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Interviews by an
Optimist # 13 -
Shannon
Appelcline
Shannon
has been involved in games since his dad got him his first D&D box
when he was ten. During his youth he played many roleplaying games, from
RuneQuest and Stormbringer to Traveller and Top Secret.
Board
games were a bit less frequent, but early classics such as Othello, Twixt,
and Sirocco graced his shelves. In college he started to play many leading
American strategy games. Favorites included Dune, Divine Right, Riddle of
the Ring, Cosmic Encounter, and Mystic War. However, after college, as
recreation time dwindled, interest in strategy games began to fade too
because, with a few exceptions, American games just weren't that well
designed.
Following computer science studies at UC Berkeley,
Shannon went into the computer field, but the gaming field was never too
far away. He authored & edited a number of roleplaying books,
including Tribunals of Hermes: Rome for Ars Magica and Tales of Chivalry
& Romance for King Arthur Pendragon. Eventually he made the fulltime
jump into the gaming field, working for roleplaying company Chaosium as an
editor and graphic designer. Later he combined interests in computer
science & gaming by going to work for online gaming company Skotos
Tech, which produces online roleplaying & strategy games. He is now
Vice President of Skotos.
Shannon's interest in the German
boardgaming community, and renewed interest in board games overall, came
via way of Skotos. In considering the design for a new online strategy
game called Galactic Emperor: Merchant Kings, Shannon decided to try out a
couple of tabletop trading games. The first was The Settlers of Catan.
Many more followed. As Shannon played the games he started to review them
for RPGnet, mainly as a way to help determine what was good and what was
bad about any particular game. Somehow, these solely informative gaming
sessions and the reviews took on a life of their own. Shannon now posts
1-3 analytical & illustrated reviews of games to RPGnet each week.
Shannon has dabbled in tabletop board game design, as he does in
most creative interests that he takes part in. Oddly, these games have all
centered around H.P. Lovecraft's Cthulhu Mythos. In late collegiate days
he designed a Cthulhu wargame called Doom of the Old Ones, which was never
offered up to a publisher due to the release of the somewhat similar Cults
Across America; it now looks too American to his eye. In the last year he
brokered the republication of Arkham Horror, and also contributed to its
revision. He's now working on codesigning a new game based on similar
themes.
Shannon never writes about himself in the third person,
especially not when writing biographies.
Tom Vasel: Shannon, I
consider your reviews at www.rpg.net some of the best reviews of board games on the internet. Can
you tell us a little about how you write a review, how much time goes into
it, etc.?
Shannon Appelcline: First
of all, thanks for the kind words.
For me, reviewing starts with
the play of the game. Thursday nights are my regular review-game night
where my group purposefully plays new games & review copies I've
received. Besides having the games ready for Thursday nights I also always
have my gaming notebook and my digital camera at the table. During the
game I write notes on things I liked and didn't like about both the
components and the gameplay, as well as things that seemed to be bugging
or enthusing other players.
I also do my best to remember to snap
a couple of pictures. After we're done with the game my group then talks
for about 5 minutes about everyone's experience with the game; that goes
into my notebook, and then we move on. I usually try to then write my
review within the next week; if a review gets delayed too much, I
sometimes need another play session to make sure it's still fresh in my
mind.
I've developed a really standard format for the reviews, so
a lot of the writing is really methodical at this point. I usually write
it straight from top to bottom, though it sometimes takes me a couple of
sessions. I'll often do a bit of research when I get to my "Relationships
with Other Games" section; if there are designer notes, I'll usually read
them over at this point, and sometimes I'll skim a bunch of similar games
to make sure I understand the new game's place in the industry.
After I've got a complete first draft I'll usually edit my
pictures. I've gotten really quick at this. Then, it's a final edit of the
text, and I queue it up for posting on the next Wednesday.
The
amount of time it takes me to write a review is largely dependent on the
complexity of the game because I give thorough descriptions of the
mechanics. (I feel that otherwise a lot of my analysis is context-free.)
For a short game that I'm really familiar with I can knock out a full
review in 30-45 minutes. For more complex games, it takes 1-2 hours.
Tom Vasel: How do you choose what games to
review?
Shannon Appelcline: Some games come in as
review copies, and those innately get reviewed, even if they're not the
sorts of games I commonly play. However, which games I happen to get as
review copies isn't entirely random; because if I particularly like a
company's games, I'll mention to them that I'd be happy to regularly
review what they put out. I've also sometimes said "no thanks" when
offered a review copy of something that was well beyond my expertise, such
as counter-based wargames.
Beyond that, I review what I think is
deserving & will be of general interest to readers. This means that I
tend to review games that I think: are classic or pivotal in the board
game industry; are above average and under appreciated; are new,
particularly if they're innovative or generating lots of interest; are by
an author who's either pivotal or one of my personal favorites; or extend
games that I've already reviewed. So, lots of different reasons. If you
pointed to 10 different reviews I could probably tell you 10 different
reasons that I decided to review those games.
What I don't tend to
do is review games that I'm not very excited by (except in the case of
review copies); beyond the fact that I find writing bad reviews a little
nerve-wracking, I'd much rather tell folks online about the new games that
I'm excited about than the new games that have already been tossed on the
trade pile. I do make an occasional exception to this, such as when I
reviewed St. Petersburg last year. It was getting so much positive
feedback on the 'net, which I largely disagreed with, that I felt like
another voice was needed.
Tom Vasel: What
do you do when you get a review copy, and it turns out that you
tremendously dislike the game? Do you feel that it's better to write a
negative review, or none at all? Or the hardest question - just how much
pressure does a review copy put on your writing a review?
Shannon Appelcline: If I get a review copy and I play the
game, I *will* write a review. I feel like that's a covenant that I've
made with both the publisher & with my readers. For the publishers,
it's why they've sent me the game, and in almost all the cases I've either
asked for the game, or at least OKed it being sent to me. For the readers,
it's a question of ethics, and my being clear that comped games will
always receive fair reviews, good or bad, and that a comped review is most
definitely not a puff piece.
I used to dilly-dally a bit before
writing up a negative review. For example, I think Nautilus literally sat
around for months, long enough that I had to play it again before I
finally wrote about my unhappy experience with the game. I've gotten much
better as I've written more negative reviews, and I almost always write
them up within 1-2 weeks of the play experience now.
Professional
companies are much easier to work with in this regard than amateur or
young companies. I've gotten very polite & totally professional
letters back from Mayfair and Days of Wonder when I gave notably less than
full marks for one of their games. On the other hand I've gotten long or
angry diatribes from certain amateur companies that will remain nameless.
I even got one note describing how my play experience was "wrong"--no, not
my understanding of the rules, but my personal experience of the game. I
haven't let those couple of bad apples keep me from reviewing more amateur
products, however, because they can sometimes produce innovative designs.
Tom Vasel: How many times do you think a
reviewer should play a game before reviewing the game?
Shannon Appelcline: Though I know this is heresy to some folks,
I'm happy to review with as low as one play of a game. I can definitely
tell when a game is entirely broken after one play, and beyond that I can
usually make out the good and bad points of a game's design, and thus
figure out where it fits into the overall hierarchy of interesting game
designs. I should actually revise that and say I'm happy to review after
one analytical play where I was thinking about the game the whole time,
writing notes, and then discussed it with the play group. If I play a game
casually, I only have a general sense of it; in fact, if I play an
interesting game elsewhere I'll sometimes bring it back to my review group
to get a better idea of it so that I can write a review.
I can
also tell after one play if I don't know enough about a game to review it,
and in those cases I play again before I do. Sometimes we play a second
game immediately, and sometimes it gets set to the side for a future week.
Quo Vadis? is a good example of a game that I set aside after the first
play because I just didn't understand its intricacies enough to really see
how shallow or deep it was. Usually I'm very comfortable with a game after
that second analytical play.
On occasion I've also gone to a
computer version when I really wanted to see how mechanics play out over
repeated play. Clearly a computer version doesn't have the human
interaction, nor does it have the same variability of play as us crazy
humans, but it's a great way to see if certain flaws (usually false
strategic play or required strategies) do keep cropping up. St. Petersburg
and Verrater were two games in the last six months where I turned to a
computer version (after a half-dozen plays in the case of St. Petersburg
and after one in the case of Verrater) and pushed through another
half-dozen computer plays before I wrote about them.
I also make
one other exception; which is that when I play a multiplayer game that
also supports 2-player play, I try and play in both configurations when
it's possible; so those games tend to rack up more plays before they're
reviewed. I think that's pretty important, as 2-player play is very
different for most games. Anyway, your initial question was how many
times do you think *a* reviewer should play a game before reviewing, as
opposed to just me. My general answer would be: until he's comfortable
with his conclusions. I feel comfortable in 1-2 truly analytical plays
followed by group discussion, and history's born that out.
Retroactively I've felt like 5-10% of my reviews weren't quite
dead on after further plays (and I've tended to revise those); however the
revisions were typically niggling things like "this was a little more fun
than I thought" (Mammoth Hunters) or "this worked much better in a
3-player configuration I hadn't tried" (San Marco) or "playing more games
I can see this one is actually really rudimentary for the genre" (Res
Publica) as opposed to something big like "this flaw I saw didn't really
exist".
Tom Vasel: I know that
occasionally, I'll play a game that I've reviewed a few years ago, and
realize that my opinion on the game has drastically changed. Are there any
games that you've made a 360 degree turn on over a lengthy period of
time?
Shannon Appelcline: Well, I've certainly had a
360 on some of the American games I used to play. 10+ years ago I found
Illuminati or Hacker long but playable, while today they're just
impossible. But as for games I've actually reviewed, yes, occasionally. As
I said, there's that 5-10% of my reviews that I inevitably go back and
revise, though few of those I'd call a 360.
Res Publica, however,
is a good example. It was one of the earlier German games I played; and
when I first played it I thought, "Wow! This is an absolutely unique and
amazing trading game!" Then I played something else and I thought, "Huh,
this is much more colorful than Res Publica and has a more intricate game
system". Then I played Bohnanza and I thought, "This one's even better."
When I originally reviewed Res Publica I gave it a 5: top of its class.
After plays of more games in the category it slowly moved down to a 3:
pretty average, with simple mechanics, and a little dry.
Tom Vasel: What games are currently your favorites, and
why?
Shannon Appelcline: My top game is definitely El
Grande. It's a superb strategic game that has a lot of room for tough
decisions, and I think that its game length is just right for its variety
of gameplay. I also like the fact that it's a little chaotic, because of
the variety implicit in the different cards. El Grande also stays at the
top of my list because it's a bit long, and so I don't get to play it that
often, and thus I'm always eager for another game. (Generally the "new and
exciting" factor influences my enjoyment of games a lot, and so it's not
unusual for those games that I don't get to play much to be among my top.)
Ticket to Ride remains one of my favorites because it's such a
simple and elegant game design, yet allows for a fair amount of strategy.
I'm afraid that I've now been spoiled for it a little bit by the online
play, because in-person players are *so* much slower, just due to the
physicalities of having to pick up and put down cards. Nonetheless, I'm
really looking forward to Ticket to Ride Europe.
The new game I've
played the most recently that really excites me is Der Untergang von
Pompeji. I liked it enough that I'm going to go ahead and pay the premium
for a German copy of it, which I rarely do. This game's main good point is
that it's colorful and fun, with all those poor meeples fleeing for their
lives from the encroaching lava. I don't have any illusion that it's a
deep game, or that it's going to be infinitely replayable (as El Grande
and Ticket to Ride have been), but it's just got a combination of good
theming and fair mechanics that you don't tend to see a lot.
That
pretty much encompasses my favorite designers too: Kramer, Moon, and
Wrede.
Tom Vasel: It's interesting that you
enjoy Der Untergang von Pompeji, as it seems to have gotten a lot of
negative press from other reviewers. Are there other games that you think
have been unfairly maligned?
Shannon Appelcline:
Definitely.
I think a lot of people, reviewers and gamers alike,
go into games with a raft of preconceptions, and that they then unjustly
criticize a game if it doesn't meet those preconceptions. Anything by Alea
fits into this category as does anything produced by Reiner Knizia, and
anything produced by anyone who ever had a hit. Subsequent games will
rarely live up to a company or an author's best of the best, but that
doesn't mean that they're not great games on their own. I also think it's
quite unfair when a serious designer puts out a family game and then gets
criticized because it's so light. Sometimes you're just not the audience
for a game, and as long as the manufacturer is upfront about that, there
shouldn't be much room for complaint.
Der Untergang von Pompeji
was unfairly criticized because it didn't have the replayability of
Carcassonne. Mammoth Hunters and Fifth Avenue both got a bad rap because
they're not Puerto Rico. (I've gotten a lot of enjoyment out of Mammoth
Hunters despite its chaos, though Fifth Avenue still needs more plays
before I can understand it, because the gameplay is a little fragile.) I
think the whole series of Kosmos/Uberplay games was unfairly criticized,
and I won't be surprised if the Mayfair/daVinci games face a similar
problem.
They're almost all light or family games, and not
necessarily the sort of thing I'd play regularly, but some of them are
pretty good in their own right. I also continue to boggle at the disdain
directed toward Tongiaki; yes, it has a large random element, but I think
it was one of the most innovative and original games of 2004. If I wanted
to continue on with Reiner Knizia games, I'm sure I could list a lot that
are good games, just not super-serious strategy. I think Marco Polo
Expedition fits clearly on this list.
Tom Vasel: Hmmm, I've been accused of
liking too many games, and even I dislike the last two games you've
mentioned. Let's talk about companies now. You mentioned that some
companies, such as Alea, have produced such lofty expectations that when
they produce a game that isn't quite as good, people tend to have a
negative review of it. What companies, in your opinion, have
constantly churned out winner after winner?
Shannon
Appelcline: That's funny, because my like of Marco Polo Expedition and
Tongiaki isn't even guarded, or of the sort where I say, "It's good for
its genre". I think they're both good games that most people will like.
I've played Tongiaki a half-dozen times, and it continues to be fun even
when I get totally left out of the migrations. Granted, I've only played
Marco Polo Expedition once, and that casually, so my opinion there could
change if I did a deeper analysis.
Anyway, about game companies.
I've been pleased by every Alea game I've played, with Puerto Rico, San
Juan, and Ra being the cream of the crop. Hans im Gluck is another strong
development house, with El Grande, Carcassonne, and Tigris & Euphrates
all being favorites. Those are the two companies from whom I'll buy just
about sight unseen, as their games tend to be pretty universally of high
quality and very strategic.
Days of Wonder is the only non-German
company that I'd put into the same category. I've already listed Ticket to
Ride as one of my favorites, and I also think that Memoir '44, Gang of
Four, and Mystery of the Abbey are all quite good games, and of course
entirely beautifully produced. Days of Wonder's games are a little lighter
than the average Alea or Hans im Gluck release, and so they don't all have
quite the same gamer's game appeal; but for their demographic, which is a
slightly more casual one, they're the best of the best.
Into a
second tier, I'd put Amigo Spiele, primarily for their card games like
Bohnanza, 6 Nimmt!, and Geschenkt and Kosmos, who has interesting
big-square games like The Settlers of Catan and Through the Desert as well
as good small-square games like Lost Cities and Blue Moon. These
companies' games don't tend to fly as high as the first companies that I
mentioned, and there tends to be more variety among their releases, but
still, pretty much anything they put out catches my eye and deserves at
least a second look.
Tom Vasel: Are there
any small, independent companies whose games you think show
promise?
Shannon Appelcline: I'm sure I won't be
surprising anyone when I say that 2F-Spiele (Friedemann Friese), Bewitched
Spiele (Andrea Meyer), and R&D Games (Richard Breese) are all doing
good work. They're cases of individuals who clearly have some great ideas
and a proven track record and are doing innovative things in the
hobby--though I personally wish they were getting some outside development
by a Hans im Gluck or Alea, since their games (at least those I've played)
tend to have rough edges. That's no criticism of their work, I just feel
like an outside set of eyes without the same emotional investment can
often do a lot to improve a game. I feel like Warfrog fits into that same
category, though I'm not sure I'd call them "small" in the same manner.
I think the fact that two of the most lauded games from Essen (Ys
and Oltremare) came from indy companies says a lot for what they add to
the hobby.
On the pure publication side of things I'd single out
Face2Face Games. Their decision to republish out-of-print Sid Sackson and
Reiner Knizia games earns them a lot of respect in my book.
Tom Vasel: I play hundreds of different
titles a year, yet still feel that I'm missing a lot of games. There seems
to be an enormous glut of titles out there. Do you think that this huge
amount of games being released each year will last? Or, otherwise, what do
you foresee as the future of the board gaming hobby?
Shannon Appelcline: My general experience is that the only way
that a "glut" in an industry comes to an end is due to a crash. I've seen
that in a lot of related industries, including collectible card games,
comic books, and roleplaying games; but in each of those cases there was a
really obvious bubble which couldn't be supported by normal buying
patterns (respectively: the collectibility of CCGs; two different
collector-oriented pushes in comics; and the d20 license in RPGs).
The only potential danger sign I see for strategy games is the
faltering American economy; if the German publishers are depending too
heavily on the co-productions by Rio Grande, Uberplay, Mayfair, and others
there could be a problem if the dollar keeps plunging. However, just on
the economics of the industry itself--as opposed to the international
economics--I don't see any evidence of an obvious bubble in the strategy
game industry that would predict a crash, thus I'd expect the current
number of games to continue (and increase).
I do foresee two
changes in the sort of games that are released.
First, I think
we're going to see more American publishers publishing well-designed
games. We're already seeing the start of this trend. Mayfair Games &
Avalon Hill were two of the first publishers of traditional American games
to start publishing German games. Rio Grande Games has, of course, made
that their whole business. Now we've got Fantasy Flight, Jolly Roger,
Face2Face, Z-Man, Uberplay, and lots of others that I'm missing, all
jumping in to publish German designs. The natural extension of this trend
is for American game designers to start designing mechanic-solid
German-style games for American publishers rather than most of these games
being imported from Germany.
Second, I expect to see an increase
in amateur publications. You're going to see more web releases, more
print-on-demand releases, and more self-publications. But, I don't think
this is going to change the industry much. The amateur publishers right
now are some of the most bright & inventive in the field, and lowering
the barriers of entry is just going to allow for an increase in
mediocrity, and perhaps even obscure the good amateur publications that
are available now.
Beyond that, I'm going to be really boring and
predict that the industry is not going to change a lot. We've now seen the
future of networked strategy games, and I think it's obvious that they're
not going to replace their tabletop brethren; networked strategy games are
great, and a nice option if you're sitting at home at 10pm at night with
nothing to do, but they don't provide the human action and interactivity
that a lot of us crave from tabletop play. Likewise, I don't expect these
games of ours to go much more mass-market. I definitely believe that
companies like Days of Wonder and Uberplay can grow this niche if they
really push, but as far forward as I can imagine the average family is
still going to be playing Monopoly, Cranium, and Scrabble, not Puerto Rico
and Tigris & Euphrates.
So, if I were going to give you a
prediction for 10 years from now, I'd say that people will be preparing
for Nurnberg '15, and they'll be putting out traditional board games that
look a lot like today's traditional boardgames, and you'll see a lot of
the same authors and a lot of the same companies.
There will
eventually be some technological advances that change our sort of board
games, but I don't think any of those technologies exist today.
Tom Vasel: You said that the average family
won't play Tigris and Euphrates and Puerto Rico, and I agree. But why not
Ticket to Ride, Carcassonne, and Settlers of Catan?
Shannon Appelcline: I did indeed pick some of the more complex
German games, so I should be clear and say that I don't think they'll be
playing Ticket to Ride, Carcassonne, or Settlers of Catan either.
Here's some of my specific reasoning:
First, our games are
too complex. Ticket to Ride is the best of the bunch with its clean &
simple 4 pages of rules, and I could be wrong on that one; Ticket to Ride
might break out. But, the rest are just too fiddly by the standards of the
American public. If you can't explain it in two minutes, I don't think it
has a chance (and, again, that's why Ticket to Ride might). This is going
to come off as snobbery, but I don't think the average American is used to
engaging in entertainments that require thought.
This is partially
due to my second point, which is that most Americans are happy to indulge
in entirely passive entertainments, like movies and television. The last
(2003) Nielsen report I saw said that the average American household
watches 8 hours of television a day. 56 hours a week. Germany and France
run about 25% lower and not surprisingly they have better acceptance of
more complex games.
Thirdly, games are generally categorized as a
juvenile entertainment by the American public. Kids play games, and
families play games when they have kids; but after the children leave the
nest, the games are sold off at yard sales, and the adults return to
"adult" entertainments. There are exceptions, of course. Card games, some
abstracts, and word games are all seen as sufficiently "serious" that
adults are allowed to play them. Party games are a definite breakout, but
I think that's because they piggy-back on another acceptable adult
entertainment (the party). However, given that party games tend to start
at 4 or 5 players, the same numbers where most of our games stop, I can't
see that being a big help for pushing *our* games into the mass-market.
Beyond these acceptable games, I'm sure you can find some subcultures
within America where all games are more accepted. I understand they're
more welcomed in the Mormon communities, for example, and I know they're
accepted in the double-income-no-kids demographic that I tend to hang out
with (but, you see, that's because we don't have to grow up, and so we can
shrug our shoulders at the juvenile label).
The second and third
points in particular are *very* strong cultural biases against serious
games being played by adults for entertainment. These sorts of cultural
biases can change, and in fact I think the Internet has some possibility
of encouraging more gameplaying in a very non-confrontational way and also
of encouraging less passive entertainment, but still these changes can
take generations. In 10 or 25 years I might give a different answer about
designer games really penetrating the mass market, but right now I don't
see the cultural changes that would allow it.
Tom Vasel: What about crossovers from other gaming groups?
You yourself post your reviews exclusively at www.rpg.net, so I assume you
act almost as a "missionary" to RPG gamers.
Shannon Appelcline: Well, one of the reasons I post
exclusively to RPGnet is because I want to promote the site, and another
is that I have total editorial control there, so that I can go back and
edit a review if need be. But, yes, I do also hope to tell roleplayers
about games that they wouldn't otherwise be aware of. (And, I think that's
been successful, because other roleplayers are now posting more reviews of
board games at RPGnet.)
Overall, I think that this type of gaming
crossover is pretty natural.
We should see more roleplayers trying
out German-style games, especially as traditional roleplaying companies
put out more of them. Fantasy Flight Games is really the leader in this
area. Mayfair used to be, except they don't do RPGs any more. I'm
surprised that Wizards of the Coast, Atlas Games, Steve Jackson Games, and
some of the other roleplaying companies that also put out board & card
games haven't looked more seriously at German design. (But, as I predicted
earlier, I think they will.)
I also think you'll see some
traditional online game players try out tabletop games, via the
intermediary of online translations of board & card games. Over at
Skotos, where we have tabletop strategy games, online strategy games, and
online roleplaying games, all under one umbrella, this is the exact type
of cross-pollination that we hope to promote. I know that we've brought in
some new Days of Wonder gamers from our roleplaying crowd.
However, those are niche markets too. The roleplaying market is
probably even smaller than the German game market. The
MMORPG/online-gaming market is conversely bigger, but by no more than an
order of magnitude--at least not for the "serious" gamers, as opposed to
casual players of Bingo and Bridge.
I entirely believe that the
board game market will grow in the United States. Uberplay, Days of
Wonder, and maybe Mayfair with their new daVinci games all will be pushing
our games out to new players. Some of these will be families and other
totally new players, while others will be roleplayers, online gamers, and
other people from parallel markets. However, that's just not the same
thing as mass-market acceptance. At best our niche might be a fair amount
bigger through this type of expansion and gaming crossover.
Of
course the manufacturers should still shoot for the stars, but I find most
speculation about out hitting the mass-market any day now to be vastly
over-optimistic.
Tom Vasel: Shannon, I've
really appreciated your insights about the industry. Do you have any last
words for our readers?
Shannon Appelcline: It's been a
pleasure talking to you, Tom. Let me know any time you want to chat more
about board gaming, interview or not!
I do have a few closing
things to say.
First, even though I said a couple of times that I
don't expect the industry to hit the mass market, I want to be clear and
say that I'm nonetheless really positive about the future of strategy
gaming. We may be a niche market, but I think it's a healthy niche that'll
continue to grow. A company like Days of Wonder coming in and doing very
well from just about day one, thanks to a good business plan, shows that
pretty clearly to me.
Second, and more self-servingly, I want to
let people know that I don't just write reviews. I also do a lot of
writing about strategic game design. My specific thrust is toward online
games, but a lot of the designs that I consider are universal. My game
design column is called Trials, Triumphs, and Trivialities, and you can
find the complete index online at Skotos Tech ( http://www.skotos.net/articles/TTnT.shtml ). Searching for the word "strategy" will give you a listing
of all of my strategy articles. They've included articles on the
underpinnings of strategy games and also intense looks at some specific
sub-genres like auctions, connection games, and card games. There's also a
more cohesive listing of my earlier strategy articles at RPGnet
(http://www.rpg.net/news+reviews/collists/virtually.html , articles
#56-70), but I've never gotten around to reprinting the more recent
strategy articles there.
Finally, as a reviewer I sometimes
criticize and sometimes compliment, but no matter how good or bad a game
is, every one of them adds something to the industry, so a big thanks to
everyone who's ever designed, developed, or published a strategy
game!
Tom Vasel "Real men play board games"
February 24th, 2005
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