Tunnels of Doom

Navigating the twisty maze of games

Archive for September, 2008

In Pursuit of Narrative Truth

Monday, September 8th, 2008

I read The Alexandrian’s series on Dissociated Rules in D&D 4th Edition with interest. Among the points discussed in the longish series, Justin Alexander speaks about the mechanics of storytelling vs. role-playing in the context of 4th Edition. As a counter-example to what Wizards of the Coast is doing with the D&D franchise, he points to a storytelling system called Wushu.

Having never heard of Wushu before this, I read its description carefully and felt my imagination beginning to spin. I, too, feel that D&D 4th is primarily a tactical miniatures game although perhaps unlike Mr. Alexander I don’t really take it as some affront to the D&D brand. I happen to like tactical miniatures games and grafting a light narrative mechanic on top of them isn’t directly offensive to me. However, I also appreciate the story-heavy mechanics of the kinds of role-playing he and other 4th Edition detractors crave and reading about the far-afield Wushu principles was exciting.

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Gaming Weekend: In House Edition

Sunday, September 7th, 2008

I love house rules. Obviously not all house rules are ideal, but the fact that games are analyzed closely enough and the nature of gamers trying to make their games suitable for their preferences is part of what makes gaming, especially tabletop gaming, so enjoyable.

I’m sure we’ve all heard the horror stories of house rules gone awry; I recently heard tales of a Blood Bowl league that implemented a complex series of sportsmanship house rules that went so far as to penalize players for not apologizing if they caused a casualty. Another Blood Bowl league I know of actually changed the rules for how a team’s Treasury is counted in such a way as to make a non-game-impacting feature game-impacting.

But generally speaking House rules can be great for adjusting broken rules that haven’t yet been officially updated and for customizing games. I’m always interested in hearing some house rules people come up with for their games. One that we use is in Pandemic, we always play with our hands face-up. For 40K 4th Edition we used to handle difficult terrain checks with an average dice (2-5 on a D6) instead of selecting the highest from 2D6.

My experience is that there are two basic kinds of house rules: There are those that are developed in response to awkward game situations (like the difficult terrain check which was instituted after several games where entire units were rendered useless because of several turns with 2″ or less movement) and there are those that are developed from consideration of how to improve the game. Most of the latter are, like the sportsmanship rules from the Blood Bowl league that I heard about, complex sets of rules designed to accomplish a specific function. I personally think the sportsmanship rules are ridiculous and actually counter to the enjoyment of a game but the beauty of house rules is that they are by definition voluntary. If you don’t like a house rule, find a different house to play in or make your case to ditch them.

I’ve developed my own sets of house rules in the past, some more successful than others. Currently I’ve been thinking a lot about Blood Bowl and, as with most consideration-based house rules, the concepts stem from issues I have with the existing rules. Indulge me as I think out loud about them.

  1. MVP – The current MVP rules has a random player chosen from each team at the end of the game earning 5 Star Player Points for being selected the MVP. The problem is that this player is frequently unworthy of earning those points because they spent the game KO’d or (if you play using the LRB strictly) even dead. But I understand that if you gave 5 SPP to the legitimate MVP, which would probably be the player who earned the most SPP via other means, you’d end up with certain players advancing very quickly. Catchers, for example, would be particularly prone to rapid advancement due to their propensity for scoring.

    I have two proposals for this, both with their strengths and weaknesses.

    House Rule #1: Lower the MVP bonus to 2, make it a “real” MVP. Basically you take the player who earned the most SPP in the match and give them the MVP which would award an additional 2 points rather than the current 5. In the case of a tie you would break tie by order of SPP-awarding activity: TD, Cas, Cmp, Int. The benefit here is that it makes more sense, the downside is that it functionally boosts TDs to a 5-SPP action, especially on lower-scoring teams like Undead and Orcs.

    House Rule #2: Adjust eligibility restrictions. We already play with the house rule that the MVP can’t be dead or induced, but I’d say the restrictions could be better implemented. Eligibility rules would probably have to be extensively playtested but a good starting point (I think) would be to say a player is Eligible if they: Scored a TD, made a Cmp or Int or inflicted a Cas or they participated in every drive (ie they were not injured or left in reserves and did not miss a KO roll). The benefits of this are obviously that the chance that someone who was at least reasonably considered valuable are drastically increased without directly affecting the perceived or practical value of scoring actions while the downsides are that there could be instances where a team has no eligible players. I’d argue that a team that has no eligible players doesn’t deserve MVP, but I can also understand the counter-argument.

    As a corollary I’d suggest in either case that an additional rule be implemented to better help teams guide their development over long leagues: At the end of the game a coach may remove 1D3 players of their choice from eligibility. In addition, any number of Assistant Coaches will add +1 to the roll for a maximum of four players that could be removed from eligibility.

  2. Touchback – There was a comment thread on NAF recently that discussed the way in which a ball bouncing due to lack of successful AG rolls to catch would result in a touchback. The scenario is that a ball scatters toward the midfield line on the initial scatter roll, where it ends up targeted at a player with a low AG on the line (for example). That player misses the catch roll and the ball scatters again, this time going over the midfield line and causing a touchback, where any player on the receiving team can have control of the ball without making a roll.

    Obviously from an abstraction perspective this is kind of tough to swallow. It would make more sense if a ball was considered in the air up until the moment when a player was permitted to attempt to gain control of it, at which point it was considered in play. This could certainly result in situations where a ball could start on the opposing half of the pitch from the receiving team, but practically speaking since the receiving team acts first, this is a minor setback at best.

    The biggest situation I can see this affecting is if a ball scatters out of bounds from a missed catch which, per the rules, would result in the ball being tossed back in by the crowd. But I think all this would do is prevent coaches from placing No Hands (or functionally equivalent) players in the wide zones because it is probably not reliable enough for the kicking team, even with the Kick skill, to plan on a throw-in on the kickoff; you’re still far more likely to end up with a touchback.

Feedback, as always, appreciated.

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Gaming Weekend: ConQuest/Pacificon ‘08 Edition

Tuesday, September 2nd, 2008

The Marriott is a nice hotel. Not a super-swank hotel, but a nice one. I’m sure the non-convention guests at the hotel found the overall caliber of the environment a little less than they expected or hoped for what with herds of sweaty gamers waddling through the hallways and covering every available flat surface with assorted chits and dice and stacks of strangely decorated cards. For one such as myself, casting a gaze across the terrain and declaring myself among kindred, it was an experience matched by only a handful of previous conventions.

A huge part of my enjoyment was based on the pre-planning that went into the weekend. Unlike my previous convention schedules, I had determined weeks in advance that there were certain events I was certain to participate in. These both dictated the flow of the activities as well as ensured that some games would get played. In contrast, earlier events had been based on “gentleman’s agreements” in which we would lay fantastical stratagems woven into narrative tapestries which would be promptly unwoven by the twin calamities of attending wives who disfavor certain game genres and the Dealer’s Room whose treasures often foist urgent demands on our playing schedule.

Now we had framed particular activities into obligations and it made the difference in a marked manner. I confess that there could have been a better time designation: Both Thom’s Friday night Blood Bowl game and my own Saturday evening Arkham Horror session were set to start right at or before the dinner hour which made the attending wives unhappy. But that’s a mistake that is easily corrected next time. Likewise my own game could have been more artfully selected; I’ve played enough of Arkham Horror to know how it goes, but my month-prior refresher solitaire game was not enough to provide my aging brain the fuel it needed to run a game correctly. I suppose having an entire table of new players made the point relatively moot, but on the very unlikely chance that any of those players reads this: I’m sorry. Please don’t base your opinion of the game on my running of it. It actually takes much longer and is much more balanced when you play it right.

Next time I think I’ll be sure to play a game I understand thoroughly (such a feat is, I suspect, practically impossible with Arkham whose vengeful complexity is both part of its charm and its greatest weakness). As a rookie convention game master I’m delighted to have had the experience if only to get a chance to learn from my mistakes. Next time I’ll be running something more akin to Catan Card game or Werewolves.

My most pressing delight for the weekend was that I was able to play some games I’d really been looking forward to: Blood Bowl tournament, many rounds of Pandemic, Arkham Horror, Power Grid, Race For the Galaxy. I’m not sure this would have been possible without the pre-planning steps we took. And as a secondary thrill I was able to make some exciting purchases: I came away with a new copy of Werewolves (the old copy had been the victim of water damage on some critical cards at a Werewolves party) plus the New Moon expansion for it; Nik found a copy of Zombie Fluxx; I also picked up Race For the Galaxy and a bunch of new dice for various Blood Bowl purposes. As a secondary bonus whose delight cannot be properly expressed, I also returned home from the con to find my NAF Blood Bowl Block dice waiting for me in the mailbox. I was skeptical about the yellow-blue color scheme but they turned out really sharp and it will be great to have an extra, non-white pair so I can keep them separate from my opponents’.

It’s sometimes hard for me to enjoy the moments of my life as I experience them. I found several times during the weekend I could sense the fun I was having like a film enveloping the surface of my body. It was unfamiliar but sublime and I wanted it to last and last.

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