For this report, the Ludoverse Lab turned its focus to Our Last Best Hope, a game about a serious crisis whose resolution rides—for better or worse—on the shoulders of a small group of intrepid heroes. I was interested in continuing to explore a game which would touch on the current viral state of affairs, so I chose the Zombie Apocalypse playset / scenario which is included in the original book.
An edited version of our recorded session can be found by clicking here.
Our Last Best Hope is a curious mix of a role-playing game and a resource-management strategy game. Moreover, in its default incarnation, it is designed to be played on a large table with 30+ 3x5 cards and sets of white and black dice which you use to keep track of relationships, assets, threats, story points, and other vital stockpiles. Since we were playing the game virtually, I spent a couple hours in advance of our session building these elements on a Google Drawing file. That set-up worked remarkably well, but if you try it, build the cards in advance! I did so, and it facilitated a quick entry into game play. Had I started with a blank Google Drawing, it would have been a laborious start for the group.
The opening of the session involves choosing character types, building connections with other characters, establishing secrets and fears, and developing the setting. I have deleted this section in the video. So, after introductions to the game and to the players, you will see us move right into game play.
Our Last Best Hope alternates between spotlight scenes, which are driven by role-playing, and threats, where you work to build up dice pools in order to win against the game. The mechanics reward your role-playing: You earn story points by incorporating character relationships, painful secrets, and guarded fears into the scenes. For example, on a card, you write down the name of another character who drives your character crazy. If, during a scene, you are able to demonstrate that relationship quality, you can turn in the card for two story points.
Afterward, when dealing with a threat, you can spend story points in order to activate assets or engage the situation. These types of proactive measures earn your group added dice to roll, which increases your odds of dealing with the threat.
The game is set up to make the situation more dire as it progresses. Threats continue to appear, and they become more difficult to overcome in Act 2. Eventually, some of the heroes will have to make the ultimate sacrifice. When a character dies, the remaining members of the group receive a significant boost which makes it more likely that the core mission will be accomplished.
We found the game stimulating, and if you move to the end of the recording, you will catch some of our initial reactions in the debrief. The idea of sacrifice is at the core of the game, and the mechanics are set up to incentivize the players to consider taking one for the team as they zero in on their goal. The game also incentives role-playing in the opening scenes: You are looking at opportunities to play your story cards as you interact with the other characters. The threat resolution system is suitably strategic and dramatic.
We encountered problems with the time estimate. The book suggests 2-3 hours for game play, and even with the virtual table and cards set up in advance, we only made it about ⅔ of the way through the opening act in our committed 3-hour session . Part of this was a result of the way we leaned into the role-playing, but we also were quite efficient at working through the opening threats. If I had to play the game again, I would plan for two 3-hour sessions.
We ran into a similar time problem with Ben Robbins' Follow. In both cases, there may be a fundamental design problem at issue. On the one hand, there is something very appealing about a one-shot game which can be pulled out and played in a short session with minimal preparation. At the same time, the designer wants to deliver an experience that has a level of richness and complexity. These two goals, however, start to work at cross purposes. I’m beginning to come to the conclusion that there are games which should be considered two-shots or three-shots. I realize that billing them as such would not work from a marketing perspective. In my experience, games that most comfortably fit the one-shot mold—The Quiet Year, The Extraordinary Adventures of Baron Munchausen, Microscope—are ones that do not require a high degree of individual character engagement or relationship mapping.
Our Last Best Hope is game with many moving parts. It is smartly designed, but you have to be on top of the game to remember and keep track of all the rules and triggering effects. As an experience, it has much to offer both in terms of its interwoven mechanics and in terms of its core messaging. But this is a game that would require careful thought and planning if you were inclined to bring it into the classroom.
What especially intrigues me about Our Last Best Hope is that it gives the group a fighting chance for success but only if individual members can find it in themselves to sacrifice their characters. There is actually a death card that you play when your character meets their demise.
Our Last Best Hope is built on the idea of tragedy in its profound, classical sense. I can’t think of another contemporary rpg that is so perfectly designed to deliver the experience of heroic sacrifice to its players. That factor alone makes me as an educator interested in bringing it in front of my students. They often have difficulty seeing how a character like Oedipus is heroic, and are inclined to favor the more shallow triumphant victories of characters like Odysseus. A game like Our Last Best Hope might help to open their eyes to the emotional human core that resides in the tragic heroes—people who give of themselves so that others may flourish. It says something about the selfishness and shallowness of our culture that we don’t encounter those tragic models more often.
A blog about games, teaching, and miscellaneous musings. I write about game design, game projects, playtests, actual play experiences, and about teaching. I'm especially interested in how games can be used in to enrich learning, encourage students, and spark creativity.
Showing posts with label Follow. Show all posts
Showing posts with label Follow. Show all posts
Saturday, May 9, 2020
Tuesday, April 21, 2020
Ludoverse Lab: Follow by Ben Robbins
For our most recent experiment in the Ludoverse Lab, I decided to play with fire.
I had already talked to players who blanched at the notion of bringing viral material into a game. The reasons for their reticence are easily understood. The coronavirus pandemic has touched everyone on multiple levels. The topic goes deep and hits on sensitive nerves. For many, the idea of playing with something so close to home is not what they are after in a tabletop gaming experience. They are understandably looking for games to give them some respite, consolation, and social connection in this bleak time.
I, however, am especially drawn to tabletop roleplaying games that will go hard after vital topics, and it strikes me that this medium has deep resources for probing into very real human situations. As a teacher, I’m interested in how we might use games in education to prompt our students (and ourselves) to reflect on our world, to consider how others might view situations differently, and to explore alternate “real-world” outcomes in a fictional space.
So, I gathered together three other intrepid, like-minded souls, and we played Ben Robbins’ Follow using the playset called “The Cure.” I recorded our session and edited it. You can access it by clicking here. [One note: I took out much of the character creation section to keep the length more reasonable and to cut to the chase.]
The players include a middle school science teacher, a high school math teacher, a college American literature professor, and me (a high school English teacher). It was a special joy for me to have in the mix a former colleague whom I hadn’t seen in years.
I find the opening of our session intriguing: You will see some anxious body language and nervous hesitations as we consider whether to take a more indirect route through some fictive distancing—by, for example, dealing with an epidemic in a futuristic or historical setting. Ultimately, we left the idea of dealing with a zombie infection or a medieval plague for another day and opted to set our game in the here and now. The coronavirus was directly in the crosshairs, and we played characters living in a small city in upstate New York which was starting to grapple with an outbreak among teachers at the local elementary school.
The idea of Follow is that the players take on roles of characters in a “Fellowship,” a group which is united by a common crisis or mission. It is clear from the playset of “The Cure” that Robbins was initially imagining a hospital, research facility, or laboratory as a setting. Our group expanded this setting so that it encompassed people across a city, and you will note that we had to tweak and mold the playset to fit our conception. Our characters included a prominent local business owner, a member of the city council, a hospital security, a dispirited pharmacy assistant, and others. The result is that we had a varied mix of “takes” on the infection, and we remained true to providing a fiction that focused on ordinary people navigating an unexpected crisis with wide-ranging personal and social impacts. In Follow, each player controls a major character and a minor character, and the major characters are involved in some personal entanglements: The major character sitting to you left has something which your major character wants, but which is being withheld. Given the more broad city setting for our Fellowship, we were able to leverage some of these tensions, while others were relatively unexplored. A more contained, pressure-cooker environment—such as, for example, a single hospital—might have afforded us more opportunities to bring more of those conflicted connections into focus.
As will be the custom with the Ludoverse Lab, the session ends with a roundtable debrief. These comments begin with reflections on our actual play experience and the game, and then we spiral outward to talk about possibilities for the classroom. Many of the points raised merit further exploration. For example, Lali considers whether a middle school setting would require a more indirect, less immediately realistic approach. We were also considering whether the game, which ideally involves 3-5 players, could be played (perhaps with modifications) in a classroom context.
Related to this question is Chana’s curiosity about how to approach role-playing with students, most of whom are new to the activity. I have some advice to offer in the recording. If one has the luxury of time, for example, one can work to build up to role-playing through experiences and assignments given early in the year. I have had 9th grade students play the game Microscope initially without the “Scene” component, but I end the game with a writing assignment which takes students through the nuts and bolts of constructing an effective, dramatic scene between characters. With that assignment under their belts, students are more equipped to step towards more freeform, improvised role-playing situations later in the year.
This consideration has led me to the perhaps obvious realization that the GM-less environment can make things more difficult for less experienced role-players. A GM can ask players questions (such as “What does that look like?” or “What is it about Mr. X that most annoys your character?”) and push them to flesh out role-playing situations. In GM-less games with younger students, I have sometimes adopted a pseudo-GM role to prompt the students to think more deeply about their role-playing.
Ultimately, what I need is to develop a “Role-Playing 101” lesson which would pull together many of the insights and techniques I’ve picked up through my years of role-playing. This is another area where the classroom is manifestly different from the organic hobby group. When my friends and I first took up role-playing games in my high school years, none of us knew what we were doing, so we just worked it out over many months of trial and error. In the classroom, a more targeted and efficient approach is required. I will have to add “Role-Playing 101” to my list of summer projects.
I will end by reiterating my invitation to educators. If you are reading this and want to participate in an upcoming Ludoverse Lab, let me know and I’ll happily reserve a seat at the virtual table.
I had already talked to players who blanched at the notion of bringing viral material into a game. The reasons for their reticence are easily understood. The coronavirus pandemic has touched everyone on multiple levels. The topic goes deep and hits on sensitive nerves. For many, the idea of playing with something so close to home is not what they are after in a tabletop gaming experience. They are understandably looking for games to give them some respite, consolation, and social connection in this bleak time.
I, however, am especially drawn to tabletop roleplaying games that will go hard after vital topics, and it strikes me that this medium has deep resources for probing into very real human situations. As a teacher, I’m interested in how we might use games in education to prompt our students (and ourselves) to reflect on our world, to consider how others might view situations differently, and to explore alternate “real-world” outcomes in a fictional space.
So, I gathered together three other intrepid, like-minded souls, and we played Ben Robbins’ Follow using the playset called “The Cure.” I recorded our session and edited it. You can access it by clicking here. [One note: I took out much of the character creation section to keep the length more reasonable and to cut to the chase.]
The players include a middle school science teacher, a high school math teacher, a college American literature professor, and me (a high school English teacher). It was a special joy for me to have in the mix a former colleague whom I hadn’t seen in years.
I find the opening of our session intriguing: You will see some anxious body language and nervous hesitations as we consider whether to take a more indirect route through some fictive distancing—by, for example, dealing with an epidemic in a futuristic or historical setting. Ultimately, we left the idea of dealing with a zombie infection or a medieval plague for another day and opted to set our game in the here and now. The coronavirus was directly in the crosshairs, and we played characters living in a small city in upstate New York which was starting to grapple with an outbreak among teachers at the local elementary school.
The idea of Follow is that the players take on roles of characters in a “Fellowship,” a group which is united by a common crisis or mission. It is clear from the playset of “The Cure” that Robbins was initially imagining a hospital, research facility, or laboratory as a setting. Our group expanded this setting so that it encompassed people across a city, and you will note that we had to tweak and mold the playset to fit our conception. Our characters included a prominent local business owner, a member of the city council, a hospital security, a dispirited pharmacy assistant, and others. The result is that we had a varied mix of “takes” on the infection, and we remained true to providing a fiction that focused on ordinary people navigating an unexpected crisis with wide-ranging personal and social impacts. In Follow, each player controls a major character and a minor character, and the major characters are involved in some personal entanglements: The major character sitting to you left has something which your major character wants, but which is being withheld. Given the more broad city setting for our Fellowship, we were able to leverage some of these tensions, while others were relatively unexplored. A more contained, pressure-cooker environment—such as, for example, a single hospital—might have afforded us more opportunities to bring more of those conflicted connections into focus.
As will be the custom with the Ludoverse Lab, the session ends with a roundtable debrief. These comments begin with reflections on our actual play experience and the game, and then we spiral outward to talk about possibilities for the classroom. Many of the points raised merit further exploration. For example, Lali considers whether a middle school setting would require a more indirect, less immediately realistic approach. We were also considering whether the game, which ideally involves 3-5 players, could be played (perhaps with modifications) in a classroom context.
Related to this question is Chana’s curiosity about how to approach role-playing with students, most of whom are new to the activity. I have some advice to offer in the recording. If one has the luxury of time, for example, one can work to build up to role-playing through experiences and assignments given early in the year. I have had 9th grade students play the game Microscope initially without the “Scene” component, but I end the game with a writing assignment which takes students through the nuts and bolts of constructing an effective, dramatic scene between characters. With that assignment under their belts, students are more equipped to step towards more freeform, improvised role-playing situations later in the year.
This consideration has led me to the perhaps obvious realization that the GM-less environment can make things more difficult for less experienced role-players. A GM can ask players questions (such as “What does that look like?” or “What is it about Mr. X that most annoys your character?”) and push them to flesh out role-playing situations. In GM-less games with younger students, I have sometimes adopted a pseudo-GM role to prompt the students to think more deeply about their role-playing.
Ultimately, what I need is to develop a “Role-Playing 101” lesson which would pull together many of the insights and techniques I’ve picked up through my years of role-playing. This is another area where the classroom is manifestly different from the organic hobby group. When my friends and I first took up role-playing games in my high school years, none of us knew what we were doing, so we just worked it out over many months of trial and error. In the classroom, a more targeted and efficient approach is required. I will have to add “Role-Playing 101” to my list of summer projects.
I will end by reiterating my invitation to educators. If you are reading this and want to participate in an upcoming Ludoverse Lab, let me know and I’ll happily reserve a seat at the virtual table.
Saturday, April 11, 2020
The Next Experiments in the Ludoverse Lab: Call for Gamers
I’m planning three new sessions of the Ludoverse Lab starting Saturday, April 18. And I’m looking for a few more teacherly types to join me in my journey.
Tentatively, these will run from 11 a.m. - 2 p.m. EDT (UTC -4). The first and last of these Saturday sessions will feature story games where we will take on the roles of characters battling pandemics and striving to find a cure. Sandwiched between is some comic relief with a couple bonkers games about bluffing, boasting, and cheating.
I’m looking for teachers, administrators, and educators interested in participating in these game sessions. The idea is to experience a role-playing game and then to have a conversation about how the game and its mechanics might be leveraged for use within the classroom. If you would like to help out, you can send me a message or an email
( robowist ~at~ gmail *dot* com )
Here’s the lineup:
Saturday, April 18: Follow by Ben Robbins using the quest playset titled “The Cure”
Saturday, April 25: The Extraordinary Adventures of Baron Munchausen by James Wallis and Cheat Your Own Adventure
Saturday, May 2: Our Last Best Hope by Mark Diaz Truman
If you have any questions or want to join in the fun, let me know!
Tentatively, these will run from 11 a.m. - 2 p.m. EDT (UTC -4). The first and last of these Saturday sessions will feature story games where we will take on the roles of characters battling pandemics and striving to find a cure. Sandwiched between is some comic relief with a couple bonkers games about bluffing, boasting, and cheating.
I’m looking for teachers, administrators, and educators interested in participating in these game sessions. The idea is to experience a role-playing game and then to have a conversation about how the game and its mechanics might be leveraged for use within the classroom. If you would like to help out, you can send me a message or an email
( robowist ~at~ gmail *dot* com )
Here’s the lineup:
Saturday, April 18: Follow by Ben Robbins using the quest playset titled “The Cure”
Saturday, April 25: The Extraordinary Adventures of Baron Munchausen by James Wallis and Cheat Your Own Adventure
Saturday, May 2: Our Last Best Hope by Mark Diaz Truman
If you have any questions or want to join in the fun, let me know!
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