Showing posts with label Gamer. Show all posts
Showing posts with label Gamer. Show all posts

Tuesday, November 25, 2014

A Game of Dejarik Part 2: Meet the players (or rather, the pieces.)

Continuing with a breakdown of the dejarik game from Star Wars: A New Hope, I identified the pieces and their positions. Each piece has a detailed bio and history on Wookieepedia, but this actually hampered my progress and made me dizzy (trying to determine whether the physical traits of the monsters were clues to its place in the game: maddening.)


Chewie’s pieces:

Chewie 11x7.jpg

R2 D2’s pieces:

R2D2 11x7.jpg

The unique nature of the pieces suggests that each has individual movement and capture rules, or that each piece represents a hierarchy, like the rook, knight, bishop and royals of chess. Star Wars expanded universe books have suggested that the pieces are generated randomly at the start of each game and the players must use what they are given, forming a strategy based on each unique mix. That idea would eliminate the possibility that certain pieces are mirrors of each other. Rather than each player having a “king,” “queen,” “bishop,” etc., each piece provides a unique set of moves the player can choose from during the course of a game.


In earth chess, each piece has a point value based on its power in the game but there are many subtle variations on this calculation and many depend on whether the piece is mid- or endgame (another maddening part of my research.) I decided to skip this complication and focus strictly on movement and capture capabilities.


I think I will save the “individualized pieces” idea for a more complex rules variation. For now, I will work with the idea that each piece represents a type. Offensive (queen: no limits; an attack piece), Defensive (rook and bishop: mobile, able to hold swaths of board from a single position), Controllers (knight: move them into position and control multiple spaces at once; watch the enemy squirm.) To determine which piece is which, I looked at the moves and actions shown in the movie. The finished game should be able to duplicate the movie’s game in principle, thereby maintaining consistency.


The moves shown in the movie progress like this:


Move 1.JPG


R2’s Ng’Ok moves through the center-point to end in front of Chewbacca’s Monnok. He also turns his back on the Monnok (the only piece to change its facing during the game); does this mean it has nothing to fear from the Monnok? I make a note of this.


Move 2.JPG


Chewbacca’s Monnok slides left one space, ending adjacent to R2’s Grimtaash and diagonal to the Ng’Ok. This looks like a threat move to the Ng’Ok (was it blocked from moving to the center? Or can it only capture diagonally, like a pawn in chess?)


Move 3.JPG


The Houjix now moves to the center. This could indicate defensive positioning with respect to the Ng’Ok (if the Monnok moves in, it will be threatened by the Houjix.)


Move 4.JPG


Instead of capturing, Chewie moves his Kintan Strider around behind the Houjix (however, it does not change its facing toward the Houjix.) Threepio’s warning for R2 to “be careful,” makes me wonder about the Strider’s positioning. Most likely it is a stand off: R2’s move could begin a series of captures, reducing the population of the board.


Move 5.JPG


Instead, R2 eliminates the undefended piece. The Mantellian Savrip literally throws down with the Strider and Chewie gets angry (a frustrating loss because he cannot respond in kind? Potentially, if his Monnok captures the Ng’Ok--as I suspect its threat to be--it could in turn be captured by the Houjix from the center-point. And now that the Strider is out, the Houjix has nothing to fear?)


Move 8.JPG


Things here get very weird. The conversation about Wookiees ripping arms from sockets occurs and Han makes the statement, “Let him have it.” Does this imply that the capture should be rescinded? In any case, we do not see the game board for a time because the scene focuses on Luke’s lightsaber training, but when it is shown again the Savrip is back in its original spot, the Strider is still missing, and the Monnok slides two spaces sideways: still diagonal from the Ng’Ok, but closer to the K’Lor’Slug (maybe it is in a position that can be defended by the Slug?)


The game ends here as the characters rush off to discover the fate of Alderaan. My biggest question is the Savrip’s return to its space of origin. did it give up the advantage of center space positioning as a concession to Chewbacca? (Was this in response to Han’s warning?) Or was it a rule of the game that once it eliminated the Strider it returned to the outer ring? (This seems arbitrary and unlikely. Reducing the game to a points-war of elimination seems to devolve its value from “chess” to “tic tac toe.”) While that is not impossible, I doubt valuable star ship space would be devoted to a high tech game of circles and exes.


What do you think of the game’s breakdown? Do you see something I missed? Post in the comments below, please. I welcome other viewpoints. Next time I will explore each move more fully and what I see as the piece’s strengths and limits, hopefully developing a ruleset that stands up to play-testing.

Next: Part 3: Moves and Threats (the strategy of the game.)

Thursday, September 18, 2014

D & D, the 1d4 edition

By David



Dungeons and Dragons turned 40 this year and a new edition was released. It is being called simply: D&D or Dungeons & Dragons. No number added, no advanced moniker. A starter box is being sold to provide a start up point for new players (it covers just some introductory rules with pre-made characters so a group of players can jump in and try it out before committing to something more. The Basic Rules is available as a free PDF download here. Anyone can take a look, read it and even play it before deciding whether to invest in the printed books (which contain more character options and other extras.) All of this is very encouraging in tone and intention, and I have read many articles and blogs by all sorts of gamers giving the new edition a read and/or try. I have also read many who give it a qualified thumbs-up. Comments range from this being their new system of choice to: its okay, but they are going back to “You can insert other system or edition here.”


Like many, I followed the public playtest--an unprecedented event (at least, it was to D&D’s parent company) and I was impressed. The rules were intriguing, the idea of having a voice in the development was appealing and it seemed they were trying to follow through with the promise of drawing from D&D’s rules history and player feedback to create a game for nearly everyone, even promising rules modularity (player groups can add to, or take away pieces of the rules set to suit individual play styles.) This design, if carried out, would be a formalization of something from the beginning of the game. The oldest editions can be pulled apart, sections altered or rewritten, and played without the entire game collapsing. The original rules were not elegant, but they were very customizable.


So, in theory, one could play the new version of D&D as if it were:


Edition 1 (Advanced, or AD&D) Formalized and comprehensive rules (even though every rule was handled with a different mechanic), intended to provide consistency of play even if you played with different groups. Characters were very individualized, everyone did something special or unique.


Edition 2 (Second) A few tweaks to the AD&D rules, including more survivability (the beginning of adding “plot armor” to the player characters, so no one would feel they “lost” the game.) And more character options (a booklet for every class and race!)


Edition 3 (3.5) Lots and LOTS of crunchy rules (a rule for everything; no arguments, unless it was over rule-interpretation.) Although, most were handled with the same simple die roll: easy to remember which dice to use.  Also, more character options (create nearly ANYTHING you can imagine.)


Edition 4 (4E) Boardgame-like rules. Epic characters (players are unquestioningly the HEROES, complete with full “plot armor” and a menu of options and cool maneuvers (with names, like “Falling Star Strike” and “Rub Some Dirt On It”!)


I like this notion of being able to play your way as a concept; I love tinkering with game rules to run things the way I--and those I play with--enjoy most. I also like several aspects of the new rules set:


Advantage/Disadvantage a simple mechanic for modifying any die roll: most challenges are decided by rolling a single die; if you have advantage, you roll 2 dice and pick the best, disadvantage means you roll 2 dice and pick the worst. In other editions there were, literally, pages and pages of +1, +2, -3, etc., modifying various die rolls for various conditions. The advantage mechanic is a convenient “on the fly” rule simplifying things during play.


Optional special abilities As characters progress, they gain new benefits and features; this can be handled as simply or as complex as a group wants. This is evidence of the modularity they spoke of in the beginning. I like this as a limiting factor in the menu options at the table; I want players to be able to do whatever they imagine, not feel limited to just what is written on their character.


Ease of creation for the referee 4E did this really well and it seems to have carried over to the new edition. There is a lot that goes into a session: trying to give each player a chance to shine, providing challenges, making it all fun (for both the players and the referee) It shouldn’t feel like work to prepare for a night of D&D; this new set seems to understand that for the most part.


What I don’t like is the execution in some areas of the new rules (admittedly, these rules could be removed or altered):


Superhero aspects of the system.


Healing. I understand it is no fun to lose a character; especially when you put a lot of time and creativity into it. And I am not suggesting that characters should be easy to kill. But there is something a little too super about the way characters can recover from near death wounds in this edition. Jeopardy is what makes us care about a character; immortality becomes tiresome.
Magic. Even basic spells are phenomenal. Apprentice wizards are a little more like Nicholas Cage and a little less like Mickey Mouse.


Character advancement and improvement.


Characters begin with too many special abilities--in my opinion. It is far more satisfying to begin simply and gain in power than to begin powerful. Of course, it is a matter of taste. Would you rather be the commoner who aspires to kill the dragon? or the dragonslayer who seeks to slay another?


Monster presentation


The stat block for monsters has too much mechanical detail (it looks very much like 3.5, which pushed me away from that edition and keeps me away from Pathfinder) I don’t want to memorize--or even refer to--a single monster with its own character sheet, especially when I may need to juggle five or more different monsters in a single session.


As an overall complaint, I don’t see the promised modularity of the system yet. Currently it is as customizable as any edition has been, so it may be a non-complaint so far. And the modularity may be something yet to come, but if this is the base from which to decide what to add from here on out, I am not satisfied that it is basic enough (since I would want to remove parts to run it my way.)


Finally, despite the niftyness of the Starter Set ($20) and the convenience of the basic rules with promised updates (all free), I am very discouraged by the price point of the printed books (Player’s Handbook, $50; Monster Manual, $50; Dungeon Master’s Guide, $50; $30 each on Amazon.) Even considering inflation since I purchased my old edition AD&D books (1980’s, $20 each), that is too much money to invest in a rules set I will not use in its entirety.

I think I will sit this edition out and instead stick with the nostalgia of my classic (Moldvay) version.