Of Dice and Men.

When I interviewed Conor Murphy of Foxing on my podcast a few weeks ago, he recommended a book called Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It, by David Ewalt, that gives a light history of Dungeons & Dragons. It’s a fun read even if you’re just a casual player, one where the author leans into his self-vowed nerdiness, mixing the history of the game (and tabletop role-playing games in general) with his own experiences playing as a kid and again as an adult.

It may surprise some of you who know of my love for tabletop board games – or just think I’m a big nerd myself, which is probably accurate – that I have never been much of a PnP (pen and paper) D&D player. I did try it in middle school, and also played a little bit of the post-apocalyptic game Gamma World, which came from the same publisher, but never played either very much or for very long. I had some friends who really tried to get me into it, but I found the in-person experience kind of slow and often disorganized. My knowledge of D&D derives far more from playing computer games based on it, notably The Pool of Radiance (the first “gold box” game) and the Baldur’s Gate trilogy, than from the paper version. I liked Pool of Radiance, which I played up until I faced Tyranthraxus, the big foozle at the end of the game, whom I could never defeat, but I loved the Baldur’s Gate games for their incredible story, strong writing, and rich production values, and played the whole thing through multiple times. I can still quote lines from the audio track, and have given up on several similar games I’ve tried since then because they either couldn’t offer the same kind of thoughtful, immersive environment (Temple of Elemental Evil), or because I’d face a poorly designed, difficult battle early in the game, and just bailed (Icewind Dale).

Ewalt’s book is about the pen and paper game, and starts back in the 1950s, well before the game we know now as D&D was even a gleam in the eyes of Gary Gygax and David Arneson. D&D was novel in several ways, especially its open-ended nature and the legacy aspect of one play session affecting the next, but it has its roots in multiple games that came well before it. War games predate role-playing games by a few decades, and several, including the 1960s title Braunstein, directly influenced Arneson (who used it as inspiration for his own fantasy campaign setting Blackmoor, which later became an official D&D campaign setting). Ewalt gives a brief history of gaming, going back to ancient Egypt, then fast-forwards to the 19th and 20th centuries, getting to wargaming and the advent of D&D in short order.

The history of Dungeons and Dragons could probably fill a longer book, although it might bog down in stories of internecine warfare, as Gygax especially seemed to have a habit of alienating colleagues, running Arneson out of the company and trying to erase the latter’s contributions entirely (spurring multiple lawsuits Gygax and his company, TSR, would lose). Gygax’s personality, including what Ewalt depicts as a belief that TSR was his own personal fiefdom, led to his ouster from the firm after a few years of financial mismanagement. Wizards of the Coast bought TSR in 1997, as the company was approaching insolvency, and Hasbro later bought Wizards of the Coast, so D&D now resides in the portfolio of the largest board game publisher in the world.

Ewalt intersperses stories from the main campaign he’s playing as an adult at the time he was writing this book, which I found less interesting than the actual D&D history he provides, and that probably won’t make much sense if you’ve never played the game yourself. However, that narrative allows Ewalt to go into some of the specifics of D&D for the non-gamer – the basic framework of characters and parties, different mechanics, the changes in rules over the course of D&D’s history, even more arcane stuff like why there are clerics and bards and monks in the game. I was willing to hang with the details of his own campaign – which I found a bit ridiculous, as a non-PnP guy who’s pretty much stuck to CRPGs in fantasy settings – because it served that broader purpose.

If you’re not a DnD player at all, but would enjoy learning the superficial history of the game, you might enjoy Of Dice and Men anyway, since it’s very light and well-written, with some self-deprecating humor that helps Ewalt from sounding too pretentious. If you’ve played the game anywhere, in any form, you’ll probably enjoy the trip down memory lane.

Next up: Anne Lamott’s Bird by Bird: Some Instructions on Writing and Life.

Might and Magic: Elemental Guardians.

Might and Magic was one of the most important and influential of the earliest wave of computer RPGs, debuting in 1986 and continuing through the tenth installment in the series in 2014. Along with Bard’s Tale (my personal favorite), Ultima, Wizardry, and the Gold Box D&D games, M&M became both a major driver of the popularity of RPGs in the 1980s and early 1990s and helped lay the foundation for later waves of RPGs on the computer, including the Baldur’s Gate and Elder Scrolls series.

So it’s a bit of a surprise to see the M&M name on an entirely different game with today’s release of Might & Magic: Elemental Guardians (iTunesGoogle Play), a free to play game that dispenses with most aspects of traditional RPGs and strips the game down to character upgrades and battles – lots and lots of battles. If your favorite aspects of dungeon crawls were the waves of enemies you had to defeat, then this is perfect for you. I always preferred the storylines and puzzles of the RPGs I did play, so I tired of Elemental Guardians sooner than other players might, but I will say it was mildly addictive for the way the game constantly dangles new achievements or goals in front of you while raising the bar slightly for each battle in sequence.

The main idea of Elemental Guardians is that you’re some sort of mage who will collect and train various creatures to do all the fighting for you, leveling them up and arming them with “glyphs” that increase their powers. Each creature has a main attack skill and two special attack or defense skills unique to that creature type and that can only be used once every few rounds in battle. Some allow the creature to heal itself or another creature in the party; some focus an attack on one enemy and may paralyze or stun it; some spread the attack against all enemies; and so on, with the game giving you enough creatures that you can pick and choose to form your ideal parties.

The battles involve waves of enemies – three waves in the main track that starts with the tutorial, five waves in some of the separate areas with greater potential rewards – that you must defeat without resting to heal your creatures. Part of the trick of Elemental Guardians is figuring out which enemies to attack first in each wave; because of the weird way the game handles initiative, you’re always better off killing one enemy at a time than spreading the attack too thinly across all enemies. When it’s one of your creatures’ turn to attack, an arrow appears over each of the enemies in green, yellow, or red, indicating if that creature has an advantage or disadvantage when attacking that specific enemy. You can also turn on ‘auto’ mode and let the AI do the actual fighting for you, which isn’t as bad an idea as it might sound because later battles against higher-level enemies can get a little long and monotonous.

Aside from battles, upgrading your creatures is the main task in the game, and one I found a little convoluted. Creatures level up automatically from gaining experience points, although you can also spend potions (which aren’t super plentiful) to level them up more quickly. Each creature can wear six of those glyphs I mentioned, and you can spend more energy points to upgrade the glyphs from level one to at least level 12 (that’s as far as I got), although each time you try to upgrade them you run some unknown risk of failure. You also get a bonus if you put three glyphs of the same type on a creature. When a creature maxes out its levels, you can bump it up a rank, from rank one all the way to five, but to do so, you have to destroy other creatures in your troupe, so I found I was adding and leveling up creatures for the sole purpose of destroying them later to level up my main fighters … which is kind of distasteful if you think about it too much. If you collect enough rare artifacts, you can even ‘evolve’ your creatures, but I think doing so would require playing the game for dozens of hours and I never got close to that point.

You can earn points for completing Missions or reaching Achievements, most of which are things you’ll do routinely just by playing the game and fighting battles, and you earn certain points and rewards every 24 hours anyway, so unless you’re playing this eight hours or more a day you’re not likely to run out of the resources you need to keep playing. There’s also an Arena if you want to battle other actual players from around the world, although I popped in there once and found that the potential opponents were levelled up way beyond any of my creatures, which meant it was sort of a waste of time to try to fight them.

The base game is free to play and Ubisoft pledges to keep it that way, but they do allow you to pay to speed up some of your upgrades or to buy what you’d need to play it for even longer stretches. This isn’t quite the Farmville model, where you’re spending money without a point; it’s more like the game is free for a few hours a day, and if you want to play it even more, or to skip the most basic levels, you can drop a few bucks to get to the harder material.

So that’s a long way of saying that Might & Magic: Elemental Guardians isn’t really my cup of tea, but it’s a good game for its style. Some people just love hack and slash dungeon crawlers, and this game distills the RPG experience to those elements: you fight, you get stuff, you level up and trick out your fighters, and then you go do it all over again. The battles are largely about brute force, and using your special powers every time they become available again, so it’s more about bulking up than any kind of strategy in battle, and the story laid on top of the main path of battles is just window dressing. There are also some areas of the battle map that are greyed out for future expansions, so I imagine they’ll continue to increase the difficulty as players max out their creatures’ strengths. I think I’ve played this one out for myself, though.

Stick to baseball, 4/28/18.

My one Insider post this week looked at four pitchers who could go in the first round of this year’s draft, led by Florida RHP Carter Stewart, who was second on my latest ranking of draft prospects. I also held a Klawchat on Thursday.

Over at Paste, I reviewed the board game Ancestree, a light, filler game from the designer of Blood Rage and Rising Sun, but one that I think borrows too heavily from other titles.

Smart Baseball is now out in paperback, and it’s a bestseller … (checks notes) in Sonoma, California. I’ll be at Washington, DC’s legendary bookstore Politics and Prose at 6 pm on July 14th to discuss & sign the book.

And now, the links…

Stick to baseball, 11/25/17.

The biggest piece I wrote this week was actually right here, the tenth annual ranking of my top 100 boardgames, including a list (at the bottom) of my favorite titles for two players. And you’ll see in the comments there are still plenty of good games out there I haven’t played.

For Insiders, I broke down MLB’s penalties for Atlanta, looking at the players set free and the impact of the league’s actions for the long term, and also looked at how the top few free agents might end up overpaid this offseason. My next scheduled piece will cover Shohei Otani and will run December 2nd, the day he hits the market for real, assuming there isn’t another roadblock between now and then.

No Klawchat this week on account of the holiday.

Buy Smart Baseball for all your loved ones this holiday season! It makes a great gift. By which I mean it’s great for me when you give it as a gift.

And now, the links…

Stick to baseball, 7/22/17.

With the trade deadline approaching, I’ve had a bit more Insider content than usual this week, including breakdowns of the Ryan Madson/Sean Doolittle trade, the David Robertson/Tommy Kahnle/Todd Frazier trade, and the Tyler O’Neill-Marco Gonzales trade. I also had a long post covering lots of prospects I’ve scouted in the last few weeks, including players from the Phillies, Nationals, Orioles, Red Sox, Atlanta, and Cleveland systems. I held a Klawchat on Friday.

My latest boardgame review for Paste covers the asymmetrical game Not Alone, which pits one player against anywhere from one to six opponents who work together, although we found the game really doesn’t work with just two players and is only slightly better with three.

Thanks to everyone who’s already bought Smart Baseball. I’ve got just a couple of additional book signings coming up:

* Chicago, Standard Club, July 28th, 11:30 am – this is a ticketed luncheon event
* Chicago, Volumes, July 28th, 7:30 pm
* GenCon (Indianapolis), August 17th-20th

And now, the links…

Stick to baseball, 10/29/16.

I wrote one Insider piece this week, a World Series preview, although I also spent some time working on the upcoming free agents ranking. I also held my regular Klawchat on Thursday.

For Paste, my latest boardgame review covers Arcane Academy, a wizard-themed game that isn’t aimed at kids specifically but that I think is a much better game for young players than for adults.

You can preorder my upcoming book, Smart Baseball, on amazon, which now shows the correct cover. Also, please sign up for my more-or-less weekly email newsletter.

And now, the links…

Baldur’s Gate for iPad.

I have new posts up for Insiders analyzing the Nick Swisher and Edwin Jackson signings. I’ll write up the Pirates/Red Sox trade if and when the clubs finalize it and we know all of the names involved.

I’ve never gotten into role-playing games as a genre, even though I think I probably fit the stereotype of avid RPG players, aside from the fact that I never actually lived in my parents’ basement. I tried the pen-and-paper version of D&D in high school with some friends but found it way too slow for my short attention span, and most of the computer versions I tried were too focused on combat (“hack-and-slash” games), which becomes really monotonous over a game that’s expected to take 30 or 40 or more hours to play. I played The Bard’s Tale in high school, but that game was horribly designed (you had to keep fighting the same battles over and over again to make your characters strong enough for the final encounter), and also tried the first of the “gold box” D&D games, Pool of Radiance (bad graphics, some clever subquests, but once I got to the Big Foozle at the end of the game he treated my party like we were the 2012 Astros), but neither of these was good enough to turn me into a fan of the genre.

Baldur’s Gate remains the one exception, and I think the main reason is that its writing is better than those of other games in the genre. It’s a D&D game, both in mechanics and in setting, but contains a fairly well-written central story, lots of dialogue (much of it funny, at least the first or second time around), and enough opportunities to roam outside of the linear core plot (also of the Kill-the-Big-Foozle variety) to give the game some replay value. Most importantly, the game worked: Early challenges are balanced enough to give you a shot even when your character is weak, and later challenges are difficult but don’t require advance knowledge or cheat codes to survive them. I played Baldur’s Gate and its two-part sequel through several times, using different character types to vary the experience slightly from time to time. I’ve tried other games that were supposedly similar, but nothing lasted me more than an hour or so.

A group of the original Baldur’s Gate designers have now reissued the game and ported it to new formats, starting with an iPad versionicon, with good-not-great results. The game looks and feels just like the original, with some enhancements that were either only found in BG2 or that appeared in user-created mods, but retaining the original graphics (looking a little dated), voices, and music (both big positives). Aside from the creation of a few new NPCs, one in the base game and a few available as in-app purchases, this is the original Baldur’s Gate game in every aspect. If you feel a little nostalgia for the original game, you’ll love the reissue.

The story, in brief, is a little cliched for the fantasy genre – you’re an orphan, and you’re being hunted by an unknown enemy for reasons that don’t become apparent until much later in the game, but it turns out you’re something of a Chosen One. That’s all blah-de-blah, but the overlaid story of an iron shortage in the region and bandit attacks up and down the coast give the story some texture beyond the linear who’s-trying-to-kill-me plot that drives a lot of these games. You’ll also get a ton of subquests if you talk to every named character you come across, only some of whom want to kill you or pick your pockets, and the game is loaded with enough non-player characters and special items to allow you significant flexibility in constructing your party however you like.

That said, playing BG on the iPad has its frustrations. Using a touchscreen to play a game that expects the precision of a mouseclick is extremely aggravating – it can be hard to get your party to enter a building or to get a character to attack the right enemy. Sometimes I find my characters are just standing around in the middle of combat while their mates are being disemboweled. (I still don’t know if that’s a game error or mine.) The app crashes way too often, so you’ll want to quick-save (one click on the left-hand bar) as often as you can – and once or twice I’ve crashed while quick-saving, unfortunately. (I also crashed once because I tried to take Boo from Minsc. Squeaky wheel gets the kick, I suppose.) The port didn’t update the graphics, so zooming to try to tap more accurately on the screen just produces a blur. I’ve spoken with one of the designers about the touchscreen issue, which they were already aware of and are working on for future updates. I’ve had to fight certain battles, not just major ones, multiple times strictly because of that one issue – either a character went where s/he wasn’t supposed to go, or I couldn’t get a character to attack the right opponent. I’ve adapted to the latter issue by specifically selecting the weapon (turning its highlight orange) and then selecting the opponent, but that adds up to a ton of extra taps over the course of a game.

The base game app is $10, about the maximum I’d be willing to pay for a port of an older game that is available in a complete four-in-one boxset, with BG2 and the two expansions, for $15 on DVD-ROM for Windows. I’ve played probably ten hours or so in total – I just wiped out the bandit camp, for those of you who’ve played the game before, and don’t act like those little pricks didn’t have it coming – and appreciate the fact that starting and quitting the game is so much faster than it was on CDs when I played it around ten years ago. If it wasn’t so crash-prone, I’d wholeheartedly recommend it, but even with that flaw I’ve gotten my money’s worth out of it even if I decide not to go after the Big Foozle after all.