing a random situation or set of elements
players must try to use to their advantage. At the other end stand
games with no randomized elements like chess, Diplomacy, and
Stratego where the Fog of War concept exists as uncertainty
wholly generated by the players in terms of deployment and strategy,
with clear-cut conflict resolution. (I’m sure such generalizations
will spawn some contentious if civilized debate; I don’t pretend to
approach issues presented in this blog in a comprehensively scholarly
manner nor with particularly exacting attention to semantics in the
diverse and often subjective English language.) Many games fall
somewhere in the middle of that spectrum, offering the illusion that
players can somehow exert control over their success by crafting a
good deck, squadron, force, character, or strategy that’s still
subject to random elements like dice or the luck of the draw.
Is on end of the spectrum better than
the other? Of course not. Each extreme challenges players in
different ways. At one end players receive randomized elements they
must use to their best advantage in the situation. In the other they
carefully arrange their resources and maneuver them knowing their
strong points. Those in between can offer a false sense of control by
juxtaposing random elements against prepared strategies. But good
games maintain the tension until the very end, balancing uncertainty
over success or failure.
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