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You are here: Home / Archives for Jim Miles

Interview with Deren Ozturk, Creator of Legends of Avallen

1st May 2020 By Jim Miles 1 Comment

If you’re looking for entertainment during lockdown, why not check out Legends of Avallen? It’s a tabletop roleplaying game which doesn’t even need dice, so we spoke with its creator, Deren Ozturk, to find out more.

Jim Miles: I know you from the Japan Magic: the Gathering scene! We were both teaching English and jamming Magic a few years ago around the Nagoya area. Since returning to the UK I gather you’ve made a game? You sent me the rules and I had a good read, but perhaps you could tell us about it in your own words.

Deren Ozturk: Thanks for asking me for this interview Jim! So, Legends of Avallen is an indie tabletop roleplaying game about humble townsfolk rising up to become legends on a mystical island inspired by Celtic mythology and Roman-occupied Britain. You can find out more on our website. We also have a free rules summary available to download now, a starter adventure being released soon, and we will be launching a Kickstarter later in the year!

Interested in indie tabletop roleplaying? You'll enjoy our interview with Deren Ozturk discussing Legends of Avallen
Interested in indie tabletop roleplaying? You’ll enjoy our interview with Deren Ozturk discussing Legends of Avallen

J: Having read the rules summary, I found it more intuitive and less overwhelming than 5th Edition D&D. Presumably this was intentional? What do you see as the key differences between your system and the D&D that most people are used to?

D: That’s two big questions! I’ll try to be brief.

Firstly I’m glad the increased intuitiveness was so apparent—it is definitely intentional! One of my primary design goals for Legends of Avallen is to make it approachable for people who have never played a roleplaying game before. I want to help introduce people to the hobby.

There are a number of key differences from the more familiar tabletop systems, which should be evident right away. For a start, you begin the game not as an adventurer or great hero but a humble townsperson. The character creation is deep but takes less than 5 minutes, with no prior knowledge of RPGs or fantasy tropes necessary.

Legends of Avallen is inspired by Celtic mythology and Roman-occupied Britain
Legends of Avallen is inspired by Celtic mythology and Roman-occupied Britain

The first thing players do is select their character’s profession; while not everyone might know what a Paladin or Warlock is, it’s safe to say that most people understand what Blacksmiths and Shepherds do. More heroic archetypes familiar to veterans, like Warriors and Mages, become available later, but only after the players have context within the world-lore and gameplay to make informed decisions for their characters. Systems and character options open up to the players as they progress, rather than front-loading it all.

As for the key differences, one of the biggest is that the heart of the system actually uses conventional playing cards instead of any type of dice—

J: No dice? SACRILEGE!

D: I know, I know—I and most of my playtesters never questioned the marriage of TTRPGs and dice, until one clever playtester suggested the idea after she saw what I was trying to do with my mass of d6s. Playing cards are easy to pass around face-down, visibly symbolising a pool of possible advantages a character accrues through the duration of a challenge. They are also more accessible and less intimidating than a full set of polyhedrals, which aligns perfectly with my core philosophy of an approachable game.

J: Indeed. Jokes aside, it does seem like an interesting system and it fits with the design philosophy. I play a lot of card games so for me the idea of using a deck of playing cards is very neat. I like imagining that I could even be game master (GM) for this on a family holiday with relatives and just a dusty deck of playing cards. Is that broadly within the realms of possibility for the game?

D: That’s exactly right. Play LoA with your grandparents!

J: Are there any other really dramatic differences between this and the “traditional” D&D environments?

D: Sure…another big one for us is emphasising creativity and teamwork in a way I haven’t seen many other games do. For example, when fighting a dragon it’s much more effective for a group to set up one character to land a single, key strike instead of everyone trying to chip away at it little by little by themselves.

You don't even need dice for Legends of Avallen, just a deck of playing cards
You don’t even need dice for Legends of Avallen, just a deck of playing cards

J: Ooh, I like that. I’ve really enjoyed moments when I’ve coordinated a combination of attacks with other players in campaigns I’ve played. I love that LoA is designed to enable and reward that kind of experience. How about for GMs, though? What kind of experience can they expect from running LoA?

D: It’s an important goal for me to make LoA approachable for GMs too. The nature of the game encourages GMs to set up scenes in which the players can get creative and we will have tools and guidelines to help make that happen. Here are some fun things we have planned to help GMs: a mix-and-match monster maker so you can easily get imaginative with your foes, Fate Cards that can be used with any scene to add tension and risk, and scene templates that let you add your ideas over a variety of scenes including chases, wilderness survival, and political debates.

The lore of Avallen encourages a lot of GM creativity too—for example the Celtic myth of the Otherworld is a big part of the setting. The players will get to adventure into this mystical world of the Fae, and this is where the GM can introduce reality bending effects like visions, anti-gravity, time dilation, and portals.

J: Nice. I really enjoyed the blog post about the art direction and Celtic inspiration, especially fairy circles and the like. What made you choose that particular theme for Legends of Avallen?

D: Thank you, we have an excellent team of artists! The stuff they are producing is really grounded but also wondrous. As for the Celtic theme for the setting, I live in Wales. I’m surrounded by Welsh language in a Celtic landscape everyday. I am really inspired by Welsh history and the bardic traditions of old, and also invested in periods of history where very different cultures clash. Rome’s stint in The British Isles amongst the insular Celts and the vast differences in their world views is ripe for interesting stories, especially when you make the mythos of the Celtic Otherworld a reality. It excites me and I’m sure it excites others too! There’s not much on the market for Celtic RPGs.

J: Indeed, it seems like a new niche and I hope it does well. Any message to people interested in the RPG?

D: I would encourage them to join our mailing list on our website, www.LegendsOfAvallen.co.uk, to get early access to stuff and to download the free rules document linked above. We’re going through a tweaking phase right now before we release the starter adventure and finalised rule document for the Kickstarter, so if you have any thoughts or feedback, we would love to hear it!

Legends of Avallen is in open-beta with the starter adventure due soon and a Kickstarter campaign coming Q3 2020. A future Disposable Media entry will give an in-depth report on how it played last month, when Deren ran an adventure for Jim and two other players.

Want to see more coverage of board games and roleplaying titles on Disposable Media? Let us know by sharing this article, or dropping us a message via email or social media. And keep checking our new Tabletop Games section for more.

Filed Under: Games, Tabletop Games Tagged With: Deren Ozturk, Legends of Avallen, Roleplaying Games, Tabletop Games

Starcraft 2 – How An Obsession Grows

19th February 2017 By Jim Miles Leave a Comment

“Merry Christmas!” appears in the game chat.

It’s not Christmas!

But it is.

Christmas Day 2015, to be precise, at about 10 past midnight.

I have been so absorbed in this game I have completely forgotten that four hours ago I was enjoying the Christmas Eve joint of ham with my parents, that three hours ago I was bidding them a cheerful good night, and two hours ago…what? …and where?

I was here, sat at my living room table, hands and eyes locked on this Macbook, marching little marines and medics up and down, shooting things.

And I am still here.

But I have not been here alone. There has been a steady stream of partners, exactly as hooked and enthusiastic as me. Partners who say things like “Go go go, I will Time Stop”, “Nice save!”, and “We did it we are the best”.

These gamers don’t say “u suck n00b”, or “git good fagget”. These gamers say “Merry Christmas!”

*   *   *   *   *

I am writing this in February 2017 and have been playing Starcraft 2’s co-op mode several times a week for well over 14 months now. I started a couple of months before the Christmas mentioned above.

I still enjoy the game and I still get a real sense of positivity from the teamwork involved. It is a positivity that is refreshing, compared to the competitive toxicity of so many other game communities.

Blizzard continue to add commanders and missions to their co-op mode, as well as a weekly “mutation” where one level is picked and has had various difficulty filters applied to it. For me the co-op mode of the game is succeeding in staying fresh, perhaps by only demanding a modest time investment. I enjoy a few short sessions throughout the week, mostly relaxing with a cup of tea, and feel no pressure to play more than that. This contrasts starkly with other titles I play such as Hearthstone, where meagre quests and rewards have a tendency to turn “playing” into “grinding” and make me question why I’m spending so much time for apparently so little enjoyment.

It is true that real-time strategy games like Starcraft are notorious for the multi-tasking demands they place on players and the insanely high level of competition at the professional level. But Starcraft 2’s co-op mode shows they don’t have to be played that way. If you have ever wished you could enjoy games like this in multiplayer but are daunted by the learning curve then I thoroughly recommend giving co-op a go. In a pick up game, how good you are doesn’t much matter – it’s about balancing teamwork, even if that means being carried sometimes. Mastering the finer points happens naturally along the way.

Starcraft 2 is available on Battlenet. The Starter Edition is free and includes three co-op mode characters.

Filed Under: Games Tagged With: co-op gaming, Starcraft 2

Induction review (PC/Mac/Linux)

7th February 2017 By Jim Miles 1 Comment

Bryan Gale‘s Induction is a discrete puzzle game that keeps its explanations to a drum tight minimum. Just deducing the rules can be challenging – especially later on – and that’s in addition to the actual puzzles of getting a little cube and its clones to the right places at the right times.

Induction Review Logo

“Right times” is a key concept here, as the levels involve manipulating objects across multiple timelines. It is geometrical Bill and Ted, copying, pasting, looping, rewinding, and replacing the very fabric of time itself, as casually as editing a mixtape.

Induction Review

Art design is minimalist but colourful, and Tim Shiel‘s soundtrack an unobtrusive ambient match.

The game takes a sufficiently different approach to 2008’s Braid, but that time-travel title is worth bringing up in a related context. The Zero Punctuation review of Braid contained an absolute clanger where Ben Croshaw criticised what he perceived as an arbitrary doors/keys interaction which, to the discerning player, was in fact not arbitrary but 100% consistent with the ruleset. That very same confusion and corresponding moment of “whoosh” can all-too-easily happen with Induction, where rigorously retracing the steps in a trial-and-error solution is just too much effort and it feels far more natural to blindly press on to the following level. Doing so always leads to being instantly stumped on the next rung of complexity and having to reduce everything right back down to first principles.

If “having to reduce everything right back down to first principles” sounds like a purgatorial process then Induction is not the puzzle game for you; just as last year Stephen’s Sausage Roll was not the puzzle game for many, who rushed to buy it on the strength of testimonial hype and were promptly offended by epiphanies of their own ineptitude.

However, if you are someone who enjoyed Stephen’s Sausage Roll, English Country Tune, et al – and especially if you thought games like Braid, The Witness, Portal, and The Talos Principle were too easy – then Induction is a confident slam dunk. The feeling of sitting for 15 minutes carefully thinking through a solution, progressively bolting down all aspects of the level – and how each must be implemented – before executing what you have just built in your head to conclusively solve it, receiving that satisfying 3-note melodic chirp, and having the cube vanish back to the game’s overworld (in itself an explanationless system with its own rules and patterns)…well…that feeling is among the most unique and enjoyable emotions a videogame can give.

Induction is available now on Steam and The Humble Store for Windows, Mac, and Linux.

Filed Under: Games, Reviews Tagged With: Humble Store, Induction, Linux, mac, pc, puzzle, steam, Time Travel

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