Monday, May 15, 2017

What to Do If... Your Game Group Disbands

Game groups are easy to form, but difficult to maintain. Sure, you can put out an ad or Facebook post to attract gaming enthusiasts; or you can round up people from your local church, Boy Scout trip, or neighborhood. You can invite casual players, experienced warriors, and even semi-interested neophytes. You can even harass family members to join the group. Indeed, assembling people is not an insurmountable challenge, but keeping a group together is wrought with obstacles, some of which are impossible to overcome. 

As I face the departure of a good friend and gaming comrade, I pondered not the obstacles, but the tactics for handling the sadness, fear, or even the unfounded, mournful anger of the disbanding of a gaming group. These tactics might be effective for you, even if the group had dissolved in a less than favorable manner. I do not necessarily have the guaranteed best tactics, so treat my article partly as a thought exercise and partly as a reflection. 

What to do if your gaming group disbands:

1) Address, but do not ignore, the feelings

Like any negative circumstance, acknowledge your emotions. Do not minimize or dismiss them, but confront them. This could mean simply to state to yourself that you are angry, sad, disappointed, or all three at the same time. I must state, though, that this does not mean to express every feeling, especially to those who are leaving or causing the group to disband. 

2) Think of the good times

As the group dissolves, remind yourself of the positive experiences you had. I recommend writing them down in a list. If it helps, think about every game you played with the group and actively conjure up memories you shared. You could even write one noteworthy experience on sticky notes and affix it to the game box. 

3a) (If relations are still friendly) Have a goodbye meeting

Prioritize one more meeting with the group as a whole. Choose a date, time, and venue for the meeting. I do not think it has to be a game meetup, but it should be a fun event. A bowling outing or a day hike would be fine; of course, a final game day with a favorite game would be wonderful. 

To preserve the moment, you may decide to create identical thick card stock plaques that list the best shared memories as a group that everyone can sign. A less pre-planned option could be for everyone to sign identical copies of an inexpensive game to keep as individual mementos. 

3b) (If the group breaks up acrimoniously) Write a final correspondence or post to encourage reconciliation and/or forgiveness

Often, the most arduous thing to do is to set things right. It can also be the most unpopular decision, but strive to close the group without sore feelings among the former members. This will most likely not salvage the group, so do not aim for that because that goal may be selfishly driven, and that is the worst reason to reconcile. Reconcile because it brings others up; that would be your last gift to the group.

4) Take your time forming a new group

For those who belong to multiple groups, this does not apply. However, for those who counted on that one group for your gaming fix, I recommend patience in forming a new group. This does depend on how long your group existed; the longer the group lasted, the longer you may need to take. Also, some people are more nostalgic than others; if you are nostalgic, take all the time you need. If you are not a nostalgic person, then do what you feel is best. 

These steps are simply my thoughts verbalized for you upon which to reflect. I realize that, for some, a gaming group is just for games -- it may not a group of people considered to be friends. I have seen these groups before; everyone is playing to satisfy a personal desire to play. I do not judge that negatively. For me, though, my game group is a group of good friends and soon-to-be good friends; I attach many strong feelings to that group. This is why I am trying to cope with the loss, and I hope my thoughts help you as you process what is happening. 


Thursday, May 11, 2017

Rules Discussion: Using One Token to Track Multiple Game Elements

There is an intriguing little (for lack of a better word) mechanic I have observed in Eclipse and Glass Road. Honestly, it's neither a mechanic nor a rule, per se, but a nifty way of accounting for gained resources, and this design element is becoming more popular, as far as I can tell. In those two games, removing chits or tokens reveals new abilities or income. In Eclipse, as far as I have observed, if you deploy one of your cubes onto another part of the board, a higher income level is revealed, as if by deploying a worker you make more money. Something similar happens in Glass Road; by removing or "spending" certain resources, a glass piece or a brick piece is revealed, enabling you to building something or accumulate items. In both cases, what is happening is simple to understand: you are tracking income or accumulation in a clever way.

Let me explicitly state my point: as time has passed and modern games have been created on the backs of games before them, newer and more elegant ways of tracking your stuff have been introduced. In the past, tracking accumulation was fiddly: you had to maintain piles of tokens or you slid a dedicated counter down a scoring track of some kind. If you look back 10 or 15 years ago, you may notice that these "older" board games were like accounting spreadsheets in which had to balance every column by retaining piles of chits. This is apparent in Uwe Rosenberg's earlier games, such as Le Havre and Agricola; in both games, you tracked your stuff by keeping piles of... well, stuff.

However, a few years ago, Rosenberg created Glass Road, which is, in many ways, a huge refinement of those past games in one regard: instead of maintaining piles of junk, you simply turn a dial and slide one token representing each resource along the dial to indicate how much you had of each resource. This was a genius move and worthy of distinction because Rosenberg succeeded in instilling that beloved complexity into a game, yet streamlining the bookkeeping to a few deft moves of tokens and a dial. Brilliant!

There are numerous reasons why fiddly bookkeeping has given way to elegant tracking through subtraction. One reason is because, by moving a piece or a dial, you track two trends -- resource accumulation and revelation of a new level of play -- which is expeditious for gameplay. Another reason is because with game designers interweaving more systems, tracking those systems must also be more streamlined lest a game night devolve into so much cube-pushing and chit-moving that turns take twice as long as it takes to make decisions. Yet another reason to consider is that, frankly, including more material in a game makes it more expensive to manufacture and buy; by limiting the tokens and the chits, game costs stay relatively low without sacrificing complexity.

The odd irony is that even elegant tracking mechanisms can feel fiddly, which is why Eclipse indeed seems like an old game. Interestingly, Eclipse is not an "old" game, per se, though it did come out in 2011, which is kind of long in the tooth for board games. Eclipse was ahead of its time, though Eclipse represents that awkward period of transition when popular trends shift, early adopters struggle with those new trends, and then those trends become publicized to the extent that people understand them better. On the shoulders of such games as Eclipse, game designers may have discovered those novel ways of tracking resources, improving on the old designs.

Nowadays, I see more games using a method of tracking two or more items by simply moving one piece or one dial. Great Western Trail and Mombasa, which are both Alexander Pfister games, employ this approach to accumulation. In Mombasa, for example, when you explore a region of the board, you deploy a house piece representing a company's interest in that region; at the same time, if a coin space is revealed, then an end-game scoring bonus is definitely forthcoming. All it took to account for this was the game designer using the removal of that house piece as the bookkeeper for that end-game bonus instead of using a dedicated tracking dial or slider.

This is the bright future of board gaming with more complex games mitigating all that fiddliness with more elegant ways of keeping your books balanced by tracking two or more items with one element. In that way, even the bookkeeping itself is a game mechanic because you are moving pieces from one space to another whilst revealing a higher level of income, a new resource, or even a bonus to end-game scoring (see Mombasa). Any thoughts on that?

Friday, December 16, 2016

The Cthulhu Mythos: One Christian's Perspective

It still amazes me how influential some people, organizations, and events can be, and yet be obscured, disregarded, and even forgotten. For instance, it surprises me how much of an impact Eli Whitney and the cotton gin had on the economic development of the South, even though most people now would not remember Whitney at all. I am also somewhat alarmed at how crucial Nicola Tesla was to the widespread use of alternating electrical current, yet it is only now that his name is receiving the recognition. A third name that has come to my attention is Howard Phillips Lovecraft, also known as H.P. Lovecraft, whose influence in horror and science fiction has largely gone unnoticed by all but the die-hard fans of a character and mythos called Cthulhu.

Cthulhu is a character from a short story written by Lovecraft in 1926 called The Call of Cthulhu, which tells the tale of a young intellectual turned investigator who learns more about a mysterious being called Cthulhu, the cult of dangerous individuals who worship it, and the madness that strikes anyone who dares to investigate this eldritch, alien horror. As the story progresses, the protagonist, whose thoughts and words are conveyed in first-person voice, discovers stories of strange effigies, weird dreams, mysterious deaths of those who also sought to uncover Cthulhu, and of a group of sailors who escaped the ravenous attack of South Pacific cultists to wash up on a non-Euclidean nightmare of an island harboring the legendary city of R'yleh, where Cthulhu supposedly resides (unbeknownst to the group of sailors). Not to reveal much more, the story ends with an ominous warning of insanity to those who choose to follow the author's footsteps. Indeed, for its time, The Call of Cthulhu must have been jarring... for those who happened to read it.

For much of his literary career, Lovecraft toiled in semi-obscurity, all the while churning out story after story, creating a fantastic tapestry of odd alien beings, ancient space conflicts, hidden invasions onto Earth, and the insanity that can only come from beholding creatures beyond human comprehension. I must admit that my knowledge of the Cthulhu realm is spotty, but I have come to realize that Lovecraft had intentionally or somewhat inadvertently developed a striking world of fiction that came to be regarded as a mythos of Cthulhu. Even a cursory scan of Lovecraft's bibliography suggests an impressive output of fiction even tangentially related to Cthulhu. As I have found, Lovecraft, though prolific in his fiction writing, garnered little financial gain from his work and died poor.

However, just as Van Gogh's work was more widely appreciated after his death, Lovecraft's work seemed to find an audience as knowledge and discussion of Cthulhu has crept ever so slightly into the mainstream as the years have passed. Even before now, the influence of Lovecraft's blend of the horror of the unknowable and of scientific inquiry and fiction can be found in television shows like Kolchak: The Night Stalker, The X-Files, and Fringe; in horror movies that involve insanity and cosmic monstrosities; and, of course, in written fiction, as Stephen King himself has noted Lovecraft as a major influence. Furthermore, in the last several years, Cthulhu, and the intellectual property associated with that character, has steadily gained popularity in board gaming, which is one of my main hobbies. Much like the cultists in The Call of Cthulhu, Lovecraft's intellectual property is gaining social momentum, even seventy years after his death.

Cthulhu has become so prevalent in gaming that my interest was inevitably piqued regarding it. In the board gaming world, several games related to Cthulhu have garnered positive reviews and recommendations, such as Elder Sign and Mansions of Madness, but, until recently, I knew little about Lovecraft or his work. All that I had known about Cthulhu was based on what I had read about those board games. This led me to investigate what Cthulhu was (much like the hapless protagonists of Lovecraft's work), so I began at an odd point: I downloaded the card game Cthulhu Realms to my cell phone. The game was designed by Darwin Kastle, who used almost the exact same system of deck-building as in Star Realms, except that the art and terminology was changed to reflect Cthulhu. As I played this virtual card game (which is also available as a physical card game), I encountered character names, such as Dagon, Wilbur Whatley, and even The Shadow of Cthulhu. Knowing nothing of these characters, I proceeded to research on Wikipedia, which most people do, I'm sure. Then, I decided to go back to the source material: I found a free version of The Call of Cthulhu and downloaded it to my Kindle Fire tablet. Because it was a short story, it took only a couple of hours of reading to finish it. Unexpectedly, my interest has been further piqued and I am now reading The Mountains of Madness, which is another short story in the same world as Cthulhu, apparently.

As an aside, I should mention my impressions of The Call of Cthulhu as a literary work. Being an English as a Second Language instructor and a linguist, I can speak with some experience and authority about this short story, at least from a diction standpoint. In my opinion, Lovecraft's sentence constructions are outstanding with complex clauses, an extensive vocabulary, and a writing style that is both grammatically sound and lyrically pleasing. I reveled in his diction, as if I have been starved of this level of erudition for so long. Sure, some of his writing is, shall I say, outdated compared to current speech and writing patterns, but his work from a mechanical standpoint is beautiful.

Regarding the content, Lovecraft wrote the story in first-person voice, so the reader's connection with the material is immediate, as if someone were conveying a life event directly to the reader. Yet, there is a detachment that comes from Lovecraft's choice to recount tales of Cthulhu through second-hand stories shared with the protagonist. This detachment augments the mystery of the ever-increasingly horrific Cthulhu. However, though the story is told from a first-person perspective, there is a disjointed quality to the narrative in which time seemed to advance days, weeks, and even months with little more transition than a passing sentence. Conversations are also portrayed not as dialogue, but as reported speech. Because of this and the aforementioned detachment, characters are mostly name labels on victims and agents that advance the plot. Even the narrator, through whom the reader can sense and feel the curiosity and fear so inherent to current horror fiction, is a caricature, at best, who does not stand out as a living, breathing person with traits and tendencies beyond his inexorable inquisitiveness. Thus, The Call of Cthulhu is plot-driven, despite the first-person narrative.

Despite my criticism, I can understand how attractive the Cthulhu mythos is because of the mystery of the unknown and the imagined insanity of beholding an incomprehensible terror. There is something oddly exciting about imagining oneself as a paranormal investigator researching in libraries, interviewing eyewitnesses, piecing together creepy accounts, and globetrotting in pursuit of truth. Much like Mulder and Scully or the Ghostbusters or even a Van Helsing character type (which predates Cthulhu, of course), the danger and intrigue of the hunt for absolute evil is enthralling, engendering chills down one's spine and a general sense of foreboding.

As I finished The Call of Cthulhu and read more about Lovecraft, I started pondering some points that are directly relevant to Lovecraft's world in comparison to our world. One point that occurred to me was the godlessness of the Cthulhu world. In The Call of Cthulhu, Cthulhu and his minions are extraterrestial, ancient beings from another part of the galaxy, another dimension, or both, with the near-godlike ability of instilling preternatural fear into a sad cadre of sailors. These beings are uncaring, ominous creatures that disregard humanity, maybe treating them as slave fodder, at best. These beings are somewhat analogous to Satan and his demons, except that Satan is hellbent to snatch souls while the Cthulhu demi-deities are only disdainful towards humanity. Another point that I considered was the godlessness of the character and how fright and hopelessness engender an ambient sense of doom. In The Call of Cthulhu, I felt that doom in the prose with the main character inexorably descending into a kind of self-conscious madness, as if he was perfectly aware of how his grasp of reality was becoming more and more tenuous, yet he was powerless to stop it. It caused me to think about people in the world today and how existential and nihilistic they tend to be, which in turn is reflected in a selfish, "you only live once" mentality. A third point that crossed my mind was how there was no sense of victory in the prose; there is not even a false dawn, so to speak. The force and pulse of the narrative is typified by a contrast between undying curiosity and impending, undeniable defeat at the hands of insanity. In other words, Lovecraft's work is neither joyous nor hopeful, which is what the world resembles when there is no sense of God.

Considering that Lovecraft was an atheist, it is understandable that the atmosphere that he creates and the characters in the narrative are driven by a thirst for knowledge and a latent kind of righteous indignation that seems to come from the feeling that Earth is being invaded. However, these characters are equally draped with a hopeless darkness that is exacerbated by the looming danger of rabid cultists and otherworldly visages with no regard for humanity. As I read The Call of Cthulhu, I experienced all of these feelings, and this is where Lovecraft was successful; his prose envelopes the reader in the story. Though the narrative is a distant kind of first-person perspective, I am in the room with the main character, looking through his eyes, yet fully myself. I imagine that this is the appeal of Lovecraft's work, and what makes horror as popular as it is. Yet, there is a melancholy that is repulsive to me, probably because Jesus is about a faith, hope, and love that conquers the darkness, and Lovecraft's world is the opposite: faithless, hopeless, and gloomy.

I am not sure if I am a Lovecraft or Cthulhu fan, and I am not sure how a Christian can reconcile his or her faith with Lovecraft's Cthulhu mythos except that his writing, which is wonderfully descriptive and eloquent, speaks into the deepest, darkest parts of our souls. His writings remind me that without God, the world is bereft of hope and purpose; without God, our demons are ultimately unknown and unknowable, yet there are "cultists" in our world that elevate those demons -- demons of consumerism, hedonism, selfishness, greed, meglomaniacal power, and so on. In Christian circles, people talk of "idols" as anything that draws us away from God. Anything can be an idol, but in Lovecraft's world the idols are extraterrestrial beings who, at best, want to subjugate humanity or, at worst, sweep humanity aside to occupy our space for their own ends. That draws me to Lovecraft's prose because it elucidates me regarding the spiritual battle that rages around us each day, yet goes on ignored with a demonically-motivated misinformation campaign that dulls unwitting souls into a lifeless sleep riddled with personal ambition and acquisition of things. We are told everyday that God is dead, that self is everything, and that we should concern ourselves with our hobbies, our careers, and the betterment of ourselves, even despite others. We live in a world in which there are other-level events happening, yet we, as humanity, disregard it and focus on our own daily lives and desires. To me, Lovecraft weaves these frailties of the self into his narrative tapestry. When I read The Call of Cthulhu, the thought that dominated my mind was the desire to share Christ with others lest we all descend into a kind of Cthulhu-lite insanity, intrigued by the curiosities in the shrouded corners of this world to the point that we are obsessed with them until we are lost forever. If anything, I believe that, quite unintentionally, Lovecraft shows us a Satanic world which should compel us to look at our world and pray that our world would never go down that path.