Monthly Archives: December 2020

Tabletop Thursdays, Week 7: Dungeons and Dragons Week 2

This week in EDL 290T, our class started a three-part Dungeons & Dragons campaign. As discussed in my previous post, Dungeons & Dragons is a role-playing game that allows for players to create their own characters from a variety of classes, races, and backgrounds. A Dungeon Master, or DM, guides players through their journey as they work through the campaign with fighting, healing, and skill checks being parts of the gameplay. There’s room for improvisation, too, since players can talk among themselves and take a story totally off the rails if they want to.

This week in the campaign, our group made it to the goblin cave and snuck across the river path. We then came across the wolf pit, where I had to bribe the wolves with meat since I was the group member with highest bonus in animal handling skills. Once we made it into the cave with the main bridge, our group tried to negotiate with the guard goblin, which didn’t go as well as we’d hoped, which resulted in us running back to the wolf pen; most of the group made it, but one other member and I got swept away in a tidal wave. After regrouping and making it back to the bridge, we fought the guard and won. We made it to the next part of the cave and had to fight off yet another group of goblins to advance to find the goblin boss. After that, we found one of the explorers we were following and talked through as a group what our next moves should be.

Some of the highlights of this week’s play session included interacting with wolves, fighting off goblins multiple times, and learning that goblins apparently have a scurvy problem. This was fun because some of it was part of the campaign script, while other aspects were off-script. The work we did in the campaign ties into leadership because having good teamwork skills can make people better leaders. I think my friend Alex might enjoy D&D because of the improv element mixed with fantasy.

Free Play Week 1 (Incan Gold)

This week we played Incan gold, a game about taking risk in an attempt to obtain treasure hidden in the Incan pyramids. The game addresses risk taking as you are an explorer who while searching for gems and treasure has to also avoid multiple dangers. Risk taking is how this game connects to leadership. In taking risks this game demonstrates the ability for the player to assess risk vs reward and determine whether or not to take certain actions in a similar way that a leader must assess risk and reward when taking certain actions.

The game itself works well with the concept of risk as well as its other mechanics. In this game you are competing against other players to attempt to collect the most gems and at the end the player with the most wins. To earn gems players must venture into the Incan pyramids and face the dangers inside. With multiple players playing this game gems are divided evenly among players in the temple with players having the option to leave early. The first question that many would ask at this point would be why should these players ever leave the temple early. The answer is simple and part of the games mechanics. The dangers of the temple, if the player sees two of the same danger they drop all of their gems and vacate the temple. These mechanics make the game interesting because it pits the players against each other where they will want to risk as much as they can to get ahead of the others so that they do not have to share the gems. I think this mechanics is also what makes the game most difficult because as a player you have to assess whether or not it is worth it to continue to venture into the pyramid or if you will lose out more by continuing forward.

As a risk taking game I think my brother would really enjoy playing this game as he enjoys playing these types of games a lot. Whether he just likes getting really lucky or actually mathematically figuring out the best solution I am unsure but nevertheless I am sure he would enjoy this game.

Tabletop Thursdays, Week 6: Dungeons and Dragons Week 1

This week in EDL 290T, our class started a three-part Dungeons & Dragons campaign. The assigned groups were stable throughout the campaign. Dungeons & Dragons is a role-playing game that allows for players to create their own characters from a variety of classes, races, and backgrounds. A Dungeon Master, or DM, guides players through their journey as they work through the campaign with fighting, healing, and skill checks being parts of the gameplay. There’s room for improvisation, too, since players can talk among themselves and take a story totally off the rails if they want to.

In the first play session for our D&D group, we introduced ourselves and our characters. I was a druid, but the group also had a barbarian, a sorcerer, a wizard, and a warlock. We encountered a group of goblins and rolled our d20s for initiative to see who would be first into combat; this time, it was me. After killing off most of the goblin gang, our group got the last goblin to surrender and cleared out the supplies. The goblin, Rushwater, helped by giving us information on the goblin cave where the explorers we were following were taken and worked out a plan to help us get back our leader and get Rushwater the freedom he desired.

I liked how interactive the game was and had fun getting into character by playing someone I normally wouldn’t play. I also liked that the DM for my group was good at explaining the different times for dice-rolling, since this was my first time playing D&D so I didn’t know what I was doing. The one thing I didn’t like was that I had some trouble tracking what was happening, but by the end of the play session I felt up to speed on what we were doing as a group. The D&D campaign we were partaking in ties into leadership because leadership means being hands-on and being able to adapt to a rapidly evolving situation, which were both things we had to do to play our characters effectively in the first part of the campaign.

I have several friends that are big into fantasy and creating characters, so I think setting up a shorter campaign with those friends would be fun as long as I wasn’t the DM; I don’t feel comfortable running a campaign on my own just yet.

Tabletop Thursdays, Week 5: Free Play Week.

This week in EDL 290T, our class had a Free Play week. I joined a group that decided to play Incan Gold. Incan Gold is a card game where players dole out treasure gems as they explore an Incan Temple, with the option to leave the temple at any time. If multiple players leave the temple at the same time, they must split any treasure in the game. If the players draw two of the same type of Hazard Cards, the treasure of any players still in the round must return to the bank and the round ends. The player with the most treasure collected after five rounds wins.

Some of the enjoyment that I get from games based on risk-taking like Incan Gold is that I get to do “risky” things like gamble on treasure, but there’s not real life consequences from doing so. I’m also a fan of games where I can chat with the other players while playing, which I got to do with my breakout room group while we discussed if we’d move through the temple or back out. This was a nice break from normal gaming for me since I was familiar with the game and I got to have some time to be social as well.

I’d recommend the game to anyone who enjoys risk-taking but isn’t super-competitive; Incan Gold can be competitive with the right group but was pretty laid-back for the most part when I played it. The gameplay is straightforward, so it’s appropriate for a variety of comfort levels with tabletop gameplay. Lastly, Incan Gold is a great game for people who want to play a game but don’t have a long time to play; a full game with four people takes about half an hour.

Game of the Week: Fiasco (Weeks 1 and 2)

For these couple of weeks, we played the game Fiasco. Fiasco is a role-playing game where your character can be whoever you want them to be, as long as it fits under the conditions that you roll for at the beginning. There are four main categories you roll for: relationships (between you and the 2 players on either side of you), needs, location, and objects. These different categories build the world around you, as each player gets their own.

For the first week, we spent most of our time figuring out the rolling and how everything worked. However, we did manage to get started on the story and got close to where the Tilt happens. I really enjoyed learning how the game worked here, as I’d never played a tabletop RPG like this, and having Grayson in our group helped immensely!

The story that we set up and created, was in my opinion, pretty dang cool. We had a southern town, where I was a corrupt sheriff, Grayson was the county coroner (so our characters worked together a lot), Veronica had a really cool non-binary mechanic/plumber, and Yihao had Henry, who was a stranger with a golf cart. For the story in the first week, we spent most of it getting our characters together and setting it up to introduce our big twist and our crime boss named Morrow Wilson.

For the second week, we explored more of the twist (which involved a fresh skeleton hidden under a house along with a mysterious briefcase. However, we weren’t expecting the real-life twist of Yihao not being there for the meeting, so we had to adapt and eventually made one of the twists be that the skeleton was actually Henry. We continued working through the Tilt and the story and eventually we reached the end of class. We weren’t able to finish the story fully, but we got really close to the end and called it there.

One of the challenges I had with this game was the acting. Having never played anything like this, I wasn’t experienced at all with acting and getting into character. Both of my teammates were great at it and I felt like I was bad at it. However, I learned (albeit near the end) to embrace the goofiness of it and had a good time with it.

Overall, I really enjoyed playing Fiasco, and I think my dad would really enjoy playing the game too. It really relates to leadership in the way that you can become whoever you want to be. You lead your own life in the game, which means you can lead your groupmates/fellow characters through the story even if you wouldn’t do it normally. I think this game was what helped me to start taking charge a little more in other group projects.

Tabletop Thursdays, Week 4: Incan Gold & Can’t Stop

This week in EDL 290T, our class played two risk-taking games: Incan Gold and Can’t Stop. Incan Gold is a card game where players dole out treasure as they explore an Incan Temple, with the option to bow out once they feel confident on their treasure intake. However, if the players encounter two of the same hazards, the treasure of any players still in the round must return to the bank and the round ends; the player with the most treasure collected after five rounds wins. Can’t Stop is a dice game where players move markers across the board to claim columns on the board with the ability to quit when they choose; the first player to claim three columns wins, but if a player cannot continue they lose all moves they have made during their turn.

In my breakout room, we played two games of Can’t Stop and one game of Incan Gold. For Can’t Stop, I liked how straightforward gameplay was, while for Incan Gold I liked the theme of the game. There wasn’t anything I disliked about either game. The hardest part of Can’t Stop was the temptation to keep on going and risking losing everything, which happened to me and the other players in my breakout room a few times. The hardest part of Incan Gold was getting the hang of the UI, but gameplay was straightforward after I got the hang of it. I didn’t win any of the rounds I participated in, but I had fun regardless; both of my partners won a round of Can’t Stop and one of them won the round of Incan Gold we finished.

Risk-taking played a role in the game because the longer we played during rounds or turns, the more treasure we could acquire or the more progress we could make on columns, but it also made it more likely that we would run out of moves or encounter a hazard card. This applies to leadership because risk taking can pay off with bigger rewards, but risk-taking isn’t always the smart strategy; a good leader knows when risk-taking is a good idea and when they should refrain from taking a risk. I was less risk-averse than I thought I’d be but I was still the most risk-averse of my group, which lines up with my leadership approach because I’m not super into risk-taking as a leader but I will take risks sometimes.

I could see my niece enjoying Can’t Stop because the rules are straightforward and it’s a good way to teach younger kids about risk vs. reward. Whether or not I could keep a seven-year-old still enough to play is another matter. With Incan Gold, I could see my brother enjoying this because it’s a straightforward game that feels almost Jumanji-ish or like it could be themed after an Indiana Jones movie, and he likes both of those movies.

Can’t stop

This week we only get to play Can’t stop. At the first, we were unfamiliar with how the game goes, but as soon as we started to play, we figured out the game rule and what to get and to give up. The game was overall pretty fun, and the hardest part of the game is, sometimes we were so close to the end of the line, so it is hard to decide either we want to take the risk of keep going or stop. Because by taking the risk of keep going, we might lose everything we had.

As we play the game, first each of us will have three sets of dice to roll, and the choice of choosing a line to put our spot to climb up to the top of the line, at the end of the game, the person who had the most of lines win. The session went pretty well. The part I dislike about the game is that as we getting closer and closer to the end of the line, we can’t stop! Several times I was getting lucky on rolling the dices and get to keep moving,, as I am getting closer to the end of the line, I usually will fail, but I just can’t stop. But most of the time I will most likely take the risk to keep moving to try to get to the end of the line.

I think it ties to leadership because the game gives us the choice to decide if it is time to stop or continue. Sometimes a team leader needs to also decide the team’s next movement, one simple order could decide neither the team will succeed nor fail. The team leader should consider the order thoughtfully before saying anything, to take the risk but with high returns or to go steady with low risk is what leadership ties to.

Game of the Week: Dungeons and Dragons

I play a lot of Dungeons and Dragons. Over the 4 years I’ve been playing (a fifth of my life, if you want to feel old), I’ve played with many different groups and been Dungeon Master more often than not. Getting to play it for college credit? A dream come true. For my character I decided to try something new to me, playing a human barbarian (who was also a little old lady who worked in an archive). Our DM, Nick, did a fantastic job of introducing the game to the new players in our group. The world he created was both immersive and interactive, allowing our characters to have agency as well as lots to discover. Over three weeks our rag-tag party of heroes killed goblins, befriended goblins, unionized goblins, mourned exactly one goblin (RIP Rushwater you will be missed), and killed a bugbear (basically a large hairy goblin).  There was a healthy mix of cave exploration, social negotiation, and good old-fashioned fighting. 

The hardest part of this game is basic math. I’m not joking. I’m so bad at adding a number to another number. I keep a calculator on hand just to make sure everything goes smoothly. Aside from that, the other major difficulty in this (and other social games) is finding the balance between leading by example and knowing when to step back and let other people have the spotlight. This is especially relevant when the other members of the group have less experience with role-playing games and may be more shy about jumping in. 

Dungeons and Dragons is not a game for everyone. It has many moving parts and numbers to keep track of, and it’s designed to tell a very specific type of story. However, it is undoubtedly the most ubiquitous of the tabletop role playing games. Everyone and their grandma has heard of it. This combination doesn’t always work out; many times people will try to hack D&D to make it do what they want, when better alternatives exist. The same thing applies to leadership! There are nearly infinite styles of leadership, and not every one will work for any given group. It’s important to fit the leadership tactic to the situation and the people who are involved. Additionally, as mentioned earlier, you have to know when to take charge of a situation and when to sit back and let other people take initiative.

Game of the Week: Lasers and Feelings

When JS told us that we would be in charge of choosing our own game for this week, I knew exactly what I wanted to play. I consider myself something of a connoisseur of role-playing games, and my favorites are the ones that are simple to pick up and play – one-page RPGs being the pinnacle of this concept. Lasers and Feelings, by John Harper, is my go-to for groups of RPG veterans and newbies alike. The mechanics are simple; each character has a single number that they want to roll either over or under depending on the action. They can use their character’s narrative abilities to add dice and increase their chances of success. I also just love emotional space westerns, sue me.

The four players I had for this session were absolutely delightful. Their creativity and trust was unmatched, and I honestly wish I could have been a better GM for them. Coming up with situations, characters, and challenges on the fly is something that I sometimes struggle with (though I am loath to admit it). Even still, my players were patient and understanding, and overall I think we had an amazing time together. 

Even though I took it upon myself to “lead” this session, it was nice to just sit back and have some fun with it rather than try to learn a specific lesson about leadership. If I was going to take anything from this, it would be that it’s okay to let others help you even if you are nominally in charge of a situation. Delegating responsibilities when things get to be too much for you isn’t a sign of weakness or failure. Not only is it good for your mental health, it can lead to the finished product being better that it would have been otherwise.

Game of the Week: Can’t Stop/Incan Gold

This week we played two board games in class. The first one is a classic game called Can’t Stop, with very simple rules. You roll dice and advance on the board based on the sum of the dice you roll. After each roll, you can choose to stop and secure your progress or roll again. If you roll but have nowhere to advance to, you lose all progress for that round.

The second game this week was Incan Gold. It was a similar risk/reward type of game, but in an entirely different style. Incan Gold relies heavily on the narrative and aesthetics of explorers plundering an Incan temple for riches. Cards are drawn from a deck to determine whether your explorer finds treasure or dangerous hazards. Find too many hazards, and you lose all your collected treasure. The first explorer to leave gets to take an extra share of the treasure that has been discovered up to that point, but they miss out on any future discoveries.

Of the two games, I vastly preferred Can’t Stop. The turn-based gameplay went much more smoothly over the internet, and was quick enough to be fun and engaging. Incan Gold had more complex rules and timing that was difficult to adequately recreate on Tabletop Simulator. Even aside from the colonialist narrative that it perpetuates, the gameplay just wasn’t as interesting or fun for me.

The one thing that both of these games had in common was the concept of chance. It was impossible to win or even play either without taking some amount of risk. I know myself to be very risk-averse, so I was not particularly looking forward to this week. However, the low stakes and controlled atmosphere of these games gave me a chance to step out of my comfort zone slightly, and I really enjoyed it! Taking risks is an essential aspect of leadership, and activities like these can help get new leaders comfortable with small risks so that they’re prepared to face much bigger ones.