Luke Cage and Black Panther are two of the coolest superheroes ever created. For years I have created mental "casting calls" for the two characters. Typically, Wesley Snipes gets cast as Black Panther -- my favorite Avenger -- but my ideal Luke Cage has been more fluid.
Recently, I have tended toward Brian J. White. I really like Brian J. White as an actor, but even when he's an antagonist (like in Fighting) he's too likable to be the hard nosed Cage. That doesn't stop me from having him return to the top of my casting list.
Hollywood has been considering Tyrese Gibson for the role. Tyrese can certainly bring the edge the character requires, but he looked a lot more than 1" shorter than Paul Walker in 2 Fast, 2 Furious. Luke Cage should be intimidatingly tall and Tyrese, has never seemed tall in the films he has starred in.
I am a big fan of Taye Diggs, and his performance in Equalibrium cemented him in my mind as someone who can portray an intense action star. His work in projects like Private Practice prove that he can bring a nice softness to a role as well. My ideal Luke Cage needs both. He needs the anger and the empathy.
What none of these actors share, to the best of my knowledge, is a deep and abiding love for the character and for comics in general.
Isaiah Mustafa does. Not only has he been awesomely entertaining in the Old Spice Commercials, but he is a comic book fan who has publicly expressed his affection for the character.
I know, I know...you're going to say that Nicolas Cage is proof that fandom and genuine love for a medium doesn't necessitate quality films, we can argue that another time. I for one have enjoyed Nicolas Cage's films, even some that were universally panned. There's a kind of sincerity to them that is often lacking in productions. That sincerity matters.
Watching the G4TV interview below with Isaiah Mustafa convinced me that he has the sincerity. His willingness to fully commit to the Old Spice commercials, not matter how ridiculous they get, puts him at the top of my list of Luke Cage candidates.
Let's get Isaiah Mustafa to star as Luke Cage.
Friday, July 16, 2010
Wednesday, July 14, 2010
Bill Willingham Contemplating Marathon RPG Session at Gary Con 2011
Bill Willingham -- author of DC Comic's FABLES, early Dungeons and Dragons illustrator, and creator of the classic independent comic book THE ELEMENTALS -- recently posted on Monkey House Games' website that he was planning on attending next year's Gary Con.
But wait there's more.
Willingham posted that he was hoping to run a game session at the convention, but this wouldn't be just any game session.
Mr. Willingham plans to run a 3-day non-stop marathon session in which players will experience an entire Villains and Vigilantes campaign.
That's right. A legendary comic book writer wants to run a 3-day gaming session using one of the oldest Superhero roleplaying game systems at a small local convention that honors one of the founders of the roleplaying hobby.
Does that sound like heaven or what?
But wait there's more.
Willingham posted that he was hoping to run a game session at the convention, but this wouldn't be just any game session.
Mr. Willingham plans to run a 3-day non-stop marathon session in which players will experience an entire Villains and Vigilantes campaign.
That's right. A legendary comic book writer wants to run a 3-day gaming session using one of the oldest Superhero roleplaying game systems at a small local convention that honors one of the founders of the roleplaying hobby.
Does that sound like heaven or what?
Tuesday, July 13, 2010
Steve Jackson Games Offering Early Space Gamer Issues on e23
From many of my prior posts, it's probably pretty clear that I am a great admirer of The Space Gamer magazine that was published by Steve Jackson Games in the early 80s. Over the course of the magazine's lifetime, it changed hands no fewer than four times, but it is the Steve Jackson era that stands out as a particularly high point for the magazine.
During the Steve Jackson era, The Space Gamer was THE magazine where gamers could find reviews covering the breadth of the gaming hobby. They had review and news columns covering rpgs, miniatures, and play-by-mail games. Key among the reviews was the magazine's "Capsule Reviews" section where gamers could find thoughtful reviews of dozens of gaming products in every issue. This magazine is one of my favorite resources when I am looking for archival information about the history of the gaming hobby. Reading The Space Gamer one quickly sees that the "current" animosity that some gamers feel toward Wizards of the Coast -- the current owners of Dungeons and Dragons -- is nothing new. Back in the 80s, during the Gygax era, TSR (the owners of D&D at the time) had huge layoffs on a regular basis and were as sue happy as modern gamers claim Wizards is today.
In addition to rules and news, The Space Gamer issues often featured fully playable board games. Kung Fu 2100, Globbo, Battlesuit, and Necromancer were all games that originally appeared in the pages of TSG. The pages of the magazine also featured regular articles by people who are now giants in the gaming industry. People like Allen Varney started their game designer careers as contributors to the Letters page of TSG. Lord British wrote articles discussing his designer notes for Akalabeth and its origins.
For years, I have been collecting back issues by scouring eBay on a regular basis. Some of the issues are more expensive than others, and I have had to wait through several auctions on a couple of key issues. eBay, garage sales, used games sections, and used book stores used to be the only places one could legally acquire copies of TSG. Now that has changed.
Steve Jackson Games has finally made the first three SJG issues of The Space Gamer available on their e23 electronic publication store. Potential readers can now find issues 27, 28, and 29 at the website where they cost a mere $2.99 each. For these, and for any TSG issues, this is a bargain.
Go. Buy them now. Read them. Enjoy the in depth look at the early days of our hobby.
You can even get a free preview of issue 29 here.
Let's hope they keep adding new issues for us to purchase.
During the Steve Jackson era, The Space Gamer was THE magazine where gamers could find reviews covering the breadth of the gaming hobby. They had review and news columns covering rpgs, miniatures, and play-by-mail games. Key among the reviews was the magazine's "Capsule Reviews" section where gamers could find thoughtful reviews of dozens of gaming products in every issue. This magazine is one of my favorite resources when I am looking for archival information about the history of the gaming hobby. Reading The Space Gamer one quickly sees that the "current" animosity that some gamers feel toward Wizards of the Coast -- the current owners of Dungeons and Dragons -- is nothing new. Back in the 80s, during the Gygax era, TSR (the owners of D&D at the time) had huge layoffs on a regular basis and were as sue happy as modern gamers claim Wizards is today.
In addition to rules and news, The Space Gamer issues often featured fully playable board games. Kung Fu 2100, Globbo, Battlesuit, and Necromancer were all games that originally appeared in the pages of TSG. The pages of the magazine also featured regular articles by people who are now giants in the gaming industry. People like Allen Varney started their game designer careers as contributors to the Letters page of TSG. Lord British wrote articles discussing his designer notes for Akalabeth and its origins.
For years, I have been collecting back issues by scouring eBay on a regular basis. Some of the issues are more expensive than others, and I have had to wait through several auctions on a couple of key issues. eBay, garage sales, used games sections, and used book stores used to be the only places one could legally acquire copies of TSG. Now that has changed.
Steve Jackson Games has finally made the first three SJG issues of The Space Gamer available on their e23 electronic publication store. Potential readers can now find issues 27, 28, and 29 at the website where they cost a mere $2.99 each. For these, and for any TSG issues, this is a bargain.
Go. Buy them now. Read them. Enjoy the in depth look at the early days of our hobby.
You can even get a free preview of issue 29 here.
Let's hope they keep adding new issues for us to purchase.
Saturday, July 10, 2010
Mongoose Publishing Releasing "Classic Chaosium" Michael Moorcock RPGs in PDF
I am happy to see that a number of publishers are using digital publishing to keep old and out of print games in the marketplace. In the modern market, there is no excuse for not having old products available. All you do is feed a secondary market and feed digital piracy. While digital pirates will still steal products that are made available digitally for sale, more honest purchasers have a way that they can support the games that they love. It allows new players to be introduced to historic games, and it allows people who own physical copies to keep those in more pristine shape and use the digital copies instead.
Mongoose Publishing has long been using the digital distribution stream, and they have now made the classic Chaosium Michael Moorcock inspired Basic Role-Playing games available for purchase. This includes the excellent first edition of Stormbringer by Tunnels and Trolls' own Ken St. Andre.
I know there are some who have mixed feelings about Mongoose Publishing's business practices during the early d20 boom. No one can deny that Mongoose looked at the upcoming releases of other companies and rushed out versions of similar products that were released prior to those of their competitors. This often led to inferior product by Mongoose and diminished sales for the original company. I share these mixed feelings regarding Mongoose and d20.
That said, I have been impressed with Mongoose Publishing in the Post-d20 marketplace. They have done quality editions of Traveller, and adapted Judge Dredd and Hammer's Slammers to that system seemlessly. I am also enjoying their -- slightly overpriced -- new Lone Wolf role playing game.
Regardless of what you think about Mongoose, you might want to consider what Michael Moorcock had to say about Chaosium in Kobold Quarterly #5:
Quite a different picture than one might have imagined. Chaosium is one of the venerable and trusted names in gaming, and most early vitriol regarding "game publisher greed" were aimed at TSR. Those anti-TSR flames were often fanned by fans of Chaosium, so if Moorcock's claims are true it puts the early days of the hobby in a different light.
I don't know the truth of Moorcock's anti-Chaosium claims, but I'll take him at his word with his pro-Mongoose praise. If purchasing the pdfs means the good author gets royalties, then count me in as a customer.
Mongoose Publishing has long been using the digital distribution stream, and they have now made the classic Chaosium Michael Moorcock inspired Basic Role-Playing games available for purchase. This includes the excellent first edition of Stormbringer by Tunnels and Trolls' own Ken St. Andre.
I know there are some who have mixed feelings about Mongoose Publishing's business practices during the early d20 boom. No one can deny that Mongoose looked at the upcoming releases of other companies and rushed out versions of similar products that were released prior to those of their competitors. This often led to inferior product by Mongoose and diminished sales for the original company. I share these mixed feelings regarding Mongoose and d20.
That said, I have been impressed with Mongoose Publishing in the Post-d20 marketplace. They have done quality editions of Traveller, and adapted Judge Dredd and Hammer's Slammers to that system seemlessly. I am also enjoying their -- slightly overpriced -- new Lone Wolf role playing game.
Regardless of what you think about Mongoose, you might want to consider what Michael Moorcock had to say about Chaosium in Kobold Quarterly #5:
"Or course, Chaosium turned out to be crooks, paying no royalties, ripping me of, behaving in a dodgy way. I tried over the years to get the stuff away from them, but it wasn't until Mongoose made a serious offer to Chaosium, plus an offer to me, that I was able to switch. Mongoose have proven a completely trustworthy firm... Gary [Gygax] told me he wished he'd known the circumstances, since he had other ideas for EC games. I too wish I'd signed with GG, who seemed a pleasant and agreeable guy."
Quite a different picture than one might have imagined. Chaosium is one of the venerable and trusted names in gaming, and most early vitriol regarding "game publisher greed" were aimed at TSR. Those anti-TSR flames were often fanned by fans of Chaosium, so if Moorcock's claims are true it puts the early days of the hobby in a different light.
I don't know the truth of Moorcock's anti-Chaosium claims, but I'll take him at his word with his pro-Mongoose praise. If purchasing the pdfs means the good author gets royalties, then count me in as a customer.
Friday, July 09, 2010
A Gamer's Treasure -- Different Worlds #23
To say that Different Worlds Issue #23 is one of the highest Superhero Themed Gaming Magazine issues of all time would be an understatement. It closer to the truth to say that this particular issue of Different Worlds is one of the best -- if not the single best -- issue of a gaming magazine ever published.
Issue 23, the "Special Superhero" issue, was published in August of 1982 just as superhero roleplaying games were beginning to emerge in the marketplace. 1977 had seen the release of Superhero 2044. This game was quickly followed by the release of the 1st edition of Villains and Vigilantes by Jeff Dee and Jack Herman and Supergame Aimee Karklyn and John Hartlove. By the time Champions emerged in the marketplace in 1981 at the Origins Game Fair, where it set a new standard in superhero gaming, the genre was well established as a successful gaming milieu.
During the early 1980s, fewer gaming magazines were "House Organs" that existed purely to promote the products of the company that published the magazine. The vast majority of these magazines were published by gaming publishers, like today, but these publishers frequently featured articles containing content for their competitor's games and advertisements for their competitor's products. Dragon, The Space Gamer, and Different Worlds were published by TSR, Steve Jackson Games, and Chaosium but they didn't limit themselves to promoting their own products. Of these magazines, Dragon ran the fewest articles covering competitors' products but it contained a significant amount of external advertising. It wasn't until the publication by Steve Jackson Games' AutoDuel Quarterly that a company produced a magazine with the sole goal of promoting a single product line.
If Dragon was the stingiest when it came to containing articles about other companies' offerings, Different Worlds and The Space Gamer were in heavy competition for which magazine was the most generous in supporting the hobby first and the company second. Both were excellent magazines that are sorely missed today.
It is in this environment that Different Worlds issue #23 "hit the stands" and set a high mark for what a magazine could do in support of the hobby itself. If you were considering starting up a magazine that covered the whole RPG hobby -- I'm looking at you d∞ -- this is the issue I would point you toward to demonstrate how to do a themed issue.
The issue had content that supported all of the major superhero roleplaying games of the day, had reviews of several of their products, and had reviews of some of the smaller emerging titles of the time.
Let's have a look at the issue:
Superhero 2044: Part-Time Superhero -- This five page article, written by the game's designer Donald Saxman, provided designer notes for the game, supplemental rules, and an adventure that players could run in their own campaigns. The inclusion of a couple of new characters is helpful to GMs and players who want to use this system.
Villains and Vigilantes -- Pages 14 and 15 of the issue have a detailed discussion, by game designer Jeff Dee, of the history of the game and the changes that Dee and Jack Herman made to the system for the newly released (in 1982) 2nd edition of the game.
Supergame -- Jay and Aimee Hartlove have a four page article that has a detailed discussion of the game's development and history. This article also includes Supergame conversions of The Incredible Hulk (Marvel), Raven (DC), Captain America (Marvel), Wonder Woman (DC), Batman (DC), Spider Woman (Marvel), and Wolverine (Marvel). This article prompted years of searching for copies of Supergame, a search that was not completed until 2002 when I found copies of the first and second edition at the War House in Long Beach. Modeling existing characters within a specific gaming system is one of the best ways to demonstrate what the benchmarks of a given game are and Jay and Aimee did a bang up job in this issue. They also discussed the limitations of their game.
Champions has two articles back to back in the issue. The first is a set of designer notes by Steve Peterson. Modern Champions players may not be able to envision a day when Steven Long wasn't the man behind the rules set, and he has been a boon for the game, but it's nice to read what the creator of a game thought of his rules and how he wanted them changed for the second edition. The first edition of Champions was a 64 page rulebook released in 1981, Hero Games released a second edition of 80 pages a year later. That "revised" edition contained a number of significant changes. This second edition was the edition of the game I cut my teeth on, though the 4th edition was the one I played the most and still find to be my favorite edition. What is particularly praiseworthy in Peterson's notes is how responsive he was to how the game was being played. Given that he was a decade before the internet -- though there was a significant BBS community for the game -- it is even more remarkable.
The second article for Champions is an article by Glenn Thain, a name you will find repeated in many of the early superhero rpgs and someone who has a knack for testing the limits of systems in character design, where he presents statistical representations for the John Byrne era X-Men. This article shaped the way that I viewed game balance for quite some time. In hindsight I think that Thain's fandom for the characters made him make them a little more powerful than they would have been written up by a more neutral evaluator. Regardless of quibbles, Thain presents some good guidelines to be used in individual campaigns that wish to model superheroes. Thain provides statistics for Sprite (Kitty Pride/Shadowcat), Storm, Colossus, Nightcrawler, Cyclops, Wolverine, and Magneto (giving one villain). Given the accuracy of the emulation of the abilities of the characters, this article is a great demonstration of the versatility of the Champions system -- even before it became a 900 page omnibus.
Superworld -- Given that Different Worlds was a Chaosium organ, one would expect to find a section discussing their superhero entry Superworld and Steve Perrin provides a nice designer notes and errata article for the first edition (the one in the Worlds of Wonder boxed set) of the game. Superworld is based on the Basic Role-Playing system, and as such has one of the most intuitive mechanical systems as its underlying structure. Tell someone that they have to roll 11 or less on 3d6 to accomplish a task and they may or may not understand what the probabilities of success are. Tell them that they have a 55% chance and it is instantly crystal clear. Superworld's system is a percentile based one. It is no wonder that this game became the basis for George R. R. Martin's shared world anthology Wild Cards. The game is versatile and easy to understand. The first doesn't have a large power set, but that was soon changed with a second -- and stand alone -- version of the game.
Like Champions, Superworld gets an article wherein the X-men are modeled using the system. In this case the X-Men represented include a couple missing from the prior article. They are Angel, Storm, Professor X, Sprite (Kitty Pride/Shadowcat), Wolverine, Nightcrawler, Cyclops, Colossus, and Magneto (the villain).
In the reviews section of the issue, there are reviews of Supervillains by Task Force Games (a deservedly negative review by Steve Perrin), The Official Superhero Adventure Game by Brian Phillips (a relatively positive review of the independently published game -- a game that I desperately wish to own), Death Duel with the Destroyers an adventure for Villains and Vigilantes (a deservedly positive review by Steve Perrin), The Ysgarth System (a mixed review of a game that became the foundation of a near impossible to find superhero rpg entitled Challengers).
There are many other noteworthy aspects to the issue, not the least of which is the sweet Bill Willingham cover, so if you are a fan of superhero rpgs you absolutely must track down a copy of the issue. My personal copy is one of the "Collector's Reprints."
Thursday, July 08, 2010
Eagerly Awaiting a New "Out of the Box" by Kenneth Hite
Has it really been four months since Kenneth Hite last shared his insights into the independent rpg world with us in the form of a new "Out of the Box" opinion column?
Sadly, yes.
Hite's "Out of the Box" column is one of the great treats that the internet has to offer to gamers who desire to look for games a step off of the beaten path. Hite has been writing the column since 1997 and back when Gamingreport.com was an actual gaming news site, Hite's OOTB columns provided editorial content that supplemented was a step above the site's "Press Release" news feed. Hite's columns were conversational, provided insight about games you may have otherwise missed, and were written in his erratic polymath style. In shore, like Hite's own self promoting blog, they were a joy to read.
When Gamingreport.com folded, Hite's column migrated over to one of the best places on the internet to find small press role playing games the Independent Press Revolution website. Since migrating to the website, Hite has written columns filled with praise for games about anthropomorphic mice, Lucha Libre wrestlers, murderous space marines, superhero homicide detectives, and mysterious disappearances.
He has also written a couple of wonderful little rpg products himself in the past two years.
But Hite hasn't written a column since March of this year. Surely he can give us an Origins report, or a discussion of how 2010 is the year of the super hero rpg, or a review of a game wherein players take on the role of Helots who strive to live normal lives in between brutal Spartan raids.
In the meantime, I'll just have to visit his blog.
Tuesday, July 06, 2010
LOOT AND SCOOT: A Win for Victory Point Games?
I am a sucker for dungeon crawl themed board and card games. I own the vast majority of the games included in Board Game Geek's Definitive Dungeon Crawl Geek List. When I saw that the scrappy independent game company Victory Point Games had developed what they believe to be a "Euro Style" and "Family Friendly" version of a dungeon crawl game, I knew that I would have to add Loot and Scoot to my collection.
Adding the game to my collection is one thing, keeping the game on the "keep ready at a moment's notice" shelf is quite another. I own quite a few games, but only a few manage to find their way onto readily accessible shelf space. Most games end up in one of my gaming closets, or even banished to my storage unit where they rest until my wife and I manage to make the millions necessary for a house big enough to house a proper gaming library. Given that we live in Southern California, that truly means millions. Storage games do get played from time to time, but such occurrences are rare and must be planned. TSR's All My Children and Fantasy Flight Games' Fireborn are both games that are currently trapped in storage. If my gaming group shared certain affections with me, Fireborn wouldn't be there but she is.
What is the fate that awaits Loot and Scoot?
My friend, and fellow board game aficionado, Eric visited my house the other weekend during a non-roleplay gaming weekend and we tried out a number of games to test their merit and Loot and Scoot was among those games we played.
Loot and Scoot is one of many genre themed games published by Victory Point Games designed by Chris Taylor, or as VPG calls him the "Maker of Games." It would be fair to say -- attempting to not tip my hat on this particular evaluation -- that Chris Taylor and I have extraordinarily similar tastes in game themes. In addition to designing the pen and paper FALLOUT game that accompanied FALLOUT: TACTICS, Taylor has designed FORLORN HOPE (an Aliens/Space Hulk inspired game), NEMO'S WAR (a solo game inspired by 20,000 Leagues Under the Sea), and has a number of free web-published games. Let's just say that based solely on his attempt to design a solo game based on a Jules Verne novel places Chris Taylor among my favorite designers.
Loot and Scoot is a game of exploring dungeons, training adventurers, and scoring the most "loot." Each of the two to four players in a game of Loot and Scoot takes on two roles. Every player is a dungeon owner and a band of hearty adventurers seeking to kill the monsters and take the stuff from the other players' dungeons. In this manner, Loot and Scoot combines elements from FFG's excellent Descent game with the progenitor of all Dungeon Crawl games TSR's Dungeon.
Descent has players in direct opposition to one another as one represents the Dungeon Master and the others represent the adventurers. In Dungeon all of the players are adventurers seeking to loot the same dungeon and the first player to meet certain victory requirements wins. In Loot and Scoot players stock their own dungeons and loot those of their opponents. Games with more than two opponents can see some players' dungeons become the focus of several players for a time.
At the beginning of each game session players select a map they will use as their own dungeon which they will stock with an array of dastardly creatures in the hopes of creating a challenge for their opponents. Each player also begins with two "level 1" adventurers and two hirelings. Players will use these character to explore the dungeons of their opponents, a player can never explore his/her own dungeon.
Once the players' dungeons have been stocked, the players' work as "dungeon master" is finished and the only ways that the dungeon will change are due to the successes of the opponents' adventurers. Monsters don't leave their rooms once they have been placed. It should be noted that the dungeon stocking phase of the game shares some qualities with Stratego. Players want to place their Dungeon Bosses -- really tough monsters -- in such a way as to make their opponents work hard to get to them.
During a player's turn he/she may use money that has been acquired, either through adventuring or using an action to "beg funds," to recruit adventurers and hirelings, train adventurers, or purchase buildings where adventurers may be trained. Different adventurers are more, or less, effective against different monsters and players are well served to have a well-balanced and highly trained party. The game's design is such that there are not enough characters, or buildings, for every player to have multiples of each character type or training facility. This can lead to trading and auctioning activities when a player encounters a monster that his/her adventurers are less than effective against. Having limited resources adds a nice level of depth to the play and increases player interactivity.
When looting an opponent's dungeon, players go from room to room (revealing and combating monsters as they go) attempting to acquire as much loot -- and defeat as many monsters as possible -- before encountering the dungeon's Dungeon Boss. Defeating a Dungeon Boss ends the game and points are scored at the end of a full round of play after the Dungeon Boss is defeated. This activity sounds easier than it actually is in practice. Defeating an individual monster is no easy task, an adventurer has either a 1/6 chance or no chance at all of defeating a monster. Certain monsters can only be defeated by certain character types. For example, the Werewolf may only be combated by the Mage, the Cleric, and the Fighter. Any Rogues in the player's party are of no use. Additionally, only one of each of those characters can contribute in a battle against a Werewolf -- each needing to roll a six in order to defeat the beast. It is guaranteed that players will lose hirelings/take damage while they are adventuring, but it is up to the player to decide how far he/she wants to push their luck as they loot dungeons. Play too cautiously and opponents will run away with the game. Play too loosely and you will never acquire enough victory points to win the game.
The game play has a nice balance of luck and skill. The luck comes in the form of the die roll resolution, but the skill comes in rationally analyzing your odds of success. This kind of luck/skill balance is common in Eurogames and is one of the reasons they have such a broad appeal. Having elements of luck in play allow less skilled opponents to win, and thus expands the number of those who can have fun while playing. Having elements of skill appeals to those who find the whimsical hand of purely luck driven games dull. Taylor's design in Loot and Scoot has the right balance of the two, both in the "planning" stages and in the eventual "adventuring" stages of the game.
Like all of Victory Point Games' games, Loot and Scoot is well designed graphically. Also like all Victory Point Games' games, there is a "hand made" quality to the components. This is because VPG games are designed by people with excellent graphics skills who are actually making the game by hand. The game features hand cut die-cut counters that had their graphics printed on a high quality ink jet printer.
At $17.95, the components compare well to other die-cut counter games and are far superior to the components of early Microgames like Ogre (those Microgames have an inflation adjusted price of approximately $10.00). As a die-cut counter game the components are good, but for those who prefer miniatures/meeple/wooden blocks this game won't quite meet expectations. The game also included one of those microscopic 6-sided dice, something that I actually would have preferred they left out of the bag. Did I write bag? Yep. The game, like those old Microgames, comes in a ziplock bag.
Some of the above comments regarding the components read a little more critical than I intend them too. I just want you to know what you are getting for $17.95. This is the 2010 version of a Microgame, inexpensive components and a reasonable price.
Components and rules aside, whether or not a game gets played repeatedly or gets its place on the "keep ready at a moment's notice" shelf is determined by two major factors -- is the game fun to play and can it be played repeatedly? In the case of Loot and Scoot, I can give a resounding yes to both questions.
There are a couple of things that set this game apart from other dungeon crawl games and make me want to have it as readily accessible as Descent. The game sets up and plays quickly. The games mechanics encourage player interaction due to a scarcity of resources. The game has internal mechanics that prevent one player from feeling "beat up" on for more than a short time. All in all this is a fast and furious game, and I cannot wait for the expansion.
Adding the game to my collection is one thing, keeping the game on the "keep ready at a moment's notice" shelf is quite another. I own quite a few games, but only a few manage to find their way onto readily accessible shelf space. Most games end up in one of my gaming closets, or even banished to my storage unit where they rest until my wife and I manage to make the millions necessary for a house big enough to house a proper gaming library. Given that we live in Southern California, that truly means millions. Storage games do get played from time to time, but such occurrences are rare and must be planned. TSR's All My Children and Fantasy Flight Games' Fireborn are both games that are currently trapped in storage. If my gaming group shared certain affections with me, Fireborn wouldn't be there but she is.
What is the fate that awaits Loot and Scoot?
My friend, and fellow board game aficionado, Eric visited my house the other weekend during a non-roleplay gaming weekend and we tried out a number of games to test their merit and Loot and Scoot was among those games we played.
Loot and Scoot is one of many genre themed games published by Victory Point Games designed by Chris Taylor, or as VPG calls him the "Maker of Games." It would be fair to say -- attempting to not tip my hat on this particular evaluation -- that Chris Taylor and I have extraordinarily similar tastes in game themes. In addition to designing the pen and paper FALLOUT game that accompanied FALLOUT: TACTICS, Taylor has designed FORLORN HOPE (an Aliens/Space Hulk inspired game), NEMO'S WAR (a solo game inspired by 20,000 Leagues Under the Sea), and has a number of free web-published games. Let's just say that based solely on his attempt to design a solo game based on a Jules Verne novel places Chris Taylor among my favorite designers.
Premise
Loot and Scoot is a game of exploring dungeons, training adventurers, and scoring the most "loot." Each of the two to four players in a game of Loot and Scoot takes on two roles. Every player is a dungeon owner and a band of hearty adventurers seeking to kill the monsters and take the stuff from the other players' dungeons. In this manner, Loot and Scoot combines elements from FFG's excellent Descent game with the progenitor of all Dungeon Crawl games TSR's Dungeon.
Descent has players in direct opposition to one another as one represents the Dungeon Master and the others represent the adventurers. In Dungeon all of the players are adventurers seeking to loot the same dungeon and the first player to meet certain victory requirements wins. In Loot and Scoot players stock their own dungeons and loot those of their opponents. Games with more than two opponents can see some players' dungeons become the focus of several players for a time.
Basic Flow of Play
At the beginning of each game session players select a map they will use as their own dungeon which they will stock with an array of dastardly creatures in the hopes of creating a challenge for their opponents. Each player also begins with two "level 1" adventurers and two hirelings. Players will use these character to explore the dungeons of their opponents, a player can never explore his/her own dungeon.
Once the players' dungeons have been stocked, the players' work as "dungeon master" is finished and the only ways that the dungeon will change are due to the successes of the opponents' adventurers. Monsters don't leave their rooms once they have been placed. It should be noted that the dungeon stocking phase of the game shares some qualities with Stratego. Players want to place their Dungeon Bosses -- really tough monsters -- in such a way as to make their opponents work hard to get to them.
During a player's turn he/she may use money that has been acquired, either through adventuring or using an action to "beg funds," to recruit adventurers and hirelings, train adventurers, or purchase buildings where adventurers may be trained. Different adventurers are more, or less, effective against different monsters and players are well served to have a well-balanced and highly trained party. The game's design is such that there are not enough characters, or buildings, for every player to have multiples of each character type or training facility. This can lead to trading and auctioning activities when a player encounters a monster that his/her adventurers are less than effective against. Having limited resources adds a nice level of depth to the play and increases player interactivity.
When looting an opponent's dungeon, players go from room to room (revealing and combating monsters as they go) attempting to acquire as much loot -- and defeat as many monsters as possible -- before encountering the dungeon's Dungeon Boss. Defeating a Dungeon Boss ends the game and points are scored at the end of a full round of play after the Dungeon Boss is defeated. This activity sounds easier than it actually is in practice. Defeating an individual monster is no easy task, an adventurer has either a 1/6 chance or no chance at all of defeating a monster. Certain monsters can only be defeated by certain character types. For example, the Werewolf may only be combated by the Mage, the Cleric, and the Fighter. Any Rogues in the player's party are of no use. Additionally, only one of each of those characters can contribute in a battle against a Werewolf -- each needing to roll a six in order to defeat the beast. It is guaranteed that players will lose hirelings/take damage while they are adventuring, but it is up to the player to decide how far he/she wants to push their luck as they loot dungeons. Play too cautiously and opponents will run away with the game. Play too loosely and you will never acquire enough victory points to win the game.
The game play has a nice balance of luck and skill. The luck comes in the form of the die roll resolution, but the skill comes in rationally analyzing your odds of success. This kind of luck/skill balance is common in Eurogames and is one of the reasons they have such a broad appeal. Having elements of luck in play allow less skilled opponents to win, and thus expands the number of those who can have fun while playing. Having elements of skill appeals to those who find the whimsical hand of purely luck driven games dull. Taylor's design in Loot and Scoot has the right balance of the two, both in the "planning" stages and in the eventual "adventuring" stages of the game.
Component Quality
Like all of Victory Point Games' games, Loot and Scoot is well designed graphically. Also like all Victory Point Games' games, there is a "hand made" quality to the components. This is because VPG games are designed by people with excellent graphics skills who are actually making the game by hand. The game features hand cut die-cut counters that had their graphics printed on a high quality ink jet printer.
At $17.95, the components compare well to other die-cut counter games and are far superior to the components of early Microgames like Ogre (those Microgames have an inflation adjusted price of approximately $10.00). As a die-cut counter game the components are good, but for those who prefer miniatures/meeple/wooden blocks this game won't quite meet expectations. The game also included one of those microscopic 6-sided dice, something that I actually would have preferred they left out of the bag. Did I write bag? Yep. The game, like those old Microgames, comes in a ziplock bag.
Some of the above comments regarding the components read a little more critical than I intend them too. I just want you to know what you are getting for $17.95. This is the 2010 version of a Microgame, inexpensive components and a reasonable price.
Overall
Components and rules aside, whether or not a game gets played repeatedly or gets its place on the "keep ready at a moment's notice" shelf is determined by two major factors -- is the game fun to play and can it be played repeatedly? In the case of Loot and Scoot, I can give a resounding yes to both questions.
There are a couple of things that set this game apart from other dungeon crawl games and make me want to have it as readily accessible as Descent. The game sets up and plays quickly. The games mechanics encourage player interaction due to a scarcity of resources. The game has internal mechanics that prevent one player from feeling "beat up" on for more than a short time. All in all this is a fast and furious game, and I cannot wait for the expansion.
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