I’ve had a lot of work and personal obligations taking me away from gaming lately, but on a positive note, this weekend I took a roadtrip with my wife and kids, which means…the Silmarillion. See, my wife likes LOTR (though not as much as me!) and wants to be more immersed in Tolkien’s work, but she finds the Silmarillion a little daunting. So last year, every time we went on a long car trip, we would pack it and read a few chapters to each other on the road. It’s a whole new way to experience the beauty of Tolkien’s world and language. This weekend we probably got over an hour of reading in, which was just fantastic, and had good conversation to accompany the book. It was a real literary blessing.
I’ve been thinking a lot about the Grey Company’s most recent podcast episode, entitled “Power vs Theme”. The description pretty much sums it up: “Derek, Dan, and Ian discuss the challenges and possibilities of balancing theme and power when building decks.” This is a difficult to write about because a) it’s complex and b) people often do not agree on terminology.
First, let me say as a lover of words (yes, I’m waving my BA in English over my head at this moment), the word “theme” is problematic for board games. No one really agrees upon what it means. Sometimes it means chrome, or the physical pieces themselves. Sometimes it means how mechanics relate to narrative. Sometimes it means that someone just really likes a game. But if we take the word, in the case of LOTR:LCG, to mean “how well the game represents Middle Earth,” then practically the only deck that wouldn’t be thematic is a deck that shuffles encounter and player cards together in an attempt to get goblins and elves to play nice. Most of Tolkien’s literature is about individuals from different cultures and circumstances banding together to fight off the forces of evil. Mordor is represented as a dreary sameness, while the Free Peoples are a riot of diversity. So I’ve never been bothered by decks that mash together different traits. Maybe the only problematic options to date are Grima and Saruman, and even those two aren’t a problem if most of the quests happen before the events of the Lord of the Rings trilogy.
A lot of this comes down to the focus in the player’s mind when he or she is piloting a deck. Mentally, I’d divide players into (more or less) two camps: those who are focusing on the story told by their deck’s interaction with the encounter deck, and those who are focusing on the mechanics of the interactions themselves. (And some decks will even lend themselves toward one style or another!) I get, deep down, that some people will not allow themselves to play Steward of Gondor on particular heroes because “they aren’t Stewards of Gondor”. Okay, I understand. But in that case, is it a player choosing theme over power, or just a card design that missed the mark somewhat?
I’m still mulling this over, but readers–does this jumble of thoughts spark any follow-up ideas in your own minds? I’d love to hear you.
As LOTR:LCG has matured, quests have gotten quite a bit more fiddly. In the old days of Passage through Mirkwood, you needed a penny to see if you took the more difficult or easy 2B quest stage. Now we’ve got Archery, Time counters, side quests, ships…it can get a little hairy. So, like many players, I’ve developed a system of tracking effects over time, and everything I need is in one handy-dandy Plano box. Behold!
This box holds everything I need for tracking the game. Included are the following:
- Penny gems to track wounds, resources, and progress
- Six-sided dice to track any “X” number in the game, time counters, and the like
- A pair of red ten-sided dice to track total threat in the staging area
- A pair of white tend-sided dice to track total willpower from the players
- Red and blue wooden discs, stolen from the game Campaign Manager: red tracks forced effects on bad guys, blue serve as reminders on player cards
- Two threat trackers and a first player token
This has all developed over time, but it works quite nicely now. When my wife and I play the game, I just plunk this down in between us and we can start the quest.
Let me know how you are sprucing up your game, readers. Until next time, mára mesta: good journeys!