In recent years a number of 'legacy'
games have been coming out, with Risk Legacy being the prime example.
These games all have the interesting mechanic that each game you play
has an impact on subsequent games. Risk Legacy popularized it, but it
certainly wasn't the first game to do that. Legacy game play is
nothing new, the market is just seeing it implemented in new and
interesting ways.
Role playing games like Dungeons &
Dragons are perhaps the quintessential 'legacy' game. As the story
progresses, the player characters gain experience and level up, and
the plot moves forward. It's the story that really drives good RPGs,
not the mechanics, and the best stories are always the ones that are
derived from the narrative. Sure, tales of amazing dice rolls (both
good and bad) are fun, but without the narrative these moments blur
together over time. “I rolled a 20!” is great, but “I beheaded
the dragon!” is better, and will be something players will talk
about for ages.
There have been several good 'role
playing without the role playing' board games out there that capture
much the same feelings as traditional RPGs. The ones that stick out
the most to me are the ones with campaigns, though. Good mechanics
are important, as they are with any board game, but what sets a good
RPG-style board game apart from an OK one is the ongoing story.
Descent, Myth, and games like it that have chained adventures which
help to highlight the epic deeds of the players by giving them a
bigger context; an overarching story makes these actions both more
memorable and more coherent because the players' actions have
consequences. What they do in one game will be remembered not only
for being a memorable moment in its own right, but because things are
different in subsequent games because of it.
Table top strategy war games, like
Warhammer, have also had campaign modes for what seems like forever.
When these are done on the scale of an entire army, the deeds of
individual units tend to get lost, but at a smaller skirmish level,
like in the now defunct Necromunda, the scale is more manageable for
keeping track of specifics. When the scale is reduced far enough,
then the distinction between war game and role playing game begins to
disappear; if each player is only controlling one character they are
essentially playing an RPG. Even when players are controlling a small
handful of models in a war game, it's a small enough scale for those
good RPG-style stories to develop.
One of my all-time favourite board
games is the Blood Bowl miniatures game, a game of fantasy football
with Orcs and Elves vying for touchdowns. I've been playing it for
probably close to seven years, and I'm enjoying it as much now as I
did when I started, if not more so. The game play itself is great,
but what keeps me coming back is the narrative
that is created by the advancement of
the teams.
As they do well, 'players'
gain new skills, but there
is always a risk that these
team members will
suffer serious injuries or die.
'Coaches' have to make difficult
decisions sometimes; is it worth trying a dangerous play to win a
match, or should the team be
more cautious to avoid injuries that
could hamper them in later matches? The
longer I have been using a team, the harder those decisions become,
because I find myself more emotionally
invested in the well-being of my
players; if one of my team members dies,
I feel guilty. But when they do well, I really do feel proud of them.
After Blood Bowl games, I've even
written short little stories about what happened. Together with the
other coaches in the league we have created a whole world full of
whimsy and great memories. Because each match has permanent
consequences, our world has continuity, and that allows the stories
we write and the memories we create to grow and to expand that world.
13/13
No comments:
Post a Comment