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{"id":22809,"date":"2021-04-21T16:38:09","date_gmt":"2021-04-21T19:38:09","guid":{"rendered":"http:\/\/www.finisgeekis.com\/?p=22809"},"modified":"2021-04-23T11:17:45","modified_gmt":"2021-04-23T14:17:45","slug":"os-triunfos-de-tarlac-dev-diary-6-as-faccoes-jogaveis","status":"publish","type":"post","link":"http:\/\/www.finisgeekis.com\/2021\/04\/21\/os-triunfos-de-tarlac-dev-diary-6-as-faccoes-jogaveis\/","title":{"rendered":"“Os Triunfos de Tarlac” dev diary # 6: as fac\u00e7\u00f5es jog\u00e1veis"},"content":{"rendered":"

\"\"<\/a>Poucas coisas afetam mais nossa experi\u00eancia com um jogo hist\u00f3rico do que os uniformes que vestimos \u2013 metaforicamente – \u00a0quanto sentamos \u00e0 mesa. Uma mesma jogatina pode ser uma experi\u00eancia inspiradora ou horripilante dependendo da fac\u00e7\u00e3o que controlarmos.<\/p>\n

Um wargame <\/em>jogado do ponto de vista do vencedor nos convida a repetir os passos de alguma opera\u00e7\u00e3o ic\u00f4nica. O mesmo jogo visto pelos olhos do perdedor \u00e9 um ato de rebeldia contra a inevitabilidade da hist\u00f3ria.<\/p>\n

Um jogo de estrat\u00e9gia 4X pode ser uma fantasia de poder se controlarmos generais ou imperadores \u2013 ou uma hist\u00f3ria de terror se experimentada pelos conquistados.<\/p>\n

Desde o princ\u00edpio, portanto, sab\u00edamos que o tom de Os Triunfos de Tarlac <\/em>seria dado pelas fac\u00e7\u00f5es que permit\u00edssemos aos jogadores encarnar.<\/p>\n

De todas as escolhas que ter\u00edamos que tomar, esta era uma das que menos dava margem para erros. Isto porque ela ditaria todas as decis\u00f5es criativas a partir da\u00ed.<\/p>\n

<\/p>\n

Mas, afinal, o que \u00e9 uma \u201cfac\u00e7\u00e3o\u201d?<\/strong><\/h3>\n
\"\"

Fonte da imagem<\/a><\/p><\/div>\n

A quest\u00e3o \u00e9 mais complicada do que parece. Na vida real, raramente trombamos com \u201cfac\u00e7\u00f5es\u201d bem-delineadas fora de um est\u00e1dio de futebol ou de um bar no final de um campeonato. Por mais que fa\u00e7amos parte de grupos de interesse \u2013 o que nos confere, \u00e0s vezes, desvantagens ou privil\u00e9gios \u2013 a sociedade humana \u00e9 bem diferente de uma colmeia em que todos pensam e agem da mesma forma.<\/p>\n

Historiadores, acostumados a enxergar o passado atrav\u00e9s da lente de povos, na\u00e7\u00f5es e movimentos, \u00e0s vezes esquecem que por tr\u00e1s desses grupos existem indiv\u00edduos com vontade pr\u00f3pria. Este \u00e9 um v\u00edcio que jogos de estrat\u00e9gia ami\u00fade perpetuam, dividindo o mundo em nacionalidades \u2013 \u201cOs Ingleses\u201d, \u201cOs Mong\u00f3is\u201d \u2013 ou pa\u00edses \u2013 \u201cO Brasil\u201d, \u201cO Imp\u00e9rio Brit\u00e2nico\u201d \u2013 como se fossem pe\u00e7as indivis\u00edveis.<\/p>\n

Por outro lado, n\u00e3o d\u00e1 para negar que entidades coletivas \u00e0s vezes apresentam comportamentos agregados.<\/strong><\/p>\n

Institui\u00e7\u00f5es, estados, partidos pol\u00edticos, regimentos de um ex\u00e9rcito \u00a0\u2013 para citar apenas alguns exemplos \u2013 t\u00eam objetivos e condutas que falam mais alto que a soma das a\u00e7\u00f5es de seus membros. N\u00e3o s\u00f3 isto, estes grupos possuem uma incr\u00edvel capacidade de condicionar seus membros a agir da maneira que gostariam.<\/p>\n

Como belamente descreveu o escritor Stephan Crane, em seu cl\u00e1ssico A Gl\u00f3ria de um Covarde<\/a>,<\/em><\/p>\n

\u201c[O soldado] subitamente deixou de se preocupar consigo mesmo e esqueceu de encarar um destino amea\u00e7ador. Ele se tornou n\u00e3o um homem, mas um membro. Ele sentiu que alguma coisa de que ele era parte \u2013 um regimento, um ex\u00e9rcito, uma causa ou um pa\u00eds \u2013 estava em crise. Ele foi fundido a uma personalidade comum que fora dominada por um \u00fanico desejo. Por alguns momentos ele n\u00e3o p\u00f4de fugir mais do que um dedo mindinho pode cometer uma revolu\u00e7\u00e3o contra uma m\u00e3o\u201d.<\/em><\/p><\/blockquote>\n

Navegar esse dilema \u00e9 uma coisa que todo desenvolvedor de jogos hist\u00f3ricos precisa fazer.<\/p>\n

Focar demais em grupos e institui\u00e7\u00f5es pode nos levar a apagar a ag\u00eancia de indiv\u00edduos \u2013 quando n\u00e3o a de grupos minorit\u00e1rios inteiros que n\u00e3o participavam diretamente do exerc\u00edcio do poder.<\/p>\n

Focar demais em indiv\u00edduos, por outro lado, pode nos induzir a julgar a hist\u00f3ria por suas exce\u00e7\u00f5es<\/strong>, um eterno jogo de caprichos pessoais que n\u00e3o obedece a qualquer l\u00f3gica.<\/p>\n

Mas h\u00e1 uma terceira armadilha em desenvolver fac\u00e7\u00f5es que s\u00f3 descobrimos quando resolvemos testar nosso pr\u00f3prio jogo.<\/p>\n

O problema das fac\u00e7\u00f5es em Os Triunfos de Tarlac<\/em><\/strong><\/h3>\n

Antes de falar do impasse a que chegamos, \u00e9 \u00fatil falar um um pouquinho do nosso cen\u00e1rio \u2013 e da hierarquia de poder que existia na \u00e9poca que retrata. O reino Thomond nos s\u00e9culos XIII e XIV, afinal de contas, estava longe de ser um reino unificado.<\/p>\n

No topo<\/strong> da pir\u00e2mide <\/strong>estavam os ingleses da fam\u00edlia de Clare<\/strong>, a quem a Coroa da Inglaterra havia cedido a liberty[1]<\/strong><\/a> <\/em>de Thomond.<\/p>\n

Num segundo n\u00edvel<\/strong>, estava o rei ga\u00e9lico de Thomond<\/strong>, tradicionalmente pertencente \u00e0 dinastia dos U\u00ed Bhriain. Como expliquei no meu primeiro di\u00e1rio<\/a>, na \u00e9poca em que se passa Os Triunfos de Tarlac<\/em>, os U\u00ed Bhriain estavam divididos entre dois cl\u00e3s em guerra um com o outro: o Cl\u00e3 Tarlac <\/strong>e o Cl\u00e3 Brian Rua<\/strong><\/p>\n

Em terceiro lugar <\/strong>estava uma constela\u00e7\u00e3o de reis menores, <\/strong>a maioria deles vassalos <\/strong>do rei ga\u00e9lico de Thomond.<\/p>\n

\"\"

Hierarquia das fac\u00e7\u00f5es em “Os Triunfos de Tarlac”<\/p><\/div>\n

Nossa ideia inicial era que cada uma dessas unidades pol\u00edticas fosse controlada por um jogador diferente. Desta maneira, algu\u00e9m controlaria os de Clare; duas pessoas controlariam os Cl\u00e3s Tarlac e Brian Rua, respectivamente, e o restante dos jogadores se dividiria entre os reinos vassalos.<\/p>\n

A vantagem dessa divis\u00e3o \u00e9 que ela era simples o suficiente para ser representada no jogo, mas ainda assim respeitava o princ\u00edpio de que o poder pol\u00edtico era fundamentalmente capilarizado.<\/strong><\/p>\n

\u00c9 imposs\u00edvel conseguir tributo e soldados sem a coopera\u00e7\u00e3o de seus vassalos. Contudo, estes vassalos s\u00e3o controlados por outros jogadores, que podem decidir n\u00e3o obedecer \u2013 ou pior, fracassar\u00a0 em faz\u00ea-lo. E \u00e9 super dif\u00edcil obter esta coopera\u00e7\u00e3o quando h\u00e1 oponentes no tabuleiro dando o seu melhor para que ela n\u00e3o aconte\u00e7a.<\/p>\n

O problema: n\u00e3o tinha gra\u00e7a nenhuma<\/strong><\/h3>\n

Foi preciso quase um ano de testes at\u00e9 notarmos que havia algo de podre no reino de Thomond.<\/p>\n

Depois de muito penar (sem sucesso) para tornar nosso jogo mais divertido, notamos que a qualidade da experi\u00eancia dos jogadores variava brutalmente dependendo da fac\u00e7\u00e3o que escolhiam.<\/p>\n

Aqueles que jogavam com as fac\u00e7\u00f5es no \u201ctopo\u201d da pir\u00e2mide pol\u00edtica \u2013Cl\u00e3 Tarlac, Cl\u00e3 Brian Rua ou os ingleses \u2013 se divertiam de monte.<\/p>\n

Aqueles que controlavam reis menores, por outro lado, experimentavam um t\u00e9dio sem fim. N\u00e3o eram raros casos em que jogos inteiros come\u00e7avam e terminados sem que estes jogadores jogassem mais do que alguns minutos.<\/p>\n

Como o destino dessas fac\u00e7\u00f5es n\u00e3o tem influ\u00eancia direta sobre a dura\u00e7\u00e3o dos turnos \u2013 uma rodada pode continuar indefinidamente desde que os dois cl\u00e3s principais continuem no p\u00e1reo — \u00a0tamb\u00e9m acontecia de jogadores serem eliminados logo de in\u00edcio e terem de esperar uma rodada inteira para voltarem a jogar.<\/p>\n

Considerando que nossas rodadas \u00e0s vezes se estendiam por mais de meia hora, <\/strong>\u00e9 muito tempo para ficar sentado sem fazer nada.<\/p>\n

O problema \u00e9 que n\u00e3o havia muito o que fazer. \u00a0Como eu escrevi em um di\u00e1rio anterior<\/a>, a rotina de um rei medieval podia ser terrivelmente repetitiva e entendiante. Jogos comerciais se esquivam desse problema dando a estas fac\u00e7\u00f5es objetivos irrealistas ou poderes maiores do que eles gozavam na \u00e9poca. Por\u00e9m, isto n\u00e3o era algo que pod\u00edamos fazer sem sacrificar nosso comprometimento com a precis\u00e3o hist\u00f3rica.<\/p>\n

Sem essas ferramentas para \u201capimentar\u201d a jogo, tivemos de adotar uma solu\u00e7\u00e3o mais simples: alterar nossa escala de abstra\u00e7\u00e3o.<\/strong><\/p>\n

As tr\u00eas fac\u00e7\u00f5es \u201cdivertidas\u201d de se jogar \u2013 os cl\u00e3s principais, os ingleses \u2013 continuariam como estavam.<\/p>\n

Os reis menores, por outro lado, seriam agrupados em duas super-fac\u00e7\u00f5es: <\/strong>os aliados do Cl\u00e3 Tarlac e os aliados do Cl\u00e3 Brian Rua.<\/p>\n

Segundo esse novo sistema, os jogadores que n\u00e3o controlam as fac\u00e7\u00f5es principais contam com muito mais responsabilidade. Se antes eles podiam passar partidas inteiras participando ativamente por poucos minutos, o novo arranjo d\u00e1 a eles o poder de, literalmente, virar o jogo. Somados, a metade dos reinos menores de Thomond s\u00e3o mais fortes <\/strong>que seu suseranos, ou mesmo os ingleses.<\/p>\n

Mais: \u00e9 muito mais dif\u00edcil para um jogador ser eliminado logo de cara, ainda que ele sofra uma sequ\u00eancia catastr\u00f3fica de m\u00e1 sorte. Com oito reinos menores espalhados pelo tabuleiro, \u00e9 quase sempre poss\u00edvel ter pelo menos uma base restante com que se mobilizar. E, caso n\u00e3o \u00e9 tenha, \u00e9 prov\u00e1vel que o mapa j\u00e1 esteja t\u00e3o dilapidado que o fim da rodada chegar\u00e1 logo de uma maneira ou de outra.<\/p>\n

O esquema n\u00e3o \u00e9 t\u00e3o bom quanto nossa ideia anterior para representar a capilaridade do poder pol\u00edtico. Embora os jogadores que controlem os cl\u00e3s principais ainda precisem da coopera\u00e7\u00e3o de seus vassalos, \u00e9 incomparavelmente mais f\u00e1cil coordenar os movimentos com um jogador do que com um pequeno grupo.<\/p>\n

Mas essa limita\u00e7\u00e3o n\u00e3o afeta tanto as coisas, j\u00e1 que as regras de mobiliza\u00e7\u00e3o militar, como mencionei em outro di\u00e1rio<\/a>, s\u00e3o bastante restritivas \u2013 e vulner\u00e1veis \u00e0 sabotagem de oponentes.<\/p>\n

Gameplay emergente e mais<\/strong><\/h3>\n

Curiosamente, esse novo arranjo tamb\u00e9m permite que os jogadores expandam<\/strong> seus dom\u00ednios<\/strong> de uma maneira que as regras originais n\u00e3o contemplavam.<\/p>\n

Como explicarei em um pr\u00f3ximo di\u00e1rio, dedicado \u00e0s regras de diplomacia, nem todas as fac\u00e7\u00f5es come\u00e7am alinhadas com Cl\u00e3 Tarlac e Cl\u00e3 Brian Rua no in\u00edcio do jogo. Certos reinos come\u00e7am oficialmente neutros, e devem ser convocados pelos pretendentes em guerra antes de tomar parte no conflito.<\/p>\n

Em termos pr\u00e1ticos, cada fac\u00e7\u00e3o neutra convocada dessa forma passa a ser controlada pelo jogador respons\u00e1vel pelos reinos menores, efetivamente aumentando seu poder \u2013 <\/strong>e, indiretamente, o poder do cl\u00e3 principal a que est\u00e1 aliado.<\/p>\n

Isso \u00e9 interessante de uma perspectiva l\u00fadica, pois permite que o jogo apresente alguma dose de gameplay emergente \u2013 <\/strong>a capacidade das regras serem combinadas ou exploradas de tal maneira que produzam situa\u00e7\u00f5es imprevis\u00edveis.<\/p>\n

Ao mesmo tempo, permitir que fac\u00e7\u00f5es sejam \u201cagrupadas\u201d d\u00e1 ao jogo uma maior flexibilidade para acomodar n\u00fameros diferentes de jogadores.<\/p>\n

Com 5 jogadores <\/strong>(n\u00famero que considero ideal), duas pessoas controlam cada uma um cl\u00e3 dos U\u00ed Bhriain (Tarlac e Brian Rua), outros dois jogadores controlam seus aliados e um quinto participante controla os ingleses.<\/p>\n

Grupos maiores, contudo, podem \u201cquebrar\u201d as fac\u00e7\u00f5es de aliados em duas, permitindo que at\u00e9 sete pessoas integrem \u00e0 mesa \u2013 embora, obviamente, corram o risco de protagonizar apenas metade da a\u00e7\u00e3o.<\/p>\n

Da mesma forma, caso faltem pessoas \u00e0 jogatina, os Cl\u00e3s Tarlac\u00a0 e Brian Rua podem ser agrupados com seus aliados em uma \u00fanica super-fac\u00e7\u00e3o, permitindo que o jogo seja jogado por grupos apenas tr\u00eas jogadores<\/strong>.<\/p>\n

Alguma coisa obviamente se perde nessas montagens alternativas: ao controlar todos os aliados, vai-se pela janela a tens\u00e3o de depender das a\u00e7\u00f5es de outros jogadores. Ao mesmo tempo, ela pode ser interessante para professores que desejem utilizar o Tarlac <\/em>em sala de aula.<\/p>\n

Levar\u00e1 algum tempo para sabermos se a idea funciona. Felizmente, n\u00f3s n\u00e3o temos mais de fazer isto sozinho. Os Triunfos de Tarlac <\/em>acabou de entrar em uma fase aberta de testes, o que significa que come\u00e7aremos a receber feedback de outros historiadores e desenvolvedores de jogos.<\/p>\n

Grandes mudan\u00e7as v\u00eam pela frente \u2013 e eu estarei aqui para escrever sobre todas elas!<\/p>\n

[1]<\/a> Liberty <\/em>era um tipo de concess\u00e3o de terra que isentava quem a recebia de prestar contas \u00e0 Coroa. Os l\u00edderes destas terras tinham a liberdade para operar sua pr\u00f3pria administra\u00e7\u00e3o local, o que lhes dava grande independ\u00eancia.<\/p>\n

<\/a><\/p>\n

\"\"<\/p>\n

Few things affect our experience with a historical game more than the uniforms we wear (metaphorically speaking) when we sit at the table. A single playthrough may turn out to be an empowering or bloodcurdling affair depending on which faction we control.<\/p>\n

A wargame played from the point of view of the winner invites us to retrace the steps of an iconic operation. The same game seen through the eyes of the loser becomes an act of rebellion against historical inevitability.<\/p>\n

A 4X strategy game can be a power fantasy if we take the role of generals or emperors \u2013 or a horror story if experienced by those who were conquered.<\/p>\n

From the very beginning, therefore, we knew that the tone of The Triumphs of Turloughs <\/em>would be set by the factions we’d let players embody.<\/p>\n

From all the choices we had to make, this was one of those that allowed the least room for mistakes. This is because it would dictate all of our creative decisions from that point on.<\/p>\n

But what is a \u2018faction\u2019, after all?<\/strong><\/h3>\n
\"\"

Image source<\/a><\/p><\/div>\n

The question is more complicated than it seems. In real life, we rarely stumble upon clear-cut \u201cfactions\u201d outside of a soccer stadium or a pub by the end of a sport championship. Even though each of us belongs to interest groups \u2013 something that, at times, grants us disadvantages or privileges \u2013 human society is very different from a hive in which everyone think and act in the same way.<\/p>\n

Historians, used to seeing the past through the lens of peoples, nations and movements, sometimes forget that behind these groups are free-thinking individuals. This is a shortcoming that strategy games often replicate, dividing the world in nationalities \u2013 \u201cThe English\u201d, \u201cThe Mongols\u201d \u2013 or countries \u2013 \u201cBrazil\u201d, \u201cThe British Empire\u201d \u2013 as if they were indivisible entities.<\/p>\n

On the other hand, one cannot deny that collective bodies sometimes exhibit aggregate behavior.<\/strong><\/p>\n

Institutions, states, political parties, army regiments \u2013 to cite only a few examples \u2013 have goals and conducts that speak louder than the sum of the actions of their affiliates. Not only that, these groups also possess an incredible capacity to condition its members to act in the manner they want.<\/p>\n

As writer Stephan Crane beautifully described in his war novel The Red Badge of Courage,<\/em><\/a><\/p>\n

\u201cHe suddenly lost concern for himself, and forgot to look at a menacing fate. He became not a man but a member. He felt that something of which he was a part\u2014 a regiment, an army, a cause, or a country\u2014 was in a crisis. He was welded into a common personality which was dominated by a single desire. For some moments he could not flee no more than a little finger can commit a revolution from a hand.\u201d<\/em><\/p><\/blockquote>\n

Navigating this dilemma is something every developer of historical games must learn how to do.<\/p>\n

Focusing too much on groups and institutions may lead us to erase individual agency \u2013 when not that of entire minority groups that did not directly exercise power.<\/p>\n

Focusing too much on individuals, on the other hand, may induce us to judge history by its exceptions, <\/strong>an eternal game of personal whims impervious to logic of any kind.<\/p>\n

But there is a third trap in developing historical factions that we only stumbled upon when we decided to playtest our own game.<\/p>\n

The problem of factions in The Triumphs of Turlough<\/em><\/strong><\/h3>\n

Before talking about the impasse itself, it might be useful to run by some tidbits of our setting \u2013 and the power hierarchy of the period it portrays. The kingdom of Thomond in the 13th and 14tyh centuries, after all, was far from being an unified kingdom.<\/p>\n

On the top of the pyramid <\/strong>were the English from the de Clare <\/strong>family, to whom the English Crown had granted the liberty of Thomond.<\/p>\n

In the second level<\/strong> was the Irish king of Thomond, <\/strong>who traditionally belonged to the O\u2019Brien dynasty. As I explained in the first diary<\/a>, during the events of The Triumphs of Turlough<\/em> the O\u2019Briens were split between two feuding clans: Clann Turlough (also known as Clann Taidhg) and Clann Brian Roe.<\/p>\n

In third place<\/strong> were a constellation of petty kings, most of them vassals <\/strong>of the Irish king of Thomond.<\/p>\n

\"\"

Hierarchy of factions in “The Triumphs of Turlough”<\/p><\/div>\n

Our initial idea was that each of these political unities should be controlled by a different player. In this way, someone would control the de Clares; two persons would control Clann Turlough and Clann Brian Roe, respectively, and the rest of the players would pick the vassal petty kingdoms.<\/p>\n

The advantage of this division is that it was simple enough to be represented in the game, but still observed the principle that political power was fundamentally capillarized. <\/strong><\/p>\n

It is impossible to obtain tributes and soldiers without the cooperation of one\u2019s vassals. However, these vassals are controlled by other players, who may opt not to comply with one\u2019s orders \u2013 or worse, fail to do so. And it is very difficult to \u00a0enforce this cooperation when there are opponents around the board giving their best to prevent it from happening.<\/p>\n

The problem: this was no fun at all<\/strong><\/h3>\n

It took almost a year of testing for us to notice that there was something rotten in the kingdom of Thomond.<\/p>\n

After struggling for a long time (and without results) to make our game more fun, we noted that the quality of our players\u2019 experiences differed significantly depending on which faction they chose.<\/p>\n

Those who played with the factions at the \u201ctop\u201d of the political pyramid \u2013 Clann Turlough, Clann Brian Roe, the de Clares \u2013 were having the time of their lives.<\/p>\n

Those who controlled petty kings, on the other hand, were bored out of their minds. It wasn\u2019t uncommon for entire matches to start and end without giving these players the opportunity to play for more than a few minutes.<\/p>\n

Since the fate of these factions didn\u2019t directly impact the duration of the turns \u2013 a round could continue indefinitely as long as the two main clans were still up and running \u2013 sometimes players were eliminated early on and had to wait an entire round to pass to get back in the game.<\/p>\n

Given that our rounds sometimes lasted over half an hour, <\/strong>it was too long a break to put our players through.<\/p>\n

The problem is there wasn\u2019t much we could do. As I wrote in a previous diary<\/a>, the routine of a medieval king could be terribly repetitive and boring. Commercial games get around this problem by giving these factions unrealistic objectives or levels of power far greater than they enjoyed in the period. However, this wasn\u2019t something we could do without relinquishing our commitment to historical accuracy.<\/p>\n

Without these subterfuges to \u201cspice\u201d things up, we had to adopt a simpler solution: changing our scale of abstraction. <\/strong><\/p>\n

The three \u201cfun\u201d factions \u2013 the main clans, the English \u2013 would remain as they were.<\/p>\n

The lesser kings, on the other hand, would be grouped into two super-factions: <\/strong>the allies of Clann Turlough and the allies of Clann Brian Roe.<\/p>\n

According to this new system, the players that did not control the main factions now would have much more on their plates. If they could spend entire matches actively participating for just a few minutes, now they had the power to, quite literally, turn the game upside down. Together, even half of the petty kingdoms of Thomond were stronger <\/strong>than their lieges, or even the English.<\/p>\n

In addition, it is far more difficult for a player to be eliminated from the get go, even if they suffer a catastrophic string of bad luck. With eight petty kingdoms scattered around the board, it is almost always possible to have at least one remaining base from which to mobilize. And, in case there isn\u2019t one, it is likely the map is already so dilapidated that the end of the round is imminent one way or the other.<\/p>\n

This scheme is not as good as our previous idea to represent the capillarity of political power. While the controllers of the main clans still need the cooperation from their vassals, it is incomparably easier to coordinate your movements with a single player than a small coalition.<\/p>\n

But this limitation should not (we hope) affect things too much, since the military mobilization rules, as I mentioned in a previous diary<\/a> \u2013 are quite restrictive \u2013 and vulnerable to sabotage by opponents.<\/p>\n

Emergent gameplay and more<\/strong><\/h3>\n

Interestingly, this new scheme also allows players to expand their territories <\/strong>in a way the original rules didn\u2019t contemplate.<\/p>\n

As I will explain in a future, diplomacy-themed diary, not all factions start aligned with Clann Turlough or Clann Brian Roe at the beginning of the game. Certain kingdoms start from a position of neutrality and must be summoned by the belligerent claimants before they can take part in the conflict.<\/p>\n

In practical terms, each neutral faction summoned in this fashion becomes a playable faction under the control of whoever controls the lesser kingdoms and gets to it first, effectively increasing their holdings <\/strong>\u2013 and, indirectly, the power of the main clan to which they are allied.<\/p>\n

This is interesting from a ludic perspective, as it gives the game some measure of emergent gameplay \u2013 <\/strong>the capacity to combine or explore rules in such ways that arrive at unpredictable outcomes.<\/p>\n

At the same time, allowing factions to be merged provides the game more flexibility to accommodate different numbers of players.<\/p>\n

With 5 players <\/strong>(a number I consider ideal), two persons control one of the O\u2019Brien clans (Turlough and Brian Roe) each, two other players control their allies, and a fifth controls the English.<\/p>\n

Smaller groups, however, can \u201cbreak up\u201d the allies\u2019 factions in two, allowing up to seven people to join the match \u2013 although they obviously risk seeing only half the action.<\/p>\n

In the same way, if there are not enough people to play, clans Turlough and Brian Roe can be grouped with their respective allies in a single super-faction, making it possible for as little as three players <\/strong>to play the game.<\/p>\n

Something will obviously be lacking in these alternative setups. By controlling all of one\u2019s allies as well as one\u2019s faction, the whole stress of depending on the actions of others goes out of the window. At the same time, this could be interesting to teachers who wish to use Turlough<\/em> in the classroom. It\u2019s sometimes easier to break up a class in groups of three, and a limited number of players will also make play sessions shorter.<\/p>\n

It will take some time for us to determine if the idea works. Fortunately, we don\u2019t have to do that by ourselves anymore. The Triumphs of Turlough <\/em>has just entered an open testing phase, which means we\u2019ll start receiving feedback from a number of selected historians and game enthusiasts.<\/p>\n

Great changes lie ahead \u2013 and I\u2019ll be here to write about all of them!<\/p>\n","protected":false},"excerpt":{"rendered":"

Poucas coisas afetam mais nossa experi\u00eancia com um jogo hist\u00f3rico do que os uniformes que vestimos \u2013 metaforicamente – \u00a0quanto sentamos \u00e0 mesa. Uma mesma jogatina pode ser uma experi\u00eancia inspiradora ou horripilante dependendo da fac\u00e7\u00e3o que controlarmos. Um wargame jogado do ponto de vista do vencedor nos convida a repetir os passos de alguma […]<\/p>\n","protected":false},"author":2,"featured_media":22812,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false},"categories":[580,21],"tags":[702,175,483,589,671],"jetpack_featured_media_url":"https:\/\/i2.wp.com\/www.finisgeekis.com\/wp-content\/uploads\/2021\/04\/20210420-tarlac-factions-cover.png?fit=2000%2C1414","jetpack_publicize_connections":[],"jetpack_shortlink":"https:\/\/wp.me\/p9rUzW-5VT","_links":{"self":[{"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22809"}],"collection":[{"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/comments?post=22809"}],"version-history":[{"count":4,"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22809\/revisions"}],"predecessor-version":[{"id":22816,"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22809\/revisions\/22816"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/media\/22812"}],"wp:attachment":[{"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/media?parent=22809"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/categories?post=22809"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/tags?post=22809"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}