Thursday, November 30, 2017

Jumping into Lemminge

Lemminge is a game that I never would have heard of, let alone played, if it wasn’t for Yucata.

It’s a race game based on the disproven myth that lemmings are a bunch of suicidal rodents who have an urge to throw themselves off cliffs. You are trying to be the first person to get both your lemmings over the cliff.

The board is a wide, u-shaped track of hexes that are either blank or a terrain type, which are grouped together. 

On your turn, you can either draw cards or play cards. Playing cards is the interesting bit. The cards show the different terrain types and a number. Over the course the game, you make rows of each terrain type, counting down. If you play a higher card, you clear the row and start over with your card.

So here’s how movement works: you move one of your lemmings the sum Of the room that you just put a card in. They can move on blank spaces or the matching terrain. You can also push other lemmings but that takes movement points.

One of my favorite touches is that if you clear a card row and start a new one (which usually means less movement), you get the consolation of a tile that matches that terrain that you can use to fill an empty space on the board. Definitely gives options for nasty plays.

And, the game ends when someone flings their two lemmings over the cliff and wins.

On a whole, I’m pretty meh to the game. While you sometimes get to make some really cool moves, luck of the draw seems really powerful. And if you get blocked in or have bad card draws, even a move that gives you a lot of moves doesn’t seem like it would save you. Particularly because you only get one terrain type per move.

In the case of Lemminge, that fact that it is a very light game is kind of its saving grace. Because it is easy to understand and quick to play, I’m willing to keep on trying it. It could be that practicing hand management might mitigate the luck. Or it could be that each turn really only does have one good move.

It reminds me a lot of Odin’s Ravens, the whole playing cards to matching terrain for movement. However, Odin’s Ravens is a much tighter, more interactive game. Lemminge just doesn’t have the tension.

I won’t deny the fact that getting to learn a new game is  fun. So I am glad that I have gotten to experience Lemminge. However, I can’t say that it’s a game that I would actually think about getting a hardcopy or even try and get a play face-to-face.

Tuesday, November 28, 2017

A bumbling side trek

Session 12 of the Late Lurkers

It had been close to two months since the last time we had played. Of course, part of the whole deal of this campaign was that adult responsibilities had to come first so that wasn’t a big deal.

Thanks to Thanksgiving, half the folks who planned on making it weren’t able to play. Playing via Roll20 and the power of the internet makes things very flexible but you can only bend so much.

So we ended up with only three players. The GM toned things down so he didn’t wipe us out and he made it a short session.

The three party members who were there split off from the rest as we followed two different trails of the cult members we were dealing with. We ended up finding a tiny hamlet where one of the residents was a secret cult member, complete with zombies and a living rug. The GM has a real tendency to use living furniture.

I’ll be honest. It was tough to get into character this time. Between the gap between plays and being down so many players, I think it was tough to find our footing and I think we let the NPCs bamboozle us more than we should have. I just became a spell caster and I didn’t use any of my new spells.

That said, our biggest goal, hanging out with long distance friends, went off without a hitch. We had fun and, once we realized that there were a smokehouse full of zombies, it all fell into place. And setting the place on fire and maybe starting a forest fire, that felt good.

I try to think about how Roll20 affect our experiences. At its best, we forget about it and just play. Even though this was a relatively weak session (and, honestly, this campaign is strong enough that a ‘weak’ session is still a pleasure), it still was fluid and moved well.

And I have a feeling we will be a lot quicker to judge potential cultists.

Monday, November 27, 2017

A game combining tattoos and bad choices

There are time when I read and study role playing game systems borderline manically. And then there are times when I might go for weeks or months without picking one up. I’ve been going through a dry spell lately so I’m trying to jumpstart myself a bit.

So I reread a tiny little RPG called Tramp Stamp. It was from a 24-Hour design contest from 2009. I had honestly don’t remember where I originally downloaded it and googling Tramp Stamp RPG gets a lot of weird results.

It’s a one-session, GM-free game built around under the idea that everyone is a tattoo artist at a shop that is gong to close down. You are all trying to make that one great tattoo that will help you stay in the business. Otherwise, you might have to get a haircut and a real job or completely self-destruct. You run through three rounds of personal scenes and tattoo scenes to determine how everyone turns out.

Characters have three stats: Sex, Drugs and Rock and Roll. You use these traits to be able to create awesome tattoos but they also fuel your self-destruction. 

While the ostensible goal of the game is to be the one who makes the most awesome tattoo, it is really about exploring self-destructive behaviors and habits. That’s the real point of the game.

I have read a lot of micro RPGs over the last few years. And, there’s only a couple I really see myself having much chance of playing. Tramp Stamp isn’t one of them. But it is one that has stayed in my head. The theme is unusual and it has sex, drugs and rock and roll for stats. Still, if I want a one-shot about self destruction, I’d go with Fiasco.

Friday, November 24, 2017

The trap of labels with game design schools

It’s been too long since I played Delonge’s Hellas (as opposed to Dorra’s Hellas or any other game named Hellas) However, it’s a game that really sticks in my brain because of how it straddles design schools.

It’s an area of control game where you build a map of islands out of tiles, occupy those tiles with ships and soldiers and openly attacking each other. Plus you have God cards that let you break the rules in different ways.

While Hellas is a fun game in general, the reason that it stood out to me when I first found out about it was that it was a German Family game that had direct conflict, literally combat. At the time, merging the sensibilities of war games and German Family games was pretty unusual. 

Of course, that also depends on what you’re willing to consider a war game. When folks are willing to argue about whether or not Memoir 44 or Twilight Struggle are war games, Hellas is on super thin ice as far as being considered a war game. (Is chess a war game?)

I spend a lot of time thinking about the different design schools of games. And I do think they are important because they help explain what the goal of the design is, what the intended audience is. To be fair, I think it’s much more important for publishers than for consumers.

BUT games like Hellas (and Memoir 44 and Twilight Struggle and many more) are examples about how porous these labels are. 

I do believe that there is real value in defining games via design school, in particular from a marketing standpoint. However, there is a definite danger in letting that be the defining characteristic of a game. That is far from the end all, be all of games. If you (or I or Bryan down the street) let that be what makes your decision on a game, you might be in a game cult.

And more and more, game designers take inspiration from different schools for one game. Designs schools are tool boxes, not limitations. Hellas is an example of that from 2002.

Thursday, November 23, 2017

German Family Games? Yeah, they are still relevant

When I first started playing designer board games, what I now think of as German Family Games seemed like one of the dominant genres. These days, it sometimes feels like the genre has been forgotten and replaced by Euros, although I am actually sure that it’s the case.

To be sure, both genres are often lumped together as Euros and it’s easy to see why. Out of all the different design schools out there, they are probably the most closely linked. Certainly, war games and abstracts and Ameritrash and party games don’t have have as much in common as German Family Games and Euros. And there are definitely games that it’s hard to pin down which school they belong to.

While I am sure that folks who aren’t into designer games would be the first to say ‘What’s the difference? Why does it matter?’, I think that the wider audience is the very reason it matters. Because German Family Games, while appreciated and enjoyed by the hobby, are games that are aimed at the folks outside the hobby. While Euros are defined as intricate puzzles and systems, German Family Games are defined by simplicity and accessibility. 

While it’s obvious that Euros came out of the German Family Game school, I don’t think they either replaced or improved German Family Games. I believe they created their own niche and have proved that it has a legitimate audience.

I also don’t think that German Family Games are something you grow out of. I sort of used to and I know folks who still think that way. And while it is true that German Family Games have the best ‘gateway’ games, I don’t care for the trim gateway because the games you end up using that way for the games you want to put yourself. Ticket to Ride, Carcassonne, For Sale, TransAmerica, they may be games that are easy to explain but they are games that are fun for everyone.

And I also don’t think that German Family Games are actually going away. They are still coming out with games like Imhotep (to name one I’ve recently played) It’s just a much more crowded market. And non-gaming families that are buying them don’t need a closet full of them :D

Wednesday, November 22, 2017

Missing Franz-Benno Delonge

It’s been about ten years now but I still get bummed when I think about Franz-Benno Delonge passing away.

It’s not just because he designed a number of games that have really done well for me. It’s because he was only fifty so I really have to wonder what else he could have made. It’s very sad when a creator dies at an old age and you have a sense of completed body of work but it’s a different sad when they die young. (I feel the same way about Roger Zelazny)

I honestly don’t know much about the man but interviews make him sound pretty friendly. Plus, he was a daddy which gives him points in my book and makes his passing even more sad.

I have not played all of his games, even though he didn’t make that many of them. Of the ones that he played, they pretty much break down to either games that I want to play again and games that I haven’t quite enough of.

I’ve played TransAmerica, TransEuropa, Fjords, Dos Rios, Manila and Hellas, which is actually about a third of his game catalog. And I do admire designers who manage to create huge numbers of good games. Reiner Knizia and Sid Sackson are two of my heroes. But every game I’ve played from Delonge has been just super solid. 

And someday, when I have both the opportunity and the time (oh boy, the time), I want to play Container at least once.

I think that Delonge’s legacy will be TransAmerica. That is a game that will be still be getting played twenty years from now. I don’t know if it his best game from a ‘game’ standpoint but it is so simple and accessible while still being so fun and interesting. You can teach it to just about everyone but even seasoned gamers still enjoy it.

Delonge definitely belonged to the German Family school of game design. Simple rules, complex decisions, lots of interaction, no player elimination and relatively short playing times. It doesn’t seem to be as trendy as it used be but I still think it has a lot of staying power for a wide audience. And, as I already said, I think Delonge will be a great example for decades to come.

Finding the space to play games

Lately, I have been spending a lot of time thinking about time and space. Finding the time to play games and finding the space to play games.

That’s the great thing about conventions. Not only are they a span of time that you have dedicated to playing games, you also have the dedicated table space. 

Time has been a part of my game equation for a long time. And, truth to tell, so has space. Not just storage space but also playing space. Storage space has been a long consideration for me but I’ve also found myself thinking about the footprint of a game.

When I first started playing board game, a lot of my plays were in coffee shops and restaurants so small footprints were a big deal. However, I soon began playing with folks who made it a point to have the largest room in their homes centered around big tables for gaming. (Come to think of it, none of them had kids...)

However, since I no longer live around those folks, I’ve been thinking about how it can sometimes take a lot of care and planning to figure out where you can play a game. 

I mean, I don’t think of Ticket to Ride as a particularly big game but it is still going to take up most of a normal sized table. And that table has to be pretty much cleared off :D (With kids, tables are a living space)

Frankly, this is probably I’ve played more card games lately.