Monday 20 December 2021

First Time Playing: Twilight Imperium

I don't talk about board games as much as RPGs on here, for the simple reason that this blog started in late 2019.  Many RPGs work well online.  Board games, not so much, at least without spending money.  Accordingly, I haven't played many recently.  But last week I did venture outside briefly for a friend's birthday, to play Twlight Imperium.

I tend to think of board games as coming in three categories.  First there's the classic, 'family' games that people who aren't board gamers play.  Things like Cluedo, Scrabble and Monopoly.  There's nothing wrong with these games (except Monopoly, there's a lot wrong with that) and I always enjoy the family games of Trivial Pursuit at Christmas.  Or did, pre-covid.

Then there's the board gamers' board games. The kind of thing you'll find in the trade halls at UKGE and Spiel.  Things like Ticket To Ride, Pandemic and Dominion.  The kind of thing I liked to play when I was regularly playing board games.

And then there's the big ones.  Games where you can't just say 'fancy a game?' after dinner, or rock up at the board game club with it in a bag.  These games need planning.  You need a committed group of people, a long period of time set aside for play, and substantial table space.

Of these games, Eldritch Horror is the one I'm most familiar with, requiring the whole of my six person dining table and often spilling over onto side tables, and at least four hours for a 3-4 person game.  But even Eldritch Horror is dwarfed by the monstrosity that is Twilight Imperium.

Before I even got to the game, I had some homework to do.  Fortunately one of our hosts is something of an expert, and provided a handy video:

Factions were selected via a random draw.  Having no particular idea what any of my options meant, I went for the Arborek, because plant people are fun.

I arrived at my friends' house to find their table almost completely covered.  From past D&D games I know that table will fit ten people at a push.  There were six of us playing, with just enough room for some drinks in addition to the game components.  This is not a game I will be buying, simply because I do not have a sufficiently large room in my house to hold the size of table required for this game without removing all other furniture.

We sat down, chose starting locations, then switched seats so that we were all sitting near our home systems.  And the game began.  And while some aspects were confusing, like how production works, it rapidly became clear that the actual turn structure of the game is very clear.  Pick strategy cards going round the table, starting with whoever has the speaker token, then take actions in the order of the numbers on the strategy cards.  To begin with I was a little unclear on how exactly actions worked, or how many rounds happened during the strategy phase, but by the end of the first phase I had it figured out and was prepared for rather more effective play.

Taking a full phase to actually figure out how to play would have been a massive disadvantage, if it wasn't for the fact that most of the group were fellow beginners and took about as long to work out what was going on as I did.  As it was, we remained fairly even, and at the point where the one resident expert crushed us all as expected, we were all pretty close together on the victory point track.

It's clear that the faction you play significantly affects the game.  The Arborek's unique feature is that they can't produce infantry in their space dock, but can produce them from other infantry.  Once I had that part of the game figured out it was clear that my best strategy was to swarm all over the galaxy, dropping infantry on every available planet and build up and build up.  My infestation served me well; I ended the game on six victory points, and was on the point of achieving nine, had the resident expert not ended the game just before we had the chance to achieve more objectives.

I'd heard this game takes a long time to play.  No kidding.  We played for nearly twelve hours.  Twelve hours.  But twelve hours that flew by, without a moment of boredom, with only brief pauses to keep ourselves fed and watered.

I have one criticism of the game, and that is that it's a tricky one to socialise around, simply because it's so physically big and requires so much attention.  One of the other players was someone I know on Twitter but was meeting in person for the first time.  I still don't really feel like we've properly met, because he had the furthest away seat at the table and interaction was minimal.

That said...

It's the biggest of the big board games.  It requires space, time and organisation.  It requires doing homework in advance if you're playing for the first time.  But it's completely worth it to play this incredible game.

Monday 6 December 2021

Matrons of Mystery

The first copy of Matrons of Mystery out in the wild has been sighted, so it seems like a good time to reflect on this project.

This all started with a general dissatisfaction with Brindlewood Bay.  Its mystery system is one of the best examples of game design I've seen in years, but for various reasons, when I thought about running some games inspired by the British cosy mystery TV shows I'm so fond of, it didn't really work.  Sure, you can run it without the void mystery aspect, but that's quite a chunk of the game to cut out.

So I decided to change it up a bit.  It's not a long rulebook, and hacking PBTA is pretty much a tradition at this point.  I changed things, and changed things, and changed things...

Until I realised that what I had wasn't Brindlewood Bay any more.  It was its own cosy mystery game, using the mystery system from Brindlewood Bay (which Jason Cordova has generously granted permission for other people to use) which meant I now had my own game.

Playtesting began.  I started off using the adventure 'The Great Brindlewood Bay Bake-off'.  Three games and a lot of imaginative biscuit creations later, I was confident I had a solid foundation and began assembling my disparate notes into a single document.

How was I going to get this thing out there?  I initially planned on doing a kickstarter.  It would be nice to get it properly edited.  (I've seen some absolute horrors from games that weren't edited.)  A kickstarter would allow me to pay an editor and maybe get cover art and stuff as well.

But the more I looked into it, the less I liked the idea.  I realised that what I actually liked doing was writing and running the game.  Kickstarters take work.  You've got to do budgeting, to work out what your costs are, how much Kickstarter take for their cut, how much you're going to have to pay in tax for this one-off payment and so on.  I didn't want to do any of that stuff.  I just wanted to write my book.

So ultimately editing got done by the group of playtesters I'd assembled, who pointed out typos and made helpful suggestions.  Taking all their feedback on board, I was finally happy with the end product.  I made my own cover using a royalty-free stock photo from Pixabay, and found a few line drawings from the same site to sprinkle through the text.

Now to publish it.  I'd formatted my Word document in line with Lulu's requirements, as they were easy to get hold of and easy to follow.  With an actual in-person convention coming up, I knew I needed a physical copy in my hands, so I submitted the files and bought a single copy.

Image 

The cover was a little darker than I wanted (a side effect of making my cover image in RGB rather than CMYK, I later learned) but other than that it was perfect.

For RPG passing trade though, I really needed to get the game onto DriveThruRPG.  I signed up for a seller's account, and by way of practice, published my one-page RPG Silencers.  But when I downloaded the requirements for print-on-demand files, everything suddenly got a lot more complicated.  It talked about layout tools I didn't have.  I re-installed Scribus, this being the one I had actually looked at before, and rapidly remembered why I'd never bothered installing it when I changed computer.  I opened up their template and was then entirely unable to add my own actual content.

But the black Friday sales were on, and Lulu were offering a 30% discount.  If I couldn't figure out DTRPG, I could at least make it available somewhere.  I tried to figure out what to do about that cover image - how to make it brighter without losing the colour palette.  But ultimately I gave up.  The cover was fine, and I should not let perfect be the enemy of good.  I could fiddle with colour balance for ever, or I could press the button and let people get their discounted copies.  So that's what I did.

I will put the PDF version of the game on DTRPG in the not too distant future, as I know I can meet those requirements, and maybe eventually there will be a POD version there as well.  But for now, the book is available to buy and that's what I really wanted.

I've had a wonderful time writing and playtesting this game, and I hope everyone who picks it up has just as wonderful a time playing it.