Glory to Rome

Let’s talk about a great game you can’t buy unless you want to sell your kidneys.

As we enter another week of quarantine, I’ve spent a lot of time playing games with people over the internet. This week, it was Glory to Rome in tabletop simulator, a board game with a really weird ass history. While I could spend time writing about that, I’d just be retreading ground already covered by Cyrus Farivar, in his article on arstechnica. So yeah, if you want to see how a Kickstarter can go horrifically wrong, and why being in a relationship with your only translator for your production line might be a bad idea, go read his stuff instead. It’s fascinating.

(Side Note: I find the failure of Glory to Rome especially interesting as the only components for the game are paper and cards. It’s all cards! No complex inserts, no expensive plastic models, nothing. Where’s the Jason Schier of the board game industry? There’s probably a fascinating and horrifying story about global supply chains in this thing.)

So instead, lets actually talk about Glory to Rome. I had a lot of fun with it. I was playing with three other friends, one of whom had played before. I also got crushed, coming in last place. Generally speaking, I get pretty salty when I lose games, and while there was some of that, I mostly want to play it again.

Probably the thing I find the most impressive about Glory to Rome is the same thing I sorta mocked it for up above: the only component is cards. The cards are your resources. The cards are your buildings. The cards are your victory points, your actions, and clients. The game manages to pack a stupid amount of functionality into each card WITHOUT making them illegible or hard to read. (Unless you’re playing on tabletop simulator with blurry scans. In which case, yeah, they can be a bit hard to read.) But the fact of the matter is, the game feels like it does a lot with very little.

The second thing about Glory to Rome that I find interesting, and would be helpful if I played it again, is how fast the game is. Most building games I’ve played tend to sorta drag out near the end, getting to the point where you’re playing kingmaker, or where you’ve lost, but the game keeps going. Glory to Rome ends with a bang. Of the four people in our game, I would say the two highest scoring players earned most of their points in the last two to three rounds of play, in one person’s case, scoring around 20+ points in one turn. (My end game score was 12 total. 3rd place was 13.) There’s an explosive energy to it by the end.

I honestly don’t really have any nitpicks with the game, and honestly, if I could, I’d go out and buy a copy. But you can’t, and no one can. At the time of writing, Ebay shows maybe two copies of the first edition, clocking in at about $130, and a single copy of the “Black Box Edition” at $425 (To be fair, that’s including the $50 shipping. To be unfair, that’s probably more then it would cost you to go and get an entire copy of the game professionally printed.) The next several results are all for games that describe themselves as “Glory to Rome-like”.

If you want to play it though, there is still a way to do it. First, you’d need Tabletop Simulator installed, and then, theoretically, you would need to go and find a mod version of the game in the workshop. You know. Theoretically. And playing this way would still cost about $20 per person, since you’d all have to buy a copy of tabletop simulator.

But it would still be cheaper then buying the actual game.

RPG Module Review: The Great Egg Scramble

Module NameThe Great Egg Scramble

AuthorsDylan Teal

System/Character Level – DND 5E/4 Level 5’s (I ran it with two level 7’s though)

Price – Pay what you want, $2 suggested. ( I had 2$ worth of fun running it, so I bought it afterward.)

I was going to write this post later, and play Minecraft instead, but because I was talked into playing modded Minecraft, my instance is still launching. Seriously, why does this require apparently recompiling my entire game each time I want to launch a mod pack? It’s insane.

So, DND Module Review time! Today I’m gonna talk about a fairly fun adventure I ran last week for two the folks in one of my DND groups, when one person was just dead sick, and one couldn’t make it.

Woo! So, where to start. I actually had a lot of fun running this, and I think folks had fun playing it. It’s a fairly straightforward adventure, with a few encounters, and some custom enemies. It has maps, which is, as always, appreciated. They’re not super beautiful by any means, but they are functional, and the fact that they’re actually included means it won’t be too hard to remake them in whatever software you prefer if you decide they aren’t up to your standards.

While overall I like the module, there were a few places that it did feel a bit weaker/less fleshed out. The first place is the Spring Festival itself. Despite it being a semi-large part of the story, there isn’t much detail in what is actually being sold, whose present, other little bits of flavor. The closest we get is a brief description in the intro, and a few lines about how the party can find most mundane goods they might want, but no magic items, and how they won’t be able to find a horse/cart. And that’s more or less the whole thing.

Second place is the second NPC the players encounter, Lupin. While Lupin is fairly central to the module in terms of driving it forward, the module mostly only contains info about what Lupin knows, and what might happen if the players are able to persuade him to talk. For the Townsmaster Lepus however, we get a full set of information, info about his personality, and also a few other little things that help roleplaying him. I personally would have liked to see Lupin get the same treatment, especially since he’s arguably the main roleplaying set piece of the adventure. (The bandits end up threatening you/fighting you, Townsmaster Lepus is generally pretty helpful. Lupin is really the only one where players really can either sway him to their side, or totally fail to do so. )

Outside of these two places however, I generally felt I had enough to work with in terms of tone and flavor for the adventure.

Here’s what I would do differently if I ran the module again:

  1. Flesh out the festival in advance. Create one or two stalls to visit, selling knick knacks and trinkets. At the same time, make it very clear that the NPC’s in town won’t be willing to part with their carts. (My players got hung up looking for a cart in town when a better way is to try to make a deal with Lupin.)
  2. Decide on Lupin’s personality beforehand, and force the players to lead the negotiations. In my game, I sorta decided that Lupin was a bit pissy with the bandits, and had him take the lead in negotiating with the players. I think for more experienced players, having to really talk him into a deal would be more fun, and reinforce his grumpy sort of personality.

Afterthought:

One small part of the module I’m not thrilled about is the killer rabbit at the end. I think this part fits in best if you run the adventure as a one-shot, and want to just kill some of the party members at the end as a joke. Otherwise, it’s not fantastic, because the party will have done about 4 four encounters by this point. (The Bandits, The Dire Hares, The Return Journey, and the Bad Egg.) Throwing the rabbit at them WILL kill someone especially because the rabbit’s decapitation means that any player it brings down to zero hit points gets their head popped off like a marshmallow.

Until the next time I think of something worth posting, cya, and stay safe folks.

Updated: 4/25/2020 – This article linked to the wrong module/author on the DMG. We confused it with the similarly named module, “The Great Egg Hunt.” The module that was played/reviewed/purchased was in fact, The Great Egg Scramble. The article has been updated to reflect this information.

The Tides Have It

I’ve decided to try to see if I can keep this blog updated twice weekly. Woo. That seems like it will be kinda tough, so I’m just gonna quickly talk about a few things about Animal Crossing New Horizons that have been bothering me. These are more or less extremely small nitpicks, and I’d suspect that overall, they’re not really worth thinking about for more then a few minutes, but they’re still interesting to me, so yeah, whatever.

Nitpick #1

You can release fish into areas of water that they didn’t come from.

Okay, so in terms of “Annoyed Complaints” I’d file this one up with there with “Zootopia is unrealistic because animals can’t talk” in terms of how much it actually matters, but the reason this bother me is really straight forward. The game doesn’t let us just kill fish by tossing them onto land to die, or whatnot, we can only release them with the implication that well, they’ll live. Despite this though, nothing stops you from chucking a sea horse into a lake pond, or a trout straight into the ocean. I’m not a fish person, it might even be that those kinds of fish can survive in those areas, but I feel like they prob wouldn’t do so hot. I dunno, really it just bothers me because the game on one hand says “No, you can’t just murder these animals” but on the other hand is like “Yeah, sure, cram that Sea Bass in that tiny lake pond. It’ll be fine!”

Nitpick #2

Going out and chopping down everything on a random mystery island isn’t just possible, the games mechanics almost encourage it.

I find this one “funnier” in the sense that I’m almost never bothered by content in video games.

There’s a subsection of the population that seems to think that Video Games are the Devil, but it seems like people thought the same thing about Rock and Roll, Dungeons and Dragons, reading Catcher In The Rye. I’m more of the opinion that “Shitty people are shitty people” and that if “The Youth” are being corrupted, its more likely that they went looking for it.

Point is, in terms of “Oh dear, the moral panic” I’m almost never bothered by content in games. Murder a dozen people? Sure! Blow up a boat? Why not. Kill your Minecraft villagers over and over again until you get one with the right recipes? Those books won’t make themselves.

The point is, simulated violence almost never bothers me, as does war, blood/gore/etc. It’s very easy to tell that it’s not “real”. However, the idea of just going to random part of a forest/island or something and just clear cutting it cause “Fuck it, it ain’t my home” actually does sorta rub me the wrong way. I feel like I was raised to have a certain respect for nature even digitally, at least as long as said nature isn’t trying to actively murder me. (That’s a different situation, more about Don’t Starve later this week maybe?)

There was an interesting post a while back on Penny Arcade that I can’t find at the moment, but more or less boiled down to the following:

  1. “It’s very hard to see people in games as real people, because eventually you’ll reach a point where they behave weirdly, or bug out, or start saying the same voice line or whatever.”
  2. But the corollary is “It’s a lot easier to make us care about dogs/cats/animals, because it’s not hard to make something that really feels like a dog.” If it wags its tail, run around, barks at stuff, you’ve pretty much nailed it. It’s way easier to make a digital dog that feels “real” then a digital person.
  3. As far as I can tell, this is how I feel about forests and wild places in Animal Crossing. They aren’t real forests, but they are real in the sense of the game, and to the characters of the game. So yeah, clear cutting a pristine bit of nature so I can have an extra axe or two feels bad.

Afterthought:

After thinking about most of this, I realized that it’s more then possible in AC to harvest wood and such without actually cutting down an entire Forest, but I still thought it was fairly interesting that I was more bothered by a game saying “You can cut down all the trees” and the message that it sends to our children. So yeah, time to get children back to playing Call of Duty, Animal Crossing teaches lessons that are far too dangerous about deforestation. Speaking of which, more about Don’t Starve later this week, a game with a VERY different game play loop, but some of the same occurrences.

Sento – Ultimate Arcade Fighter

Holy shit, I want to own this game.

There are a lot of games at a PAX, and honestly, many of them do not click for me. There are things that can be fun when played with other people, but might not transfer to a single player experience, and there are things that just don’t grab me.

I personally don’t really like writing about things that very much, because making things is hard, and going “Hey, you know that thing you poured a decent portion of the finite time, the only truly real and limited thing that is yours on this planet, into? I think it’s trash.” has the all the tact and moral generosity of stomping on a puppy. Most people I know who make things have started by making a lot of very bad things, and then moved on to making better things. I know that for the things I currently make, many of them are either garbage, or “Shows promise, needs improvement” stage of creation.

So yeah, unless you directly ask me for feedback on whether I think something is good or not, anything I say will be more in the “I like it/I don’t like” sphere.

I don’t have to do anything of that shit with Senko fighter, because I mostly just want to play more of it.

Senko is a puzzle matching, fighter game. It’s a board game, which is also kinda weird, and honestly, you could make it into a video game, but I’m not sure if it would actually improve it. Pulling rows of marbles of the board, and dropping them back in to the randomizer is deeply satisfying. (Someone told me “Oh, like Potion Explosion?” but I’ve never played it, so I have no idea if that’s accurate.)

I think the big thing for me though, is that Senko really gets at the heart of what fighting games feel like if you’re good at them. Each turn, you’re making several decisions, all in one simple action. Do I want to attack, or build up for another turn? Am I going to try to trigger my characters feature, or set stuff up? Am I trying to go for a knockout, or just chip you down? Do I need to try to block something big you can set up next turn, and if so, can I even do it?

And the way you decide all of these things is simple, reach down a pull out a bunch of marbles, then do your attack. Different marbles correspond to different attacks, with combos at 1, 3, and 4 chains. There are three colors of marble, and each size chain is a specific attack, except your health is also tied to these marbles to an extent, and if one of your three bars gets knocked down, you can’t use those color marbles, locking out an entire set of attacks, EXCEPT now you can use those marbles you can’t use as part of an even bigger chain of other colors, so now, even though you’re “weaker” it just got much easier to pull off some of those bigger attacks, which is one of the coolest catch up mechanics I’ve ever seen.

I’m sure that as it gets more coverage in the coming months, and Kickstarter launches and whatnot, we’ll get more articles and stuff about it, but I’ll just finish by saying the following:

One thing I feel a lot in video games, but almost never do in board games, is the sense of having MY guy. In Smash Bros, it’s Ike or Ganondorf. In Pokken, it’s Chandalure, and in Pokemon in general, it’s Kyogre, my fat happy blue murder whale. But board games very rarely give me that feeling, even with things like Scythe, and it’s fairly distinct pieces and characters.

The DJ in Sento Fighter already feels like she’s MY dude, nailing the asymmetric options without watering them down so much they become more then just a random starting objective or something. And when this game comes out, I’m looking forward to playing it with friends, and dropping sick, sweet beats, directly onto their exposed, fragile cranium.

Here’s the link to their depressingly empty page, but at least you can sign up for their newsletter about when the Kickstarter is coming. And you should, if you like GOOD THINGS.

PAX 3: The Third Part

That’s right, it’s time for Part Three, the part where I talk about everything I didn’t already review. It’s time for more

VIDYA GAMES

MAGIC: LEGENDS

Another one I got in line for because they were giving out a free pin, except they didn’t actually end up giving it out. Pretty bummed about that, gonna try to get it at another PAX I suppose.

With that said, actual gameplay was pretty decent. I wouldn’t consider myself a huge ARPG person, but Path of Exile is my second most played game, and I’ve played a decent amount of D3 on switch.

Overall, it seemed pretty fun. I’m not sure I would play for the story, as it was pretty “eh” or get into end game, but I can see it being something fun to pick up and play with friends. The whole Magic: The Gathering theme thing is reflected in the fact that you have a deck and your abilities are constantly switching. In theory, this sounds cool, in practice, I more or less just spammed whatever was off cooldown.

But like, show floor demo. You can find more about it here.

DRAGON FANG: Drahn’s Mystery Dungeon

For me, when I think the mystery dungeon games, I mostly think of the Pokemon ones. I know there are some others, but I really loved the first few of the Pokemon ones, and so every time I see a mystery dungeon game, I really want it to be good.

I’m gonna just get this out of the way. I don’t think Dragon Fang is very good. It has a very nice art style and whatnot, but unfortunately, it’s also a port of a Japanese mobile game. So yeah, while the actual game play could be good, and there are some neat ideas, it’s mostly just a very watered down dungeon crawler, where most of the enemies get more interesting powers then you do. Additionally, a lot of the good monsters are locked behind Gacha.

So yeah, skip this one, but if you really want to try it, it’s free on Steam here.

AREA MAN LIVES

Didn’t play this one, did check it out, but it was a neat VR title. it seemed weird enough for me to mention it. I’ll be honest, I’d really like to play it when it comes out.

Find out more about it here.

KEMONO HEROS

This was at the NIS booth, and since theey made Disgea 4, which has been my go to game on the switch the last few months since I got it around Christmas.

Not too much I have to say on it, it seems cute, just didn’t also seem like it did anything fascinatingly new for me to spend more then a few minutes playing it, and then mention it. Find out more about it here.

One more PAX post to go, mostly just about Sento Fighter, and how I don’t own it yet, and why can’t I buy it yet. Until then, see you next time.