Friday, January 6, 2012

Intermezzo: RPGs in 2011


This review of my role-playing experiences in 2011 will necessarily be of a different character than my boardgame wrapup, since my time for RPGs is so much smaller and I make no attempt, generally, to be on the cutting edge.


I got back into role-playing about 10 years ago with D&D 3.0, which quickly became 3.5, which became 4.0. The arc of my story is one of mounting frustration with D&D specifically and d20 more generally. The question I always had was, what exactly is this game doing for me?


D&D, as a game, emphasizes resource management, which boardgames do much better. And tactical combat, which again, boardgames do much better. And power-combo-seeking, ditto. What’s left? Narrative? Boardgames like Beowulf, Tigris & Euphrates and Lord of the Rings do this rather well too, in most cases far better than a run-of-the-mill D&D adventure does. We’re left not with anything concrete, only with this elusive idea of roleplaying, of immersing oneself in an alternate world and trying to vicariously experience it.


So I spent many years trying to figure this whole roleplaying thing out, what it was and how it was different, how it was supposed to be fun, and how you actually did it. The various treatises on the subject are surprisingly unhelpful, as are all the boilerplate “what is roleplaying” bits you routinely find at the beginning of sourcebooks. It seems that your GM (or Keeper, or DM, or whatever) has come up with a story, and you need to find some way to play your character in the story in a way that meshes with the GMs vision, without actually knowing what that vision is or where the story is going. You need to come up with motivations for your character that will feed the directions your GM expects you to take, without knowing what those are.


If you take the whole roleplaying thing seriously, it can be a bit frustrating.


This year, I finally got it. From where I stand, this entire genre is misleadingly named. It should not be called “roleplaying”. It should be called “collaborative storytelling”. Obviously we can’t change it now, after 30 years, that would be confusing, but I found that when I just flipped that switch in my brain and viewed the whole exercise from a slightly different perspective, everything about why this genre is different, fun, and worthwhile clicked. Roleplaying can obviously be a large and fun part of collaborative storytelling, but it’s not primarily why we’re here and – interestingly – you don’t actually have to do any roleplaying at all for the whole genre of “roleplaying games” to work and be fun. You do need to do collaborative storytelling, however.


As always, the light came on only by running and playing in actual games. In this case the system was Kenneth Hite’s Trail of Cthulhu, built on Robin Laws’ GUMSHOE engine, and the adventures were from the excellent collections Out of Time and Stunning Eldritch Tales. The transition was rocky and I’m not sure if I’ve brought most of my fellow-players along, but for the first time in my many years of playing these games I feel like I’ve found a good spot and understand what’s going on and why the experience is interesting and different and worth playing in addition to my primary interest in boardgames.


GUMSHOE is confusing for many people I think because it is simultaneously very different from and very close to traditional RPGs. On the one hand, you can argue that systematically, the only difference between GUMSHOE and traditional RPGs like d20 or GURPS is a single die roll. In scenes where characters are pursuing the core activity of the system – solving mysteries – skill checks are automatically successful. That’s it. It’s a complete game-changer in practice though, because it makes the default expectation for core activities success rather than failure. Instead of thinking “I wonder what the difficulty level of that task should be”, the GM instead has to think “what information can I give them as a result of this course of action, and what are the consequences”. Instead of our first thought being about how the players’ ideas might be negated, we’re instead forced to think about how to move the narrative forward in a collaborative way. This is huge.


This of course opens up a whole set of ancillary questions for gamemasters: how to we encourage good, story-building ideas in our players? How do we set expectations, set tone, set parameters? These questions are not always easy to answer, but they are much more interesting, tractable, and amenable to reason than the frustratingly open-ended “how do I tell a good story in an RPG?”.


This brings me to my second discovery of the year, which is Graham Walmsley’s Play Unsafe, the best and most useful practical guide to good roleplaying (for both players and GMs) that I’ve come across. It’s a fast read – I finished the whole thing in a couple hours – and provides concrete and useful tips that anyone can pick up and put to use right away. The key insight here is that the techniques we should be drawing on for inspiration in our roleplaying are not from acting or narrative writing but are the skills and ideas of improv theatre. Once it’s properly explained it’s so obvious that one wonders how the hobby got this far without figuring this out and using it as the foundation for everything we do. The old and often-repeated conceit that the characters play in a world created and described by the GM is seductive but, I’ve come to understand, fundamentally misleading. In actual practice, the GM brings his or her idea of the story to the table, and perhaps it is the dominant one, but unless your GM is master-level everyone present is going to have in their minds a different idea of what the world is like, different ideas of the flavor of the story and how it will proceed. A good roleplaying experience will take these different ideas, weave together the good bits, and tell an interesting story. The best, perhaps only, way to do this is via the techniques of improv.


Bring these ideas together, and you’ve got an understandable, practical, working structure for how to really make RPGs fly. Two more pieces would help fill in the details and round out 2011 for me.


The first was Robin Laws’ book Hamlet’s Hit Points, which I wrote about at some length in August. I won’t say much more about it here – you can go back and read the piece, if you want – except to mention how clearly things clicked into place as I read it. Because of my background in music and music theory, I recognized immediately and correlated the technique of cycles of hope and fear, or tension and resolution. It was also clear how these same techniques were used in boardgames. Again, the default literary tendencies of my RPG creations were running up against the collaborative reality of how RPGs actually work, producing bad results. I needed to be much more adaptable and sensitive to story beats. Actually integrating the lessons of Hamlet’s Hit Points into my RPGs is what I’ll generously call a work-in-progress, but it was clear this was something to aspire to as part of a good roleplaying experience. It was also clear that the ethos of collaborative creation was the only practical way to accommodate it, and so GUMSHOE provided the structure in a way that traditional techniques did not.


The last thing I’ll mention from 2011 was Ashen Stars, the big new addition to the GUMSHOE family. The reason I am so excited about Ashen Stars is how it brings all this collective thought together and trains it on a game. We have the core GUMSHOE system, which is systematically based on this idea of collaboration which I have come to believe is absolutely core to fun roleplaying. The many useful, practical tips the book provides for players and GMs emphasize this. We have a backstory of a Star Trek-like universe fallen on hard times which is not only broadly accessible and incredibly creative, featuring fascinating species and a great mix of the familiar and unusual, but is also highly sensitive to the very specific needs of gaming. This is not just a cool or imaginative setting; this is a setting that is designed from the ground up to actually be gamed in. I love how the game prioritizes the practical details of interesting collaborative storytelling. The core activities are well-specified, with the tenor and tone of the game set within reasonable constraints the GM and players can work with. The character creation process has at its core a feedback loop which allows players and GM to negotiate the flavor of the game and how they will explore the world; this is key not just because it kicks off the process in a productive way, it also gives the players the important message that “hey, your ideas are important and you have a stake in the creation of this story”. I love the section on GM advice which gives specific, practical, actionable ideas that will easily have you up and writing good stories (and as an aside, these tips are extremely helpful for writing adventures of any kind – Kim and I have been using them for an Arcana Evolved adventure she’s working on and found them very useful). This whole thing is a terrific package which begs to be gamed, which hopefully I’ll have a chance to do in 2012.


So that’s the story of my total conversion to GUMSHOE as the most sensible solution to the practical problems of roleplaying, one that keeps the flavor of the stories we’ve come to love but allows you to actually game them. If, like me, you come from a long background of D&D, GURPS, Traveller, or even Call of Cthulhu, the conversion process may involve pain. Trust me, it’s worth it.

Thursday, January 5, 2012

2011 – The Year in Hobby Games, Part I: Boardgames


I’m going to break down my 2011 retrospective into 3 parts, the easier to fit in a blog and to deal with the three different market categories of hobby games: boardgames, RPGs, and wargames. On to boardgames ...


In years past – in fact for as long as I’ve been writing about games, over 15 years – I’ve been generally upbeat about the state of hobby boardgaming. This year is the first time I have ever felt fundamental disquiet about the broad direction in which things are heading, at least from the point of view of the sorts of games I like. I think there are a few reasons.


First, obviously, is the slow exit of Reiner Knizia, Klaus Teuber, and Wolfgang Kramer from the scene. Knizia is still doing a few games, but I count only one hobbyist’s game in his 2011 releases, Star Trek: Expeditions (a typically excellent design butchered by the WizKids production). He’s doing some great work on iOS games, but that space hasn’t quite developed yet into an alternative platform for hobbyist games. Teuber is limiting himself to a small amount of Catan-related output, which is fine – the remake of Rivals of Catan was very good – but even I, an absolute die-hard Catanophile, am willing to say the franchise is getting tired. Kramer had only the good but unremarkable Artus. In a hobby dominated by a cult of amateurism, these three seasoned professionals have been the go-to guys for good games that push the state-of-the-art for almost 20 years, and nobody as yet is stepping up to fill their shoes.


Secondly is the apparent implosion of Fantasy Flight, the most significant publisher of hobby boardgames designed and sold in America (other major US publishers in our segment like Rio Grande have very large percentages of their catalog made either in Europe or by European expertise; on the other hand, for Wizards of the Coast, boardgames are just a sideline). Fantasy Flight has always been a frustrating company for me, as in the past they’ve been able to routinely come up with good ideas and then routinely drop the ball on basic execution, but I kept hoping they’d learn to execute. This year, I flipped from hoping to writing them off. Their output is of course rather large – 2011 releases fill two pages of search results on BoardGameGeek – but everything I played this year was completely derivative and dire, well beyond even my jaded expectations of mediocrity. The Lord of the Rings Card Game is just an unimaginative retread of every other LCG they’ve done, devoid of thematic material and with major packaging problems. Mansion of Madness is a soulless dungeon crawl with tedious gameplay and painfully un-fun scenarios. Elder Sign is a confusing mess (subsequently ported to iOS/Android and made – almost unbelievably – even more incoherent). Rune Age is just every deck-building idea available thrown into a blender without any sense of taste or artistry, with predictably ugly results. These are not near-misses, or good ideas poorly executed. This is the result of someone playing at owning a game company. I am really not looking forward to seeing them mangle the Star Wars license.


Thirdly is the maturation of Kickstarter. I don’t like or dislike Kickstarter; it’s certainly the direction that things are going in general, and will benefit many. It’s hard for me to see the explosive growth of boardgame projects being pitched and receiving funding there as anything but a bad thing though, and potentially dangerous for our niche of the hobby in ways that are under-appreciated. Kickstarter can fill an important role, mitigating the risk of publishing narrow-audience or avant-guard games or helping establish companies that have a clear but untested vision. But we are already a boutique market that I believe cannot afford the pressures of a thriving vanity segment – a segment that was probably already too large before Kickstarter. The stuff that Kickstarter has funded so far has not been novel or risky. To the contrary, it’s been entirely derivative, conservative, and well-served by existing publishers, a veritable cornucopia of vanity projects. To the extent that Kickstarter is used to fund endless new worker placement or deck-building games, its sole function will be to offload risk from publishers to customers, and the primary risk being offloaded is that the publisher won’t do its job properly. What company in their right mind wouldn’t go for that deal? But what customer should? The result of this significant shift in risk and reduction of publisher “skin in the game” for generic eurogame projects is going to be invariably bad for customers, bad for professionals trying to earn a living, and bad for overall quality. GAMA should prove its value to customers by mandating a “funded by Kickstarter” box logo.


Look, I’ve been down this route. I’ve been a loyal GMT customer for almost 15 years, and this is how they do business. I can’t count how many times over that period I’ve wanted to get in my car, go down to Hanford, and throttle someone for producing a transparently dysfunctional game for which GMT bore comparatively little downside risk. I live with it only because despite the significant moral hazard it presents, I still believe it’s the only way that a variety of small-time, riskier games that I really want to own will get made. If you think I’m going to subject myself to this for some lightly-themed worker-placement or deck-building game, you’re sadly mistaken.


That’s a lot of doom and gloom, and to my mind, 2011 produced a shocking number of mediocre games. However, there are clearly still publishers and serious designers doing good work, albeit with varying degrees of consistency: Friedmann Friese and Martin Wallace serve their niche audiences well, even if those niches do not generally include me; Matt Leacock (as many of you know, a good friend of ours) has reached a lot of gamers and near-gamers with Pandemic and Forbidden Island; Uwe Rosenberg has had a rebirth as the designer of meaty euros; Phil Eklund at Sierra Madre seems to be really hitting his stride with High Frontier and Bios: Megafauna; Tom Lehmann has done great work with Race for the Galaxy; and Rob Daviau’s Risk: Legacy is one of the most fascinating new games of the last few years.


What it all adds up to though, for me, is a missing middle. Niches with specific and clear tastes seem to be well-served (of course, they aren't hard to design for). We have a fair number of highly-tactical, no-hidden-information, balance-is-for-suckers games for example, and RPG-crossovers who can supply their own narrative when the game fails to provide have a nice array of games to pick from. For those of us who like the traditional values of German games though, who want broadly accessible games of elegance and taste, and who value boardgames for their own unique expressive power and not just as an annex to some other art or as simply a vehicle to relive the joys of something else entirely, things seem to be getting squeezed.


At the end of the day, I have no pick for a hobbyist’s Game of the Year 2011. Sure, I could have picked something safe like Forbidden Island (robbed in the Spiel des Jahres, in my opinion: Qwirkle? Seriously?), Airlines: Europe or ... um. I like Quarriors quite a bit and ended up playing it a lot. Gnomes of Zavendor was quite good. Nightfall is a surprisingly impressive design. Star Trek: Expeditions would have been an easy pick if the graphic design hadn’t been so completely incompetent. Bios: Megafauna is pretty cool, if not as cool as High Frontier (but what could be?), but I haven’t had a chance to play it very much yet. But realistically, all these games are either too safe, too flawed, or in the case of Forbidden Island, a game I’m too personally close to (sorry Matt).


With all that Sturm und Drang done with, there were still a number of high-quality games this year. Here are my favorites:


My most-played new game was Quarriors, which is good fun despite production issues (hard-to-read dice and cards). It’s fast, it’s pretty simple, and it’s got enough variability to have some staying power. The balance is clearly not right – big creatures are too important while cheap creatures are rarely worth buying, and even beyond that several high-end creatures seem badly unbalanced – but fast-playing and exciting covers a lot of other sins. The first expansion (Rise of the Demons) has terrifically entertaining packaging but suffers from what seems like the first-expansion-curse of not very inspiring gameplay.


I was somewhat surprised, when checking my BGG stats, to see that Nightfall was one of my most-played games in 2011. I really like Nightfall, and I tried to break it out whenever I could, but very few people I played with stuck around for game 2 or 3. I think it’s an extremely clever design, with the chaining rules adding a very interesting layer of playing off of your opponent’s decks. It also works well in masking how many wounds people have and thus who is winning, a key aspect of these designs that has to work. Plus, it’s the first (and still only) truly novel post-Dominion deck-builder. At the end of the day, though, this is a king-of-the-hill, eviscerate-your-friends game, and as the people I play with get older this sort of thing is appreciated less. Like Thunderstone, Nightfall also suffered from a very uneven first expansion (Martial Law). The second expansion (Blood Country) seems better, but it’s recent and I haven’t had a chance to play with it yet. Different numbers of players makes for a dramatically different game experiences here. Probably the best bet is 3 players. I like the chaotic, strung-out feel of 5, but I think it just takes too long if you’re not a committed fan.


Black Friday was a “gap” game, released (barely) in 2010 but getting a lot of play in 2011. It’s classic Friese – horrendous rules, fiddly setup, bad information communication, a lot of process, and if you screw up any of it even slightly the game easily goes off the rails in dire ways. Once you get it right though, this is a fun and flavorful game that is both an entertainingly cynical editorial and a good game of judging risks and timing markets. This idea has been tried so many times with so many unsatisfactory results, it’s cool to see it actually work. I think the game got hammered by bad early buzz due to its terrible rules, and I saw it being liquidated in various ways throughout the year which is a shame because this is one of Friese’s best offerings. He just desperately needs to outsource his rules-writing.


Bios: Megafuana was a late-year arrival that I’ve played a handful of times and only with 2 players, but I’ve been really impressed. It’s streamlined the somewhat ponderous American Megafauna down to a 1-2 hour game with almost no loss of detail at all. There are a lot of moving parts here, so it’ll be hard to say without a bit more play, but I’m very optimistic about this one.


Star Trek: Expeditions is a typically great Knizia cooperative game. As is so often the case, he gives us something that feels comfortable and yet is new in many ways, and also a game that nicely evokes the feel of the original series. There are two caveats, though. Firstly, the difficulty levels are not as well calibrated as they were in Lord of the Rings, to my mind. Cadet is really much too easy and will leave the game feeling flat. Captain is much better, but the tension will be over how well you score, not whether you succeed or not. Admiral level, on the other hand, is a very tight game which is hard to win and which I’ve enjoyed by far the most. The second and far more substantial caveat is that the graphic design and layout on this sucker is really hideous, worst I’ve seen in ages. Text is small, low-contrast, and unreadable, frequently making import decision-making information inaccessible. The clix are a bad solution to a non-problem and serve only to further obscure things. It’s actually kind of depressing. This is a very good game, one of my favorites of the year actually, but the presentation difficulties may be a backbreaker.


Ascension continues to grow on me with two excellent expansions, Return of the Fallen and Storm of Souls, aided and abetted by the best iOS implementation of a boardgame currently available.


51st State got a bunch of play and is another game that, while not without issues, has at its heart something interesting and novel. Much of the iconography is horribly confusing and the rules aren’t great, but the game still is very tight with Puerto Rico-like levels of early game tension as you try to get your fiefdom established and on the right side of the power curve. The choices between trade, conquest, and integration are always difficult. The game tension attenuates as the game goes on unfortunately, but still, this is a worthy addition to the San Juan/Glory to Rome/Race for the Galaxy family of games, if not exactly on par with those classics.


Gnomes of Zavandor is the latest addition to the Zavandor franchise, and while it doesn’t grab me quite as much as Mines of Zavandor did, this is still a tight, elegant, well-designed game that takes the core Zavandor ideas and presents them in a new light. I really disliked Outpost and was not that impressed by Scepter of Zavandor, but all of Phoenicia, Mines of Zavandor, and Gnomes of Zavandor have really hit the spot. If you want a traditional tightly-designed German game, this might be the best of the year.


Thunderstone continued on its roll, with several good expansion. The last one (Heart of Doom) was probably the best yet, but Dragonspire and Thornwood Siege were both great too. The base set and first expansion were, in retrospect, quite uneven but the game powered through for me by being novel and compelling in other ways. Fortunately things have tightened up, and new players should start with Dragonspire and skip the early expansions. There has recently been news that AEG intends to do something of a reboot of the franchise in early 2012, taking into account the things they’ve learned in the past 3 years, and I take that as a good sign for the future of the game. This is something Dominion is well past due for.


There isn’t a lot to say about Small World: Underground, other than it’s a worthy addition to the franchise. I’m continually surprised by Keyaert’s ability to add more interesting special powers to the game without too much duplication, given the huge number already out there. This is a little more fiddly than the classic game, and first-time players may find it more bewildering, but I quite liked it. The humor on the places and artifacts is a little tired and unthematic though.


Airlines: Europe is the latest iteration of Alan R. Moon’s Airlines/Union Pacific idea, and I think it’s substantially the best version. The added tension of managing cash makes the game more nuanced, and adds more incentives for incremental stock play which benefits the overall pacing and game tension. There are a few minor signs that the balance between the various conflicting forces might not quite be right, and like its ancestors it doesn’t scale all that well and really wants 5 players. Still, it’s one of my favorite of his designs. It hasn’t caught on much with people I’ve played it with though, and I’ll guess that it’s because Airlines: Europe is basically the same core idea and is the same game he’s been endlessly tweaking and re-tweaking since the original Airlines. That was in 1990.


Castle Ravenloft and Wrath of Ashardalon (Ravenloft actually being from 2010) surprised me by how much I liked them. Are they great games? No. They show Wizards' traditional looseness with rules-writing which is almost tolerable in RPGs but not great in boardgames – thankfully these are cooperative. Despite a general lack of imagination in the designs, they usually play in an hour or so, capture the feel of cheesy dungeon crawling D&D nicely, and are well-paced. I think Wrath of Ashardalon is the better game as it closes some gaps and generally feels tighter with better-managed threat. Given the number of horrible train wrecks in this category – Descent, Mansion of Madness – it’s nice to have one that basically works. I’m off the train though; I have no real urge to own The Legend of Drizzt.


Kingdom Builder is Donald X. Vaccarino’s latest post-Dominion effort, and it succeeds in bringing Dominion’s spot-the-combo hook to a short tactical positioning game. I’ve definitely enjoyed the game. I think, though, that it has the same flaw as Dominion: it embraces game imbalance as a design element. In a lot of instances there is going to be a single “broken combo” or key scoring element that you have to grasp immediately or you will lose, and often games are decided before the actual play has had much chance to develop. I think this idea of identifying interesting and powerful interactions is fundamentally appealing, but you can’t just throw out the idea of design balance like this if you want your game to live on. Powers and abilities should combine to reliably produce interesting games in interesting ways, and if they don’t – especially if the game is entirely front-loaded as Dominion and Kingdom Builder are – there will be trouble. Don’t get me wrong, this is a fun, light-ish game which I am still rather enjoying, but there is nothing fundamentally new here and it’s just not in the same league design-wise as Ascension or Thunderstone. I expect I will be done with it by the middle of 2012.


Eclipse is a late-year arrival that I’ve played only once but about which I am very optimistic, so you’ll probably see more on it on the blog in early 2012. It plays cleanly, at a good pace, with plenty of action, and seems to actually understand the reasons most games in this computer-to-board genre fail. I enjoyed this and am quite hopeful, but more play will decide.


I’ll close out with a brief retrospective on my 2010 article.


My Game of the Year pick for 2010 was High Frontier, and 2011 has done nothing but reinforce that as the right choice for me. I’ve logged 16 plays between the base game and the expansion, which is amazing for a game of its size and scope. This is a terrific game which, while it’s going to appeal to a somewhat more hard-core audience than most, is still remarkable for how elegantly it tackles its subject matter, how accessible it makes a complex topic, and how well it stands as a design.


Ascension stands out as a game that I didn’t really consider as game-of-the-year material at the time, but which has gone on to be played more than a lot of the other games on the list combined, and which I now consider a standard in my gaming collection.


Of the actual new games that came out in 2010, only these two – High Frontier and Ascension – have broken out to get regular repeat play.


Of the rest, the games that I have maintained enthusiasm for are The Hobbit, Take it Higher!, Mines of Zavandor, and Homesteaders.


On the other hand, Macao, Master Builder, and Railroad Barons are all gone from my collection after having failed to live up to hopes. Neither Master Builder nor Railroad Barons turned out to be very solid as games, and Macao was just boring. None were great picks in retrospect.


7 Wonders tanked, somewhat predictably. It was a fine game, but for me it was never going to achieve long-term staying power due to its inherent tension-management problems (too many high-stakes decisions made too early with too little information, too much tension draining out as too many endgame plays become automatic). The 7 Wonders: Leaders expansion was as good as could be expected and revived it briefly, but I expect it’s about done now.


I mentioned a few games that I hadn’t gotten to yet (Merkator, Poseidon, and Luna), all of which I have now played, but none made much of an impact.


So what’s the takeaway here? There were a fair number of good games this year, but I have real uncertainty about whether an important core niche I care deeply about – elegant, artful, accessible, and envelope-expanding boardgames – is going to continue to be productive. While I like High Frontier, Thundersone, and 51st State, it’s games like Settlers of Catan, Lost Cities, El Grande, and Modern Art that have been the key drivers in moving sophisticated boardgames from a geeky niche to a much more broadly accepted hobby. Importantly, these were all games that were designed for the geeky market segment originally, but because of their outstanding artfulness and quality, and because they pushed boundaries and in their own way told interesting stories, they jumped rails and went mainstream. We need designs of this form for our hobby to continue to thrive as it has for almost 20 years. I’m not declaring the form to be dead yet – Forbidden Island is certainly a worthy successor to those classics – but for the first time I have significant doubts.


Fortunately, I think that the way we tend to group games into boardgames, RPGs, and wargames is completely artificial. I don’t believe any of these traditional categories (and perhaps more importantly, market segments) of games are different in any fundamental way, and for me there were some pretty exciting developments in those areas in 2011 which compensated for the weakness I perceived in boardgames. Stay tuned!

Tuesday, December 20, 2011

Trail of Cthulhu: Playing Not So Quiet


Pelgrane Press publishes quite a few very high-quality modules for Trail of Cthulhu, several of which are in the recent compilation Out of Time. The Black Drop is definitely the best Cthulhu adventure I've ever played in any system. But running these as one-offs presents certain difficulties, as does getting players up to speed with the style of Gumshoe. This piece is about my experience running one of the modules in Out of Time, Not So Quiet, both for my local players and at a local game convention. It's got my tips for running it and Trail of Cthulhu in general.


Needless to say, there are massive spoilers ahead for the module.


Here is the brief teaser for the module, copied from Pelgrane Press website: Bullet-ridden, bruised and bloody, the Investigators, soldiers and nurses in the Great War, are brought from the frontline to Military Hospital Number Five. Once the haze of morphine clears, they sense a brooding malevolence and they will soon realise there are worse things in this life than a bullet wound.


One of the biggest problems with running Cthulhu adventures is getting everyone on the same page with respect to style. People's RPG experience with the Cthulhu mythos runs a very wide range, from action-adventure thrillers to stark psychological nihilism. With one-shot modules, if players don't know what to expect, it's hard for them to know how to respond. It's terrific that Trail of Cthulhu supports a wide range of play styles, and has put some effort into defining "pulp" and "purist" both stylistically and mechanically. But players often need more. Not So Quiet is not really purist in the strict sense of the style, but is constrained (with only one real location, Military Hospital Number 5), psychological, and fairly dark. I would say it tends strongly towards purist. But when you tell a group of random convention players that a module is "purist" or "very pulpy", what some seem to hear is that it's "a little bit more purist/pulpy than what I'm used to", or "hmm, I wonder what purist means? Maybe I should ask? Nah, I guess I'll find out". The standard experience of Call of Cthulhu seems, in practice, to be well into Trail of Cthulhu's definition of Pulp, with boardgames like Arkham Horror or Mansions of Madness going further that way still. The more purist – and in my opinion much more authentic – Trail of Cthulhu modules are a rather different experience. Not So Quiet has very little action – it's easy to play through it without any action scenes at all – and the players are going to have to do some scary stuff and get hip-deep into the cult to succeed. I still haven't figured out a good way to strongly telegraph the style of the module without spoiling too much of it. I'm open to suggestions. Robin Laws recently wrote about the many disadvantages of premise concealment, so it may just be a matter of getting up in front of the players and saying "this module is darkly purist, has no built-in action scenes, and is going to require heavy use of your interpersonal skills". For one of these one-off modules, the messaging here is really important and I'm still figuring it out.


Along these same lines, supplied pre-generated characters with detailed backgrounds are often tricky. Both The Black Drop and Not So Quiet use them. In The Black Drop, the characters' backgrounds directly influence the story, which seems to be the default expectation of players. Chekov's Gun and all that: if my background says I want to visit Betsy Cove to make some astronomical observations, then trying to do that should drive the story forward. But Not So Quiet doesn't work this way. The players all have backstories that set them up to be in an emotional place to sympathize with the cult in the module. But none of the apparent plot devices are actual plot devices. This has really tripped up players I've played with. The Paul Remi player has inevitably spent a bunch of energy trying to track down his friend Paul LaFarge who went missing at the hospital, but there just isn't anything there in the module as written. And Hauptmann Ranaulf Keppel has always presented major problems. He's a downed German airman behind enemy lines trying to pass off as Canadian, and his player has always embraced this, spending time trying to keep a low profile, hoard supplies, or plot an escape – all of which can easily be counter-productive in terms of keeping the module moving in the right direction. His enemy-combatant status is entirely irrelevant to the story. Nobody is looking for him, and there is no chance he'll be found out unless he jumps up and down screaming "Ich bin Deutscher!". His background was really problematic even when I very explicitly told players up-front that they should let their backgrounds inform their characters' states of mind, but were flavor and not plot points in any way. If you have fewer than 6 players, I definitely recommend ditching Keppel. Otherwise, keep his game stats, drive (Ennui), and flavor but change his background. As written it's a completely irresistible time-sink. Paul Remi's background could also usefully be generalized to make his player less likely to get sidetracked.


The last big-picture issue I need to mention is the balance between gathering information via forensic investigation (looking for footprints, searching archives, testing chemical samples), and using your interpersonal skills to interview people of interest. The player advice section of the Trail of Cthulhu rulebook (largely common to all the Gumshoe games) mentions that many players prefer forensic investigations, and that you neglect personal interviews at your peril. That's great, but in one-shot modules or more casual play where people probably haven't read that, it's not much help. Plus, of course, groups have a preference to do what they find fun which may or may not necessarily be the easy or obvious way. In theory, Gumshoe as a system handles this by having a systemic bias for giving the players information if they have a plausible plan of action. It seems to me that Gumshoe modules should, as a matter of general principle, support multiple paths to important information so clues can come out either through library research or through talking to witnesses (say). Unfortunately this is not the case in Not So Quiet, and forensic investigation is going to dead-end very quickly. This is not to say that there aren't good reasons for this in this particular story; there are. But still. A lot of information exists only in the skulls of NPCs. If the players are to succeed, there simply is no option but to get out there and talk to people, figure out their background and motivations, and infiltrate the cult. So groups who haven't read the player tips section of the rulebook, aren't good at this stuff, or have a serious bias for forensic evidence are going to get quickly stymied. You can actually get something of a read on this pretty early. If the players strike up a conversation with, get some information out of, or show concern for "Cheery" Patterson in the very first scene for posted characters, that may be a good indicator that they'll "get" the module. If they ignore her or don't think she's important, get prepared to be much more aggressive about having your NPCs initiate the interactions with the players, and get ready to pull the trigger on some hard drivers. Don't overreact right away to one scene, of course – just start to prepare yourself.


Here are a few more tips to specific scenes in this module that I've picked up from running it a couple times:


The PCs are divided into two groups, posted and injured, and introduced in two separate scenes, one called Hate for the posted and a player-constructed flashback called The Last Thing You Remember for the injured. Hate is a good and purposeful scene, but the injured characters' introduction isn't providing an opportunity for the characters to bond. I'd suggest that instead of simply asking the players how they got injured, go with "how you got injured and ended up in the same ambulance with the other PCs" to let the injured characters both figure out their introductions and also come up with basic relationships. The module's splitting of the party into two groups at the outset is one of the more interesting elements of the module actually. I've told my players up-front that it's fine if the two player groups only come together late in the game. If that's the way they want to go though, they can't cordon off character knowledge from player knowledge as is the tradition to try to do in many RPGs. Don't duplicate the other half of the players' work because "that's what my character would do", or "my character doesn't know that yet"; use your player knowledge to choose something that both makes sense for your character and is interesting and supportive and moves the story forward. If the players are struggling with this somewhat unusual mode of play, don't mess around, throw the group together quickly.


The characters will almost certainly discover the outlines of the cult and the identities of several cult members basically right away, maybe 30-60 minutes into the game, in the Night Time Perambulations scene. This can be good or bad.  If they use this as a stepping-off point to start talking to those people or otherwise figuring them out, that's great and the module will work the way it's intended. If they draw on their pulp experience to think of cultists as brainwashed zombies and immediately back off and start relying heavily on forensics, that's trouble. If so, you need to start throwing the interesting NPCs at them. Have them strike up casual conversations, be bunked next to them, whatever. Save one of the interesting and sympathetic NPC for the players to get to know before they find out he's a cultist. This may be hard; aggressive players willing pull rank may make take systematic and plausible methods to identify and quarantine all the current cultists, so you may have to go with a new recruit or someone just initiated who hasn't attended the ceremony yet. Almost anyone in the hospital could turn out to be a cultist retroactively. The PCs simply must find their way into the cult. That may require extreme measures, like introducing an NPC with a ret-conned backstory who knows one of PCs who tries to recruit him or her into the cult without any prompting. You need to be really adaptable here and prepared to wing it. It's very easy for the players to go off the grid, and keeping the story's flow going is much more challenging than usual because so much key information only exists inside various NPC's heads, and no amount of Chemistry, Art History, Forensic Accounting, or Library Use is really going to help.


In the Where is Pombal? scene, the Evidence Collection core clue should include some blood. This really bugged one of my players, that Pombal had his throat slit in his tent without there being any blood left behind. He had a point I felt.


In His Enthusiasm is Commendable, Dr. Watts is written as the red herring. I'd be flexible with this. As written he lacks the psychological profile of a cultist, but he's also been the one NPC my players have consistently found interesting enough to engage with, perhaps because he seems intriguingly crazy but obviously not a cultist. But he too could have a dark secret of some kind, perhaps a family member who is insane which drives his research, which might make him an additional access point to the cult if the players go that way. As an aside, there is a natural affinity between Watts and Keppel – Keppel has decent Electrical and Mechanical Repair to latch on to Watts or his equipment as a way to resolve his problems. This has some potential; I didn't figure out that was what the Keppel player was doing in one game until it was too late to work with it. But while it can be a fun roleplaying moment if it doesn't take too much time, and if Keppel (or another character) and Watts bond I think you could improvise a route into the cult there, ultimately this whole thing is a red herring as scripted so either activate it and hook it back into the mainline of the story, or don't let it get bogged down.


Throughout this, keep the player's drives at the ready. Another possible issue with the module is that since many of the characters are clearly and explicitly part of a military hierarchy, there is an obvious and entirely plausible option for them to try to get someone else to resolve their problems for them: report it to their superiors and get them to deal with it, or call in the military police. In the early stages, it's easy to rebuff this. It's a supernatural cult, after all, so you can go to the standard bored/uninterested authority figure. But as dead bodies pile up and military regulations are flagrantly broken, it gets harder and harder to keep things on track if the characters are insistent on following this honestly quite plausible path. Either you reflow the entire module, or the players are doomed to fail. As written it's possible to temporarily suppress the cult's activities by resorting to extreme measures via the chain of command. But this is not how these stories work, and from a practical story-telling point of view it's just not an interesting way to go. For the players to succeed, the cult needs to be stamped out, the only really good way to do that is through infiltration, and only the PCs are in a position to do that. As a consequence of all this, I really think you need to head anything off early, before the option even becomes established. If characters are faltering in their commitment to the cause, call hard drivers until they get the point: Ennui, Curiosity, Arrogance, and In The Blood on the pre-gens are all easy to work with. While ideally of course you'd prefer to not have to invoke the game mechanics associated with drives (other than to hand out stability points when players do the right thing and get into trouble on their own), you'll be far better off if you bring the hammer down earlier, at the first sign of issues, rather than waiting until after things have gotten well and truly derailed. If you're not sure how your players will react to the events, it'll pay to spend a little bit of effort ahead of time thinking about how you'll use the drives if players are not actively deputizing themselves to deal with the problem.


Despite the impression all this may give, I actually think Not So Quiet is a very interesting module. I like that it's dark and constrained, and the idea – that the cultists are just normal people who have suffered as a result of the war, just like everyone else, except that they truly think they've found a good way out – is great, and it both twists around the traditional narratives and gives the players difficult questions to wrestle with. It's a compact module that does what it sets out to do, and gives the GM lots of levers to control pacing. But it's also a difficult module to set expectations for, to get the players into the right frame of mind, and it's very easy for them to flail. None of the times I've run it has it proceeded anything like the way it's laid out in the book. The GM has only a few limited ways to plausibly move around the trail of clues, so the bottom line is you have to be flexible and potentially aggressive in how you use your NPCs. At the end of the day, this adventure is all about the NPCs, their losses and sacrifices. In your gamemastering, focus in on them as your primary tools and the key to telling the story.

Wednesday, December 7, 2011

Sekigahara

We wargamers have this genre called "Card Driven Games" (CDGs). Back in the early aughts, this was popularized by GMT to mean "games vaguely based on the ideas in Hannibal: Rome vs. Carthage, a game we know many of you like a lot". But things have sprawled now, and the CDG brand – to the extent it means anything at all anymore – has come to encompass a lot of games which have little or nothing in common. The Kaisar's Pirates, Empire of the Sun, and Combat Commander all show up on GMT's "CDG" page, for example.


What has diluted the idea for me is our propensity, as gamers, to focus on mechanism rather than something that actually matters. Cards, activation points, and events are mechanisms, but if that's all you know, you really know next to nothing about a game. Adding in the topic – say, the First World War – doesn't help much. We're now at the point where "a CDG on the First World War" would be an essentially vacuous description.


What made Hannibal great and distinct was not that it used cards, although clearly that was a powerful design choice. It was that it was a combination of a game that consistently managed tension well, keeping the players in constant, high-stakes conflict, combined with card design as an effective means of portraying the flavor of the period in several dimensions. In the 2nd Punic War, the loyalty of many Italian allies was fluid and having this cleanly abstracted in the card deck is great. The players know Syracuse sympathizes with the Carthaginian cause in a way that neither Roman nor Carthaginian leaders had much control over, and the cards provide an abstract way to play that out. The cards provide reasonable trade-offs between (say) using your limited political capital to get a reluctant general to seriously campaign, and reaching out to Macedon or raising auxiliaries. The system also portrays the Romans, with their rancorous and still-vaguely-Republican Senate, as having more inherent political friction than their less-representative Carthaginian foes, at least until Rome goes all-in as represented by the arrival of Scipio Africanus. All this is easy for me to say, but it requires a lot of attention to detail to get right, especially in a game of the size and scope of Hannibal.


Sekigahara is the first game to come along in a long time that manages, like Hannibal, to deliver the whole package: an elegant, playable, high-stakes game combined with highly evocative player decision-making. It's a game where risky, high-stakes battles produce great tension, and where hidden blocks give a lot of opportunity for bluffing and hoping. It plays in 90-120 minutes of high-speed action with a ruleset that can be easily taught at the game table. But what makes it a great game for me is that at the core of the design, the cards that drive the action, is an abstraction that makes sense and is historically flavorful.


In Sekigahara, you command an uneasy alliance of factions in the quest for control of Japan. Each player controls blocks of various strengths and types from four different factions. The shifting loyalties are controlled by a deck of cards (one for each player), with each card having a symbol for one of the factions. Once battle is joined, to get a block from a given clan to actually fight you need to play a matching card. Card-play alternates back and forth, with whoever is weaker needing to commit enough strength to close the gap. Large armies can be paper tigers due to the lack of sufficient political leverage to control them, while small armies that consist of dependable troops can be potent.


Of course, this being the period that it is, we have to have treachery. Each player has Loyalty Challenge cards which can cause blocks to switch sides if a clan's loyalty is borderline (i.e., if after committing it to battle you can't play an additional matching card to resist the challenge). While these challenges seem to be hard to time and rarely successful, they do make you nervous every time you commit a block with your last card for that clan and are dramatic when blocks actually defect.


Another interesting dynamic is the way cards are cycled. After battle, you replace all the cards you spent. So there isn't a net cost in cards to fight a battle, but the overall loyalty picture of the various clans tends to significantly change. Who knows what happened during the battle to cause the shift – it's below the level of the game – but nonetheless a battle where reach deep into your hand to call on the loyalty of your Samurai is a significant event with hard-to-predict consequences for loyalty amongst your factions. You may lose influence with some of your allies while another becomes more committed.


The thing about Sekigahara is that this relatively simple system creates a lot of the subtle nuance that is the hallmark of a great game. The strongest army is usually a hard core of good blocks from a single one of your factions which you can back up with matching loyalty cards, but this can be risky as a battle that uses up your cards and doesn't bring good replacements can leave that army completely ineffective. Armies of diverse clans don't pack as much punch but there is usually someone in there you can rely on if your opponent seizes the initiative. Battles can be fought for the secondary purposes of determining clan loyalty. You need to know when to press your luck because in the last battle your opponent cycled a bunch of cards and may be looking at a weak hand. And you have to know when to take a deep breath, give up significant tempo, and repair alliances by using the discard and draw action.


The last important thing that makes Sekigahara tick is the geographical layout. The game revolves around 9 castles on the board; Tokugawa starts with 5, Ishida with 4. Both players start with strong bases on opposite sides of the board, and isolated castles strung out in enemy territory. Both sides need to be super-aggressive about taking out the opponent's armies that start in their territory and consolidating control over castles. Both sides face tough choices about how to balance aggression between marching on their opponent's core areas (and relieving pressure on their far-flung outposts) against leaving enough troops behind to clean up their own backfield. Both sides face a huge amount of pressure to take the battle to the enemy, which is great and keeps the game dynamic and moving.


The designer's notes to the game – which are recommended reading if you want to understand what Matthew Calkins has done here – talks about how important personal loyalty was to this conflict, and how the game was designed with that idea at the core. I think Sekigahara does a great job of both capturing something important and interesting about the period and conflict, and bringing it to the tabletop in an elegant, highly-playable, compelling package.

Sunday, November 27, 2011

Communication Design in Boardgames

I had a great time at BGG.con this year and got to play a number of new games. None of the new stuff really jumped out at me. Probably the most enjoyable was Kingdom Builder, and Power Grid: The First Sparks might have potential, but there was nothing I played that had me running over to the vendor area to snag a copy.


Instead, I found myself struck by something else: wow, the physical and communication design on many boardgames is appallingly bad.

Let me pick on one thing in particular – perhaps inspired by realizing that Steve Jobs was obsessed by fonts – that I think will be completely uncontroversial and yet remains the source of the most common, irritating, and inexcusably bad design decisions: font sizes. If you want to play along here, you'll need a decent metric ruler (I use metric because that system actually makes sense). The size I'm measuring here is the x-height, the height of the lowercase letters which are the bulk of the text.

Break out your copy of the base set of Dominion, and look at the Chapel. This has a text box roughly 3.5cm by 4.5cm. It's got a single line of text. That line of text is 1 (one) millimeter high. 1mm! For me, it's only clearly readable at half an arm's length even in the bright light of day. What nut job thought using text so small in a sea of empty space was a good idea? By far the most frustrating thing about Dominion's thoroughly terrible graphic design is that through 5 expansions and explosive popularity, they've refused to revisit a single thing about its physical design despite its clear unusability.

Compare this to a more sane game like Glory to Rome, where the font size is 2-3 times as large (text is 2mm high, keywords 3mm and usually highlighted). I can generally read Glory to Rome cards across the table, and can certainly see the important keywords. To heap insult upon injury, not only does Glory to Rome have far more legible text than Dominion it also has larger art. San Juan also thankfully starts at 2mm, although it could still easily be larger with no loss of aesthetics.

Deck building games are of course serial offenders here. Because it uses a slightly bolder font with more heft, Ascension's text is crisper and more readable and looks larger (I can comfortably read it at arm's length), but it sticks to the same paltry and unnecessarily small 1mm font size. Nightfall – I think we're seeing the pattern emerge here – 1mm. Nightfall uses small caps for everything, so it's a bit more legible, but still not readable at arm's length. At least they're using a larger percentage of the text box. On the plus side, Thunderstone seems to have grasped the apparently difficult concept that if you have more space to say something, you can use a larger font to say it more clearly. Unfortunately, they also start with the base borderline-readability of 1mm and work their way up to maybe 1.5mm which, while an improvement, is still no great shakes and still leaves many cards with the confusing combination of small text with lots of dead space.

Compare this to the font size in the book I'm reading (Jasper Fforde's One of Our Thursdays is Missing, if you're curious): about 1.5mm. Can you read your average book from across a card table? I hope so, because gaming font sizes are reliably considerably smaller than that.
The problem of ludicrously small font sizes is disturbingly widespread. Just to pick a few additional random games of various genres that are serious offenders: War of the Ring, Eminent Domain, the reference cards for Undermining and Pret a Porter, Kingdom Builder (given these cards must be viewed across the table), Castle Ravenloft, and Maria. I was surprised to find that a personal favorite of mine, Rivals of Catan, uses tiny 1mm fonts – and thin ones! – for the card text; I expected better from Teuber, Kosmos, and Mayfair. This inspired me to check Mayfair's 4th Edition of Settlers of Catan, and the fonts on the Discovery cards are horrible – tiny and low-contrast, white on green (fortunately Trails to Rails is much improved). Agricola also is a slave to consistency, using the same (you guessed it) 1mm font on all its cards, so the couple that run long will fit while the 95% that have only a line or two of text maximize their unreadability.


Now, take a look at Quarriors. By the (admittedly sub-basement) standards of these games, it's not so bad: the font size is over 1mm (just; about 1.2mm), and the font is strong, making it somewhat more readable than Dominion but not as good as Ascension, although the total choice is still obviously bad given the amount of wasted space. But, it's worse than that. Unlike Ascension, Quarrriors cards must be read across the table, not just in your hand. At those distances, more than say 50cm, the text is simply not readable. You have to go over everything at the beginning and then remember what the dice do, or lean over and peer every time you need a refresher. You can argue persuasively that in order to be able to enjoy Quarriors, you need to remember what the dice do, so if you can't remember, you're not going to enjoy the game anyway. OK, but this still misses the fact that there is no reason for the cards to be as unreadable as they are. There is plenty of space on most of the cards. And many powers could have been clearly explained with large friendly icons, although as Pret a Porter and 51st State demonstrate, incomprehensible and/or misleading icons may be worse than borderline-readable text.

All these games have made inexcusably poor and indefensible choices about their fonts. But I reserve my especial contempt for Star Trek: Expeditions, the rather fun and thematic Knizia cooperative game made borderline unplayable by miserable choices in graphic design. For an example of possibly the most poorly designed card in all of gamedom, check out the Captain's Log card The President's Wife. Can you read the Politics penalty for leaving the location without resolving the challenge? I can't. I'm guessing, because my eyes hurt just trying to make it out, but I think it's about 1.2 mm high, same as the other text in the box (which, by the way, is gargantuan - 3.5cm by a whopping 7 cm). Putting one line of text in a 3.5x7cm text box and sizing it at 1.2mm is bad enough. But then making part of it dark purple on black is the height of insanity. The Rebels track (yellow) is OK. Green (Environment or Energy, depending on who you believe) is borderline acceptable. But the purple is not good.
Now, in fairness, The President's Wife is substantially the worst card of a bad bunch – that dark purple on black doesn't happen to come up anywhere else. Still, if you want to play Star Trek: Expeditions, I recommend you do so during the day, when bright natural light seems to make most things in the game readable – by comparing the look of this game in the daytime vs. at night you can see how much brighter daylight is than the artificial light I typically game under. The raw font sizes, at about 2mm, aren't terrible if they're nearby, and the key information (type of challenge, skills required) does jump out at you.


The crippling problem with Start Trek: Expeditions is one of how the components are used. These are not cards sitting in your hand, where they would be acceptable. These are cards that have to lie on the board and be read by everyone at a distance of 60+ cm. And at that range, the small font sizes and low contrast with their black background is hugely problematic. It's like flying in the dark. You can see the challenge, you just can't read the consequences or benefits. While it's true that there isn't a ton of wasted space on the cards, nonetheless the choices here make the game much too hard play, solely because the presentation is bad.


This is not rocket science. People get it right, and oddly some small publishers seem to do better than larger ones. CGE's Space Alert uses a good card design with strong 3mm high-contrast text which is readable across the table. The aforementioned Glory to Rome from Cambridge Games Factory uses a very sensible card layout.


Perhaps I'm getting older, but I still win the "youngest player" starting condition in some of the groups I play with. My corrected eyesight is still good and I don't need near-vision correction yet. But I will at some point, probably soon – and don't kid yourself, once you get into your 40s you will most likely either need them or be happy to live in denial. Whichever way you go, many games being published these days will become problematic. Here's hoping that game publishers can figure this out and fix it before it's too late for us.

Monday, November 7, 2011

Eminent Domain, Kickstarter, and You

Eminent Domain was an early product of Kickstarter, the web site that allows independent projects to crowd-source their funding. I've been following Kickstarter with some interest. When I first started hearing about it, I was dubious of its impact on the boardgame market. I felt it would simply allow a bunch of lousy games that couldn't find publishers – usually for good reasons – to get published and further dilute the quality in what is already a pretty diffuse marketplace. I honestly don't think we need more games published each year, we need better games. In which case, Kickstarter wasn't clearly going to help. But as Kickstarter has matured, I've become more optimistic. Smaller but still professional publishers are putting better-quality pitches up, and I've even backed a couple projects. I actually feel like I’ve been able to make more informed backing decisions than I can when, say, I decide to pre-order a GMT P500 game. So I’ve come around to the idea.

So what about Eminent Domain? Is it any good? And what does it say about Kickstarter?

When to borrow, when to steal

I took a wait-and-see attitude to Eminent Domain (I didn't back it). GMT has been using a Kickstarter-like publishing process for their games for over a decade, and history says that the single most important thing to take into account is the track record of the designer. This designer’s last game, Terra Prime, was a dog's breakfast: lots of ideas liberally lifted almost directly from classic games (Starship Catan, Starfarers of Catan, with maybe a touch of Merchant of Venus), but re-assembled in an only minimally coherent way. As is often the case, the re-assembly lost the less tangible aspects that made the originals great: tight pacing, good tension, and a working narrative arc. Terra Prime took forever to play and large chunks of it had no pulse.

The origins of Eminent Domain are clearly similar. It’s a role-selection deck-building game. The designer is obviously a fan of Race for the Galaxy and Glory to Rome, from which he has lifted quite heavily. And deck-building games are hot, hot, hot.

The object of Eminent Domain is to build up your interstellar empire and score lots of victory points. You do this first by surveying the galaxy for planets, and then adding them to your empire either through conquest or colonization. You can then use those planets either as a springboard to acquiring technology (which gives you game advantages as well as points) or producing and trading goods. You do all these things each turn by selecting a role: survey, warfare, colonization, produce, trade, and research. Sound familiar?

You start with a deck with 2 cards of each role (except warfare, for which you get 1). The new idea in Eminent Domain is that when you select a role, you claim a card from the reserve supply of that role and add it to your deck. When performing a role during your turn, you can then add cards from your hand to "juice up" the role and get bonuses (one ship per Warfare card played, for example). Then, other players can "follow" your role by playing their own matching role cards from their hands to gain the advantages of that role, sometimes in a reduced form, sometimes not.

Having written these last two paragraphs, I realize Eminent Domain is a lot harder to explain without just saying "it works just like produce/trade in Race", or "colonizing planets is a lot like building buildings in Glory to Rome", "dissenting is just thinking", or "planets with icons are just clients". In fairness, Eminent Domain is less of a straight microwave job than it first appears. Various aspects of the source material have been mixed up a bit, and none of the mechanics are straight copies of the originals. Still, the overall sense is that if you took the basic planet and role structures of Race for the Galaxy, implemented them with a Glory to Rome-like lead/follow card mechanic, and made it a deck building game, you'd end up at Eminent Domain.

This is only an overview of the systems, there is actually a bunch of stuff I'm glossing over here. The rules are available for download via BoardGameGeek, so check them out if you want more details. Read them closely before playing – the mechanics are all familiar but there are a couple pointy nuances (acquired research cards go directly to your hand, for example, and colonize icons on planets don't work the same as all the other icons) that are important.

The problem is …

Fundamentally, the problem with Eminent Domain is just that it’s really boring. What exactly has gone wrong is a little murky, but I think there are a number of things, all interrelated..

Firstly, I believe that there is some basic mis-calibration at work in the engine. For the game to end, the players need to exhaust the supply of one or two different roles, depending on the number of players. Remember every time you choose a role, you are adding one from the supply to your deck whether you want to or not, so that puts a cap on the number of times that role can be done before triggering the end. The problem is that to do anything, you need to acquire planets. You can't meaningfully research without two matching planets. You can't interestingly do produce/trade until you've got 2-3 planets. So if you've got 4 players, that's maybe 15 of those actions before you can do anything else interesting. There are only 16 Warfare and 20 Colonize role cards in the middle – a number which doesn't scale with the number of players – so you've draining a significant chunk of those roles before you've started, especially if players chose a preponderance of one or the other, as is likely to happen since there is an advantage to "drafting" off of other players role choices. So by the time you've gotten to the point of being able to start thinking about a research or produce engine, the game is well on its way to being done. A player who is going heavily into warfare just runs out the clock while you struggle to get something going. A meaningful mid-game or late-game phase to the game doesn't occur; you build the foundation, then you're done. Meanwhile, there are 16 Produce/Trade role cards, more than you could possibly ever need, and 20 survey cards, similarly more than you are ever likely to need. If a bunch of those cards had been moved to the Warfare or Colonization supplies, it's possible it might have extended the game enough to give trade and research a chance; but no. As it is, players doing Warfare or Colonize have all the control over how long the games goes while Produce/Trade have no leverage at all.

Secondly, due to the first problem, there is just no way for the players to differentiate themselves. You're going to have to settle or conquer a few planets to do anything at all. So you need to get a bunch of those cards into your deck. Then you can choose to do a little research, or maybe some produce/trade, but by the time you start into this there just isn't much time left, so you can never build an engine that might allow you to put some distance between you and your fellow-players. I kid you not, my last three games of Eminent Domain the scores were 20-20-20-19, 16-16-14, and 17-16-15. The players do lots of stuff – because settling or conquering most plants is likely to involve 3-4 steps of building colonies or fighters – but they never get traction with the game system.

Thirdly, because you add a new role card to your deck each time you take that role, it becomes too hard to pivot strategically. Which is doubly problematic, since the game forces you to start out doing warfare or colonization, since you have to add a couple planets before you can do anything else. After you've built up this core of planets, you need to decide whether you should pivot to doing produce/trade or research, or if you just keep going after more planets. It's true that getting points through colonization and conquest is harder than making and selling resources, but the problem is that your deck is full of warfare and colonization at this point and you have only your starting produce/trade cards. To pivot, you need to both get more Produce/Trade cards and cull your deck of all the excess Survey, Colonize, and/or Warfare cards. This inertial effect is quite damaging. It is additionally problematic if you're using the Kickstarter promo cards, which include several high-value prestige worlds which offer large rewards for colonization and conquest and so further skew the game in that direction.

Lastly, perhaps the most fatal problem with Eminent Domain is the lack of interesting card differentiation. What made Race for the Galaxy and Glory to Rome so much fun was not the mechanics of building buildings or colonizing planets, but all the interesting things built on top of those mechanics: the endless search for killer combos or mixes of capabilities that produced useful engines; the tension over whether you’ll complete your engine in time; the fear that you opponents are going to beat you the punch. All this is missing from Eminent Domain. Planets' special traits are very coarse (an occasional icon to boost a specific role – even the type of good they produce is immaterial unless you have one of two specific high level technology cards). All the individual role cards are the same. The first-tier research cards are just dual-icon cards. The second tier research cards offer some potential, but since they just go into your deck like everything else they are too hard to wield, and the game is simply not long enough for them to be interesting. You will likely only be able to acquire 2 second-tier research cards, or one third-tier card, typically just as the game ends.

All this means the game has no arc, no narrative. It's just a minimally interesting tactical exercise that is never allowed to develop.

Back to Kickstarter

So, Eminent Domain is what I fear about Kickstarter. It's a concept that is viscerally appealing to gamers: Deckbuilding! Space conquest! Mechanics “borrowed” from Race for the Galaxy and Glory to Rome! And we've got some great graphics! All these things are true, and if you take it direct to the traditional game consumer you can sell it. But this is a game the traditional gatekeepers – established publishers – hopefully would either have rejected, or would have forced more development work onto. They would have been fulfilling an important function, and by allowing someone with a seductive idea to bypass them and get a game published with greatly reduced financial risk, Kickstarter allows a game that is at best mediocre to suck up resources that would have been better allocated elsewhere.

But at the end of the day, that all sounds a little snotty. Traditional gatekeepers are dying in every corner of the economy where they are not protected by statute. Those gatekeepers, whether they were professional journalists, travel agents, radio DJs, or stock brokers, provided useful services but also controlled access in ways that weren't exactly problem-free either. As consumers, whether we are Kickstarter backers or not, we should expect to have access to more choices, which is good. It also means that we have to take a lot more responsibility for our choices, whether we want to or not.