Archive for the 'PnP' Category

Friday Film: Roll Them d6s

April 18th, 2008 | Category: FridayFilm, PnP

Weak sauce this week, and I apologize for that, but whatchagonnado? I played plenty this week but have no video evidence to back it up. Instead, I’m going to offer you the usual sextet of screenshots along with a unique live-action video.

Enclosed, Scary Door-style, is a short clip from a session of the Shadowrun tabletop game … probably circa 2004? This slice of gaming bliss is one of the things I just freaking love - me and a bunch of my friends around a table with some dice. To give you a sense of who is who, when the camera settles down we have the following: directly in front of the camera to the right (the elbow) is Kathleen, further along the table is her husband Brian, at the far end is Ben, out of sight to the left is Alan, directly left of Alan is my wife Katie, and I’m behind the camera.

To set the scene a bit, they’ve just come back from an extended period away from Seattle to find that things have gone badly. Their apartments and vehicles are bugged, people have been ‘checking in’ with acquaintances, and Katie’s character’s mother has gone missing under strange circumstances. That’s about all you need to know; they’ll sort of work through some interesting ideas over the course of the video.

Let me know what you think of this randomness; Hope you’re looking forward to a good weekend.

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Roll a d20 In Tribute

March 04th, 2008 | Category: Asides, PnP

Grodin SalutesGary Gygax has passed away. The old man didn’t have a lot to do with D&D or tabletop gaming nowadays, but it’s hard to argue with his contribution to that medium or the huge impact Dungeons and Dragons had on videogames.

/salute

Additional: Fitting memorial tributes from all over.

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Ask the D&D Designers!

January 07th, 2008 | Category: Asides, PnP, Reblog, Site

I’m (still) really excited about Dungeons and Dragons Fourth Edition, and so it was a lot of fun getting to arrange an interview with the designers over at Slashdot. If you have any questions you want passed on, go toss em up in a comment!

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Running From Shadows

November 08th, 2007 | Category: PnP, Site

ShadowrunYou may have noticed from my occasional comments that I’m sort of a fan of the Shadowrun series. I took it into my head that my vitriolic comments might be of interest to others, and so inquired with the folks at 1up. I found that they were interested … and then proceeded to write the most unprofessional drivel that’s ever escaped my fingers.

Thankfully, time and editing heals all wounds. The article Running From Shadows: Why Shadowrun Made Fans Cry went up on 1up.com today, and I think it turned out not too badly.

This year’s release of FASA Studio’s Shadowrun FPS left a lot of people scratching their heads. Design and control decisions left fans on both sides of the PC/360 fence feeling cold. Tabletop players wondered why it wasn’t an RPG. And, of course, there were a lot of gamers who just wanted to see a new version of Crimson Skies. Surprisingly, the deepest disappointment seemed to stem from the game’s use of the Shadowrun license. As a tabletop role-playing game it never reached such high profile as the fantasy juggernaut, Dungeons & Dragons. Why then was the complaining and kvetching so loud? Why all the bad blood over what amounts to a relatively obscure franchise?

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The MMOG/D&D 4th Edition Connection

October 22nd, 2007 | Category: PnP

Fourth Edition Player’s HandbookI hope you don’t mind my talking about the upcoming reboot to D&D, because I’m going to be doing it a lot in the next year or so. :)

One of the things I’m most enjoying about the rules as they trickle out to us is the feeling that, indeed, this is MMOGish. In fact, several oldschool gamers I know have pronounced that ‘they’re turning it into a massively multiplayer game’ in dire fashions with frowny faces.

My response, I think, belays the amount of growing up I still have to do, and goes something like ‘Woohoo!’

Aggro Me (nice to see you posting again, man) has a lengthy piece up on specific conventions adopted from online gaming. Obviously some of these elements were picked up from online games from yet a third party. It’s easy to see correlations just the same.

What happens when there’s a bug in your MMO? Well, it gets patched (or at least you hope it does). It’s a pretty good system and I appreciate when companies patch their games often. But what happens if there’s an error in a D&D book? Well, they can’t really patch that can they? It’s a physical text. But Wizards may be borrowing the concept of patching for D&D. See the following quote from here:

Another factor that will change the face of errata is the implementation of the database, which plays such a central role in our management of 4 Edition. With the institution of ebooks that accompany one’s physical copy, we have the option of keeping one’s ebook updated with the latest changes, from the very small (a “+2” instead of a “+3”) to the very big (changing the text of an ability or feat). That’s not to say there still won’t be a physical copy of the errata, but we might simply compile quarterly changes made in the database into a readable format, rather than the sporadic release that now exists.

Keiron Gillen talks about the same issue more broadly over at Rock, Paper, Shotgun, and brings up the same issue I have: price.

To get all the D&D Insider stuff you need to pay a MMO-equivalent monthly fee of $9.95. However, it’s also been said on the forum that not all the group may need to pay this - i.e. Players may play free, or at least cheaper. I’d hope that’s true. I’m aware that pretty much every group I’ve ever ran, none of the players owned any of the books, and trying to talk Kid-with-knife to give some Americans ten dollars a month (”That’s more than a drink!”) just so I can excitedly narrate about the molted brown skin of an orc in voice-chat is, I suspect, the sort of impossible quest that’s more traditionally reserved for inside the game. So we’ll see.

(As an aside, orcs are greenish-grey, noob. L2DM.)

I’ve been running Dungeons and Dragons for almost sixteen years now. Since I got back from college I’ve run three campaigns, two of which lasted more than a year (and one of which lasted almost three). To put it mildly, the idea of being able to run a game online for folks I wouldn’t otherwise be able to play with: tasty.

What I’m really looking forward to are the possibilities for systems we haven’t heard anything about yet: items and crafting. Itemization has long been recognized as one of the weakest elements of D&D 3.x, and the Magic Item Compendium attempted to solve that via a mighty big patch. Likewise, crafting is broken. The rules for making an item with your Craft(blah) skill are tediously annoying, and have no place in the average D&D game. I’m not saying I want players to be able to bang out a suit of full plate in a day, but … they’re heroes! Why does it take a player archer weeks and week just to craft a single quiver of 50 master work arrows The careful attention that Massives pay to these two systems has me very hopeful that 4.0 will address these issues as well.

As for excitement about what they’ve already revealed, it’s hard to pick. As a player, I’m probably most excited about the implications made surrounding class balance. Fighters will now have completely different combat styles based on the weapons they wield. Wizards, meanwhile, focus their arcane arts through staff, wand, or orb, and follow specific traditions - with implied factional affiliations. Fascinating. As a DM, the encounter creation simplification has me jumping for joy. The recent podcast about the Monster Manual saw me literally dancing in my seat … which was bad, since I was listening to it while hunting in the ruins of Dalaran. Damned elementals have huge aggro radiusessuses.

At the end of the day, it’s all about the fun, right? So far, everything they’ve mentioned sounds really fun. The only thing that doesn’t sound fun is the constant nickling and diming … but that’s pretty much par for the course for Massive games too, isn’t it?

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D&D 4th Edition - My Take and What We Know So Far

August 31st, 2007 | Category: PnP

Fourth Edition Player’s HandbookOn Wednesday, the 22nd of August, I had the chance to be present for one of the first public unveilings of the Fourth Edition of Dungeons and Dragons. Myself and a group of journalists (mostly from tabletop trade publications, but a few websites as well) sat for a presentation on the newest thing from Wizards of the Coast. We didn’t know for certain that we were about to see the new edition of D&D, but I’m pretty sure everyone in the room was thinking along the same lines. Again, in the interests of full disclosure, I’ll point out that this presentation was done at a fairly nice steak restaurant. We were fed right after the presentation was done.

My initial reaction was the same muted anger I think a lot of people felt when they first heard the news. Over the course of just the presentation, though, I found myself swayed. I was easily swayed for a couple of reasons:

  1. I am not that big a fan of the 3.5 rules. Almost every argument I’ve ever had with a player has been over a rules dispute, and any effort to clarify edge cases and make flow work better is a win for me.
  2. On the flip side of that, I have a lot of respect for the D&D R&D team. Chris Perkins, James Wyatt, and Bill Slavicsek are righteously smart people, and it’s been an interesting disconnect to be frustrated by the D&D game rules, but agree so heartily with the Design and Development column on the Wizards website.
  3. Likewise, the changes to the D&D mechanics they’ve introduced in more recent books have all been stuff I’ve really enjoyed. Players Handbook II is a gold mine; I’m about to start playing in a campaign, and three of the four characters are using classes out of that book because they’re so well done.

So even just after the presentation was done, I was hopeful, and I’ve grown even more hopeful in the last two weeks. Why is that? Well, let me walk you through the presentation I was given. I’ll try to lay out their play just the way they did. Then I’ll lay out what they’ve released about the setting since then, primarily in the form of the Design and Development articles, and the Playtest Notes pieces. They’ve actually already given us lots of hints about what the new game will be like, and the differences are quite stunning. I’ll also offer up a few opinions of my own, suspicions I have about what things are going to be like. Hopes, as it were.

I’m doing this as much for me as for you, but I hope that you find this amalgamation of information to be helpful. This is what D&D 4th Edition is going to look like. I hope.

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Back Home, Diseased

August 19th, 2007 | Category: PnP, Site

WoW TCGI have return-ed home safely and soundly. Actually, we had a really nice trip back. Left around 2:30 and was at my doorstep at 8:45 (which is 9:45 in the time zone I left). 7 hours is great time with Indy, and that included a stop for food.

To be honest, I had reservations about going this year. The year we got married the whole thing was kind of a blur of not-funness. Our friends were incredibly sweet, but the hotel we stayed in was teh suq. We were both also still so stressed about the hitching that we had a hard time relaxing. Last year wasn’t much better, with me in particular not having a very good time thanks to poor planning and bad event experiences.

This year was great. Had a couple of fun events, but the real enjoyment factor for me was being able to check out the videogames. When I heard that the con was planning to invite videogame companies more heavily, I was afeared we’d have an E3-ish experience on our hands. Thankfully, that was far from the reality. Except for Dell’s incredibly annoying DJ Show/Bus Tour/Demo station, the booths were all tasteful and obviously geared towards Gen Con attendees. And (duh) most of them were MMOGs. I got the chance to check out Gods and Heroes, Pirates of the Burning Sea, Fallen Earth, and Warhammer Online, along with the titles Pox Nora and Eye of Judgement. It was actually really well done, and I felt it was a useful addition to the event. I have high hopes that next year will see even more titles in this vein at the event. Just as an example, by that point mayhap Bethesda will be showing Fallout, and the Con of Cons would be the place to do it.

I did, however, come back diseased. Not physically, thankfully; actually, exercise and attempts at making myself healthier made for one of the most painless Cons I’ve had. No … my disease is mental. One of the many demos I took in at the event was the World of Warcraft Trading Card Game.

::sigh::

Thankfully, even thought it feels like the game has been around for a while, it’s still fairly new. For about 20 bucks, I picked up enough cards from the first two sets to give me a decent base for deck-building. (As long as you’re not buying brand new stuff, Cons are great places for deals.)

Katie is actually interested enough to consider playing with me, so we’re probably going to go a few rounds tomorrow. Expect more comments on that, as well as my full writeups from the con.

My biggest yay: I’ll have something ‘throw-down-ish’ to play at PAX. :)

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