Tag: Suburbia

Tabletalk: Let’s Tell A Story

Courtesy Bully Pulpit Games

As someone who writes tales about people who don’t actually exist, the process of telling stories fascinates me. While working alone allows me to be the final arbiter of what does and does not happen, some of the best storytelling experiences I’ve had come not from a word processing document, but from other books and dice. The methods and weight of rules might vary, but the experience is always unique.

Some games are built specifically to emphasize their story and characters more than anything else. Fiasco and Shock: are my two go-to examples of tabletop games firmly in story mode, while Maschine Zeit and Farewell to Fear maintain some more traditional dice-rolling rulesets not to define gameplay, but to reinforce storytelling. The emphasis in these games is on who the players’ characters are, not necessarily what they do.

On the flip side are games like Dungeons & Dragons and any of the titles within the World of Darkness universe. The ‘background’ portion of a given player’s character sheet is entirely optional, and the emphasis is on the stats depicted on the front. These games are built to generate epic moments, memorable feats of daring-do, and nail-biting suspense as the dice roll.

And then, there are those games with what I’d like to call ’emergent storytelling’. Quite a few board games try to work atmosphere and elements of storytelling into their gameplay, like Pandemic, Elder Sign, or Escape!, but the nature of these games’ mechanics tend to get in the way of actually telling a story. Boss Monster and Seasons, on the other hand, give players enough breathing room to give their on-the-table representatives a bit more personality. Between turns, you may decide that your adorable forest-dwelling bunny wizard is actually bent on world domination, or that your towering and malevolent gorgon dungeon master actually wants to flip her dungeon so she can go on a long-awaited vacation. The towns built in Suburbia can’t help but take on some personality (“Why is that high school right next to a slaughterhouse?”). And the excellent Battlestar Galactica has you not only taking on familiar faces, but pitting them against one another in new ways as you try to determine who among you is a Cylon even as you struggle to survive. There’s nothing quite like throwing the Admiral in his (or her) own brig just on a gut feeling your character has. Finally, there are those who would advise you not to play Twilight Imperium with role-players. If a gamer take the honor of their race seriously, there may be a major grudge that plays out over the game’s many hours if you do something like occupy one of their systems or assassinate one of their councilors. Who says politics is boring?

What games do you feel cater more towards storytelling? What emergent gameplay do you enjoy the most?

Tabletalk: Your Table’s Real Estate

Courtesy Theology of Games
Courtesy Theology of Games

Space at your common table, be it in your dining room, den, or boudoir, is precious. It needs to be used wisely when it comes to entertaining. You need room for everyone to sit and be comfortable. Room for refreshments is always welcome. Games that occupy the table should make good use of whatever remaining real estate their is, holding the attention of your guests and keeping them involved and interacting. This is one of many reasons why Monopoly sucks – most of its board is full of negative space.

It also never changes. Board games that I’m finding myself thoroughly enjoying have gameplay that varies from session to session. When a galaxy in Twilight Imperium is created by the players around the table, it is going to be completely different from any scenario setup or previous galaxy, adding another element to the strange brew that makes it fun to devote eight hours to a single game. Quantum is similar in that the ‘board’ is mutable and can be altered or changed drastically to change up the experience. Games like Mage Knight, Archipelago, and Escape: The Curse of the Temple take it one step further by making their boards what would be called ‘procedurally generated’: the board is revealed and assembled as you play, guaranteeing a fresh experience every time.

Other games like to decentralize the action. Galaxy Trucker may have a central board to track everyone’s position in the convoy, but all of the real action happens on the players’ individual boards, as meteors and laser blasts render your cobbled-together space truck back into the shoddy spare parts you used to build it in the first place. Suburbia gives each player their own space to build their SimCity-esque metropolis, with its bank and goals in a central location. Seasons may have a calendar in the center of the table and a single, shared scoreboard, but players will be interacting with their own decks, tokens, dice, and boards to manage the careers of their chosen adorable aspiring forest-wizards.

While board games continue to provide new and interesting ways to make the most of your table’s real estate, card games remain some of the most economical entertainment to grace that same area. While deck-builders like Dominion and Eminent Domain centralize the pool of cards players have to choose from in constructing their decks, Boss Monster takes the route of games above that sees players focused on individual areas just as much as the center of the table. Chez Geek and Munchkin encourage players to keep track of both their own area and those of other players as competition for victory becomes more and more rapid and cut-throat. Finally, hidden role games like Bang!, One-Night Ultimate Werewolf, The Resistance: Avalon, and Coup bring the eyes of the players up from the table and into those of the other players, the game play arguably more about bluffing, gambits, and deductive reasoning than any information provided at the center of the table.

Just to reiterate a point made earlier in this post, Monopoly sucks. Its gameplay never changes and its board consumes too much real estate on the table. Many games make better use of the space, even with similarly sized central boards; Pandemic, Ticket to Ride, SmallWorld, Lords of Waterdeep, and Battlestar Galactica are all examples of recent games that require a good chunk of your table’s space but make the most of it by varying gameplay elements, getting players involved and interacting, offering challenges or emergent narrative, and so on. It’s these things that make the game I’ve mentioned well worth the space on your table (and your shelves), and will more than likely bring people back for more, time and again.

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