Have you ever seen Hardware Wars? When I was a kid,
it was the height of hilarity. A cobbled together parody of Star Wars,
moments from it stick with me. In particular when Darph Nader (Vader) confronts
Augie Ben Doggie (Obi-Wan). As they’re about to duel, Fluke and company shout
for Ben to follow them. He lamely gestures at them, “No, no, I’ll be alright.
You go ahead.”
The rest of the heroes walk away muttering: Martyr,
martyr, what a martyr.
I had a moment like that playing Questlandia, where
my character angled for final martyrdom…and it felt cool, but in the back of my
mind I still heard Princess Leia going, “What a martyr.”
That’s apropos of nothing, except how your head gets in the
way of playing, especially in Story Games with open opportunities. Questlandia
has those, married to a mechanical system which slowly ratchets up the tension.
Questlandia is a 100-page Story Game centered on a
collaboratively created kingdom. I’d only seen the cover and heard the name
before we played. I assumed it felt like Kingdom; the cover looked light
and shiny. But it wasn’t that. The subtitle- “A game of ill-fated kingdoms”-
reveals the truth. Questlandia’s a darker and more complex game than I’d
assumed.
WHAT IT IS
In Questlandia players create a kingdom &
characters populating it. They then play out the doomed descent of this realm.
There’s an interesting shift back and forth between narrative sequences and
hard choice resolutions. The crunchiest part of the mechanics create a death
spiral for the world.
Kingdom building isn’t entirely freeform. Instead the
players have to figure out how to place elements delivered by random
generators. Each kingdom has a single ambition, but multiple troubles. The
group draws six playing cards to generate the latter based on suits (e.g.
Hearts= sickness; Spades= war). That means a kingdom may already be heavily
beset by a crisis if multiples come up. We had a nice spread in our game, but I
imagine it would have felt much different if we’d drawn four Clubs and had to
handle massive civil unrest.
With those details in mind, players add elements in turn to
the kingdom: physical, cultural, political, etc. After this comes a naming
phase and the assignment of element ownership (something I’ll come back to).
Once the group has defined all of this, they can talk about how those pieces
fit together.
Like kingdom building, character creation isn’t entirely
freeform. Cards are drawn and placed on the table, each with a rolled die. This
combination gives an identity, determines drive, and says if the character has
good or bad luck. Players take turns picking which a card. Each then selects
two traits and one weakness from lists provided. Next, after describing their
character to the group, each player defines two relationships with other PCs.
Finally players describe a Goal and an Obstacle facing their character. With
all of this established, players created a map. The group handles this by
setting established locations on the map or adding new ones. That completes the
setup.
In turn players become the Protagonist and set a scene for
their character. They establish a goal for the scene, checked during the scene
resolution. The protagonist narrates what’s happening and can call in other
characters. But all the non-protagonist players serve as the Opposition. They
put obstacles in the protagonist’s path. These players move back and
forth between this omniscient role and playing NPCs as well as their PC. At
some point the protagonist calls for resolution. They have complete control and
can even move to resolution immediately. At this point the game moves to a dice
mechanic for determining the scene’s results.
Scene resolution has the protagonist rolling at least two
white dice, with others possible for traits, circumstances, and beyond. The
opposition rolls three red dice, with more based on the situation. The
opposition puts forward their three best dice and the protagonist matches those
with their two best. At least one opposition die will almost always remain
unchallenged. Higher numbers win and then these trigger effects, selected by
checking those values on a chart. These can boost the protagonist, heal
relationships, or do various good stuff. On the other hand, opposition victories
generate harm, bad stuff, and possibly push the kingdom’s doom forward. After
these matches and calculations, the group adds narration to explain what
happens. Then the next player becomes the protagonist.
Questlandia ends when everyone has taken three turns
as the protagonist. In the final round, the opposition becomes even stronger.
An epilogue caps the experience. In this phase, players in turn may narrate one
fact based on positive and negative currency accumulated throughout the game.
Those rules and their accompanying examples take up most of
the book. The last several pages offer alternate rules, FAQs, and reference
tables.
WHAT’S AWESOME?
Maps: I loved the map-making process. I’m glad it
came after we’d already established a good deal, including our characters. We
could then talk about the kingdom as a whole and our connection to it. We ended
up modifying and coming up with new, good stuff during this process. In
particular it forced us to literally get on the same page.
Language: Players come up with a set of syllables (nu, dok,
kul, etc). During play you make up names and terms by combining these. It’s a
cool creative exercise and establishes consistency.
Ownership: This is a dynamite yet simple idea. Each major
concept the group develops has an owner. In the ownership phase, you walk
through and assign them. If new elements are created, they immediately get an
owner. Then if someone has a question about X thing while you’re playing, the
owner answers and defines it. So if I want to know about the Sea Migrations,
Plague Songs, or Legendary Weapons I ask them. I dig this. It’s a great
technique, easily adaptable to any kind of collaborative project. I’d be
interested to see how this would work for an extended collaboratively-built
campaign with a GM.
Limits: Often you’re given concepts generated from random
lists.. These results allow interpretation and don’t choke you. But they do
force you to discard easy ideas and pre-planning. Great stuff came out of those
limits. At first I thought the lists might be too constraining, but in practice
they weren’t.
Epilogue: I like that in the end narration you have to use
the phrase “Fortunately...” or “Unfortunately...” to set up your beneficial or
negative events.
LESS AWESOME
Creation: I dug character and kingdom creation systems. They
do, however, take a long time. We played our Questlandia game over three
sessions of 2-2 ½ hours each. About half the total time went into the creation
process. I suspect repeated plays would reduce that. But it does mean you’d
have to run a tight ship to do this in a four-hour slot. Players should know
that going in.
One Session: You get a deep, rich world that you’ve
collaboratively built and then you set it on fire. With that time and energy
investment, the actual play can feel short and abrupt. Since the game builds a
death spiral into resolution, this isn’t easy to get around without major
changes to the game’s system and even purpose.
Mechanics: The dice and scene resolution system felt opaque.
It took us several read-throughs, flipping between pages to get how that
worked. A few key elements aren’t highlighted as well as they could be. In
particular that the protagonist and opposition only put forward a few dice.
Eventually we got how it worked through trial and error. The two-week gap
between sessions did us no favors. We had to relearn and re-establish the
rhythm of the game.
Roadblocking: Playing the opposition felt vague. You’re wearing
several hats at that point: playing NPCs, playing your character, paying
attention to other players’ cool stuff, and then trying to throw a wrench into
things. That you have everyone playing the opposition worked against us. No one
wanted to step on toes and everyone thought someone else would provide
challenge. It may be that we need to see the system in action understand play.
Flow: You play out these cool scenes, strive for goals,
engage with relationships, watch drama, and THEN BOOM. Suddenly we move to an
extended mechanical resolution with several stages (calculating dice, matching
rolls, making picks from consequences, narrating results). There’s a stop and
start to the play. It’s the same criticism I’ve seen leveled at one of my
favorite games, Kingdom. To me the gear shift here felt rougher here, but
YRMV. Again, more plays may ease this issue.
OVERALL
Having said that, I should draw your attention to designer
Hannah Shaffer’s interview on The Gauntlet podcast. There she talks about Questlandia and her experience with it
now that it’s out in the wild. She talks about a revised edition which will
smooth out the resolution and optionally allow for extended play.
That’s awesome and cool. I’m looking forward to that.
I think Questlandia’s worth picking up, especially with you
like community building games like Downfall, Kingdom, or Rise and Fall. It’s
solid for play and contains many great concepts. I didn't even touch on the strong layout and Evan Rowland's effective art. I’d suggest checking out this Indie+ exhibition game if you’re interested. You can buy Questlandia here.
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