quinta-feira, 23 de maio de 2019

2019 Esports World Championship: December 11 To 15, 2019

IESF's 11th World Championships.
International Esports Federation (IESF) hereby announces the dates for its upcoming 11thEsports World Championship to be held in Seoul.

Following the very successful World Championships in Kaohsiung, IESF's 11thEsports World Championship shall be held in Seoul, South Korea, from 11thto 15thDecember, 2019.

For over 10 years, Esports World Championship has established its status as the only International Esports World Championships based on participation from Member National Federations.

Mind Sports South Africa (MSSA) has participated at every IESF World Championships since 2009, and is considered by many to be a valuable member, especially since South Africa was the first country to recognise esports as a sport.


With the ever increasing number of IESF Member National Federations continually growing, such membership has now increased to 54 nations, and, as a result of such growth, IESF's 11thEsports World Championship is a dynamic Esports World Championship reflecting the diversity and representation of its member federations.

For more information about IESF's previous Championship history, such can be found on the following link:https://www.ie-sf.org/our-tournaments/


Also read:

Here And There In London By J. Ewing Ritchie

Here and There in London by J. Ewing Ritchie

Rage 2'S Bright Bouncy Apocalypse Both Helps It And Hurts It - IGN Games

Rage 2's Bright Bouncy Apocalypse Both Helps It and Hurts It

Storium Basics: Wild Cards

Welcome back to my series on Storium basics. Today, we'll be discussing Wild Cards.

When you create a character, you start with a defined Strength and a defined Weakness. Usually you'll start with more than one copy of each, making it your character's strong theme - the amount can vary depending on your game's settings. However, in addition to those, you'll also usually start with a few wild cards - some Strengths, and some Weaknesses.

These are how Storium handles the mechanical side of character development.

Wild Strength and Wild Weakness cards are Storium's way of letting you develop your character and reveal new traits about them. When you pick one, Storium will ask you to title it and write a description for it, just as if you were creating custom cards during character creation. You can also select from other cards the narrator had as options for character creation, or from cards you've already played in the game.

Which should you do? Well, that's up to you.

Early in the game, it's probably best to either pick another card from the character creation list that seems to apply to your character, or write a custom card.

Picking another card from the list is pretty simple - just find one on the "Existing Cards" list and select it. Make sure to pick something that feels like it applies to your character - something that fits with your concept.

My preferred method, though? I prefer to write my own Wild Cards. Once you've started the game, you're probably starting to develop your character's identity and traits in your head. The other existing cards might apply, but I tend to find that only works for one additional card, two tops. To really reveal who my character is, I find it's best to write up some custom cards.

It's also lots of fun.

When you're writing a new card, what you want is to aim for something that feels broad but still descriptive. Strengths and Weaknesses in Storium work best when they can apply to a wide variety of situations, but they still need to say something specific about your character. Not that you can't use very specific facts from time to time, but overall, I find it easier to write things you can use again and again. For more on that, see the links below.

The other thing you want to do here is say something new about your character. Something that spins off of what we know about them, but that is different in some way from what we knew before. You'll get the most fun out of Wild Cards if they differ from cards you've already played. They can be similar, but there should be differences. As an example, if your original Strength card was something like Brilliant, reflecting your ability to use intellect to find a way through your problems, maybe your new Strength might be something like Lateral Thinking, reflecting a particular and unusual strategy that allows you to find creative solutions, or Multitasking, reflecting your ability to split your brainpower to handle multiple tasks at once. They still relate to your intellect, but they tell you something new.


Now, it doesn't have to be that direct of a link all the time, but it's important to try to link Wild Cards to your character concept. You're describing new elements of your character, but they shouldn't (generally) feel like they come entirely out of nowhere. Build on what you've done so far or formalize traits you've hinted at in the past. There may be times where it's appropriate to reveal a totally surprising character element, but done improperly, or especially done too often, it ends up just feeling like bad writing. So: Tell us something new about your character, but not something outlandish about your character. In general.

Late in the game, when you've already made a lot of wild cards, you may find it easier to start using the "Previously Used Cards" tab to select cards you've played earlier in the game. In the late game, you've already got a pretty decent list designed and it may be hard to think of new traits for your character. That's when I find it handy to sometimes use this list and just bring another of my existing traits to the fore. In the early game, there's just not enough on this tab and using it will stop you from adding new traits to your character - but in the late game, it can be very handy.

Whatever you do, you'll then play that card just like any other card - write your move according to the traits you've revealed. Once you've written the card, there's nothing particularly different about using it than using other cards.

At Refresh (more on that next week), any wild cards you've played will show up with their names and descriptions as options you can choose. This is how you can change your character's primary, noted traits over the course of a game. A paladin who starts out with Toughness as his starting Strength may turn out to concentrate on Inspirational Leadership and Empathy by the end of the game - so Wild Cards don't just let you reveal new things about yourself, they can ultimately let you change your character in accordance with the story.

For more on Wild Cards and writing Strengths and Weaknesses, see these articles:

terça-feira, 2 de abril de 2019

Thrilling Days Of Yesteryear


Perhaps appropriately, Cowboys: Way of the Gun is a game out of time. It was first published in 2007, but it has the look and feel of a game from the early 1980s, right down to the "bookshelf format" game box and a design sensibility that definitely favors function over form. It reminds me a lot of the 1989 Aliens board game, which is an excellent game design let down by weak production values.

Mechanically, Cowboys is a very well-designed small scale skirmish game that avoids a lot of the convoluted rules that seem to plague most games of this type. It plays on a grid for easy movement, and has simple game mechanics for establishing range and line of sight. Since it is played on pre-printed boards, the rules for moving and shooting through terrain are also very straightforward. It's a very fast-paced game, with the average scenario taking around 30 minutes to play.

"Move and shoot" games can get stale easily, and like several others such as 7TV and Alien vs. Predator: the Hunt Begins, this one uses a deck of event cards to give players a way to introduce some tactical decisions and unpredictability to the game. This game's event deck also functions as a standard poker deck, which allows it to be used as a random number generator for things like initiative. It might have been interesting to take this a step further and replace the dice with card draws to determine whether or not an attack is successful.

The real meat of the game is in its scenario book, which details 26 simple game setups that recreate famous gunfights both historical and fictional, from the shootout at the OK Corral to the three way standoff at the end of The Good, the Bad and the Ugly. The scenarios in the book escalate slowly, starting with one-on-one "shootout at high noon" games before eventually moving on to more complex setups with victory conditions beyond simply killing all of the other side's cowboys.

Unfortunately the game falls seriously flat on its outdated production values. It uses cardboard standups and tokens in lieu of miniatures, which in itself wouldn't be a problem, but the artwork on the game pieces is very bland. The same holds true for the game's various boards depicting sections of wilderness or classic western buildings like saloons and banks, which is a pity because they are otherwise of pretty high quality, printed on nice sturdy cardboard.

"The fight's commenced! Get to fightin' or get away!"
That said, the game's simple rules make for some cinematic action that inspires the imagination. In one game, I had to have Wild Bill Hickok run into a general store to reload his weapon, then come crashing through the store's window into the street to get a shot at his opponent. In another, recreating the famous gunfight at the OK Corral, I was stuck with one character (Ike Clanton) who didn't have a weapon, so I had him run around getting in the way of my opponent's line of sight, much like the "get to fighting or get away" scene from the 1992 Tombstone movie.

It shouldn't be too difficult to find some gunfighter miniatures (in fact, I have tons of them) and maybe even find some western town maps with better artwork, which is all it would take to make this a truly great game.

Rating: 3 (out of 5) The biggest problem with this game's weak production value is that it's a hard sell to get others to play, especially if they're not particularly interested in the historical west.

Deities & Demigods Face Lift - Need A New Title!

When getting serious about the production of Deities & Demigods, I had to face certain realities about the theme:

Tropes vs Cliches


On one hand, using a familiar theme is useful, because tropes are like pictures -- worth 1000 words. People can recognize things like "Ares is the one that moves your troops" because of what they already know about the Greek gods. Knowing that information up front reduces the cognitive load on the player, who can spend their cycles thinking about whether they want to build stuff rather than having to think "wait, what does Hephaestus do again?" Read this whole twitter thread for a good, technical description of what I've been thinking for years, but didn't have the knowledge or vocabulary to express properly:


On the other hand, gamers tend to complain when a theme is overused. To be honest, while that complaint does come up at times, I suspect it's more of a complaint that the theme was used poorly than that it's really overused, because there are several popular themes that occur in many, many games every year that don't receive that complaint. However, a bigger issue may be presentation...

Looking at the many Greek mythology themed games out there, they all look exactly the same! The typical (maybe stereotypical) depiction of the Greek pantheon may be a good example of a "trope" that has become "cliche." It's difficult to tell any one of those games from another just looking at the artwork. Santorini does a good job of setting itself apart, with the awesome chibi-style artwork, but that's a rare exception:


The chibi style is cute, and works very well for that game, but (a) I'm not sure that kind of style would work as well for Deities & Demigods, and (b) it's been done already!

So how do I make Deities & Demigods stand out from the crowd? I had a few ideas about this...

1. Allocate a large art budget, so that if the game had to look like other, similar games, maybe it could look better. However, looking at some of the Greek mythology art from recent games, it appears they've already done that!

2. Change pantheons, moving from Greek mythology to something less commonly used, such as Egyptian mythology. For a while I thought this would be the right decision, as the art could look different, and people could comment on the unusual theme rather than the same-old same-old of the overused Greek setting. But the more I thought about it, the more I realized that while the outfits would look different, the artwork would still probably look similar to the Greek games, and I wasn't finding Egyptian gods that fit as well with the game action.

3. Find a new style, like Santorini did. I came across the art for SPQF in the portfolio of one of the artists I was considering, and it got me thinking. SPQF is a card based civilization building game, with very nice art of anthropomorphic animals. There have been a couple other games with anthropomorphized animals lately -- one might even say it's the start of a trend, however I don't think we're there yet. This led me to consider a cross between Clash of the Titans and The Lion King... what if we re-imagined the Greek pantheon as animals of the African plain?

Clash of the Titans meets The Lion King


In the end, I liked the sound of this third option best, and have decided to go that route -- re-imagining the pantheon as anthropomorphic animals. This allows us to keep the tropes of Greek mythology, but use art that differs significantly from other Greek themed games, and could look pretty cool.

Photo of SPQF cards by BGG user lovemyfire
My initial picks for animals to represent each deity looked like this:
Zeus (king of the gods) -- the obvious choice is a lion
Hermes (messenger of the gods) -- a macaw seemed like a good choice
Ares (god of war) -- an elephant, or possibly a wild boar
Hephaestus (blacksmith to the gods) -- an ape of some kind (the opposable thumbs could help him build)
Hera (Zeus' wife) -- at first I thought maybe a peacock, but probably better would be a tiger, jaguar, leopard, or cheetah

With a change of theme, a few details will have to change as well. For example, animals have no use for gold, so perhaps food would be a better thing with which to show devotion. That said, perhaps Artemis (goddess of the hunt) would make more sense than Hermes, and as an added bonus it would get more goddesses into the game (something I'd been wanting to do anyway). To represent Artemis, perhaps a bird of prey would make sense.

For the player boards, I figure smaller animals would make sense, something like meerkats, gazelles, monkeys, and I don't know, some bird species perhaps. These are animals that are found in packs or groups, so it would make sense that you have 12 of them under your control. To represent your troops on the board, a regular meeple doesn't really evoke animals, so I've been thinking of something better. One thought is a sort of generic "animeeple" -- a 4 legged something-or-other which is not necessarily related to any of the player boards. The graphic designer suggested a paw shape, which could be cute, and would stack well, but might not be as fun for players to move around the board.

I'm open to suggestions for a meeple shape that would be good. I don't think it can really relate to the player board animals, or else (a) the player who insists on playing red all the time would always have to be meerkats, and (b) if we add more player boards with player powers in an expansion or something, we'd have to add 12 meeples to go with it!

What's in a name?


Deities and Demigods was a title I was kind of OK with, but it was always only a placeholder. 90% of the people who play the game point out that there's an old Dungeons and Dragons sourcebook with that title, which I don't actually think matters. In any case, I've always wanted a better title.

About 4 months ago, I finally put some effort into finding a better title, but didn't come up with anything fantastic. Some of the options were:

Titan's Tribute
Divine Interest
Quid Pro Quo (change pantheon to Roman deities)
Chrysos (Greek for "gold")
Favor of Olympus
Buy The Gods (pretty good, but maybe too "cute" for a real/serious title)

And for a good laugh:
In Gods We Trust
Invest In Vesta

However, now that the game is about animals in the African plains or Savannah, I don't think any of those would really work anyway. I could really use a title for this game, and the sooner the better so the graphic designer can make a logo for it! Please comment with your suggestions.

So far, the only idea I've had that I like at all is Pantheon of the Plains, but I'm sure there could be something better...