25 January 2020
Spoilers, Rage, and Toxic Fandom
Several months ago, The Dark Crystal: Age of Resistance was released on Netflix. Obviously, I binged it the very next day. And loved it. As I'm sure you can tell from the review I wrote of it.
I'm sure it will come as no surprise to you that I had been a member of the 'Age of Resistance Fan Group' on Facebook leading up to the release. I found it a convenient place to keep up with news, see stills and trailers in advance of the series, and geek out with fellow aficionados.
What was very disappointing to me, however, was how volatile and antagonistic that group became after the show was released.
Some people were unable or unwilling to binge the entire season in one sitting. These people asked for others to put spoiler warnings on posts that contained spoilers. And much to my surprise, there was a large and very vocal contingent of fans that absolutely and vociferously refused.
18 January 2020
Board Game Review: Blokus
In the midst of the revolution in which a number of amazing companies produce some amazing new games and many small companies produce many more amazing games, it's easy to scoff at the large 'mainstream' companies who continue making games which are intended to appeal to the general public instead of the board game community. But that doesn't mean that some of their games aren't really good.
This is the case with Blokus (pronounced BLOCK-us), created by Bernard Tavitian and published by Mattel. Though it bills itself as a family game, it holds a surprising level of depth and strategy. It is a refreshingly thinky game that is easy to learn and play, but contains intense tactical challenges.
But let's not get ahead of ourselves! We'll start as we always do, with the numbers:
11 January 2020
Casinos: Gambling vs Board Games
An ex-girlfriend of mine once told me that I think too much. At the time, I remember thinking this was a strange complaint; thinking, after all, is how we solve problems. It's what separates us from animals; it has enabled all the progress (and, granted, a lot of the problems) that we experience today. Without thinking, we wouldn't have modern vaccines, computers, space flight, air conditioning, or any of the other modern conveniences that have made life livable.
Bear with me. This will be pertinent in a moment.
I recently went to a couple of nostalgia-based concerts. By which I mean, a couple of bands from the 70s and 80s were performing live, and the Dork Spouse or I wanted to see them, so we bought tickets and enjoyed listening to some music from our childhood.
Both concerts were performed in casinos. Aside from a short time at a family function hosted at a casino many years ago, I had never before been in a casino in my adult life. As I walked through the casinos to get to the events hall where the concerts were held, I found myself contemplating the nature of gambling and the people who play these sorts of games.
04 January 2020
Board Game Review: On Tour
Sometimes you find a game that surprises you with its depth. What appears to be a simple fluffy game with no appeal turns out to contain some hefty decisions and require intense thought. On Tour, by Chad DeShon and published by Board Game Tables Dot Com, was one of those games. When I first saw it, I was unimpressed with the theme, and didn't think much of it. But when I actually sat down to play it, I was shocked at how much fun it is.
Sure, it's not going to be a serious game for a heavy Friday night game session with the hardcore gamers. But as a party game, or a light filler, it is unexpectedly satisfying! I might not have ordered a copy for myself, but I received a voucher for a discount, and felt it was worth having at that price.
So let's take a look at this game, starting with the numbers:
28 December 2019
Screwage: 'Take That' Mechanics in Games
Veteran board gamers are familiar with the concept of 'take that' mechanics. The idea is that players take actions in a game that are intended to be harmful to another player's plans, or ability to score points, or otherwise be detrimental to that player.
This is not the same thing as working to achieve victory yourself. Some games operate in a directly antagonistic manner. Games that involve combat, or have area control mechanics, like Risk or Axis and Allies, do not count as 'take that' games. Rather, 'take that' mechanics are specifically about hampering other players' abilities to take action in a game, as opposed to gaining an advantage for yourself even if that advantage serves as a detriment to other players.
The various Munchkin games are great examples of 'take that' mechanics; aside from the many cards that can be played which will prevent an opponent from winning a combat, there are cards that reverse an action that was just taken (for example, there are cards that you can play when you are helping another player which will cause your assistance to benefit the monster that the other player is fighting instead of benefiting the player you're supposedly helping).
21 December 2019
Board Game Review: Decrypto
One of the new games I got to try at Geekway this past May was an interesting game called Decrypto. John's daughter discovered it, and insisted that she and her friend play it with me and John. It was a fun game, and I bought a copy so that the Dork Spouse and I could play it with our friends Gemma and Caroline. So I think I should review it for you now.
Decrypto, by Thomas Dagenais-Lespérance and published by Le Scorpion Masqué and Iello, is a teams game in which you want to communicate a code number to your teammate(s) without the rival team discerning the number.
Let's start with the usual numbers:
14 December 2019
PinkFae Archive #54: How to GM Part 9: Handling Player Conflict
This is the final entry in the PinkFae Archives. It is also the final entry in the 'How to GM' series. It was originally published on 18 February 2017.
Player conflict is a problem that all GMs must face at least once in their life. It may result from any number of causes. But regardless of the cause, it can result in a total disintegration of the gaming group. Even if everything else is going well, two players (or their characters) being antagonistic towards one another can ruin the game for everyone.
Ideally, you'll be able to assemble a group that gets along well enough that this won't be an issue. But sometimes, no matter what you do, two people may develop an insurmountable conflict in the course of playing. Even worse, a disconnect may arise between a player and you, the GM. How do you handle this situation?
In today's entry, we'll look at ways to minimise potential player conflict, and how to handle it when it does happen. Whether vetting potential players or mediating between players once the game has started, there are always ways to avert this possible crisis.
Player conflict is a problem that all GMs must face at least once in their life. It may result from any number of causes. But regardless of the cause, it can result in a total disintegration of the gaming group. Even if everything else is going well, two players (or their characters) being antagonistic towards one another can ruin the game for everyone.
Ideally, you'll be able to assemble a group that gets along well enough that this won't be an issue. But sometimes, no matter what you do, two people may develop an insurmountable conflict in the course of playing. Even worse, a disconnect may arise between a player and you, the GM. How do you handle this situation?
In today's entry, we'll look at ways to minimise potential player conflict, and how to handle it when it does happen. Whether vetting potential players or mediating between players once the game has started, there are always ways to avert this possible crisis.
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