Monday, November 2, 2015

Guest Post: X-COM: Outcome Unknown

Today's post comes from my wife, Jessica Mayorga.  Enjoy!




If you come across a list of the top PC games of all time written by anyone who was a substantial gamer in the mid 90s, the game UFO: Enemy Unknown, also know as X-COM, will frequently possess one of the tops spots on the list, often the top spot, often sharing that position with one of the Baldur's Gate games. Yet for so popular and lauded a title, X-COM is an odd duck in game design because no designer has ever been able to exactly capture how the game works, despite many, many attempts to re-capture it's magic. The closest attempt, perhaps, was the recent re-imagining of the game presented in X-COM: Enemy Unknown, although for several reasons which shall be discussed later that title didn't quite hit the mark. This is in addition to several other imitator games (most notably the UFO series) which also never quite managed to 'get' it. While the Baldur's Gate formula has been successfully replicated to great effect many times, X-COM has remained a bit of a puzzle.

I mention Baldur's Gate for another reason than simply comparing it's success. In a way, X-COM and Baldur's Gate are somewhat similar games, at least on the surface. Both involve multi-person tactical combat with plenty of time to think over decisions. Both involve squad management and a meta-game above the tactical action. Both involve improving the skills of your squad members. Both are quite long and take many hours to complete. Finally, both involve the possibility of permanent death. In essence, X-COM and BG are both tactical strategy games involving a larger, overarching campaign.

Nobody, of course, would claim these to be games of the same genre. The base management in X-COM is more open ended. Characters are never expendable in BG and have much more involved level progressions. X-COM's gameplay is emergent whereas BG's is scripted. Individual actions in X-COM are far more impactful on not only the mission but on the entire campaign, either positively or negatively, whereas in BG even death is recoverable. In actual play, save-scumming is the norm in BG if a character goes down in combat, whereas in X-COM players are far less likely to reload a previous save over one dead soldier, no matter how cleverly named. This demonstrates to us why X-COM is not in BG's genre, the Tactical RPG, whereas Icewind Dale, Freedom Force and Fire Emblem are.

This isn't X-COM.


We can use a similar method to talk about why X-COM isn't in the same genre as a Total War game. Again, both TW and X-COM have a grand campaign where individual conflicts are fought out directly by the player using a completely different strategic system. Both have light experience progressions for units. In both games, when a unit is damaged they need time to heal which can exclude them from the next battle and if they are destroyed they must be replaced completely. Both involve managing facilities and treasuries, and both have failure, even after many hours of gameplay, as a distinct possibility.

Yet again, the games are qualitatively different. In X-COM good global strategy on the part of the the player allows them only limited control over the nature and stakes of the next mission, while in TW, especially the more recent ones, the game can theoretically be won without winning a single tactical battle yourself simply by having better positioning in the campaign and using auto-resolve liberally. An experienced unit is more valuable in X-COM and so far less expendable than in TW, while in TW conservation of one's forces is only an issue in already bad situations. Individual actions in X-COM remain far more impactful, while in TW there is plenty of chances in a battle to respond to a unfavorable situation before a unit is taken out. As a result, TW shares it's genre more with games like Master of Orion, King Arthur: The Role Playing War Game and Star Wars: Empire at War than X-COM.

This also isn't X-COM.


What does share genre with X-COM? Well, this is kind of the reason why there has never been a game to re-capture it's magic, because that list is small and almost all the games in it are trying to be a spiritual or literal sequel to X-COM, clinging to the tropes of the original as if the enemy being aliens is the magic bullet that makes the game work. There is, of course the direct sequel Terror From the Deep, but outside of literal X-COM games and the unfinished Project Xenonaut, the UFO series would be the closest thing.  Yet it still deviates greatly, adopting a lot of the conceits of Jagged Alliance, another top-20 lister of a tactical combat PC game.  While the UFO series has far more disposable characters than the colorful and unique individuals one recruits in Jagged Alliance, the games also include territory control, which transforms the global game into something the feels very different from how it feels in X-COM. The UFO series' campaigns also progress in semi-scripted phases, where certain conditions will change the rules the AI is operating under and force the player to adapt their campaign strategy to accommodate, creating something closer to a linear campaign progression.

It... kinda looks like X-COM...


This highlights some of the details of X-COM which I think got overlooked in the remake and contributed to it's lack of success at recapturing the feel of the original, even as it succeeded as a game. Like the UFO series, the remake's campaign progresses in phases where the AI's rules change a bit as each milestone is reached, albeit in even more liner a manner. This never happens in the original. While there are clear, game-changing research milestones in the original where unlocking a new tech really enhances the player's abilities and may cause them to adapt their strategy to their new abilities, the AI plays be the same rules all game, only with increasingly more tools to play with. This means the campaign strategy in a game of the original is never really disrupted except by the player if it's well formulated. Even a base capture is essentially just a set-back that can be anticipated.

Another feature of X-COM, one many players never even realize exists, is that the AI is also playing a resource management game, one the player can impact by doing things like taking out supply ships, terror ships, infiltrator ships etc. Taking out an alien base does, in fact, hurt the AI's ability to fight the war. This is largely non-scripted in the original, but done almost entirely via scripting in the remake. This is far closer to how the AI works in a Total War game than in Enemy Unknown or Jagged Alliance, and it works to make you feel like you are playing AGAINST someone, that your successes force the enemy to adapt to you and not just you to them.

Perhaps the biggest single difference though is that players of the remake, Jagged Alliance, and the UFO games tend to be far more willing to load a save when a mission goes poorly or the wrong person dies. It is odd in a sense, because death happens more suddenly and without warning in X-COM than in the remake, and yet the mechanics of the leveling up system make an experienced character far more valuable and harder to replace in the latter, to the point that, later on, losing such a character can become an insurmountable setback. In X-COM the value of an experienced character hits this sweet spot where losing them does not ruin your campaign but you still feel it when they bite the dust. This means that you are in suspense when they are endangered, but if luck just isn't on your side you tend to wail “NOOOOO, NOT SUB-ZERO!” rather than re-loading or cursing out the game for being frustratingly difficult. In UFO: Aftermath, losing someone high level is so painful and so up to chance that it can make players rage-quit in frustration, or more likely re-load a save again and again until the random number generator produces a favorable result, and the same goes for Enemy Unknown.

Well, time to reload my last save...


There is only one other game I have played which I would put in the same genre as the original X-COM without being either a remake or a clear knock-off, and frankly I feel like it captures the visceral aspects of that game better than the remake or the UFO series.  The remake is too linear and scripted, and soldiers too indispensable. The UFO series turns to territory control and soldiers are also too indispensable. Total War battles are too inconsequential and losses too meaningless. Jagged Alliance and Fire Emblem are too heavy on the RPG elements, and Baldur's Gate is a literal RPG. No, for me the game most close in terms of feel, though certainly not in terms of theme or structure, is the Blood Bowl series.

While Blood Bowl has the trappings of a sports game, it's core mechanics, which are a fairly precise recreation of the tabletop game it is based off of, produce similar emotional outcomes to X-COM. Actions in the tactical game are high-risk, high-reward, both within that match and in terms of the meta-game of team management. Every time a character fails to perform an action, the current player's turn ends. There is a chance, every time a player is blocked, that they may be permanently injured or even killed. And yet, this manages to hit that sweet spot, where the consequences are dire enough to induce suspense, yet not dire enough or frequent enough to cause a rage-quit upon failure. This is despite how hard it is to build up a player into a powerhouse, it taking hours of play with a single team to produce a high-level character. Bad decisions and bad luck can haunt your team for a long time, but never to the point the game feels impossible. That risk, the fact that a bad roll can mean really bad things happen to you which force you to adapt your strategy, is what makes this game, as well as X-COM, fun, flavorful and full of great water-cooler moments, whereas in Enemy Unknown, UFO, Baldur's Gate, Fire Emblem and Jagged Alliance it produces a re-load and pretending like the incident never occurred in the first place.

Oh no, not the rat ogre!  He's level 3!


That neither X-COM nor Blood Bowl take themselves too seriously is likely also a contributing factor to the players accepting loss rather than avoiding it. In Blood Bowl this is very explicit, the commentators constantly telling anecdotes about the injuries other teams have suffered, wishing ill on your and your opponents' characters and otherwise building up the expectation that the game is all about characters getting hurt, such that when the inevitable happens the player is well prepared and hopefully laughing with them. In X-COM this is reinforced by the comic-book-like appearance of the game's art and the gruesome yet cartoonish imagery in the intro, setting up a mild tounge-in-cheek feel that this is a grim-dark comic-book story about heroically desperate humans fighting against horrible aliens. The aliens themselves manage to be intimidating without looking horrifying enough to be taken too seriously, and when your characters die they let out amusing screams of fear. This is the game positively reinforcing death, making the death of your own characters entertaining and having it add to your experience rather than pull you out of it. When Sub-Zero is shot up by a panicking rookie, you are left wanting to avenge her, not resurrect her through the magic of save-games. You laugh at how terrible things are going for you.  It draws you in to the experience of losing, rather than booting you out to the load screen to try again. Death is a part of the game, not a fail-state, and hardly irrecoverable in the grand scheme of things.

As a result, both X-COM and Blood Bowl share risk management as the driver of their entertainment value. As death is part of both games, deciding which short-term decision has the best chance of a positive long-term consequence is interesting regardless of outcome, and in both games one always has the option of making harder decisions which, if everything plays out well, mean a totally positive result or an entertainingly catastrophic failure. This was dropped in what was probably the most universally complained about design element of the X-COM remake: arbitrary-feeling choices where there is no good outcome. The designers of Enemy Unknown got to part the essence of X-COM when they realized the core of the gameplay was making hard decisions, but they did not understand why doing so was fun in that game. In Enemy Unknown, random-seeming abduction missions will occur, where the player can only do one of two or three missions. There is a choice as to which countries have their panic level increase, stepping them closer and closer to capitulating to the aliens, but it feels unfair, like the aliens have a gun to your head and you don't have the ability to try to riskier option of disarming them completely, and there is no way to really have prevented this situation from occurring. In Blood Bowl you cut losses because the risk is too great and take on harder actions because you need that touchdown. In X-COM you skip missions because your team is exhausted and you don't have the resources to take this one on, or you take a harder mission because you really need some elerium or cash. In Enemy Unknown, you don't take the other two missions because the game says so, and this reduces the choice down to a fairly simple, and thus uninteresting, algorithm: which country has the highest panic, then which mission reward do I need the most, balanced against chance of success.

This feels very forced, frustrating and boring.


This is not to say Enemy Unknown is a total failure in regard to playing with risk management. Enemy Within brought in the prospect of optional secondary objectives which push the player to take risks without too significant a consequence upon failure. Kill cams reward players viscerally for succeeding at difficult shots, and do to some extent reward players for character death, though in a far less satisfying way than the terrified screams of the original. The memorial listing the names of the fallen is probably one of the better aesthetic elements to this, even if it does take on a very somber and serious tone more akin to a war-movie than a game thematically closer to Aliens then The Dirty Dozen. The optional side missions add a “going for it” style mechanic where the player takes on additional, unnecessary risk for a boost to their abilities, but it never really makes up for the forced feel of the abduction missions and it never really feels like you are stretching your resources when you do them. This small, central misunderstanding, that the point of X-COM was simply in the making of decisions rather than also being in the build up to and significance of those decisions, is why the game is somewhat unsatisfying as a remake.


The visceral appeal of X-COM, then, is closer to the appeal of gambling than the appeal of a game like chess. It's about balancing gains and losses, deciding how much to push your luck and when, trying to mitigate damage and hedge bets, and trying to build up resources to push the odds in your favor eventually. It is a complicated crap shoot expressed as a tactical combat game fought against invading aliens, one where strategic gambling can, in fact, significantly impact outcomes. This is also true of Enemy Unknown, but unlike it's predecessor, EU does not really succeed at making bad rolls entertaining. We aren't rewarded with a tragic or hilarious death. We can't easily recoup our losses enough to stick with a bad outcome. A lot of the risks seem imposed rather than being the result of the player or aliens deciding to up the ante. Failure at the gambling is permanent and sometimes impossible to recover from, rather than being part of the fun. This by no means makes Enemy Unknown a bad game, but it does make it dissimilar from X-COM and closer to Jagged Alliance in terms of how the game is driven.

tl;dr: "I am too important to die"

By contrast, Blood Bowl manages to recreate a lot of the appeal, though not the precise gameplay, of X-COM by presenting a tactical game about strategic gambits. Loss is completely embraced by the game mechanics and aesthetics as a normal aspect of play, rather than as a point where one re-loads the game and tries again.  Sticking with it through failures is completely enforced, but never feels burdensome.  Bad results for your own team yield the reward of a hilarious scream, a collective gasp from the crowd, a vicious kill cam and snark from the commentators.  Taking incredible risk to mitigate a bad situation is totally an option, and one where failure can make the situation even worse.  If you want to make a game like X-COM, there are many different design elements of that game one can look to for inspiration, but in my opinion it risks with possible negative consequences that the player will ultimately accept which makes a game most viscerally like that classic.

Thursday, September 24, 2015

Gaming Experience Upgrades: Component Organization and Storage

One of the reasons that I decided to get a Geek Chic table is the idea of improving the experience of playing board games.  While I have many hobbies, as evidenced by this blog, tabletop gaming is probably the hobby I am most dedicated to.  Upgrading gaming experiences in a variety of ways is part of what I enjoy when it comes to tabletop gaming.

Today, I'll be covering component organization and storage, how that enhances the gaming experience, and how to do it.

Component Organization and Storage

The contents and components for a board game are usually set up inside the box for storage on a shelf and cross-country transport.  While this works just fine for that, few publishers outside of Days of Wonder give much consideration to how players will actually organize the pieces and parts of a game once the game has been opened.  Typical solutions involve large amounts of plastic baggies and rubber bands.
Oh Terra Mystica...

Whenever I can, I try for another solution.

One of the keys for setting up your storage solution is to consider how the game needs to be setup.  This is the time that you'll be accessing your box the most, and you want it to be easy and quick to get everyone set up.  Consider ways of easily handing out multiple bags or boxes so that multiple people can simultaneously set up different parts of the game.

When able, I use organizers thought out and made by other folks, such as the many organizers made by The Broken Token.  These organizers work wonders for making setup a breeze and making components that need to be used during the game easy to leave around.  There are other options, such as Litko Game Accessories, and Game Trayz, but I generally prefer those made by Broken Token.

A place for everything, and everything in its place.
When these commercial options are not available, one has to innovate.  A great source of solutions to this problem can be found on board game geek's forums and files.

For example, for games with a lot of cards or tiles, tuck boxes can be very useful.  These are small boxes that you can print on your printer onto heavy card stock, then assemble.  My favorite example is my setup for Carcassonne using Tom's Carcassonne Tuckboxes.

So many tiny boxes.
The objective of any organization scheme should be to make setup a breeze, so you can get into the game faster.  In this case, my Carcassonne setup does this by having each box have a specific purpose.  The little box is a small expansion box that contains the base game and my favorite expansions.  The larger box contains the rest of the expansions.  This way, when getting set up, we can grab the base components and get them arranged while deciding which expansions to use.  Once that's decided, we can grab those out of the big box and toss them in the already prepped base components.

Sometimes, though, there is no original box to store your components in, or it is just so exceedingly inadequate that you have to use original solutions.  Once again, Board Game Geek's forums are a great place to go to find storage ideas and solutions.  Based on their concepts, I put together a series of Plano "tackle boxes" for our X-wing game components, keeping the actual ships nestled in Battle Foam.
One box for each faction, and one common box.
I'm always looking for more ways to organize my games, and speed up setup time, as well as provide a more immersive and thematic experience.  I particularly like the way I've organized my copy of Speakeasy:


The power cards, which need to be easily viewed and purchased by players, stay in the briefcase throughout the game, providing a strong thematic element.  The rest of the cards and instructions get tucked into the various pockets of the briefcase, for easy removal during game setup.

I could probably do a break down of every game I have, but here's a few of the basic principles for organizing your games and improving the gaming experience for your players. :)  Happy gaming!

Wednesday, September 16, 2015

Dungeon Master Musings: Building a digital table yourself

A lot of people have been asking me how to set up their own digital RPG tables the way I have.  I'm going to do a brief series on how I've done this, and may even do a little vlogging around it as well, if I can find the time.



The first question we need to answer is "What is a digital RPG table?"  There's actually a lot of different ways of doing it, but what they have in common is this:  Instead of using graph paper and grids that you put in front of your players to indicate what sort of environment they're in, you use some sort of computer display to show your maps digitally.

Implementations of this range from the simple to the seriously awesome.  I've seen setups where people have used an LCD TV as their digital table. Others use projectors, and some awesome folks use touch screen displays for some seriously wicked arrangements.  Just google "digital rpg table" for all sorts of different arrangements.  Definitely a lot of wonderful stuff out there to ogle.

My setup was specifically designed to be inexpensive, easy to use, easy to setup, and very portable.  I don't have a dedicated gaming room, so we need to be able to quickly and easily set it up and tear it down, while still getting the fidelity we need.

Originally we were going to use miniatures on the projected table, but we found that it was even better to use digital icons controlled by bluetooth mice.

What you need

Here are the components that I used in my setup.  I'll go over each one, why it was needed, and things I considered about it.  Please note that this is merely about how to reproduce a setup similar to what I have.  Creative folks should be able to riff on these to create their own setups. Don't take anything I say as expert advice. It's just what one person did, with enough information to hopefully do it yourself.
  1. A small, tripod mountable projector
  2. A VERY tall camera tripod.
  3. A whiteboard
  4. A computer with at least 8GB of RAM (Preferably 2)
  5. A source of maps, or tools to make maps
  6. A map sharing application
There are a variety of options on each one.  My setup wound up costing me about $750, excluding the laptops that I already owned.  However, you can do a similar setup for even cheaper, if you're willing to skimp on your projector quality.  I'd say you could do this for less than $500 easily.

Let's look at each component, what your options are, and what to consider when buying it.

The Projector

The projector is probably one of the first places to start to set up your own digital table.  It's going to be the most expensive component, and the hardest to pick correctly.  We purchased the LG PA77U for about $650, and it fits our needs NICELY.
Lots of wires, but it works great.
One of the first questions to ask yourself is whether this is going to be a dedicated projector or not.  For us, we happen to have a large empty wall in our front room, and decided that our projector would double as a movie projector for big get togethers and movie nights.  (Or for playing video games on the BIIIG screen.)

It's all about options!
If your projector can double as a movie projector, then by all means, go all out and get one with 1080p or 4K and whatever other whiz-bang features you want it to have.  But if you're just using it for D&D, you'll want to consider what sort of resolution you really need to display.  If you're on a tight budget, you can get a really cheap projector for as little as $120, like this tiny little guy.  We decided to go with 720p.

Of course, this is only the first consideration you have.  The next thing to consider is brightness of the projector.  This is measured in lumens  You want something that is going to be bright enough to see during your normal gaming time, in your normal gaming space.  Are you playing in an area with a lot of natural light during the day?  You're going to need a relatively high brightness to see anything.  Playing in a dark, enclosed basement?  You could probably cut back on the lumens quite a bit.  For reference, my projector is 700 lumens, and it works in all but the brightest circumstances for D&D.  I have trouble seeing it during the day with the lights all the way up, but otherwise, it's fine.  It's too dim for movie watching during the day, though.

The last thing to consider is throw distance.  This is the range of distances that you can actually project at.  You'll want something that can project an image pretty close up.  The PA77U projects between 3 to 10 feet, which is perfect for what I'm doing with it.

Once you've decided on these qualities, you need to make sure whatever projectors you're looking at support manual keystone, which is what allows you to project at an angle, but still have a rectangle and not some weird other thing.  You also need to make sure it is light enough to work with a normal camera tripod, which means looking for so called "portable projectors."  Check out projector central for researching your various options.

Camera Tripod

Most people don't have the time, knowhow, or space to be able to make their own permanent projector mount, so the solution I arrived at was getting a really tall camera tripod.  We got this one for about $60.

It towers over us during the game.
Simple truth about projectors:  The further they area away from their target, the larger an area the image covers.  Another truth, when you're dealing with a surface you're putting minis on or pointing at, the more angle there is, the more shadow you cast across the image.

Ideally, to solve these problems, you'd mount your projector right above the playing surface.  Of course, this is probably not going to work in most places, so a good portable solution is a tripod.

The key here is to get as high a tripod as you can get.  In our case, we went with 80 inches tall, and that seems to do the job for us.  We have very little shadow when we project down to the table, and get an image that fills our whiteboard.

You'll want to make sure that whatever you get is strong enough to hold your projector.  We went for overkill in our case, getting a tripod that could hold a projector several times heavier than our little 3 pound friend.

Whiteboard

To actually project, you need a white surface to project onto, and what better solution is there than a whiteboard?  We went with this one from the Board Dudes for $23.  I think we picked it up at Office Max or something.


Your white board is a vital piece of the puzzle, as it essentially becomes the map area.  As you can see, our projector image fills the entire white board.  The great part of using a white board is that you can draw on it, put miniatures on it, and more.  So often, we would get so immersed into using the white board that we'd forget that it was actually not a TV screen either.  We'd drop something on it and yelp in fear that we just broke the TV, then laugh as we remembered it was just a cheap whiteboard.

The main thing to consider here is the size of your whiteboard relative to your projector and tripod positioning.  Different projectors project different image sizes at different throw distances, so you'll have to check this yourself when you do it.  We were super lucky in that the project image matched the whiteboard so perfectly with these heights.  If you get your own setup, make sure you research the size you'll be throwing onto to make sure it's going to make sense.  Otherwise, you may wind up with a really huge or tiny image that doesn't fit well on the white board.

One last thing: The black bezel on the whiteboard was really helpful for hiding the menu bar that shows up when MapTool is full screen.  Thus, despite it still projecting that menu bar (seen in the left side of the image,) it felt less like an application and more like a map by hiding that menu bar.

Computer

You need to drive the images from something.  I personally use two laptops: My personal laptop and my work laptop.  There are advantages to this that I'll discuss in a moment.  Considering that I have them already, the added cost was nil.
DM's laptop

Player laptop
In terms of application performance, MapTool, at least, can run twice on a single computer, making it relatively easy to drive both the DM view and player view from a single machine.  As long as you have enough RAM, you shouldn't have any issue whatsoever.  I'd recommend at least 8GB.  That said, having two computers makes life a lot easier and gets you a few extra options that I'll go over in a moment.

The DM needs to have access to the computer that's hosting the application, so that they can get the DM's view that shows all of the rooms and provides tools for revealing various parts of the environment that the players are in.  I'll cover the tools and their capabilities in a bit.

If you use a second laptop for the players, this enables the option of adding one or more bluetooth mice to the setup that work with that second machine.  With this, the players can then look around and move their tokens by themselves without requiring DM intervention to do so.  Also, since your secondary laptop will be on the same side as the projector, the player on that side can look at the laptop screen instead of the table if necessary, since otherwise some of their view will be upside down.

Source of Maps/Map Creation Tools

I'm about to blow your mind.  Ready for this?  To project maps onto a digital table, you're going to need digital maps.  I know.  Wild.  Personally, I use the GIMP for all of my image creation needs, since it's free and I know how to use it.


There are actually a wide variety of sources of maps, where you don't have to create your own.  Some publishers, such as Paizo publishing, actually sell PDF versions of the maps they include with their modules, which can be repurposed for your own campaign or used directly for their modules.  There's also tons of map making communities on Google+ and other forums, where people liberally share their map creations.  Steal like crazy, and you'll reduce any workload you actually need to have.

If you do want to create your own maps, you could always just be simple and just draw black lines on a grid.  That's simple enough.  But if you're doing that, why not just draw on the whiteboard directly?  Instead, you probably want to create relatively pretty maps.  Before you jump into your map creation software of your choice, there are several map creation programs out there, like Campaign Cartographer, that give you a great set of tiles and objects to easily import into a map.

Of course, most of those tools cost money, and frankly, you don't need all their features.  Between sites like rpgmapshare.com and the various image libraries provided with MapTool, Roll20, and others, you can cobble together your own little tiles and object library in very little time.

For actually composing the images, both GIMP and Adobe Photoshop are great programs for producing these images.  Specific details of how to build maps with these programs is best left for a future blog post where I'll go to that in depth, but with a little bit of practice, anyone should be able to  create maps very quickly with either of these tools.

Map sharing application

There's a lot of different ways to get your map application shared to your players.  My personal favorite is MapTool, a delightfully free tool that is easy to start with, but has a lot of depth and possibilities.

MapTool is one of the tools created in the RPTools suite created by the RPTools team.  It's free, and I really like the way it makes it easy to set up visual blocking layers and reveal portions of the map to players.  However, it's just one of several tools available.  Roll20, Fantasy Grounds, and many other applications all serve the same purpose as MapTool.  They're all pretty similar, with different sets of features and capabilities, different levels of glamour and polish... But what makes MapTool stand out to me is the simplicity it provides for doing digital table play.

You see, all of these applications are designed with the primary goal of connecting players remotely across the internet.  The idea is that they are not in person, and need to use a tool like these to connect to each other.  But of all of the ones I've investigated, MapTool is the only one that explicitly acknowledges the in-person digital table use case, and provides some options for making it easy to use.

I recommend trying them all and experimenting with the various options they provide.  You can even get most of them to do some level of scripting, where they automatically calculate hits, AC, track HP or initiative, etc.  Covering all of these is yet another blog post, which I won't go into here. :)

Conclusion

So that's my setup, and how I do things.  In future blog posts, I'll go over my setup for map generation and share my XCF files and my process for quickly pulling a map together for a game.  (You can check out my template file here, if you're interested, or check out this completed map for some ideas as well.)  I'll also go over MapTool, how I use it, and some of the features that are available.

Both of these topics are covered in depth elsewhere on the net, so I'll just be adding to the pile, but definitely go check it out.

Geek Chic Experience Part 3: Using it

Spoilers:  I got a Geek Chic Table recently.  Here's my experiences of getting one.  In this post, we'll cover the first times we've used it and what that was like.


Jessie was the first person to sit down at the table while the guy was delivering it.
Jessie proudly sits at the new table
I join her to pose for our first picture. :)
The distance from bottom to the top of the table was 31", which gave us about 25" of clearance under the table.  It's tight with our 17.5" chairs, but even with all of our fat thighs, I'm the only one that's having any trouble with it.  So the valet turned out to be right about the height:  It's better to make the table tighter around the leg than to have the top be too high.

Everyone was nervous about eating on the table at first, but in reality, one of the nice things about the table is how resistant it is to dirt, spills, etc.  You don't even need to use a coaster!  Here's our first person sitting down to eat.

Pretty quickly after that, we got into gaming:

Our first game. This picture is amazing.
Playing on the aubergine velvet is an exquisite experience.  Somehow it feels... better... than an ordinary table.  Everything feels like it has its place.  It is a luxurious, clean experience.  The velvet holds the pieces in place and feels nice to touch as you pick up pieces and move them around.

The spaciousness of the table really came in handy for larger games like Lords of Waterdeep and 7 Wonders.  For the first time, it felt like we could actually fit all the players around the table to play without getting overcrowded.
Lords of Waterdeep felt great on the table
In 7 Wonders, we actually had 3 people to a single side of the table, for a total of 7 players.  It was the biggest game of 7 wonders we've ever played, and everyone had sufficient room to play.
Three people gathered on one side of the table.
Once again, the velvet held the cards in place extremely well, and dealing cards out was a dream.  Unfortunately, while cleaning the velvet, we had a minor accident where we scratched it.  It's actually very fragile and can easily be scratched, but smudging it out made the scratches nigh invisible.  It's also only 3% of the total cost of the table, so not too big of a deal.

Our general experience is that the velvet is just *really nice* to play all games on, and we play games on it whenever we can.  However, when something special is needed, we switch to "hardcore mode," where we go down to the acrylic layer.  We did it for playing Power Grid, drawing gaming information on the table, and used it with the space insert for X-wing, shown below:

A giant, 3 way, 6 player game of X-wing.
The X-wing game felt amazing on there, but we experienced a lot of glare on the acrylic.  We discovered later that the delivery folks installed the acrylic with the wrong side face up, and once we flipped it, the glare diminished rapidly.

Speaking of glare, a few days later, I got to finally run my first D&D campaign on the new table:
All decked out in preparation for the players.
For D&D, we used the leaf desks and leaf guards to shrink the inner area and expand the desk space on top of the table.  My players reported having considerably more room than in the past, and enjoyed the easy sight lines down to the projected map.  The map projection was pretty good on the acrylic, but from some angles there was a weird shimmery rainbow effect, due to the anti-glare coating.  However, none of my players complained.  Overall, they felt it was a significant improvement over the old table.  They said they felt "spoiled."

My new DM station
My new DM setup was a lot different than my old one.  Instead of using my old side tables, I was able to put everything directly on the table in front of me.  It took some getting used to, but ultimately resulted in an improved experience for me.  Everything was in a much more convenient spot than it used to be, and I was able to look up and reference information more easily.


Overall, the table delivers on its promise of providing a premium, luxurious gaming experience.  I always knew it would be nice, but I never imagined it would be as nice as it is.  The gaming space helps transport you to the other worlds and experiences that the various games take you to. There's a sort of "geek gamer" equivalent of the "Las Vegas Poker" experience when you're playing at a nice table in a nice casino.  It just feels betters.  More fun.  More immersive.  Just... nicer.

Plus, it really helps to be able to pause a game mid-way and eat without disrupting the things you're doing.  Keeping cups off the table protects game components, and enables us to focus more on the game itself.  Somehow, I feel encouraged to even drink more water than I used to while playing, because it's so convenient to have a cup holder at your side instead of trying to play a game while not knocking over a cup.

It's been a wonderful journey, and a very long wait, and it is finally here.  I am very happy. :)

Monday, August 24, 2015

Geek Chic Experience Part 2: Delivery

Spoilers:  I got a Geek Chic Table recently.  Here's my experiences of getting one.  In this post, we'll cover the day it was delivered.


Saturday, August 22 was our last D&D game on our old table
Our full setup on the old table.
Using the white board for the last time.
 As our party was finishing fighting some troglodytes, we got the call.  They were going to be able to deliver the table THAT night.  In fact, they'd be arriving in an hour.  We finished up our adventure for the night and quickly cleared the area for the delivery.

So empty!
We sat there, some of the players leveling their characters, when there was the knock at the door.  THEY'RE HERE!!!!
The table goes over there
The delivery guys brought everything in and were incredible friendly, personable, and careful.




We posed with the table still on its side.



Then the guy went through all of the different pieces of the table, showing us how each piece attached.  We even got to help install stuff.  The first things to install were the white board and non-glare acrylic. (They installed the acrylic upside down, but we figured it out later.)


 Next up were the various grids and printings under the acrylic, as well as the fabric layer.  We got the space printing specifically for X-wing, Federation Commander, and similar games.  You can lay a hex   map over it so that you can play Fedcom easily, or leave it off for X-wing type games.


Then the guy showed us how to put in the leaves to turn it into a dining table.


Next came the accessories.  We got a LOT of accessories.

Specifically, we got 6 each of the counter holders, bins and cup holders.  As well as the tables for the sides without drawers.




We tested the drawers, too.


Finally, we got inner "leaf guards/desks" for having larger table top area along with an inner play space.

One of the really awesome things about this is that the guy literally ran through every piece of the table to make sure it fit and worked correctly.  Not a thing was missed.  As he went through things, he explained everything.  How to clean it. How to avoid damage.  How to use it.  Everything.  I have never experienced anyone being THAT thorough about anything before.  Super professional.

In the next part, I'll tell you all about our first experiences using the table in all of its forms.