ysabetwordsmith: Cartoon of me in Wordsmith persona (Default)
ysabetwordsmith ([personal profile] ysabetwordsmith) wrote2020-03-26 06:11 pm

Superhero Board Games

 ... sadly, these look as boring as mainstream comics have become.

Meanwhile over in Terramagne they have games based on municipal disasters that citizens are supposed to handle, and some of those games have super characters.  Your best response to a fire is different if you have a character with Fire Control, if you have a fire truck, if you have a wrench and a hydrant, or none of those things.  And it gets people thinking about resources, so when there actually is a fire, they are more likely to work the problem than panic -- which has consistently better results regardless of available resources.
erulisse: (Default)

[personal profile] erulisse 2020-03-26 11:44 pm (UTC)(link)
Of the lot of those, I've only played Sentinels and it's relatively decent. It does riff on a lot of classic comic book tropes but many of the characters are actually meaningfully different and have different play strategies. In addition, there are a variety of synergistic effects possible depending on which characters are in your party, adding significant depth and replayability.
ng_moonmoth: The Moon-Moth (Default)

If you can't find one you like...

[personal profile] ng_moonmoth 2020-03-27 12:58 am (UTC)(link)
>> Meanwhile over in Terramagne they have games based on municipal disasters that citizens are supposed to handle <<

OK, anyone wanna start brainstorming one? How about combining elements from some of the modern wave of board games?

Maybe we want to do one for practice first, but I'd like to see a whole line of games based on The Big One. You could have the large-scale The Big One, with all of Westbord in play, and also smaller ones like The Big One: Vancouver or Seattle or Portland or San Francisco -- and maybe some city-level ones like The Big One: Eureka. And even play modules on neighborhood scale.

Thoughts?

Re: If you can't find one you like...

(Anonymous) 2020-03-27 02:46 am (UTC)(link)
I second the CERT prep game.

Re: If you can't find one you like...

(Anonymous) 2020-03-27 03:44 am (UTC)(link)
I haven't taken the training, and was hoping to get the handbook for my birthday, but the sensible response to the actual emergency seems to be 'minimize unnessecary purchases' to protect the delivery folks.

Re: If you can't find one you like...

(Anonymous) 2020-03-27 04:10 am (UTC)(link)
I probably will, I just haven't gotten to it yet. (Also, I prefer paper books, and have a stack of them to go through.) Once I get fed up with reading about home repair, Nordic economics, Welsh, and John Woolman I'll likely dig up the file.

My to do list also involves things like research and write a food forest proposal, set up our / our elderly neighbor(s) garden for planting, figure out which not-stupid companies are hiring for unskilled jobs right now, research for a genealogy project to be done with a relative who has terrible internet, finish all my backlogged sewing projects and fix our bedraggled collection of yard tools.

Isn't it funny how as soon as you get some stuff done, you seem to have 3x the stuff to do?

Re: If you can't find one you like...

(Anonymous) 2020-03-27 04:52 am (UTC)(link)
I feel if I own a book, I should read it at least once. (Exceptions for my two Latin books, authored by a distant ancestor - I do not speak/read Latin). I also feel I should be informed about practical skills as well as intellectual ones - unclogging a toilet and juryrigging a pre-Social Securityesque solution to keeping people out of bread lines are both very useful skills. :)

Incidentally, if you like history, try the Time Travellers Guide... series by Ian Mortimer.
dialecticdreamer: My work (Default)

Supposed to be editing.

[personal profile] dialecticdreamer 2020-03-27 04:02 am (UTC)(link)
I really am.

Okay, so, here's a tossout, off the cuff idea for a board game. Setup is
Pick an avatar. Soups are possible, so are naries, and disabled or other characters with interesting limitations. Since play is cooperative, not competitive, people often choose an avatar to complement someone else's. More difficult games can be made simply by limiting the number or type of soups allowed.

Pick a time limit to play. Speed games are usually half an hour, but the usual play takes about an hour. Plan on short turns, at most a minute, since players are moving simultaneously, and not competing for locations.

Set up the crisis. Draw a card from the decks for: staging location, type of disaster, number affected, and wild cards that either grant or remove resources. These are then put into an envelope with NO ONE seeing them. Each deck can be scaled for difficulty or number of players, and the backs are color coded from green to red to, ONLY for groups of 8 or more, purple (the equivalent of a world response to a tsunami). Overall, this adds up to a GREAT DEAL of fine-tuning before the first turn has even started. Note that these decks are only used for this step, and don't need to take up table space otherwise.

The board is the map, divided into a grid and including a color dot for some kind of problem or resource. (Hospital, grocery store, power substation, emergency shelter, bridge, etc. Buildings/areas that cover more than one square can include more than one resource, which is why dots are used instead of only full color squares.) The terrain is really NOT the key focus, so picture a pixellated color map. Traveling from one location to another is limited to a certain number of squares per turn, and this, too, is part of the difficulty scale. Everyone has a logical starting location (a college student on the university or library square, an accountant at a random downtown square two spaces away from the hospital, whatever. Since the whole point is civilian response, players are encouraged to think strategically and familiarly-- if I know cooking and work at a Mexican restaurant, I have a different knowledge base than the accountant, for example.

Play begins, and tokens move around the board to collect resources and develop a personal emergency plan. But they DON'T know what the emergency is, yet! So, do you choose a very basic first aid class at the community center (1 turn) or take the first cert course at the hospital, which takes two turns? Each choice has pros and cons, all “working blind.”

This is cooperative. However, sending one person to do ALL the grocery shopping and someone else to the hardware store for contractor's trash bags and duck tape, can bite people on the butt if they can't get both tokens to their chosen meeting place before play ends.

Here’s the twist: the crisis can happen BEFORE the end of the agreed upon number of turns. For average difficulty, players will have at least ⅔ of the agreed number before the crisis hits, and for easy ones, they get at least five turns more than the chosen number. More difficult games shave turns off, but there’s always a range, whether 1-6 or 4-12, etc..

The event happens, and all tokens are frozen while someone opens the envelope to read the situation. The first task is to compare the existing plan/prep resources for each avatar. That gives the player a number of movement points to use toward getting to the staging area.

Players regroup at the end of this round, and those with only the normal movement should take shelter in an emergency location (under bus shelter, in the bank, whatever’s closest to them and better than hiding in a bathtub)>

The second half of play sends teams of NPC first responders (police, fire, et al.) to rescue the outliers and bring them to the staging area, using the same movement rules. Once at the staging area, the player’s assets can be put into play to help resolve the crisis. “Doctor Madison may be in a wheelchair, but she’s our best medical resource right now!”

Yes, players can team up to help prevent such strandings.

The overall score is based on how long it takes from the moment of crisis to a full response, not who has the most resources.

dialecticdreamer: My work (Default)

Re: Supposed to be editing.

[personal profile] dialecticdreamer 2020-03-27 04:43 am (UTC)(link)
I'd thought it up to specifically gamify emergency preparedness. Picture it being offered before or after a class in first aid, babysitting, shelter-in-place tips, and so on. It leaks from THERE into common play.

The board can be replaced with a city map, if a ruler is used for scale instead of relying on the grid.

The board can be replace with playing cards tiled face down to form a map layout, with a sticky note saying what kind of resources are there. This is the "improvised on the bus" version, OR the version used when teaching a new player, since the cards take up a lot more room per square than any map.

Fiddling with the types of supplies is more advanced. A standard bus stop has a small first aid kit, a couple of thermal blankets, and flashlights. No portapotty. A trailer park shelter has bunks, a porta-potty and camp stove for every six people, pots, pans, silverware, plust the stuff at the bus stop. And so on.

Make the resources realistic to the players' situations. Avery is differetn than Mercedes or Omaha, and the maps should be, too.
heron61: (Default)

[personal profile] heron61 2020-03-27 10:14 am (UTC)(link)
I've also thought about something similar for role-playing games. My favorite genre for role-playing is science fiction, and I think a space-based search and rescue/first responder game would be awesome - I gave some suggestions for running such a campaign in the Storyguide advice section of the SF game I developed, Trinity-Continuum: Æon. However, I think such a campaign would work best in a far flung space opera setting like Traveller, Mindjammer, or Star Trek. One big advantage is some sort of interstellar search and rescue campaign would allow fun tense action scenarios with little or no violence (my tolerance for violence in media and gaming has gone down over the last 10-15 years). Another option would be gaming something like James White's Sector General novels.