Fabletop: What Players Want

Don’t give up. Just pick yourselves up, work it out, laugh it off, and move onwards. Change the system, learn from your mistakes, try and try again. Rinse and repeat.

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It’s weekly game night. A time when people with different tastes come together for a shared purpose. And you’re the one in charge.

You have to strike a delicate balance, of course. Sure, you pick things which seem good in general, things you’re sure everyone will like, and one or two things YOU love which you’re sure they’ll enjoy if they just tried it. But you have to remember: Some of these guys have specific needs or tastes. Special things that need to be catered to, whether it’s because they’re temperamental or because they have needs. So you adjust your offerings to fit.

Alright, now that we’re done picking the snacks and drinks, let’s talk about the game!

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Fabletop: By Special Re-Quest

The call goes out. The adventurers answer. And so begins an epic tale of…killing 10 slimes and collecting 50GP.

The call goes out. The adventurers answer. And so begins an epic tale of…killing 10 slimes and collecting 50GP.

Whether it’s saving the princess or getting the plot device, one thing is certain: Every character’s on a quest of some kind.

In any story, there needs to be a conflict. For that, there needs to be a problem that needs solving. And naturally, the problem must be special enough that one does not simply use a mundane solution any rational person can easily think of.

But in the midst of the most gripping sagas and interactive games, it can be easy to overlook that the proud tradition of a storied tale has its origins in the mists of time…and can seep into even the most mundane contexts.

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The Silence Of The Self-Inserts

We might wax philosophical and try and paint it as a purely artistic decision, but this is the cold, hard reality of game design, folks: You need CASH MONEY.

And there you have inspirational quotes from some of the most iconic videogame characters! Can YOU guess who said each one?

So yes, today I’ll be talking about SILENT PROTAGONISTS! No, I don’t mean characters who are unusually quiet. I mean it’s you, the player character, but there is just about no dialogue coming from them.

Now, this might seem a tad antiquated. What’s the deal with them? Do people still DO them? Do we only know this because our childhood icons were mute?

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I Play Fighting Games For The Plot

“Ah, but will he finally achieve his revenge in SUBURBAN SLAPFIGHT 2???”

Get your start buttons ready, folks, I’m talking about one of the last things you’d expect to have a plot! …No, not whatever is trendy for nerds to mock. It’s fighting games!

Ah, fighting games. Button inputs, dial-a-combo, outrageous special moves, and people beating each other up while getting up daisy fresh for next round. Of all genres, this one seems like the one of those that least needs a plot, right? Really, just give it a tournament or event, design a marketable cast, give ’em some fluff, and you’re good to go, right?

Not exactly.

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