RPG Review: Monsterhearts

RPG Review: Monsterhearts

Quinns: Welcome to the second of our indie RPG reviews! Last time we looked at Shooting the Moon, a lovely game of love. So what could be more suitable for our second game than Monsterhearts, the darkest game Shut Up & Sit Down has ever looked at.

Monsterhearts is a game of “the messy lives of teenage monsters,” where 2-4 players play a coterie of youthsome witches, vampires, fairies and so forth, who go to the same school. A final player’s job is simply to “make their lives interesting.” Which, as we found out, is the easiest job in gaming.

Leigh: Saying we “play as” monsters is only part of the story, isn’t it? The monster identity of each teenage character is as much allegorical as anything else. Or, rather, the particular traits, strengths, failings of these creatures as they’re prescribed by folklore have quite a lot in common with the stuff of growing-up drama. The Ghost who lurks at the edges, feeling invisible. The Werewolf afraid of the power in her dark side, the Vampire who can’t stop using others.

Quinns: Yes. It’s a metaphor! Except it’s… not?

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Kotaku Article: Winning is Killing Gaming

Kotaku Article: Winning is Killing Gaming

Quinns has again been published on gaming enormo-blog Kotaku, talking about a wonder of the board game world! This month he discusses how, unlike video games, it doesn’t matter how good you are at boardgames. The article starts like this:

I remember a colleague taking a 5 minute break, away from the jittery job of reviewing Battlefield 2. “It’s fun when you win,” he said, exhausted. “And boring when you lose. Haven’t we moved past that yet?”

No, we haven’t. For a medium that’s evolved from play, video games have an overwhelmingly binary view of success and failure, one so crippling that if we settle into a single player game and make no progress, or lose every multiplayer match in one night, our lives will have been worsened. And we never ask why games are like this. After all, how else could it be?

Board games have the answer.

…and continues vigorously until it stops. Quinns would point you towards the article himself, but he’s currently in hiding from furious gamer-gangs, who cry his name on every street corner. Go read! Don’t let his sacrifice be in vain.

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SU&SD Will Now Cover Indie RPGs!

SU&SD Will Now Cover Indie RPGs!

[Today is a momentous day in SU&SD history! We’ve fixed the toilets on level eleven. But also we’re expanding our remit from board and card games, to add just a little coverage of something else you can buy in a game shop: small, or “indie” roleplaying games. Anyone remember our review of Fiasco last year? Yes! Just like that.]

To help us out, we’d like to welcome back irregular SU&SD contributor Leigh Alexander. But who is she? Why is she here? And what is an indie RPG?]

Quinns: Who are you? Why are you here? And what is an indie RPG?

Leigh: Hi! I’m a gaming and culture writer who writes primarily about videogames, boardgames are finally getting under my skin thanks to SU&SD, and you KNOW what an indie RPG is, punk.

Quinns: It’s true. Indie RPGs take the format of Advanced Dungeons & Dragons and their ilk, with players sat around a table, rolling dice, pretending to be half-elves and what have you, but with a focus on story instead of simulation. Suddenly, these books offer low-maintenance games that you and your friends can finish in a single evening.

And oh my GOD! They’re all so fascinating!

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RPG Review: Shooting the Moon

RPG Review: Shooting the Moon

Leigh: When you first asked me to do pen and paper roleplaying with you, my first thought was of mans sitting around the table doing spreadsheets about their spaceships. Even though you told me Shooting the Moon was about falling in love, I have to admit I was a little skeptical, you know? Like, “okay, rolling for my stats now, Strength, Intelligence and Hotness”.

When we talked about Tease, we both seemed to feel that that systems, stats, and — all right, I’ll say it, nerdery — bear the odour of un-romance. Yet this isn’t like that.

Quinns: No. Who knew? Shooting the Moon is a game that lets 2 or 3 players coax an honest-to-god love story out of the ether. But then, it’s not really a game about falling in love, is it? It’s a game about falling through the cracks of love. A game of struggle, of heartbreak, and – as the front of the book teases – finding out what you’ll do for love.

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Review: El Grande

Review: El Grande

Quinns: Hey! You’re up late. Come here, I want to show you something. Isn’t she becautiful? She’s called… “El Grande.”

What? She looks old?! Could you have some respect? Yes, she’s old. She was released in 1995, but she’s still for sale today because she’s a classic. She’s also one of my favourite games, and you’re going to listen as I tell you why. No, you can’t go to bed. Sit down. You might learn a thing or two. No you can’t have a glass of water. You screwed that up.

The thing is, we’re covering a lot of flashy games these days. Games of neon dice, plastic warriors, of mechanics so thick and layered as to resemble some glutinous design lasagne.

I like El Grande because it knows you don’t need any of that to be grand. It has almost royal quality you won’t find in any of this cardboard pomp.

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Review: Tokaido

Review: Tokaido

Paul: There are two game designers that we’re big fans of here at SUSD towers, designers whose pictures we’ve hung on our walls, whose altars we’ve erected in our rooms, and if you know us well, you know that we don’t erect things very often.

Antoine Bauza is one such designer deserving of our erections and you may well have seen us talking excitedly about two of his games before. We’re big fans of the co-op spirit-buster that is Ghost Stories and way, way back in our fourth episode we reviewed 7 Wonders, a fantastic city-building card game that’s brilliant for both beginners and even the most jaded of experienced players. Antoine has a fine pedigree.

Quinns: And now we’ve got Tokaido, a lush, luminous and lovely game that’s about nothing more than taking a long walk across Japan.

Paul: And spoiling that walk for everyone else.

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A quick thanks

A quick thanks

Quinns: HELLO!

We’re more than a month into the new site. How’s everybody finding it? We know about the clogged toilets on floor 11. Also, can whoever’s stolen the key to Paul’s bedroom please return it.

Since the site’s launched we’ve been producing more content than ever before in SU&SD history. Five videos, two podcasts, ten written features, weekly news… I could go on! But I won’t because that’s all we’ve done and I’d just be making stuff up.

If you’ve been enjoying it, please do let us know in the the comments, which, incidentally, you guys have been making an absolute pleasure. Thank you.

If you are into the work we’re doing here, please, please, please help support us by simply going through our Amazon links before you buy anything at all. As we said in our welcome post, it doesn’t matter what you buy, just so long as you do it via us.

Enjoy month two, everybody! We love you. We really do.

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Review: Eclipse

Review: Eclipse

Quinns: Perhaps you’re aware of a little game called ECLIPSE? It erupted out of Finland two years ago like some dark alien life-form, intent on devouring the world’s leisure time.

I am proud to say that I have done battle with this alien (is this analogy working?) and my review has JUST THIS MOMENT gone live on Eurogamer. It starts like this:

“This game was 2012’s biggest release, and it couldn’t be more deserved. Eclipse’s masterstroke was in taking a genre with a portentous appeal – claiming star systems, climbing hand over hand up a grandiose tech tree, engaging in HOT LASER DEATH – and compressing it down into just two hours using the same dark Scandinavian genius that brought us flatpacked Ikea furniture.”

…and it continues, using words.

In all seriousness, a lot of people called Eclipse 2012’s single biggest release. If you’re curious, you should absolutely go and have a little read. And then maybe have a little buy. Alright, a big buy.

But let me tell you- this one is absolutely worth it. Any of you guys tried the expansion?

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Kotaku Article: The Magic Touch

Kotaku Article: The Magic Touch

Quinns’ latest Kotaku column is up! Our boy’s talking about the joy of games-as-physical-objects, with nods to Netrunner, Tzolk’in, Memoir ’44, String Railway and SO much more. Look at him go!

“Last weekend we played the epic WW2 swear-a-thon that is Memoir ’44: Overlord, but my friend also brought two backpacks of his girlfriend’s military equipment. We played wearing wobbly helmets and camo trousers of impossible size. Why? Because it was funny, mostly, but also because when you augment a game’s components to such a ridiculous extent, you can’t help but share something, and remember that game for the rest of your lives.”

Has anyone else noticed that there’s a power to this hobby? Quinns has, and he won’t rest until he knows what he’s talking about. Go read, people!

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Some Actual Journalism: Licensed Games

Some Actual Journalism: Licensed Games

[A feature we’ve always dreamed of providing is actual board game journalism. What might that look like?

Step forward Mark Wallace, board gamer, author and contributor to Wired and the New York Times. We let him off his news-leash to cover the economics of licensed board games. Are they good for the hobby, or crowding out our shelves?

These are his conclusions. If you like this sort of thing, please do drop a comment letting us know.]

Tabletop gaming may be touching new heights of innovation and engagement, but the industry is at pains to appeal to new customers. While bigger “independent” publishers like Fantasy Flight Games can make a strong showing of it, there are dozens more smaller publishers whose owner-managers must hold down day jobs while struggling to produce great games — games that are often ignored by retail outlets. In many stores, it can almost seem that tabletop board games are solely represented by TV and movie spinoffs.

Even if they’re lucky enough to find a well-stocked local game store, the potential audience for boardgames is at pains to tell one startlingly expensive game from another. And having been weaned on Candyland, Sorry, and the Game of Life, they are startled again at the different kind of effort that’s required to learn and play — much less enjoy — many contemporary games.

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