Sea Of Stars Was A Great Game With A Poor Ending

A quick disclaimer that, since I wrote about all but the very last bits of Sea of Stars already, this post is going to be rife with spoilers in probably every paragraph below this one (and especially rife in the paragraph immediately below this one)! It is impossible to discuss the things I want to without wading deeply into the various themes, plot beats, and even the final resolution of the game, so check out my first review if you just want to know whether or not you should play the game and then read this review if you don’t care about spoilers and want to know what I think about the game now that I’ve finished it. I will say that, regardless of what you might read below (and to give a pre-spoiler final conclusion on the game), I think you should play it. I had a blast and while I have a lot of thoughts about the story’s wrap up, it is still a point in the game’s favor that they put so much in the game that I have a burning desire to talk about it, even if I might not be as happy with the wrap-up as I would like to be. I put about thirty hours into the game and it was absolutely worth my money and that much of my time. I have no regrets about spending my time on it and I’ll probably even replay it eventually, using the New Game + mode to get the final achievements so I can rest easy knowing I did everything there was to do in the game. Now, with that said, on to my final and full review of the game!

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We’re Finally Starting Heart: The City Beneath Next Session

We finally finished The Ground Itself. Our final ten showed up as our second draw and then, as we wrapped up the game, I moved us into talking about what our first session of Heart: The City Beneath would look like. I checked in with my players, asked about some thematic stuff, and then pushed us into talking about characters and how to tie all the excellent worldbuilding we’d done to the systems and nouns of Heart. While Heart was in our minds the whole time we played The Ground Itself, we were still using a bunch of the nouns that I’d come up with for the core worldbuilding proposal, not to mention the plethora of nouns we produced in our game, so we had to slowly work through the mechanics of Heart and lace the disparate elements together. It required some careful work, since we were also pushing through character creation at the same time, I had a hard out an hour before our session was typically done, and I had some other stuff going on that was distracting me, but we got through most of it. I’m sure there’s plenty more that will need to be done on the fly as we play, but that’s just part of the game. Can’t have it all built out beforehand or else we’re not leaving room for us to play the game!

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The Purpose of Themes and Subgenre Tropes in Chained Echoes

This post will contain spoilers for the game Chained Echoes beginning in paragraph five (the very first sentence of the paragraph is a themaic spoiler and they only get more specific from there).

The older I get, the more I’m aware that everything is about something. Intentionally, unintentionally, and sometimes widely varying based on who is interpreting it. Sure, I learned this truth a long time ago, but it only ever seems to get more and more true as time goes on. I mean, I studied English Literature, always enjoyed reading comprehension tests or assignments in grade school, and though it took me a while to really grasp this idea in high school, I have been leaning into it ever since. This is not a new idea to me or even most people (I hope, though the state of the world makes me question how many people are capable of grasping nuance). I compleely set aside the idea that we aren’t constantly, and frequently unintentionally, showing whatever is on our minds through what we created the time I realized that the story I was writing in high school was about me and the horrible family life I had. Once I saw that, I couldn’t unsee it. Even when I redid the story in my last year of college and tried to be more intentional about what the story was about, I still found myself uncovered interpretations and metaphors I hadn’t intentionally written into it. This is why I tend to rewrite rather than revise these days, since it helps me figure out if the underlying issue is actually a part of the story or just something that was weighing heavily on my mind while I was writing. I don’t mind this stuff showing up in my writing, though, since I’m a firm believer in needing to write things out so I can learn what I’m thinking, but I generally try to be aware of it.

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Going Off The Rails After Adding Trains

I genuinely did not think that I’d ever look at a game of The Ground Itself that I’m using as a means of doing collaborative worldbuilding for a different game and think “this has clearly gone off the rails,” but that’s what I’ve found myself doing as I review the notes from my Sunday group’s latest session. This isn’t necessarily a bad thing, mind you, just something that has gone far beyond all of my expectations about what we’d accomplish in a session or two (which will soon be three since we once again ran out of time without finishing our game). We’ve wound up more focused on individuals and their places in the area than the game is designed to be, but we’ve also gone from slowly developing an area over time to wildly inventing things. It’s honestly a great energy, even if I worry that we’ve lost the plot a bit. I’ll be able to weave it all into the world we’ve going to play in when we finally get to Heart: The City Beneath, but there’s just so much stuff happening and so many vague characters introduced that I’m not sure how I’m going to be able to include it all in any kind of interesting and meaningful way.

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Burying Heart: The City Beneath Within The Ground Itself

I wound up going another session of my every-other-week Heart: The City Beneath campaign without playing Heart. We’re still in the throes of The Ground Itself and I regret nothing. I’m having a great time. Almost all of my players just so deeply understand what we’re doing that they’ve done half the moves I’d planned for myself, in terms of setting up the horrors of the world we’re going to play in. This means I’ve been able to focus on specifics and painting good images during my turns rather than introducing aspects of the world at large or adding to the tension of this downright awful bit of geography. I get to do things like talk, in detail, about a mysterious creature that emerged from a horrible sinkhole, described in stories as but a shadow on the horizon, that now wanders this world on some sort of mission that only it knows. Or describe how the dominant species (a froglike non-sentient creature that is incredibly long, flat, and known for hunting down everything in the area, including the people who used to live there) has been impacted by the force of decay called The Rot (which decays anything it touches/infests in every dimension and way, rather than being bound strictly to biological materials like we’re familiar with in meatspace) and how some of them have mushed together to form some kind of horrible beast that has been disappearing people for an unknown number of years. Or how a train, riding rails of limestone, bone, and metal over slowly dessicating dirt, emerged from the same pit that every horror has left behind in order to discorge its unknowable passengers upon the surface. It has been an absolute delight to play this game, even if it is, somewhat predictably, taking an incredibly long time to play.

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Today Marks Two Years of Updates

Today, when this blog post goes up, is the two-year anniversary of my return to updating this blog on a regular basis. The day I wrote this is the two-year anniversary of my return to writing regular blog posts. I started this period of blogging with a one-week buffer and, with a couple small exceptions, have maintained this lead-time ever since. I am incredibly proud of the work I’ve done over these past two years, the growth I’ve made as a writer (since this project and the one-week buffer was intended to give me a means to practice editing my own work and to improve my drafting abilities), and the discipline I’ve shown by sticking to it as much as possible without damaging my health or well-being. Turns out it is more difficult for me to do something on a limited scale than it is for me to do something more extreme. Updating this blog every day for over a year, like I did when I first started out, was mentally easy. I just had to do a thing every day. It became a daily habit, just like brushing your teeth or showering. Doing this five days a week with a single weekend update if I can manage it is much more difficult, since I actually need to plan my time out. After all, it’s easy to take a day off if you’ve got a buffer before you run out of blog posts. It takes way more work to keep the buffer in place.

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There’s a Lot of Creative Heart in My Heart: The City Beneath Group

Session 0 of the Heart: The City Beneath game went pretty well, I’d say. We got through the initial stages of character building, which has gotten us all pretty much on the same page as to what we’re expecting to see in-game. We talked through a bunch more stuff that might have made it into the Line and Veils list, since everyone now knows the sort of stuff that this game might introduce, but wound up not adding anything. I think I did a pretty good job, through my (just for the vibes, since they were originally produced for a very different game system) setting documents and explanation of the game, of setting the expectations for the group when we picked the game, since no one was surprised by what they found in the book. After that, we talked through our characters a bit more specifically, did a little bit of work to figure out what they’re all about, and then talked through the kind of game we want to play, the stories we want to tell, and what world we want to explore. It was a pretty thorough Session 0, if I do say so myself.

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Demon Slayer is a Cut Above the Rest

In my on-going quest to actually watch TV shows and movies on my own, rather than wait for the opportunity to watch them with someone, I did a full re-watch of the first two seasons of Demon Slayer and then watched season 3 (called the Swordsmith Village arc). The whole show is visually stunning, and not just in the quality of the animation (which is consistently high, a fact made possible by the lengthy time between each season or arc’s release). Every visual is gorgeous, from the various moves performed by the titular Demon Slayers to the flashy, powerful maneauvers of the more powerful demons. The whole series does a great job of balancing interesting, unique characters, absolutely killer fight scenes, and plot progression, even if the pacing of individual episodes frequently feels off to me. Specifically, some of the episodes hit their mid-episode break with a scene that I feel should have been the end of an episode and sometimes an episode ends at a point where I’d expect to find a quick commercial break. The beat-to-beat pacing is absolutely stellar, though, so I’m not sure there’s much they could do to fix the episode thing and I’m pretty sure it’s just me and my mind’s desire to find patterns in everything.

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Star Wars Jedi: Survivor Was a Great Sequel

After almost two months of intermittent playing, I’ve finally finished Star Wars Jedi: Survivor. It was a lot of fun, even if I struggled with just how many collectibles there are (though the game gets points for giving you the ability to eventually unlock map icons for all of them) that I just did not care about. Honestly, the thing I was most-consumed with hunting down was enemies, so I could unlock the extensive collection of skills that were made available to me over the course of the game (and I’ve still got about a third of them to unlock despite having run through as much of the game as I care to at this point). The variations in combat options was incredibly refreshing, as was the variation in enemy combatants. Sure, it could be frustrating at times if my loadout was absolutely not the right set of powers and moves to be using in a given combat situation, but the number of options available within those loadouts meant only that I’d need to be a little creative to overcome these limitations. Throw in an interesting plot, some fun references to the greater Star Wars universe, a cast of great characters, and I’m willing to overlook the buggy and visually lackluster experience I had playing the game.

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Worldbuiling Without Building Anything

One of my favorite parts of preparing for the start of a new tabletop game is the moment when everything crystallizes. Whatever errrant thought, subtle influence, or bright flash of inspiration you needed arrives and suddenly it all makes sense. You can see the strings the world dances upon and understand the way everything moves within it. It is the moment when you go from wondering what might be and pondering unknowns to knowing what is and looking for what might change. In the world I ran in a few Dungeons and Dragons campaigns starting back in 2019, this moment came as I was taking a break from my then-panicked preparations to do something fun and relaxing. I was watching Spider-Man: Into the Spider-Verse on Blu-ray not long after it was finally available for purchase and the whole campaign setting crystalized around the idea of missing heroes. It was a fairly simple idea, but that last piece of information fitting into the puzzle meant everything else clicked into place as well. Suddenly, I knew what was going on and what everyone was motivated by. It was a relevatory moment and something I’ve enjoyed every time something like it has come up any time I’m considering a story, be it something I’m writing, a tabletop game I’m putting together, or even just a video game I’m playing.

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