Showing posts with label AE. Show all posts
Showing posts with label AE. Show all posts

Monday, November 19, 2012

Sporadic Roundup!

So, my gaming has been... spotty, at best, but I figured that it was probably time to go and take stock of what I'm playing, for my own edification, if nothing else.

First off, quick shout-out to the indie+ gaming circle on G+, which has more or less got me back into a thinking about games, and writing about them. And, of course, Shieldhaven, who is running some D&D Next stuff for which I have a couple of alts. And, as I am a lazy git when it comes to filling out WOTC's feedback, I might as well talk about my impressions somewhere.

Tabletop

Arcana Evolved: Yeah, still playing that. Made it to level 14, are Runechildren now. Still not a fan of 3.5 style combat.
D&D Next: As I mentioned a little earlier, I have two characters in Shieldhaven's game: a Veytikka duelist-bounty hunter, and a Beruch FEy-Pact Warlock. So far, I really like the fighter's stuff in combat, though Shieldhaven changed up the dual-wielder specialty a little to make it less crappy. Warlocks, on the other hand, are very dull in combat, but, well, the class is basically sooooo two playtest packets ago. Will actually go into this more in-depth in a little bit.
Over the Edge: Have not played as much of this as I'd like, for realio.
Ptolus: played a session of this, and boy, I'd forgotten how much I prefer Pathfinder to core 3.x rules. Magus is completely broken, however, and... hm, there's probably a post brewing in how much I dislike +ECL classes (I was playing a Minotaur, but we hacked it to avoid ECL).
My Game: has been on hiatus about forever, largely due to a complete lack of time. And also because levelling without DDI, which I am not currently paying for, is pretty much lame. But I've probably talked enough previously about how badly I think WOTC bungled that one.
Mage: the Awakening:  Has now wrapped, after we murdered the face of the Red Word cult. I made it to Mind 5, Space 3 as a Mastigos, and I feel pretty good about that. There's some political goals that I will pretend happened as a result of us being awesome and sticking it to the Abyss, even though they did not occur on screen, primarily getting rid of the current head of the Consilium, and installing this Mysterium dude, Potestas.

LARP

Dust to Dust: Just passed it's 6th event, and boy are my arms tired! It remains both awesome and exhausting, and I'm delighted to be a part of it.
Eclipse: Is about to wrap up its first arc soon, and I am debating whether I am going to re-roll, or stay with my current character. Hm, ponderous questions!

Video Games

Skyrim: I continue to spend way too much time in the Skyrim Province for my own good. I have the Hearthfire and Dawnguard expansions, and am looking forward to Dragonborn. No, I have not completed the main storyline, at something like 250 hours. Good times.
Fallen London (And Failbetter Games as a whole): I still play this from time to time, though I have completed Cabinet Noir, The Silver Tree and the prototype of Below, their recent Kickstarter Project. I was less impressed with Cabinet Noir and Silver Tree, as they felt too... Fallen London, really, for the Format. Below, however, I am excited about, because I feel like the new format suits the dungeon crawl experience really super well. I should totes write a pimping post about that.

And now...

So that's where I am right now. I want to spend a little extra time talking about the 5e game, because it's what's interesting me most mechanically at the moment, and because the discrepancy between what the Fighter is good at and what the Warlock is good at is so huge.

First, the Fighter.

So, in the Aurikesh Setting, I am playing a Veytikka Fighter, which means I come equipped with claws that a) count as finesse weapons and b) do 1d6+atk. You know, just like the rapier I carry. So there's a certain amount of "eh, who needs this rapier?", at least, until magic weapons come into play. Also, I carry a shortbow, and am delighted by how switching weapons is a free action. The Duel Wielding specialty allows me to roll once for an attack with advantage, and if I hit, I roll the greater attack die plus 1d6 +bonus for damage. At the moment, this just means 2d6+bonus on hit, which isn't shabby, but doesn't have me putting things down with one hit at 1st level. Also, I am pretty sure that Haven boosted the HP on the monsters, which is just fine.

The Bounty Hunter background gives me contacts, access to a bounty board (basically, extra quests-- very cool if your DM wants to do anything with it, though I can imagine it being basically a dead spot in build), and 3 skills (spot, and... two other things I don't remember) , which is just fine, though the Veytikka advantage of keen smell gives me advantage on scent-based rolls (against wisdom), which don't stack with Spot. I'm told I can upgrade the skill to general perception later, which is certainly an interesting approach, and one I don't know how I feel about. But skills are tricky.

Combat as a fighter is not as purely awesome and cinematic as in 4e, but is likewise not as boring and staid as 3e. I have, from class, combat expertise dice I can spend to basically add damage or mitigate damage if I so choose: 2d6/encounter, which help me actually want to pay attention to combat outside of my turn, though I don't have a lot of reasons to care what my fellow party members are doing; nor do I have any mechanical way (thusfar) to keep the critters off of the casters and on me. Which I miss in an abstract sort of way, but didn't really notice when we were in game.

Also, I felt that my skills and things gave me some non-combat utility and interest, which was super nice. The character is kind of a silent, sullen type with a disturbingly honorable streak, and I don't really know where she'll go... oh, also, she's a member of the Iron Temple Warrior Society, so there's that.

Playing a Warlock is a massively different experience, and I can see why they were pulled from the packet. But I wanted to play one, because Haven is doing some awesome things with Fey in the setting that I super wanted to be a part of. Anyway.

In combat, a Warlock is basically All Eldritch Blast All The Time. I can see where Visage of the Summer Court (a wisdom-save AOE 30' charm spell, pick your own target) could have awesome combat application, but I didn't want to spend the boon for it just then. The lesser invocation that allows you to move around without incurring attacks of opportunity is sexy as hell, though as we were fighting arial opponents, it didn't come up. I'll be curious to see how it works in future encounters.  But yeah, as I didn't pick up the other Warlock Damage Spell, my combat applications are somewhat limited to blast, blast, blast.

That said, I pretty much used everything _but_ Eldritch Blast outside of combat- including Visage- and that was awesome and rocked my socks off. This is due in large part to Haven running a very fun and engaging setting with a lot of interesting NPC interactions, and that was definitely the strength of the session. I went from regretting not having bought more varied combat options to being really happy with Visage, due to its effect on Fey who, well... were just more likely to like me, recognising me as one who shared their same Patroness.

I'll be very interested to see what they do with the Warlock in future releases, if they keep it... it's a neat thematic concept, so I hope they do.

Also also, I took the Priest background and one of Haven's Custom Specialties, the Bloodletter, so that I could have a tiny bit of healing. So far, it has mostly meant that the party healers didn't have to spend healz on me, and could help other folks, so that's all right.

All told, I like it so far... I would very much like to see more 4e style terrain stuff in combat, and more of the push/pull/knockdown stuff also, as it made combat super engaging. I really like having to care about combat positioning, and I definitely miss it in this edition.



 


Thursday, December 22, 2011

Ping.

So, I seem to have agreed to run a Nobilis one-shot next week, in addition to playing Shieldhaven's Yearly One-Shot, a Song of Ice and Fire hack set in his homebrew setting of Aurikesh. So I am focusing on that, and on other writing projects, and yeah.

So anyway, go read This very thoughtful look at Vancian Magic which does a really good job of covering what I actually like about playing a Magister in AE. Though I do agree with Shieldhaven's comment that seeking and finding spells would be super awesome-- I've just never played a game where the DM actually cared about running that kind of thing, or offering that kind of treasure.

...And I still think that 4e isn't bad for doing this, I mean, there's actually rules for handing out powers as Training Treasure, and I imagine that there are ways to make rituals cooler, and more of this kind of flavor.

Which kind of gives me an idea for how I'd run a 4e game, the next time I try (my current game notwithstanding, I am hoping to pick that up in Jan.)... but Shieldhaven's been making noises about wanting some heroic adventure, and I've been making noises about wanting to run something he could play in.

Basically, I'd probably do one of those hacks where either bonuses are built in and divorced from gear (so that gear can be just cool abilities/powers, instead of What You Need To Hit/Not be Hit more), create an interesting list of maybe 12 magical components that have to be combined variously to create different effects for crafting/spell creation, and have them be real things that the players are actively seeking in-game. Also, I'd consider severely limiting the either all Arcane Classes, or maybe just Wizards, to just their At-Wills, and maybe 1 Encounter.

Daily Powers would come soley from rituals, which could be created via a recipe (a certain combination of materials related to the kind of effect one wants), or discovered in play. A Ritual would need to be performed at the end of an Extended Rest, and grants the Wizard their daily for the day. You could only prepare one a day, of course, though you could have a pretty hefty spell-book of Rituals. Perhaps at very high levels, one could have more, and I suppose one could do this for Dailies and Encounters and have lesser and greater Rituals, but I dunno.

I also kind of like the idea of Rituals that would allow you to, say, swap out a power for a multi-charge power that's better, but costs you something, materially.

The big problem I always had with Vancian Magic in D&D wasn't that you had a spell book, and had to prepare spells, it's that the components were undefined and were just, "I dunno, components." and later ones seemed to just assign arbitrary, random components without rhyme or reason... incense, or a 500 gp bowl had no contextual connection to anything, you just know you need them. What I would need to make me happy there would be context. Not unlike the Oblivion alchemy system, where you know, for example, that a certain mushroom cap is super useful in invisibility potions, or strength, or whatnot.

Anyway. I'll think about that more when I don't have a story due today, and you know, actual work. Though it's awesome how I only really have ideas when I've got deadlines.

Saturday, September 17, 2011

Session Roundup #21

Sleepy Rabbit is sleepy. But I want to talk about the various games I've played over the past couple weeks before I run my game tomorrow. So, without further fuckery:

Dust to Dust-- yep, it's started; just out, and just wonderful. Some of the things I've complained about in other LARPs came home to roost, and that was enlightening-- specifically about time management. Which I should have known, having NPCd as much as I have, but that's all right. Got a lot of good mysteries out in play, and that's what matters. Looking forward to the next one.

I was also thinking of... so, there's games which are PVP, and games which are co-op. I am a big fan of games where the world is so Out to Murder You, that while you have as many personal and social conflicts as you like, you'd better get on with the people you live near when the shit goes down. The Arkaham Horror kind of game. And I sort of feel like that's where we are. I mean... we even have a Curiosity Shop! :D

Technoir-- I shall refer you to System Sans Setting's posts on the subject, but stop here to mention that I had a blast with this system. I got to play a completely riced out cyborg with an attack drone, who picked exactly the right stuff-- relative to a cyberware supplier, filled with odd and experemental cybernetics-- to be roped into one of the main and creepy plots, about my cousin's sister who was so borged out she was no longer even a little human. It felt deep, rich, and completely organic. Would play again. Can I play again now?

Mage: The Awakening-- Another classic session, mostly dealing with winding up the previous plotline, and getting us dealing with the consequences of having, um... disappeared off the effing map for a couple weeks. The main achievement of the session was getting the gems filled with Native American sprits into a museum's collection, thanks to the smoovness of Sequelah, and then talking to various mages about the Orders what exist, and which ones we should join. In addition to telling people more stuff about the horrible alternate reality of the Red Word. Volchik? Seriously leaning Mysterium. Mostly because while his natural inclination is Silver Ladder, everyone he's met of them, in his opinion, are obnoxious dickbags.

Nevermind what people think of him, of course.

Arcana Evolved-- There was an Arcana Evolved session run during D*Con, which has become pretty much a tradition at this point. It involved a battle against a Harrid (magic eating bastard) and his burrowing hounds and his bandit buddies, which meant that, once again, the most damage I did was giving Ghost Weapon to my friends. Though I did get off a particularly effective Gaze of Terror. But yeah... critters that _heal_ when I hit them with magic? Thumbs down. Not that shutting down the magister is a bad idea, really, and I've got enough spells that I've got a lot of indirect tricks (I mean, the Witch's best bet? Ice under the feet of the bad guys. Till the bad guy absorbs the magical ice and heals. ><) to use to be not entirely lame. This, by the way, is the fault of 3.x, which has straight up magical resistance as a thing. And I can't blame them-- energy type resist is way to easy to get around. But this is part of why I think no-fail damage, as spells are, mostly, is a not-so-great idea.

Also! Feeder Lady redeemed herself somewhat by letting us know that we could all take the ECL template: Runechild if we wanted. So I bought Child of Magic, which gave me, for free, a couple of spells that I'd totally be using all the time anyway, plus innate Magical Resistance, in addition to moar save bonuses. Suck it, monkeys!

Still gotta pick what my Rune actually says. Hm.

Legion-- system created by a couple of buddies that we playtested at D*Con. Good stuff, though the numbers run high. I was playing ehat amounted to a second level character, and felt like I couldn't fail near anything-- I just wasn't going to always critically succeed. That said, the penalties for some of the more stupid stuff I was doing-- using telekenisis to stop the spin of a plane with no engines-- were not crappy, and I could have conceivably killed myself. Also, fitting in all the characters and their stuff is not always simple. But Mr. M is a really good GM, and I had a blast. I mean, I'm a sucker for anything with a psionic skill.

Anyway, the game itself is good, old fashioned space marine sci-fi, set up for battle mechs (though we didn't get to play those), and psychic inquisitors, and awesome. Like I said, needs some numbers tweaking, but Recommended.

Gears of War, the Board Game-- yet another Fantasy Flight deal, this one takes the best things from Battlestar Galactica and makes them fit a shooter, namely the action cards. In GoW, these also represent health, and can be sacrificed based on card symbols to perform between turn actions, like following a moving teammate, guarding (attacking before the Locusts do), raising your defense by +2 dice, and something else that I never used because my character, Agustus Cole, could use every card to guard, and could guard on the same turn as other people. Which is the BEST THING EVER, and leads to awesome moments like, "OHSHIT this thing is going to eat my face!" BLAMMO! "Ah, nevermind, bitches."

The ammo mechanics are pretty cool, and chainsaws win. Would like to play a non-beginner game in future, but glad we did that board first. Anyway, I really love Fantasy Flight's full co-op board games. A solid win.

I'm probably forgetting stuff, but that's all on the top of my list right now. My DS is fixed (huzzah!), so I've been playing some oldies like Platinum Sudoku, Meteos, and Metroid Prime Pinball. Am I going to get the Phoenix Wright/Professor Layton crossover game when it comes out?

Oh yes, yes I am.

Friday, August 19, 2011

Session Roundup #20

Brought to you by the incredible lateness of Dust to Dust Website Updates last night. You might look at the line, "Added Ancient Tales to the Codex of Dust." and think, "that doesn't sound like so much!" But if you are of that opinion, then I invite you to actually view the Ancient Tales Link and viddy what that actually involved-- namely, creating all those pages and adding the stuff. Oy. So. Sleepy.

Now, to bring you up to speed, last weekend was Arcana Evolved down in Georgia, following up the Last Session with a twelve hour marathon, in which we fought some super annoying mooks and a Rune Reaver. Full Disclosure: The mooks were annoying to me because they were also magisters, and dispelled my Clever Electrified Lair Trap. POUT. And I could have saved the 7th level slot for Spellmaster! GRAH!

Also, my rolls were crap. Fortunately, I made up the damage by giving Mirth and Ai-Wyn Ghost Weapon, which allowed them to bypass armor in their hits. So sweet.

This was especially useful, as the Rune Angel what I mentioned last time, who came to help us fight the Reaver?

Well, you might question the wisdom of enlisting the aid of a creature made of runes to fight a creature that eats runes with a touch. Well, we were too. Too late, unfortunately, to keep it from being a Rather familiar situation for those familiar with the classiest community on the internet. Still, we were triumphant, and classy enough to refrain from telling her to "OMG L2P!" to uninstall her skillset, or to cut off her hands rather than continue to heal our enemy every time she got hit, touched, or looked at funny. Instead we subjected her to over an hour of the Loresong Faen asking her world lore questions, which, I feel, was a fitting consequence.

Also! We got an item which increases the duration of Abjuration spells by 50%, which is super cool, as it could well be useful for me. Happy!

Shieldhaven has been playing Bastion lately, which has been a joy to watch, I've been playing Sudoku on my newly repaired DS, (W00t!), and we both have been playing a LOT of Echo Bazaar, which is a wonderful game with the world's shittiest server architecture. Ah well. Still worth it.

Next Friday is the First full Dust to Dust event EVAR. So if there is a not-roundup, or no roundup at all, please to be forgiving me, and I'll try to fill in the gaps with something that vaguely resembles content in the meantime.

Thursday, June 30, 2011

Session Roundup #16

Two weeks out of date, alas! But with good reason-- Shieldhaven and I were out of the country for a weekend, and friends getting married on a tropical island do take precedence. Not that there's been much to report, game-wise... I've gotten to disc 2 of Shadow Hearts, and Haven and I, with the help of one of his co-workers, Spirofin, managed to make it to the 3rd tier of depth in Spiral Knights. Which is a ride we are not even a little bit tall enough for. Time to work up to that 5-star gear, which will require a profound investment of time, money, or both. Which is a difference in philosophy between Haven and I-- he will Never Ever Pay Real Money For a nominally Free To Play Game, while I will apply Arcade Logic: that is to say, I am having a good enough time that I would totally feed quarters into this if I were in an arcade, so dropping 10 bucks on energy to craft faster doesn't bug me. I want to write about micro-transaction models and De Biz more, but... well. Time. We'll see.

Thank goodness it's not pinball. My Biggest Weakness!

Also, there was Arcana Evolved the weekend before last, a short session. We spent the first half-hour or so of the game addressing the question of whether we'd be charged, and how much, for using the Library of Eradnos (sp?), to which we'd finally made it last session. The answer was that they'd accept payment in trade, which, luckily, people who weren't Basel took care of, because I think they have Magisters to do... well, pretty much everything she can do.

We didn't have time to trigger the fight with the Rune Reaver before Haven and I had to leave for the Eclipse One Day, though we came up with some pretty nifty plans to fight it (three cheers for access to seventh level spells, and the Dragon Template!), so we spent the rest of the time chatting with the Rune Angel who had come to help us fight it. There was some discussion of whether or not she'd give us info as to the plot macguffin that brought us together, which boiled down to... well, sort of but not really. Self-directed... stuff isn't really the point of this game, though. It's more... well, here's the stuff that is happening, and we can react to it or not, mostly through where we decide to go. That said, helping to defeat this Rune Reaver thing is pretty cool, while I'm still at a loss as to the whole spreading cold and what we can do about it. Though we've apparently done some! Which is good! Stupid ice devils.

Which brings me to the Eclipse One Day! That was pretty darn excellent, all told. They rented Safety Wolf; a paintball facility in Conyers, GA. It used to be a cheap-o hotel, and now is a creepy, multi-room, no air-conditioning hellhole that was the perfect place to take down a horrible terrorist and yes. Of particular note were some utility boxes they set up, where mucking with them with a number of skills, including Security Counter measures, Energy-tech, and the like produced different results, and combined with info from a computer that the hackers had to get into. It was _awesome_. And there was much fighty. There had been a conversation earlier that day about how NPCs didn't use guns often enough; yeah, that was definitely not the case here. So many guns! The only thing that would have made it better would have been the lights flickering, instead of just being turned off.

Also, kneepads. I am wearing kneepads to every event from now on. My knees love me so much for it. And I need to get gel-pads for my boots. So badly.

These are my hands, my knees!
Spacepunk Samurai Knees.


No Mage tonight, as there is too much writing to do-- this post being one thing, and much belated Website Updates for Dust to Dust. And Culture Packets. And, if I can manage it, any of the other posts I want to do. Meh.

Friday, June 3, 2011

Session Roundup #14 :(

Okay, so I... I won't say lied, exactly, but was mistaken about my ability to catch up on Roundup posts in the intervening week. Anyway, here's what we've been up to, gamewise:

Magic The Gathering: New Phyrexia Expansion: So far, all right. Spendy in terms of mana costs, not so bad as Zendikar, and having the kinda neat thing where you can spend life instead of mana at a rate of 2:1 for some cards. Need to play a few more drafts to see what I really think, but there's some fantastically gross cards therein.

Mage: The Awakening: Last night's session was short, but really fun. First of all, went to Volchik's (my character) uncle's house to do research on an abyssal artifact received last session, and to research the Prince of a Hundred Thousand Leaves, who is apparently some sort of literary Lost Carcosa-- pieces of his book intrude on other works, and if they're all assembled, the abyssal reality which _is_ the Prince will replace our own. Horrible, sure.

But also wicked awesome.

Anyway, after that was a meeting with some banishers to convince them that they needed to help us with the abyssal, cannibal, cultists of the Prince, instead of, you know, killing us for being mages. We convinced the guys we were sitting with-- who could do absolutely nothing about the other banishers lying in ambush for us, and for whom they'd baited this trap. So Tommy (who I still think of as Tod Lowry, and is played by Stands-in-Fire), turned some of the decorative plants into a swarm of locusts, while Sequela (Four Color) controlled the shadows in the room to help us escape, and I went Incognito. Also, I decided to mind control a handful of the locusts, which was really useful when we got to the back door and there were dudes hanging out to jump us.

"Feast, My Hungry Children!" indeed.

I have to say, I like collaborative research in Mage-- first, all the assistants roll, and their successes are added to the final dice pool of the main researcher. This is some value more engaging than researching in a library in our AE game, which was pretty much, "you ask a librarian, who asks another librarian..." and so on. But I'll get to AE in a moment.

Best moment of the game? Our Obrimos, Suryia (System Sans Setting) agreeing to hand over a couple of Mages from the council to the Banishers in exchange for leaving us be. Since we had to cripple a couple of their dudes, don't know how well this will stand up, but we'll see. Because THERE'S NO WAY THIS WILL COME TO HAUNT US, RITE?

Also, Sequela and Volchik managed to find a couple of Rotes in Volchik's uncle's library. So that's awesome.

Arcana Evolved: On Sunday, while in Hotlanta, we managed to get in some AE, which was a pretty good time-- it was a shorter session for that game, which, in typical 3e fashion, meant all of one combat encounter. To be fair, this game is also frequently bogged down by IRL stuff and child wrangling, and was also the day after the 2nd World Event of Dust to Dust, so this Kainenchen was in a whole world of pain. That all said, my habitually whiny character had very little to complain about, as we mostly moseyed through the ruins of this city towards the bizarre interdimensional library by taking advantage of the extremely low going rates on native guides-- as in, 1 gold apiece. This was cool, as otherwise, it probably would have been three or four more sessions before we even made the library. As it was, we only wound up in a fight at the door, where some mooks called their Rune Reaver boss to come and bash us. Fortunately, we made it into the library first, where we met the (miraculously) still living last guy who seriously schooled it. At which point, we decided to cool our heels for a while, and do some research, while we made plans to give it a final beat down and restore some Imperial Order to the city. Banditry = Got to Go, and such.

Who can hate that? Not this Rabbit.

Dust to Dust World Event II: Return of the World Event: This world event was a thousand times smoother than the first one, which doesn't mean that it went perfectly by any means. Getting things that are basic setting information across to players is a huge challenge, and one we certainly don't have a good answer for yet. I suppose it's mostly a good thing that we're, you know, not a con/salon larp, and so not actually coming up with a bunch of pre-gens all the time. That said, everyone seemed to have a really wonderful time, so yay to that! We got to test a couple of different totems, and more higher level ritualism, which is _really_ dependent on the efficiency of the rituals in play. Not that any player could know that off the bat.

But, well, it is to find out!

Thursday, March 24, 2011

Session Roundup #8

I wanted to get the first installment of the Dungeon Project done before now, but stuff is a bit crazy IRL, and hopefully I'll be able to finish it tonight or tomorrow. In the interim, here's a (hopefully) speedy roundup:

Arcana Evolved: Played this in GA last weekend, which was pretty good. I'm pretty much a session away from level 13, which is gratifying. We did not fight Winter Wolves, which was awesome, but had an actually fairly interesting fight against bandits around a ruined city where we'd finally arrived after what seemed like forever. Also, Angels. or an angel.

So, more and more I'm being faced with the problem that D&D clerics had-- do I blast shit myself, or do I buff my friends? This time, I did both, and came to the realization that if I could cast more than one spell a round, my Magister would probably be stupidly broken. With that thought in mind, I am still taking the Quicken Spell feat at the earliest possible opportunity.

Mage: The Awakening: The first session of this game just finished, as in not more than half an hour ago. I am playing a Mastigos (mind/space) mage with an emphasis on mind, because if I can play an Evil Telepath-- particularly if I can play the Evil Telepath, which I can and am (though really, Evil is more an aesthetic in this usage)-- then of course I'm going to. Shieldhaven is the Storyteller, and wished to run our Awakenings in play, as the first thing that happens. My character's involved coming out of one of his classes to walk down a hallway of mirrors, all with his own image in them, and the figures attempting to attack him. This was... interesting, but hardly difficult to deal with. Stephen's (my character's) sense of self-mastery is pretty well developed.

Stands-in-Fire is playing a South Boston Irish doctor, Samhaine is playing an ex-russian mob guy who believes he's the incarnation of an angel, Four Color Critic is playing a grad student researcher at Tufts, and Ikara, who does not have a gaming blog, is playing a Financier. As for myself, I'm a Business student at Emerson, of all places. It's a long story, but works, I promise.

Anyway, it's very much having just started, but I adore all of the other characters, and am looking forward eagerly to the next session.

And now, on to the DtD website edits, and maybe a little more progress on my part of the Dungeon Project.

No, I can't be bothered to link anything tonight, why?

Friday, March 18, 2011

Not-Roundup #2

So, you'll note that this is rather late, and for that I'm quite sorry. Anyway, last week was pretty much all videogames all the time, mostly Shadow Hearts: Covenant and Rock Band 3. I have to say, the third iteration of the game is so far my favorite, mostly for band customization. Also, Paradise By The Dashboard Light, by Meatloaf, is fucking epic for singing.

Tomorrow will be the AE game, which means that there will be actual Roundup content next week. In the interim, I've got Dungeon Rooms to design, and DtD writing to do.

Salve!

Friday, February 18, 2011

Session Roundup #4

A day late due to patch day again, but nu, better late than never!

So this past week saw some Arcana Evolved, and also rolling up characters with Shieldhaven, Wombat, and (eventually) Stands-In-Fire for Samhaine's Dresden Files one shot. AE was first, while down in the ATL for a LARP BBQ (mmm... acronyms), where Kings' Gate Matters were wrapped up, and Dust to Dust char. creation stuff was discussed at length. That wasn't really a game, that was... well, I shouldn't really call it foreplay, but you know...

*ahem*, anyway.

So AE.

It was a pretty straightforward session... we fought more !*^@&!%^! Winter Wolves, captured one, quizzed him, and had our Faen Akashic do some object loresight on that wolf's collar. This got the attention of something called a Winterspawn, who apparently was the Liege Lord of an Ice Devil that we killed the hell out of some time ago, who scried on us for a while. Then he teleported a thing that looked like a dead corpse frozen in a battle-mech of ice armor at us, and was apparently annoyed that we fucking smashed it into a thousand pieces. I say we, but I really mean Shieldhaven's Warmain and his awesome hammer, enchanted with Ghost Touch. I didn't bother to use any other spell slots than that, because with Ghost Touch and his earlier attack, not to mention the damage the other tanks dealt, there wasn't any reason to do so. The math may or may not work out on whether I did more damage spending the 5th level spell slot on Ghost Touch than on some other blast you to hell spell, like Attack From Within, but eh. It was pretty cool either way.

The Winterspawn wasn't really down with us taking out his minion, and in response to me mouthing off at his scrying-bubble after failing to dispel it, he telepathically contacted me to explain why he and his buddies wanted to cover the world in winter, freezing everyone. We knew this, mostly (there's a Primordial Evil that they can trap forever this way-- btw, sorry about your planet)-- but dislike the methods (Hey! All my stuff's here! And what about meee!?), and so I argued, Honeythorn Gump style (What good is a world locked in a season of death?), and we agreed to disagree (I'm right and going to keep on doing what I'm doing and hope we don't meet again, nyah vs. I'm betting my friends are going to want to come and probably try to kill you and all your friends, nyah. Not that I said that), and I reported the chat to the party. We were all quite perturbed.

Dresden Files Char. creation was... interesting. So, you create concepts, like in say, Spirit of the Century, based on what you think you might want to do. My concept was initially Dexter Morgan as a small half black, half mexican girl, and it eventually sort of became half Dexter, half, well, That Other Serial Killer who targets monsters. This is a character that I would normally consider completely unplayable, but. I'm gonna go ahead and blame Wombat and Samhaine for this one. We play the game on next Tuesday; Samhaine will be writing a review of the system thereafter, and I shall link it whereupon.

In the meantime, the Monkey King and Four Color have been Continuing the Conversation on humans as default race et al in gaming, and on player investment. You should go give a little looksee. Basically, what it's all done is make me want to read Eclipse Phase and play Noumenon.

Fortunately, Shieldhaven is considering what game to start running next, and Noumenon is on the list, though Mage or Westmarches E6 are my top choices.

Over The Edge with some Guest Stars this weekend, and I'll do a new Games I'm Playing post when Shieldhaven chooses our next adventure. And hopefully I'll have gotten to play some more Fallout: New Vegas in the interim.

Btw... does it make me a bad person, wanting to play this so badly? I mean it looks like...

Never mind what it looks like. But I still want to play it.

Monday, February 7, 2011

Go through the motions of exploring the familiar.

In my last post, I mentioned This Post of Shieldhaven's, and now Wombat's gone and responded here. So now, I must needs venture my opinions on the topic.

I have an odd position in the groups I game with, in that I'm generally the only Person of Color(tm; also, unless you count the Angry Cuban in our AE games). Incidentally, until having the conversation with Wombat (who is white, but a jew), I was also the only person who generally felt that the presence of humans was okay, sure, but not necessary in a game world.

So, how this conversation even started:

Shieldhaven was talking about the new races he'd created during his late night maundering, and mentioned that, in order to have people actually pick his classes, perhaps he should strip a game with them in down to just humans and the new races. To which my question was, "Er... why include humans?"

Now, as implied above, I realise that my question and feelings on the matter are solidly in the minority. Anyone who knows me even a little will not be shocked by this. Shieldhaven felt, at base, that giving the players something understandable and familiar-- i.e., humans-- was important, so as not to lose them. I marked that the new races-- the Veytikka in particular-- were written in such a way that they kind of did not make sense unless you had another, baseline race to compare them to. The Beruch as well, and the Rindari have not been written yet, but-- they were all designed to be minorities. And while this was not, from talking about it, a conscious decision on Shieldhaven's part, it was... curious to me.

And here is where I will dispense (for the moment), with the issue of player investment and whether or not players will buy into a game setting where there's no human baseline. I, personally, would like to play a race in the context of what they're like internally, _without_ comparing them to a human genero-culture. As is pointed out in both of the posts I mention, there's sort of a problem with humans-- they typically wind up with their racial trait being, "generic". Of course we know what humans are like-- we are humans, aren't we?

Thing is, as game designers are themselves human, apart from some physiological details, and a pointed attempt to make the things that they feel, do, or care about completely unrelatable, any new race is going to be some variety of "like humans, but..."

Take the Veytikka. They have certain physiological features (claws, snout-like faces) that make them inhuman and change the way they interact with their environment, but as far as their attitudes and actions go, they're actually pretty darn human, but...

...They eat carrion. They're well designed for it, and for them it is the right and proper thing to do. Thing is, a human culture could just as well do that, out of some philosophical inclination, and then we get into trickier issues of intra-species race. Apart from that, the racial culture is given as tribal, and they are suited to some specific classes, like most D&D races. They're statted to fit into 3e and 4e D&D, so they'll be further colored by the rather familiar expectations of the classes they choose. Tl;dr, the text already explains the ways that Veyttika differ from humans in the context of the player's own person and culture, so why would there need to be humans in play to underscore the difference?

As part of my objection to the philosophical part of the "people need a familiar race to be the point of reference" is actually the "point of reference" part. Because I am human, I will automatically be thinking of how this race is different from a human. It bothers me, to then have to, in play, be ever conscious of my character in the context of, "I am different from this other group, which is normal."

I realise that this does not address the issue of turning off players through an excess of difference, but I feel that that aspect of the question is dealt with at length and better elsewhere, and I'd like to deal with the aspects so avoided, which are, frankly, relevant to me. Let it also be said that I don't blame anyone for choosing not to deal with stickier issues and assumptions when it comes to race in gaming, but... well, I think that it's just possible that part of the reason for my preferences in story telling and roles therein might have something to do with my own background, and the same for other folks. This doesn't say anything about myself or anyone else as people, but is objectively interesting to me.

Let me use another example, which has about an equal chance of refuting or supporting my point: the 4e race, Wilden.

Wilden are supposed to be a new race just out of the feywild, terribly curious and eager to learn about new cultures and races. They're a tablua rasa, looking for things to ape so they can learn how to be actual people. They have a hatred of abominations, but apart from that... well, they're plant people.

And let me tell you, they're hard as hell to play, esp in the party I'm in.

I picked one up in Chessenta as a power gaming option-- I wanted to play a Protection Shaman, and they had the best stat options, and were also something I've never played before. Now, I am in a party with two humans and an Orc-- fighter, avenger, and rogue. Given that my racial MO seems to be, "try to be like the others you're around," how do you suppose I play my character?

Answer: Well, like a bear shaman. Because that's what I'm actually doing, leaves or no leaves. The role of the Shaman is much stronger than the role implied by my race, except in the (hasn't actually happened yet) incidence where I need to use a racial power. And the same is true for humans, actually-- except in AE, where humans are marginalised as compared to Giants, I generally see human players playing the trope for their class. Only Grish, the Orc, plays a racial trope to any extent, and even that is second to his outstanding thievery. Well, and Ullentarni the Dragonborn, but that's because his racial story was supported by the game, and the circumstances in which we encountered him. For the rest of us, race doesn't actually matter, or much inform how we play.

So... what does all of that mean for the presentation of a game, before and during play?

First of all, I have the strong temptation to strip stats from races, and give them basically the human stat choice. If including humans in the game, I'd be further inclined to write specific racial abilities for them which were something other than, "I'm so generic, I can do anything with my generic self," depending on the setting. That is to say-- If other races have specific, geographically or otherwise bound cultures, it makes more sense in a given setting to have the humans be so too, than otherwise. In my game, I get around it by having most races be pretty much ubiquitous-- only races of a fey or outsider sort of origin are in any way concentrated, or have cultural norms outside of the norms for their region. I did not go so far as to change up races that much, mostly because my game is at least partially about teaching 4e to its players. But I think next time, I might, so as to make the race choice more purely about preference, vs. optimization.

And I'm tempted, especially if offering a setting where it makes sense to do so or I am offering all-new races, to just not have humans in the game. Now, it's at this point that the Player Investment issues come to the fore. We'll go ahead and take it as read that players dislike having high barriers to entry, and/or having to do a lot of reading in order to play a game, or understand their characters, unless doing said research was their idea in the first place. So let's think about how to address this.

1) First of all, sticking to a well known system, OR a system where everyone is expecting to do reading because it is all new. Personally, I prefer the former, partly because I like D&D so well and well... I am used to it. This could, however, work okay in a system where the expectation of newness is working for you. Nonetheless, I think that changing as little as possible about a system that the players (assuming all the players are familiar with said system) know, and explaining early on the conciets of the setting, you'll probably have a better chance of not throwing them off. In particular, I would not introduce any new classes, but have everyone stick to existing stuff.

2) Keep written material to a minimum. At most, I'd keep the info about the size of any racial write-up in a character creation book. If the setting is such that it demands it, include info about how the race fits into the world, how they behave amongst themselves, and what, if any, prejudices and assumptions they have about the rest of the world. This is the part where you're pretty much highlighting what makes them different from humans, what sorts of stories they are likely to have as a race. In all other ways, it should be clear, or at least safely assumed, that they are just like any other people.

3) Support the races in-world. Once you're in the game, the structures and social constructs of the world should reflect the people who live in it, and the GM's job is to convey this to the players in as seamless a manner as possible. Players are likely to look to NPCs for clues on whether a thing is common or unusual, good or bad if they have no other guide, and a couple of lines of dialogue can speak volumes about how the players should feel about a given situation or people. It's all right for there to be minorities and marginalized groups, or majorities that are not generic, but it's important for the world itself to convey that that actually means.

The example I can think of at the moment is actually pretty problematic-- Karnath, in the Eberron setting, specifically as run by Wombat. This is a place where Undead Soldiers are the norm, and the whole country supports that construct pretty completely. If we, the players, had been playing all Karnathi, the world did a very good job of playing this particular social construct up as normal, and we'd have had to do some twisting to not be at least tolerant of it. As it was, we all played people from elsewhere, at least one of whom had character reasons for objecting strongly. My character, being from a country that had formerly allied with Karnath (and which no longer exists), didn't really have an opinion one way or the other until very late, though she had some very strong in-game pressure to find the Karnathi Military Structure pretty darn appalling. I am marginally curious as to what would happen if we _had_ all been playing people who were raised to accept this situation as normal.

Permit me, for a moment, to refer to a thing that I mentioned earlier, about my problems with a culture that can only be viewed through the lens of a somebody else. That can be done well, and the ways in which it is done, interestingly, change the "point of reference" race/culture. Let's look at the Veytikka, for example. In a world where this race is common and reasonably accepted, it'd make a certain amount of sense for some non-Veytikka races to say, be all right with having established places to dispose of their dead, for Veytikka to come and clear away, in a symbiotic sort of way. Or to have some shady characters try to scoop up all the dead things before the Veytikka can get to them, and try to sell them back at a profit, controlling their food supply. It all depends on where you want to go with them, and if you're having the Veytikka be hunters who kill and eat their food raw, or if they say, disdain hunting and prefer finding as a cultural Thing.

But anyway, there is a certain point to be made there about the usefulness of humans-- it is easier to change them, and the way they see things or act, to accommodate their relationships to other races, than it is to do the same for races where one's understanding of them is learned. When we're talking about human vs. non-human, that's pretty much all of them.

I'll save this topic as it relates to non-European-based cultures amongst humans in Sci-fi/Fantasy/Gaming for another post, as this one has gotten really quite rambly and long.

Friday, January 7, 2011

You're gonna hear electric music/Solid Walls of Sound.

Deck of Many Things returns this week to discuss a spell. This spell can be found in Monty Cook's Arcana Evolved game. It is called Wall of Sound, and the fucker is broken as hell.

(*Note* there is apparently errata which makes it less broken, but I'll deal with that at the end of this post.)

So, about the circumstances under which I employed this spell for the first time in the campaign. I was playing my Magister, Basel (11th level at the time), who was frustrated with the limited nature of her 6th level spell options. She had memorised Vitrification, Shaped Strike, and Wall of Sound for the day-- nevemind that we were in a field of crystal and fighting crystal monsters, so Vitrification was fair useless. A little bit about these crystal monsters, by the by:

1) They had spell resistance.
2) They were immune to fire and cold (so much for shaped strike, which is a fire spell).
3) They were resistant to Electric Energy (which is one of my energy templates).
4) They could refract damage spells so that they bounced in a random direction, potentially hitting me or my allies (so much for most of my damage-- considering the changes of hitting either of the Large-Size Giants in the party, or the hit-point shy Faen, or the Human who is pretty much the main tank... yeah).
5) ...They were vulnerable to Sonic Energy.

So, after trapping one of them in stasis for a round with Dreaded Freeze, This Rabbit goes and looks up Wall of Sound. According to the original printing, the spell has the following attributes:

1) Simple (which means almost anyone can cast it)
2) Spell Resistance: No (later fixed in the Errata, but that may not matter, depending on what is being resisted.)
3) covers a number of 5X5 squares up to your spell level. (Mine at the time was 13, having cast a Heightened Greater Enhanced Magical Flow)
4) Is not bound by gravity, and need not be vertical.
5) Can be made in about any shape you want.
6) has hit points equal to 50 X your spell level.
7) deals Sonic damage equal to 1 X spell level at 20 feet away, and I forget how many d4 of damage (1d4 X spell level with a limit?) at 10 feet away. Half damage on a fort save at 10 feet, no damage on a fort save (I think) at 20.
8) has a duration of 10 rounds per level.

Sounded fantastic to me, esp as we were fighting 10 foot tall crystal critters. My first thought was to create a ceiling of sound over the one fighting my companions, but could not do so in a way that would not hit my allies. So Bo, the Winter Witch, came up with another suggestion.

"Hey Basel, why don't you box the one you Froze in the Wall?"

Well, why didn't I? I could put the wall entirely around the dude, and I could place it at such a height that crawling under it or jumping over it were both problematic, and so that, even if it did get out, it was going to take stupid damage first. Beating on the Wall, at 650 Hp, wasn't really going to do it much good either. So that's what I did. The crystal tenatacle thing (did I mention the tentacles? Yeah. Crystal Effing Tentacles. WOULD I MAKE THIS UP?) shook to death in a handful of rounds, by which time we'd murdered the hell out of his friend.

At which point, Bo very sensibly says something like,

"Yeah, just wait till that's used on us."

Hm, a valid point. The general rule of AE is that anything we can do, the NPCs can do better. And this spell, used with a bare minimum of creativity, is pretty much a Win Button.

Now, it is 6th level, and it is apparently subject to spell resistance, but I'm going to have to look up exactly how that works to see if that just means you don't take damage from it, or if you ignore the wall entirely. Because if it's the former, then that still means dude is trapped in what is basically a force wall with 650 hit points.

Still not hot, particularly if you have angry bow-fighters and magisters ringed around you, and you have any exposed bits at all. Otherwise... well, you're stuck in a box that will let the party get away long before it fades off of you. Suck.

The best ways out of this situation, assuming there's no ceiling on it, is to be able to fly, or maybe to dispel magic, so far as I can see. Otherwise, I think I'll be avoiding using this spell overmuch, as believe it or not, I am not a big fan of The Win Button. I like there to be more than one Right Answer possible in the main of situations.

Ask me about 4e Artificers and Magic Weapon sometime, when you've got a few hours.

Thursday, September 16, 2010

Indecent Indexes.

For ease of reference, I shall list the recurring games in which I am participating, of all genres. Coz otherwise... ja, confusing.

4e
  • B's Game (Formerly Road to Bael Turath; original world based on Dust to Dust)-- Revenant Assassin, Hane Al'Druth.
  • Eberron (Armistice, run by G., who also plays in Planescape and Chessenta)-- Tiefling Artificer, Ballast.
  • Planescape (The Custodians, run by Standing In Fire, who plays in B's Game and Eberron also.)-- Aasimar Psion, Sa'réja.
  • Chessenta (Book of Serpents, run by Standing In Fire) -- Wilden Shaman, Kinnav Vinnet.
  • My Game (Keep waffling on a name, Original World + Old Skool Dungeon Crawl).
3.x and variants.

  • Arcana Evolved (Cloud and Shade, run by Nemo.)-- Human Magister, Basel Atullican.

LARPs
  • King's Gate-- Full time NPC.
  • Eclipse-- Harper Kell, Imperial Swordswoman.
  • Dust to Dust (Website in Progress)-- Campaign Committee.

Also, I play a level 57 (mostly) Holy Paladin on Whisperwind in WoW. I'm not actively playing any other MMOs at the moment due to crappy computer-having, but I actually liked Age of Conan-- probably the result of playing mostly the Destiny Stuff in Tortage.

Right now, perhaps my greatest personal tragedy is that I have neither time nor money to play much Magic the Gathering, as my old Magic group was a) through my old work and b) pretty much over it when Zendikar came out. I dunno about you, but after being used to the Alara Block and the ones before it, the name of which I forget and am too lazy to look up right now, Zendikar was way too slow and (in terms of mana cost for cards) expensive. I'm curious about the Scars of Mirrodin set, but-- once again, time and funds for Drafting. Meh.

Speaking of time, there are a few other things that I'd like to either run or play, and the first of these is a Psychic/Horror Game based on the Dawning Star setting, where I am still waffling on the actual ruleset I want to use. Dawning Star was written to be a setting for D20 Modern/Future, but I am not sure that I will be able to get the right horror feel for it. Call of Cthulu has some good things about it, but the sanity/mythos mechanic isn't really appropriate here. 4e has some interesting possibilities as far as cool terrain stuff and having combat that I adore, though psionics in 4e don't fit-- look for a post about how awesome is the setting psionic mechanism, Red Truth, coming soon. Some of the White Wolf stuff (as in the Second Sight splatbook) may be good, but not sure yet. Anyway, the plan is for this to be a 3 session (or so) short-run game with pre-gen characters. We'll see how that goes.

And that's the break down, as much for my own benefit as anyone else's.