I’m starting a tag here for NaNo, and I hope y’all go with it: #brilliantlines.
Every day you write, find one brilliant line of prose or dialogue from your manuscript. Post it under both the NaNoWriMo tag and #brilliantlines, and let’s see what awesomeness is flowing from everyone’s headspace.
Ready to go? Here’s mine for the day:
"Some days I just thought I’d take the wagon out to the middle of nowhere and start a sheepfold. Nexus or no."
"We’re shepherds, Kestrel. We keep sheep.”
All right. I know I’ve said it a few times, but we spent Gen Con 2013 on the demo crew for Asmadi Games. One of the games I’d wanted to try from the Asmadi line but hadn’t had a chance to was called Impulse. I finally got a chance to try it tonight, and here’s my rundown of the beta verson we received as thanks for working hard all weekend.
Impulse is a “4X” game (explore, expand, exploit, exterminate) that is designed to play in an hour or less, and our 2-player game held true to that, playing to victory in just under 45 minutes. In the game, a conveyor belt of available actions (the eponymous mechanic), a faction-specific set of actions, and an optional individual “Plan” drive the gameplay. Players receive victory points for trading cards or destroying enemy ships. Each card can serve multiple purposes:
· Providing space on the board. Landing a glass-marble ship on the space allows you to take the action on the card.
· Providing an action in the Impulse queue (the aforementioned conveyor belt)
· Serving as a “mineral”, stored in the player’s board by a “mine” action. Unrefined minerals provide a boost to certain cards.
· Currency for trading and tech actions, as well as certain card actions.
The game does have a relatively high learning curve, which is lowered if the new player has already played a 4X game (Glory to Rome being the most-cited comparison on Board Game Geek). Once the basic rules are down, play is smooth and tight.
Aside from a few minor gripes, I find Impulse a compelling game in the 2-player format, and can’t wait to get my paws on the final version, due in November of this year.
By the way, I won.
What a high! It’s been a little over a day since Gen Con 2013 came to a close and I am still totally giddy over how well it went.
This is the first time I’ve ever attended Gen Con and only the third time I’ve attended a convention of any appreciable size (my previous experiences being Dragon*Con 2010 and 2011), and hands-down I would say that it is my absolute favorite. Despite the fact that Gen Con is primarily billed as a gaming convention, tracks exist for fandoms of all sorts.
I did spend most of the weekend working a demo room for Asmadi Games, but a little before the convention I discovered the presence of an annual Writers’ Symposium and was compelled to sign up for several of the sessions. The vast majority of these were free, but there were a few paid ones that I attended. These were two lectures by Mike Stackpole and a Quick Critique workshop on Sunday. I’m going to gloss over the gaming-related portion of my Gen Con experience for now, but will be writing about it a little later. I’ll run everything down on a day-by-day basis for easy reading and/or skipping.