Tim Frankovich

Writer's Blog & Home of Warpsteel Press

Category: Games

The Forging of a Hero (Vindication review)

Vindication can be about the cubes or about the story.

If you move these wooden cubes over here, they become more important. Then you can use these cubes to trade for different cubes that give you more points, or else a card that gives you points. Sounds like a basic Euro-style game, right? And if that’s your thing, you can play the game of Vindication that way. But it’s so much more, especially for fans of storytelling.

The story behind Vindication is a hero’s journey. You start the game as a wretched guilt-ridden scumbag. Seriously, that’s what your game piece calls you. Under the premise, you’ve been tossed overboard by shipmates who grew disgusted with you. You wash up on the shore of a mysterious island full of magic and strange creatures (no smoke monster, though). A helpful stranger finds you and sets you a journey of… vindication.

Actually, it’s not so much vindication as redemption, I suppose, but there’s a lengthy debate over the name choice, if you really want to get into that.

You. Yes, you. You’re wretched. I thought you should know.

Anyway, in the course of the game, you can find ancient relics, fight monsters, recruit companions, and more, all in a quest to score the most points… er… become a real hero!

What makes this game shine is that it appeals to multiple game player styles. For those who greatly enjoy moving little wooden cubes around to trade for more little wooden cubes, etc., (i.e., a Eurogamer), this game is right up your alley. You can happily ignore all of the beautiful art and flavor text, and manipulate cubes to your heart’s content. But if, like me, you like stories and games that tell a story, you can immerse yourself in it all and explore a new tale every time you play. Perhaps you’ll recruit Beast Mistress Veroa to help you venture into the Gaping Maw and face Drogas, the Living Darkness. Maybe you’ll find the ancient relic Taker of Stars and use it to give yourself more time to search for more. Who knows?

While it’s not a pure storytelling game, Vindication opens up so many story possibilities for someone who likes to see them. As a writer, I see many hero’s journey tropes scattered throughout every one of this game’s plays. Even the companions you can recruit are divided up into mighty warriors, magic-wielders, and wise counselors (or just red, blue and yellow cards).

The lore of Vindication is deep and beautiful.

Vindication is not one of my favorite games. Yet. I’ve only played a handful of times. But it has potential to climb my rankings very fast, especially since there’s so much variety available with multiple expansions included with the base game. I haven’t even tried most of them yet!

Tabletop boardgames can be a great source of inspiration for writers, especially when they’re as rich as Vindication.

Connect and share:
error

The Hero of Destiny heeds the Call to Adventure (a tabletop game review)

My life truly began the day I took my vows as a squire. I worked hard, and my bravery was noted by all those around me. When the invaders came, I stood alone to defend my homestead. This act of valor won the loyalty of my bitterest rival, who from that day on followed me. He became my sidekick, if you will.

I knew, long before anyone else, that my destiny would be a great one. For I was pure of heart, enlightened even, resisting the darkness wherever I found it. That darkness is everywhere, even within corrupt officials who tried to frame me out of jealousy. I resisted their arrest and fled into the wilderness, where I encountered the monstrous wolf that had tormented our region for years.

After slaying the beast, I returned in triumph to my home, wearing the wolf’s pelt as my trophy. In time, I became a leader of men, charging into battle ahead of them all.

And then the Warlord came, with his dark forces, his innumerable minions swarming across our land. In my darkest moment, I saw our king slain and I resorted to the only means I saw of obtaining victory. I sacrificed my own troops in battle so that I could get close enough to the Warlord himself. We dueled at the very gates of the city, back and forth for over an hour as the battle stilled about us. 

I emerged victorious, slaying the man who had wreaked such havoc across our land. As his dispirited armies fled, I took my place in the palace and claimed the crown. For was I not… the Hero of Destiny?

IMG_1788.jpegThis is but one of thousands of possible stories you can create with the game Call to Adventure. It’s a simple game, but full of excitement and delight. As in the story above, you can soar to the heights of glory as a Hero of Destiny, or be driven to despair as you take the dark path of the anti-hero, perhaps even becoming a Cunning Villain yourself. Or weave a course somewhere in between.

At the beginning of the game, you choose three base cards for your story: your Origin, your Motivation, and your final Destiny. You are dealt two of each of these, so you can choose which you would like to pursue, and find interesting combos. For example, for Origin, you might be dealt Acolyte and Hunter; for Motivation, you might choose between Bound by Honor or Lone Wanderer; and your Destiny could be Paragon of Light or Hand of Vengeance. Which will you choose? That’s entirely up to you. You could note that the Hunter Origin works well with Hand of Vengeance in mechanics and will help you pursue a points victory. Or you might just decide that Bound by Honor makes so much sense, story-wise, to become a Paragon of Light, regardless of the whole “points” thing.

Because that’s part of the beauty of this game. Yes, you can “win the game” by scoring more points than your opponents. Points are awarded based on triumph and tragedy cards, experience, hero or anti-hero cards, and icon set collections. It’s fairly easy to rack up a good score, especially if you’re actively trying. For players who are all about exploiting card combinations and winning at any cost, the game may fall a little short.
But for those who are playing for the experience, the game is brilliant. Winning is desirable, but secondary to the goal of pursuing an intriguing story.

To create your story, you choose from a tableau of cards arranged in front of the players. These cards consist of either Traits or Challenges. Traits are fairly easy to obtain, but are usually based on abilities you already possess. Those abilities are also what you will use to conquer the Challenges. Dungeons & Dragons players will immediately recognize the abilities – strength, dexterity, constitution, wisdom, intelligence & charisma. Taking on a Challenge to Prepare for War, for example, would require strength and/or dexterity. Dealing with an attacker in a Street Fight, could require constitution and/or charisma (because you might talk your way out instead of just brawling). 

(I won’t get into all the details of the mechanics. You can find those in other reviews, videos, and the updated rulebook available as a download. The original rulebook, sadly, does leave something to be desired.)

In addition to the base game, you can also play solo versus a specific Adversary card, or even team up in cooperation against an Adversary. I’ve tried both, and while I enjoy the solo play, I much prefer the competitive over cooperative for multiplayer.

My gaming group is very eclectic in what kind of games they like. If you map each of us on the Board Games Motivation Profile, we are all very different. It’s amazing we can find games that we all enjoy, more or less. So far, Call to Adventure is one of those games. In the times we’ve played so far, I haven’t heard a single complaint about any aspect of the game. That’s about the highest praise this group can offer. That, and the fact that two of them want their own copies now, since mine won’t always be there for them.

Every game has been different so far. I do, however, concede that eventually I may get too used to these cards and it might get a little old. Fortunately, that seems to be in the distant future right now. Two expansions are on the way. One is based on Patrick Rothfuss’ The Name of the Wind, and the other on Brandon Sanderson’s Stormlight Archive. These will add many new cards and mechanics based on the specific storylines, magic systems, and so on of those books. While I’m excited to see what those have to offer, I must confess that after playing the game, I would actually be happier to have more “generic” cards like those in the base game. These cards are filled with fantasy tropes that are highly familiar to those of us who have read Tolkien, Jordan, and so many more, or have played other fantasy-style games, whether RPGs or tabletop. I would love to have even more of them.

As a writer myself, I love to compare the interplay of these various tropes, watching how the combine and gaining new ideas myself for future stories. It’s educational about the art of storytelling, even while it’s fun!

Maybe this is not the kind of game that appeals to you. It doesn’t have a ton of strategy. It’s definitely no Twilight Imperium (one of my favorite games of all time). But in this case, story/theme trumps strategy for me. I love it. And I can’t wait to play again.

Connect and share:
error

The Problem is Not the Games

40365430_332865963925519_7393483714107277312_n.jpg
Recently, this comic strip popped up in one of my social media threads. The responses ranged from “so true!” to “this is nothing. Try playing Diplomacy.”*
This bothered me for a number of reasons, especially since the posting was in a group dedicated to board games! I pondered it for a while, and why none of this was true for me. You see, I’ve been playing board games my entire life. I have a large collection of games that I love to play. I’d rather play board games than just about any other leisure activity.
And I’ve never experienced the level of anger/problems depicted in this comic strip.
I can recall times that people got mad over the style a game was played. We adjusted the play style for them and kept going. I can recall one game of Diplomacy in which a friend couldn’t believe I betrayed him… and the only reason I recall it is because he brings it up every time the game is mentioned. But we’re still friends. I had a guy get really angry in a game of Terraforming Mars a few weeks ago, but he was a complete stranger I was playing with for the first time.
That’s the key right there. The friends I play games with? Some of them I’ve been playing against for decades. We’re still friends. No one’s ever kicked over the table. No one’s ever held a grudge (except, apparently, that one friend and the Diplomacy game…). I haven’t lost any friendships over any games, most of which are far more cutthroat than Uno or Monopoly (and Scrabble? Seriously, people?).
This leads to a very crucial but controversial conclusion: the problem is not the games; the problem is the people. 
If the people with which you’re playing games are going to take it personally when you play a “Draw 4” on them, perhaps you should be playing with other people. Seriously. Everyone involved needs to accept the nature of the game, how it’s played, and how it’s won. Otherwise, it’s an exercise some people should just avoid.
This principle applies to so much more than just board games. We live in a culture where people are offended by so many different things. Outrage is the new normal. Social media is full of it. Today’s equivalent to flipping the game board, quite often, is tweeting.
Surround yourself with the right people. If your friends, acquaintances, co-workers, etc., are always on the verge of exploding, it’s probably better for your own mental health to not spend a lot of time around them.
As I continue in my process of querying literary agents for my novel, I spend a lot of time on Twitter. I see some agents that fall into this category of perpetually outraged. I don’t think I’d want them working for my book, honestly. I’d be terrified of offending them at any given moment, if I slipped up and said anything whatsoever about politics, religion, or even pop culture (“No, THIS superhero is the greatest ever!”). Needless to say, that makes this process even harder. How do I find someone who loves my book and wants to see it published, but I’m also excited about working together? It’s a minefield out there.
The conclusion? Find people with whom you can enjoy life, even if the process takes a long time. Don’t compromise your beliefs (or your game-playing style).
 


* Diplomacy, for the uninformed, is a classic board game of negotiation and strategy in which players are forced to make alliances to get ahead… and probably break those alliances in order to win. Betrayal is practically guaranteed.

Connect and share:
error

Board Games & Writing

My favorite hobby involves deep thinking and (usually) a number of dice. I love board games.
By board games, I mean real tabletop games, not the ones that are sold at Walmart and Toys R Us. Imagine if the major video game companies today were still trying to persuade people that Pac-Man and Donkey Kong (the originals) were the only video games worth buying and selling, and that’s all you could find in the major retailers. That’s basically what the major toy companies have done with board games, trying to convince everyone that Yahtzee, Sorry, and forty-seven thousand variations of Monopoly are the only board games. No wonder so many people have the wrong idea about board games! Any time my friends and I are playing games in a place where people can see us, we get the exact same questions: “So… is this like Monopoly?” “Oh, it’s like Risk?” (or if there’s anything fantasy-related) “So basically this is Dungeons & Dragons, right?”
Sigh.
If this is you, go visit boardgamegeek.com and educate yourself. If you’ve actually played something like Settlers of Catan, at the very least, then there are still hundreds more games you might enjoy.
Twilight-imperium-layout_12.jpg
I own over a hundred board games, and my collection pales in comparison to others I know. My absolute favorite games include Twilight Imperium, War of the Ring, Heroscape, and Twilight Struggle. All of them are huge, sprawling epic games that engage my mind and imagination.
And that’s the key. While I enjoy mental exercises, I don’t want to spend my free time solving algebra problems and calling it entertainment. My imagination has to be engaged as well. I want to fall into the theme of the game. Most of all, I want to see the game tell a story, and to be a part of shaping that story.
For example, Twilight Imperium is a sci-fi themed board game where each player takes on the role of a major alien race struggling to gain dominance in a galaxy where the previous empire has collapsed. You have to balance military tactics with diplomacy, economics and exploration. It’s one of the longest games I own, so it doesn’t get played very often, but every time it does… there’s a huge story.
War of the Ring is the closest you can come to actually playing the storyline of The Lord of the Rings… but with changes. What if Boromir doesn’t fall to the Ring’s temptation and goes with Frodo to Mount Doom? What if Gimli leaves the Fellowship and rallies the dwarves of the Lonely Mountain to march forth? What if the Balrog leaves Moria and lays siege to Rivendell itself? All these things can happen, and it’s all awesome.
war of the ring.jpg
All of my favorite activities involve stories and problem-solving. My board game hobby has definitely inspired my writing in numerous ways. A crazy round of Heroscape might be the source for a fantasy story. A tense session of Twilight Struggle might be the source of a Cold War spy story. Stories are everywhere.
As I write this, tomorrow is International Tabletop Day! Play some board games! I have some friends coming over and we’re introducing another friend to some new experiences, starting with the classic Axis & Allies. From there, we’ll try the X-Wing Miniatures game and the who knows? Like stories, the possibilities are endless.

Connect and share:
error

Powered by WordPress & Theme by Anders Norén