Friday, February 22, 2013

Ginkgopolis

After a bit of a drought, the last 6 months have been great for the "artful euro". I've played quite a few that have kept me coming back for more: Escape, Qin, Il Vecchio, SewerPirats, Nieuw Amsterdam,  Mutant Meeples, Copycat, Panic on Wall Street (née Masters of Commerce). One of the most pleasantly surprising has been Ginkgopolis.

Ginkgopolis is one of those interesting, multifaceted games that while it's not terribly complex it defies easy pigeonholing. The conceit is that we're eco-friendly urban planners building a city by laying tiles onto a square grid, and we can build either outwards (urbanizing by adding tiles to the edge) or upwards (adding new floors on top of existing tiles). Where you can play is driven by your hand of 4 cards, drawn from a deck which contains all the visible buildings in the city plus 12 border spots for urbanization. Each turn players secretly and simultaneously play a face-down card and optionally a tile, which fully specifies their action for the turn, and then resolve in turn order. Each action gains you resources: more tiles to play, victory points, building ownership markers, or cards to add to your tableau which may provide bonuses to future actions or endgame points. 

There are multiple strong tensions which affect every decision you make in the game, which is what gives Ginkgopolis its immediate pull. One familiar one is the tension between building an engine, scoring points, or gaining needed resources. Whenever you Build a Floor – play a card for an existing build to put a new tile on top of it – you get to take the card you played and add it to your tableau. The card can give you bonus resources when you take one of the three categories of action in the future (Urbanization, Build a Floor, Exploitation) or endgame points, depending on the card's rank – low ranks provide powers, high ranks provide conditional victory points. The game system then makes it harder to grab those high-valued cards, because it costs points to build lower ranked floor tiles on top of a higher ranked one. The cards and tiles rank 1-20, so if you have the card for one of the starting buildings ranked 1-3 in hand you can play it along with any tile ranked 4-20 to add a floor, taking the 3 card for your tableau (it lets you draw an extra tile draw any time you add a new floor to a building). Say you play the 15 tile; the card for the 15 building will then be fished out of the reserves and added to the deck on the next cycle.

If you subsequently see the 15 card, if you want to add a floor on top of it and snag the 15 card for your tableau (it gives you 3 points at the end of the game for every building you own of height 3 or higher), you'll need to play a higher-value tile to do it without penalty. You can play something lower, but then you'll need to pay victory points for the difference, which can be painful in a game where victory points are relatively tight.

This leads to another of the game's key tensions: when do you play the powerful, high-ranking tiles? If you have a 20 tile you can use it to add a floor to anything without penalty, so you want to use it to grab a cool, high-valued card. But opportunities are made available by the random flow of cards and tiles, so are hard to predict. As the ranks go down (what about an 18? a 16?), it becomes trickier. You need to get something, you can't sit on tiles or any other kinds of resources forever without using them, and the perfect play is elusive.

For those big tiles, the ideal play may not necessarily involve snagging a good end-of-game scoring card. There are also big points at stake for controlling districts, groups of adjacent like-colored buildings. Getting high-valued tiles onto the board may be valuable for creating or joining up districts, or making them more painful to break up (because they are harder to build over).

While the Building a Floor move is the flashiest and most novel mechanic in the game, the other actions are just as important. Urbanization involves playing a letter card which matches an outside point on the city along with a tile, and it expands the playing field. While it doesn't allow you to add power cards to your tableau, it does score you resources (tiles, points, or ownership markers) to fuel your continuing growth, which Building a Floor does not by default. Exploitation allows you to play a card alone for some resources. All the actions can be buffed by cards in your tableau. In a recent game, one player built an Exploitation engine which turned what is superficially seems like the weakest action (it's really not, because unlike the other actions it doesn't require a tile to power) into such a strong victory point generator he could use it to clobber us. Crucially, Exploitation allows you to bury high-valued cards when you can't economically grab them because you don't have a good tile. After your turn is over, you're going to pass the rest of your hand to the left, meaning they get a good crack at any cool cards you didn't use.

I think one of the reasons people have found Ginkgopolis appealing is the remarkable elegance with which the game systems blend. For a game with 60 tiles (1-20 in three suits), 60 matching cards, 12 border tiles and cards, and three different actions types (Urbanization, Exploitation, and Building a floor), there is a lot going on here and there is real design elegance. While it will be baffling for a turn or two because it is basically abstract, once it clicks it really clicks. Players will ask rules questions ("what happens if I add a floor to a building that has already had a floor added this cycle?" "what happens if I have a card I can't play?") and I usually tell them to think about it for a second, and it becomes clear that these tricky situations simply can't occur – my preferred way for handling them. Everything in the game seems to work the way it does because that's the way it needs to work.

Thematically, Ginkgopolis is nominally about building cities in harmony with nature in a post-resource-exhaustion future, but it's mostly theme through nice art. This is not a terrible way to go, has worked before, and I think it works here. The nod to the unusual and distinctive ginkgo tree, a living fossil, is a nice touch and is effectively used in the art design. It's not a lot – the tensions in the game don't particularly make me think of urban planning – but you can't have everything all the time. It's because of this relative thematic abstractness that I wasn't sure how well Ginkgopolis would go over with my friends. It's been a pleasant surprise how well everyone has liked it, even those normally skeptical of lightly-themed abstracts.

While I think Ginkopolis doesn't quite fall into the same general box as the true classic eurogames (El Grande, Modern Art, Settlers) because of this relative abstractness combined with not immediately intuitive mechanics, this is still an old-school meaty euro in all the best senses of all those words. Streamlined systems, crisp gameplay, lots of tension, chaotic enough to provide replayability and ever-changing problems, and an elegance of design all point towards this have real staying power amongst hobbyist gamers.

Wednesday, January 2, 2013

The One Ring RPG

I threw in the towel on D&D (3, 3.5 and 4, plus Pathfinder) a couple years ago and switched my roleplaying energies to Gumshoe, a decision I'm quite happy with. But, as is usual with these things, I didn't bring along all the friends I game with. For players who like the tactical combat, detailed character building, and the die-rolling of D&D or Pathfinder, Gumshoe is not going to be in their wheelhouse.

The One Ring RPG, from Cubicle 7
So I'm always on the lookout for somewhere we can meet in the middle. A game, probably a fantasy game, that has interesting combat with plenty of die-rolling but doesn't get bogged down in minutia and can be enjoyed more in the quick-playing, systems-light style. Something that has plenty of skills and feat-like-things, but that still taps into the more improvisational RPG aesthetic. The One Ring looked perfect.


Not that I came to that conclusion right away though. I picked it up after it got some buzz from GenCon 2011 despite the fact that Tolkien roleplaying games in general have a rather sorry history, mainly because of my Tolkien fandom and because it was through Sophisticated Games, which has a good track record with licensed products. Unfortunately, The One Ring's two core books are incoherent: rules presented in almost random order, topics split between sections and between both books and fully explained nowhere, paragraphs that give up their meaning only after intense textual analysis – it's really terrible. After doing my initial read I shelved it feeling like it was making the right noises, but having little idea what the game was trying to do. It was only once I picked it up again six months later and plowed through it on a mission that I figured out what the game was about.


It's a nice blend of ideas. The skill check system is straightforward: you roll against target numbers with a single d12 Fate die, plus one regular d6 for each rank you have in the skill. There are a few nuances built in to the custom dice: the d6s have a Tengwar rune for an exceptional success on the 6, and the 1-3 faces are shaded and count for zero if you are weary. The big variance on the Fate die makes it possible for more or less anyone to succeed (albeit rarely) at many things, but it takes skill to get the exceptional successes that trigger bonuses. The probability curve is rather nice and gives you real flexibility as the GM with target numbers; there are big differences between how characters with various ranks in skills will feel about targets of 10, 12, 14, or 16. The rules for Weariness, zeroing out your d6 rolls of 1 through 3, are very clean but impactful, and make tasks a lot harder but don't make impossible anything you could accomplish when well-rested.

This solid skill check system then works quite well in combat, which is abstract but has good texture. Each combat round you choose how closely you are going to engage, which affects both how easy it will be for you to hit the enemy as well as how easily they hit you. Each range bracket has a special action associated with it (intimidate, rally, protect, aim), and there are other standard combat options (called shots, accepting knockback) which provide some choices and are thematic. Additionally, it's nice to see attention to workable rules for disengaging and fleeing from combat, a common occurrence in the books. Also nice is that enemies have a Hate rating which both powers their special abilities and is a proxy for morale, giving the GM an explicit cue for when the bad guys break and run away themselves. Still, despite the solid mechanical support here, combat is still pretty abstract and nowhere near as tactically detailed as many would probably like. Gumshoe has always relied on the players to be a little more imaginative than just saying "I shoot him. I'll spend 2 shooting points. I hit. I do 6 points of damage". You don't need involved narration for every combat roll, but it's in the hands of the players to bring the action to life. The One Ring gives players much more support than Gumshoe does in terms of structure to hang some narration on, but it will still get repetitive and feel flat unless players can engage with it and flesh it out through colorful description.

This is all good and well-designed, but where does the players' real narrative authority kick in? Characters in The One Ring have Traits (which can be Specialties, which are like backgrounds, or Distinctive Features, which are more like personality traits), which serve some of the same game functions as FATE's Aspects or Gumshoe's investigative skills. They are little bits of description that if you can integrate in to what you're trying to accomplish with a skill, you get a significant bonus – sometimes an auto-success, sometimes an extra experience point. There is no token economy backing this up as in FATE – you can earn the bonus as often as you can do it – and neither is as integral to the system as Trail of Cthulhu's Drives which have a hard link to a character's Sanity. It's more akin to the Technothriller Monologue and similar cherries in Night's Black Agents. Give a little narration that invokes your trait and pleases the GM and the other players, and you get a bonus. My only complaint is that I think a number of The One Ring's pre-packaged Traits can be problematic. Some of them are just hard to work into adventuring sorts of actions without straining something (Fishing?). Others, while perhaps thematic, are problematic from a game perspective as they can feed bad group dynamics (Secretive, Suspicious, or Wilful will be grabbed immediately by your player who enjoys hosing the party or abusing the gaming social contract).

In practice, while Traits are simple, work, and I like them, nonetheless they didn't exert much pull on the imaginations of my fellow-players. Perhaps the off-the-shelf ones were too vague and not generally useful enough, or the benefits of using them are not as crisp and clear as FATE's Fate points. I suspect a combination. If you have a group that likes and has some experience with these sorts of player narrative hooks I'm sure it'll be fine, but I suspect for groups trying to make the switch form D&D, GURPS, or Call of Cthulhu there might not be enough direction here.

More practical and useful I think are a few conventions and pointers for GMs. One key bit is that skill checks are resolved in a somewhat non-traditional way: first, as a player state what you are trying to accomplish; second, roll the dice; and finally, narrate your character's actions and the outcome, maybe with the help of the GM. This is a simple thing but makes for a much more satisfactory narrative, especially for social skills. How often have you framed, say, a Diplomacy check by narrating a suave approach and a persuasive argument only to fumble the die roll? It becomes hard to climb down at that point and narrate an interesting and plausible failure. This is a good habit to get into with any game I think, but The One Ring's easy skill check details for extraordinary successes and fumbles supports it especially well. It also allows the characters more narrative control over both how they succeed and how they fail, which can be fun. Watch out though for the players who are too possessive and have a hard time narrating failure for their characters, instead trying to twist a failed die roll into an uncomplicated narrative success, but I suspect we can agree not to blame the system for that.

Beyond these core ideas, The One Ring provides a lot of mechanical support for adventuring in Tolkien's world. There is a nice journeying sub-game for long trips which folds into the weariness system and provides a good way to hook in "random" encounters along the way when players blow rolls. Hope gives a way for characters to boost rolls, but spend too much Hope and you may gain a Shadow-Weaknesses, a Trait that works more to your disadvantage. The mix of wounds, weariness, and loss of hope inflicted by combat is much more thematic and interesting than just tracking hit points. The advancement system is point-buy, but the way experience points are awarded is quite clever – you get them for skill checks, but you can't rack them up for using a single strong skill, you need to use a range of skills of different types. While the game is definitely what I'd consider lightweight, there is some detail to it. Unfortunately, I have to come back to the wretched books which make the game seem far more complicated than it really is. The first time we played, we were frequently flipping pages (and thrashing with the useless index) to find simple concepts. I ended up having to read both books cover to cover a third time, taking notes, to build up a reference card with a summary of all the systems just to make the game playable. It was only one page front and back in a large-ish font – this is a simple game with a truly terrible ruleset.

The last thing to talk about is the inherent difficulty associated with gaming in the worlds of J R R Tolkien. I think The One Ring has done a good job in hewing to the feel of the books, and I think focusing on the period and style of The Hobbit more than The Lord of the Rings is the right choice. The Hobbit makes more fertile ground for lighter, fun, action-adventure games, while The Lord of the Rings is complicated by its truly epic scale and the fact that anything you might do is vastly less important than whatever the Fellowship is up to. Still, even focusing on The Hobbit, the problem is that like the Cthulhu Mythos every reader finds something different in Tolkien and decades of bad knock-offs have polluted the environment, so it can be hard for everyone to be on the same page style-wise. How many battles do the heroes of The Hobbit and The Lord of the Rings actually initiate? None as far as I can remember – they're all defensive engagements, or running battles with the heroes trying to escape. But a million D&D set-pieces where dwarves and elves and men take the battle to the bad guys (and loot their stuff) makes balancing expectations complicated. I really enjoy reading the parts of the Ashen Stars and Night's Black Agents rules where Robin Laws and Kenneth Hite talk quite specifically about how stories are structured in their game worlds, what the themes are and how to keep the characters moving. Something along these lines for The One Ring would have been hugely helpful, as the modules provided in the rulebook and the Tales from Wilderland sourcebook are mediocre. Tolkien is not about escorting hapless two-bit merchants through Mirkwood for a flat fee. Perhaps an equivalent of the Cthulhu Mythos' "purist" vs. "pulp" would be helpful here.

Bottom line for me: as a person intrigued by game systems and how they tweak players and enable different play styles, I liked The One Ring a lot and it overcame my inherent skepticism about the gameability of Tolkien. The dice system is terrific, the combat system is light-ish but thematic and interesting and with some subtlety, and the game is faithful to the books. Unfortunately the supports for the good game mechanics are not very good. The books are atrociously put together. The adventures are at best OK. The vital Traits are a mixed bag. There is little help for the GM in terms of the nitty-gritty of designing adventures, and crucially little practical guidance on the complicated questions of style and how to game Tolkien in a way that's fun. As good as the game system is, and as I much as I hope The One Ring can find a niche in my roleplaying rotation, these practical obstacles are significant and I fear I need to keep looking for something reliable to fill the gap between D&D and Gumshoe. Maybe 13th Age will fill the bill.

Saturday, December 29, 2012

Pax Porfiriana

Sierra Madre has continued on its recent roll for me. I was torn on Origins: How We Became Human, and didn't really like anything before that, but I have enjoyed High Frontier, Bios: Megafauna, and Pax Porfiriana a great deal, all for similar reasons but all in their own quite distinct ways.

What all the games share is a deeply-researched setting. You have always had to approach Sierra Madre Games with a somewhat different aesthetic sense than other games. You can't go into it thinking primarily about game mechanisms, or how you can work the interacting game systems, or even how you are going to use the game systems to win. You need to think first about figuring out what the game is trying to say: in the case of Pax Porfiriana, it's covering and commenting on the chaotic period before the Mexican Revolution in 1910. This is not to say that the game systems are unimportant, or that you should not be trying to win. It's just to say that you will grasp the game more fundamentally and appreciate it more if you think of it as being about a power struggle between four factions in an unstable Mexico on the brink of dramatic change, change that you are trying to navigate your way through, rather than as a collection of game mechanics that you are trying to extract the most points from. As you play and come to grips with the game, the more gamerly elements will fall into place, but at the end of the day it's going to be the game's deep engagement with its subject that sells it – so build your relationship with it starting there.

The achievement of the most recent 3 Sierra Madre games (High Frontier, Bios: Megafauna, and Pax Profiriana) is that they've been able to mesh this subject engagement with clean, playable game systems. Previous games – American Megafauna and Lords of the Sierra Madre – took their themes too literally, cramming in representative game systems that turned out to be too many trees, not enough forest. Certainly High Frontier and the subsequent games require rather more player commitment and buy-in than a typical game to be worth the effort, but none are particularly more mechanically daunting than an average high-end euro. I found Pax Porfiriana to be much cleaner-playing and accessible than the complicated and thematically tortured Trajan, the thematic but mechanically clunky Dungeon Lords or Space Alert, or Fantasy Flight's straightforward but badly explained Android: Netrunner or Merchant of Venus, just to pick a few.

(As an aside, Origins: How We Became Human, the first of Sierra Madre's "modern" games, is an odd case. I love the idea behind the game and the systems are clean-playing and evocative. But many details of the game balance seems suspect – Acculturation is a major offender – in ways that make it not fun to play. I'm still in search of a set of tweaks that will let that game deliver on its potential. They must be pretty close at hand somewhere. Fortunately the later games seem to have gotten past this).

I think of the period covered by the game as a prequel to the great ideological wars of the 20th Century, the Spanish and Russian Civil Wars. Unlike those conflicts, which were full-on wars, Pax Porfiriana is more of a power vacuum. Ruled by a weakening Porfirio Díaz, Mexico is ready to be pushed in one of four ways.

The key to understanding Pax Porfiriana the first time out, something the rules dramatically fail to explain unless you read the historical background, is the relationship between these four competing factions: the Mexican Federal government of Díaz; the United States; the Mexican local governors, which the game views as akin to modern warlords; and the communist/anarchist rebels. Each faction is keyed by color, and is strongly linked to a "regime" (in the game, the current dominant political environment) and a type of prestige. So, for example, U.S. troops, enterprises, and politicians are blue and tend to fare well in the U.S. Intervention regime, in which the dominant political force is the U.S. actively meddling in Mexican affairs. They are likewise linked to the "Outrage" prestige, in which the U.S. is getting progressively more fed up with the anarchy on its border. Should Díaz be given a shove while the regime is U.S. Intervention, the competition to be Díaz' successor will be decided by Outrage, with a faction that has generated enough becoming governor as the U.S. annexes Mexico. On the flip side, the Communist revolutionaries are red and linked to the Anarchy regime and the Revolution prestige. Anarchy is hard on big businesses (mines and banks) but allows troop cards to move more freely. If Díaz weakens during anarchy and one player has managed to get a big enough share of the revolutionaries and their Revolution prestige points, they can take over after the elections. Díaz will have an opportunity to topple four times during the game, each of which can be under a different regime and so can be affected by different forces.

The relationships between factions, prestige, regimes, and victory are the core of the game and if you can grasp them in the context of the historical event, you will be most of the way to understanding the game. The White local warlords are the easiest: white troop and personality cards will have the Command prestige points directly on them and will themselves enable regime changes to the white Martial Law. Other factions, though, are more complicated: blue U.S. troop cards will change regime to U.S. Intervention, but the Outrage then required for victory will need to be engineered by Mexican elements. Loyalty is required to become Díaz' hand-picked successor should the regime remain in Pax Porfiriana, which can come from a variety of sources including businesses and politicians.

The rest of the game is pretty straight-ahead. Every turn you get actions to draft and play cards. You'll need to build up enterprises (banks, mines, plantations, gun stores) to generate cash. You'll want to recruit troops to protect those enterprises, extort your enemies, and provide political leverage (playing troop card frequently triggers a regime change). While you're doing that, you'll manage a wide variety of other special events, personalities, and institutions driven by action cards. There will be unrest to put down and factional strife. People will be thrown in jail. Lawsuits are filed, enterprises nationalized. The amount of historical detail here is amazing, but it is all built on top of a very clean-playing card game.

I like Pax Porfiriana for a lot of reasons. The main ones are the same reasons I like Republic of Rome: it presents a chaotic period in a chaotic way, with players struggling to navigate an unpredictable political landscape. Unlike Republic of Rome, it does it with very few actual rules and streamlined gameplay, accomplishing everything Lords of the Sierra Madre did with a fraction of the footprint. With a variety of paths to victory – Loyalty, Revolution, Outrage, and Command – players have flexibility in choosing different thematic paths. It manages to be chaotic without relying on the traditional and unsatisfying crutch of "take that" card play; events tend to mix things up more than simply hammer one player or another. The game rewards a nice balance of planning for the future and rank opportunism.

I think Pax succeeds for me because of this balance and nuance. The game comes with 210-ish cards representing enterprises, troops, personalities, and historical events (all of which are unique). In an average game you'll see maybe 60-80 of them. So each game presents only a slice of the whole environment, and will have a different texture as you have shortages or surpluses of troops or enterprises and some subset of the powerful, game-changing cards show up. On the other hand, its enough cards and a large enough percentage of the total for the game to retain thematic cohesion and present the players with calculated rather than arbitrary risk. Players are not going to be hosed for lack of opportunity – you should not have trouble building up your income and power base to be a player in the game (both of which could be problems in both Bios: Megafauna and Origins). A game which didn't generate enough enterprises or troops or cards of one faction to be interesting is certainly a remote possibility, but it's very remote and worth tolerating.

Especially in light of the game's duration, which is only about 2 hours when played correctly (the first time I played, I misunderstood a rule and we ended up inadvertently playing the Iron Hand variant which can be much longer with more players – 4 hours – and is not recommended). It's enough time to generate action, for players and factions to rise and fall and for the fate of Mexico to be decided, but it's also short enough to leave you wanting more.

So check it out. At only $35 direct from Sierra Madre, there is a lot of game in the compact box.

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I'll close with some advice for teaching the game, if you're the one who gets to do that. It's my traditional advice: don't over-focus on mechanisms. Pax Porfiriana is complicated not because the game mechanisms are complicated; they are not. It's the relationships between the cards and the regimes – how the elements in the game are arranged – combined with the large number of options available to the players. So explain the factions, explain a little bit of the history. Because Pax Porfiriana has this different aesthetic, I think having an understanding of what the game is trying to say gives the players more useful context for understanding how to play it than simply running the sequence of play and explaining the individual actions.

Sunday, December 9, 2012

Rex: Final Days of the Empire


Back in the day, I was a huge fan of Avalon Hill's Dune. I must have played it a hundred times in the late 80s to mid 90s, enough to even have played the lousy Spice Harvest, The Duel, Landsraad, and Tleilaxu variants several times (you have to be pretty desperate for some variety to do that). Whenever someone designs some kind of stupid multi-way free-for-all euroish wargame these days (Antike, Space Empires, Sid Meier's Civilization, RuneWars, Conan, etc., etc.) I always feel like screaming “Hey! Dune did this right in 1979! Why are you still doing it wrong?” A terrific combat system, interesting deal-making diplomacy without backstabbing or force-of-personality persuasion, well-paced, with players able to come back after being out of it, and of course a colorfully drawn and faithful interpretation of Herbert's book are amongst the game's great strengths.

But it fell off out of circulation for me in the mid 90s, largely for one reason: the potentially long and unpredictable playing time. The joke was that a game could last anywhere from 45 minutes to 8 hours. It wasn't really a joke. While most games would finish in a workable 4 hours, the outliers are a problem especially since the fluid game situation can't just be called early and scored – if you've put in the 6 hours, you want to see how it ends.

When Fantasy Flight announced their Dune remake, sans Dune, I was intrigued mainly because they offered a 3-4 hour playing time. Could Rex get Dune back on the table, and would my fondness for Dune hold up in a truncated version and without the Dune theme? Or would it turn out that It was all nostalgia and my affection for Dune itself, and not so much the game?

I tore into Fantasy Flight last year for a run of truly wretched game designs, so I approached Rex with some skepticism. They seem to have done the right thing though, and kept the Dune game systems largely intact. Players fight over 5 strongholds on the map. They commit their armies, in the form of tokens, to battle, then win or lose on a combination of card-play and risk: each player decides how many tokens they are willing to lose, what leader to commit, and what weapons and defenses their leader will use. The loser loses everything, the winner loses just what he or she committed. Everything is decided secretly and simultaneously, which is cool, because the game has a lot of hidden information but also a fair amount of "information leakage" – you're likely to have some idea what cards and capabilities your opponent has, but unlikely to have a full picture. Weapons and defenses, along with a variety of special actions, are available each turn in a blind auction, and by blind, I mean around-and-around but you don't actually know what you're bidding on. What really makes the game then is that each faction has a variety of strong player powers that hugely impact the core systems: the Jol-Nar can see cards before they are bid on, the Xxcha can force you to do things you'd prefer not to in battle, the Empire has elite shock troops and collects all the money bid for cards. The game engine itself is fairly straightforward, but all the interesting, thematic, and rule-breaking special powers (mainly through faction’s powers, but also via the cards) are what brings it to life.

I ended up enjoying Rex more than I expected to. It does however suffer from 3 major problems.



Firstly is the expected Fantasy Flight horrifically bad graphic design. Compare the Dune map to the Rex map. Can you even easily see where the 5 victory strongholds are on the Rex map? Game-centric information is lost in a sea of visual clutter. The point-to-point map makes visualization of where the Sol Fleet is going next and which territories are at risk of bombardment hard to see. Again, compare to how clearly the same information (the Storm) is presented on the Dune map. As many will surely point out, it's fine when you get used to it, but graphical missteps pervade the design and introduce a non-trivial risk of game-breaking errors. Case in point: the last game I played, the Jol-Nar player played the whole game thinking she had the Emperor top leader for her traitor because the card background colors are not suitability distinct and not a strong element of the visual design, the reference sheet is unhelpful (the Emperor and Letnev both have 6s for their top leader and the sheet doesn't give names), and leader names have been completely genericized. It's not a mistake you make twice, but lousy presentation design basically ruined the game for her. This mistake would have been completely impossible to make in Dune. While this is a particularly egregious example, there are plenty of ways in which the presentation makes it more likely errors will occur.

Chani vs. General
Secondly, the Twilight Imperium backstory is almost completely generic and unconvincing and fails to provide any color for the game in a way which actively impedes gameplay. I knew the Twilight Imperium universe was pretty soulless, but I thought perhaps Dune's wonderfully evocative game systems would help bring it to life. One of the truisms about games, as with stories and photography, is that it helps a lot when there are people involved and not just factions or armies. This was one of the great things about the original Dune. When your leaders are Stilgar, Chani, Ortheym, Shadout Mapes, and Jamis, that means something. Even if you haven't read the book, these named characters with distinctive headshots on their large, round pieces build up associations over time and play and can be easily identified. It's been 15 years since I played or read Dune, and I didn't have to look up any of those names. I've payed Rex 5 times in the last 6 months and I couldn't tell you the names of the equivalent leaders; turns out they are Admiral, General, Colonel, Captain, and Commander. I can remember Chani has a 6 battle rating and can get worked up about her being a traitor. Not so much General.

While on the topic of the Twilight Imperium universe and its many shortcomings, I also must point out the troubling fact that Rex has almost completely erased women from the game. One of the great things about Dune was all the interesting and colorful female characters (even if they didn't always quite manage to escape genre stereotypes), and the boardgame captured this with 1 female faction leader (out of 6), 8 out of a total 30 leaders, and half the leaders rated 5 or higher. Amongst the book's “good guys”, Lady Jessica is a 5 (tied for the best Atriedes leader) and Chani a 6 (second to Stilgar's 7 amongst the Fremen). All of this has been excised. As near as I can tell, there is one female leader, Sol's Captain, but she just looks like one of the guys and you can't tell from the tiny picture on her leader piece, you need to go to the traitor card. The faction from Dune that was entirely women, the Bene Gesserit, has been replaced by alien turtles – all of whom look male to me, but it's of course a little hard to tell. Out of context it just seems dumb and like needlessly throwing away one of the interesting features of the original. In the context of a hobby with serious gender issues, it's especially frustrating and troubling.

Lastly, and most seriously, is Fantasy Flight's persistent trouble with game balance. Rex has been admirably tightened up and shortened from the original, which is great. In the process, though, it has made it far too easy for Hacan to win. As with the Guild in the original, Hacan and their allies win if nobody else has when time runs out. With Rex's greater unit replacement rates, easier leader revival, somewhat greater difficulty in playing traitors, and much larger influence (cash) supply, stalling for time and holding off players and alliances pushing for a win has become noticeably easier. Couple that with playing only half as many turns, and Hacan has won all of the 6-player games I've played, and it hasn't really ever been close. The situation is better with 4 or 5 players; 4 in fact may be the sweet spot. Unfortunately, without the tectonic stresses of 5 or 6 factions competing for Rex, the game just isn't as interesting. It becomes more of a tactical game and less of a power struggle.

Where does that leave Rex for me at the end of the day? I enjoyed it for a little while, and have to give Fantasy Flight their due for bringing this classic back to the table. Unfortunately it just has too many significant issues, and I still own Dune. Mainly it inspired me to break out my old copy of that game, and discover that at WBC they now play only 10 turns instead of 15, which would make for a game of roughly the same length as Rex – and Rex is in no way superior to Dune.

What about everyone who doesn't have access of the original? Rex is still pretty good by the modern standards of this sort of game – unlike Conan or Sid Meier's Civilization or Space Empires or their ilk, there is an interesting and solid game here (although play Eclipse with the alien races instead if given the choice). Dune itself is a tremendous piece of raw game design, showing how a number of chronic problems with this genre can be solved. While Fantasy Flight has made a number of missteps in adapting it, it's still a strong game, albeit one that will need a house rule to rein in the Hacan. It could have been so much better with more rigorous development and a less boring and sexist backstory, but it's still a game worth playing.

Thursday, July 19, 2012

Risk: Legacy


Risk: Legacy is one of the most intriguing new games in recent years. Since I've been playing it a fair bit and enjoying it I've been wanting to write something about it. This has proved more difficult than it appeared.


I think the problem in talking about this game is that the design is ultimately a bit of a mess, a mish-mash of ideas without any coherence or real design focus. As such, it defies easy description. Risk: Legacy builds on Risk: Revised, but it layers on a lot of rules chrome – starting with Missiles, scars, cities, and the requisite rules for customization, with rules being almost continuously added as each packet is opened (this gets to be a fairly complicated game pretty fast). As the silly back-story of multiple cloned worlds being fought for all over the galaxy indicates, there is little creative drive behind all these game systems, and so I can't convey to you what it is all trying to do because, honestly, it's not clear. You get to put stickers on game components and rip stuff up. That's pretty cool as far as it goes. What all this is in service of though, who knows.


Here is an example that combines both game-play and thematic elements. I've tried to keep the spoilers minimal and vague, but you'll inevitably learn a little bit about the packets by reading it.


The game introduces Missiles in the rules, which you start using on game 2. You never get any explanation of what they are thematically, so you play them as just little tactical fillips (you spend them to turn a die into a 6 once per game). Later, the packets develop the missile element by giving the factions special ways to use them, mostly fairly minor. Then later, and all of a sudden, all those missiles you've been using since game 2 in marginal ways and which were never described turn out to have been serious nuclear weapons, and the game introduces mutants and radiation hazards. It's cool but disjointed and completely out of the blue. The packets also introduce biohazards, which are themselves unlinked to any of the game's other thematic elements, but get folded into the mutant thread at that point. If one had wanted a game themed around nuclear devastation, why not unify all this stuff into a coherent thematic thread, with the missiles explicitly specified as nuclear at the beginning, driving a nuclear devastation mechanic, until you get the explosive mutant event? Instead we just get a bunch of random stuff which feels like a thematic paste-on to a blender of game mechanics.


This is the thing that bothers me the most about Risk: Legacy. There is just no coherence to the storytelling. Stuff happens at random intervals. You have absolutely no idea what might be in those packets. Obviously, it's best if what comes out of the packs are a surprise, but if it's just random, there is no anticipation which might build suspense. It's just random. The customization element of the game is fun to play, but a lost opportunity to do something really interesting from a story perspective.


I think other than this, the game's biggest problem is around one key change to Risk: instead of drafting all the territories and filling up the board as in the classic game, players pick a home space, plop a bunch of armies in it, and then expand to fill up the board. This is problematic. The classic Risk had an early game of cut-and-thrust as everyone tried to get their continent bonuses, and while Australia was easy and Europe was hard, the rewards were not totally out of whack with the risks. Unfortunately the new scheme has upset this. Small continents are now much easier to control, since players start with only 8-12 armies concentrated in one space instead of 20-30+ all over the board, as in the classic game. Start areas are more dispersed, and since Asia isn't a viable setup region Australia gets a free ride. With the small numbers of starting armies, even Europe and North America are insanely difficult to consolidate. So Australia and South America become impossibly powerful, since you can get your bonus armies right away and then plink the suckers in Europe, Africa, and America every turn to deny them the bonus until they wither due to lack of units. Risk is a game of attrition, so those continent bonuses are big. Our first 4 games every single winner came out of Australia in a walk. At that point Australia had been nerfed by the various customization options, so the next couple winners came out of South America. It wasn't until game 7 that a winner came out of Europe, and it was only because South America and Australia had finally been totally hammered by scars and game events.


Risk: Legacy doesn't really deliver on its promise, unfortunately. It's still a fun game, especially if you're a Risk fan as I admit I am. If you're interested in seeing some promising mechanics in action, definitely check it out. There are great ideas here. Unfortunately, the game design itself is somewhat incoherent and we will need to wait for the ideas to be developed. In the meantime, we can have fun with stickers and scribbling on the board.

Friday, June 22, 2012

GUMSHOE Tips for Players



As regular readers will know, Robin Laws' and Pelgrane Press' GUMSHOE game system has become by far my favorite roleplaying system over the past year. Much as I like it, its focus on character and narrative instead of the more traditional event-driven stories can make for a tricky adaptation for both players and GMs. There is a lot of advice and material out there for GMs, but not so much for players. So, here are are some strategies that I've picked up from playing and running games.

  • Look at your Drive. Understand it. If it’s not completely clear to you, ask your GM. Never mind your background, character flavor, or skills, your Drive is your single most important roleplaying tool. If you're ever in doubt about what direction your character should be going, consult your Drive. Nobody will ever fault you for honestly pushing your Drive, and your GM will likely thank you.
  • Don't concern yourself with equipment. Rely on your Preparedness skill instead. The GUMSHOE character sheets have no inventory lists – there is a reason for that. The GM is not out to screw you because you forgot a 10' pole. It's just not that sort of game. Let go. Pick a weapon, if appropriate, and leave the rest to Preparedness.
  • For your first few games, don't worry about investigative spends. They make sense, but only once players are comfortable with the system and its goals. One good, simple way to think about them is this: if you monopolize the GM’s time for a little while, that's a spend. If you find that a skill use you've called for has ended up highlighting your character for a non-trivial sequence, dock yourself a point or two based on your sense of how much screen time you sucked down. Once you have no points left in a skill, be careful about calling for actions using that skill that place demands on the GMs time to the exclusion of other players.
  • Think about what information you need, then look at your investigative skills to figure out how your character might go about it if you need help. Remember, GUMSHOE characters are generally highly competent, and as such their skills define them more strongly than in other games. Other systems can develop a pattern of "here's what I want to do, what skill should I roll against?", but this can cause problems for GUMSHOE because of the auto-succeed nature of investigative skills. So know what skill you’re using. The skill list has been carefully chosen to reflect the genre and style. When in doubt, you can look at your skill list and try to figure out how those skills might be useful and interesting in this scene.
  • This is tricky, but try to let scenes develop while also knowing when to end them. GUMSHOE is a character-driven game. If the GM sets a scene or introduces a character, it's something for your character to explore, have some fun with, and see where it goes. Once you've developed something a bit, try to recognize when it’s played out. The GM will try to help you here – pay attention if she is trying to shut the scene down. This is easier said than done, but scenes usually follow a logical narrative flow which you can try to grasp.
  • Recognize each player's character's strengths, as represented by their skill ratings, and let them take care of stuff in their specialties. If you have Library Use 1, that's great, but let the player with Library Use 4 take charge in an appropriate scene. GUMSHOE parties are built as teams, almost to a greater degree even than D&D parties. Let each team member shine at what they do well.
  • Recognize dead ends. If you call for a skill use and the GM doesn't give you anything interesting, there is nothing there. If you've called for Reassurance to calm down an NPC and get information out of him, and he's not forthcoming, there is no key reassuring phrase you can utter in-character that will change this. This is the magic of investigative skills ... you never have to worry about looking for something and missing it. If you use your skills, and don't get results, you can still play out the scene for dramatic purposes if there is something interesting there – but you’ve got all the information you’re going to get. It's tempting to think that anything significant the GM introduces at any point is immediately important, but that's not always true. Sometimes it's laying pipe, sometimes it's just flavor, sometimes it's a background detail. Don't beat your head against things. In an event-driven story, you can never go back. In GUMSHOE, you can.
  • Be very careful about splitting the party. This is of course a truism in D&D, where there are endless jokes about it. GUMSHOE may be a totally different game from D&D, but there remains relentless logic behind sticking together. If half the party investigates one avenue while the other half minds the store, the GM can't run a big scene without idling half the players for a significant amount of time and running the risk that skills key to resolving it are absent. If you lose the argument about what to do next, suck it up.
  • Apropos the last point, another trope of classic RPGs is to strictly cordon off player knowledge from character knowledge. Don't do this. Or at least don’t go crazy. For example, if you do split the party for legitimate reasons, don't duplicate what the other half of the group has already done because that's what your character would do and he hasn’t got that information yet. Remember, your remit as a player is to move the narrative forward and be interesting. What your character does still has to make sense of course, but don't do boring or redundant things because that's what your character would do when you as a player know better.
  • GUMSHOE is about information: getting it, understanding it, making decisions based on it. The emotional tenor of the game will be based on what kind of information we're talking about and how it's revealed, but pieces of information are the corridors, doors, and treasure of GUMSHOE. Have a plan to get the information. Follow the information where it leads. Stay focussed. Let your plans play out.

The most important overarching thing to remember goes back to where I started: unlike most RPGs, GUMSHOE is primarily character-driven, not event-driven. Don't concern yourself at all with what the GM is trying to do to your character. Ask yourself what you are doing to interestingly drive the narrative forward. The GM is not going to hose you, at least not in uninteresting ways. In fact, the only way you will end up getting hosed is if the GM is forced to hose you because you are being boring. Players have a lot of the responsibility for making a GUMSHOE story interesting, and the GM is at your mercy here. Consult your Drive and your skills to figure out ways to move the narrative forward. Most of the time you can go with just doing something obvious, because what is obvious to you in the context of your character, your drive, and your skills will usually be interesting to everyone else, including the GM. There is still plenty of room for dramatic, character-building scenes, but GUMSHOE is an investigative system which requires the players to get the information they need. Figure out what you need to know, what questions you need answered, and get those answers. Answers, not questions, move the narrative forward. Ask yourself, is what I'm doing interesting? Is it trying to answer questions based on what we've seen, what we know, or what my drive is? If it's not, come up with something different.

Monday, June 11, 2012

Lord of the Rings: Nazgul Autopsy

Lord of the Rings: Nazgul is Wizkids' latest boardgame foray into licensed property, after last year's excellent but badly produced Star Trek: Expeditions. In Lord of the Rings: Nazgul, the players play Sauron's most notorious servants, fighting the Free Peoples and killing their heroes, all the while angling to become the Top Nazgul. The box says the game is "semi-cooperative", but make no mistake – like Republic of Rome, there can be only one winner, whether it be one of the players or the game system. All of which sounds intriguing, but the game is an epic fail. It's not clear what exactly the game is trying to say, it executes badly on its murky vision, it's not faithful to its source material, it's boring, and it's ugly.


In games everything flows from system design, so that's the easiest thing to look at first. The game takes the view that from the Dark Lord's perspective, everything is a battle. So far it's a promising premise. There are three simultaneous series of campaigns: against the Rohirrim, against Gondor, and against the Ringbearer (where the metaphor starts to break down, but never mind). In pursuit of these goals, it turns out that Ringwraiths are the striving middle managers of Middle Earth, building up their departmental fiefdoms with teams of Orcs, Trolls, Mumaks, and other various and sundry resources which they then decide how they wish to commit to the Gantt charts of conquest in service of their personal promotion opportunities.


This brings us to the one clever bit in the game, the battle cup. Once a Ringwraith has chosen which battle to commit himself to, he decides how many of his resources he wishes to risk. They throw a cube in the cup for each (red for Mumak, green for Trolls, and black for Orcs, plus a special Nazgul cube to represent themselves). The game system decides how many Free Peoples to throw in – blue for soldiers and white for heroes. Additionally, the hero cubes are assigned an identity from a deck of 60 named heroes. Sometimes you get the vaunted Aragorn or Gandalf which will mean dizzying special powers, pain, and continued undeath for your troubles; sometimes you get the decidedly less fearsome Gondorian Captain. There doesn't seem to be much thematic rhyme or reason to how this happens, and the systems are very confusing, so let's not dwell on it and move on. Once the forces are arrayed, the contents of the cup is settled and fixed. Each Nazgul can then in turn pick cubes (usually 2-4) from the mix based on his tactics rating. Picked cubes do damage to the other side (so if you pick a blue Gondorian foot soldier cube, the Nazgul forces suffer one point of damage; if you pick a special Nazgul cube, you do damage to the good guys equal to your current attack rating). Sometimes you can redraw if you have the right power card. Then, you throw the cubes back in and the next player repeats the process.


While there is a truly unwieldy amount of chrome welded on top of it, this is the core idea of the game, and the only real resolution mechanism it has. So what kinds of player decisions does it drive? Since Lord of the Rings: Nazgul is a "semi-cooperative" game, the game system itself is a player. At the level of each battle, the Nazgul players want to win the battle (which grants some VPs to everyone and serves to defeat the game system) and want to kill heroes (which are a more significant source of personal VPs, and your only lever against the other Nazgul present). So, you win the battle by drawing enough friendly cubes to inflict enough damage to wipe out all the defending heroes and soldiers. That damage is absorbed in strict priority order: first the walls, second the soldiers, lastly the heroes from weakest to strongest. So the only real opportunity you have is to be the person who inflicts the right damage at exactly the right time to wipe out heroes. Too early, and you kill soldier blocks, which personally gets you nothing. Too late, and there is nothing left, or only heroes too powerful to kill. Given the inherently chaotic way in which heroes appear and cubes are drawn, this is an extremely tenuous and oblique idea on which to base a game. 


Still, at least it's simple and not too hard to grasp. Throwing cubes into the cup alters the mix is a straightforward way with some subtle implications, and there are a few – not many, but a few – choices in how to go about it. The problem comes in the truly vast infrastructure that is built on top of this. Every turn there are 7 distinct secret-and-simultaneous bids in which your Nazgul fills out his department by adding troops, getting actions cards, calling on the aid of the Witch King, altering turn order, leveling himself up (this is a WizKids game, so it's got clix figures in it whether it needs them or not – so your Nazgul's capabilities change over the course of the game), and so on. Every turn a number of side quests pop up with various benefits and costs – often reinforcements that you have to intercept or they will add to the difficulty of a plot line. There are various mechanics for giving the players some control over committing Free Peoples Heroes to battle that are somewhat opaque. All this is far more chrome than the underlying game mechanisms can accept. At the end of the day we're just choosing a quest to tackle, then adding cubes to a cup and drawing them out. The number of cubes and number of draws rarely gets that large – a truly gargantuan battle might see 25 cubes in the cup with 5 draws of 3 or 4 cubes, but the players have huge incentives to make sure that never happens. More normal, once the game picks up some tempo, is 8-12 cubes with 3 draws of 3. This just isn't a very large canvas on which to paint. All the stuff on the table weighs the game down with baroque details – especially since the font sizes are again ridiculously small so you can't actually see anything – without making it interesting or thematic. It's just tediously repetitive.


The real killer though is that not only is the game boring, it does real violence to the story it is trying to tell, or at least the one it is theoretically based on. The Nazgul were Sauron's executioners. They did his bidding, killing his enemies, leading his armies, even doing his diplomacy. They were slaves to his will. They didn't try to undermine each other with inter-office petty politics. Roman senators, yes. American senators, yes. Nazgul, no. When Sauron wanted something done, he sent orcs. When he wanted it done right, he sent men. When he absolutely, positively, had to get something done, he sent his trustiest servants, the Nazgul.  You could perhaps buy that to the extent the Nazgul had free will, they strove to outdo each other – Beowulf style – in Sauron's service. But the idea that they were constantly actively trying to sabotage each other is ludicrous.


This is just the beginning. Since this is a WizKids game, we get clicks. At the start of the game (pre-Weathertop), the Nazgul are puny, exuding no terror and unable to face down a Gondorian Captain and a couple companies of Soldiers. As the story goes on, they grown in power as they connive for favors from Sauron. I never realized Nazgul were all that interested in personal growth.


And then the details of the various game plotlines ... The Nazgul in the game personally take charge of the assault on the Rohirrim, which of course they never did. They command Mumaks, which they never did. Worse than that, the game doesn't even require them to deal with Minas Tirith at all. Even on the hardest levels, you can knock over Rohan, then hunt down the Ringbearer, and call it a day. Was not Sauron keenly focussed on Gondor, greatly fearing the One Ring might end up there? (UPDATE: it turns out we made a significant rules error. Even after you've re-aquired the One Ring, you need to complete all three quests – you just can't do Mount Doom until you've finished off Rohan or Gondor. This still doesn't make any sense, it just doesn't make sense in a different way. It also makes the game a lot harder. Good luck. My recommendation: you might want to play 2-3 turns to get the feel for the game, then restart. Because of the oblique nature of the cup resolution system, it's easy to get critically behind in beating the system in the first turn or two).


It is possible for a game to stray from the strict parameters of its source material if it can remain true to the story's emotional content. We won't get too worked up about quirky details if the big picture is clear. For example, we know from Tolkien's description of Weathertop that Gandalf alone could hold off all 9 Ringwraiths, at least for a time, and that Glorfindel was terrifying enough to cause them to retreat into the flood. We would forgive the game if, in the interest of giving the players some hope to feed their desperation, it made Gandalf somewhat less fearsome. But Lord of the Rings: Nazgul can't deliver the emotional punch, so we are left to look at this stuff.


Finally, I'll just say a few words on presentation. The Nazgul's sculpts are hard to distinguish (in the game's one concession to theme that perhaps should have raised questions about the wisdom of this entire endeavor), which leads to both significant playability problems and an inability to form an emotional connection as everyone is constantly trying to figure out which piece is theirs. The clix serves to make game-critical information much to hard to see. Font sizes are too small. The cards are not of high quality and the image grabs seem oddly murky. The board is a mess, with the quest tracks hard to identify and follow in addition to being just plain physically unattractive. All it all, it's not quite the disaster Star Trek: Expeditions was in the presentation department, but if that's your standard, that's bad.


As you may be able to tell, this game really bothered me. It's complete amateur hour. It strikes me as a version of a game which might have just emerged from its first playable playtest. It's nowhere near to being publication worthy. It needed more play testing just to figure out what it was trying to do – I don't think it's even ready to enter the phase of cleanup, polishing, and pruning.


Avoid.