creatures

Let's Talk About Gloomhaven

Let's Talk About Gloomhaven

I don’t like the combat in Gloomhaven. I’m the sap who read the rulebook enough times to know how all the bad guys act, so I end up being the computer my friends play against. It’s like being a Dungeon Master with none of the creative flair. Gloomhaven is a big enough game that it can take critiques from one more rando, but I’m driven to write this because of a persistent comment on Far Away’s creature management. Some folks can find that phase tedious or disproportional to the explorer phase. It’s a fair observation and, obviously, you can say whatever they want on the internet. To me, Gloomhaven has all the same problems and fewer of the emotional or narrative rewards Far Away offers. In analyzing the difference, I want to understand the role these systems play on the player.

Creature Redesign

Creature Redesign

Far Away features lush worlds teaming with life. The ecosystem your explorers wander into is full of creatures. They form the core challenge of the game. Some may try to eat the players, others may destroy their buildings, and some just get in the way. Every creature is different and the emergent behavior that evolves from various creature combinations is also different. We’ve talked before about the game design challenge in letting this unique behavior naturally develop without forcing too much role-playing on the players.