Showing posts with label Lord of the Rings. Show all posts
Showing posts with label Lord of the Rings. Show all posts

03 March 2018

Game Balance

I have often heard people talk about 'game balance.' It's usually mentioned peripherally; I tend to encounter it when someone is complaining, and balance is mentioned as a flaw in a particular game. Although I often felt something buzzing in the back of my mind, just beyond the realm of conscious thought, as a glimmer of an idea that there was something I didn't quite like about the idea of balance, I'd never given the concept a lot of thought. But seldom have I found anyone devote an entire article, essay, or other body of writing specifically to the topic of balance.

Until now.

Back on 10 January, the blog 'The Angry GM' wrote an entire article entitled 'A Trifecta of Unbalance.' It is a bit on the long side, but I highly recommend that you read it if you have a chance to do so. The author addresses the issue of game balance head on, and describes concretely what had previously only been mentioned as a subset of a different topic. Specifically, he details what game balance is, what it is not, how precise it can be, the reasons behind these facts, and most importantly, the three different types of balance.

08 October 2016

Board Game Week at Geeks Are Sexy

The fine folks over at Geeks Are Sexy decided to spend a week looking at board games. If you don't regularly follow that site, first off, why the heck not? And secondly, here's a list of the five articles they posted as part of that theme:
I thought that these articles were fairly well written, for the most part. I especially liked days 1 through 3.

I kind of disagreed with Day 4, though. Perhaps it's just my personal preferences, but I wasn't impressed with their picks. The first suggestion, Pick-omino, I had never heard of. But even after watching a video tutorial, I'm still not super impressed. The second one, Zombie Dice, runs into my dislike of zombie themes. I've played it once, and wasn't too keen on it anyway. Their final suggestion is Fluxx (or some variant thereof). I've played a few different iterations of this game, and they are all basically the same. And my problem with them is the same as well: they have very little player agency. Sure, players get to decide which card they want to play on their turn, but the winner is basically chosen at random by whoever happens to draw the needed cards when the correct Goal card is in play.

24 October 2015

Board Game Review: The Lord of the Rings

Not surprisingly, many games have been created based on the works of J.R.R. Tolkien. However, my favourite is the co-operative board game by Reiner Knizia, in which players take on the roles of the hobbits in the fellowship and attempt to carry the One Ring to Mordor where they must drop it into the fires of Mt Doom. Very much like the story in the books, no? Perhaps that's part of why I like it so much!

Let's look at the numbers, shall we?
Strategy and Randomness are rated from 0 to 6. A 0 means the rated aspect plays no part in determining the game's outcome; and a 6 means that it is the only factor that determines the game's outcome. Complexity is also rated from 0 to 6; a 0 means that it's so simple a six-year-old can play it, a 3 means any adult should have no trouble playing, and a 6 means that you'll need to refer to the rulebook frequently. Humour can be rated as 'None,' meaning the game is not meant to be funny, or it may have one or more of the following: Derivative (meaning the humour is based on an outside source, such as a game based on a comedy film), Implicit (meaning that the game's components are funny, such as humourous card text), or Inherent (meaning that the actions the players take are funny). Attractiveness has nine possible ratings. Ideal: the game is beautiful and makes game play easier. Pretty: The design is beautiful and neither eases nor impedes game play. Nice: The design is beautiful but makes game play harder than necessary. Useful: The design is neither beautiful nor ugly, but eases gameplay. Average: The design is neither beautiful nor ugly, and neither eases nor impedes gameplay. Useless: The design is neither beautiful nor ugly, but makes gameplay harder than it needs to be. Utilitarian: The design is ugly, but eases gameplay. Ugly: The design is ugly, and neither eases nor impedes gameplay. Worthless: The design is ugly, andmakes gameplay harder than it needs to be. Average Length of Game Play describes how long an average game will probably last, give or take.

Strategy: 3
Randomness: 3
Complexity: 3
Humour: None
Attractiveness: Pretty
Average Length of Game Play: 1½ hours

28 February 2015

Co-operative Board Games

A couple of years ago, someone published an article over at cracked.com entitled '6 Board Games That Ruined It For Everyone.' The article describes six of the most well-known board games that suck (I don't necessarily agree with the author that they all suck; I still have a soft spot for Risk, although I will agree that that's better played as a solitaire game on the computer for the same reasons that the author lists for why it sucks). For each, it offers an alternative that does what the listed game tries to do, only better.

Three of the alternatives, I hadn't heard of. The other three are excellent choices. Even the three that are new to me sound like excellent choices. But there's something I think they should have mentioned in this article: co-operative board games.

In most board games, there's a single winner and the rest of the players lose. Some board games use teams, like Pictionary or The Resistance. But in co-operative board games, all the players win or lose together.

07 February 2015

Game Clubs

So, you have a problem. You love to play games, but you don't have many people with whom to play. Maybe all your friends are too busy, or their schedules conflict with yours. Perhaps the people with whom you used to play have moved away, or no longer have a lot of interest in playing games. Maybe you've just arrived in a new city and don't know anyone yet. But whatever the reason, you're stuck at home wishing you could play games, but not having anyone to sit down at the table with you.

What do you do?

Well, your friendly neighbourhood Game Dork is here with a solution for you. The answer to your dilemma is simple: join a game club.

There are ridiculous numbers of game clubs. They're all over the place. I've learned of many in places I wouldn't have ever expected to find one. But I think you'll find that once you've joined a club, you'll make new friends, discover new games, and have the opportunity to scratch that gaming itch that's been bothering you for so long.

19 July 2009

Fantasy

It all started with The Lord of the Rings. Tolkien wrote this epic saga, which captured the imagination of millions. Eventually, this lead to Dungeons and Dragons. Which, of course, spawned a great number of copycat games. Even today, when you use the word "fantasy," it conjures up images of a pseudo-medieval fantasy world populated not only by humans, but elves, dwarves, goblins, halflings, dragons, and a variety of other monsters.

But let's look at the definition of "fantasy:" The creative imagination; unrestrained fancy. I'm not saying there's anything wrong with the concept of high fantasy, in a Tolkien-esque setting. I'm just saying that it's not true fantasy. There's no longer anything creative about the typical elves-and-dwarves setting. It was created almost a century ago. Very little has been added to it.

This is one of the reasons I'm so fond of The Dark Crystal. It was new; the world had never before seen Gelflings, Skeksis, or Podlings. This is what I call "True Fantasy," the result of creative imagination, and unrestrained fancy. Rather than reuse what already existed, the creators developed something new.

29 June 2008

DM of the Rings

I'm sure anyone who's ever played D&D knows that the original premise of the game was Lord of the Rings. Especially if you've ever seen the original first edition rules, which try very hard to guide everyone into following the archetypes as seen in the books. Later additions were made, expansions added, alternate ideas tacked on, and now the game is much more open than it originally was.

The focus of the game has changed as well from the original point of Tolkien's works. In the books, it was all about the battle of good vs. evil. The game became an adventure of slaying monsters and collecting treasure.

Nowhere has this been better illustrated than in the webcomic DM of the Rings by Shamus Young. He describes the point of the comic perfectly in the first strip, so I'll let his words stand for themselves.

But my point is this: so many works (both in RPGs and in literature) are so thoroughly derivative of JRR Tolkien's works that the term "fantasy" has come to be a very cliché term. Whereas it once meant "the creative imagination," or "a capricious or fantastic idea," it now means "a work of fiction involving magic that takes place in a pseudo-medieval (or, on occasion, based on other periods or places in history, such as Roman or middle-eastern) setting and often involves supernatural creatures like elves and dwarves, especially as seen in Lord of the Rings."