Saturday, May 21, 2022

Multiverses of Madness and the Comics

 


Growing up a comics kid, with a focus on Marvel, I of course loved even the C level heroes. And Dr. Strange was certainly that. But he had a certain popularity with college students, due in large part to the great Steve Ditko's psychedelic take on Salvador Dali. Doctor Strange travelled realms of crazy abstract backgrounds. 


And Strange regular cameoing in other titles got his exposure. Just like in the most recent Spider Man movie, Spidey and other heroes would sometimes seek out the wizard for advice with supernatural situations. Doc also led his own minor league hero team, The Defenders, that went on to have a long history, often without Strange appearing. But now, in the MCU, Doc Strange takes front and center. He actually seems to be the heir apparent to Tony Snark (even cracking wise at an accelerated rate). 

So as a kid the offbeat elements stood out. The crazy interdimensional backgrounds, Ditko's signature finger-bending hand gestures and body postures (made famous in early Spider Man). And Stan Lee gave Ditko credit for the character, a rare moment of generosity about character creation. 



So, the weirdo backgrounds and even the classic hand gestures made their way into the Marvel films, and the dimensional architecture as well, In spades. 

In the hands of Sam Raimi (among my top 5 favorite directors), the world of Strange just seems right. His style fits right in with the classic Ditko style. The backgrounds, the demons, the crash edits and Dutch angles. Sam brings all his best tropes into the MCU. Evil Dead and Drag Me to Hell all seem like influences here. 

Scarlet Witch is the big bad, a plotline left over from her Disney series. All she wants is her kids, but since she can't have hers, she will settle for taking over the body of a counterpart of hers from another dimension. Or something. 



I remember her pretend kids from comics in the 80's. Some of that had Al Milgrom as artist, who I absolutely hate, so I didn't read much. I don't know if Wanda using actual magic was a thing back then, or a modern invention. In my day she was a mutant who could alter probability in a random fashion that she could not fully control. She might turn a hail of bullets into butterflies with a hex, or create a shield of ice from fire hydrant water to block them. She never really knew. 

Now she is a powerful wizard in her own right, and more powerful (because of the Darkhold?) than even Doc Strange. Anyway, I don't really need to get into plot specifics. It didn't matter much to me. It was the insider elements that tickled me. 

The Darkhold stuff took me back. That book, Marvels Necronomicon, was in many titles I read as a kid. I remember it factoring into the early Werewolf by Night issues. And apparently the book was responsible for the existence of vampires. So nice to see it getting love these days. 



But its the multiverse that tickles me. As a kid it was Marvel, and to a lesser degree DC comics ("not a dream! Not an imaginary tale!"), whose mid century "Imaginary tales" eventually evolved into alternate dimensiona explanations. Earth 616 and 219 and 411 or whatnot. 


By the 70's both Marvel and DC dug deep into alternate universe stuff. I mean, I guess What If...? was the penultimate love for the concept. And its great to see it happening in the movies. in the case of DC films, it's an evolution of the company trying to salvage the poor reception of early film fare such as Batman vs. Superman and such. I mean, its giving us a chance soon to see the Michael Keaton Batman alongside the more recent Batfleck, and that tickles me to no end. 20 Years ago me being told by a visitor from the future that this would happen would have made my head explode. Even the last Spider Man film did it. Molina Doc Ock and Defoe Green Goblin? Yes please. Though I have to admit, that movie did not hold me for long. I have yet to watch enough of it to see all the Spider Man film actors together. But that has more to do with not really being a fan of the recent Spidey films. But shit, I'm glad its all happening. 

I love alternate universe stuff, and I look forward to seeing what they do with it. But especially in the case of DC. I'm unashamedly a fan of the films, even the derided ones. Batman V Supers and Suicide Squad 1 weren't quite the films I would have hoped (worst Lex Luthor ever), but I still find plenty to like in them. And I absolutley adore the Snyder Cut Justice League. I like the dark Snyder touches over the Marvel films heavy reliance on Tony Stark Snark, and essentially every character being a comedy gagster (that really should have been Spider Man and Deadpools schtick only).



So I should add you get to an alternate version of Reed Richards. I'm chomping at the bit to see what they do with an FF movie. And this is a little glimpse (I half expected Ben Grimm to come smashing in). And Fox's Doctor X played by Patrick Stewart was fanboy giggle worthy. The Illuminati. Wow. They even stuck in Black Bolt from the poorly received Inhumans show (I have yet to see it), and he was awesome. The only thing missing was Prince Namor. That would have been sweet. 

Anyway, Multiverse Madness. Can't wait to see more madness. Uh, in the Multiverse.

Oh, one final spoiler. Doc Stranges gal pal from the 70's, Clea, shows up in a credits sequence. That was a deep cut, and I almost spit out beer. And they don't explain anything, so nobody except way out in the weeds old school fanboys like me even get the significance. Awesome. 




Sunday, May 15, 2022

The Tragedy of The Drunken Troll

 Alright, game 2 of the new Roll20 campaign "Trade and Turpitude," taking place in the last caravan season of the year in the Southern Shires of the kingdom. 

Everybody showed up. Good sign. Though I won't usually consider it a campaign until after game three. Law of averages dictate somebody will drop out by then, but everybody seems to be having a good time and are interacting with the material in the ways I like them too. I think I come up with some interesting ideas here and there, along with lots of trope stuff. Something like 40 years of GMing will give you that. And my old experiences with "out in the weeds" stuff in the deep past; Arduin and Judges Guild and such, lets me interject some more wacky elements, but mostly keeping it D&D. I look to more modern sources for ideas, random tables and such, but usually if I think the hell out of something various angles and hooks emerge that I think will be interesting to an encounter. Hey, there is plenty to brag about when you pluck most of the ideas you integrate into play out of your own head. 


Haha, really, a DM's ideas should come from all over the place. Anyway, I was sort of having trouble coming up with some things. The first few games of this campaign will be travelling around with a small caravan of high-end merchants from the big city up north. Besides some village and town encounters already in my head, I need to come up with some incidental encounters that can occur along the way. Things to fit in here and there along the way when I need some filler. 

I look at various random tables online, road and country encounters. Most of them aren't very filling. Things like "you meet an old man who is not what he seems," or "You see a coffin up against a tree with the lid closed. Do you investigate?" OK, these are meant to be filled in, but are hardly things you can't think up with nice creamy filling on your own. I wish these examples were a little deeper. 

But if I mull on it a bit (couple refreshing adult beverages never hurt) I usually hit on something. For this game it was "..hmmm, what if the caravan comes across a troll laying across the road, passed out from drinking barrels of powerful whiskey." 

We were still in the tavern with the party meeting the caravan master, having finished the previous games encounters there. But off to the caravan grounds to meet the merchants. 



A wine merchant, a weapon seller/trainer, a music teacher and instrument seller, a bookseller, and a clothier. It was night, but the wineseller still had a few local lords tasting some wine. The party immediately noticed a heavy set, traveler shoplifting a couple bottles of expensive cabernet. "Fat Mike the Traveler," a professional thief and con man. 

Size increased to show texture.



It was an amusing little encounter, and the long and short of it was the PC's got a few gold richer by getting the wine back and extorting Fat Mike for some coin. A typical "give you my wallet? No, give me YOUR wallet" situation. 

Next day when the caravan got on the road for a couple hours, it was second encounter time. This time it was the caravan coming around the corner on a country road and almost running into a bit old troll passed out drunk and blocking the way. 

Size NOT increased to show texture. Nobody
wants to get too close a look at this. 


Clearly it as a troll who stole a cart of big whiskey barrels and he was passed out snoring in the road. Even had a nice big puddle of whiskey puke next to him. Ew. 

Turning the caravan around in the smallish area to do it would have been time consuming and noisy. Plus at least one character didn't want it on his conscious to have a hungover troll around for others to bump into. But what to do? 

Slit his throat and roll him out of the way? No way, man. He's a troll. You can cut a trolls head off and it will still be active, the head still alive and controlling the body. Trolls are very coup de gras resistant. Get some fires going? Well, everything was wet from light rain. 

Everybody, character and players, knew that they were no match for the thing if it got up and started laying into them. As they moved around trying to figure it all out, the troll seemed to almost wake up a time or two. The shadow elf ranger was a monster hunter, and he just wanted to start chopping into it. But the cooler heads gathered, torches and lanterns fetched from the wagons, and lantern oil was spread over the blacked out beast.  

With the wetness, and me not going old school napalm with the oil (I have always said; oil is for keeping lanterns lit, not for going all Apocalypse Now like so many neckbeards from times bygone like it too). But with the troll waking up, they had to go on the attack with what they had. 

In 5th edition any fire damage will keep the regeneration from working for that round. That combined with the characters getting some licks in before it could even stand up (with some advantage) helped. I mean, they were scared. My number one new player "M" sounded a little annoyed that I was hitting them with such a strong creature. But I certainly gave it disadvantage that first round. It all helps out. Because one solid blow could kill a 1st level PC. I did explain that I am old school and that characters need to be over their head now and again. At any rate, after the fact she apologized for doubting me when the encounter was won (though it's not really over even though they think it is). 

But they did alright. I mean, this was kind of a puzzle encounter, where the trick was to attack while you had as much advantages as possible. They did alright with that, and its hit points were plummeting down. "Zip" the commoner fighter made the spectacular move. There was still a full barrel on the cart. He opened it, set it aflame (I had it be strong dwarvish stuff), and the cart became an instant fireball. He turned it around and ran it right into the suffering troll. Woosh! That roll went up like an old dry Xmas tree. It was pretty cool. That took it right down, and as we were going late we had to end right there. 



This "trade roads" portion of the campaign seems to be going well, and the theme feels like it will remain even after they are off the road. But what was going to be a couple of game portion of the campaign is probably going to be more like a 5 or 6 game portion before I get them to my version of Apple Lane and Gringles Pawnshop. It's going so well and there is great character development here. 

I don't plan to post about every session. Who needs that, right? And there are other aspects to the Roll20 experience I want to write about. I'm loving it, and in all honestly it may be my format for good. Player M said she is done with the face to face group experience, and I kind of feel the same way. I don't really like having people who are not close friends in my place, and I don't always like to schlep to another persons house, especially as you cannot really control the gaming environment in that. But online I have all the control. Its awesome. 



But however I do it, it feels great having a full group. My besties B and L, my boardgame buddies I talk about all the time here, are wanting in on some Roll20 as well, so my player pool is for sure deepening. I'm so glad I took another chance on getting a group going from that sketchy Roll20 forum area. I finally lucked out! 

Cheers

Sunday, May 8, 2022

Roll20 & the Player Experience

 

With a new campaign that is promising, and a successful 12 or so campaign during the height of the pandemic the other year, I got the chance to sit down as a player in a Roll20 game.



A player in my game, who has been super helpful in guiding me into getting up to snuff with various Roll20 functions (charactermancer, initiative, etc), had scheduled a one-shot that some of her regular players could not make it to. I was invited. 

The kicker was it was a Sunday morning. We would play from 11-3. NOT my favorite time frame to game in. But I live right across from a park at a protected biophere of the River where, when the weather gets nice, all sorts of events happen, most commonly "fun runs." This one was for Mothers Day, and they shut down various streets nearby, and traffic goes from almost nothing to apocalypse for a few short hours. A good excuse to make a big breakfast and a pot of fresh ground coffee instead of the usual handful of drinkies, and chill out and learn some things. Well, actually, by around 130 I went for a couple of ciders. What the hell. 

The major score for me here was I had yet to experience Roll20 play AS a player. So when I run a session I'm not always sure how the players see things. But also in the course of play, I have to get to know the character sheet usage better and it was a great lesson in that regard. Some things I just muddle through in my own game are easier now. Sweet. 

It was a decent group to play with, mixed male and female an nobody annoying in any way. I ran a meat and potatoes basic fighter mercenary, and the others were the modern "look how cool my character is" more advanced types. But I didn't mind.  No big woop. 


The encounters themselves were classic dungeon stuff that surprised me. Though I think my new friend M is old enough to have played some older edition, I did not peg her as dungeon minded. But there we were. We dealt with a ghostly child and her playroom, a mirror with our evil selves on the other side, and in the end an owlbear attack for the characters who did not join us to fight those dopplegangers. Me and a halfling on the other side of the evil mirror, and the rest of the party quickly dispatched by the owlbear. It was a TPK. Split party 101.

Now, I don't often do one shots. But when I do I just try to have like three interconnected encounters. Just stringing things together. But I think M was working on a larger dungeon, and we just dealt with sections she wanted to tweak. 

Thats all good. It was a great learning experience, and I got a few laughs with my cool dry wit, so maybe I'll get invited to more? 







Saturday, May 7, 2022

Trade & Turpitude

 


GAME 2: "Roads Hold the Gold" - so, you are going to be a worker on the trade roads? Well, keep in mind, they still building the southern shire portion of The Great Tanmoorian Highway. For 20 years the queen been paving trade roads and promoting the highway. It's not all fine stone and slurry. When going south it won't be long past River Town that the paving stops and you start to see the kingdom's best road workers taking long lunches and holidays off where the pavement meets the country soil. Don't fool yourself. The Kingdom doesn't care where the pavement starts and stops. When it comes to the Southern Shires, it's profit that moves the maps..."

-Overheard from a seasoned caravan worker...


(above: campaign front page blurb for next weeks game)


So just like that I'm running a campaign again. 

After a handful of years working non-stop in health care, including a major regional hospital during the deepest parts of the pandemic, I decided to take a few months off from work. I live in a beautiful mountain area, known for plenty of outdoor activities. So I want to smell the roses, NOT have to get up early, be able to do some things during the week, and chill out. But this also makes me wish I had some extra gaming to do outside my XBOX. 

So on a lark I posted a "want to start campaign" comment in the Roll20 forums. I didn't have much hope. I have had only moderate success sourcing from the forum.  It's a place rife with Critical Role wonks and people who are looking for games where members are all into "alternative lifestyles" and require you to learn a list of ways they need to be referred to. Not that I'm biased against anybody. The first person to call me when I moved to a new city to see how I was doing was a transgender neighbor of mine. I'm good with anybody who is a good person. But the general populace of that particular forum are very particular about what they want in a game, and what they want you to refer to them as (and god help you if you get it wrong). 



I was clear about my background and how I go about DMing. Long and short of it, I eventually had 4 great sounding players wanting to be in a new campaign all within a week or two. It happed very fast. The first person I was contacted by was a gal (who I will call "M") who as it turned out was in my very same neck of the woods! Most of the rest are actually in different time zones. I rounded out the group by of course inviting my long time player and one of my best old friends, "T", to come in and play. Though not exactly a techie, T seems to enjoy the Roll20 stuff I did in the past. Once she gets up and running at game time she's loving it. 

My interactions with most of the folk in the days before the game made me hopeful. Flakes abound off of the forums. But man, everybody showed up. 

I ran Roll20 games very low rent in the past. Throw some maps up, move tokens around. Maybe a little jukebox music. But M was very helpful with some basic stuff. Helping me use scripts to set up a player welcome package which shows them the fillable character sheet right away. 

It had been awhile for both me and T in the format. The usual opening night technical issues slowing things down a bit. When T went into Roll20 she was confused to see herself still in the old campaign pages haha. 

Everybody had cool characters. Nothing too outlandish. I did expand on the material I was going to allow as far as characters (I still only own the PHB and Monster Manual. Oh, and the DMG which in 5th ed is next to useless. Summer reading material maybe). There was a shadow elf dude, a halfling druid with some dream connection thing, T ran a female dwarf, and there were two young commoners who decided they would be from the same local village. A male fighter and a female paladin. The paladin was outside the usual form you expect a paladin to take (at least in old school). Just simple townie clothing and a sword. No real deity. Just a connection to the cosmos. Maybe because she is, in part, one of those Assimer(sp) semi-angel people.









So there were no Cyborg Ninja Minotaurs, which was nice. But everybody had way more 5th ed experience than me (and also Roll20 experience, which is a little intimidating to a noob). But for their sake I had to start allowing going out in the weeds a bit with character gen.

I had this campaign idea for a long time, one where after a few games I would have the characters arrive at my D&D version of Runequest's Apple Lane, one of my favorite old modules. Get them all caught up in the pawnshop attack and eventually to The Rainbow Mounds. 

But I figured a caravan thing for the first couple of games. My style has evolved to where I like the first couple of sessions to just be "settle into our characters games," and caravan guard situation is kind of perfect for it. 


 I decided to focus on the trade season atmosphere for the entire campaign. Late fall where the last caravans of the year are getting in some last of the year travel. The towns and roads busy with profiteers. I can fit in flavor for this all over the place, in many situations. And make the characters want to earn more and more money by letting them see cool, expensive stuff to buy.

And while my urban city games might have a lot of Tarantino and action movie influences, I like to go with a David Lynchian vibe for the country. You know, everything looks nice and innocent, so the odd and terrifying things are all the more so. "Look at that lovely field of grain; oh shit, and Ankheg just popped up and ate that farmer!" 

That, and some things I was planning had me land on what I think is kind of a unique (if not clever) campaign name. "Trade and Turpitude." 

They all started in River Town, "the gateway to the southern shires." It's the next largest community after the main city, and in the decades of my game I have grown it bigger and bigger. 


The couple of commoner characters are on a quest to find a friend of theirs who ran away months ago based on dreams of a beautiful woman he felt was actually out there somewhere. So as they got to know the characters (the ones who were at the table anyway, The shadow elf lurker in a balcony nearby) they also inquired around about their friend. 

When I had the obligatory tavern fight go down, it was a table full of locals who were arguing over the towns bid to have the Queen of Tanmoor declare it a sister city to the capitol. A portrait of the queen was above the fireplace, and a single derogatory remark about her got the fight going. 



Even in campaigns where characters are never going to meet the queen, I like to get some lore in about her. Even minor mentions. This was an NPC in my game going back decades. She was around player characters since childhood (her father, the late King, tapped into player characters frequently for secret missions). Even my pal "T" has history with her. She has an old high level druid character who is Queen Libertines best friend going way back. 

Anyway, these days I like to have a tavern brawl act as one big, possibly growing creature, and I use a cartoon fight cloud to represent it. 



PC's can interact with it in various ways as it rolls around and endangers others. It will grow if others dive into the brawl, or it will shrink as parts of it are knocked out or brawlers removed from it. It always seems to get a hearty chuckle out of the players who see it for the first time. 

Caravan leader, Marge (who T's dwarf had already hooked up with) got the characters together to offer them a job. She took them to a secluded upper area to eat, drink, and makes some deals to work for her small caravan concern. 


I got my second chance to have another fight here. A mysterious figure who I won't go into in this post was at the bottom of the balcony area and started playing a spooky flute. There was a big stuffed bear up there with the characters (it just so happened the tavern map I sourced had it there!) and it very atmospherically (the wood and plater frame creaking and rubbing as a disembodied bear spirit was heard growling) animated to attack them.




 It was of course less deadly than a real full bear, but the characters were nicely freaked out by the sudden situation. Very out of place in a nice, busy inn. David Lynch, yo!


We ended the night with that crazy stuffed grizzly fight.

As I stayed on Roll20 to work on a few things, and hearing from some of the players seems to have us locked in for a second session next week. So far so good! I always figured that if you make it past a 1st session ionto a 2nd one then you know you have a campaign. If I do what I usually do, that is to try to top each previous game, it should be in the bag. 

But man. It's interesting how a group and a campaign can come out of almost nowhere in online formats. Sunday early Mary is doing some one shot thing with some of her regular players and I'm invited to join in for the day, so I'm going to get a chance to finally see Roll20 working from the players side of the screen. I feel not having done that is a major weakness in my own use of the format. The more I learn, the better I can be. 

Cheers



Saturday, April 23, 2022

The True Enemy of Game Groups - Attrition

 


Player attrition. It happens. It happens to all of us who put a group together. No matter how long it lasts, it will eventually fall apart, either by losing players faster than they can be replaced, or the GM moves on and nobody else wants to take the mantle. 

It can start slow. A player or two has life events that make them busier. They still clearly want to be a part of things. But missing every 4th game will usually lead to missing one out of three, and soon its "sorry, I just can't play on a regular basis anymore because this and that."

Or maybe they just out and out have to quite without a slow bleed out. Its extra tragic when its one of your best players. 

Back in my teens and 20's we seemed to have long campaigns that saw little in the way of lost players. Mostly it was friends I was playing with though. This was most of my experience from childhood up until the late 90's. I played with friends I already had. That is what usually made up my groups. We played as friends. We had long campaigns that at some point just fell apart fast because two or more of us were getting hit by life stuff. Though it often started as only being able to play one day a month. Then longer and longer between games. Momentum loss is a great foe of regular groups. Go a couple of months without a game and that group is likely through. Though I should say that by the late 90's some campaigns I had with regular life friends might seem done for, then after 3 or 4 months a long since flaking friend who kind of helped slow things down will be all "hey, when are we going to play D&D/Call of Cthulhu/Champions again?" Uh..whenever you are available.

And even that is all good, really. In that case above I was indeed having infrequent games with about 3-4 players at the time, but those games were 6-8 hour affairs that let me throw in everything and the kitchen sink in that one day. Hell, in those long D&D games a character might level up twice in that single day. But that too finally had to end. And it was the last time I would have a group made up of real life, long time friends. 

So in later adulthood, well into the 2000's, it was less groups of my friends and it became maybe one longtime friend, and a handful of strangers. It was not just a huge dynamic shift in general, but now it was folks who were devoting time to strangers, away from their usual life. After decades in the workforce, and relationships/marriages, people just place more of a value on their leisure time. Often not even in a hugely conscious way. But there are important things in life. Sure, go to a forum like Dragonsfoot.net and you'll find a bunch of older people who seem to want D&D to be the be all and end all of life. But for most folk hitting or going beyond middle age free time gets sucked dry by a million things other than tabletop gaming. I'm personally not ready to retire from my professional life; and even if I did I'm not sure how much of that I would want to be spent on tabletop. 


Yeah. This. 

My longest group went from around 2009 to 2019, but that group saw a lot of players coming and going. The entire time the long-time host was always there, then there was my long time friend "T," and then players who stuck around for a couple years, and those that played for some months before a life thing got in the way. That dynamic kind of worked for me. There were enough people who stuck around here and there that lead to nice year long multi-genre campaigns with 4-5 players. That all ended when I moved out of my native city, though I often think about how I was fairly burnt out towards the end. For me running campaigns on a weeknight, running out of work at a fairly professional job and driving 15 minutes in rush hour traffic, wore me down. Getting to the hosts house, eating fast food as I drove, then slamming a couple beers and puffing a doob to get the day shrugged off so I could get into a fantasy mood wasn't all that conducive to a peaceful DM persona. All that week in and week out made me fairly easily annoyed by dumb player things during a game. And an annoyed DM is the last thing a party wants. 




In my new town I ran for a new group, started by my soon to be local besties (B and L, a younger couple who kind of adopted lonely old me because I didn't know anybody in town. I bring them up in every boardgame post I make because I mostly play with them and sometimes a couple others). But after several months they decided to take up a somewhat nomadic existence that only had them in town a few short months of the year and that group fell apart (I didn't mind, one of the other players, a female no less, was a cheat and I think on opiates or something). 

I then discovered Roll20 and did around a 12 game campaign with Los Angeles Bestie "T" and a couple of folks I met in the local game shop Facebook page (it was a couple games before I learned one of them worked at the same hospital I did). It was going really well, but one of the guys had a new baby that was taking up a lot of time, and the other guy was going back to school. They would still be able to play now and again, but with the precious momentum going the way of the dodo I more or less nixed things. 

Most recently, for a few months last year, I was tapped by yet another local couple, plus a couple other folk they found on local meetups. We had several games, and things were sailing along and all seemed to be having fun, but then the male host messaged us saying that his elderly mother had been found to have a severe illness and were having to move her in. We were going to be starting up again when the mom got settled in, but it has been awhile now so that may not be back.  

I certainly have long since learned to manage my expectations with game group longevity. And to be honest, I love to GM games, and often get into a zone where the hours just fly by. But it can also be a bit of a hassle, even with long since losing my habit of putting hours into game prep. Setting things up then being the center of attention for three or more hours has lost a certain amount of its luster. 


I forgot the battlemat..


So, with no current RPG group, and most of my boardgame pals out of town for months now, I think I'll be settling in for a Spring where the majority of my gaming will be on my XBOX. Grand Theft Auto 5, Elder Scrolls Online, and some other games new and old (Jedi Fallen Order, Dead Rising). It can be super relaxing to just let yourself get immersed in those worlds. Don't have to go anywhere. Don't have to set anything up. Don't have to worry about being down a player and cancelled sessions. Nothing to do but work on my carpel tunnel and zap my eyeballs from sitting too close to the big screen. 

But then again, I'll be chomping at the bit to run games before long. And even if something doesn't come up locally, "B and L" want to check out Roll20 gaming when they settle into where they are going for the summer (to manage a high-end RV park halfway across the country). If they got the internet for it, LA pal "T" will want to jump in, and the gaming will be on again. And the highway of gaming will be as it always has been, for me anyway. On again. Off again. On again. Off again. 






Sunday, April 17, 2022

Formula D - the boardgame


 On a nice long boardgame night got to do a bit more Formula D. We started with Eldritch Horror, which I haven't played in months. It's a great game, but it can be grueling. I don't think we have beat the game yet. After almost 4 hours of play, with some epic moments but still kind of a slog when you can see your doom coming a mile away, you can sometimes wish you had played something else.  So Formula D was a nice, breezy and exciting thing to play afterwards. 



In the basic set, you have the choice of playing identical divers, or special personality street racers. Last week we started with the Formula D drivers and cars, but last night we wanted to try out those personalities. I like to kind of think of it as they are all pro formula drivers as a career, and our street races are us on our off hours in our personal cars. They are meant I think to primarily used on the road race board on the other side (Chicago, I think?) but last night we went ahead and raced in Monaco. 


The mechanics are fairly simple, and well researched, I think. They cover the starts, the gears, the maneuvers, and especially those tight Monaco turns around the resorts and the marinas. You try to get off to a good (or at least not disastrous) start, gear down when approaching corners (if you don't handle them properly, you can take damage to tires and brakes), and gear up in the straightaways. 



I think for the most part, when running basic Formula cars and drivers, this game probably simulates reality more than any other boardgame I know. You FEEL like you are in a legit race despite some abstractions. For example, ending your turn a prescribed number of times in a curve zone to simulate you taking the turn properly, or the pit stop only delaying you ever so slightly if you need a tire change. But otherwise its reality based. 

Reality goes a little fantasy in a street race out of your Formula 1 suits.  Though in a street racer everybody can use a brief nitro boost each lap, there is more to them than meets the eye. You have all these unique racers who each have a special ability.




 My character from last night, cosplayer Li Tsu, forces any other driver to slow down one space when passing her due to how eye catching she is. Something about her reminds me vaguely of my favorite Destruction All Stars character, Twinkle Riot. 



Handsome Spaniard Montoya can do an extra nitro boost. Tupac look alike Washington can pull his radio out and toss at you to damage your tires.


"Thug life ain't no joke"

 

Race cars are dainty, and the possibility of a variety of damages can happen due to getting to close to each other, or improperly taking a dangerous turn. Those curves can be hell, and mimic the actual layout of the city, its resorts and casinos and beaches. It really kind of puts this kind of race, and a visit to Monte Carlo, on my bucket list. 


Though you have to imagine 
city traffic is hell during the races.


The game is very exciting, and I really appreciate how the feel and play is very different from all my other games. Though my pool of people I know to play games with is somewhat small (3-5 of us), I can see a larger group of board gamers having tournaments and maybe even adding some kind of role-playing element. Kidnapping attempts. Bar room brawls during a post race bar hopping celebration. Maybe fighting each other.

I just knew I would easily find a pic of two guys
in Formula 1 gear brawling. What a
wonderful time we live in. 

OK, probably not. But this is a fun game, and well worth the around hour and half or less to play. The bang for your buck factor is high (though the game tends to go up to 60 bucks for the regular edition). 


Race fans watch in hopes to see this. And we
should maintain verisimilitude and play for this..



"You probably should not have gone
 into 5th gear right before this corner.."


Since I'm trying to limit my board game collection this might be my last purchase for a good while, though I have my temptations. It is a great game to maybe introduce to non-gamers who are turned off by dragons and zombies and what not. A straight forward game that simulates a real life thing. 


And we can all relate to this,
 especially those of us from Los Angeles.

You can have a little fun with it outside the box. I had a habit of doing announcer blurbs during the first game we played. "Lets have a round of applause for the blue car as it takes the lead." Trash talk outside the game as well is perfectly acceptable. Sports fans are dipshits, and this IS a sport. Oh yeah, doing shifting gear, burning rubber, and acceleration noises should be mandatory. 



I never thought I would have interest in a racing game until I saw this a few years ago on Wheaton's Tabletop show. But I hesitated at first because, really, I like fantasy and whimsical man-child stuff. I likes me dragons and zombies. But I think I'm a real world Formula 1 fan now too.

Cheers