I know it sounds like something out of the Marvel X-Men franchise, but this topic actually has nothing to do with mutant powers. Although it might be considered a superpower, in that it really does help to make the world a better place.
The idea is that when playing roleplaying games or storytelling games, especially with people you don't know very well (with a new gaming group, or at a convention with strangers, etc), there's always a chance that the game may veer into territory that is uncomfortable for some players. It's less likely when you're with a group that you know quite well, but even then, it is still a possibility. When such a theme pops up in a game, it may diminish the fun for one or more players. In extreme cases, it might even trigger a traumatic experience.
The X-Card is a way of helping to avoid such experiences as much as possible.
The X-Card is, quite simply, an index card with an X drawn on it. The concept is described in great detail by its creator, John Stavropoulos, in the Google Document he wrote. In this article, I'm going to provide a brief overview of the X-Card, some background, and detail the advantages of using it.
28 October 2017
21 October 2017
Board Game Review: Abyss
A friend of mine purchased a copy of Abyss when he encountered it at the Geekway to the West convention in St. Louis. He bought it primarily because he thought the artwork was stunning, but he was delighted to find that the game itself was quite enjoyable. Since I have now managed to play it twice, I will review it for you here.
Get ready for some numbers!
Strategy: 4
Randomness: 3
Complexity: 2
Humour: None
Attractiveness: Pretty
Average Length of Game Play: 45 minutes
Gamer Profile Ratings:
Strategy: Medium
Conflict: Medium
Social Manipulation: Low
Fantasy: High
Get ready for some numbers!
Randomness: 3
Complexity: 2
Humour: None
Attractiveness: Pretty
Average Length of Game Play: 45 minutes
Gamer Profile Ratings:
Strategy: Medium
Conflict: Medium
Social Manipulation: Low
Fantasy: High
14 October 2017
PinkFae Archive #3: Can Games Save the World? The Social Benefit of Games
In our reposting of my PinkFae articles, we come to #3. This article was originally published on 18 January 2016. Enjoy!
We live in a crazy world. Despite the internet, people have bad ideas, wrong ideas, and just plain stupid ideas. But research has shown that increasing social contact helps spread good ideas. Humans are, after all, social creatures. We crave contact with others, and the more diverse the contact we have, the better society will be. What better way to improve our social situation than through playing games?
We live in a crazy world. Despite the internet, people have bad ideas, wrong ideas, and just plain stupid ideas. But research has shown that increasing social contact helps spread good ideas. Humans are, after all, social creatures. We crave contact with others, and the more diverse the contact we have, the better society will be. What better way to improve our social situation than through playing games?
07 October 2017
Star Trek: Discovery and The Orville
We're going to take another stroll into off-topic-land. As I'm sure you know by now, this past month has seen the debut of two new television series of interest to nerds and dorks like myself: Star Trek: Discovery and The Orville. Fans of this blog will be aware that I am a major Star Trek nerd.
Just to be certain, let me describe why. Some of you may have read my previous post in which I describe the reason I love the original Star Trek so very much. If this is the case, you can safely skip the next paragraph to get to the good stuff. But I want this understanding to be explicit so that the rest of this entry will make sense.
The original Star Trek was wonderful for five main reasons: 1) it was relentlessly optimistic, 2) it used science-fiction to explore modern social topics, 3) it eschewed the traditional good/evil dichotomy for a more nuanced dynamic between antagonists and protagonists, 4) it emphasised exploration and discovery, and 5) the character dynamic of Kirk, Spock, and McCoy was a wonderful thing to behold. Although The Next Generation did not have #5, it did a good job (especially starting in season 3) of the other themes listed here. The other Trek series? Not so much...
So when I heard that they were making a new Star Trek series, I was very excited. I was looking forward to getting back to basics. Back to what I loved about the original series. Sure, it wouldn't have Kirk, Spock, or McCoy, but it would have the other elements.
Or so I hoped.
Just to be certain, let me describe why. Some of you may have read my previous post in which I describe the reason I love the original Star Trek so very much. If this is the case, you can safely skip the next paragraph to get to the good stuff. But I want this understanding to be explicit so that the rest of this entry will make sense.
The original Star Trek was wonderful for five main reasons: 1) it was relentlessly optimistic, 2) it used science-fiction to explore modern social topics, 3) it eschewed the traditional good/evil dichotomy for a more nuanced dynamic between antagonists and protagonists, 4) it emphasised exploration and discovery, and 5) the character dynamic of Kirk, Spock, and McCoy was a wonderful thing to behold. Although The Next Generation did not have #5, it did a good job (especially starting in season 3) of the other themes listed here. The other Trek series? Not so much...
So when I heard that they were making a new Star Trek series, I was very excited. I was looking forward to getting back to basics. Back to what I loved about the original series. Sure, it wouldn't have Kirk, Spock, or McCoy, but it would have the other elements.
Or so I hoped.
30 September 2017
Board Game Review: Captain Sonar
It's time for another board game review. This week, I've decided to cover Captain Sonar. It's a fun little game that captures the suspense of submarine warfare. We'll start as we always do, with the ratings:
Strategy: 3
Randomness: 0
Complexity: 3
Humour: None
Attractiveness: Useful
Average Length of Game Play: 30 minutes
Gamer Profile Ratings:
Strategy: Medium
Conflict: High
Social Manipulation: Low
Fantasy: High
Strategy: 3
Randomness: 0
Complexity: 3
Humour: None
Attractiveness: Useful
Average Length of Game Play: 30 minutes
Gamer Profile Ratings:
Strategy: Medium
Conflict: High
Social Manipulation: Low
Fantasy: High
23 September 2017
PinkFae Archive #2: Reasons Why We Play Games
We continue our reposting of my PinkFae articles with this item, which was originally posted on 9 January, 2016.
Why do we play games? Sure, we all have our reasons. For some, it's about spending time with people they love. Other people see it as an exercise in creativity, or practising various mental skills (or, let's be honest, physical skills; not all games are played around a table or in front of a television set).
For me, there are many reasons: some games are enjoyable because they indulge a particular love I have (dare I say, a fetish?), such as the original Balderdash, which caters to my lexophilia. Other games force me to think, and I love to give my brain some exercise on occasion; Dominant Species and Clans are two excellent examples of these types of games. Some games are fun for me because they facilitate social interaction that I otherwise find difficult to attain (The Resistance: Avalon falls in this category). Others appeal to my love of a certain fandom, such as Star Trek: Road Trip or Firefly: The Game). As a Storyteller, I also tend to be drawn to games that facilitate the telling of stories (thus my love of tabletop roleplaying games like Changeling: the Dreaming, as well as Fiasco and Gloom).
Why do we play games? Sure, we all have our reasons. For some, it's about spending time with people they love. Other people see it as an exercise in creativity, or practising various mental skills (or, let's be honest, physical skills; not all games are played around a table or in front of a television set).
For me, there are many reasons: some games are enjoyable because they indulge a particular love I have (dare I say, a fetish?), such as the original Balderdash, which caters to my lexophilia. Other games force me to think, and I love to give my brain some exercise on occasion; Dominant Species and Clans are two excellent examples of these types of games. Some games are fun for me because they facilitate social interaction that I otherwise find difficult to attain (The Resistance: Avalon falls in this category). Others appeal to my love of a certain fandom, such as Star Trek: Road Trip or Firefly: The Game). As a Storyteller, I also tend to be drawn to games that facilitate the telling of stories (thus my love of tabletop roleplaying games like Changeling: the Dreaming, as well as Fiasco and Gloom).
16 September 2017
Sandbox Gaming
I recently read an article about Sandbox Gaming. In case you're not familiar with that term, it comes from video game designs, in which players are given free reign to go where they want and do what they please. This is in contrast to the linear structure of most early video games.
At first glance, you might think that traditional tabletop roleplaying games are a perfect example of sandbox gaming. Whereas a computer game only has so many possible actions programmed into it, so many objectives for players to try to attain, in tabletop RPGs, players can do whatever they want. They don't need the game to have been preprogrammed to allow them to go to certain places or offer them certain options. They have a GM who can improvise to accommodate anything the may think to do. They don't need to wait for a programmer to make something available; the GM can do it for them on the fly.
However, the article in question isn't about sandbox games in that sense. Instead, the author describes whether or not the players are given objectives, or must decide on objectives for themselves. In other words, does the GM tell them, 'You have been hired by the ruler of the Shallukar Empire to find and deliver to her the Canopic Chest of Solitude,' or does the GM say, 'You are standing in the main plaza of the capital of the Shallukar Empire. What do you do?'
At first glance, you might think that traditional tabletop roleplaying games are a perfect example of sandbox gaming. Whereas a computer game only has so many possible actions programmed into it, so many objectives for players to try to attain, in tabletop RPGs, players can do whatever they want. They don't need the game to have been preprogrammed to allow them to go to certain places or offer them certain options. They have a GM who can improvise to accommodate anything the may think to do. They don't need to wait for a programmer to make something available; the GM can do it for them on the fly.
However, the article in question isn't about sandbox games in that sense. Instead, the author describes whether or not the players are given objectives, or must decide on objectives for themselves. In other words, does the GM tell them, 'You have been hired by the ruler of the Shallukar Empire to find and deliver to her the Canopic Chest of Solitude,' or does the GM say, 'You are standing in the main plaza of the capital of the Shallukar Empire. What do you do?'
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