Saturday, March 28, 2020

Ep 32: The Year Is Dead. Long Live The Year Is Live!

Ep 32: The year is dead. Long live the year.

https://soundcloud.com/user-989538417/episode-32-the-year-is-dead-long-live-the-year

Chris Arnold and I talk about the year that was and the year that is to be.

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Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

The Experience

I once spent nine days as a guest at a Taiwanese Buddhist nunnery. Their hospitality was incredible and what stuck in my mind was the most amazing food I've ever eaten. They made Chinese meat dishes out of plant protein, most likely because the nuns were brought up on a traditional, Chinese omnivorous diet, and this food met their vegetarian religious restrictions without compromise. It was so good, I questioned it's meatlessness, being a vegetarian at the time.

After a week of this amazing food, I mentioned on the way back from our conference, that I could really go for a pizza, especially because there was a Pizza Hut next to the nunnery in busy downtown Taipei. No matter how good something is, you often long for the tastes of home. You know you'll get that consistent experience, even if it's not great. Consistent beats great sometimes. An older scholar overheard me and slammed me for being so disrespectful as to want pizza when our hosts had been so gracious with their amazing food. When we returned to the nunnery for dinner, awaiting us was glorious Pizza Hut pizza. The heart wants what it wants.

When it comes to hobby game stores, consistency of experience is wickedly hard. You can train your staff to greet customers, provide stellar customer service, create intricate systems to maintain product and service, but in the back room it's another story. In our Game Center, your consistency of experience is kind of in your own hands.

I could pay employees to run games of a particular style and quality, but the games they run would be limited to the customer desire to pay for that experience. Other than convention fees, which they seem to have no problem with, nobody wants to pay $10 cash money for me to run Dungeons & Dragons. $10, times six players, is $60 for a 4-hour session paying someone $15/hour. That's just their labor, not profit or materials, or prep time. This is a traditionally free experience that can cross over into "nominal" fee territory, but a real fee will never really capture the value being provided.  That may change with the mainstreamization of gaming, and someone will certainly point out the "professional" dungeon masters, but it's rare.

So we run the Event Center a bit like a concert hall in which we attempt to host high quality concerts, but with no guarantee the experience will be great. We are concert hall people, not the performers. I've been to great concerts and I've been to concerts where the performers were drunk off their asses, but in neither case did I credit or blame the venue. But in the game trade that's exactly what happens. Sexist comment? Bad DM? Poor hygiene? It will all be a black mark against the store, even though there's not a whole lot we can do about it, other than craft policies, brief organizers, and strictly enforce rules. We are facilitators. We use volunteers. The only other option is the thing doesn't happen.

This chaos is also our strength, our protective armor. The inability to provide a consistent experience, but to only provide a neutral venue is unacceptable to anyone with deep pockets who wants in on this. What happens if something really terrible (actionable by law) occurs? How do we make sure the D&D session doesn't have something inappropriate? How do we actually monetize this space that costs us $6,000 a month? Really, that's what we pay. About $50 a seat per month.

The reality of most D&D sessions is there are a lot of slightly boring ones and then one amazing one, which you tend to remember without remembering the boring ones. D&D especially is a constant playtest, as most people don't run the same adventure twice. Imagine sitting through a bunch of boring movies to get to the great one. That's how it tended to be before the Internet, but people want blockbusters every time nowadays, and they can get them by picking and choosing. All of this inconsistency is why there are no national chains of game stores. Managing the managers and the organizers would be like herding cats. You would have to have a whole department called Program Development to plan and test event structures. Publishers can't even pull this off well with their one game. Plus, as mentioned, the customers would never pay, at least not so far.

Anyway, this is something that keeps me up at night. Labor, as minimum wage here approaches $15 an hour, can no longer be the solution to bespoke experiences. We are fast approaching hard limits that are testing the demands of customers with the reality of what is possible in small business. It may just be the little store, with the passionate owner working for close to zero dollars, will be the one providing the consistently amazing experiences that big stores could only dream of. The rest of us are wondering if we should get a liquor license or hire some circus performers.

Blender 2.80 Released, Gets Industry Sponsorship


The amazing libre 3D modeling tool Blender needs no introductions at this point. Suffice to say that what began as a humble Free Software alternative to most heavy-duty proprietary 3D software is slowly becoming a new industry standard. The newly released version 2.80 is a testimonial of this.

The new release adds not only a much needed upgrade to the UI, but along comes an improved real time renderer and much more. All new features and improvements can be checked here.


Finally, some of you might have already heard in the past few weeks the gaming industry titans Epic Games and Ubisoft have officially began sponsoring the Blender foundation with grant funds. These are welcoming news since it means Blender will only see better and more regular updates from increased sources of income. Even if the money comes from proprietary software business, libre developers alike can also reap the benefits.

Blender can be downloaded for free on its official download page.

Code license: GPLv2

Via GamingOnLinux.

Got comments? Post them on our forum thread.

Monday, March 23, 2020

All For One Revisited -- Again

It's now been about 17 years since David Brain first sent me a prototype copy of All For One, can you believe it?

The last time I had played the game was maybe back in 2012 at a protospiel event. I might have played it one more time since then, but to be honest, I don't remember if I did.

Well, I decided to bring it back to life at my last weekly playtesting session of 2019, and since I didn't remember what changes I was considering, we played it as-written (circa 2012). Then we discussed the game, and I brought it back out today, and played 2 more games, with some significant changes. Good news: I think the changes were for the better!

Since it's been so long, I'll run down the basic rules as I'd write them as of right now:

Setup:
As before, place the plot tokens and character figures in their home spaces on the board. 
Shuffle mission cards and deal 4 to each player. 
Give each player a reference mat and 1 One For All card. 
Deal each player a secret goal card (using only the ones for the appropriate player count).
Set a pile of VP tokens in a supply
NO GUARDS AT ALL

Game play:
On your turn, you have an Action phase and a Draw phase. 

Action phase:
During the Action phase you can do any number of actions from the following list, in any order (most are limited to 1x/turn):
a1) Move (1x/turn): Choose any 1 character and move them up to 3 steps. You may double back, but you must stop the move action upon encountering another character. If carrying a Horse, may choose to have the character ride instead, moving exactly 4 steps, jumping over tokens and figures.
a2) Pick up tokens: While moving, you may have the moving character pick up any number of tokens in the spaces you visit by discarding 1 card for each. Note that when riding, you may not pick up the tokens you jump over. Characters have no capacity limit. (you may pick up the a token in the location of another character you encountered - wording above might make it sound like you can't since I said the move action ends)
ONCE PICKED UP, TOKENS ARE NEVER DROPPED. In order to move them to another character, a Demand action is required (see below)

b) Demand a plot token (1x/turn): If 2 characters are in the same location, you may have one of them demand a plot token held by the other. In this case, a duel ensues to determine the outcome. Note: You do not have to use the same character that you moved - more than 1 character can act on your turn.

c) Complete a mission (1x/turn): Choose a character. If the conditions of a mission card in your hand are met, you may complete the mission with that character (some missions require a specific character to do them). Receive points based on the type of mission and the tokens you deliver (see below), and then bump 1 of that character's favored story tracks per token delivered (max 1 bump per track per mission). ONCE A TRACK HAS MAXED OUT, IT'S COMPLEMENT TRACK IS ALSO LOCKED IN AND NO LONGER MOVES.
c1) Duel missions: 3vp (and draw 1 card)
c2) Character delivery (either/or): 4vp for 1 token, 6vp for both
c3) Any Character mission (2 req'd): 5vp
c4) Standard delivery (req'd/bonus/bonus): 4/6/8vp for 1/2/3 tokens

d. Play One For All card for some effect:
d1) Play when completing a mission to gain an additional 2 VP
d2) Play when picking up tokens to cover the discard cost of all pickups this turn (so max 3 tokens, since you can move up to 3 steps)
d3) Play during a duel for 3 offensive moves (or during another player's turn for 0 offensive moves, but you get it back immediately)
d4) Play during the draw phase of the turn to draw 2 additional cards
d5) Play to immediately end your turn (skipping the draw phase) and start another. This allows for a 2nd move action, a 2nd demand action, or a 2nd mission.

Draw phase:
Draw 2 mission cards from the deck.
You may play One For All to draw 2 additional cards.
Then reclaim your One For All card.
Max hand size = 8 cards (including One For All). If you have more than 8 cards, discard mission cards until you have only 8

Game ends when all 3 story tracks are maxed out

Duels:
Duels between characters are triggered by Demand actions and by Duel missions. In any case, when you trigger a duel on your turn with a character (the one making the demand, or one of the two in the duel mission), you choose one of that character's story tracks to fight for. Announce the chosen character, the nominated track, and if applicable the token being demanded (and maybe from whom, to help other players out).

All players must play 1 card simultaneously, then reveal. Blue cards are worth 1 offense (2 if it's that character's signature move), red cards are worth 1 defense, white cards (riposte) are worth 2 defense. Add up all offense and all defense. If there is more offense than defense, the the duel has been WON. If there is more defense than offense, the duel is LOST. If there is the same amount of offense and defense, then the duel is TIED.
If WON: NOMINATED track is bumped. Token IS moved in the case of a demand.
If LOST:  OPPOSITE track is bumped. Token IS NOT moved in the case of a demand.
If TIED: NO track is bumped. Token IS moved in the case of a demand.

One For All card played by active player is worth 3 offense.
One For All card played by any other player is worth 0 offense, and they get it back immediately.

Abilities and Signature Moves: as before. Aramis' ability to avoid guards must change (since there are no guards now): You may discard a card to move beyond another character. If that proves too useless, maybe it doesn't need to cost a card.

--- End Rules ---

So the big differences from before are:
1. No guards at all
2. 8 card hand
3. Draw 2 cards per turn instead of 1
4. Pay cards to pick up tokens (making that more intentional)
5. No such thing as dropping tokens or hand-offs, it's all just demand actions
6. No "active character" for the turn - you can act with different characters in a turn (move Aramis, demand with Athos, complete a mission with MiLady)

And to clean up some exceptions:
7. Make all Meeting missions into Duels (so they're all the same)
8. Allow riding a horse over dashed lines (ferry crossing and catacombs)

Both 4p games we played today took about 60 minutes, and this mix of rules seemed to work really well.

I added a few connections on the map, and I think a few more might be in order. Might want to sort of revisit the whole map and also the mission cards to make sure that (a) named locations are sort of evenly spaced out (ideally not less than 4 steps between any 2 named locations), and (b) based on token starting locations, no missions are doable on the first turn (at least not without using the One For All card for extra actions)

Due to the higher hand size and extra card draws, the deck almost ran out in our 4p games, and I suspect for 5 players it would definitely run out, so more missions are needed. I'd begin by making more missions with Horses as required or bonus tokens.

I think this is a big improvement over the previous version with respect to fiddliness and rules overhead. It feels good to see some progress on this game -- the biggest disappointment of my game design career is that nothing has ever come of this game.

Friday, March 20, 2020

Full Throttle: Remastered (PC) - Part 1

Full Throttle Remastered title screen
Remastered - Developer:Double Fine|Release Date:2017|Systems:Win, PS4, PS Vita
Original Game - Developer:LucasArts|Release Date:1995|Systems:MS-DOS, Win & Mac OS

This week on Super Adventures, it's the legendary LucasArts classic, Full Throttle! Remastered!

It seemed like a good time for me to get around to this one, with the original game's 25th anniversary being just around the corner. It came out on April 20th so I'm a month early, but Super Adventures is taking a break during April (and May) so I'm playing it now.

I've played the classic Full Throttle before, in fact I've beaten the game, but I've forgotten almost everything about it since then. I'm fairly sure I used a guide to get through it, but that doesn't necessarily mean anything. I used guides all the time back then, because assumed I wouldn't make it though a game without them.

I do know one thing about the game though: it actually sold pretty well, better than any LucasArts adventure that came before it (but maybe not as well as The Dig), which the company appreciated as it also cost a fortune (though maybe not as much as The Dig). It's possible that all the expensive CD-filling cutscenes were the reason the game was such a big hit for them, though some have theorised it was actually because it had a big explosion on the box art.

Okay, I don't usually do SPOILER warnings on Super Adventures, but I'm going to play through the first third of the game and spoil a big chunk of the puzzles and story, so you might not want to read this if you haven't played through it before.

Read on »