With our current Shadowrun campaign having ended we’ve decided to play a couple of other games over the next several weeks before we start up another. Next up on the agenda is the zombie horror game All Flesh Must Be Eaten. No one in the group, including myself, has ever played this before so it will be a new experience for all of us. Character creation is scheduled for this week so I’m trying to learn the rules since I will be adding Zombie Master (ZM) to my resume. Going into the game I do have some concerns about how the game will go. Before proceeding I would like to say that All Flesh Must Be Eaten is the greatest name in the history of roleplaying games.
The zombie genre is characterized by hordes of mindless combatants overpowering a group of survivors who are, most likely, at each other’s throats. To me that does not sound like a great game to run. Except for the players being at each other's throats. Why? Well, for starters the main enemy that I will be throwing at the party is mindless. Not even mindless in the way that gnolls and robots are mindless, but more like masses of gelatinous cubes coming after the party. What do I do with that? I mean, I love gelatinous cubes. Once every other campaign it’s great for an unsuspecting rogue to get trapped inside and have their equipment eaten. But if the vast majority of the opposition are all cubes? Even the occasional ochre jelly wouldn’t be enough to spice it up. It’s hard to play it dumb. I’ve always taken the approach that I place enemies in the world and they have an agenda and then they just sort of do their own thing. Sure, I’m controlling them but they are really like windup toys unleashed against the players. I think with All Flesh Must Be Eaten I need to take a more active role in things happening to the party in relation to what they do. Normally I wouldn’t do that, but I think it might make for a better game. More dead ends when being chased (as opposed to Path A being a dead end, and Path B leading to freedom), more crumbling staircases, more party strife and the like. I think I would also like to experiment with more “smart” zombies, but that is a little further down the road.
The other aspect that really concerns me is combat. In general combat against great numbers of weak foes is about the most boring approach. It takes a while, the party is never really in danger, and there is not much reward for it. From time to time it’s fun to do and allows the party to kick some ass. Right when that wizard gets Fireball or the rigger picks up a new autocannon, hordes of enemies are great to just mow down like target practice. But when that’s the norm? I’m not so sure. But that’s the thing about zombies. They are scary because they are essentially endless. You can never kill all the zombies. I hope that the party doesn’t try to. And I realize that an adventure in AFMBE isn’t about killing the boss, it won’t be structured that way but I would hate to see things drag as a result slow combat. And since this is the first time that we are playing I imagine that things won’t be running at top speed.
I like games and I always excited to try new ones, as is the case with AFMBE. If nothing else we have a fun group of players and I’m sure that we will enjoy the game. There are several types of characters in the game, ranging from norms (just what it sounds like) to Inspired (who have magical powers). We have chosen to play norms because it seems most representative of the actual genre. I think it’s also worth noting that no one in our group is a total zombie fanatic (not that I know of), so I don’t feel a ton of pressure to adhere to the genre to a tee.
Monday, December 27, 2010
Sunday, December 26, 2010
Incan Gold review
There is an awful lot of exciting adventure contained in this small card game. Incan Gold casts the players as members of a team exploring the tunnels of an Incan ruin, searching for gold and the rumored treasures of a lost civilization. Like in Forbidden Island, I’m not sure if I am taking on the role of a grave robber and looter, or someone with more idealistic views. I’m not sure it matters, I’m comfortable with both. What I do know is that Incan Gold is a ton of fun and is probably the best “fast” game that I’ve played. Three to five players can get in on it and a whole game can easily be completed in fifteen minutes.
The game is simple. Each round players decide if they are going to return to camp and keep what they have found, or they are going to try to find more treasure by continuing in the tunnel. Players reveal their choices simultaneously, so predicting what others do is a part of the strategy. If you go to camp everything that you have found so far is safely banked (or tented, as the case may be) and you are done until the next tunnel. If you bravely light up that torch and keep going, then the next card is flipped over and everyone still exploring splits whatever loot they find. This is usually a room of a variable amount of treasure. There are also artifacts that have a value determined by when they come up in the game. Sometimes there are mummies though! And also spiders, cave ins, fire, and snakes. Once a pair of the same hazard comes out the tunnel is done and anyone still inside loses everything that they have found that round. The game is played over five rounds.
One of the aspects that makes Incan Gold so much fun is that because it is so fast it gets you in the mood to gamble, which is when the excitement really comes in. Knowing that you are going to have another shot in a moment makes even the most conservative gamer want to roll the dice. Sure, the tunnel may be collapsing and filled with snakes, but the lure of gold is very hard to resist. The fun really starts when one or two players have headed back to camp like the wimps that they are, leaving the remaining players to get a larger share of the loot. I shouldn’t be so quick to judge, discretion is the better part of valor after all. And there are some clear advantages to bailing early and leaving your friends at the mercy of giant spiders. For one, you get to keep all your treasure. That’s big. And you also get any treasure that has been left out in the tunnel. When treasure is divided it is rounded down and any of the leftovers stay in the tunnel to be picked up by whoever gets to them first. This is also how artifacts are obtained.
Since players are really just making one decision over and over (stay or go) there is not a ton strategy, but the concept of greed is as ancient as mankind and doesn’t appear to be losing steam. It’s about how far you think you can push it. As more and more hazards pile up the chances of pairing one become much greater. As a result player leave, the shares get bigger and someone always gets greedy. I love it. And you think that you know who is going to do what, but your friends will surprise you.
I like the pieces of treasure in the game. They are turquoise, obsidian, and gold and it’s fun to put them inside of your own little tent. Other than that the game is just cards. The art is mediocre, but it doesn’t bother me much in this game. They are never in your hand, turn over real fast, and it’s just the same couple of designs over and over. Except for the artifacts.
About the only aspect of Incan Gold that I do not like is the quality of the artifact cards. As far as I understand this game was originally released as Diamant, the only difference between the two games is the inclusion of the artifacts in Incan Gold. Thematically I like the artifacts, it’s always fun to have a little bonus pop up along the way and see how the players fight over it. However, the art on them is really just of odd. There is not a ton of art or production that went into Incan Gold, it’s a card game that doesn’t require it. But if you are going to include the artifacts then they should be cool. As it is, I don’t even know that they are. There is the weird tetris block looking man, some sort of crummy necklace that looks like it would behead you if it was worn, something that looks like a rocket ship with eyes, and a gold cup. A cup! Come on, the Incans must gave been hoarding better treasure. I don’t know. Yes, I am picking nits but I think that Gryphon Games blew an opportunity to do something fun with them.
Incan Gold is an awesome game. It’s fun for a casual, quick night of gaming when you play games. It’s great for new players since the rules and concepts are so simple. It’s great for kids for the same reasons. And it’s relatively cheap. A worthy addition to any game library.
The game is simple. Each round players decide if they are going to return to camp and keep what they have found, or they are going to try to find more treasure by continuing in the tunnel. Players reveal their choices simultaneously, so predicting what others do is a part of the strategy. If you go to camp everything that you have found so far is safely banked (or tented, as the case may be) and you are done until the next tunnel. If you bravely light up that torch and keep going, then the next card is flipped over and everyone still exploring splits whatever loot they find. This is usually a room of a variable amount of treasure. There are also artifacts that have a value determined by when they come up in the game. Sometimes there are mummies though! And also spiders, cave ins, fire, and snakes. Once a pair of the same hazard comes out the tunnel is done and anyone still inside loses everything that they have found that round. The game is played over five rounds.
One of the aspects that makes Incan Gold so much fun is that because it is so fast it gets you in the mood to gamble, which is when the excitement really comes in. Knowing that you are going to have another shot in a moment makes even the most conservative gamer want to roll the dice. Sure, the tunnel may be collapsing and filled with snakes, but the lure of gold is very hard to resist. The fun really starts when one or two players have headed back to camp like the wimps that they are, leaving the remaining players to get a larger share of the loot. I shouldn’t be so quick to judge, discretion is the better part of valor after all. And there are some clear advantages to bailing early and leaving your friends at the mercy of giant spiders. For one, you get to keep all your treasure. That’s big. And you also get any treasure that has been left out in the tunnel. When treasure is divided it is rounded down and any of the leftovers stay in the tunnel to be picked up by whoever gets to them first. This is also how artifacts are obtained.
Since players are really just making one decision over and over (stay or go) there is not a ton strategy, but the concept of greed is as ancient as mankind and doesn’t appear to be losing steam. It’s about how far you think you can push it. As more and more hazards pile up the chances of pairing one become much greater. As a result player leave, the shares get bigger and someone always gets greedy. I love it. And you think that you know who is going to do what, but your friends will surprise you.
I like the pieces of treasure in the game. They are turquoise, obsidian, and gold and it’s fun to put them inside of your own little tent. Other than that the game is just cards. The art is mediocre, but it doesn’t bother me much in this game. They are never in your hand, turn over real fast, and it’s just the same couple of designs over and over. Except for the artifacts.
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| Artifacts of the Incans |
About the only aspect of Incan Gold that I do not like is the quality of the artifact cards. As far as I understand this game was originally released as Diamant, the only difference between the two games is the inclusion of the artifacts in Incan Gold. Thematically I like the artifacts, it’s always fun to have a little bonus pop up along the way and see how the players fight over it. However, the art on them is really just of odd. There is not a ton of art or production that went into Incan Gold, it’s a card game that doesn’t require it. But if you are going to include the artifacts then they should be cool. As it is, I don’t even know that they are. There is the weird tetris block looking man, some sort of crummy necklace that looks like it would behead you if it was worn, something that looks like a rocket ship with eyes, and a gold cup. A cup! Come on, the Incans must gave been hoarding better treasure. I don’t know. Yes, I am picking nits but I think that Gryphon Games blew an opportunity to do something fun with them.
Incan Gold is an awesome game. It’s fun for a casual, quick night of gaming when you play games. It’s great for new players since the rules and concepts are so simple. It’s great for kids for the same reasons. And it’s relatively cheap. A worthy addition to any game library.
Sunday, December 19, 2010
Cleopatra and Society of Architects review
Ever the fickle diva, Cleopatra has demanded a brand new temple to honor her and has gathered a group of architects to construct the marvel. In Cleopatra and the Society of Architects players take on the role of the architects. Using a variety of materials they must construct the temple and impress the Queen when she comes to inspect it, lest she feed you to her crocodile! The game is for three to five players and takes about an hour. Like many games with a lot of components it appears somewhat daunting at first, but it is actually a very easy game to play. And a lot of fun.
Days Of Wonder have outdone themselves with the components of this game. The best part is clearly the actual temple, which is constructed over the course of the game. It consists of columns, obelisks, sphinxes, a throne and other parts that are culled from the local quarry in the hopes of pleasing the Nile Queen. I have to say, it’s actually really cool to assemble the temple piece by piece. There are a million games where things are constructed and usually the most that one can hope for is some cardboard pieces that represent the construct. This far exceeds that. The way that the game box is incorporated is very clever, the pieces looks great and they even fit well into the box when it’s all over. Well done. My only complaint is that due to the height of the palace grounds (built on top of the game box) it is hard for all of the players to see what is going on (I had a similar problem when trying to take a picture of it). The non-palace pieces are mainly little cardboard chips that represent points and corruption amulets (more on that later) and they are fine. There are also little statues of Anubis that each player gets. Who doesn’t like little statues of Anubis?
In many aspects the game plays a lot like Ticket to Ride (a favorite at our gaming table) in the sense that there are only two actions available to a player each turn; get resources, or spend those resources to build something. The resources come from the Market, which are three stacks of cards that the player can choose from. Players can take one stack, after which an additional card is placed on each of them. When the game is setup the deck is shuffled in a strange way so that some of the cards are face up and others are face down, meaning that the market stalls have face down cards in them so that you don’t always know what you get. Interesting. Throughout the game the stacks are usually of varying sizes, but you don’t always want to take the most resources because some of them are tainted. Yes, there are corrupt merchants out there and Cleopatra frowns on your association with them. Apparently the black market for Lapis Lazuli was thriving in ancient Egypt.
The other available action for players is visiting the quarry and building a part of the temple. Each temple piece costs some combination of resources (this is very similar to Settlers or Starfarers of Catan) to build. For example; building a sphinx costs a player one artisan, one stone and one marble. Completing a temple piece is also worth talents, (the fancy name for points) which ultimately decide the winner of the game. There are only a certain amount of each temple part available and this determines when the game ends. Each time a part is exhausted Cleopatra gets a little closer to her inspection. When five (of six) are completed the game ends and Cleopatra passes her final judgment on the glorious temple that has been built to honor her. The game ends rather abruptly, there isn’t a final go around or even much warning so it’s important to pay attention to what is left in the quarry or you may be left with a bunch of unspent resources in your hand. And that does not make Cleopatra happy.
Choosing which pieces of the temple to build appears to be one of the key strategies of the game. Some of them are just worth a lot more than others. The throne, for example, gets a player twelve talents, whereas a sphinx may only get you two. Huge difference. Building up some resources early on and then going for the high value pieces is the way to do it. Like TTR, it makes more sense to go for the big ones rather than an accumulation of smaller parts. There are also additional talents to be won when placing the mosaic tiles and the column walls, so competition to get these is the right spot adds another element to the strategy.
Throughout the game players get corruption amulets whenever they engage in shady building practices by using tainted building materials, dealing with characters like the Vizier and Courtesan and by hoarding more cards than the ten card hand limit. Each player has a little pyramid with a coin slot in it that the amulets go into, they stay hidden from the other players. I like having my own private pyramid that hides my shame from the other players, and the reveal at the end is rather tense. When the game ends the most corrupt player is eaten by Cleopatra’s crocodile and loses the game automatically. I think that’s a great feature. I also like that it’s fine to be corrupt, as long as you are not the most corrupt. I think there is a lesson in there.
I think I’ve said this before but I really like what Days of Wonder are doing these days. The games that they make are consistently fun, the rules are well presented and easy to understand, and the games usually have great components and themes. Cleopatra is another excellent addition to their catalogue. It doesn’t seem to have the depth of a great game, I’m not sure that there is really a variety of styles that can be rewarded. To me, a great game allows players to play in a variety of styles and be successful. Ticket to Ride and Starfarers of Catan are the first that come to mind, but Cleopatra is still a very good game and one that I think is good for luring in novice gamers.
Days Of Wonder have outdone themselves with the components of this game. The best part is clearly the actual temple, which is constructed over the course of the game. It consists of columns, obelisks, sphinxes, a throne and other parts that are culled from the local quarry in the hopes of pleasing the Nile Queen. I have to say, it’s actually really cool to assemble the temple piece by piece. There are a million games where things are constructed and usually the most that one can hope for is some cardboard pieces that represent the construct. This far exceeds that. The way that the game box is incorporated is very clever, the pieces looks great and they even fit well into the box when it’s all over. Well done. My only complaint is that due to the height of the palace grounds (built on top of the game box) it is hard for all of the players to see what is going on (I had a similar problem when trying to take a picture of it). The non-palace pieces are mainly little cardboard chips that represent points and corruption amulets (more on that later) and they are fine. There are also little statues of Anubis that each player gets. Who doesn’t like little statues of Anubis?
In many aspects the game plays a lot like Ticket to Ride (a favorite at our gaming table) in the sense that there are only two actions available to a player each turn; get resources, or spend those resources to build something. The resources come from the Market, which are three stacks of cards that the player can choose from. Players can take one stack, after which an additional card is placed on each of them. When the game is setup the deck is shuffled in a strange way so that some of the cards are face up and others are face down, meaning that the market stalls have face down cards in them so that you don’t always know what you get. Interesting. Throughout the game the stacks are usually of varying sizes, but you don’t always want to take the most resources because some of them are tainted. Yes, there are corrupt merchants out there and Cleopatra frowns on your association with them. Apparently the black market for Lapis Lazuli was thriving in ancient Egypt.
The other available action for players is visiting the quarry and building a part of the temple. Each temple piece costs some combination of resources (this is very similar to Settlers or Starfarers of Catan) to build. For example; building a sphinx costs a player one artisan, one stone and one marble. Completing a temple piece is also worth talents, (the fancy name for points) which ultimately decide the winner of the game. There are only a certain amount of each temple part available and this determines when the game ends. Each time a part is exhausted Cleopatra gets a little closer to her inspection. When five (of six) are completed the game ends and Cleopatra passes her final judgment on the glorious temple that has been built to honor her. The game ends rather abruptly, there isn’t a final go around or even much warning so it’s important to pay attention to what is left in the quarry or you may be left with a bunch of unspent resources in your hand. And that does not make Cleopatra happy.
Choosing which pieces of the temple to build appears to be one of the key strategies of the game. Some of them are just worth a lot more than others. The throne, for example, gets a player twelve talents, whereas a sphinx may only get you two. Huge difference. Building up some resources early on and then going for the high value pieces is the way to do it. Like TTR, it makes more sense to go for the big ones rather than an accumulation of smaller parts. There are also additional talents to be won when placing the mosaic tiles and the column walls, so competition to get these is the right spot adds another element to the strategy.
Throughout the game players get corruption amulets whenever they engage in shady building practices by using tainted building materials, dealing with characters like the Vizier and Courtesan and by hoarding more cards than the ten card hand limit. Each player has a little pyramid with a coin slot in it that the amulets go into, they stay hidden from the other players. I like having my own private pyramid that hides my shame from the other players, and the reveal at the end is rather tense. When the game ends the most corrupt player is eaten by Cleopatra’s crocodile and loses the game automatically. I think that’s a great feature. I also like that it’s fine to be corrupt, as long as you are not the most corrupt. I think there is a lesson in there.
I think I’ve said this before but I really like what Days of Wonder are doing these days. The games that they make are consistently fun, the rules are well presented and easy to understand, and the games usually have great components and themes. Cleopatra is another excellent addition to their catalogue. It doesn’t seem to have the depth of a great game, I’m not sure that there is really a variety of styles that can be rewarded. To me, a great game allows players to play in a variety of styles and be successful. Ticket to Ride and Starfarers of Catan are the first that come to mind, but Cleopatra is still a very good game and one that I think is good for luring in novice gamers.
Sunday, December 5, 2010
DM Theory: The Goblin Cave
It’s easy to think of role playing games as sprawling, epic adventures in which the fate of the very universe hangs in the balance. The players are heroes (or villains) in the utmost, with each of their actions sending ripples through the entire world that they inhabit. And while that can be true, there is also nothing wrong with the Goblin Cave (or as it known in some circles, Bargle the Wizard). Often players and DM’s get caught up in these gigantic story arcs that ultimately crumble under their own lofty ambitions, thus squashing a game before it ever has a real chance of succeeding. To those games I say, have you been to the Goblin Cave?
The Goblin Cave can take many forms but at it’s heart it is a straightforward adventure that allows the players to make decisions, roleplay, learn something about their characters and have a good time. It goes like this: the party is somehow hired to kill the bandits that are stopping the local caravans. They lay in wait, defeat the goblin bandits, find some way to track them back to their cave lair where they kill the leader of the crew. They probably find something in the cave (a map, a hostage) that plants the seeds for the next adventure. I know, it sounds totally simplistic and it is. But it’s also fun. And for new players and DM’s it is a great way to play the game in a relatively closed environment and figure out what it is all about. Think of the opening scene of a lot of action movies. In many cases it is just a way to meet the characters and highlight some key traits that will pop up later on. This is just like that!
Another nice aspect of the Goblin Cave scenario is there is no pressure to create some sort of lasting villain that always gets away and continues to harass the party at every turn. The leader of the goblins dies in the goblin cave and then he is looted by the party. He is recognizable only by his slightly better weapon than the one’s wielded by his minions (perhaps a short sword to their clubs?). Maybe he yells out to the party just as the melee is joined. If he needs to be a little more memorable than sometime earlier in the adventure the party can learn his name and a little physical description, so that the party knows who he is when they go up against him (“The goblin with the short sword and long red hair, that must be Greasy Garth!”). There is a sense of accomplishment when he is defeated, knowing that he had been wreaking havoc on the townsfolk and now that has been ended by the actions of the party. It’s an immediate reward for the group.
I’m a big fan of promoting discussions amongst the party regarding their motives and intentions. To me it’s kind of what makes a roleplaying game so much fun and different from video games and board games. And the Goblin Cave has many opportunities to get the players talking and learning about their characters. Why are they taking on this assignment? Is there a bounty on the goblin bandit? Do they feel the need to protect the community and undertake the mission for altruistic reasons, or do they just love violence and despise goblins? What happens when they find stolen merchant cargo in the cave, is it returned to the original owner or is it claimed by the party as loot? The point is that there is a lot that can go into such a seemingly simple adventure.
The Goblin Cave can take many forms but at it’s heart it is a straightforward adventure that allows the players to make decisions, roleplay, learn something about their characters and have a good time. It goes like this: the party is somehow hired to kill the bandits that are stopping the local caravans. They lay in wait, defeat the goblin bandits, find some way to track them back to their cave lair where they kill the leader of the crew. They probably find something in the cave (a map, a hostage) that plants the seeds for the next adventure. I know, it sounds totally simplistic and it is. But it’s also fun. And for new players and DM’s it is a great way to play the game in a relatively closed environment and figure out what it is all about. Think of the opening scene of a lot of action movies. In many cases it is just a way to meet the characters and highlight some key traits that will pop up later on. This is just like that!
Another nice aspect of the Goblin Cave scenario is there is no pressure to create some sort of lasting villain that always gets away and continues to harass the party at every turn. The leader of the goblins dies in the goblin cave and then he is looted by the party. He is recognizable only by his slightly better weapon than the one’s wielded by his minions (perhaps a short sword to their clubs?). Maybe he yells out to the party just as the melee is joined. If he needs to be a little more memorable than sometime earlier in the adventure the party can learn his name and a little physical description, so that the party knows who he is when they go up against him (“The goblin with the short sword and long red hair, that must be Greasy Garth!”). There is a sense of accomplishment when he is defeated, knowing that he had been wreaking havoc on the townsfolk and now that has been ended by the actions of the party. It’s an immediate reward for the group.
I’m a big fan of promoting discussions amongst the party regarding their motives and intentions. To me it’s kind of what makes a roleplaying game so much fun and different from video games and board games. And the Goblin Cave has many opportunities to get the players talking and learning about their characters. Why are they taking on this assignment? Is there a bounty on the goblin bandit? Do they feel the need to protect the community and undertake the mission for altruistic reasons, or do they just love violence and despise goblins? What happens when they find stolen merchant cargo in the cave, is it returned to the original owner or is it claimed by the party as loot? The point is that there is a lot that can go into such a seemingly simple adventure.
Sunday, November 28, 2010
Ticket to Ride: The Sade Express
One of my favorite destination tickets in Ticket to Ride is Los Angeles to Chicago, also known as the Sade Express. Ever since I first heard the Sade classic song “Smooth Operator” the lyric “coast to coast/LA to Chicago” has stuck out to me for the simple fact that it makes no sense. LA to Chicago is not going coast to coast. I suppose that Chicago is a coastal city but invoking LA and traveling to the other coast really conjures up an east to west continental journey. While the lyric may be silly, the route is certainly a winner. A favorite of mine, that Sade Express.
What makes it a good ticket? Well, it’s worth sixteen points which makes it one of the more valuable tickets in the game. There are certainly tickets worth more than that, but I think that the Sade Express might be better than all of them because of the fact that you don’t have to enter into the labyrinth of small, time wasting connections that begin once you head east of the Windy City. The only tricky thing about the route can be getting out of Los Angeles, which can frequently get clogged up early in the game. Aside from exiting LA there are a myriad of ways to get from one way to another, and it is also possible to pass very close to many of the other major cities in the game and have a multitude of tickets contained within the Chicago to Los Angeles route. I’d like to think that Sade knew all of this when she penned Smooth Operator.
What makes it a good ticket? Well, it’s worth sixteen points which makes it one of the more valuable tickets in the game. There are certainly tickets worth more than that, but I think that the Sade Express might be better than all of them because of the fact that you don’t have to enter into the labyrinth of small, time wasting connections that begin once you head east of the Windy City. The only tricky thing about the route can be getting out of Los Angeles, which can frequently get clogged up early in the game. Aside from exiting LA there are a myriad of ways to get from one way to another, and it is also possible to pass very close to many of the other major cities in the game and have a multitude of tickets contained within the Chicago to Los Angeles route. I’d like to think that Sade knew all of this when she penned Smooth Operator.
Wednesday, November 24, 2010
DM Theory: Planning Too Much?
Running a successful, long term gaming campaign is a lot of work, and there is no guarantee that it is going to be worth it in the end. I’ve seen many games that lasted less time than a goblin in padded armor. So, what can you do to make your game fun and lasting? Well, there are a near infinite amount of ways to approach gaming but I can’t talk about all of them here. One that I would like to comment on is the amount of preparation that goes into a single session and into the ongoing campaign. Contrary to popular opinion it is possible to plan too much for a game, sometimes to the detriment of all involved.
If you are (un)fortunate enough to be the GM, DM, Keeper or whatever for your group there is no need to burden yourself with additional planning and long term masterminding that may never come to pass, or even worse, be forced upon the group of players. In my experience one of the worst things that a game master can do is to plan too far in advance, have the whole arc of the campaign scripted out before the first dice are rolled. It’s important to realize that the Game Master is just one half of the equation, with the players comprising the more volatile, explosive part of the game and the GM providing the framework that it can all exist inside of. It has to be a collaborative effort or it’s going to fall short. A couple of years back I was running a D&D campaign and when I was putting together my initial thoughts on the story I had in mind a plot involving the poisoning of the land by a clan of evil blighter type druids. Ultimately I assumed that the players would battle the druids and find their way to a mystical isle of legend where they could find the cure for the blighting that would be tearing through the land. I had some plot hooks that would interest all of the PC’s, but the PC druid was going to sort of be the driving force as to why they were getting involved in all of this. Well, guess what? The druid totally sucked as a character (she was fun and everyone liked her, but grossly ineffective) and wound up getting killed halfway through the campaign. But even before that I was able to adjust where the game was going by letting the players steer the course and in the end we had what may have been the best long term game that the group had experienced. It was a ton of fun. However, if I had spent a month writing up NPC’s, drawing maps and creating monsters I think that I would have been much more hesitant to scrap it. And this allowed me to adjust to what they did want to do, rather than just going along with what I had planned.
Another thing that is worth mentioning is that sourcebooks are there to help you. Honestly I’ve never been a big fan of the D&D books for specific locales (Greyhawk being the major exception) but the Shadowrun ones are great, as are a lot of other games. Use them, make it easy on yourself. Especially if you are new to running a game, piggyback on what others have done before you and play around and see what you and your group are most into. No need to reinvent the wheel.
It’s also very useful to have some key plot points or NPC’s that can be used in any location, that is to say that they are not tied to a certain inn or an event that will only happen if the party decides on a certain course. For example, the party is looking for a piece of information while investigating the disappearance of a college professor. You know that the info that they need is inside the head of a colleague of the professor’s. Now maybe that guy is usually hanging out at a certain watering hole, but he doesn’t have to be. Guess where he is going to pop up? That’s right, wherever the PC’s wind up. That seems simple, but look at it from the player’s standpoint. You have not railroaded them anywhere, they have been free to check out a whole bunch of places and ask around for this guy, which is good. Players don’t want to be told where to go. But in the end they find what they have been looking for and also get explore the location a bit. And you’ve really just created one NPC (of course, you are going to need to be able to adlib your way through some social encounters. If you can’t do this, you may be in the wrong line of work.)
In the end nothing is more important than understanding the group that you play with, and it takes time to breed that familiarity. But I know that I like to game every week and I don’t always have 10+ hours to set aside for preparation so I’ve learned to get by on less and less prep time. And some of the best sessions we’ve every had came as a result of having virtually nothing planned (don’t tell the players that) because it becomes a real group effort with everyone contributing to the action.
If you are (un)fortunate enough to be the GM, DM, Keeper or whatever for your group there is no need to burden yourself with additional planning and long term masterminding that may never come to pass, or even worse, be forced upon the group of players. In my experience one of the worst things that a game master can do is to plan too far in advance, have the whole arc of the campaign scripted out before the first dice are rolled. It’s important to realize that the Game Master is just one half of the equation, with the players comprising the more volatile, explosive part of the game and the GM providing the framework that it can all exist inside of. It has to be a collaborative effort or it’s going to fall short. A couple of years back I was running a D&D campaign and when I was putting together my initial thoughts on the story I had in mind a plot involving the poisoning of the land by a clan of evil blighter type druids. Ultimately I assumed that the players would battle the druids and find their way to a mystical isle of legend where they could find the cure for the blighting that would be tearing through the land. I had some plot hooks that would interest all of the PC’s, but the PC druid was going to sort of be the driving force as to why they were getting involved in all of this. Well, guess what? The druid totally sucked as a character (she was fun and everyone liked her, but grossly ineffective) and wound up getting killed halfway through the campaign. But even before that I was able to adjust where the game was going by letting the players steer the course and in the end we had what may have been the best long term game that the group had experienced. It was a ton of fun. However, if I had spent a month writing up NPC’s, drawing maps and creating monsters I think that I would have been much more hesitant to scrap it. And this allowed me to adjust to what they did want to do, rather than just going along with what I had planned.
Another thing that is worth mentioning is that sourcebooks are there to help you. Honestly I’ve never been a big fan of the D&D books for specific locales (Greyhawk being the major exception) but the Shadowrun ones are great, as are a lot of other games. Use them, make it easy on yourself. Especially if you are new to running a game, piggyback on what others have done before you and play around and see what you and your group are most into. No need to reinvent the wheel.
It’s also very useful to have some key plot points or NPC’s that can be used in any location, that is to say that they are not tied to a certain inn or an event that will only happen if the party decides on a certain course. For example, the party is looking for a piece of information while investigating the disappearance of a college professor. You know that the info that they need is inside the head of a colleague of the professor’s. Now maybe that guy is usually hanging out at a certain watering hole, but he doesn’t have to be. Guess where he is going to pop up? That’s right, wherever the PC’s wind up. That seems simple, but look at it from the player’s standpoint. You have not railroaded them anywhere, they have been free to check out a whole bunch of places and ask around for this guy, which is good. Players don’t want to be told where to go. But in the end they find what they have been looking for and also get explore the location a bit. And you’ve really just created one NPC (of course, you are going to need to be able to adlib your way through some social encounters. If you can’t do this, you may be in the wrong line of work.)
In the end nothing is more important than understanding the group that you play with, and it takes time to breed that familiarity. But I know that I like to game every week and I don’t always have 10+ hours to set aside for preparation so I’ve learned to get by on less and less prep time. And some of the best sessions we’ve every had came as a result of having virtually nothing planned (don’t tell the players that) because it becomes a real group effort with everyone contributing to the action.
Monday, November 1, 2010
Castle Panic review
Building your castle right in the middle of the forest was probably not the smartest idea, so you shouldn’t be all that surprised that monsters are coming out of the woods to tear it down. Such is the dilemma of Castle Panic, from Fireside Games. Castle Panic is a cooperative game in which the players must defend their castle from hordes of goblins, orcs and trolls. The monstrous horde reigns victorious if they are able to destroy the castle, the players are triumphant if they defeat the entire gang of monsters laying in wait. Castle Panic is for one to six players and takes about 45 minutes. I think that it's a fun game and a great introduction to cooperative board games due to it's simplicity, but ultimately it lacks the depth and strategy that would allow it to be a great game.
The castle consists of six towers in the middle of the board surrounded by six walls that help to defend it. Working from the inside out the castle is surrounded by several colored rings; swordsmen, knights, archers and the forest. Monsters in the forest are in wait and can’t be attacked until they emerge, monsters in the other rings can be attacked by the appropriate soldier. Example: a troll that has moved into the Knight ring in the green section can be attacked by a Green Knight card. Monsters are randomly placed in the forest when they come into the game and on each turn they move one step closer to the castle, ultimately destroying the walls and moving onto the towers. There are 49 monster tokens in the beginning of the game and the players have to defeat them all in order to achieve victory. The game sort of works as a puzzle as the players attempt to piece together the best offense by anticipating where monsters will wind up on a given player’s turn.
Each turn the players have a chance to trade cards with one another, and if the game has a key strategy it is trading cards between castle defenders. The strategy is simple to grasp and, unfortunately, does not get much more complex which does not bode well for repeated plays of Castle Panic. Most of the moves are self evident. If there is a goblin in the Red Archer zone and one of the other players has a Red Archer, you should trade for it. You can only trade once per turn so it is important to prioritize and make sure that the trade you make is the best one available. Aside from that you should just kill anything that you can reach.
The oddest thing about Castle Panic is the Master Slayer. When a player defeats a monster they claim it’s monster token and at the end of the game players total these up and the one with the most points is given the title of Master Slayer. So, everyone wins but one player wins more than the others? That seems real weird to me and does not mesh all that well with the team dynamic. I suspect that the designers probably added this to increase the competition in what is generally a pretty easy game. But I’m not so sure about it.
The game components are simple and do the job. There is not much to the game. Castle Panic consists of some towers, some walls, monster tokens and a deck of cards. The art is just okay. I would like to have seen some variation amongst the creatures that are attacking. The orcs all look the same as one another, they must have some real military discipline going in on those woods to get the traditionally chaotic creatures to all agree to the same uniform. I do like the Boss monsters that lead the others. The best components are the actual walls and towers. They are on little stands and lend some depth to the board. They fall into the unnecessary but enhances the game category. The board is sort of bland and the one I have is a little crinkled around the edges. I would like to have seen maybe some enemy encampments, siege engines, or really anything else put on the board just as a meaningless detail. As it is it is just a big field with circles on it.
I think that the biggest issue I have with Castle Panic is that it seems to be pretty easy. Actually, it seems to be real easy. I’ve played the game about a half dozen times now and only once did I actually feel panicked, which I sort of assumed to be the signature emotion of the game. A cooperative game needs to be hard. It is one of the reasons why Pandemic is such a success, most of the time you are probably not going to win. It’s creates tension and drama and a nice feeling of accomplishment when you finally succeed. Same thing with Shadows Over Camelot. There are suggestions in the instructions about making the game harder, the most difficult of which is the version in which the castle starts with no walls, just the towers to defend. It was close, but we were able to defeat that one as well and I’m just not sure where we take the game from here. I’m not sure how much our game group will continue to go back to this game since we will keep winning. I don’t need the ego boost that comes with continued winning, I’d prefer the challenge that makes a great game.
The castle consists of six towers in the middle of the board surrounded by six walls that help to defend it. Working from the inside out the castle is surrounded by several colored rings; swordsmen, knights, archers and the forest. Monsters in the forest are in wait and can’t be attacked until they emerge, monsters in the other rings can be attacked by the appropriate soldier. Example: a troll that has moved into the Knight ring in the green section can be attacked by a Green Knight card. Monsters are randomly placed in the forest when they come into the game and on each turn they move one step closer to the castle, ultimately destroying the walls and moving onto the towers. There are 49 monster tokens in the beginning of the game and the players have to defeat them all in order to achieve victory. The game sort of works as a puzzle as the players attempt to piece together the best offense by anticipating where monsters will wind up on a given player’s turn.
Each turn the players have a chance to trade cards with one another, and if the game has a key strategy it is trading cards between castle defenders. The strategy is simple to grasp and, unfortunately, does not get much more complex which does not bode well for repeated plays of Castle Panic. Most of the moves are self evident. If there is a goblin in the Red Archer zone and one of the other players has a Red Archer, you should trade for it. You can only trade once per turn so it is important to prioritize and make sure that the trade you make is the best one available. Aside from that you should just kill anything that you can reach.
The oddest thing about Castle Panic is the Master Slayer. When a player defeats a monster they claim it’s monster token and at the end of the game players total these up and the one with the most points is given the title of Master Slayer. So, everyone wins but one player wins more than the others? That seems real weird to me and does not mesh all that well with the team dynamic. I suspect that the designers probably added this to increase the competition in what is generally a pretty easy game. But I’m not so sure about it.
The game components are simple and do the job. There is not much to the game. Castle Panic consists of some towers, some walls, monster tokens and a deck of cards. The art is just okay. I would like to have seen some variation amongst the creatures that are attacking. The orcs all look the same as one another, they must have some real military discipline going in on those woods to get the traditionally chaotic creatures to all agree to the same uniform. I do like the Boss monsters that lead the others. The best components are the actual walls and towers. They are on little stands and lend some depth to the board. They fall into the unnecessary but enhances the game category. The board is sort of bland and the one I have is a little crinkled around the edges. I would like to have seen maybe some enemy encampments, siege engines, or really anything else put on the board just as a meaningless detail. As it is it is just a big field with circles on it.
I think that the biggest issue I have with Castle Panic is that it seems to be pretty easy. Actually, it seems to be real easy. I’ve played the game about a half dozen times now and only once did I actually feel panicked, which I sort of assumed to be the signature emotion of the game. A cooperative game needs to be hard. It is one of the reasons why Pandemic is such a success, most of the time you are probably not going to win. It’s creates tension and drama and a nice feeling of accomplishment when you finally succeed. Same thing with Shadows Over Camelot. There are suggestions in the instructions about making the game harder, the most difficult of which is the version in which the castle starts with no walls, just the towers to defend. It was close, but we were able to defeat that one as well and I’m just not sure where we take the game from here. I’m not sure how much our game group will continue to go back to this game since we will keep winning. I don’t need the ego boost that comes with continued winning, I’d prefer the challenge that makes a great game.
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