Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts

Monday, May 7, 2012

[Review] Tok Tok Woodman

So, TheBoy and I came upon this fun idea. We would play a bunch of games. We would have fun. We would learn more about the products we sell at the store, and I could review them for my little blog.

We started out innocently enough with the Axis and Allies game. That was a blast. We had so much fun playing that game. I think we will play it a few more times so that I can get a chance to win. (Fat chance, but chance nonetheless.)

We have tried a few games. We loved some and didn't like others at all.

Tok Tok Woodman is one of our perennial favorites.


This game is billed as a "dexterity game", which means it involves hand/eye coordination. This is something I am usually truly bad at, but I STILL love this game.

It's more like a twisted version of Jenga than anything else.


The premise of the game is that you have a tree that you are trying to cut the "bark" off of without knocking any of the wood out from the base of the tree.

You do this with an axe, of course.


The axe pictured is actually from the expansion, but you get the idea. (Yes, there is an expansion. It's just as fun as the original!)  You tap the tree three two times, trying to knock the bark off but leave the discs of wood intact. Every piece of bark is worth points, while the wood COSTS points. Whoever ends up with the most points wins.

I have to say that for me, the largest portion of this game's appeal is how ramped up TheBoy gets. He is absolutely like a little kid, being given permission to break stuff. With an axe. (Yes, it's a little plastic axe, but it's an axe.)

I have sold this game on numerous occasions as a "party game". It's a great icebreaker or timewaster, without any complex strategy or overall need for thinking. It's just silly. The best part of the party game is that if you add drinking, it just gets sillier. I can only imagine making shots a part of this game.

There's no real rules breakdown, or complaint about pieces, or discussion of confusing something or other. This game is straightforward, and fun. It's even better when the folks you play it with understand it is meant to be silly, and get into it with the over the top actions (and reactions) to make it more entertaining.

The only downside I can think of is that if you like a serious, intelligent game, this isn't it.

I think you should play this game, and enjoy some good laughs.

Tuesday, April 17, 2012

[RPG][Wonderland] Creating Opposition

I have finally decided on a system to use for Wonderland. I'm going with Risus.

After considering about 6 systems (including Savage Worlds and Mutants & Masterminds) and talking to TheDude about running something I can't "sell", I decided to do what I wanted and worked best for my game idea, and stop trying to do what I "should".

The map has been made (although it needs serious cleaning up) and the setting(s) are defined fairly well, with a lot of room to breathe and change if the soon-to-be players mess things up, confuse me, or otherwise X+1 me.

The next thing I am working on is the "opposition"- the things the players will face in the environment, and decide motivations, mannerisms and so forth for them. Because as much as this game is ultimately intended to be a "players vs. the world" sort of idea, there will be things to Deal With.


Most of what the players face will be much like themselves, but maybe with different beliefs, reasons for doing things, or understandings of the fundamental rules of the world. At some point there will be conflict; or at least I expect so given this is a game and there is an underlying want to "kill orks for beer money" in many gamers I know.

Coming up with those beliefs, values and reasons is a lot harder than coming up with "what they look like". GM's, what is your take on making opposing forces?

How do you make them, what do you consider important, all those things- please share!

Thursday, February 23, 2012

[RPG] What's Your Take on Surprises?

I am in the beginning stages of working on an RPG campaign, and the majority of the plot will involve something very dramatic and life-altering happening to the players.

I'm debating how to handle this particular aspect of the plot. I'm torn between "make it a big surprise" and "include the players in the process".

  


Surprises definitely have a place in games, and I'd be stupid not to use SOME elements of the unknown some of the time. This decision is a lot more in-depth than that. It's something that would fundamentally change the character- let's say; he sprouts wings overnight, or becomes 16 fee tall. 

But this wouldn't happen to just ONE character, EVERY character would face something huge, dramatic and honestly challenging within the first few runs of the game. 

I'm currently considering putting a "warning label" on the game before I start it. With enough up front disclosure that SOMETHING BIG would happen, maybe player agency won't be lost. 

There's always the option of letting the players help decide what happens to them, but keep it a surprise as to when or even if it actually happens. 

It's a lot to consider. 

Players: would you want to be involved, be warned, or be totally surprised? What factors might change how you feel about this sort of scenario?








Friday, December 2, 2011

[RPG] Chemistry

In RPG's, I've found that the single most important element for a game to go well is chemistry.

Yes, maybe a little beverage helps....

Chemistry is inexplicable to those outside the game. In many ways, it's like obscenity- "you know it when you see it". I've had some games that were hilariously fun and I couldn't wait to play- but people watching from the outside had no idea what was good about it. I've also had games that, on paper, were stellar. Well known GMs, great players, interesting plot- but when the group was together, the chemistry was terrible and the game fell apart.

Recently I've seen games with great starting chemistry lose steam because a member of the group had to quit, and I've seen dying games take on new life with the addition of a single player. I've been impressed by the fact that in most cases, the key to good chemistry is a SINGLE person with a dynamic personality. At least in my area, when you add more than one 'big voice', things kind of go off the rails.

There's no crystal ball as to whether a game will work with the people in it or if you need to do some quick chemical adjustment. Because chemistry is fairly important to me, I often sit in on a session or hang out with the group I am considering joining before I agree to play in a new game. I know other people do a sort of interview to figure out if the people they will be playing with 'fit their needs' and others just hope for the best.

What experiences have you had with group chemistry, and what advice do you have for those having problems?

Wednesday, October 12, 2011

[40K] Show Me How

I am starting a new project soon, but before I get to it, I want some advice. You know me, I am always willing to give it out, so now I am going to ask for some.

I want a "clean, shiny" look for my next project; but I generally paint in a overwashed, muddy, dirty sort of way.
I personally love the look. I enjoy the over or undersaturated aesthetic a lot, as seen here:


This Maurader is one I personally painted, and is pretty representative of my ability and "groove".

There is also this guy (Mihalis and Back40K, This is for you...)


I really don't like yellow, but this guy is stellar. I love his washed out, grungy look.

So, if your paint style is a little messy,  how do you get results like this?


I'd love to have clean, crisp, sharp lines and colors. I would love to have the colors be "just right", rather than "too much" or "not enough". I have no idea how to do it.

Can any of you show me demos, videos, tutorials or other resources for a CLEAN paint job?

Wednesday, September 28, 2011

[40K] Musical Armies

There's a new guy in our league, and he's been trying different armies until he finds one he likes.

Tried Orks. Didn't like them.

Tried Chaos Daemons. Din't hate them, but decided they are "not for him".

Now he's trying IG. It sounds like he might be looking for yet ANOTHER army soon, but he's still undecided.

It reminds me a little of the owl...


How many tries did it take you to find your army of choice?

Tuesday, September 13, 2011

[40K] Chaos Daemon Help-Defeating Luck

All right, this one is for all the Chaos Daemon players out there (all two of you, haha). There's a new guy in our 40K league, and he's very interested in Choas Daemons. He's been using some pretty interesting figs as proxies while he plays around with builds and learns the game.

Of course I sent him over to Strictly Average, but for a beginning player, there was a lot there that was way beyond what he is trying to do.

His biggest problem at the moment is luck (or lack of it). Pretty much every single bad thing that could happen to his army HAS happened- troops just not appearing; HQ's getting eaten by the warp, crap like that. He has had some BAD luck.



So please help out; how do you overcome that?

Wednesday, August 31, 2011

[40K] Adepticon Already?


This week, our 40K group started a new league. This time around, it's an Adepticon League. The idea behind this is to give those that want to go some practice at the point level and experience in the general type of scenarios likely to be played there.

So while everyone else is talking about the NOVA Open and how they did there, we're looking forward to spring and even going to far as to discuss a potential travelling team.


The sign up table amuses me pretty seriously- the "Captain" position stayed open and people signed up UNDER it. No one wanted that "title". It was a giant game of "not it". Finally Paul volunteered, but it was funny watching the guys try to avoid "being in charge" at all costs.

In all fairness, no one will really be in charge. The idea is the Captain will be the point of contact and help get the ball rolling for when and if the guys decide to go up for the Tournament.

We talked a little about lists and painting. For our league, the lists don't have to be static at the moment. The idea is to be able to adjust as you play to help you get a better build as well as learn to play more efficiently.  Additionally,  we're not being too uptight about paint levels either, but I know that some of our interested players are looking at their "grey, grey and grey" armies with a little trepidation in anticipation of going "up north". (We're south of the tournament location by about 2 hours.)

There were no "take backs" or "do overs" this week, which was a little different than how we generally do it. It certainly wasn't cut throat, but it was a different from how many of us operate.  One of my pals pretty much swore himself  blue because he forgot to use Living Lightning. He was good natured about it, but he was certainly aware of his mistake.

Right now, it sounds like they all want to go and play as individuals, rather than try to do the Team Tournament. However, I do know that there was at least one guy who would like to do Teams as well.

I'd love to hear from those of you that have gone to Adepticon- what was your experience like? What helped you "get ready"? Was there anything you would like to have done differently? Any advice you want to share?

Tuesday, December 7, 2010

[40K] [Beginner's Project] Advice

This will be added to later. 

 Here you'll find advice aimed at newer players, collected from folks willing to share their wisdom and points of view. Please feel free to ask questions and offer anything that you think should be added.

sonsoftaurus said...
- Best advice I could offer is that rules come and go, so don't build an army just for a current set of good rules. Build the army you like.
Also in the same vein:
Think ahead


Nikephoros said...

    1. Pick an army you find aesthetically pleasing first and foremost. If you hate the look of your minis you wont want to paint them, and you wont want to play them.

    2. Start small. Two troop choices and an HQ. Play with just that until you get the swing of things and decide you want to commit your time and money to wargaming.


Wienas said...

    Play at lower point levels to start out with. You can find the Combat Patrol rules (aka 40k in 40 minutes)online. This set of restrictions keeps the games quick and without super-powerful units. You can play 3 games in the same time as a 1500-1750 point game. It's a good way to wrap your head around the rules.


Dave G _ Nplusplus said...

    Agreed with the others, pick an army that appeals to you both via fluff and appearance. Enjoy your choice nomatter what others say.

    Enjoy painting for yourself rather than trying to emulate others.

    Take your time modding and painting - if you rush, they won't look so good and then whatcha gonna paint?

    Play some games down at the local store using their minis or with friends / family using theirs.

    Play the game for fun, not to win.

    Don't get hung up on rules, be casual.

    Own the board and have a plan - the moment all you're doing is reacting to your opponent, they're winning. (Though defensive play is a good way to start)


kennedy said...

    I've got 3, I suppose.

    Some of the best advice, in my opinion, is: Don't listen to too much advice. Pick one or two people you can really trust and LISTEN TO THEM. Don't let the many flapping mouths of the Internet weigh you down with BS.

    Another thing I'd say is: Stick to your first force until you know it inside and out. Don't start a new army before you're really ready. I see loads of new players with 3 crap armies and no idea how to play any of them. It's better to become a good player with 1 army and then go from there.

    Lastly, but not least: Don't get married to ideas. If you start an army with the idea that you're gonna play X style, don't be afraid to deviate if that is what ends up happening. Let yourself grow and change.


Von said...

    Listen to Kennedy. He talks sense.


The Antipope said...

    I would actually suggest to the new player to do a bit of a soul-search before picking up a new army. What are his motives first of all? Does he have more of a "gamer" attitude and likes to play tough games and win? Then a competitive army would be most fitting (IG,SW).
    Does he enjoy painting more? Then maybe an army with a lot of fresh, cool looking models would suit him/her best (like the new DE).
    So, yeah I think it all depends on his/her attitude torwards the hobby.


Thor said...

    Anything I've had said has already been said. All great advice above.
 

Max said...

    With hobby stuff, try out lots of things and don't worry that you might screw up. With paint you can always just strip the mini and try again. With greenstuff, just slice it off and try it again.

    Don't be afraid to go back and change things- how I went about painting my Guard was start with the basics on everything at first. Then when I learned a few new painting techniques I went back and updated my models with my new skillz. I'm still doing that, and they just keep on getting better and better.

    Game wise, play lots of games. There is no substitute for experience. Make sure you're with someone who knows the rules down cold and, after you've played a few make sure that you are allowed to make mistakes. Nothing teaches you to remember to run/assault than not doing it and having your unit blown away.
 

Admiral Drax said...

    Enjoy losing and make it cinematic!

Monday, November 29, 2010

[40K] Beginner's Project: Weapons

I'm planning a Space Marine variant, so my questions are about SM weapons. I'm sure there are other questions out there, and I'll try to hit them as I can.

Please explain the difference between the following weapons:

Plasma Gun
Las(er) Gun
Melta Bun/Bomb
Flamer Gun

What benefit does each offer and what scenarios are each best at?

For Eldar, the Shuriken cannon seems pretty dubious alone. Is this a weapon that's better in a large volley of fire?