325 lines
20 KiB
Plaintext
325 lines
20 KiB
Plaintext
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Episode: 2132
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Title: HPR2132: Gloom Tabletop Game
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2132/hpr2132.mp3
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Transcribed: 2025-10-18 14:42:17
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---
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This is HPR episode 2,132 entitled Bloom Table Top Game.
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It is hosted by Klaatu and is about 23 minutes long.
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The summary is Klaatu Reviews the Card Game Bloom.
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This episode of HPR is brought to you by AnanasThost.com.
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Get 15% discount on all shared hosting with the offer code HPR15.
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That's HPR15.
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Better web hosting that's honest and fair at AnanasThost.com.
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Howdy folks, this is 5150.
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If you're going to attend the Ohio Linux Fest this weekend, October 7th through 8th,
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be sure to seek out the Linux podcasters booth.
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It is a collaboration between hacker public radio, the pod nuts network,
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chronopathic oncast, Linux logcast, and your other favorite shows.
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Joe Hatt of the new single board computer and virtual private server show
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is graciously providing swag in the form of mugs, stickers, and t-shirts.
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And I am bringing an unwarranted t-shirt from Candice Linux Fest 2015, an upgrade year.
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That's going to be first come, first serve under the desk.
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So you're going to have to ask for handsome stickers.
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And we'd love to meet all our fans in Columbus.
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See you there.
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You're listening to hacker public radio.
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My name is ClotTube.
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This is a continuation of my tabletop gaming series.
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This episode I want to talk about Gloom GLO-O-N.
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Gloom is a card game, it's about family, it's about miserable, miserable families.
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This is the game that first got me introduced to one of my favorite games, Dark Colts.
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Because everyone was talking about Gloom, when everyone talked about Gloom, they would
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tend to refer to Dark Colts.
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They would be like, and it has elements of Dark Colts, no idea what that meant at the
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time, but that's kind of what introduced me to this older game.
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So I figured I'd talk a little bit about Gloom.
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In the game, the gameplay is, each player has a fictional family, which I think is about
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five cards, four or five cards, five cards.
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And you lay your family out face up in front of you.
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So everyone sees your family.
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And the goal of the game is that each player tries to heap tragedy cards onto their opponents
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family members, making them, no I'm sorry, I got that reversed.
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You're trying to heap tragedy upon your own family, so you're trying to make your own
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family as miserable as possible.
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And then you give blessing, you give good fortune to the families of your opponents.
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And the player with the gloomiest family wins.
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And in fact, it's not just the gloomiest family, it's the player with the gloomiest family,
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with the family who dies at their gloomiest.
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So you want each of your family members to be just about as worse off as they could
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possibly be, like well into the negative scoring, and then you want them to die.
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And then at the end of the game, you tally up all of your dead family members, and you see
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how miserable they were when they died.
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And whose ever family was collectively the gloomiest wins.
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It's a really fun, obviously dark humor, kind of a reverent kind of game, but it's actually
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totally family-friendly, it's not a bad thing, it's funny, it's funny, you just have to
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have a slightly twisted sense of humor, but not super twisted, kids can play this is what
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I'm trying to say.
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And it's also good for like two players, technically it's from two to four players, it's what
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it's designed for, but that's if you play with a full family in front of you.
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So if you if you were in a pinch and you had like five or six players, you could just
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each have smaller family sets and that would be fine.
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So dark sense of humor, the card design is relatively dark, the artwork is done in a
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very sort of Edward Gory style, you know, it's like very much like that classic kind
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of Victorian sort of dark illustration style.
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All the misfortunes are again just kind of very macabre and Victorian, I can't think of
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any off the top of my head, but you know, like consumption and driven to drink, you know,
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things like that, like it's always sort of very proper and Victorian tragedy.
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The cards themselves interestingly are printed on transparent plastic, which is one of
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the things that I don't love about the game.
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I mean, it's an interesting design choice, but it does make it a little bit more high
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tech.
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You know, you can't really, it would be less easy to design your own cards, for instance,
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because whatever you design would have to be printed on cellophane or whatever this
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stuff is, the transparent paper, because it actually matters, because if you put a good
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fortune card on someone's family member, then that might occupy one slot of their, you
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know, fortune ranking, and the thing under that card, which you can see, because the
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card is transparent, either, you know, adds to that misfortune or buffers against that
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misfortune.
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It doesn't matter that the cards are transparent.
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And I guess you could probably hack around that, but yeah, it's designed to be layered
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on top of each other.
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So it is, I mean, it's a very creative game design that is very, very cool.
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And the game mechanic is, as everyone said in all the reviews that I'd read before playing
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it.
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It is reminiscent of Dark Colts, because the two players involved, at least, you know,
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the players involved, are essentially playing the roles of life and death.
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You play death and misfortune for your own family and life and good fortune for your opponents.
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So I've played the game as both a two and a four player, and I think a three player.
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So I've played in practically every, every variety.
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And I will say that it is a stronger game with more than two players.
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Because with two players, the plot of the game does get pretty repetitive.
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It's kind of like, I mean, it's very predictable, you know, if your opponent has a card that
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is going to do bad things, then it's obviously going to go on their family.
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They have a card that does good things.
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It's obviously going on your family because you're the only other game in town.
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So I've not tried it with a fake third player.
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I guess I could try that at some point, like a ghost player, where you just give this player
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a hand and then draw randomly from their deck and then, but I don't know how you would,
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how would you then decide who's family gets the result of that random player?
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I guess you could incorporate a die roll or something and, you know, compete for who's
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going to get the bad or the good card from your random player.
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So it is stronger anyway.
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Two player is permitted.
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It is kind of like it, it comes up when you ask a forum or a group of people, hey, what's
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this good two player card game?
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Gloom does come up, but I'm saying that it's not necessarily the strongest two player
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game that I've ever played.
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But the game play itself, I mean, it is a pretty simple game.
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The process of understanding how the game is played is really, really simple.
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Like you pick it up really, really fast.
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And so you've got your negative self-worth is whatever happens when you place negative
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cards onto a family member.
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And then there's positive self-worth, which is what you do when you, you know, you give
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something good to an opposing family.
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That's the basics.
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But in addition to that, you've got event cards.
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And these are sort of spanners that get thrown into the works to kind of shake things up.
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And there are some really good ones in there.
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Like some event cards will let you swap out, you know, a modifier card, like a positive
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self-worth card or a negative self-worth card.
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You can remove it from a family member and put it on some other family member or you
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can just discard them entirely or maybe you get to draw extra cards or swap out your
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hand or steal a card from your opponent's hand.
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Things like that.
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I mean, there are some really nasty ones in there as well, like there's one card I think
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where you make one of the your opponent's family members an imaginary friend by negating,
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like basically use zero them out.
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So you make them totally zero some, like they're neither positive or negative.
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They're just, they completely essentially didn't exist.
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And so your opponent now is playing with four family members to your five.
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So your chance for success goes up quite a bit.
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And I guess in a way that's another thing about the two player game.
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It's just kind of like you get one of those types of cards and your opponent is just nearly
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obliterated because I mean unless they're playing with a really, really miserable family,
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there's just no way they're going to equal, you know, like your cards.
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But that's the strategy to the game, I guess, in a two or a four player game is the death
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card.
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That card in, in gloom is if your opponent has a family member that's particularly, particularly
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miserable at any given point, then if your opponent draws a death card, they can play that
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death card on, on that family member and that kind of locks that family member in, you
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know, like if they're at a negative 30 or negative 40, whatever, a death card preserves
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that negative score pretty much completely.
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I think there may be an event card that could, that could reverse that or something, but
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it's pretty rare.
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But that's kind of the goal as you progress through the game is to get a death card, but not
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a death card too soon.
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You don't want to play the death card if you're, if your family member is just like negative
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10, you know, that's nothing.
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You want that family member to be super negative, super miserable.
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You want to keep compiling, you know, piling negative things onto that player, but of course
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your opponent is working against you and trying to make that family member happier so that
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at some point, someone's going to kill that family member off, whether it's you or that
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opponent, your opponent, they're going to play a death card and that family member's score
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and that self worth is going to get locked in and that might be good for you and it might
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be bad for you.
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So that's, that's the strategy of the game is when, when exactly are you going to play
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a death card?
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Are you going to surprise your opponent and make their, their, their family member die happy
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or are you going to preserve one of your own family members as a totally miserable person?
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It just all depends.
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The game also attempts at least to sort of harken back to its dark cults heritage by encouraging
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its players to spin a yarn as they play.
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So the rules specifically say like it's more fun if you, if you give, if you give a backstory
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about what happened to the family member and that is a great idea, but I in, in practice
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I'm if I have found it very difficult to actually to put into, into play because like each
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card, each, each card that you are playing generally has like a little bit of a, you know,
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flavor text as they say.
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So it sort of says like, you know, ravaged by a pack of rabid rats.
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So that's, that's the thing that you're playing on this card that, that, that, that reduces
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their self worth.
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It makes them more miserable, right?
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And it's just kind of hard, I think, to come up with a backstory for that because there's
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no context, you know, it's like you've got these sort of generic, generic family members
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without a built-in backstory.
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And you've got this event that happens to them.
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And so it's kind of like, well, what do you do with that?
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I don't know.
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Bernard was down in the basement looking for mothballs and then he was ravaged by a pack
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of rabid rats or Bernard was walking to church on Christmas and was ravaged by a pack
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of rabid rats.
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You know, it's just, there's no, there's no padding there like, who is Bernard?
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Where does he live?
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Does he go to church on Christmas?
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Does he go to the basement from mothballs?
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But who is, you know, like, where is, what's there to build off of?
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So I don't think that the storytelling element of the game really works very well.
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Maybe if they had some story starter cards, it would help, you know, kind of like, here's
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the setup.
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This is, this is what your family is up to.
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And now every misfortune can kind of be given in that context, maybe, or, or something
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like that.
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I don't know.
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They would definitely have to have more to the game in order to encourage, I think, effective
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storytelling.
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Maybe you could come up with a rule, like a modded rule where you say, like, you know,
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before we start the actual gameplay, we have to introduce our families and, and give
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each one a backstory.
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And then as we play the game, we have to, you know, every, every, everything that happens
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has to have a story attached to it.
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But I don't feel like the game builds that into the gameplay.
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You know, it's, I feel like that would make the game more awkward to play because it's
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very much a straight game, you know, you draw cards, you put down cards, and it's, it's
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very sort of like you're playing the numbers.
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The fact that they're family members and they have self-worth and, like, names and things
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like that, that doesn't really matter.
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Like you're playing the numbers, you're, you're just trying to, to make your opponent have
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more numbers than you, and they're trying to make sure that you have more numbers than
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them.
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And that's, that's the game, ultimately.
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So I, I don't feel like the game really is a storytelling game in the way that it, that
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it really, that it, that it kind of claims in its own rule book that it, that it can be.
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That's okay.
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I'm not saying that's a bad thing.
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I'm just saying, when you're reading the rules and it tells you, remember, try to tell
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a story.
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It's just kind of like, yeah, nice idea, but you didn't really remember to incorporate
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that into the actual game, so it doesn't really work.
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If you try to, um, do a sort of character driven game, I think that, um, it's difficult
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when those characters have no impact on the game.
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Like what I'm trying to say is that the, the game itself gives you, it gives you these
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family members, and they each have, you know, their characters and they have names and, and
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they have little clever little back stories that are given in like a sentence.
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Um, but no, that actually matters, you know, like the, the, the family doesn't really,
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like one family isn't any better or different than another really, like it could be any,
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any set of cards could have been your family members.
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It doesn't actually matter.
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And that's, that's a difficult thing, I think, for the game as well.
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Like when I've been playing it, it's, it's not like my, like one of my family members
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is not more, but more, um, more affected by, uh, drinking problems, uh, and another one
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might be more affected by physical ailments and another one is more or less affected
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by animal attacks, you know, it's like, there's no kind of variation there.
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Every single card in the deck is going to affect every single player, every single family
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member the same way.
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So there's no variation there either.
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And I think that might be an interesting thing for, for gloom to have explored and maybe,
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uh, potential for a user modified, uh, version there is like for the, the actual family members
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that kind of have maybe powers, um, or, or, or propensities towards something, you know,
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or resistance towards something that might be an interesting mechanic.
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But it doesn't exist.
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That's not, it's not something that the game incorporates at all.
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So, um, yeah, skill levels could be interesting for, for family members, um, playing with fewer
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death cards can sometimes be interesting.
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So death cards, as I say, they lock in the current state of your family member.
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So if you're playing and you've, you've, you've gotten a family member down to like negative
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50 or something, immediately you're going to try to play a death card.
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That's well within your interest is to kill that family member off so that they go to the
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grave with negative score.
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And by contrast, your opponent is going to try to boost your family member to something
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positive, you know, positive 35, positive, whatever, um, so that that's affecting, you know,
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that's, that's going against what you're trying to do, um, and then they'll want to kill
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that family member off with the death card because that's within their interest.
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So death cards are very powerful things and by default, the game comes with some number
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of death cards.
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I don't really remember how many I want to say 20, but that's an arbitrary number since
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we don't know how many cards are in the deck.
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But it comes with some number of death cards.
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So removing some death cards from play, uh, may or may not make the game a little bit
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more interesting.
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I mean, it might just make it longer, um, but it may make it a little bit more competitive
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because now you don't have as many opportunities to lock in characters at certain, certain
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places.
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Um, yeah, that's kind of interesting.
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I think another interesting, um, mechanic would to explore, I haven't tried it is to make
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possibly more like, like again, with the family members, like maybe make some family member
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more valuable than another, although I don't know, I mean, if that would really work
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either.
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But like in my mind, I'm thinking, what if the mother, the matron of the family was more
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important than the others and if she dies, then then they become, I don't know, immune
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to positive modifiers for one round or, you know, something like that or if a, if a pet
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dies, then, then their owner, um, I don't know, goes down, you know, gets a, gets an automatic
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negative applied to them or something like that, something to kind of make certain consequences
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different depending on, you know, what happens.
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And that would make the opponent, for instance, kind of have to figure, well, do I want
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to, for instance, uh, do I really want to kill that, the matron right now?
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Because if I do, then the rest of the family is not going to be able to be affected for
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a little while or, you know, do I really want to kill that pet right now?
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Because if I do, then that's going to give a boost to their, to their owner and so on.
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Um, and again, I haven't tried that and that's, it would be something that would be interesting
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to kind of maybe think about or maybe it wouldn't fit into gloom at all.
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So maybe there's like some potential for a spin off there.
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I'm not sure.
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But either way, um, the overall thing I'm trying to get to here is that gloom is a fun, fun
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game.
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It's dark since a humor, uh, it's, it's a solid game for two players.
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It's a better game for more, um, it's good sort of backstabbing fun, you know, it, it
|
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pits you against your, your opponent, um, but in a funny and kind of, uh, funny way because
|
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technically they're not playing against you.
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They're giving you nice things, you know, so it's, it's, it's a fun, it's a fun
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thing.
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It's a fun game.
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Um, I wouldn't say it was a perfect game, but it is a fun game and, uh, it's very simple
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like in terms of what you have to carry around with you, it comes in a very small box.
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It's maybe a hundred cards or so.
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It's, um, it's, it's not a whole lot, you know, it's not a big, um, uh, investment, let's
|
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say it's, you know, you can just kind of, you can grab it, throw it in your backpack
|
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and go and now you've got a game on you to play, uh, with a group of friends or whatever.
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So it's a, it's a simple little investment, there's probably expansion packs and stuff
|
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like that.
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I don't really know.
|
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But, um, it's, it's a fun game.
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You should check it out if you have a chance to, if you, if you see it anywhere, uh, for
|
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cheap or whatever, pick it up and, and try it out, it's a lot of fun.
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It could be funner.
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You might come up with some interesting mods for it.
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Um, but overall, yeah, I, I don't have anything bad to say about it.
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Just as a two-player game, I think it could be, it could be tweaked for two players, um,
|
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but yeah, give it a go.
|
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It's, it's, it's a fun game.
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It's fun.
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Really.
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Uh, and that's gloom.
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|
G-L-O-O-M.
|
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|
|
You've been listening to Hacker Public Radio at Hacker Public Radio dot org.
|
||
|
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We are a community podcast network that releases shows every weekday, Monday through Friday.
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Today's show, like all our shows, was contributed by an HBR listener like yourself.
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If you ever thought of recording a podcast, then click on our contribute link to find
|
||
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out how easy it really is.
|
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Hacker Public Radio was founded by the digital dog pound and the Infonomicon Computer Club,
|
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|
|
and it's part of the binary revolution at binwave.com.
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If you have comments on today's show, please email the host directly, leave a comment on
|
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the website or record a follow-up episode yourself.
|
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Unless otherwise stated, today's show is released on the creative commons, attribution,
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