Spoiler alert: I think it is one of the best games I have played.
Just to fill up this space next to the ArkhamLCG box cover before the “more”-line I’m adding the fact that this product is not a new game and it is not similar to the older Call of Cthulhu LCG by FFG. I condemned this game to be just a newer edition of that and I was so wrong in this.
I have tried to stay away from Free-to-Play games for quite a long time, but I’ve also been interested in how they work. So, for science (meaning there was nothing scientific about this), I decided to just try out such a game.
Last night we gathered together to try out the new Magic the Gathering pre-constructed Commander decks. Four players, four decks and about four hours of fun! In this post I will be summarising our experiences on the playability of the pre-constructed decks and share our initial feeling about how it all went.
Mansions of Madness is one of the games I have avoided intentionally. I had a presumption about it being a dull game of overly complicated gaming system and too much fighting the Mythos. Luckily yesterday proved I was wrong. After visiting a few local caves with Santtu and Sami we headed to my place and I got to try out the second edition of Mansions of Madness by Fantasy Flight Games.
To my tastes, science fiction in RPGs and television is too often about adventure and excitement. The scifi that grabs me, though, is about ideas and their impact on life and society and thought. Joshua A. C. Newman‘s RPG Shock: Social Science Fiction is built on this very premise. I tried it out with a couple of people I’d never played with, and who hadn’t had any experience with games as Forge-y as this. The experience was two-sided: fun and cerebral on the one hand, heavy and somewhat disconnected on the other. Continue reading →
I’ve been a long time fan of Civilization games. I don’t know exactly how many hours I’ve clocked playing them, but in the last 25 years, I wouldn’t be surprised, if we were talking about more than ten thousand. Sure, the game has always had its problems, mainly that the endgame is always somewhat anti-climactic, but its still fun to try out different things with different civilizations.
So, of course, I couldn’t help myself and buy the game pretty much right after it was published. And, boy, was I disappointed.
I started a 13th Age game late this summer. I like the world and I admire the design, so I wanted to try it out. The sessions, however, were quite far apart, which was a clear signal that something wasn’t quite right. I wanted to continue the story of the characters and talked the players into converting them to Fate Core; now, I want to share my observations on how system matters. Continue reading →
Two years ago I ran my first Dungeon World-campaign and itwas fun. But thinking back to it I might have not been familiar enough with the AWengine to make it the most memorable. I liked the basic idea in it though – it was a world entirely covered in forest.
This idea did not come up that too often in the few games we played. So when I started thinking about running a new campaign I realised I wasn’t done with that world. So last Saturday I got a new group together and started a new campaign with my favourite fantasy system. And this time we tried out it with Funnel World. Continue reading →