Sunday, April 18, 2010

The resources required for gaming

Let me start with an anecdote.

I bought Final Fantasy XIII a while ago, and have been playing it a good bit (at least, before my Houston trip). I have come to the conclusion that if I had played it at any time before my senior year in college, I would've hated it.

There are no towns to explore, no cleverly hidden treasures to find, no people to talk to, no fiendish puzzles to solve, no dungeons to get lost in, no characters with 40 statistics to tweak and juggle and optimize. No, it boils down to a long linear path with cut-scenes and monster battles and story progression.

So why would I have hated this game before, and enjoy this game now? Because I'm busy now. I love getting stuck on a good puzzle, or having to talk to everyone in a village to find out where to go next, or grind for hours to be able to defeat a boss. But those things are for people to have the luxury of playing four hours a night. Now, it's nice not having to worry about what level I am. It's nice always knowing where to go next. I can just enjoy the story and kicking monsters' butts.

This leads me into my main point which I will apply to tabletop role playing games. First, there are two personal resources that have a direct bearing on gaming: time, and money. Second, what kind of gamer you are is a result of which of those two resources you have the most of.

Olde School gaming is for people with lots of time who don't want to spend a lot of money. It takes a lot of time to prepare for sand-box style play, and a lot of mental effort to continually have an answer ready for any scenario your PCs might lead you on. The games take longer; the PCs need to be more careful, using that 10 foot pole on every weird stone, listening at every door, examining every vase. They have to take lots of good notes, draw maps, remember what was said. They have to keep track of food consumption, how many hours have passed since they lit that torch, how long do they have till winter. Olde school games take time to prepare for, and time to play.

Now of course this can be great fun, or else no one would play these games. It is fun to have a detailed world of open possibilities, to feel a real sense of accomplishment in using your wits to survive in a game in which it is so easy to perish. And, it can be argued, that once you get good at it the time investment can be reduced. A lot of material exists online which can be cut together to form a world. After ad-libing for a while, it becomes easier and easier. But I argue that, on the whole, olde school gaming requires a greater time investment than usual.

New school gaming (I'll use 4e for ease) is for people who don't have a lot of time, and who have money to spend on it. There are a lot of books, which can be very cumbersome, but offsets this with a breadth of ready-made material that can be used with very little preparation. It's a plug and play system. Most rules that you could think about already exist. You pick a dungeon, you put on a few personal touches, and you're ready to go. It also takes less time for the players. With the exception of character creation, things are streamlined. You don't have to worry about that pesky resource situation. You don't have to poke and prod every element of a room; a die roll will suffice. A whole dungeon can be conquered in one play session.

But you lose out on some things. That sense of openness is diminished. If you know you're playing a TSR dungeon, you know what to expect. Your accomplishments are fueled less by cleverness and more by good die rolls. But this is not to say these things cannot be accounted for by a good GM. You can make a 4e world detailed, and you can reduce the amount of money you spend by only using core books. Though greatly, 4e saves time at the cost of money.

This is why I prefer 4e now. I'm willing to spend money to have fun doing what I love even though I'm a busy person. I would love to play olde school games, but it seems the time scale for completing a dungeon, or a quest, or what have you is too great.

Thoughts?

Tuesday, November 24, 2009

OUGH

So I've been pronouncing "trough" incorrectly for a long time, apparently.

I just naturally thought it was pronounced "trow" and not the correct "troff".

It's understandable. The "ough" has a similar sound in "dough" and "furlough" and "though".

I can't think of any other words that end in "ough" and have that 'off sound. Does anyone have other examples, or could explain the different etymologies of the two different pronounciations of the "ough" sound?

Tuesday, October 20, 2009

Agricola is almost perfect

I finally busted open my copy of Agricola the other day. There was just one problem with it: no blue player family members! I e-mailed Z man games to see if I can get a replacement.

I played a five-player game with some new players (family version). I went the meat route with an early Hearth, which ironically I didn't really use till phase three abouts. Guess that turn could've been spent doing something more useful. I ended that one with 35 points.

Then I played a solo game, which I found is much harder. I never got past three family members (but did have a stone house), and never even played an occupation. There always seemed like there was a better option on the board. I think I ended that game with 28 or so points. I must play more solo games until I don't suck any more.

Monday, July 6, 2009

Binary Code

Hey everyone, pass this on and help me solve this Binary code/riddle:

01000001 00100000 01001101 01110101 01110100 01110100 01100101 01110010 00100000 01010100 01101111 01110101 01110010 01101110 01100101 01111001 01001001 01101100 01101100 00100000 01001000 01101111 01110110 01100101 00100000 01000110 01100001 01101110 01100110 01100001 01110010 01100101 01000011 01101000 01100001 01110100 01110100 01100101 01110010 00100000 01010000 01110010 01100101 01100110 01100101 01110010 00100000 01000111 01100101 01101110 01110100 01110011

It translates to:

A Mutter
Tourney

Ill Hove
Fanfare

Chatter P
refer Gen
ts

With spaces and capitals as they are.

Monday, June 1, 2009

Evolution of side-characters in a sandbox

Can one have a good recurring villain in a sandbox campaign?

I would like to make one...but one that doesn't start out as villainous. Maybe he would start out as a weakling. Someone the party jipped out of a treasure somewhere along the way. But that would make him angry, and begin plotting...building a stronghold, raising an army. Suddenly that wimpy, toothpick-wristed, limp-haired wizard in training is a little more fearsome. And he's out for revenge!

Alternate ideal: wouldn't it be awesome if in a sandbox campaign there was a foil for the party? Not an enemy, more like a rival. You're on the trail of a priceless artifact and whoops! Someone beat you to it! Better work faster next time! Each adventure I could make a roll every day to evaluate the progress of the rival person/party. It might set a nice sense of urgency for the mini-adventures. But whats this? An evil warlord is threatening the country side and he's too powerful to take alone? You might have to grit your teeth and team up with those smarmy folk who always seem to be dogging your footsteps.

Friday, March 13, 2009

Flavor Powers

I found Mike Mearls' recent blog post interesting. In it, he introduced the concept of just giving the players the flavor text of powers and abilities, and keeping the mechanics of the powers behind the DM screen. So for a Fireball spell, a player might just have "Shoot a fireball that explodes on contact, damaging anyone caught in the blast." But behind the DM screen, you'd have the range, radius, and damage.

It was meant to be a concept for 4th edition games played without minis, but I think it could be applied to any edition, with or without minis. I sort of like the concept, but I think it'd be too much work for the DM, except for the simplest of games, like OD&D. But in OD&D, the powers are pretty much flavor based anyways.

Thursday, March 12, 2009

Yet another BSG Post (shorter, I promise)

6 games in and it is still impossible for me to be a cylon.

This last game I played had a complete Cylon come from behind and win scenario.

Up until the sleeper phase, things were going swimmingly for the humans. No cylons were revealed, and not only were all resources in the blue, but thanks to my inspirational speeches and food rationing as president, some resources were actually higher than normal.

Sleeper phase hits and one of our brood gets turned into a cylon. The other reveals quickly thereafter. Thats when things start to go downhill.

The two cylons recognized something right off the bat: they were both our engineers (Tyrol and Boomer). So they set about the ingenious strategy of activating the Human Fleet location to damage Galactica turn after turn. Now, this would've been hard to repair even if we had engineers in the party. But we were reduced to Tigh standing on the research lab, and me executive ordering him to get engineering cards.

But it gets more ingenious. For each of their two card draws, they drew engineering cards, and kept the repair cards. Not only that, but the Human Fleet location lets the cylons choose a player and take one of their cards. So we were effectively denied engineering cards completely.

I'll need to remember that strategy.