28 February 2016

Myf and Idris

I've been spending so much time talking about storytelling lately that, along with contemplation of the rebirth of Changeling, that I'm in the mood to tell you another story, this time about faeries. So for your enjoyment, I wish to share with you now a story I wrote back in 2006. So here it is: the story of Myf and Idris.

In a small village in Wales named Porthgain, there lived a fisherman named Idris. He would go down every day to the shore and climb into his boat, push off into the sea, and cast his net. He worked hard to catch his fish, and at the end of each day, he rowed back to shore with his bounty. He set aside enough fish to feed him for the next day and took the rest to market, where he sold them for just enough to afford some bread and milk, the rent on his small cottage, and the materials to repair his boat and nets.

One day, he went to his boat and saw a small lagomorph nibbling on a flower growing from the pebbles beside his craft. As he approached, the creature, a brown hare, turned to peer unafraid at him, and did not run. Idris began to think that he would be able to catch the hare and cook it for dinner, to give him something to eat besides fish. He took a net and crept towards the hare, but just as he got close enough to toss the net, the hare darted under a nearby rock. Idris gazed at the animal, feeling somewhat lugubrious.

21 February 2016

A close look at combat and other systems

I was thinking this morning about the combat systems in roleplaying games. With the exception of Fiasco (and possibly Amber Diceless Roleplaying which I've never been able to try), the mechanics of any game system focus very heavily on combat.

Rules systems vary from incredibly complex and detailed, with exacting descriptions of any foreseeable permutations described (like those in Dungeons and Dragons or GURPS) to vague and intuitive (like Little Fears). But no matter the system, it is always the most detailed part of the rulebook (unless you count the magic system, but given how many of the spells described in most games are usually most applicable in combat situations, the magic section may as well count as part of the combat system).

This makes sense, given the way that roleplaying games grew out of miniatures war games. It's only reasonable that the first RPGs were, in essence, a system for emulating combat between individual characters.

13 February 2016

Board Game Review: Gloom

It's time for another board game review! Aren't you excited? Of course you are! This week, we're going to look at the wonderful game Gloom. Ok, yes, it's not a board game, it's a card game. Hush.

A table with several Gloom cards on it, the hands of some of the players visible as they reach for the various cards.

We can't have a game review without the ratings, can we? First, the new rating chart:

06 February 2016

Changeling Returns to Life

I just learned that there was a Kickstarter campaign that closed a couple of months ago for a new 20th Anniversary edition of Changeling: the Dreaming.

This upsets me a little bit. I really wish I had known about it. I would have pledged. I really hope that there's nothing available to the backers that won't also be available to non-backers at some point... if there are any books that I can't get, I will be seriously angry.

As anyone who's read much of this blog is aware, I am very fond of Changeling. I think I've done a pretty good job of explaining why I love it so much.

30 January 2016

And now for something completely different... Storytime!

I'm going to do something different again this week. I've been thinking a lot about stories lately; in particular, about how games that involve storytelling (such as Gloom or Fiasco or most tabletop RPGs) are so satisfying because they follow Freytag's Pyramid.

So I thought I'd share one of my favourite stories. This is the story of Alice. I first heard this story when I was in middle school, and a professional storyteller came and told us some stories. So now I will share the story with you.

23 January 2016

Board Game Review: Scotland Yard

This week is a review of the family game Scotland Yard. Don't be fooled by the fact that it's a Parker Brothers game marketed at families; despite its simple format and easy rules, it has a lot to offer the serious gamer. So let's get right to it and look at this fun little game.

The five clear, colourless plastic pawns from the Scotland Yard board game, on the game board. The board is a stylised map of London, with various street intersections labelled with a number. These numbers are connected by one or more lines of green, yellow, and/or red. The pawns each have a coloured dot to indicate which player's they are, except the one in the centre, belonging to Mr X, which has a white dot marked with a black X.


And much to the surprise of nobody at all, the first thing we see in reviewing this game is the ratings:

17 January 2016

Games as social interaction

How much do you know about autism spectrum disorders?

I know this seems a strange question to ask at the opening of an article about games, but bear with me for a moment.

In a sense, the autism spectrum disorders (on which, admittedly, I am no expert either, but my understanding is that it's not really a spectrum, though the various related disorders are still referred to under that umbrella term) are a lack of the normal social hardwiring in the brain that is usual for human beings. Let me explain a bit more in depth:

Whereas most animals developed certain physical or sensory advantages to allow their survival (for example, the web-spinning ability of many spiders, or the echolocation abilities of insectivorous bats, or sharks' teeth, and so on), the trait that allowed humans to survive was their social networks. Like wolves and other pack animals, humans developed an ability to co-operate that increased their chances of survival. Their need for greater inter-dependency developed a feedback loop with their intelligence; they needed to be smarter so they could support larger co-operative social groups, and they needed larger co-operative social groups so they could be smarter.