Tag Archives: Opinion

Solitaire Storytelling: Princess With A Cursed Sword

A figure stands in an ancient ruin, bare feet on crumbling stone to make it easier to leap and climb. Her gown is far too fine, representing her dual heritage as the daughter of two kingdoms, bitter rivals only joined through her. Her sword, much too dark, hungers for legacy, fame, immortality via story and myth. 

At the princess’ coming of age ceremony, an uninvited guest gifted her with a sword, then vanished, laughing, into smoke. She cannot put it down until she finds the place it came from.

So she has come.

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Crowdfunding Carnival: April, 2022

Welcome to the Crowdfunding Carnival for April! Or, as the data puts it, ‘Kickstarter Wonk plus Possum Creek Games’. Because unless you’re backing Yazeba’s Bed and Breakfast, Kickstarter is the only game in town. Despite Possum Creek doing fairly well with their campaign, Kickstarter is still pulling 85% of all funding this month. And, given that YBB alone is literally all of the rest of it, we’re playing with outliers a bit here in the analysis.

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Solitaire Storytelling: A Requiem for Horizon Prophecy Online: The Final Four

I’ve spent years adventuring through the mysterious, whimsical, dangerous lands of HORIZON PROPHECY ONLINE, a science fantasy MMORPG that peaked at about 161,000 concurrent players. The game always had a scope and reach too ambitious for its budget, but now, with daily player counts in the hundreds, the studio has announced that they’re shutting down HPO for good. With four hours to go before the servers are switched off, I decided to create a new toon and go through the starting area one last time, as a final farewell to the world I’ve given so much of my time.

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Root: The Roleplaying Game Review

Ten years ago, Dungeon World kicked Powered by the Apocalypse into the mainstream by tying the system back to Dungeons and Dragons, the hobby’s most popular game. Now, Powered by the Apocalypse (or PbtA) is the newest rules system entrant into the world of licensed RPGs, thanks to Magpie Games,. While Root: The Roleplaying Game might not be the very first licensed PbtA game it is certainly the biggest one to date, using the look, feel, and logo of Leder Games’ critically acclaimed board game to catapult it to a $600,000 Kickstarter success. It also quite likely opened the gate for Magpie’s upcoming Avatar game, which leapfrogged the Kickstarter success of Root more than tenfold.

So now that Root is available not only to backers but to the world at large, what does a game by the largest PbtA publisher look like these days? Magpie Games has built their business on PbtA, scoring hits with the innovative Urban Shadows, Masks, and Bluebeard’s Bride, among others. Given their long track record it’s no surprise that the company has sought out opportunities for licensing like they found with Root. From the outside, though, there are questions about Magpie’s product strategy. Root’s final PDF was delivered to backers over a year late, and Urban Shadows second edition, currently in process, will likely be almost as late as that (original ETA for delivery was September of 2021 for PDFs). While the pandemic and other exogenous factors are clearly part of this, having multiple high-profile Kickstarters in fulfillment at once (Urban Shadows, Root, and Avatar: The Last Airbender were all concurrent prior to Root’s fulfillment) seems to be stretching the team thin.

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Yazeba’s Bed & Breakfast Crowdfunding Review

“Once upon a time, the world was cruel, and there was a witch who knew it well. And so, she sold her heart away and built a house in the woods where the world could never find her.

At first she would let no one into her fortress. But in the long march of days, a strange thing happened: in her own cold and spiteful way, the witch made a friend… and then another… and then several more, until her house was teeming with colorful faces and complicated lives.

The house would come to be known as Yazeba’s Bed & Breakfast, and it would last for a very long time.”

Of course, it’s not just a bed and breakfast – it’s a book, and a game, from Possum Creek Games, currently funding on indiegogo! Let’s see if there’s any free rooms (the sign says yes, but there’s a girl sleeping in the laundry room…) and talk to the creators!

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Tiny Tome Kickstarter Review – 50 Games in 50 Pages

The single page roleplaying game certainly has a place in the industry. Some of them have become very popular, and some have even won awards. All of them take on the challenge of game design with an eye towards keeping rules lite and tight, trying to do more with less and deliver a focused experience. From a publishing perspective, though, there are problems. If you want a physical version, you’re printing the PDF or whatever out at home. Publishers aren’t going to do a print-run for a game on a single piece of paper, right? Well, maybe they just needed strength in numbers, because the Tiny Tome project is going to bring us 50 single-page roleplaying games in a neat book curated and published by Long Tail Games!

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The Five Mechanic Game

There’s a wide world of games out there, but the ones that get played and talked about the most are more similar than you may think. In the realm of traditional games, most games have their rules structured the same way, at the same level of detail, to accomplish roughly the same goal. It means many of us that grew up among the bursting libraries of games in the 80s and 90s thought we were well-read, only to be waylaid by some markedly different ideas when the games of the Forge era like Burning Wheel and Apocalypse World started becoming popular.

Last week, I talked a bit about the idea of complexity, and grounded it to the idea of how many mechanics a game has interacting at once. This makes a game like Blades in the Dark, with many overlapping systems, more complex, while a game like Dread, where there is only one mechanic and it’s essentially ‘Jenga Or Die’, is less complex. What’s more interesting, though, is what it says about the middle. Basically every traditional game, from the real bloats like Exalted all the way down to little digest editions like Savage Worlds, have roughly the same type and number of mechanics. That number is five: character creation, task resolution, combat, game mastering, and at least one subsystem of note.

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Warpland: Anathematic Science and Dawning Magick

The chaos that followed the War has never been properly described by any poet or scribe. There are vague accounts of mountains falling and the ground opening up like a mouth to swallow entire cities. We support our reason on the natural order of things, and this order was disrupted when the very fabric of reality was torn apart. Neither side would ever claim victory. From all this suffering and devastation, the Void grew like a blister until it burst, infecting reality like a disease, stretching its tendrils of darkness across the ruined northern territories, corrupting it all with its nothingness.

As the bewildered Demiurge contemplated how his once proud work crumbled, a solemn silence fell, and then—rising in a crescendo from beyond the limits of possibility—a boundless, terrible wail was felt by all things living and not, shaking the very pillars of creation; and just before retreating forever to unknown sidereal regions, His cosmic finger signaled the broken realm.

Once again, Man was allowed to be. Welcome to Warpland.

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On Complexity

Games are complex systems, and as such gamers have incredibly eclectic relationships with complexity. This is true across the ecosystem; tabletop RPGs might have Honey Heist and GURPS while digital gamers have Candy Crush and Dwarf Fortress. Gaming has always had room for one-pagers to sit alongside clockwork behemoths and all coexist. Unfortunately, as is wont to occur, someone mistakes a preference for a judgment, and then we just have Twitter, where GURPS is the butt of a joke but somehow all indie games are just make-believe story circles.

The problem with trying to have a real discussion about preferences for complexity in games as well as rules density in games is twofold. First, complexity and rules density aren’t related. Second, and perhaps equally important, is that a game’s tendency towards having either physical rules or narrative rules is also not related to either complexity or rules density. Because the world likes making things difficult, though, there are confounding factors that do make these elements correlate. This muddies the waters because many associate a complex game with a game that has a lot of rules, and many also associate indie, narrative games with low complexity. These assumptions are both wrong, or at least flawed.

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Crowdfunding Carnival: March, 2022

Step right up, step right up! The Crowdfunding Carnival is continuing for March, and we’ve got a doozy of a month to look at. In the wake of Zine Month, where are all those dollars going? And how was Zine Month, anyway? Seamus hit the games but I’ll be hitting the numbers, comparing Zine Month with ZineQuests of years past and seeing if we can’t draw a few conclusions.

Like last month, the quantitative part of the Crowdfunding Carnival comes from a start-of-month snapshot done the Monday before the article goes live. While this can’t capture every campaign that goes down over the timeframe, it at least gives us an idea of where the funding needles are pointing for Kickstarter, Gamefound, and Indiegogo. And for March, the needles are pointing up. There is about $400,000 more funding in play at the start of March than there was at the start of February, and over twice as many projects. And while this snapshot doesn’t give us a whole story, both Zine Month and some general pickup coming out of the post-holiday slump can share the credit for this uplift.

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