Thursday, 27 April 2017

200 Word RPG Challenge 2017 review diary

video
I've challenged myself to read and review all of this year's entries in the 200 Word RPG Challenge before the judges announce the winners. When completed I'll publish them. For now, here's how it's going. (My first time doing video, so it went waaay longer than anticipated.

Tuesday, 6 September 2016

Deathwatch RPG (review)

Amongst all my minis, games and toys there is one single lonely Space Marine. I'm not even entirely sure when I got him, or where. Somehow he invaded my hobby shelves and set up operations. I'm not sure really what he wants or what he's up to; his stern and stoic helmet betrays no sign of his mysterious agenda.

He's a dark, faded purple in colour, clutching a bolter in his gauntlets. I'm pretty sure that there was a spike on him at one stage; a homemade Chaos conversion, I'm guessing. But that snapped off long ago and he's ready for stormtrooping shenanigans once more.

Someone surely spent some time on him at one point. I myself never had much love for painting models. And I was always more into fantasy models than sci-fi anyway, so 40K kinda passed me by. Wargaming just isn't really my thing.

But the 40K setting has intrigued me the more I've read about it, and the recent RPGs have been getting praise and profile, so I figured that I should bite the bullet and launch my first proper foray into the 41st Millenium. But which product? Should I start with Dark Heresy, which seems a bit lore-heavy? Or Rogue Trader, for a bit more freedom?

Or Deathwatch? Deathwatch has Space Marines. And I've got one single lonely Space Marine who has been waiting years for me to give him some orders. Hell, I know nothing about these guys. I know about space orks, and eldar space elves, and those awesome tyranid space bugs. I'm aware that there's some living-dead cyborg emperor-god that rules humanity. I know that there's only war, and that there used to be space dwarves but we don't talk about them anymore. And there's demons, because the whole universe looks like an '80s power metal album cover.

But I actually don't know about Space Marines. I didn't get into them when I was fourteen; am I too old to enjoy them now?

Are Space Marines cool?
Space Marines are awesome! I didn't think I'd get so much into Space Marines, but I totally have!

Here's what Space Marines are: Space Marines are deranged hyper-masculine power fantasies, something along the lines of Arthurian knights meets Frankenstein's Monster, who kick the shit out of aliens in the name of Dead Space Hitler. It doesn't so much glorify violence as happily wallows in the bloody aftermath. And once you take that for what it is, it becomes very cool indeed.

Much is made of how tough Space Marines are. They can't be mighty enough. A lad (and it's always a lad - more on that later) has to go through like a zillion different steps and failing any one of them kills him, it seems. They're titans. Demigods! Ubermensch! The ones you play in Deathwatch aren't even new recruits. You get to play distinguished veterans who have proven themselves outstanding in combat.

Even Space Marines think your Space Marine is awesome! That's pretty overkill on the awesome, but the 40K universe does overkill so well! And it's so nice to be given all this awesomeness. In so many games we're straight off the farm, clutching a few coppers and a pitchfork, but in Deathwatch we're already at max level. We don't just fight aliens, we wipe out their species. We don't blow up enemy bases, we blow up their suns. It's heady stuff.

So I finally get it. Space Marines are fucking cool, and I've got this big massive tome to thank for it. The book itself is a beautiful object, filled with funky pics and busy graphics, and the flavour is great. But that concerns me. I'm in this for a roleplaying game, and for all I know all the stuff I'm liking could have simply been copy/pasted from the books for the miniatures. It isn't telling me about the game.

So far the background material is making me love Space Marines, and I'm suckered in. I'm lovin' them Space Marines. I wanna play me a Space Marine.

You better make me feel like I'm playing a Space Marine, big massive tome.

 So far so good...
First up! Pick your Chapter, which is kinda like choosing which illegal frat house hazings have scarred your character for life. None of them are nice organisations, and none of them are meant to be, with names that have inspired countless garage bands, no doubt. Each one gives you a few stat bonuses and also its own unique Solo Mode (which seems interesting) as well as its own Demeanour.

Now Demeanours are the first thing you'll see in the way of roleplaying aids. They're personality quirks that help define your character, and they're great to see. Even D&D got on the personality trait indie bandwagon with its most recent edition, and it's nice that bigger developers are recognising that it is important.

However, like D&D5, I don't think they've gone far enough with it. Demeanours feel tacked on and underused. I can't help but feel like they should be a more central part of the game, helping us peer beneath the shells of these armoured angels of death. They could have offered strict protocols for actions, perfectly suiting the themes of indoctrination and discipline, or even offer a list of various oaths by which your character lives with consequences for breaking them. A missed opportunity.

Having picked our oh-so-macho Chapter we get to pick our Speciality, which is basically our combat role (medic, berserker, heavy gunner, psychic space wizard, etc.) And about now I'm starting to worry. All of these choices so far have been helping me narrow down a character identity, and I'm really getting off on that, but they're also mentioning some simple references to adjustments to the main system, and I'm getting the horrible feeling I'm not gonna like it.

I keep putting off having a look ahead to confirm my bad suspicions that I won't like the system, but am holding off simply because I'm really digging the Space Marine fluff and I don't want to be disappointed. I'm looking for something that feels colossal, suited for portraying the mythic lives of these superhuman dark heroes, and I just don't think I'm gonna get it.

My little lonely purple Space Marine is now sitting on my keyboard, studying my every word.

I think I'll call him Dave.

Where'd my power fantasy go?
I have a copy of the classic Warhammer Fantasy Roleplay on the shelf. My mates and I always joked about it being a completely bizarre game in which a whole heap of stupid mechanics got thrown together and despite them individually being shit they somehow worked together to be really entertaining. But it isn't a great game by any means, even though it does have a few good moments.

Deathwatch is using a very similar system (as used in Dark Heresy et al) but with a bit of modern polish, and it simply feels inadequate. I can't really complain about it, because it does do its job serviceably well, but it never lives up to what it could or should be.

The percentile system at its core is made more interesting by some great twists (like reversing your hit result to determine hit location) but then you'll have an ugly rule about determining the roll's relationship to your ability, which would have been smoother by simply having the "tens" of your roll become extra degrees of success. It's this confused approach that permeates the whole game.

Whenever the game wants to give you a choice it will give you so much. Maybe too much. And then it gets all self-conscious about it and has you roll on a table for the next thing and you've gotta run with it, no arguments. But then it feels all bad about being so strict and the cycle never ends. It's a confused mess.

Combat is the heart of this, as it should be, but it never makes you feel like you're a Space Marine. You just feel like you're playing yet another standard roleplaying game. Yup, it's a roleplaying game in the 40K universe. Yup, it can do the job. Nope, there's no reason why you should use this system rather than a better one on your shelf.

There are indeed a few things included with Deathwatch which are great, but nearly every one of them never follows through on how great they could be. The idea of your power armour's history and quirks is great, and having it randomly generated is cool, but it has very little effect on the game.

And this game should be about those personal touches. When we're playing Space Marines I want someone to invoke their power armour's history in a scene and have that moment be important. I want someone to open up about that time they slaughtered a warmaster and that's why the orcs on this planet aren't attacking us yet. I want the exploration of our characters to be happening as part of the gameplay, drawing us together to become a band of brothers.

Solo and Squad modes for combat are a great idea, and Cohesion and Fate are both fascinating, but fall flat with the system as a whole. It all feels like a miniature game, and that already exists. Why not give us something really different?

Just another RPG.
Deathwatch straddles the oh-so-familiar rpg trope of being caught somewhere between a minis game and a roleplaying game, and if it actually accepted its place it would have been a lot better. If it had simply become a tabletop skirmish game with character and mission progression (like an improved Warhammer Quest or Necromunda) then it could have worked. But it has too much bullshit for a minis game, and too much other bullshit to be a decent roleplaying game.

I thought that maybe the recently released Kill Teams might do the job. I even went out of my way to walk into my closest Games Workshop store to check it out. Sadly, it doesn't stress character growth and ongoing storylines at all, really. And I guess I'd like something in between those two if I wanted a tabletop Space Marines chronicle.

But I would really like a far different approach. Last year I read a mechanic in a game where you healed during refreshment scenes. You only get the benefits of a refreshment scene if a character reveals something about themself which hasn't been introduced before. That kind of mechanic is exactly what Deathwatch could have been built on.

Tell me about how the people of your home planet live in perpetual darkness and that's why you see well at night. Gain an advantage in a combat against a corrupted Commissar with your laspistol that you only ever use to execute traitors. Never remove your helmet in company, and even then go masked and hooded, but finally show your face to your battle-brothers and let them see the truth. Tell me of how you have dreams of dying in battle with a Hive Tyrant, but refuse to let that deter you from your mission. Let the base mechanics be built on learning about our character during play and watching him grow as we also see what made him.

That would make me feel like I'm playing a Space Marine. Deathwatch makes me feel like I'm, at best, playing a soldier.

Being fair
I think I'm being a bit hard on Deathwatch. The system isn't terrible, just typical and boring. It contains enough variety and distraction to suit it's design, and there are quite a few nice touches. But all of these good elements end up being hexbugs (hexbugs are elements in a game that remain charming despite being utterly incapable of achieving their function.) You can't build a game around hexbugs, especially by trying to link them together; you simply get stupider and more ridiculous hexbug activity. A lot of charm, but no satisfaction.

For casual roleplayers, and especially those coming into the hobby from a wargaming background, Deathwatch is fine. It's a perfectly serviceable game and is just as good as some other big lines out there. It's going for a certain style of play and has succeeded in the attempt.

But the true star, of course, is the setting material, and I think our hypothetical wargamer might have a different complaint. For me all this wonderful source material is fresh and exciting, but our wargamer friend might see all of this as very superficial. Apart from a new Chapter (briefly described) and some admittedly quite nice work on the local sector of space, there's nothing new here to excite them other than the system.

There's not even enemy stats for orks or eldar. I know I'm new to the Imperium, but aren't we meant to be seconded to the Ordo Xenos? Hey, I'll shoot Chaos with the rest of 'em, but ain't we here to bag us some aliens?

Dave
I now understand Dave a lot better and I have Deathwatch to thank for it. I now know why he's so stoic and ever at-attention. I know what torments he went through to become Adeptus Astartes and can only imagine what atrocities he has witnessed (or committed) since. I know that he holds a bolter with a .75 caliber and the bullets explode upon impact. I'll be reading up more on Space Marines, I tell you!

What does Dave think of Deathwatch? He doesn't give an opinion. The best he offers is a macho space-shrug and remains impassive. It's all the same to him.

He's pretty much nailed it. Space Marines are so cool!


STYLE 3
SUBSTANCE 3


PS: Games Workshop has been justly criticised at various times for its attitudes regarding women, and the 40K line has also suffered criticism as well. Fantasy Flight aren't responsible for any of that.

But FF should have put at least a sidebar early on discussing the gender politics of this setting and how that shouldn't affect who plays the game. And they shouldn't have used the male pronoun for players throughout the document without giving us a justification. That just looks guilty.

Myself, I can get behind the reasons why there are only male Astartes (it's all quite dystopian and cool) but it ain't gonna look good until GW stops sexualising the Sororitas.



Saturday, 11 June 2016

Thursday, 12 May 2016

Best game elements to steal from #threeforged 2015

We're gonna steal some game mechanics. Some really good game mechanics.

I found them in last year's Threeforged RPG Challenge. There were just over 100 short roleplaying games, randomly created by blind teams of three designers per game. For each of my own reviews, I tried to include a highlight of the game. The "Best Bit". And some of the best Best Bits were in games that didn't make the final selection. But I'm still thinking of them, and I think that they are brilliant.

So lets steal them. Lets grab them and add them to the toolbox; that secret chest of tricks, tips, and tweaks that helps make our games great. Because we need the best parts if we're to patch together our own great games. Even if it does mean looting the corpses of the games that didn't quite make it in the contest.

Lets go grave-robbing. We've got monsters to make.


The Die-Drop Map-Making Method
I have no idea who came up with the idea of "the die-drop" method, but I witnessed it three times during Threeforged. Essentially, you pick up a handful of dice, drop them on a sheet of paper and then note where they land. This creates the map of your game setting.

The game that introduced me to the concept was Forgeborn, and it is my favourite. Essentially, Forgeborn has you drop 4d4, 8d6, 2d8, 2d10, and 1d12. The d4s are villages, so you draw a triangle where they land and put the number rolled on the d4 inside it (symbolising the encounter difficulty in that village.) and you then connect the villages with roads. Even d6s are forest areas, and they can link up with each other; odd d6s are mountains and do likewise. The d8s are ruins, the d10s are cities (more roads) and the d12 is the dragon's lair (or whatever villain you want.) The numbers rolled on these last are all important, too.

This type of map-making is entertaining in its own right. It's easily adaptable; you can make cities, star clusters, continents, whatever. There's another way to use it, which was shown in another Threeforged game, The Rending of the Veil, which very nearly won the contest. Veil had a map already laid out which you dropped dice on to determine where major storyline events will happen. It's a slightly different approach to Forgeborn (or Under a Broken Moon which was the third die-dropper), but it also conjures up ways to use a similar method for any other game (detective stories immediately spring to mind).

Consider a map of Arkham for a Cthullu game, filled with all the major locations. You drop the dice and find connections. With a little creative interpretation you've got a basic plotline.


The Two-Fisted Combat Throw
I used to play in a big worldwide game which used scissors-paper-rock as its core resolution method. It is a limited system on the whole, best used for simple scenarios, and it showed its flaws when used for more complex situations, such as combat.

Shinobi Village didn't impress me overall, but it did include a brilliant dueling mechanic which puts a new spin on SPR. Basically you throw two fists at once, one over your heart (your defence) and the other outstretched toward your opponent (your attack). Since your opponent is doing the same, this means you may end up both hitting, both missing, or one hitting while the other misses.

But what makes it more wonderful is that it becomes hard to "read" your opponent. It's hard enough trying to keep your own head straight working out how to coordinate your own hands and the patterns you've used, let alone pay attention to your opponent's strategies.

This system can easily be adapted for multiple participants, and is also a fun little dueling game to play on its own as a first-to-three-strikes icebreaker.



The Action Flowchart
Automaton might not have made the final five of the competition but it was undoubtedly one of the best games Threeforged had to offer. The designers offered a world where you played robotic detectives trying to solve a robot related crime, attempting to complete your mission before a human team beats you to the punch.

But what made Automaton great was the "action flowchart" which simulated the structure and limits of your robot's programing. Essentially, your character will be in one of half a dozen different states, each state allowing certain types of behaviour. You can cycle in the one state for a while, but you'll eventually have to move on to the next state permitted to you (you might have a choice between two states to move to). From there you can proceed onwards, but you can never go backwards.

It sounds a bit complex, but the flowchart supplied made easy work of it and was intuitive. You could go from a Hot state to a Cool one, but not back immediately to Hot. You must go to a Sharp state after that, which leads you to a choice between becoming Stressed or Hard. Stressed will lead us back to Hot again if we want to do that, but we could maybe get away with the Hard option. However, if we fail we'll have to travel to a Soft state, then go back through Sharp and Stressed before we can get to Hot again.

Phew! Writing it out like this sounds ultra-confusing, but with the ingenious flowchart it was perfectly simple. And it adds a "programming" feature to roleplaying that makes tabletop games like Roborally and Colt Express so delightful.



The Three-Fanged Traitor
Traitor mechanics are hugely popular in parlour/party games, with The Resistance (and its variants) and Werewolves/Mafia being two of the most well-known examples. Board games often use traitors (Shadows Over Camelot is a personal favourite) and roleplaying games will often allow players to have their own secret agendas.

Space Problems Argh is an unfinished game that has a lot of promise, especially so in the use of its own traitor mechanic. In this game, not only will you not know who the traitor is, you will not even know if you actually have one in the game. That in itself isn't new; Shadows Over Camelot did that. What is new is that there are THREE DIFFERENT TYPES OF TRAITOR that could be trying to ruin your plans.

The three different traitor types are Turncoat (who is trying to rob you), Alien (who is trying to kidnap one of you), and Cyborg (who is trying to destroy everyone). Since you don't know what kind of traitor you (possibly) have means you don't know what their agenda is. You never know what type of behaviour to be watching for.

This is an excellent evolution of the traitor mechanic. Imagine a game of Werewolves where you don't know if you are hunting vampires, cultists or zombies instead, each with their own unique methods of play.


A and B Agendas
A and B storylines are a standard in storytelling, particularly for the screen, and many GMs naturally try to emulate the style. There are a lot of games which allow a player to have a "spotlight" scene where they get to shine, but it can often be difficult for some players to step up. It can also be difficult for some players to step back into the shadows.

Enter Ad Libitum Absurdity, which is a hilarious little game about typecast actors trying to break out of their roles. What ALA proposes is to give characters two different agendas. Your A agenda is your main one which you will be focusing on in your spotlight scenes. Your B agenda only comes in during scenes where you are a background or supporting character.

This idea can so easily be used in any game, and is generally a good technique to use in any storytelling medium. Our D&D dwarven warrior who has the A agenda of gaining revenge on a tribe of orcs may have the B agenda of finding a good pair of boots that actually fit. In any given scene, the player should be asking themselves what their PC's purpose is in the scene and choosing their agenda to suit.

You could take it even further, having Spotlight, Supporting, and Background agendas, each appropriate for their respective scenes. You may even have abilities or powers linked to them. The purpose of the mechanic is to have the characters acting appropriately for their position in the tale at that particular time.


Evolutionary Gameplay
Millennia is less a game but the setup for a game. You begin by creating the world, playing the titanic forces that mold it. From there you play the gods, whose powers are more focused than the titans, then move on to the demigod heroes, to the rulers of empires, and finally on to the simple individuals whose stories are the focus of the rest of the game.

So effectively you are creating the history of your game. Nothing outrageous there.

The reason why Millennia shines is the principles behind this approach. The Titan style of play is very simplistic and broad, helping to create epic tales of how a dead titan's body formed a continent, or how a breath created life. Those mechanics, themes and stories are then elaborated on in the God section, and so forth. As the history becomes more complex, so do the characters and the game systems. The pace of the game is as fast or as slow as the players need or want.

Many games dump a load of rules, tools, and setting materials upon a player, which can make entry-level players feel greatly intimidated. Millennia encourages a natural and intriguing approach that settles players into the world at their leisure and helps them create it as they go. The rules of the game are introduced in-play, one step at a time, reflecting and accentuating the history itself

Millennia might need a bit of work, but it is a gem of a game and was unfairly forgotten in the Threeforged contest. 


Reflective Refreshment Scenes
There are a load of great ideas in last year's Threeforged contest, but the last one I'd like to mention comes from 10 Million AD. Many games include combat and healing, but this game included a healing idea that could be included in almost any narrative-based combat game.

At any time that two or more characters are in a place of relative safety, they may call for a "refreshment scene." During this scene, a character must reveal something about themself that has never been revealed in play before. A secret. A desire. A bit of background. As long is it reveals something about the character and offers conncetion between the participants of the scene.

At the end of the scene characters heal, restore spell points, gain xp, etc. It encourages roleplaying by giving rewards for acting in-character and also helps break up combat scenes by adding more introspective events between them.

I especially like the idea of including refreshment scenes like this in live action contact larps.


Final Note
All of the games mentioned here can be found on the Threeforged RPG page for last year. I highly recommend checking out all of the games mentioned here for yourself (they are free for download).

And if you do manage to cobble together a monster, make sure you remember who gave you the parts.

(One final final note: the games I've listed are not necessarily my favourite games of the contest, nor even the "best." But they are indeed ones I significantly remember because they contain something special and were otherwise overlooked. Thank you to all the designers for your great work. You can read my reviews of all 103 games here, my personal Top 20 here, and my reviews of the five finalists here.)

Thursday, 10 December 2015

Meeplecon Game Reviews (reviews)

I went to Meeplecon over the weekend. But hark! I hear a question, echoing from the depths of time...

"Hi Ivan! This is the ghost of Ivan past."

Okay... Like from my childhood, or ten years ago, or what?

"Nup. Last week. What the hell is Meeplecon?"

I see. Board game con. In its third year. Held in Preston (Melbourne's north) last weekend.

"Gotcha. That's 'last weekend' from your timeline, yeah."

Yeah. So you'll go there this Saturday. Cost you a tenner.

"Cool. How was it?"

Good. Wanna hang about for the game reviews?

"Nah, I'm off. Spoilers, etc."

Fair enough. I'll talk about it anyway to these other guys.

Where were we? Ah yes! The games.

I started off about midday with some boardgames, moved on to the exhibited dexterity games, and then to social party games for the evening. I'll go through them pretty much in chronological order.


Between Two Cities
A clever tile-drafting game where you build two cities, one with the player on your left and another with the player on your right. You end up gaining the value of the lesser of your two cities.

It's a clever hook and makes for a fine balancing act. You are at once collaborating and competing with the other players which gives the game a very positive and sporting vibe at the finish.

It does have a steep learning curve (the scoring rules are very important to know from the outset and take some time to explain) but the game itself is pretty fast and intuitive. And the "gentlemanly" nature of it makes it a delight to play with no hard feelings at the end.


Escape From Atlantis
This game got a gushing review from the Shut Up & Sit Down crew (they review board games and stuff) which meant we got people to play quite easily. It has also been around for over 30 years and it stands up very well.

A hex-based game, your handful of little dudes start on a sinking island and try to swim or sail to safe harbour. But terrifying sea monsters and sharks and whales live in the water ready to bugger up your dudes. Added to which, the island is not only sinking but about to blow up, And your dudes all have secret values that you might lose track of during play. Oh no!

It's a load of fun. The pieces are vibrant and the gameplay is tight. But a special mention goes to the tiles. As the island sinks the beach tiles get removed, followed by the forest tiles and then the mountains. The designers could have left it there but instead they decided to make the forest tiles taller/thicker than the beaches, and the mountains are bigger again. It's an obvious representation of the shape of the island and made us all go "Ooh, nice," as we imagined the water rising.


Dead of Winter
I've been wanting to play this for a while and had the good fortune of having two old hands play with us who recommended exchanging the Crossroads story cards with the app which they'd conveniently brought with them. It was a good choice.

Dead of Winter is a post-apocalyptic survival game where you try to maintain a small community trapped in a frozen zombie nightmare. You'll have several survivors who'll go out scavenging or stay home and man the barricades whilst the game itself tries to screw with you all.

It's presented beautifully and the stand-up pieces are a treat. The expansive cast and the random events of the Crossroads deck/app add depth  to the experience and offer good replayability.

The best part of the game for me is that you can get most of the way through the game and do quite well, but then the whole group decides to start throwing spanners in the works. This inevitably screws up everyone, but the train wreck is so fun to watch that you end up joining in.


Secret Hitler
Secret Hitler is a tactical bluffing game of vote-passing and secret identities. It fits somewhere next to the Resistance on the shelf, but is a different beast again.

I'm exactly the type of person you want playing this game. I'm like the guy who rocks up to the poker table with a wad of cash and no idea what the suits are. I don't play Secret Hitler, it seems; I get played, and played like a damn fiddle.

It was a simple printed set, but did the job well. Even so, I'd like to try it again. I'm a little concerned that downtimes between turns can get a bit laboured, so I want to test that further.


Dexterity Games
There were a large collection of wacky dexterity games available and most only took a couple of minutes. They were a great tonic to the more complex games in the main hall and required little knowledge to play.

  • Nelly: A balancing game where you put turtles on top of a hippo called Nelly. Run out of turtles and win. But it's a lot harder than that. Nelly's back is very slippery and it seems hard to balance any more than two turtles up there. A cute game, but I probably wouldn't buy it.
  • Lift It!: A building game where you use a little plastic crane to stack various plastic shapes atop each other. Cards determine the construction you'll make along with a time limit. The big draw is attaching the crane to your face and bobbing your head madly to try to build your design sans hands, but you don't get to do that very often. Not quite as fun as it looked.
  • PitchCar: A racing game where you flick wooden token cars around a track. Simple and surprisingly addictive, but the opportunity to customise your track adds a challenge for those looking for more. Very nice.
  • Bugs in the Kitchen: There's a bug in the kitchen and you'll need to adjust a maze of cutlery to entice it into your trap (but not your opponent's trap). But the real charmer is the funny little hexbug; a battery-powered roach that jiggles and shimmies about the maze you make, sometimes in the most silly of ways. Alas, hexbug needs a bit of work and tends to get caught in corners. The idea is great and my opponent and I fell in love with hexbug himself (we called him a boy), but sadly hexbug needs a better design. Really worth trying at least once.*
  • Riff Raff: Another balancing game, this one involving a delicately balanced sailing ship that is incredibly pretty. There are a helluva lot of pirate ship balancing games, but this seems like one of the few designed for older players. The variety of balancing pieces is fantastic and the ship itself is striking. Quite the challenge, too.
  • Flippin' Frogs: My favourite of the dexterity games, Flippin' Frogs sees you launching rubber frogs from little catapults at the branches of a spinning tree, which is precisely as fun as it sounds. You only have a limited time to get your frogs up there before the tree snaps up its branches, potentially dislodging your frogs in the process. I loved this game. The little rubber frogs look silly and are thoroughly non-aerodynamic, whilst the tree sometimes seems actively malicious. 
* Hexbug: an element of a game that manages to be the most satisfying and charming part of the experience despite being utterly incapable of achieving its design function.


Werewolves
There are dozens of different card sets and names for this game (we were using the Ultimate Werewolf set) but I tend just to call it Werewolves. It's a great game and a classic staple, but it also has several fundamental problems.

The first is player elimination, which is not so bad with a dozen people and a more intimate environment, but it can be frustrating in a 20+ player game. It's entirely possible to wait all day for a game, sit through a fifteen minute rules brief, get five minutes in and be eliminated with no further interaction. That can suck. And in an environment where I can wander off and join another game almost instantly, it doesn't make me want to hang about and meet all these awesome new people (and isn't meeting people part of what makes this hobby great?)

The second (related) problem is what I tend to call the Big Brother effect and it simply means that the more interesting and entertaining people tend to get eliminated early on, leaving the second half of the game a bit boring for the eliminated players who now serve as audience.

There's one other issue and that's the downtime. Night scenes interrupt the flow of the game and introduce regular pauses of silence between the more exciting day scenes. Certainly the Night scenes are interesting for those with special powers (such as the werewolves, the seer and the bodyguard) but it's simply a tense "loading time" for humble villagers.

Regardless of these problems, Werewolves remains a classic experience and if you do manage to survive (or better yet, actually win) then you honestly feel like you achieved something (I did manage to survive and win and it was the best game of Werewolves I've ever played. I've also never felt such a personal vendetta against the werewolves.)

But where Werewolves fails, another game shines...


2 Rooms and a Boom
This is the social politics game that has knocked Werewolves for six and keeps everyone involved at all times. In a lot of ways, 2 Rooms and a Boom is the convention game of 2015.

The basic premise is simple and the game takes about fifteen minutes. Everyone is given a card with their hidden role on it, separated into Red and Blue factions, and then the players are randomly assorted into two rooms. The rooms get to exchange players at regular intervals until the time is up and the Red Bomber explodes. If the Blue President is in the same room as the bomb, Red Team wins; otherwise the President survives and Blue team are victorious.

The game is often a tense standoff of secret card revealing, bluffing, deduction and political double-dealing which rewards both the loud scene-stealer and the quiet observer alike. Multiple other roles can be introduced (including grey factionless ones) and all of these extra roles change  the dynamic of play.

I've yet to encounter an officially produced deck (though one does exist) but it is incredibly easy to whip up your own. You can even just use a deck of playing cards. Mind you, I would like to have the actual product, even just to support the game designers.

The problems concerning player elimination in Werewolves don't happen here as players aren't eliminated but rather just relocated, which is always an exciting opportunity. You're never a spectator while playing 2 Rooms and a Boom unless you want to be, and even then you're engaged in the game, watching, listening, and learning before finally choosing your moment to make a play. It's very good.

If 2 Rooms and a Boom has one outstanding issue, it's getting players to adhere to the time limits, especially when selecting hostages. The hostage process is easy for people to bugger up, and I think an impartial timekeeper/mediator is essential to the game. Without that person, things can get a bit cumbersome.

But don't let that throw you. 2 Rooms and a Boom is a great experience and the perfect way to meet new gamers at a convention. And it's fast enough that you'll play at least twice.


Monday, 23 November 2015

Rocky Road Warriors (ruleset)

Debuting at PAX Aus this year was my brand new edible wargame; Rocky Road Warriors!

Rocky Road Warriors is a real-time wargame played with sponge cake/lamington vehicles decorated with Tiny Teddy crew members, marshmallow wheels and any other yummy things you want to put on them. Teams of two battle against each other for supremacy of the post-apocalyptic glazed highways.

The game is fast, exciting, chaotic and wildly entertaining.

The rules can be found here (EDIT: hopefully working this time)

As a special treat, Mr Aaron Lim filmed a playtest of the game at the Games Laboratory Incubator meetup (you can also see other clever games that were being demonstrated). See the footage here.


Thursday, 12 November 2015

Tiny Teddies Go To War rules (ruleset)

By popular demand, here's the ruleset to play edible wargame Tiny Teddies Go To War as played at PAX Aus. (EDIT: I've been having a bit of trouble making the link work, but it should be fine now.)

I would like to point out that these rules are different to those played the previous year as the game should constantly change. There is no one way to play and everyone who has run it before has used different rules.

Nevertheless, if you want a starting point or are just too busy to make your own rules then you are more than welcome to give these ones a whirl.

For those of you interested in the rules for Rocky Road Warriors or Entree Invaders, rest assured that they will be coming soon.