Experience | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Mon, 23 May 2022 16:13:22 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Experience | Nerdologists https://nerdologists.com 32 32 Why Play A Campaign Game? https://nerdologists.com/2022/05/why-play-a-campaign-game/ https://nerdologists.com/2022/05/why-play-a-campaign-game/#respond Mon, 23 May 2022 16:07:03 +0000 https://nerdologists.com/?p=7019 Why do I love a good campaign game so much? There are a lot of them out there and a number of reasons to like them or not. But why are they good?

The post Why Play A Campaign Game? first appeared on Nerdologists.]]>
If you follow my coverage, you know that I love campaign games. But who do I play a campaign game? From things like Sleeping Gods which is very free flowing. A game like Tainted Grail with a dark and gritty world and tons of exploration. Gloomhaven is an epic adventure the directs you more. Sword & Sorcery where you chuck dice to attack and go through a story. Or Detective: A Modern Crime Board Game where you play as detectives trying to solve a series of cases that tell a full story.

Needless to say, that’s a lot of different ones. And that doesn’t even include games like My City, Pandemic Legacy Seasons 1 and 2, Risk Legacy, Charterstone, and I’m pretty sure I’m missing one or two. But why play a campaign game? Why play a game that has a story that when you’re done you can’t really play again?

The Case Against A Campaign Game

  1. A Campaign Can Only Be Played Once
  2. It Takes A Long Time To Play
  3. They Are Hard to Get A Group For

A Campaign Can Only Be Played Once

Once you’ve played a campaign game you can’t play it again? You might be marking up a board or you might not be, tearing up cards, but you might not be. In either case, though, you play the story once and you know the story of the campaign, is there really that much difference? And why would I want a game that limits my game plays?

Detective A Modern Crime Board Game
Image Source: Portal Games

It Takes A Long Time To Play

You want to play the same game over and over again? What happens if you have a break and need to pick it up again, will you remember where you left the story? Do you leave the game set-up so that you aren’t doing the set-up and teardown every time?

They Are Hard To Get A Group For

And with that play time, how do you find a group who is up for that. What sort of plan do you come up to play with? We all have lives, so how do you get it to the table consistently?

The Campaign Game Rebuttal

A Campaign Can Only Be Played Once

This is not fully true. For some games it is a bit more and very much so for Legacy games. Though with a Legacy game often, Risk Legacy, My City, and Charterstone, they can be played after. But even in the case with a legacy game if you can’t, it is still a great experience. It is a story that can’t be told in a normal game.

And this is true for all campaign games. It tells a story that might not exist anywhere else. If you do only play it once, you still get an experience that is different than most games. Even your favorite games you might play five times a year, or maybe that’s just games that you like pretty well. So if you do get through a whole campaign, you end up getting your money’s worth from it.

Finally, not all campaign games can’t be replayed. While I am not sure I could go back and play Detective: A Modern Crime Board Game again, at least not without everyone else being new. There is still plenty in that game that I never saw. Gloomhaven has more scenarios and classes that I never played. Tainted Grail has tons of story and plot lines that I never went down. So yes, you can replay them, you just might know some.

It Times A Long Time To Play

Yes, this is true, but that is also part of the experience of an unfolding narrative in a game. In a shorter game, there might be a narrative that emerges, but by nature of the shorter experience and desire to be replayable, it’ll be less impactful.

So if you want to experience a whole narrative, campaign games are a great way to go. And while some can have one person running the game, most, as compared to an RPG which also matches up with a lot of these criteria, are fully cooperative. That means that everyone is playing the same game and doing the same things.

They Are Hard To Get A Group For

It is not much harder than getting a game group together. I play campaigns with two different groups, both offshoots of my game group. But expectations do need to be set when it comes to a campaign. I had one group fall apart because of life reasons, but still am maintaining the other two.

Start with letting them know the commitment. A campaign game is a commitments and they should know that. Also discuss frequency of play. A lot of times groups will fall apart because they are not frequent enough or too frequent. If they aren’t frequent enough, people forget how to play. Too frequent and it becomes a burden to play it. Know what schedule works for your group and try and stick to it.

Why Play A Campaign Game?

ISS Vanguard
Image Source: Awaken Realms

So we’ve looked at some reasons why you might or might not want to. And I do think that game group can be a valid reason if no one is interested in playing a campaign game. However, I think more people are than a lot of gamers might think. But why do I play them?

  1. The Narrative Experience
  2. Consistent Gaming
  3. The Epic Scope
  4. Digging Into A Game

The Narrative Experience

I talk about this a lot. I love games that give you story that you can explore. You’ve seen me play Tainted Grail: The Fall of Avalon, some and Sleeping Gods. Even Pandemic Legacy Season 1 gave story to delve into. And I love when a game gives you story like that.

It is interesting, because the ones that I really love give me flexibility in that story. Gloomhaven more so in how you build and play your character. But Tainted Grail and Sleeping Gods allow you to branch out into the world and see more of what is happening. And they don’t tell you how you need to play it, yes, there are targets you go for, but there is always more to explore.

Compare that to regular Pandemic, or a lot of other one off games, they don’t offer the same story. Now, there is story that emerges in those games from the choices that you make as a player. Which is the same for a campaign game. But the players need to bring a lot more of the narrative to the game.

Consistent Gaming

This is also kind of a rebuttal to it being long and finding a group. For myself and other gamers, consistently gaming is amazing. So often it is hard to set aside time to play games, but with a campaign game, it forces you to do so. Like I said, it’s about that developing that rhythm. And a good campaign game will draw you in with the story it provides so you want to keep coming back to it.

It is a knock, actually, that I have against Gloomhaven. The story is less compelling than the game play. I love the mechanics, but the story could and should be better. But the game play kept me coming back over and over again. That cycle of playing cards and figuring out the strategy for a scenario is amazing. But a campaign game helps hook you to come back for consistent gaming.

The Epic Scope

A campaign game also can have much more epic scope to it. I own other games that have epic scope, The Reckoners or Atlantis Rising are two examples. Pandemic, even, with trying to save the world from diseases. But while you play, those games, that scope is just smaller than what you can get in a campaign game.

Tainted Grail, yes, you are trying to save Avalon, how is that different than Pandemic and saving the world? Well, it is different because what you need to do builds and changes as the game progresses. It might be finding the grail, but now you need to complete a ritual or more in the game. It just keeps building and building until you reach an epic finale to the game.

Digging Into A Game

And now, this is one that is very much for Gloomhaven, but it allows you to dig further and further into the game. And with that, you get to explore and understand the mechanics of the game and the character(s) that you are playing so well.

In Gloomhaven it is that card loop of playing two cards to do the top action on one and the bottom on the other. It just makes for a fascinating puzzle that then you can augment and optimize with items and figure out what is going to work best for you.

Hel
Image Source: Mythic Games

Final Thoughts on a Campaign Game

The scope and epic nature of the experience really pull me in. And they are some of the best stories I’ve found in a game. Now, the experience won’t be for everyone. And I think the biggest reason is that sometimes they are just harder to get to the table. If you’ve watched Malts and Meeples, you know I like to play them there. But without a gaming table, I have one now, it is a lot of work to set-up and tear down every time for one to two hours of gaming.

But if you can find a group, I believe that they are worth checking out. And there are so many themes out there. I look at what I have coming in, Frosthaven another game in the Gloomhaven world. Then HEL: The Last Saga a fantastical Viking mythological game. ISS Vanguard is an epic space exploration adventure. Rogue Angels when that comes out is going to be a more boots on the ground dungeon crawl space game. So there is likely a theme for everyone out there, including lighter fantasy like Adventure Tactics or Cora Quest for the whole family.

What is your favorite campaign game?

Send an Email.
Message me directly on Twitter at @TheScando
Visit us on Facebook here.
Support us on Patreon here.

The post Why Play A Campaign Game? first appeared on Nerdologists.]]>
https://nerdologists.com/2022/05/why-play-a-campaign-game/feed/ 0
Board Game Battle – Adventure Games https://nerdologists.com/2022/01/board-game-battle-adventure-games/ https://nerdologists.com/2022/01/board-game-battle-adventure-games/#respond Thu, 13 Jan 2022 16:55:11 +0000 https://nerdologists.com/?p=6578 It’s been a long time since I did one of these, and this is prompted because of playing Sleeping Gods recently. Let’s talk about games

The post Board Game Battle – Adventure Games first appeared on Nerdologists.]]>
It’s been a long time since I did one of these, and this is prompted because of playing Sleeping Gods recently. Let’s talk about games that are adventure games with a story driven lean to them. Much like Sleeping Gods, which, today is facing off again Tainted Grail: The Fall of Avalon.

What Are Adventure Games?

Adventure games are going to be story driven games where you make choices, explore, and maybe even fight monsters. Both Sleeping Gods and Tainted Grail are adventure games in a fantasy setting. But adventure games don’t need to be fantasy. I game I backed on Gamefound, ISS Vanguard, is going to be an adventure game with an emerging story, exploration, and combat, but that is set in space.

In this case, both adventure games are campaign driven. Technically Sleeping Gods isn’t a campaign, but a game takes 10-20 hours on average to play. It is unlikely that anyone will play it all in one sitting. And if you do, that probably means that things went poorly for you. Tainted Grail is a more traditional campaign game where it is split into chapters. But there are adventure games, like Zona: The Secret of Chernobyl that are one off games that would fall into that category, or another game from Red Raven Games, Near and Far can be played like that as well.

Let’s Meet the Adventure Games Contenders

Sleeping Gods

In Sleeping Gods you are the crew of the Manticore, a ship taken to another world. You were brought here to search for a way to awaken the sleeping gods. To do that, you must find totems. But in a new land, you don’t know where anything is. So that means you explore around, talk to the people of the land, and find clues and quests that might lead you to totems. Some of the inhabitants are peaceful though, so you will need to fight.

Tainted Grail: The Fall of Avalon

Tainted Grail is a grim dark retelling of Arthurian legends, where Arthur took the knights of the round table and his people to the land of Avalon. A land that is almost between two worlds or is being held there. However, Arthur is long dead. And things are falling apart. You need to try and hold back the the wyrdness which is threatening to take over the lands again. But do you know enough to be able to do that? And will the people of the lands listen to you?

Tainted Grail Character
Image Source: Board Game Geek

Compare and Constrast

Story Books

Both of the games use story books as a way of conveying what is happening. When you explore you flip to a certain spot and read the text. In Sleeping Gods, you might be made to go down a path if you do or don’t have a keyword on a card. In Tainted Grail, your path might be set if you are in a certain chapter or do or don’t have a status yet. Both are very similar, but Tainted Grail comes with an app. You do not need to use the app, but if you do, it narrates everything for you.

Combat

Combat is very different between the two. In Sleeping Gods, you play out the monsters in front of you and then activate your crew. The monsters are adjacent to each other. Since they are, that allows you to hit multiple ones at the same time. You do that by picking a crew member to activate and then flipping a card to see if they hit their target.

Tainted Grail, on the other hand, that one is all about card play for combat. You only face off against one opponent at a time. And this isn’t always a combat encounter, sometimes it can be a diplomacy encounter. Then you try and string cards together to defeat the combatant or to resolve the diplomacy.

In both cases, if the combatant is still alive, they will retaliate. Generally that is damage, but it can be a few different things. In Sleeping Gods, the combatants also have an end of round ability for once all the crew have activated. Tainted Grail, it just activates between every characters action.

Story Progression

Let’s talk about story progression before we get into character progression. In the case of Sleeping Gods, the story is just one giant thing. But really it is a lot of little things. There is no break point in your story where the goals change. You never stop to reset to anything new. You just keep going. The closest thing is when you run out of event cards and it gives you something to read.

Tainted Grail, on the flip side, has chapters. You play through one massive story, but the story is split into fifteen different chapters. So as you progress, you goals might change. You start trying to light the Menhir, statues that drive back the wyrdness, and by the end, well, let’s just say that it changes up a lot.

Character Progression

Both games also give you ways to level up your characters in the way of experience to spend. In Tainted Grail, each character gains their experience separately. In Sleeping Gods it is one big pool. Which makes sense because you are playing as the crew.

Another big difference is that Tainted Grail has you leveling up stats and adding cards once you reach a point. Sleeping Gods is basically just giving a character a new ability for leveling up. Don’t get me wrong, the abilities are good, but it is less stat focused than Tainted Grail. So it is less granular in how you can level characters up.

Skill Checks

Finally, we have skill checks. Both of them use them. In Tainted Grail it is rolling a die and then adding in whatever ability you might have. With Sleeping Gods, it is flipping a fate card and adding that to whomever you brought into the skill check. Both of them are similar with about the same level of randomness.

Head to Head Adventure Games Battle

Since I did a board game battle a little bit differently this time, let’s do some comparisons and see if/which any have an advantage in any of the areas that I highlighted. Plus a few more of theme, mechanics, and ease of play.

Story Books

These are very similar. Extremely similar in fact, but right now Tainted Grail will get the nod because of the fact it has an app. Now, I don’t mind reading and reading out loud the story for the stream. I might be doing that even if it was on an app. But for game play and immersion I think that app gives.

Combat

For combat, the advantage definitely goes to Tainted Grail. Both I find interesting, and both I like better than straight die rolling. But I feel like I can be cleverer when playing Tainted Grail. A downside to that, though is that it often takes longer to get through combat. Sleeping Gods, you just pick who you want to attack and go with it.

Story Progression

This one is tougher because both of them progress so differently. Whereas Tainted Grail has a more directed story in what you are doing, how Ryan Laukat and his wife managed to create an open world story is impressive. The whole game of Sleeping Gods feels like it has an arc just from the little direction. For me, I think this one is a draw.

Character Progression

This one is also interesting, but I do have a clear winner. For me, I prefer the Tainted Grail character progression. The more free form character progression with XP spending and level-up cards, it works for Sleeping Gods. Mainly because you play as the whole team not one character. But Tainted Grail really allows you to customize your character over time. I could take a great combat character and make them great a diplomacy by the end if I wanted to.

Skill Checks

This one, like I said, they are similar, but I prefer Sleeping Gods version. Is flipping a card that less random than rolling a die, no, not really But it feels like more control. And I can bring in characters to help and make it more likely to succeed. But doing so is a cost something. And the more you do it, the more it can cost. Versus the simpler version that is Tainted Grail where the additional numbers are basically always on.

Theme

This isn’t going to be that exciting. It is a tie. I love both of the themes a lot. I don’t always want to play in a dark fantasy world, but sometimes I do. So either of them works really well for me. And I think that the theme, because of the heavy story elements, really is there in the game.

Mechanics

This one is trickier. I think that Sleeping Gods mechanics are easier, but I prefer Tainted Grail‘s mechanics. For both fo the games the most mechanically heavy part of the game is the combat. And I prefer Tainted Grail’s combat. In terms of the rest of how the game works, it’s really close. Both of them are very easy to do. Tainted Grail, overall gives you more flexibility in what you can do. You want to explore, move, explore, move, explore some day, you can. For Sleeping Gods, that’s two and a half rounds.

Ease of Play

Another close one, but I do have one that I prefer. I think that Sleeping Gods is a bit easier to play. Both of these are big table hog games. They take time to set-up, they take time to tear down. But with Sleeping Gods there is less to track between sessions of the game. And the storage system is really nice for saving what there characters have. Granted, that’s just a ziplock bag, but since the characters have less it is nice.

The Winner?

Tainted Grail
Image Source: Board Game Geek/Awaken Realms

I think that I prefer Tainted Grail but I also have more time in the land of Avalon than in the world of Sleeping Gods. Mechanically it offers more interesting to choices, but I really do like both. And I think I’d play both solo, but I’d play them with different groups of people. My campaign group would enjoy both. But I’d play Sleeping Gods with my wife because Tainted Grail might be a bit too much to track. Sleeping Gods is that little bit simpler but still big and epic adventure game.

Have you played both, which do you prefer? If you haven’t, does one interest you more than the other? Let me know in the comments below.

Message me directly on Twitter at @TheScando
Visit us on Facebook here.
Support us on Patreon here.

The post Board Game Battle – Adventure Games first appeared on Nerdologists.]]>
https://nerdologists.com/2022/01/board-game-battle-adventure-games/feed/ 0
Descent: Legends of the Dark – Spiel Digital Announcement https://nerdologists.com/2020/10/descent-legends-of-the-dark-spiel-digital-announcement/ https://nerdologists.com/2020/10/descent-legends-of-the-dark-spiel-digital-announcement/#comments Fri, 23 Oct 2020 13:28:38 +0000 http://nerdologists.com/?p=4861 As a “good” board gamer, I get excited about new games all the time, there are always new games that come out and while I’m

The post Descent: Legends of the Dark – Spiel Digital Announcement first appeared on Nerdologists.]]>
As a “good” board gamer, I get excited about new games all the time, there are always new games that come out and while I’m excited about them, I generally don’t write about them, unless it’s a Kickstarter Back or Brick article, or maybe something gets mentioned in Point or Order. The ones that I can think of that I’ve written about before they came out have been Pandemic Legacy Season 2 and Frosthaven, two games based off of or similar to games in my Top 10 games of all time, Pandemic Legacy Season 1 and Gloomhaven, so that made sense that I’d be really excited for them. Descent: Legends of the Dark is different. I haven’t played Descent 2nd Edition, though I did get it so I could paint the minis and play eventually, and I don’t have a strong connection to the game, so why am I writing about this one?

There are a number of things really that got me interested, the IP is interesting in that Fantasy Flight is making a non-Marvel/Star Wars/Game of Thrones/Lord of the Rings game, and making one that is based off of their own properties that isn’t Arkham Horror. That is fairly rare for them, so to have them go back into the world of Terrinoth, super fantasy name activate, was a lot of fun and interesting to see that they are keeping up some of their own lines. The app integration was also interesting as well as the game play and the cooperative nature. In Descent 2nd Edition, that game was a one versus all game. One person played as the “overlord” who ran all of the bad guys in the scenarios against the players. This is fully cooperative because of the app, and while Descent 2nd Edition had an app that gave it a cooperative campaign, that was not how it had been built to play.

So why am I talking about this now, well, because of these two things.

Fantasy Flight had a big kind of trailer kickoff and announcement for the game. So there is now a whole lot more known about the game, in fact, there is a ton more known about the game. If you are interested in knowing a whole lot more, watch the second video, if you want to read my recap and have a trailer, watch the first video and then read my recap, it won’t cover everything, but I am going to talk about some highlights.

First off, highlight wise, this is an app assisted game along the lines of Mansions of Madness or Lord of the Rings: Journeys in Middle Earth. Fantasy Flight has been doing app assisted games for quite a while, and for some people that has been a turnoff, they want to get away from technology while playing board games, which I can understand, but I don’t mind an app assist when playing a game, as long as I’m not doing everything on the app, and I don’t feel like I have been with Journeys in Middle Earth or Mansions of Madness. But there’s even more with this app, and I’m going to get into some details, but first, I do want to say that this app was built from the ground up for this game, in previous games they have leveraged their old app design and framework in order to make it faster to market, and that has some limits built in, such as it being really hard to have an undo button if you clicked the wrong thing, this has an undo button. This is also important because that means that this is going to have a different feel and probably a more modern feel to the app.

But let’s talk about features in the game, because that’s what people are going to care about more, than me nerding out over an undo button or the fact that they have built a new framework. There are a lot of cool things they talked about with the app, and I’m just going to highlight a few of them, the first because of how the app is built and because it’s their own IP, they are able to have really big branching storyline changes in it. They’ve done that to some extent in something like Lord of the Rings: Journeys in Middle Earth, but obviously you source material to that requires the world be left in a certain state, in this, it’s their world, they can do a lot. Next were two things about the bad guys in the game. That was tactics and weaknesses. Weaknesses are what they sound like, something that a bad guy is weak to, a bandit might be weak to slashing damage, but as players, you get to find that out in the game. As you try different weapons, it might tell you something like “You swing with your sword, and it did more damage than you thought it would as it slashes through the bandit.” Now you know swords are good, so next time you see a bandit you’d want to remember to use a sword, and the game keeps track of that you know it for you, so you don’t have to remember because forgetting and discovering the game thing over again wouldn’t be as fun. With tactics, certain bad guys are going to be apt to do certain things that are foreshadowed. For example, again, at the end of a round a bandit might be eyeing a chest, that the game narrates, you don’t know what is going to happen the first time, but after you see them grab a chest from the map and run away, you’ll know that you will want to stop a bandit from doing that again, basically, you have a round to kill them. Another thing that the app helps handle is downtime. Now with this I don’t mean downtime in the set-up or between turns, I’m talking about between missions, what your heroes are doing. A character might decide to do a side quest and they can pick between two, one might give you valor and one might give you honor. You have to decide which one to do, and the game will remember and make decisions about how people react based off of what you’ve done before. And there are more examples of the game remembering or knowing who you are, one person might get a different reaction and conversation based off of their character type and who they are than someone else would. Or the game might know that you are a big fan of using your war hammer in combat or opening chests, and it can tailor challenges and rewards to your style of play.

That’s a lot on the app, so let’s talk about some other things, like the heroes, the bad guys, and the terrain (some might still tie back tot he app).

Let’s actually start with the terrain and the components. The minis themselves are a harder plastic than Fantasy Flight has used before, though the ones in the video are resin, the reason for that is that they are still very strong, but because it’s harder plastic, they are able to get more detail in, and the detail on the minis looks really good in the resin prints. Resin is going to be closer to a hard plastic in the detail that you can get. But enough weird nerding out about that, because the terrain is awesome as well. The terrain is not only just flat map tiles and maybe some tokens to represent objects, it is cardboard 3D terrain where you build up your maps and put items on them. So a map could have multiple levels and some abilities might move bad guys, so you can maybe push them off the edges of things, which seems important. But not only can you interact with the height, you can interact with the objects, if there are trees, you can climb a tree, a well, you can hid inside it, that sort of thing. And how one character can interact with a thing might be different than another character. The reason I added in the app caveat is that this would be really hard to do without the app, so the app keeps track of who is doing that action.

Next we have the monsters, I don’t have a ton to say about them, except that there are 11 different types of monsters. But really, there are more than that, there are 11 different types of monster minis. Because they introduce a concept of factions. If a group of bandits are off by themselves, they are just bandits. If they are working with the Uthuk, the evil magic users or those corrupted by evil, they would be Uthuk bandits and behave differently.

But finally, let’s talk about characters, because really, a game like this is all about playing the heroes and how you play them. Descent: Legends of the Dark, has both cards and dice used in the game, so it’s kind of a hybrid between a few different games, but dice chucking is mainly going to be where it is at for combat and for taking actions. But you’ll use the cards, and their fatigue in an interesting way. A lot of things causes fatigue which is bad, in Descent 1st Edition, there were just turns of resting and doing nothing because you were fatigued in order to be able to do something again. In this, they’ve changed that up. You place fatigue on your character or your card, if that card hits it’s limit, you have a choice, you could leave it there, or you can flip it. Flip it gives you a different ability and you can use that one and start to put fatigue on that side since the fatigue clears off on a flip. It creates an interesting puzzle of a character. They have also made it so that you change up your character very easily. You have your unlocked skills and you have an XP budget, you can try whatever build you want with that XP budget, so a card might be 2 XP and another 1 XP and you have 3 XP so you take those two into battle with you, then the next one you decide to try three 1 XP cards, you can do that. Thematically, does it make sense, probably not, but game wise, it makes it a lot of fun, because you aren’t stuck playing a build you don’t like, in fact, if a character just isn’t your style period, you can swap in a new one, overall, an awesome idea to make sure the game is fun.

Now, in that hour and forty minute video, there is a whole lot more that they talk about, and they show off minis and things like that. If you want to know more, check it out, though, I cover some of the bigger highlights for me of things that are really interesting. But let’s also talk about the price tag here, before we wrap up, this is a $175 game, that is expensive. Now what you get is a lot, they were asked about game play and said probably 50 hours if not more in the base box. But compared to some other games, though with less minis, Gloomhaven you can find around $100 now and I probably have 200 hours into base Gloomhaven. So does that mean that this is too expensive, I’d say no. Gloomhaven doesn’t have an app built specifically for it, this does, and it is a brand new app, there was a ton of story work put into this game, and if you play through the whole game, that’s probably way more time than most people would put into a single game that costs $60. Plus there is the experience factor as well, I realize that the price will turn some people away because they just can’t afford it, and that’s a shame, if you have a group, make it a group buy if you can, but I get that it is a hefty price tag and why it is. It is still one that I’ll want to pick up, just for the cool factor if nothing else.

So, what do you think of Descent: Legends of the Dark? Does the game sound interesting to you? Does the price tag or app worry you?

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Descent: Legends of the Dark – Spiel Digital Announcement first appeared on Nerdologists.]]>
https://nerdologists.com/2020/10/descent-legends-of-the-dark-spiel-digital-announcement/feed/ 1
Dungeons and Dragons: A Great Experience https://nerdologists.com/2020/01/dungeons-and-dragons-a-great-experience/ https://nerdologists.com/2020/01/dungeons-and-dragons-a-great-experience/#respond Wed, 22 Jan 2020 16:03:27 +0000 http://nerdologists.com/?p=3996 One of the parts of Dungeons and Dragons that people really love is leveling up their characters. You get more cool things that you can

The post Dungeons and Dragons: A Great Experience first appeared on Nerdologists.]]>
One of the parts of Dungeons and Dragons that people really love is leveling up their characters. You get more cool things that you can do almost every level or new spells you can use or even improved stats so that you can hit harder. To level up, you need to gain experience, but how/when do you gain experience or level up?

In the Players Handbook, Monster Manual, and Dungeon Master’s Guide, there is one primary way that the game is built for you getting experience, and that’s through combat encounters (and encounters of other types), but in combat, each monster has a certain number of experience points that they give you to divide between the party. This is the standard way, then comparing your total experience to that of the level chart, when you hit a certain amount of experience you go up a level.

While this is the classic method, I’m not a huge fan of it. First, it adds to me doing more math as the Dungeon Master when building an encounter and as players then when dividing up and adding in experience. Now, it doesn’t have to be difficult math, but if someone misses a session, does their character still get experience for it? If they don’t, that causes even more of a mess because now characters will not in sync level wise and since the game tends to be more combat focused when you are using encounter/combat based experience, that means that a character might be lagging behind with that. On the other hand, this is the classic way to do it, and for video game players, it’s how almost all RPG’s work there, so it is something that they might enjoy.

Image Source: D&D Beyong

My preferred method of leveling up and experience is to actually not track experience and go with something called, event or milestone leveling. When you hit a certain point in your characters story or in the over-arching story, you get to level up. The advantages of this come from leveling up in those moments where the story becomes more epic, you become more epic with it. You also don’t need to track everything and keep count of kills and what was killed, instead it levels you at proper thematic points. The downside is that if there is a point in the game where you are grinding through a dungeon and things aren’t changing, there might not be that character milestone or story event launches you to the next level. Instead you are stuck at a lower level for a while, while you’re waiting to go up and take off into a new ability for your character. That’s something, as a Dungeon Master, when using this method, that you need to be aware of, not to let the levels sit too long and instead focus on creating those epic moments every few sessions.

But, a friend, introduced me to an interesting idea from a video he’d watched on Professor Dungeon Master Youtube Channel. This concept is that you get a few points that you are tracking for experience, if things go really well in a session, you get 3 XP or maybe 4 XP. If things go awry, you get 1 XP, if it’s just okay 2 XP. And when you hit 10 XP, you “level up”. But, instead of just getting the level up, you need to do something in game or in downtime between sessions to get your character leveled up. This could be a little mini quest, such as a paladin destroying a cults temple and building up one to their god, Professor Dungeon Master’s example, or it could be something that is more tied into the main quests of the campaign. So you’re tracking experience, but at a limited level. And then to actually gain that level, you need that epic quest/story moment for your character so that they have a reason to gain new skills.

Image Source: D&D Beyond

Now, I think that is an interesting option that I’m going to want to try at some point in time. What’s interesting about it to me is that it gives the players something to track in terms of experience points, they can see how close they are getting to leveling up at the end of a session, but they and I don’t need to do a lot of math and figuring for the game. It’s just adding together single digit numbers until you hit 10, and then you start again. I also like, and this is something that’s bugged me with Dungeons and Dragons leveling, is that you could, theoretically, just because of a random encounter on a travel somewhere level up, and now the Wizard knows more spells, the fighter is better with their sword, and the Druid can change into more animals. So, while it can delay leveling a little bit, I like how a character needs to complete some sort of quest or mission for that character or the story overall. So we’ve talked about a Paladin, but a Druid planting a small grove and getting that started in an area, that could give you a level up, a fighter going and defeating some low life thug on their own to stop them from going after other people, that’s something that would work as well. But I think it gives a chance for players and the DM to be more creative in storytelling, and you can decide how much you want to spend in game on this, but you could also go between sessions as well for leveling up.

If you’re playing, do you have a preferred method? I don’t think that any of them are bad, I just don’t want to do the math, so I haven’t done the more combat focused gaining for experience. Would you try out another method other than your preferred one? Let me know in the comments below.

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Dungeons and Dragons: A Great Experience first appeared on Nerdologists.]]>
https://nerdologists.com/2020/01/dungeons-and-dragons-a-great-experience/feed/ 0
TableTopTakes: Sword & Sorcery https://nerdologists.com/2019/10/tabletoptakes-sword-sorcery/ https://nerdologists.com/2019/10/tabletoptakes-sword-sorcery/#respond Tue, 15 Oct 2019 13:50:01 +0000 http://nerdologists.com/?p=3682 When it comes to dungeon crawling games, Gloomhaven was the first one that I played and is the one that I love the most. But,

The post TableTopTakes: Sword & Sorcery first appeared on Nerdologists.]]>
When it comes to dungeon crawling games, Gloomhaven was the first one that I played and is the one that I love the most. But, with the start of the Malts and Meeples streaming channel, I decided that I should get some more dungeon crawlers because a lot of them you can play solo. Now, if you’ve noticed, Sword & Sorcery hasn’t been played on Malts and Meeples, but I am playing through it now with a friend, so not even solo.

In Sword & Sorcery, you control a character who is an ancient hero brought back in this time of need. You are exploring and different scenarios, getting options presented to you as to what to do, and making choices based on the sort of party that you have. During each scenario, you are fighting monsters, collecting soul points, getting money and other loot and hopefully leveling up your character. Then, as you win, you advance to more scenarios. All in all, the basics of what you’re doing in a game are pretty standard.

Image Source: Board Game Geek

Sword & Sorcery does have some unique things, the biggest one being death in the game. When your character dies, you were an ancient soul that has been brought forward in time, so you become a ghost, instead of just being dead. You can do a few things as a ghost, but the main thing you can do and what you want to do, is get to your soul respawn point, respawn, and get back into the fight as fast as possible. Because, if your teammates go down as well, you’ll lose the scenario. This feels unique to me in the game because death isn’t the end. In Gloomhaven, it’s possible to have a character go down half way through a scenario, and while there is plenty of things that player can still help with in terms of running the encounter, you are done playing your character for that scenario. Sword & Sorcery handles that differently allowing you to hop back into the fight, but at a cost. To respawn, you have to use a soul point. And while that doesn’t seem like much of a cost, the soul points are what you use to level up as well, so you’re slowing down your leveling progression, and when you get knocked out and turned into ghost form and come back, you lose a level.

The leveling is also interesting in this game. It’s interesting because it’s not a standard leveling. Characters don’t level up based on XP that is gained, there isn’t a divided amount of anything that gets you closer at a regular rate. You have a group pool of soul points, and you don’t get soul points all that fast. You also have to keep a reserve of soul points because if someone goes down and you have none, they are extremely limited in what they can do until they can get back into the fight. Leveling up is also not a cheap affair. You are spending soul points equal to the level squared that you are going up to. So at level 2 it’s 4 soul points, at level 3 it’s 9 soul points, at level 5 it’s 25 soul points. The game hands them out fairly often, but that’s a lot of soul points to get up to the higher levels.

Another part of the game that I really enjoy, is the character creation/skills aspect of the game. Each character has two sides, a lawful side and a chaotic side. When you start the game, you, as a party, decides if you are going to be lawful or chaotic. That is going to give you a different unique character power than if you have played lawful. It also gives you the opportunity to get different abilities. And when you pick abilities, you have a large variety to pick from. So how you build up a character over time is going to be different than someone else might. Because of that, you really do get a good variety in the game and it adds back in some replayability, even if you know what is going to happen in the scenarios. And, depending on if you are lawful or chaotic, you are locked out of picking some abilities which limits your choices some in an interesting way.

They also have some cool rules for characters and monsters in the same area. If there are more heroes than monsters in the area, you have majority, if you have have twice as many you dominate the area, and just for that, you get an extra hit. But it isn’t just for you, it’s also for the monsters, so if you get swarmed or split up, it’s possible that you’ll be taking extra damage. It’s a nice way to make the majority feel like it means something, but it also means that you can get piled on quickly if you aren’t careful. This is one area that strategy is added into the game where it isn’t just the die rolls.

Image Source: Board Game Geek

The game has a massive rule book, however, and like a lot of dungeon crawlers, that can be a deterrent from people getting into the game. I don’t think that the rules are all that complex, however, once you’re used to them. Most of what you need to know is explained on the cards for your abilities, and resolved by die rolls. So, once you know how to interpret those rolls, it goes fast. I feel like that’s fairly common for larger dungeon crawlers where they need to cover the edge cases, but most of those things will be fairly rare so the focus of the game is actually pretty straight forward.

One downside to the game is that it’s a bit fiddly. I bought a ton of small plastic bags and that helps keep things sorted. But the game itself does not come with those, which means that it would be a lot of work finding stuff. I think that a tackle box or a cross stitch thread box would work nicely as well. I feel like this is a common issue with a lot of dungeon crawlers. Without an organizer or organization strategy for Gloomhaven, it would have the same issue as well. Also, because of the size of the maps and the amount of tokens, you need a fairly large table to play the game easily. Once you’re into the game you know what you need and it’s easier to keep track of, but set-up can be a lot, thankfully tear down is a lot faster which is to be expected.

I also will say that right now I’m playing the game two player, each of us running a single character. I think that we’re going to consider going to two players each. The reason for that was that we’ve had good luck. The friend seems to roll defense like no ones business, so their character has never been in danger and is often the one focused on. And I’ve had a lot of luck doing large amounts of damage so it’s been fairly easy. I don’t know how much more difficult it will be controlling two characters each or what that will do to the length of play, but we’re hoping it bumps up the difficulty a bit. It should because you flip an encounter card after every heroes activation, so theoretically characters will get hit more. We also have two magic users, so we are limited in what we can use for equipment and want to get more variety.

I have enjoyed this game a lot thus far. I don’t think that it’s as good as Gloomhaven, but it’s a lot of fun. The story has been enjoyable, and I like the fact that when you’re knocked out, you really aren’t knocked out of the scenario. I wish it felt a bit harder or had a good way to scale the difficulty. But there are unique aspects to the game and I’m excited for playing more of it. There are also a lot of interesting characters to play and way more than I will probably ever get to, plus expansions. This is definitely not a game for those who don’t like the luck of the dice though.

Overall Grade: B+
Gamer Grade: B+
Casual Grade: C-

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post TableTopTakes: Sword & Sorcery first appeared on Nerdologists.]]>
https://nerdologists.com/2019/10/tabletoptakes-sword-sorcery/feed/ 0