Odd Tabletop Games New England

That’s right! I did in fact get out of my apartment on a long weekend for once!

It’s been a while since I covered an in-person event, hasn’t it? I think the last one was Granite Games Summit. I spent yesterday up in Manchester, New Hampshire at the Odd Tabletop Games New England event, hosted at the Boards and Brews game cafe.

As per my usual format for these sorts of things, I’ll be talking about what I played, and the event in general with a small amount of commentary not related to games at the end.

Author Note: I think my general enthusiasm for weirdness for is fairly well documented. For example, see this entire blog. That said, tabletop RPG’s are definitely my third category of focus when it comes to games, after video games and board games. So there may be some things here that I have different opinions on than most folks more in the scene.

Academy of Adolescent Monsters

Academy of Adolescent Monsters was the first game I played yesterday, and probably the most fun I had at the event. It’s a fairly rules-lite tabletop RPG with a simple premise and system for problem resolution. After creating the setting (the school), a starting situation, and the characters, the game starts.

Given how rules-lite the system is, it might just be faster for anyone interested to just go grab the rulebook and read through it. The general gist is that “problems” exist, and players state actions they wish to take to resolve the problems.

To solve problems, the player roles a D20, states what they want to do, and consults a sheet of outcomes. If the player used a positive trait, they can move around a personal bingo board grid and select a different value than the outcome they got. If they use a negative trait, they have to keep the outcome, but get to mark off an additional value.

The results of the lookup table range from solving the problem, to changing traits to positive traits, to just making things worse with various resolutions in between. Much of the fun from the game is the result of the players’ willingness to engage, really embroider the story, and buy into it being “The worst day of school ever.”

The designer, Daniel Jansen, ran the game for us and did a fantastic job keeping things smooth and on-tone. By the end of the school day, we had reconstructed a clock that changed time, convinced a car possessed by a hermit crab-entity to become the Driver Ed teacher, and stopped a camera that stole souls and teeth. In short, a great time.

I don’t think I have much valuable critique or issues with the game. During play, I incorrectly interpreted one part of the system involving changing dice rolls by consulting my bingo board, but it’s such a small confusion I’m not sure it matters.

A game like this feels like it works perfectly in a format like the event: as a one-shot with a bunch of players all willing to buy in and let everyone have their moment to shine, or embroider the fiction.

Overall, I had a fantastic time with this.

Side Note: There were definitely a few moments where I had to catch myself and step back a bit, because if given a chance to make up a monster, I really want to add all the details, instead of letting everyone else contribute. I tried to rein myself in.

Untitled DB Cooper Game

The second game I played was “Untitled DB Cooper Game” by Dr. Mary Flanagan and Max Seidman of Tiltfactor. I suggested the name “Cooped Up” and was told that no one likes puns, so sadly, I’m going to just have to refer to this as ‘Untitled’ for the rest of the writeup.

Untitled is a multiplayer story-telling and hidden details game. One player is the storyteller, one players is the accomplice, and the other players are the interviewer and FBI. The storyteller and the accomplice have agreed on a secret signal: an item in the room where the game is being played. There are also several location cards, and the storyteller tries to weave in details that will point the accomplice toward the correct location. The game is played over several rounds with the signal object staying the same, but the stories changing.

In short, the storyteller tries to secretly hint at a location with using a prearranged signal among the details of their story, while the FBI and Interviwer try to figure out the secret item.

It’s fun, if a bit challenging as the storyteller has a limited amount of time to talk. I got a few critical things wrong that led to me giving up the game a bit too early when I played as storyteller.

We Have Always Lived Here

The last game I played was Glen Given’s “We have always lived here.” It’s a solo journaling game about creating a haunted house.

It did not resonate positively with me.

One of the reasons may be that I’m not big on journaling. Another could be that as someone who isn’t an inherently positive person, I put a lot of effort into trying to maintain a positive mental attitude. As such, if you ask me to pick a sad, lonesome, or haunting song, there is part of me that stands up and suggests that the most appropriate choice is obviously “Macarena,” as a sort of self defense mechanism.

There are many design choices here that I find somewhat aggravating, but are also likely intended to aggravate. The game requires a high number of components and items to complete it, including dice, coins, a deck of cards, song, etc. The system for selecting items from lists feels deliberately cumbersome, involving counting down lists over and over and over, until only one choice is left.

There’s probably a longer discussion on art, catharsis, negative emotions, creation, ritual, and subjective experience. I’ll let someone else smarter than me write it.

Other Things That Happened

I chatted with Carly Dwyer, the founder of Intramersive Media, about some of their projects, including one named “Magical Help Desk” which I found particularly interesting, and really want to try. I also talked to Dr. Loretta Brady of Saint Anselm College about some of the work that she and her lab have done around games.

I also spent most of lunch talking about parasitic wasps, breaking teeth, and still finished my sandwich. I don’t have a link for that last one.

Overall, good times.

Super Raft Boat Together

I had hopes for Super Raft Boat Together. Not high hopes; if the game wasn’t good, my year wasn’t going to be ruined. And likewise, Super Raft Boat Together didn’t pop my hopes like a balloon. It just sort of deflated them, like a bouncy house at the end of a birthday party. It was still fun to climb around, at least for a bit. But eventually it’s just a bunch of sad plastic, and you have to leave.

Super Raft Boat Together is a multiplayer top-down roguelite. The game’s twist on the genre is that instead of going through multiple rooms and challenges, the staging area is a raft. Said raft is apparently made of cake given the speed and ferocity with which it’s devoured by sharks and other denizens of the ocean if they aren’t shot before they reach it.

Mechanics

The structure on the whole is simple. Start a run, enter a zone. Fight off two waves of enemies, then fight a boss. After each boss, visit a shop and buy upgrades. After the final boss, start over.

Before I sink Super Raft Boat Together, I do want to say some nice things. The music is fantastic, and I love it. One of my favorite songs is used in this trailer. The actual gunplay and movement is pretty decent. I don’t love it as much as I love the music, but it’s not where my primary problem with the game comes from.

I have two zones of issue with Super Raft Boat Together, and how they intersect. Those zones are the roguelite mechanics, and the boss design.

Issues

Let’s start with the roguelite mechanics. I have a bunch of minor complaints here, so I’ll start with those. The game is pretty vague about what exactly its upgrades do, and to what extent. For example, one upgrade is “Chance to shoot fire bullets.” This is incredibly unhelpful. What’s my chance to shoot a fire bullet? If I get multiple stacks of that upgrade, is the chance to set them on fire additive or multiplicative? Or is it non-existent? Do fire bullets set enemies on fire, and if so, does that fire damage stack? Or do they just do extra damage?

How close? How much damage? I don’t know.

Compare this to something like Hades, or Risk of Rain 2, both games where items have explicit and defined properties, with delicious numbers included. (In Risk of Rain’s case, those numbers are on an inventory screen, but they’re still in the game!) Those numbers are important, because there’s a big difference between “+1% chance to deal critical damage” and “+25% chance to deal critical damage.” But Super Raft Boat Together doesn’t make this distinction, and this makes trying to create a build incredibly difficult, because very few items are explicit in their function.

It’s also not helped by what I’d describe as inconsistent or undefined terminology. A large portion of the game is building out the raft to provide space to maneuver during a run, but Super Raft Boat Together uses both the phrases “build speed” and “build rate” when talking about the rate at which the character generates raft pieces to place. Are they interchangeable? Are they different stats, and if so, which is which? I can’t tell from playing.

Both of these design choices make it much harder for me to engage with what I’ve always found to be a large portion of what makes roguelites fun: creating builds with synergies between various items.

The other thing that makes this difficult is that many of the items in Super Raft Boat Together don’t feel designed to be synergistic. There are very few items that scale off of other stats that can be influenced. My favorite example of this would be an item called Spectral Hammer. It’s only active when the player has died in a multiplayer run. In that case, it doubles their ability to place temporary ghost planks.

It has zero synergy with anything else in the game. I’m not even sure there are other items that buff being a ghost, and frankly, being a ghost is pretty useless. Better then nothing! But mostly useless.

So now, bosses, and boss design. I have several different categories of problems with the bosses in the game. Let’s start with the simplest ones: they’re pretty boring, there aren’t many variants, and several bosses share almost identical patterns (looking at you Giant Jellyfish, Giant Fish, and Giant Pufferfish). In addition, several of the boss fights aren’t boss fights. They’re just an extra wave of enemies. Shark Swarm, Ghost Swarm, and Fish Swarm aren’t bosses. They’re just an extra third wave fight.

The biggest problem I have, though, is with the game’s final boss, the Super Kraken. The Super Kraken is not incredibly difficult. However, it does something most of the other bosses don’t: it absolutely shreds every inch of your raft.

This would be mostly just annoying if it wasn’t for one mechanic I haven’t talked about yet: mercenaries and pets.

Mercenaries are hired with coins. Coins are added to a total between runs, but not kept between runs. Pets are bought with cash. Both mercs and pets are valuable sources of DPS, but like the player, they can’t shoot if they’re not on a raft. They also can’t build rafts, and pets will just float away if they get knocked off somehow.

Pre-Super Kraken
Post-Super Kraken, on the best fight I’ve ever gotten.

Unlike most other bosses, the Kraken will absolutely kill your raft, and kill mercs because it attacks a lot more of the screen (many other bosses will just actively target human players). This means that by the time the game loops, most of the raft is destroyed, all the mercs and pets are usually dead, and everyone is hanging on by a thread.

Which brings up another problem: there’s no shop after killing the Super Kraken. Instead, each player gets three free items, one of the highest rarity, and two more of variable rarities. Except many of those items won’t be damage items, and the second round vastly increases the number of foes, while also vastly buffing their health.

End result: It’s incredibly difficult to come out of the Super Kraken fight in a good position to continue the run, even if every player has full health.

It’s also hard to think of a reason to want to continue the run. The enemies are re-used, just with more of them. The bosses are actually now easier than the base waves.

Conclusion

Super Raft Boat Together isn’t awful, but none of its pieces click together. It falls flat on key parts of what makes a roguelike compelling for me, lacking both interesting boss variation, and meaningful and compelling build synergy. If you need a one time thing for game night, it’s fine, but I wouldn’t recommend it in many other situations.

If you’re still interested, you can find Super Raft Boat Together here on Steam. And you can yell at me for my bad opinions here, on the Site Formerly Known As Twitter.