Tag Archives: Opinion

D&D Theory: The lost art of fantasy adventure

The Gilded Griffon stands at the village’s edge, deep in the unexplored frontier, its weathered stone walls are bathed in torchlight, the sign of a majestic griffon hanging above the door. Inside, the scent of roasting meat and exotic spices fills the air, while shadows dance across scarred oak tables. A grand hearth crackles, its mantle adorned with ancient weapons and relics of past adventures. Patrons from distant lands murmur in hushed tones, and a minstrel’s haunting melody drifts through the room. Behind the bar, a silver-haired barkeep watches with a knowing eye, recognizing you with a nod as adventurers looking for work.

DM: What do you want to do?

This is the moment, this is how D&D kind of started for me. Not this exact start, but it’s how I imagined it. I was 10 years old, it was 1985, I was for the first time invited to a D&D game, I had my 1st level fighter (Darius) character sheet in front of me and all I knew about the game I was about to play was that my job was to pretend I was this fighter in a fantasy world in which terrible monsters existed.

It was a magical moment, one that would define how I would spend my free time over the next 4 decades. It made me a prolific reader, it drove a lifelong passion for creativity, and resulted in the most memorable friendships of my life.

As far as the game went there was an important discovery that I would not make until nearly 40 years later about how and why this moment was not only unique but why I would spend the next 40 years trying to re-create it every time I sat at a gaming table.

See the magic of this moment is not about nostalgia, it’s not really about old-school gaming, or the OSR, or something about the “edition of the game” or game mechanics specifically either. There were many theories I and others would come up with that would try to explain this moment and why D&D back then was different than today and what has changed and why but they would all turn out to be dead wrong.

The magic of this moment it turns out was simply that, I didn’t know what was about to happen and I was not following any script filled with assumptions. There was nothing that happened before the game other the mechanical work of producing an abstract character which we knew nothing about except a race and class and maybe a name. Meaning, I had virtually no information about the game I was about to play. All I knew was that I was a “Fighter” and that meant I knew how to use weapons and armor, a generalization at best. I knew that the goal of the game was to explore the game world (somehow) and we were told by the DM that “you can do whatever you want, go wherever you want”.

The question was “Why”? Why would I go anywhere? I was instructed that as a 1st level fighter, I was not very good at fighting yet, that I would need more experience (which notably I was unsure how to get), and that the world outside of the tavern was dangerous and you could die easily.

Here was the thing, It was scary and though I just made this character, I was already quite attached to Darius. The act of writing down his name on a funny looking, but intriguing page called a character sheet had built him up in my head, he wasn’t just a “character”, he was a person I cared about and I didn’t want him to die, I didn’t want to do anything “stupid” that would put him at risk. The DM was well known for cruelly tearing up character sheets of dead characters right there at the table, we had all heard this rumor, so I knew and believed in the danger of the game.

One of the tricks of the trade among DM’s in the early days of D&D was that they did not reveal much to the players. It would be several months before any of us even realized that we were actually near the City-State of Greyhawk, a famous place in the D&D “world” we would eventually have the pleasure to visit.

But the DM of course did not make my life easy. He said, “You are hungry and thirsty and tired as you have traveled many weeks to get here and are low on supplies”. The DM told me that you can die of thirst and hunger and you can even die from exhaustion. So we did the natural and perhaps predictable thing, (we being a couple of my friends in similar situations with similar characters in our adventuring party) we walked into the tavern, ordered food and drink, and asked for rooms so that we could rest. It seemed logical and it was our idea, our plan, we made the decision to do that, our first act as role-players. It felt powerful, even though it was very simple.

The DM then, in the voice of the tavern keeper told us that this would cost 2 silver for the food and drink and 3 silver for a night in a room. And in that moment, that split second of pretending to exist as characters in a fantasy world, we all realized what this game was really about. We were about to spend the rest of the money we had collectively together just to eat and sleep for a day. If we didn’t get more money soon, we would probably die of thirst and hunger, it was the harsh reality of the game.

We….. needed money!

And so a purpose was born, we were adventurers, fighters, clerics, and thieves and we needed money because we were just about out of it and we had no jobs and no way to make more and so the game truly began. We were promptly approached by an old thief who had a treasure map of a ruin nearby and offered us 100 gold, not to explore it, but just to find the entrance hidden somewhere in the nearby forest. You can’t imagine what an exciting moment that was. We had a mission..ney, a quest and it felt real, it felt important. We were role-playing and it didn’t take much to get us there.

The 1st edition AD&D DMG had a lot of very strange rules, but of course, none of us ever looked inside of it. It was only sometime in 1992 when I became a DM that I finally read this book, getting my own copy. It never occurred to me that the game we were playing really didn’t have any firm rules and was built on abstract philosophies like 1 gold = 1 XP, things that defined the metagame, but were mere suggestions at best, not really rules.

There was no session zero, no elaborate rules or explanations, no backstory writing, and no “defining” anything about what was about to happen. We relied on our natural and very basic instincts and imagination to create a game of make-believe that we would make every bit as real to us as the world we lived in. We were playing Dungeons and Dragons, a magical fantasy world of pretend, not rules.

This was Dungeons and Dragons to me from 1985 well into 1995. That little gaming group was together for over 10 years and though my fighter from that first session would quickly perish in a terrible incident with a Gelatinous Cube as did many characters that followed, I will never forget him, his adventures, or any of the characters I played in Dungeons and Dragons during these years. Oddly, I never wrote a single word about them down, yet I remember each with crystal clear clarity. I remember their deeds, their adventures, how they grew into power and often how their story ended tragically in some dungeon as we (the avatar and I) pursued our ambitions in the game.

This is Fantasy Adventure, this is what D&D was and I have to be honest and this will make me sound like an old Gronard, but it was so much better, so much more fun and narrative than anything that happens at a gaming table in the modern day. A fact that would plague my group for the many years that followed.

Is it possible to learn this power?

In 1995 my group had been together for 10 years, we had played through 1st and 2nd edition AD&D and while we loved our games, like all gamers do we started noticing that there were “other games” and everyone wanted to try their hand at some new stuff. After all, we loved D&D and we loved role-playing so, doing it with other settings and rule systems sounded awesome. It sounded amazing to be a Jedi in the Star Wars universe, or a Highlander or a Star Trek Captain. The opportunities of other games were very attractive to us and we began exploring them.

For about 5 years we went through what I would call a sort of “role-playing ring around the rosy”. We played everything that wasn’t D&D you could think of. All the world of darkness stuff, various science-fiction games and every system under the sun from GURPS to Warhammer Fantasy. You would be hard-pressed to name a game my group and I didn’t try, we did it all, and nothing was off the table.

It was fun, and I really want to nail this point home here that no one was disappointed, we really enjoyed these games, but….. We all realized by around 1998 that we didn’t get together as often, campaigns didn’t last as long, people got bored and often games died when people didn’t show up to sessions, and really, the entire “magic” of D&D that kept our crew fully dedicated for 10 years prior was missing from all of these games. These games were all a bit empty, absent of the magic and wonder that we found in D&D. By 2000 we barely even played RPG’s anymore.

Then 3rd edition D&D came out and we of course got excited again. We all got back together with fresh new books in hand, everyone read every rule, cover to cover and we were ready to play, invigorated by the hopeful return to those amazing and magical D&D games which at this point were distant, nostalgic memories. There was a promise of a new golden age, a return to the wonderful world of Dungeons and Dragons that we all missed, that in our eyes was “true role-playing”, the only game that ever really gave us that intangible gaming experience.

I think we had all hoped that 3rd edition D&D would bring the magic back to the table, but as I discovered many years later, the problem wasn’t the game system so much as gaming culture that led game design. I don’t want to suggest that AD&D was the only way to create magic at the table, but it was the only game that didn’t get in the way of the attempts to do so. 3rd edition had too many explicit rules that defined what characters could and could not do, a trend that would catch on and became the methodology for game design. It was in a way, the death of role-playing as I knew it. Games no longer lived in our imaginations, we could no longer “do whatever we wanted”. Games now lived on the table with very strict rules about what was and was not possible and we would spend most of our time arguing about whether these rules were good or not rather than playing D&D.

By 2002, role-playing in our group was all but over. 3rd edition D&D, even though it was Dungeons and Dragons and felt very familiar just had no magic in it, that much was clear. There was no excitement, no mystery, and no mystical spirit in the game. The rules were convoluted and far too explicit and we argued about their abstracted representation of the game worlds living in our head constantly. These rules killed the imagination because they sought to place it with game mechanics.

In many ways, the rules of the game became the only point of any conversation about D&D between us, we no longer wondered about what D&D was, or what mysteries were hidden within its intangible imaginary words. We spent an ungodly amount of time instead trying to fix the rules as we fought among ourselves and the world (internet) over them. To put it plainly, it just wasn’t fun anymore, the year was 2002 and Dungeons and Dragons was over, it was dead and 3rd edition would create 2 decades of terrible game design that would slowly drown out any life D&D had in it. I know that is cruel to say and one might even challenge its accuracy given the popularity of 5th edition, but, modern D&D is popular in the same way McDonalds is popular. It’s a processed and manufactured game for the masses, reduced to the most basic, lowest common denominator. When I tell people about the intangible magic of D&D, they call be a Gronard, a relic that doesn’t know what he is talking about. For a time, I almost believed it.

Our group was pretty much fully disbanded by 2003 and I would not play D&D or anything else with any of those guys until nearly 2 decades later. I did continue playing with other groups myself though. As much as I enjoyed the many people I shared RPG experiences with over the years the games were simply never as good as those original AD&D experiences of the mid 80’s and 90′.

In fact, most of the time I was quite bored and have continued to be quite bored with most role-playing games since, it’s really a rare game that even marginally excites me these days even though I’m constantly chasing that dragon. I still like playing them, I still enjoy the pursuit, but more in a conceptual and philosophical way rather than actually playing. When I play, most of the time, I’m just disappointed that these games are just not as good, not as much fun and lack that intangible spirit of the classic D&D that we played for over a decade in the 80’s and 90’s.

So what really happened? What is the problem with other games? Why is there no magic, no spark, no heart in any of these other RPG including the latest and greatest versions of D&D from Wizards of the Coast? Why did Dungeons and Dragons die around the 00’s? Did it die or did I change?

Not from a Jedi..

I have contemplated this for years, I have researched, I have reflected, I have tested a wide range of theories to try to understand what was so special, what it was that was so unique and/or different that altered the experience and made it so much better in those 80’s and 90’s D&D games that I find missing in modern RPG’s and the modern RPG experience?

For a time I wrote it off as nostalgia and my age. I was between 10 and 20 years of age when I played AD&D, I’m nearly 50 now, it was during a much simpler time in my life and I just presumed that back then I just had more imagination, more energy, and more appreciation that today I lack. The game didn’t change, I changed.

It seemed like a fair and reasonable assessment, one I could accept, but…. then something magical happened. Almost like a fairy tale, as if some genie appeared out of thin air and granted me the wisdom I needed to understand and to find perspective and of course a little help from a little show, maybe you heard of it “Stranger Things”.

One of the oddest elements of Stranger Things is that it’s a show driven by classic D&D tropes and specifically 1st edition D&D fantasy adventure which is played and represented on the show. The very game and very experience I had and missed was right there on the screen, yet oddly enough modern fans would take this inspiration and instead of playing AD&D they would play 5th edition that does not in any, way, shape or form represent what you see on Stranger Things. It’s bizarre to me.

A friend of mine called me up, an old friend from my old gaming group and said “Hey, the old crew wants to get back together and play some D&D, we want to do an AD&D 1st edition one-shot”.

I thought to myself, holy shit yes.

I have the high ground..

In the first 30 seconds of our first session, I was back in 1985 as a 10-year-old playing Dungeons and Dragons for the first time. It required nothing more than the DM using the old formula, the most basic introduction and the simplest core element of D&D to bring it all back.

There was nothing to it, we made characters, essentially randomly generating them as one would in AD&D. Made some basic choices about equipment and who would play what roles, we gave our characters names and we were dropped into the game world with a very basic plot hook to “investigate the evil temple”. It all fell perfectly into place like dominos.

That moment I realized that this game had more story, those characters had more meaning and this game had more role-playing magic than everything I have done at the table for the last 20 years combined. I recall writing entire books of lore, of story, players writing 20-page backgrounds in preparation for a game, doing session 0’s, and endlessly preparing mass plots for my players and none of it compared to the simplicity of the game we were about to play. By comparison, those experiences were lifeless husks, meaningless, about the equivalent of doing your taxes for fun.

So, what was the secret? How did I go from RPG’s feeling dead inside to being back in 1985 as a 10-year-old playing and feeling Dungeons and Dragons again? What did this magical DM do to bring it all back?

Actually, it was pretty simple. It turns out, that it’s not nostalgia, it’s not age or some sort of expertise of the DM, there is no secret knowledge or method. It wasn’t even the system or an edition of the game really, though I do hold that 1st edition AD&D allows classic Fantasy Adventure to happen a lot easier. In the end it was just the simplicity of the role-playing philosophy the system brought to the forefront, plain and simple. It didn’t need to be AD&D and you didn’t need weird old-school rules, what you needed was a system that just got out of your way. That cleared the path for the imagination and allowed you to experience the world in your mind without a lot of input and rules to govern your thoughts and instruct you about what you can and cannot do.

In our game we didn’t have skills and feats and countless “buttons” to press. We had to make decisions, use our imagination, and form plans and our actions weren’t mechanical executions, they were narrative ones. This is what Fantasy Adventure was and in a sense, I feel always should be. I was filled with regret because I realized in that moment that we could have been doing this all along for the last 20 years. There was nothing keeping us from playing this way, but we got distracted and wasted 20 years of gaming out of stubbornness.

For years I had been playing every system under the sun, every game, under every DM, every format, every style, using every method you could imagine. Oddly enough, it never occurred to me to pick a system that just did a lot less, I always thought the more robust the mechanics and infrastructure of the game the more direction you had. So it was just about finding that right system that had the right balance of mechanics. It never occurred to me that the only thing that I actually ever had to do was just to apply the old Gygaxian philosophy about running an RPG, good old 1st edition AD&D thinking was all that was needed.

The feeling, the intangible quality, and the wonder of that moment that made D&D this unique, one-of-a-kind experience, it was all right there perfectly preserved and it wasn’t in rules so much as it was just a philosophy, a way to think and a method to approach the game.

Make a character, give them a name, drop him into the world and see what happens. That’s it…. that’s the magic.

The dark side of the force is a pathway to many abilities some consider to be unnatural..

It’s true and I have to be honest about this, it was awkward. Playing 1st edition AD&D after years of modern mechanics felt strange but It was the philosophies of AD&D that made all the difference, which in modern game design and modern gaming culture are seen as barbaric and out of date. Hell some even consider using such philosophies antimine to role-playing, as if using them somehow makes you a terrible person.

Does that mean I like THAC0? Am I fan of descending armor class or 1 gold = 1 XP? Am I ok with female characters having reduced max strength or racial ability scores?

hmmm… I want to say no, I really do. I feel like AD&D is like the dark side of the force, that lures you to it by some dark power, some evil energy that is quick, dirty, and easy to attain. That somehow by using this game I have become a lesser man… but then I think about it and realize that…. well, it’s only a game and I think that is the trouble I have always had.

You see, in around the 90’s “being a role-player” became this very serious thing. It was an identity and there was a definitive “right way” to role-play and the right way to setup an RPG campaign. You had to write a really big backstory for your character, it was absolutely paramount. Your DM was expected to take those backstories and write a massive plot with twists and turns that incorporated your backstory into the campaign. You needed to have many many books of rules and options to make sure that the players could “fine-tune” the vision of their characters. There were so many new cultural RPG requirements, things that still persist to this very day that if you don’t follow you are not really role-playing, you are not a good GM or player and, probably you should just not be playing RPG’s if you can’t follow these cultural norms. It is considered virtuous to play this way, it makes you a better person. This is the weird mindset of modern gamers.

More than that, in modern gaming it has become synonymous with using old game systems like AD&D to be a bigot, sexist and homophobic, so not only are you not a virtuous person for not buying into modern gaming cultural norms and expectations, but you are clearly an evil person if you play these old games that teach this old philosophy.

I realized recently however that this is a hobby, I do it for fun, and I think a big part of the reason why I and so many role-players feel kind of lost in finding the game is that we have created way too many rules for ourselves as barriers to entry. Both culturally and literally. I mean as players and GM’s we have far too many expectations, and place far too many demands on the games and as gamers, we demand way too many rules and mechanics to “support role-playing”, a concept that should never even be part of a conversation about the game in my opinion. We have sort of broken the spirit of the original D&D game and modern games never really tried to understand, how and what this spirit was and so it never found its way into other RPG’s. We sort of killed the magic with our own ignorance and pride.

What I want is to feel the energy and the magic of D&D, that thing that Gary Gygax and his cohorts invented not how the pretenders that followed him tried and failed to re-invent. I want to have THE D&D experience and the only way I know how to do that is with these older systems like AD&D and B/X systems which have that magical simplicity instilled in them, but I don’t think that is the only way to do it.

Today gamers and game designers are making the same discoveries and it catching on. ShadowDark for example won 4 Ennie awards, a game that instills the classic gaming philosophies and uses a modern, digestible system to do it and actually does a masterful job of bringing that magic to the table.

For many years the only way to get the true Fantasy Adventure experience of old was through the original game or retro-clones, but today you have amazing new game designs that are modernizing the game while ensuring that the magic of D&D fantasy adventure is firmly built in. Its a great time to be a D&D fan.

I am Vinz, Vinz Clortho, Keymaster of Gozer. Volguus Zildrohar, Lord of the Sebouillia. Are you the Gatekeeper?

It’s the original, it’s the classic, it’s the only true D&D experience and this is not conjecture, it’s not opinion, it’s not even objective truth, it just is AD&D and games that follow its philosophy like ShadowDark. I know that sounds like gatekeeping but it really isn’t.

To gatekeep you have to want to keep people out and I’m trying to do the opposite, I’m trying to let people in on this strangely kept secret. There is a game that exists and you probably haven’t played it, even if you have been playing role-playing games for years, even if you have been playing D&D. It’s truly a magical experience but it only exists under one philosophy, using one very specific playstyle built into the classic game of D&D. Its a very explicit act to play AD&D and games like it, it doesn’t follow any of the cultural gaming rules of modern RPG’s and lives outside of the sphere of influences on which most modern RPG’s actually function today. Modern RPG’s are not based on AD&D, they are based on 3rd edition D&D which is an entirely different thing.

For this magical, intangible experience, there is only one path, only one way and it lays between the pages of the 1st edition Advanced Dungeons and Dragons Dungeon Masters Guide. It took me 40 years to realize it, hopefully, you won’t have to wait that long and thankfully that magic is finding its way into other modern games so you don’t even have to go out searching for copies of 1st edition AD&D.

GM Theory: Running A Good Game

In the last 30+ years, I have experienced a wide range of role-playing games both from the perspective of the GM and the perspective of a player. Many were successful, but quite a few were not while some only marginally so.

Today I’m going to talk about what I think separates a great campaign from a mediocre one, the pitfalls and traps that lead to failed campaigns, and perhaps most importantly what a good GM should be doing to ensure their campaign starts and ends on good footing.

Now I will admit that I have a very unique take on running role-playing games, it definitely does not fall into the “normal” advice category. I would imagine in fact that the instinct of most GM’s as they read this article will be to disagree and that is fine, it’s just an opinion in a sea of opinions. More advice is better than less advice, so I humbly submit my take on the subject, do with it what you will.

Role-playing games are not about story

We start with the most controversial but in my opinion, most objectively true thing about role-playing games and the universally hardest truth to bare for GM’s. Good role-playing games are never about good stories. They are always about gaming systems.

So here is the thing, if you ask any player why they want to play a role-playing game almost all will tell you “for the story” and in large part, I would imagine it’s also why most DM’s would claim they want to run a role-playing game. It’s the greatest lie always told, but it is always pure, unadulterated, utter and complete bullshit.

The test is quite simple, pick a system a player or group doesn’t like and see if they still want to play. They won’t want to play that game and even if they do, the game will fail no matter how good the story is. Why? If the game is about a story, why would what system you pick matter or cause your campaign to fail if you have done a great job on the story? Why do so many people choose D&D and not GURPS? Why do people pick complex systems like Pathfinder 2e, rather than simple systems like 1st Edition Basic?

If role-playing games were truly just about the story, systems like Pathfinder 2nd edition could simply never find success. There is absolutely no reason anyone chasing an RPG for story would ever need a 650 page rulebook to tell it. Any pathfinder player who tells you they play RPG’s for story is completetly full shit.

The answer is simple, system is everything. Role-playing games are first and foremost games, it’s the systems that get people to sit at the table, it’s what is exciting about the gaming experience and hobby that is role-playing. If I propose running 1st edition Basic to a 5e group, they will reject that game and likely viciously attack me for even suggesting that their precious 5th edition D&D could be replaced by another system. Vice versus, if I walk into an OSR group of old school gamers and suggest that we play Pathfinder 2e their would be absolutely no chance. They would simply rather burn all of their books and never play a role-playing game for the rest of their lives again, than play in a modern gaming system. System matters a lot to people, its not just a game often times, its practically an ID card, your identity as a role-player. People don’t just have strong opinions about what systems and playstyles they like, they are irredemably loyal to them.

Why? I’m a great DM, I have been running games for my gaming group that they themselves without any prompting from me called “the greatest role-playing experience of their lives”. Why would my group with so much faith in my ability to run a great role-playing experience outright reject a game I want to run based on the system I’ve chosen if the game is in fact about story?

The reality is that story is a byproduct, an important albeit side benefit of playing a role-paying game. We all love story, I do not question that, it’s very much a core desire/outcome of the game and why we are drawn to the game, even so far as to stretch the truth and claim it to be the main reason for wanting to play to begin with. The harsh reality is that RPG hobbyists are gamers first and foremost and the game mechanic is a central component of what creates the experience at the table. The story lives as a layer that becomes the output/outcome of the experience, but no one can ever be excited about entering into a gaming social contract without a system they are excited to execute it with. The story will never save your game, a good system always will.

Realistically if story was the most important element of RPG’s to everyone, GURPS would be the worlds only RPG. It has the simplest and most consistent core mechanic of any game in existance, its completetly scalable and functions with all genres. You buy one book and you can write and play any story, any setting, anything you can imagine forever.

Why is this important knowledge for any GM? It’s very simple. Never, under any circumstance convince yourself that the system you want to run is going to create a good role-playing experience for your players unless they are excited about the system as well. Your players have to choose the system, they have to be excited about it, and they have to love it and bare its torch. If a group has even the most minor complain about the system you have chosen, your campaign is already dead and you will never be able to do resolve that. It’s the single most important decision you will make that will define whether your campaign will find success or failure. The system matters that much, more than any other choice you make.

System and setting are often synonymous in RPG’s because most RPG’s are designed for a specific setting, but the same rules apply. If a group isn’t excited and in love with the setting, nothing will save your game. Run a Star Trek Adventures for a group of trekkies and its magic, talk a group of non-trekkies into playing it and neither the system or the story will save the game. A hard lesson I learned first hand. No matter how good of a GM you think you are, no one is that good.

Remember that, accept it, and embrace it. You can write a shitty, linear story in a system your players love and it will be a booming success, alternatively, you can write a masterpiece for a system your players hate and the game will fail miserably. Never forget that, it’s the best advice I can offer after 30+ years of running games. There is no fix for this and the reality is that most games that fail, fail because of this one reason. Don’t let it happen to you.

The busier the system, the shorter the campaign

Most GM’s, when they sit down to create a campaign for their players imagine playing it for years, spinning an epic tale that puts the players on a journey of discovery with twists and turns, exciting reveals, epic battles, shocking events and so on. We all dream about running that Lord of the Rings epic for the ages.

The issue is that the overwhelming majority of systems out there are very specifically designed not to allow that and the reason is quite simple, there is no money in it.

To give an example, I ran a nearly 3 year Vampire The Masquerade campaign for which all I ever purchased was a core rulebook and a setting book. That was it, that’s all white-wolf managed to get out of me for what amounted to hundreds of hours of entertainment. If a gaming group of 5 only buy 1 or 2 books every three to four years, all role-playing publishers become completely unsustainable, and even if they are set up for a low volume, they are not getting rich doing it.

As such, most modern systems are setup to be complex, with tons of design space to create “options” and that is the name of the game for modern RPG’s. Selling option books requires you to be constantly re-starting new campaigns, so you can create new characters and buy new adventure books and so on, all so that you have a desire for more options. It’s a cycle.

Wizards of the Coast and TSR with D&D are probobly the most famous examples of companies that produce a game designed to make sure campaigns fail and have to start over so that they can sell more books. No version of D&D has ever produced a game in which characters of 10th level or more were sustainable in a campaign. The shelf life of a typical D&D campaign is extremely short.

The reality is that complex systems with tons of options will usually result in what I like to call “dead system stops”. This means the system kills your campaign because it lacks the stamina and structure to survive a long campaign as power advancement is at the center of the core mechanic. This is particularly true for most class/level systems that become unwieldy and unbalanced as you rise in level. It is particularly a problem with these systems not just because the increases in level creates unbalance, but because the players have an expectation to constantly level up. They effectively push for the inevitable power creep that will end the campaign early. Play D&D for three months without leveling up and your players are going to start complaining.

The best systems are those that have progression without major impact and are simple so that the character sheet is just a “log” of your character, rather than an elaboration of what your character is and isn’t, or what they can and can’t do. What I mean by that is that if your players are constantly looking at their character sheet to see “what they can do” they are also finding a list of things “they can’t do”. You are playing in a busy system that is designed to create options for players so that they can do stuff, out-level the game and start over.

Original D&D probobly could not have predicted how leveling up, the class structure and focus on experience points would years later become the reason long campaigns would become unsustainable for D&D. In big part it was because these older versions of D&D had a high mortality rate and the high levels where more a carrot than anything anyone had any expectation to actually achieve. In short, high level campaigns were never supposed to be a thing.

A good role-playing system is not going to be about what the system does or doesn’t let your character do, it should be about what your players want their characters to do. It’s not about action economy, but about telling a story, taking “actions” should not be a mechanic in a role-playing system. What characters do should be a story definition, a conscious thought of a player imagining a scene and doing what comes naturally to them with any mechanical elements being customizable and reactive rather than something governed by strict (you can and can’t) rules.

Such systems are becoming rarer and rarer these days, people simply don’t make them that much anymore, which is why we have the OSR because there was a time in the hobbies history when all RPG’s were designed to be free-flowing and free-form story games. The character sheet was an outline of the player’s imagined avatar and it did not define them in any certain terms, it was just a sort of categorization, a layer upon which a player would create their character’s story and what actions they took had nothing to do with the system.

You picked “Fighter” and that could be anything from a Samurai to a Swashbuckler. You did not pick background, you created backgrounds through direct writing or through gameplay. You didn’t select feats and fighting styles, you imagined those things and brought them to the table through the narrative of your character’s interaction with the world. What your character could do was as much an invention of the story as the plot created by the GM. We talk about players always claiming to want the game to be about story, yet, they often choose systems that deny them the opportunity to be creative.

A system like that has no beginning or end, your character is the person you imagine and create and while they will have subtle growth in such a system, it will not offer much in the way of unlocking powers, actions or other gaming gymnastics. Your character is your avatar in such games, the one you created at the start and their progression is their story in the world they occupy, not the mechanical power level they achieve.

In such a system, your campaign can theoretically run forever.

While most players want D&D to be the never ending campaign game, the truth is that D&D is the absolute worst of the dead stop games, in fact, even as early as 1st edition AD&D, the concept of a “long campaign” was dead in the water and impossible under the system. The closes you would ever actually get was 1st edition BECMI, its power progression and advancement was so slow that campaigns could go on for a decade before things got out of hand.

My suggestion is that if you want to run a long campaign that stays healthy no matter how long you run it, stay away from systems that see character progression as a “power” element. That is usually the sign of a busy game not made for longevity, if advancement = power, the game has a definitive beginning and end and the faster that power creep is, the shorter the campaign will be.

At the very least you should asses the system and calculate how much life it will have, at what point you reach the dead stop so that you can plan for the campaign’s inevitable end.

Meta Gaming Is Where Good Stories Come From

As a long-time GM, one of the oddest gaming culture developments that has taken place over the last 30 years is player and GM attitudes towards meta-gaming.

For posterity, we should define what Meta-Gaming is, as there are quite a few definitions and variations of the term. To me, meta-gaming is the act of the players using player information to influence results in the game world. Meaning, the player knows what a typical Orcs AC is and they use that information to their advantage to illustrate the most basic of examples. More commonly the use of meta-gaming is less about the game mechanic and more about the game’s story. For example, a player knows that the prince is secretly a vampire, but their character doesn’t, however, they use their player knowledge to expose him as a vampire breaking the continuity of the game world. Their character is behaving as if they have information that they don’t, because the player does. A more complex example, but typically more along the lines of what people mean when they say meta-gaming.

The modern attitude and culture towards meta-gaming is that it is associated with a really negative result. Meaning, people get pissed about it and the insinuation is that it’s akin to cheating at role-playing.

I’m here to tell you that meta-gaming is the most positive thing you can add to your game and here is why.

The object of a role-playing game is to tell a cool story, but cool stories can’t be told consistently out of a vacuum or through random dice outcomes. Cool stories come from our imagination and that requires a certain level of control. Meaning if you want to make cool things happen, you simply need to decide that they do and this is the collaboration that should take place at the table between players and between players and the GM.

There is a very natural resistance by both players and GM’s to simply side with the system, despite any insistence that the story comes first. Often players and GM’s alike want to side with the dice results or with realism (what would really happen in a situation) or worse of all, with the intent to control the path of the story so as not to derail the pre-ordained set of events. In this struggle, gaming culture has vilified meta-gaming as a negative, but it’s meta-game information that actually allows cool things to happen.

The meta game argument is really old, I was 10 years old and watching this cartoon the first time I had it and I’m 50 now and it still comes up at my tables all the time.

What’s more interesting, a player having to pretend and act intentionally ignorant to the fact that the prince is actually a vampire, or a cool scene where the character appears to be a brilliant investigator and makes the discovery creating a feel-good and heroic moment? Who or what is hurt by the latter?

I don’t know about you, but I love feel-good moments. I want the players to succeed, to do unexpected and fun things that create unique story’s and outcomes. I want large story progressions with each session, I don’t want to delay or make players impatiently wait session after session, sitting on information they have as players because things haven’t worked out for them as characters or worse yet make them feel like they are being punished for being or acting foolish in an RPG.

There is hidden meaning in this quote, but basically what he is saying is that role-playing games aren’t really games, they are storytelling tools. Rules I think are important and so did Gary, but they just don’t apply to GM’s who has the burden of making sure the story is fun.

This also ties into the concept of “yes” GMing. Meaning, creating a game in which the players, no matter how silly and outrageous the things they do are, let them progress, succeed, and move forward, let things work. I don’t want to punish players for doing something stupid, I want everything to appear to be smart, I want everything to be a “Han Solo” plan, something so crazy and outrageous that it works, no matter how unrealistic it is, no matter what the dice say. I want the characters to be the stars of the show, not the victims of circumstance.

My point is that meta-gaming is THE best tool that the GM and players have in their tool bag for creating a great story. Let the story happen and not just that, but push it to happen, resolve the story in such a way so that it’s always a feel-good moment. That doesn’t mean everything that happens is positive, but that the story feels good, like that feeling you get when you just watched a great movie, whether it’s Lord of the Rings or Shindlers List. You want that great storytelling impact at every session, in every scene. It should be happening all the time and meta-gaming is a fantastic tool that allows the players to help you on collaboration of creating that effect at the table.

The Game Has To Feel Threatening

Fear of losing your character has to be foremost on everyone’s mind, you have to make that fear real but you should rarely ever execute anyone. Make an example to prove the point if needed, but remember that the game is all smoke and mirrors,

This last point is short and sweet and self-evident, the question I think that needs to be answered is why I think this is critical enough to put on the list of advice.

Before I answer however, I will say that this advice lands in the “style of play” preference category more than the rest which I consider “general good practices and advice”. Still, I’m quite convinced that my preference here stems from my experience of trying all the different methods and landing on this one by default of it being the most optimal and practical for any RPG.

The other thing to note is that this is not a system thing, it’s not about “choosing” a deadly system, quite to the contrary, I would advise against using that as a crutch, this is more about perception which can be created with any mechanic. It’s a conscious choice as a GM to create an environment of high risk, not a gameplay thing, this danger should not be decided by dice.

Ok enough disclosures, why do I think players should fear for their character’s lives. The answer is actually quite simple, it creates tension and drama at the table that exists in the minds of the players. By creating an environment where the players have a legitimate reason to fear losing their character at the hands of their enemy every time they fight or face other dangers, these things become a tough, dramatic choice that comes with potentially the ultimate consequences and this tension rises up the longer the campaign goes on. The more attached the players are to their characters, the greater the drama.

More than that though, players will steer their characters very differently with such high stakes at the table and this draws the game that much closer to a role-playing environment instead of a mechanical one. Further still, when fights break out in a high-risk game, players will have the natural tendency, as will you as a GM, to elaborate on the events of the fight. You are going to want to squeeze out that last ounce of story when you know that the story of your character may very well end right then and there. You are going to want to make every in that fight a scene of deliberate and player-driven (rather than mechanic-driven) actions. It’s how you make fights less a miniature combat game and more of a role-playing scene, even if the system itself is a very tactically oriented one.

Setting Specific Games Are Better

The final piece of advice which I know most people will hate hearing, but systems made as generic genre games like D&D is for fantasy are never even close to as good as specific games with mechanics designed specifically to a setting, for example what The One Ring is to the middle-earth setting.

The reasons are many but it boils down to the fact that a setting-specific game only needs to think about how the rules apply to that one world, theme and atmosphere. Generic systems need to have this broad coverage and you always end up with an overcooked system which despite being overcooked is missing a lot of stuff you may need once you choose the specific setting you will use in your campaign. Its the default problem that systems like D&D have.

Setting specific systems have such an overwhelming advantage over generic systems in the design space that even a really shitty system made for a specific setting is going to be overwhelmingly superior to the best generic system. When a system is actually good and for a specific setting like Alien RPG here, its pure fucking magic.

This is particularly true if you are using a setting that is pre-defined. For example lets say you want to run a campaign in Westeros, using the story of Game of Thrones as your backdrop. Now you have a lot of detail that whatever system you choose needs to cover. Could you run D&D for example using the Westeros setting? Sure, but there are no fireballs in Westeros, in fact, very little magic at all. How do you handle running your own house? Mass combat? You get the idea. The robust and complex system you picked, suddenly has massive gaps in the infrastructure you will need to run your setting and story.

A game designed to serve a specific setting is always going to give you much better results and what you will find is that most systems, even when they are in the generic category, serve a specific styleof play best. D&D for example is great for high fantasy adventure games, it is, its bread and butter.

My advice is always to do this. Figure out what world/setting and style of game you want and then pick the system that supports that, don’t try to squeeze shit into systems that are clearly not designed to support what your looking for. This advice is very much in turn with the opening advice for this article but this is a bit more specific.

In Theory: Warhammer 40k 10th Edition

Back in 2016 I wrote an in-depth article about getting into miniature paint/assemble war games. This article even after nearly 10 years continues to get regular hits and comments from my readers I think in big part because when it comes to miniature war gaming, very little has changed since the 80’s, to be honest. Sure the quality of the game designs and the miniature games themselves have improved one hundredfold, but so far as advice about getting into the hobby goes, everything in this article still holds up. I wouldn’t change a word of it.

In fact that article is my mantra when it comes to miniature-war gaming and every time I get excited about a new miniature-war game, I re-read it to remind myself of all the pitfalls of the hobby. In recent years my interest in painting and assembling miniature games was revitalized thanks in part to games like X-Wing being refreshed, the fantastic Songs of Ice and Fire miniature game which I maintain is one of the best miniature games out there today and most recently I have re-connected with Warhammer 40k and the Middle Earth Battle Strategy Game thanks in large part to the new updated rules and modernization of Games Workshop.

In today’s article, I’m going to talk a little bit about Warhammer 40k 10th edition specifically and why I think Games Workshop and in particular the Warhammer line is really going through a renaissance of sorts and how and why I actually gave up on the game about 10 years ago, but now find myself coming back to it.

Warhammer 40k In The Past

I played Warhammer 40k starting with 2nd and 3rd editions and then again between the start of 5th edition through to the end of 6th edition.

I really enjoyed the game and actually, I look back on these gaming experiences with great fondness but I also recall a lot of frustration.

This is the first miniature game box I ever purchased, it was colorful, it was exciting and at the time, my friends and I had no clue what we were buying into.

The great part about the game was that the creative process of getting your army ready was invigorating and inspiring. Painting miniatures is a lot of fun and the entire hobby-craft part of the game was awesome then and it’s even more so today thanks to both the quality of miniatures and supplies, in particular, the quality of paints massively improving over time.

Once your army was painted and ready for the table however is where a lot of the problems started with Warhammer 40k and ultimately where a lot of my frustration led me to abandon the game entirely.

For one, Games Workshop was terrible at maintaining the game back in the early editions. They were very anti-online updates, in particular releasing information about the armies so printed books would be left unchanged even if they had glaring mechanical and balance issues for years at a time. I recall some codexes would go half a decade between updates. This meant that if you painted an army, that army would, depending on how long it’s been since the codex was updated, be borderline useless in actual play at the table.

All that work preparing your army, lovingly painting it only to discover that every unit you have chosen is completely useless and out of date at the table is a disheartening experience, and having to wait sometimes through entire editions of the game to get an update took a lot of energy out of the experience. Often when a new codex would come out for your army, it would be designed to sell those miniatures so then you would end up with an army that is so powerful and unbalanced in the other direction that players would not want to play against you because you had such an unfair advantage. In a way, you were screwed either way. The periods where the game and your army were in a good place, where games were fun to play were few and far in-between.

After many editions, this problem never really got any better and while I had a couple of fully painted armies, I found myself always playing with an army that was either too weak to be fun, or too powerful to be fun. The balance of the game was just terrible and I eventually gave up on Warhammer 40k altogether for greener pastures. Despite this transition, I always kept up with 40k on some level through other mediums like PC games and I think somewhere in the back of my mind I was always planning to come back eventually.

What has changed in modern Games Workshop

In general, three main events woke the company up and made them realize what was important about miniature war gaming to miniature war gamers.

First was that at the turn of the century, both Warhammer Fantasy and Warhammer 40k were no longer the most popular miniature games on the market. Competition had turned out several very popular games and even at Games Workshop, they produced the Lord of the Rings miniature game later renamed The Middle Earth Battle Strategy Game which sold better than their main franchise.

What made The Middle Earth Battle Strategy Game unique was that its central focus was on re-creating the many unique battles and campaigns from the movies. The game fully supported (and still does) this approach and it makes this a far more robust and interesting game to play. It also had an excellent ruleset.

The question was why? The answer was simple. Games like Warmachine and Horde, Star Wars X-Wing and the Lord of the Rings miniature game were all just objectively better games mechanically.

To this day, ask anyone who plays Games Workshop games which is the best game they ever made, both mechanically, strategically, and narratively and you will get the same answer. Middle Earth Battle Strategy game is still considered to be the best ever made by GW.

I think at this point, sometime between 2000-2005 Games Workshop realized that while the hobby-craft part of the game they had down pact, they certainly knew how to make the best mini’s in the business, this was simply not enough to compete anymore. You also needed to have a good game, something that makes that hobby-craft effort worth doing in the first place.

The other thing I think they simultaneously realized is that while competitive play was a big part of the hobby, games like The Middle Earth Battle Strategy Game proved that narrative play, where games are more focused on story’s and events from the franchise played a huge role in what motivated purchases. Essentially, lore mattered a lot more than I think even GW realized even though I think 40k lore was always really great, I don’t think they fully recognized that this was actually a huge driving factor of the games sales and longevity of the fan base.

The second thing was that Warhammer 40k’s scale was all or nothing. This was a problem for entry into the hobby. If you wanted to play Warhammer 40k, you needed at least a 1,000-point army and most agreed that unless you had a 2,000-point army there was almost no point in playing. This meant that the entry point for Warhammer 40k was a 500-600 dollar purchase with a few hundred hours of hobby craft before you could play the game “for real”. Not a great place for the game to be given the immense focus on streamlining entry into the hobby many if not all other games where doing at the time.

This is a Tyrannid combat patrol army represents a little less than 500 points worth of an army. To get a 2,000-point army (a real army) you will need to collect and paint 4x’s this many miniatures. That is a lot to ask of a new player.

Meanwhile, games like The Middle Earth Battle Strategy Game could be played (and played well) on a wide scale from small skirmishes with only a small handful of hero’s to massive battles. This was also true about a lot of competing games like Warmachine for example that was at the time also giving Games Workshop a run for their money on the lore and miniature quality fronts.

Middle-Earth Battle Strategy Game had scenarios that required as few as a dozen models, to scenarios that would require several hundred models like the Battle of Helms Deep. Players could scale their experience and collections and grow with the game.

Finally, I think Games Workshop realized that good support with digital releases and making the core rules of the game free was no longer negotiable. The game needed to be supported with regular updates to fix balance issues, corrections, and clarifications to the rules and most importantly they needed to listen to the community and track how the game was being played. Why players where choosing and not choosing armies or certain units and doing something about it in a timely fashion.

How modern Warhammer 40k works today

Today the world of Warhammer 40k is very different from where I left it about a decade ago. A lot has changed for the better.

Combat Patrol & Entry

The most notable change is the release of “Combat Patrol” a sort of basic version of the game that supports the core concept of purchasing a single box set that is fully supported as a game with free rules.

Each army gets a combat patrol that can be purchased for around 100 dollars and the combat patrols are pre-constructed, balanced armies designed to played against each other using the same 40k rules you will play later in the full game, but with slight alterations to make the game more streamlined and easier for new players to get into.

Combat Patrols encourage players by making their collection feel complete and playable as early as their first purchase and that is important for maintaining the early interest in the game and allowing that interest to blossom over time. As far as I’m concerned, this one decision by GW probably saved the franchise because without it no sane person would ever recommend getting involved with Warhammer 40k today.

This was desperately needed in Warhammer 40k and it has turned out that not only is this format newbie friendly and welcoming for new players but quite welcome by veteran players as well as they allow for much shorter/quicker pick-up games.

Now I will say that most veteran players will still want to play a minimum of 1,000 points and 2,000 points is still the standard game. Still, it’s nice to know that when you’re starting a new army, you can play a few games with your starting forces as you work your way toward your goal of having a full army.

Crusades & Narrative Play

Another big improvement of the game is that Games Workshop has now fully committed Warhammer 40k to narrative play via the Crusade system. The Crusade system is very similar to the Middle Earth Battle Strategy narrative system which allows players to replicate key battles in the Warhammer 40k universe as well as string those famous battles into a series of campaign games as well as rules for creating your own campaigns in which player armies and army leaders can gain experience, effectively improving through experience.

This mode is supported by “story books” like the Warhammer 40k: Crusade – Tyrannic War which walks you through how to setup narrative battles and long-running narrative campaigns. Crusade mode is also supported in each codex, giving each army unique narrative advancements and campaign styles that can be run.

Narrative play is just one of several ways to enjoy the game, but personally, I think this is probably the most fun way to play the game as it offers progression, and story and provides relevance to the battles you have on the tabletop beyond determining a winner.

This is fantastic news for players who are not into the competitive scene and want to explore a less generic style of play with less focus on list building and more focus on creating stories for their games and armies.

Active Online Support & Competitive Game Focus

One massive improvement Games Workshop made was committing themselves to not only track but do something about the state of the game at any given moment, not just at the release of a new edition or the release of codexes. Regular updates to the point values of armies based on competitive results as well as rules changes that they track with a focus on ensuring that all armies meet certain win/loss ratios has resulted in a game that is generally far more balanced than ever before.

This is particularly noticeable if like me you have been away from the game for a few years and are coming back now. In the days when I played, more than half the armies at any given point were objectively and unequivocally broken and unplayable competitively, in fact, many of the armies were so bad that they would be banned from anything but official GW competitions simply because they were too weak or too strong to qualify for fair play.

The community engagement goes far beyond simply posting updates, but as strange as it may sound, this was a huge leap forward for GW who saw concepts like posting rules online or updates to codexes as a roadblock to profits. I’m glad they have woken up as I believe if it were not for their much-improved community engagement, there would be no 40k today. The absence of digital release was one of the main reasons not to play GW games.

Long gone are these days of radio silence, GW is taking a very active role in making sure the balance of the game is well taken care of. That is not to say that they automatically succeed in doing so, some armies fall below the ratios while others are a bit too good, but the ranges of balance are much closer and the time to make corrections is much quicker. Generally speaking, almost all armies at any given moment are worthy of competitive play and those that fall behind don’t have to wait for years to be fixed.

Lore Support and Writing

This is not a category that will be super important to most players, but many of us are readers and we want/need good lore and good writing to support our experience. The story is a big part for me and I have to say, after reading the core rulebook lore, the codex lore and the crusade lore, I can say unequivocally that the writing for Warhammer 40k is exceptional.

The Black Library makes GW games one of the most supported franchises in gaming. Your 40k experience can be so much more than just collecting and playing the game.

Not only that, if you crave more from the Warhammer 40k universe you have the Black Library, a virtual utopia of content that you can endlessly explore. There is so much great work for Warhammer 40k for readers and lovers of lore, that I don’t think it’s overstating it when I say that Warhammer 40k is the single best-supported lore of any miniature war game out today short of perhaps Age of Sigmar which gets similar attention from GW.

They have done an amazing job supporting the game on this front.

The Supplies Have Made It Easy

I’m not sure most people fully realize it but modern hobby-craft supplies that support the miniature game hobby today are overwhelmingly and vastly superior to anything we had 10 years ago. The technology has lowered the difficulty levels of creating beautifully, very professional (looking) armies within the grasp of even the most un-artistic people out there.

Contrast paints in particular have expedited the time it takes to put a fully painted army together by about 90%. Like, I recall just trying to get a marginally looking army of 2,000 points fully painted would take me a at least 2 years or more of daily work to put together. Today, with contrast paints not only can I do it in a quarter of the time, the result will look like I spent hundreds if not thousands of hours meticulously painting my army. Contrast paints are a miracle technology that has completely changed everything, it has made hobby-craft fun even for guys like me who don’t have an artistic bone in their body.

These are Tyranid miniatures I painted with contrast paints. Each one took about 15 minutes to get to this level of quality. I’m not saying it’s anything particularly eye-popping or demon award-worthy, but 10 years ago it would have taken me 8-12 hours per mini to get them looking this good and frankly, I don’t think I could get them looking this good without contrast paint, I simply lack the talent. Contrast paints don’t require talent, simply learning a very basic technique. Its….magic.

Painting miniatures is no longer a roadblock to creating those amazing-looking scenes we see in magazines on your tabletop. I’m here to tell you that quite literally anyone with two functioning hands and eyeballs can create an army that looks like a professional artist put it together for you. I can’t even tell you how many people look at what I paint and question whether I did it myself and when I tell them, hey that took me 15 minutes to do, they assume I’m lying because it seems like it should be impossible. It’s not, contrast paints are basically, magic.

Is it all Perfect?

By no stretch of the imagination, there are still quite a few issues in the world of Games Workshop miniature games but I would say most of the issues can be quantified as common problems with miniature games in general, rather than anything uniquely problematic with Warhammer 40k specifically. More importantly, there is more myth and propaganda than reality about the miniature gaming hobby propagated by jaded players who have been unwilling to accept the realities of the modern gaming markets.

The Cost To Play

Warhammer 40k like all miniature war games and the hobby as a whole is probably the single most expensive gaming thing you can do. I participate in just about everything from CCG’s, board games, PC and Video games, you name something gaming-related and I’m doing it and there is no question in my mind that the miniature war gaming hobby is the single most expensive thing I do and by a considerable margin. Nothing comes even close, a single miniature army typically costs more than my entire board game collection put together. It’s crazy expensive!

Between collecting the miniatures to form armies, the supplies needed to get them to the table looking good and the amount of time spent getting everything ready, it’s a financial undertaking that overshadows anything else I can think of.

I love A Songs of Ice and Fire miniature game, it’s fantastic but to claim it’s cheaper than Warhammer 40k is outlandish. It can be, if you are willing to live with limited list-building options, the equivalent of collecting 500 points of Warhammer 40k and stopping, but realistically most players will collect the shit out of it and the result is the same as any mini-game… a cash drop to make you blush.

Still, GW has always had this reputation of being overly expensive as a company compared to other miniature war games and as a guy that participates in several, I don’t believe this reputation is deserved or even remotely accurate. Yes, it’s expensive, but no, it’s not more expensive than other games.

Take for example getting started in 40k with a combat patrol which clocks in at about 1140 Swedish crowns (110 dollars). Compare that to say a Songs of Ice and Fire Targaryen starter set which comes in at 1299 Swedish Crowns (125 dollars). Both give you a basic army to start with but not enough to play the full game. A typical expansion for Tyranids like something big and awesome like a Hive Tyrant costs 450 Swedish Crowns (43 dollars) compared to say The Targaryen Mother of Dragons which comes in at 499 SEK (48 dollars).

Point is that actually when you get right down to it and you do some price comparisons, GW comes in lower most of the time. A Starter Star Wars Armada core set comes in at 1250 Swedish crowns and a Bolt Action Japanese Banzai Starter Army comes in at 1119 Swedish Crowns.

Considering that GW products are far superior quality in every measurable way and by a pretty big margin, you get a lot more bang for your buck from them. It’s true that ultimately a typical Warhammer 40k army will cost you more than say a full Songs of Ice and Fire army, but that really boils down to what you consider a “full army”. These definitions get pretty tricky when you start looking at army building and competitive meta’s. I promise you that if you want to keep up with Songs of Ice and Fire meta you will not see any savings between 40k and AsoiaF. My Soiaf Targaryan collection is worth roughly 650 dollars and I’m still missing quite a few releases for it. Anyone who claims playing something like Songs of Ice and Fire, Bolt Action or Star Wars Armada is cheaper than 40k is full of shit.

Suffice to say it is expensive either way, miniature war gaming is not for dabblers and while I would argue there are miniature games you can get into that can be cheaper if you can live with certain limitations than others, in the end, you are counting your investment in hundreds if not thousands of dollars to fully participate in this hobby regardless of which game you choose.

You may as well choose the game that produces the highest quality product and there isn’t a miniature gamer on Gods-Green-Earth who could claim that there is a higher quality miniature produced out there than those produced by Games Workshop with a straight face. Miniatures GW produced 10 years ago are of superior quality than anything any company out there is even capable of producing today, let alone the stuff they are making today. No one can compete with GW when it comes to miniatures, no one comes even close.

Edition Changes & Army Degradation

One thing that is unique with Warhammer 40k and most Games Workshop games is that they do pretty regular edition changes, typically we get a new edition every 3rd year. The result is that there is a sort of degradation of your forces and books you have purchased.

What this really means is that some units get replaced, some simply are no longer part of your army codex and over time you will end up with parts of your army you have collected and painted no longer being part of the new edition. The codex itself will also expire as will the core rulebooks and other content purchased that is connected to the current edition. This takes time to happen, usually, something you bought in one edition will still be viable and usable in the next for a while, but throughout several editions, certain parts of your army will simply no longer be part of the modern version of the game and the books will all be essentially made obsolete.

Many find this cycler process frustrating and understandably so. Imagine spending hundreds of dollars and hundreds of hobby-craft hours to put something together, only to have the company that sold you that stuff, tell you “Hey, all that stuff you have, it’s now obsolete, throw it in the garbage!”

Conclusion

I’m a veteran gamer, you would be hard-pressed to name anything tabletop or digital gaming-related that I don’t know about and most of it I will have some level of expertise in. I scuff at complexity, but I’m conscious of it and the reality is that Warhammer 40k, when it’s all said and done while approachable, is a fairly complex game. Not just as a game but as a hobby in general. Its expensive, time-consuming and pretty elaborate on all fronts.

There are much easier, far more approachable and truth be told, far better-designed miniature games than Warhammer 40k out there. In fact, off the top of my head, I could easily name 10 miniature war games I know are objectively better game designs and I doubt you would find people who would disagree with me, even the most adamant 40k fans. Like it’s not some sort of contested idea or controversial statement, most people know and understand this.

That said I think what Warhammer 40k does well and in a sense does right is that they don’t make the game experience about the rules, but rather they make the game about the atmosphere and all of the connected elements to that game which combine to make it THE most popular miniature game on the market today and for the past 50+ years.

It’s a combination of crazy good miniature quality, amazing lore, flexible game modes and epic event-level feel that combine to create a far more robust gaming experience than anything I can think of. Comparing 40k to other miniature games is a bit like comparing car brands. We can argue till the cows come home which car company makes the best cars, but driving a 40k is the equivalent of driving a fuck you looking, Ferrari. Is it a good car? I have no idea, probably not, hell it’s not even practical but you can’t help but smile and imagine what it would be like to have one.

40k is not the best game, but it’s a game that lives in excess, it’s the 1st class of games, it is crystAl on ice, and it is the one everyone hates because it demands way too much. At the end of the day, all miniature gaming fans that feast their eyes on a fully painted 3,000 point army know.. they wish they had one. That is what 40k is… its excess, plain and simple and frankly, if you can afford it, its fun to live in excess when it comes to your hobby. That is effectively what a hobby is, doing something that is clearly a waste of time and money, but its fun.

Top 10 Gaming Experiences Of 2023

2024 was a great year for gaming for me, but as I started this list originally set to be the best games fo 2023 I realized that a lot of the games that I played weren’t technically games released in 2023. Hence, this year, the list is more about my top 10 gaming experiences rather than the top 10 games of 2023.

I did however create a small section at the end of the article talking about some 2023 releases that I thought where worthy of note.

Ok enough foreplay, let’s get into it!

10. Eclipse: Second Dawn For The Galaxy

I picked up the 2nd edition of Eclipse on a whim, not so much because I felt the 1st edition was so great, quite to the contrary, but because there was so much positive word on this follow-up that I had to try it.

I’m glad I did, 2nd edition Eclipse is a great game, a vast improvement over 1st edition and it hits a sweet spot in the area of science-fiction-based galactic civilization games with an epic feel.

I think to understand what I mean about sweet spot you have to understand that I love my Twilight Imperium when it comes to this genre, it’s my go-to game for science-fiction civilization-building games. This comes with a BIG but, as it is a six to eight-hour game that is pretty difficult to get to the table with a structure that doesn’t exactly speak to my and many other gaming crews universally. In fact in my group we so very rarely play Twilight Imperium at this point, it’s collecting a lot of dust, to such a degree that were it not among my favorite board games of all time I might consider cutting it from my collection.

Twilight Imperium 4th edition without any question in my mind is a much better game than Eclipse, but it’s such a massive all-day event that it is difficult to get to the table. Case in point, it was not played in 2023 at all!

Eclipse 2nd edition on the other hand hits a lot of the same highlights as a game for me but it does it in under 4 hours, or less even if you have a group that knows the rules well.

More than that it’s a game that gets right to the meat of the action from turn 1, there isn’t a whole lot of posturing and political pre-gaming in the game like there is in Twilight Imperium, which means it’s a lot more of a game than an experience. TI4 is very much an event-focused gaming experience but Eclipse manages to be a board game you really can just pull out and play like any other. This puts it in a unique position in my collection.

I still don’t think it’s anywhere close to as good a game as Twilight Imperium is, to me TI4 remains the king of science-fiction-based galactic conquests and civilization-building games, but Eclipse is much easier to get to the table and it is a very fun gaming experience.

For fans of the genre, I think this discussion is well-known and common. Suffice it to say if you’re a fan of Civ-Builders, this is one of the best ones around as it finds that all-important middle ground that allows it to hit the table without a lot of fuss.

9. Viticulture

Strangely enough, this game was on my shelf in shrink wrap for the better part of 3 years before I got it to the table. This year I finally managed to pull it out, learn how to play and get it to the table.

I was very pleasantly surprised by this one. This is a very solid worker placement game with a lot of variation both in strategy (ways to win) and calculation of moves (planning ahead). The game rules were really clear so even when learning to play on the first pass, you are immediately deep-diving into the possibilities, there was no major learning curve. Almost as if all previous experiences with other worker placement games apply and you’re just playing kind of a different take on the same core principles common in all of these types of games.

That said, it wasn’t boring. There are a lot of really clever combinations, it was a very tight game rather than your typical super point structure where one guy has 200 VP’s at the end of the game and another 350. Everyone in our games was in the running with the winner edging out by 2-3 points typically. The game is available on boardgamearena.com which is a great bonus.

Very competitive and interesting game, didn’t overstay its welcome, in fact, it felt kind of short which adds to the pressure of scoring points as soon as possible as much as possible as you could as you can see way in advance that the game would end in a few turns.

Just a good solid, worker placement game well worth getting with plenty of replayability. Great stuff, highly recommended.

8. Sekigahara: The Unification Of Japan

This one was on my must-try list for a very long time, several years at least. I had heard so many good things about it and it checks all my boxes as I love anything based on Medieval Japan, I love war games, I love two-player games, I love card-driven games and I have for so long wanted to try a block game. I was very excited when the game was finally reprinted and became available and snagged it up.

Sekigahara is a part strategy but mostly a tactical game about positioning and outthinking your opponent with a lot of timing-based master planning built into it. It isn’t just about getting your armies in place, but it’s about making sure you have the right cards, at the right time for the right battle.

It’s one of those games where you need to have a plan for the hand of cards you are dealt and the right strategy for the unit position. It’s not enough to have one or the other, this game is all about timing things perfectly.

The game moves at a neck-breaking pace, which is awesome for a war game as you can sit down and play two or three matches back to back. I would say each game lasts at the most two hours and if you have two players that know the rules, you can finish a match in under an hour.

It has a static start, but the dynamics of the game create a lot of variability as so much of the game is focused on the cards in your hand. There is a kind of veteran learning element to the game, if you know the deck and you know the map you are going to have a big advantage over a novice but by the same token, the learning curve is quite short so it doesn’t take long for you to get to a point where you are dissecting the games core properties.

I would not recommend this game to all gamers universally, I think it’s important that you enjoy competitive war games and have a healthy love for card games, as this game does not apologize for being kind of a straight-to-it card-based war game. It’s that, if that is not your thing, this game does not offer or cater to other aspects of board gaming, if it is, this game is right up your alley.

Definitely one of my favorite new additions to my collection in 2023.

7. Vampire: Prince Of The City

This is a bit of a strange one, as it is a game released back in 2006 and it was a completely random unprompted purchase by a member of my gaming crew which made its debut at our yearly big board gaming weekend.

My gaming crew loves all things Vampire The Masquerade, originally a role-playing game made by a company back in the 90’s called White Wolf. The world of darkness is the setting in which Vampires live and these days there are quite a few new games that have come out for this universe including Vampire: The Masquerade Heritage which came out in 2020, Vampire: The Masquerade Chapters (2023) and Vampire: The Masquerade – Vendetta (2020) just to name a few. All great, modern games, but Vampire: Prince of the City is an older model.

Vampire Vendetta, another game in the world of darkness is a much faster and more mechanically driven take on a similar concept. To date, this remains one of my favorite Vampire The Masquerade-based games.

Vampire: Prince Of The City is a game about controlling a modern-day city from behind the scenes through the manipulation of politics and economics. Vampires don’t play by the rules of course, they indoctrinate their pawns using supernatural methods.

In the game you represent an elder vampire that uses influence to take control of areas on a map and the only other competitors are other elder vampires (other players). Players collect “assets” that help them to do this more efficiently of course, which can range from collecting people, equipment or unique strategy cards.

The game is quite long and has quite a bit of diplomacy between players in which they plot against each other, sometimes working together and sometimes betraying each other. The goal of the game is to come out on top, but the game is structured in a way where if two players decide to gang up on you, things are going to become difficult if not impossible. The driving force is of course that when two players work together, often one of them comes out of it better than the other, leading to the inevitable betrayal and restructuring of alliances.

These politics which remind me a lot of the classic game of Diplomacy, are really what pushes the game forward far more than actual mechanical actions players take which is a style of play that is really right in my gaming crews wheelhouse.

The point is that this is not a game you win on mechanics, it’s a game you win through political and diplomatic manipulation between the players, in a lot of ways, its a game of psychology.

This is a very long game and this is probably the only black mark against it and notably one of the key complaints from most reviewers. Its an event-style game but I would say if you are into games that cause heated debates and player-to-player diplomacy, this one brings that sort of playstyle to the table in spades.

Fantastic game in my humble opinion, with a great theme, but not for the faint of heart. This is a bit of a pig that is going to take some time to get done, but so well worth it in my opinion. Exactly the sort of vampire-focused experience that represents the world of darkness setting on which it’s based.

6. Spirit Island

I say this all the time, I’m not a huge fan of cooperative games typically, except when I am and then I love them. A great example is Lord of the Rings LCG, it’s one of my most played and beloved games that I have collected like a total fanatic.

Spirit Island is warming up to be another exception for me. I have only played a couple of times, but this game is just so well designed, so tight, so difficult, and handles the cooperative element so well.

My biggest problem with cooperative games is that when I play, I often feel like I don’t need the other players to win and/or I need the players to do very specific things under my instruction in order to win, so when they take unoptimized actions that cause us to lose (even when I know better) it annoys me. This covers most cooperative games and it’s why generally, I do not enjoy them.

Spirit Island is different because it is far too complex and has far too many moving parts, not to mention unknowns like other player’s cards to a point where micro-managing each other as players is impossible. You just have to rely on each player to handle their own business and leverage their own strategy and ask for help when they need it.

This means that each player has to create and execute their own approach to the game which is supported by the fact that each spirit in the game is asymmetrical. Everyone must be generally aware of high-level events and be ready to assist others who run into trouble why dealing with the problems on their side of the board.

This setup is quite fantastic in particular in the scope of the game’s very high level of difficulty and increably diverse dynamics. There is so much going on in this game, so many different strategies thanks in large part to the huge diversity of “spirits” players can select. Each spirit has its play style, its special powers and power cards.

It’s a really deep and very long game, a gamer’s game essentially, definitely not for the dabbler. There is a big learning curve both to learn how to play and how to play well. There is also a lot of levels of difficulty so you’re never going to find a way to “beat” the game, its replayability is effectively unlimited.

Fantastic game in my book, definitely deserving of all the awards and praise it has received over the last couple of years since its release. Highly recommended, but only for the truly fanatically hardcore and highly dedicated gamers, this is not something you pull out on family board game night.

5. Lord Of The Rings LCG

My all-time favorite solo and cooperative game.

Like almost every year since I started collecting, Lord of the Rings the LCG has been a central part of my weekly gaming routine. It’s a rare week that I don’t pick up a game or two of LotR LCG, it has been and continues to be one of my favorite games to pull out.

Now I normally play this cooperative game solo, but this year I managed to get a few multiplayer games going and like me, my gaming crew enjoys this one as well. Of course, the big fun of this game is getting super into it, building your own decks, creating your own solutions to the countless quests that have been released for this game as well as doing the big campaign. Not everyone gets into the game on that level and frankly, as a dabble it’s okay, but this is a game for fanatics who are ready to do serious deck building and that means collecting. Still, it’s a lot of fun to play on any level and pretty easy to do as this game has a pretty low learning curve.

I have talked about this game so many times on this site, I don’t see any reason to say more, just have a browse, there are plenty of articles about this one. I love it and true love lasts forever!

4. Caesar: Rome vs. Gaul

The card-driven influence control genre which at this point has become quite broad is one of my favorite in board gaming. This includes games like Washingtons War, Twilight Struggle and Imperial Struggle just to name a few.

I have introduced this particular one to several people this year, members of my gaming crew as well as my brother-in-law who is a bit of a board gaming dabbler.

Each time this one comes out, it gets solid reviews across the board from everyone which is more than I can say for all other influence control games that tend to be a bit more niche. Not to say that this is the best of the bunch, in my opinion, it’s not, that honor falls to Imperial Struggle. What I find to be the core reason this one tends to do better is that in Rome vs. Gaul thanks to its dichotomous sides, one being (Rome) far more difficult to play and succeed at and one (Gaul) being much simpler, it works great for introductions.

The end result is that the first-time experience is fun for both players (experienced and novice) and creates a great competitive game. This tends not to be true about most influence control games that have many specialized strategies. Typically when teaching someone something like Twilight Struggle, as an experienced player you are going to crush your opponent the first 5-10 games before they catch on.

That however I don’t think is the only thing that separates Rome Vs. Gaul. I think it has a cool historical theme, looks amazing on the table and has very clear winning conditions that are easy to grasp without a heavy chrome layer of exceptions. It’s just a very intuitive design, a great competitive take on the card-driven influence control genre.

Its main flaw is that once both players become experienced with the game you will find that winning as the Rome player becomes exceedingly difficult, there are just too many almost impossible-to-overcome Gaul strategies so the game tends to be a bit unbalanced when two players of equal skill are playing the game. I find the game needs some house rules to correct this.

That doesn’t change my opinion about it as I find most of the time when I pull it out I’m dealing with a new or less experienced player and this game is great for that purpose.

Highly recommend this one if you are a fan of CDG influence control games like Twilight Struggle and Washington’s War in particular.

3. Great Western Trail

I play a lot of Great Western Trail, mainly because it’s available on Boardgamearena.com. As of this writing, I have played 110 games with 35 victories. That is a lot of Great Western Trail and most of that I did last year which means I was averaging several games a week.

I think a big part of the reason I like Great Western Trail is that each time you play you must be adaptive. There is no winning formula, the circumstances of each game are different and what your opponents are doing matters a lot in this game which is not always, in fact, rarely the case in Euro games like this. This is a game where after 110 games, I can still get completely crushed because of circumstances and risky moves that did not pay off. It’s really what I love about the game, it remains a challenge to win no matter how much I play it.

The interaction between players in Great Western Trail is subtle but profound and I think it does a great job of being simultaneously easy to learn but deep strategically. I think its one of the most unique and intriguing Euro games that has come out this side of the decade.

It’s without a doubt my current favorite, chill back and play game and I find every time I go to boardgameareana.com for a fix, this is the one I reach for. I own the hardcopy as well and every time I pull it out with my friends or family it lands well.

Just a really good all-around board game for all occasions. It’s my go-to Euro game.

2. War Room

The truth is that my gaming group and I play War Room once per year on my birthday since I got it a few years back. It’s become something of a tradition at this point but this one never disappoints. I can remember the details of every game of War Room I have played and it’s always a great time.

This is not a particularly deep game, it is, for the most part, a bit more complex version of RISK or Axis and Allies and while I know some people take it quite seriously as a war game, for me, this is just a good time in a box. For my gaming group it’s more of a fun party game where we play war for the day, roll some dice and come up with new inside jokes that will play out for the rest of the year.

I do love War Room as a game though, I do think it’s a fun strategic puzzle and there are plenty of great/difficult decisions to make and you can in fact get pretty serious with it. Given how long and huge it is, this is not a game you just spring on a group, so I can understand why many group give it this serious treatment. This is an event where you have to arrange food, snacks, and drinks and make a whole thing out of it, because 12 hours is about the average play time. It’s essentially a kind of party war game to me.

I love it, it’s been my favorite board game of all time since I discovered it and I think that will remain to be true for a long time.

1. Empire Of The Sun

Empire of the Sun is a very complex game and is not recommended for the uninitiated.

There is no question that all my really serious and competitive gaming in 2023 was done with Empire Of The Sun. I have completely abandoned any hope of ever getting this one to the table with my local gaming group, it’s just too big of a commitment for them and it’s too niche so this year I went online to search for opponents.

I found plenty and ever since I have had several active games going online over vassal of Empire of the Sun and it has become an absolute obsession for me. This highly complex game with a massive learning curve only works when you have two players completely dedicated to not only learning how to play but enforcing those rules with impunity.

I found exactly such opponents and I have been overthinking this one for the entire year and it’s been an amazing experience.

While War Room is my favorite game of all time, Empire of the Sun is the best game design I have ever run across. Mark Herman is a genius in my book and I have said it before, but this is the Mona Lisa of his career.

In Empire of the Sun you execute World War II in the Pacific Theatre as either Japan or the Allies in extreme detail on an operational level. It boasts an intimidating 50 page rulebook with a ridiculous amount of chrome for what I can only describe to be one of the best simulations you will ever experience.

I do not recommend this to anyone except the most dedicated fan of war games. This is not something you dabble or “learn to play”, this is the equivalent of studying chess as a hobby. You will spend hundreds of hours studying every unit, every detail of the map, and every rule that governs the game and creates endless strategies for you to test. It’s exhilarating if you are into that sort of thing, it’s a complete nightmare of a board game if you are not.

I love it with a deep passion.

2023 releases worth a mention

I’m not the sort of gamer that chases the cult of the new anymore and I find that my gaming selections are more based on what I already love than chasing the dragon. That said there were a few interesting games that came out this year and I think they deserve some mentioning for better or worse.

Hegemony: Lead Your Class To Victory

This one is gaining a lot of momentum in the gaming community, slowly climbing the boardgamegeek ladder and for good reason. Without question one of the most interesting designs on an unusual subject. It’s an asymmetrical game where players work together to develop a functioning society represented by each player acting as a part of the government or social order. Based on politics and economics, this is a game about governing, a combination of cooperation and competition. It made my must-buy list in 2023.

Star Wars: The Deckbuilding Game

I know, we need another deckbuilding game like we need a hole in our head, but ever since Star Wars Destiny tragically ended, finding a replacement for it has been something of a desire I suppose. There are a few games actually in the works, but this one made its debut in 2023 and it certainly looks to be the frontrunner.

Great art, simple mechanics with a straight to it approach in the competitive dueling space.

Deck building games of course require the game to have longevity, which is the most difficult element to asses at the start of a games run. Star Wars Destiny for example started out on fire in terms of popularity, but petered out quite quickly and didn’t survive its adolescence. A common problem in the collectable card game space, a fate that may very well be in this games future.

That said, I’m always hopeful and this one certainly has my attention.

On The Table: January – February 2023

It’s been a while since I have done an On The Table article, but it’s not because I’m not playing games, it’s BECAUSE I’m busy playing games.

I cover two months this time, and there is plenty to discuss.

Great Western Trail

While dubbed a heavy Euro game, while there is a lot going on and the strategy goes deep, it’s surprisingly easy to get into.

My experience with Great Western Trail has been a rather turbulent one. When I first reviewed the game back in 2017 I’m not sure I painted an entirely flattering picture of the game scoring it at 3.1 in my review, giving it weak scores in the area of Theme and average scores in Gameplay. Looking back at that review, I can say here and now that I think this game deserved a little bit better.

For starters, I think it captures the theme of being a rancher driving cattle quite well though the theme here is really not a critical component of enjoyment of the game. I also criticized the game for lacking interaction and while the game doesn’t have “take that” mechanics, the obstructions of buildings, the race along the rail lines, and the forced actions to player actions is a constant in the game. In the end it is a lot more interactive once you play the game at a higher skill level where those sorts of elements (obstruction in particular) become quite critical to winning the game.

I initially got back into this game because of my daughter, but ultimately I spent a great deal of time playing Great Western Trail on BoardGameArena.com, a site where you can play both the 1st and 2nd editions of the game including the expansions.

Now personally I own the 1st edition and have played enough of 2nd edition to say plainly I think they got it right the first time. The 1st edition of the game is a bit harsher and it was clear that in 2nd edition they softened things up a bit. There are only slight changes but most of the changes make the game in a sense, a bit easier on the players.

The cities where you place your round tokens which represent locations you have delivered to are less penalizing, while the bandit track (formally known as the Indian track in 1st edition) doesn’t have any penalties either when claiming the tokens. The new and adjusted buildings in 2nd edition are also a lot more generous.

Regardless, 1st or 2nd edition, Great Western Trail is a really amazing strategic game that takes planning, resource management and clever maneuvering to come out on top. It’s a challenging game that really delivers a great victory point salad without overburdening you with tons of options with one always being an obvious and really only good one. Every choice you make in Great Western Trail means you have to give something else up, so it’s always a decision between many great choices and your decision ultimately rests on your long-term strategy, while very often being driven by your desire to outpace or obstruct your opponent’s efforts.

I play Great Western Trail games several times a week and have become quite competitive at it and despite repeated plays I’m still discovering new strategies and finding clever ways to improve old ones.

Fantastic game, and comes highly recommended by me.

Caesar: Rome vs. Gaul

Caesar: Rome vs. Gaul has proven to not only be a great strategy game in the CDG influence control genre but has deepened my love for historical war games in general.

I had two separate opportunities to play Caesar: Rome vs. Gaul and my opinion of the game has only improved with additional plays since I originally reviewed the game back last February. The game even made my Top 20 list for 2022, sitting very comfortably in the number 5 spot.

What does that mean? Well simply put, I love this game and for so many reasons.

For starters, it’s infinitely replayable which I honestly didn’t think would be the case given the very static starting setup and the very firm goals of Caesar in particular who has a very clear set of tasks to accomplish each game. This is a card game however and from this are born all of the dynamics and nuances of play that really re-write the circumstances with each game and though the first round might be a bit “standard” as players are likely to have their favorite opening moves, like chess, that does not result in a repetitive game at all.

Caesar is really a game of chicken and pushes your luck in a lot of the strategy that ultimately plays out. Caesar and his powerful army can easily crush any Gaul opposition well into the late game and while mobile, the map is just big enough that obvious gaps in defenses are exposed when he leaves the safety of Provincia.

As such a big part of the strategy for the Roman player is to know exactly when and for how long Caesar’s army can leave his supply lines exposed.

For the Gaul player its an entirely different game. There is less precision and a lot more gambling, as well as the constant need to put influence pressure on the Rome player to keep him concerned about what is happening on the board. Left unchecked, the Gauls explode in the late game and can even become strong enough to oppose Caesar himself in the final rounds.

The game has great tension, and relatively simple rules, it looks amazing on the table despite the use of chits (notably this is a game that deserves some pimping) and above all else it has that “let’s setup again” feeling to it.

Absolutely adore this game though it is not my favorite CDG Influence Control game, that honor falls to Imperial Struggle, but this game doesn’t play second fiddle, it really is its own thing and happily shares a shelf with Imperial Struggle in my humble opinion.

A must-have for CDG Influence Control fans and especially those that have a love for Roman History!

Game of Thrones: Hand of the King

A quick and thinky filler with a fun theme.

This silly little abstract game has virtually nothing to do with Game of Thrones beyond familiar art and names and has been a hit with my family, in particular, my daughter over the course of the last year. It hits our table regularly and is always a must-bring on any outing that might offer an opportunity to steal a few minutes to play a game.

It’s a simple game of collecting cards of the major Game of Thrones houses represented by characters from the Song of Ice and Fire story. Nothing too fancy, it only takes 10-15 minutes to play but it is a bit think, definitely a little puzzle to solve here but there are some take that cards in the game which create some rivalries at the table and it even has some occasional teamwork triggered when one player is getting ahead. Very tight game, rarely does anyone win until the final moments which gives the game a sense of urgency.

All and all for such a simple and fast game it is a lot of fun. Usually, we end up playing 2-3 rounds every time it comes out. If you’re looking for a great group filler that works one on one, this is a great one.

My City

The only legacy game I ever finished and would happily have a second go at.

I’m not big on legacy games, in fact, to date with this one exception they have all been disappointments and not because I didn’t like the game, but because I never get the chance to play out the entire legacy. Legacy games seem to wear out their welcome before they are done and are regulated to the classic “One of these days we need to finish X game” conversations; eternal. I’m looking at you Vampire: The Masquerade – Heritage!

My City is different because not only is a great game, but it’s pretty fast, the legacy adaptation is pretty simple to understand so you don’t have to re-learn the game after each play and you can usually sit down and play 3-4 games in under an hour so you kind of zip through it. In fact, you kind of wish it was a bit shorter, although when the legacy game is done you are left with the core game which in on itself is actually quite fun. Since my daughter and I play it just the two of us and it’s a four-player legacy game, we actually run through it twice with the same set though the game is so cheap that it’s no problem to buy a second copy if you want to do a second run through.

Really enjoyed this one, so far as legacy games go this is the only one that I have actually finished and without feeling like I have to “suffer” to get to the end.

Age of Civilization

A Civilization building filler? Yes please!

Age of Civilization is what I like to call a micro version of Through The Ages even though the two have little more in common than a theme.

This is a simple and fast-moving card game where players are moving through time and taking one of three actions per round available for any given period. There is war, there are civilizations with special powers, and it’s a point grab to a rapidly approaching ending. A Civilization building game in under 15 minutes! I don’t know if anyone asked for that, but they made it and frankly, it’s just short enough not to wear out it’s welcome and it does tickle that Sid Meier Civilization G-spot.

It actually reminded me a little bit of Nations: The Dice Game which I actually think is one of the best Civilization building game fillers on the market today, but this one is actually even faster!

This little gem is a blast from the past, I actually used to play this one daily online for months and its big brother Nations is an awesome game in its own right.

I like it enough to play it for free on BoardGameArena.com and if it was available I would buy it but this Kick-Starter went fast and seems to have disappeared from the marketplace.

A Feast for Odin

The jury is still out on this one, my initial experience I would describe as “confusing”.

I played a “learning” game of A Feast For Odin and oh boy is this a mind-fuck of a beast. I mean I don’t want to say anything negative about it, learning experiences are not a good basis for reviews and frankly 90% of the time playing this game for the first time I had no idea what was going on.

Part puzzler, part worker placement game, part resource management…. and a whole bunch of other stuff. There is a lot going on in this game, just the amount of worker placement options is mind-boggling and man is it unforgiving. You place one thing in the wrong place and you can potentially screw yourself for the entire game.

All I’m going to say at this point is that it certainly piqued my curiosity, I will definitely be getting this one to the table again but I have to say it might be a bit much for a Euro game. I mean I get it, it’s for Mega-Euro fans that want some meat on the bones, the Terra Mystica crowd as I like to call them, but for me, the fun bit of a Euro game is that they are short and thinky. The longer heavier stuff tends not to be my thing in the Euro-Game scene even though big epic board games are definitely my thing. I need theme and player interaction however for long games to stick the landing. This one felt a bit like we were all playing a solo game, the bulk of the interaction was in stealing each other’s worker placement spots.

We’ll see how it goes, but at least unlike Terra Mystica which left a pretty poor impression on me, I recall my conclusion to Terra Mystica review was …and I quote “The entire game just felt like I was waiting for a dentist appointment, I was neither enjoying my wait nor looking forward to my turn, I just wanted the whole mess to be behind me.”

Over-hyped and overrated snooze-fest not worthy of your shelf space or table time. There are far better-cube-pushing Euros out there. Perhaps Feast For Odin will be one of them.

This one fared quite a bit better, but it’s on my “try again and see” list.

Ark Nova

I did not care for this game one bit, long, ugly with stock photography as its primary art asset and a complete absence of any meaningful interaction between players.

I’m going to take a lot of shit for this one given its high status on BoardGameGeek, sitting pretty in the number 4 spot but…. god I hated it.

This was just a pointless game of collecting and trying to house animals which as a theme in on itself was not terrible but you had to look at this really crap stock photography the entire time and the game was just way too long. It says 90 to 150 minutes, you can safely double that. This is a 3-4 hour game that really just doesn’t have the nuts to warrant table time with virtually zero interaction between players.

I don’t usually rush to judgment after one play, but having played this game once I not only never want to play it again, I actively avoid being put in a situation that might result in me having to out of social graces. It’s games like these that cause me to ask “what games are we playing” before accepting an invitation to board game night.

Conclusion

Of course, these weren’t the only games I played in the last couple of months, but they were the ones that stuck out.

Good luck out there folks!