Looking For Group

A Team of Like-Minded Individuals

The next big battle in the console wars is underway. The knock-down drag-out fight between Sony and Microsoft, with Nintendo yapping and biting at heels like a spry old Shih Tzu, has the techno-foes trading blows over system power, online security, indie game development, and a number of other issues. But very little of what I’ve heard (mind you, I have not been paying much attention) talks about how much more fun the games will be. Processor power and stronger graphics engines are lovely, but nobody is talking about increased interconnectivity with players, beyond a few “post scores and issue challenges through social media to your friends!”, which isn’t a meaningful connection.

The strange thing is, it wouldn’t be difficult. Imagine sitting in front of your Xbox, firing up a digital reconstruction of a game, and simultaneously opening up Skype to connect with friends. The game doesn’t even have to be tightly programmed, it could just be a graphical construct that allows dice rolling and piece movement. We could have a new era of tabletop gaming, something that could one day mend the rift of live tabletop and isolated console gaming.

I love both video and board games, but as far as interaction with people, live tabletop gaming cannot be beat. Thus it is a point of frustration for me that actually getting people to the table to game cab be such a Nightmare.

Whyyyyy is nobody showing up?! (heh, me and my puns)

Time and Space

That’s what you need to put a group together. Well, you need the people of course, and the desire to play, the physical games themselves, etc. But once the desire is there, and since everyone I know has at least a few games ready to play, it all boils down to the time to play (and learn) games and a place to play them. Time and space are the dwindling and scattered resources of planning.

Mark: Want to get a game thing going tonight?

Me: Yeah, of course I’m interested. Where should we do it?

Josh: We’re about to eat dinner, but we might be interested after. I don’t think we’re coming out to Watertown though.

Mark: Well, I’m in Melrose, and you’re on your way home to Watertown (Google maps estimate: 1 hour with traffic). What about Josh, he’s roughly between us (~22 minutes from both our homes).

Josh: Nicole and I are out for tonight, thanks though.

Me: I just got in, I don’t have it in me to go back out for an hour drive in traffic. Maybe some other time.

That Kind of Party

There’s something to be said for an impromptu game session. For most gatherings though, you need to plan it ahead of time, just like if you were planning a “normal” party. More so I’d say, since for most parties I’ve attended all you need is booze and space for people to stand around, drink, and socialize. For gaming, people need to know rules, be physically and mentally invested in the game, and be willing to adhere to certain customs not necessary in other parties; keep drinks and snacks off the table, don’t walk off in the middle of the game to chat with someone in the other room, don’t get into side conversations, and take the game seriously.

Me: (before many parties) You think I should bring a game or two, in case people want to play?

Katie (+a few others): I don’t think it’s that kind of party.

Me: …I know.

Normal Party vs. Board Game Party (as the internet, vis-á-vis Google Images, sees it)

Looking For Group

When you get older, your free time becomes scarcer and more precious. Certain life matters crop up, things like jobs, bills, kids, fund-raisers, that sort of thing.

Sukrit: My mother is visiting this weekend, so I’m out.

Mark: Flying to San Francisco for work. I’ll be there next week.

Josh: It’s my last show that night and after the show I plan on being extremely drunk.

Me: I’m getting married in X months (in which 8 ≥X≥0)

Gaming becomes one more thing you have to prioritize. I know people who are passionate about anygamegood, even if they don’t call it that. And they lament the occurrences when their gaming sessions have been knocked off of one or more persons’ list of priorities. It’s even more frustrating when it’s done on incredibly short notice (often the day of) and it’s treated as simply not a big deal.

Ted (on absences from the Risk Legacy campaign): “We all have things to do in our lives, of course. But for me it’s like this; if you’re interested in gaming you make time for it. If you can’t make it, fine, but don’t say you can make it and then just blow it off.”

Auston (author, games designer, and avid blogger): “I just feel like people are scheduling the game, and if somebody, anybody, calls them, my game is the first thing to get dropped.”

And therein lie the issue. I believe the perception of gaming gatherings is that of a frivolous activity, a source of amusement and diversion that begins, ends, and in the middle is filled with inconsequentiality. I’d be lying if I said I didn’t believe that, to a degree (it’s right there in the mission statement), but I would never call gaming, or the act of planning or reneging plans, as inconsequential. I believe it’s important to remind ourselves, every now and then, that play has its own important place in human interaction. I hold games in high regard, and the people who play them are closer to me than others. It is a social gathering that to me is not as arbitrary as eating a bunch of caramels.

Party Size

Before game night begins, I have to decide who I’m inviting. It’s more complicated than you’d think. You can’t just invite all your gaming friends and see who shows up. Well, maybe you can, I can’t. Josh and I have a spreadsheet of our gaming friends to keep track; it’s around 20 people, incomplete. If half those people showed up every time it would be bedlam.

Every game fits a certain number of people. Some are broader than others, but most have a recommended number. Just so with game nights, especially when I have certain games I’m hoping to play.

# of people

1:    Well, they do make a lot of neat board games with 1-player variants. Try Mage Knight, or Chrononauts solitaire.

2:    Duel night with a good friend/rival. Netrunner, Pixel Tactics, Twilight Struggle. Puzzle Strike and Innovation fit more, but are great 1-on-1. If this is what I’m looking for, I’ll ask one person at a time until I find somebody. Sometimes this can result in an unexpected cancellation and a ruined night so, to call it back, I do enjoy console games.

3-4:    Tons of games fit this number optimally, and it’s a good figure to shoot for if you want to have a low-key gathering with your friends. Which is why we never have it. This is the razor’s edge of gatherings; you either invite the exact number you’re looking for, and everyone bails, OR you invite a few extra friends, figuring that somebody won’t be able to make it, and everyone shows up.

Josh: “Improv people are notoriously flaky. I invite them, but I don’t count on them replying quickly if at all.”

5:    This is a tough number sometimes. Not a lot of games work with 5; they generally run long , there’s a large gap between turns, and the asymmetry precludes 2v2 setups. Still, it’s not hopeless. Co-Op games like Pandemic or Shadows Over Camelot work this way, and Betrayal at House on the Hill is pretty good with 5.

6:    There are games that fit 6, but I personally believe they’re the kind of games you plan for. Diplomacy, Twilight Imperium, and other large-scale games are great, but they’re the kind of games I want to specifically plan for, not drop in for a game night of indeterminate attendance and “what do we want to play” syndrome. More likely this is splitting into two games.

7-8:    Now you’re getting into definite 2-game territory. 7 is particularly difficult, since there are very few (non-party) games that fit 7, and I personally can’t name one. Even Dixit, a quintessential party game, only fits 6. 7 has to be 5&2 or 4&3. 8 provides more flexibility, but again, it will be 2 games.

9-12: This number frustrates me. We end up with it sometimes, when I haven’t had a game night in a while and want to see everyone. Or when I send a blast invite to make sure I’ll have enough people and, improbably, most of them actually show up. At this point, not only are we playing two games, they’ll take up the full evening. We won’t get a chance to play or chat with the other half of the group, which is fine when everyone is having fun, but it can be a drag gaming with 5 and cleaning up for 12. And considering our group isn’t big on Apples to Apples or other large party games, there’s no other recourse.

13: At this point you’d better just hire a hobbit to round out the numbers.

13 is unlucky. Also, these guys are certain to f*** up your table

Plan Ahead

As I said before, planning a game night takes as much time as planning any other party.   I try to give at least a week, but the more people you’re looking to invite the more time you want to give them.  (And sometimes I ping guests who haven’t replied, as most people don’t RSVP anymore.)

I usually send out a list of games I’m hoping to play beforehand (Josh is a bit more loose, there are pros and cons to both).  If you know the number of people playing it’s easier, and will prevent wasting time deciding on what to play.

Finally, and most importantly, it is good to remember that game gatherings are fun.  It can be frustrating when your plans for an epic sit-down of Twilight Imperium get snuffed out, or if your multi-hour 12 man game extravaganza becomes 3 people playing Catan again.  But instead of focusing on how things went awry, consider how nice it is to play games with friends.  You can’t control other people or their plans, but you can plan ahead, and if your friends are looking to game, they’ll make time.

This weekend marks the one year anniversary of Anygamegood.  To celebrate (and also, coincidentally, since my friend and former boss is visiting from Texas) we’ll be doing a day-long gaming session at my place.  Hope everyone is getting some good gaming in this weekend.

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Risk: This Is How The World Ends

Ted’s Campaign

Sam wasn’t able to make a number of the games, so we had a lot of 4-player sessions. This changes the texture of the game immensely. The map has more space, so placement order isn’t as critical. This changes draft priority, and allows for later conflicts and more time to bolster one’s armies. It also keeps one more faction out of play, which prevents them from acquiring knock-out or missile powers, which effectively removes them from the game.

It’s a long list of “if this than that” and “what ifs” in Risk: Legacy. That is, I think, one of its major strong points; our world is unique, it developed as only our could. Ours is a story nobody else has.

Unfortunately that isn’t a happy story for everyone else it seems.

Game 11

Sam is able to make this one, which is kind of exciting. He’s low on missiles, and everyone underestimates him. I hope to get a large exchange of cards late and win the game with a single push. I wait just long enough for Sam to do a smaller push and wipe me out, claiming my considerable card stack. He wins next turn. It’s two victories for the guy who didn’t have any going into game 9, so it provides a bit of hope for the campaign.

Game 12!

Sometimes hope is just a word.

I won. It was another game of someone having a lock on their turn, but somebody sneaking in a moment earlier and taking the victory. It wasn’t guaranteed for me, a lot of rolls had to go my way. But as Ted has said, “if you have a 40% chance of winning with a course of action, it’s worth trying.” So I gambled, pushed across the board, and took enough bases to win. If anything, it continues to demonstrate how important it is to protect your base.

This is my 6th win, and it gives me a plurality. Games 13-15 will have no bearing on who wins the campaign, as nobody can match my 6. Ted says a couple things, boiling down to, “Congrats, even though it’s not a game about winning, but we’ll keep playing, because it’s still fun.” Imagine my dismay when I found out he didn’t really believe that.

See, I’m usually the first person to get to Ted’s, as my work lets out earlier than everyone else’s, plus I live closer. So we have time to chat about the game before it gets underway. And again I had to hear Ted talk about how un-fun the game has become, and how it’s (mostly) my fault. I felt bad about it the first time this was thrown at me around game 8. But I’ve done my best since then to play tough but fair, and not politick or twist the game around. I don’t need this again. At some point it needs to be said. There was terrible play early on, a bunch of people made bad decisions and fought the absolute wrong opponents, and Ted didn’t try hard enough. I may have done some early prodding, but I’m not the sole architect of the game being so busted.

Game 13

I win the draft and take Mutants, the only time I’ve played them. At this point most of the people in the table are anxious to crack open the final packet, the Capital City. We start with the appropriate mission (randomly I swear), and a territory card that works for it comes out a few turns in.

This is where it becomes obvious how busted the game is. Aaron has a great chance to take the territory needed to make the mission happen. However, my stack of missiles is enough to keep it protected, even when Ted (the one who owns it) is playing missiles to help Aaron take it. He’s rebuffed, and I take it my next turn, giving me two points. I lost my base earlier, but I’m able to take it my next turn, though with only 3 armies on it. So when I’m at 3 points I see Ted checking his options. At this point I feel compelled to say, “I know I shouldn’t say this, but you should really defend your base.” He does, sort of. He ups the army count from 4 to 7, though he has more he could use. So when my turn comes around, his is the most reasonable target to go for. Even after the Capital City battle, and even after I spend missiles to defend my base, I still have 1 to use against him. I’m able to swing a double loss into a double win with it, and I have more than enough strength to take the base and the win.

I feel crappy for doing it, and I apologize to the table. The campaign is called here, as nobody wants to watch something like that again.

Aftermath

So yes, the game got busted. I took some wins I shouldn’t have, obtained a stronghold, gained an advantage too difficult to overcome (with 3 other people; it would’ve been much different if Sam could’ve made it). But After mulling it all over again, I’m pretty sure that I’m done apologizing for this sort of thing. Ted said that games aren’t about winning, they’re about competition. Yeah, I get what he means, but it’s a game, moreover it’s Risk. Says it right on the box, above the word Legacy. It’s an Ameritrash classic which has always been about random swings, massive armies, and grinding everyone else at the table into dust. The fact that it has a 15-game meta framework does not change that core stylistic design. I agree that the game is somewhat broken, but sometimes the players are too.

I hate that I have to feel crappy all over again while I type this. I hate that I’m in a position where I have to apologize for playing my best. I hate that everyone thinks it’s the game that’s screwed up and not their own stupid shitty play. It’s Beyond Boardwalk all over again; a lot of new mechanics and cool choices, but the same game at its core, with hurt feelings and sour looks when you lose.

You know what? Fuck it. I won, I’m not going to feel shitty about it. Besides, the other campaign manages to be balanced, despite having similar issues.

It’s Risk. Says so right on the box.

Greg’s Campaign, Game 8

So, that stronghold I had in Australia in Ted’s game? Jess has one in South America here. It’s not as great, as it still has two entry points and her city is surrounded by ammo shortage scars, but it’s still nice to have a guaranteed quality starting location. The faction she gets has an “ignore ammo shortages when defending” bonus to it, so her setup is pretty good.

The factions here aren’t fully loaded with powers and scars, so it’ll be interesting to see how they develop. The Saharan Republic has a sweet one-two combination of being allowed to use their redeployment in any territory they control, and being able to reinforce to one unoccupied territory per turn. I use it to get around the nuclear fallout in Australia. It’s not a great bonus, but it keeps my base protected, as the mutants are on the other side of the map.

I get a nice set of cards, but I don’t get to use them. Jess manages to take a few quick cards, and when nobody expects it (and I’m in no position to stop her), she turns in cards, marches through two bases and 9 territories, and grabs 3 points in a turn. I believe her base was a critical component, not because of the continent bonus (which I don’t believe she ever held), but the unbeatable population amount which gave her some great events.

Aftermath

This gives her two wins. At 8 games, everyone has two wins, except for Greg who hasn’t gotten on the board yet. It’s odd for me, knowing what’s in the remaining packets, and seeing how the game could play out. It’s difficult to keep that knowledge from coloring my decisions. Still, this game is progressing much differently, with a completely different set of players, so I’m excited to see how this one ends.

WHERE WE STAND

Greg’s campaign

Winston: 2 Wins

Brandon: 2 Wins

Spooky: 2 Wins

Jess: 2 Win

Packets Open: Second Win, 9 Minor Cities, Player Elimination, 3 missiles

Ted’s Campaign (Called)

Brandon: 7 Wins

Ted: 1 Win

Aaron: 2 Win

Mark: 1 Win

Sam: 2 Win

Packets Open: Everything