2016, 21 episodes: Wil Wheaton and other minor celebrities play
boardgames.
Starlit Citadel Reviews have closed up shop. Shut Up and Sit Down
have slowed down a lot, as have All the Games You Like Are Bad. Where
does a chap go for interesting game reviews these days? The Dice Tower
is all very well if there's a specific game that already interests
you, but there's so much of it coming out every week that it's not
practicable to use it as a way of finding out about new games.
Tabletop is still going, and while it's mostly talking about games
that new gamers could easily pick up and play, that still has
substantial overlap with games that interest me.
Even so, the smug is strong in this one. These days I'm watching in
spite of Wil ("yeah buddy, that's his own hair"), in the hope that
the guests will be interesting enough to make up for him. Often they
are.
There are some odd production decisions: quite a few of Geek and
Sundry's shows recently have done this particular trick, with someone
talking quite specifically to camera A, but with a cut in mid-sentence
to the same person shot at a different angle from camera B, so that he
looks as if he's talking into thin air. Presumably this is to make
things look a bit less static and more lively.
Because of the way the show is produced, not just with months between
filming and release (it was shot over twelve days in April of 2016)
but with more months of approvals between a game's submission and the
episode's being filmed, nothing here is especially new; by this point
we're getting on for two years later. That's not necessarily a bad
thing: the target audience doesn't learn about games from anywhere
else. But several of the games featured this time round have sold out
their initial print runs and are getting quite hard to find, and
several more vanished from shops soon after the episode was released
on YouTube. (OK, technically these episodes came out a few months
earlier on Geek & Sundry's paid streaming service, but I don't know
anyone who subscribed; even the pirates don't seem to have bothered
with it.)
Lanterns:
was there some reason why the three guys were ganging up on the
woman? Apparently they've done shows together before, but. And making
jokes about cultural appropriation while continuing to do it doesn't
exactly help matters. But the game looks good.
Champions of Midgard:
a promising set of guests (any of them would be a better host than
Wil), and a game I've quite enjoyed playing (a board that looks like
Stone Age, gameplay a bit like Lords of Waterdeep but more
interesting) though not to the extent of buying it.
Monarch:
an oddly assorted lot of guests: "look at me I'm so ditzy", "go away
I'm hiding behind my piercings and hair dye", "vaguely normal person"
and Wil. Each of them could have been a good guest individually, but
as it was they were so mismatched that they didn't really interact
with each other much. This wasn't helped by Monarch not being a very
interactive game, either – and not one I've heard of before or since,
and my local boardgame café doesn't have a copy. It gives the
impression of being much more about flavour than about crunchiness.
Paid promotion?
Tiny Epic Galaxies:
now this one worked quite well, with three out of four playing the
game seriously; and all three of them were still in contention in the
final round. This one did what I regard as the show's main job, of
giving an idea of the sort of gameplay that happens, and caused me to
be interested in playing the game myself.
Fury of Dracula part 1
and part 2:
an unfortunate choice since it's largely vanished from sales channels
since Games Workshop took their rights back from the Asmodée megacorp
(though it now looks as if WizKids will be reprinting it or bringing
out a new edition). Why not make this a five-player game, though?
That's where it's best, and they got six people round the table for
Codenames.
Harbour:
seems like a very lightweight game, but the guests were fun,
particularly Matt and Nika; Kyle made less of an impression.
Dragon Farkle:
another very lightweight game; I suppose it might do as an
introduction to the idea of games, but there doesn't seem to be much
in the way of strategy here, and the very generic fantasy theme
doesn't help. Zombie Dice writ large. Guests are amusing, though.
Star Realms:
a game I already liked, though having a professional Magic™ player
seems like an odd choice; the theme of the show has generally been
"these people, who are minor celebrities i.e. 'normal' rather than
serious geeks, enjoy games, it's not just those anal-retentive
weirdoes who can actually spell and stuff". Though I found Melissa
rather more interesting than several of this season's guests.
FATE Core:
well, now I think I have a better idea of why I don't get on with
FATE. All the mechanics that differentiate it from FUDGE are
explicitly about stepping back from the individual character's
viewpoint into an author's or director's: "it would be cool for the
story if this thing happened now" rather than "what shall I do next".
If that's how one of the writers of the game runs it, that's probably
more or less how it's meant to be run, and that doesn't really work
for me. This wasn't helped by locking it down to less than an hour to
fit the format, which is barely enough for a few scenes; there's no
complete story here. A good set of guests, though, particularly with
Felicia Day mostly in non-ditzy mode.
Star Trek: Five Year Mission:
Jesse Cox is really trying too hard. Yeah, turns out if you have two
players in a cooperative game waving their genitalia at each other you
can ruin it for everybody. Who knew? But more seriously, there doesn't
seem to be much more in the way of tactics or decision-making here
than you'd get in Roll For It. Maybe less. Why not play The Captain
Is Dead instead? Or buy me a copy and I'll play it for you.
Mysterium:
a game I already liked, and I thought it worked pretty well, though
they forgot the bonus psychic points for getting all three questions
solved before the last round. Laura Bailey did a particularly good job
of being entertaining.
Steam Park:
grown men making constant poop jokes for 45 minutes. Oh dear. The game
doesn't really jump out at me either: what does it have to do with
amusement parks, or steam? Nothing that I can see.
Misspent Youth:
world creation,
part 1 and
part 2:
Matt Fraction wears tattoos like someone who's not trying to show them
off but is comfortable with them. This seems like a very heavy-handed
approach to making a generic YA story with stereotyped characters, and
is surprisingly standard-indie mechanistic in its setup (strict
rotation of who frames each scene, etc.); having two professional
writers does no harm in countering this, though it may generate
unrealistic expectations. But in the end it feels like a game that
generates coincidental role-playing (much like Arkham Horror and its
sequels) more than what I know as a role-playing game.
Flash Point: Fire Rescue:
a game I already liked a great deal, and returning guests who clearly
knew the drill. Yes, they messed up the rules in various ways which
are obvious to me as an experienced player; probably they do this in
other games too, but this is one where fiddly details matter a lot.
The catastrophic cascading failure that they experience is something
I've seen in my own games – if you don't get on top of things straight
away it'll get away from you – but doesn't show the game at its best.
They also played very badly, wasting lots of actions, particularly
Kelly Hu as the CAFS who was also getting terrible advice from the
other players; in the end it doesn't seem like a good representation
of how the game is played.
Codenames:
a game about which I feel fairly neutral, but I know many people love
it. I thought this episode worked pretty well, in spite of a mixed bag
of guests; the blue team just got everything together, as sometimes
happens.
Welcome To The Dungeon:
a game I already liked (except for the player elimination angle), and
while Hector Navarro does the needy insecure comedian thing the other
guests were fairly interesting.
Eldritch Horror and
part 2:
a glorious mess of a game, like Fortune and Glory only even more so.
In my experience it's utterly dependent on the mood of the table
(which is why the set I've played with most often is the one owned by
a friend who's modified it extensively including writing new
scenarios). Everyone except Wil got well into the coincidental
role-playing which is really crucial to enjoyment of the game; he
mostly made jokes about his dice luck. Still, it worked pretty well.
OK, so there are only two games I've gone out and played as a result
of this season: Lanterns and Tiny Epic Galaxies. And I feel no
great urge to buy either. Maybe watching this wasn't a good use of my
time after all. But it was at least enjoyable, rather more so than
season 3.
No word on a season 5. There have been suggestions that Wil is unhappy
with Legendary Entertainment, the new owners of Geek & Sundry, and may
leave; almost anyone else would be better as far as I'm concerned, but
I suspect the rest of the fan base feels differently.
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