Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Tuesday, December 16, 2008

30 Years of Stupid D&D Monsters

While I may not agree with the lameness of every monster listed here (I have a soft spot for owlbears), this author does have a very good point:

Dungeons & Dragons: Celebrating 30 Years Of Very Stupid Monsters (note that there are 2 parts)

Just a humorous reminder to keep your critical evaluative functions engaged while reading your next RPG supplement--even if it does come from a big-name publisher.

Paizo's Pathfinder: The future of d20 3.5 [backlog]

Last week at the bookstore, I stumbled across Pathfinder Chronicles: Classic Monsters Revisited. This book takes 10 of the most common humanoid monsters of D&D--including kobolds, goblins, bugbears, hobgoblins, orcs, trolls, ogres, lizardfolk, gnolls, and minotaurs--and tries to bring a fresh take on each by going back through both D&D's Monstrous Manual history as well as the scraps of original folklore on which these creatures are based. Though I flipped through only casually, I was quite impressed with what I saw. It was all "fluff", rather than "crunch", but very nicely done. I plan to take a closer look next time I'm in, and possibly pick this one up. [Update: And so I did. I didn't agree with all the characterizations, but reading it forced me to clarify my own. And that's the whole point: encounters with different kinds of humanoids should be significantly different, or what's the point of having more 1HD and 2HD humanoid races other than just Orcs?]

I'd never heard of Pathfinder before though. Turns out it's the product of Paizo Publishing, who used to publish the Dragon and Dungeon magazines. They've released a Pathfinder RPG, currently in beta and downloadable as a free PDF (registration required). Pathfinder is based on d20 3.5 OGL rules, so it's basically like playing D&D 3.5. But they've gone through and tweaked a few rules, streamlined others (including some skills), and beefed up some of the standard classes (so you'll think twice about abandoning them for prestige classes). Again, I only skimmed through the PDF, but I liked what I saw. It was like reading through 3.5 when it first came out: mostly small changes from 3.0, but all that tweaked the game to be a little more fun and a little simpler to play.

Some of the things of note that caught my eye were the alternative to having animal companions and familiars; the many bloodlines that characterize sorcerers based on the source of their magic; 0-level spells are now unlimited at-will powers; grapple and other combat maneuvers are simplified; turning undead is more impressive and useful, acting more as a positive energy burst.

Paizo is also releasing a 96-page adventure every month, forming 6-month long campaigns that take characters from 1st to about 15th level.

All-and-all, I got the feeling that Paizo is providing a lot of support and vitality for the 3.5 rules now abandoned by Wizards of the Coast. If you're leery about taking up 4E just yet (or just want to get a little more mileage out of your collection of 3.5 supplements), don't feel like you've been left behind: check out Pathfinder.

Thursday, May 8, 2008

Battle for Wesnoth, or The Siren's Call of Semi-Passive Gaming

Not much to report lately. There have been no play sessions, and work on the ex-Scrabble magic system has been sporadic and slow (mostly on the bus). My term ends next Friday, so I'm trying to catch up on my huge grading backlog. Still, most of last week was devoured by Battle for Wesnoth.

I found this computer game while trouble-shooting an old Linux laptop of mine. I wanted to see if the laptop would lock-up during use, so I was just going to play a bit of Tetris. But I had previously uninstalled all the games, so I pulled up the package manager... and happened to notice this turn-based war strategy game with a fantasy theme instead. Wesnoth is free in both senses of the word (as in speech and as in beer), and it's also available for Windows. I know this because I installed it on my normal laptop after it had consumed one evening of my life.

Now fantasy war/strategy might make you think of Warcraft. (The old Warcraft, that is, not WoW.) But Wesnoth is turn-based, which is much more enjoyable for those of us a little slow on the mouse. In fact, it reminds me a lot of an old DOS favorite of mine: Warlords II Deluxe. But they've taken Warlords and added a lot of RPG features to it (and did a better job of it than Warlords III did).

First of all, each of your armies is a named individual that gains experience and levels. Play is structured into campaigns, and so your battle-harded veterans travel with you. And so it hurts a little more when you lose an archer that survived your past two battles and was only a couple kills away from his next level! Each warrior of the same class even starts out a little differently, since each is created with a different combination of traits--such as strong or quick or intelligent.

The various scenarios are strung together into a story-based campaign, much as a series of dungeon crawls can form an RPG campaign. I guess some of the campaigns even have branching storylines, though I haven't experienced that yet myself.

The strategy is pretty interesting too. Terrain affects movement, but it also makes a big difference on how well your armies can defend themselves, and so you always try to use it your advantage. Time passes, and the current time affects the game: daytime makes lawful armies stronger, and nighttime strengthens chaotic armies. And so sometimes you find yourself just trying to keep your head down until dawn comes! Also, each figure on the board has a zone-of-control that limits how opponents can move around it. This reminds me a lot of D&D's attacks of opportunity. I still haven't quite mastered using ZoCs to properly protect my wounded soldiers on the backline though.

Overall, a very nice mix of turn-based strategy and RPG elements.

It also got me thinking about the addictiveness of semi-passive entertainment. It reminds me of the entire college weekends I lost to Diablo. I'd break only for two meals a day, which, incidentally, was usually just long enough to let my mouse hand uncramp.

Passive entertainment rarely gives me that degree of flow. Occasionally I've read a whole paperback non-stop--but that's usually only about 6 hours. Or I might watch two or three movies in a row. But with an addictive computer game, I can go from waking until I collapse completely exhausted in the wee hours of the morning... and be willing to get back on again as soon as I wake up again. Of course, I have too many responsibilities these days to have the great chunks of time required for this lifestyle.

But another source of flow like that for me is RPG rule-hacking and world-building. Since that has recently been my drug of choice, the return to the computer game addiction made me realize an important difference: After a day of world-building, I feel exhausted and a little guilty for neglecting all my "real" and "important" obligations, but I have something to show for it--some artifact I've actively created. I wasn't just consuming content. Although the time just flew by while plugged into Wesnoth, I felt rather deflated and empty when I finally jacked out.

Anyway, with all the grading due, I've been afraid to open Wensoth again since last week. And with all the Zludge and RPG ideas that need to be written up, I'm hoping I don't open it for a while longer after that. But active creation is daunting... sometimes we just want to jack in to a little semi-passive entertainment, with just enough challenge to keep us flowing.

Thursday, April 10, 2008

DRYH: Don't Rest Your Head Review

A couple weeks ago I bought Don't Rest Your Head on a bit of a whim. I bought the PDF + book version. The PDF included a high-res version and a low-res, 2-pages-per-screen version for quick access. The book just came and I'm glad I bought it--something tangible and glossy-covered to flip through while I fall asleep at night.

The rules are a bit tricky at first glance, but they make sense by the second reading. In play, they go pretty smoothly. Basically, there are 4 dice pools: Discipline, Exhaustion, Madness, and Pain. Any time the player has a stressful encounter, the GM assigns a level of difficulty--the number of Pain dice he's going to roll. The player then rolls some combo of Discipline, Exhaustion, and Madness in response. First, you determine whether the GM or the player won--that is, whether the player succeeded or not. Then you determine which pool dominated, which may have certain game effects and always characterizes the resulting action. That's basically it for the game rules. This game definitely has a narrativist slant.

The setting is pretty cool too. The players are always insomniacs that begin to cross over to another world and gain odd abilities as they become more strained and exhausted. Think Dark City, Mirrormask, Neverwhere etc.

You can find out more about the game from Evil Hat's site (link above). Especially check out their Actual Play links--the world is really nicely fleshed out by other people's campaign notes.

It took me a while to come up with the couple dozen or so d6s required to play (but that is a story of its own), but last weekend, S. and I tried it out.