The idea for this comic was 100% generated while chatting to Drew and Erin on the Boardroom Podcast a couple of weeks ago. We had a lot of fun recording it, so maybe it’s fun to listen to? I would like to think so. I can’t remember exactly how the idea came up, and I have no desire to listen back to a conversation featuring myself to find out. I mean, I totally think you should listen to it; I just don’t like the idea of listening to myself.
We are actually quite close to finishing up our Risk Legacy campaign. I’m glad I’ve played it, and love the concept, but don’t mind that it’s coming to a close. 15 games is big commitment, especially considering we are lucky to play games more than once a week. I’ve enjoyed the hell out of the campaign, but at times it has felt samey and frustrating. I think most of how I’m feeling about the game is more of a reflection of the group I’ve played with, and what we have brought to the game as a whole. That is part of the joy of board gaming, though. It’s inextricable from the people you play with, and that’s where the greatest experiences will really come from. Risk Legacy is a game that allows its players to imprint themselves on it, literally marking the board and changing it, game by game. It’s a one-off experience. While you can re-visit the map and continue to play on the world you have created, I don’t see our group doing that. At least not personally. Once we have completed the campaign, I know I will be through with it. And that is not something I hold against the game; not in the least. Even if it was only 5 games, let alone 15, the unique nature of the game, the experience I have had playing it, would mean it was still worth the money. It’s a brilliant concept, and the fact that we have been dragging our heels trying to finish it, doesn’t in the least dampen my enthusiasm for Pandemic Legacy or Seafall Legacy. Pandemic remains a favourite of both myself and Aileen, and I’m practically counting the days until I can see what the Legacy version will bring to an already absorbing game. Knowing that decisions in one game will have real weight across a whole campaign, that they can affect a whole world, and that you will have to keep on dealing with the mistakes you make in previous games – this is an almost natural extension of what Pandemic already manages to accomplish.
Meanwhile it’s time to start getting prepped for an Imperial Assault campaign.
As mentioned last week, for the last two comics of the year, we are presenting something a little different. As the box lid is placed on 2014 and a new year comes down from the shelf, we have two weeks of the comics that could never be. Valiant attempts doomed to failure; strips best left on the drawing table. We present to you Tiny Wooden Pieces Season One Deleted Scenes.
“I’m just protecting my borders!”
We have all heard it, and we have all said it. Entrenched in Risk: Legacy campaign I’m hearing it quite a lot these days, sometimes even from my own mouth.
The difference is of course, when I say it, it’s true.
This comic is based on an infamous game of regular Risk (not the Legacy kind) where myself and my friend Ger expended so much effort intentionally aggravating each other that Aileen had very little trouble in sneaking up on us both and winning in about the time it took you to read this far into my blog post.
Back in the days when I played Games Workshop, Necromunda was always my favourite of their releases. Because of the campaign. Your army was but a small gang, who levelled up, took injuries, got more equipment, fought for leadership. From game to game a story was told. You were playing with characters, not just miniatures. If they were killed, it was a big deal. This was a named fighter, who had scars, skills, hates, experience and equipment uniquely his own. And a good gang fighter was expensive to replace. Unless you went with a juve, which was the Necromunda equivalent of a child soldier, I‘ve just realised.