I recently purchased the smaller of the Heroica sets, Draida Bay. Whilst I do enjoy collecting LEGO (Star Wars specifically), the reason I purchased this set was to introduce Ali, my daughter, to games. That is, actual board games, with rules and dice! (and not just snakes and ladders)
Heroica Mechanics
The Heroica game is simple enough - roll a special LEGO die, move your micro-fig that many squares, and if you land adjacent to a monster, you roll again. The die's sides show numbers (in pips) and either a sword, skull, or both. These refer to you defeating the monster, or taking damage yourself. Being a kids game, there is no chance of losing - should you run out of hit points, you simply miss a few rounds, whilst rolling the die and regaining hit points until you reach the maximum amount, and continue your quest.
The monsters (goblins, in this set) do not move or act aside from the result of the hero's roll; they simply stand and wait to be confronted. This means the game is played cooperatively against the static environment. You could play to race to the end, but so far in our gaming, my daughter seems to be just happy to defeat the goblin general.
Playing the Game
Our first play-through naturally involved building the map itself, and this was something Ali most definitely enjoyed. Being only three, the instructions were a bit beyond her (not surprisingly, since it is recommended for ages 7+), but with my guidance and help, she managed to get most of the game set up. She has her own blocks (Duplo, Mega Blocks, and Kid K'NEX), and is always eager to play with, or help build, other more advanced sets, so this was not her time with regular LEGO blocks.
Understanding the rules was a little more of a hindrance. Being young, she was thrilled with rolling the die (which, with its rubber frame, bounces away all too easily!); even using the recommended lid as a rolling tray didn't stop the die escaping from the table on numerous occasions. Counting the pips was easy enough, though Ali often struggled with translating the count to the squares moved. More often than not, her piece was simply moved to a random square.
The "capture" of the goblin microfigs became a fun experience, and they quickly lost any fearful attitude they might have had, and were refined to another treasure to be collected. Interestingly, the one treasure in the game (a healing potion) was not allowed to be moved. Ali refused to take it, if she was allowed; and I was told to put it back, if I ever dared remove it.
Losing a combat was also a favourite: Ali still exclaims loudly "ow!" whenever she rolls a skull, and takes great care removing her hit point marker. For some reason, they always have to be stored in the same location (the corner of the general's square), and if they are ever left lying around on the table, I am quickly told "no, daddy, put them here!"
Roleplaying?
Aside from the cries of mock pain as she rolls the skulls, there is little story that goes along with the game. The die is the main draw, and the LEGO pieces a close second. But that's not necessarily a bad thing - even a good old Mr Men story is often beyond Ali's attention span or understanding. Still, as a starting point, I think it is valid. Eventually, when she is learning more about addition, and can handle more game mechanics, games in DnD's "Adventure System" (Castle Ravenloft, Wrath of Ashardalon, and the like) will be adequate. (At the moment, she enjoys the miniatures, but wouldn't follow the game or the rolls...or be able to read the d20).
Slowly, stories could be made about the adventurers. After all, Ali already makes stories with her dolls (which include pirates invading the princess' dollhouse); stretching them to the adventuring Barbarian and Wizard shouldn't be too much of a stretch. So, I see potential for stories to develop and be able to be played out, and will be testing the water as Ali grows.
Aftermath
The game is a success - Ali often wants to play "the dice game", and is eager to proceed if I suggest a second run. She still does not understand the finer points of the game - each character has a 'special attack', but as they are still referred to as "the yellow one" and "the red one", those finer points can wait. Exactly what happens to the goblins when they are captured is not clear - they seem to be more trophies to be won, as opposed to any actual killing being done (and I am ok with that! She already likes shooting with non-gun things too much). And, the counting of positions is still a little rough. Counting dots is one thing - they are there, and have a definite number. Counting out how many places she is to move proves to be a little more difficult - often she will find herself ahead one or two squares. The miscounting doesn't matter in our games, but continued play could help her develop her counting skills...at least, to four.
Since the sets are relatively cheap, and are clearly fun and enjoyable, I will look into getting further ones over time, and add them to the current set as she grows in understanding and ability. I still don't know if they will be as fun when Ali is seven, but for now they are a quite worthwhile hobby.
The ravings of a mad man, or the inner workings of a genius? ...probably something in between.
Showing posts with label Board Games. Show all posts
Showing posts with label Board Games. Show all posts
Wednesday, 14 March 2012
Monday, 20 February 2012
My Roleplaying Game Journey (An Overview)
Today, I am looking back (briefly) at the various games and groups I have enjoyed over the years. This article serves to give a little more background as to where I come from (in relation to RPGs), and what my experiences have been. I'm not going to dwell on anything too much, just paint a general picture, so feel free to browse over it, and if you really want to know more, ask!
The Primary School Era
I have been playing RPGs since early in primary school. At a guess, that was around ten years of age, and I cannot remember what the game we played actually was. It could have been some old edition of DnD, as I recall there was a map at one stage; but it most likely wasn't. We played at lunch times, and I definitely recall some of the game being out of a novel-like book. It could even have been some from of Choose-Your_Own-Adventure book, if such things have been made to allow for parties to participate? Or maybe, the boy that DMed those games had combined elements from multiple sources? All I can remember is that we enjoyed it, and had much fun hiding in the library, or in the shade of the buildings, whilst other kids ran around in the sun for some strange reason.
Some time in my 12th year (of life, not school), I was introduced to the first RPG that actually used miniatures. Hero Quest. That was a whole new world of fun, and I was drawn in immediately...and then school ended, my family relocated 800km away, and I started high-school. Naturally, I convinced my parents of the importance of acquiring this game, and played it with my younger brother, but the "gaming group" was gone, and had to be rebuilt, or found. Plus, with the predetermined board, there was less design allowed, and whilst running the monsters was enjoyable, it was not truly "DMing".
The High School Era
As I started High School, my interest with painting miniatures also started. I still have those awkwardly-painted first batch of creatures from Hero Quest. Gradually, my taste in games grew, as a hunger for more complexity and more options was developed. I discovered Games Workshop, and through them, lost much time and money to many different pursuits. Warhammer Fantasy (Skaven); Warhamemr 40,000 (Eldar), and Necromunda (Orlocks, then Spyre Hunters) all captured my attention at various times. A common theme was had with these 'teams' I chose: fast, strong offensive, weak defensive. (Well, the Spyres might not have been that weak, but they were few in number, and that is a form of weakness, right?) The painting habit improved over time, and continued well into the "So On" era (complete with GW's Lord of the Rings line), up until my role as a father started taking over my free time.
Whilst these skirmish-style games were great, and we all had a whole lot of fun with them, it was Warhammer Quest that truly awoke my inner DM. Through the latter part of my high school years, we formed a proper gaming group - which was pretty much just the same circle of friends I hung out with elsewhere - and adventured through many stories, and with many different characters. We even dressed up...once. Only once.
When we split up and headed for University, we always imagined coming back and continuing the games we had once again, but it never happened. Now, fifteen years later, the closest we have come is a few games of Castle Ravenloft one Christmas. And that's not to say it was a bad experience - but trying to organise much more than that has proven to be impossible.
The University Era
When I left home to head to University, money became a lot more scarce (strangely!), and the groups I could have joined, through various clubs, were a significant travelling time away from my home. Oh, and I was an engineer student, so I did not have much free time!
Eventually, I did meet some people who had a long-running DnD group, and was invited to join. The full history of that group would be better told on another blog, but it, with a few changes, is still continuing this day, about 12 or so years later.
Meanwhile, I also discovered online forums, Play-by-Post games (which I will talk about more later), and RPGs on the computer (the Baldur's Gate series, and then Neverwinter Nights). These filled in that need to game, without having to actaully find a time that would work with everyone. Yes, each of them lacked aspects that a good, regular gaming group had, but they had benefits, too. A computer game clearly only needs you to be free; likewise, you can write up a post in your own time, and not have to wait on others arriving. But still, these things were only ever a fill-in, for when the actual group wasn't meeting.
And So On...
My current, long-term group has played through the end of second edition; excitedly entered third (then reluctantly purchased 3.5); took a detour through Star Wars; returned to see out a heavily house-ruled 3.5e campaign whilst trying out 4e on the side; and now are sailing on with some dusty adventures with a full-fledged 4e game (more on which can be seen on the aforementioned blog).
Whilst that has happened, the side group was formed. It was made up from a few eager players wanting to play more than once a month, and a few other interested folk who had not played for a while, or at all. This group started out as an attempt to move through the levels, sampling what 4e had to offer, before making a decision as to if we would join it or not. Of course, being a monthly game, it took a year to get through the heroic tier. Then we slowed down, and took nearly two more years to get through the paragon tier.
New babies, extra commitments, and one individual looking at returning to England meant that as we planned to start the epic tier, the group was a whole lot smaller. In fact, it was getting hard to have enough people for a game, so we planned on merely sampling a few levels over the expanse of the epic tier, and then seeing where we were (and who was left) before deciding on our path ahead.
A third group was formed at work - what started off as various board games (Settlers of Catan being an early favourite) turned into a DnD 4e game. Playing almost every day at lunch, we were able to get through games a lot faster, even managing to complete an encounter a day in the epic tier! Sure, there were a few special battles that had us run over to a second lunchtime, but those were few and far between.
It is interesting to note the different levels of roleplaying that happen in each game. Lunchtimes at work are very focused and encounter driven; the monthly games are more relaxed and have room for more social encounters; and the continuing Play-by-Post games allow for in-depth discussion and mid-round flashbacks. They are all enjoyable in their own way, and I will hopefully be able to continue on with each of them for some time yet!
The Primary School Era
I have been playing RPGs since early in primary school. At a guess, that was around ten years of age, and I cannot remember what the game we played actually was. It could have been some old edition of DnD, as I recall there was a map at one stage; but it most likely wasn't. We played at lunch times, and I definitely recall some of the game being out of a novel-like book. It could even have been some from of Choose-Your_Own-Adventure book, if such things have been made to allow for parties to participate? Or maybe, the boy that DMed those games had combined elements from multiple sources? All I can remember is that we enjoyed it, and had much fun hiding in the library, or in the shade of the buildings, whilst other kids ran around in the sun for some strange reason.
Some time in my 12th year (of life, not school), I was introduced to the first RPG that actually used miniatures. Hero Quest. That was a whole new world of fun, and I was drawn in immediately...and then school ended, my family relocated 800km away, and I started high-school. Naturally, I convinced my parents of the importance of acquiring this game, and played it with my younger brother, but the "gaming group" was gone, and had to be rebuilt, or found. Plus, with the predetermined board, there was less design allowed, and whilst running the monsters was enjoyable, it was not truly "DMing".
The High School Era
As I started High School, my interest with painting miniatures also started. I still have those awkwardly-painted first batch of creatures from Hero Quest. Gradually, my taste in games grew, as a hunger for more complexity and more options was developed. I discovered Games Workshop, and through them, lost much time and money to many different pursuits. Warhammer Fantasy (Skaven); Warhamemr 40,000 (Eldar), and Necromunda (Orlocks, then Spyre Hunters) all captured my attention at various times. A common theme was had with these 'teams' I chose: fast, strong offensive, weak defensive. (Well, the Spyres might not have been that weak, but they were few in number, and that is a form of weakness, right?) The painting habit improved over time, and continued well into the "So On" era (complete with GW's Lord of the Rings line), up until my role as a father started taking over my free time.
Whilst these skirmish-style games were great, and we all had a whole lot of fun with them, it was Warhammer Quest that truly awoke my inner DM. Through the latter part of my high school years, we formed a proper gaming group - which was pretty much just the same circle of friends I hung out with elsewhere - and adventured through many stories, and with many different characters. We even dressed up...once. Only once.
When we split up and headed for University, we always imagined coming back and continuing the games we had once again, but it never happened. Now, fifteen years later, the closest we have come is a few games of Castle Ravenloft one Christmas. And that's not to say it was a bad experience - but trying to organise much more than that has proven to be impossible.
The University Era
When I left home to head to University, money became a lot more scarce (strangely!), and the groups I could have joined, through various clubs, were a significant travelling time away from my home. Oh, and I was an engineer student, so I did not have much free time!
Eventually, I did meet some people who had a long-running DnD group, and was invited to join. The full history of that group would be better told on another blog, but it, with a few changes, is still continuing this day, about 12 or so years later.
Meanwhile, I also discovered online forums, Play-by-Post games (which I will talk about more later), and RPGs on the computer (the Baldur's Gate series, and then Neverwinter Nights). These filled in that need to game, without having to actaully find a time that would work with everyone. Yes, each of them lacked aspects that a good, regular gaming group had, but they had benefits, too. A computer game clearly only needs you to be free; likewise, you can write up a post in your own time, and not have to wait on others arriving. But still, these things were only ever a fill-in, for when the actual group wasn't meeting.
And So On...
My current, long-term group has played through the end of second edition; excitedly entered third (then reluctantly purchased 3.5); took a detour through Star Wars; returned to see out a heavily house-ruled 3.5e campaign whilst trying out 4e on the side; and now are sailing on with some dusty adventures with a full-fledged 4e game (more on which can be seen on the aforementioned blog).
Whilst that has happened, the side group was formed. It was made up from a few eager players wanting to play more than once a month, and a few other interested folk who had not played for a while, or at all. This group started out as an attempt to move through the levels, sampling what 4e had to offer, before making a decision as to if we would join it or not. Of course, being a monthly game, it took a year to get through the heroic tier. Then we slowed down, and took nearly two more years to get through the paragon tier.
New babies, extra commitments, and one individual looking at returning to England meant that as we planned to start the epic tier, the group was a whole lot smaller. In fact, it was getting hard to have enough people for a game, so we planned on merely sampling a few levels over the expanse of the epic tier, and then seeing where we were (and who was left) before deciding on our path ahead.
A third group was formed at work - what started off as various board games (Settlers of Catan being an early favourite) turned into a DnD 4e game. Playing almost every day at lunch, we were able to get through games a lot faster, even managing to complete an encounter a day in the epic tier! Sure, there were a few special battles that had us run over to a second lunchtime, but those were few and far between.
It is interesting to note the different levels of roleplaying that happen in each game. Lunchtimes at work are very focused and encounter driven; the monthly games are more relaxed and have room for more social encounters; and the continuing Play-by-Post games allow for in-depth discussion and mid-round flashbacks. They are all enjoyable in their own way, and I will hopefully be able to continue on with each of them for some time yet!
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