The Alexandrian

Fixing Munchkin Quest

January 26th, 2009

Munchkin QuestA lot of my contemporaries have fond memories of the boardgames Dungeon! and HeroQuest. I was never that enamored of them. I think this is largely because I came to the games via Dungeons & Dragons rather than vice versa — so it always seemed like the poor man’s version of a fuller and richer game. There are myriad limitations to the game, of course, but the largest lack I felt was that — although the contents of a room could change — the board was largely immutable. There was no true sense of exploration.

HeroQuest, in particular, was never a game I really warmed up to. The inclusion of a gamemaster allowed for dungeons with more flavor, but also emphasized the fact that — with the same play dynamic — I could be playing an actual RPG. (Perhaps Advanced HeroQuest or Warhammer Quest would have left a different impression on me, but I’ve never even seen a copy of those games.)

The completely randomized Dungeon!, on the other hand, at least served the niche of “I want to play D&D, but I don’t have a DM”. It just didn’t scratch it very well (at least for me).

Over the years I’ve occasionally dipped back into this particular sub-genre, usually to be met with disappointment. Most recently the Order of the Stick boardgame failed to be anything more than an unbalanced, colossal bore.

Which brings me to Munchkin Quest — which finally scratches the itch I first developed twenty years ago: DM-less dungeoncrawling. It has a variable board which you discover as you explore it,

Over the past few weeks, my little circle of friends have played Munchkin Quest almost a dozen times, more than any other game. That’s probably not a pattern of usage that will last forever, but it does speak to a dynamic and interesting game.

SLOW PACE

The only real complaint we had with the game was its slow pace. Allow me to explain…

Munchkin Quest is based on the popular Munchkin card game, which I played a lot 3-4 years ago before losing my regular playing group. In Munchkin, every turn stats by opening a Door — which generally means fighting a monster. And once that monster has been defeated, play proceeds to the next player.

In Munchkin Quest, in order to facilitate the exploration of the dungeon complex, players are instead given 3 movement points (which can be increased or decreased with various pieces of equipment or other abilities in the game). When players explore into a new room (generally by spending a single movement point), they encounter a monster and fight it.

Begin to see the problem?

In Munchkin a player’s turn usually consisted of a single combat. In Munchkin Quest, on the other hand, we were usually seeing 3 or 4 combats on every player’s turn.

The first time we played the game, it took 90 minutes before the fourth (and final) player finally got to take their first turn. Even with all the out-of-turn actions that can be taken in the game, this was still hugely problematic. The long breaks between turns not only tended to result in players disengaging from the game, it also had several knock-on effects that also degraded gameplay.

For example, because of the multiple combats per turn the players tend to level up faster in Munchkin Quest than they do in Munchkin (at least in terms of the number of turns — in actual playing time, Munchkin Quest is a little slower). In our experience, a game of Munchkin Quest was over in just 3-4 turns (which would take 3-5 hours). This had a direct impact on the flow of the game (unlike Munchkin it didn’t feel like you were in a race with other players — the pace was just too slow for that).

One of the more interesting elements of the game are the wandering monster mechanics — which allow undefeated monsters to move from one room to another. But the longer, slower turns significantly lessened this dynamic of the game. Monsters rarely moved and didn’t move very far.

The longer, slower turns also created poor gameplay in other ways. During our third game, for example, it took nearly two hours for the fourth player to get their first turn. At their beginning of that turn, the first three players were already levels 6th, 8th, and 7th. (The game is won at 10th level.) The fourth player was already 2nd level, but had ended up out of position as the others had all moved away from the entrance of the dungeon. She hadn’t been able to join in the combats or treasure hauls and was seriously disadvantaged.

HOUSE RULES

In order to fix this problem, we introduced a simple set of house rules:

(1) At the beginning of the game, all players roll a single d6. The player with the highest result becomes the Quest Master. (Re-roll ties.)

(2) At the beginning of a round of play, all players draw one (1) Deus ex Munchkin card.

(3) At the beginning of a round of play or at the end of any monster movement phase, the player with the most green feet (movement points) takes a turn. In the case of ties, start at the Quest Master and go clockwise.

(4) On their turn, in addition to all the other actions allow by the rules (playing cards, combat, etc.) a play can take any ONE action which requires the use of movement points.

(5) At the end of each player’s turn, there is a monster movement.

(6) If all of the movement points at the table have been spent at the end of a monster movement, then a new round begins. Flip all of the red feet back to green and continue play.

EFFECTS

These house rules have several effects:

(1) Play looks a little more like traditional Munchkin in that, on any given turn, a player will probably only fight a single combat (at most).

(2) Players don’t have such long lapses between their turns, which also means that there will be a more active churn of resources (which helps to keep the game fresh).

(3) Monsters become more active in their movement around the board, making the dungeon feel more dynamic.

(4) As far as we can tell, no meaningful strategies from the original game are eliminated. But we have discovered that all kinds of new strategies have been created. One major area of strategy became the manipulation of remaining movement tokens (allowing you to take more turns or affect the sequence of play). Another area of strategy rose up around how players traveled together. (In the original rules we all felt like we were basically soloing the game. But the house rules allowed people to either move off by themselves; move with small partnerships; or huddle up as one big group and stick together.)

Game balance appears to be completely unaffected by the modification.

I suspect that once we get the 6-player expansion for the game, the dynamics made possible with these house rules will become even more interesting. And, in my opinion, necessary: When it takes 45-75 minutes to get to the fourth player’s first turn in a four-player game, I can only imagine that it would take 90-120 minutes toget to the sixth player’s turn in a six-player game. And that would be outrageous.

Jhereg - Steven BrustWhy didn’t anybody tell me about this?

Jhereg, the first in a series of books starring the character of Vlad Taltos, was originally published 25 years ago and I’m only finding out about it now?

Not fair.

Truth be told, though, I only have myself to blame. I’ve heard about the Dragaeran books a number of times over the last decade or so, mostly on the rec.arts.sf.written newsgroup, but also as far afield as Penny Arcade. I actually bought Jhereg about four years ago, started it, and bounced off the first chapter.

It should be noted that I didn’t bounce because it was bad. I just bounced because I wasn’t in the mood for that sort of book

Which is ironic, because the book is actually almost nothing like the first chapter.

The first chapter reads like the introduction to a grand saga of sorts — something along the lines of A Game of Thrones or the Malazan Empire books. The rest of the book reads pretty much nothing like that. In fact, if I was going to describe the rest of the book, it would be something like this:

A pulp detective novel by Raymond Chandler, except the main character is an assassin instead of a private detective and his seedy office is in a world of high fantasy instead of the 1940s.

And it really is as awesome as that sounds.

Actually, though, saying “high fantasy” is somewhat misleading because one of the things Steven Brust does very well is blending together high fantasy and low fantasy. Vlad Taltos runs a small-time criminal organization in a gritty fantasy city. But just a short teleport-hop away, Taltos will also find himself rubbing shoulders with powerful Dragonlords who have lived for thousands of years and wield powerful sorceries that can lay waste to mountains.

And it works.

As an example of making things work, Brust’s world is one of the rare instances in which I’ve seen anyone attempt to work with a society where easy, prolific, D&D-style revivification is possible. And he makes that world believable, largely by simply saying, “This is the way things works.” And then building the world logically around it. “Death” in the Dragaeran Empire doesn’t mean what “death” does in the real world, and everyone in the story just seamlessly accepts that reality.

What else can I say about Jhereg?

Perhaps the most notable thing about the book is Brust’s prose. It’s not the type of eloquent or beautiful language that lends itself to loving quotation, but it’s tight and it’s fun to read. It’s really easy to plow through a hundred pages and then find yourself wondering where the last hour disappeared to you. I literally lost myself in the story, which is a rare pleasure.

Long story short: If you haven’t already read it, I highly recommend Jhereg. You might be 25 years late to the party, but it’s a really great party and you won’t be the only one to have just arrived.

GRADE: B

Steven Brust
Published: 1983
Publisher: Ace
Cover Price: $7.99
ISBN: 0441006159
Buy Now!

THE RINGWORLD ENGINEERS

Louis Wu sleeps his way across the Ringworld… and then kills everybody he slept with.

THE RINGWORLD THRONE

The Ringworld Throne - Larry NivenWithin the first few chapters of The Ringworld Throne, I was struck repeatedly by two thoughts:

1. “This is incredibly turgid.”

2. “Oh lord, here we go again.”

To explain the first, let me offer an example: Early in the novel there is a sequence in which the main characters are waiting to meet with another group of characters. They have to wait three nights.

First, it must be understood that there is no particular reason why they have to wait three nights. Niven simply made an arbitrary choice. Second, it must be understood that essentially nothing of interest happens in those three nights. There is exactly one significant conversation and nothing else of consequence.

Despite that, Niven spends over twenty-five pages describing the events of those three nights. The characters mill about pointlessly; they sleep; they eat; they have meaningless sex. And it’s all described in mind-numbing detail. The one significant conversation meanders along through three different sequences stretched across half a day and six pages and is three times too long at that.

It’s boring. Achingly, painfully boring.

To explain the second, let me simply say this: It takes Niven less than a dozen pages before he has retconned the entire plot of the second novel and rendered it into a math error.

The Ringworld Engineers - Larry NivenSince the entire second novel was, in itself, a massive retcon of the first novel, one begins to wonder if there was ever any actual substance here or if it’s just retcons all the way down.

I also think that there’s a fairly good chance that the original title of this book was Ringworld: Home of the Pointless Orgy until Niven’s editors made him change it. I have never read about so much sex while simultaneously being bored out of my mind. Niven never lets a dozen pages pass without having somebody humping somebody else, nor does he ever let an opportunity pass to make sex sound as boring as he possibly can.

Also, let’s take a moment and talk about Protectors: I know it’s always been kind of tough to take them seriously if you’re a hard science fiction buff. But when the entire conclusion of the novel consists of Protectors running around willy-nilly and a plot lifted from a Benny Hill sketch with the words “sexy nurse” scratched out and replaced with the word “Protector”… well, it’s kinda hard to take them seriously at all.

GRADES:

RINGWORLD ENGINEERS: B-
RINGWORLD THRONE: F

Larry Niven
Published: 1980/1996
Publisher: Ballantine Books
Cover Price: $7.99
ISBN: 0345334302 / 0345412966
Buy Now!

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 2A: THE AWAKENING – RANTHIR

PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

Read more »

IN THE SHADOW OF THE SPIRE

Prelude 2: The Awakening – Ranthir

I started gaming in the summer of 1989. It was right around this time that I also discovered the local BBS scene in Rochester, MN — most notably the North Castle BBS. At the raging speeds made possible by a 1200 baud modem I was able to plug into the ADND FidoNet echo.

For those of you unfamiliar with FidoNet, it was similar to Usenet: A set of completely text-based messageboards. However, unlike Usenet, the individual BBSes that made up the FidoNet were not in perpetual contact with each other. Instead, during each day, the FidoNet systems would call each other during the ZoneMailHour (ZMH) and exchange messages. Local systems would push messages up to regional hubs and those hubs would circulate the message around the world and then push them back down to local systems.

Which meant that sometimes it would take you several days to see a message posted by someone else and sometimes you would see it immediately (if the person posting it was on the same BBS you were).

One of the features of the ADND FidoNet echo were the campaigns that were played through it. This was my earliest exposure to the concept of Play-By-Mail (PBM) games.

My first experience with roleplaying games was when I created my own. My second major experience was the true old school play of campaign-hopping characters, whipping out dungeons on graph paper, and playing during every possible stolen moment of the school day. But my third major experience was watching and playing in the PBEM (Play-By-Echo-Mail) games of the ADND echo.

Because of the asyncrhonous nature of communication, the ADND games all followed a similar structure: The DM would post a lengthy summary of events and then the players would respond. If they were facing a physical challenge or combat, player responses were usually tactical in nature — summarizing a strategy for the next several rounds of play instead of specifying particular actions. If it was a conversational situation, players would just start responding to each other’s messages.

But the asynchronous communication, of course, meant that not all of these responses necessarily meshed. (For example, you might have two characters both respond to a straight line with the same joke.) So, at some point, the DM would draw a line in the sand and end that particular phase of play. They would then gather up all the responses and summarize the official version of events. These summaries were referred to as “Moves”.

From my understanding, this system is similar to the original Play-By-Mail games which were played by physically posting letters — but with the added advantage that the players could actually talk to each other without the DM acting as an intermediary.

All of which is a long-winded way of saying: PBeM games had a major impact on my formative years as a gamer.

But, on the other hand, I profess that I have never seen a PBeM campaign end successfully. Even keeping a tabletop campaign together is difficult, and while it would seem as if the non-intensive nature of a PBeM would help keep it running… in practice the lack of any physical demand for attention means that players tend to just wander away and interest tends to atrophy.

Which is unfortunate, because — in my experience — PBeM play has some unique strengths. It lends itself particularly well, for example, to a more contemplative style of play. In ongoing tabletop campaigns, I’ve found PBeM to be a good way of dealing with certain types of side-action. It can also be used to fill in the occasional lengthy gap between playing sessions.

All of these features made PBeM play ideal for launching the Ptolus campaign: The characters were separated, the contemplative style gave the players time to ease themselves into their roles, and we had a gap of time before the campaign could start because of incompatible schedules.

(And if anyone reading this happens to have an archive of old FidoNet ADND games — particularly those run by Bruce Norman — I would dearly love to get a copy. I used to have a substantial archive myself, but it was wiped out by a bad floppy disk. Now I only have a handful of random moves that were tucked here and there.)

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