Showing posts with label board games. Show all posts
Showing posts with label board games. Show all posts

Thursday, June 13, 2013

Why the Communist Versions of Monopoly Failed



You’ve probably heard about how the USSR banned Monopoly during the Cold War. But have you heard about what they did to replace it?

According to a Mental Floss article, “Soviet leaders even tried coming up with their own Marxist-themed spin-off games designed to highlight the virtues of frugality. The title of one such knockoff from Communist-era Hungary loosely translated to ‘Save,’ while another in Russia had a name that roughly meant ‘Manage.’”

What, never heard of these? Why on earth did these communist reboots of Monopoly not immediately take off?

Because they were trying to create culture in a purely reactionary way.

There was a cultural movement out there (capitalism) that was being encouraged by a wildly popular bit of creative property (the game Monopoly). If we’re communists, inherently opposed to capitalism, we’ve got to make our own bit of creative property to combat the one from the other side, because otherwise our people are going to be sneaking around covertly buying up Boardwalk and Park Place into the wee hours of the night. And we can’t have that, now can we?

Don’t even try to say that it’s “just a board game,” and that it doesn’t affect how people think. By entering into a game where you are a greedy landlord trying to get rich at others’ expense, you are accepting that philosophy, even if it’s in a small way. We create culture, and then it creates us.

The problem is, if the culture we create is weak and poorly designed—the Hungarian game “Save” sounds pretty compelling, doesn’t it?—people will reject it, no matter how careful we’ve been to infuse it with the right values.

Okay, let’s stop pretending we’re communist board game developers for a minute. (What? You were never pretending? Oh, come on, where’s your imagination?)

Instead, let’s talk about Christian fiction. Or Christian music. Or Christian art in general—or any area where “Christian” is used as an adjective. And let’s ask the question: are we simply reacting to the culture around us?

Thursday, September 27, 2012

Candy Land Writing

Candy Land is one of the most frustrating games in the world to play. The second you think you’re about to win the whole thing and take over Candy Castle, you get the stupid gumdrop card and have to go all the way back to the Gumdrop Mountain. Or your opponent picks up the Queen Frostine card at the very beginning while you’re still stuck in the Molasses Mud Swamp.


Once you’ve learned your colors and fine motor skills, there’s very little point to the game, because it’s mostly dumb luck. You can stumble through the game without any skill, unless it’s the skill of stacking the deck. (I’ve seen a six-year-old try that with jelly-sticky fingers and a guilty look…so subtle.)

So don’t make your stories Candy Land. This may seem silly, but I’ve seen it happen a lot. Here are some examples:

All Sugar, No Substance: These are the stories full of pretty people, witty dialogue, and bright colors. Whee! Fun! But these stories don’t last, and they don’t mean anything. At the risk of assigning a cause-effect where it doesn’t belong, I might even say they don’t last because they don’t mean anything. I’m not saying that you have to work a heavy-handed moral into your story or have everyone die tragically at the end. Just don’t focus so much on funny one-liners or a clever plot twist that you miss the point of storytelling.

Tuesday, March 20, 2012

Star Wars Mafia

This post has no relevance to anything I usually post about. It’s just a really great game that needs to be shared (and explained so people can actually play it).

I did not create this game. That credit goes to Jordan Bolte, a graduate of Taylor my freshman year who I never actually met. My sister and I modified it a bit, adding and taking away characters and changing a few powers, but he came up with most of this.

But, seriously, this game is awesome. Even people who hate normal Mafia love it. The world needs to know about it. So bear with the lengthy rules. The best way to learn about this game is to play a round or two. It’s not complicated for anyone…except the Force, the narrator. So this document is really for all the wannabe Forces out there. Enjoy.

Wednesday, January 18, 2012

What Mafia Taught Me About Antagonists


Just so everyone is clear, we are talking about Mafia the game. It is not, in fact, some kind of assassination spree where we smoke cigars and talk in strange accents. The basic premise is much less violent: everyone gets a card that indicates whether they are a citizen or a mafia member. Before each round, the mafia members kill someone, and at the end of each round, the citizens lynch someone, attempting to get the mafia out of the game.

Besides being a very fun and entertaining game (especially the Star Wars version), Mafia has taught me three things about making my villains more complex. Here they are:

  1. The antagonists we dislike the most are the ones we once trusted.

My sister is a master of this one. When she’s the mafia, she’ll talk to people on either side of her and get them to trust her. They work together the whole game…until my sister is killed and reveals her true, sinister nature. Or, even more likely, when she wins and all the citizens are dead. Looking back, the citizens can see exactly how they were manipulated, but, at the time, they never saw it coming.

Let me tell you, that kind of backstabbing betrayal makes for a very dramatic scene. The same is true for writing. Sometimes, it’s good to have a villain we love to hate. When the sides are clearly drawn in the battle of good and evil, we all know that the guy dressed in black on the black horse with the black skull-adorned weapon is the bad guy.

At other times, though, it’s fun to use an antagonist who isn’t so obvious. When the protagonist (or even some of the minor characters) trust a character who then turns on them, that’s interesting – if it’s done well.

Wednesday, January 11, 2012

I Shot The Sheriff


Howdy!

There is no reason for me starting this blog post this way except that I’ve always wanted to do that and I am far too Yankee to try it in person. And the fact that I’m going to talk about secondary characters and Bang!, which is a Wild West card game.

For those of you who are unfamiliar with the game, here’s a quick summary. Each player gets a role card that determines how they win the game: either sheriff, vice, outlaw, or renegade. Only the sheriff is allowed to reveal his role. To win, the sheriff must kill the outlaws, the vices must keep the sheriff alive, the outlaws must kill the sheriff, and the renegade must kill everyone…ending with a one-on-one showdown with the sheriff.

You’d think that, since everyone is trying to win, it would become immediately clear who is who. Not so. There’s an obvious way to play your character, and several more subtle ones.

That’s true with secondary characters. Most of the time, we expect them to fit certain stereotypes. Sometimes, though, other kinds of characters can be more interesting and actually help advance the plot instead of serving as human scenery.

Wednesday, January 4, 2012

Playing Settlers with Protagonists

In this post, I am officially breaking every rule of writing to a general audience, including, but not limited to, avoiding insider language, being too specific and technical, and using an illustration that may not be familiar to all of my readers. I acknowledge this and accept any horrible penalties that may be inflicted upon me by the muse and/or some mysterious board of editors who police things like this.

That said, even if you’re not familiar with the board game Settlers of Catan (which you really should be), this quiz can still be helpful. Just ignore the terminology.

We’re going to do an analogy here, so track with me. In Settlers, the goal is to win the game. In your story, the protagonist’s goal is…well, whatever his goal is. As the writer, it helps to know how your protagonist will try to reach that goal, and how he will react to people who stand in the way. These kind of tendencies are the same that can be seen in others while playing strategy games. Thus the analogy.

Take the quiz for your protagonist and deal him a hand (or her, but I use the masculine here because I think he/she gets annoying).

Saturday, December 31, 2011

Sabbath Reflections: First Impressions and Board Games


Please read this whole post. Because if you don’t, you’ll never want to play board games with me again. And then I would just be sitting in my dorm room alone, playing against myself and losing every time. Which would just be pathetic.

I’m going to define what I’m talking about right away, kind of like those stupid warning labels on irons that say, “Do not iron clothes while on body,” just so that no one misunderstands me.

Whenever I talk about forming first impressions, I mean: To remember interesting or unique characteristics and personality traits of others, both positive and negative, while allowing those impressions to change over time. Not stereotyping. Not judging.

See? That isn’t so bad.