Episode 4: Cargo Noir Review and What Makes a Game Fun for Players
In episode #4, the founders go into the Secret Cabal Library and break out Cargo Noir to give you a walkthrough and a review. Cargo Noir is a competitive game where players take the role of a smuggling organization. Players buy their way into ports, bidding out other players, in order to get access to the goods located in that port. Following the review Tony brings us the gaming news from the past two weeks. Then the founders have a round table discussion about what makes a role...
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In episode #4, the founders go into the Secret Cabal Library and break out Cargo Noir to give you a walkthrough and a review. Cargo Noir is a competitive game where players take the role of a smuggling organization. Players buy their way into ports, bidding out other players, in order to get access to the goods located in that port. Following the review Tony brings us the gaming news from the past two weeks. Then the founders have a round table discussion about what makes a role playing game fun for players.
- Cargo Noir: 00:44
- Cargo Noir Review: 00:52
- Gaming News with Tony Topper: 1:13
- What Makes a Game Fun for Players: 01:43
Opening Banter Topics
- Chris and Jamie talk about going to the Kenneth Brewfest
- Jamie discusses his recent purchase, Dread Fleet
- Brian talks about Dominion, a new map and game style, for League of Legends
- The Founders talk about power gaming and min maxing in computer and tabletop
- Brian talks about resisting the temptation to buy Rage
- The Founders reminisce about experiences in old MMO's like Star Wars, Everquest, Ultima Online, and Lineage 2
- Jamie brings up White Wolf's upcoming MMO
- Chris talks about the Ewoks in Background story that cropped up on the internet this past week
- Chris is hyped about Miskatonic School for Girls card game, funded through Kickstarter
- Jamie mentions that he received his replacement components for Betrayal at House on the Hill from Wizards of the Coast
- The founders have a discussion about D&D 4.0 rules changes and how D&D Insider impacts game play
00:44 Walkthrough 00:52 Review Cargo Noir is a 2-5 player game where the players take the role of smuggling organizations vying for dominance. Players place ships on ports, bidding for access to the goods in the space and can compete for the space by outbidding each other. Winning a space allows you to take the good tiles located there. Turning in sets of good tiles awards points that can be used to either garner victory point cards or they can be used to purchase syndicate cards (which are utilitarian such as extra ships or warehouse space). After a number of rounds based on the number of players the game ends and the player with the highest victory points wins. Check it out on Board Game Geek
Gaming News with Tony Topper
What Makes a Game Fun for Players
01:43 After the discussion about what a GM can do to make a good game the founders continue the discussion from a player perspective. The discussion opens with the founders talking about the importance of players feeling like they can make any decision at any time and that their choices have merit. The conversation flows to players feeling the need to ignore motivations to do side plot based upon an urgency in the main story. After talking about taking a step back and looking at situations from a characters perspective to help make those choices, the founders bring up party camaraderie and conflict as a high point in group play. We delve into various levels of hostility between characters and what goes too far, whether it's compromising a character to keep them in the group, killing off party members, or just typical friendship level conflicts. The founders then talk about players inhibiting others from role-playing or players being non-confrontational or not wanting to bog down the play session. The conversation changes up to how out of game conversations impact game play both positively and negatively. From there, the founders talk about the importance of communication between the GM and the players, particularly when players want to role-play changes in a character's personality. The founders then talk about developing personal side goals or motivations, whether they be familial relationships or gathering components and crafting unique personalized items, that don't take up significant game time to enhance role play. Then the founders switch up to talking about morality versus personality, and how developing the former doesn't often lend to much role play whereas the latter does. The founders continue on discussing how playing something outside the scope of normal, whether that's switching races or playing up a personality trait that a player doesn't normally play significantly increases role play as it helps the player get a different image of their character. This leads to a discussion about how shorter term characters help players to try something new personality-wise as the players aren't tied to the character for the long term. From there the founders discuss ways to enhance role-play by affecting the narrative using powers, skills, or abilities in innovative yet simple ways which can often times be extremely satisfying as a player. This leads to a discussion about how to role play character development when gaining new levels or powers. The founders then change up the conversation to turning mechanics into role play opportunities, similar to hindrances and flaws in many games, simply to enhance the game. The discussion then turns to how gear can make a character feel unique to add flavor and fun to a game, and how players can often assist the GM by providing inspiration for those personalized items.
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