It's an absolutely wildly bonkers idea to mix creative storytelling with the mechanics of a game; that's why I made a blog to do just that. Ludicrus Gaming is my lair of mad gaming science. Tread with caution.
Friday, July 26, 2019
Origins 2019 Recap: Roleplaying Games Edition
Scribbled by
Andy Hauge
Well, it's just about a full month later, but I'm finally getting the second half of my Origins 2019 recap online! While I got to demo a few boardgames, where the core of my time went was the Games on Demand room, where I played a potpourri of tabletop RPGs for hours. If you're unfamiliar with the event, it features a large number of GMs and facilitators who run various tabletop RPGs that they want to see played. Players sign up, show up for a slot, and pick a game off of a menu offered by the GMs. It's a great way to try out some games you've heard of, but never gotten to the table, and I took full advantage of that. From Inception-esque therapy to a zombie drama that felt straight out of The Walking Dead, here's the adventures I had at this Origins...
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at the table
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Wednesday, July 10, 2019
My Star-Crossed Moments at Origins 2019
Scribbled by
Andy Hauge
The Sunday of Origins 2019 was winding to a close, and I was making my way through the dealers' hall, seeing what was on sale. There I was, catching up with friends at the Bully Pulpit booth, seeing what the company had on offer. And there it was, one last copy of Alex Roberts' Star-Crossed. The final copy, almost as if it were destined. I told myself that I wanted to make a sweep of the hall, that I wanted to be sure that there wasn't anything else I wanted to buy at Origins. I made my way through the rest of the hall, but it wasn't long before an unassailable feeling took root in me.
I knew. Not two minutes after walking away from the booth, I knew. There could be nothing else, there was nothing else. But to explain this, I'm going to have to back up a couple of days...
I knew. Not two minutes after walking away from the booth, I knew. There could be nothing else, there was nothing else. But to explain this, I'm going to have to back up a couple of days...
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at the table
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conventions
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design
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game stories
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indie rpgs
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review
Wednesday, June 26, 2019
Origins 2019 Recap: Boardgames Edition
Scribbled by
Andy Hauge
This past weekend, I attended the one and only Origins Game Fair and had an absolute blast. It was the first Origins where I well and truly attended a slew of events, as compared with the time I went in 2014, attended a single RPG session at Games on Demand, and sorta browsed around the dealer hall before playing Star Realms with a couple of friends. I was absolutely floored by everything I got to try out, and that's even considering that (judging by other folks I'm hearing from) my "demoing things" record was much lighter than some dedicated enthusiasts' trails! So, let's have a look at what I checked out, now that I've had some time to digest! This post will be about the boardgames I played, and I'll have one up next week about the roleplaying games I played at Games on Demand.
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at the table
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Tuesday, June 4, 2019
Do You Have the Skills?
Scribbled by
Andy Hauge
"ALL SKILL" promises the tagline of a high-octane shooter, but what does that even mean? Gamers love to talk about "skill", and which games test it. Unfortunately, what exactly they define as "skill" is one of the murkiest aspects of game discussion, and miscommunications about these definitions sit at the root of heated debates about the evolution of games, particularly when it comes to difficulty and accessibility. What is skill, and how can you think more clearly about the role that skill plays in games?
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abstract stuff
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design
Tuesday, February 5, 2019
Puzzled: the Design of Conundrums and Puzzles
Scribbled by
Andy Hauge
I've been thinking about puzzles lately. It's partly because I recently finished participating in this year's MIT Mystery Hunt, partly because I'm working on puzzles for the Galactic Puzzle Hunt, and I've been pondering the unique experience that puzzles provide, compared to tabletop RPGs and boardgames. There's an interesting satisfaction that comes from puzzles, but it can also be at odds with some of the ways that we engage in other types of play.
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abstract stuff
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Saturday, July 22, 2017
The Puzzle Design of Life is Strange
Scribbled by
Andy Hauge
It seems odd to talk about Life is Strange in light of its puzzles, since it's so heavily-focused on telling a powerful story, but the puzzles contained in this game were built as part of a cohesive whole. When looking at a game, it's good to remember that every part of that game was put there with some sort of intention--so what was the intention behind the various puzzle sequences in this game? I want to look at a few different types of puzzles found in Life is Strange and explore just how they connect to its story, and what they attempt to achieve.
NOTE: this post will use example scenes from multiple episodes of Life is Strange in order to provide clear and specific examples for its points. I highly recommend that you play the game before reading this, but have avoided plot spoilers.
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design
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game stories
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life is strange
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puzzles
Monday, July 3, 2017
Life is Strange: Butterflies in the Vortex
Scribbled by
Andy Hauge

"Do your powers include mind reading? Or did you just rewind because I tried to steal the cozy chair?"
Some of you might remember my Walking Dead review, where I talked quite glowingly about Telltale Games' feels trip masquerading as interactive adventure with zombies. This time, I'm covering something that's basically the same, sans zombies and plus the Pacific Northwest. Also, sort-of time travel. Is it as good as The Walking Dead? Is it, dare I say, better? Find out what Life is Strange has in store for you...
This review will be spoiler-free, containing no plot details beyond the basic premise that I mentioned above.
Note: I originally posted this review on The Catholic Geeks, but intend to follow up on it more in-depth here.
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design
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life is strange
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review
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