Vantage
by Jamey Stegmaier
Stonemaier Games, $90
Vantage is almost a board game. It's designed by a board game designer, it sits on store shelves among board games, it has dice and wooden tokens and cards, and it has an extensive rulebook with procedures of play. What sets it apart from other board games is that its fiction can overrule its system: the game asks for player judgment on whether conditions pertain to certain in-game situations, even when to end the game. The question players are encouraged to ask is not "how do I win?" but "what's possible here?"
The Vantage box really does weigh about nine pounds, and most of that is the game's 1,300 cards, plus seven booklets for resolving player actions. The game supports one to six players, each of whom controls a member of a spaceship crew that has crash-landed in different parts of an alien planet. Genre-wise, it's planetary adventure à la John Carter of Mars. Each player starts with a card representing their character and another card representing their current location: every location card shows an illustration of what the character sees, complete with fascinating characters and visual clues about the environment.
Generally, the game is not played with reference to a large map, though certain maps may be found within the game. Instead, characters move from card to card, typically by cardinal direction. Movements and other actions require rolling dice; certain dice results tick down characters' health, time, or morale counts. It's possible to lose the game to exhaustion. But the game also reveals more and more ways to mitigate bad dice rolls or avoid their consequences altogether as players gather more cards. Players get a mission card at the outset of the game that may direct their efforts, but it's perfectly fine to ignore that mission and pursue some other goal, or just to wander around. You can take completion of a mission as a reason to end the game, or you can keep going, or you can just end when you feel like it or when you run out of time.
It's important that this is not a campaign game. Each playthrough is a new journey into a pristine possibility space; it's a player's ever-increasing knowledge of the game world that leads to more controlled and less chaotic experiences. In other words, there are two layers of fiction in this game: the static, gradually discovered fiction of the game world, and the local fiction of any given play session. Having played a handful of times, I'm still using missions as guides to discovering new parts of the world, but I also have a checklist of things to try to get to in the world, and subsystems I've caught sight of but not engaged with.
All of this reminds me, in a way, of getting into Glorantha. There's too much about this world to summarize or to explain top-down; you just have to get into the details and start piecing things together until the larger picture comes into view. Vantage isn't a TTRPG book, but the way that it's structured—a discrete number of cards, linked for traversal—that it seems almost like a deconstruction and reconfiguration of the game books I've been reviewing. And I certainly could pull all of the cards out of hte box and attempt a top-down analysis of the structure, but for now I'm perfectly happy to put it together one game at a time.
I don't know if I'm actually recommending this game; it's not cheap and it's probably not for everyone. But I was reasonably sure I'd like it, and once I got started I was very quickly delighted by things I hadn't expected to find. The designer clearly aimed to bring in whatever familiar things from open-world RPG computer games that he could fit. By putting a toe over the line separating discrete-state-progression games from anything-is-possible RPGs, Vantage put itself into this blog's critical converation.