Wednesday, May 2, 2012

Story Realms Design Goal: Adventuring In About An Hour


By Julian
Hello folks and welcome to the weekly update for Story Realms.  As it has been going, “update” is a bit of a misnomer for these posts.  We should probably start calling them design diaries or something like that.  Our game is still deep in the process of development and we are working hard to get things ready to show, but at the moment we don’t have much in the way of news to offer.  What we can offer is some insight into the game itself and our thoughts behind why we made it the way we made it. 

Story Realms has a few design specifications that we decided were core to the experience.  These are “laws” of the game that we do our best never to break.  One of the most important decisions we made for this game is that we wanted a gaming group to be able to go on a full adventure in about an hour. 

Grand adventure in just one hour?  Can it be done?
I love a good marathon gaming session as much as the next game fanatic, but as gamers who are now working and raising families know, it can be really hard to find the time to play a really long game.  When you do clear out the time, shorter games still tend to sound more appealing because you can play say 6 or 7 games of Dominion in the same amount of time you can play 1 epic game of Through the Ages.  I love that civilization building game, but seriously, when do I have the time?  If you’re a fan of role-playing games, you know this problem well.  Your average Dungeons & Dragons game takes at least 4 hours to have a satisfying session and it can often take 3 or 4 of these sessions to finish off just one dungeon or one storyline.  If you want to get together to make characters, this process can take several hours before you even start the game.  That’s why most adults who want to carry on playing their favorite RPG often have to carve out a weekly or biweekly game night that all the players in the game commit to and are willing to arrange their lives around to some degree.  It can take quite a commitment, but role-players do it because they love the games that much.  Still, if you didn’t get hooked on RPGs in your youth, this kind of commitment can be a real barrier to entry if you’re not even sure you’ll like the game.

For all these reasons and more, it became important for us to design Story Realms so that each adventure you would go on would take about an hour.  An hour is something you can squeeze in and still do something else that night.  An hour is a reasonable commitment to ask your reluctant family members to make to try something they’re not sure they’ll like.  However, a short game wasn’t good enough on its own.  We didn’t want to shorten the gameplay by chopping up a story into a bunch of tiny pieces or by making the adventures small in scale.  We wanted Story Realms to deliver a COMPLETE adventure EVERY time you sit down play.  An opening scene to set up a story, some journeying or mystery solving, and a big climactic scene to bring the adventure to a close.  Cutting a grand adventure down to shorter than a movie while keeping the fun and action intact was not an easy task.  It took a lot of testing and retesting ideas, but always we returned to the principle that getting this thing down to about an hour was incredibly important. 
Do you really want to solve this one turn at a time?
For me, when thinking about this idea, I thought about the movie Labyrinth (a particular favorite movie amongst the Growing Up Gamers crew).  Early on in the movie Labyrinth the hero, Sarah, sees the entire maze off in the distance and it looks like miles and miles of passages and corridors.  By the end of the movie, the audience very much feels that Sarah has journeyed through that maze of corridors, overcome many challenges, and solved the Labyrinth.  However, the movie doesn’t really show her doing it.  At least, it doesn’t show every step of the way.  Instead, it has a few shots and quick cuts of her considering which direction to go and then jumps to the scene where she encounters the next interesting character or worthwhile problem the Labyrinth presents.  Thinking about this and other stories we loved made us realize that a lot of adventure games have an incredible amount of filler.

In Dungeons and Dragons, this Labyrinth adventure would be handled entirely differently.  There would be a map of the entire Labyrinth and generally, the players would wander down each corridor picking left, right or straight and spend hours mostly seeing a lot of nothing while encountering the occasional minor trap or monster meant to fill the space.   This is the common temptation because when the player is the character in the story it feels like there should never be a cut in the scene.  After all, if the players were really there wouldn’t they actually have to navigate each corridor?  If you describe them entering the Labyrinth and then jump to a scene halfway through the maze, aren’t you cheating them of the storytelling agency they are supposed to have?  The answer is, no.  You’re just making them wander a lot of corridors.  No other storytelling medium does this.  Television and movies do not ask the audience to watch the hero walk across the countryside.  Even books which are a much longer format for telling stories don’t fill their pages with countless details of what equipment the heroes purchased or prepared before heading out on every single quest or what the scenery looked like when the hero road his horse to the next town.  Most storytelling mediums break the story down into scenes and, just like the movie Labyrinth, they fill those scenes only with the exciting moments that really push the story forward.  For Story Realms, we thought, why try to reinvent the wheel?  Let’s make the wheel turn for us.  We decided to break it each adventure down scene by scene and set a limit. 
The action rises over three scenes

An adventure in Story Realms is played across three scenes.  Usually, there is a scene to set up the adventure, a scene to show the heroes journey towards the goal, and a final scene to show the big, climactic finish.  To accomplish this, we had to cut out a lot of waste.  No unimportant side quests, random encounters, or filler rooms to make a place feel big by using up time.  This has the benefit of always keeping the game on the most interesting parts of the story and never burning up play time with repetitive mundane tasks like searching corridor number 37 to find another small room with nothing in it.  At one point we were worried that slimming an adventure down to three scenes would make it feel like the quest was “on rails”.  Would the players feel as though we had taken away their choices?  After playtesting numerous times, it became obvious that this would not be a problem.  While we removed the illusion of choice to go in any direction you wanted, we replaced it with much more freedom for the players about how a scene plays out.  I say the illusion of choice because while a D&D adventure will let the players choose to go off in any random direction, it doesn’t really accommodate that choice well.  The Dungeon Master has an adventure in mind and if the players try to chuck that adventure to the wind and set off on entirely their own task, the adventure tends to go right off the rails with them and quickly crashes to a halt.  The fun choices are not about whether you go on the grand quest, but HOW you go about accomplishing it.

This is where Story Realms shines.  The rules are designed to be flexible and allow for just about any creative choice a player can think of to try out to solve the challenges presented in each scene.  One scene in our opening adventure involves the straightforward task of getting to the bottom of a waterfall (well there’s a bit more going on in that scene, but the basic task is descending the cliff where the waterfall flows).  We have had players climb down with ropes, build flying machines, glide down on wings and freeze the waterfall and use magic to fashion it into a zigzagging ice slide.  None of these were predetermined options written into the adventure.  They were all just different ways players thought of to get down a cliff.  This is what we are aiming to keep the focus of the game on in Story Realms.  Allowing each player to use their heroes powers and skill as creatively as they can to solve the big challenges and play out the meaningful and exciting parts of each adventure they go on.  That is how we let the players experience epic quest after epic quest in about an hour each.  The heroes are always running away from “the cleaners”, escaping the bowels of the oubliette, fighting the goblin hordes in the goblin city, and confronting the wicked goblin king in the room of Escher-like staircases.  They are never simply wandering corridor after corridor of the endless Labyrinth. 

Of course, the scene structure isn’t the only thing that helps keep the play time down.  Our challenge/combat system is an important factor in that as well.  But that’s a story for another time.

Tuesday, May 1, 2012

The Dice Tower Awards

by Randy

Hi there!

Have you heard of the Dice Tower Awards? They're game award given away by a committee of 40 podcasters and bloggers. I highly recommend checking them out! Here are the nominees (from Dice Tower News):


Game of the Year:
A Few Acres of Snow: Martin Wallace – Treefrog Games
The Ares Project: Brian and Geoff Engelstein – Z-Man Games
The Castles of Burgundy: by Stefan Feld – Ravensburger
Eclipse: by Touko Tahkokallio – Asmodee
King of Tokyo: by Richard Garfield – IELLO
The Lord of the Rings: The Card Game: by Nate French – Fantasy Flight Games
Mage Knight Board Game: by Vlaada Chvatil – WizKids
Quarriors!: by Mike Elliott and Eric M. Lang – Wizkids
Risk Legacy: by Rob Daviau and Chris Dupuis – Hasbro
Star Trek: Fleet Captains: by Mike Elliott, Bryan Kinsella, and Ethan Pasternack – WizKids
;
;
Best Family Game Nominees:

Flash Point: Fire Rescue: by Kevin Lanzing – Indie Boards and Cards
Kingdom Builder: by Donald X. Vaccarino – Queen Games
King of Tokyo: by Richard Garfield – IELLO
Quarriors!: by Mike Elliott and Eric M. Lang – Wizkids
Say Anything Family Edition: by Dominic Crapuchettes – North Star Games

Best New Game Designer Nominees:
Blood Bowl: Team Manager – The Card Game: by Jason Little – Fantasy Flight Games
Flash Point: Fire Rescue: by Kevin Lanzing – Indie Boards and Cards
The Ares Project: Brian and Geoff Engelstein – Z-Man Games
Sentinels of the Multiverse: by Christopher Badell and Paul Bender – Greater Than Games
Nightfall: David Gregg – Alderac Entertainment Group

Best Game Reprint Nominees:
Can’t Stop: by Sid Sackson – Gryphon Games
Confusion: Espionage and Deception in the Cold War: by Robert Abbott – Stronghold Games
Evo: by Philippe Keyaerts – Asmodee
A Game of Thrones: The Board Game (Second Edition): by Christian T. Petersen – Fantasy Flight Games
Puerto Rico: Anniversary Edition: by Andreas Seyfarth – Rio Grande Games

Best Production Values Nominees:
Dungeons & Dragons: The Legend of Drizzt Board Game: by Peter Lee, Mike Mearls, and Bill Slavicsek – Wizards of the Coast
Dungeons & Dragons: Wrath of Ashardalon Board Game: by Peter Lee, Mike Mearls, and Bill Slavicsek – Wizards of the Coast
Mansions of Madness: by Corey Konieczka – Fantasy Flight Games
Risk Legacy: Rob Daviau and Chris Dupuis, Hasbro
Super Dungeon Explore: by Chris Birkenhagen, John Cadice, and Deke Stella – Soda Pop Miniatures
;
Best Small Publisher Nominees:
Flash Point: Fire Rescue, by Kevin Lanzing – Indie Boards and Cards
Dungeon Run, Mr. Bistro, Plaid Hat Games
Rallyman: by Jean-Christophe Bouvier, Rallyman Inc.
Sentinels of the Multiverse: by Christopher Badell and Paul Bender – Greater Than Games
Bears!: by Anne-Marie De Witt, – Fireside Games

Best Party Game Nominees:
Crappy Birthday: by Brian Weinstock and Amy Weinstock – North Star Games
Dixit: Odyssey: by Jean-Louis Roubira – Asmodee
Reverse Charades Junior Edition: Scott and Bryce Porter – Gryphon Games
Faux-Cabulary: by Matthew Nuccio – Out of the Box
Train of Thought: by Jay Cormier and Sen-Foong Lim – Tasty Minstrel Games

Best Game Expansion Nominees:
Ticket to Ride Map Collection: Volume 1 – Team Asia & Legendary Asia: by Alan R. Moon and Francois Valentyne – Days of Wonder
Thunderstone: Dragonspire: by Mike Elliott and Brent Keith, Alderac Entertainment Group
Small World Underground: by Philippe Keyaerts – Days of Wonder
7 Wonders: Leaders: by Antoine Bauza – Asmodee
Summoner Wars: Master Set, by Colby Dauch – Plaid Hat Games

Most Innovative Game Nominees:
The Ares Project: by Brian and Geoff Engelstein – Z-Man Games
Ascending Empires: by Ian Cooper – Z-Man Games
Paperclip Railways: Tony Boydell, Surprised Stare Games Ltd
Quarriors!: by Mike Elliott and Eric M. Lang – Wizkids
Risk Legacy: by Rob Daviau and Chris Dupuis – Hasbro

Best Game Artwork Nominees:
Dixit: Odyssey: by Marie Cardouat and Pierô- Asmodee
The Lord of the Rings: The Card Game: by various artists – Fantasy Flight Games
Mansions of Madness: by Christopher Burdett, Anders Finer, and Henning Ludvigsen – Fantasy Flight Games
Flash Point: Fire Rescue, by Luis Francisco and George Patsouras – Indie Boards and Cards
A Game of Thrones: The Board Game (Second Edition): by Tomasz Marek Jedruszek and henning Ludvigsen – Fantasy Flight Games

Best War Games Nominees:
Sekigahara: Unification of Japan: by Matt Calkins – GMT Games
Band of Brothers: by Jim Krohn – Worthington Games
A Few Acres of Snow: by Martin Wallace – Treefrog Games
Julius Caesar: by Grant Dalgliesh and Justin Thompson – Columbia Games
Sergeants Miniatures Game: Jeff Billings, Lost Battalion Games

Best Game Theme Nominees:
Dungeon Petz: by Vlaada Chvatil – Z-Man Games
Flash Point: Fire Rescue, by Kevin Lanzing – Indie Boards and Cards
Last Will: by Vladimir Suchy – Rio Grande Games
Yggdrasil: by Cedric Lefebvre and Fabrice Rabellino – Z-Man Games
Takenoko: by Antoine Bauza – Asmodee

Best Digital Boardgame Nominees:
Ascension: Chronicle of the Godslayer: by Robert Dougherty, John Fiorillo, Justin Gary, and Brian M. Kibler – iOS, Playdek
Ticket to Ride: by Alan R. Moon – iOS, Days of Wonder
Forbidden Island: by Matt Leacock, Gamewright – iOS, Button Mash Games
Ghost Stories: by Antoine Bauza – iOS, Repos Productions
Elder Sign: by Richard Launius and Kevin Wilson, Fantasy Flight Games

You can see all the games here:
http://www.dicetower.com/index.php/dice_tower_awards/2011-awards

Tuesday, April 24, 2012

Story Realms Weekly Update: The Story Behind Story Realms

by Angie
 
The Story Behind Story Realms:

Julian and Randy and I have been designing games together and separately for over a decade. Due to schedules and work styles and all sorts of things, it often ends up with Julian and I coming up with a design idea and running with it… right into a brick wall! We’ve come up with some great ideas over the years, but we’ve had a really hard time with getting many of our designs to a point where we  feel happy with them and are ready to get them out and show people. Something always seemed to be missing, nothing big we could ever put a finger on, but they just never seemed to be quite what we were looking for. Until now! Story Realms is the first game we’ve worked on with a clear direction and vision from the start, and that has led us to be able to create a game we are really proud of! Here’s the inside scoop on how we came up with the idea for the game, and more importantly… the WHY.
 
Eager kids ready to learn a new game

Last summer my then 5-year-old daughter Katie got a new superhero themed board game, and she thought it would be really fun to have a couple of her good friends over for a superhero themed board game party. The kiddos picked out their favorite costumes and showed up ready to learn a new game. Katie was decked out in her Flash costume, Julian’s daughter Sabine had a homemade Rainbow Girl costume, and their friend Theo arrived as Batman. Julian jumped in to explain the game to the kids and everything was going great until about 2 turns in when all the stealing started. 

Katie's look shows things weren't going well...
 
What? Stealing? In a board game where you play as superheros? Yep, the game required you to collect some items, and one of the main ways to get them was to steal them from other players… which makes 5-year-olds sad. In fact, it kinda makes everyone sad. Who wants to go around collecting cool stuff and have it randomly stolen by your friends? Who wants to spend an afternoon dressed up as your favorite hero and watch your friends cringe and get upset when you ruin their fun?

This is NOT the look of a kid having fun :(

It was pretty excruciating to watch. We tried to come up with some teamwork themed spin and loosen up the rules a bit, but ultimately the kiddos looked miserable and we suggested they throw it in and just play superheroes and have some snacks.  As the kids ran around saving the world together on their pretend superhero team we started talking about what went wrong, which led to a long conversation about games and being kids and the experiences we enjoyed in our own childhood. We talked about getting in character, taking on a heroic persona, imaginative play, the stories we loved as children, and playing games with our families and friends. We discussed wanting to share those experiences with our children, and see their faces light up as they sit around the table together making up great stories and having grand adventures. We started talking about how we wished there was a game that creates memorable stories when you play it, but was easy to learn and took less than an hour to play, one that kids and parents could enjoy together… then Julian’s wife Chrissy said “Why don’t you guys just make THAT game?” 

A bright idea!!

So we set out to do just that. The biggest difference between this and the other games we’d made in the past was that we had an experience in mind that we wanted to create, and it gave us a clear focus that we returned to time and time again. We revised and cut and revised some more, throwing out every idea and mechanic and system that didn’t deliver on our vision. We playtested, made changes and playtested it some more until we had a game that met our design goals AND most importantly was fun for our kids to play! It took almost a year, but sitting them down together to play Story Realms delivered on that experience we all wanted in a way no other game has, they got to enjoy an adventure together in which they were the heroes and their creative ideas and teamwork made the story come to life. They talk about the adventures they’ve played in Story Realms all the time, and it’s a shared experience we will all remember fondly. I look forward to playing more games with my children as they grow up, and to all the exciting new adventures we will share.

That's the look we like to see on Sabine's face!!
  
I feel so lucky to be able to share Story Realms with other people, and we’re working hard to continue developing the game and the game world so that when it’s released it will provide others with the fun and unique gaming experience we’ve been playing with our kids!

Sabine and Katie playing an early Story Realms prototype

 Thanks for checking back! We’ll keep updating you all about our progress and we’re happy to answer any questions you might have, so feel free to leave a comment or shoot us an email at growingupgamers@gmail.com (for general gaming related stuff) or escapadegames@gmail.com (for info about Story Realms).

Saturday, April 21, 2012

Finding Eden: Part 2 (A Risk Legacy Story)

Finding Eden Pt 2: A Risk Legacy Story, Years 2 and 3
 by the Growing Up Gamers crew

The hopes for peace begin to crumble.
 This is a continuation of Finding Eden, our ongoing saga of Earth #10148.  It is a story based on a series of Risk Legacy games the Growing Up Gamers crew has been playing.  For details and disclaimer check the first post. We didn't start opening secret packets and envelopes until year 4, so this post remains spoiler-free.


Year 2
The Second Wars, From the Journal of Nevarin Star, Seeker of Light:
 Despite the losses in the First War, I still found myself in good favor with the Imperials. I firmly believed that they could make this world stronger through indoctrination of a peaceful dogma, and did not want to turn my back on this opportunity to find our peaceful utopia. Our hope for world peace was fragile, but still within reach. The Council of Three was no longer a unified force, but rather a collection of individuals with apparently very different goals. If only we could have continued to work together....

After the catastrophic loss of my capital during Dragmorian's scorched earth maneuver in the First Wars, I felt it was most prudent to relocate my seat of power to Argentina, deep in the Southern Continent. I saw this as a place where the Imperials could focus on expansion and regrowth far way from the instigator Tenebrous, and beyond the reach of the Dragon's claw. Tenebrous is most certainly plotting something with his takeover of the European nations, and Dragmorian used the Enclave to further secure his hold in the large continent formerly known as Asia on Old Earth.

I helped the Imperial Balkana to return to glory and spread out across the lands, knowing that the more people they recruited along the way, the less bloodshed would required to secure a peaceful regime. The plan worked! With careful planning and almost surgical precision we were able to unify half the world as a bastion of light early into the year. There was some bloodshed, but the losses were necessary and we kept the fighting to a minimum  required to secure our territory.

Through careful resource management, I was able to establish a strong hold across the entire Earth without waging great wars. There was holdout from the Enclave of the Bear, they clung fiercely to Dragmorian's intent to conquer the land and subjugate the Imperials to his will... but when we fought our way into their capital city, The Dragon's Den, and held it strong, his warriors finally yielded. I founded the beautiful city of Crux at the southernmost tip of the world as a base of operations and gathered strong allegiance from the people, rallying them with the dream of a brighter future for this world. Our shining city gleamed like its namesake, and became a bright beacon of hope for our new world. 

For a moment, we held the world up high. Earth #10148 shone like a star...


Year 2, as told by the Lord of Shadows
After the battles of the first wars had died down, I knew it was only a matter of time before "campaign season" began again in earnest. Relocated to Europe after the losses of the previous year, the forces of the Saharan Republic seemed poorly adapted to the northern climes. Despite early advances, differences of opinion between the Saharan's leadership and myself limited the scope of our operations; I fear that our paths are growing apart. This time, Europe proved little refuge from the tyranny of Nevarin's Balkanians. Even my fellow councilor Dragmorian barely escaped her brazen march into his newly-christened capital city, The Dragon's Den. I must act fast to reach this region's other dominant faction, Die Mechaniker, before they, too fall beneath the Nevarin's boots.

Year 2, from the scrolls of The Dragon Sage’s History
After I, Dragmorian the Dragon Sage, stopped the terrible war started by my companions, restored peace to the world and built the new city of Dragon’s Den, I had hoped that the Council of Three could resume in a spirit of teamwork and help Earth #10148 become the Eden we all set out to make.  At first, all seemed well.  The Enclave of the Bear, once again willing to help the cause, started out from Dragon’s Den on the isle of Japan and spread to neighboring areas quickly.  I warned them to be none too greedy for space as it would send the wrong message.  With great humility, they took the smallest continent as a home for themselves, once again, and established, as I had asked, a small foothold in the Alaskan territory so that I could keep an eye on the other half of the world.  I warned them not to press further into that continent as I did not wish to spark another war.

As it turned out, my and the Enclaves gestures of peace were absolutely meaningless.  Even though her Balkanian forces had started the first battle in the first wars, I was willing to believe Nevarin when she said it had been provoked by Tenebrous’ forces moving too close to her own.  I was a fool to underestimate her thirst for power.  Her forces started at the southern-most tip of the world with an entire continent to herself.  However, after taking that continent, she pushed northward taking more and more territory.  Finally, even my tiny Alaskan foothold was too much for her greedy heart to bear.  Her Imperial forces smashed through my garrison, swooped in, and took my precious Dragon’s Den.  I have been forced to retreat and reconsider my notions of peace.  Nevarin’s grab for power must be stopped if there is to be any hope for this world.  Still, I have a lurking fear about the intentions of Tenebrous.  He has done little to harm me or Nevarin this year.  Yet, the minor border disputes he put up on this Earth’s largest continent made it impossible for me to secure the resources I needed to stop Nevarin.  I can’t help but wonder if he has some further design with malicious intent.
The only bright spot this year is that I was able to establish a small city called Dragon’s Reach to help secure my influence on this Earth’s smallest continent.  I must find a way to stretch my influence further and faster if I am to return peace and prosperity to this world.

Year 3

Tenebria, Land of Shadows!
 
In the third year on Earth 10148, it became clear to me, Lord Tenebrous, that the nomads of the Saharan Republic could not, or would not, be the force I desired them to be. Free-spirited and loathe to stay too long in a given place, they quickly fled the Balkanians and eventually changed their allegiance to Dragmorian. A flighty people, barely worthy to be referred to as traitors. They will still have their place, though, and I suspect they will find the Dragon Sage's style of leadership not compatible with their own.

Nevarin Star and her faithful Balkanians still favored the Americas, and established cities on those continents. It was undoubtedly their desire to bring more of Earth 10148 under their rulership, and ultimately bring to the humanity of this world the suffering of the last. My guidance is certainly required, and I must send emissaries to coax them away from Nevarin's  grasp.

With my support in Europe, I was able to quickly befriend Die Mechaniker, and they lent me their expertise. I was amazed at the speed they were able to muster their soldiers, and the technological advantage their arms and armor had over the others. Under my guidance, I was able to help them increase the productivity of their factories, and soon we held much of Asia. From there, it was simple to push toward my opponent's capitals. At last, the first of what was to be many victories transpired.

The people of what was once called Europe before welcomed me with open arms. So reverent of me, they named the entire continent Tenebria in my honor. Tenebria! Forever shall this be a testament to my glory. Under my shadow, the peoples of Tenebria will ever be a gentle hand guiding the world, and so shall others be welcomed to the fold. My alliance with Die Mechaniker, I cannot be so sure of. Though effective, I may need to court other alliances. So be it!

Year 3, from the scrolls of The Dragon Sage’s History
 
Sadly, year three of this world is a tale of woe and loss for myself and for the world.  There was hope in the beginning.  Nevarin’s military forces pulled out the Dragon’s Den and back to her headquarters and I was able to return to my home.  Unfortunately, the Enclave of the Bear, smashed and driven off of their lands, asked for time to regroup.  I was forced to court the appeal of the Saharan Republic.  I convinced them to immediately spread their forces into the North American continent to stop the Imperial threat.  I was fine with Nevarin keeping the South American continent as her own, but felt her grip on two continents was what enabled her to all but destroy the Enclave and seize control of the world.  I failed, however, to heed the warnings of the Saharans about their former lord’s shadowy intent.  Tenebrous’s armies waited until Nevarin and I were fully embroiled in battle and then swept out from his stronghold, crushing the Dragon's Den once more.  I must abandon my home for good this time.  It will be written in the pages of history that Dragon's Den was as symbol of hope and peace, but tactically it is far too weak.  A symbol of peace will no longer do.  With a heavy heart, I must make ready for war.


The Third Wars: From the Journal of Nevarin Star, Seeker of Light
 
Year 3 was a disaster, and a huge setback for the forces of light. Tenebrous, leading his armies now as "the shadow people" took and held the European countries as a base and worked his way across the world. Meanwhile Dragmorian and I were locked in a desperate battle for the North American continent that I had built up my influence in over the first two years. He led the Saharans into our lands, and claimed them for his own. I fought back as hard as I could, determined not to allow him to come in and take whatever pleases his whim. This was the Imperial homeland, and it would not be handed over to a harsh leader just because he felt like taking it. Our constant warring with the Saharans allowed Tenebrous to stealthily take over most of the middle continents and cut into our exposed backsides for a decisive victory. Once again, my capitol has fallen, and it is time to rebuild and reconsider my plans. I have learned much from this war...namely to watch my back because the shadows are everywhere. I did manage to establish the city of Rigel in the middle of the Americas. Much as its namesake shines brightly from Orion's Belt, Rigel will be my centerpiece moving forward. 

I fear my dream of unifying humanity and founding a peaceful planet is further than I thought. It is time to consult the stars, and look to their light for guidance and hope for the future. There must be an answer out there somewhere...


Friday, April 20, 2012

Our 100th Post Contest Results!


Hi Everyone.  We said we’d post contest result this Wednesday…so of course we are posting it Friday night!  It’s like Wednesday but two days lazier.

Anyway, on to the contest results.

Our grand prize winner with 19 correct answers is…  

Drum roll please...

Quint Wheeler!!!

Congratulations, Quint.  Quint has chosen to win a copy of Crappy Birthday.
The rest of our contestants were put into a drawing for our other two prizes and the lucky other winners are…
Dramatic Pause....
  Jim Jones and Zakkary Boisselle!   

Jim will be receiving the copy of Carnival and Zakkary will be receiving Eliminis.  Congratulations to all of our winners and thank you to all of our contestants for participating.  We had fun reading your responses; we hope you had fun playing.

In case you wanted to check up on the full list and see what you missed, we have provided the answers in this post.  We were reasonably generous on accepting answers.  For example, even though technically it’s Settlers of Catan: Cities and Knights in the background, we pretty much gave credit for any mention of Settlers.  We were prepared to use the “more correct” answers as a tie breaker should the need arise, but it didn’t end up being an issue.  Anyway, without further ado, here are the answers:

1.       Agricola
2.       Labyrinth the Card Game
3.       Angry Birds: Knock On Wood
4.       Balancing Bears (We gave credit for Teddy Bear Bingo too because the pieces do look identical.
5.       Candy Land
6.       Connect 4
7.       Dominion: Seaside (We credited any mention of Dominion)
8.       Forbidden Island
9.       Lunch Money
10.   Magic the Gathering
11.   Mancala (The Glass half marbles.  We gave credit for people who said Bazaar as well)
12.   Memoir 44
13.   Memory
14.   Operation
15.   Parcheesi (Sorry folks, but those aren’t Sorry pieces.)
16.   Pathfinder RPG
17.   Pit
18.   Pokémon: The Trading Card Game
19.   Settlers of Catan: Cities and Knights (though we gave credit if you just said Settlers)
20.   Talisman
 
We also credited Dungeons & Dragons for the polyhedral dice (as it is the most predominant game those are used for) and Pictionary for the children’s art.  We didn’t really think of them as games that were in there, but we also didn’t really mean to have any “red herrings” either.  

Now for a bit of unfortunate news.  We have been saying that we were going to be at Just A Game Con in, Corvallis, Oregon this weekend and that will no longer be the case.  Due to some family matters that have come up (don’t worry, no one died) we will not be able to attend.  We may be looking to hold Story Realms event and playtesting opportunity at local shop or game store here in Eugene in the near future though, so we will keep you informed.

Thanks again to everyone for playing and for helping us celebrate 100 posts.  We look forward to bringing you at least 100 more!