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."

22 June 2008

Board Game Review - Betrayal at House on the Hill

At long last, I have internet at home again. This means that I can start updating this site again. I'll try to maintain my rigorous schedule of one post every Sunday.

So for my return post, I'll review Betrayal at House on the Hill. This is nominally a horror game, but I always prefer to think of it as an adventure game. What appeals to me is not the horror genre aspect, but the surprise twists of the scenarios.

First, let's get the statistics here:
Strategy: 2
Randomness: 4
Complexity: 4
Humour: None.
Attractiveness: Pretty.
Expected Length of Game Play: one hour.

25 May 2008

Board Game Review - Labyrinth

Oh my goodness... has it really been three weeks without a post? Bad, bad Game Dork!

I'm really sorry. I'll try not to let it happen again.

So for this week, let's go with a really simple review of a great board game: Labyrinth. As always, the rating system is right here:
Strategy: 2
Randomness: 2
Complexity: 1
Humour: None
Attractiveness: Useful
Expected Length of Game Play: 30 minutes.

27 April 2008

When Players Collide

I didn't post last week. I'm very sorry. Real Life got in the way.

This week, I'm going to look at conflicting gaming styles. Specifically, I think of the reasons that GMs run games, as compared to reasons that players play in those games.

One example: I had a GM once who loved the feelings of power he got from running the game and having absolute control over what happened. He loved the look of shock and amazement when he caused something to happen that the players not only did not expect, but could not reasonably be asked to expect. He was a very dramatic gamer, and loved the exquisite timing and flow of intrigue that came from having players at his mercy. I sometimes felt as if I was a plaything for a dark and cruel god.

Another GM I played under: he was an excellent storyteller. That is, he told excellent stories, and he told them well. The only problem was that sometimes his own strengths would get in the way. He was very good at predicting how people would react to certain situations, and excelled at arranging events in such a manner that the story would go in the direction he planned by giving the players just the right stimulus to nudge them in the direction that he wanted them to go. Unfortunately, after a while, it starts to feel like the players aren't really involved in the story at all; they're just there to serve the needs of the storyteller.

13 April 2008

Gaming Costs

Today, I would like to talk about the high cost of gaming.

Gaming has always been an expensive hobby. In the documentary Über-Goober, one of the interviewees says that gaming saved her from a life of drugs. She follows this by saying, "How can you afford drugs when you're spending all your money on gaming books?"

And I know this to be true. I've been there. I've been the one spending the majority of my weekly income on gaming paraphernalia. I used to get a new gaming book every week. I had quite a collection (much of which was lost when it was in the car that got repossessed).

But today, it seems as though a week's salary won't get you as much as it used to. Things have been easier for me since I stopped playing (or even attempting to play) collectible trading card games like Magic: the Gathering and Arcadia: the Wyld Hunt. And there aren't a lot of standard RPGs out at the moment that I feel a need to collect; the last two games that held enough of my interest to entice me into buying anything were Changeling: the Dreaming (which was put on hiatus and left languishing there until they ended that game line) and GURPS (which is in 4th edition as of a couple years ago, and all the GURPS products coming out at the moment either don't interest me or are basically compiling and updating 3rd edition products for the new edition, so I already have all of the material in these books). I don't play D&D, I'm not interested enough in Cyberpunk 2020 or Shadowrun to buy any of the books, Little Fears folded, and I have only a passing interest in most of the other systems out there.

06 April 2008

Play By Email

Hello and welcome to another week of the Game Dork's Gaming Corner. This week, I want to talk a bit about PBeM. For those of you that don't know, that stands for "Play By eMail." See, gamers have been playing games via correspondence since the 60s, when players in wargames such as Diplomacy would operate across miles of distance by sending their moves to their opponent in the mail. The opponent would adjust his own board according to the instructions in the letter, and decide what his own move would be, and then mail that back to the other player, and so on. This system was called PBM (Play By Mail).

RPGs, being as they are a growth of the wargaming community, would of course follow suit. And with the advent of email, it only made sense that this correspondence would move from the mail system to computers.

I am in a unique situation, in that I have moved out of my country of residence to a new continent, and have left all my former gaming partners behind. So it would seem that PBeM is an ideal solution for my gaming needs, as it allows me to play with people thousands of miles away in a different time zone. Unfortunately, none of my former gaming crew think that PBeM is a viable option. So today, I thought I'd talk a bit about PBeM.

30 March 2008

Board Game Review - Carcassonne

Here we go again, with another week of Gaming stuff.

This week, I'm going to review the board game Carcassonne. Here is my board game review system, and my analysis of Carcassonne:
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: Useful
Expected Length: One hour.