Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Thursday, August 18, 2011

Hamlet's Hit Points for Boardgamers

I recently finished reading Robin D. Laws' book Hamlet's Hit Points. This is a short, highly readable book that I recommend for anyone interested in a little deeper understanding of how these games of ours grab and keep our attention and interest. It's true that the book is written primarily with role-players in mind, and will be invaluable for game masters, but the concepts and techniques discussed are 100% portable to the realm of boardgames.
The basic idea is this: the conception of narrative that you probably got back in school was one of escalating conflict and tension, followed by a climax and resolution, then denouement. This is also how I tended to think good games should feel. It has a lot of intuitive appeal, especially in the light of various practical problems boardgames usually have. Given that hobbyist games don't tend to get a ton of replay and mixed experience levels are very common, you'd like to give your players a chance to warm up with some lower-stakes conflicts early before proceeding to the high-stakes endgame. It also serves as a built-in catch-up mechanism since players who make poor choices or have bad luck early can still get back into the game with good moves later.
But as Hamlet's Hit Points makes clear, while this may be true on the macro level, this misses out on a very important key to how narratives keep and hold your attention during the moment-to-moment action. The book takes three classic plots – Hamlet, Dr. No, and Casablanca – and plots the action on a hope/fear axis. In each moment (or narrative "beat") your empathy for or feelings about the protagonist or other characters in the narrative are moving somehow: towards hope that things are going to work out well, or towards fear that they are not. Narrative tension relies on skillfully moving back and forth between these drives, not giving you too much hope without an injection of fear, or vice versa. In his analysis of Hamlet – an analysis I agree with – he finds that "down" (towards fear) or "up" (towards hope) beats in the story never cluster together in groups of more than about 3 in a row.
Bearing in mind that everything is obvious once it's been properly explained, this seems so clearly true, and so useful to GMs, designers, and people just wanting to understand a bit more about games, it's surprising nobody's said it before. Maybe they did, they just didn't have as clever a title or explain it as clearly.
Anyway, this simple concept has a great deal of explanatory power as to why some games work from a narrative perspective and why other, quite similar games don't.
Before starting, I'll stipulate a lot of boardgames don't necessarily succeed or fail based on emotional engagement or narrative. There is a branch of boardgames (let's call it the Caylus/Age of Steam branch) that fans like because of the pure intellectual challenge, and as such perhaps has more in common with a puzzle than a play or movie. Some players enjoy the lengthy period of frustration followed by the exhilaration of finding a solution. Having said that, let's also not make the mistake of associating "narrative" strictly with "thematic", or not looking at how nominally abstract games can engage us emotionally. Many successful abstract games, like the GIPF-series games or the classics like Chess and Go, do work with this pattern of balance between hope and fear.
With these caveats though, looking closely at the hope/fear beats of boardgames shows pretty quickly why some games are so engaging and some are not. I'll look at a pair of games, one successful, the other not so much: Reiner Knizia's Lord of the Rings and Arkham Horror.
The turn structure of these cooperative games, which is "do something good"/"do something evil", is clearly aimed at this modulation. In Lord of the Rings, the fear of what the tile draws from the bag are going to be is quite visceral. Looking at the structure of the events on the boards, which is what drives the fear of those tile draws, usually the events that occur early in each narrative are of the structure "meet some condition to receive a significant reward, otherwise suffer a significant penalty", which give the players hope for success but fear of failure. Later events tend then to get very bad, but at this point they are balanced against the hope of actually finishing the episode and moving on to the next, when the game reset involved in the episode transition gives the players a large jolt of hope as they move on to face the next challenge. Then when you get a chance to take your turn, you almost always receive clear, immediate, useful rewards that feed your hope of getting out of this mess alive.
So why does Arkham Horror not work as well as Lord of the Rings? If you think about it as an exercise in trying to move between hope and fear in reasonably tight circles, it's fairly obvious: Arkham Horror neither reliably rewards the characters to give them hope nor does it reliably put them in enough danger to be really fearful. Often you will visit a building with some hope of receiving a useful item or piece of information, but too often the rewards are minor, nonexistent, tangential to what you are trying to achieve, and generally not enough to inspire hope. The Mythos cards rarely have the dimension of meting out rewards or punishment that could inspire hope or fear, they are simply one-off events that the characters too infrequently can't do anything at all to anticipate, they simply respond. They are also too unreliable in their effects to get into any kind of cycle between hope and fear. An event that is not foreseen with at least some clarity can't inspire fear. The same thing can be said for character actions: too often there isn't enough you can do to give you hope, because clues are unavailable, you have to waste time in the hospital to recover health or sanity, and a route towards positive progress is not reliably open. Without some way to reliably make significant forward progress, we are denied the jolt of hope we need to keep interested.
This is not to say Arkham Horror can't get onto this virtuous cycle; sometimes the cards flow well and the situation develops in an interesting manner. But compared to the well-plotted structure of Lord of the Rings, Arkham Horror is relying on the luck of the draw to get into a good narrative zone. This is obviously not a great way to do this. As board gamers we tend not to like "scripting" in games, but scripting is obviously a mixed blessing. To the degree that it constrains player choice, it's not great. But narrative needs structure to work. As a recent convert to the GUMSHOE roleplaying system (designed by Robin Laws), I appreciate the book sections in the Esoterrorists book (also in Trail of Cthulhu) where he talks about railroading and the importance of giving the players the illusion of player control while keeping them on the narrative straight and narrow. These things are not contradictory.
While the comparison between Arkham Horror and Lord of the Rings is clear, you can see the logic here in tons of boardgames. For me, the difference between Dominion and Thunderstone in that Dominion is a fairly linear procession, while Thunderstone has some of this modulation. The flow of monsters up from the depths of the dungeon obviously helps. If you think of breach effect, traps, and treasures as hope/fear modulators and amplifiers, they make a lot of sense. Crucially, by giving you a set of characters with at least some personality that you can hope will advance in level and get more powerful while being afraid that they will die, Thunderstone helps you get invested in the game and actually feel something. Dominion gives you nothing.
There are plenty of other good examples in thematic games. Small World, where hope spring eternal when you draft a new race – and the personalization of the races and powers make a huge difference in our being able to identify with them – but gives way to fear as the race reaches the end of its rope and it becomes incredibly fragile in decline. Agricola is another classic manipulator, catching you between fear of starvation and ruin and the hopes that you have to build your farm, and thinking in these terms its tremendous popularity is easily explained. Classic games like Dune, Civilization, Titan, or Republic of Rome operate on longer time scales, but have amplified peaks and troughs of hope and fear, as anyone who has stared at their opponent across a combat wheel in a high-stakes battle in Dune can attest. Traditional games like Risk give you a lot of hope on your turn as your armies rampage across the board but then leave you to be very afraid of what your opponents are going to do to you once you pass the dice.
When you think about it terms of hope and fear, the visceral appeal of card driven wargames, especially the good ones like Hannibal, Successors, and Paths of Glory are likewise easily explained. Even titles which may not be as solid on game system merits (like Labyrinth or Twilight Struggle) can nonetheless be compelling because of the way they are always jerking you between hope for the cards you are holding and fear of what your opponent is going to do to you. Similarly, block games like Rommel in the Desert and EastFront manage this hope/fear balance, as they have the players playing in an environment of scarce information which is revealed in fits and starts, sometimes answering questions, sometimes creating new problems for you to grapple with, and giving you plenty of room to create your own hopes and fears.
Being about RPGs, one challenge that boardgames face that Hamlet's Hit Points doesn't talk about is how a narrative can keep this structure of hope and fear going when you play the game 5, 10, 15 times and know the general contours of the experience. This is not as much of an obstacle as you might think. The source narratives Laws analyzes are plays and movies which have survived a fair amount of repeat viewing. These emotional experiences the narrative aims to evoke are fundamentally manipulative. If you succeed the first time you can probably do it again.
This sort of modulation is obviously not the only way that narratives can be compelling. As mentioned in the book, rules are made to be broken, and some of our most compelling art comes from rules-breaking. But the lessons of Hamlet's Hit Points are extremely powerful as a tool to understanding what makes games tick.

Thursday, March 17, 2011

Trail of Cthulhu, games as stories, Tales of the Arabian Nights, and why Mansions of Madness doesn’t really work

I’ve finally had a chance to play the Trail of Cthulhu role-playing game, which uses Pelegrane Press’ GUMSHOE game system. The GUMSHOE system is very interesting, for both boardgamers and role-players. To explain why, I need to back up a bit and lay some groundwork.
What differentiates the sorts of games we like, be it RPGs or boardgames, from other sorts of games is that they tell stories. They may be boring, short, or thin stories, or the story may not be the most important element of the game, but if stories weren’t important, we wouldn’t get pasted-on themes, nice art, or miniatures. The story can be something that is more abstract and visceral, as in Knizia games like Ra, Through the Desert, or Ingenious, but these games still have a narrative arc of buildup, tension, and release that is the stuff of storytelling. Plus of course, there is a large segment of the hobby – which Fantasy Flight is trying to corner – for which the story the game tells is the key thing.
The Cthulhu Mythos is well-travelled thematic ground, with many board and role-playing games trying to capture the flavor of Lovecraft’s popular creations. As always, trying to take a literary story and re-tell it in game format is not an easy proposition, and failures vastly outnumber successes. To see why it’s hard, let’s look at one particular game system that, while popular, is to my mind clearly not a success: the RPG Call of Cthulhu.
Call of Cthulhu is, at a system level, a very traditional roleplaying game. Ever since D&D, the core of role-playing games has been a task resolution system. While the details may differ – the game may use a d20, 3d6, d100, or a pool of d6 or fudge dice – the vast majority of popular RPGs are set up such that whenever players interact with the world of the game, it’s a conflict or a task at which they succeed or fail with measurable probability. When a character wants to accomplish something, we pick a character trait to use, figure out a difficulty number, and roll some dice. The variance between the systems is in the choice of what skills to define and what kinds of probability curves to use.
This is great, but this core system of task resolution simply can’t tell a wide range of stories that people who play RPGs happen to like and desperately want to game. The most obvious are, unfortunately, mysteries, horror, and epics (I use the term “epic” as Stephen R Donaldson lays it out in his monograph Epic Fantasy in the Modern World).
The problems with telling mystery stories are straightforward, and fairly obvious if you’ve ever tried to run a mystery in Call of Cthulhu. The narrative structure of a mystery story is that there is a trail of clues that the characters must gather and piece together to figure out what’s going on. That trail of clues drives the narrative arc. The characters start out with a hint, follow the leads, and over time the truth is revealed. There are all sorts of conventions to the mystery genre which allow readers or viewers to engage with them, but this is the core. This is an incredibly common narrative format, used by H. P. Lovecraft, Stephen R. Donaldson, the X-Files, and Law & Order as well as many – probably the majority – of the episodes of Star Trek or Buffy: The Vampire Slayer. Even the Harry Potter novels are, from the point of view of narrative format, actually mysteries.
The problem of course is what happens when acquiring a clue requires success at a task which the players repeatedly fail? What if there is a witness holding out on them and the players can’t make their Intimidation check to save their lives? Or if there are documents hidden in a room and the players can’t pass a search check? The GM then has to resort to ever-more-improbable ways to get the players the information they need to follow the trail of clues. OK, you blew your search, maybe the contents of the documents was known by an NPC and you can try diplomacy. Blew that too? OK, maybe the documents were in another location. Still not making that search roll? Eventually the documents end up lying in the middle of the road where the PCs trip over them. This is immensely unsatisfying because a) why are we rolling all these dice and jumping through all these hoops when the conventions of the genre of story we’re trying to tell requires us to get this clue?, and b) in the system we’re using, which is all about tasks and succeeding and failing at them, why are we not being punished for all these failures? Because the players are failing all these checks, they can clearly see the hand of the GM coming in and granting them the information they require. To look at it form a narrative point of view, you never have a scene in Law & Order where the detectives execute a search warrant and no information comes out of it. Searching the apartment was a scene in a sequence, and the narratively interesting thing is not whether or not the detectives’ skills were up to the task of finding anything, but what they found, how they went about finding it, how illuminating the information was in light of other clues already gathered, and what they do with the information to move the narrative forward.
This is not to say that good mystery stories have not been told by many talented GMs using the Call of Cthulhu game system. But their success in doing this is in spite of the system, not because of it.
To divert briefly into epic tales, you don’t have to go very far into Tolkien to find story elements that stymie RPG-standard tools of skill checks and difficulty levels (or traditional boardgame tools of resource management, risk, and positional tactics). The epic confrontation between Eowyn, Merry, and the Witch-King cannot be gamed using any sort of task-based system. Tolkien has just spent the last three books building up the Witch-King and the Nazgul as terrifying and powerful, so in gamer-land no rational player who can look at their character sheet and know their odds of succeeding at various tasks is going to resort to direct conflict to take him down. And if they do, and win, does it feel like a victory, or like the GM resorted to fiddling the dice or making stuff up to let them do it, a far less satisfying outcome given the entire structure of the game is based around tasks with predictable odds? There is something else going on here. This is an epic scene where characters go beyond themselves, tying in with previous plot hints, and as such is hard to imagine how it could satisfactorily be done in a games which are driven by probabilities and specific knowledge of capabilities.
To get back to the main topic of mysteries, the GUMSHOE system sets out specifically to tell mystery stories. It recognizes that to do this, a systemically different way to define characters and drive narrative is required. So it defines characters partially in a traditional conflict-based way (because mysteries have fight scenes), but simultaneously in a more narrative-focussed way. Your skill with firearms will be familiar, but your rating as a forensic accountant is different. If you have skill in accounting, the system says that you are sufficiently skilled that no narratively critical clue that can be unearthed using accounting will elude you. Your rating in these skills are not skill points, but narrative points, and reflects the importance of that skill to your character’s narrative. If you have some rating points to spend in accounting, your character can move the narrative a bit if the player can come up with a way of weaving the skill into the story. If so, the character can unearth clues which, while not the core clues that allow the players to solve the mystery in a baseline sort of way, will expand the character’s understanding of what’s going on and perhaps make piecing together other clues easier. It’s important to mention that the GUMSHOE system is not a collaborative storytelling system like Fiasco or Polaris; 3 points in accounting doesn’t give you narrative prerogative to skip the suspect interview and hit the books. But it does allow you to weave the storyline if the GM can figure out how to get you interesting information from your proposed course of action, the more detailed and persuasive the better (perhaps you could use Legal to get a search warrant for a suspect’s banking records, then Accounting to track down information that the GM had originally intended to come out via Intimidate or Reassurance in an interview).
Because it’s such a different way of looking at characters, and because task-based systems are so ubiquitous, this definitely takes some getting used to. A 3 rating in Evidence Collection is not more capable than a 1 rating in Evidence Collection. Instead, the character with a 3 rating has a little more latitude to expand the narrative – the rules refer to it as “spotlight time” – than the player with a 1 rating, if he can effectively weave it into the story. Either character will discover the clue that will get the group to the next scene, but the player with the 3 rating can spend some points to try to direct the narrative a little bit and gain information that, while not critical, will be helpful later or give more detail to the grand picture. So, for example, Evidence Collection may turn up three shell casings, some fingerprints, and a bloodstain, but a 1-point spend might additionally tell you (with some narrative associated) that that the shell casings have been sitting there for four days, even though the crime scene is only a day old. In both cases the players get the two critical plot hooks, leading them to identify the fingerprints or take the shell casings to the lab, but the player who had the spend has some information which may make the picture make more sense as it develops and will make the scene more narratively satisfying. So, we have a systemic way to develop the story in interesting ways that relies on player ingenuity in the application of their skills, but not on crude skill checks. This means that GUMSHOE is very good at the specific types of stories it is trying to tell. It focusses on information, how (and not whether) it is obtained, and what the players do with it, which is the stuff of mystery stories.
Boardgamers actually have had something analogous to this for some time: Tales of the Arabian Nights. In this game, the players choose what skills and traits their characters have – Appearance, Weapons Use, Magic, Piety – and then how to respond to encounters, whether by Negotiation, Robbing, Courting, and so on. Then through the magic of a lot of cross-referencing and a book with 2500-odd paragraphs in it, the narrative of the encounter emerges. Instead of choosing how to use your resources and abilities to navigate an existing narrative successfully, your choices (along with a dose of luck) define the narrative which allows it to be, at times, epic in nature. Like in Trail of Cthulhu, Seafaring is not going to get you out of an encounter with an angry Djinn if there is no water in sight, but your skills and your choices nonetheless help shape the story. This is what makes Tales of the Arabian Nights narratively satisfying, while Betrayal at House on the Hill just feels like a fire-hose of disjointed random events.
This brings us, finally, to Fantasy Flight’s most recent weighty box of plastic and cardboard, Mansions of Madness. I’ve only played it once, so I’m not going to judge too harshly. But, like Call of Cthulhu, Mansions of Madness is trying to tell stories that are narratively mysteries while using the standard boardgame tools of conflict, risk, and resource management. In my opinion, this is a case of “when the only tool you have is a hammer, everything looks like a nail”. The common core mechanics we have in boardgames (and RPGs) are simply not amenable to mystery stories, and Mansions of Madness ends up being a nail, in this case a glorified dungeon crawl. Which is fine, but all the trappings of mystery – the extensive intro text, the flavor of a path of clues – are squandered and can actually detract from the gaming experience, since they may misdirect you into thinking the story is something it isn't.
If we want to tell different kinds of stories, we need to expand our toolbox. Arkham Horror is not a tale of mystery or horror, it’s a tactical game of resource management with the narrative structure (to the extent it has any, which is not great) of an action-adventure with characters being led through set-pieces over which they have no control. By contrast, Castle Ravenloft – which is fundamentally the same game as Mansions of Madness – may not be a classic game, but it’s more narratively satisfying because the tools it uses are appropriate to the story it’s trying to tell and it gets the critical structural bits (pacing and tension management primarily) pretty much right.
Worlds like Tolkien’s Lord of the Rings and H. P. Lovecraft’s mythos are notoriously hard gaming problems, done badly so many times, and these are the reasons why. The very few great games we have work because they’ve limited themselves to portions of the story that can be told with the mechanics available. The brilliant bit of the classic CCG Middle-Earth: The Wizards was to focus on the years between The Hobbit and The Lord of the Rings, when stories could be adventures of risk and reward and not epics. Knizia’s Lord of the Rings works in part because it focuses in tightly on the hobbits, who are modern characters who become immersed in an epic world which is not their own, and also of course because Knizia is a design genius who is keenly aware of how tension management and tight pacing can produce strong narrative structures in games. What success Lovecraftian boardgames have had, they have when they focus on the pulpier, action-oriented face of the mythos at the expense of the core stories that the readers love (it’s interesting to contemplate how much of the veering of Lovecraftian material into pulp is a direct result of a gaming fandom which lacked the conventions to tell the real stories). Clearly there is room for innovative new systems and mechanics that will help us tell these other kinds of stories in enjoyable and satisfying ways. RPGs are leading the way with serious, envelope-pushing titles like Trail of Cthulhu, Polaris, and Fiasco, all designed to tell specific types of stories that would be extremely challenging (at best) to do using more traditional systems. There is no reason these trains of thought can’t be extended into boardgames where the differences between the two blur.

Sunday, March 29, 2009

Origins: How We Became Human

My first exposure to Sierra Madre Games was about 10 years ago, playing Lords of the Sierra Madre; as a big Republic of Rome fan, I got sucked into it as a similar narrative-heavy game. My impression of it was that it was an intriguing, unworkable mess. As a result my second exposure to Sierra Madre Games did not come until last year, when I was once again intrigued by the fascinating Origins: How We Became Human. Now, three games later – and it's not a short game – I'm still uncertain what to make of it. It is undeniably clever. It's a solid enough game design to merit 3 plays, something too many of the 30-60 minute euros I play don't make it to. It's built on top of some fascinating scientific hypotheses, primarily those of Jared Diamond and Julian Jaynes. It's also got some rather suspect elements.

A quick summary: Origins: How We Became Human covers the evolution of humans from the days when there were multiple, competing early hominids (Neanderthals, Cro-Magnons, etc) through to roughly the early Roman period (you can buy an expansion pack for Age 4 and get yourself some nuclear weapons if you’d like). You manage your innovation levels (which drives card draws), population (which drives on-board tactics), and elders, which allow you to bid on major “civilization” cards like the Pyramids, Writing, and Proper Names. As in Civilization, you have only one limited set of tokens, and they can be either on the board or in these various pools, and managing them is the key to the game. For the most part, your objective is to keep these tracks clear: fewer pieces on your innovation track means drawing more cards, fewer pieces on your population track means more population actions (although a greater risk of your culture entering chaos). The action of the game, and most of the ways in which you manipulate these tracks, are driven by the deck of dual-function action. One side of the card will be typically be dedicated to improving your civilization by advancing tech, domesticating plants, animals, or natural resources, generating new elders, or other similar actions; these typically come with a prerequisite or cost. The other half will typically allow you to manage your innovation and population tracks through Fecundity Decreases, which allow you to move units from your innovation track to your population track. The game proceeds through ages of growth and chaos, as you start in the Age of Instinct and try to increase your energy production capacity by domesticating some plants and animals to get into the Bicameral Age, where you then need to increase your productivity again through a plough harness or some-such before finally making it to the Age of Faith. For more details, I refer you to the excellent writeup at Spotlight On Games.

As we will soon see, I am more than a bit conflicted on Origins. But one thing I can say for sure, good game or no, it's not a game that makes itself easy to like. Despite being fairly straightforward, no more complicated than classic Civilization, it's long (5-6 hours for the full game), it's unforgiving, and it can feel extremely random and punishing in a way that makes In the Year of the Dragon look like a funhouse. I think I've had to find an almost entirely new set of fellow-players each time I've wanted to play, a big reason my play-count hasn't yet made it to 4. The rules give you some tips to try to help you with the pitfalls the game lays out for you, but I think they don't go anywhere near far enough in helping you enjoy your first game.

Still, I have to say I liked Origins: How We Became Human. Turns are short, so it moves along at a very good clip for this sort of game, and the system is clean and playable while at the same time having good narrative and reflecting a lot of the research that has inspired the game. There are serious caveats though.

Firstly, you really have to use the optional rule for Livestock Raids. Otherwise, advancing from Age I to II becomes a huge bottleneck over making a few completely random die rolls on domestication attempts, where rolling poorly can have your people relegated to obscurity with absolutely nothing you can do about it.

Secondly, you have to live with the fact that this is a Sierra Madre game and apparently one of Phil Eklund's many talents is not designing working victory conditions. As in American Megafauna, the game-end scoring here is silly. Firstly, the game ends when the first player enters the final stage of Chaos, exiting Age III. This player has, by entering Chaos, just lost most of his victory points, so he is essentially guaranteed to lose. That’s awesome. There is an optional rule to fix that, which is obviously recommended. Secondly, the final victory score is basically random anyway. You get points for the Public Cards that you’ve acquired throughout the game, but only the ones that match the objectives on your player card. This has two problems. Firstly, all the Public cards are so strong in terms of their in-game tactical effects that you’re going to want to acquire anything you can get your hands on anyway. Secondly, only maybe half the public cards are going to come out, so if you sit around waiting for one that you can score (as I did my first game), you may never see one. Thirdly, presumably to patch all this up, there is a mechanic for having your people revolt and swap victory condition cards with another player, which makes it even more random and unsatisfying. The whole thing is a complete mess. Unlike American Megafauna, where there was an obvious and fully workable fix for that game’s arbitrary scoring (just score before each calamity), there is no obvious fix for Origins. Clearly, it seems you need to have some sort of checkpoint scoring after each Age, or other incremental scoring of some kind, but what it should be is unclear. I'm not sure what to say on this. You probably want to play Sierra Madre’s games mostly for the narrative, but on the other hand, narrative requires an end, and if the end is dumb, why were we trying to get there in the first place? I can live with the game as it is, the process of playing and trying to win works for me even if the trying isn’t really rewarded as it should be, but that doesn't mean this part of the game works; it doesn’t.

As an aside, the most common complaint I've read about online is freakish climate change results ending up hosing one or two players, but I've never seen this, it doesn't seem very likely, and climate change is one of the things that makes the game interesting. One aspect of Origins that makes it tricky is that it’s a little unintuitive. Early in the game, population growth and expansion is to some degree actually punished rather than encouraged, so until later – when technology should allow players to skirt climate-change-related geographical difficulties – your empire hardly needs or wants more than a couple cubes on the board.

At the end of the day, even with the optional rules that have been added to make it more of a game, for these reasons I honestly don't think Origins: How We Became Human works strictly as a game. That doesn't mean I wouldn't still like to play it again, or that it isn’t an interesting synthesis and presentation of recent science on human origins, or that it isn't fascinating as a philosophical exercise as to what makes a game or how to make a game out of the ungamable. But still. Interestingly, I think where Origins trips up (other than the whole victory conditions thing) is not so much where it is chaotic, but where it is scripted. The transition from Age I to Age II essentially rests on succeeding at a domestication die roll; the transition for Age II to Age III turns on finding one of only a couple key technology cards one way or another. The game recreates the rise and fall of peoples and civilizations not organically, as it should, but by strong-arming you, mandating a dark ages at various stages in development whether you need it or not. If it had been really clever it would have perhaps linked greater innovation with greater chaos, and therefore perhaps made chaos more likely to follow rapid advances, but that is not the case; chaos is just something you avoid like the plague until the game tells you, "OK, now you have to do some chaos".

You can buy an add-on pack for Age IV, the Modern Era, and while I don't have much appetite for the 8+ hour marathon that an Age I through Age IV game would entail, I am intrigued by the possibilities of the "shorter" game option which starts the players in Age III and plays through Age IV. Age I is probably the most problematic age in that it has the smallest range of player options, the fewest choices, and the largest amount of gratuitous luck. It's possible that the Age III and IV game would be more satisfying for most gamers. If I ever get to game 4, I'd really like to give this a try.

But, ultimately, I think the reason I like the game is that while it’s far from perfect, it works well enough and it's based to a large degree on two fascinating books: Jared Diamond's Guns, Germs, and Steel: The Fates of Human Societies, and Julian Jaynes' The Origin of Consciousness in the Breakdown of the Bicameral Mind. Both books pivot to various degrees around the clash between Pizarro and the Incans, and try to explain in their own ways how such a yawning chasm came between the two despite their common origin. Diamond looks at physical factors, like the availability of domesticable plants and animals, climate, and immunology. Jaynes examines the evolution of consciousness and the brain's "software", as it were, including the controversial but utterly fascinating thesis that true, full human consciousness – although he defines consciousness more narrowly than I think most people would intuitively – is actually a relatively recent development, perhaps dating from 1200 BC in Europe. Although I had read Diamond before I played Origins, I had never even heard of Jaynes, and the fact that the game inspired me to read this truly intriguing book means it will always have a warm place in my heart. I don't know if Jaynes has the right of things, but his thesis is arresting and his arguments convincing.

Interestingly, though, the very conflict that informs these two books will never actually occur in the game itself. The domesticable plants and animals that Diamond argues were available primarily in Europe are more fairly distributed in the game, while geographic and climate factors critical to Diamond’s arguments have to be ignored or the game wouldn't work at all. The Bicameral period of the game (Age II), before the evolution (Jaynes argues) of modern consciousness, isn't fundamentally different in game terms from Age I or Age III. And, in any event, it's very unlikely you'll see an independent culture arise in the Americas simply because expansion penalties to innovation don't really encourage that much expansion anyway; it seems there is enough space in Europe, Asia, and Africa for five players for much of the game.

So there you go. I’ll finish by saying that regardless of its issues, Origins is definitely worth playing at least once, both because there are interesting game mechanics, but also for the exposure to the ideas on which it is based. Unfortunately, there are a few tricks to playing the game which, if not grasped, can make your life miserable as you get stuck in Age I with 1 innovation action for an extended period and have little to do. Unfortunately, there isn’t much way to intuit these techniques and the guidance in the rulebook isn’t really adequate in my opinion. So, in the hopes of helping your first game to be more fun, here are the tips I’ve picked up.

1) I’m not quite sure where the sweet spot is, player-wise, but I’m pretty sure it’s at 4, not 5. It's a game where the downtime scales linearly with the number of players, so that argues for smaller numbers. But, you want some competition as well, and the board is pretty sparse with only 2. My best experience was with 4, and 3 was pretty good too, while 5 was OK but could drag at times. Also, with more players, the competition for Public Cards gets higher-stakes and more random, which isn’t great.

2) The Innovation track is absolutely crucial, and is the most important single aspect of the game. If you allow yourself to get too far down into the '1' action range, it will take forever to recover and you will be badly constrained, possibly irretrievably hosed, and certainly bored. You must not allow this track to fall too low. Do not pass up Fecundity Decreases for marginal, or even significant, tech gains if you are at risk. There are of course exceptional cases that prove the rule – Origins is nothing if not unpredictable – but you have been warned! Striving to maintain at least two innovation actions trumps virtually everything, and you can really kill yourself here by over-extending. A classic gotcha is in Age I, where clearing brain areas, which sounds like a great idea, can clog your innovation track. Upgrade your brain slowly, in time with moving the cubes from innovation down to population (or up to elders).

3) As a corollary to the above, do not needlessly expand your population just because you have population actions and nothing else to spend them on. If you blow an Age I Chaos die roll and end up with a bunch of units clogging your innovation track, you are thoroughly hosed (see point 2). Keep your empire small until at least Age II, when you have more tools to keep the innovation track clear and can save a double-fecundity decrease for a post-chaos recovery, or otherwise manage your return to golden times. It goes without saying, you do have to manage your various mandated descents into chaos. If your innovation track is already borderline, an untimely chaos can clog the track to the point that it may be many moons until you recover. Again, there are exceptional cases, like when you have a metallurgy advantage and can pillage cards from your neighbors as a substitute for innovation, but in the 95+% case the only reason to expand your population is to get more metropolises to allow you more elders. Even calamities afflict you only in proportion to your size, so expanding doesn’t help you weather those more easily and in fact makes them much worse, again by turning lost units into innovation track cloggers. It goes without saying that actually engaging in combat without a metallurgy advantage is suicide (again, there are exceptions, but they are extremely few), not so much because you lose the guys, but because those guys clog your innovation track.

4) The rulebook warns about progressing through the eras too quickly, but it doesn't mention that it's your innovation track (not to beat a dead horse or anything) that should guide you. Don't dawdle in Age I or II. Get your energy, get an elder or two, and move on. Likewise, in Age III, get your elders, buy your cards, and move on. Moving too fast can be a problem, but the Livestock Raids optional rule, which you more or less have to play with, mitigate this risk for leaving Age I (although losing the domestication action can hurt), and Age II and III really are bound by careful management of the innovation track more than anything else. Once you're in a good spot – you've got the prerequisites, a card in hand to mitigate the chaos, and the innovation track is in good shape – do it. There is no reason to stick around in any of the ages once you are legally allowed to progress.

4) Acquire any public cards you can (at least until Age IV). Just because it doesn't count towards your victory conditions is not a good reason not to bid. All the cards provide powerful strategic advantages, so I think until the final age, game-end victory points should be a non-factor in figuring out how much to bid on a card. You don't want to give them to other players cheaply just because you're holding out for one that'll score for you. The advantages of having administration, culture, and information are all quite strong enough to get regardless.