San Francisco, climbing, Kickstarter games, and People Wars

It’s been over a month since my last update. Given I keep telling myself I should write in here more, doing so at least once a month seems reasonable.

I recently traveled to San Francisco to check in at work… given I hadn’t been there in 10 months, it was about time. It was mostly an uneventful trip. Managed to see pretty much everyone except for Sharon, which was sad. Afterward, I did my usual stop in Phoenix to see my parents. Our travel plans were cancelled due to both of my parents being sick, so the week was also uneventful. Went to bar trivia and played some games with Isaac, but no one else around was answering emails.





There are more photos of the trip here.

I’ve also been climbing regularly for the past couple months. A group of us first went for Michael’s birthday back in December, and we’ve been going weekly since then. After starting with VBs and V0s in December, I’m now pretty comfortably into V2s and looking at attempting some V2/3s. It’s nice to see improvement from week to week.



More rock climbing photos are here and here.

In other fun news, the Kickstarter games I backed have started arriving. Ground Floor arrived while I was in San Francisco (like two days after I left), and My Happy Farm arrived today. Here’s the unboxings.

My Happy Farm had previously been played many times (as a print-and-play game) and enjoyed. Ground Floor met a bit more resistance.
Our first attempt at our weekly games night ended early when it was 11 PM (about 2.5 hours in) and we were still only 2/3 of the way through the game. The second attempt the following week was about a 3 hour game (quicker since half of us had played before) and went fairly well.
I think Ground Floor accomplishes what it set out to do very nicely. It’s a much heavier game than My Happy Farm, or even many of the other Eurogames we play. But I like that it’s so open ended, and there are so many decisions you can make each round. I also like the trade off between more actions (employees) and money, since it’s not a matter of “get as many actions as you can” like most worker-placement games end up as. (In fact, at the end of our game, not one player had the maximum number of employees, despite having had many chances to hire and despite the job market being at the cheapest possible level.) That’s a good sign.
It actually reminds me a lot of Through the Ages, even though they’re entirely different genres (moreso than even Agricola, which is also a worker-placement game). It’s a fairly long game, and it has so many things you can do each round, and it’s about planning well but also reacting properly to other players’ actions and the changing nature of the game (the row of cards in TTA, and the economic forecast in GF).
Definetly enjoyable for me.

Both games also came with Kickstarter bonuses.
Ground Floor came with a dice-rolling game Skyline, which we found very light and enjoyable once we started playing it correctly. (Note for other people playing that don’t read the rules carefully: When you complete a building, the dice used all move to the construction yard. They don’t go back into the supply.) It fills the same niche for me as Farmageddon or Malta!… a quick game to pull out when waiting for people to arrive or when people are tired and have started leaving: quick to learn, quick to play, and not much thought required.

It also came with a bunch of different small expansions, like a Great Depression economic forecast card, various “event” cards, and a new game board area. We haven’t played with those yet, but it looks like it’ll be fun to break them out.

My Happy Farm came with four new animals to play with. I was expecting enough copies for all four players to use, but it only came with one of each. Still, it’s a cute little extra for the game. I’m looking forward to playing the real version, hopefully at the next games night.

We’ve also played a few games of the print-and-play of another Kickstarter game, Viticulture. I’ve really, really enjoyed this one, although I admit the wake-up track mechanic ended up being less revolutionary than I was expecting it to. (Most people ended up taking the #1 spot when they were first to pick, and the winner in the few games we played were the people that were first or second to pick in the last round of the game, when competing for wine order spaces was most important.) The only issue was with our print and play… it was black and white, meaning the different card icons were very difficult to distinguish, the board was hard to read, and the white and blush wine glass icons looked too similar. But that aside, the game itself is awesome, and I think everyone that played it enjoyed it.

We had a rather interesting game where Austin decided he wasn’t going to make wine and would win by other means. He actually came very close… he managed to cause the end of the game (by hitting 20 victory points) with only his starting three workers and without having made a single bottle of wine the entire game. Yay for breaking games?

In other, other news, I’m finally continuing work on the next People Wars expansion (last talked about here) now that I actually have more up-to-date photos of San Francisco people. (This makes sense given it’s an expansion themed around Bay Area people.)

The set is also going to have new versions of the twenty basic item cards, because it’s bothered me enough that they don’t match the new card design. Here’s Board Game, which features Michael playing (and eventually winning) Ground Floor.

Other things have been happening too (like awesome AoJ in KoL and awesome vacation planning for this summer and another SF trip in June), but I’ve probably rambled on enough for now. Yay long-but-infrequent journal posts.

Life, Carcassonne, and Zeke

It’s a new year. I guess I should probably write something here.

My photojournal and stats page have both been updated through the 1st. People haven’t changed much in the last 4 months. It also seems like most of my time has been spent with Owen (and Greg, obviously), which also makes sense given we’ve been doing more board games and general wandering things.

I mentioned in my last post that I got Carcassonne Wheel of Fortune for Christmas. One of the green meeples in the set was the wrong size (a larger meeple, normally from the Inns and Cathedrals expansion; proof that even they can’t tell the two sizes apart). I contacted Rio Grande and they sent me a replacement normal sized meeple. It was super simple, and I’m glad Rio Grande is awesome and stands behind their games.

So we attempted a 6-player game with all of the tiles (base set, Wheel of Fortune, and Inns and Cathedrals) and all of the meeples (15 a person, plus the scoreboard, plus the large meeple). The result was kind of insane. No one ever ran out of meeples, despite placing almost every turn, and the game lasted many hours. Here’s the final result.

Since then, we’ve figured the normal 7 meeples is much more reasonable, and we’ve played a few games with all of the tiles, including this one where we managed to make a 99-point city (and made Greg sad because he didn’t get points from it). (It’s in the upper left of the photo.)

I also ordered two additional colors of meeples (orange and pink) from Meeple Source. They’re slightly different from the standard meeples, and seem to be inferior quality (and weren’t cheap either), but it’s nice to have the ability to play 8-player Carcassonne.

I really, really like the wheel though. Not only does it provide a better start tile (automatically split into three fields; although there seems to be a tendancy for at least two of them to join up as the game progresses), but the wheel spaces themselves are really interesting. In particular, plague is useful as a way to take back pieces that are no longer useful, and all of the various point scoring spaces mean your people stuck on the board are still worth something throughout the game. Yay.

Keith also got us a copy of the Catapult expansion (from Austria; so it’s in German). We haven’t tried it yet, but I’m trying to figure out some house rules for the fair tiles in the (likely) event that the catapult itself isn’t any fun to use. We shall see.

In other fun things, Zeke came to visit for a few days after Christmas, and there was much board gaming and Ke$ha.


As you can probably tell from all of the above, I’m still loving my 35mm f/1.8 lens and wondering why I didn’t get it sooner. It has pretty much been my exclusive lens since I got it, only coming off the camera a couple times when I needed the 18mm end of my 18-200mm. (Surprisingly, I don’t miss the ability to zoom in at all, like I thought I would. And 35mm is wide enough for most things.)

Life has been full of people and photos and board games and is generally awesome for it.

Christmas, tech ranting, and Greyhound poop

It seems all I ever write anymore is rants about technology gone wrong. This won’t be any exception.

I’ve already ranted about how Facebook logs your search history and when you untag yourself (despite already making it really difficult to do so). This combined with the inability to actually see things you’re tagged in now (recent change?) means I’m once again contemplating deactivating Facebook. I would probably just leave it inactive until I need to contact someone, at which point I would pop on, grab the email address (or I guess send a message?) and deactivate again. Argh blargh why is Facebook so bad?

But the thing that has been bothering me lately is the new version of iTunes, especially since I took my personal laptop (running iTunes 11) for the holidays and was very unhappy with its interface.

Here is iTunes 10.

Along the left side, under “Library”, there are various filters for your library. You can view all of your music, shows, etc. You can also filter down by playlist, or things like recently added or recently played. You can sort the music in the usual way (clicking one of the named headers in the music view). This makes sense.

Here is new iTunes 11.

The sorting of your media type (music, shows, etc) has moved into a drop down, which is reasonable. However, all of the sorting options have moved into the top bar (but you can still sort the old way by selecting “Songs”), where they are somehow treated the same as playlists. These seem like fundamentally different things to me… sorting all files is different from filtering down on files via playlists. Apple, why did you do this? This non-intuitive sorting also means iTunes needs all sorts of special tricks like temporarily showing the playlist list when you start to drag a music file (so you can actually add it to a playlist).
There’s also a bunch of changes that don’t make any sense to me. Previously, shuffle/repeat were specific to a playlist. Now, it seems to be a global state. That means, for example, you can’t just click from a playlist (that was shuffled) back to your full library, since you’ll be shuffling songs in your full library as well. (This was useful when you purchased a new album and wanted to listen to it straight through, but your usual playlists shuffle.)
They have also, for some bizarre reason, decided to treat music in iCloud the same as local music. That is, in your library, you’ll see greyed-out music appear that indicates it’s not downloaded. Which would make some sense except it shows EVERY song in iCloud, even ones you have already downloaded, resulting in many being shown twice. (Yes, you can disable this functionality, but you have to unintuitively go to the “Store” tab in preferences.)

I guess this, in particular, bothers me because Apple is known for being extremely user-friendly. The changes to iTunes don’t seem to make much sense to me.

In any case, this has been 500 words of rant, so I should perhaps talk about nicer things.

I had a Christmas. It was nice. Greg got me a copy of the Wheel of Fortune expansion for Carcassonne. This is awesome since it means we’ll now have super Carcassonne with 15 meeples per person and close to twice the number of tiles (and, most importantly, a larger start tile that starts with 3 separate fields). Woo. He also got me a copy of Thurns and Taxis for my birthday, but let me open it early. Awesome game.

I also received an iTunes gift card that I used to buy some new iPad games. Plague, Inc is very similar to the Pandemic II flash game, and just as difficult. Cytus and Groove Coaster Zero are music games, which I generally like. Surviving High School and Cause of Death are “visual novel” type games, although SHS also has some minigames inside it.
I’ve also been playing Sake Visual’s visual novels since I had lots of free time over the last week. They’re really, really well done (even the free ones). Highly recommended.

Also received an Amazon gift card that I used on their $1.99 albums sale to pick up Red River Blue and Red. I actually haven’t listened to the latter yet, but if it’s anything like the singles she’s put out, I won’t like it. Seriously, why did Taylor Swift veer so sharply into pop? (“I Knew You Were Trouble” is closer to R&B than Country, but it’s definetly pop.)

As for getting home, the Greyhound yesterday was miserable. My bus was scheduled to leave at 12:10. We didn’t leave until after 3 when two buses came and went because they were full (with passengers from Cleveland). Seriously, Greyhound, you know how many tickets you’ve sold. Why is it so hard to get enough buses with enough capacity? The part that really bothers me is that their ticket explicitly states, “Seating is first-come, first-served. In case of insufficient seating capacity, passengers will be placed on succeeding schedules that have available seats.” So they don’t even have to take responsibility if they planned poorly and don’t have enough buses… they just have to push you to the next one (which might not and, in my case, didn’t have enough room).
Never again. I think I’d rather pay to fly home than deal with such a mess again. At least, with airlines, they have to compensate you if they bump you due to capacity (and they have ways to check whether your flight has been cancelled or delayed other than showing up at the airport and waiting).

Yay life. Yay games. Yay music. Boo Greyhound.

Edit: Facebook deactivated again. Good riddance. I really wish people still blogged or used email, because I dislike being unable to contact some people. But Facebook is not worth it.

Election, Facebook, RPG Get, and internets

There was an election on Tuesday. It was my first time using a no-paper-trail electronic voting machine, and that made me more nervous that it should have. I then spent the entire day worrying about the results. In the end, it turns out my worry was for nothing, but it was still not a great experience.

To be clear: I am not a Democrat, and don’t (and didn’t) vote along party lines. That said, I think Romney is a terrible candidate (since his campaign decided they would just ignore facts and say whatever they wanted), the Republicans as a whole are an unreasonable party taken over by the far right (like in the general party denial of science, desire to increase military spending while cutting everything else, and goals of cutting taxes for the ultra-rich). It wouldn’t have been the end of the world had Romney won, but I think we would have been set back many years and would come out the other end worse off for it.

I don’t know. I think this article does a reasonable job of summarizing my views on Republicans. I often feel like, had I been born 20 years earlier, I would be a Republican. As it stands now, it seems I identify more with the Green party (90% agreement with Jill Stein) and Libertarian party (80-ish% agreement with Gary Johnson).

I think the lack of an ability to contact friends is getting to me enough that I’m going to reactivate Facebook (probably tomorrow). That said, I still plan to keep it blocked like it is now to prevent it from doing horrible tracking across the web on me, and I don’t plan to actually use it since I still disagree with the short blurb style of modern social media. I just think it would be useful to make sure I always have a means of contacting friends. Stupid Facebook.

Progress continues (slowly) on RPG Get. I have a text-only test deck created, so I should soon be able to see if the mechanics work at all. If so, I can tweak and refine them. I’ve also been feeling the Photoshop itch lately, so I might start designing card templates. We shall see.

I went through today and cleaned up my legacy online presence, which mostly means I went through and deleted old pages from Angelfire. I remembered I had http://www.angelfire.com/dc/alan, but it surprised me when the password reset indicated my email address was also associated with http://www.angelfire.com/pro/gildershadow. It’s kind of interesting to look at the old version of the Shadow and Gilder Shrine. It kind of makes me miss video games. At some point, I should bring my Gamecube (or Dreamcast) back and play more Skies of Arcadia.

Speaking of Angelfire, it’s become rather terrible, but I guess that’s the norm for free hosting sites these days. Its interface is super cartoony, its password reset functionality doesn’t even really work (it errored out on me every time, but apparently the password had been properly reset?), its control panel is super sketchy (throwing errors pretty regularly for things like deleting files), and you can’t change any account information (more errors). It makes me glad I have my own domain now.

I’m bored, so have some quick and horrible Photoshops.

Life in general goes.

RPG Get Version 2… 2

The weather decided to get nice again, so Greg and I joined up with Owen for some wandering and photographing today. Fall seems to be in full swing, and pretty.

But that’s not really what I wanted to talk about here. For the nonexistent people following the RPG Get Version 2 revamp, you haven’t seen any updates in well over a year because, well, I haven’t done anything with it in over a year.

This seemed like a bad thing, so I decided I would revamp the revamp and start out slowly this time, with text cards to test (and tweak) the new rules before starting on anything graphical. And the rules are getting quite a revamp.
RPG Get! Version 2 was pretty much designed to be a complicated card game. The character and enemy cards have stats (representing things like melee strength, ranged strength, spell strength, defense, and speed), and things like spells are filled with symbols describing them (potential users, spell element, general class, etc). I decided to fully embrace this complexity, and also do something I haven’t tried before with a customizable card game: eliminate the randomness in decks.

So. I wanted to discuss some of the changes in the new rules (that obviously are subject to more changes)

Each player has two preordered decks: One deck of mission cards that is not shuffled at any point, and one deck of all other cards that is not shuffled at any point.

  • The goal of the game is to complete all 10 3 or 4 of the missions in your mission deck, in order. Each mission card has an ordering value from 1 to 10. This has a few advantages: No potential deck screw with your “starting” mission at the bottom, more control over when a mission attempt happens, and more ability for your opponents to see what is coming up next.
    • Since there is now always a “current” mission, this allows for interesting varied effects based on how far in your mission stack you are. For example, the top mission may let you replenish a few MP every turn while it’s current, or enemies you play matching it might gain an attack bonus.
  • The main deck is preordered. Cards have values 1 to 100 40, and the deck must be ordered in increasing order. Deckbuilding means picking one card of each number and building the deck with that.
  • Having the main deck be preordered also has advantages. Doing this eliminates the need for a “cost” with weapon and spell cards… as soon as you can draw them, you can play them. I was never a fan of the way RPG Get! dealt with equipment versus spell costs (basically, the same way, with a recurring cost each time they were used in combat) since this didn’t feel true to RPGs. But there wasn’t otherwise a good way to prevent players from loading up their decks with only the best weapons. Limiting where in the deck they can appear is a much more effective way to gradually “improve” characters’ abilities over the game.
    • Doing this also frees up counters to be used as “money” for recurring costs (like purchasing items or MP to use spells repeatedly). This, again, feels truer to RPGs where spells can have a recurring cost for each use, while things like weapons are freely reusable. (Weapons don’t break in this world. :P)
    • Doing this also opens up the possiblity of “rare” equipment, with numbers after 100 (and therefore not reasonably accessible by drawing) and corresponding things that allow access to them. For example, defeating a boss or completing a mission could allow searching for a card in the 101-110 range.
    • Doing this also allows a “next area” mechanic where completing a mission will let you draw all cards up to a certain number. For example, completing the first mission could let you immediately draw cards until you have all your 10 or below numbered cards.
  • This also seems like a good way to eliminate deck screw. Each player draws a card each turn, and has the opportunity to reorder the top few cards to prepare depending on the current game state. Mages won’t be stuck with bad luck on their spell card draws, and melee attackers won’t be stuck getting their strong weapons before they can reasonably use them.
  • The deck ordering combined with counter cost changes makes it so you can’t “screw” yourself by putting yourself in a situation where you have no reward counters (and therefore no means of using non-standard attacks), and are unable to complete a mission to get more.
  • This also opens up easier avenues of “you’re behind, catch up” mechanics, where you could jump to a further section in your deck or automatically score a mission card from your pile.
  • This also means things like characters and enemies will be playable as soon as you “find” them (or the leveled up version of your current characters), simplifying the way limits are done on missions.
    • Mission cards can limit enemies played during the attempt to “enemies under value 20” or something similar, to prevent someone from getting too far ahead in their deck and making missions impossible. Rules relating to enemies haven’t really been fleshed out yet.
    • Right now the assumption that any hand limit in place will only be to limit enemies (and events) in hand, and non-boss enemies can return to your hand after a combat. This makes sense thematically (infinite stream of same- or lower-level enemies) and also makes decks less reliant on a huge enemy:other card ratio.

Reward cards are split into types: equipment, items, and spells

  • This seems truer to the RPG feel, since all of these things are very different. Equipment (weapons, armor, accessories) are reusable and generally are used constantly in battle. Item cards are used once and have the be refound (or repurchased). Spells are castable infinitely (at a small cost each time) once found. Splitting them makes sense from a narrative point of view.
  • With the new ordered deck mechanic, this also makes sense from a gameplay perspective. Spells are stronger ways to attack, or reusable ways to heal, but have a cost each time. Items are free but can only be used once. Weapons have no continued cost.

A player’s inventory is now limited to 5 cards.

  • As stated above, I was never happy with the “use a weapon or armor, pay its RC cost” mechanic. It existed only as a way to limit use of stronger items to later in the game. The new “you find it, you can use it” mechanic is more effective, but could make it so that a character can never take damage (for example, because they have 10 armor cards in their inventory for use and just use them all whenever they are attacked). This is boring.
  • Forcing choices is always interesting… you found an awesome new shield… do you ditch your old shield, or use both of your shields and throw out the armor? Maybe the new defense is enough so you can throw out the old healing item you found.
  • It’s worth noting that spells don’t count toward this inventory limit. Which, you know, makes sense since you learn spells and can use them from that point forward.

I think this should make for a more interesting card game, emphasizing player skill over luck of the draw. Which, really, is what games should be about.

The goal is to get some basic cards knocked out and start testing the mechanics by next weekend. Undoubtedly, this will meet with further delays. But if you find this at all interesting, you should let me know, because this can use all the playtesting it can get.

Edit: Another few thoughts…
– I can limit cards in the deck by only allowing one of any given numbered card. This is another good way to force decisions (the rifle and gifoie are both numbered 25… which do I want in my deck?). Doing this means I would probably want base numbers 1-200 (so 20 “slots” of deck cards for each mission card).
– Mission cards should probably have an upper bound of what numbered cards can be played. This obviously makes sense for enemies, but applying it to all cards makes sense to prevent players from loading up their decks with only the highest n cards (where n is the deck size). (This problem would self-correct to a certain extent as they would have no enemy cards playable during early mission attempts, but seems like it could escalate into an arms race to see who can get the highest cards fastest and block the others at the end of their mission stack.)
– Equipment cards probably want to belong to a particular character. Since everything should be reusable infinitely (as long as you can pay associated costs), not binding an equipment to a character would allow a player to just play as many characters as they can (with unique numbers) that can all use the same basic weapons. I do want players to have more than one character, but I don’t want it to be so necessary that every time you can put a character in your deck, you have to.
– Equipment or inventory or the way characters work may want to be tweaked though. I’m not against the idea of mages being behind for a bit (and then finding their awesome spells and plowing through everything), but this seems incompatible with the upper bound of cards on a mission.
– Maybe these issues can be solved via one time use NPC character cards that are much stronger than their current area, but go away after the attempt ends.
– Bounding what number cards you can play during a mission shouldn’t cause permanent blockage because other players will keep drawing, eventually getting enemies that can’t be played, so you can complete the mission without opposition. But delaying is also bad because the limited hand size will mean you discard your better cards instead of playing them. So this *seems* like it should be okay.
– All of this really needs extensive playtesting. I should get some cards created up through the fourth mission (so deck cards 1-80) to try out some of the base mechanics.

Edit edit: I’m wondering now if it doesn’t make more sense to start this game off as a fixed card game. I can more easily design a couple decks with fixed cards (maybe a Hunter deck and a Ranger deck, since the base set will be PSO). This will make it easier to playtest the game also. After things are working, I can expand it into a full CCG. This is perhaps a better idea.

Edit edit edit: I think maybe trying to fit 10 missions into a 40 card deck seems terrible, especially given that missions now give no particularly special thing on completion. Therefore, I think the game would be better with only 3 or 4 missions, and deck cards numbered 1 through 40, requiring exactly one of each. It would then be easy to build as a fixed deck game (just make 40 card decks) and easy to allow customization. I like this much better. Edits made to the above as well with strikeouts.

So basically, decks should consist of exactly one character (with subsequent level up cards in the deck), three (or maybe four?) mission cards, and a 40 card deck, with exactly one card of each number in the deck. Each deck’s missions will cover just one “area” in an RPG’s plot (such as Forest or Caves, as opposed to all of Episode 1, in the case of PSO).
This will make designing and testing easier, and will also make games shorter.

Edit x4: Okay, still happy with the above ideas, I think. Just a small change for the final CCG aspect: maybe I’ll just have each card say a “minimum” position in the deck (for example, Rafoie has to be the 20th card or later in the deck). Each player then brings a deck of cards numbered (manually) from 1 to 40 with one of each card. (I’ll leave space in the upper left for this.) It has the niceness of allowing complete customization of a deck’s contents (have all weapons if you want to!) while still having the nice limiting of stronger things for later and keeping the preordered decks aspect I think is the best part of this revamp.