Thursday, October 24, 2013

The Walking Dead: Review and Discussion


Zombies have been popular culture's undead of choice for a while now. They've spawned hit TV shows, popular movies, more video games than we know what to do with, and even a handful of board games whose main selling points seem to be "hey, this game is about zombies!" I never climbed aboard the zombie bandwagon, but when Alex recommended The Walking Dead (a video game inspired by the same comic books that launched the TV series), I decided to give it a shot. Besides, I'd wanted to play a good point-and-click style exploration game in the vein of Broken Sword or Monkey Island for a while.

The Walking Dead fit the bill pretty well, even though it became clear in the first few minutes that this game is not King's Quest: Survival Horror Edition. Point-and-click games have a set of tropes and conventions that players expect. You need to thoroughly comb old areas after you've explored a new one; you're supposed to try every single item in combination with every other item, and then use the new thing you made on every possible character. The Walking Dead dispenses of those conventions in favor of making the narrative move faster, and while that change in emphasis makes sense given the style and themes of the game, it also emphasizes just how much it pushes the boundaries of being a "game".

If the purest definition of "game" is a thing of decision-making and optimization, then most of the "game play" in The Walking Dead occurs in the narrative instead of in the mechanics. The bulk of the decisions you make are not ones about how best to defeat a certain monster or approach a tactical objective, but ones about which direction you want the story to go. As the game reminds you every time you start a new chapter (and they're called chapters, to emphasize just how much focus is on the narrative), the story is decided by the way you play the game. Ironically, it's really easy to criticize an "open narrative" game like this for not being open enough. As soon as you realize you've been given the freedom to decide which character lives and which one dies, you want the entire story to be malleable, and it's occasionally disappointing to realize the game would have played out basically the same way no matter which one you picked. (That's no knock on the game, because it would be impossible to program a game that was infinitely nonlinear.)

The "everything that rises must converge" realization was most true at the end, during the climactic conversation with the kidnapping stranger, which went more or less like this:
Stranger: Hey, I don't like this one thing you did.
Me: Well, I had a good reason for it, so chill out.
Stranger: Oh yeah? I don't like this other thing you did either.
Me: That was literally the only thing I could have done, and you know it. Get over yourself.
and so on, until Clementine showed up to whack the dude on the head with a lamp. Probably, the stranger still would have found some way to criticize all my decisions even if I'd done things completely differently, and Clementine still would have whacked him on the head with a lamp after he had berated me sufficiently.

Overall, Lee in my game was the compassionate, nonviolent, and honest sort. It would be fascinating to play through again making the exact opposite decisions, playing Lee as a conniving liar and kicking people out of the group as soon as they wronged me or proved themselves a liability. The biggest problem with that approach is that the game is so engaging and the dialog writing so realistic that it would actually be difficult to do, ethically and morally. And that's the one of many things that The Walking Dead does very well, drawing you into its universe and intriguing you to see how it might play out otherwise. Plenty of "moral choice" games sell themselves on the possibility of playing through again on the "other side," but realistically, most games are far too long to make subsequent playthroughs palatable. At between 10 and 15 hours, The Walking Dead is the perfect length to revisit: it's short enough that experiencing it again wouldn't seem like a terrible burden, but not so short that you've memorized the entire game after playing it once or twice.

A second strength of The Walking Dead's "moral choice" system is that there is never a "right" choice. In contrast to other games that display morality as a black-and-white spectrum (or blue-and-orange, if you're Mass Effect), decisions in The Walking Dead are more like your mom telling six-year-old you to choose between your Legos and your toy cars. You want them both, and it doesn't seem fair that you're being forced to make that choice, but there's no way around the decision.

Some of the smaller decisions that The Walking Dead forces you to make were a touch more subtle but still well-designed. There's one in Chapter 4, where you're in the sewers, and a zombie grabs you. The default option is to shoot it, which attracts the rest of the zombies and essentially gives you a countdown timer to figure out what to do next, but if you have the presence of mind to switch weapons and bash it with a wrench instead, you can explore the next section at your own leisure. But with the screen turning red, you need to make that choice very quickly, and it pays to keep a cool head and not freak out. Scenes like this one show how good the game is at creating a sense of urgency and rewarding not panicking.

Outside of the narrative, one of the best things the game does is portray Clementine as an actual character, something that games (and TV, etc.) are pretty reluctant to do with kids. There's so much legitimate development to her personality! Contrast her with Aaron from Lost, who, although much younger, was always a human plot device rather than a real character. And it's impressive that the quick-time events added to the game--they usually just annoy, but here they served the purpose of reminding you that in this world, you need to be ready to react and fight for your life at any minute.

Frankly, it's tough to call The Walking Dead a great game for a couple of reasons. The first is that there's not much "game" there. There is no real difficulty. You can't "win" or "lose". You can die, but only during certain scenes--and even if you do die, you restart and have an immediate chance to try again. The second and more important reason is that calling The Walking Dead a game is doing it a bit of an injustice. It's an immersive experience, and a surprisingly poignant one at times, whose strength is in the narrative and the setting rather than the mechanics or the challenge--and that's exactly what it is trying to be.

Sunday, October 6, 2013

Quick Reviews 3rd Quarter 2013

The following are quick reviews for new games I've played the last three months. I've ordered them from most anticipated to least anticipated.


Back in August I stopped by to visit Matt while on the west coast. While on the trip I was able to play several two player games on Castles of Burgundy, an absolutely delightful game.

On each turn in the game I am optimizing among many good decisions and each tun feels meaningful as the game approaches a pleasant final scoring. I'd be interested in seeing how it plays out with more players.

One of the very best games I've had a chance to try this year.

The Castles of Burgundy Verdict: 9.5 out of 10


With high anticipation off its record breaking Kickstarter Campaign in March, Dungeon Roll delivered on its highly anticipated delivery date in August.

Over a series of rounds, players loot a dungeon while attempting to maximize the resources of their party and push their luck to the deepest levels of the dungeon.

The game play is a fun experience but as one player takes their full turn at a time it has some downtime with multiple players and lacks the opportunity to really engage with other players.

A solid game that does what it is asked for a reasonable price in a short amount of time.

Dungeon Roll Verdict: 6 out of 10

A social "take that!" card game that whose experience be defined by the group you play it with.

Players take turns putting a hit out on opponent's mob members which will periodically culminate in mob wars which will turn those hit contracts into casualties.

I really enjoyed the mechanism by which playing a defensive card means gives you the next turn. It creates some strategy in which you may defend a player you don't actually support in order to either skip the turns of other players who may be targeting you or just to put out another hit on someone else.

Certainly worth a try with the right crowd.

Family Business Verdict: 5 out of 10

I've only had a chance to play a digital version of Kastell-Castello so far which probably doesn't deliver the same charm the tangible version would appear to provide.

Players take turns placing Tetris pieces on the board until one player cannot place a piece. Their opponent is then declared the winner.

There are a lot of great things going on in a short amount of time in this game. I get the feeling of a cut throat two player Blokus while playing it. Like many abstracts, this game is decided several turns before it actually plays out. I'm not usually fond of games where we are playing out the inevitable conclusion just to finish the game but it works well here as each player only gets around four to six turns and it plays in just a few minutes.

Kastell-Castello Verdict: 5.5 out of 10

Tuesday, September 3, 2013

2013 Fantasy Terrible Television Draft Analysis Part II

Last week I began the list of criteria that can be considered in drafting for our Fantasy Terrible Television League. I'll pick up where I left off at number six.

6. Returning Series with Declining Ratings

As discussed under the earlier measure of longevity, a returning series has an advantage of a returning audience. This was accounted for in scoring by awarding 8 points per previous season if it gets pulled off the air.

This scoring adds new valuation to sluggish shows who somehow managed to return to air for at least one more season. Participants responded by picking many of the shows that were speculated for cancellation from last season.

Bad Quarterback League Equivalent: Blaine Gabbert (JAX)

2013 FTT Strong Picks: 

Grimm (NBC), Community (NBC), The Carrie Diaries (CW)

2013 FTT Weak Picks: 

Any Returning Hit Show

7. Target Audience

Sometimes it can't be explained but shows can debut with a audience in waiting. Often premiering on a certain network can be responsible for this occurrence. Airing a thin plot underneath on a pop culture trend such as vampires or werewolves can certainly help your chances.

Where this creates a problem is drafting a series that looks awful but inexplicably has an adoring fan base by relation. I'm looking at you, Betrayal, targeting a Desperate Housewives fan base rabid for the next thing to watch. Only time will tell.

Bad Quarterback League Equivalent: Tim Tebow (FA)

2013 FTT Strong Picks: 

Killer Women (ABC)

2013 FTT Weak Picks: 

Agents of S.H.I.E.L.D (ABC), The Michael J. Fox Show (NBC)

8. Powerful Time Slot

This measure is more of a deterrent that guide to selecting an awful show destined for cancellation, but it can be important to account for the debut time slot.

The Millers (CBS) could probably have gone in the second round from talent and scouting reports alone but I passed until the fifth round out of concern of scheduling between The Big Bang Theory and Two and A Half Men. The new series Mom (CBS) finishes off a prime time Monday evening which is lead by the final season of How I Met Your Mother and immediately preceded by 2 Broke Girls. A truly weak show will shine through no matter how strong a lineup it is in.

Bad Quarterback League Equivalent: Matthew Stafford (DET)

2013 FTT Strong Picks: 

 Most Friday Night Premieres

2013 FTT Weak Picks: 

The Millers (CBS), Mom (CBS), The Crazy Ones (CBS), Rake (FOX)

9. Limited Plot

Television used to be in a simpler time where a series could start with a premise that ordinarily could be resolved in one season until the writers managed to stretch the premise. Need to break out of prison? That needs four seasons. Did your plane crash on a mysterious island? Lets give this six seasons. Did everyone on earth lose consciousness for a couple minutes? I wonder what we'll write about next season.

I've watched more than a week of Jack Bauer's life in real time. Did the planet lose power? The light bulb came right back on for season two. Many of these have been enjoyable shows but eventually an idea can run its course and a limited plot is conducive to an early ending.

Bad Quarterback League Equivalent: Blaine Gabbert (JAX)

2013 FTT Strong Picks: 

Revolution (NBC), Hostages (CBS)

2013 FTT Weak Picks: 

Crime Solving Dramas, Law Dramas, Sitcoms

10. Spin-offs

Remember when Friends ended and Joey kept going? Spin-offs play on the success of the mother-ship without the nuances that make them great.

There is a reason NBC passed on a spin-off of The Office based on Dwight's Shrute Farm. If ratings have declined on the original series, success of a spinoff is severely limited.

Bad Quarterback League Equivalent: Matt Leinart (FA)

2013 FTT Strong Picks: 

Once Upon A Time In Wonderland (ABC)

2013 FTT Weak Picks: 

None

My 2013 Fantasy Terrible Television Dream Team:

The Goldbergs (ABC)
Dads (FOX)
Super Fun Night (ABC)
Sean Saves The World (NBC)
The Trophy Wife (ABC)
The Millers (CBS)
Back In The Game (ABC)
The Carrie Diaries (CW)
About A Boy (NBC)
Grimm (NBC)

My Practice Squad (Mid-Season Replacements)

Mind Games (ABC)
Rake (FOX)
Gang Related (FOX)
Mixology (ABC)

Thursday, August 29, 2013

2013 Fantasy Terrible Television Draft Analysis Part I

Last month we created the latest sensation in Fall Fantasy games of skill, with the objective of identifying the most futile of television offerings.

Six of us spend the last four weeks drafting from new and returning shows, trading draft picks and discussing the viability of late round picks such as The Millers and Once Upon A Time In Wonderland.

Every fantasy sport needs a Matthew Berry Fantasy Draft Analyst and so I will now review the key criteria to analyze while identifying the least successful shows that will air this Fall. We will start with the most important criteria and finish with the least important.

1. The Eye Test

The most important criteria in selecting a top draft pick in Fantasy Terrible Television is quite simply the most subjective. Some of the best research one can do is to spend an hour on Youtube watching three minute promos of new series.

The downside to this criteria if you fail to evaluate a show for its intended audience. I'm don't pay attention to many crime dramas but a show like Ironside (NBC) could turn out to successfully hit a spectrum of viewers that love it. On the other side  of the ball a show like The Goldbergs (ABC) looks so bad I traded up from 6th overall to 3rd just to grab it.  I just don't think anyone wants to revisit the 80's in a goofy sitcom. Case closed.

Bad Quarterback League Equivalent: Mark Sanchez (NYJ)

2013 FTT Strong Picks: 
The Goldbergs (ABC), Sean Saves The World (NBC), Dads (FOX)

2013 FTT Weak Picks:
The Blacklist (NBC), Ironside (NBC), Any Returning Hit Show


2. Longevity

The second most important criteria is how long a show has been on air. This seems clear as there is a strong correlation between number of seasons on the air and series renewal.

What this means for FTT of course is that new series are a goldmine for draft talent. This mindset is emboldened by the knowledge that in recent years 65% of new shows have been cancelled after one season.

It makes sense that 32 of the 42 draft picks selected this year in the LudiBerkeley FTT draft were premiering for the 2013 season.

Bad Quarterback League Equivalent: Geno Smith (NYJ)

2013 FTT Strong Picks: 
Welcome To The Family (NBC), Growing Up Fisher (NBC)

2013 FTT Weak Picks:
Any Returning Hit Show


3. Early Reviews


Seth MacFarlane seems to have run out of sitcoms to mock for Family Guy and created more material with his new sitcom Dads (FOX). The show has been crucified by the critics.

Of course in some cases there is no such thing as bad press. Television often isn't the right industry to use this justification.

Bad Quarterback League Equivalent: Geno Smith (NYJ)

2013 FTT Strong Picks: 
Dads (FOX)

2013 FTT Weak Picks:
None that I can find


4. Promotion

If a network fails to spend adequate time to promote a new show it may as well go ahead and start digging a spot in its network graveyard.

I have no idea what this is but I drafted it in the second round.

Bad Quarterback League Equivalent: Jeff Tuel (BUF)

2013 FTT Strong Picks: 
Super Fun Night (ABC)

2013 FTT Weak Picks:
The Blacklist (NBC)


5. Network

To reiterate the startling statistic from our second criteria, Longevity, 65% of new shows are gone after one season. NBC leads the way with nearly three out of four failing to achieve a second season. FOX even elects to cancel shows for no good reason. Not that I hold a grudge or anything.

On the other end of the network power struggle is annual top network CBS which seems to always finds its audience for every show in its lineup. It seemingly cancels a series every year that garners ratings everyone wishes they could have. That's the power of demographics.

Bad Quarterback League Equivalent: Matt Flynn (OAK), Terrell Pryor (OAK), Any QB for the Raiders since Rich Gannon.

2013 FTT Strong Picks: 
NBC, FOX

2013 FTT Weak Picks:
CBS

Part II Continued Here...

Saturday, August 24, 2013

Design Lessons from the D&D Next Playtest (Part 3)

The last post in this series examining the design overlap between tabletop roleplaying and strategy games will discuss the third installment of the Against the Slave Lords playtest from July 19 and podcast from July 23. Catch up on the first and second posts in the series if you missed them earlier. As always, we'll focus on interesting design decisions reached over the course of D&D Next playtest and how they might relate to more general design principles.

1. Expendable and constant-effect abilities need to be balanced carefully and in general, the formula of "effect equals probability times consequence" doesn't necessarily hold true. An effect that always works but is nominally less powerful is often more useful in practice than one that has a massive effect if successful but only a small chance of working. Therefore, effects that incorporate mechanical variance--die rolls, card draws, or whatever else--need to both be substantially powerful and have a way to mitigate that variance (or have a lesser effect even on a "failure") to be worth using in comparison to "always works" abilities.

The classic D&D example of this sort of balancing is the low-level wizard spell magic missile, which always works when it's used. Often, there's no need to use any other spell of the same level because magic missile is so reliable that it's automatically preferable--even if there are other spells that might be nominally more powerful. Among strategy games, Ascension does a pretty good job of constant-effect (construct)/expendable (hero) balancing: not only are construct effects not overwhelmingly powerful compared to heroes, but they do a good job of complementing hero abilities in creative ways.

2. The "flow" of a complex game has a large effect on its perceived complexity. Even though the same time might elapse over the course of one very long turn as in a few shorter turns, more shorter turns tend to feel faster as there's less time spent waiting for another action. There's an implication for actual complexity as well: fewer actions can be accomplished in a shorter turn than in a longer one, making turns more straightforward but at the potential cost of some strategic depth.

In both roleplaying games and strategy games, the best designs have enough turn-by-turn strategy that each turn features interesting and important decisions but little enough time between turns that time doesn't feel wasted. And regardless of how long a game actually takes, it's rare to walk away from the game wishing it had felt like it lasted longer. Rodney and Mike discuss this point in the context of a particularly climactic fight that took a few hours, but through sufficiently short turns to keep the action moving, the fight never felt bogged down yet offered enough complexity for the players to accomplish their goals.

3. Gaming should be fun. Always. It's a fitting point to end on because it's the most important design rule of all. Mechanical, strategic, and aesthetic considerations exist only to make the game more enjoyable. While designing a game, every decision should be made in the spirit of increasing how much fun the game will be to play.

Tuesday, August 20, 2013

Whodunnit? Post-Mortem

I've been missing the TV show The Mole for a long, long time. Since it seems like we'll probably never see another US season of it, my Mole withdrawal has sent me to the depths of streaming the Australian version from possibly legal websites... and watching Whodunnit?

Pitched as something between The Mole and Clue, Whodunnit was (ostensibly) about a closed-room murder mystery, where the killer was among the players, and the winner would be the one who unmasked the killer before he could himself be killed. It's a great idea, Agatha Christie meets reality television, but unfortunately Whodunnit fell far short of what it could have been. 

As a crime-themed reality show, perhaps the first game-show take on CSI, Whodunnit did a lot well. The idea to play at being crime scene investigators is novel and intriguing, and it was fascinating to see the meta-game emerge around the fourth week, where players began planning strategies around getting other players eliminated.

Evaluated as a game, though, Whodunnit's biggest flaw is that its narrative is about one thing (identifying a murderer) but its mechanics are about something else entirely (figuring out how the murders were committed). The winner won the game by being good at solving crimes, not by suspecting the correct person--in fact, his guess about the identity of the killer was wrong until the end. The analogy would be winning a game of Settlers of Catan without building any settlements, or Go without capturing any territory... and either of those two would be poorly designed games. Here are three ways Whodunnit could improve in terms of game design.

1. Better define the killer's in-game role. In The Mole, the job of the eponymous mole was simple: sabotage the game, but do it subtly, so that none of the other players catch on. In Whodunnit, it's much less clear what exactly the killer is supposed to be doing. Should the killer mislead the rest of the players so they couldn't solve the puzzles? Lie low and avoid detection? Put a lot of effort into the game and control the flow of information?

If yes to any of the above, the next question is why? What's in it for the killer to avoid being targeted (other than to maintain the conceit of the murder mystery)? Why does the killer care who stays, who gets killed, and who the other players suspect might be the killer? Aside from the psychological shock value, there's not much mechanical reason for the killer to be among the players at all.

Again drawing a (possibly unfair but probably inevitable) parallel to The Mole, players need the in-game chance to be able to say "hmm, person A acts so strange whenever circumstance X arises" or "isn't it funny how person B's team always performs the worst?" Giving the character of "the killer" a more defined relationship to the other players and to the events of the game ratchets up the tension and ensures that the players never stop wondering who the killer is.

2. Give the meta-puzzle some teeth. Whodunnit is--or should be--first and foremost a murder mystery, so the focus of the drama should be first and foremost on solving the mystery of who's committing the murders. But the day-to-day of Whodunnit is more often about the riddles and the manner in which each murder was committed. Geno might have said it best in a post-elimination interview: most of the time, it's more about the "how-dunnit".

The concept of Whodunnit made it seem like the weekly murder mysteries would eventually lead to identifying the killer. And how cool would it have been if there were a couple of random red herrings each week that, while totally irrelevant to solving a particular murder, gave some little hint about the killer? If the murder weapons or distribution of Scared cards encoded some pattern? If there were tiny clues scattered around the house that the players could find in their non-murder-solving free time? Or if the solution to each week's riddle provided a fragment of a larger meta-riddle that would reveal the killer's identity?

The idea here is to make the murder mystery something that can be solved instead of something whose solution will be revealed at some pre-determined point in the narrative.

3. Better integrate the murder mystery with the rest of the game. Once the killer's role is better delineated and the murder mystery is actually solvable on its own, the best improvement Whodunnit could make would be to give the identification of the killer some mechanical weight. To make one last comparison, the elimination quiz in The Mole is entirely centered around questions about the mole's identity, while by all accounts the Whodunnit quiz doesn't even ask about the killer's.

The Mole's system has a couple of intriguing strategic implications. Of course, it allows players more keyed in to who the mole is to remain in the game longer. But it's also useful in the metagame: as people get eliminated, their theories about who the mole is are likely to be the least correct, allowing the players still in the game to refine their own. No larger strategic plan is possible in Whodunnit. A player who is good at crime solving and plays the social game adeptly could accuse Giles the butler of being the killer every week and still win.


Other gamers and game designers seem to share the same critiques: the puzzling blog Clavis Cryptica has its own three criticisms of Whodunnit, which might sound a little familiar. Whodunnit was definitely worth watching, especially in the drought that is the summer television schedule. It might be worth watching again, now that it's clear that the real game is about crime-solving. Since it was pitched as who-dunnit, though, the game was disappointing in that the murder mystery carried basically no weight at all.

Monday, August 5, 2013

Design Lessons from the D&D Next Playtest (Part 2)

Continuing from last week's post, today we'll talk more about some of the design decisions made in the D&D Next open beta playtest and how they relate to strategy game design or design in general. This post will cover the live stream game from July 12 and the ensuing discussion on the July 18 podcast.

A well-designed game is reasonably intuitively able to be played even without looking at the rules. It's an interesting point, one that dovetails nicely from our recent discussions of approachability. Rodney and Mike assert that a marker of good game design is that if you open the box--literal for board games, more figurative for roleplaying games--you have at least some idea of how to play the game. You don't necessarily grasp all the complexities of the rules, and you certainly don't understand optimal strategies. But you have a decent idea of where pieces might go and how the board might look in its setup, early game, and end game.

There are two important implications of this design principle. First, it explains the enduring popularity of certain motifs in game design: moving spaces around a track by die rolls, winning tricks from hands of cards, completing sets of shapes or colors. Games that contain those elements make it relatively easy to predict the rules or gameplay just by looking at the parts. Second, making sure that games play the way you think they should play simply by looking at them removes barriers to approachability and encourages players to dive straight into the mechanics.

Two strategy games that do very good jobs of this intuitive leap into playing are Kingdom Builder and Carcassonne. Both games have boards that are easy to set up and pieces that clearly go places on those boards. If a new player opened the box to either game for the first time, she'd be able to reason through what the game was supposed to look and feel like almost immediately, even if she didn't instantly grasp the scoring or strategic nuances.

Mechanics should feel like tools in the hands of the players and not limitations. In some ways, this is an expansion of the previous point; if you feel like you should be able to do something in a game, the best games give you ways to do that. In roleplaying games, this is relatively simple: even if a situation isn't covered by the rules, the game master can pretty easily make a decision or institute a rule on the fly. For strategy games, though, rules tend to be harder coded, meaning good design requires a better forecasting of what naturally follows from a game's theme and mechanics.

For example, Settlers of Catan is about building a civilization, but it's not really a war or conquest game. There's no way to invade someone else's territory or steal their cities--but given the focus of the game, players don't really expect there to be, so it's not a limitation. At the same time, it does feel like there should be a way to defend your territory, which is why the knight/soldier card is so common. Settlers also handles resource trading exceptionally well, since it's natural for competing civilizations to want to specialize in what goods they produce. In contrast, when other resource management games that don't allow trading, that mechanic (or lack thereof) feels like an artificial limitation on something you'd naturally expect to be able to do. In this example, disallowing trading isn't necessarily a wrong design decision, but it's one that needs to make both mathematical and thematic sense before it's included in the game.

A game's numbers should mean something inside the game. Here's another nod toward theme, without which we'd just be throwing dice or drawing cards with increasingly abstract and complex rules constructions on top of them. Many, perhaps most, design decisions are made simply because it makes mechanical sense to do so. Maybe you draw three cards at the beginning of your turn to deplete the deck and to replenish your hand. That's fine; to be a good or even a great game, not every element of every turn needs to have deep thematic significance.

But it never hurts--and often greatly benefits--a game for its mechanics to have an in-universe, narrative reason to happen. In La Citta, citizens move from city to city because those citizens think they'll be better educated if they live elsewhere. In Tongiaki, ships sink if there aren't enough experienced captains among them to navigate the seas, and some routes are tougher than others. Perhaps Antoine Bauza designed 7 Wonders to have three ages because he thought that gave the right combination of brevity and strategic depth, but as a player, it's a lot more fun to think of it as pre-modern history getting divided into the ancient, classical, and medieval eras.

Next week, I'll be back with the third and (for now) final post in the series as the live stream game wraps up and the D&D design team offers its perspective on the game's conclusion.