tag:blogger.com,1999:blog-20145377559608827642024-02-07T22:45:29.878-06:00WannaDevThoughts on game design from a wannabe developer.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.comBlogger44125tag:blogger.com,1999:blog-2014537755960882764.post-61322968145342983682013-12-17T12:53:00.001-06:002013-12-18T17:10:36.777-06:00D&D Next Custom Content: Legionnaire Fighter Subclass<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">So far, my experience with D&D Next has been overwhelmingly positive. Over the playtest's run, the vast majority of concerns I've had have been addressed, and i look forward to the final product.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">That being said, the one big question that remains unadressed by the playtest documentation is the system's capacity for custom made content. The official D&D blogs have said that they perceive an unfortunate trend in 3e+ of DMs not creating as much custom content as was the norm for OD&D-2e, and plan on emphasizing at-least the creation of custom sub-classes within the DMG. This bodes well, and I can only hope for detailed guidelines for the creation of enemies, sub-classes, spells, etc. in the DMG, but there's always the niggling doubt that they'd prefer to sell you fish than to teach DMs how to do it themselves. I'll make my own content either way, but I'd prefer some clear guidelines for the community that both make it easier for everyone and help make custom content more portable between groups.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">As an experiment, I tried my hand at putting together a Roman Legionnaire sub-class for the Fighter. It seemed appropriate as, in addition to the fact that many settings use Rome as a reference point, this would model professional soldiers (IE: NPCs) better than the adventurer focused ones in the playtest. <a href="http://inplacesdeep.blogspot.com/">Evank Elkins over at In Places Deep</a> is also running a game at the moment which it could be useful for.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Overall, I found this a surprisingly easy task, completed within an hour's work. I simply identified the levels at which fighter gain sub-class abilities, stole abilities from other sub-classes (largely the Bard sub-class that focuses on being a military leader and the Ranger one that focuses-oddly enough, on 1v1 combat), and modified these abilities where necessary to emphasize supporting allies rather than fighting alone. In general, the strategy was that this character would be less powerful than a fighter of the same level designed for 1v1 combat, but outclass that same character if there were 2 of the same builds on either side of the fight. Explanations of such adjustments may be found below the actual rules.</span><br />
<span style="color: white;"><br />
However, if I'd wanted to do something that didn't have such obvious parallels throughout the playtest document, I may have had more trouble. I'll have to try again with something a bit more off the wall later.</span><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://culturalinquiry.anu.edu.au/sites/default/files/roman-battle-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://culturalinquiry.anu.edu.au/sites/default/files/roman-battle-1.jpg" width="297" /></span></a></div>
<h2>
<u><span style="color: white;">Path of the Legionnaire </span></u></h2>
</div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<strong><span style="color: white;">Legionnaire Features</span></strong></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Level: Feature</span><br />
<span style="color: white;"> 3: Additional Fighting Style (Protection)</span><br />
<span style="color: white;"> 7: Discipline</span><br />
<span style="color: white;">10: Focused Attack</span><br />
<span style="color: white;">15: Testudo</span><br />
<span style="color: white;">19: Rally</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Additional Fighting Style (Protection)</span><br />
<span style="color: white;">At 3rd level, you gain the Protection fighting style. If you already have it, take another of your choice instead.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Discipline</span><br />
<span style="color: white;">Starting at 7th level, you have advantage on saving throws against being frightened/intimidated/or otherwise forced to retreat from battle. If you have proficiency with Charisma saves, the effects extended to allies within 5 feet of you.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Focused Attack</span><br />
<span style="color: white;">By 10th level, when you hit a creature with a weapon attack, you cause the target disadvantage against the next weapon attack against it by any character other than yourself until the end of the target's next turn.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Testudo</span><br />
<span style="color: white;">Beginning at 15th level, when you must make a dexterity saving throw to take only half damage from an effect, you may substitute a strength save instead. If you succeed on the saving throw, you instead take no damage and only half damage if you fail. You must be wielding a shield.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Rally the Troops</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">At 19th level, you may, as an action & once per long rest, rally allies. When you do so, any creatures of your choice that can hear you regain 6d8+20 hit points. This also ends the charmed, frightened, paralyzed, and stunned conditions on its targets. Each target can also use its reaction to stand up or move up to its speed. This ability has no effect upon targets immune to mind effecting abilities.</span><br />
<h2>
<span style="color: white;">
Logic</span></h2>
</div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Additional Fighting Style (Protection)</span><br />
<span style="color: white;">Additional Fighting Styles have already been established as acceptable via the Path of the Warrior subclass. Protection simulates a shield wall effectively enough that I see no reason to create a new rule. It is placed first because it is is the single most essential element of a legionnaire's training, which every member of the unit needs for their tactics to function. If this is considered more powerful that its placement at Lv10 in the PAth of the Warrior, I believe that to be mitigated by the fact that the player isn't allowed their choice of style.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Discipline</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Mostly borrowing the Lv7 ability of the Colossus Slayer Ranger here, because discipline is a major advantage of the legions. The modification is because I find Steel Will to be flawed, as anyone who attains a proficiency in Charisma saves (I personally treat Wisdom primarily as perception, but that's another discussion. Suffice to say, if you would use Wisdom for fear, then the ability is made useless by the fact that Rangers are proficient in Wisdom already.) completely negates the feature. This simple change both keeps the ability useful, makes sense (the bravery of the more experienced soldiers is inspiring), and emphasizes the organized nature of this subclass.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Focused Attack</span><br />
<span style="color: white;">Essentially the Ranger's lv11 Staggering Attack, but designed to grant allies the advantage rather than yourself. Again, this is to emphasize the group element. When alone, it's useless to you, but this should be balanced out by the fact that, if two people with this ability are adjacent to one another, they not only grant it to one another but any others that may attack the enemy. IE: The front line can loosen up the enemy with gladii while the rear ranks takes advantage with reach and ranged weapons. I debated weather to simply use the Bard's Coordinate Allies for this, as it, at first, seems more powerful - being able to grant advantage to any ally you see on any enemy you see hit within a sizable range, but the ability to grant it to multiple attackers more than makes up for this lack of range and keeps the legionnaire as a front-line support fighter where he belongs.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Testudo</span><br />
<span style="color: white;"> This is, again, is the Colossus Slayer ability for this level, but it serves as an accurate simulation of their defenses against ranged attacks. It also provides a fun, martial variant on the classic Uncanny Dodge that can reflect that classic image of a warrior crouching behind his shield to deflect Dragon's fire or absorb a hail of arrows. Requiring a shield is a thematic necessity, and the addition of the Strength substitution feature is meant to balance this.</span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;"><br /></span></div>
<div style="font-family: 'Open Sans', sans-serif; font-size: 12px; line-height: 16px;">
<span style="color: white;">Rally the Troops</span><br />
<span style="color: white;">As the Bard's Rally, but with the removal of the "as Mass Cure Wounds" aspect, as its extremely unlikely that a Lv19 Fighter can cast magic. Instead, I treat it as the 7th lv+ version of MCW, due to the player's high level, while removing its 50ft range/25ft radius in exchange for a more thematic and simple audible range. Changed "undead and constructs" to mind affecting abilities due to flavor and edge cases, but they should almost always be identical.</span><br />
<span style="color: white;"><br />
Outside of the standard balance considerations, this seems fine to me, my only concern with this relates to Roman equipment, i.e., tower shields, pila, and gladii? In D&DN terms a gladii is a shortsword, which most "sword & board" fighters have no real use for. I suppose I could add a sidebar that lists the gladius as a new weapon (just a 1h piercing sword without the finesse & light of a shortsword or the versatility of a longsword - trading these special features for raw damage) but that seems like overstepping the bounds of this exercise. Still, they did move towards longer blades as history went on anyway, so it may not be a big deal in the first place.</span></div>
T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com1tag:blogger.com,1999:blog-2014537755960882764.post-79265460561145882222012-07-03T08:57:00.002-05:002012-07-04T00:44:35.420-05:00My D&D Setting<br />
Watching a roundtable of bloggers talking about their D&D settings has inspired me to jot down a quick rundown of what my D&D setting is comprised of. In its simplest terms, what you have is the D&D I imagined before I learned of things like Vancian magic, divine magic, alignments, & other such things that really confused the hell out of me when I first started playing because they seemed to be products of something other than literature and mythology.<br />
If there's any interest, I may continue this as a series or split it off into it's own blog. I could probably elaborate on & give my reasoning for every bullet point on this list before even concerning myself with posts about locations, creatures, NPCs, adventures, etc. I know such is really popular amongst the OD&D bloggers, which I enjoy reading, but I wouldn't call my bag OD&D. Sure, the aesthetics tend to be similar, but whenever I actually look down at a page of OD&D rules I tend to feel like the citizen who says the king has no clothes.<br />
<br />
But I digress...<br />
<br />
<b>Classification</b><br />
Genre: 60's-70's style Sword & Sorcery<br />
Low Magic<br />
Low Power (Not "epic," personal stakes)<br />
Late Iron Age (Steel exists, but is uncommon)<br />
Influenced by Abrahamic & Germanic folklore<br />
<br />
<b>Like</b><br />
Warhammer Fantasy with less Tolkien, lower tech, & it's defining Chaos element<br />
Game of Thrones with less political intrigue<br />
Elric with less Lovecraft<br />
Conan with less pulp<br />
<br />
<b>In Short</b><br />
- No "Fantasy Races" (though not everyone is entirely mortal)<br />
-No Tolkien plagiarized Elves, Dwarves, etc. (Respecting IP is the sincerest form of flattery)<br />
-No arcane/divine magic division (in that one does not differentiate between divine/arcane)<br />
-"Mortal" men are essentially mundane, & can not "cast" magic<br />
-Immortal beings; gods, demons, & fairies, are essentially magical & the source of magic on the mortal plane<br />
-Gods are active participants in the world, with desires, whims, & emotions, and can't be taken for granted<br />
- Men can petition gods & lesser immortals for miracles & other magical boons, as it pleases the immortal<br />
-As a result of the active participation of these immortals, "tainted" bloodlines exist. Such people; including Demigods, demonic Cambion, and Changelings, command a small vestige of natural immortal power<br />
- Small scale. There are only a handful of cities, each with its own personality, the rest is farmland<br />
<br />
<b>Who You Play</b><br />
-"Fighter," & "Rogue," types of course. Anything mundane & European fits.<br />
-"Cleric" types, the "divine caster" role. One may pray for and receive divine boons. This is independent of class. A rogue can pray to and receive blessings from their god. However, one who devoted their life to their cult would, logically, receive more attention from their god. They've earned it.<br />
-"Sorcerer" types for those with blood lines tainted by demonic, divine, or fairy influences.<br />
<br />
<b>What You Do</b><br />
- Earn your fortune through perilous exploits (because farming's for suckers)<br />
- Promote the agenda of your cult<br />
- Defend your community from the influences of demons & fairies<br />
- Seek out sources of immortal power for yourself<br />
- Discover what lies beyond the known borders of your homeland<br />
<br />
<b>Where You Are</b><br />
"The Kingdom," is such only in name, as only one of its major cities remains within the full power of its regent. Despite a history of wise leadership throughout their lineage, the benevolence of the royal line has allowed its subjects to choose the liberty of self governance. Though the rural folk still refer to the land as "the Kingdom," little effected by political upheaval, the larger urban centers have established independence from the crown.<br />
The Royal City, though much reduced in influence, remains a center of culture, and diplomatic relations<br />
The Crossroads is centrally located trade hub in the region, wherein the free market drives policy<br />
The Port is a place of liberty & equality, where every man has a voice<br />
The University is a modern institution, where a man's station is equal to his qualifications<br />
The Garrison is a place of war, its mercenary army fed on tribute & the spoils of foreign foes<br />
The Barbarian lands are wild places for those that reject the yoke of civilization<br />
<br />
<b>Example Adventures</b><br />
- Your community has appointed you as a representative for some cause in an envoy to demand further freedoms from the King<br />
- A military threat faces your community. The Garrison demands too high a fee, and none wish to compromise their independence by appealing to the crown<br />
- As a resident of the crossroads, you earn your keep any way you can or starve<br />
- A local crossroads trader is suspected of breaking the one law, disrupting fair trade<br />
- The crossroads is home to professional mercenary, thieves', & assassins' guilds that are never out of work<br />
- A resident of the crossroads has, while travelling, committed a criminal act & now seeks to be hidden within the walls of his own lawless city<br />
- You were abandoned by your parents in the crossroads before your own recollection, but now that you've become successful your birth parents wish to congratulate you and welcome you back into your life<br />
- Born into a successful family of the crossroads, you have been privileged all of your life. But, as you have reached adulthood, your father has informed you that you will soon be relinquishing all of the possessions he has provided you, leaving home, and making your way on your own from now on.<br />
- An important vote is coming up, you fear the wrong decision will be made, and know of no representative with the knowledge and charisma capable of garnering support for the cause<br />
- On the eve of an important vote, a powerful representative bearing the rings & votes of many citizens has gone missing<br />
- A vote has been cast but, upon audit, has been found to contain more rings than the city does citizens. The source of this corruption must be discovered and weeded out.<br />
- The Port is a place of equality, for citizens & foreigners alike, yet something about the presence of rich Crossroads traders rubbing elbows with representatives in the halls of power is making you uneasy<br />
- You are a young perspective student, desiring to leave your homeland and earn a place in the University<br />
- You were born in the University, but have never had a knack for study or a keen hand at any trade. How can one who's good at nothing survive in such a competitive environment?<br />
- A rogue researcher was removed from the University years ago, but word has reached the provost that he may have continued his unethical practices in secret somewhere else in the kingdom. This must be stopped before he can hurt their reputation. (A sadly prevalent problem, it is not uncommon for a woodsman to wander across the hidden towers of disgraced academics. The experiments of such men create no shortage of horrors for the unsuspecting rural folk.)<br />
- Envoys from the Port & University have begun reaching out to foreign lands in the hopes of making peaceful relations that could jeopardize the livelihood of the Garrison<br />
- Members of the Garrison know only warfare, and see much of it<br />
- The Garrison has not been paid full tribute by one of the cities, risking an armed response lest the others follow suit<br />
- Spoils have been poor for the Garrison as of late, and there is talk that their may not be enough fighting to fill the stores for winter<br />
- As a "Hunter," of the barbarian lands, you must fight the land for your survival on a daily basis<br />
- Though you wish nothing to do with them, the city folk of the Crossroads & Garrison tread far too often on the freedom of the Barbarian lands, & one of them has now invited himself into your community.<br />
- Today you become a man within Hunter society. You must first complete the initiation ritual, however, and only then will you be able to hunt for your first trophy.<br />
- Unwelcome in your home city, you set out for a place you feel you will belong - only to find that noone wants you there<br />
- While travelling through the woods, you stumble upon the overgrown shrine of some old forgotten god. What power may lie within? Why was this place abandoned? If he still lives, might he reward you for freeing his shrine from obscurity?<br />
- While on the hunt, you glimpse a golden mane, the mark of a creature which survived pursuit by The Great Hunter, the greatest trophy one can ever hope to bag<br />
- Etc. Etc.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com1tag:blogger.com,1999:blog-2014537755960882764.post-56135408880705655342012-02-05T03:41:00.002-06:002012-02-09T11:09:54.821-06:00D&D 5c, Community EditionSo, Wizards is currently trying to design a new version of D&D, with the support of the community. With that in mind, I see no better way to help that along than by showing them the game that the community itself would make. To that end, I'm going to try my hand at drafting up a community-built 5th edition. Feel free to add and comment on this extremely rough first draft/outline.<br />
<br />
<span style="font-size: large;">Absolute Guidelines</span><br />
- Nothing is sacred, save <i>the game</i> itself<br />
- The rules should attempt to be familiar to those who've played previous editions of the game, while improving upon these designs. If it's constant across all editions, it should probably be in. If it's part of the game's parlance, it should definitely be in.<br />
- Ideally, this should be, in essence, the game you've already been playing.<br />
- The rules shouldn't be designed for how you <i>wish </i>something worked flavor wise, but support how it has always been in D&D, yet improved. D&D Elves, Halflings, and Dwarves should still be D&D Elves, Halflings, and Dwarves. Etc.<br />
- You're goal shouldn't be to make the game more like any <i>one </i>edition, but to find a happy mean between each that we can all agree upon.<br />
- These rules do <i>not </i>necessarily need try to match what we know of WotC's current working version of the 5th edition rules. After all, the goal here is to advise them.<br />
- The core design philosophy should be to first establish the barest bones of the game, then build optional components onto that for those that would like more depth <i>without </i>interfering with those who do not.<br />
<br />
<span style="font-size: large;">My Preferences</span><br />
- I believe we should go for a "grow out, not up" design with 5e. We've always spoken of the "sweet spot," where the monsters are fun to fight. I believe that characters should always be within this power level and, rather than gaining static bonuses as they advance, should become more versatile rather than simply more powerful. Thus, while better able to take on their opposition, they never outpace it entirely. Some power increase is good, but not nearly to the degree seen in previous editions of the game.<br />
- With the current setup, a new player, or one that simply doesn't want to get bogged down with rules, can simply roll their ability scores, assume that they are a human, apply their class features, and begin playing the game without a single other step. I love that simplicity, and that this is possible without losing a shred of 3.5's character creation depth (in the long-run) or 4e's combat tactics.<br />
<br />
<span style="font-size: large;">Open Questions</span><br />
- Armor as AC, or should we move on to the defenses structure and do armor as DR.<br />
- Should shields provide a static bonus or be more active tools?<br />
I've left these as per standard D&D because of our guidelines and goals, but I don't consider either of these to be sacred cows, especially if the Reflex defense remains.<br />
<br />
<span style="font-size: large;">Formatting</span><br />
<span style="background-color: yellow;">This</span> represents an area where I see room for design improvement, but have chosen to go with someone simple and classic in order to keep the rules simple and familiar. Generally, this would be a place for expanded rules in additional material.<br />
<br />
<span style="background-color: #6fa8dc;">This </span>represents comments on the design, not stuff that would actually go into a compiled version the rules.<br />
<br />
All numerical data is, at this stage, completely spit-balled.<br />
<br />
<div style="text-align: center;">
------------------------------------------------------------------------------</div>
<div style="text-align: center;">
<br /></div>
<br />
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 1: HOW TO PLAY</span></b></div>
<div style="text-align: left;">
<span style="background-color: #6fa8dc;">Same stuff, different book.</span></div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
<b>Core Mechanic</b></div>
<div style="text-align: left;">
1d20 + Ability Score + Skill Modifier + Misc Modifier, attempting to overcome some set difficulty #</div>
A natural 20, a 20 showing on the face of the rolled die, is considered a "critical success" and always automatically succeeds.<br />
<span style="background-color: #6fa8dc;">(of course)</span><br />
<br />
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 2: CHARACTER CREATION</span></b></div>
<div style="text-align: center;">
<br /></div>
<span style="font-size: large;">Step 1: ABILITY SCORES</span><br />
Determine your character's 6 primary statistics, or "Ability Scores," Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom, by <span style="background-color: #bf9000;">rolling 3d6 for each</span>.<br />
<br />
For each ability score, (Ability-10)/2 = the "Ability Modifier" for that score. Round up.<br />
<br />
<span style="font-size: large;">Step 2: RACE</span><br />
<span style="background-color: #6fa8dc;">Do we really still need to call them "races?"</span><br />
Choose a race. Note that, in addition to these features, further race-specific features will become available to your character as you progress.<br />
<br />
<span style="background-color: #6fa8dc;">This design is intentionally simple in order to reduce both complexity and the possibility of any one race being overly linked with a given character class. </span><br />
<span style="background-color: #6fa8dc;">Things such as racial weapon preferences, Stone Cunning, etc. can be handled via character features with racial pre-requisites. The more traits we give each race, the more each member becomes closer to being the same character. See: <a href="http://wannadev.blogspot.com/2012/01/rpg-races.html">my opinion on that</a>.</span><br />
<span style="background-color: #6fa8dc;"><br /></span><br />
<b>Dragonborn</b><br />
+2 Str, -2 Cha, -2 Int<br />
<i>Chromatic Dragon Herritige</i>: Choose the color of your scales. This will determine the type of damage dealt by your <i>Dragon Breath</i> ability.<br />
<i>Dragon Breath</i>: Ranged Attack vs Reflex, 6m Blast, XdY (z)damage.<br />
<br />
<b>Dwarf</b><br />
+2 Con, -2 Cha, -2 Dex<br />
<i>Low Light Vision</i>: You can see as well as a human in half as much light, though colors are be muted.<br />
<br />
<b>Elf</b><br />
+2 Dex, -2 Con, -2 Wis<br />
<br />
<i>Low Light Vision</i>: You can see as well as a human in half as much light, though colors are be muted.<br />
<i>Fey Origin</i>: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
<br />
<br />
<b>Gnome</b><br />
<br />
<i>Gnomes are similar in height to Halflings, though they retain child-like proportions throughout life.</i><br />
<br />
+2 Dex, -2 Int, -2 Str, -2 Wis<br />
<i>Beast Tongue</i>: You can speak with animals, though they remain limited by their intelligence.<br />
<i>Low Light Vision</i>: You can see as well as a human in half as much light, though colors are be muted.<br />
<i>Small: </i>Your relatively small size will often result in contextual modifiers to rolls.<br />
<br />
<i>Fey Origin</i>: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.<br />
<br />
<br />
<b>Halfling</b><br />
<br />
<i>Halflings are roughly half the size of Humans, though identically proportioned.</i><br />
<br />
+4 Dex, -2 Con, -2 Str,<br />
<i>Small: </i>Your relatively small size will often result in contextual modifiers to rolls.<br />
<br />
<b style="background-color: #bf9000;">Half-Human</b><br />
<i style="background-color: #bf9000;">You are of a mixed heritage, displaying traits from each side of your bloodline.</i><br />
<span style="background-color: #bf9000;">Choose your non-human parent race. Lose one beneficial and one negative trait from that race. In place of a trait, you may increase/reduce a racial ability score bonus by 2.</span><br />
<span style="background-color: #bf9000;">For example, a Half Elf born to a Human mother could trade in lose their +2 Dex and -2 Con modifiers, but still have her father's -2 Wis and Low Light Vision. Her twin brother, however, may have +2 Dex, -2 Con, but no Low Light Vision.</span><br />
<span style="background-color: #6fa8dc;">This seems closer to ideal, and rather simple, but does still require the player (or DM at-least) have some fleeting grasp of game balance, as simple as it is made, and does exclude non-human combinations. The options does exist to do it this way, but clearly mark which racial traits are considered positive and negative in the formatting.</span><br />
<i><br /></i><br />
<b>Human</b><br />
No special rules.<br />
<br />
<b>Orc</b><br />
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma<br />
<i>Low Light Vision</i>: You can see as well as a human in half as much light, though colors are be muted.<br />
<br />
<b>Tiefling</b><br />
<b>-</b>2 Wis<br />
<br />
<br />
<i>Demonic Origin</i>: Your ancestors trafficked with demons, and in doing so tainted your bloodline. You are considered a demonic creature for the purpose of effects that relate to creature origin.<br />
<br />
<br />
<i>Low Light Vision</i>: You can see as well as a human in half as much light, though colors are be muted.<br />
<br />
<br />
<span style="font-size: large;">Step 3: CLASS</span><br />
Choose a Class.<br />
<span style="background-color: #6fa8dc;">I'm not a fan of Wizards' choice of branching out beyond a few core classes. If anything, 4e's design goals should really have resulted in "Defender, Leader, etc." classes - with variants like "Cleric" and "Warlord." As far as I can tell, constantly introducing new classes has 2 major results.</span><br />
<span style="background-color: #6fa8dc;">A) More class specific rules/feats/powers that the majority of characters can not use.</span><br />
<span style="background-color: #6fa8dc;">B) Requiring the purchase of more books to use all classes.</span><br />
<span style="background-color: #6fa8dc;">Selling books isn't a bad thing, but I'm of the opinion that fewer books with better rules will make more money than a ton of lower quality content.</span><br />
<span style="background-color: #6fa8dc;"><br /></span><br />
<span style="background-color: #6fa8dc;">I'm also not a fan of prestige classes. At least as traditionally handled. Feats can carry that weight.</span><br />
<br />
<b>Cleric</b><br />
<i>You are a servant of a higher power.</i><br />
+1 to Religion rolls.<br />
+1 Will Defense<br />
<i>Compel</i>: You can issue simple commands to chosen creatures of your deity, even if they would not normally be capable of understanding you. (Wis vs Will, if resisted, one creature within line of sight)<br />
<i>Defender of the Faith</i>: If your deity has a favored weapon, you gain the "weapon proficiency" feature with that weapon, and the +1 bonus to attacks it provides.<br />
<i>Divine Magic</i>: You may cast all 1st level divine spells (see spells for rules).<br />
<i>Rebuke</i>: You may make repel creatures anathema to your deity, even if they would not normally be capable of understanding you, knowing fear, or feeling pain. (Wis vs Will, one creature within line of sight )<br />
<br />
<b>Fighter</b><br />
<br />
+1 to Athletics, Endurance, and Intimidate rolls.<br />
+1 Fortitude defense.<br />
<br />
<i>Military Training</i>: You gain a +1 attack bonus with all non-exotic weapons and <span style="background-color: #bf9000;">+1 defense bonus with all non-exotic armor & shields</span>, as if you had taken all of their respective "armor/weapon/shield proficiency" features.<br />
<br />
<b>Rogue</b><br />
+1 to Stealth and Sleight of Hand rolls.<br />
+2 Reflex defense.<br />
<br />
<b>Wizard</b><br />
+1 to Arcana rolls.<br />
+1 Will defense.<br />
<i>Magic: </i>You know 1d6 random 1st level spells (see spells for rules).<br />
<i>Feyburn</i>: You know magic to be somehow linked to the Feywild, and thus like many Fey, anathema to metal. Wearing metal armor results in penalties when casting magic.<br />
<br />
<span style="font-size: large;">Step 3: SKILLS </span>(optional)<br />
Your character may be particular efficient in certain areas of expertise. If so, you may choose take a +1 bonus to rolls with that given skill, but take a -1 to rolls for another skill. Time spent on one interest necessarily precludes another. This may be done as many times as you please.<br />
<br />
The following is a highly recommended list of standard skills which should cover all areas of specialization without being so specific as to complicate or reduce their use in the average session.<br />
<br />
<span style="background-color: #bf9000;"><i>Acrobatics </i>(Dex)</span><br />
<span style="background-color: #bf9000;"><i>Arcana </i>(Int)</span><br />
<span style="background-color: #bf9000;"><i>Athletics </i>(Str)</span><br />
<span style="background-color: #bf9000;"><i>Bluff </i>(Cha)</span><br />
<span style="background-color: #bf9000;"><i>Bushcraft </i>(Int)</span><br />
<span style="background-color: #bf9000;"><i>Diplomacy </i>(Cha)</span><br />
<span style="background-color: #bf9000;"><i>Endurance </i>(Con)</span><br />
<span style="background-color: #bf9000;"><i>Engineering </i>(Int)</span><br />
<span style="background-color: #bf9000;"><i>Heal </i>(Int)</span><br />
<span style="background-color: #bf9000;"><i>History </i>(Int)</span><br />
<span style="background-color: #bf9000;"><i>Insight </i>(Wis)</span><br />
<span style="background-color: #bf9000;"><i>Intimidate </i>(Cha) </span><br />
<span style="background-color: #bf9000;"><i>Perception </i>(Wis)</span><br />
<span style="background-color: #bf9000;"><i>Religion </i>(Int)</span><br />
<span style="background-color: #bf9000;"><i>Sleight of Hand</i> (Dex)
</span><br />
<span style="background-color: #bf9000;"><i>Stealth </i>(Dex)</span><br />
<span style="background-color: #bf9000;"><i>Streetwise </i>(Int)</span><br />
<br />
<span style="font-size: large;">Step 4: DERIVATIVE STATISTICS</span><br />
HP = x+Con*y<br />
<span style="background-color: #bf9000;">AC = 10 + Armor + Shield + Dex</span><br />
Fortitude Defense = 10 + Con + Misc<br />
Reflex Defense = 10 + Dex + Misc<br />
Will Defense = 10 + Wis + Misc<br />
<br />
<br />
<span style="font-size: large;">Step 5: EQUIPMENT</span><br />
You start with xdy silver to buy whatever you need.<br />
<br />
<span style="background-color: #6fa8dc;">There should be a generic melee & ranged attack, on the character sheet itself for characters who do not wish to bother with equipment. This should be no stronger or weaker than any other weapon of its type, and do bludgeoning/hacking/slashing/piercing damage depending on context. </span><br />
<span style="background-color: #6fa8dc;">For example, the generic attack may be 1d20+STR to hit & deal 1d6 (x)damage, while a short sword might be 1d20+STR to hit & deal 1d4+1 (slash or piercing)damage. Statistically they are identical, but the latter more accurately simulates the intended weapon. Both players could be wielding the same weapon. One simply knows and cares about what a short sword is, while the other only knows that it's a melee weapon he picked up off of that dead goblin.</span><br />
<span style="background-color: #6fa8dc;">The default attack should be mechanically simple (1dX vs 2dX+Y bludgeoning, reroll 1s) and unremarkable, dealing very standard damage rather than hitting any extremes.</span><br />
<br />
<span style="font-size: large;">Advancement</span><br />
Whenever you advance in level, choose a new character feature for which you qualify from "Chapter 6: Character Features."<br />
<br />
<div style="text-align: left;">
<span style="background-color: #6fa8dc;">If a group has decided that they would like their characters to be more complex and differentiated at character creation, they may simply agree to each select an agreed upon number of character features, effectively beginning at a higher level. As the game is advancing out & not up, there should be little appreciable difference in the group's over-all combat efficacy.</span><br />
<span style="background-color: #6fa8dc;"><br /></span></div>
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 3: CHARACTER RACES</span></b></div>
<div style="text-align: left;">
<span style="background-color: #6fa8dc;">Greater depth into the various race options, full of context and role-playing advice. This chapter could be removed from a short & sweet reference version of the rules.</span></div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
</div>
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 3: CHARACTER CLASSES</span></b></div>
<span style="background-color: #6fa8dc;">Greater depth into the various class options, full of context and role-playing advice. I don't expect there to be any kind of 4e style "powers," nor am I currently using class specific advancement at the moment. Thus, there is no reference material for this chapter and, if this remains the case, it could be removed from a short & sweet reference version of the rules.</span><br />
<br />
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 4: SKILLS</span></b></div>
<span style="background-color: #6fa8dc;">Greater depth into the various skills, what they cover, and examples of common uses. This chapter could be completely missing, covered simply by one line descriptions of the skills in Chapter 2 in a short & sweet reference version of the rules. The examples of use are really more useful to the DM, and the use of skills at all is already optional.</span><br />
<br />
<div style="text-align: left;">
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 5: CHARACTER FEATURES</span></b></div>
<span style="background-color: #6fa8dc;">Herin lies the bulk of the book. Since we're taking a lot of the core complication out, the best place to return optional complexity would be within the game's "feats." Reducing the emphasis on linear progression also increases the importance of this section in differentiating characters. </span><br />
<span style="background-color: #6fa8dc;">A major benefit to the "versatility not power" version of progression is that characters will not have any concrete limit on the # of feats they will be able to select over the course of their journeys. Furthermore, there would be far less reason for levels to become increasingly less common. This both de-emphasizes ideal builds and puts less stress on individual feat choices. There would no longer be "mistakes" made during character advancement. Otherwise interesting but under-powered feats become a viable option when the greatest limiter on character progression is time at the table, rather than a level cap.</span><br />
<span style="background-color: #6fa8dc;">For all intents and purposes, you character features are what will define the character in the long run.</span><br />
<br />
Examples:<br />
- Add double your STR bonus to attacks when wielding 2h weapons.<br />
- Gain an attack of opportunity on any adjacent target either turning their back on or moving more than 2m away from you on their turn.<br />
- Gain an attack of opportunity on any adjacent target attempting to make a ranged attack.<br />
<br />
- Gain an attack of opportunity on any adjacent target attempting to cast a spell.<br />
- Power attack<br />
- Cleave<br />
<br />
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 6: EQUIPMENT</span></b></div>
</div>
<br />
<span style="background-color: #6fa8dc;"><br /></span><br />
<span style="background-color: #6fa8dc;">Insert items here. Be sure to include misc items to inspire creativity in the players.</span><br />
<span style="background-color: #6fa8dc;"><br /></span><br />
<span style="background-color: #6fa8dc;">It may be worth having penalties on armor equal to the benefits, in order to better allow new players to play with only ability scores, a class, and human as their race (no rules).</span><br />
<span style="background-color: #6fa8dc;"><br /></span><br />
<span style="background-color: #6fa8dc;">See: Chapter 2:Character Creation, Step 5: Equipment about the generic attacks for players who wish to eschew buying arms and armor.</span><br />
<br />
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 7: MAGIC</span></b></div>
<div style="text-align: center;">
</div>
<span style="background-color: #6fa8dc;">De-emphasizing the class chapter means putting the divine/arcane magic in its own chapter.</span><br />
<span style="background-color: #6fa8dc;"><br /></span><br />
<span style="background-color: #6fa8dc;">Need the two magic types retain individual lists?</span><br />
<br />
<span style="background-color: #6fa8dc;">Let's do away with traditional spell levels. The nomenclature makes no sense, is incredibly confusing for new players, and doesn't jive with our "grow out not up" concept.</span><br />
<div style="text-align: left;">
<br />
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 8: ADVENTURING</span></b></div>
<div style="text-align: center;">
</div>
<div style="text-align: -webkit-auto;">
<span style="background-color: #6fa8dc;">A thing that adventurers tend to do.</span></div>
<div style="text-align: center;">
</div>
<div style="text-align: left;">
<br />
<div style="text-align: center;">
<b><span style="font-size: large;">Chapter 9: COMBAT</span></b></div>
</div>
<div style="text-align: -webkit-auto;">
</div>
Melee Attack = STR+Weapon vs Reflex (Add STR to damage)<br />
Ranged Attack = DEX+Weapon vs Reflex<br />
<br />
Any roll of a natural 20 (the number on the face of the die being 20) is considered a critical hit, always hitting the target <span style="background-color: #bf9000;">and dealing double damage.</span><br />
<br />
<br /></div>
<br />
If you would like to use a grid, treat each space as being 2m in diameter.<br />
<div style="text-align: center;">
------------------------------------------------------------</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
<span style="background-color: #6fa8dc;">So, thoughts? Anyone else want to jump in on the project? (If so, probably best to move this over to a Google doc.)</span></div>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-51109877302489439972012-01-28T08:10:00.000-06:002012-01-28T08:10:00.547-06:00RPG RacesSo, most RPGs feature "races." The term is an artifact, has unfortunate connotations, and we should have universally switched to "species" a long time ago - but I digress.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBcniBzksj7Ikb2vbPVh6cA8WvSx2TjlqIN9bU7hHnRT8RbFGGvIQwgZwT2D2pl3WTK_iKvtz6Oivhy18KNvRLdI8NGSZ4zuS7mfa8gmpTOcrRiTrxg-CK9cARiDLntS2Vqw7_p0EijWA/s1600/dwarf+gim.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBcniBzksj7Ikb2vbPVh6cA8WvSx2TjlqIN9bU7hHnRT8RbFGGvIQwgZwT2D2pl3WTK_iKvtz6Oivhy18KNvRLdI8NGSZ4zuS7mfa8gmpTOcrRiTrxg-CK9cARiDLntS2Vqw7_p0EijWA/s320/dwarf+gim.jpg" width="208" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I'm not racist! I havean Elven friend.</td></tr>
</tbody></table>
<div style="text-align: center;">
<b>Problem</b></div>
<div style="text-align: left;">
In every single RPG I've played, that has the feature, from D&D to WoW, you have some races that are simply better choices for a given class than others. Go look on the official D&D forums for 3e, 3.5e, or 4e and you'll see the same thing. "X's Fighter/Cleric/Etc. Guide," a ridiculously well researched break down of every possible choice for building a character. One of the first issues is always race, of which there is usually a list of only 2 or 3 ideal choices. </div>
<br />
For example, a Dwarf makes a good fighter, and a crappy wizard - in everything.<br />
<br />
In 4e D&D, Dwarves are resistant to poison, can heal themselves more quickly than others, are resistant to being moved, tougher and wiser, but have slightly slow movement. Writing off poison resistance, both of those other special features help them effectively stand between angry things and other characters.<br />
<br />
In WoW, they get "Gun Specialization" and "Mace Specialization," which increasing damage with those weapons; "Frost Resistance" and "Stoneform," damage mitigating abilities; and "Explorer" which provides more loot from archaeological sites. A whopping 4/5 of those are combat based, 3/5 specifically fitting into the "tank" role, and the other one is class agnostic. This, in combination with a very high Strength & Stamina, but low Agility, make them obviously superior as martial combatants.<br />
<br />
For the proof of this, a <a href="http://www.warcraftrealms.com/census.php?race=Dwarf">census </a>of WoW shows usthat 24% of Dwarves are Hunters, 22% are Paladins, 21% are Shamans (similar to Paladins, still prone to melee combat), 11% are Warriors, 8% are Priests, 6% are Death Knights, 4% are rogues, and Mages and Warlocks make up only 2% each of the population. Out of 3,058,888 distance characters, only 3009, one in every 1000 are Dwarven Mages.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGj87bvbM-ualpwBzKZ9pGzaOFeIr_tSWtgwvkUPsB9LXEZ87L5LYsID4zRpJahy_IZKzU3CDGTWDkmQofjFV4a0DPswAIuhAgm5McJGwEIg8YxnJ8jg747rnWZtZfa4v5mc-A8PQ8liM/s1600/dwarves_dieties.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGj87bvbM-ualpwBzKZ9pGzaOFeIr_tSWtgwvkUPsB9LXEZ87L5LYsID4zRpJahy_IZKzU3CDGTWDkmQofjFV4a0DPswAIuhAgm5McJGwEIg8YxnJ8jg747rnWZtZfa4v5mc-A8PQ8liM/s400/dwarves_dieties.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Skin color, size, hell - you don't even have to have a beard - but you damn well better be a warrior.</td></tr>
</tbody></table>
From both a game design & business perspective, having a feature (Dwarven Mage) that only 1 in 1000 players will use is bad news. It's simply a waste of resources.<br />
<br />
From a roleplay perspective, it sucks that the rules serve as a disincentive against a particular character build, effectively punishing players for wanting to go against the grain. Though this is possible, the peer pressure of allies knowing you could be performing your role more effectively and the persistent idea that you are objectively playing the game "wrong" are hard to fight, as numbers show.<br />
<br />
Why is this such a global problem? Well, the popular conception of Dwarves comes directly from J.R.R. Tolkien's works - wherein every featured Dwarven character, to the man, is a warrior.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj500Kghdr147skdEXBfv-rrWcFDUD4NSnZ9WASFPoM91Mb77xWdF2DdZ3plW3QykEHk1U2anIiNYLdtFs5G3FMDRis_LrkhQiLX8o6qk1ax52uk8PyYTTeVdrSWAJxlhyX6gFGLviSVOg/s1600/dwarves-hobbit-blog.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="167" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj500Kghdr147skdEXBfv-rrWcFDUD4NSnZ9WASFPoM91Mb77xWdF2DdZ3plW3QykEHk1U2anIiNYLdtFs5G3FMDRis_LrkhQiLX8o6qk1ax52uk8PyYTTeVdrSWAJxlhyX6gFGLviSVOg/s400/dwarves-hobbit-blog.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My axe, his axe, it doesn't really matter.</td></tr>
</tbody></table>
A <a href="https://www.google.com/search?ix=hca&q=dwarves&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=Q50iT5KzJs2TtweryeSiCw&biw=1280&bih=685&sei=RZ0iT9WVKMW2twf3kNCjCw">google image search</a> provides empirical evidence of it. Every dwarf on the first page is a warrior. It's not until page 2 that we start seeing Disney's Dwarves, but other than a few of those throughout, its still warriors. After that, we get pictures of them as smiths, then merchants, then engineers. It isn't until page 8 that (at the moment) we see the first non-warrior Dwarf, a female druid.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiO8MYlH2Vevh2rwNmH9X797VRXZuw5GOYVH3NyheIz3JW6JpcaPNI-sL3ZD-irG5isxAhrqq5UqJq3cMP9S52uv-HOsSTCE6LLVhemlmrxzWHcGetCU9vhAwVnHBOmrqsR7r4gsPijYeY/s1600/dwarf_druid.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiO8MYlH2Vevh2rwNmH9X797VRXZuw5GOYVH3NyheIz3JW6JpcaPNI-sL3ZD-irG5isxAhrqq5UqJq3cMP9S52uv-HOsSTCE6LLVhemlmrxzWHcGetCU9vhAwVnHBOmrqsR7r4gsPijYeY/s320/dwarf_druid.jpg" width="240" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The "white goat" of her family.</td></tr>
</tbody></table>
It <i>is </i>a problem because:<br />
A) RPGs are built upon character options. This has come to define the genre as much as the concept of Role Play (see: computer RPGs existing). Effectively limiting these options unnecessarily makes your RPG worse at this cornerstone of the game.<br />
B) If you DO offer the option, despite it being an objectively poor choice, you are creating content that will be rarely used and thus wasting resources.<br />
<br />
<div style="text-align: center;">
<b>Solution</b></div>
<div style="text-align: center;">
<b><br /></b></div>
<div style="text-align: left;">
What we need to do is ensure that each race can play each role equally well. How? Provide specific "racial features" per race/class combination. As a general example, here are some spitballed things Dwarves are traditionally good at that fit within the fortes of the basic D&D classes:</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
<i>-Cleric</i>: Incredible composure and strength of faith [read: resistance to evil compulsion] (Tolkien's are notoriously stubborn and traditional). Better with defensive buff spells. If you get to choose between gods, and there are Dwarven/Non-Dwarven choices, some bonus for choosing their own gods. Very subjective to setting - due to particular gods.</div>
<div style="text-align: left;">
<i>-Rogue</i>: Better with mechanical devices (craftsmen, engineers, and architects), especially stonework. Perhaps slightly improved night-vision (living underground) - nothing that would make the rogues seem like a different biological organism - just a case of specialized training to enhance their natural strengths.</div>
<div style="text-align: left;">
<i>-Warrior</i>: Better with axes & hammers, heavy armor and shields (they tend to be heavy, armored guys rather than light, agile, harriers or cavalrymen). Perhaps good at standing their ground.</div>
<div style="text-align: left;">
<i>-Wizard</i>: Runic magic.( They're good at spells that function by marking a spot/item.) Enchanting items.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
In addition, each race should have at least one universal trait, be it ability scores, poison resistance, or what have you, to make sure that there is a sense that these characters do have essential elements in common. If ability scores are used, it is important that these are not more important than choice between Race/Class combo traits, lest the whole exercise be pointless.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
Let's look at WoW's dwarf again. We could keep the exploring skill as a universal feature, but only gun skill for hunters, the hammer skill for warriors & paladins, the frost resistance for mages & warlocks, and the stone form for shaman and druids. That less than ideal, because the features still lean towards melee combat, but it gives you a good and unique reason to choose such combinations.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
The result of this is better both for the game and for the setting's flavour. It's not that all Dwarves are warrior craftsmen of stout faith, but that Dwarven warriors tend to be this, their cult is known for its stout unwaveringness, their merchants tend to deal in mechanism and metalcrafts, and their wizards share ancient secrets of enhancing magic via the written word. It gives the species dimensions, rather than having each member basically be "like Gimli, but -"</div>
<div style="text-align: center;">
<br /></div>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com4tag:blogger.com,1999:blog-2014537755960882764.post-3583108874904974262012-01-27T06:40:00.000-06:002012-01-30T23:52:12.535-06:00D&D 5e & Happy Coincidences<br />
<div>
<span id="internal-source-marker_0.1863297512754798"></span><br />
<h1 dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: left;">
<span id="internal-source-marker_0.1863297512754798">
<span style="font-family: Arial; font-size: small;"><span style="font-weight: normal; white-space: pre-wrap;">So, as anyone who's into D&D probably knows by now, <a href="http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0CDQQFjAA&url=http%3A%2F%2Fwww.wizards.com%2FDnD%2FArticle.aspx%3Fx%3Ddnd%2F4ll%2F20120109&ei=CpsiT4qFLtCUtweduoSiCw&usg=AFQjCNGPSzwYj7Nd4YUpP1wp4dv1hA9YFA">there's a new edition in the works</a>. The key concept? Scaling complexity.</span></span></span></h1>
<span id="internal-source-marker_0.1863297512754798">
</span><br />
<div>
<span id="internal-source-marker_0.1863297512754798"><span style="font-family: Arial; font-size: small;"><span style="font-weight: normal; white-space: pre-wrap;"><br /></span></span></span></div>
<span id="internal-source-marker_0.1863297512754798">
<div>
<span style="font-family: Arial; font-size: small;"><span style="white-space: pre-wrap;">Oddly enough, I'd had a little inspiration a few months ago and had hit upon the same idea. I never went anywhere with it because, upon showing it to <a href="http://inplacesdeep.blogspot.com/">my primary collaborator</a>, it received a resounding meh.</span></span></div>
<div>
<span style="font-family: Arial; font-size: small;"><span style="white-space: pre-wrap;"><br /></span></span></div>
<div>
<span style="font-family: Arial; font-size: small;"><span style="white-space: pre-wrap;">Still, figured I'd post what I'd had here for the sake of it. That IS supposed to be the idea of this blog after all.</span></span></div>
<blockquote class="tr_bq">
<div style="font-weight: bold;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">THE GAME</span><b><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">- Concept: A rule system designed to be incredibly simple and intuitive (playable from memory) while allowing for as much depth as the players want.</span></b><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">- Features:<span class="Apple-tab-span" style="white-space: pre;"> </span>Requires only a d6</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Requires no other accessories, even a character sheet (though writing things down is... good)</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Can be played purely from memory (gotta avoid feats/perks because of this. not sure if this will ENTIRELY remain the case for DMs, as referencing tables and such is useful, but certainly for players. At minimum I’d like to leave the door open to DMs playing from memory. E.G. you can look up the stats on a skeleton, but it’s completely possible to spit ball them off the top of your head as well.)</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Scalable complexity</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">A player can choose to define skills and shop for the perfect combination of arms/armor, or can simply roll 1d6 for their 6 basic stats and assume that each hand = 1d6 damage. The two approaches are compatible with one another, side by side, within the same game, with no effective balance difference beyond the greater degree of tactical options available to the more in-depth player.</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Classless</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Setting Independent (with some notes here and there for my own use that DO tie into mine)</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Resolution Mechanic: <span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Statistic+1d6 vs Static value or opposed Stat+1d6 roll.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Example A: Jack wants to walk a balance beam. His Agility statistic is 4. His host decides that this is an average difficulty task, and informs him that he will need a result of at least 7 to succeed. Jack rolls a 3, and crosses successfully, as 4+3>=7.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Example B: Jack & Jill are engaging in an arm wrestling competition. Jack’s Strength statistic is 3, while Jill’s is 5. Jack rolls a 2, while Jill rolls a 1. Jill wins, as 5+1>3+2. On a tie, they would have had to re-roll. In combat, however, ties are given to the attacker.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">- To Do:</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Determine HP derivation</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Install Magic system</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Add armor</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Add more complete weapons listing, perhaps re-organizing things</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Add enemies & enemy generation rules</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Add misc goods listing</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Determine starting Gold/item value</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">- To Do:</span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-Current Working Problems:</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The reliance on a single, small die means that static modifiers count for a lot. IE: It’s always possible for someone with the worst possible attack stat to hit someone with the best possible defense stat (1d6+1[=7] vs 1d6+6[=7], but only BEFORE situational modifiers are applied. This in itself I’m not all-together too concerned about, however I AM concerned as to weather or not the weapon damage system I have in place is negatively effected by this.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">As it stands, the base damage of a weapon is 1d6, then it takes penalties as it gains more features, trading versatility for raw power. E.G. A longsword deals an average of 2.5 dmg one-handed vs a broadsword’s 3.5, and 6 dmg two-handed vs a barbarian(2-handed) sword’s 7, but the user can switch between the two options at-will.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">I’m concerned as to weather this overly penalizes the more versatile weapons. A spear, for example, has the double, reach, and thrown qualities. Ideally, this would make the spear a very popular choice. I’ll simply have to playtest things a bit once I have HP worked out. </span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">It may not be a problem at all, especially in light of the “minimum 1-damage on a successful attack” stipulation, but it is a concern. </span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">So far, I have mitigated the problem by not penalizing weapons with multiple damage options at all. A proper sword is just better than a sickle sword. There’s a reason that Halberds grew so popular. This is a calculated choice however, as in the setting I’ve been using these weapons are balanced by their lack of availability to the players, requiring a special trip to their place of origin for acquisition - thus creating natural adventure hooks in-system.</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<h1 dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">CHARACTER CREATION</span></h1>
<h2 dir="ltr" style="font-weight: bold;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Step 1: STATISTICS</span></h2>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">All players must, minimally, derive the six essential statistics of their characters. All characters have an identical list of statistics ranging from 1 to 5, with 3 being average, 1 extremely poor, and 5 exceptionally gifted.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-left: 36pt; margin-top: 0pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Agility<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>A character’s balance & mobility, affecting their ability to move quickly and quietly.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-left: 36pt; margin-top: 0pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Dexterity<span class="Apple-tab-span" style="white-space: pre;"> </span>A character’s fine motor skills, affecting their ability to manipulate with their hands.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-left: 36pt; margin-top: 0pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Intelligence<span class="Apple-tab-span" style="white-space: pre;"> </span>A character’s mental acuity.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-left: 36pt; margin-top: 0pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Perception<span class="Apple-tab-span" style="white-space: pre;"> </span>A character’s awareness and analysis of their surroundings.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-left: 36pt; margin-top: 0pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Strength<span class="Apple-tab-span" style="white-space: pre;"> </span>A character’s raw physical might.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-left: 36pt; margin-top: 0pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Willpower<span class="Apple-tab-span" style="white-space: pre;"> </span>A character’s resolve and influence, social and sorcerous, upon the world around them.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Players divide 18 points amongst their 6 statistics.</span></div>
<h2 dir="ltr" style="font-weight: bold;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Step 2: SKILLS (Optional)</span></h2>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>If a player wishes, they may choose to define their character’s abilities in greater detail. Skills are specific areas of expertise or weakness for a character. They represent special cases in which a number other than the normal governing statistic should be used to determine a character’s chance of success. Though a character’s Agility may be 3, for example, they may be especially stealthy(4) but have poor balance (2).</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Like the essential statistics, skills range from 1 to 5. By default, it is assumed that all skills governed by a given statistic are equal to that statistic’s value. A player may choose to increase the value of a single skill by lowering that of another. The two skills need not be governed by the same attribute.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The following is a non-exhaustive list of suggested skills to use in your games.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Agility<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Acrobatics, Balance, Stealth</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Dexterity<span class="Apple-tab-span" style="white-space: pre;"> </span>Axes, Blades, Bludgeons, Marksmanship, Polearms, Shields, </span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Intelligence<span class="Apple-tab-span" style="white-space: pre;"> </span>Alchemy, Bushcraft, </span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Perception<span class="Apple-tab-span" style="white-space: pre;"> </span>Empathy, Hearing, Sight</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Strength<span class="Apple-tab-span" style="white-space: pre;"> </span>Athletics, Endurance</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Willpower<span class="Apple-tab-span" style="white-space: pre;"> </span>Charm, Deception, Intimidation, Sorcery</span></div>
<h2 dir="ltr" style="font-weight: bold;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Step 3: FAULTS (Optional)</span></h2>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>For dramatic purposes, a player may choose particular character faults or physical problems a character may have. These are not simply areas in which the character is untalented or uneducated, i.e. low skills, but essential obstacles to the character achieving their goals. A holy man of a benevolent deity, for example, will find gently persuading information from a captive far more difficult than beating it from him. Likewise, a knight with a crippling phobia of horses may find himself unable to properly aid his allies in a cavalry battle.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>When a character fault becomes relevant, the player, and their allies in turn, will suffer for it. A character committed to absolute honesty may, for example, come right out and confess their plans to the team’s adversary, or an acrophobic character may automatically fail a skill check to cross a tightrope. As the character is choosing to fail for the sake of drama, however, they should be rewarded with the ability to dramatically circumvent the game’s mechanics for their benefit as well.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Any time a player suffers a significant setback (complication of or failure to overcome an obstacle) due to their character’s faults, that player is rewarded with a free re-roll of any die roll of their choice in the future. Players may, and are advised to, hold on to these rolls for use in dramatic moments when, though statistics may not be on their side, it would be narratively interesting, i.e. cool for their character to perform an otherwise risky maneuver.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>This system should not be seen as a way of </span><span style="font-family: Arial; font-size: 15px; font-style: italic; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">improving </span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">a character, however, but simply making characters and games more interesting. If the host notices a definite trend towards players using faults as a means of ensuring success, the host is likely either treating the faults themselves too lightly or giving out free re-rolls too cheaply. That being said, there’s nothing wrong with playing </span><span style="font-family: Arial; font-size: 15px; font-style: italic; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">the Hunchback of Notre Dame</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> and working your faults for all their dramatic worth.</span></div>
<h2 dir="ltr" style="font-weight: bold;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Step 4: EQUIPMENT</span></h2>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>All players begin with a full set of clothing, provisions as appropriate for their travels, and X copper coins.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>If a player wishes, they may choose to detail their character’s equipment by spending some those coins before the game begins (see the Equipment chapter).</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Advancement</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Techniques (Learned from others, intentionally or not)</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Spells </span></div>
<h1 dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">EQUIPMENT</span></h1>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">ARMOR</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Armor is classified only by it’s material.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Sorcerers will find that they can not cast magic while touching metal, making most armor impractical.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">WEAPON<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>DAMAGE<span class="Apple-tab-span" style="white-space: pre;"> </span>TAGS</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Barbarian Axe</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">B</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>2d6<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>2h, Hack</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Barbarian Hammer</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">B</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>2d6<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>2h, Bash</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Barbarian Sword</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">B</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>2d6<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>2h, Slash</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Bow<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Draw, Ranged</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Dagger<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-1<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Small, Stab</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Dagger, Throwing<span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-2<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Small, Stab, Thrown</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Double Sword</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">St</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-1<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>2h, Double, Slash, Stab</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Crossbow, Light</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">T</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Load, Ranged</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Crossbow, Heavy</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">T</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Load(Full Turn), Ranged</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hand Spear<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Stab</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Sabre<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Slash</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Knife</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">Sh</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-1<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Slash, Small, Stab</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Knife, Throwing</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">Sh</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-2<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Slash, Small, Stab, Thrown</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Longsword</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">Sh</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-1<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Bastard, Slash, Stab</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Shield<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-1<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Bash, Block</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Shortsword</span><span style="font-family: Arial; font-size: 9px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">Sh</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Slash, Stab</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Spear<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-2<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Double, Stab, Reach, Thrown</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Staff<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-1<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>2h, Bash, Double</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Unarmed<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>1d6-2<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Bash, </span><span style="font-family: Arial; font-size: 15px; font-style: italic; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">may incur damage yourself</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Gauntlet<span class="Apple-tab-span" style="white-space: pre;"> </span>-<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="font-family: Arial; font-size: 15px; font-style: italic; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Modifies the material bonus of unarmed attacks.</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="font-family: Arial; font-size: 10px; font-weight: normal; text-decoration: none; vertical-align: super; white-space: pre-wrap;">Superscript indicates limited in-setting availability</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">WEAPON TAGS</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">2h<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Requires the use of both hands.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Bash<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Can deal bashing damage, ignoring half of a target’s armor.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Bastard<span class="Apple-tab-span" style="white-space: pre;"> </span>Deals an additional die of damage when wielded with 2 hands.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Bifurcating<span class="Apple-tab-span" style="white-space: pre;"> </span>A double weapon which may be split into a pair of 1h weapons and rejoined.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Block<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Can forgo this hand’s use next turn in order to reduce an incoming source of damage by 1d6.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Double<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Treat as either two 1h weapons or a single bastard weapon. </span><span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Draw<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Weapon must be readied before each shot.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hack<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Can deal hacking damage, doubling the final damage.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Load<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Weapon must be reloaded after each shot.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Ranged<span class="Apple-tab-span" style="white-space: pre;"> </span>Weapon can hit targets within line of sight.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Reach<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Has a melee range of 4 meters (only when wielded in both hands)</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Small<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Can easily be concealed in the hand or on one’s person.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Slash<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Can deal slashing damage, causing recurring damage equal to that dealt (does not stack).</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Stab<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Can deal stabbing damage, ignoring armor completely if actual damage is dealt.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Thrown<span class="Apple-tab-span" style="white-space: pre;"> </span>Can be effectively used either in melee or thrown as a ranged weapon.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Materials</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Unarmed/Armored<span class="Apple-tab-span" style="white-space: pre;"> </span>0</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Leather/Stone/Wood<span class="Apple-tab-span" style="white-space: pre;"> </span>1</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Copper<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>2<span class="Apple-tab-span" style="white-space: pre;"> </span>(</span><span style="color: red; font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Fairywood</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Bronze<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>3</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Iron<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>4</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Steel<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>5</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Craftsmanship</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>A well or poorly made weapon or suit of armor may gain an additional +1/-1 modifier and/or benefit from special features, such as the bifurcating feature for double weapons.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<h1 dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">HOSTING A GAME</span></h1>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Tests</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">7 = Normal difficulty</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The rules as presented here assume a classical bronze age setting. To create a more traditional fantasy feel, simply apply the following changes:</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-left: 36pt; margin-top: 0pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-Consider steel to be a +0 material, with material bonuses deriving either from fantastic materials or magical enchantments.</span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-left: 36pt; margin-top: 0pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-Ignore weapon availabilities based on location or technology, and feel free to add exotic weapons. A katana, for example, would be statistically identical to a longsword. </span></div>
<h1 dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Arial; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">COMBAT</span></h1>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Turn = Move & One action w/ each hand </span></div>
<div dir="ltr" style="font-weight: bold; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(ie 1 attack w/ a 2h weapon, 2 attacks w/ 2h weapons, or a block and attack)</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Melee Damage = Weapon+STR (Min 1)</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Double STR bonus when wielding 2 handed</span> </div>
</blockquote>
<blockquote class="tr_bq">
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>May simplify to simply blocking/dealing 1d6/hand for ultralight games.</span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Improvised Weapons:<span class="Apple-tab-span" style="white-space: pre;"> </span>Treat as the closest equivalent weapon above, but consider the item’s materials and workmanship. A sledgehammer and a bar stool would, as 2 handed bludgeons, both effectively be barbarian hammers, but, as a tool, the sledgehammer will be more durable. Neither, of course, will last as long as a proper weapon and neither is likely, in a bronze age setting, to be made of bronze.</span></div>
</blockquote>
<blockquote class="tr_bq">
<div style="font-weight: bold;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Resolution Mechanic: <span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span>Statistic+1d6 vs Static value or opposed Stat+1d6 roll.</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Example A: Jack wants to walk a balance beam. His Agility statistic is 4. His host decides that this is an average difficulty task, and informs him that he will need a result of at least 7 to succeed. Jack rolls a 3, and crosses successfully, as 4+3>=7.</span><span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>Example B: Jack & Jill are engaging in an arm wrestling competition. Jack’s Strength statistic is 3, while Jill’s is 5. Jack rolls a 2, while Jill rolls a 1. Jill wins, as 5+1>3+2. On a tie, they would have had to re-roll. In combat, however, ties are given to the attacker.</span></div>
</blockquote>
edit: Wow, sorry for the ridiculous formatting error.<br />
</span><span style="font-weight: normal; text-decoration: none; vertical-align: baseline;"></span><br />
<div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="font-family: Arial; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
<span style="font-weight: normal; vertical-align: baseline;"></span></div>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-87893510176561122492011-12-04T06:43:00.001-06:002011-12-04T06:52:04.502-06:00Closing the Lid on FortresscraftOh, I just realized today that I had never gotten around to assessing the final product that is Fortresscraft, after the earlier controversial post.<br />
<br />
Yeah, it's shit.<br />
<br />
Sorry dude, but it's pretty plainly so.<br />
<br />
Ignoring the incohesive art style, presentation, etc. the game does 2 things wrong that it very seriously needed to do right:<br />
<br />
1) It lacks any actual compelling game-play beyond simply building.<br />
As opposed to its "inspiration" which has a wealth of interesting mechanics to experiment with, you just build things with your infinite resources. It's nothing more than an "creative mode."<br />
<br />
2) It lacks any features which set it apart from its "inspiration"<br />
<br />
So, with these 2 things in mind, I can make a conclusion. There's not a single reason anyone would download this game other than wanting to play minecraft on their Xbox, being unable to, and settling this a close imitation, or any of the other indistinguishable imitators that have popped up.<br />
<br />
It's a China-town hand bag. If anything, it's popularity speaks poorly for the Indie market on XBLA.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/en/thumb/1/14/DuckHuntBox.jpg/256px-DuckHuntBox.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://upload.wikimedia.org/wikipedia/en/thumb/1/14/DuckHuntBox.jpg/256px-DuckHuntBox.jpg" width="232" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">If it looks like an artless cash-grab, walks like an artless cash-grab...</td></tr>
</tbody></table>
<a href="http://www.blogger.com/"></a><span id="goog_387733195"></span><span id="goog_387733196"></span>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-80314123670783134772011-11-28T04:21:00.001-06:002011-11-28T05:48:55.829-06:00Why I Hate LevelsRemember our discussion of player investment strategies? Levels were a big part of that. They're a huge part of what makes the current crop of MMORPGs so popular. They are the proverbial carrot on the stick, and a huge part of the gaming lexicon. I'll certainly do a more thorough "Featured Feature" on them at some point.<br />
<br />
The thing is, as a matter of personal taste, I kinda hate levels.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.alwaysonthelevelexcavating.com/ESW/Images/Level_Tool.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://www.alwaysonthelevelexcavating.com/ESW/Images/Level_Tool.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">FUCK YOU!</td></tr>
</tbody></table>
<br />
The thing is, in many RPGs, levels do one thing: make you keep playing. Less often, however, do they make you have fun.<br />
<br />
Let's look at 3 examples: an old video game, a new video game, and a tabletop game.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://lparchive.org/Final-Fantasy/Update%2005/2-126.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="300" src="http://lparchive.org/Final-Fantasy/Update%2005/2-126.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">There was a joke here, but it was expired and I had to throw it out.</td></tr>
</tbody></table>
<br />
<div>
Raise your hand if you recognize this game by screenshot alone. Now, put your hand down unless you recognize that specific spot in that specific game. Everyone with their hand still up is missing a few hours of their lives that SquareEnix will never give them back.</div>
<div>
<br /></div>
<div>
You see, that bit of grass in the bottom right is what has become known as the "Peninsula of Power." It's a little bit of land that, due to a mistake on the part of the developers, generates random encounters that are intended to exist on the continent north of that thin strip of water separating the two.</div>
<div>
<br /></div>
<div>
The result of this ephemeral land-bridge incident is that players would spend hours walking around those few cells of grass in order to fight high level monsters and increase their levels more rapidly than normal. The sadness here is two-fold. Firstly, that such a practice is neccessarry to reasonably complete the game. Secondly, that the game expects you to do this <i>without</i> such a short-cut.</div>
<div>
<br /></div>
<div>
You see, back in the day grinding wasn't the groan-inducing buzz word it is today. It was the status quo. Today it's something to be reduced when possible. Back in the day it was expected to be in every RPG you played. The game went from levels A-Z, with major fights at each vowel, and it was up to you to ensure you were at the correct level when those came up. The designers knew how powerful they wanted the early and end game enemies to be, without much thought to the player's trip up the lv ladder. Pacing hadn't really occurred to anyone.</div>
<div>
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.gamessurvey.com/images/WoWScrnShot_012306_231938.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span class="Apple-style-span" style="color: black; font-size: x-small;"><img border="0" height="300" src="http://www.gamessurvey.com/images/WoWScrnShot_012306_231938.jpg" width="400" /></span></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Lv57 Commenter</td></tr>
</tbody></table>
<br />
<div>
The above is a picture of a Troll from World of Warcraft - one of about 3 model varieties (regular, savage, and big brute guys). Now, I first fought an enemy with that model in, say, the high lv 20 range. That one's lv57. However, it's okay, because the player is lv67 and can easily whoop this one. However, I'm sure there's a lv67 Troll out there as well, though he'll be of a slightly different coloration.</div>
<div>
<br /></div>
<div>
The <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/LawOfChromaticSuperiority">Law of Chromatic Superiority</a> is an old trick used in video games to recycle a limited supply of enemies. At lv1 you fight a blue slime, at 10 a red one. The thing is, you're doing the same all the way up the ladder. Sure, the lv40 wolves are larger and black, and your sword glows now, but you're still doing the same thing you did for your tutorial quest. At some point, it's just the same process over and over - with something more EXTREME added with each iteration.</div>
<div>
<br /></div>
<div>
The levels are not actually representing progress at all. Just cycles.</div>
<div>
<br /></div>
<div>
Worse, is that, in the MMO market, every level until the cap is often a simple time-sink, as most new content is produced solely for those at the "end-game." They need to keep people paying, and thus need to produce content for those who've expended that in the original box. Except, most haven't, they've just rushed to the end because that's where the content is. So, for player and developer alike - that's a good bit of effort wasted and less fun and profit than should have been made all around.</div>
<div>
<br /></div>
<div>
In MMOs, my pet peeve with levels is that they are absolutely counter-intuitive to the whole Massively Multiplayer bit. Anyone who's tried to take a party of real life freinds into an MMORPG, and play through the game with them will know my pain. It doesn't work. Someone will feel like the others are holding them back, or like everyone is outpacing them. People will reserve a character for playing with the group, but then grow resentful as they feel like they're being forced to play what has quickly become their "alt" character. A lv30 player can not have fun with a lv4 player, period. It wastes everyone's time. In a genre built entirely around social interaction, in which the player base is its entire defining feature, the only thing more egregious than this design mistake is its prevalence. Cudos to EVE Online, Guild Wars, and, to a lesser extent, City of Heroes for at-least reducing this issue.</div>
<div>
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://img.photobucket.com/albums/v416/Devicat/dungeons__dragons_1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="267" src="http://img.photobucket.com/albums/v416/Devicat/dungeons__dragons_1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A D&D pinball machine that doesn't list your score in "Experience Points" has poorly utilized its source material.</td></tr>
</tbody></table>
<br />
<div>
And finally we have Dungeons & Dragons, which we must <i>always </i>return to whenever we discuss RPGs because, frankly, it's always to blame. It codified the trope. Those games were directly influenced by this game and, unfortunately in some cases (see: the later retconned Vancian magic system of FF1), its rules. Levels are always part of the package.</div>
<div>
<br /></div>
<div>
Even D&D's designers have, to some degree, noted some problems with levels. You see, fans have always identified a "sweet spot" for D&D. There's a certain level range where you've been given enough options to build a unique character, things are challenging but not imminently fatal, and you're facing off against some of the game's more iconic and fun enemies. Life, as an adventurer, is good. The low levels were a meat grinder, but you survived and its made you appreciate your status. Higher up, however, and things start getting silly. Nothing can face you any more. You've collected so many various baubles and powerful abilities than two are bound to interact in some unplanned way and, suddenly, you can transmute dragons to gold pieces as a free action twice per round. God grow angry with you, then go sulk in a corner lest they incur your wrath. You are literally creating life and new planes of reality in some rule sets. Meanwhile, you're DM is crying himself to sleep at night as he wrestles with how to make the game fun again without being a total dick.</div>
<div>
<br /></div>
<div>
So, with 4th edition, the designers explicitly stated that they'd made a conscious effort to take what they felt was the sweet spot and spread it over a wider level range. However, they never actually said that the whole game was now in the sweet spot. The same old problems exist, only somewhat diminished.</div>
<div>
<br /></div>
<div>
The sad thing is, the designers have designed themselves into a corner. Look at a D&D bestiary, and you'll find several monsters with "Dire" versions, Dragons with over 5 developmental stages, and, in 4th edition especially, creatures that plainly just have different versions at different levels for no reason other than allowing them to be used more often. The published adventures must be labeled for their appropriate levels, thus reducing their wide-appeal and the resources the adventure writers have to work with.</div>
<div>
<br /></div>
<div>
In all 3 cases, the level system isn't really working for players or designers.</div>
<div>
<br /></div>
<div>
In closing, I'll briefly explain my preference: Don't level up, level out. The issue in all the above cases is that it is assumed that once a milestone is reached a character must become more powerful in every meaningful way. The result is a rapid upward power creep that is rarely manageable. Instead of making characters more powerful, however, why not allow them to become more versatile?</div>
<div>
<br /></div>
<div>
When have you ever read a story where the hero overcomes their obstacles by simply becoming physically stronger? It's never the exercise or powers the hero has gotten that defeat the monster, but the things they've learned through their experience that allow him to solve their predicament.</div>
<div>
<br /></div>
<div>
We'll touch more on this alternative later.</div>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-36853380597995578762011-11-24T19:16:00.001-06:002011-11-24T21:18:39.220-06:00Determining D20 Attribute ScoresNobody ever seems to be happy with how a given group likes to generate their D&D/Pathfinder ability scores.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.iconusa.com/online/Images/D&D/2008/Drow-Elf.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://www.iconusa.com/online/Images/D&D/2008/Drow-Elf.gif" width="289" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Three 18's<span style="background-color: white; font-family: 'Arial Unicode MS', 'Microsoft Sans Serif', 'Free Sans', 'Gentium Plus', 'Gentium Basic', Gentium, GentiumAlt, 'DejaVu Sans', 'DejaVu Serif', 'Free Serif', 'TITUS Cyberbit Basic', 'Bitstream Cyberbit', 'Bitstream CyberBase', 'Doulos SIL', Code2000, Code2001; line-height: 19px; text-align: -webkit-auto;">‽</span> BULLSHIT!<br />
<br /></td></tr>
</tbody></table>
Rolling for stats can generate unplayable or overpowered characters and, in some cases, opens the door to cheating on the players' part. The classic choice is 3d6 per score, but more kind alternatives such as 4d6 drop low are also popular. The latter could still result in a character with 4 in all ability scores. A system that generates characters that are patently invalid seems poorly designed. (I know, I know, <i><a href="http://en.wikipedia.org/wiki/Traveller_(game)">Traveller</a></i> - but that character generation system is basically it's own mini-game.)<br />
<br />
I get that D&D is built around random mechanics, but attacks, saves, skill checks, etc. are moment to moment concerns. Often fun and drama result from unexpected failures. The same can not really be said for a bad roll that sticks with you for 20 character levels, or requires a character to self-abort.<br />
<br />
Point Buy systems are popular because they, theoretically, eliminate and possibility of cheating and generate equally balanced characters. The latter is, however, bullshit, as min/maxing ability scores goes hand-in-hand with point buy. The vast majority of point-built characters I've seen have a +4 ability score in one stat and a -2 in another. The traditional point buy system doesn't <i>really </i>promote well-rounded characters, due to no real fault in the math but simply because the classes don't support this.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.cracked.com/blogimages/2009/08/conanintro.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://www.cracked.com/blogimages/2009/08/conanintro.jpg" width="254" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Had no "dump stat."<br />
<br /></td></tr>
</tbody></table>
So, allow me to propose an alternative method which I've not seen proposed:<br />
<br />
- The DM consults [Table 1], determining the initial values of the ability scores (X) and the number of times each player will roll on [Table 2] (Y). (I'd go with ability scores starting at 8 or 9 myself, if only because that generates valid characters, with strengths and weaknesses, but not too much rolling.)<br />
- Players roll on [Table 2] Y (See: [Table 1]) times, adding 1 to the designated ability score each time. If the score would go above 18, they re-roll that die.<br />
<br />
<b><u>Table-1</u></b> (Assumes power equal to 3d6/Score)<br />
X = Initial scores, Y = Rolls on Table 2<br />
X Y<br />
10 3<br />
9 9<br />
8 15<br />
7 21<br />
6 27<br />
5 33<br />
4 39<br />
3 45<br />
2 51<br />
1 57<br />
0 63<br />
<br />
<u><b>Table-2</b></u><br />
1-STR<br />
2-DEX<br />
3-CON<br />
4-INT<br />
5-WIS<br />
6-CHA<br />
<br />
-----Benefits over 3d6 & Point Buy<br />
Always generates a completely random scores (especially with lower initial scores), eliminating min/maxing<br />
Always generates a valid character (especially with higher initial scores)<br />
Always generates characters balanced with one another (within the limits of the class design)<br />
Tends to create well rounded characters, while leaving the possibility of extreme examples<br />
Easily scaled to DM's tastes (min ability scores, can modify # of rolls for games of different power levels)<br />
Doesn't require the complex tables of point buy, can easily be done from memory<br />
<br />
-----Weaknesses<br />
Can require lots of rolling<br />
Requires a "Max 18" meta-rule if rolling more than 9 times<br />
Allows sneaky players to fudge rolls<br />
<br />
Thoughts?T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com1tag:blogger.com,1999:blog-2014537755960882764.post-7732921525936450932011-10-25T01:58:00.004-05:002011-10-25T01:58:53.644-05:00AdaptationsLicensed games, as a whole, suck. Old news - dead horse. There are a few exceptions but, outside of <a href="http://en.wikipedia.org/wiki/Batman_franchise_media#Video_games">Batman </a>and<a href="http://en.wikipedia.org/wiki/Star_wars#Games"> Star Wars</a>, the trend is obvious. Recently, however, this trend has been a bit upset. Games like <a href="http://en.wikipedia.org/wiki/Batman:_Arkham_Asylum">Arkham Asylum</a>, <a href="http://en.wikipedia.org/wiki/Batman:_Arkham_City">City</a> and <a href="http://en.wikipedia.org/wiki/Transformers:_War_for_Cybertron">War For Cybertron</a> have been both huge hits <i>and </i>great games. Other recent titles, like <a href="http://en.wikipedia.org/wiki/X-Men_Origins:_Wolverine_(video_game)">X-Men Origins: Wolverine</a>, <a href="http://en.wikipedia.org/wiki/Captain_America:_Super_Soldier">Captain America: Super Soldier</a>, <a href="http://en.wikipedia.org/wiki/Spider-Man:_Shattered_Dimensions">Spider-Man:_Shattered_Dimensions</a> haven't quite met with overwhelming success, but have clearly avoided the curse. That is,you're not going to assault someone for placing one in your disc drive.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiB2YJErkNxtWwKl2MT2a5mzQVuWOlE0lju4us2Juhw_ZJXIsJ3On0KQ1jEx_ZEibzFuijq0aunraFHqa63oqv71GQjy_3kFHls2vRoi54-atrCONCssa6jucBhtYZxFmLV1G3parqOmHo/s1600/Batman_Begins_game.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiB2YJErkNxtWwKl2MT2a5mzQVuWOlE0lju4us2Juhw_ZJXIsJ3On0KQ1jEx_ZEibzFuijq0aunraFHqa63oqv71GQjy_3kFHls2vRoi54-atrCONCssa6jucBhtYZxFmLV1G3parqOmHo/s1600/Batman_Begins_game.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="font-size: 13px; text-align: center;">Not the Batman game you <i>want</i>, but the Batman game you <i>deserve .<br /></i></td></tr>
</tbody></table>
<br />
Overall, the success (here measured in quality, not profit) of these titles isn't hard to explain. Most obviously, none of the recent successes where made to retell the story of a film. The Wolverine & Captain America games <i>were </i>tie-ins, but the developers managed to arrange that they not actually follow the film's plots, but take place during off-camera events.<br />
<div style="text-align: center;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKACOnIQeSBur6T4sOcxNq9DqDOv8nyhJAUeloVe-OyceW_MeEHjRfEHf8krx9HNSjhLrs-ZomC9UpowfLm2jygxucQHyfHHvyu6yEwETxzdDjNsvdzeNQZf5V6rYciXckR07DfLoYCFc/s1600/x-men-origins-wolverine-box-art-xbox-360.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKACOnIQeSBur6T4sOcxNq9DqDOv8nyhJAUeloVe-OyceW_MeEHjRfEHf8krx9HNSjhLrs-ZomC9UpowfLm2jygxucQHyfHHvyu6yEwETxzdDjNsvdzeNQZf5V6rYciXckR07DfLoYCFc/s320/x-men-origins-wolverine-box-art-xbox-360.jpg" width="226" /></a></td></tr>
<tr><td class="tr-caption" style="font-size: 13px; text-align: center;">Hugh Jackman basically just makes a box-art cameo.</td></tr>
</tbody></table>
<br />
<div style="text-align: left;">
The relevance of this is made all the more apparent if you're familiar with how "writing" generally works in video games. In most cases, the majority of a game is essentially complete before the story is finalized. The mechanics, and it's an adaptation, so let's be honest and call them combat mechanics, enemies, and even most of the level design are largely set in stone. The majority of actual game writing consists of the little things one tends to gloss over, like tutorial text, tool-tips, and excuses for having you kill 20 <a href="http://www.headinjurytheater.com/article73.htm">Armadillephants</a>. All very essential, but without much latitude for creativity. Most game stories are the efforts of the writers doing back-flips to fit the pieces together into something resembling a narrative.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
This may not be the ideal, but if either gameplay <i>or</i> narrative must come first, then it must be gameplay. Consider what the Wolverine game would have consisted of if it had been a straight adaptation. An endless stream of nameless soldiers, broken up by a few un-winnable fights with Sabertooth, a comic boxing match with the Blob, and a final confrontation with a bastardized Deadpool. Sure, they may have thrown in some non sequiturs that didn't occur in the film for the sake of variety, but these would serve no more purpose than excuses to drop in a few more token members of the protagonist's rogue's gallery. You know, like every crap film adaptation.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
Ignoring, or at-least side-stepping, the film's plot means the game's is allowed to have a plot that, be it written holistically alongside the game-play or as an afterthought, provides for the gameplay rather than shackling it.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
Secondly, to make a proper adaptation one must capture the most essential elements of the licence. The Arkham games have succeeded, in my opinion, primarily because controlling Batman feels like controlling <i>Batman</i>. You bust in through skylights, investigate, glide freely, make use of a variety of gadgets, even the combat is unique. Hell, with it's agressive, violent, visceral, melees the Wolverine: Origins games feels far truer to the beloved comic book character than the watered down (and frankly broken) film. If you were to take these gamse, replace all character models with a generic human, and remove all the textures, you could <i>still </i>identify the character you're playing.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
It has been said that good character design in a cartoon is making unique silhouettes. In games, it is this sense of unique gameplay. This is where most adaptations fail miserably. Let's look at Superman games as an example.</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7IppMf96URIFCBO7WlzxrdUIajEO-R57hGZ5H38ocVvW-r12OC7aGNCpB4lQPUYsni8EhyXMhScigVwoi2iNWbnept6QpCdizk11XuZiSVMtFtw91U379rBNsIsZUjxQk-BS6PamP-3Q/s1600/20071228_n64superman64_01.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7IppMf96URIFCBO7WlzxrdUIajEO-R57hGZ5H38ocVvW-r12OC7aGNCpB4lQPUYsni8EhyXMhScigVwoi2iNWbnept6QpCdizk11XuZiSVMtFtw91U379rBNsIsZUjxQk-BS6PamP-3Q/s320/20071228_n64superman64_01.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Oh, please, let's not</td></tr>
</tbody></table>
<div style="text-align: left;">
In the below picture, we see Superman using his heat-vision to heat the Earth. You may recognize this as a job traditionally performed by <i>the sun</i>.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNEmCygeX4L04NIWYPcEpJomyTixOjXiAv-pjYYjV6P_gkjbce96tI-lBlqGKWI93Rmop5Cmu1Aw1NGI0c42OEYEmE9soHK5DQfoxrr6JcxngCk_XMGawzW3C8FEL4e8aDFzdq1KJHWgM/s1600/652907-supes4_super.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="239" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNEmCygeX4L04NIWYPcEpJomyTixOjXiAv-pjYYjV6P_gkjbce96tI-lBlqGKWI93Rmop5Cmu1Aw1NGI0c42OEYEmE9soHK5DQfoxrr6JcxngCk_XMGawzW3C8FEL4e8aDFzdq1KJHWgM/s320/652907-supes4_super.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Take <i>that </i>official Republican party stance on climate change!</td></tr>
</tbody></table>
<div style="text-align: left;">
And in the next <i>two</i>, from entirely unrelated games, we see him fighting robots with it.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSZa7NU84BSXeehqwubBKj-ZxPGnx_lp6bvHLGBjroQk9gylZnMeVcJWzK8CGoOxTF_d1oDHpA110Qq9v24LowyH8qbFDmqhJxfj0l9uuhG-7nNmAmAtRvYQbWXfIPYJXYriOzb8aQmxg/s1600/superman-returns-the-videogames.jpg" imageanchor="1"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSZa7NU84BSXeehqwubBKj-ZxPGnx_lp6bvHLGBjroQk9gylZnMeVcJWzK8CGoOxTF_d1oDHpA110Qq9v24LowyH8qbFDmqhJxfj0l9uuhG-7nNmAmAtRvYQbWXfIPYJXYriOzb8aQmxg/s320/superman-returns-the-videogames.jpg" width="320" /></a></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuxX9uDgMB1sGoWGjeb8SZs6hVqZ_7_fJ7qtueiEoTSCc4coQcdzp4B-UoJXpHWtJDlLKSWy4dv5xaXCxosbQ7xpmZeYjIchSKVXqRz5pdKrmll3S9Rhf_8BcNbRk2jT-0dZwB18GwAGw/s1600/screenshot_162803_thumb_wide620.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuxX9uDgMB1sGoWGjeb8SZs6hVqZ_7_fJ7qtueiEoTSCc4coQcdzp4B-UoJXpHWtJDlLKSWy4dv5xaXCxosbQ7xpmZeYjIchSKVXqRz5pdKrmll3S9Rhf_8BcNbRk2jT-0dZwB18GwAGw/s320/screenshot_162803_thumb_wide620.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Robots are simple machines which reduce the work necessary to justify violence. </td></tr>
</tbody></table>
<div style="text-align: left;">
In both images, the robots have health bars, indicating that each is capable of sustaining bombardment from Superman's hot-as-the-sun attack for periods long enough as to warrant monitoring by the player. In other words, his heat-vision doesn't automatically disintegrate them. You'll also notice that, in the second image, the second player appears to be controlling Batman who, one must assume, can just as easily destroy those robots. When playing these games, the player doesn't feel like they're controlling Superman. They feel like they're controlling a super-hero who looks like superman, with most of his powers, but with everything turned way down.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
The problem in this example is, of course, that superman is extremely powerful.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6T8Qv-_-OODJfPJbY-cqA3XFoDDHKaF9V28v0djHIhL7U89G1gQ4C5xqftVbF-gObGsVRt_7xYNm8Umv_oaPrNEnvqFOZ-n0Ix0CSFEtppGxxnT-bTZcUcJZ5Bqx5LRA5Fd0XsTZZekM/s1600/superman+angry.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6T8Qv-_-OODJfPJbY-cqA3XFoDDHKaF9V28v0djHIhL7U89G1gQ4C5xqftVbF-gObGsVRt_7xYNm8Umv_oaPrNEnvqFOZ-n0Ix0CSFEtppGxxnT-bTZcUcJZ5Bqx5LRA5Fd0XsTZZekM/s400/superman+angry.jpg" width="260" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">We're talking destroy-a-planet-because-you-didn't-look-where-you-were-flying powerful.</td></tr>
</tbody></table>
<div style="text-align: left;">
So powerful that it's hard to imagine a reasonable threat to him. In the film being adapted two screenshots up, Superman's greatest challenge is dealing with the fact that his ex may have moved on. This doesn't make for an easy game adaptation. One could come up with such threats, but they wouldn't fit within the purview of the film. So, the devs just took the standard third-person action formula and slapped a blue costume on it. They know it's not good, but they have to put out something, because as far as the film studio is concerned <a href="http://en.wikipedia.org/wiki/The_Dark_Knight_(video_game)">that's over $100 million they're loosing if they don't crap out a tie-in game</a>.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
From a designers perspective, this addresses some of the issues with making good adaptations, but that's rarely the problem. Rather, it's that studio insisting that you make them those millions, weather or not the game they want is a good idea in the first place. They don't want a good game, they want box art and a disc. As such, they're not likely to go to the expense of giving your team extra time to tackle your harder-than-average design task, and will only allot you the time and funds necessary to create a generic 3rd person beat'm up and, with their film's imminent release date, you may not even get that time part.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
So, from a <i>gamers </i>perspective, if you want to see more good games and less shovel-ware, the problem is economic. As long as there's a market for trash, it will be produced. Only financial motivation will change that. If you really want to try to make a difference, you simply need to ensure that bad games don't get bought.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
In most cases, anyone reading this kind of blog probably already considers themselves to have good taste in games, but that doesn't mean your parents aren't buying schlock for their grand-kids on Christmas. Family and co-workers often depend on one another when determining what's worth watching at the cinema, and games should be no different. Shovel-ware works because consumers who don't know anything about the games they buy for others are unaware of the quality differences, and the store doesn't care. Most consumers appreciate it when you give them little tips that keep them from wasting there money and make their gift recipient more thankful. I can't count the times I've awkwardly pointed out to a mother in-line at the game store that the game she's about to purchase for her kid is going to net her nothing but a $60 loss and a disappointed brat. Yet, again and again, my unsolicited advice has, surprisingly enough, been met with thanks and questions about what they <i>should </i>get.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7Hj1gduATiPDdRSuIaF8ISk6Kzrt0tFVSru-CtmqC6OU_lKNNDn1n0sG9JVi9EKJmv47IQ2x4zfvDoOGTc2zFj04YAhHiRH91zCVpb8fw7oul0VhnNNojrWBQOeejC3zTPgrjdSCw6vg/s1600/retailbatman.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7Hj1gduATiPDdRSuIaF8ISk6Kzrt0tFVSru-CtmqC6OU_lKNNDn1n0sG9JVi9EKJmv47IQ2x4zfvDoOGTc2zFj04YAhHiRH91zCVpb8fw7oul0VhnNNojrWBQOeejC3zTPgrjdSCw6vg/s320/retailbatman.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">So, basically, retail Batman.</td></tr>
</tbody></table>
The problem should be diminished as time goes on and the generations that grew up without games die off, but it will <i>always </i>be a problem to some degree.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinyVw1SpFjk9-6jEzslv9_3kh7k6IZOBysLHAvtZwFCq0PzSaTTWOSYK0dsU6k2gL1QEjJ39LKrgYJWuYXKsVVtVhtt_T5x208OWDWPO8H3gQZGO0DGIXKeYd4W7g_CoFdxrMmrB641sk/s1600/alone_in_the_dark_movie.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinyVw1SpFjk9-6jEzslv9_3kh7k6IZOBysLHAvtZwFCq0PzSaTTWOSYK0dsU6k2gL1QEjJ39LKrgYJWuYXKsVVtVhtt_T5x208OWDWPO8H3gQZGO0DGIXKeYd4W7g_CoFdxrMmrB641sk/s320/alone_in_the_dark_movie.jpg" width="215" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Because even informed people are still probably stupid.</td></tr>
</tbody></table>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-10773495629720802752011-08-27T20:09:00.005-05:002011-08-27T20:40:03.367-05:00Featured Feature: Equipment DegredationSo, Bethesda has let slip that <a href="http://twitter.com/#%21/DCDeacon/status/107270741023666176">Skyrim with NOT feature equipment degradation</a>.That is to say, your crap will never break.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqLPLlZw-o9yW_cJvCeMDi3GEC6EONnsqGBCglEkrzTecKf34vtzRNpU6KPe6vpD1aj-Rpwo0wfeOVhDJ2LxaLFMo3CnwisKldcIiYEfUGkWCH8LRanvZ8PHUHvpwiVP4bU5Qfru3IgR4/s1600/ADiamondInTheWC.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqLPLlZw-o9yW_cJvCeMDi3GEC6EONnsqGBCglEkrzTecKf34vtzRNpU6KPe6vpD1aj-Rpwo0wfeOVhDJ2LxaLFMo3CnwisKldcIiYEfUGkWCH8LRanvZ8PHUHvpwiVP4bU5Qfru3IgR4/s1600/ADiamondInTheWC.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dovakin eat dragons and shit diamonds.</td><td class="tr-caption" style="text-align: center;"><br />
</td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>If you've been paying attention to the game's development, then this really should come as no surprise. Much of the game has been streamlined, simplified, and made all together more elegant. Unlike some, I agree with da Vinci. Simplicity isn't bad and is, in fact, usually a good thing.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe2ohqjtXR6-a5-jorWH19xNPBRuKaZwi8iQJrYY80hAN7-Zhfq8T0UUj_hIMNyjvH0D74v6UAUrQM4IfzE7S2tKd7t9r8FWIW4kLYHnYA4k-JEtQNR-8LoKyM1KVfvnuexie9hilMrQM/s1600/LeonardoLeading.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe2ohqjtXR6-a5-jorWH19xNPBRuKaZwi8iQJrYY80hAN7-Zhfq8T0UUj_hIMNyjvH0D74v6UAUrQM4IfzE7S2tKd7t9r8FWIW4kLYHnYA4k-JEtQNR-8LoKyM1KVfvnuexie9hilMrQM/s320/LeonardoLeading.jpg" width="211" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You just referred to me as "from Vinci," you hack!</td><td class="tr-caption" style="text-align: center;"><br />
</td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>For those who disagree with me on the prevailing trends in the game's design, let me simply say that complexity and depth, while related, are by no means the same concept in game design. True depth is making every simple mechanic have endless applications. See: Old-school games relying on only 1 or 2 buttons, or more contemporary titles like <a href="http://minecraft.net/">Minecraft </a>or <a href="http://orange.half-life2.com/portal.html">Portal </a>which do 1 revolutionary mechanic that can hold your attention for weeks.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXgsGRQRXfZxwYKA9EFyNcCqzbOROI9ieRuKCsKYYSKgmnJwvRwzQRXjl1km5R06Ul0BzBvof5RpnSnp2W-Oji5lyDMvVs1AFDpREFl1sTWBX-zJ7dLmJbxfQV3VTofRgGFrqFTRr3lsc/s1600/SonicDispleased.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXgsGRQRXfZxwYKA9EFyNcCqzbOROI9ieRuKCsKYYSKgmnJwvRwzQRXjl1km5R06Ul0BzBvof5RpnSnp2W-Oji5lyDMvVs1AFDpREFl1sTWBX-zJ7dLmJbxfQV3VTofRgGFrqFTRr3lsc/s1600/SonicDispleased.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Another <a href="http://en.wikipedia.org/wiki/Portal_%28video_game%29">Portal </a>&/or <a href="http://en.wikipedia.org/wiki/Minecraft">Minecraft </a>reference, huh?</td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>Back on topic though, equipment degradation was been a controversial feature before video games <i>were</i>, at all. <a href="http://en.wikipedia.org/wiki/GNS_Theory">Simulationist </a>D&D folk loved it for its realism. <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPacHy58DcC6tTjDhRnPR6cWK9pH75eUJow_K8twMDclvgNJTMWo0vKvLuMGydB4tscev0exw-XTVcSJt3LbtGcS_L_e9qjzIxKF6h62F3klGmIRDtdrvJaoYHGtjChBRutzaZAjQQaCU/s1600/tombhorrors.jpg">Killer DMs</a> loved it for its ability to totally castrate parties that may have grown fat and complacent on lucky loot rolls. At the end of the day, however, it generally always resulted in hours of time spent recording damage to various items, or even specific parts of armor, without any obvious net gain in <i>fun </i>at the table.<br />
<br />
The problem, which generally carries over to video games, is that though the mechanic may help establish the realism, fatality, or risk of a game, when it actually comes into play the player doesn't think about tone. They think "fuckin A, that sword was expensive. This sucks!"<br />
<br />
So, Bethesda, rightly thinking that Oblivion's equipment degradation system could be improved upon, did so by chucking the thing in a lake and replacing it with a weapon <i>improvement </i>system.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHT5A4n9-m0e8cgSjKd9E3io0gbXvSL8_z04UgiFN2AspcEEZjrYzDeMcpo4kOJtZpMfMoA_M2QXhKwawoAzrtPilbaTcPJxXG37dDnUgdFRr1dGIb_av83f_9st90PHihO2RXBr2HebI/s1600/SmithsAreAlergicToDarkWater.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHT5A4n9-m0e8cgSjKd9E3io0gbXvSL8_z04UgiFN2AspcEEZjrYzDeMcpo4kOJtZpMfMoA_M2QXhKwawoAzrtPilbaTcPJxXG37dDnUgdFRr1dGIb_av83f_9st90PHihO2RXBr2HebI/s320/SmithsAreAlergicToDarkWater.jpg" width="225" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Oh yeah, a little "improvement"<i> </i>and that sword'll be as good as new.</td></tr>
</tbody></table><br />
And yet, I would have solved the problem in the opposite direction. You see, the key reason weapon degradation pisses players off lies in the fact that the system exists solely to make the game more difficult for them. As soon as you introduce incredibly valuable items to your game, allowing them to be damaged becomes an unreasonably harsh punishment for your players. Why fight for days through a mile deep tomb for a flaming sword, if it's just going to be shattered within a few fights?<br />
<br />
This introduces a second issue as well: any given player will only use 1 weapon for their entire career. In a movie, a protagonist will pick up a chair and break it over an enemy's head or throw in a good kick or pommel strike now in then. In games, when this is available it is always such an inferior choice to your awesome +4 Sword of Spanking as to be rendered a moot concept. Remember in Morrowind, how certain button combos could result in you making blunt attacks with your bladed or pointed weapons? Remember that the game also included an option to turn those off so that you always used the most optimal attack? A shame really.<br />
<br />
This carries over into the characters themselves. A given character will essentially always be a super expert at one kind of fighting (ie: 2h swords), and not even bother with any another because they can always assume they will have that type of weapon available to them.<br />
<br />
When I run tabletop RPGs, however, things tend to work out a bit more like this:<br />
<div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/sp1mzx5O4ao?feature=player_embedded' frameborder='0'></iframe></div><div style="text-align: center;"><span style="color: #444444; font-size: x-small;">They tend to start that way as well.</span></div><br />
I simply don't make equipment very precious. Devaluing the arms and armor results in a more varied game. Players lose equipment but pick up replacements off of their dead foes. They use their environments in order to spare their gear and, because their weapons aren't exceedingly powerful in the first place, there's nothing wrong with just socking a guy in the jaw once in a while. This also results in far less loot whoring, as the turn over rate prevents a giant bag full of dead men's weapons.<br />
<br />
Magical weapons ARE cool of course, and aren't entirely incompatible with this mindset, but think of all the great Sword and Sorcery stories that don't feature them. Fafhrd and the Gray Mouser name their weapons, yeah, but they loose them constantly and just re-use the names on new weapons.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrZCTowaVc2bzkTqo_AqoO2Zk7zCSx4JTB8OccJ9EgJYGtAFWncoAsh-Sid0gzePPWII2xmuy8nIWVUALnzQtAJ9j1i9lvhv_8bKCcbQVMVEeyVFPra3l4UL-cZYZ4vgs0fVQYKDIcIZU/s1600/Doesn%2527tThatHurt.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrZCTowaVc2bzkTqo_AqoO2Zk7zCSx4JTB8OccJ9EgJYGtAFWncoAsh-Sid0gzePPWII2xmuy8nIWVUALnzQtAJ9j1i9lvhv_8bKCcbQVMVEeyVFPra3l4UL-cZYZ4vgs0fVQYKDIcIZU/s320/Doesn%2527tThatHurt.jpg" width="193" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Throwing daggers are notoriously difficult to hold on to.</td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>Conan, in the books, doesn't carry around this one awesome sword. Hell, the "Riddle of Steel" is essentially a thesis statement for my argument. Therein lies the big deciding point. If you're going for a more Sword & Sorcery, which I prefer to High Fantasy, or even Dark Fantasy tone devaluing arms pays great dividends. Likewise, a swashbuckling adventure would also benefit from placing emphasis on the man, not the blade. <br />
<br />
As Skyrim moved TES to the cold and unforgiving frozen North, and the games were always dark and dangerous worlds I am a bit disappointed to hear that this opportunity was missed.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiPPLEzTs7bXtbMuBlvdxQRXX99qYt7TaZwmupN0FL8pe35lLrKnkWagPCXoQ7q4H5SE7dQcE3WYJOfTa6xMLO2RIOvD2ixSabdY9Ahkl1vp42ql1ceF3zCcCFcb-aMgLh3nJpLk8Aufg/s1600/YouAreBadAtWeaponDesign.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="214" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiPPLEzTs7bXtbMuBlvdxQRXX99qYt7TaZwmupN0FL8pe35lLrKnkWagPCXoQ7q4H5SE7dQcE3WYJOfTa6xMLO2RIOvD2ixSabdY9Ahkl1vp42ql1ceF3zCcCFcb-aMgLh3nJpLk8Aufg/s320/YouAreBadAtWeaponDesign.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">On the other hand, this shit just got l33t.</td></tr>
</tbody></table>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-11023351713594438122011-05-30T00:00:00.002-05:002011-08-27T18:53:58.111-05:00Titles<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="" style="clear: both; text-align: left;">You know what's a bad idea? Like, a <i>really</i> bad one? Subtitling a sequel <a href="http://www.youtube.com/watch?v=nF_Ca45JRFs">"Betrayal</a>." <i>Especially</i> when that sequel is on a different console, format, has wildly differing gameplay and art design, and was clearly inspired by an entirely different series. It's just asking for trouble from the fan base.</div><div class="separator" style="clear: both; text-align: center;"> <object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://1.gvt0.com/vi/EV-hoQ_EeGE/0.jpg" height="266" width="320"><param name="movie" value="http://www.youtube.com/v/EV-hoQ_EeGE&fs=1&source=uds" /><param name="bgcolor" value="#FFFFFF" /><embed width="320" height="266" src="http://www.youtube.com/v/EV-hoQ_EeGE&fs=1&source=uds" type="application/x-shockwave-flash"></embed></object></div>Now, that being said, I'm picking on it but <a href="http://en.wikipedia.org/wiki/BloodRayne_%28series%29#BloodRayne:_Betrayal">Bloodraye: Betrayal</a> <i>does</i> look neat. Sure, it's an obvious <a href="http://en.wikipedia.org/wiki/Castlevania">Castlevania</a> clone but, hey, if Konami <a href="http://en.wikipedia.org/wiki/Castlevania:_Harmony_of_Despair">isn't going to give me a half-way decent side-scrolling Castlevania game on home consoles</a>, somebody might as well take my money.<br />
<br />
Oh, speaking of Konami and shitty titles. <a href="http://en.wikipedia.org/wiki/Castlevania:_Harmony_of_Despair">Harmony of Despair</a>? R-really? You just <i>had </i>to have it be Castlevania: HD? I mean, that's a good idea and all, but you already made <a href="http://en.wikipedia.org/wiki/Harmony_of_Dissonance">that game</a>. Plus, <i>that</i> game is actually good. So, from now on, whenever someone mentions "Castlevania:HD," people will have to ask if they mean "the good one on the GBA" or the "shitty XBLA grind-fest with all the recycled graphics." More importantly though, it doesn't make any sense. "<a href="http://en.wikipedia.org/wiki/Harmony_of_Dissonance">Harmony of Dissonance</a>" works. You see, starting the title with "Harmony" allows you to maintain your musical theme. "Harmony" and "Dissonance" are antonyms, so you've made a clever little play on words there. <a href="http://en.wikipedia.org/wiki/Castlevania:_Harmony_of_Despair">"Harmony of Despair</a>," on the other hand, has no such word play. It means only that you and your friends are co-operating "harmoniously" in your "despair" as you suffer through a <a href="http://www.youtube.com/watch?v=nF_Ca45JRFs">betrayal</a> of a brand you all love. But, hey, at-least your cries of pain will be in tune.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitTGpoiyTbAeLBWkgfIef5gHhPPowHWu-10JzUwcdf-zg3BDWCn7RwsEV3g-9gkjxlSwrCH5gTGiEPXNfCBKdKjViTovA4yPjzFgkON104Nf4rCsHkQEP6h9iM_oVG47vnqRv9wNuc2w4/s1600/HoD.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" height="358" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitTGpoiyTbAeLBWkgfIef5gHhPPowHWu-10JzUwcdf-zg3BDWCn7RwsEV3g-9gkjxlSwrCH5gTGiEPXNfCBKdKjViTovA4yPjzFgkON104Nf4rCsHkQEP6h9iM_oVG47vnqRv9wNuc2w4/s640/HoD.JPG" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You see, the conflicting art styles help the player identify their character on screen.</td></tr>
</tbody></table>Titles are important. They are the first thing a player knows about your game and the first thing they'll tell their friends about it.<br />
<br />
My only rule with titles is that something's title is simply what people call it, and you have no control over this. <a href="http://en.wikipedia.org/wiki/Buffy_the_Vampire_Slayer_%28TV_series%29">Buffy</a> is, for example, just <a href="http://en.wikipedia.org/wiki/Buffy_the_Vampire_Slayer_%28TV_series%29">Buffy</a>, having grown out of <a href="http://en.wikipedia.org/wiki/Buffy_the_Vampire_Slayer_%28film%29">Buffy The Vampire Slayer</a> long ago. <a href="http://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight_II:_Jedi_Outcast">Jedi Outcast</a> is just that, and sure as hell isn't <a href="http://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight_II:_Jedi_Outcast">Star Wars: Dark Forces: Jedi Knight II: Jedi Outcas</a><a href="http://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight_II:_Jedi_Outcast">t</a>. Hell, <a href="http://us.battle.net/wow/en/">WoW</a> is pretty much just <a href="http://us.battle.net/wow/en/">WoW</a> now. I see artsy titles that tell me nothing quite regularly, mostly on fiction, and they just don't work for me. As soon as you notice the people on your team or your audience referring to the product as anything other than what you printed on the cover, the title has changed. It's best to just go ahead and go with the more natural title than to hope against hope that people will stick with the one you just like <i>so much</i>.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-54342693133155973342011-05-29T00:00:00.001-05:002011-06-03T09:20:04.435-05:00Did Bethesda Just Make A "Date Game?"<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfbY1-YSWA63hgiJ-bOQpAthOPwdtE3iryfeLtJscGXXeTSMjx0TfkehXvOl54pKeSTp-i_ReziXiYRafHFReLtA3nViZcm4QLhs6f-jF8XS6IMWw5yQNsvP6mpd6WOaiQm7ytCPXiX_M/s1600/hunted_210953b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div>I love me some co-op. I can pretty safely say I find gaming the most fun when I'm co-operating with friends. If many of my best memories of such are from 2 player scenarios, it's simply because I've very rarely been able to get more than 2 of my friends to get the same game on the same console at the same time in order to organize larger scale games. That, and the fact that the industry's recognition of this practical matter has lead to a few absolutely excellent 2 player co-op options.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/4bsiaHggwD0?feature=player_embedded' frameborder='0'></iframe></div><br />
Yet, this trailer doesn't exactly make me want to grab my usual co-op buddy and give the game a run through. Something about the (excellent) song choice, the available characters, and overt sexual tension makes me think that scenario could get a bit uncomfortable.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAhFRX1HCQSOnAsM0r0hyphenhyphenEggNELA1DihKnbdoBRjRxqoTUE_GyylkmrMYwWLlElNvl-m13mGzs8zsQUWLR3U4E64UjkPkTRYcMmNSgLcTgaMW-SB6dI_jdBwah6_pdLDCkjWLkXTDEHqY/s1600/hunted-demons-forge-launch-.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAhFRX1HCQSOnAsM0r0hyphenhyphenEggNELA1DihKnbdoBRjRxqoTUE_GyylkmrMYwWLlElNvl-m13mGzs8zsQUWLR3U4E64UjkPkTRYcMmNSgLcTgaMW-SB6dI_jdBwah6_pdLDCkjWLkXTDEHqY/s400/hunted-demons-forge-launch-.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"Dude, I'm not checking out your ass!" "Then why is my tank <i>behind</i> me?"</td></tr>
</tbody></table><div style="text-align: left;">Actually, it looks as if the game may best be played not with my buddy, but with my lady. She's not a big gamer, but she <i>is</i> loving our co-op trip through Portal 2 right now. Maybe I could present this as a "well, we just beat this. How about this next?"</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The very idea strikes me as novel in the industry. In film, the "date movie" is an absolutely classic cash-in. It's a simple excuse for him to ask her out. She'll agree because, either way, she gets a free movie out of it. If they're already together, she'll force him to see it anyway. In every scenario, the studio makes bank regardless of the product's quality.</div><div style="text-align: left;"><br />
</div>Did Bethesda inXile Entertainment just make the first real "date game?" Previous games have been good for playing ON dates, but this looks positively designed for a male/female co-op experience. (Sorry for my LGBT friends, but it's gonna be a bit before you notice any developments in this field.) The growing camaraderie between the characters even hints that their might be a love story in here. Hell, the dialog might even end up qualifying it as a romantic comedy.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiToyCzDFIMgp0cYH6RGWAuc5Qhe2f-YAmQz1b78m-M5peo8G9gkAn0UMGQT5wdmbfBsuJqousucuqhBC8mvGssv9rq3k_rzm7RW7hlh6Pfz41xOsW3be3m0qAwzyUPPW2Cr8WP8IIDVhE/s1600/ghosts-of-girlfriends-pastjoke.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiToyCzDFIMgp0cYH6RGWAuc5Qhe2f-YAmQz1b78m-M5peo8G9gkAn0UMGQT5wdmbfBsuJqousucuqhBC8mvGssv9rq3k_rzm7RW7hlh6Pfz41xOsW3be3m0qAwzyUPPW2Cr8WP8IIDVhE/s320/ghosts-of-girlfriends-pastjoke.jpg" width="215" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Could have worked as a horror FPS.</td></tr>
</tbody></table>And the thing is, if it is, <a href="http://www.bethsoft.com/eng/games/games_hunted.html">Hunted: The Demon's Forge</a> could work so much better than <a href="http://www.imdb.com/title/tt0098635/">When Harry Met Sally </a>or <a href="http://www.imdb.com/title/tt0100405/">Pretty Woman</a> ever did. (Those are the only 2 rom-coms I, as a man, am allowed to remember exist) First, the guy is actually guaranteed to be engaged with the activity at hand, rather than simply waiting out the "we've now been sitting next to each longer long enough for you to touch me" phase of a first date. More importantly, the couple is actually engaging with one another. Movies are passive, but a game requires you to actually communicate, the key to building any kind of a relationship.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfbY1-YSWA63hgiJ-bOQpAthOPwdtE3iryfeLtJscGXXeTSMjx0TfkehXvOl54pKeSTp-i_ReziXiYRafHFReLtA3nViZcm4QLhs6f-jF8XS6IMWw5yQNsvP6mpd6WOaiQm7ytCPXiX_M/s1600/hunted_210953b.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfbY1-YSWA63hgiJ-bOQpAthOPwdtE3iryfeLtJscGXXeTSMjx0TfkehXvOl54pKeSTp-i_ReziXiYRafHFReLtA3nViZcm4QLhs6f-jF8XS6IMWw5yQNsvP6mpd6WOaiQm7ytCPXiX_M/s320/hunted_210953b.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The place where we first met. </td></tr>
</tbody></table>Partner refuses to provide you with vital intel? Bad communicator. Rushes ahead rather than taking on obstacles as a team? He's the center of his own world. Willing to thrown himself between you and waves of enemies while you hog the glory of the kill? There's a keeper.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJ8s0e8yvDxwxWUEi-K4XTSIdRf6D6RpOL2X0WSfOnPyBpdU6r631MpHJWg49tX-mRyOuO_bwYXGa4PMrZw7gnim1njWjcAONQKTXbHCshW7xFJfav_ZtsgC7UUFeRIL1EZgsbINkLJVw/s1600/hunted.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="245" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJ8s0e8yvDxwxWUEi-K4XTSIdRf6D6RpOL2X0WSfOnPyBpdU6r631MpHJWg49tX-mRyOuO_bwYXGa4PMrZw7gnim1njWjcAONQKTXbHCshW7xFJfav_ZtsgC7UUFeRIL1EZgsbINkLJVw/s400/hunted.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Fencing skills are all I look for in a woman.</td></tr>
</tbody></table>Worst case scenario, such a genre would give <i>me </i>something to drag my <i>fiance </i>to. And, really, such a move shouldn't surprise me. The disproportionate split of male/female gamers is shrinking every day. As games move from traditional male-centric design perspectives, and we see more quality content aimed directly at women, it seems that seeing rom-coms on consoles is more of an eventuality than anything else. I just hope they stay as fun as <a href="http://en.wikipedia.org/wiki/Hunted:_The_Demon%27s_Forge">Hunted</a> looks like it's going to be.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH8JwyMofVrd39DOvRpMs4NVm5f8L6kZ4my3bQ70HXpoIMF4BzyQ6Lg-E6vB7nrY8X-edLefs9IWJTxVb11dPRB24hQQvL3NlChWKN-xQTJQwA40HQSfUNlx4QzB5gtfhARG_eY6c3-MY/s1600/QuakeCon-2010---Hunted-The-Demons-Forge-Preview.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH8JwyMofVrd39DOvRpMs4NVm5f8L6kZ4my3bQ70HXpoIMF4BzyQ6Lg-E6vB7nrY8X-edLefs9IWJTxVb11dPRB24hQQvL3NlChWKN-xQTJQwA40HQSfUNlx4QzB5gtfhARG_eY6c3-MY/s320/QuakeCon-2010---Hunted-The-Demons-Forge-Preview.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is what threatens your relationship in the third act.</td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-69434441446687312982011-05-28T04:31:00.007-05:002011-05-28T06:50:23.438-05:00"If it's in D&D, it's in Eberron," or How To Trivialize a BrandThe <a href="http://www.wizards.com/default.asp?x=dnd/eb/20031216a">titular statement</a> was one made by a <a href="http://www.wizards.com/Magic/Summoner/">Wizards of the Coast</a> representative in the lead up to D&D 4th Edition. It has been one of the core tenant's of the company's design philosophy for their published material since the new edition hit publication. In short, it refers to their policy of officially inserting everything placed into one of the company's generic source books into each of their official game settings. There's an obvious reason behind the strategy. Yet, from a design perspective, it has been a horrible misstep.<br />
<br />
The reasoning is, of course, a financial one. They want to maximize their consumer base. Why produce content that portions of your target audience will not find useful? Declared the allegiance to a particular setting? You can still buy our book!<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://encefalus.com/wp-content/uploads/2009/01/exalted_savant_sorcerer.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://encefalus.com/wp-content/uploads/2009/01/exalted_savant_sorcerer.jpg" width="249" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Tits! You like tits right? Buy our book!</td></tr>
</tbody></table>The major problem here is that such a design choice will inherently make all of your settings generic. Every supplement published for <a href="http://www.wizards.com/DnD/Default.aspx">D&D 4e</a> must fit in <a href="http://en.wikipedia.org/wiki/Eberron">Eberron</a>, and every other one of their 1st party settings. The stuff obviously sourced from <a href="http://en.wikipedia.org/wiki/Rokugan">Rokugan</a>? Now it's in <a href="http://en.wikipedia.org/wiki/Eberron">Eberron</a> too. <a href="http://en.wikipedia.org/wiki/Strahd_von_Zarovich">Strahd Von Zarovich</a>? Everywhere. <a href="http://en.wikipedia.org/wiki/Warforged#Warforged">Warforged</a>, one of if not <i>the</i> most defining feature of <a href="http://en.wikipedia.org/wiki/Eberron">Eberron</a>? You can play them in the <a href="http://en.wikipedia.org/wiki/Forgotten_Realms">Forgotten Realms</a> no problem. Excluding them would be a <i>house rule</i>.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://img34.imageshack.us/img34/9783/warforged.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://img34.imageshack.us/img34/9783/warforged.jpg" width="155" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Is this the setting where people ride dragons<span class="Unicode">‽</span></td><td class="tr-caption" style="text-align: center;"></td></tr>
</tbody></table><div style="text-align: left;">Sure, it's easily shrugged off from an at-the-table perspective, at-least in the short run, but there are long term affects. <a href="http://en.wikipedia.org/wiki/Eberron">Eberron</a> has a metaplot centering entirely around dragons. So, how do the new natural-disaster themed dragons effect that? There's a new <a href="http://en.wikipedia.org/wiki/Eberron">Eberron</a> video game, which will introduce the setting to a whole new audience? Will they see the setting the same way people introduced to it back in 3.5 did? Can the <a href="http://en.wikipedia.org/wiki/Forgotten_Realms">Forgotten Realms</a> of today really be considered the same as the one I so fondly remember from <a href="http://en.wikipedia.org/wiki/Baldur%27s_Gate">Baldur's Gate</a>? If not, that's going to be very jarring if they ever make a third one.</div><div style="text-align: center;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.headinjurytheater.com/images/d&d%20beasts%20giant%20space%20hamster.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="195" src="http://www.headinjurytheater.com/images/d&d%20beasts%20giant%20space%20hamster.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Oh, but a <a href="http://en.wikipedia.org/wiki/Spelljammer">Spelljammer</a> crossover is fine. Hypocrite.</td></tr>
</tbody></table></div><div style="text-align: left;">I don't mean this from a purely nostalgic point of view either. As a consumer, this sucks. Why buy a setting book, or choose anything other than the default <a href="http://en.wikipedia.org/wiki/Dungeons_%26_Dragons_campaign_settings#Nentir_Vale">Points of Light</a> setting, if they're all exactly the same save for the relative placement of geography and peoples? It cheapens the brands to the point of irrelevance.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The thing is, it's totally unnecessary. Just because it's in the book or mini box doesn't mean you have to use it. There are ~100 other monsters in the book you could use. Who ever gets to them all? This was the original intent of these supplements, but somewhere along the line the idea of a supplement as something... supplemental became lost. The books ceased to be resources alone which, again, was a business decision. Decisions based upon financial necessity are understandable, but this may have been a short sighted one that may not <i>actually</i> be making Wizards money, in the long run.</div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7uz5kDtmIaMCftHhvHVKvs6RaDlsfeIAjE16IDvnG71nVotuG_FfJGQmWQzqKcQt3hUo78wAMurBdFXyNj4DWOOqLhvjXAMZlnKL9PKQG85ObqJpoQn7gKlCnAu8SSgiXSDUaGeYvb-8/s1600/Pirates_3_AWE_Poster_International.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7uz5kDtmIaMCftHhvHVKvs6RaDlsfeIAjE16IDvnG71nVotuG_FfJGQmWQzqKcQt3hUo78wAMurBdFXyNj4DWOOqLhvjXAMZlnKL9PKQG85ObqJpoQn7gKlCnAu8SSgiXSDUaGeYvb-8/s320/Pirates_3_AWE_Poster_International.jpg" width="228" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Yes, ninjas! More! Add more stuff, I don't care what! This won't cause our product to become completely overblown at all!</td></tr>
</tbody></table><div style="text-align: left;">So, how does this apply to game design as a whole? As the saying goes, "that which does not add, subtracts." Every generic element added to your game makes it that much more like every other game on the planet. While in some contexts this may be your goal, it generally makes your title less noticeable among the masses. In crowded genres, this can be a death knell.<i></i></div><div style="text-align: left;"><br />
</div>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-76256685361774407632011-02-25T17:28:00.000-06:002011-02-25T17:28:32.238-06:00Now On TwitterIn response to the whole <i>FortressCraft </i>debate, there's now a <a href="http://www.twitter.com/WannaDev"><i>WannaDev </i></a>twitter. Probably would have been a better place to have that whole debate in the first place.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-65303141861700385012011-02-25T16:05:00.002-06:002011-02-25T16:10:34.106-06:00In Defense of FortressCraftOkay, as the preface to the last post states, I made a bit of a gaff with the last post. I'm going to come out and say that first. I insulted both <i>FortressCraft </i>and its developers based purely on playing <i>Minecraft </i>and watching videos of <i>FortressCraft</i>.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://ginahyams.com/blog/wp-content/uploads/2010/06/pie-face-game.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://ginahyams.com/blog/wp-content/uploads/2010/06/pie-face-game.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">aaaand this is your face on uninformed journalism.</td></tr>
</tbody></table>On the games, <i>FortressCraft </i>is not a complete product. Moreover, I have never played <i>FortressCraft</i>. There's the big rub noone's really bashed me on that someone should have. Yeah, we've seen videos, but as a group of people that is so often mislead by pre-release marketing that's something we should know never tells the whole story. Had I not played <i>Nier </i>I would have assumed it was identical to any other samey JRPG, rather than a flawed but eclectic spin on the genre as akin to <i>Darksiders </i>as <i>Final Fantasy</i>. Therefore, I have exactly zero place making any assessment of <i>FortressCraft</i>'s actual status. Is it a ripoff or not? I duno - I'll have to wait for the release to find out.<br />
<br />
As for the designer, I made some personal jabs that were uncalled for and entirely based in conjecture. Those I entirely retract and apologize for. Bashing indie devs based on the unfinished production they've shown is no better for the industry than the perceived issue I so lambasted previously. Furthermore, the guy had the balls to step up and state his case, which he did in a relatively civil manner. On the internet, that says quite a bit.<br />
<br />
In the interest of fairness, I'm not going to retract anything. Online, it comes off as if you're trying to change history and rewrite what you said. So the last article stays up - with this one as an addendum. Am I backing down? No. Was I totally right? No. Do I seek to align myself better with what is, in fact, right? Yes. Seems to often that people online are completely unwilling to modify their stances in light of debate. You're right - the other guy is wrong. Forever. No matter what. If that's gonna be the case though, what's the point of a debate at all?<br />
<br />
So, what mislead me? Well, I made two mistakes.<br />
<br />
1) I foolishly assuming that "independent" is always synonymous with "starving artist and dependent on the kindness of strangers" because, after all, some people aren't wannabe devs - but people who've been in and out of the industry for years and have DECIDED to be independent.<br />
<br />
You see, I'm aware of the history of <i>Minecraft</i>, how their business model works, and I've played the game to explore its design. These were known quantities to me. I knew of its critical and popular success, but did not really examine its financial success. Now, I know that should not have any bearing on the matter. Steal a dollar from homeless man or from Richard Brandson, it's all theft. Still, the fact that Mojang apparently turns $350,000 A DAY on their indie project at last count does tend to color the picture somewhat. It lends credence to the developer of <i>FortressCraft</i>'s assessment that <i>Minecraft </i>is not so much a beta as a gold release with regular updates. It at least makes my casting of Mojang in the fragile victim position somewhat laughable.<br />
<br />
2) I addressed a very specific case, not as an illustration, but as if it were the issue in and of itself. The SHOULD have been an article about how derivative works affect the medium. By focusing one one case, I made my argument here dependent on a subjective assessment: "is game A a ripoff of game B." What I SHOULD have done and will endeavor to correct shortly is spoken about this from a more theoretical perspective.<br />
<br />
The basic argument here SHOULD have been that when you copy something directly, without innovation, you get one of two results:<br />
A) You blow the original out of the water, either due to quality, marketing, or market control, and damage the bottom line of the other guy.<br />
B) You don't succeed in beating the big guy at his own game, and produce something inferior with no more worth than what already existed before your efforts. It's just another piece of shovelware only selling to grandmothers who don't know the difference and buy purely by cover art.<br />
<br />
My assessment was really that when A happens to an independent developer, it's not only unfortunate but bad for the industry as it discourages creativity and innovation.<br />
<br />
That being said, being informed by something is not the same as ripping it off. <i>Darksiders</i>, for example, takes several gameplay mechanics whole hock from other games. They, however, congeal into a wholly original and new whole. Anyone who's played both <i>Portal </i>and <i>Darksiders</i>' "<i>Portal </i>section" will tell you that, though the latter's inspiration is clear, the gameplay mechanics are entirely different.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-9750672930355575592011-02-25T00:57:00.008-06:002011-02-25T15:41:35.888-06:00FortressCraft is Bad For Gaming (?)<i>(edit: Full disclosure - the ? in the title is new. In discussion, I've learned a bit more about this than original research had turned up. Check both the comments and the next article for discussion on that. In summary though: I retract my assessment that FortresCraft can objectively be called a "clone" of Minecraft and the idea that FortressCraft will significantly damage Minecraft's bottom line. The bit about it scaring other developers away from that business model though - that's still sound.)</i><br />
<br />
You all know <a href="http://www.minecraft.net/"><i>Minecraft </i></a>right? Indie game? Big hit internet sensation? The current darling of artsy game connoisseur types - a title previously held by the likes of <a href="http://www.limbogame.org/"><i>Limbo</i></a> (meh), <a href="http://www.braid-game.com/"><i>Braid</i></a>, and <a href="http://en.wikipedia.org/wiki/Portal_%28video_game%29"><i>Portal</i></a>?<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://zetterstrand.com/eventz/wp-content/uploads/minecraft_zetterstrand1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://zetterstrand.com/eventz/wp-content/uploads/minecraft_zetterstrand1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://zetterstrand.com/2010/02/23/minecraft-art/">Alright, NOW we're getting pretentious.</a></td></tr>
</tbody></table>Well, have you ever heard of <a href="http://www.fortresscraft.com/"><i>FortressCraft</i></a>? No? Well, it's the thing that looks to dig a hole in the roof of your mine and use it as a cistern.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeRzGj7o31lm38CzAbHNTGL96Xx897-jCafAimQ328YATiChhrEx5RMq3shq6Nrf1F4mYSHPoWrz3ASOaTXyFpFFLNLkJ9rw8ZQuYa5kFGddvGnQNGgTenfFUoHuENjzTdjuz-mjicsuA/s400/septic_tank_ohmw.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="205" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeRzGj7o31lm38CzAbHNTGL96Xx897-jCafAimQ328YATiChhrEx5RMq3shq6Nrf1F4mYSHPoWrz3ASOaTXyFpFFLNLkJ9rw8ZQuYa5kFGddvGnQNGgTenfFUoHuENjzTdjuz-mjicsuA/s320/septic_tank_ohmw.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is your indie game on <a href="http://www.fortresscraft.com/"><i>FortressCraft</i></a>.</td></tr>
</tbody></table>You see, <a href="http://www.fortresscraft.com/"><i>FortressCraft </i></a><b>is</b> <a href="http://www.minecraft.net/"><i>Minecraft</i></a>. The difference? Graphics, some as-of-yet unspecified extra features which do not yet exist, and, the big one, an XBox Live release.<br />
<br />
This is bad for the gaming industry, developer and consumer alike.<br />
<br />
Why? Well, <a href="http://www.minecraft.net/"><i>Minecraft </i></a>has been successful largely due to its unique business plan. It allow users to pay for a work in progress, on faith, in order to fund the completion of the project. It provides investors for a product which would otherwise never be made, and players don't have to wait for a finished product to enjoy its parts. It is, in theory, great. In a world where this were common practice, we all would have been playing <a href="http://www.dukenukemforever.com/">Duke Nukem Forever</a> for years, rather than anticipating it, "abandonware" would just be "unfinishedware," and more such software would actually have the funds to never go on hiatus in the first place.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.thebuzzmedia.com/wp-content/uploads/2008/01/daikatana_john_romero_make_you_his_bitch.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://www.thebuzzmedia.com/wp-content/uploads/2008/01/daikatana_john_romero_make_you_his_bitch.jpg" width="233" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Maybe the original, abandoned version of <a href="http://rome.ro/games_daikatana.htm">Daikatana </a>WOULD have. (Check the link to actually find out!)</td></tr>
</tbody></table><a href="http://www.fortresscraft.com/"><i>FortressCraft </i></a>destroys this. You see, if the designer of <a href="http://www.minecraft.net/"><i>Minecraft </i></a>had not used this business plan, none of us would have played <a href="http://www.minecraft.net/"><i>Minecraft</i></a>, beyond the original two week demo project which it has since far outgrown. Even that original project would never have received the attention it has. The developers would not have the funds to sustain the project. They could not simply hope, without funding, that, upon completion, they would recoup their losses and produce a profit. <a href="http://www.minecraft.net/"><i>Minecraft </i></a>simply would not exist.<br />
<br />
By extension, of course neither would <a href="http://www.fortresscraft.com/"><i>FortressCraft</i></a>. Without this business model, he would have never seen it, never had time to capitalize on the situation, and apparently never developed a interesting game concept of his own. Yet, he'll be the one to profit from the Xbox market. That might not seem like a huge deal, but one must recall that the vast majority of gamers aren't "in the know" enough to know all of this. This is especially true for the console market. Almost every sale of <a href="http://www.fortresscraft.com/"><i>FortressCraft </i></a>will be an individual who will no longer need to buy <a href="http://www.minecraft.net/"><i>MineCraft</i></a>. In other words, that's pay the designer should have gotten for his work that he now never will. It might not seem like a big deal, but for an indie developer that's a financial hit that's incredibly hard to take.<br />
<br />
By doing such a project as <i><a href="http://www.fortresscraft.com/">FortressCraft</a></i>, its designer has all but doomed all future chances of success for such business models. Even if it's a bomb, or never releases, its effects will be felt. You just can't risk the chance of some guy swooping in and aping your work at the last minute, making great profit for little investment. It doesn't promote "competition" because it denies <a href="http://www.minecraft.net/"><i>Minecraft</i></a>'s team any opportunity to compete. Competition has a positive economic effects, <a href="http://en.wikipedia.org/wiki/Unjust_enrichment">unjust enrichment</a> does not.<br />
<br />
So, let's move beyond the subjective. We can argue all day over whether or not <a href="http://www.fortresscraft.com/"><i>FotressCraft </i></a>is a "clone" or represents copyright infringement. That's an extremely complex legal matter I'm not qualified to comment on. Let's focus on what this objectively means for gamers and designers.<br />
<br />
-Designers: It has gotten that much harder to fund independent projects, and thus that much harder to create original and experimental products.<br />
<br />
-Gamers: There are games - games you would have loved - that will now never exist.<br />
<br />
And all for what? A minor financial flash in the pan for one man<span style="background-color: white;">, a one hit wonder unlikely to be followed up by future creative success once he's wrung the creative juices out of someone else's work.</span><br />
<br />
In short, if you're anyone other than the creator of <a href="http://www.fortresscraft.com/"><i>FortressCraft</i></a>, <a href="http://www.fortresscraft.com/"><i>FortressCraft </i></a>has hurt you. <br />
<br />
(edit: Some text redacted for being unnecessarily personal and entirely based on my own presumptions)<br />
(edit 2: I'd also like to add that, while this article is about a particular case, this isn't a <a href="http://www.1up.com/news/splosion-man-maker-calls-capcom">new practice</a>. Oh how creativity is rewarded in the industry we so often decry as bereft of original ideas.)T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com45tag:blogger.com,1999:blog-2014537755960882764.post-67448205564534715492011-02-20T22:27:00.000-06:002011-02-20T22:27:21.893-06:00Popular Mechanics: The Catharsis ButtonLike many avid male gamers with significant female counterparts, I want my fiance to be a gamer herself. I spend no small amount of effort, sometimes to her chagrin, on the task. While I realize that it may be dangerously close to "wanting to change" someone, I don't feel it's the same. I enjoy getting into her interests and, like those, I see it as something we can do together. Some of my best bonding moments with friends have been over video games. Furthermore, I just don't get how someone could NOT be into video games. It's like someone saying they don't like music. I can believe that they don't like what they've heard and know of, but that there is no music in the world for them seems absolutely impossible and incredibly sad.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.glitchoris.com/wp-content/uploads/2010/06/Cardellini-GrandmasBoy-04.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="208" src="http://www.glitchoris.com/wp-content/uploads/2010/06/Cardellini-GrandmasBoy-04.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ladies, just think of it as a picnic with space marines.</td></tr>
</tbody></table>In my attempts at winning her over, I have had many setbacks, but also a few wonderful, if small, victories. I can count the number of games she really enjoys and will pick up at her own volition on one hand, but she also eats those things up. Amongst the titles that she's grown enamored with is <a href="http://www.aboyandhisblob.com/"><i>A Boy and His Blob</i></a>. She expressed interest when I bought a copy for my little sister, so I had to immediately go out and pick up a copy for our own home.<br />
<br />
<br />
So, all of this has beating around the bush finally leads to the actual topic of this post, a feature of <a href="http://www.aboyandhisblob.com/"><i>A Boy and His Blob</i></a> I like to refer to as the "catharsis button."<br />
<br />
Pressing up on the Wiimote's D-Pad causes "the boy" to hug Blob. This serves no practical purpose. There is no secret way it kills the final boss, no gameplay trick, they just share a hug - accompanied by an impossibly cute little noise she says should be spelled "nnnnnnnnnnnnnn."<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://pressthebuttons.typepad.com/.a/6a00d83452033569e20128763313b5970c-800wi" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://pressthebuttons.typepad.com/.a/6a00d83452033569e20128763313b5970c-800wi" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"And the Grinch's heart grew three times that day."</td></tr>
</tbody></table>So, why, as a designer, do I think that's in there? Well, the entire game is built around the relationship between "the boy" and Blob - so of course there's that aspect. In that sense it's a far more effective version of Lionhead's attempt at integrating touch as a mechanic in <a href="http://lionhead.com/Fable/FableIII/"><i>Fable 3</i></a>. On occasion, I've noticed her hugging Blob expressly because of how many times she's had to manipulate him over the course of a level, or due to some frightening fall. He's her partner, and she feels the need to show her appreciation for him. It's beautiful really. That is, however, a purely affective use. Though that holds equal weight, I do believe the action serves an objective function. Catharsis.<br />
<br />
As my fiance plays through the game, she will occasionally come upon situations that result in repeated failures. After such incidents she will, inevitably and without prompting, hug Blob. Watching over her shoulder, it's obvious what effect this has on her. She's releasing the pent up frustration she's developed with the game. In many places where, in other games, she would have gotten annoyed and walked away from the title forever, she has simply hugged Blob a couple of times, relaxed and pressed on anew.<br />
<br />
This is, of course, a familiar course of action to many gamers. Many a time have I either intentionally thrown a protagonist into certain death for this purpose. When life gets me down, few things pick me up better than a good old fashioned <a href="http://www.rockstargames.com/grandtheftauto/">GTA</a> murder spree. In no other game, however, have I ever seen this effect either so serenely or concisely captured.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.colinfahey.com/grand_theft_auto_3_insanity/images/gta3_killingspree_fromrooftop.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://www.colinfahey.com/grand_theft_auto_3_insanity/images/gta3_killingspree_fromrooftop.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I have such fond, sociopathic memories of this parking garage.</td></tr>
</tbody></table><br />
This, combined with the games very calm soundtrack, leads the platforming puzzler to be one of the least frustrating experiences I've played, despite the fact that it presents no lack of challenge.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-24240401793380318782011-02-18T16:37:00.002-06:002011-02-18T16:38:35.879-06:00Featured Feature: Player Investment in Casual Games (Part 3)<div class="separator" style="clear: both; text-align: center;"><a href="http://www.veryicon.com/icon/png/Game/Super%20Mario/Retro%20Question%20Block.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a></div><div class="separator" style="clear: both; text-align: center;"></div><span id="goog_101535694"></span><span id="goog_101535695"></span><br />
<div style="text-align: center;"><b>Part 3: Escalating Player Investment</b></div><div style="text-align: center;"><br />
</div>As we've been discussing, a major difference between the "casual game" and the $60 AAA title is the players lack of investment in the media upon initial exposure. We, or I have if you've decided I'm a moran, have decided that.<br />
<br />
The first goal is to to get the player to invest just a first few moments of their time on the title. After the player's brain recognizes that they've spent some of their precious time with a game, the game begins to benefit from that aforementioned investment bias. They've allotted the time, so they might as well pay attention and see weather or not this thing is any good. Your goal in this period is very simple - don't cause the player to turn your game off. Hell, avoiding higher brain functions at all may be advisable <br />
<br />
<br />
This is basically the old "first impressions" routine. The player absolutely will not go beyond the first minute to see if your title gets better as it goes. <i><a href="http://finalfantasy13game.com/">Final Fantasy XIII</a></i> provides an enormously scaled model of failing at this. So, in the first moments you must avoid raising the following red flags: frustration, dullness, and unoriginality. The game must only be entertaining.<br />
<br />
A common mistake is placing an overly restrictive tutorial, especially a lengthy one, at the very outset of the game. This is often raises all three of the red flags we just mentioned. Tutorials are an essential part of most games, but they're also an art-form in and of themselves. Most players are perfectly fine with tutorials, usually appreciative of them at first, but their patience wears thin quickly. They've started up a video game - and thus you know that your players want to play a video game. Bad tutorials fail because they are not "playing a video game." Good tutorials either do not get in the way of play, or they are, themselves, play. The majority of <i><a href="http://en.wikipedia.org/wiki/Portal_%28video_game%29">Portal</a></i> is nothing but play, without a traditional tutorial in sight, because that's all been integrated.<br />
<br />
Don't neglect to teach your player how to play either, or their constant failure will simply result in frustration. Again, red flag. This isn't to say that the first level of a game should be impossible to fail at, of course. This isn't the case for <a href="http://en.wikipedia.org/wiki/Super_Mario_Bros."><i>Super Mario Bros</i></a> or <a href="http://en.wikipedia.org/wiki/Sonic_the_Hedgehog_%28video_game%29"><i>Sonic the Hedgehog</i></a>, and those games caught on alright. In the beginning though, your game should only present enough challenge to prevent it from becoming dull, another of our red flag issues.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.blogger.com/goog_101535715"><img border="0" height="200" src="http://www.veryicon.com/icon/png/Game/Super%20Mario/Retro%20Question%20Block.png" style="margin-left: auto; margin-right: auto;" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I'm predicting exactly 0 people will need to click the "Super Mario Bros." link.</td></tr>
</tbody></table><div style="text-align: center;"></div><div style="text-align: center;"><span id="goog_101535692"></span><span id="goog_101535693"></span></div>Once you've avoided those "red flag" issues, you can safely assume your player will provide the game with a reasonable amount of time to assess its quality.<br />
<br />
Here things should be rather simple. Theoretically you believe you've built a good game worthy of publication, unless you work for <a href="http://en.wikipedia.org/wiki/Omega_Force">Omega Force</a> or <a href="http://en.wikipedia.org/wiki/EA_Tiburon">EA Tiburon</a> of course.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixwof-Kie97czTMdkBDtIeJWewCFf24rzebhX1qVOQXBenxPhyoUnpJtfqGWfeuTYFXg0lZRRKO4n3pLxO9a6IfATq1z2mpuDQDx4AmOyXYxTL1pcbEADnxBCg8OeKcTZF03RQeefIfqiG/s400/GDDSW.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixwof-Kie97czTMdkBDtIeJWewCFf24rzebhX1qVOQXBenxPhyoUnpJtfqGWfeuTYFXg0lZRRKO4n3pLxO9a6IfATq1z2mpuDQDx4AmOyXYxTL1pcbEADnxBCg8OeKcTZF03RQeefIfqiG/s320/GDDSW.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><div style="text-align: left;">If those two got pregnant, they'd have quintuplets. Identical quintuplets. </div></td></tr>
</tbody></table>There is, however, a pitfall there. Occasionally a game will try to give the player new content in such small portions, holding its best parts back for a big climax, that the player has quit before they ever experience them. Don't let this be you. The ending should be spectacular, of course, but the beginning should be just as fun. You have to let them know that good things are coming.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img border="0" height="180" src="http://www.mrarmageddon.com/municipal/wtf_images/halo2.jpg" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Theory: <a href="http://www.microsoft.com/games/halo2/"><i>Halo 2</i></a>'s original ending was so awesome that <a href="http://www.bungie.net/">Bungie</a> worried it would dwarf the rest of the game and scrapped it.</td></tr>
</tbody></table><div class="separator" style="clear: both; text-align: center;"></div><br />
The next thing I can advise is providing a clear sense of purpose. Ever wonder WHY so many gives are divided up by levels?Yes, there were originally considerable technical limits that reinforced modular game design, but why has this remained when so many other tropes from that era have faded? Why did <i><a href="http://en.wikipedia.org/wiki/Super_Mario_Bros.">Super Mario Bros</a>, </i>use not only levels, but "worlds?". Progress. By breaking up the game into definite checkpoints, you provide the player with a sense that, even in the short time they've been trying the game, they've made progress. They've attained something, and are thus further invested. A more modern example of this can be seen in current XBox Live Arcade demos which often end with a statement along the lines of "Congratulations on beating the demo! Buy now to maintain your progress and get the avatar award you unlocked!"<i><br />
</i><br />
<br />
After beating 3 of the 5 levels of World 1 the thought process will become "well, I might as-well beat World 1." After that, "Well, I've beaten 1/3 of the game. Might as well pick it up for myself and finish it." And why? How does that last part make any sense? It's normally only "So I can say I did." IE: "So I can't say I wasted my time on the first 1/3." The player has become invested, and you just moved a unit.<br />
<br />
In summary:<br />
1 - Avoid "red flag" issues like frustration, dullness, or unoriginality. These may cause the player to end the game prematurely.<br />
2- Show your player the quality of your game early. They have to know what they'll be getting to assess value.<br />
3- Provide a sense of progress. Lead the way to the full product.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-39139988999199943842011-02-17T00:00:00.037-06:002011-02-18T16:38:22.861-06:00Featured Feature: Player Investment in Casual Games (Part 2)<div style="text-align: center;"><b>Part 2: Removing Barriers to Investment </b></div><br />
A "barrier to investment" is what prevents the consumer from starting the "escalation of investment" program designed into your game, which we will discuss in the following post. In our original example of Andreas_S/Dantus's little <a href="http://www.kongregate.com/games/Andreas_S/chuck">web-game</a>, this took the form of <a href="http://forum.unity3d.com/threads/78178-Chuck-%28Preview%29">the game's control scheme</a>. What seemed sufficient to him, and didn't bother me at all, was a barrier to entry for the little girl. She invested her time and god back frustration. The mental formula became <i>[investment = frustration]</i>, which trumped the illogical tendency of <i>[reward - investment = investment*time]</i>.<br />
<br />
This is why most games you play fall into very similar control schemes. In third person view my hand automatically hits A to jump on my 360. On my PC, the spacebar. WASD make me move. When I play an older PC FPS, I immediately turn on mouselook and set up my strafe buttons. These conditioned comfort zones may seem as if they stifle creativity on occasion, but their existence is merely a byproduct of the need to reduce those initial barriers of entry. The majority of the industry has agreed on some basic guidelines in order to keep the consumer happy.<br />
<br />
Continuing in the same title, the father actually making the post pointed out that the game's first "golden feather," an optional vanity item akin to <a href="http://supermeatboy.com/"><i>Super Meat Boy</i></a>'s bandages or other such pickups, is way too hard to get. It isn't that it is objectively hard to get, one merely needs to carefully traverse an unstable pile of platforms, but it is relatively hard for it's location in the game and in comparison to the other "golden feathers" on that level. It is also thrust upon the player in such a way as to make it impossible to ignore. This can potentially break up the frustration free flow of those precious first moments, and thus should be addressed.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://nevernotanerd.com/wp-content/uploads/2011/01/Super-Meat-Boy-Bandage-Get-600x319.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="170" src="http://nevernotanerd.com/wp-content/uploads/2011/01/Super-Meat-Boy-Bandage-Get-600x319.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Example: After investing >100x lives on one $#$@$ bandage, I attach entirely nonexistent value to it.</td></tr>
</tbody></table>Long story short, the first moments of a game should be fun - pure and simple. They should be literally anything that will keep the player glued to the screen. The challenge, and thus risk of frustration should only be ramped up once the player has actually decided that they enjoy your game and thus want to invest the time to play it, the effort to overcome these new challenges, and the money that will allow you to provide them with such an experience.<br />
<br />
Other major "barriers to investment" are more practical concerns, such as platform compatibility, advertising, or product availability. In an ideal world, you would release and the customer would instantly and automatically have the demo to your game sitting on the desktop of whatever media consumption device they happen to be using at the time. On the consumer's side, this wouldn't even be a bad thing, if every single title released was absolute gold. Such is, however, not the case. These things are "barriers to investment," but there's little subjective editorializing to be done on them. Try to maximize compatibility, make the thing accessible to as many people as possible, and do everything within reason to let all of them know about it. Kinda objective and obvious - if frustrating to execute.<br />
<br />
So, you've taken the extra care to remove such "barriers to entry," the player now has your game in their hands, and is enjoying their first few moments with it. Now what? Now you have to bait the hook. For that, stay tuned to the 3rd and final part of our series on Player Investment in the Casual Games Martket, "Part 3: Escalating Player Investment."T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-19551871791830657862011-02-16T15:33:00.007-06:002011-02-18T16:39:00.839-06:00Featured Feature: Player Investment in Casual Games (Part 1)<div style="text-align: center;"><b> Part 1: Player Investment in the </b><b>Short Term </b></div><div style="text-align: center;"><br />
</div>So, earlier today while fooling around with <a href="http://unity3d.com/">Unity 3D</a>, more on that later, and looking for a solution to one of my problems in my current project I stumbled upon someone else's support thread. The query is irrelevant, but regardless I tried to help by playing the demo of the game he'd been working on, <i><a href="http://www.kongregate.com/games/Andreas_S/chuck">Chuck the Adventure Duck</a></i>. It's a fun little platformer with some unique elements, but that's not really what sparked the post. That was the <a href="http://forum.unity3d.com/threads/78178-Chuck-%28Preview%29">initial responses</a> to his advertisement of this demo build.<br />
<br />
Therein another poster mentioned allowing his young daughter to try the game. She instinctively reached for the spacebar to jump and, failing this, quickly grew frustrated with the game's use of the "up arrow" for jumping.<br />
<br />
Now, obviously the solution for such frustrations is to map redundant controls. There's really no reason not to map Jump to Up, W, and spacebar, as well as putting Left, Down, and Up on A,S, and D respectively. The thing that got me thinking, however, was how quickly such a simple and inconsequential thing turned her off of the game.<br />
<br />
Earlier in the blog I'd made a few posts about "Player Investment Strategies" (<a href="http://wannadev.blogspot.com/2010/08/feature-feature-player-investment.html">1</a>, <a href="http://wannadev.blogspot.com/2010/08/featured-feature-player-investment-part.html">2</a>, <a href="http://wannadev.blogspot.com/2010/08/featured-feature-player-investment-part_26.html">3</a>). These really focused either on the concept as a whole or its application to large AAA titles. I addressed the macro, but never really the micro.<br />
<br />
While Player Investment is key to the long term retention of customers for more drawn out games, one may assume that it isn't an issue for "casual games." Games played on web browsers or mobile devices are, after all, not expected to be played in more than short bursts. It is, however, this temporal aspect of the player's experience which makes attention to "player investment" absolutely crucial. The player will only be exposed to the game for a few fleeting minutes and, without such care, it is entirely possible that those will be the only minutes in which they will ever experience the title.<br />
<br />
Unlike more traditional PC or console games, most "casual" games do not require any initial investment. Most people's first exposure to <i><a href="http://www.rovio.com/index.php?page=angry-birds">Angry Birds</a></i> or <i><a href="http://newtoyinc.com/wp/">Words With Friends</a></i>, for example, is likely not even on their own system, but over the shoulder of a friend.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/_jD-puYFquJg/TAee3Q0h48I/AAAAAAAAAMI/ikeG8eJSSAY/s1600/school_technology_ipad006.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://4.bp.blogspot.com/_jD-puYFquJg/TAee3Q0h48I/AAAAAAAAAMI/ikeG8eJSSAY/s320/school_technology_ipad006.jpg" width="320" /></a></td></tr>
<tr align="left"><td class="tr-caption">I love that the iPad has basically revived "hot-seat" play. I'd like to think these kids are playing <i>Heroes of Might and Magic III</i>. </td></tr>
</tbody></table>You may recall our previous discussions in which I mentioned that the human mind, in its fantastic imperfection, has a <a href="http://en.wikipedia.org/wiki/Sunk_costs#Description">tendency to overvalue things in which it has invested</a>. The very fact, then, that a AAA title has already cost the consumer ~$60 makes them more likely to feel that it is a good game. The alternative, after all, is to admit that they have made a foolish decision. Ever gone on a shopping spree and picked up a sackful of games on the cheap? Your experience with any one of those is never quite like it is when your only able to bring home only one title, is it?<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://kombo.com/userimages/misc/bargainbin.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="239" src="http://kombo.com/userimages/misc/bargainbin.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">There are very few games I wouldn't pay $5.00 for. Many of them are on the Wii.</td></tr>
</tbody></table>It is this lack of bias the casual game creator must overcome. Their title is new. The likely lack of promotional fanfare has left the consumer devoid of preconceived notions. They have no initial investment, and thus lose nothing if they drop the title after seconds. This is exactly why those first few seconds are so important.<br />
<br />
So how, then, do you consciously design your title to build such investment? It comes in two steps: removing the initial "barrier to investment" and providing "rapid escalation of investment."<br />
<br />
That being said, I want to discuss two specific aspects of game design and I can already tell that this post is getting too long. So, we're going to break this up into another 3 parter. Stay tuned for "Part 2: Removing Barriers to Player Investment," and "Part 3: Escalating Player Investment" over the next couple of days.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-55600399492173589192011-01-24T07:50:00.003-06:002011-01-24T08:06:36.796-06:00Sequelitis: Fable 3So, a while back I made a <a href="http://wannadev.blogspot.com/2010/08/games-in-review-fable-2.html">post</a> about <i>Fable 2</i>, discussing how I believed the sequel has developed the original games ideas and how I think the series should move forward. Well, <i>Fable 3</i> is actually out now, so let's look at what's occurred.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.blogcdn.com/www.joystiq.com/media/2010/09/fable-3-tgs04-1284747267.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/fable-3-tgs04-1284747267.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Image used for no reason other than that my hero looks exactly like that guy. With a sweet witch-hunter hat, of course.</td></tr>
</tbody></table>Now, while this won't be a review, I should start by providing a general assessment of the game's quality, if only to contextualize the arguments herein. I enjoyed the game. I didn't feel it was overly short as, taking my time to take advantage of all of the content the game had to offer, it actually took me longer to be done with <i>Fable 3</i> than <i>Fable 2</i>. The core storyline missions may possibly be shorter, but I got more hours of fun out of it than its predecessor. That being said, I still wrung it dry in less than a week, so I recommend it, but only as a rental or, as was my case, a borrow. I've heard a lot of people I normally agree with decry it as being absolutely horrible, but most arguments I've heard tend to be very nit-picky, focusing on a few things they hated. In a Peter Molyneux game, however, one must realize that he's going to throw a lot of stuff at the wall and, though not everything sticks, you're getting more experimentation in a title than you're gonna get in almost any other AAA title.<br />
<br />
To start with the good, <i>Fable 3</i> finally begins to do what Peter Molyneux has been promising it would from the very start. You actually do have a noticeable affect on your world that has started to move beyond the token and into something of actual consequence. Rather than the pair of binary choices presented in the previous game, there are many ways in which I may make my Albion different from yours. I may or may not have a chicken racing track, Albion lake, a brothel or an orphanage, a ruined or well kept city, an inspiring castle or black fortress, a thriving metropolis or deserted ghost kingdom, etc. In the end it just boils down to more multiple choice options, but the far higher number has begun to leave enough variables to have interesting results.<br />
<br />
More importantly, these decisions are now tied into the actual game-play and narrative. Ones actions may now have unintended consequences. This, moving forward, should be an essential element in developing player influenced worlds. Without accidents, the world would be a much more banal place. I, for one, did not intend to become Albion's beloved and benevolent murderer king, but that's what happens when your gun accidentally goes off in a crowded market. So much the better.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://guidesmedia.ign.com/guides/14328887/big/fable3_2878.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://guidesmedia.ign.com/guides/14328887/big/fable3_2878.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Why can't I both renovate the orphanage AND build a brothel? I like babies and boobies. Is that so strange?</td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>This being said, this mechanic still suffers from unnecessarily moralistic mechanics. There is absolutely no subjectivity to the game's decisions, to the point that you are always explicitly provided with both an objective moral assessment of the available choices and their certain results. You will never regret a mistake because, unlike the real world, everything is an absolutely known quantity.<br />
<br />
The same issue leaks into the confusingly simplified NPC interactions, wherin you can simply tap Right Trigger to know every character's life story and you always know exactly how anyone will react to any given interaction.<br />
<br />
In comparison, the most effective piece of game design in the oft panned<i> Prey </i>was a sequence early in the game involving a rather nasty machine, seen in the below video (not my own).<br />
<br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/jUrwO6RjJxU?feature=player_embedded' frameborder='0'></iframe> </div><div class="separator" style="clear: both; text-align: center;"><br />
</div>Basically, it's a conveyor belt of death ending in overkill via impaling. Impractical, but impressive. During this introductory sequence, the player gets off of the "conveyor belt" and is attempting to free the others, including his grandfather and lady-friend. During this process, the player does manage to stop the device. Then this happens (again, video not my own):<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/wtMoijc6QRU?feature=player_embedded' frameborder='0'></iframe></div><br />
The player, passing through yet another alien hallway, spots a button facing the machine. Due to human curiosity and years of video game conditioning they, in all likelihood, press it. I know I did. The machine is reactivated and the player watches as his grandfather dies. You have jumped without looking, made a mortally serious mistake, and one which you have absolutely no hope of recovering from. Now, I could be wrong on some specifics here. Maybe the game does force you to press the button to continue. Maybe the game entirely ignores this wonderful moment of drama from there out. I wouldn't know. It is, however, irrelevant. All that matters is the impression that this perceived decision makes upon the player. The voice actor need not even say it. "What have I done<span class="Unicode">‽"</span><br />
<br />
<span class="Unicode"><i>Fable 3</i>, to return to our subject, explicitly denies the players any chance of such revelatory moments, either for good or ill, and thus denies them a chance at emotional connection with the game.</span><br />
<span class="Unicode"><br />
</span><br />
<span class="Unicode">The other issue here is that, much like the previous title, this approach limits replayability. As the player already knows what the alternative would have been, they have little motivation to spend another day of their life to see it actually play out. There is also no real variety, as the vast majority of players will, due to the game's binary morality system, choose either all of the good or evil options, meaning that of all the possible combinations, only 2 will really be seen online. This approach has limited the game's variety, when I lighter touch would have effectively multiplied the content on the disc without actually having to produce any more.</span><br />
<span class="Unicode"><br />
</span><br />
<span class="Unicode">As I'd feared, Molyneux has also dabbled a little too much in novel concepts which haven't really come to much. Before release, for example, he made a huge deal out of the new hand holding mechanic, claiming that it delivered a great emotional connection to the NPCs. Not only does it not, but the mechanic doesn't even work. You constantly loose your grip on the NPCs, and a person being dragged off too jail, a buddy being led home after a long night of drinks, and a bashful first date all act exactly the same when the mechanic comes into play. The obvious goal was to capture a little of the drama of Ico, but it was a gimmicky waste of time here.</span><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i2.cdnds.net/10/43/550w_gamingreview_fable3_3.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="179" src="http://i2.cdnds.net/10/43/550w_gamingreview_fable3_3.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bullshit</td></tr>
</tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://geeksweat.com/wp-content/uploads/2011/01/Fable-3-Hold-Hands-300x168.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="224" src="http://geeksweat.com/wp-content/uploads/2011/01/Fable-3-Hold-Hands-300x168.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">What "dragging" a criminal to prison actually looks like.<br />
-Set to "Happy Together" by the Turtles </td></tr>
</tbody></table><span class="Unicode">Overall, I'd say the game was an improvement over its predecessor but, in trying to streamline some mechanics, the dev team accidentally oversimplified some. Simplicity is a worthy goal, but not at the cost of depth. There is a balance there which, hopefully, the eventual sequel will be able to strike.</span><br />
<span class="Unicode"><br />
</span><br />
<span class="Unicode">What I want to see in <i>Fable 4</i>:</span><br />
<span class="Unicode">- Moral ambiguity. <i>Mass Effect</i>'s "Superman" vs "The Punisher" morality system not only makes more sense within the pre-set hero narrative, but is far more compelling.</span><br />
<span class="Unicode">- Better weigh simplicity vs depth. I found the NPC interactions and melee combat to be a bit watered down from the previous installment, but could not think of a single way in which these had improved the title. </span><br />
<span class="Unicode">- NPCs, beyond the supporting caste, that do not seem like mindless automatons. The constant encouragement to emotionally invest in, marry, and have children with these NPCs seems outright creepy to me at this point. In this area, the <i>Fable</i> series has achieved an uncanny valley, not of anatomy, but of persona. <i>The Sims</i>, for example, do at-least seem like simplistic caricatures of human personalities.</span><br />
<span class="Unicode">- Don't have the game constantly tell me to buy DLC. Hearing John Cleese shill for premium dye colors was down right pathetic.</span><br />
<span class="Unicode">- Don't charge for DLC, such as dye colors and varying dog breeds, which seem like fixes to glaring problems with the original release.</span><br />
<span class="Unicode">- Keep the interactive "menu" system. It's gotten a bit of guff due to its imperfections, but it's a solid step forward that should be embraced as a stroke of genius game design.</span><br />
<span class="Unicode">- Keep building on Albion as a growing place while showing us older parts we remember. Maybe even steal some<i> Mass Effect 2</i> style cross-game influence. It really helps unify the series.</span>T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0tag:blogger.com,1999:blog-2014537755960882764.post-59584914316932662562011-01-24T06:50:00.002-06:002011-01-24T06:53:04.700-06:00Games I Want to Make: Console Based "Tabletop" RPG (Part 2: Essence)Of course, the idea as presented in the previous post does seem somewhat complex. As people in the comments have indicated, RPGs are possibly the most complex genre of game to develop, due to the demand for deep systems. If you're going to show the player your work, after all, you have to ensure that that work is thorough. Otherwise, they're just pulling back the curtain to see that Oz is an old lost guy.<br />
<br />
So, let's take a step back. It occurs to me that it doesn't seem I've properly communicated the essence of the idea. I've also probably bogged myself down in unnecessarily clutter. Forgive me. Let's get back down to the essential and do away with confusing window dressing. <br />
<br />
In short: This concept represents a Role Playing Game, literally. Not an "RPG" in the sense of the genre standard, of rolled dice and +X to STR. I have absolutely no desire to produce a D&D game because, for one, I don't think adapting those rules to a different context is a very effective or worthwhile goal. The benefit of a video game, over table top, is the ability to work in real time.<br />
<br />
So, what would the game look like?<br />
<br />
Well, from the player's perspective, an action game. Running around from a top down perspective, slashing enemies, exploring dungeons, would have much more in common with Zelda, Pixel, or Gauntlet than D&D. If the characters are choosing from "Wizard," "Warrior," etc. then there may not even be any necessity to customize your characters stats, especially not in any early prototype of such a game. <br />
<br />
So, how the hell is that an RPG, or a "Virtual Tabletop?"<br />
<br />
Because it is an avenue to Roleplaying. IE: A person taking on a character and interacting with the guy running the game and his fellow players on a complete subjective level.<br />
<br />
And there, I believe, is where I have failed to communicate properly. This origin of this idea was in its simplicity. I can run a traditional roleplaying game without any accessories. No books, no dice, no character sheets, just a group of friends. They tell me who they are pretending to be, I describe a scenario, and they react. That is an RPG. Everything else is just a tool to aid in establishing that scenario.<br />
<br />
And how would such a game do this? By not getting in the way. Such a game should be a toolset, much like Minecraft or Garry's mod in that it doesn't really represent a game in and of itself. All you need is character models, a toolset for the person running to game to create a rudimentary play-space and populate it, and a simple interaction system for the players that removes the burden of traditional RPG rules from the host.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com1tag:blogger.com,1999:blog-2014537755960882764.post-50324211527669279362010-11-22T00:48:00.004-06:002011-01-24T06:52:31.681-06:00Games I Want to Make: Console Based "Tabletop" RPG (Part 1: Concept)It has been argued that the modern internet exists for one reason: nerds wanted to use their computers to play <i>Dungeons & Dragons</i>. Since message boards and chat rooms have existed, they have been used to play <i>D&D</i>. MMORPGs descended from MUDs which descended from text based adventure games, the last of which also spawned the modern CRPG and allowed the PC to stand as a gaming platform before the era of GUIs.<br />
<br />
Yet, for all these attempts at simulating the <i>D&D</i> experience, few have come close. The majority have focused on single-player narratives which, as fun as some of these are, seems to entirely miss the appeal of the tabletop genre. How many of you have played <i>D&D</i> or any other tabletop RPG? How many have played these games alone? Almost none, right? The vast majority of these games' appeal comes from their social nature.<br />
<br />
The closest any game has come to capturing this experience, so far, has been the original <i>Neverwinter Nights</i>. Ironically, this essentially <i>D&D</i> game's attempt is imperfect, in my opinion, because it sticks to closely to its pen and paper roots. Instead of taking the experience and adapting it into a digital medium, it makes a literal translation of the source material. There has yet to be a title that utilizes interactive media to its full advantage in creating this style of game.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://ulthar.files.wordpress.com/2009/05/aurora_ulthar_1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="300" src="http://ulthar.files.wordpress.com/2009/05/aurora_ulthar_1.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Neverwinter Nights</i>' Aurora toolset remains somewhat notoriously esoteric. This would be a title designed for simplicity, providing as much depth as possible without necessitating a complicated adventure editor.</td></tr>
</tbody></table><br />
Thus, one of the game concepts I've been playing around with for a long time is one of a console based RPG done in a "tabletop" style. That is to say a CRPG that plays like <i>Dungeons & Dragons</i>, <i>WFRP</i>, etc. While I have a prototype of such a title as a work in progress, it's quite far from any publishable state. But what would such a title entail? <br />
<br />
Well, for illustrative purposes, let's have a look at a possible menu tree:<br />
<br />
<div style="text-align: left;"><i>Adventurer</i></div><ul><li><i>-Solo Campaign</i></li>
<li><i>-Load Solo Adventure</i></li>
<li><i>-Find an Adventure</i></li>
<li><i>-Find a Campaign</i></li>
</ul><div style="text-align: left;"><i>Dungeon Master </i></div><ul><li><i>Adventure Editor</i></li>
<li><i>Campaign Editor</i></li>
<li><i>Host an Adventure</i></li>
<li><i>Host a Campaign</i></li>
</ul><div style="text-align: left;"><i>Community Created Content</i></div><ul><li><i>Adventures</i></li>
<li><i>Campaigns</i></li>
</ul><div style="text-align: left;"><i>Options</i><br />
<br />
<div style="text-align: left;">(edit: There was some confusion, but the intent here was to imply nested menu options, going from one screen to another. The list has been reformatted to reflect this better. Thanks NINJ4KYL3.)</div></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">So, what he have here shows the gist of the game. What we have is a title that allows users to take on one of two active roles, that of an "adventurer" or a "dungeon master." The former's role is that of the traditional player character, while the latter is that of a host, amateur designer, and nemesis to the players. This is the essential element of the tabletop game.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As the adventurer's role is the easiest, we'll take a quick look at that first before getting into more detail in another post. The options under this menu include playing the game's default solo campaign, loading a custom adventure they have downloaded, or seeking out either a short term adventure or long term campaign online. It becomes important, here, to define the terms "adventure" and "campaign." An "adventure" is a relatively short, single session, self contained quest. A level, basically, akin in scale to what one might design for <i>Little Big Planet</i>. A "campaign" is a larger set of linked adventures, with characters and rules that persist across adventurers and game sessions. An adventure is basically a pick up and play scenario, where a campaign will be designed for a single host to run a long term game for a constant group of players, possibly over the course of many game sessions. (More on this later)</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The game's built-in solo campaign would be relatively short, simple, and archetypal, intended primarily to introduce new players to the game's mechanics and to provide a modicum of offline utility to the title. In this, the player would be able to choose a single one of the player classes and play through a rather traditional little RPG storyline on their own.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The "Load Solo Adventure" menu would lead to a menu allowing the player to load any of a number of community created solo adventures made by themselves or others from the Dungeon Master menu.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The "Find Adventure" menu would lead a player to a familiar game lobby browser, wherein they can browse and enter a multiplayer adventure lobby hosted by another player. From the browser, the player may be able to see information such as the adventure and lobby name, host, number of players, number of players requested, and the average rating of the adventure. Essentially, it should appear to be a combination of a multiplayer game browser and a custom content browser. Once in a unique lobby, the players and host will be able to converse via microphone or text chat and choose their characters.</div><div style="text-align: left;"><br />
</div>The "Find Campaign" menu would lead a player to a similar lobby, wherein they can browse and enter a multiplayer Campaign lobby hosted by another player. This would be differ from the above in that campaigns would have somewhat differing descriptions, and that campaigns in progress would only become visible to players already involved in those campaigns. Xbox Live functionality (I have no realistic means of publishing on PSN) will likely play a large role in this aspect of the game, as it is both essential for voice communication and likely how most recurring campaign lobbies will be populated.<br />
<br />
For Dungeon Mastering, we have a somewhat more varying set of menus. <br />
<div style="text-align: left;"><br />
</div><div style="text-align: left;">The<i> </i>"Adventure Editor" is where a great deal of the Game Mastering gameplay will take place. This will function as a traditional grid-based map editor, where the player can design the adventure's terrain, place decor, and NPCs. The game will take place from a top-down perspective, with grid based construction. This will allow the player to construct entirely standalone games, allowing non-hosted play. (More on this in its own post, as this is really the heart of the experience.)</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The "Campaign Editor" allows a player to compile multiple adventures into a single campaign and define the properties of that campaign.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The "Host an Adventure" menu allows the player to do just that. The host, or "Dungeon Master," does not remain complacent, however, as he retains the full breadth of his editorial power as the game takes place. He may drop in new enemies in for an ambush; manipulate, even kill, characters and terrain instantly as the narrative demands, rather than the literal on-screen actions of the players; reveal hidden passages, etc. at will. He may even choose to construct the adventure as the players go. If the DM likes, he may save such changes at the end of the game. Think <i>Halo</i>'s "Forge." Furthermore, he may choose to fully take on the traditional role of the DM, narrating, roleplaying NPCs, and engaging the players in roleplay. It remains the hosts choice weather he runs a silent hack-n-slash <i>Gauntlet</i> style game, a session of deep role-play, or a little of both.</div><div style="text-align: left;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://media.strategywiki.org/images/c/cd/DW1_Map_ThroneRoom.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://media.strategywiki.org/images/c/cd/DW1_Map_ThroneRoom.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This classic scene could be recreated in minutes. First, the DM quickly designates the terrain type, caslte, and designates the floor spaces. Next, he places 3 NPCs defined only by their models, 3 chests, a door, and a staircase. He sets each chest, and optionally the door, to be opened by 'key 1' and could choose to either place their contents in ahead of time or drop them in during the game. From this point, there is nothing left to do but handle the role playing encounter during the game and to adjudicate any unexpected actions by the players. </td></tr>
</tbody></table></div><div style="text-align: left;">The "Host a Campaign" menu will be largely similar to that of the adventure, save for having the additional functions necessary for longer term games. Key here is that, after the initial run, characters will sustain across sessions. Imagine playing a game of <i>Little Big Planet</i>, when someone gets a call. Rather than ending the game, the players may choose to collectively save and pick up right were they left later on.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And, finally, we have a couple of unspecific menus.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The "Community Created Content" menu will allow players to browse custom adventures, campaigns, and possibly other content created and uploaded by other players. </div><div style="text-align: left;"><br />
</div>The "Options" menu is self explanatory.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.theplaywrite.com/wp-content/uploads/2008/11/maptools.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="237" src="http://www.theplaywrite.com/wp-content/uploads/2008/11/maptools.gif" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"Virtual Tabletop" programs, such as MapTool, pictured above, differ in that they are tools intended to facilitate the play of entirely separate games. This, however, would be its own, self contained title.</td></tr>
</tbody></table>The game seems perfect for the XBox Live marketplace, and PSN if that were an option, for a few reasons. First, it is an essentially online experience. Without the social interaction, it is all but nonexistent. Thus, 100% of the game's potential audience has access to digital distribution. Second, it is an essentially niche title. It's new territory, and thus few publishers would be willing to risk a large investment on it. While proper execution could bring in a large audience of people who always wanted to try tabletop gaming but never had the opportunity, and a cult following could easily become a phenomenon, this does little to provide resources for the title's development. If anything, such success could lead to a full, disc release of a AAA sequel down the line.<br />
<br />
So, thoughts?T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com6tag:blogger.com,1999:blog-2014537755960882764.post-23402593551254194582010-11-13T01:50:00.001-06:002010-11-21T22:33:00.592-06:00Faery: Indie Game FailureSo, I;m sitting in a room full of friends, myself and three others, playing this game I downloaded off of Xbox Live. Faery it's called. Unfortunately, we can't tell head from tails on this thing. It's one of those games that tries to be so original it fails at ever successfully capturing anything playable. What, I ask, is its audience?<br />
<br />
That isn't to say that somewhat eschewed mechanics are necessarily bad. Some games are built on the basic concept that figuring out the gameplay IS the gameplay. When done well, this can be quite fun. It is, however, an extremely difficult trick to pull off. A good designer knows not to intentionally confuse their audience without a very good reason. That is not what Faery presents us with. Faery is merely incomprehensible.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://epicbattleaxe.com/wp-content/uploads/2010/11/FaeryXBLA.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="179" src="http://epicbattleaxe.com/wp-content/uploads/2010/11/FaeryXBLA.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hey,cool! Wish I'd seen this in the demo.</td></tr>
</tbody></table>The game does, it seems, present a fairly accurate depiction of faeries via Germanic folklore. The controls and the players goals are incredibly esoteric and strange. We want very badly to break into this game. We want very hard to "get" it. We understand that, behind all of this effort, there is a designer. There is a man. This man has the intent of bringing an enjoyable experience to the end user. However, we simply can not reach this experience. Perhaps there is some fundamental importance to this product. Perhaps this is one of the most breathtaking experiences yet to be visited upon the direct-to-console market. Yet, we can not successfully penetrate it. I see this as a failing upon the designer. Yet, I welcome any commentary he may have.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.dreamstation.cc/wp-content/uploads/2010/10/faery04.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://www.dreamstation.cc/wp-content/uploads/2010/10/faery04.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Romantic subplot? Bow chika bow wow!</td></tr>
</tbody></table>This is one of those games that strikes me as some indie films do. They are so completely hard to comprehend, despite my desire to do so, that I am left with nothing more than a dismayed critic's resolve to present a rational opinion. It is a game. That is a fact - no, a possibility. I have yet to confirm this. That, it would seem, is the problem. I can not tell that this is a game. I can not confirm that this is in interactive entertainment experience. This may be a problem.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://experienced-gamers.com/content/attachments/2408d1288366712-faery02.jpg/" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://experienced-gamers.com/content/attachments/2408d1288366712-faery02.jpg/" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I cast lens flare!</td></tr>
</tbody></table>I don;t know. I like the idea of the Xbox Live Marketplace. I like the idea of indie games. When one shows up that seems so incomprehensible, however, I sometimes find myself thankful for the draconian policies of software publishers.<br />
<br />
This game is a good lesson for indie devs. Do you have something brilliant? Is it amazing? <br />
Is it the most fantastic thing ever to visit the gamescape©? (new word, free for public yet nonprofit use) Awesome! Does it make any sense? Damn. Back to the drawing board I guess. One must always be cautious not to allow vision to outpace ability.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com2tag:blogger.com,1999:blog-2014537755960882764.post-28417267274152562452010-11-10T08:34:00.000-06:002010-11-10T08:34:18.639-06:00Fatal Flaws: Short Instruction ManualsGoing forward, whenever I'm doing an article which highlights a weak design feature, but not a game as a whole, I'll be using the "Fatal Flaws" tag.<br />
<br />
In this case, the subject of discussion is <i>Call of Duty: Black Ops</i>'s instruction manual. I know, weird thing to be concerned about right? Hear me out though.<br />
<br />
<i>Black Ops</i>'s manual for the Xbox 360 is a total of 12 pages long. One of those pages is the cover art, the next is your standard seizure warning an ESRB info page, followed by the table of contents, then we have a page about connecting to XBox Live, another is a blank "notes" page, two pages are your standard "software license agreement" begging you not to pirate the game, and finally we have the back page which discusses customer support.That leaves us with a grand total of 4 pages actually providing instructions related to the game.<br />
<br />
<br />
I was shocked by this lack of content. Then, I pulled out my copy of Modern Warfare 2. It has the same amount of pages, and is almost the same exact text.<br />
<br />
While most people wouldn't make a big deal about the manual, as it isn't really part of the game, it seems a shame to me. First, I find that manuals are often indicators of quality in games. <i>Guild Wars</i>'s manual is, for example, over a hundred pages, with half of that length discussing the game's setting and cultures. It really emphasizes the effort the design team had put into developing the context of the game and told me right away that this would not be the last title set in the world of <i>Guild Wars</i>. Blizzard tends to take similar steps, with <i>Warcraft 3</i>'s containing a piece of short fiction telling the story of the ancient evils which once beset its world. The recent <i>Call of Duty</i> manuals, however, seem like afterthoughts. If so little thought was put into this aspect of the product, the user may think, where else where corners cut?<br />
<br />
Second, I am dissapointed in that game manuals have, historically, been a part of the process for me. When I got a new game a kid, I would be absolutely ecstatic about bringing home a new game. I had days of amazing fun and wonder in that box, but it couldn't be released until the car ride was over. This anticipation resulted in me opening the case and reading the manual on the ride home. I would read every word, contemplate the significance of esoteric terms, as these were often JRPGs at this stage of my life, and carefully look over each peace of art. Before the disk ever hit the tray, the game had already started for me.<br />
<br />
Recently, I experienced this ritual again with <i>Halo: Reach</i>. The delivery man came to my door right as I was leaving for work, so I didn't have time to pop the title in the Xbox for a quick game. On my way out the door, I stuffed the instruction manual in my pocket. Whenever I had a free moment at work, I would pull it out and tear through it. This was, again, a highly designed product. It had little in the way of fluff, but was covered in <i>Halo</i> flavor graphics and full of information. On the down side, however, I think there may have been a technical problem with this manual. Anywhere I touched smudged the ink. I tried washing and drying my hands, but the problem persisted. It seems that graphics on every inch of the page might have been an overuse of ink in this case - or Bungie simply used a low quality printing service.<br />
<br />
I hate that, over time, the trend has become to focus less and less on game manuals. I hate that this ritual may be lost on future generations of eager gamers.T1000http://www.blogger.com/profile/07156934381373511727noreply@blogger.com0