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I like board/card games with a strong sense of theme. I was reminded of that tonight while trying a few unfamiliar games and one I'd played before. First was "Splendor", in which you're collecting gems. Somehow you use gems to buy identical gems, and your hoard counts as free gems toward buying more. In "Bohnanza", you try to collect sets of identical cartoon beans ("Red bean! Stink bean! Coffee bean!") and trade them for points while swapping them with other people. In "Alhambra", you try to build a garden by buying tiles and placing them next to each other.
Trouble is, you could replace the specific names for things and it wouldn't change the feel of the games, because the theme is basically just slapped on there. As an exercise, I imagine "Sentinels of the Universe" with all the art and flavor text removed and the damage type names changed to random words. I could still tell you that Legacy does healing and buffing, Haka just hits people for one damage type, Absolute Zero hits himself for two damage types and bounces both around, The Dreamer is an enemy you have to protect as opposed to Plague Rat who makes heroes hurt each other, and so on. The gameplay is strongly linked to the story/premise. Same for "Buck: Legacy", in which clerics heal people, Hot-Blooded heroes have no limit to their power, armor saves your hide, and being a pegasus lets you avoid certain threats. Same for "Tiny Epic Kingdoms" in which dwarves go for the infrastructure victory and one terrain type, elves benefit from another terrain type, undead get resources from killing enemies, and so on. Strip away the fiction, and the mechanics of the various parts are still distinctive. The opposite extreme is getting one of those chess sets where the pieces are Civil War figures or something and calling that a "Civil War wargame".
In other words, I lean strongly toward the "narrativist" school of gaming ( en.wikipedia.org/wiki/GNS_theo… ) that says "give me a game that lets me pretend to be a spell-flinging kitsune or something; I don't want a 200-page rulebook or to play with purely abstract symbol manipulation!" And yes, that means chess kinda bores me. And pure math.
(Semi-related comment about PC gaming: check out "The Long Dark".)
Trouble is, you could replace the specific names for things and it wouldn't change the feel of the games, because the theme is basically just slapped on there. As an exercise, I imagine "Sentinels of the Universe" with all the art and flavor text removed and the damage type names changed to random words. I could still tell you that Legacy does healing and buffing, Haka just hits people for one damage type, Absolute Zero hits himself for two damage types and bounces both around, The Dreamer is an enemy you have to protect as opposed to Plague Rat who makes heroes hurt each other, and so on. The gameplay is strongly linked to the story/premise. Same for "Buck: Legacy", in which clerics heal people, Hot-Blooded heroes have no limit to their power, armor saves your hide, and being a pegasus lets you avoid certain threats. Same for "Tiny Epic Kingdoms" in which dwarves go for the infrastructure victory and one terrain type, elves benefit from another terrain type, undead get resources from killing enemies, and so on. Strip away the fiction, and the mechanics of the various parts are still distinctive. The opposite extreme is getting one of those chess sets where the pieces are Civil War figures or something and calling that a "Civil War wargame".
In other words, I lean strongly toward the "narrativist" school of gaming ( en.wikipedia.org/wiki/GNS_theo… ) that says "give me a game that lets me pretend to be a spell-flinging kitsune or something; I don't want a 200-page rulebook or to play with purely abstract symbol manipulation!" And yes, that means chess kinda bores me. And pure math.
(Semi-related comment about PC gaming: check out "The Long Dark".)
May Update: Shaper of Isles, Cover Art
I got a little carried away with my solo RPG campaigns. One of them ran for about 50,000 words, and I'm now over 25K words into writing that up as a novel. I've begun posting that to Patreon ( https://www.patreon.com/user?u=5942610 ) and plan to begin posting it to Royal Road soon. The title is "Shaper of Isles" and it's inspired by "Godbound" and the NES game "StarTropics" along with some historical things. The hero is an Earthman dropped into a world of tropical islands, caught between primitive tradition and a chief who wants "progress" at any cost. He gains great magical power and helps lead the islanders to fix their problems. Can he do that in a way that satisfies everyone and preserves what they value about their own culture? Features kemono-style otter people (human+ears/tail/webbing), some transformation, a little of the "tech expert invents stuff" idea from "Rising World", and a lot of stone-shaping magic. What I'm thinking of for cover art is one of the following: -Ottery
New Release: The Rising World Company
https://www.amazon.com/dp/B0BLG7PVM8 My novel "The Rising World Company" is out! This is a sequel to "Rising World", the story of a modern engineering student who's sent to a fantasy world and becomes an inventor. He uses magic crystals for steampunk engines, and researches airships and machine tools along with spells. This sequel let Vonn go on some longer trips and begin having a larger influence, along with picking up from last book's cliffhanger. It was humbling to notice at the end that I'd used the word "just" over 300 times and most could be cut easily! Had some fun trying to work a "Wavebound" cameo into there. Something challenging during the revision was how to add some more action to the final chapters. You can also find the optional side-story "The Purpose of Wings" at https://www.amazon.com/dp/B09X6K7T7F/ . What's next? I haven't done short stories in a while. I began poking at a "Wavebound" book 7 but would like to try something short before getting heavily into that.
Free Book Weekend
Two of my books are free through Monday! They're from the "Thousand Tales" science fiction series, about liberty, AI, and games. Readable in any order. Fairwind's Fortune: https://www.amazon.com/dp/B079KZVZKS 2041: Root Access: https://www.amazon.com/dp/B09Z9VFMFS "Fairwind's Fortune" involves a woman suddenly offered freedom from all responsibility, who isn't sure what to do with it or what will make her truly happy. (See also "Crafter's Passion" for how her story touched the life of a young man living under the Social Credit System.) "Root Access" is a story of creative freedom, and people who can't stand the thought of anyone having a dissenting opinion. Looking back on the series, I want to draw a clearer distinction between two meanings of "transhumanism". I meant, "wouldn't it be cool if we had AI companions and seasteading and the option to become immortal cyborg shapeshifters". Those in power mean something far worse. As written, the books do talk about how tech doesn't fix
New Story 'Mobius Accord' on... Kindle Vella?
I'm trying an experiment: a story on Amazon's "Kindle Vella" system. You can read the first parts of my story "Mobius Accord" here for free, with more to come. https://www.amazon.com/dp/B09MT9BYHN/ This one's about an electrical engineer who starts playing a strange game that's a front for a quantum computing and cryptocurrency operation. Her character is a fox anthro experimenting with engineering and enchanting. Can she upgrade her personal AI while carving out a place for herself in the game? I wrote this a while back and haven't finished it yet, so I'm editing it and putting up what I've got to see how it does. That's the nice thing about the serial format. If you start using this Vella system, you might also be interested in the space adventure "Horizon: Salvaged Heroes" by Joel Kreissman: https://www.amazon.com/kindle-vella/story/B09878P7WV ------ For those curious about Vella itself: It's weird, man. They're trying to re-introduce the idea of serial novels. Those have a
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You don't buy gems in Splendor.
You buy mines, markets(I think) and jewelers(I think)
You buy mines, markets(I think) and jewelers(I think)