The Games I’ve Been Playing

An avid gamer, I play a range of games usually for two reasons 1) have fun and 2) pick apart their design. While most of my design skills are focused on the hobby games industry at the moment, I still try to play a variety of games.

Sumoku by Blue Orange GamesBecause I wanted to branch out of the games I normally play, I picked up Sumoku by Blue Orange Games. Dubbed “pure adding fun,” it’s more like maddening math hells — but in a good way. Sumoku has a high production value, and by that I mean the pieces are molded well and the plastic isn’t painted, so it won’t flake off at some point. The mechanics are really simple and takes about ten seconds to learn. Basically, you roll a die to get your target number. Then you pull out a number of tiles according to how many players you have. (Yes, you can play solo, which is a nice feature.) After you have that done, you set up the tiles in a crossword puzzle-like arrangement, where each row is a multiple of your target number. The only thing is, you can’t repeat colors in the same row, which is where it can get pretty challenging.

I really like Sumoku because I don’t normally play with numbers that often and it gives me a chance to use different brain cells. Plus, it’s portable and all the pieces fit back into the bag. W00t!

For my Nintendo DS, I’ve been playing Super Hero Squad, but have gotten stuck on a boss battle which is maddening, maddening I tell you. The mechanics are pretty slick because you have to balance your teammate’s powers with playing the characters you enjoy. I laugh every time I play it – the one-liners are great! For traditional video games, I’m playing through Final Fantasy XIII once again as time allows. This game is really good if you don’t have the time to play through a continuous storyline. I royally screwed up the mini-game last time and for me to go back and play through all the difficult battles would have required hundreds of hours. Takes less time to start over and since I’ve already beaten the game, I know what happens. Just in time for the sequel. Heh, heh.

Esoterrorists Cover ArtFor hobby games, on the other hand, we’ve been playing short adventures and running them in three-or-four session rotations. Over the past couple of months, we played an adventure for Esoterrorists, which was written and designed by Robin Laws. One of the big selling points for me, is the character creation process. (EASY!) We were investigating grisly murders and a bizarre summoning. After that, our team voted to switch over to Savage Worlds. (I ALMOST misstyped that as Savage Words.) Each week we’ve been focusing on a different style of play and I’ve found the initiative system turns combat into a much, more epic event — regardless of whether or not we’re playing pulp or not. Next week we’re going to break out the Savage Worlds Adventure Deck and I’m curious to see how those gaming enhancements will work out.

Once Origins Game Fair is over and done with, we’ll start playtesting an adventure I’m working on for Trail of Cthulhu, which was designed by Ken Hite. I’ve also got a list of games to play and help review for FlamesRising.com, some of which are higher on the priority list than others. Not to mention, it’s looking like I’ll be playing Magic: the Gathering here shortly, too.

The nice thing about gaming, is that there’s always something new to play and it’s a great way to do something with other people that doesn’t require eating or drinking. Less filling and good for my head. Win, win!

[Game Design Concept] Politically-Based Card Game

You’ve heard me talk about how life inspires me to write short stories like Lady Yellowbird and the Flight of the Sad Panda, but I haven’t discussed how things around me also inspire me to design, write or play games.

The recent events here in Madison have made me wonder if political tactics and issues can be resolved by playing a game of cards. So how do I envision this working? Well, there’s a few different ways I’d explore in game design to see if it was possible. Since political ideology often runs the gamut of extremely simple to extraordinarily complex, I could see a problem where the politics is over-simplified. In short, you’d have to decide up front whether or not the game would be educational or not.

Educational games can be a ton of fun, but let’s say for the sake of playing devil’s advocate you didn’t want to instruct people about the differences between political parties. In that case, the game mechanic I’d use would have an element of customization. So instead of just having a pre-generated political party, you could customize your own according to what you were trying to do.

Enter the point of the game.

For a politically-based card game, I could see that the main focal point of the game would be to either a) win an election or b) pass a huge agenda (or smaller series thereof). Gameplay would consist of smaller tasks to achieve this goal. The opponent configuration could be player vs. player, team vs. team (requiring more cards) or players vs. general public.

Items you’d want to pass might range in difficulty from national healthcare to something smaller like government research on a disease. Each agenda would have the list of requirements on the card. In order to get national healthcare you need to have X, Y and Z. Maybe that X, Y and Z requires negotiating for certain advocates in order to get it to pass. Maybe to pass it for a vote you roll dice and add the number of advocates. Maybe in order to win an election you need to pass through the relevant phases and “win” by accumulating votes.

In this way, games are born. While this is a really rough idea and isn’t sophisticated by any stretch of the imagination, it’s a start. After brainstorming, I’d work with different prototypes of cards to come up with a simple game. My requirements would be: 1) Everything has to be printed on the cards. This reduces cost to create and doesn’t require additional instructional inserts or pieces. 2) The game isn’t inflammatory. Would have to be accurate, nonpartisan (e.g. not skewed unfavorably one way or the other) and family-friendly. 3) The goal would have to be clear.

So, with those requirements, I’d definitely re-think the end goal and lean more toward “winning an election” than “winning an agenda.” Instead of money, you get votes.

This idea isn’t perfect, but it doesn’t have to be. Many of the kinks would be worked out during rounds and rounds of playtesting or even moreso when (if) I ever worked out a prototype. In many ways, that’s where I feel the true power of game design comes into play. For once you’re at the table, rules can be adapted, tested and fit within the parameters of who’s playing. Theories and concepts are great and all, but until I see them in a game, they’re not a reality. Much like this concept.

Announcing Scenes of the Embrace and Our Design Notes

Scenes of the Embrace | White Wolf Publishing | Vampire the RequiemHi everyone, I am pleased to announce that Scenes of the Embrace was just released from White Wolf Publishing for only $2.99. This was a stand-alone project that I had worked on with developer Eddy Webb, who was the developer.

To celebrate the release, Eddy and I compiled a few of our design notes for Scenes of the Embrace and released them, along with a preview, at FlamesRising.com. I really enjoyed writing these notes, because this particular collaboration didn’t start out smooth. When you work online, writing a new project, that does happen more often than you might think. The product turned out great, though, and I’m really happy that Eddy loved the results.

Included with Scenes of the Embrace are fourteen, stand-alone scenes that a Storyteller can use. For those of you who aren’t familiar with the terminology for Vampire: the Requiem, this product has a narrow focus on the moment when a vampire transforms a mortal into a new vampire. As Eddy had mentioned, although the word “toolkit” seems to be a buzzword now-a-days, that’s really what this product was designed for. There’s a lot of fodder in here for Storytellers that also ties back to a sire’s covenant, too.

If you’re interested in Scenes of the Embrace, you can purchase it as an e-book. To read more about this new supplement for Vampire: The Requiem, take an Inside Look at Scenes of the Embrace at FlamesRising.com.

Hack/Slash Card Game and my Role as a Developer

Cassie Hack from HACK/SLASH by Tim SeeleyHi everyone,

I am excited to announce that I am one of the developers of a card game based on the horror comic HACK/SLASH by Tim Seeley!

Produced by Eden Studios, the game was designed by Matt Papa and the development team includes M. Alexander Jurkat, James Lowder, who is also the current editor for the HACK/SLASH comics series, and yours truly!

Currently, the comic is published through Image Comics. You can read a really good interview with Tim Seeley conducted by Newsarama.com about the move from DDP to Image.

Both the HACK/SLASH card game and the RPG will be published through Eden Studios, who published the BUFFY: the VAMPIRE SLAYER, ARMY OF DARKNESS and ANGEL RPGs.

Here’s a quote from the press release:

HACK/SLASH creator Tim Seeley will take an active role in the development of the games. “I grew up reading comics and playing RPGs,” Seeley explains, “so I’m thrilled that a company as great as Eden Studios is giving people a chance to play around in the world of HACK/SLASH. And it’s fantastic to see Cassie and Vlad on a roster alongside such stellar horror licenses as Buffy and Army of Darkness!”

A prototype version of the HACK/SLASH card game will be available for demo play at the Eden Studios booth (#209), at the upcoming Gen Con Game Fair, August 5th through 8th, at the Indiana Convention Center in Indianapolis. — SOURCE: Eden Studios To Bring Fan Favorite Comic HACK/SLASH To The Gaming World

I am absolutely thrilled to be a part of this for many reasons on so many different levels. As a fan of HACK/SLASH and horror, well, everything, I can tell you that this card game really targets the mood and theme of the comic. Matt Papa did an exceptional job as the primary designer and the collaboration that we’ve done on this game has made it even better.

Don’t take my word for it, though, because you know I’m going to rave about it. So, if you’re going to GenCon: Indy, stop by the Eden Studios booth and play the game for yourself. Or… as Cassie would say… “Suck it.”

Family Games 100: Essay List Announced

Hey folks, FAMILY GAMES: THE 100 BEST just left the printer and I’m pleased to share with you the full list of authors, games and essays. The game that I talked about was GLOOM, which is one of my favorite card games. How many of these games have you played or can recognize?

    Foreword by Mike Gray
    Introduction by James Lowder
    Afterword by Wil Wheaton
    Appendix A: Games and Education by David Millians
    Appendix B: Family Games in Hobby Games: The 100 Best by James Lowder

List of Family Games and Essayists

    Carrie Bebris on 10 Days in the USA
    Steven E. Schend on 1960: The Making of the President
    Dominic Crapuchettes on Apples to Apples
    Mike Breault on The Awful Green Things from Outer Space
    Jeff Tidball on Balderdash
    Keith Baker on Bang!
    Bruce Harlick on Battleship
    James Wallis on Bausack
    Paul Jaquays on Black Box
    Lewis Pulsipher on Blokus
    Teeuwynn Woodruff on Boggle
    Fred Hicks on Buffy the Vampire Slayer
    James Ernest on Candy Land
    Ian Livingstone on Can’t Stop
    Bruce Whitehill on Careers
    Jared Sorensen on Cat
    Wolfgang Baur on Cathedral
    John Scott Tynes on Clue
    Alessio Cavatore on Condottiere
    Elaine Cunningham on Connect Four
    Will Hindmarch on Cranium
    Erik Mona on Crossbows and Catapults
    William W. Connors on Dark Tower
    John D. Rateliff on Dogfight
    Robert J. Schwalb on Dungeon!
    jim pinto on Dvonn
    Gav Thorpe on Easter Island
    Jeff Grubb on Eurorails
    Kenneth Hite on Faery’s Tale Deluxe
    Richard Dansky on Family Business
    Warren Spector on Focus
    Corey Konieczka on For Sale
    James M. Ward on Fortress America
    Stan! on Frank’s Zoo
    Bruce C. Shelley on The Game of Life
    Phil Orbanes on A Gamut of Games
    Monica Valentinelli on Gloom
    Matt Leacock on Go Away Monster!
    Steve Jackson on The Great Dalmuti
    David “Zeb” Cook on Guillotine
    Jason Matthews on Gulo Gulo
    Joshua Howard on Halli Galli
    Bruce Nesmith on Hare & Tortoise
    Mike Pondsmith on HeroClix
    Anthony J. Gallela on HeroQuest
    Chris Pramas on HeroScape
    Ed Greenwood on Hey! That’s My Fish!
    Colin McComb on Hive
    Alan R. Moon on Hoity Toity
    Jon Leitheusser on Ingenious
    Uli Blennemann on Java
    Luke Crane on Jungle Speed
    Monte Cook on Kill Doctor Lucky
    Emiliano Sciarra on Knightmare Chess
    Todd A. Breitenstein on Liar’s Dice
    Marc Gascoigne on Loopin’ Louie
    Andrew Parks on Lord of the Rings: The Confrontation
    Seth Johnson on Lost Cities
    John Yianni on Magi-Nation
    Bill Bodden on Master Labyrinth
    Andrew Greenberg on Mastermind
    Ken Levine on Memoir ’44
    Scott Haring on Mille Bornes
    Steve Jackson on Monopoly
    Sheri Graner Ray on Mouse Trap
    Kevin G. Nunn on Mystery Rummy: Murders in the Rue Morgue
    Dale Donovan on The Omega Virus
    Darren Watts on Othello
    Charles Ryan on Pandemic
    Michelle Lyons on Pente
    Thomas M. Reid on Pictionary
    Nicole Lindroos on Pieces of Eight
    John Wick on Pit
    Matt Forbeck on Pokémon
    Robin D. Laws on Prince Valiant
    Stephen Glenn on Qwirkle
    Sébastien Pauchon on Ricochet Robots
    Peter Olotka on Risk
    Richard Breese on Rummikub
    Jesse Scoble on Scotland Yard
    Richard Garfield on Scrabble
    Mike Selinker on Set
    Rob Heinsoo on Small World
    Hal Mangold on Sorry!
    Jess Lebow on Stratego
    Eric Goldberg on Strat-O-Matic Baseball
    Andrea Angiolino on Survive!
    Karl Deckard on Thebes
    Dan Tibbles on Time’s Up!
    Tom Wham on Trade Winds
    Susan McKinley Ross on TransAmerica
    Ray Winninger on Trivial Pursuit
    Leo Colovini on Twixt
    Matthew Kirby on Uno
    David Parlett on Upwords
    Lester Smith on Werewolf
    John Kovalic on Wits & Wagers
    Philip Reed on Yahtzee
    Kevin Wilson on Zendo
    Jess Hartley on Zooloretto

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