Frustration. For weeks that was the predominant emotion. Maybe weeks is a bit too long, but for sure it was frustration. You see, I’d decided to enter the GenCan’t Roll and Write contest. A game design contest that with a one month deadline, that needed to involve standard dice (the roll bit), that involved writing on paper (eh…the write part), and that MUST include a solo mode. All three things made me uncomfortable as a designer. Generally I don’t like dice. I’ve very little experience with roll and write games. I’ve more experience with solo games, but have never designed one, and any ambitions I’ve had to design one usually end with exasperation as I try to find the balance between replayability (generally through random events, unpredictable outcomes etc.) and making the game about skill, not luck (generally though reducing randomness, avoiding hugely unpredictable outcomes). Continue reading
Creating a character in D&D is a hell of a lot of fun. You can be almost anything, from a devil-spawn who has renounced their heritage to become a champion of good, to a ferocious gnome barbarian with a penchant for silly hats, to a good ol’ fashioned human who just wants to fling some fireballs. The mechanical process of making a character in D&D is, to quote Matt Colville, something that’s fun to do if you already know how to do it. But the less mechanical side, the “fluff” as it’s known, is a huge part of the fun too. This is where you can get into the guts of what makes your character tick, where they come from, what they believe, who they’re close to, and all the spaces in between. And wonderfully with the advent of Backgrounds in 5th Edition D&D, this fluffy part of character creation has been rolled into the mechanics too. Not a huge amount, but just enough to force even the most number-crunching power-gamer to think about who their character is.
So with that in mind I’d like to delve into the downside of your character – let’s talk about flaws.
Dearest readers, yes, it has been a while since we published something, and for that, both Emmet and I would like to say sorry. We did warn you though, in our first podcast of the year, it was looking like we would have a very busy year, both in work and personally, and it has proved to be true. But, for me at least, I can start to see the clouds clearing on the horizon, and so I should be able to get back to writing and recording over the next few weeks. With that in mind, let’s talk games!
I’ve never roasted coffee. I do enjoy a good cup of coffee, and we’re lucky to have some very well regarded roasters in Dublin, like 3fe, Roasted Brown and Coffee Angel. Given my lack of coffee roasting experience, what follows is a wholly groundless assertion: it’s an art. Sure, you can measure the roasting time, the temperature, but I bet it’s never 100% exactly right every time. Neither is a game of Coffee Roaster, a solo game from Japan. Sure, you can math out some bits, try to count and make sure you’re as close as possible, but things don’t always go as expected, and you end up with a horrible cup of coffee from an over-roasted bean. Continue reading
On Episode 7 of the podcast we discussed Secret Hitler. While I did enjoy the game, we touched on the idea that the inclusion of Hitler and Nazis might immediately create a situation where some people wouldn’t want to play it. Hell, excluding the presence of Hitler in the game, it sort of sounds dull – play a political party member, vote for the president, and pass political policies.
To me, on the surface, that sounds unappealing. But the game is fun damn it! It was a game I wanted more people to play, specifically my partner Marie. So spurned on by our discussion on the podcast of re-theming the game I set about creating Secret Voldemort!
This week I’m going to continue my designer diary. Previously I introduced Agency, a game I started (but moved beyond) with the restrictions for our Build A Board Game event, which we ran in August last year. Agency is a game about marketing; the player represents an advertising agency, looking to fulfil contracts in the market to earn cash. The player with the most cash at the end of the game, is the most successful. Just like real life cash is how we measure success, cash and victory points. Continue reading
Glen More is an older game – it’s not polite to talk about someone’s age, but I bring up it up is to remind us that it belongs to a different time, a time when the “Euro” and “Ameritrash” genres were more clearly defined, with less “hybrids”. As a matter of fact I think it’s a perfect game to demonstrate the difference in opinion Emmet and I have in relation to theme and its importance to a game. If you don’t know what I’m talking about, check out Episode 7 of the podcast.
Glen More is ostensibly about building a small Scottish village, making whisky (interesting aside: it’s spelled with an “e” i.e. whiskey, if it’s country of origin has an “e” in the name. Ireland, America = whiskey, Japan, Scotland = whisky) and promoting chieftains to gain influence and power which is represented by victory points. Obviously. The theme is “evoked” through kilted men and sheep on the box cover, Tam o’shanter caps, highland cattle, whisky production and use of the word ‘chieftain’. It might sounds evocative, but there’s very little to drag you into the theme, to immerse you in it and make you feel like you’re actually in Scotland building a village.
But to me it doesn’t matter because the gameplay is so good! Continue reading