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Category Archives: Lonely Gamer

I play two-player games with myself. I have thoughts on these games. A further explanation.

Can’t Sleep: 10 Days in the USA

Can’t Sleep: 10 Days in the USA

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I can’t sleep, and I’m on my last week of oncall so I can’t take my sleeping pills. I did give in and take a Xanax, which is a little bit like drinking a glass of wine, to calm down a bit. Freakin’ mania/insomnia/panicking at not sleeping and being drop-dead tired.

So I’ve decided to start playing calming games. The 10 Days series is one of those easy-going games.

I played it wrong. You’re supposed to start with 10 tiles and replace as you go, and set up the three discard piles ahead of time. Instead I started one rack with no tiles and the other with a state that friends of mine are currently driving away from, and ended it with the state they’re driving to.

I think this affected the game in a decent way. Maybe seeding just the start and end states leads to a more strategic game because there’s less of a chance of a vital state being held by the other player(s) and you not knowing about it. Perhaps ideal start/end states could be collected in a set of trip cards. The experience was certainly a little different.

As always, the routes taken are not suggested to take in real life. The winning route (by a couple turns) ended up like this:

Delaware – Car – West Virginia – Pennsylvania – Blue Airline – Louisiana – Car – Alabama – Red Airline – Virginia

I like the 10 Days series despite them lacking a lot in the strategy area with a corresponding increase in the luck area. It’s educational, can be played in a small space, and interesting to see how routes turn out.

Off to try to sleep again.

Matches & Matrimony: I Have TOO Not Lost My Mind

Matches & Matrimony: I Have TOO Not Lost My Mind

So I discovered Matches & Matrimony, a dating sim game 1 involving at least three Jane Austen books with most of the plot being provided by Pride and Prejudice, through Angie Gallant’s Let’s Play thread. 2

So why not? Especially since, not only is it available for Mac and Windows (and is probably simple enough to work on Wine), but it’s also available for just a couple bucks as Kindle Active Content.

WHY NOT INDEED.

The graphics are hilarious for the most part. That up there is my father, a sarcastic wit who needs to rein in his youngest daughter Lydianne 3, and my mother, a silly nitwit who is Lydianne in grown-up form. 4

I’ll note from the start that the Kindle version puts a lot of text together instead of making you step through every single speaking part. This helps in all cases except for Mr. Collins. Well, technically it helps the most in his case.

You play as the second Bennet daughter, and your goal is to get married to the eligible bachelor of your choice. The flow of the game is like this:

  • Schedule activities for each weekday to raise certain of your stats (studying the arts will, for instance, increase your Talent and Sensibility, whereas going for walks will raise your willpower and reduce your propriety; most activities will also reduce your available energy).

  • Over the weekend days, you experience adventures where you get to select choices, some of which will not be available if you don’t have the appropriate stat raised to a certain level.

  • Your decisions affect what happens to the attachment/friendship levels from various other characters, and sometimes your stats.

A lot of the text is straight out from Pride & Prejudice and other Austen books, so the writing isn’t anywhere near as painful as it is for most dating sim games, and thus is actually witty, literate, and moving. There’s a surprising amount of strategy to the game—it’s not a simple dating sim rip-off, you have to actually work for each of the endings that aren’t “You, alone for the rest of your life, become Jane Austen.” Except you don’t need to work very hard to get Mr. Collins; he is an ending, but if you’re not careful, he cuts you off from the other eight endings. Truly, Mr. Collins is a first level boss if you care for anyone other than him, and you most likely will.

The Darcy endings (there are two) are the most difficult in the game to achieve, as in the game there’s no indicator whether what you just did made him like you more or less; you’ll only know at the end of a stage chapter how well you’re doing on his attachment meter. Fortunately, after your first play through, you can ask for help on each of the bachelors. You’ll need it particularly when aiming for Darcy, but you can steal Bingley from Jane, persist with the unwise action of pursuing Wickeby (aka, Wickham), pursue other bachelors from other Jane Austen books, and, yes, if you really can’t help it, marry Mr. Collins.

*shudder*

Where was I? Oh yes. This game is actually educational. After you reach the Darcy #2 ending you will have quite a thorough understanding of how their love story works—as the help says, it’s not Romeo & Juliet; both characters are flawed, and how they develop together is important to getting to the best end. Dare I say it, I found myself appreciating the original story of Pride & Prejudice on a deeper level afterwards.

I had rather a lot of fun playing this game, and it was well worth the $2.

If you’re a Jane Austen fan, like the Choose-Your-Own-Adventure genre, and don’t feel shy about resorting to a walkthrough when frustrated, I highly recommend this game.

Also, after this game, I appreciated the early (and fairly humiliating) killing of Mr. Collins in The Darcys of Pemberley. TAKE THAT, GUY WHO SAYS NO MEANS YES.

Notes:

  1. There are dating sims for guys and dating sims for gals. Each sub-genre has different tropes, and the study of the differences and similarities, plus their general ignorance of anything other than straight relationships, would probably make for an interesting thesis for somebody. [back]
  2. Of course, I discovered that thread through her Hatoful Boyfriend Let’s Play, an apocalyptic future pigeon dating sim. It’s a send-up of every trope in the for-women dating sim sub-genre and a thread I suggest you not read while simultaneously drinking something. [back]
  3. Yes, there’s an amalgamation of certain Austen characters together. [back]
  4. If you’ve been reading my blog for a certain amount of time, you know that these are infinite steps up from my biological parents. [back]

Elder Sign: Braggity and Not So Braggity

Elder Sign: Braggity and Not So Braggity

Ah, Elder Sign, one of my current favorite games, even though the Luck Entity can be such a tease. Or a monster.

First, non-braggity: my first game of the day was over before it really began. From quick advancement of the doom track for Ithaqua, to investigators not really fit for the adventures pulled from the deck (I went through four investigators, when I play solo with two), to not very good gameplay, I never managed to win over even one adventure. Le sigh.

For the curious, investigators were: Bob Jenkins, Darrell Simmons, Michael McGlen, Vincent Lee. I don’t recall the adventures pulled, except that there was one that locked away a green die, which is even more evil than the ones that lock a red or yellow die.

Braggity: my second game went much better, due mostly to the investigators involved, very slow advancement of the doom track for Hastur, far better luck in adventures and monsters and midnight cards, and better gameplay on my part. Clue tokens, as I’d forgotten in the first game, are the key to success, as they allow you to reroll a failed roll without penalties. You need to attack cards as opportunity allows, as you build up a cache of items.

And allies… allies are certainly powerful, and worth the five trophies you can pull. I only had one, Professor Armitage, but his ability to bring in two spells meant that I could conquer more of the harder adventures earlier in the game, which made end-game easier.

The investigators, who remained relatively hale and hearty throughout the game, were Carolyn Fern and Mandy Thompson (whose two-dice per-turn re-roll saved my bacon at least five times).

I’m incredibly pleased.

To Court the King: Simple Solitaire Rules

To Court the King: Simple Solitaire Rules

I know there are a couple of solitaire variants up on BGG, but I wanted to add my own for reference here.

Short Review

To Court the King basically is Yahtzee: the Gathering. With every card you win, you gain special abilities that can be used once per turn each (tap the card when you’re finished ((Note for WotC lawyers: the rules do not use your term “tap”.))). For instance, the Farmer, the General, and the Charlatan all add extra dice for you to roll. There are numerous cards that give you a die with a set value that you can either set aside or roll, and there are other cards that manipulate die values in various ways, from simple addition to actually transferring pips.

It’s great fun for two to five players as you compete for a limited supply of cards.

The Solo Variant

But what about when you’re alone? You could play a second player (using rules or just using… well, yourself), but I chose the following set of rules:

  • Use only one of each card as the supply. Exception: use all the Fools.

  • Terminology: Ignoring the Fool, each card already has a rank (I, II, III, IV, V). The current rank is the lowest rank with cards still available.

  • Each round, you take your turn normally.

    Then the game will remove a randomly determined, available card of the current rank.

  • You better be able to win the King once the game removes the final IV card.

  • Once you win the King, you also get the Queen as per the usual, but you also need to roll to beat the previous roll with which you won the King. If you rolled seven 6′s to win the king, you need to beat seven 6′s.

It’s simple, doesn’t require dual play or setting up a dummy other than one that competitively removes cards. The same strategies as the normal game apply just as strongly: make sure that you get enough mana die production going, and that you have adequate spells ways to manipulate your dice.

And then you should be set to Court the King on your lonesome.

Legend of Drizzt: Adventure #2 with Wulfgar, Drizzt, and Regis

Legend of Drizzt: Adventure #2 with Wulfgar, Drizzt, and Regis

Notes about players:

Wulfgar – low AC, but a lot of hit points. Low bonus on At-Will powers, but he can get angry with +1 damage on all hits when he’s at 4 hit points. But then again….

Drizzt – rather talented, with two attacks with fairly cool weapons with somewhat low attack bonuses and a stance that can reduce damage. Wulfgar could have used a stance power, but I’m going to assume Wulfgar isn’t the brightest hero in the world.

Regis – I like that, when he’s going to draw monter cards, he gets to draw two and pick one. This is wonderful for avoiding trolls, which you very much want to do. His Ruby Pendant is a bit messed up: you can, on a successsful hit, hypnotize a monster to walk to another tile and damage another.

Player order is, from right to left: Wulfgar, Drizzt, and Regis.

Items: Wulfgar gets Wand of Acid Arrows, Drizzt gets Spider Mask, and Regist gets Flask of Oil. Sigh.

Read the rest of this entry

The Legend of Drizzt, Adventure 2: Search for Mithral Hall #1 (Drizzt, Catti-Brie, Bruenor)

The Legend of Drizzt, Adventure 2: Search for Mithral Hall #1 (Drizzt, Catti-Brie, Bruenor)

In “Search for Mithral Hall”, your team is tasked with searching the caverns for the Ancient Throne, on which you’ll find a crown to retrieve.

The problem is that Artemis Entreri is hot on your trail and catches up with you at the least convenient time, and you must defeat him as well as getting the crown. At 15 AC, Drizzt has a hard time hitting him with either Icingdeath or Twinkle, and Catti-Brie has a hard time hitting without resorting to her Falling Hail stance, missing out on the extra damage from the Heartseeker stance. Bruenor’s Notched Axe has a slightly better chance. Additionally, if you stay still long enough for Artemis to hit you, he regains health. All of which means you’re going to have to use tactics against Artemis.

Artemis (in gray) is Not a Nice Man.

In the meanwhile, hey, monsters!

I quite like the 4XP monsters. They really draw your fire and force you to make difficult choices vis a vis what to attack, which can easily result in you dying like a punk from the Goblin Archer you thought you left behind three tiles back. Poor Catti-Brie, who soaked up the allocated two Healing Surges for the party, having only 6 HP in her level 1 incarnation. However, her Falling Hail stance results in a +10 2-tile ranged attack with Taulmaril, so if you can keep her alive, she’s well worth it.

Bruenor, as a Fighter, is quite a reliable tank. For your first game with him (where you use the powers listed in the adventure book, rather than selecting them), he only has once stance—that gives him a permanent +2 to his AC, meaning that his AC is effectively 18, and with 10 HP he’s quite hard to take down. Unusual amongst D&D characters in this game, he only has one At-Will power (Notched Axe, which can be re-used against another monster once per Hero Phase if it misses) but his Utility powers make him something of a Swiss Army Knife. Or Axe. For instance, Legendary Knowledge is something no adventure party should be without (in one exploration phase, he can effectively take out three tiles from the top of the cavern tile stack). And with Power Strike, it’s hard to miss that second At-Will power.

I realize that this party would have been more thematic with Wulfgar and Regis, if I have the events of the Icewind Dale series straight. Which I probably don’t, not having read them and, indeed, am still getting through Homelands with Drizzt in the process of being born. I’ll try them out next time.

Basically, I lost this scenario after coming so close to clinching the crown. After Catti-Brie used up the two Healing Surges, Drizzt stumbled upon Artemis in the Broken Door tile, and suffered some serious hits. Fortunately, Bruenor discovered a secret tunnel that led to the throne room, allowing Catti-Brie to skip the @#$@ Spider Swarm and directly access the crown. Drizzt followed her, hoping to circle around Artemis and quickly attack him from behind…

… only to be taken out by a booby trap from the Encounter deck. Realistic, of course. He even had two Scrimshaw Charms for re-rolls, but Lolth really wanted him dead.

The Encounter cards are more often nasty than not. I think the most benign of them is the Volcanic Vent, which you can almost avoid by not being on a tile with a Volcanic Vent, unless you can’t avoid it, this being the way the breaks fall.

So close, I thought, except that Artemis still had full health at that point, but still. So I decided to go up to 5 Healing Surges if that’s what it took. Mentally, I counted up a score for the game: every Surge used means that you score 2healing surge points. The perfect game would score 0 points. Using up the two healing surges would have resulted in 21 + 22 = 6. Obviously scores get high quickly, and they should.

Using up another surge for Drizzt added 23 = 8 more points to the score, for a total of 14. Everyone then went after Artemis, who then managed to take out Bruenor. There went another surge, adding 24 = 16 points for a total of… ow. 30 points.

But we got ‘im.

This adventure was much better than the one in WoA where you rescue some guy’s backpack. Which apparently also teleports you out of the dungeon, because damn there’s a lot of monsters.

Here’s a preliminary, completely unofficial scoring table for number of surges used, low scores are good scores.

Healing Surges Used Score
0 0
1 2
2 6
3 14
4 30
5 62
6+ 126 please try again, the game only comes with five

Update on missing pieces: Wizards contacted me ((Gosh, that sounds psychotic.)) and told me they’d sent the pieces in the mail! Arrival time is up to 15 days or so.

The Legend of Drizzt, Adventure 1: Exile

The Legend of Drizzt, Adventure 1: Exile

The Legend of Drizzt is turning out to be a very solid contender in Wizards of the Coast’s D&D boardgame series.

In terms of punch for your buck, it may pack the best, with 8 heroes, some 4XP monsters that in other games were limited to special convention promos, animal allies, and more variety in basic map features (volcanic vents and narrow passages that affect defense, a starting map tile that expands in all directions). Legend of Drizzt has the learnings from Wrath of Ashardalon and the thematic strength of Castle Ravenloft.


Drizzt and friends, dry-brushed so you can see the detailing. Ignore the orc with a hook for a hand in the back. ((He’s from the land of Runebound.))

The first adventure is, as always, a solo experience to let you get the hang of the ropes of surviving in the Underdark. (Or the Castle, or the maze of mountain tunnels.) You’re playing Drizzt, Drow Ranger, and the objective is to escape to the surface after going through caverns filled with goblins, driders, and teleporting wizards that spout fireballs.

Man is Drizzt’s special ability cool: an extra attack each Hero Phase. Does this mean he’s overpowered? Perhaps a tad, although I still died a horrible death the first time I ran through the scenario—you only get one healing surge. But I’m guessing that’s why he only gets a +6 bonus from Icingdeath and Twinkle (his two swords are represented as At-Will power cards), and also why the enemies in this game are… well… a bit tougher at times.


Guess which monsters are 4XP?

Not to say that Icingdeath and Twinkle aren’t great power cards; Icingdeath will deal 2 damage on an 18+, which means you have critical hits built in from the start, and Twinkle is the first card you’ll encounter that allows you to use a stance token. Stances can be used for various things on specific power cards, but in the case of Twinkle, using it allows you to reserve a stance to reduce damage from the next enemy hit. ((I’m sure that’s very thematic. I’ve never read the books, but I want to now.))

The second card to use the stance mechanic is Dancing Serpent, which lets you move a vital few squares after an attack to get out of range of certain attacks. ((See also The Fine Art of Kiting in Wrath of Ashardalon to get an idea of how just two squares can give you a huge advantage in certain situations.)) Significantly, it’s a Utility power that doesn’t flip over (usually ensuring a single time use for most Utility and Daily powers), but does only operate as long as you have a stance reserved for it.

Treasure cards are a mixture of Fortunes and Items. Items are generally not as cool as the loot you get from Asharadlon’s lair, but the Fortunes are quite more handy and applicable than those from Castle Ravenloft (which more often than not would go to waste). The mixture of Items and Fortunes means you won’t be carrying more items than power cards as the game wears on, unlike the beginning half of WoA’s adventures. There’s no need to resort to treasure tokens here.


What Icingdeath and Twinkle can do when Drizzt draws some Bolsters.

Monster cards have a few exciting additions, with the 4XP monsters (gods help you if the Feral Trolls both come out at once) and “Hunting Party”, which pulls out two monsters to play. There’s also two “It’s just a looming stalagmite” cards which allow you to get away with no monsters being placed on a new tile or via encounter card.

Speaking of encounter cards, the deck is meaner than WoA’s, perhaps as mean as CR’s: plenty of red attack cards, and the traps are evil. You do not want to draw any of these, and if you do, you’ll want to use experience from killing monsters to cancel these mofos. They’re probably another compensation for the wicked awesome coolness of the heroes. I fear for the more normal adventurers from WoA and CR should they be thrown into the world of Drizzt. They’ll be troll chow.


Who’s the baddest Drow in the Forgotten Realms?

While the heroes do appear to be stronger in Drizzt, for group adventures I would suggest that for two player games you still play with four heroes, while solo games would benefit from three heroes. We’ll see how that works out in the next adventure, “Search for Mithral Hall”.

Note: my copy of Drizzt was missing one spider swarm and one goblin champion. Sigh. Already sent email to Wizards asking for replacements. ((That sounds a bit delusional, doesn’t it?))

The Fine Art of Kiting in Wrath of Ashardalon; or, Dancing with Bears

The Fine Art of Kiting in Wrath of Ashardalon; or, Dancing with Bears

Because Wrath of Ashardalon is a turn-based boardgame—not that much different from a turn-based rogue-like video game—the lack of constant movement (like non-stop running and hacking) can lull one into the sense that you can only stand there battling that Cave Bear until you or it dies.

If you’ve ever played rogue-likes, you know that this is not a wise tactic. In a rogue-like, you often want to hit and move back, hit and move back; often monsters are either just as fast as you or slower than you, so you can afford to “kite” in this manner. ((“Kiting” is just another term for hit-and-run tactics, which end up drawing the monster(s) after you, similar to how you draw a kite after yourself as you run across the beach.)) For monsters that are faster than you, this is what potions of speed are for.

In the interests of improving the newbie experience of Wrath of Ashardalon, Castle Ravenloft, and even the upcoming Legend of Drizzt, an illustration in pictures of kiting in Wrath of Ashardalon, with a Cave Bear.

Here you are, minding your own business in the dungeon, exploring tiles… when up appears an effin’ Cave Bear on your newly drawn tile.

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The Cave Bear, as per its script, is within one tile of you, and thus leaps at you and attacks in a flurry of claws. That’s okay-ish, because on your next turn, you get to hit back at the furry oaf.


However, you don’t stay there. The rules say that during your Hero phase, you can move and attack, or attack and move; here, you attack first and then move, using diagonal squares, until you’re two tiles away from the Cave Bear, and thus can’t be attacked when the Bear activates during your Villain Phase.


But what to do when your only option appears to be move adjacent, then attack? How can you kite away? This is where, obviously, ranged attacks come in. But what if you have no ranged attacks? Worry not, if you’re a fighter: this is exactly what Vistra’s at-will power, Charge, is for.

This attack works like a ranged melee, allowing her to attack first from a distance, and then move. This is powerful, and allows attacking strong enemies with little fear of damage. ((When do you use non-charging powers like Sure Strike? When you’re just about positive that you can one-shot the monster.))


And that’s the fine art of kiting in the Dungeons & Dragons adventure game system.

The Mysterious Chamber and the Endless Horde

The Mysterious Chamber and the Endless Horde

First of all, caltrops and Legion Devils were just made for each other:

I often pick Adventure 4, The Mysterious Chamber, because it’s both easy to set up and the most versatile of the adventures, since every time you open the chamber, you randomly pick a chamber card and thus the end game conditions. This game happened to end up with Endless Horde, where twice the number of monsters is generated. As for house rules, none apart from “quest tile is placed after the (5 + number of heroes)th tile.”

This time I picked my heroes and their power cards instead of randomly generating a team. I decided on a Fighter (for the tankness), a Wizard (for the massive damage), and a Cleric (for the healing, because oh gods you need healing in this game). I ended up with Vistra (poison is a particular problem in Ashardalon’s mountains), Heskan (I always play with doors, and thus he always comes in handy), and Thorgrim due to his guaranteed heal. The powers picked ended up being:

  • Vistra: Sure Strike, Charge, Bodyguard, Comeback Strike, Dwarven Resilience
  • Heskan: Arc Lightning, Magic Missile, Wizard Eye, Flaming Sphere, Hurled Breath
  • Thorgrim: Healing Strike, Sacred Flame, Healing Word, Astral Refuge, Blade Barrier

In particular, Wizard Eye, Flaming Sphere, and Blade Barrier are powers I think everyone should try at least once.

The basic strategy is to explore a new tile every turn possible (this is easier as the game wears on, because the heroes end up with more area to move around in). Everything else is tactics and logistics. Hero powers always add something new to the mix, so figuring out the best uses for everything from Charge to Wizard Eye is vital to both winning and enjoying the game. When in doubt, hit-and-run the monsters, or draw them into the Wizard’s mass damage spells; never wait until someone is nearly dead to heal them; and use XP to cancel the worst cards drawn from the encounter deck—at least where The Mysterious Chamber is concerned, save up the experience so you can cancel any non-neutral encounter cards while you battle the villain and/or monsters and/or Ashardalon.

In the end, victory (killing all chamber monsters) with two healing surges used (which arguably wouldn’t have been needed had I been planning around Thorgrim’s power properly).

Next time: kiting monsters in Wrath of Ashardalon.

Wrath of Ashardalon versus Castle Ravenloft

Wrath of Ashardalon versus Castle Ravenloft

I love Wrath of Ashardalon. I’ve been thinking about why I do love it, and I think it boils down to this: it’s quite a good boardgame replica of a rogue-like dungeon crawl game. Yes, in that kind of game you explore a bit, and then monsters come up, and then you fight them. But a good crawl has more than that; it needs

  • A good variety of monsters with different strategies. While some monsters simply attack you with different weapons, others have different effects, and still others should do different things—like Wrath of Ashardalon (WoA) sentries, who expand the dungeon from the bottom of the tile stack and alert more monsters to your presence; or the Legion Devils, who show up all at once in a pack to beat your ass. Castle Ravenloft (CR) isn’t as good in the latter respect.

  • An expanding dungeon that changes topography every time you play, with variety in types of areas. WoA has that in spades with its tile mix, ranging from hallways to dead ends to open areas (a good thing, especially when Walls of Magma comes into play). The chambers are especially a nice touch and easily used to introduce rooms that do different things. Again, CR doesn’t have as much variety, but it was going for a more claustrophobic feel.

  • A good variety of items. Leveling is rare enough (and random enough) in the game, because great items do a lot to effectively level your character. In fact, items in WoA can level your character to the point where, as you get more skilled in the game, you need to turn to the Treasure Tokens to reduce the amount of items. Once more, CR had fewer items, and those items are relatively weak compared to WoA.

  • Doors. I know this is a small thing, but they do affect how you wander through the dungeon, and are a staple in many rogue-likes. CR doesn’t have these.

  • Neat events and environmental effects: traps, triggering more monsters, changing the rules of combat and movement, etc. Unfortunately, both WoA and CR have simple damage cards comprising 1/4 of the deck (for instance, some random arrow comes out of the darkness and hits you). In a way, it’s a bit of a relief to not have a monster generated, but in other ways, it can seem a bit too random (and that’s in a game full of random). WoA encounter cards are more forgiving than CR’s, but that’s probably a design decision to turn CR into horror and WoA into a D&D crawl romp.

  • Character skill variety. Both games have this in spades, with the different character powers that can be chosen at the start of the game—and that variety increases wonderfully when you combine the two games’ powers, yielding a wide selection of 20 cards to choose from for all but two of the Hero classes (the Paladin and the Ranger, if you’re curious). Every character also has a special power printed on their card, but most of the time it’s the powers that change the flavor of the game the most.

  • Boss monsters. Both CR and WoA excel.

  • Different scenarios in terms of rules and goals. I think CR and WoA are evenly matched, as WoA depends on chamber cards for most of its variety and CR has a wider range of scenarios. Combining CR-variety scenarios with WoA’s components seems to be a winner (such as in the official bonus adventures). Add one or two WoA chambers with the proper theme, and you’ve got yourself a harder, varied scenario with WoA’s bonuses.

While some people complain that WoA and CR turns are the same process over and over (move/fight monsters, draw tile and place new monster, monsters attack), I’ve seen a lot of other games do the same thing—the difference being that some games favor long-term strategy, and others favor short-term tactics, and still others favor both. Crawls are all about tactics, and it’s game element variety that makes or breaks a crawl.

To that end, I think in the future I’ll always tweak my scenarios to have the best of WoA and CR. I’ll see if I can write up session reports or at least report on the failure/success. To that end, I’m going to use my encounter/monster deck generator and player team generator.

This will all be in the name of science, of course.

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