It's reaching the end of the year, and the traditional time for a geek to look at what games they played and reminisce. But rather than talk about what I played lots this year - I'm going to talk about what I didn't play. And my regrets.
Invariably (In my life), the shorter games get pulled out more. There was a year when I must have played Circus Flocati almost 20 times. Why? Because we'd always play it while waiting for everyone else to show up. We might have only finished the game 10 times, but it appeared on the table constantly. So at this time of year, when I lament what I didn't play, it's always the long difficult games. On with the show.
Roads and Boats
A perennial favorite of at least one group I play with, R&B got a ton of play for awhile, and has now declined to a measly one time in 2007. There's still the possibility of play left I think - but one or two, what's the difference there? There was a time when we picked scenarios purely based on not having played them yet. I'm sure there's one or two unplayed ones left...
18xx
This was the year of 1825. It got two plays, along with one Isle of Wight. No 1830, and I missed a chance to try 18CTC at Kublacon because I was working. Sigh. Work interfering with games? Foolishness! We talk constantly about trying to play more often, but 18xx doesn't make it out for evenings most of the time, even though there are several games that play in under 4 hours. So it gets relegated to weekend gaming, and hence more infrequent.
Magic Realm
Two measly plays. Two! More if you would count realmspeak or solo dithering, but I don't. I went to bgg.con with the avowed intention of getting in a game, even going so far as to bring my custom set, but I got distracted by the shiny and new, or the shiny and old.
That crazy Fan game
Speaking of bgg.con, this game makes the list purely because I failed entirely to ever knock the stupid little post off the wooden box. More practice at throwing fans is obviously needed. One play not enough (Though seeing how the game had like 5 copies made, and I don't own one, I doubt that will happen).
Great Battles of History
Well, taking the GBH series as a whole, I've actually played a fair bit. Multiple sessions of Alexander and Samurai, plus one-and-a-half sessions of Alesia. Alesia I don't need to play again, but I'm always up for another Alexander or Samurai game, and we never did get around to reading the rules for RAN (the 2nd half of samurai that was released this year). Overall this is probably the wargame series that I regret not playing more, though Flying Colors is always a contender as well.
Lords of the...
Phil Eklunds "Lords" series were finally attempted by myself this year (along with American Megafauna, and just recently Origins..) I find myself fully enamored of Phil's games, although they are not the easiest to comprehend. Multiple plays of Lords of the Spanish Main left me with nothing but a taste for more. I have yet to attempt either of the two earlier games (mostly due to component issues), but I am sad that I didn't get a chance to play more. The Lords series demands repeat play, not only because you need to learn how the game works, but also because you need to learn how to tweak the base rules to fit the play styles of your local group. To be blunt, the "big deck" problem rears it's ugly head, and for the group of war/euro gamers that I usually play with, a more normalized randomization is needed. That last sentence probably leaves you shaking your head in wonderment, but trust me, it makes sense. One of these days I'll write more about it. For now, trust me that I wish I had played these games more often.
So there's the short list. Of all the rest, the only other game that I feel regret is for poor unloved-in-2007 Fairy Tale. The game is short, I enjoy it immensely, and I used to play it quite a bit. In 2007? One lonely time. Ah well. So many games. I'm sure I'll come back to it.
---
Showing posts with label magic realm. Show all posts
Showing posts with label magic realm. Show all posts
Tuesday, December 18, 2007
Tuesday, November 06, 2007
Persistent Worlds
Long term games. Role-playing, 12 hour marathon sessions of such-and-such. This post is somewhat inspired by an upcoming (2008?) expansion to FFG's Descent, which adds a campaign system to the tactical dungeon crawl. And some of my recent experiences.
Board games are often beloved for their 'play and forget' aspects. You can start a boardgame quickly, and it makes no demands on your time before and after the game. This is a start contrast to other 'hobby' games. Miniatures demand time painting and sculpting. Collectibles demand time sorting, planning, and devising (deck-building/army building). Role-playing demands prep time from the GM, and require players to carry information from game session to game session.
As gamers age, add families and commitments, board games begin to appeal above other games because of this lack of commitment away from the table. But there still remains in some people the desire to build something lasting within their hobby. Online MMRPGs tap into this. Join World of Warcraft and you are immediately part of something large. The game goes on around you and you experience bits and pieces. Put the game down for a moment and when you return you find your position identical, but the environment has shifted - a living game.
There is obviously some desire to see this sort of persistence in board games. It's not for everyone. Some people bundle this desire into "theme", but it's a whole nut by itself, most often called 'campaign play' - the idea that each playing of a game impacts the next time the game comes out.
One of the best examples in my experience is the old GDW game Imperium. In this 1970's space wargame the two sides fight a short-lived strategic war. Generally the war ends when one or two planets or outposts change sides. One side wins the war - "game" over. But the game doesn't actually end there. You roll some dice and play a 5-10 minute mini-game of peace, and then the next border skirmish/war breaks out - with players in a similar position to the end of the last war, or game. Players can play two wars back-to-back, or keep track of holdings and continue to play the game with an ever shifting series of planets and fleets. Persistence.
Imperium is a good game, taken up to greatness because of the ease of what is often called 'campaign' play. Descent (as mentioned earlier) received some derision early on due to it's complete lack of 'campaign' play. The next expansion will change that, bringing persistence into the game.
An obvious inspiration for Descent is the Heroquest/Warhammer Quest line of games. These games have the same theme as Descent (fantasy dungeon crawls), but had campaign systems from the very beginning. Even granddaddy Magic Realm provided a campaign system.
But a persistent world doesn't need to be tied to a fantasy adventure game. We have yet to see a designer (probably an American or Italian, given their design tendencies) bring the idea of persistence into an economic game, or any genre of game using 'modern' design features.
Perhaps the oft-requested Civ-lite game should be a game that plays in 'mileposts'. Short 60-90 minute games that reach stopping points where one player is deemed the winner, but the game is set up again next game for the next age of the game. Players could even change.
The Lords of.. series approaches persistence in-game by suggesting that players can enter and leave the game as they wish - that the players have no need of being static, and it might be possible to even win the game by playing for the first or final third of the game.
I'm sure there are other persistent worlds built within boardgames. It's an interesting piece of the attraction of games in general - and probably the one that inspires the most loyalty1.
--
1Obligatory footnote. It's not a surprise that campaign systems inspire loyalty. Invest more time into a specific game and you will feel more invested in it. What a surprise eh?
2Second Obligatory footnote. The second impetus for writing this is a persistent browser game that I'm involved in called Imperium Nova. It's an economic/negotiation space empire game. Mostly inspired by board games, the main mechanics are economic. Even warfare carries a hefty monetary cost. But it really serves to illustrate how electronic(computer/console) games have fully embraced persistent worlds. It's a selling point of many of these games. The microchip takes care of the math and the note-taking, leaving the player free to remain involved in an ongoing game. Persistence is a strong selling point3.
3But it still hasn't been applied much outside the Sci-Fi/Fantasy/Military genres.
Board games are often beloved for their 'play and forget' aspects. You can start a boardgame quickly, and it makes no demands on your time before and after the game. This is a start contrast to other 'hobby' games. Miniatures demand time painting and sculpting. Collectibles demand time sorting, planning, and devising (deck-building/army building). Role-playing demands prep time from the GM, and require players to carry information from game session to game session.
As gamers age, add families and commitments, board games begin to appeal above other games because of this lack of commitment away from the table. But there still remains in some people the desire to build something lasting within their hobby. Online MMRPGs tap into this. Join World of Warcraft and you are immediately part of something large. The game goes on around you and you experience bits and pieces. Put the game down for a moment and when you return you find your position identical, but the environment has shifted - a living game.
There is obviously some desire to see this sort of persistence in board games. It's not for everyone. Some people bundle this desire into "theme", but it's a whole nut by itself, most often called 'campaign play' - the idea that each playing of a game impacts the next time the game comes out.
One of the best examples in my experience is the old GDW game Imperium. In this 1970's space wargame the two sides fight a short-lived strategic war. Generally the war ends when one or two planets or outposts change sides. One side wins the war - "game" over. But the game doesn't actually end there. You roll some dice and play a 5-10 minute mini-game of peace, and then the next border skirmish/war breaks out - with players in a similar position to the end of the last war, or game. Players can play two wars back-to-back, or keep track of holdings and continue to play the game with an ever shifting series of planets and fleets. Persistence.
Imperium is a good game, taken up to greatness because of the ease of what is often called 'campaign' play. Descent (as mentioned earlier) received some derision early on due to it's complete lack of 'campaign' play. The next expansion will change that, bringing persistence into the game.
An obvious inspiration for Descent is the Heroquest/Warhammer Quest line of games. These games have the same theme as Descent (fantasy dungeon crawls), but had campaign systems from the very beginning. Even granddaddy Magic Realm provided a campaign system.
But a persistent world doesn't need to be tied to a fantasy adventure game. We have yet to see a designer (probably an American or Italian, given their design tendencies) bring the idea of persistence into an economic game, or any genre of game using 'modern' design features.
Perhaps the oft-requested Civ-lite game should be a game that plays in 'mileposts'. Short 60-90 minute games that reach stopping points where one player is deemed the winner, but the game is set up again next game for the next age of the game. Players could even change.
The Lords of.. series approaches persistence in-game by suggesting that players can enter and leave the game as they wish - that the players have no need of being static, and it might be possible to even win the game by playing for the first or final third of the game.
I'm sure there are other persistent worlds built within boardgames. It's an interesting piece of the attraction of games in general - and probably the one that inspires the most loyalty1.
--
1Obligatory footnote. It's not a surprise that campaign systems inspire loyalty. Invest more time into a specific game and you will feel more invested in it. What a surprise eh?
2Second Obligatory footnote. The second impetus for writing this is a persistent browser game that I'm involved in called Imperium Nova. It's an economic/negotiation space empire game. Mostly inspired by board games, the main mechanics are economic. Even warfare carries a hefty monetary cost. But it really serves to illustrate how electronic(computer/console) games have fully embraced persistent worlds. It's a selling point of many of these games. The microchip takes care of the math and the note-taking, leaving the player free to remain involved in an ongoing game. Persistence is a strong selling point3.
3But it still hasn't been applied much outside the Sci-Fi/Fantasy/Military genres.
Labels:
aaron,
adventure_games,
Imperium Nova,
magic realm,
roleplaying
Monday, April 09, 2007
Magic Realm Part Two
First off, let me apologize for doing a two part article with my normal two week delay. It seems like a bit too long to wait to post the second half. Oh well, I'm still figuring these things out. If Part one is missing from your memory jump back two weeks and take a look.
So, with all the interesting parts of Magic Realm demanding that it be played - how does the game fail? I'm going to leave the epic rulebook out of this and presume you have someone to teach you the game or you're willing to undertake the learning of the rules.
Interestingly, many of the biggest drawbacks to Magic Realm are linked to the reasons that I like the game. I've tried to keep them in a similar order.
1) Many people required. Because of the interested cooperative/competitive nature of the game, a two player game simply isn't as interesting as an 8 player game would be1. This isn't to say that the game is unplayable with less people. I've played mostly with two or three players (plus solo play via Realmspeak). It works, but much of the interesting character interactions aren't as possible.
2) Deterministic Combat. Yes, I listed this as a benefit, but it's also a drawback. When combat is predetermined, some decisions becomes rote. The best example is that the two fastest characters in the game can run away from 95% of all monsters. For these characters, the game can turn into an exercise in running away. Obviously, this could be quite unsatisfactory2
3) Magic spells are weak. After learning the intricate and interesting system of casting spells, I looked at the spell lists and immediately thought "Wow, 3/4 of these are lame!". Many of the spells simply don't do very much, or don't last long enough to justify the in-game resources you will have to expend to cast the spell. The other 1/4 are blatantly the best spells in the game. This drawback is actually strongly linked to the next one, and if you change the general theme/goals of the game some of the marginal spells will become much more useful.
4a) Magic Realm is all Loot and Kill. Despite the detail put into the civilized lands, and the point based victory conditions, your goal upon starting a game of Magic Realm is to either a) go kill some monsters/humans or b) Find a treasure site and get all the treasure you can. Optionally, you can do both. For those who know the game, there is a poor Quest/Adventure system that offers some potential, but ultimately fails3. This focus on Loot and Kill (which isn't unique to Magic Realm) is particularly apparent due to all the detail lavished upon the spell lists and the civilized tiles. Magic Realm has a complete set of human dwellings and factions and the most you can do is trade goods and hire them to go kill and loot things with you4.
5) Finally, Too many optional systems. With such a rich and long history behind it, Magic Realm has plenty of official and unofficial options, variants, and more. Most of these are directly related to the drawbacks I've listed prior...
Here's the short list: Official Optional Combat rules (brings more die rolling and less determinism), Alternate Official Optional Combat rules (changes some percentages in the Official Optional Combat rules), Unofficial Book of Quests (changes victory conditions to a quest based system5, Official Optional Character Balance Changes, Unofficial Character Balance changes, Optional Weather rules, Unofficial Expansions6
That's too much. I just want to play the game, I don't want to have to play it six times in order to determine which optional rules are the best ones for me!
For myself, the optional rules are the worst drawback to Magic Realm. I'm forever wondering if I should implement the alternate combat rules, or the alternate character balance changes or what-have-you. It's especially bad because over half of the optional rules are in the main rulebook!
Ultimately, while optional rules are fine, they should be entirely optional modules (the weather system is a good example of this), not outright replacements of core game systems. The combat rules and the character balance changes are the core offenders here. I believe that when the third edition ruleset was put together they should have made the tough decisions to integrate and trim. As Magic Realm stands now, a newcomer faces almost thirty years of variants and options, many of which are present in the core rulebook.
For the record, I haven't used any of the optional rules. I still consider the Official Alternate optional combat rules, but no decision yet.
There you go. Personally, wrapping up the package that is Magic Realm, I'm still impressed. There are reasons that it is still interesting thirty years later, but many drawbacks that will keep it off of high-rotation in most game groups. I'm still committed to playing more games, but with less fervor than I felt three months ago.
I guess that means I'm not obsessed any longer.
I hear Call to Arms is coming out soon, I should break out Battlelore again...
aaron
--
1 No, I haven't played an 8 player game. I'd like to. I think. As always, when you get into a larger game, the chance of adding a very slow player to the game increases, plus, it's very hard to learn a game while playing with so many other people. First I must teach the game to 7 other people. Then I must get them all into one place at the same time.
2 and because this running away is sometimes exactly what a player wants to do, then it's a benefit. It's an odd situation. Sometimes deterministic combat/fleeing is great - at other times it feels boring and staid. I personally lean a little bit towards the "deterministic=benefit" argument, but convincing me otherwise wouldn't be too hard.
3 Some explanation: There are two 'quests' in the game, some people who desperately need some beer (take them to the inn) and some people who desperately need religion (take them to the chapel). These two quests are okay in concept, but provide minimal rewards, and (more importantly) rarely show up in the game. There is less than a one in six chance that they will show up each turn. First you must roll a six on the monster die, and then be located on the correct tile. With a larger game they would appear more often, but I've never had them show up in my smaller games.
The second "Adventures" consist of conflict between civilized groups - where the characters can take sides, earning the friendship of one or two groups of people in return for attacking other groups. These have exactly the same problems as the quests. They rarely appear, the rewards for undertaking the adventure is questionable, and finally, how heroic is it to take part in a war?
4 Or kill them and take their stuff.
5 I thought this had potential, but I was disappointed. While the .pdf of the Book of Quests is very well put together and obviously has a ton of love behind it, it is a sprawling epic of one game group's house rules over many many years. The quests start out interesting, but the later quests add up to three pages of setup, rules, and procedures that are specific to that quest only! And you are supposed to choose a different quest for each player! While the Books of Quests is an interesting jumping off point, it ultimately isn't unified enough to be easy to implement.
6 Whoops, that wasn't very short, was it?
So, with all the interesting parts of Magic Realm demanding that it be played - how does the game fail? I'm going to leave the epic rulebook out of this and presume you have someone to teach you the game or you're willing to undertake the learning of the rules.
Interestingly, many of the biggest drawbacks to Magic Realm are linked to the reasons that I like the game. I've tried to keep them in a similar order.
1) Many people required. Because of the interested cooperative/competitive nature of the game, a two player game simply isn't as interesting as an 8 player game would be1. This isn't to say that the game is unplayable with less people. I've played mostly with two or three players (plus solo play via Realmspeak). It works, but much of the interesting character interactions aren't as possible.
2) Deterministic Combat. Yes, I listed this as a benefit, but it's also a drawback. When combat is predetermined, some decisions becomes rote. The best example is that the two fastest characters in the game can run away from 95% of all monsters. For these characters, the game can turn into an exercise in running away. Obviously, this could be quite unsatisfactory2
3) Magic spells are weak. After learning the intricate and interesting system of casting spells, I looked at the spell lists and immediately thought "Wow, 3/4 of these are lame!". Many of the spells simply don't do very much, or don't last long enough to justify the in-game resources you will have to expend to cast the spell. The other 1/4 are blatantly the best spells in the game. This drawback is actually strongly linked to the next one, and if you change the general theme/goals of the game some of the marginal spells will become much more useful.
4a) Magic Realm is all Loot and Kill. Despite the detail put into the civilized lands, and the point based victory conditions, your goal upon starting a game of Magic Realm is to either a) go kill some monsters/humans or b) Find a treasure site and get all the treasure you can. Optionally, you can do both. For those who know the game, there is a poor Quest/Adventure system that offers some potential, but ultimately fails3. This focus on Loot and Kill (which isn't unique to Magic Realm) is particularly apparent due to all the detail lavished upon the spell lists and the civilized tiles. Magic Realm has a complete set of human dwellings and factions and the most you can do is trade goods and hire them to go kill and loot things with you4.
5) Finally, Too many optional systems. With such a rich and long history behind it, Magic Realm has plenty of official and unofficial options, variants, and more. Most of these are directly related to the drawbacks I've listed prior...
Here's the short list: Official Optional Combat rules (brings more die rolling and less determinism), Alternate Official Optional Combat rules (changes some percentages in the Official Optional Combat rules), Unofficial Book of Quests (changes victory conditions to a quest based system5, Official Optional Character Balance Changes, Unofficial Character Balance changes, Optional Weather rules, Unofficial Expansions6
That's too much. I just want to play the game, I don't want to have to play it six times in order to determine which optional rules are the best ones for me!
For myself, the optional rules are the worst drawback to Magic Realm. I'm forever wondering if I should implement the alternate combat rules, or the alternate character balance changes or what-have-you. It's especially bad because over half of the optional rules are in the main rulebook!
Ultimately, while optional rules are fine, they should be entirely optional modules (the weather system is a good example of this), not outright replacements of core game systems. The combat rules and the character balance changes are the core offenders here. I believe that when the third edition ruleset was put together they should have made the tough decisions to integrate and trim. As Magic Realm stands now, a newcomer faces almost thirty years of variants and options, many of which are present in the core rulebook.
For the record, I haven't used any of the optional rules. I still consider the Official Alternate optional combat rules, but no decision yet.
There you go. Personally, wrapping up the package that is Magic Realm, I'm still impressed. There are reasons that it is still interesting thirty years later, but many drawbacks that will keep it off of high-rotation in most game groups. I'm still committed to playing more games, but with less fervor than I felt three months ago.
I guess that means I'm not obsessed any longer.
I hear Call to Arms is coming out soon, I should break out Battlelore again...
aaron
--
1 No, I haven't played an 8 player game. I'd like to. I think. As always, when you get into a larger game, the chance of adding a very slow player to the game increases, plus, it's very hard to learn a game while playing with so many other people. First I must teach the game to 7 other people. Then I must get them all into one place at the same time.
2 and because this running away is sometimes exactly what a player wants to do, then it's a benefit. It's an odd situation. Sometimes deterministic combat/fleeing is great - at other times it feels boring and staid. I personally lean a little bit towards the "deterministic=benefit" argument, but convincing me otherwise wouldn't be too hard.
3 Some explanation: There are two 'quests' in the game, some people who desperately need some beer (take them to the inn) and some people who desperately need religion (take them to the chapel). These two quests are okay in concept, but provide minimal rewards, and (more importantly) rarely show up in the game. There is less than a one in six chance that they will show up each turn. First you must roll a six on the monster die, and then be located on the correct tile. With a larger game they would appear more often, but I've never had them show up in my smaller games.
The second "Adventures" consist of conflict between civilized groups - where the characters can take sides, earning the friendship of one or two groups of people in return for attacking other groups. These have exactly the same problems as the quests. They rarely appear, the rewards for undertaking the adventure is questionable, and finally, how heroic is it to take part in a war?
4 Or kill them and take their stuff.
5 I thought this had potential, but I was disappointed. While the .pdf of the Book of Quests is very well put together and obviously has a ton of love behind it, it is a sprawling epic of one game group's house rules over many many years. The quests start out interesting, but the later quests add up to three pages of setup, rules, and procedures that are specific to that quest only! And you are supposed to choose a different quest for each player! While the Books of Quests is an interesting jumping off point, it ultimately isn't unified enough to be easy to implement.
6 Whoops, that wasn't very short, was it?
Monday, March 26, 2007
Magic Realm Part one - Why?
Following up on my theme of games that promote obsession1, I am left to recount the past two months2 of time spent with an old Avalon Hill flatbox. This flatbox happens to be Magic Realm.
I've broken my thoughts into two parts - this one covers why I remain interested in this game, and why i spent two months learning how to play (again note, that is learning -how- to play. Not actually playing.)
Awe-inspiring is the third edition rulebook. Over 100 pages (including index and reference sheets), this tome will consume not only your printer, but your mind. I spent at least a week pouring over the rules, trying to give myself a solid foundation in the rules. While I eventually succeeded, I am still incapable of finding the answer to a question quickly. The index is not as stellar as it needs to be.
So, why should anyone bother with Magic Realm now4?
Magic Realm is one of the first adventure boardgames release in the late 70s. It took on an Epic status early, primarily due to the incomprehensible first edition rulebook, later redone in a 50% better version known as second edition. The seventies had seen the rise of Dungeons and Dragons, and Magic Realm was Avalon Hill's response for a complex fantasy themed game. As a historical period piece, it is very interesting. But that's probably not enough to convince you to plow through a 100 page rulebook and then coerce your friends into a game.
Magic Realm has several features that are noticeably absent from most other adventure boardgames.
1) It has a wide range of truly different characters to play. Characters can be divided into four general groups - light armor, heavy armor, light magic, and heavy magic. While each character demands different approaches to the game, the differences between the general groups is particularly dramatic.
This is a strong contrast with games that followed. Most other games have only superficial differences between the characters, and each player will follow a very similar path towards the end of the game.
2) Cooperation and Conflict between players is open-ended. Players can cooperate to their mutual benefit, or choose to go on a spree of player killing. There are no game mechanics that enforce cooperation or conflict (like newcomers Descent or World of Warcraft), but the game system supports choice in player interactions.
3) Combat has a strong Deterministic component5. In most adventure games combat is directly tied to a die roll. In Magic Realm, depending on your character, you can predict the exact outcomes of a one-on-one fight prior to the encounter. For example, the swordsman (thief-type) can automatically run away from almost any enemy, but successfully kill very few.
4) As much detail is placed on Civilization as the Wilderness. In addition to the requisite wilderness filled with beasties and treasure, there are 'dwellings' and
'native groups', or factions of knights, rogues, wandering mercenaries and more. Players can attempt to hire or fight these Civilized enemies. Some of the characters are actually best utilized to fight natives, not monsters!
5) Extensive Magic system. Lots of spells, and a system of casting rituals, colored mana and more. A level of detail that you would expect out of an RPG, not a boardgame.
6) Random setup A full set of hex tiles and a slightly complex setup that allows for the semi-random distribution of monsters and locations. Good stuff, promising extended replayability. This is probably the least unique feature, with mention going out to Return of the Heroes for a similar concept.
--
If all these ideas have intrigues you, let's tease you some more. Here are what I consider the big myths of Magic Realm.
1) The game (or Setup) takes forever. Certainly not true for multiple playings, what really takes forever is the first person learning the rules. Gameplay itself moves at a good clip. Setup is complex, but is comparable to setting up all the different card decks in a game of FFG's Arkham Horror. However, compared to a modern boardgame, this game is not playable 15 minutes after the box is opened. I believe that this myth comes about from people attempting to sit down and play Magic Realm with only a passing familiarity with the game, or none at all. I have never successfully consulted the rulebook in under two minutes. In total, the two fully face-to-face games I played both ended after about 3 hours (including setup and rules)
2) The game is Hard. Actually, the game is easy. Again, it is learning the game from the rules that is hard. It's hard to define why. Here's a number of reasons that might be true: Poor rules, Complex non-intuitive rules, multiple subsystems, Poor graphic design (more on this later). Ultimately, Magic Realm played with one person who knows the game is fairly easy to grasp and play.
--
There's one item that I don't think enough is said about - and this is where my obsession breaks down and betrays me. The Counters. Magic Realm has a large number of counters, and when I sat down to inventory my copy of the game, I found that it was in fact First edition. Which meant that the errata for the counter manifest is about a page long. There's a recommendation in the rulebook to simply toss your counters and buy ones from Second Edition.
Instead of doing that, I tracked down a set of redesigned counters (easy enough - linked off the 'geek) and set about recreating the game of magic realm in cardboard and color printing. I'm not completely finished, but by the end of my second game, I was never so glad I spent hours on a craft project.
The redesigned counters take about a hundred pounds of rules weight off the players. I would not recommend playing this game without the new counters - they are simply that much better than the original avalon hill ones. Why?
1) The new counters contain all the information necessary for the monsters. Using the old avalon hill counters you are missing about 3-5 pieces of data about each monster, which you will have to look up in the rulebook.
2) The second thing they do requires some rules knowledge - which I've been avoiding because it's easy to find rules recaps elsewhere. In Magic Realm, when your character moves into an unexplored tile, they find either a site or a sound chit (or both). This chit determines what monsters could be present in the tile. On the original AH counters, the chit might say 'smoke'. When you roll for monsters, you will cross reference your die roll with a chart, look down the row for any instance of the word 'smoke', check back onto the board to see if you are on a mountain or Cave tile, then get the right monster.
The New counters say 'smoke [2] Dragons' When you roll for monsters, you look at your tile, and if the number you rolled matches the number on the chit, you grab the next available monster of that type. It's easier, more intuitive, and it lets relatively new players predict what is about to happen in the game.
If you are going to play Magic Realm, Get the counters. Make them. They improve the game.
Next week I'll get into what might stop you from playing Magic Realm, and how the age of the game presents some barriers to play these days.
ciao
aaron
--
1 To recap - games that suggest, or even demand repeat play to fully enjoy. The reason behind this can vary from deep strategy, incomprehensible rules, complex rules, or sheer fast and furious play. Magic Realm itself promotes obsession at first through incomprehensible rules, passing briefly through complex rules, and eventually settling into the new category - one million variants.
2 Two months, two face-to-face games. 3 Ouch. Ratio of play to obsession time is quite low here...
3 Okay, this is the requisite mention of RealmSpeak. RealmSpeak is a Java based implementation of Magic Realm. It turns the above boardgame into a computer game, either for a single player, or networked for multiple players. There are some incomplete sections (certain spells, etc), but for all intents and purposes it is fully playable.
I have played a large number of solo RealmSpeak games in the past two months. First to help figure out how Natives worked in combat, and then later to try to quantify the various parts of the game. It is kind of like playing Ticket to Ride online. It's tons faster than the board version, but ultimately leaves the player without a real understanding of how the game is played. I find this to be a general failing of computer implementation of games. Without the actual rules knowledge, some decision making becomes compromised (more true with Magic Realm than with Ticket to Ride).
RealmSpeak is okay. It is both better than the tabletop game, and much worse. Worse, because when sped up, Magic Realm becomes more pedestrian and sterile. It is better because it does all the work for you. Ultimately, I have to ask myself why I am playing RealmSpeak. Is it because I can't get anyone to play Magic Realm with me? then fine. If it is because I want to play a solitaire computer game for awhile, then there are probably better options...
4I actually found that MR had more buzz online than I expected. I think much of it is due to RealmSpeak (see 3).
5 For those 'in the know' I'm referring to the base combat rules, not the optional combat rules, which I'll eventually address.
I've broken my thoughts into two parts - this one covers why I remain interested in this game, and why i spent two months learning how to play (again note, that is learning -how- to play. Not actually playing.)
Awe-inspiring is the third edition rulebook. Over 100 pages (including index and reference sheets), this tome will consume not only your printer, but your mind. I spent at least a week pouring over the rules, trying to give myself a solid foundation in the rules. While I eventually succeeded, I am still incapable of finding the answer to a question quickly. The index is not as stellar as it needs to be.
So, why should anyone bother with Magic Realm now4?
Magic Realm is one of the first adventure boardgames release in the late 70s. It took on an Epic status early, primarily due to the incomprehensible first edition rulebook, later redone in a 50% better version known as second edition. The seventies had seen the rise of Dungeons and Dragons, and Magic Realm was Avalon Hill's response for a complex fantasy themed game. As a historical period piece, it is very interesting. But that's probably not enough to convince you to plow through a 100 page rulebook and then coerce your friends into a game.
Magic Realm has several features that are noticeably absent from most other adventure boardgames.
1) It has a wide range of truly different characters to play. Characters can be divided into four general groups - light armor, heavy armor, light magic, and heavy magic. While each character demands different approaches to the game, the differences between the general groups is particularly dramatic.
This is a strong contrast with games that followed. Most other games have only superficial differences between the characters, and each player will follow a very similar path towards the end of the game.
2) Cooperation and Conflict between players is open-ended. Players can cooperate to their mutual benefit, or choose to go on a spree of player killing. There are no game mechanics that enforce cooperation or conflict (like newcomers Descent or World of Warcraft), but the game system supports choice in player interactions.
3) Combat has a strong Deterministic component5. In most adventure games combat is directly tied to a die roll. In Magic Realm, depending on your character, you can predict the exact outcomes of a one-on-one fight prior to the encounter. For example, the swordsman (thief-type) can automatically run away from almost any enemy, but successfully kill very few.
4) As much detail is placed on Civilization as the Wilderness. In addition to the requisite wilderness filled with beasties and treasure, there are 'dwellings' and
'native groups', or factions of knights, rogues, wandering mercenaries and more. Players can attempt to hire or fight these Civilized enemies. Some of the characters are actually best utilized to fight natives, not monsters!
5) Extensive Magic system. Lots of spells, and a system of casting rituals, colored mana and more. A level of detail that you would expect out of an RPG, not a boardgame.
6) Random setup A full set of hex tiles and a slightly complex setup that allows for the semi-random distribution of monsters and locations. Good stuff, promising extended replayability. This is probably the least unique feature, with mention going out to Return of the Heroes for a similar concept.
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If all these ideas have intrigues you, let's tease you some more. Here are what I consider the big myths of Magic Realm.
1) The game (or Setup) takes forever. Certainly not true for multiple playings, what really takes forever is the first person learning the rules. Gameplay itself moves at a good clip. Setup is complex, but is comparable to setting up all the different card decks in a game of FFG's Arkham Horror. However, compared to a modern boardgame, this game is not playable 15 minutes after the box is opened. I believe that this myth comes about from people attempting to sit down and play Magic Realm with only a passing familiarity with the game, or none at all. I have never successfully consulted the rulebook in under two minutes. In total, the two fully face-to-face games I played both ended after about 3 hours (including setup and rules)
2) The game is Hard. Actually, the game is easy. Again, it is learning the game from the rules that is hard. It's hard to define why. Here's a number of reasons that might be true: Poor rules, Complex non-intuitive rules, multiple subsystems, Poor graphic design (more on this later). Ultimately, Magic Realm played with one person who knows the game is fairly easy to grasp and play.
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There's one item that I don't think enough is said about - and this is where my obsession breaks down and betrays me. The Counters. Magic Realm has a large number of counters, and when I sat down to inventory my copy of the game, I found that it was in fact First edition. Which meant that the errata for the counter manifest is about a page long. There's a recommendation in the rulebook to simply toss your counters and buy ones from Second Edition.
Instead of doing that, I tracked down a set of redesigned counters (easy enough - linked off the 'geek) and set about recreating the game of magic realm in cardboard and color printing. I'm not completely finished, but by the end of my second game, I was never so glad I spent hours on a craft project.
The redesigned counters take about a hundred pounds of rules weight off the players. I would not recommend playing this game without the new counters - they are simply that much better than the original avalon hill ones. Why?
1) The new counters contain all the information necessary for the monsters. Using the old avalon hill counters you are missing about 3-5 pieces of data about each monster, which you will have to look up in the rulebook.
2) The second thing they do requires some rules knowledge - which I've been avoiding because it's easy to find rules recaps elsewhere. In Magic Realm, when your character moves into an unexplored tile, they find either a site or a sound chit (or both). This chit determines what monsters could be present in the tile. On the original AH counters, the chit might say 'smoke'. When you roll for monsters, you will cross reference your die roll with a chart, look down the row for any instance of the word 'smoke', check back onto the board to see if you are on a mountain or Cave tile, then get the right monster.
The New counters say 'smoke [2] Dragons' When you roll for monsters, you look at your tile, and if the number you rolled matches the number on the chit, you grab the next available monster of that type. It's easier, more intuitive, and it lets relatively new players predict what is about to happen in the game.
If you are going to play Magic Realm, Get the counters. Make them. They improve the game.
Next week I'll get into what might stop you from playing Magic Realm, and how the age of the game presents some barriers to play these days.
ciao
aaron
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1 To recap - games that suggest, or even demand repeat play to fully enjoy. The reason behind this can vary from deep strategy, incomprehensible rules, complex rules, or sheer fast and furious play. Magic Realm itself promotes obsession at first through incomprehensible rules, passing briefly through complex rules, and eventually settling into the new category - one million variants.
2 Two months, two face-to-face games. 3 Ouch. Ratio of play to obsession time is quite low here...
3 Okay, this is the requisite mention of RealmSpeak. RealmSpeak is a Java based implementation of Magic Realm. It turns the above boardgame into a computer game, either for a single player, or networked for multiple players. There are some incomplete sections (certain spells, etc), but for all intents and purposes it is fully playable.
I have played a large number of solo RealmSpeak games in the past two months. First to help figure out how Natives worked in combat, and then later to try to quantify the various parts of the game. It is kind of like playing Ticket to Ride online. It's tons faster than the board version, but ultimately leaves the player without a real understanding of how the game is played. I find this to be a general failing of computer implementation of games. Without the actual rules knowledge, some decision making becomes compromised (more true with Magic Realm than with Ticket to Ride).
RealmSpeak is okay. It is both better than the tabletop game, and much worse. Worse, because when sped up, Magic Realm becomes more pedestrian and sterile. It is better because it does all the work for you. Ultimately, I have to ask myself why I am playing RealmSpeak. Is it because I can't get anyone to play Magic Realm with me? then fine. If it is because I want to play a solitaire computer game for awhile, then there are probably better options...
4I actually found that MR had more buzz online than I expected. I think much of it is due to RealmSpeak (see 3).
5 For those 'in the know' I'm referring to the base combat rules, not the optional combat rules, which I'll eventually address.
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