tabletop gaming

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  • Engadget

    The best board games with an app-based twist

    by 
    Nick Summers
    Nick Summers
    11.29.2019

    Board games are a timeless way to socialize and bring loved ones together over the holiday season. If you're tired of the classics (please, no more Monopoly), it might be time to freshen up your collection with a hybrid board game. We know, we know -- this can be a touchy subject. Some love the hobby because of its physical components and therefore don't want a smartphone or tablet anywhere near the table. If you fall into this camp, we completely understand. App-supported board games can be wonderful though. Some offer sound bites that tell you where an invisible enemy is on the board. Others serve as a research terminal that lets you feel like an ace detective. Apps can be used to update games too, with additional quests, missions and modes. A few of our favorites have even added single-player campaigns to previously multiplayer-only games. If you're open to the idea and want a few recommendations, check out our Engadget-approved short list below. We take no responsibility for any festive family feuds that occur as a result.

  • The Daily Grind: What tabletop RPG mechanics should MMOs adopt?

    by 
    Bree Royce
    Bree Royce
    08.10.2014

    Massively reader Couillon recently wrote in to the Massively Speaking podcast to ask us about tabletop games and their influence on the MMO genre. He proposed that MMORPGs could benefit from a tabletop-inspired "roleplay bonus" for actually -- gasp -- roleplaying a character. "I realize this might require more thought during character creation than most players are willing to spend," Couillon wrote dryly, but I think it's a topic worth considering as MMOs are looking for ways to redefine themselves in a post-WoW era. Justin and I discussed several P&P RPG systems that we'd love to see more widely implemented in our favorite MMOs, like advantage/disadvantage mechanics and non-combat skills like persuasion and knowledge. What do you folks think? What classic or creative features from tabletop games should MMOs adopt? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Deck-building roguelike Hand of Fate coming to PlayStation 4, Vita

    by 
    Danny Cowan
    Danny Cowan
    03.28.2014

    Tabletop gaming fans, this one's for you. Indie studio Defiant Development revealed that its "tabletop roguelike deck builder" Hand of Fate is coming to the PlayStation 4 and PS Vita. Funded by a successful Kickstarter project, Hand of Fate is an action-RPG that blends tabletop gaming elements with a deck-building mechanic, allowing players to customize each play session with randomly drawn cards during gameplay. All in-game elements -- from dungeon floor layouts to equipped weapons -- are determined by cards drawn during gameplay, and players must use varied skill and equipment combinations during combat to survive. A release date for Hand of Fate has not been announced. A release for Windows, Mac, and Linux is also in the works. [Image: Defiant Development]

  • Taking the roleplay out of WoW

    by 
    Anne Stickney
    Anne Stickney
    03.22.2014

    I like messing around with roleplay every now and again, especially during the waning months of an expansion. When there's little else to do, roleplay helps keep me entertained, and has the added side vantage of giving me a space where I can indulge in trying to answer lore questions that invariably make their way into lore columns. But beyond that, there's just something kind of fun about taking an hour or two off every now and again and just letting my brain be creative without the pressure of stress. But one of the big problems with roleplay in WoW is the actual process of any kind of meaningful roleplay itself. Major, sweeping campaigns that are common with tabletop roleplaying systems just aren't possible in WoW -- trying to get everyone on an entire roleplay server to agree to a set list of rules for combat is an exercise in futility. Because of this, there's always been a limited scope to roleplay, a wall that simply couldn't be broken within the confines of an MMO. NPCs can't be controlled, players can't really influence major events in fear of somehow running into contradictions with canon lore. You can either dance around the limits, or you can ignore them entirely. Or, as I recently discovered, you can simply leave it all behind. How do you make the limits in WoW work for your roleplay guild? By taking your roleplay out of WoW entirely.

  • Here's a 20-minute video explaining how Mega Man The Board Game works

    by 
    Mike Suszek
    Mike Suszek
    01.08.2014

    Jasco Games has put together a new video explaining how its Mega Man board game operates. The 20-minute video takes viewers through basic turns in the game, which is officially licensed from Capcom. Mega Man The Board Game reached its $70,000 goal on Kickstarter rather quickly back in mid-December 2013, and earned more than $160,000 in its first 24 hours on the crowdfunding platform. The board game has 10 days left in its campaign to reach stretch goals like Time Man and Oil Man 12-card pack add-ons. The project is sitting at $294,712 in funding. Standard versions of the game, which start at $70, are expected to ship in October.

  • Storyboard: Working without /random

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.27.2013

    Two weeks ago, you might recall, I ranted about using random rolls as a mechanic of resolution when roleplaying in MMOs. For those of you who can't be bothered to go back and read the whole thing now (which I totally understand; you probably have holiday games burning a hole in your pocket), the core point was that random rolls don't actually tie to anything for resolution and wind up coming off as an obvious and unfun kludge for the sake of random resolution. "Well, if you're so smart, why don't you come up with alternatives?" And I did. Readers also had some wonderful suggestions and feedback in the comments last week, which make the article even more worth reading, so really, go ahead and take a look at it. This week, I'm taking a look at how you're going to resolve conflicts in roleplaying without relying on what amounts to a coin flip. And as you may have expected, they're all taking tips from tabletop games.

  • Officially licensed Mega Man board game blasts Kickstarter for mega bucks

    by 
    Mike Suszek
    Mike Suszek
    12.13.2013

    Jasco Games took to Kickstarter to fund an officially-licensed Mega Man board game -called Mega Man The Board Game, appropriately enough - seeking $70,000 on the crowdfunding platform by January 19. After about 24 hours of life, it has already earned over $160,000. Our expert analysis leads us to deduce that people must really like Mega Man. The core version of the board game celebrates the Blue Bomber's 25th anniversary with nine colorless figurines, four of which are Mega Man, four robot masters and one Dr. Wily for $70. The $140 deluxe version adds Jasco Games' Time Man and Oil Man expansion to complement the game's multiple 40-card player decks, individual robot master game boards and dozens of token pieces. The board game creators set up 11 stretch goals to continue the crowdfunding campaign, starting at $80,000 and working up to $500,000, the latter adding a fresh coat of paint to every figure. It will add more goals as they unlock, and five have already been met, bringing about alternate Mega Man figures, Guts Man and Fire Man expansions.

  • Tim Keenan's paper prototypes invade the PAX East tabletop summit

    by 
    Jessica Conditt
    Jessica Conditt
    04.02.2013

    A Virus Named Tom developer Tim Keenan stepped out of his comfort zone during PAX East – literally – to set up shop in the tabletop gaming summit, with two paper prototypes of ideas for his next big project. At the end of a long row, in the heart of tabletop territory, Keenan demonstrated the mechanics behind Scavenger, a top-down, rolling tower defense game set in space, and Chess the Gathering, which played exactly how it sounds and definitely won't have that name if it enters official development.Chess the Gathering featured an iPad showing off the game's digital prototype, including a level editor. The gameplay is a spatial representation of Magic the Gathering, on a chessboard and with a myriad of creatures and "twins." For a rundown of Chess the Gathering, check out Keenan's YouTube playlist, and sign up to get an early (digital) prototype here.Keenan convinced a pair of Magic fans to play Chess the Gathering, and as we talked, they remained riveted on the rudimentary gameboard, cards and characters. When they finished, they concluded that they loved it. "If this were a board game, I would buy it," one of them said.Scavenger tells the story of a Han Solo-esque character as he travels the galaxies looting spaceships, attempting to pay off his debt to vicious collectors. It's a top-down, tower defense game where the protagonist sits in his spacecraft and sends out drones to infiltrate the victim ships. The player defends his own ship from enemies, while directing drones throughout the other ships, in search of money. See the Scavenger playlist here.Keenan has a third game in the works, an action title that he said wouldn't work well as a paper prototype. He and his wife, Holly, plan to ask the community which project sounds best, and then launch a Kickstarter to develop that game under their studio, Misfits Attic. Currently, the Misfits are working on the Vita port of A Virus Named Tom.Check out the paper prototypes for Scavenger and Chess the Gathering in the gallery below.%Gallery-184608%

  • Pathfinder Online blog on designing in the game and on the table

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.06.2012

    Pathfinder Online's Kickstarter project hits its goal this Friday, and that means the staff has been hard at work designing the game. That design includes both the world for players to explore and the module being released to Kickstarter backers. A new developer blog discusses designing the city of Thornkeep, both in the eponymous book and as a starting point for characters coming into the world of Pathfinder Online. According to writer Rich Baker, the first problem encountered during design was the fact that the book is written with Thornkeep as a somewhat lawless place, while Thornkeep in the MMO will be a starting point for new players. As a result, Thornkeep has a strong central leader with a capricious streak, enough to convey the sense of lawless air while still keeping things sufficiently safe for new entrants. The blog also discusses dungeon design for the book and the tech demo. If either one sounds interesting to you, you've still got a couple of days to jump on the Kickstarter wagon to help fund the development team.

  • DICE+ digital chance cubes rolling out at E3

    by 
    Sean Buckley
    Sean Buckley
    03.30.2012

    As far as random number generators go, the traditional die is about as low tech as it gets. Or at least, it was. Gaming startup GIC has taken it upon itself to update the old chance cube by outfitting it with LED backlights, anti-cheat roll detection and Bluetooth connectivity. DICE+, as the shakers of tomorrow are called, will sell for between $30 and $40 when they launch later this year. Although the digital dice promise compatibility with iOS, Android, Symbian, Linux and Windows, GIC has yet to announce what platforms will be available at launch. We'll have to wait for E3 for the details, but the possibilities are intriguing -- hit the break to see the cubes in action. In the meantime, we'll be dreaming of Dungeons, Dragons, a digital D20 and Microsoft Surface.

  • Gunze's new touchscreen tech knows who's touching it

    by 
    Terrence O'Brien
    Terrence O'Brien
    02.21.2012

    Touchscreens can't differentiate between you, your friend or your cat. Truth is, they're actually amazingly simple pieces of technology without much in the way of brains. A new type of display shown off at the International Nanotechnology Exhibition & Conference in Tokyo last week does imbue the panels with at least enough smarts to tell people apart. Gunze Ltd pairs a special capacitive screen with electrodes, which a user touches with one hand while interacting with a game or app. The immediate use would be for table-top arcade games, which would differentiate between up to four different players based on what particular circuit they complete when touching the screen. We wouldn't be shocked if a version of the tech started showing up in multi-player video poker machines and bar games relatively soon.

  • The Joystiq Indie Pitch: Forbidden Island

    by 
    Jessica Conditt
    Jessica Conditt
    02.19.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Sean Wilson of international indie studio Button Mash Games explains how his iPad title, Forbidden Island, is contributing to the tabletop game's renaissance. What's your game called and what's it about? Forbidden Island is an iPad board game where one to four adventurers cooperate to capture the four ancient treasures hidden on a sinking island. As the game progresses, parts of the island sink into the ocean, making it more difficult to collect the treasures. The game is based on the award-winning board game designed by Matt Leacock and published by Gamewright. How were you able to create a licensed game as a brand new indie company? This was really a combination of confidence and luck. We reached out to Matt Leacock, the original game designer, and expressed our interest in making the game. We created a small gameplay demo and explained our passion for the project and Matt put us in touch with Gamewright. They believed in our enthusiasm and plans for the game so they agreed to work with us. They gave us the freedom to take the game design in the directions we believed were best, but pushed us to reach further than we would have if we didn't have any outside feedback. The game has tons of improvements directly because of their ideas.

  • Breakfast Topic: Have WoW and your tabletop gaming influenced each other?

    by 
    Alex Ziebart
    Alex Ziebart
    11.26.2011

    This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages. A lot of us come from a pen-and-paper background when it comes to roleplaying games. Many of us have even tried our hands at running a game back in the day when gaming meant crowding around a table with books, dice, pencils and paper. We pretended to be someone else from another world, swinging swords and flinging fireballs using the world's most powerful graphics chip, the imagination. Not everyone is a great storyteller, and many of us that took up that role may have ended up with less than spectacular results. Then, after having played computer roleplaying games like Final Fantasy, EverQuest, or even World of Warcraft, you may have been introduced to a style of storytelling that may or may not have been completely different from anything you've experienced in the past. After partaking of this new experience, has your own personal storytelling in your pen-and-paper games changed much? Are there game mechanics that you've altered in your game because you think it works better the way World of Warcraft does it? What elements from World of Warcraft (or other games) have inspired your creative bug to tell your epic and not-so-epic stories? Do you find yourself more inspired by the storytelling in single-player or massively multiplayer types of roleplaying games?

  • Video interview with Chris McDonough reveals more details on World of Darkness

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.28.2011

    There are a lot of gamers pretty interested in World of Darkness, and it's not hard to see why. The game is based in lore that's still hugely influential in the arena of tabletop gaming, and it's hard to imagine a developer better suited to labyrinthine political dramas than CCP. Machinima.com had a chance to chat with Chris McDonough during the recent Grand Masquerade, where McDonough revealed a few more tidbits about what the game would incorporate and how it would cater to existing fans of the property. As McDonough puts it, the overall goal is to bring some of the feel of the game's many LARP activities into the MMO space, with the focus on player and character interplay in a sandbox environment. The full interview also discusses the spread of the overall property, why the team decided to focus on vampires initially, and more about what players can expect from the game world. View the full interview after the break. [Thanks to Pilgrim for the tip!]

  • Super Mario Balance Block is Jenga for goombas

    by 
    Jordan Mallory
    Jordan Mallory
    08.22.2011

    You know, when you stop and think about it, Mario has had a pretty hard life. He's single-handedly saved pretty much everything that can possibly be saved, from princesses to whole entire galaxies, but it's still never enough. There's always one more mountain for Mario to climb, one more castle in need of conquering, one more koopa to coop up. Now, in what may be his most sadistic and tragically doomed challenge to date, Mario has been tasked to climb a tower that is destined to fall, in the form of Super Mario Balance Block, a table-top Jenga derivative due out in Japan this November. Not to be confused with that other Mario-infused Jenga derivative, Balance Block somehow augments traditional Jenga gameplay with Super Mushrooms, although we doubt Mario will be able to complete his impossible task, even with their help. Currently, it doesn't look like Super Mario Balance Block will be officially released stateside, however there are a few different import options in the source link, if that's your thing. You monster.

  • The Daily Grind: What pen-and-paper RPG would make a great MMO?

    by 
    Justin Olivetti
    Justin Olivetti
    08.04.2011

    This weekend thousands of gamers and geeks are descending on Indianapolis for GenCon Indy. Over four days, countless board, card, LARP and RPG games will be played, merchandise purchased in mass quantities, and new friendships formed. GenCon's always been a good reminder that we MMO fans have roots in a much larger community of gamers, and that our interests often converge in unexpected ways. For all of the MMOs we have, there are even more pen-and-paper roleplaying games out there, some of which might just make a good online game if put into the right hands. So how about it? What tabletop RPG would make a good MMO -- and for kicks, what studio would you want handling it? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • All the World's a Stage: We don't need no narration

    by 
    David Bowers
    David Bowers
    10.25.2009

    All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles. Throughout my career as a roleplaying columnist on WoW.com, I've been talking about roleplaying as a way to tell stories, but last week a comment by Zombie, as well as those made by a few others on the same topic, caused me to think about roleplay stories in a new way. Perhaps what we roleplayers do isn't actually storytelling so much as it is character development through interesting and somewhat disjointed anecdotes. There's really no beginning, middle, or end to a roleplayed character in WoW. Instead, what you get is a mishmash of events and experiences, which you may then string together into a story in your mind if you like. But even if you don't, you can see that most of us don't really expect for a narrative to develop from a clear beginning, through various plot developments, and finally lead into an exciting climax. There is something else roleplayers want to get out of their experience, even if many of us have trouble articulating exactly what it is.

  • D&D rolls with the changes, ported to Microsoft Surface

    by 
    Griffin McElroy
    Griffin McElroy
    10.20.2009

    By the time your average Dungeons and Dragons player has failed his third death save and gone off to that great dungeon in the sky, he or she's spent nearly $800,000 on miniatures and various-sided dice. (Trust us, it adds up.) Keeping that number in mind, we'd like to turn your attention to an alternative to tangible tabletop gaming: Surfacescapes, an in-development application for the Microsoft Surface, which attempts to recreate the D&D experience on an outrageously large touch screen. As the Surface currently costs $12,500, the lifetime savings would be abundant. Sure, there's a few kinks to work out -- the dice roll a little slow for our tastes, though this would make saving throws infinitely more dramatic. There's also the small matter of how introducing this technology into the game might diminish the whole "role-playing" element. If used just for combat encounters, it could be a powerful streamlining tool. For everything else, it would need to be fitted with an Imagination Manifestation Drive™, and those don't exist yet. Check out a demo of Surfacescape's proof of concept in the video after the jump. [Via Engadget]

  • Surfacescapes puts Dungeons & Dragons on Surface, makes your d20 obsolete (video)

    by 
    Tim Stevens
    Tim Stevens
    10.20.2009

    We've seen some fancy applications for Microsoft's Surface, the touchable, strokable, caressable computing device/big-ass table, but not a single one has made us twitter in nerdy glee like Surfacescapes. Created by a team at Carnegie Mellon University, it's an implementation of Dungeons & Dragons in 3D, something that has of course been done dozens and dozens of times before, but this is different. Way different. It brilliantly brings the tabletop style of play to Surface, with players moving real figurines over virtual battlefields, rolling virtual d20s and d6s to deal real damage against digital dire wolves and the like, opponents who can move and attack automatically. Sure, it takes some of the imagination out of the experience, but it'll also make re-rolling your character a heck of a lot easier -- not to mention eliminating the dungeonmaster's folder of magic, mystery, and crudely drawn maps.

  • The Daily Grind: Are you checking out DDO?

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.10.2009

    Yesterday saw the open launch of Dungeons & Dragons Online Unlimited, and from what we hear the stampede of players headed for Turbine's servers to check it out caused a bit of a hiccup. As it's tied to the monstrous name in Pen & Paper gaming, there is definitely a bunch of interest in seeing just what has changed in the game since its early days. That said, we wanted to ask you if you'd gotten a chance to check out Turbine's re-imagined take on the tabletop favorite of so many? Did you give the new Dungeons & Dragons Online a whirl? Now that it has a F2P option, will you be spending time doing some dungeon crawling in DDO?