tag:blogger.com,1999:blog-70601389242811872252024-02-01T19:52:50.641-08:00Thus Spoke Quarzis: A Blog for All and NoneThe Blog of Quarzis posits all - the Known Truth - and none may deny it. For, behold the fabric of our gaming society is ripped and torn asunder by the petty squabbles and known charlatans that would dare deny the Known Truth. That Known Truth being Dungeons & Dragons Fifth Edition is the only true role-playing game. That all other games should be cast into the burning fires - lest ye burn in the eternal damnation of the heathen "diceless games".
Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.comBlogger20125tag:blogger.com,1999:blog-7060138924281187225.post-41790553394012639422017-03-28T19:02:00.001-07:002017-03-28T19:02:12.918-07:00Faith for the Faithless: Classic Adventures Come to 5EBehold! The greatness of D&D 5e gains yet even more awesomeness! As first¹ <a href="http://www.enworld.org/forum/content.php?3977-WotC-Goodman-Games-Partner-To-Reprint-Classic-Modules-for-5E#.WNsSo6IpCM8">reported</a> at Enworld, Goodman Games is partnering with WotC² to release a number of classic modules with Fifth Edition conversions. This is after already releasing the new <a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/tales-yawning-portal">Tales from the Yawning Portal</a>, which contains seven classic adventures updated to 5e (including Tomb of Horrors!! Woot!).<br />
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This is amazing news for those who know the Known Truth. The adventures that have been re-released under 5e rules have been classics for good reasons. Keep on the Border Lands is a fantastic module, and bringing it to 5e will allow a new generation to experience it. I hope this is a trend that continues, as some of the greats gain new life under the one true role-playing game. It also is an easy way to introduce the new generation(s) to some of the classics. Finally, they might be able to get some of our inside jokes (I've given up on trying to get theirs).<br />
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Also, I can't wait until I get my copy of Tales from the Yawning Portal - as I would love to run Tomb of Horrors... but trying to get the balance just right... I'll take the official conversion.<br />
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Until next time - remember, D&D 5E - the Known Truth - believe!! Or perish in the fires of diceless! <br />
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<span style="font-size: x-small;">1 Yeah, von Quarzis isn't so much for the whole "research" thing, so because he stumbled across it at <a href="http://www.enworld.org/">Enworld</a>... it's first for him.</span><br />
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<span style="font-size: x-small;">2 Yeah, it's strange. He went with the full Wizards of the Coast in previous posts. He's grammatically changeable like that.</span>Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com10tag:blogger.com,1999:blog-7060138924281187225.post-56578540404540841272017-03-17T15:57:00.000-07:002017-03-17T16:02:52.403-07:00Faith for the Faithless: Lost Mine of Phandelver<div class="separator" style="clear: both; text-align: center;">
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Greetings denizens of the inter-webs! It is I, Otto von Quarzis, the
Prophet. In this ongoing series, I provide faith for the
faithless masses that do not yet know the Known Truth.<span style="font-size: xx-small;"></span> In this installment, I point ye to Wizard's of the Coast's Lost Mine of Phandelver, an introductory adventure included in the <a href="https://www.amazon.com/Dungeons-Dragons-Starter-Set-Roleplaying/dp/0786965592/ref=sr_1_1?ie=UTF8&qid=1489716521&sr=8-1&keywords=d%26d+starter+set+5th+edition">D&D Starter Set</a>. The link will bring you to Amazon, where you can get this awesome adventure for a mere $13.07 (as of the writing of this post).<br />
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The adventure is also <a href="https://www.fantasygrounds.com/store/product.xcp?id=WOTC5ELMOP">available</a> on Fantasy Grounds, which is a fantastic Virtual Table Top (VTT).<span style="font-size: xx-small;">1</span> Whether you play this mighty introductory adventure over the webz or in person rolling the dice, you will be sure to be in for a treat. For this adventure - <a href="http://www.maximumfun.org/adventure-zone/ep-2-here-there-be-gerblins-chapter-two">NEVER</a> - goes as planned!<br />
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I have personally experienced this adventure twice, once as a player and once as a Dungeon Master (DM)™² Both times much mayhem ensued. It was glorious!<br />
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So, my first experience was right after D&D 5e came out. This was my first inkling that this would be the game to end all games, the only true role-playing game, the Known Truth. While it wasn't until years later that I would come to be touched by the Gygeson³, I still knew there was something special about this game.<br />
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A good friend of mine decided to run the adventure. We were all excited - a new version of D&D was being released. We gobbled up the free starter rules that Wizards of the Coast published; we were already hooked. Then... the s*** got real!! One of our party almost died in the first encounter with goblins. This seems to be a common occurrence (same thing happened when I ran it years later).⁴ We got through the goblin caves... then everything went to hell. We ended up taking over Phandalin. This launched an epic (and I mean EPIC!!) campaign that lasted almost a year. Probably, one of the longest contiguous⁵ campaigns I've been in since I was a kid.<br />
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So that brings me to the recent past present. I recently ran this adventure, and while they did actually end up finishing it the way (sort of) the adventure writers planned for - getting there was anything but planned. The adventurers managed to rampage through most of the encounters and were uncanny in finding the easiest paths. However, their downfall was always the traps... I mean... they hit almost every single one!! It was like they had a "please spring trap on me" sign taped to their backs.<br />
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But, the best part is that they "negotiated"⁶ their way through many of the encounters. They also gained two NPCs, Glog and Sorg, two adventurous goblins that ended up being tag alongs. Glog ended up being an excellent french culinary trained cook (who recently opened a fantastic restaurant in Phandalin) and Sorg became a pretty bad-ass fighter. He serves his new "boss" - the cleric of Rah, Darrus.<br />
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The party's warlock, Or-estees, also ended up picking up Glass staff's familiar - a rat, which Or-estees promptly named Cheesers. Needless to say, it was a pretty easy ambush as Or-estees kept Cheesers in his room at the Stonehill Inn. Yup, that was a totally off-the-cuff encounter that made this DM's eyes water with delight. Not even a published trap - but - traps!<br />
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In the end, this is a classic D&D adventure - it sets out a general framework, but leaves the action to the players and DM to decide. The adventure walks the DM through the process of running a game, gives tips and tricks, and generally makes it easy for new DMs to ease into the game. It is also a great intro adventure to D&D 5e for players. Both the first time, as a player, and the second time, as a DM, I found it easing me into the 5e rules, while not hamstringing the creative license role-players have been taking for decades.<br />
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This is an adventure I encourage all of the faithful to play or run at least once. It is a great beginning to a campaign. While set in the Forgotten Realms, it is easy to migrate to your own campaign world, as my DM did the first time I played. If you do prefer to play in Wizards of the Coast's default world, it is also a good intro to that world. The use of factions is very interesting, and can definitely setup some interesting future campaign ideas.<br />
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Until next time - remember, D&D 5E - the Known Truth - believe!! Or perish in the fires of diceless! <br />
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<span style="font-size: x-small;">1 If you are reading this blog, I am guessing you are familiar with VTTs and Otto spelling it out was superfluous, but, well.. .that's him.</span><br />
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<span style="font-size: x-small;">2 Dungeon Master is <a href="http://tmsearch.uspto.gov/bin/showfield?f=doc&state=4805:9hdel4.2.7">trademarked</a> by Wizards of the Coast. Use here is to refer to the concept as explained in the adventure, and nothing is meant to be an endorsement by Wizards of the Coast. </span><br />
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<span style="font-size: x-small;">3 Yep... he said "touched by the Gyeson". Facepalm. </span><br />
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<span style="font-size: x-small;">4 Have to admit... he seems right about this. I've been with him and also surf the web in my spare time. A hella lot of people die in that first encounter. Suppose it is one way to get people to learn the death save system.</span><br />
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<span style="font-size: x-small;">5 Longest campaign actually spans decades, but it has been stop and start - and month to month/week to week games have been sporadic. This campaign actually went for a good year-ish on a bi-weekly/monthly basis.</span><br />
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<span style="font-size: x-small;">6 By negotiated, he means they brow beat and intimidated until they got their way. Yup, basically the lunch room bullies demanding the freshmens' (aka goblins') lunch money. </span>Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-16034585150218343472017-03-16T18:07:00.000-07:002017-03-16T18:07:38.262-07:00The Infidel Files: The Unholy AAIEGreetings denizens of the inter-webs. Today, I bring you a cautionary tale of unholy madness! My warning is timely, as this sinister monstrosity has been gaining traction amongst young gamers everywhere!<span style="font-size: xx-small;">1</span> The danger it poses to our youth is especially concerning. I speak of <a href="http://dustpangames.blogspot.com/search/label/AAIE">AAIE</a> - The Amazing Adventurers and Exciting Exploits "game"!<br />
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This game is unabashedly heretical! It starts off with random generation of a character - race, mutations, history, weapons - ALL RANDOM!! For example, an intrepid adventurer might roll a minotaur wizard!! He would get no choice in the matter, he simply rolls!! Also, some of the weapons you might start with include a large dead fish, a dead chicken and a rolling pin! What blasphemous wichcraft<span style="font-size: xx-small;">2</span> is this?!<br />
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But, this merely scratches the surface - for the combat system is an unholy edgy system that provides for balanced game play and hilarity of results! Only a very dark and evil creature could design such a diabolical combat system! Players roll three D20s! - THREE... not one... THREE!! Blasphemy! Depending on the difficulty, a game master (another unholy naming convention that is blasphemous and heretical<span style="font-size: xx-small;">3</span>) can choose either the low or the high D20 to resolve the action, otherwise the middle D20 is used. The seemingly brilliant way of resolving actions is a testament to how low we have sunk as a society. Is nothing sacred anymore! Two D20s, if someone has disadvantage is the way to do it - three D20s... it is a testament to the over indulgence and gluttonous<span style="font-size: xx-small;">4</span> ways out hobby has become.<br />
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But, this does not even reach the height of blasphemy!! It is the spell system that puts this "game" into the danger category. For just like failing a roll if your "myst"<span style="font-size: xx-small;">5</span> runs out, great mutations and insanity await you if you attempt to crack open this profane tomb. For a character can continue to cast spells, drawing myst direct from the ether, but if he<span style="font-size: xx-small;">6</span> fails he suffers mutations, insanity and other ills. In the One True Game, when you run out of spell slots, you are finished. It is simple, it is traditional, and if it was good enough for our grand fathers... damn it! It is good enough for us!<br />
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Then there is the sacrilegious "game's" story point system. Where encounters, heroic actions, and even epic fumbles become story points and a character sheet is replete with colorful and usually humorous epic one sentence story descriptions, which is also how you level your character. Unbelievable!! No, pure experience points - but sentences of describing the history of the character. It fleshes out and keeps it as a record for a player to relish and retell the tales over and over. What ungodly manner of being could create such a irreverent construct?!<br />
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AAIE is played expecting you character will die. You play as fish mongers, butchers and candlestick makers going out to explore a dungeon and likely dying as a result. Much like your character, playing this game will destroy your soul as a gamer. I give it four Unholy Marks for its blasphemy and heretical nature. You have been warned.<br />
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Rating: **** Unholy Marks<br />
Age Category: Young Adult+<br />
Humor: Definitely<br />
Suitable for One-Offs: Yes<br />
Campaign: Included (another review for the Town of Murder concept) <br />
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<span style="font-size: x-small;">1 Coming to a convention near you!! Also, look for it at GenCon 2017!</span><br />
<span style="font-size: x-small;">2 I am pretty sure he is not talking about the sandwich shop in NYC. So likely a typo... then again... he might be hungry, so you never know.</span><br />
<span style="font-size: x-small;">3 But also not trademarked, so umm...</span><br />
<span style="font-size: x-small;">4 To be fair... Mountain Dew has kind of been a thing for a while now.</span><br />
<span style="font-size: x-small;">5 Myst is the mystical energy a character in AAIE channels to cast spells. </span><br />
<span style="font-size: x-small;">6 Seriously dude! It could totally be a she. Inter-mix them at least.</span>Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-68687668119678858982017-03-12T13:00:00.001-07:002017-03-12T13:00:10.591-07:00Faith for the Faithless: D&D BeyondGreetings denizens of the inter-webs! It is I, Otto von Quarzis, the Prophet. In a soon to be ongoing series, I provide faith for the faithless masses that do not yet know the Known Truth.<span style="font-size: xx-small;">1</span> In this installment, I point ye to the Wizards of the Coast™ website, where they have just <a href="http://dnd.wizards.com/articles/dndbeyond">announced D&D Beyond</a>, an upcoming set of webtools for the only true role-playing game in existence, D&D 5e.<br />
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This is exciting news, and for the faithless heathens out there - furtherance of the Known Truth. I hope you shall all now pay your penance and embrace our cause. We will provide further Faith for the Faithless on this subject, as more information becomes available.<span style="font-size: xx-small;">2</span><br />
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<span style="font-size: x-small;">1 What? the what?! Words escape me. </span><br />
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<span style="font-size: xx-small;"><span style="font-size: x-small;">2 I can't even... bartender... bourbon. neat. stat!</span> </span>Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-88689779676678949382017-03-12T11:07:00.000-07:002017-03-12T11:21:02.170-07:00And the Truth Shall be KnownGreetings denizens of the inter-webs. Ye poor mortal souls shuffling amidst your mortal coil. I, Otto von Quarzis<span style="font-size: xx-small;">*</span>, former rules lawyer extraordinaire, have seen the light. For it came upon me out of a flaming bush<span style="font-size: xx-small;">1</span> - the words spoken by what I can only believe were the great Gygeson<span style="font-size: xx-small;">T</span>:<br />
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"Heed me, young <span class="st">Padawan, for the Known Truth shall be yours. Go forth and bring light to the darkness; water to the thirsty, knowledge to the ignorant; and, while you're at it, please could you pick up my dry cleaning."</span></blockquote>
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<span class="st">Such heady words, my soul was all a flutter. The Known Truth was to be mine. And for a small price to pay of picking up this immortal creature's dry cleaning. A bargain to be sure! </span><br />
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<span class="st">"The Known Truth, known by all and denied by none, is that Dungeons & Dragons 5th Edition is the end all and be all in role-playing games. No other game is worthy of the name game.<span style="font-size: xx-small;">2</span> Destroy the foul damnations that attempt to usurp the mantle of the one. Go forth, and spread my message of love and fraternity. And um... I'll be at the Sheratan in Time Square, just ask for umm... Chris, yeah um... that's my pseudonym - can't have my real identity revealed. It would be complete chaos - humanity is not yet ready for that level of Known Truth. Now! Go forth - for my word is love and all that do not accept it are infidels and must be burned at the stake!"</span></blockquote>
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<span class="st">So, tasked with this enormous burden - yet profoundly honored as the bearer of this enlightened message, I immediately ran to the dry cleaners and brought he who shall be called... Chris... his<span style="font-size: xx-small;">3</span> dry cleaning. I then immediately ran back to my apartment to begin my calling - and show gamers everywhere, the error of their ways. For if there is one thing we all know, it is that gamers love being told they are wrong.</span><br />
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<span class="st">So, my future posts, you may take as a sort of scripture. Heed my words, and eternal paradise is assured. Ignore my steadfast teachings - and the hellfire of diceless gaming shall be your eternal punishment. May your D20 always roll a critical (and may you never roll another type of die for a to hit roll... or a skill check... or saving throw, etc.)</span><br />
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<span class="st">Otto von Quarzis, the Prophet<span style="font-size: xx-small;">4</span></span><br />
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<span style="font-size: x-small;"><span class="st">* And I, Otto's conscience, which by a strange happenstance was ripped from Otto's body in a freak Oculus Rift mishap and now resides on the internet (fortunately, I can download myself to Otto's phone so I can keep tabs on him). I will try and annotate the dribbling being poured upon the screen.</span></span><br />
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<span style="font-size: x-small;"><span class="st">1 It was more of a small campfire setup in a barrel in a back alley. But, to be fair, Otto was very drunk and it was near a bush, so... same thing.</span></span><br />
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<span style="font-size: x-small;"><span class="st">2 By a funny coincidence, the name game, is more of a test than a game.</span></span><br />
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<span style="font-size: x-small;"><span class="st">3 Why can't Chris be a her? Typical male privilege. </span></span><br />
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<span style="font-size: x-small;"><span class="st">4 The term is used loosely in this context. </span></span><br />
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<span style="font-size: x-small;"><span class="st">T Because, of course. **FacePalm** </span></span> Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-32156221001380815972016-10-29T06:59:00.001-07:002016-10-29T06:59:48.832-07:00MUDs - What is Old... is New, AgainA sub-title of this post could very well be... why I always go back. MUDs have always, and will always, hold a special place in my heart. I still remember the first MUD I played. Technically, the first MUD I ever played was on Compuserve, right as I was graduating high school. This was way before I knew anything about the "internet" and it was awesome! I could play a CRPG with hundreds of other people. Unfortunately, Compuserve cost by the hour - so my play time was limited.<br />
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A year later, I went to college and discovered true internet (and free) based MUDs. The first MUD I played was EOTL. After many, many, many (I can't stress that word enough) characters, I finally, in a fit of desperation for trying to figure out new names saw a Forbes magazine and was like "Forbes, Ferbs, Ferbio, I got it! Eureka! I shall name this character Forbeo." I figured he had a good hour to two life span based on my previous attempts. As fate, and the cruel naming gods would have it, this was the boy-wizard that lived.<br />
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I eventually branched out and created my own MUD. The story behind that shall be left for another day. Dragon Realm MUD, not to be confused with a MUD by a similar name on AOL (or possibly Prodigy... getting senile in my old age) called Dragon Realms (notice the plural-ness). I ran Dragon Realm MUD for about 10 years, give or take. I was most prolific on the MUD in College and before I got married (go figure). Eventually, as I was moving and changing careers, I had to give it up. It went on to a few different hands, returned to me, and then finally, ended up in the hands of long time player, and all around great guy. He runs it (on and off) to this day. <br />
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In the mean time, I've played a lot of different MMORPGs (Guild Wars 2, Neverwinter, Elder Scrolls Online) and a ton of different co-op and single player RPGs. They're fun. I probably wracked up at least an hour or two on Guild Wars 2 (getting all the way to the level cap) for a good month. However, no matter how fun and enjoyable they are - I rarely play more than a couple months. I'll revisit occasionally, but never with much fervor. MUD... I seem to always come back to and enjoy.<br />
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I thought I was done with MUD. I hadn't played in a good year or two. But, recently a long time player was inquiring about the old MUD. It got me interested again, and here I am on a Saturday morning logged in with a new character playing away. Is some of it my history with it? Sure, there is a lot of nostalgia - I had some great times and met some awesome people MUDing. I sunk a ton of hours (I think over 114 days in fact) into coding for the MUD. But, I realized the other reasons are much deeper.<br />
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First, you can simply do way more with a text-based MUD. You aren't limited to graphic capabilities or computing power. The amount of complex traps, areas, monsters, treasures, and just general cool things you can do are limited pretty much by your imagination. That brings me to the second reason - text is imagination - and RPGs are built on imagination. One of the reasons that GW2 and ESO don't appeal to me is that the way characters look, the monster races, even the dungeons don't look the way I imagine them in my head. It is someone else's vision - not mine. Just like a movie can never capture the grandeur of a truly magnificent book - an MMORPG can never capture the grandeur of a text based adventure.<br />
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I see it in tabletop role-playing games too. There has been a resurgence in playing without fancy maps or miniatures. Sure, some people will always like those aspects. However, what you can capture in a carefully described encounter is nothing short of magic - something even the most elaborate 3d printed terrain tiles won't be able to convey. Don't get me wrong - I love miniatures and battlemaps. It makes it easy to identify what your character is doing. It is great for resolving combat. However, it needs to be mixed with the carefully worded descriptions of the action to truly be magical. For me, MUDs do that in the CRPG world like nothing a graphical game ever could.<br />
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So, that is why I'm back to MUDing. If you have never played, I encourage you to try a MUD. Sink some time into it. Read the elaborate descriptions. Like a good book - it takes more effort than plopping yourself down on a couch and (I almost said popping in a dvd - so 1990s) flipping on netflix. But, it is totally worth it for an immersive, stimulating experience.Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-77957704424683632532015-08-22T10:28:00.000-07:002015-08-22T10:28:00.691-07:00Announcing the Grand Opening of the Rules Firm of Otto von Quarzis<h3 style="clear: both; text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcg-gnINRJgW55FS2WG_6E9jdA9bbZKCfAJZ3HxKH6yPdrcL10HxZzpn4-sBIvmTY0quaCWitX1U1Sme36j4iTutDEdcZnxSlR_25NpiQbR5r2pOckfu2W1gHfdPBDZ9hLJiiDIGglcx8/s1600/grand+opening.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcg-gnINRJgW55FS2WG_6E9jdA9bbZKCfAJZ3HxKH6yPdrcL10HxZzpn4-sBIvmTY0quaCWitX1U1Sme36j4iTutDEdcZnxSlR_25NpiQbR5r2pOckfu2W1gHfdPBDZ9hLJiiDIGglcx8/s1600/grand+opening.jpg" /></a> The Rules Firm of Otto von Quarzis, S.G.E.</h3>
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Welcome to the new blog and home of Otto von Quarzis, S.G.E., ruleslawyer. For those of you following this blog, you have probably notice the purpose waver and change over the past couple years. After a couple of good rules discussions with my good friend, Mark, over at <a href="http://dustpangames.blogspot.com/">Dust Pan Games</a> (a fantastic blog, which you really should sign-up to read), I realized that I love to argue - and, more importantly, I love to argue about rules.</div>
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So, that is what this blog is going to be about. I will take various rules and provide my reasoned and researched interpretation. I will try and scour <i>the Net</i> for other's takes and thoughts and bring it together in a collection that I hope will be helpful to fellow game masters. As I do so, I welcome everyone's comments, feedback and thoughts. If you have a rule you have been struggling with, please share it. If you have your own rules interpretation you think is the bees' knees, please share that as well. </div>
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I have recently started game mastering again this past year. I run a 5th Edition campaign with a group that has several other GMs. In fact, one of the players is the person who started the 5th Edition craze in our group and runs an excellent campaign - one which we already retired the first set of characters (successfully and happily) and are now having a blast with the new crop. The other is the one that started us back in playing RPGs regularly (until he started up his campaign again, I hadn't played RPGs in years), and has run numerous systems, including, most recently, a round of 5th Edition D&D. What is really cool is that we are all playing in "sort of" the same campaign world. We split up the globe and run in different sections, but there are a lot of tie-ins. There are also a lot of rules interpretations that are useful to have consistent between campaigns.</div>
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This has led to players actively helping out the GM to come to a fair and balanced rule interpretation. I end up having a vested interest in my friends' interpretations (when they are the GM), because I know I will pretty much have to live with that decision in my campaign, since the players are all the same between the three campaigns. This ends up being great for all of our campaigns, because we tend to arrive at better decisions and consistent decisions. I believe (and I am sure they will correct me if I am wrong) the players (who don't GM) like it as well, because they get consistency - and a well thought out rule decision applied consistently from campaign to campaign really does make the games feel more cohesive and fun. </div>
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What I hope to do with this blog is take this concept of shared GM rule interpretation and bring it to an even larger audience. Of course there will always be differences of opinions, and one interpretation may not work for everyone's game. However, if the options and arguments are laid bare before everyone, I believe we can all come to better decisions for our campaigns. This becomes a win-win for players and game masters alike. So, hopefully folks find it interesting and useful - and if nothing else - hopefully it entertains.<br />
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I do want to mention briefly why I am discontinuing the idea of the leaderboard. This was due in part to several issues, but primarily the following two. One, it was difficult to figure out how it was going to work practically speaking. Upvoting in a similar fashion to reddit seemed to be the most popular idea, but not one I was comfortable with. Two, having moved out of the information technology field a while ago, my coding skills just aren't what they used to be. Combined with lack of time, I just don't feel I am the one to be able to bring this idea to fruition. So apologies, but I believe that is an idea best left to someone else.<br />
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Thank you for reading. And until next time.<br />
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* The license for the above graphic is granted for use under Creative Commons. More information about the license and attribution can be found <a href="https://www.flickr.com/photos/orinrobertjohn/532010775/in/photolist-P1Ggz-4bmkAw-97hGN2-3Af5sc-3Af6CH-3Af3wX-3AffWH-3Afe4T-3Af9ee-3AjsRN-3Ajzqj-3Af88T-3AjDCG-3AjyS1-3Af4TH-3AjpLY-3AjDhf-3AffDe-3rSpEC-3rSkmm-3Af5Y6-3AjyaJ-3Ajva5-3Af7GT-3AfaAV-3AjBqj-3AjAjC-3AjvpE-3AjBVJ-3AjAYA-3AjxzU-3AjEtE-8A1v6s-8zX5CH-8zVTUg-8zXq1T-8A1kBJ-Mi9rw-5ZG9kt-dRRMrj-dRLc1i-dRLc68-dRRMby-dRRMj1-dRLc2P-dRLc7M-dRLc3e-dRRMiC-dRLbZT-dRRM8J">here</a>.Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-51936437491079190252015-08-22T09:03:00.000-07:002015-08-22T09:03:47.546-07:00Rules Lawyers - Fight - The Alertness FeatWelcome to a new segment on the Quarzis Games' blog. This segment, I am tentatively titling "Rules Lawyers - Fight"; at least until my counterparty disagrees with me and thinks of something more clever to title it. The gist of this segment is that I and my good friend, Mark, at <a href="http://dustpangames.blogspot.com/">Dustpan Games</a> will take a topic of contention in the D&D (and possibly other games) universe and battle it out. The Dustpan Games cross-post can be found <a href="http://dustpangames.blogspot.com/2015/08/rules-lawyers-fight.html?m=1">here</a>.<br />
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This episode - the "alertness feat" in <a href="http://dnd.wizards.com/products/tabletop/players-basic-rules">5th Edition D&D</a>. A player in my 5e campaign took this feat... and it has made my life a living hell, as a DM, ever since. Now, let me take a step back - it really isn't that bad. I just kept forgetting he had it - and so my carefully planned ambushes... well, they didn't work out so well. The question arose - how can anything ever allow a character to "never be surprised"? The answer that I hope to argue is - this isn't the right question to ask. As I will illustrate - I f''ed up. I didn't adjudicate the situation correctly. I'll explain why below the jump.<br />
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First, lets look at the feat's description. It gives a +5 bonus to initiative. Okay, I believe that makes sense. Nothing game breaking about that. Feats are relatively rare, and as they are taken in lieu of attribute increases, they should be pretty powerful. Here is the kicker though "You can't be surprised while you are conscious." Really?!<br />
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At first blush, this appears to be a hugely over-powered, and unrealistic (even taking into account suspension of disbelief element) mechanic. However, lets look at what the alert feat is meant for. The description says that characters with this feat "are always on the lookout for danger..." Okay, that makes sense. They are... in a word... alert.<br />
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It is also telling that a character with this feat does not suffer from hidden creatures attacking it - normally such hidden creatures would get advantage; not if the target has the alert feat. The reason for this is right in the description, the character is always on the lookout. They are hyper sensitive.<br />
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If you think about a combat round, it is 6 seconds of "game time." Surprise is based on an individual character. The PHB notes (pg. 189) that a member of a group can be surprised, even if other members of its group are not. The best way to think about it is reaction time. I have horrible reaction time - I most certainly don't have the alert feat. However, you've seen the movies where an arrow comes out of nowhere, and the guy (or gal) catches it out of thin air. It may have "surprised" them as in "they were not expecting it." However, their reaction time was so great that they did not suffer the affects of being surprised. They were... in a word... alert. Think about playing Battlefield 4 (or other shooter of your choice). Often times two people will come around a corner - both are caught unaware. However, one of those players probably has such an awesome reaction time that they blast the living beatlejuice out of the other. I know... I'm the guy getting the beatlejuice blasted out of.<br />
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I went back to D&D 2e to get more color on the mechanics of surprise. I love 5e, but the rules are "light" in the explanation of things. 2e, however, has a rich and often wordy explanation for just about everything. In fact, while 5e's description of surprise is about 1 paragraph, 2e's description of surprise runs 5 paragraphs - almost an entire length of a page. The entire description of the whole surprise/ambush concept runs even more - almost an entire page is dedicated to this subject. The 2e PHB notes that surprised characters are "caught off guard and thus can't react quickly." This is very different from being "ambushed" - and in fact, 2e makes a clear distinction. In 2e, there is a separate concept of "ambush." An ambush is when one group makes an "unexpected attack" on another and the other group can't detect the ambush. It specifically says "if the DM decides the other group cannot detect the ambush." This ambush provides another full round of actions for the ambush-ors to use. In 2e, surprise is then rolled. If a character is surprised... guess what, that is 2 free rounds of attacks the ambushors get to make. However, the important point is the distinction between ambush and surprise.<br />
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Being surprised is a reaction. Being ambushed is one party intentionally trying to catch another party unaware and in a way - attack first. One could almost think of it as guaranteed initiative success. After the ambush round, you could have a surprise round, and then you roll imitative. In the 5e context, a character with the alert feat could be ambushed - i.e., the ambushing orcs go first and get a free attack (if not noticed), then the character with the alert feat's reactions kick in. She isn't surprised, so you roll initiative normally. In addition, the ambushing party doesn't get advantage on her - because, after all, she's looking out for attacks. She might not be aware when the attack first happens, but she can react quick enough that she isn't "caught off guard." She is always on guard.<br />
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So how did I screw up? Simple, I confused the concepts of ambush and surprise. One is an action - the other is a reaction. The orc, if not noticed by the party, should have gotten a free ambush attack. However, the character with the alert feat couldn't' be surprised, so she would go normally after the ambush. She wasn't aware of the attack, and so couldn't possibly have taken an action before the ambush commenced. However, she was not caught off-guard, and could react normally and not with surprise after.<br />
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I checked the net a bit when this question came up at the table the other day. I found <a href="http://community.wizards.com/forum/rules-questions/threads/4124026">this quote</a> from Jaelis on the Wizards of the Coast's forums "You might be mixing up the game effect, surprised, vs the normal usage. A character with the feat can certainly be taken unawares, he just reacts fast enough that it doesn't affect his fighting."<br />
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I agree completely. In addition, I will note that most of the posts were pro-alert feat. As many of the posts noted it is a pretty well balanced feat. I believe once you accommodate a concept of ambush, any concerns as far as balance go out the window.<br />
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I urge you to consider keeping the alert feat as written in your own 5e campaign. By all means, differentiate "ambush" from "surprise" - but the feat itself is solid. <br />
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My verdict - Not guilty!<br />
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Until next time... may you roll a crit and not...<br />
<br />Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-81808728305783134212015-07-27T09:50:00.001-07:002015-08-22T09:04:00.878-07:00The leaderboard project - Measurements<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">First, a brief progress report on where I am with this little RPG leaderboard project. I setup a free hosting provider account this weekend and began investigating php based social networking platforms to use as a base. I then ran into issues installing the tools I needed to access said hosting provider. I hope to have that corrected this week, and plan to put up a mockup of the leaderboard by the weekend.<br /><br />Now, into the meat and potatoes of this post. Last post, I introduced the concept I was going for. This post I want to focus on measurements. Computer games are natural fits for leaderboards, because the things that these measure (k/d ratios, points, kills, deaths, etc.) are objective criteria. In a table-top RPG, what<br />constitutes heroic or legendary actions (or even alignment actions) is by the very nature of the game - subjective. This creates issues when trying to put a subjective set of criteria into an objective<br />framework.</span><br />
<a name='more'></a><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />Even in sporting games (such as ice-skating or diving) a lot of the points are based on objective criteria. However, some portion of the points are awarded based on the subjective judgment of the panel of judges. This is what I envision for this project. This leads to a few questions/issues:<br /><br />1. What are the objective criteria for each of the measurements? How do you define heroic? What types of rules/guidelines should be laid down for such measurements?<br /><br />2. Who should make these judgments? Should it be the player's GM, should it be a third-party panel comprised of community participants with an averaged "decision" to determine if a particular story submitted by a player is worth a point? Should it be a hybrid - with a<br />panel making the determination, but the GM being the one that nominates a story? Or something else entirely?<br /><br />3. Should there be caps on frequency of point awarding? Should only one point per game be allowed? Per encounter? Per week? Maybe it depends on the type of measurement - e.g., heroic points versus legendary points.<br /><br />4. Should there be appeals or community nominations/voting?<br /><br />These are all issues that need to be addressed to create a system that<br />will rewarding for all participants and community members. If you have ideas, I would love to hear them.<br /><br />Until next time, game on!</span>Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-44432525985797481112015-07-24T12:08:00.001-07:002015-08-22T09:04:10.379-07:00A new direction (and crazy idea)<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">So, I have been quiet as of late. I was anticipating shutting this blog down. I just couldn't think of something that I could contribute to the RPG community that others couldn't do ten times better.<br />However, as my mind wandered I remembered something that I love to do - I love organizing things. I love processes, systems, rules and all things structure - not necessarily in that order. So, i thought of a project that (perhaps others could still do ten times better than I could, but something that) I would love to work on. I want to create a social network for table top role-playing gamers.<br /><br />Now, before you start commenting below (all three of you) that "hey, dumb-@@@! That has been done a thousand times before. Check out [insert site here]." Let me explain what I mean. I am not talking about THE social network for table top role-playing gamers. I'm not trying to create the next facebook, or google+, or Enworld, or Wizards of the Coast community, or [insert your favorite here]. I want to create a website, which for the lack of a better term, I will refer to as a social network. I think the reason I call it that will become apparent as I elaborate. (so far so good, managed to write two paragraphs while giving zero useful information... back in the day when writers got paid by the word... I would have been rich!)</span><br />
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<a name='more'></a><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />The working title is "League of Legendary Adventurers (LoLA)". The idea is to take the leader board concept from video games and add it to role-playing games. The site's primary feature and purpose would be to provide a leader board ranking for table top role-playing characters. Now, my initial concept focuses on the character level, because, while it is the player that is really responsible for these attributes, it is while playing a specific character. To best capture that player-character dynamic, I believe it is important to specify it at the character level. Now, I am not married to this idea - and perhaps, as this idea develops, people will convince me it really should be player based.<br /><br />I envision beginning with five scores that would be tracked:<br /><br />Legendary Points - points given for legendary, campaign altering style game plays (this is likely to be a group effort when characters over throw large and powerful boss monsters, make earth-shattering moves/decisions, etc.)<br /><br />Hero Points - these points are given more for individual heroic actions that go above and beyond mere adventuring style moves (vaulting over five orcs to land in the middle of 10 and proceeding to<br />cleave them in a whirlwind of blows, felling in one round a high level undead witch with a series of well placed rolls (and crits), saving a child npc at great risk and little reward, etc.)<br /><br />Jester Points - these points are given for hilarious actions (the character turns invisible, waits for the party to dispatch most of the monsters, and appears right at the end to finish the last monster off<br />with a well placed shot with his bow, then looks over the other characters and notes matter of factly "well glad I was here to safe your butts", etc.)<br /><br />Thespian Points - these points are given for really excellent role-playing, staying in character, etc. (these would be the points most likely given out)<br /><br />Alignment Points - these points wouldn't be tracked as the others, but any time a decision that has obvious alignment leanings (i.e. what do you do with the cult leader prisoner you just took hostage - kil him there, try and drag him to the authorities, or leave him to die... but don't kill him yourself, or let him go). These points would go towards one of the various normal alignments (chaotic good, evil, neutral, neutral evil, good, true neutral, lawful evil, neutral, good). The characters alignment would be shown, but might be adjusted if points built up in a particular different alignment. (more on this later)</span><br />
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">For each of the first four scores there would be ranks. I envision two distinct uses for this system. The first is where an individual player submits his or her information to formulate points. For this<br />person, ranks are merely a measure of success with the character and the reward is the thrill the person gets in seeing his or her character climb up the leader boards. The second could be extremely<br />interesting. I envision that information will be submitted by the player's game master, and when the player's character receives a new rank, a certain award is provided to the character (.e.g., perhaps a<br />setof experience, or a magic weapon, or both, or something entirely different is awarded at each rank).<br /><br />In addition, with respect to alignment - I envision an algorithm that takes the alignment point distributions and "adjusts" the characters alignment based on his or her point distributions. Thus providing for alignment shift - and all the wonderful penalties (or bonuses) that go along with such a thing.</span><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />Now, I also envision the site having things like a match-making (i.e. game wanted) type system, forums, private group forums, and status update pages for each profile. After all, what good are leader boards and points and all that good stuff if you can't brag to the world about it.<br /><br />Some thoughts for down the road... if I get to the stage where the above is implemented, I have many more ideas - making an online gaming league where characters can be saved, and used in any "league game" such as online and offline tournaments or others' campaigns, perhaps an offline "meetup" type functionality, where people can advertise in person get-togethers to share a drink and swap stories, and I'm sure this strange brain of mine will percolate plenty of other interesting (or weird... or possibly both) ideas.<br /><br />Anyway, that is my idea. This blog will be focusing on the ongoing struggles in developing this idea. Also, if anyone knows of a site that already does this... please let me know. I'm definitely not out<br />to reinvent the wheel. </span></div>
Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-68815389744462326022015-07-14T19:36:00.002-07:002015-08-22T09:04:21.913-07:00Why I love Castles & Crusades<br />
My love of <a href="http://www.trolllord.com/cnc/">Castles & Crusades</a>(R)1 (C&C) is a quite recent phenomenon. The game itself was only created in 2004. Yet, one of the reasons I love it so much is that it feels much older - It reminds me of when I first discovered role-playing games. <br />
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First though, I want to set out expectations for this article. This article is not the definitive guide to C&C. I will mention certain aspects that are what I really love about the game - but C&C is so much more. My goal in writing this article is to expose people to the game. Hopefully, if any of this resonates with you, you’ll check the game out. I believe you won’t be disappointed.<br />
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Having the benefit of reading several other submissions to this fantastic <a href="http://dyverscampaign.blogspot.com/2015/04/30-hrs-left-to-sign-up-and-tell-us.html">project</a>, I realize that my experience was very similar to a lot of others. My first role-playing game was the red box basic rules released in the 80s. My friends and I played that through middle school and even high school. The first adventure was a run of the mill - run through the dungeon. In fact, I think it was the example adventure in the Dungeon Master’s guide. But, it grabbed me. I fell in love with RPGs right then and there.<br />
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Gradually, my group (I really like this post - and it says a lot about my group, so I leave it <a href="http://dustpangames.blogspot.com/2015/07/growing-up-through-lens-of-beastie-boys.html">here</a>) moved on to AD&D and AD&D second edition. Over the years, I have played every edition of D&D. They have all been great in their own way, but nothing really grabbed me like that first basic D&D adventure. That is… nothing until I stumbled upon Castles & Crusades. All of a sudden, the mystery and excitement of a new world once again opened up for me. I credit much of it to the design and artwork. It hearkens back to the old style that I grew up with. The layout of the books, even the descriptions and the way the words sit on the pages seem to call to me from my childhood. <br />
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Of course layout and artwork are all fine, but to truly love a game the system must be solid. C&C is a system I am familiar with and love. They took the D20 system under the Open Game License and simplified it. Right in the preface to the introduction, the designers laid out what they were looking to do - “Castles & Crusades is neither a realistic game nor a simulation but a fantasy game where imagination rules.”2<br />
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That is where C&C really grabbed my attention. All of a sudden, this game comes out that has the feel of the classic D&D and AD&D of my past, but with the modern improvements tested over the past ten to fifteen years. Only when you go back and try to play AD&D first edition do you start to appreciate some of the aspects of the D20 system. Yet, for me at least, D&D third edition (while fun as heck) didn’t seem to have the same feel as the older editions. C&C fills that sweet spot.<br />
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The Players Handbook provides all the basic rules one needs to play the game. C&C has been said to be the “rosetta stone”3 of D&D allowing Castle Keepers (as they are known in the game) to easily convert just about any D&D based product for use with the system. Third edition D&D And fifth edition D&D convert over almost seamlessly. This is highly useful if you already have a ton of older D&D products - backwards compatibility is a plus in my book. But, why even bother using C&C?<br />
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The answer, in my opinion, lies with the simplification of the D20 systems. One of the rules changes that is my favorite is the ability of any class to try different skills. It opens up the class system to allow for a lot of different character types. The rules provide guidelines, but don’t constrain the players. Another, the replacement of the skills and feats system, known as the SIEGE Engine system, works to greatly simplify game play. Every check is based on an attribute, with primary attributes and secondary attributes per class. Primary attribute checks have a much higher chance of success than secondary attribute checks. This simplified system allows a Castle Keeper to adjudicate actions quickly and efficiently without having to check what a person’s particular skill is or various additional bonuses. Even in my fifth edition D&D game, often times I will switch to more of an ability based system for ease of calculating successes. C&C provides a nice easy mechanic for resolving actions and keeping the pace of the game. C&C makes a number of these types of tweaks to the rules providing a simplified system that I know improving the flow of the action. <br />
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However, another aspect of the game I love are the additional rules and options it provides. The source books including German mythology and Celtic mythology, <a href="https://www.trolllord.com/tlgstore/#!/Codex-Nordica/p/45154064/category=13376125">Codex Nordica</a> and <a href="https://www.trolllord.com/tlgstore/#!/Codex-Celtarum/p/45154055/category=13376125">Codex Celtarum</a> respectively, are fantastic additions to any campaign. One thing I read on the C&C Google Plus page, and totally agree with, is that elements from C&C can be used in any fantasy game you play. This is especially true of the source books. I fully intend to introduce the <a href="https://www.trolllord.com/tlgstore/#!/Book-of-Familiars/p/45154021/category=13376125">Book of Familiars</a> rules into my D&D fifth edition campaign as well as using it for C&C play. <br />
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Modularity and optionality are a big part of the game. I am a tinkerer at heart. I have always house-ruled my games. C&C starts from the premise that the Castle Keeper and the players are going to introduce their own rules. It allows you to mix and match - and in encourages it. The emphasis is on the creativity of the participants - not strict adherence to rules. While I wouldn’t use it for competitive tournament play, for at home regular play - that is the type of system I want to use. Also special mention should be made of the 0-level character optional rules. Like many things in C&C, they are very simple (about two paragraphs actually) - but the fact that they include them, in my mind, clinches the old school feel of the game. I fondly remember running peasant PCs and looking for the wizard’s magical chickens. In my mind, it shows the developers are on the same page as I am with respect to gaming.<br />
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The last thing I will mention is the <a href="http://www.trolllord.com/aihrde/index.html">Aihrde</a> setting for C&C. I love this setting. Just reading the amount of detail and backstory on the gods makes me fondly reminisce on the <a href="http://amzn.to/1K6DNGM">Silmarillion</a> - although with a lot less names of the same entity to remember. It is a detailed world, and another great example of what is coming out under the C&C banner. I am very much looking forward to my copy of Ernest Gary Gygax Jr. and Luke Gygax’s Lost City of Gaxmor for the setting as well. While I usually run campaigns in my own setting, I find reading good campaign material to really stimulate my creativity.<br />
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C&C is a solid adaptation of a classic role-playing game. However, the amount of creativity that has gone into the add-ons solidly puts it as one of my favorite games. I hope, if nothing else, this article has wetted your appetite and encouraged you to check it out.4<br />
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This has been a part of the <a href="http://dyverscampaign.blogspot.com/2015/04/30-hrs-left-to-sign-up-and-tell-us.html">Dyvers Project X</a>. Check out the other great "game love letters" below:<br />
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<a href="http://dustpangames.blogspot.de/2015/07/my-favorite-game-system-megs-part-of-my.html">My favorite Game System. (MEGS) Part of the My favorite game project. </a><br />
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<a href="https://theroleplayingrambler.wordpress.com/2015/07/09/why-i-love-fifth-edition-dungeons-and-dragons/">Why I love 5th Edition D&D</a><br />
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<a href="http://ragingowlbear.blogspot.com/2015/06/not-loving-friend-computer-is-treason.html">Not Loving Friend Computer is Treason – A Paranoia Love Story </a><br />
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<a href="http://nerdwerds.blogspot.com/2015/07/re-why-i-love-apocalypse-world.html">Re: Why I Love Apocalypse World </a><br />
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<a href="http://the-disoriented-ranger.blogspot.com/2015/07/for-love-of-d-rules-cyclopedia.html">For the love of the D&D Rules Cyclopedia </a><br />
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<a href="http://sanrockreviews.com/2015/07/08/why-arcana-evolved-is-awesome/">Why Arcana Evolved is Awesome </a><br />
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<a href="http://theotherside.timsbrannan.com/2015/06/why-i-love-rpgs-c-j-carellas-witchcraft.html">Why I Love RPGS: C. J. Carella’s WitchCraft RPG </a><br />
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<a href="http://theotherside.timsbrannan.com/2015/06/why-i-love-rpgs-moldvay-basic.html">Why I Love RPGS: Moldvay Basic </a><br />
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<a href="http://elthosrpg.blogspot.de/2015/06/why-i-love-elthos-rpg.html">Why I love Elthos RPG </a><br />
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<a href="http://talesofagm.com/?p=2528">Why I Love HeroQuest 2 </a><br />
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<a href="https://gwythaintny.wordpress.com/2015/05/06/blueholme/">Blueholme</a><br />
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<a href="http://www.departmentv.net/2015/06/in-loving-memory-everway/">In Loving Memory: Everway</a><br />
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<a href="http://www.departmentv.net/2015/06/remembered-lace-and-steel/">Remembered with Honour: Lace and Steel</a><br />
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1 Castles & Crusades is a registered trademark of Troll Lord Games. The trademark is used solely for purposes of critiquing the game and in no way implies endorsement of this article or sentiments herein by Troll Lord Games or the authors of the game.<br />
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2 Chenault, Stephen, Castles & Crusades Players Handbook, p 10 (2014). The Players Handbook was written by Davis Chenault and Mac Golden.<br />
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3 Timothy B. RPGNow.com review. Available at http://www.rpgnow.com/product_reviews_info.php?&reviews_id=91636&products_id=105322<br />
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4 Do people read footnotes? I love footnotes. I think I shall go have some tea and biscuits now. Also, I intentionally left out the period from the footnote above. Thank you for noticing.</div>
Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-38713130946034668462015-03-25T20:33:00.001-07:002015-08-22T09:04:31.756-07:00No politics (WARNING POLITICAL RANT - IGNORE IF YOU ARE EASILY OFFENDED)This is the first, last and only thing I will say about the subject of politics. Please keep politics out of the gaming community - unless it is specifically about some organization/government/etc. trying to restrict our rights as gamers (like passing laws saying you have to be 21 to play D&D... that would be completely legit topic for a gaming blog).<br />
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I get it - you all have very deep held convictions and opinions. I am happy for you. It makes you a good person. I'm not saying you're wrong, or that you shouldn't have the views you have. I am just saying - it has no place in the gaming community.<br />
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I'm going to use a very simple example of what I'm talking about. I, unabashedly, think Wil Wheaton is awesome. I am a proud backer of TableTop Season 3. I loved him in Eureka. I think he is hilarious, a great actor, and a damn fine human being. His slogan "don't be a dick" resonates with me. I would love to follow his various social media outlets... but, there comes a time when I have to say... enough is enough. Don't get me wrong, I think he has very valid beliefs and agree with many things he says. It is just - I don't want to be lectured - especially by someone who has absolutely no qualifications to be lecturing about certain things. Being a celebrity (or a "blogger") does not qualify you as an expert. It is one thing to use your celebrity-ness to push your agenda - it is another thing to bring it into a community and push it on people.<br />
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Gaming to me has always been about gaming. I love bashing the neo-fascists that want to shut down role-playing games. That is of direct concern to the community. However, since when do I have to deal with extremely diverse, difficult and frankly "gray area" topics such as religion, gender, sexuality, race, etc. to indulge in my hobby. I am a gamer - I want to read, listen to, and watch gamer related topics. I do not want to be bombarded by whatever is the political fad of the moment. Global warming? Yup, you're right... it is probably going to kill us in 10 years. Guess what? I will go read actual scientific sites that discuss it - I don't need to read a gaming blog's half baked interpretation of the data on global warming. I happen to agree global warming is a problem - but reading just pure dribble about it from someone as qualified as I am to speak about it? Nope, sorry... at least categorize your posts/ramblings so I can hit ignore.<br />
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The fact is the political/social landscape is extremely diverse and nuanced. People who make blanket statements - usually (see I am qualifying here) are pushing an agenda based on their own values and preconceived notions. Frankly, I don't believe this has any place in "gaming". Leave the social and political discussions for other arenas. We are already a bit of a disjointed un-organized "group" as it is. Fragmentation along political/social lines serves no purpose but to give ammunition for those who would truly destroy us.<br />
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As a gaming community, we should focus on GAMES and GAMING. Leave the other stuff to those groups (which you may well belong to, as well as being a gamer) that focus on those issues. As I don't want to be called out as a hypocrite for this post, I am totally tagging it "Political Rant". Thank you, Leave your hate mail below. #GamerBackLashQuarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-71133207806328996442015-03-23T19:22:00.003-07:002015-03-23T19:22:56.357-07:00April 11th - Tabletop Day<div class="separator" style="clear: both; text-align: center;">
<b>So, April 11th is Tabletop Day. </b></div>
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While I am guessing anyone that is reading this blog is already aware that April 11th is Tabletop Day, I am posting this anyway - because if I remind just one person - it has been worth it. I will also be posting my impressions and take-aways afterwards. So, there is that.<br />
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Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-779763244877245902014-08-30T09:00:00.000-07:002014-08-30T09:00:02.806-07:00On Being HeroicThis was to be the obligatory "post-first play through of D&D 5e" post (as an astute reader might tell from the time stamp... it got diverted). However, last night my friends and I played through another 5th Edition D&D adventure that brought a germ of an idea I had in our first D&D Starter Set Adventure - in that adventure one of our player's characters died. It was quite the legitimate death too. He had almost been killed before, but our cleric saved him (good thing too... he was on his second failed death roll - the dice were not kind that night). His actual death came in a fair end of the day's adventure fight. And THAT was going to be what my original post was about, except, he said something before he died...<br />
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"I don't care. If I'm a hero and I do heroic stuff, if I die, I die."<br />
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I'm certainly paraphrasing here (I was on my second beer... Keegan Ale's Joe Mamas Milk - very good by the way, highly recommend), but you get the point. This player called out something that I had forgotten, which is - in really heroic stories, people often die. The "old school" D&D seemed to know this, and hence, monstrosities like Tomb of Horrors were born. Perhaps, it is just me - but, it has seemed lately that games have steered farther and farther away from player's deaths and characters that can easily die (more on this concept below).<br />
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Last night, I was reminded of this, as my wizard was reduced to half hit points in one blow (and he's at level 4 - which even with the older editions was nothing to scoff at). Now, to set the stage even further - he did an incredibly stupid thing. He ran up to a fire giant, and began poking and prodding it so that he could study its physiology and make notes in a series of books he is writing on fantastic creatures. Needless to say, that him even just being alive owes itself to a seriously fortunate stroke of luck (and some creative use of the divination portend power). So there you have it - two different results, but both based on actions that we ourselves as player would never have done - but our characters totally would have.<span style="font-size: xx-small;">1</span> These actions, I like to call "heroic actions."<br />
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Now, I use the term in more of a historical German-Norse sense than what is traditionally considered heroic today. It isn't just standing for something good in the face of overwhelming odds. The Norse concept of good and evil is vastly different than our sensibilities. However, as much of the fantasy genre owes much to the ancient Germans and Norse culture, I feel it is appropriate to look to it for an expanded definition. In the stories that permeate the culture are tales of the gods, Loki, Odin, and Thor to name some of the most well known, that have grand adventures - and often times for no purpose other than to pull the tale of the great serpent that entangles the world, bash giants (because you know, they're giants), and general sneaking around. In short, they aren't necessarily out to take over the world (although there are plenty of world taking-over and/or destroying tales as well), but they are heroic in the sense of over-the-top antics and actions.<br />
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But for really over-the-top actions, one needs to suspend their fear of dying. Many of the ancient stories are exactly about that - courage in the face of overwhelming odds. Courage is one of the most important elements for a really memorable "heroic" story. However, courage is hardly a game mechanic that one can bake into their games. It is sort of assumed by many designers that the characters will just press forward. However, I would argue that many of the most memorable moments in games I have played have come from off-the-wall moments that weren't created by just running head-long into an encounter for no reason - but doing so in spite of the player's better judgment because they HAD TO DO SO. Compelled courage - creates some fantastic situations. How do you compel courage - flaws.<br />
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I believe character flaws are one of the most under-used game mechanics. This humble "role-playing throw away" really should be put front and center. Some players naturally make their characters flawed - the player, whose character died as related in the first paragraph, often creates characters with elaborate back stories and personalities (often quirky) and plays them to the hilt. I think one of the most often heard phrases I hear when gaming with him is - "well, my character would do [insert some random, weird and usually highly dangerous thing here]." However, I have found sometimes the best flaws are the ones, like in real life, are chosen randomly. To build your hero around these flaws creates a fantastic experience and is where some really crazy cool stuff happens.<br />
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As an examples, in a Numenera game we played in, one of the worlds we translated into had everyone randomly roll mutations. You could roll on multiple tables (minor mutations, major mutations, and super weird toxic horrible mutations - using creative license here). I chose minor and the minimum major mutations I was allowed. My character was... bland. He had no memorable moments. Another character picked some weird toxic horrible mutations - he was sickly and half-dying the entire adventure. His character still sticks out in my mind. <br />
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Now imagine an entire game based around this "random flaw" theory. My good friend, and super creative mad scientist, MVV (link to his blog <a href="http://dustpangames.blogspot.com/">here</a>), created just such a game (which you can download for free <a href="https://sites.google.com/site/dustpangames/">here</a>). Essentially, the characters are rolled entirely randomly - and flaws of all sorts are highly encouraged. My first time playing, I played a Minotaur. He died in the first encounter. It was hilarious - and the party talked about feasting on Minotaur steaks for many adventures thereafter. The game is all about over-the-top play - and we have had some amazing stories - primarily because the game fosters compelled courage. You don't care about dying - you care about playing your character to its randomly assigned crappiness.<br />
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Now, I am not saying that all games should always be out to kill the characters. Having a character climb to a very high level can be a very rewarding experience and create many fantastic stories. However, adding a little compelled courage and a real sense that the characters could, through no fault of their own, die - that makes for the types of stories you'll still be talking about years later. I know there are plenty of ways to get there. I believe flaws are one of those ways, and a way that I would encourage more people and game designers to experiment with.<br />
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<span style="font-size: xx-small;">1 </span>I had randomly rolled on the suggested characteristic tables under the Sage background and then constructed a meaningful back-story based on these randomly picked personality, bonds, flaws, etc. His flaw was #2 "Most people scream and run when they see a demon. I stop and take notes..." I spoke with the DM about my interpretation of this, which is that he is easily distracted and a bit naive (lowish wisdom compared to his intelligence) and so is easily oblivious to danger when in pursuit of a fascinating creature or phenomenon. I must roll a wisdom saving throw every time I come across a new monster type I haven't seen before, if I fail, I simply start writing notes and examining it instead of taking more defensive/offensive strategies. For this particular example - I rolled a 1. Critical fumble - a story teller's best friend. Also, I should not that this whole concept owes itself to another good friend I game with, who creatively came up with this saving throw concept for his warlock character in another campaign. A bit of homebrew rule making that, in my opinion, adds a fantastic layer of story laden mechanics to the game. Disclaimer: Your mileage may vary.<br />
<br />Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com1tag:blogger.com,1999:blog-7060138924281187225.post-85349760691060019672014-08-03T12:01:00.001-07:002014-08-03T12:01:34.865-07:00Episodic AdventuresFirst, I will acknowledge that this is one of the least inspiring blog post titles ever. Hopefully, inspiration will strike, and I will re-title this post in the coming days. (hm... does that count as a new blog post?)<br />
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In tabletop role-playing games, adventures tend to be split up into episodes. Each adventure is its own self-contained story, but makes up a much larger story arc. Some of these individual episodes are tightly bound together (such as a multi-level dungeon, in which the adventurers explore one level per game session), and others are more like a long running plot arc. However, the episodic nature allows a full story to be told in the span on one session, while simultaneously providing the players with an overall sense of connecting adventure. It is very much the way television shows tend to be distributed to the viewing public - bite sized chunks of a story every week, culminating in a grand "plot finale" and the obligatory "start of the new season" teaser.<br />
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Computer Role-Playing Games "sort of" do this too - but the issue tends to be pacing. The "boss battle" is the CRPG version of the episode. Finish the boss battle - okay time to go to bed. The problem is that there is no grand director to make sure the adventure is on track and within the time limit. Designers can only do so much to guesstimate average play times and design their levels to these estimated times. Because players tend to (a) get off track (and this applies equally to table-top RPGs) and (b) try to pick up a game with less than the designed time (this tends to be a CRPG specific problem, but can apply to table-top RPGs as well), the episode system doesn't work as well. In a table-top RPG, the GM can adjust on the fly to accommodate the party and keep them on track. If the game starts late (i.e. pick up a game with less than the designed time), the GM can adjust the number of battles/encounters accordingly. Designing a computer game to GM this type of flexibility is a lot harder.<br />
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While great advances in AI and computer game design have been made in the past 20 years, it has not even come close to a human GMed table-top adventure. Someday, we may have an IBM Watson running a computer role-playing adventure. However, until that day, it is my belief that computer game designers need to come up with some new design tricks specific to the platform. At this point, many game designers are rolling their eyes and saying "Hey! That is what the <save game> function is, dummy."<br />
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My critique of the "save game" function is that it breaks the natural flow of the episode. In a table-top RPG, the party may decide to stop at some point in what would normally be a one day adventure. For whatever reason (they took too long at parts of the adventure, they started late, they rolled so poorly that a battle took twice as long as expected (<a href="http://www.roll20.net/">Roll20</a> dice hate me), etc.), the players need to stop the game mid-way and so "save" the game for next session. However, the GM can pick a natural stopping point and create two separate, logically concluding episodes (much like the dreaded to be continued... TV episodes). In a computer role-playing game, the stopping point becomes a much more difficult issue. <br />
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There are two main types of "save games" for CRPGs - the Tomb Raider (speaking of the reboot) style checkpoint system, in which after specific "episodes" (usually of her solving some riddle) you are allowed to continue at the next portion of the story and the save anytime and anywhere system (like Baldur's Gate). In between these extremes are many different variations. I have a lot of respect for Tomb Raider's implementation. It allows you to break off easy to manage "chunks" and come back later - although, not too much later or you're likely going to forget what the heck the main point was. However, that is true for any game - even the tabletop RPGs. The save anywhere system is the most disruptive, in that it stops the flow mid-way, and in my opinion does not allow the player "closure" on what is going on - unless they choose to save only at distinct points. However, those distinct points tend to be spread pretty far apart, and thus brings one full circle back to the main issue, which is pacing.<br />
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I believe the checkpoint system could be effectively integrated into MMORPGs (which moving forward will be the main focus of this blog) and provide a more compelling experience for the players. They key of course would be how to integrate this in with the multiplayer - and perhaps on multiplayer quests, this just isn't possible or feasible - in which case, is there a better way to create pacing for those players that can't devote five hours to solving a quest. Perhaps breaking the quest into smaller component pieces and making each level of a dungeon (for example) a quest in and of itself. You can then have agreement between the party members on whether they want to "go it alone" in the next level or wait for other party members to be able to do it. Integrating character entrance and exits in this type of scenario would be the trickiest part, if you wanted to have a game reason for the change. This brings me to a anecdotal tale:<br />
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I played in a tabletop campaign during a period of time when work was extremely busy and I was usually getting home after 9 p.m. (1/2 or 3/4ths into the adventure). We came up with an "in game" way to allow me to pop into the game late. I was a weird necromancer type character, and spent most of my time folded up in the backpack of the vampiress warlock. The idea was he came up with a spell that allowed him to feed on the soul power of the dead to feed his spells, but the process made him a bit "bendy" (sort of stole the idea from he that shall not be named - from THAT book). It really had no "in game" affect, except that it allowed me to explain both a source of my power and how it was I was able to just pop into the game (without using the old... DM runs as NPC bit).<br />
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Bringing those types of options to MMORPGs would open up many different possibilities and, I believe, enhance the role-playing potential. It would also allow more options for pacing within the game to accommodate players' very different time commitments. These concepts are some that I plan to think about closely as I work on my new project - an MMORPG, because as I will detail in a future post - you can never have enough of.<br />
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As always, thank you for reading. May your virtual dice roller not get stuck rolling 1s.<br />
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<br />Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-34427631753295276542014-07-15T19:58:00.000-07:002014-07-15T19:58:04.281-07:00Why RPGs?? Answer: The Community!Why role-playing games? That is the question I get from the "norms" as I like to call them. My wife is a case in point. "Why do you play those games? What the hell..." Typical conversation in my household. So, to answer her question... "why?"<div>
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The answer ultimately is the community. No where - and I mean NO WHERE! will you find a community as inclusive, as excepting, and as freaking awesome as the gaming community. Now, I'm not talking about the xbox generation - I'm talking RPGers. We like out first person shooters... well enough... but where we shine is in delving into the intricacies of [insert game here.]</div>
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So, I am blessed - I have a fantastic group I game on a regular basis with. Always have - one of the key GMs of my group has been my GM for 20+ years (probably longer... but, uhh... I plead the 5th on age). This group rocks! Seriously, I have been to cons, I have played in foreign lands (I'm talking about you California) - nothing holds a candle to my boys in the Hudson Valley.</div>
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But, you know what - gamers from around the world... are pretty damn cool. I was fortunate enough to stumble upon a "live un-boxing" of D&D 5e starter set. <a class="g-profile" href="https://plus.google.com/101741476056657498230" target="_blank">+Alex Mayo</a> was doing an un-boxing (btw... he had the freak'n thing in his possession for over 3 hours and waited to unveil it so his surprise would be genuine... this guy is a trooper!) and I happened upon his post. Fortune has a strange way of asserting itself.</div>
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So, I am STILL waiting for mine. But, there was no way in hell I was going to miss this. My friend Cheeseburger <a class="g-profile" href="https://plus.google.com/105337608968082969672" target="_blank">+Jay</a> had already posted he received his (I think there is a conspiracy going on here... where the hell is mine?! July 21st??! what??!) - but due to other circumstances... he wasn't going to be able to share until tomorrow. So, I figured - what the hell, I'll join. Life will never be the same.</div>
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The people that joined in this google+ hangout had great insight into the PDF rules that WOTC posted. We had a good discussion of various issues that, personally, I had debated with friends and wondered what the outside world thought. You know what? I have a whole new appreciation for both D&D and the community. There was fantastic (and might I add... wholly respectful) dialogue regarding 5e. And this is why I love this community.</div>
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There is nothing quite like a D&D community member. You might like 3e... you might like 1e... hell, I heard someone mention the original box edition (wasn't clear... redbox or bluebox?) - point being... we're all D&D players! Rules be damned! We grew up with this game; our children will play this game; we are D&D.... flavors of the month may come and go... in the end there is one thing for sure - those that stood against the forces of "Dark Dungeons" and those that have no idea what the F we're talking about. You know what? In the end it doesn't matter - we won. Numenera, GURPS, Rolemaster, D&D... and yes... even FATE and Dungeon World (not really... Otto has been hijacked by... [sorry, Citizen, that is beyond your clearance.]) and Paranoia... we won. The debate these days is about what system is better! Hallelulla! We won - RPGs... regardless of the flavor, are here to stay. Why? Because the community is awesome. I want to thank everyone - CRPGer and RPGer alike - for being who they are - a gamer! You rule. And I am damn proud to be a part of this fantastic community.</div>
Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-312894540876595432014-07-10T09:15:00.000-07:002014-07-10T09:15:09.330-07:00The Brazil Story: Or... Hard Fought Versus BlowoutI hope all can forgive me for the obvious World Cup analogy in this post. Today's question revolves around what is better - a blowout fight or a hard-fought damaging fight? I pose this question more in the context of "boss fights" than in the lead-up encounters (whether we should even have boss fights is a topic for another day).<br />
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While watching the Brazil-Germany game the other day, I was very excited when Germany scored - the first two times. But, three, four and five? It soon became apparent that this was going to be a run-away disaster for Brazil. The whole "will this be a shutout" question is not a great reason to keep watching the game. Contrast that with the Netherlands versus Argentina game - that was a nail-bitter until the end! So, which was the better game to watch? Just speaking personally, the latter kept me engaged until the end - I sort of drifted off (and admit I missed seeing the Brazil goal) for the first one.<br />
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A boss fight should be challenging. Not all characters should be able to walk away from it. That leads to one of the major design challenges for any computer-based role-playing game. How do you let it be challenging - while still allowing the players to continue the story?<br />
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Computer games have save points - so in theory, a player can just reload... and keep at it. This, of course, defeats the hard won aspect. Death is not permanent, and hard fought means more of a puzzle solving/reflex flexing aspect - rather than the traditional role-playing (tabletop) aspect of - well, not all of our characters lived to see this victory. Of course, a saving mechanism is necessary for an RPG. Otherwise, the game would just become unplayable.<br />
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What I am suggesting is adding a game mechanic that incentivizes a player to "keep the roll" (so to speak). At the end of a major boss battle, some of the player's NPCs (or party members if using an old style RPG mechanic) will be dead. They will have been slain in glorious battle - but dead for a cause. At the end, their death should propel the story forward. For example, having a party member's death open up a whole set of sub-quests unobtainable by any other means. <br />
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To steal from one of my all time favorite computer RPGs, Baldur's Gate, if Minsc were to die - a sub-quest could pop up - return Boo to home (which might just happen to be a derelict spelljamming ship). Other sub-quests could be boss villain specific - i.e., NPC/PC gets killed by Ogre-Magi chieftan, and his/her sister/brother/child pops up to swear vengeance on all Ogre-Magi launching a specific set of related sub-quests. <br />
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The possibilities are endless - special weapons/armor/trinkets depending on who is killed, when and by whom. The other possibility is just straight XP bonuses for heroic battle deaths that get applied to the party for their emotional suffering. Another take is having the PC's main character die - and letting it happen. There have been a number of games lately (Rogue Legacy being a case in point), in which character's descendants/legacies get woven into the game. Perhaps a tough boss battle means that the hero doesn't end up winning. Instead, the heroes grand child takes up the mantel in order to avenge the hero. Weave in different sub-quests that bring the offspring back to the site of the boss battle - and then continue the story, albeit perhaps altered somewhat.<br />
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The idea being - make the battle hard, don't worry about everyone surviving - and weave the story around it. At the end of the day, a great story is one that weaves the challenges into its fabric. The blowout game is one that won't necessarily keep a person until the end - or at least not on the edge of their seat engaged. Unlike a traditional table top RPG, computer games have certain constraints created by their nature. However, that doesn't mean designers can't bend those constraints as far as possible.Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-88442020960676667982014-07-01T20:57:00.000-07:002014-07-01T20:57:28.351-07:00Action or Story - Can Flavor Text CompeteSo, a good friend of mine, check out his blog <a href="http://dustpangames.blogspot.com/">here</a>, posted a reply to a comment I made on one of his posts which set me off thinking. He <a href="http://dustpangames.blogspot.com/2014/06/how-do-we-connect-with-characters-in.html#gpluscomments">said</a> "I have a hard time wrapping my head around any role playing game that is not trying to create some lasting story from the get go..."<br />
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Now, he was talking about paper and pencil RPGs. However, I want to bring this concept to the CRPG world. "Create some lasting story..." A lot of single/co-op games have this. In fact, it is typical that you have a good story to your game. However, what about MMOs/MUDs? <br />
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To create a story you need typical story telling building blocks. In a graphic intensive game, you can use fantastic visuals to tell a story - interspersed with cut-scenes. All the AAA titles have them. They do a great job - and not much I can say about them. So, I am going to focus my attention more on the hobbyist realm. Why do people play MUDs? Why do they create them?<br />
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I've played my fair share of MUDs back in the day. I have experimented with these new fangled MMOs - these graphical monstrosities (DDO, Neverwinter, Guild Wars, Age of Conan, etc.) You know what - I like them. But, they are very similar to their text-based ancestors. Sure, there are players that take the RPG seriously - but, frankly... not many. There are the ones that quest for story, but many more that quest for the power boost. Kill, xp, gold, level... repeat bigger and badder.<br />
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In a graphical MMO, it is easy to have awesome "flavor text" in terms of stunning visuals. The players can oooh and ahhh them - but do they pay attention? Do players actually care about flavor text? I know many a MUD that has attempted to try and make "flavor text" an integral part of the game. In other words, you need to read carefully (ala the old Infocom games) to get the treasure, solve the quest, not get killed...<br />
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The problem I see is that most players don't really care for those types of games. Sure, you'll get a few that play it for the challenge - but how many actually RP it. In my experience, very few do. They want to bash things; take their gold; level up; chat with their friends (not necessarily in that order). Is there anything wrong with that style of play - I say "hell no." Sometimes, after a looooong day's work - you just want to bash things and take their gold. But, it does leave a game designer with a quandary - what do you do about flavor text?<br />
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In my old table top RPG games, I used to use "generic dungeon material" - a lot. I have to say, I brought that into MUD/CRPG building as well. People don't want to read flavor text for the most part. They want action - they want excitement. It is, I am convinced, why shooters are such a popular genre. So, what to do? Does the "smart" designer just leave it out? Or do you say f'it - I'm designing for me?<br />
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I posit the answer is not so black and white. Flavor text can be very engaging. As Skyrim taught me - sometimes you just want to stop and visually take in the roses (or cascading waterfalls, mountains, what have you...). Designers need to make flavor text (and I use this generically to include pretty background visuals) more a part of the game. Don't force your viewpoint on the player - instead create a living world that interacts with the player.<br />
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Case in point - Skyrim has messengers scurrying around as you walk down the path. Flavor text - certainly - but also sometimes those messengers are for you. Why not a pretty flower - just standing there... that ends up attacking the player. The idea is not to "penalize" them for not paying attention. Rather, the idea is to engage the player. The player gets what they want (a fight and gold) - and you get the satisfaction of a well placed encounter. <br />
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I guess what I am getting at is - don't do "flavor text" - do real story telling. Engage your players. After all, they're playing the game as a sort of escape. They want the rush - they want the stress relief. Wrap it in a story and it become the type of game they can't put down.<br />
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I'd love to hear your thoughts on flavor text, building engaging encounters, keeping a player hooked in a developing plot line, game building in general and, heck, even counter-arguments.<br />
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Until next time, MUDs aren't dead... they're just rebooting.Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-5678170031897262932014-06-23T20:16:00.000-07:002014-06-23T20:16:00.257-07:00In Defense of GrindingGrinding... camping... farming... whatever you want to call it, it seems to be a staple in many computer role-playing games. I recently read an article about a World of Warcraft player that achieved<a href="http://www.geek.com/games/world-of-warcraft-player-achieves-level-90-picking-herbs-in-starting-zone-1597396/"> level 90 by picking herbs</a> and mining. Now THAT is some serious grinding right there.<br />
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There are entire <a href="http://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html?pagewanted=all&_r=0">industries</a> created around farming - for you. You pay them a small fee, they give you a level [x] character. People complain (I have no link for that... that is just my experience admining a MUD for 10+ years), people write articles about how it leads to wide spread <a href="http://www.1up.com/news/tortured-chinese-prisoners-forced-farm-mmo-gold">societal abuse</a>... yet, game designers keep grinding in the game mechanics. Why?<br />
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I believe the answer is simple - and something I would have fought tooth and nail against as a "creator" until I stepped back and became a "player." The answer is... it is fun!!<br />
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It never occurred to me before I loaded up Darksiders and began to grind away at zombie after zombie after zombie. It was fun. It was exhilarating. It really didn't matter the score - I gathered my 500 souls to progress... I didn't care. I wanted to go smash cars on more zombies. Yeah... they are easy as heck to beat. Made it even more fun. <br />
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So, I thought back to my days actually playing MUDs (as opposed to creating them), and I realized I loved grinding. I would camp out at the easy level and grind away. Did I raise myself up much... no. But, there was something extremely satisfying with racking up the vampiric butterfly body count.<br />
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Am I saying just create a game where you grind and nothing more? No. But, I do want to put in a defense for senseless violence. Sometimes, a game... needs to be just a game. Wacking things on the head - repeatedly, is just plain fun. Don't take that out of your game. You can drive yourself mad trying to figure out the perfect progression algorithm. Instead, go camp-out and slay some level one zombies. Your blood pressure (and your fans) will thank you.Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0tag:blogger.com,1999:blog-7060138924281187225.post-46286097000295610772014-06-20T21:21:00.001-07:002014-06-20T21:21:23.866-07:00So it begins... againI feel like I have written this blog post a thousand times. For all I know, I'm living in a "Matrix" world and I have written this blog post a thousand times. Regardless, here it goes... my foray into blogging... again.<br />
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I had a number of fascinating topics for this post (no really... I did), but I settled on this one. Why do I game?<br />
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This is a question that is both deeply personal to me, and, more importantly to my readers, a larger question in the geek-a-verse. I follow my fair share of "geek" related blogs, main-ish stream news sites, etc. (i.e., I subscribe to Geek and Sundry and check out Think Geek every once and a while). However, I was listening to a classic, but still a goody, the "Geeks shall inherit the Earth," by Electronic Funstuff when it got me thinking of this post.<br />
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Now for those not familiar with Electronic Fundstuff - they had an AWESOME album back in 2003 - 2004-ish. It was phenomenal! Instant classics, such as "Death Match Mama," "Civilization," and of course... the aforementioned, "Geeks Shall Inherit the Earth." Sadly, I haven't been able to find them since then. Don't know what they are doing, but if the fates allow - I want them to know - they inspired me.<br />
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Recently, I listened to them anew. It got me thinking. Table-top role-playing is a very unique aspect of "geekdome." Many "geek habits" are sort of mainstream now - comic books, video games, Star Wars (will save for another day), Star Trek, etc. "Big Bang Theory" pays lips service to classic table-top role-playing, but frankly it isn't a huge feature. Heck, even the "King of Geeks" Sir Wesley Wheatonton (please, Mr. Wheaton, if you happen upon this in a drunken stupor - that WootStout is strong stuff! - I have nothing but the most respect for your... +1 to TableTop... love your show, love everything you do... not a dick... I swear...) came out with a "board game" show before venturing to do an RPG show. (oh, full disclosure... I am a backer of Mr. Wheaton's season 3 Tabletop... and was estatic when it was announced he'd be doing the RPG show... shamelessly plugged donating to all of my friends... the one RPG episode he did [well, part 1 and 2] was awesome... so reminded me of my old RPG group!)<br />
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I remember back in junior high school branching out. I met a couple guys that played Star Trek RPG (of all things). My parents were a little freaked out that I was going to another town to meet people I only "sort of knew" - but you know what? They were awesome, and a great game ensured. (and btw... we took plenty of precautions ahead of time... even back when I was growing up... you took precautions)<br />
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So, why do I play? A question I often ask myself. For years (as I will go into in more detail in future posts) I was the head admin (oh, who the hell am I kidding... I was a tyrannical, megalomaniac god-complex know-it-all) of a MUD (text based MMO... ask your dad) and sort of lost touch with table-top RPGs. CRPGs have been a main-stay since high school - looong before decent CRPGs and well before MMOs. Long after I had last thrown the dice on a table, I happened to be in the Bay Area (California... SF town) - during 3E launch. It hooked me again.<br />
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Since then - I have dabbled in 4E, Numenera, Pathfinder, and many a home-brew game. Why do I still love table-top RPGS... because they are awesome and I can play with a group of friends that are some of the nicest, most awesome people I have ever met. Only one of my current group is from the "old days," but each and everyone of the folks I play with is a great person that I am proud to call a friend. When I was in California, I played a bit of 3E - while I have been a shit-head in keeping touch... those guys were great. Table-top RPGs bring REAL people together. Yeah, we may fuck with each other occasionally... but you know what - these people have your back.<br />
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So why do I play the "grandfather of all role-playing games" ? Simple - the people. In no community, anywhere, have I encountered a better, more accepting, nice group of people. Happy free rpg game day everyone!! I hope you go out there and meet some of the great people that make our hobby one of the best out there.<br />
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And so it begins...<br />
<br />Quarzishttp://www.blogger.com/profile/11823510727328284698noreply@blogger.com0