From Game of Thrones to Dungeons and Dragons to Lord of the Rings and Harry Potter, fantasy storytelling is stronger than ever! At LA Comic Con this year, Geekscape hosted a fun and expert filled panel on the return of fantasy storytelling! What led to its return? What properties, technologies and social changes led to fantasy properties in TV, Film, Tabletop and Gaming coming back on top? Is there a drawback to fantasy’s popularity? And how long can this popularity last? We hope you enjoy listening to this panel as much as we did recording it!

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You may or may not know that the modern boardgaming world is actually a massive industry. One of the best ways to see this demonstrated is at the planet’s biggest boardgame event – SPIEL. This event, held in the city of Essen in Germany, is an annual pilgrimage for both the companies and designers who make games, as well as the many geeks who play them. At last year’s event in October of 2018, 190,000 gamers roamed the 80,000 square metres of the fair to check out 1,150 exhibitors attending from over 50 countries to showcase their latest releases.

With such a large array of new games being released each year, it’s possible to detect trends in the ever evolving hobby. Now that nearly a year has passed since the last SPIEL, the dust has settled and one can step back and get a feel for the titles that have remained standing. By looking at the games released at the fair that have continued to capture the attention of players and find their way to the table we can spot some of the current memes in the gaming hobby that are still going strong as we approach SPIEL 2019 next month.

Asymmetrical Play

While not a new concept, some of the games making a big impact recently have this element as a dominant feature. In asymmetrical games, every player is given a ‘faction’ that has a distinct way of interacting with the game and the other players, often resulting in a unique approach to achieving victory with that faction.

Root

One of the hottest games in this genre would have to be Root. Following a successful international Kickstarter, this game saw its German language premiere in Essen. On first glance Root appears to be a fairly cute kid friendly animal game with some beautiful art from Kyle Ferrin showing animals such as birds, cats mice, rabbits and even a raccoon. However, don’t be fooled, under the hood this is essentially a war game. Each player controls a different faction of woodland folk vying for dominance of the forest. Players build buildings, recruit warriors, and engage in combat to control the various clearing on the board. Each of the four factions in the base game plays completely differently including how they move around the board, what kind of buildings they build, how they get more units on the board, and crucially, how they score points. While you can dive into this game without too much thought, play becomes so much more rewarding when you not only learn the intricacies of your own faction, but also how the other factions tick, allowing you to interfere with their plans while nurturing your own to fruition.

That desire to master all the factions, combined with deep but rewarding gameplay means that there is a lot of play here and Root has really stood the test of time. Since SPIEL in October it has seen a hugely successful Kickstarter for a second expansion with more than 20,000 backers pledging over 1.7 million dollars. It has also won a host of awards including a 2018 Golden Geek Board Game of the Year and 2019 UK Games Expo Best Board Game (Strategic Style).

Spirit Island

Another highly asymmetrical game sitting in the all time top 20 on boardgamegeek.com currently is Spirit Island. It already had a strong following from its 2017 release but also saw the German language version premier at the SPIEL. In this reversal of the traditional colonisation theme players are working together to support the indigenous people of an island being invaded by new world explorers. You each take on the role of a spirit and must synergise to beat back the colonists either by directly attacking them, empowering the natives to push them back or simply by instilling so much fear in them that they turn tail and abandon the island themselves. Different spirits will focus on different strategies and they all have a unique play style. This is a fairly deep game that rewards repeated plays as you learn the strategies and try out all the different spirits.

Mind Reading

Working with or against other players using limited communication, often non verbal or even borderline telepathic, seemed to be another theme that came through at the fair, and has shown no sign of dying out yet.

The Mind

In the co-operative game The Mind the players all try to synchronise their thoughts into one single hive mind. The premise is simple. There is a shuffled deck of 100 cards numbered from 1-100. Each round an increasing number of cards are dealt out to each player. All the team have to do is play those cards on to the table in ascending order. The catch is, you are not able to communicate with each other in any way. You need to go with your gut as to how long to wait before you play your card. Let’s say you have the 42. You will sit and wait for quite a while before putting it on the table to allow a player who is holding any of the 41 cards lower than yours to get them out first.  Of course if someone plays, say the 39, you are not going to delay much longer before tabling your 41. Play a card too early and the team loses a life. If the whole team manage to play all their cards then that Level is over and you move up to the next Level, with each player starting the round with one more card than in the last Level. If you ever make it all the way up to the final Level (10 in a three player game) then you have mastered the game. I’m yet to get beyond Level 5.

While The Mind came out earlier in the year the buzz that had already been created meant that it still hot at the SPIEL and both it and the expansion that launched there, Level 13, sold outduring the show.

Fuji

Meanwhile, elsewhere in the exhibition halls another game from the same designer was being premiered. In Fuji the team of players are trying to move their pawns across a series of tiles to all escape the island before being consumed by lava. Each player secretly rolls a set of dice which have different coloured numbers on them. Each tile they want to move to has different dice requirements. You can only successfully move there if you meet those requirements better than your neighbours. The rub is again that you can’t just discuss this. While in Fuji you are allowed some communication, you are not allowed to discuss the specifics of the dice you have, only suggest how strong or weak your collection of dice are for the requirements of a given card. Again in this game you will only succeed if the team all get into the same head space. You can talk about being ‘fairly weak’, ‘quite strong’, ‘very strong’ and so on. Our group felt that both our effectiveness and our enjoyment was enhanced if we adopted the ‘bear scale’ – if I tell my team that my dice are “as strong as an adolescent bear with a hunting knife” on one spot, but as weak as a ‘”baby bear still in nappies” on another, then they have a reasonable idea how I am positioned. This game has probably hit the table more times since the SPIEL than any other game we picked up.

Other honourable mentions from the fair requiring you to get into someone else’s head include the ingenious competitive deduction game Cryptid and the team based game Shadows: Amsterdam where you play in real time giving non verbal picture based clues to your team mate.

Unique Games

A new genre of games emerged for the first time in 2018, the unique game, where every single copy of the game differs from the next.

KeyForge

You know that little niche game Magic: The Gathering, the one that has been on the go for 26 years and made Hasbro $2.45 billion in net revenue last year? Well it’s designer, Richard Garfield (featured in Geekscape 519) had a brand new card game to show the world last year, and there was a premier at SPIEL, just days before its full worldwide release. That game was KeyForge. The core gameplay has similarities to Magic: The Gathering, with two players putting creatures on the table that then attack the other players creatures. There are some interesting fundamental changes including the main goal of collecting Aember rather than dealing damage, and the way players pick one of their three ‘suits’ and then play and activate all cards in that suit, and only that suit, for that turn. But what really makes this game stand out are the unique decks. Unlike in Magic there is no deck building, players buy one or more pre-constructed decks which cannot be modified in any way, but every single deck in the world will be completely unique. Using procedural generation to ensure that all decks have an appropriate mix of different card types and a reasonable balance of three of the ‘suits’ (as well as a procedurally generated name) there are more than 104,000,000,000,000,000,000,000,000 possible decks. This intriguing concept results in a focus on getting to know the strengths and weaknesses of your own individual deck and the resulting fresh perspective combined with solid central gameplay has kept KeyForge alive, with one expansion out already and a third one set to release in time for SPIEL 2019.

Discover: Lands Unknown

Also showcasing at the fair was another unique game by another high profile designer, Corey Konieczka, famous for titles like Star Wars: Rebellion, Battlestar Galactica and Eldritch Horror. Discover: Lands Unknown is a co-operative game in which players find themselves stranded in the wilderness and must team up to find food, water and tools with a view to their ultimate goal of surviving. Published by the same company as KeyForge similar technology has been used to ensure every copy of this game is also unique. While one game might be set in the desert another might be in the frozen tundra or the jungle. In addition the combination of items and encounters is also unique to each box. Although this game generated a lot of buzz at SPIEL, subsequent reception has been a little lukewarm. While this game itself may not still be getting played in a few years time, more unique games will almost certainly be around the corner and that alone is an exciting prospect.

Roll and Write

Everyone has heard of the great granddaddy of roll and write games Yahtzee, and although it has been around since at least 1956, this genre as a whole has suddenly exploded in the last twelve months, while SPIEL 2018 being a clear indicator of the year that changed.

That’s Pretty Clever

Like Yahtzee, the central mechanic of a roll and write game involves rolling a set of dice and then taking the results of those dice and writing them down in some way to maximise your score. Looking at That’s Pretty Clever, one of the biggest successes, in more detail is probably a great place to start. This was another title that was available earlier in the year, but really took off at the SPIEL. It now has multiple awards nominations as well as successful mobile OS ports. On your turn your roll six different dice, pick one of them to use on one of five corresponding coloured areas on your score pad and write the result in the appropriate box. Each coloured area works differently either scoring points in some way, or giving you power- ups to use later in the game. You then roll the remaining dice and pick another result, and repeat. Crucially all other players are involved during your turn (and vice versa) as whatever dice you don’t use they get to use for their score pad. The game strikes a great balance with quick and intuitive play but also meaningful choices.

Rolling Ranch

Elsewhere in the halls, a pre-release version of Rolling Ranch was available to play. In this game each player is building a farm – putting up fences and building while placing animals within the enclosures. This time only two dice are rolled and all players use the same results to write on their farm pad. However the combination of numbers and icons on each die means that there are multiple possible ways to use the outcome of the roll and each player makes their own decision. The simultaneous use of the same die roll means that there is no down time with all players active all the time. While fairly simple in terms of choices there are just enough there to hold the interest on repeat plays.

Yet another new roll and write release was Railroad Ink, available in Blue and Red versions. It has a similar shared dice result mechanic with 4 to 6 dice being rolled for everyone to use each turn, all of which show different road or rail sections. The goal is to use the results to build a transport network on the dry wipe grid in front of you, scoring points for connecting exits, entering the middle of the grid and having the longest routes, while losing points for dead ends.

Welcome To…

Elsewhere in the same hall was a roll and write game with no rolling. Welcome To… uses what is essentially a roll and write mechanic, complete with disposable player score pads and multiple different scoring options, but replaces the dice with a deck of cards. Again there is a shared pool of results to use from across three cards flipped each round, meaning play is simultaneous. Players are building houses in a suburban neighbourhood, and deciding when to add features like fences and pools. While this game lacks the physical neatness of other games that only have dice, a handful of pens and a scoring pad, it makes up for it by, for me, having both the deepest and most rewarding gameplay as well as the strongest theme of all the roll and write games I played at Essen.

What Next?

With all these games going strong almost a year down the line there is no sign of the associated mechanisms losing their buzz. In fact Root, Spirit Island, The Mind, That’s Pretty Clever and Welcome To.. all have expansions in the pipeline. We will see many of these at SPIEL 2019 in just over a month, but what will be more interesting to look out for in Essen will be the discovery of the next step in ongoing evolution of boardgames.

Geekscapists! ‘Magic: The Gathering’ creator Richard Garfield joins us on this week’s Geekscape episode to talk about his brand new trivia game ‘Half Truth’, made in partnership with Jeopardy world record holder Ken Jennings and Studio 71! Along the way, we discuss the early years of creating games, Richard’s background in mathematics and storytelling, the resurgence of tabletop gaming and answer some of your questions! I had a great time talking to Richard about his approach to designing games, his responses to both successes and failures in his career and his place in the history of gaming! Enjoy!

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The hardest part of playing Dungeons and Dragons, especially when you’re first starting, is figuring how the rules work. The Player’s Handbook gives you the framework of the game, spells, character creation, but it’s hard to find exactly what you need quickly. If you’re the Dungeon Master, you have additional materials to consult as well, like the Monster Manual, loot tables, crit charts – the list goes on. Looking up information on the fly can be time consuming and slow the pace of play.

Up until now, there haven’t been any official electronic resources from Wizards of the Coast, although there are some decent 3rd party apps, as well as pirated (illegal) PDFs of the handbooks.

Last week, Wizards teased us with the release of D&D Beyond, which promises to be an in-depth, cohesive, digital resource of all things 5th edition D&D to be released in 3 Phases. Phase 1 of the beta was released today, and it is already more than I had hoped for.

Phase 1 has several sections: the compendium, spells, magic items, and monsters. The compendium includes the basic rules of the game; how to run the game, how combat works, how to do different ability checks and when each type is appropriate. The layout is easy to navigate and makes finding details quick and easy, without having to pause the game for long periods of time to find the rules as written.

Each section has clickable links that lead you to more detailed information. Organized and easy to use!

Spells, Magic Items, and Monsters all have extensive browsing and search abilities. For instance, you can look at spells based on class, or do a search with the filters and look for spells by name, school of magic, or casting time.

You can click on individual spells listed and get a general idea of what is required for each spell, and who can cast it. This is basically a digital spell card.

Magic Items can be browsed through by type of item (like a ring) or with the search function, by how rare an item is, or what abilities it gives the bearer.

The filters for searches are very details for each section. This shows exactly how far down you can drill to find an item to purchase or verify that a player is using their items within the rules as written.

Monsters can be filtered by regional type, class range, abilities or just by what kind of monster it is (like a fey or dragon).

I haven’t had the chance to use D&D Beyond at the table yet, but just by searching for some basic information while creating a campaign, I have high hopes for it’s usability. I definitely think that this will be a good tool for getting more people to start playing D&D, since the fat handbooks are intimidating when you first start, and finding information in them can be difficult.

 

I’m looking forward to seeing what else Wizards has in store for Phases 2 (character building and character sheets) and 3 ( Homebrew Integration and Campaign Management).

D&D Beyond is an open beta worth signing up for, whether you’re new to the game and just looking to start, or a seasoned adventurer.

Sign up here, and let us know if you like this new edition as much as I do!

Depths of Gaming is a 1-2 hour weekly show that recounts gaming news, developments, and enables arguing about whether or not lopping off an orc’s man-pouch is Lawful Good.

Note: Necroscourge’s microphone cuts out frequently throughout this episode, because I have the silence detection thing on and it might be the culprit; next episode shouldn’t have this issue.

In this weeks show we discuss:

  • The upcoming Utopia expansion for Stellaris
  • The controversial ban of a League of Legends player
  • Whether or not mutilating a corpse is Lawful Good

 

Warning: We use moderate to strong language

 

Sengoku is a rare gem of authors that care about a subject so much they translate it entirely into text with little editing or ease of movement. The tone is rich in history and proclaims itself for anywhere from one to 180,000 players assuming you wish to reenact the Battle of Sekigahara on a 1:1 scale. Sengoku means “warring states” and refers to the period where Japan was in civil war with little true leadership and most citizenry armed and very ready to wage war for personal honor. It’s the time many people think of when you say things like samurai and ninja. While other games view the character by default as heroic and powerful the opposite is true here.

Sen2

A huge focus of the game is in clan and Japanese politics, including matters of court and honor. The very first rules the game teaches you is the circumstances and process in which you commit the act of ritual suicide known as Seppuku (right after sword etiquette of course!). Honor and Kao (“Face”) are core game concepts, players creating samurai and ninja in the hopes of abusing their rank will quickly learn this game has been designed to root them out just like the system rooted out those that tried so in real life. My big gripe with the honor rules is even in the revised edition the “honor loss formula” can cause headaches; it’s improperly explained. Several circumstances such as many people knowing of what you did can heavily multiply the loss, potentially ruining you. Information is an extremely powerful thing in this setting for that very reason.

Sen5
Combat is brutal and bloody in Sengoku

Posture and interaction with other actors in the game world is therefore critical to success. The first 94 pages are protocol for almost every aspect of Sengoku society including the caste system, religious points and laws, crime, and the arts. It’s even suggested to use the real parlance of the time, including the times of day, calendar, and more. I always maintain Sengoku as a great simulation of an earlier time. The power structure and most of politics is centered around regional rulers and those that serve them. The imperial caste at this point in history is actually fairly weak outside of the capital; local lords are far stronger and by proxy lords with lot’s of land are the strongest.

Everybody fits in the system. Even Europeans (Nanbanjin) fit in there just above criminal and just under common folk. The game lists pretty much every profession and offers templates for every walk of life, presenting these as character template packages in addition to caste packages. Players can thus play pretty much anybody from a drunken ninja magician to a paranoid schizophrenic fisherman. Even though not samurai this does not restrict the players from fighting, pretty much anybody from the lower castes can become soldiers and thus technically be warrior caste.

Sen4
Lords have many different bannermen

This game runs on the Fuzion rule-set created by Hero and R. Talsorian games; a D6 open source system that emphasizes gritty, complex combat and startlingly wide character options. Sengoku has its own variant of the life-path system that can help sort you sort out a fully realized concept. What few actual rules that are represented in the Sengoku rule-book are heavily modified but still based on the Fuzion skeleton. This ends up representing the legality of far eastern steel very well! Sengoku offers a low, medium, and high powered character creation options, with high being the realms of pure fantasy and medium representing martial arts cinema. To accommodate high fantasy games supernatural creatures and magic are present way in the back of the book tucked besides the tiny campaigns section.

Something the game neglects to mention is a system for easing large battles asides from hints laid in the form of skills like “Tactics”. Higher ranking characters by necessity have to employ lots of people! A party of samurai could easily see themselves having twenty or so soldiers and attendants walking the roads with them. In that way Sengoku can be played like a wargame,or really any kind of game you want. Unlike comparative titles there can be a huge disparity between players social status. Players have no real reason to help each-other save for being in the same clan under the same lord. This can be easily fixed by telling the players to pick a certain caste or profession though.

Sen6
Only high ranking characters can ride horses out of wartime; like Date Masamune

The tendency of tabletop gamers is to roll up an extremely powerful martial character and act like a bully. Samurai in Sengoku all have the complication of being sworn to their liege, and may very well be “invited” to commit seppuku should they break the laws sufficiently. Though this all assumes the characters are acting publically. The rules at least mention social taboo’s only count as broken should others learn of their exploits. What ends up bothering me about the focus of lore and culture is that besides the core Fuzion rules and minor addition there is no real mechanic that sets it aside from other games besides the concept of honor; the games indie roots show.

Combat varies from dangerous to outright havoc. Many weapons deal more damage the stronger the character is and already deal a handful of six siders in damage where the average citizen of Japan boasts around 15 hitpoints. Armor soaks the majority of the damage but utilizing locational damage immediately throws away the hope of being invincible wearing it. Many weapons have specialized attack rules, can be poisoned, and other heavily detailed goodies. With foreigners being around moderately there are even some exotic weapons like matchlock rifles. Other games suffer from too few options where Sengoku almost suffers from having too many! 

Sen3
After the re-release sourcebooks were introduced

The game has since been revised and re-released digitally and softcover as the Revised Edition. Some people report buying the new book for less than five dollars and the PDF was on sale for $1.50 when I looked it up. The Revised Edition is purely just re-edited and none of the math or rules have been altered. This is one of the rare times that the reissue of the book is actually far better than the old issue without making the old one obsolete. Since the new edition has more conversion material for that that absolutely need to convert their samurai into second edition DnD.

Being a gigantic head-smasher of a book it’s easy to get intimidated looking at this game. “It must have a lot of rules!” or “Gee that seems too complicated for me…” might be the initial thought when seeing it. It’s 75% Japanese culture simulation built around a system where your actions have personal and social consequences. Where Sengoku becomes less accessible is the fact that you have to find a games-master that *really* loves Japan and is willing to present a complex experience based around hardcore feudal politics with bouts of extreme violence and drama. When you get to the actual rules, it’s basically stock Fuzion with some bells and whistles (lets not forget hundreds of pages of Japanese lore!)

I give it three out of five cups of tea.

One thing we don’t cover enough on Geekscape is the hugely popular world of RPGs and tabletop gaming! Both have been on a huge upswing in popularity for the past few years and it’s about time we reflected that on the show! To help us wade through the deep waters as a bunch of noobs, Ivan and Dom from Saving Throw join their buddy Ben Dunn to teach Kenny and I about the new generation of tabletop RPGs. We discuss the new mechanics of D&D and the difference between it and Pathfinder. Also, we suggest some other games to the audience, including horror based ones and the growing popularity of real world games like Puzzle Rooms! It’s a brand new day and age with an old familiar game on this episode of Geekscape!

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