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27 May 2017
Board Game Review: Dead Last
I got to play Dead Last recently. This was exciting, because I'd been curious about it for some time. Here are my thoughts on it. Starting with the numbers. Of course.
Strategy: 2
Randomness: 2
Complexity: 1
Humour: Inherent
Attractiveness: Average
Average Length of Game Play: 30 minutes
Gamer Profile Ratings:
Strategy: Medium
Conflict: High
Social Manipulation: High
Fantasy: Medium
21 May 2017
'Realistic' Fantasy
Some time ago, I wrote an entry about players who get upset about rules in RPGs that don't accurately emulate real-world physics. In that entry, I pointed out the oxymoronic attitude of demanding that a rules system that mimics in excruciating detail realistic swordfighting but have no problem playing an elven wizard who shoots lightning bolts from his fingertips.
I stand by that attitude. If you're going to let your demand for realism impede your own ability to enjoy the game (let alone other people's), then why are you playing a fantasy game in the first place?
But this entry is not about that phenomenon. I'm not going to stress about the physics of the setting. Instead, I'm going to stress about the setting itself.
Don't get me wrong. I'd never let this issue get in the way of me or anyone else playing whatever game they want in whatever way they want. It's just something I tend to think about on occasion.
I stand by that attitude. If you're going to let your demand for realism impede your own ability to enjoy the game (let alone other people's), then why are you playing a fantasy game in the first place?
But this entry is not about that phenomenon. I'm not going to stress about the physics of the setting. Instead, I'm going to stress about the setting itself.
Don't get me wrong. I'd never let this issue get in the way of me or anyone else playing whatever game they want in whatever way they want. It's just something I tend to think about on occasion.
07 May 2017
Playing the Villains
A few months ago, I posted an entry about the various forms of heroism that can be encountered in mythology and literature. In it, I took a brief look at some of the different definitions of what it means to be a hero.
But what if we look at the other side of the proverbial coin? What about playing the villain?
This is not a new idea. In 1971, author John Gardner used one of the primary villains of the Beowulf saga as the protagonist of his own novel, reframing the story so that it was no longer a simple clear-cut case of a hero fighting against evil. A few years ago, Disney reworked their Sleeping Beauty film to tell the story from the point of view of the villain, whom they transformed from a malevolent being into a redeemable character motivated by revenge. Alan Moore's comic Watchmen was a deep look at the nature of the 'good vs evil' trope to examine the real world version of the phenomenon. Anne Rice's Vampire Chronicles recasts the monsters of folklore into dynamic characters with motivations and goals of their own, not always driven purely out of malice. This concept was further explored in the first of the World of Darkness games: Vampire: The Masquerade, as well as most of the follow-up games. Then, in an additional twist, the antagonists of the primary character groups in those games were expanded as well, to give players the option to play characters who were seen as monsters by the monsters. For example, in Vampire, where the monsters become the protagonists, the Player's Guide to the Sabbat allowed players to take on the role of the antagonists (the hedonistic, often malevolent counter-sect to the 'good guy' sect of the Camarilla). This trend continued in Wraith: The Oblivion with the Spectres sourcebook, and in Changeling: The Dreaming with The Autumn People and The Shadow Court (examining two different version of 'the enemies' of the fae).
But what if we look at the other side of the proverbial coin? What about playing the villain?
This is not a new idea. In 1971, author John Gardner used one of the primary villains of the Beowulf saga as the protagonist of his own novel, reframing the story so that it was no longer a simple clear-cut case of a hero fighting against evil. A few years ago, Disney reworked their Sleeping Beauty film to tell the story from the point of view of the villain, whom they transformed from a malevolent being into a redeemable character motivated by revenge. Alan Moore's comic Watchmen was a deep look at the nature of the 'good vs evil' trope to examine the real world version of the phenomenon. Anne Rice's Vampire Chronicles recasts the monsters of folklore into dynamic characters with motivations and goals of their own, not always driven purely out of malice. This concept was further explored in the first of the World of Darkness games: Vampire: The Masquerade, as well as most of the follow-up games. Then, in an additional twist, the antagonists of the primary character groups in those games were expanded as well, to give players the option to play characters who were seen as monsters by the monsters. For example, in Vampire, where the monsters become the protagonists, the Player's Guide to the Sabbat allowed players to take on the role of the antagonists (the hedonistic, often malevolent counter-sect to the 'good guy' sect of the Camarilla). This trend continued in Wraith: The Oblivion with the Spectres sourcebook, and in Changeling: The Dreaming with The Autumn People and The Shadow Court (examining two different version of 'the enemies' of the fae).