CONTEST: Roll Into the New Year
We have two sets of dice to give away, courtesy of GM Dice. Our last contest had us choosing our contest winners, but as any GM can tell you, sometimes it’s just more fun to let the dice decide. To that end, we are making this contest entirely decided by the dice themselves.
To win, all you need to do is leave a comment on this post. (Make sure you use a working email to leave the comment, too.) The contest will run for one week and end next Friday, 1/16/2009, at 11:59 PM. Over the weekend, we’ll roll an appropriately large enough sided die (or set of dice) to determine who wins the two sets of dice. That’s it.
Here are the two sets of dice we’re giving away: [Read the rest of this article]
The Michael Bay School of GMing: Say it with Rockets
This is a second guest post by reader Kitsune. With the recent debate surrounding the Rule of Cool and Critical Hits’ take on the Rule of C4, I thought this would be a good time to post Kitsune’s experimental essay on GMing. No doubt this will set some people’s teeth on edge while others may be tickled by the concept.
“When in Doubt, Blow EVERYTHING up!”
Hello, blogosphere, how I have missed you! It’s Kitsune again, self-styled apprentice of the dark side of RPG blogging, here to steal Chatty’s thunder until I can make my own. Like Thor. Thor’s cool.
Today, we blow stuff up up.
I’ve been thinking about explosions a lot lately, more precisely on how to use insane, out of this world destruction in a RPG.
I’m currently playing a Pirate captain in a 4E campaign once a week, and every time we leave an area, we are followed by wanton destruction, and we rejoice. I’ve figured if most players are like we are, they’ll enjoy the ridiculous epic-ness of exploding crap all over.
Basically, Michael Bay would be a freaking intense Game Master to play under, hence the Michael Bay School of GMing.
We’ve seen the Rule of C4 (and here too), now let’s elaborate.
The theory
It’s a rather natural thing for game masters to be protective of their settings. As a GM who puts way to many hours preparing my games (most often more then I spend playing) , seeing players wreck havoc in a carefully designed town where everyone is described to the shape of their knees would, obviously, feel both like a waste and a horrible turn of event.
The sad truth is that people love blowing things up, and we, as protective idiots, rarely grant to our players the simple joys of pyrotechnics.
That being said, the Michael Bay School of GMing teaches us new and simple way to make your players happier, but first, one must unlearn those pesky protective reflexes. With that simple shift, I guarantee you’ll have your small horde of players begging for more, and screaming how much they love you. With a rocket launcher!
The Michael Bay School of GMing is, simply put, GMing principles based upon the idea that destroying stuff is really fun. You’ll have to unlearn a few things and allow your players to get slightly bigger guns. Although it can be scary, I assure you you’ll get happy players. Well, unless your running a drama-heavy White Wolf campaign, in which case you really should dismiss this post.
Meet the Principles:
Chekov’s Rocket Launcher
The first rule of the Michael Bay School of GMing is Chekov’s Rocket Launcher. “Chekov’s gun” is a theatrical trope by which a loaded weapon in a scene should, nay, will be fired before long. (Chatty DM: I think the saying goes: A gun introduced in Scene 1 should be fired before the end of scene 4)
The idea is pretty simple : Without the means to destroy their environments, they players can’t destroy their environments. But if you give them bombs and missiles, they will obviously use them in the most spectacular fashion possible. The trick is to force yourself to allow the PCs to get the fancy pyrotechnics.
Of course, in a fantasy game, a wizard with a fireball spell will do the job just fine (especially if you apply the John Woo Principle, see below), but to put it bluntly, your first job is to give them to tools to destroy everything they touch.
(Chatty DM: I have reservations, I’ll add them in the comments)
The John Woo Principle
Watch any John Woo movie. Ever noticed what happens when a bullet doesn’t hit it’s target? It decapitates a statue, kills a bystander, hits some poor explosive barrel calmly hanging out in the background.
The John Woo Principle dictates that one should describe each attack, hit or miss, with destructive consequences. Why just make that hammer swing simply miss, when you could make it hit that statue over there. And obviously, if that statue’s hit hard enough, or more then once, it’ll topple and fall down (either on something or just crash on the ground). Even if it doesn’t do any damage, changes much to the battlefield (although it can), your player might just find some pride in the murder of a priceless statue of J’ania, the Goddess of Purity.
Also, no explosive effect (magical or mundane) should leave the battlefield unscathed. A fireball or a thermal detonator should change the battle field somehow, whether by destroying a wall, or making a crater where one could take cover. Make it so the enviroment feels maleable, and let your players amaze you with the use they will make of their world.
The Desecration of the Dungeon
I fear this principle myself as I am writing it. Since All-Father Gygax brought the game to us, we’ve been carefully building mostly architecturally aberrant dungeons with the utmost care, lovingly setting encounters in there to make for the most complete DnD experience in ages. We kept fleshing out our dungeons better and better, may it be with Gygaxian naturalism or just carefully balanced yet diverse encounters, since then.
It is, thus, understandable why we’d be bloody scared of losing the necromancer’s tower to a horde of mammoths (that was a plan a buddy of mine and myself had to survive a Second Edition game), or a carefully placed fireball. But it’s a must for the follower of this School of GMing to find ways to balance everything when your players just want to blow the crap out of the Tower of Despair or the Dead Forest of Sthrim.
It’s the idea behind this principle. The fact that if you give a way to simply destroy everything the players see, your going to have to find new ways to challenge them that doesn’t include an underground labyrinth (and one made out of adamantine won’t work, you want them to blow up the walls!). A war campaign, for example, would work great.
I can’t say I’ve devised a surefire way to make this one work (if not for the wise words of Chatty himself : “One-Shot!”) in a classic DnD game without completely destroying the mood of the game, but I’m thinking about it.
The last gunshot was an exclamation mark
Please note that all of the above is all very theoretical. I’ll see if these few principles maintain themselves decently in-game later this year (in a Traveller Sci-fi/Fantasy hybrid game, maybe)
Revel in the destruction, folks!
Board/Card Games report #2, Part 2: Booty Geek Club Blast
See part 1 here
Okay so after having played Lunch Money a couple of times, we were ready for something meatier. So we got out my copy of Settlers of Catan, the classic German game of, well, settling an Island.
What I really like about that game is how fast paced it is. A turn takes a few minutes and we move on.
Well, we didn’t play. As I got my box out, I realized that all the cardboard hexes I had to build the map were actually Sea hexes… All other hexes were in my ’5-6 player extension box back at home’
Can you say ‘Epic Fail’?
So we settled for a game of Munchkin Booty, one of the endless variation of Steve Jackson Games‘ “Kick the door, kill the monster, take the loot and stab your friends” card game. I’ve played the original, dungeon based game to death and I was hoping that this variation would bring back the coolness I felt when I used to play it.
For those who’ve never played Munchkin, you start as a level 1 character with no class (pun intended) and you need to reach level 10 by killing monsters and getting stronger and stronger loot. Its a very popular game that has had many many expansions and cross-genre adaptations.
Munchkin Booty is the same game, only players are pirates, kicking… gunports ? (The rules mention that the kick the door analogy completly fails in the game, but they rely on some rule or other to pull it off).
Instead of having Classes and Races like the original game, players can have occupations (Pirates, Merchants, Navy) or… accents! (French, English, Spanish and Dutch).
I’m not going to say much more. Of all the games we played that evening, I liked this one the least. Its not a bad game… its just not that different from the original. We chuckled at a few of the jokes and puns, but I realized that I like new games, not re-fluffing of old ones.
Ahhh, chez Geek. Another Steve Jackson Games Card game. That one holds a special place in my heart. While I’ve played this game too much and know all the card jokes, I still like playing it. Especially when its been a few months and I forgot some of the jokes .
Chez Geek’s premises is that all players are roomates of a flat. Everyone has an occupation that grants them varying degrees of income and free time. Each turn you can use free time to play activity cards that grant you ‘slack’ points or you can buy stuff that grant you those too. You can also call friends to your room to gain extra slack (or cause grief to your fellow flat mates).
You win the game by hitting your slack point goal.
Its quite a fun game, I recall PM saying ‘I really like this’ within minutes of us playing it. A keeper in our little geekout group.
Movie Break
It was about 5hoo PM when we decided to stop playing some and watch a movie. PM has an enormous DVD collection and one of those 50+ inch Hi-Dev TVs with surround sound. One of the things we like to do PM and I is watch movies we’ve already seen along with people who havent just to check thier reactions and discuss the movie’s tropes as we spot them.
Franky asked us if we could watch Fight Club. He had heard a lot of good things about it, but had never seen it. PM and I happily agreed.
I had forgotten how brilliant, bleak, cool and nihilistic that movie was.
However, the ultimate bonus was to see Franky’s face when the big reveal came at the end. He hadn’t heard the movie’s punchline and was hit really hard by it.
That’s why I love re-watching movies with people!
After the movie, while my pals ordered and ate some Chicken Poutine (French Fries, cheese Curds, BBQ Gravy and shredded roast chicken) PM got out a game I had never played called Mag Blast.
Mag Blast can be summed up as ‘The Make weird noise or miss your attack spaceship combat game”.
You build a fleet of ship and pick a random race with a certain power. You then arrange your fleet around your mothership and try to blast away the other Motherships. And you really have to make weird shooting sounds when you shoot. So how different are Laser blasts from Mag Blasts?
Especially since there is no sounds in space… but that would be violating a certain Rule… he he he.
(Damn, I just realized that I spent the day playing games illustrated by John Kovalic)
Regardless, while it was getting late, I really enjoyed playing that little game (especially since I won!).
I’m so going to buy Mag Blast for my son’s 7th birthday.
That’s how my game geekout went. It was a great day and we all agreed to do another one soon.
I do miss RPGs though… my next D&D game is scheduled for the 15th of January, can’t wait!
"Transitions and Transformations" RPG Blog Carnival Roundup
As usual, bloggers from all over took a simple one line concept and ran with it in all directions, many of them unexpected and all of them great. Here’s what they came up with in the final days of 2008 about “Transitions and Transformations.”
- Roleplaying Pro kicked things off by talking about transitioning your D&D 4e character from sucking to fixed.
- Perception is Truth makes some fascinating observations based around the premise that all roleplaying is transformation.
- Monsters and Manuals transforms Japan in a setting for Cyberpunk 2020.
- Chgowiz tells us about his transformation as an RPGer from system to system and newbie to pro.
- UncleBear’s Perception, Reality, and Writing RPGs is about the idea put in his head by the Wild Cards series to transforming his RPG writing to cash.
- RPG Blog II gives us some valuable advice on transitioning away from a case of Gamer ADD.
- Tales of the Rambling Bumblers describes how and why to pull off a bait and switch: let the players in on one premise, and transform it into another.
- The Verbing Noun riffs on the consequences of transforming your physical shape, and how it should be a bigger deal.
- The Dice Bag tells us about his one-way transformation from Player to GM.
- A Butterfly Dreaming talks about the transition from knights to guns (and provided stats!)
- I wrote a post about transforming your players for fun.
- A Butterfly Dreaming also talks about what happens to your party and your world when the transition to guns happens.
- I wrote another post, this time about the cosmology transition from previous editions of D&D to 4e.
- UncleBear haikus / transition this carnival / to poetic form.
- Initiative or What? discusses his transformation as an RPG player, involving a detour in Azeroth.
- Gaming Brouhaha discusses the transformation of his son into RPG-dom and how he pulled it off.
- How to Start a Revolution in 21 Days or Less talks about her transition from D&D hater to D&D player.
- The RPG Diehard talks about the transition of one of his players from noble knight to stronghold commander.
- Stirges Suck gives us an analysis of the transforming 4e Druid class.
- Mad Brew Labs brews up a post about transitioning to a new gaming group.
- Greywulf’s Lair talks about two different (but overlapping) transformations: from men, to heroes, to immortals, and the evolution of classic D&D.
- Neitherworld Stories is all about the classes which transform in D&D 3.5, and how to use that for more classes and other systems.
- Exchange of Realities finishes the carnival with a flurry of Transforming and Transitive based posts. The first two are about learning to lead: Growing into the Position and Power and Responsibility. The third is about Traveling and Narrative (a transition from one place to another), and the last about the transformation of holidays.
And that’s it! The carnival has moved on to its next temporary home at Uncle Bear’s, so mosey on over there and give him some gaming New Year’s resolutions.
Introducing: Skill Challenges Feature and Gato's Critical Bits
As you know, we here at Critical Hits are not just content to sit on our laurels and keep the way the site operates the same. We’re always looking for new ways to bring benefits to you, our valued readers.
To that end, we have launched two new pieces of the website that we hope you find useful.
The first is a Features section in the header. Occasionally, we have content that is best served by being front and center on the site, instead of being in a post. Timeless articles that do well in being referenced often fall into this category. Our first Feature is a compilation of posts about Skill Challenges from across the RPG Bloggers Network and elsewhere, organized loosely by topic and how they can help you- whether you need help in understanding this mechanic, or if you’re just looking for examples to drop into your game. Please check it out, and let us know (either in the comments here, or via email) what you think. I’ll have a post upcoming about the best resources from the page, and my own spins on how to handle Skill Challenges. [Read the rest of this article]
Board/Card Games Report #2, Part 1: Anime Zombie School Fight!
Now that’s a Chatty title.
Last Friday, while I was enjoying the last few days of the holidays, my good friend and expert mastermind PM invited me and my buddy Franky for a full day of card games, Anime and general geekiness.
As usual, these days are a blast. Spending from late mornings to late evening doing fun geeky stuff is always great.
Before Franky arrived, I watched a few episode of the excellent Anime series: Rurouni Kenshin. Now, just so you know, unlike some other bloggers, I’m not a fan of Japanese Animation. I don’t dislike it. Its just that I don’t know much about it nor do I go out of my way to see some. Like many North Americans, I’ve seen the horribly translated early 90′s version of Akira, I also love Miyazaki’s flicks and grew up on Mazinger Z and Captain Harlock. But I never got INTO Anime… especially serials.
…until PM introduced me to Ruroni Kenshin.
This 20 minute serial (there’s 95 episodes all in all) is about a reformed assassin swordsman, called Kenshin. The series is camped in Japan’s Meija’s era, after the revolution that toppled the Shogunate in the 1800′s.
Ten years after the revolution ended, Kenshin wanders around the countryside, helinp the downtrodden and going around with a reversed blade sword that can’t kill but can sure maim.
I was hooked to that thing after 5 minutes. Its half -stupid, with the main character looking like an idiot and saying stupid things and then it turns dead serious in a micro second and you are exposed to a strong storyline coupled with some excellent animated fighting sequences.
Anyhoo, Franky arrived and we proceeded to play some cards. (We might have eaten lunch somewhere in that time, I forgot).
Zombie Fluxx
The first game we tried was a card game I had purchased for PM for X-mas. For reason I’ll leave unsaid, PM is really into Zombies right now and I thought I’d feed his interest with Zombie Fluxx.
This game is part of the Fluxx family of card games. If you don’t know about this game yet, this is part of the ‘must haves’ of any card gamer enthusiast’s library.
The game starts with only 2 rules (Draw a Card, Play a card) , no actual ways of winning (and a 3 cards starting hand).
Of course, many of the cards you pick up are new rules (or goals) that stick around after being played.
As you may imagine, the game becomes a mess only a few turns in. Victory conditions usually depend on you having some specific ‘keeper’ cards in play in front of you when a given goal is on the table.
Now Zombie Fluxx has the added complication that you can draw Zombie cards that you must immediately play in front of you (and replace in your hands). They’re ‘Creepers’ (har har har) that can be killed (provided the appropriate rule is in play). The keepers cards of that version of the game are very ‘in flavor’, my favorite one being ‘The Brain”.
Winning the game usually entails having a pair of specific keepers cards in play, like ‘brain’ and ‘sandwhich’, and a conditional element viz zombies (i.e. you must control zombies or not depending on the goal).
As a last twist, Zombie Fluxx has an Ungoal card that can make the Zombies win (and make all players lose). While I don’t see why a player would play this, there’s so many ways of forcing you to play your whole hand that players must be careful not to let that card take the game.
So how does the game hold up? I played several games and I still love it. While I find it hard to develop a winning strategy, I like that you constantly must react to the new game states and try to play your many cards optimally. The jury is still out if I’ll eventually grow tired of the inherent Chaos and lack of planning (Magic the Gathering this game is NOT) of it all, but to date I enjoy it a lot.
Maybe some sort of Fluxx-Fu will appear through the chaos and enlighten us.
Lunch Money
I had heard of that game from several friends at Gen Con (where multiple tournaments are held) so I decided to buy it just before I got to PM’s place. I knew what it was about (girls fighting in the school yard) but I was not prepared at just how disturbing the card art was.
Lunch Money is one dirty fighting game. You play cards that represents various hits and holds that allows deals damage to your fellow players (or you try to defend against them).
Its a good card game, very cutthroat. When you are down on your last life chips, don’t expect others to fly to your help. They’ll likely kick you to finish you off.
In fact this my one thing I didn’t quite like with the game. If players collude to take out someone, there’s not much that player can do. I’ll need to play more to see if there’s any use of game table politics that can influence that.
One of the things I wondered about that game before reading the rules was “How come roleplayers like this game so much?” I’m sure its not the disturbing psychological effects of the pictures or the truly twisted premise of the game (although they are probably factors”
Then I discovered it while reading the rules. You see players are encouraged to lay it thick with describing what one does to others when you play cards. So if Joe kicks Moe, Joe is encouraged to say something “I wind up a powerful kick and wait for the perfect moment for Moe to lower his guard so I can shatter his jaw”.
That’s great description practice for those who want livelier battle descriptions in their RPG sessions.
We played a few games, and while we enjoyed it, we needed a break from all that kicking, knifing and chain beatings after. Now that I’ve recovered, I’m looking forward to playing it again.
Up next: Pirate Munchkin, Classic movie and A very noisy card game.
Critical Bits for 2009-01-07
- Mr. Smith is the next Doctor Who, how appropriate: http://www.icv2.com/articles/news/14017.html #
- Gen Con Acquisition Group adds more to the offer for the Gen Con takeover bid: http://www.icv2.com/articles/news/14028.html #
- Shanghai constructed with Gaming Implements: http://tinyurl.com/8ydgax #
- Gabe from Penny Arcade has been bit by the D&D bug: http://tinyurl.com/7y6seo #
- Adios and good riddance, DRM from iTunes music: http://tinyurl.com/7semlk #
- Scott Kurtz wants to draw your World of Warcraft story: http://tinyurl.com/8c5z9s #
Tonester's 2008 Videogame of the Year Awards
These are just my personal views and not necessarily the views of the CH Staff/Site as a whole. We haven’t had some good/heated arguments in a while so I figured I would try to entice a few. I should also note that I didn’t play any Sports titles in 2008 (I rarely do). I also don’t have a PS3 so the only PS3 games I had the opportunity to play were MGS4 and LBP – both of which I was impressed with for one reason or another. I should also note that I was much less impressed with Fallout 3 or Grand Theft Auto 4 compared to most of the known gaming world apparently. As such, expect a few surprises. [Read the rest of this article]


Chez Geek
Mag Blast
Kobold Quarterly was kind enough to offer us a chapter from ‘The Kobold Guide to Game Design Volume II: How to Pitch, Playtest, and Publish’ by Wolfgang Baur, but I was given the choice between two chapters and decided to leave it to the best decision maker and rolled a d20. Coincidentally it came up a 20, and so I went with the “high” option which I was very happy to see was titled “The Magic Bullet for Publication”. The entire ‘Kobold Guide to Game Design’ is a twelve chapter PDF adding up to about 50 pages of what looks to be excellent advice and good old homegrown wisdom.


