Tabletop: Analog Game Design is, like almost every anthology or festschrift I’ve perused, a mixed bag. Most of the chapters or essays were relevant to courses that I teach and many of them were simply interesting to me as a gamer who often teaches or adapts games for others. Best of all, the publisher decided to make this volume available for free on the Amazon Kindle. I would have rated this book four stars if I’d paid full price; as a freebie where I received MUCH more than I paid for, I rate it five stars. I love the authors assembled and respect the editors tremendously.
One of the classics in the tabletop game hobby is Britannia, a multi-player game that was already considered excellent before it was revised and brought back into print within the last few years, a game that has a very active tournament in the annual World Boardgame Championships. The designer of this game, Lewis Pulsipher, a terrific designer and prolific game critic/analyst, was the lead-off batter for this collection. His essay, “The Three-Player Problem,” was a fascinating exploration of the problem of multi-player games where one only has three players as opposed to more. If one has more than three players, balance often takes care of itself. With only three, one player can quickly be reduced to irrelevant or forced to be a “kingmaker” or “spoiler.”
So, Pulsipher makes some interesting proposals to fix the tendency: 1) creating a victory point system where the winner must have 20 points or so more than the next highest player so no one knows when the game will end (p. 19); 2) a card that is drawn which has a victory condition for one (or all) of the nations which equals an automatic game end (forcing the other players to thwart the player who seems closest to the end lest that card show up—p. 20); and 3) avoid designs (like Risk) where one can concentrate large forces (p. 23).
In addition, he observes that the best way to keep a person from “turtling” (the process of waiting till the other two players reduce the strength of each other so that one can sweep in and take all of the objectives much more easily than usual) is to create a zero-sum game so that one can only gain units by taking objectives from another. This means that you have to be active in order to gain strength, so turtling is not an option (p. 23).
My second favorite article or essay was Chris Klug’s analysis of “Dice as Dramaturge.” I very much agreed with his touting of RuneQuest as a marvelous system where conflict resolution was handled on a percentage basis (1-100). Even though the system used different types of polyhedral dice, the system kept all conflict resolution to that one-hundred point scale whether one was hitting in combat or determining where, on one’s opponent’s torso, the blow actually struck. Klug expressed appreciation for “Critical Success” and “Special Success” rolls, as well as “Fumble.” (p. 43) Using this approach, one gets more satisfying results because there is a sense (on a one-hundred point scale) of how successful or unsuccessful one has been because the scale is so readily understandable for all types of resolution needed in a game.
Matthew Berland’s essay on “Understanding Strategic Boardgames as Computational-Thinking Training Machines” offered an intriguing perspective on how boardgames provide an educational opportunity through their transparency. Citing research which demonstrates that students and players learn much more effectively when they teach others how to play the games and when they are virtual designers of games through modifying the rules. “In an informal survey of frequent gamers, most of them adapt the rules—if sometimes only slightly—of every single strategic boardgame that they routinely play. As such, boardgamers routinely trend towards game design, which is itself a key mode of learning computational literacy.” (p. 175).
Another intriguing essay was one on games as “improvisational.” I particularly liked Brenda Bakker Harger’s definition of story. She advocates that gaming is tantamount to improvisational theater in that one is provided with a set-up and then, interactively and spontaneously solves one or more problems. Her synthesis of what makes a story is the following pattern: “Once upon a time…” set against “Everyday…” with an exceptional “But one day…” and its resulting “Because of this…” mixed with the climactic “Until finally…” and the conclusion “And ever since then…” with, sometimes, the obvious “The moral of the story is…” (p. 189)
In addition to these essays, James F. Dunnigan expounded upon simulation design, one designer talked about some practical aspects of attempting to publish, another designer shared about Reiner Knizia’s success, and another essayist analyzed the success of Settlers of Catan. Richard Garfield, designer of Magic: The Gathering, offered design lessons from Poker and game historian David Parlett looked at abstract strategy games. In short, Tabletop: Analog Game Design is a well-balanced offering that is well worth the effort of finding the eBook (or even purchasing the bound version). I was extremely pleased with this effort.