So this weekend I had plans that involved DIY – and then I got
an e-mail asking me if I wanted to take part in a mega game set in
Mythic Greece on the Saturday to which my response was obviously
'What the hell is a mega game?' Having found that out my response
was 'hell yes!' and so it was I found my self in an upstairs room of
the Royal Armouries with 50 other people at 9.30 on a Saturday
morning ready to play 'Of Gods and Men'
So what is a mega game?
If a murder mystery dinner party is a larp with really fixed roles
and no game mechanics then a mega game is a larp with lots of game
mechanics, no outfits and very little role-playing. Well I say no
outfits – but a few people dressed up and I did kind of wish I'd
brought my Greek Helmet from the fireplace.
There are three groups of players – the gods, the heroes and the
city states. We were the 3 players representing the city state
Arkadia (should have been 4 but one of our group was randomly taken
up to join the God game). It was our job to decide what we did with
the resources of our city -
We responsible for assigning the resources of our city –
deciding if we built boats, men, temples or city walls, then sending
our boats and men to trade and pick fights either with other cities
or far away lands.
The hero's were looking for quests and monsters and needed cards
to deal with them while the gods were up to something that was rather
unclear but could intervene in basically anything they wanted. The
hero's seemed pretty straight forwards but the gods had a really
interesting design – there were three players for each god and at
any point one was behind the scenes doing something that was never
clear, one player was the oracle of the god and could be spoken to
and one was the hand of the god who could intervene but not otherwise
interact. Created a rather interesting mechanic.
Based on the above you should be able to tell that the three
groups of players did not understand each other rules sets – and
indeed it was clear that each group was not getting a full
understanding of there game space and there was meant to be some
exploration over the course of the day.
It was designed with a pretty punishing schedule – a turn every
30 minutes and no break for lunch. If you were out of the room for a
wee when something went down – then you were out of the room for a
wee. Kudos to them – they kept everything on track for that
schedule which could not have been easy.
Just like a larp it had a really big of volunteers supporting the
event and making it run – with a really high ratio of GM's (or
control in there terms) to players as they had one per a city state
stationed who sat on your desk at all times. With other ones for
specific areas – trade, overseas combat, gods and quest resolution.
So how was it? I want to tell you it was great – but if I'm
honest I found it really frustrating.
I found my self initially a bit worried by the 32 page rule book
and not only because it was written and set out in a way which gave
me flashbacks to games from the 1980's but it also contained the
following sentence...
However, certain heated historical controversies, such as the
“New Chronology”, the “Dorian Invasion” and the causes of the
“Dark Age”, are treated with deliberate liberty.”.
So this game is written by and for
people who feel the need to point out that a game with gods in it
might not be historically accurate.
Having seen the game in play, and
thinking back to the article about theme, I personally think the
designer of the game prized fidelity above clarity and simplicity.
When your trying to get 50 people playing 3 separate but interrelated
games who don't know a game to interact then your rules need to be
simple – not simpler then you might normally use but simple. Take
for example the 'prestige gain rules' - they ran to about half a
page of text and apply differently for attackers and defenders with a
different set of modifiers for each – and it certainly felt like
they were often ignored or pointless in favour of (you won – have a
prestige). And boil down – basically to – did you get really
luck on your dice roll because if you did have more points.
Randomness has it's place – but basically that seems odd.....
I know from talking to people that in
the hero game there was a fundamental disagreement about how one set
of rules about cards were applied – which might well have borked an
entire element of the hero game.
In one case we were handed a bundle of
divine power to support an attack on Attika – only to find out that
mechanic did not work that way and the divine player was doing it
wrong. Likewise there were tons of little counters flying around
that did things (gain resources – have a re-reoll - +1 on all dice
rolls for this city state) which had nothing on them to help explain
how they were used.
These things are going to happen –
but you can limit how much of this happens – design your systems to
be simple with an obvious flow, while making sure the UI helps people
know what is or is not allowed. A simple city icon on a card will
make it clear where it lives.
Equally if you have rules about how can
talk to who – then damn well make sure every player knows what they
are – not burried away in the rules. Want to talk to a god – you
have to have at least a shrine. I'd read that rule – and so did
not talk to gods on the first turn – pretty damn sure most other
people ignored that. Hell I think – I think – that you were
meant to sacrifice 3 resources to a god if you wanted to speak to
them (because otherwise I'm not sure what the hell the petition rules
did) but I'm still not sure.......
But what really made it frustrating for
me that the game was built to have a resource bottle neck into it –
gold. Basically everything cool required gold and there was one way
to get it – trading. We invested heavily in boats – I mean
heavily – and lost every time. Because apparently that god can
flip you down two spaces irrespective of your boats, while that
person can cock block because you because they control that province,
etc. And this happened turn – after turn – after turn. We lined
up gods to help us – and it turns out there not that useful in this
place or they wandered off and did something else..... And second
place is basically pointless while your progress to what you actually
want is reset to zero every turn.
Then you discover that yes – you've
got this horrible resource block but two groups of players don't
because they just get given a gold every turn you wonder why your
bothering and seriously consider going home. The icing on the cake
being after the end of the game when you discover that a) you can
stop those people getting there free gold by attacking them but
nobody did – and when you point out you did attack them (twice) so
it seems that rule was being missed and b) that every nation should
have had some sort of starting advantage but your control did not
give you yours (not that two boats is in anyway equivalent to a free
gold every turn in balance terms).
The game also needs to work out what it
is – because the game makes reference to internal challenges and
alternative victory conditions but it's not that sort of game. It's
not an RPG – where I can set some personal goals and still have
achieved something because it's got victory points.....
The game also had roles for the city
people – specifically the wanex who was required to sit at his
table at all times. Gods that was boring – being a wanex locked
you to a table and often for no damn point......
So we came joint last – we really
came last but we got bonus points for how cool our national sign was
and while it was a glorious sign that still feels odd to me.
In case your wandering the two sides
you can not see say “Ask us about our man eating horses” and
'This space available for advertising”.
Oh – another thing where got rather
screwed was from the monster cards – specifically man eating
horses. Now I can now see what they sort of where meant do –
monster cards go on your table – hero's want to defeat them and in
doing so give you the city prestige. Don't defeat them – you don't
get a new one (I think). So when card hit our table that nobody
seemed to be able to defeat – then that just ground to a halt.
Half the game we had hero's coming up – looking at the
specifications and going 'There are rogue cards? Huh?' and wandering
off. As a city I'm not sure what we where meant to do about this –
but it certainly moved us out of . On the day – the need to clear
out monster was a lot less clear – they did no harm to the city and
so we did not see the incentive to deal with them. That said – I
don't know what we could have done to help sort it out – as a city
we did not seem to have any levers to pull.
Looking back I can see what we did
wrong – we should have got involved in colonies specifically the
ones that give control over gold, we should have been less defensive
(but getting randomly attacked on the first turn rather put us on the
back foot), and we should have been clearing out monsters.
It's all well and good to say what went
wrong – but if I don't provide some constructive advice then what's
the point. Some of this is very specific – some of this is very
general.
Drop the injury and death rules – it
seemed pointless and slowed things down a bit. If you need to –
give people an injury token if they lose a dual which gives them a negative for the next turn.
Drop character stats for city players –
there basically pointless as it stands.
Invest in a projector -and project
something up on the wall which shows a) what turn it is, b) what
phase it is, and c) how long you've got left till the next one.
Have some more phases – specifically
-split the 'admin' phase into a 'ten minute' negotiations phase and a
'five minute' action phase. So make it clear that people are meant
to be moving around and talking in that phase – and the pull them
back to quickly do there book keeping and actually do what they have
to do. Then split the 15 minute 'resolution' phase into a '5 minute
go to your space' phase and a 10 minute actual resolution phase.
Under the current design a player (be that god, or a hero) could try
and do a bunch of different stuff a turn – which lead to some odd
waiting around. We've invaded – but there going to get there hero
– and are delaying until he gets there. Wait – can they do that?
When we got invaded they said “you got a hero? No – lets go”.
Make player presence important – so
having a player at a specific trade location or battle is
significant. It's ok to make having a hero matter more but if a
player is somewhere make that matter.
Drop the roles for city states – but
make it clear if a city state has nobody at it when an attack is
launched then they just lose....... It's ok to have somebody be
“ultimate decision maker” but just revolve that round the table.
Now I'm into more general stuff.
Cities, gods and heros need to meshing more – apparently all gods
wanted was a battle dedicated to them (Which is another thing – if
it's a vital part of the game – make it a required stage not an
optional one.....). The cities needs to be holding more resources
which both gods and hero's want – that are limited – in order for
there to be proper negotiations and deals. A hero will come and lead
your assault because it's better then doing nothing. Specifically
I'd make a city sacrificing gods to a God an important thing because
it boast a god, while a city can acquire hero cards by spending
resources (specifically I'd drop the free ones you give players –
unless that was a special advantage).
Things need to be more based around how
you are doing – so if a city that is doing well attacks a city that
is doing badly then it should be worth less to them. While a city
that attacks a nations that is doing well should be rewarded for
warning.
There needs to be rules around
alliances – and where the prestige goes. This should be a major
bone of contention when joining up – rather then the current 'we
all get it!'.
The trading needs to be less winner
takes all and/or not reset to zero every time and/or less susceptible
to dickery so that boats are the thing that actually decides trading.
So a god can only remove one of you boats per point of power not
just move your whole ranking, or an associated colony gives a special
token that worth X boats in that place or you can also spend
resources/manpower in a one off boost.
Anyway – bit long but there needed to
be a lot of background.
I'll not lie – I was disappointed, I
had high hopes, and they were not met. If they come back to Leeds
I'd be willing to give another one a try but probably not the same
game unless they make some radical changes to it.
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