Wednesday, February 10, 2021

Review - The White Box Boxed Set

Title: The White Box
Production Team: Jeremy Holcomb, Jeff Tidball, Renee Knipe, Atlas-Games.com
Rule Set: all your own
Year: 2017
Pages: 102
Rating: ★★★★★

This is an interesting title. When I am in the classroom or attending classes, the word pedagogy comes up a lot. I never thought I would be using it on a gaming website. 

Yet, that is where we are. Playing a game requires some level of learning. Mostly, this comes up when there is a high learning curve in the rules. Starfleet Battles comes to mind as a game with a rather high learning curve. D&D on the other hand feels more free flowing, therefore has a smaller learning curve. Uno has a quick, as you go vibe, so it doesn't seem like you're learning at all. But all require some pedagogy to teach the game. 

What is The White Box is answered with the sub-title: "A Game Design Workshop in a Box". Its purpose is to teach one how to make games. Or alternatively, to teach players what design elements have what effect on the user. As a teacher, the idea of deconstructing a game rule by rule is more interesting than designing my own. The White Box is very similar to many educational packs teachers can order for their classroom. It comes with the following: 

  • The White Box Essays, the textbook if you will. 
  • 3 counter sheets. 71 pre-printed counters and 49 blank counters.
  • 150 small wooden cubes in six colors.
  • 36 wooden meeples in six colors.
  • 6 giant wooden cubes in six colors.
  • 12 six-sided dice in six colors.
  • 110 plastic discs in eight colors. 

All you need is to add some creativity. The book is excellently written. It is a compilation of 25 essays on game design. The tactile learning tokens or "feelies", if you are old like me, harkens back to the old Infocom games. But they are clearly well thought out and have high production values. Tokens and counters are black, white and gold to match the box, while the various other items in the box are green, white, blue, red, yellow, and black. Despite the fact that these parts are in different media, plastics and wood the bold colors match well, unlike some of the lesson plan sets teachers have to throw together. The meeples are generic and cute. 

While intended to teach game design, the 102 page book tends to dance the subject a bit when it comes to ideation and leans heavily on design and production. It does answer to some important questions as to where a game designer's energy should go. It also gets into elements like adding random numbers and how a game should flow. It's very clear that the authors have written and designed games, so the essays are very useful, despite not having specifics on brainstorming or what makes a great game. If everyone knew those things, then there would be no need for this product. At least 4 different essays are addressed to non-gameplay situations such as theft, rule laywering, copyrights, game breakers, min-maxing and other situations a designer needs to know about to a have shot at fame and fortune in game design. 

As I understand it, this came out as a Kickstart project a few years ago, this is not a review of KS and since I missed that step, I cannot comment on how easily this boxed set came to fruition. 

What I do know is that this is a good product for getting started on the topic of game design, having seen many games come together in my time at Mattel. All and all I give it 5 stars. 

On a side note, I want to get my hands on another copy of this as it makes an excellent tabletop piece for a variety of games. The tokens, counters and chits are so generic as to be unobtrusive on the table for tracking various things in games that tend to be more "theater of the mind", but could use a little diagram or reminder here or there.  

You can pick up a physical copy at Atlas-Games and an electronic file DriveThruRPG which is missing the tangible pieces. Interestly, there is an audio book and a bundle with both. I didn't know that until this review. The pdf is well worth the $7.99 price tag, but if you want to full experience, I would buy the physical boxed set and the audio book. 

Monday, February 8, 2021

#TBT - The First Book - Zero to Hero, Uncommon Commoners

Today's post is a #TBT. Back to my first book. I can't believe it's been over two years and 300 downloads later. Perhaps it's time for an update.
I play a fusion of B/X and AD&D. Back in the day, we had no internet, so I had no context as to which books went with which games.

I vaguely recall some sort of conversion rules to bring your Basic and Expert Characters to AD&D and vis-à-vis. I liked that idea, but then when going through the process, I said, "Screw it! There aren't enough differences between AD&D and Basic/Expert to really warrant this much effort. Elves can be Generic or classed. You can generate stats using either set, etc. We are just doing this."

After years and years of play, I know the differences between AD&D and Basic and Expert. The main twist is that AD&D characters have higher stats, higher bonuses, more of everything in AD&D from weapons to magic spells to magical item and monsters. Demi-humans advance faster with clearly defined abilities in B/X but have level limits, even with the lower levels and ability scores. For the homebrew game, the differences aren't so great. Missile fire is the great equalizer in AD&D, you get more per round which is deadly compared to B/X. 

One thing that bothered me about each set of rules was the lack of secondary skills as a fully fleshed out set of statistics. The options were always there to vaguely support NPCs, but when tacking on an professional skill to a Player Character, the DM had to do it all.

I love my NPC characters, usually they act in the supporting role. They don't cast magic, they don't own a sword. They are there to do far more that carry torches and equipment as per the rules, but not sling a sword or spells. Over the years, I developed a set of rules to accommodate these types of characters. I called it Zero to Hero: Uncommon Commoners. They were the type of characters populating a small town to large city.

My first principal was developed from looking at the to hit and saving throw tables. Most of the time, player characters are challenged by rolls in the low teens at low levels. Well, making buckets is easier than that, so my NPCs have a better than 50-50 chance of making something. Second, failure is not applicable. You aren't much of a bucket maker if you fail 50% of the time. Failure for NPC professionals is missing one or more of their target goals. They make 8 buckets instead of 9, they are a day late, some are wood and some are metal, etc.

Second principle is they suck as combatants, but might have some terrifying skill with a tool. Stoneworker's hammers are just brutal, scribes have razor-like knives, and roofers have their terrible zaxes. These characters have an advantage with tools as weapons, but the tools themselves are poor weapons. Also, lumping someone in the head can damage the tool and the target, limiting the user to use it as a tool again. 

Third, they have horrible hit points, attributes are rolled on average dice and saving throws are poor. They max out at 7 or so hit points, including constitution bonuses. "Luck number 7" was the guiding thought in this choice. It's luck that they have more HP than a first or second level character, but this is a poor meat shield choice for the PCs.

Some people have asked if this is character sieve, it is very much the opposite. In fact, there is a section on how an NPC professional can transition to Player Character, saving a poorly rolled character. This method generates characters fast by allowing the DM to save those who have abysmal stats. The process of generation assumes the professional character started with averaged die rolls and this can be used to "lift" someone who didn't qualify for a true PC at first. 

In Uncommon Commoners, you'll find over 50 character classes for professionals. They can be used to flesh out your towns or add a bit of flare to a PC. They are far from overpowered, but do add zest to any campaign.

Dark Queen of Krynn - Macintosh Version - August 24, 1992

Welcome to These Old Games, 1992 edition. The Dark Queen of Krynn was a part of SSI's Gold Box series of D&D games. It happens to be my personal favorite. 

This was part 2 of a three part sequence. You could (and should) bring your characters over from Death Knights of Krynn. Back in the day, I was buying these games singly, and I had no idea Death Knights of Krynn existed because it wasn't on CompUSA's shelf that week. Actually, Death Knights would not appear for 2 more years on Macs. 

I am not sure where I'm going with this post, as this is neither review nor walk-thru. Perhaps it is a retrospective. I should just star it up and add some publication information to make this a full review. I don't know, maybe someday. 


When you drop into the game, you are presented with a blank screen, where all of the action begins. Once you have some characters, either through import or generation, you can begin. 


What I loved about this game was it's faithful rendition of D&D. You had class and racial restrictions, which were locked to "hard mode". There was no bypassing these. This game was the first to enforce spell limits for Wisdom and Intelligence. Typically, you'd discover this when a character looses a point on a Stat after a certain point. 

Also, the rule booklet doesn't explain that Elves can't be raised and "our elves are different", so they can and do sleep and are subject to sleep spells. So... considered yourself warned. The kinder's have an unusual ability, they can backstab with a blunt weapon which is helpful in more than a few circumstances. 

There were also some bugs which could wipe you out. Save often is the golden rule. 

The first bug is that characters eligible for level up would be highlighted in a nasty pink color. Sometimes, the game would bug and not highlight your character. You could go on forever thinking a character had not leveled. This isn't a major bug because if you hit the train command, that character could train. You just had to watch the experience points to know you could.  

The reason I mention this bug first is, there are a bunch of cheat codes for this game. In the DOS versions, you have to do some junk to access them, but on a Mac they were ready to go out of the box. Pressing a certain key combination would bump your character up to the next level. This could make the game unplayable, or at least unrewarding. (I think it was alt-J or -J). This cheat will completely ruin the game. The ⌘-J cheat could age your characters into losing INT or WIS, so be careful. 

The next bug is frustrating. There is a "quick mode" which would have the AI take control of your character(s). First, the AI is pretty stupid and second, it is faster than you. Once quick mode was in effect, hitting the space bar fast enough to stop it was nearly impossible. One trick to get out of it was to remember the character order and slam the space bar before the next character's turn. Frustrating. 

A third bug was the possibility that the game would teleport the party to a room with no exits. Reboot was the only way out as this bypassed the save game menu. You loose progress, but at least you can recover. 

A fourth bug was basically the opposite of the third bug. A monster would generate in a room with no exits. In this case, you couldn't end the battle. You could select flee. You didn't gain treasure or experience, but at least your game could continue without a reboot.  

The are several cheats that are almost necessary to play the game. The players are horribly short of magical arrows and this game power escalates fast. You need +2 arrows right from the start. Unfortunately, you can only buy magical arrows at one point and they are expensive. The other frustrating part of this game is coins are dead weight, slowing your character down and have relatively little value besides Identifying items. So, when you get to the point of being able to purchase magic arrows, you the game has trained you not to carry steel pieces. 

There are two variants of mugging a character for goods. One is in-game and one is out of game. 

In game, you can create a bunch of characters which always generate with specific equipment. Typically, you'll use fighters who start with 40 +2 arrows. Create Bob, Ted, Jim and so on, add them to the party and transfer their gear to a character you intend to play with. Then remove them from the party and delete them. Instant infinity arrows. (Not really, you'd have to do this a lot.) 

The second method is out of game and carries some risk. It is also labor intensive. In the save folder are some files. You'll see all of your characters appear with the ending .qch for Queen CHaracter. These are the files you want to mess with. 


If a character is awarded a cool item save the game and quit. YOU MUST QUIT! 

Hit the ⌘+D to duplicate the whole folder - Twice! Name one "working copy" and the other "backup". Don't touch "backup" unless something goes wrong. Open the game. Steal the item you want from your character. Save and quit. In the finder, duplicate that character in the "working copy" folder. Rename it to <your character's name.qch> and drop it into the Save folder. You'll get a warning that you are overwriting the file. That's ok. 

When you reopen the game, now two characters will have that item. You can repeat as often as you like. In fact, if you reduplicate the folders, you can double the number of items you can steal each time. So one item converts to two on the first cycle, then you duplicate two items on the second cycle for a total of 4. On the third cycle, you have enough for a whole party. I would create a holder character, so I could dump extra good items to them. That was more labor intensive, but effective. 

Back in the day, this was all done on floppies, so you had a slight chance of having a disk failure. Especially if you were using the free CompUSA disks or had hole punched a 400K so it read as 800K. Working on an actual hard drive is easier. 

Since you are in this folder and you have access to huge hard drives, you can make a copy of your whole save folder in case something gets borked. The files labeled SavGam<letter>.QSV are all of your saved games. It's good to have a copy in case you get happy hands and overwrite one. 

There are 2 files in this folder that I could never figure out. VaultA.DAT and VaultB.DAT. The game won't work without them and editing them with a hex editor doesn't work. They also touch your saves and characters, so you can fry your whole game by messing with them. 

I am pretty sure I am not done with this game. Heck, I'm the guy who ran through 100 days of a pen and paper game by the hour, so no I am not done. Only for now. 

Friday, February 5, 2021

That's Not Star Wars, Ya Know

One of my favorite Star Trek episodes is Balance of Terror. It is a trope defining story about a Romulan warship using it's cloak to bomb the heck out of the Federation's outposts. It's actually a rewrite of the film "Enemy Below", but it was used effectively to establish a lot of lore within the series. Before this point, we didn't have cloaking devices, photon torpedoes, etc. It really wasn't Trek, but became Star Trek. 

So, yeah. That's not Star Wars. 

Neither is my Star Wars campaign, or so I have been told. The players are force adepts with no lightsabers. That isn't cool. I have been issued an order to get them lightsabers. 

Ok, fine. I see my mistake. For a couple of sessions, I proved that Star Wars can exist without Jedi and lightsabers, but the players are annoyed with this. I saw this coming and had a plotline where the characters build lightsabers from some junk they receive from a bounty hunter, La'ow Houd

I was told "no deal", that is also not Star Wars. Jedi spend zero screen time building lightsabers. 

Hmm.

In our discussion, I outlined the concept of La'ow and his desire to destroy a prison or at least free the prisoners. The players like this but asked "why us?". I explained they were the only rebels around. They asked "So, are we going to find help in the Prison?" 

Well, no. They would be destroying a prison that is too close to the capital, making the whole area a battlefield in a galactic war. At this point, we picked through a couple of episodes of Rebels, The Mandalorian and a scene from The Last Jedi, the casino bit. These choices were all parts where "Star Wars" stopped being "Star Wars". 

The players asked what makes the prison a bad target in a war? Wouldn't someone else simply bomb the snot out of it, satisfying the goals I laid out? And why does this bounty hunter have a sailboat for us to hang out on? Ooh. Wouldn't someone, the Rebellion or the Empire attacking the city serve the player's goals? Won't the sailboat be a good way for the party to escape that end? That was awkward, because they are right. 

By group consensus, we decided that the prison is on the edge of bay. On one side of the bay, the Droid Army is modifying a castle ruins to be a prison. That's what I had and I am all onboard with this.  

However, on the other side of the bay are a series of small communities. It's sort of a vacation spot, like the casino in The Last Jedi. These communities have this ugly wart of the prison in plain view and being an obvious target, that is not so hot for the locals. While the level of decadence is not ramped up like The Last Jedi, think the Poconos or Lake George rather than Vegas, there are some powerful people running around here. People who have access to lightsabers and other powerful weapons. People who might want to see this prison destroyed. People who might want a fight. Like the players.

The players are exactly right. I did want to investigate the lives of common people in Star Wars, but without some small details, it doesn't work. But with the player's feedback it can continue. So, "this is the way". 

Roles without rolls

On Wednesday night, I managed to get in 3 hours+ of an impromptu session of D&D. We went back to the Peninsula of Plenty, my Romanesque campaign. 

Nace is the city below the swords

Since this campaign died out over a year ago, let's have a recap. The party is in the city of Nace after turning in a couple of raiders that ambushed them. One of the raiders was shipped north for a hanging, while the second surviving raider, Ortaire was thrown in chains for a mock triumph before being sold into slavery. 

There are many groups lurking in the background. The main threat are 3 witches of the Coven of Ash. Click the link for their story and character stats. They are deeply conservative and support the Empire. The Empire is human-centric with all demi-humans being cast as evil-doers. These witches support the Empire in all ways, including slavery. They are magic users who tend to strike from the shadows and they've annihilated the upper echelons of the town's leadership. No one wants to tangle with them. Additionally, they have charmed three of the town guards to be on the look out for the Party if they try to free Ortaire. 

Ortaire has four compatriots, other raiders that are skulking around town. The players are only aware of them because the witches took a pot shot at them. The raiders plan on rescuing or killing Ortaire to make sure he doesn't blow them in. They have been presented an third choice as he will be auctioned as a slave and if that happens, no one will listen to him. They are hanging out in the square to see which of these three thing will happen. 

There is a Senator hanging out in town, his name is Vitus. He is profoundly troubled by slavery. The witches have engineered this situation so that they can kill him if he acts. He tried to reach out the party but failed. 

In Vitus's backpocket are 3 elves. They are doing recon for their Crown. They have a side goal of disrupting anything that looks untoward. They have focused on taking a shot at rescuing Ortaire. 

The party has an ace-in-the-hole, a letter from the Emperor granting them 4,000 lbs of silver. This was intended for them to purchase a boat, but they didn't do that. The letter is being waved around at any and all Imperial trouble the party encountered. The player have realized that letter is a problem in a couple of ways and mean to be rid of it. They also want to rescue Ortaire but know that this will trigger another round with the witches. They just don't buy the slavery thing. 

So, we are "now", at the being of this session. Click here for information and stats on the Party. 

The party came up with something wild. They marched into the square where the planned Mock Triumph was to be held and announced that it was illegal. Only the Emperor can declare a Triumph. Being true, the townies bought it. They also announced their intention to take Ortaire by purchasing him and now it's time to drink on it. This would be fine punishment for the raider, menial work and all that. To hype this up, they met with the town's exchequer and turned in the letter for 4,000 lbs of silver and proceeded to lubricate the disappointed townies with free beer. 

Fighting the witches
would be unfun

Vitus's slaves managed to get close to the PC with the elves and they all realized this is all a rouse to annoy the witches. By the witches' reckoning, the Party is being virtuous by hosting a bash to celebrate slavery. Buying a slave to get vengeance is excellent in their mind. On the off chance the party is planning a trick, the coven has charmed some guards ready to kill them all at the first sign of turnabout. Vitus decides to sell the Party's scheme with a bit of acting. He publicly withdrew his private invitation to the party to visit his home. He is pretending to be an angry abolitionist. This throws the witches off of him as he is not doing anything but "losing" and sulking. The Party was confused by this as in the past year, they forgot that detail. 

Everything went off without a hitch. The Party purchased Ortaire, yucked it up a bit with the celebrating citizens then left town in pursuit of the four raiders. Outside of town, they were trailed by the 3 charmed guards and the elven party. The raiders only have a vague idea of where they are going, a farmstead east of town. They don't know how far east. There ended up being a couple of encounters between the guards, the elven party and the Player's Party. The guard returned home after seeing the party go off in pursuit of the elves. They reported that the Party are clearly heroes of the Empire, which might not be entirely true. The party is now off to join the elves, catch and grill the raiders and quietly offer Ortaire his freedom for his help. 

As a surprise, there were zero combat type rolls this session.  

As a bonus, 60-90 minutes were spend discussing the Star Wars campaign I am running.