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Ex-RPGNet Reviews – Twitch

November 24th, 2011

Tagline: Wizards of the Coast and the Bourbaki card game design team strike again in this surprisingly fascinating and addictive card game, the first in a line of non-collectible games meant to provide competition with games like Uno and Skip-Bo.

Thirteen years later, Twitch remains one of my favorite card games. My review speaks highly of it, but a game with that kind of staying power deserves special attention. Sadly, it is long out of print and virtually unattainable as I write this. If you get a chance, though, I recommend you grab a copy ASAP.

Twitch - Wizards of the CoastThe premise of the game is simple: Someone plays a card. The cards tells you who goes next. If it’s you, you’ve got to play another card before someone challenges you and you have to take the entire stack of cards. If it’s not you, you’ve got to figure out who it is and challenge them before they can play. Be careful, if you play or challenge wrong you’ll end up taking those cards.

Simple, right? Right.

Until you start playing the game, that is. Then what seems so simple on the surface suddenly seems to be the most complicated thing you’ve ever done.

The basic game centers around eight different cards. The four basic cards are Left, Right, 2 Left and 2 Right. These cards tell you who goes next (the player to your left, your right, two seats to your left, and two seats to your right – respectively). In addition the card Ditto means that the last card’s effect is repeated, the card Back At Ya! sends the turn back to the last player to play a card. The last trick is that all players are given a color card, and a duplicate of this card is place in the play deck. When that color card is played the person to who it belongs must play next. Finally there are the challenge cards – these cards are keyed to the colors of the players. If a player is too slow or if they make a mistake, you can challenge them with the challenge card corresponding to their color.

The name of the game is speed, and once you’re into the heat of the chase you’re going to find that these simple rules are more than challenge enough.

Now let’s take another step, into the Advanced Game. At this point we add three more cards: Pick a Color, Rotate Colors, and Left to Right. These are called “Pause Cards”, when they are played gameplay temporarily stops while their results are gauged. Pick a Color means that the person who just played the card picks the color of another player, and then that player plays a card (resuming play). Rotate colors means that everyone takes their color card (indicating what color they are) and hand them to the player on their left – this causes confusion regarding what color to use to challenge which players and what color you are when the color cards come up during gameplay. Finally, Left to Right means that all cards referring to a particular direction mean exactly the opposite – left means right and right means left. Conveniently there are exactly two of these cards, meaning that once play is reversed, it will eventually turn back the other way.

Twitch is the first in a line of games Wizards of the Coast is producing in order to apparently attempt to compete with traditional family games. On the strength of this product I intend to go out of my way to also purchase Pivot, Alpha Blitz, and GoWild! — the other products in this line-up.

At seven bucks you can’t lose with this game. It won’t be put on the shelf next to your Magic cards or your Doomtown cards, but I think it more than amply deserves a place alongside such classic games as Uno and Skip-Bo.

Style: 4
Substance: 5

Author: Richard Garfield, Skaff Elias, Jim Lin, and Dave Pettey
Company/Publisher: Wizards of the Coast
Cost: $6.95
Page count: n/a
ISBN: 1-57530-581-X
Originally Posted: 1998/05/30

Halo: Combat EvolvedEvery so often I’ll indulge in what I call a “mythos delve”. This is where I’ll just dive wholeheartedly into whatever transmedia empire has transfixed my attention. A few years ago it was Star Wars. Before that Heavy Gear, The Matrix (this one was easier), Star Trek, and so forth. (This exploration of multi-faceted fictional milieus is undoubtedly part of what I find appealing about RPGs.)

Most recently, the Halo franchise has captured my attention. A little less than a decade ago, I played both Halo: Combat Evolved and Halo 2, but then the franchise jumped to the Xbox 360 and I didn’t. That recently changed, however, and I started playing my way through the older games as prep for the newer ones. In the interim, I had also acquired the first three Halo novels from the $1 racks at Half-Price Books, which brings us here.

HALO: COMBAT EVOLVED (Bungie Studios): I’m not going to attempt anything even remotely resembling a full review of the Halo video games. (Largely because that would be redundant and pointless.) But what I will say is this: The original video game was basically Ringworld + Starship Troopers + zombies. That’s a pretty awesome premise.

Halo: The Fall of Reach - Eric NylundHALO – THE FALL OF REACH (Eric Nylund): I bring that up primarily because the premise for The Fall of Reach can basically be summed up as Ender’s Game + Starship Troopers.

This proves to be an effective and entertaining variation on the themes of the original game. By shifting the underlying tropes of the story, Nylund manages to weave a tale which is true to the original without merely rehashing its content. (This can be a very fine line for tie-in fiction to tread: If you simply retread the original the result is repetitive and dull — like looking at something that’s been xeroxed too many times. If you chart your own course, on the other hand, you can end up violating the reader’s sense of how the fictional universe should work.)

Unfortunately, the training sequences lack the cleverness and unique insight which make Ender’s Game or The Hunger Games into effective young adult literature by bringing the reader along on the protagonist’s journey of discovery.The military ops are handled with more cleverness and detail, but end up being just a trifle too disjointed: They’re effective vignettes, but don’t feel like a cohesive narrative building towards some greater climax.

With that being said, if you’re a fan of Halo — or just a fan of military SF — this is a book worth checking out. It’s a fun read that kept me turning the pages.

(As a tangential note, I was amused when this book made me aware — for the very first time — that the SPARTANs are supposed to be super-fast. One of the things I had always kind of liked about Halo was the more slow / more-realistic pace it had compared to other shooters of the time. Discovering that it was actually supposed to be representing superhuman speed only served to drive home how completely inferior console controls are for first-person shooters.)

Halo: The Flood - William C. DietzHALO – THE FLOOD (William C. Dietz): The back cover pitch for The Flood is that it will depict the events from the first video game from alternative points of view. That actually sounded really interesting to me: One of the things I really enjoyed about Halo: Combat Evolved was the implication that there was a wider, guerrilla-style war being fought across the surface of Halo as both the UNSC and Covenant forces explored this strange and alien world. Between the armed conflict, the mega-relics of the Forerunners, and the emerging threat of the Flood itself, there’s a ton of potential for developing original material while capitalizing on the video game narrative itself by showing the Master Chief’s journey (and its impact) through the eyes of others.

Unfortunately, the back cover pitch was lying to me. 80% of the book is just a novelization of the game (which is precisely as interesting as you would imagine a faithful novelization of a first-person shooter would be). The rest is just bland cliche starring a rotating cast of dimwitted stereotypes who have been hit over the head a few too many times with the Stupid Protagonist Hammer.

This is a book you should definitely skip.

Halo: First Strike - Eric NylundHALO – FIRST STRIKE (Eric Nylund): One of the most fantastic and fascinating aspects of media consumption is the act of closure. In Understanding Comics, Scott McCloud refers to this phenomenon as “blood in the gutters”, demonstrating how the space between one panel and the next forces the reader to perform a creative act: “Here, in the limbo of the gutter, the human imagination takes two separate images and transforms them into a single idea.” He uses the example of showing a serial killer raising an axe in one panel and then “hearing” the victim scream off-panel in the next. “I may have drawn a raised axe in this example, but I’m not the one who let it drop or decided how hard the blow, or who screamed, or why. That, dear reader, was your special crime, each of you committing it in your own style.” (The parallel to a horror film in which a victim is killed off-screen is obvious.)

But this phenomenon, in my opinion, is not limited to small events. And one of the dangers of tie-in fiction which attempts to “fill in the gaps” between one story and the next is that it can very easily start screwing with the closure which the viewer has already provided. This creates a natural friction and resistance from the reader as the foreign, incompatible material tries to “wipe out” their own creative response.

This is a problem which First Strike — which seeks to fill in the gap between Halo and Halo 2 — runs into headlong. And it’s severely exacerbated by some significantly inaccurate handling of continuity from Halo 2 (which may be at least partially the result of Nylund writing the book before the game was finished).

With that being said, Nylund succeeds once again at giving us an entertaining pulp romp through the Halo universe. The military ops are once again clever and varied, and Nylund also succeeds at bringing to life a cast of supporting characters that give the book depth and significance.

GRADES:

HALO – THE FALL OF REACH: C+
HALO – THE FLOOD: F
HALO – FIRST STRIKE: C-

Eric Nylund / William C. Dietz / Eric Nylund
Published: 2001 / 2003 / 2003
Publisher: Del Rey
Cover Price: $6.99 / $6.99 / $6.99
ISBN: 0345451325 / 0345459210 / 0345467817
Buy Now!

Gamma World: Playtest Report

November 21st, 2011

D&D Gamma WorldSince writing my review of D&D Gamma World, I have GMed two more sessions of the game while picking up a couple new players. On the basis of these sessions, I offer this random assortment of final thoughts on the game:

(1) The “incompleteness problem” (where powers will reference and use rules which are present in 4th Edition but have been removed from Gamma World) is really huge and glaring. It proved to be far more troublesome than I had anticipated. If I didn’t have previous experience with D&D, I would have quickly found Gamma World completely unplayable.

(2) Encounters in 4th Edition just take too damn long. When I put together The Egyptian Incursion I thought it would be a fun little one-shot: 6-7 modest combat encounters, a light scaffolding of investigative work, and some evocative Egyptian pulp mythos. Instead it took three sessions, with even the simplest combat encounters taking 70-90 minutes to resolve.

(Direct contrast: On Friday, I ran Gamma World. One of the encounters was a big, solo bruiser vs. 5 PCs. It took 70 minutes. On Saturday, I ran my Ptolus campaign. One of the encounters was a big, solo bruiser vs. 6 PCs. It took 15 minutes.)

(3) I made a strategic error in handling the final encounters of the adventure. I momentarily forgot the system I was using and made the mistake of playing the game world: I allowed the surviving monsters outside the tomb to flee into the tomb and seek reinforcements. This completely unbalanced the precarious encounter balance of 4th Edition and resulted in a near-TPK (with only two PCs managing to flee the scene in a badly damaged pickup truck).

(4) This is one of the reasons I really dislike the My Precious Encounters(TM) school of adventure design. Balancing every single encounter on a razor’s edge can make the game very unforgiving. And Gamma World is even less forgiving due to the lack of any characters fitting into the role of Leader and a complete paucity of healing. There’s simply no elasticity in the system for dealing with situations that turn pear-shaped.

(Nor can you simply design encounters using a different methodology, because Gamma World hard-codes My Precious Encounters(TM) into the system.)

FINAL ASSESSMENT: I had a couple of players at my table who had only previously played in my OD&D open table. They preferred the system to OD&D, which is probably a fair assessment. (I noted particularly positive responses to having a skill system, which I hadn’t anticipated but which makes perfect sense in retrospect.)

The character creation system was universally beloved. There was a lot of talk about taking the character creation system and grafting it onto some other system: Legends & Labyrinths, OD&D, Apocalypse World. (I might also take a look at something like Mutant Future or Encounter Critical.) This is something that I think is quite likely to happen in the future. I’m also strongly tempted to start goofing around with how to generally cannibalize the whole “randomly determine two origins and then combine them” thing for all kinds of character generation. It’s very, very effective and evocative as an improv seed.

But unless my perception radically shifts in wrapping up the “Famine in Far-Go” adventure I’m playing in with another group, D&D Gamma World is going to get shelved.

Tagline: “Chess will never be the same!” This innocent looking pack of 80 cards completely alters the game of Chess – from a static strategic puzzle to a dynamic tactical conflict. Moody and evocative art by Rogerio Vilela. Translated from the original French.

I actually have quite vivid memories of writing this review. It was the first time I really became aware of how thoroughly I’d been bitten by the reviewing “bug” because I started thinking about how I would write the review of the game as I was playing the game.

Knightmare ChessThe tagline of Knightmare Chess is, “Move a piece. Play a Card. Chess will never be the same…”

There you have the whole game. In the elegant box in which Knightmare Chess comes you will find 80 cards – each of which subtly alters the rules of Chess in different ways. These cards let you do all the things you always wish you could do in a tight moment during a game of Chess – resurrect a piece which has been captured, move a piece out of the way, take not one piece, but many on a single move. On each of your turns you can play one card.

When first approaching this game I was both anticipatory and doubtful. Anticipatory because it sounded like a fun thing to do once or twice. Doubtful because chess is an ancient game – its grace and its beauty come from the fact that its rules are carefully balanced, all the pieces are known, and the challenge comes from manipulating a known set of variables in a strategic way to overcome your opponent.

The premise of Knightmare Chess, while seemingly innocuous, actually radically alters the very basic appeal and structure of the game. The rules are no longer balanced, they are in constant flux. The pieces are not known, they can be altered and rearranged. There is no known set of variables, the variables are unknown and changing.

At first glance, therefore, Knightmare Chess has the potential to completely screw the only appeal chess has – its strategic component.

After playing the game awhile I realized I was wrong. Knightmare Chess transformed Chess into a radically different game, but it did not destroy it. Where Chess is a static strategic puzzle (with its elements known and the possible interactions between pieces completely proscribed), Knightmare Chess is a dynamic tactical conflict. Just because the rules are always changing, doesn’t mean that Knightmare Chess is an inferior game. It does mean, however, that it appeals to an entirely different aesthetic than Chess.

Chess has often been described as a wargame. Indeed, in some ways it is – if you are willing to accept a certain degree of abstraction. Nonetheless, it is an odd one – one in which you have only a certain number of troops, in which both sides are equal, and in which everything is ultimately predictable. If Knightmare Chess is similarly a wargame carried to an extreme degree of abstraction, then it presents a model of modern warfare – where the sides can quickly become unequal, where reinforcement is conceivable, and where combat is anything but predictable.

Knightmare Chess is a fascinating game. If you are a chess player, approach it with an open mind. If you have no taste for chess, then it is entirely conceivable that this game will appeal to you nonetheless.

It should be noted that I am using a copy of the Second Edition for the purposes of this review. The differences between the first and second editions are extremely subtle and largely inconsequential to the overall gameplay and assessment of this game. For a list of differences you can check Steve Jackson Game’s website.

Style: 4
Substance: 5

Author: Pierre Clequin and Bruno Faidutti
Company/Publisher: Steve Jackson Games
Cost: $14.95
Page count: n/a
ISBN: 1-55634-319-1
Originally Posted: 1998/05/30

D&D Gamma WorldSomething I didn’t delve into with my review of D&D Gamma World yesterday was the sample scenario that’s included in the back of the rulebook.

The brief advice given in the rulebook on creating adventures tells the GM to prep a railroad. The sample adventure, unsurprisingly, delivers just such a railroad. (It even goes out of its way to warn the GM not to create any significant diversions from “the main adventure”.)

This, of course, is fairly predictable. But beyond the railroad, this sample adventure — “Steading of the Iron King” — is one of the most bizarre scenarios I’ve ever read. It consists of seven combat encounters and virtually no connective tissue whatsover.

Let me unpack that statement a bit: We’ve certainly come to expect WotC’s modules to be completely dominated by combat encounters. But what makes this particular scenario remarkable is that it gives almost no indication of how the GM is supposed to transition the PCs from one combat encounter to the next.

The first three encounters are easy enough: Every day for the past month, a robot has come down out of the hills, fired a single rocket at the town’s wall, and then blown up. The PCs follow its trail up into the hills and find a tower full of bad guys. They attack the tower (Encounter S1), go through the door and fight some more bad guys (Encounter S2), and then go down a flight of stairs and fight some more bad guys (Encounter S3).

But this is where the adventure gets weird for me. Because they have now entered the “Steading Warrens”:

After the adventurers enter the steading and make their way to the installation of the Ancients beneath it, the encounters between poster maps are not physically connected. They pass through dozens of interconnected chambers, descend stone or metal stairs, and occasionally find straight connecting passages. These corridors, tunnels, and chambers aren’t shown on the battlemaps.

And that’s pretty much all you get.

As an experienced GM, of course, it’s fairly trivial to handle this sort of thing on-the-fly. A new GM, unfortunately, would probably be left floundering. (Which is unfortunate, because in many other ways the Gamma World boxed set would be an ideal introductory product.)

One can, of course, also comment on the eye-opening revelation that WotC thought an adventure consisting of one thin hook, seven combat encounters, and nothing else represents a good evening of gaming.

But the reason this scenario particularly caught my eye is that the almost complete absence of connective tissue actually calls a great deal of attention to the fact that we so rarely do pay attention to the way in which content is connected in an RPG scenario.

Consider, if you will, all the ways in which you could functionally connect these encounters.

It’s a big, underground complex, so we could very easily whip this up as a traditional dungeon crawl: Put the various encounters on a map, draw some corridors connecting them, and let the PCs explore room-by-room and intersection-by-intersection.

Option 2: We could use skill challenges to navigate the complex. You could either have a fresh skill challenge between each encounter, or maybe successful checks on an over-arching skill challenge would bring you to each encounter in turn.

As another option, the GM could simply narrate the transitions (making a point of describing the dankness of certain tunnels, the strange humming heard elsewhere, and so forth).

How else could you structure and/or connect a sequence of encounters?

By this I mean, what’s the actual interaction — mechanical or otherwise — which happens at the table which moves you from one combat encounter to the next.

And this is, of course, the simpler version of this question. Remove the assumption that you’re moving from combat encounter to combat encounter, and suddenly we’d also have to take into consideration how each “chunk” of content is structured… and how are we deciding what an appropriate “chunk” is?

This is an area that I don’t feel gamers actually give much conscious thought to: We’ve learned a few forms subliminally and by chance, but because it’s largely an invisible bias we rarely consider whether there might be a better way of structuring scenarios.

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