Critical Hits

The Journal of Gamer Culture

YouTube Tuesday: Game Fuel Results Vary Edition

No matter how much Mountain Dew Game Fuel you drink, this may not happen to you. Also, anybody think it’s kind of weird that the woman changes into a male orc? (Via Extralife)

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Primal/Within Chronicles: A Master's Wrath, Part 1

brain in a jarSummer always makes gaming a bit harder.  Getting a full group of players becomes a challenge and usually, by the time June hits, I’m well into my annual DM burnout.

Weirdly enough, I don’t feel burned out this year.  This is mostly because our current Primal/Withing campaign is so damn fun.

This week I found myself with prepping a game for only 4 PCs as two of them, Mike and Eric, couldn’t join us.

Since there was no way to know who would show up from one session to the next, I elected to create a short, 5-scene adventure to be played in one session.

As I was brainstorming for adventure ideas, I kept coming with cool ideas for one of the missing PCs.  Try as I might, I couldn’t shake the ideas away and I finally decided to embrace them.

However, as you’ll see in the next few paragraphs, I ended up creating a set-piece adventure where PCs had no significant choice to make, not usually a sign of good design.  While we enjoyed ourselves, this might have been one of my most railroaded adventure ever!

Obligatory cheesy dream sequence

The primary goal of this adventure was to set the scene for the next season.  One of the ways I wanted to do that was to forge a link between Corwin (Math’s halfling Chaos Sorcerer) and the Primordial that gives the whole Dungeon life.  So I started the game with a dream sequence.

Corwin saw a personification of the Dungeon (a chained colossus) bleeding out in some sort of pool.  It asked for Corwin’s help, not expecting it… But Corwin accepted, but only in exchange for a future favour.

At the same time, Corwin saw the female halfling sorcerer he met in the last adventure.  She seemed to be seeing something different because when he got her attention, she cried ‘Can’t you see how much she bleeds?’

I’m sparing you the details of the dream but the PCs got the message that some new entity was leeching the essence of both the Dungeon and the Nexus (the divine energy source protecting the city).

Gimme a #2 Quest combo, hold PC choices

Shortly after, the PCs were summoned by both Jarl Botten (Hobgoblin Mercenary leader) and Radik Whiteblade (Elected candidate of the Preserver faction).  Radik wanted to hire the PCs and when he asked Jarl to contact them, Jarl told him that he too had a job for them.  They decided to team up to deliver a pair of quests:

First, Jarl told the PCs that the mad wizard that created the Silvered Bulette (from the Font of Sorrows adventure) was deemed a  ‘critical threat’ to the city and had to be brought dead or alive (but whole) to the City’s Incinerator.

I wanted to test how my players would react to a blatant ‘Seek and Destroy’ quest.  It turns out that Rocco (Halfling Rogue) was fine with the idea (he’s working up to the Assassin Paragon path).  However, Dworkin (Dwarven shaman) wasn’t so cool about it and insisted that they would deliver the Wizard to the authorities to let them.

Secondly,  Radik  Whiteblade explained that there was a possible link between the Mad Wizard and a new entity that moved into the dungeon.  He wanted this investigated.  Also, the PCs were asked to find what happened to Fangs (Eric’s Warden, absent in this game) as he was possibly captured by this new entity before escaping without any memories.

I also took a risk with the second quest as you’ll see in part 2.  Eric never created a background for his Shifter Warden.  We joked that he was found dying  in the Dungeon, with no memories of past events.  Yet, for various reasons, the joke became reality.  However, one of Eric’s motivation in a RPG is to explore the psyche of his character, which isn’t really possible with an amnesic PC. So I thought I could sprinkle the story with a few hooks and see how it would pan out.

Close Quartered Artillery Blues

The PCs had no trouble finding the lair of the Mad wizards.  In a previous game, Jaiel had asked his colleagues of the Foundation faction to keep an eye on the wizards’ activities so it was only a matter of asking them.  The wizard lived in a ruined library in a cave somewhere in the gray areas where City and Dungeon met.

The PCs made it there without any incident.  The wizard’s lair stood in front of the PCs with boarded windows and the front door falling off its hinges. I used the ‘Black Library’ battlemap from the Frostfell Rift map pack so I put it in the table at this point.

As the PCs came in, they heard rustling on the first floor.  As they entered, they heard the mage’s broken voice “You’ll never take me alive! Kill them all!”

The PCs were attacked by 2 battle Wights (slightly refluffed, with ghostly swords and amour bolted on themselves).  On the next round the mage, standing on the second floor mezzanine sent a Chaos Flare in the middle of party, blinding most of them.  The mage’s stats were those of the Gnome Entropist, without the gnome’s invisibility power.  As the PCs recovered from blindness, an armored Brain in a Jar (I kid you not) floated down from the second floor.

The fight went well, the wights managed to drain the Shaman’s soul a few times while the Brain in a Jar did its trick of stealing a Healing Surge from a PC and inflict it on another.  However, I quickly realized that having 2 artillery monsters on such a cluttered map (there were bookcases everywhere) was less than ideal.  I often had a hard time getting a clear shot.  Also, the wights had to fight in very cramped quarters so I had a hard time setting them for their ‘Immobilize then drain soul’ combo.

Of course, it didn’t help the players either that the Avenger kept rolling 3s and 4s, even with it’s Oath of Emnity (allows 2 d20 rolls for each melee attack).

Once both Wights and the Brain were dealt with. Corwin the Sorcerer sent a ranged attack at the Mage that dealt a lot of damage and teleported him 15′ in the air over the first floor.

However, at the same time, an horizontal portal opened up in the midsection of the Wizards!

The only thing that fell down was the Wizard’s bloodied lower half.  The Portal stayed opened, suspended in the air.

With the fight finished, I left the table to go to the bathroom.  When I returned, Franky said:

“Dude, you’re so evil!  You told us that we need to bring the Whole body back right?”

Me: “Did I?  I might have mentioned it”  :)

I love those moments!

Up next: The PCs jump in the portal and make several worrying discoveries.

Image Credit: Wizards of the Coast

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Inq. of the Week: Challenging Skills

skillchallengeOn the occasion of E3, we were all “video-gamey” and asked who won the battle for the public’s digital hearts by wielding the most dreaded weapon of all: the multimedia presentation. The Xbox 360 successfully won among you, the readers, by capturing 38% of the vote by announcing the magical technology of Project Natal, the zombirific southern sequel Left 4 Dead 2, the stabbing Assasin’s Creed the 2nd, and others. Second place with 29% was those of you who don’t give a crap, and third place went to Nintendo’s M-heavy lineup. 

Last weekend, as I’m oft to do every two weeks or so, I ran the next adventure of my campaign. Within it, they once again faced down a great wyrm black dragon that blames them for the death of her black dragon son (whom they did kill, but he was kind of a jerk in the first place). Earlier on, when they were but in the Heroic Tier, they fled from the menace by ducking through forests, and fleeing on horses to a safe area. Then in this last installment, the dragon found them flying through the skies aboard a flying Dwarven pirate airship (what else?) and threatened to destroy the ship if they didn’t toss the heroes overboard. Despite now being Paragons, they still found their powers mostly useless against the creature, and scrambled to improvise other alternatives aboard a flying pirate ship. Firing at the creature’s wings, slowing it for a round, ordering the pirates into a better sense of organization, searching the hold for something useful, and finally, firing a Deva riding a barrel of rum attached with a chain to an anchor at the dragon using twin ballistas. 

What do both of those encounters have in common, other than the same foe? They were both done as skill challenges. (In similar fashion to Mr. Mearls’s method of throwing a famous demon lord at your players at level 1). 

As I’ve remarked before, skill challenges have been something of, umm, a challenge for many DMs and groups. It doesn’t help that it had to be heavily errated for the numbers to work the way they were intended, and everyone seems to have an opinion on them.

Thus, I’d like to find out that opinion, especially towards our skewing heavily towards liking 4e audience:

How do you feel about skill challenges?

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My sense overall is that either they fall flat and it’s just kind of boring, or they’re pretty awesome without a whole lot of room in between. But if you have stories of either, feel free to share them!

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Critical Bits for the week ending 2009-06-13

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The Dungeon Reality Show PDF is available now!

Fighting my own Nerd projectitis, I spent all day today putting all Dungeon Reality Show: Dungeon Ball Edition posts into a single PDF.

You can find it here free of charge, my gift to you dear readers.

I hope that some of you try the adventure and have fun with it.

I will also post the adventure on my design blog: www.chattystudios.com, were I will showcase it in my portefolio.

Have a great weekend and thanks for helping me stay motivated to see this project through!

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Friday Chat: Nerd Projectitis

(I’m posting this early to get our Euro/Asia/Down Under friends to comment)

Way back when, I posted about the Nerd Handbook, a must-read article for all geeks and their significant others.

The post starts with the following sentence:

A nerd needs a project because a nerd builds stuff. All the time

So true!  However, I’m starting to think that while nerds need projects, they probably don’t feel the need to finish them.  Especially when another, sexier project comes along.

I have been an active RPG Blogger for almost 2 years now, during that time I’ve seen the birth of many great ideas among my colleagues.  From some of those Ideas, I saw some awesome projects launch.  Someone would say ‘hey wouldn’t it be cool if…’ and within minutes I people would chime in with more ideas and soon enough you would have a promising project taking shape.

And then a few days or weeks later…9 time out of 10, Nothing.

I call this Nerd projectitis, the tendency that geeks and nerds have of starting/joining multiple projects without ever finishing them.

I might have blogged about it before, but I think that projectitis is what prevents the great majority of RPG bloggers from making a non-blog contribution to the hobby.  We have ideas out the wazoo but we have a hard time seeing them through.

I’m not exempt from this, god knows the chattydm domain is littered with discarded, unfinished projects (Cough, Kobold Love, cough) but this post is not about me.

Yesterday, on Twitter, I asked if people suffered from Nerd Projectitis.  The majority said yes.  I then asked some industry people  about their way of dealing with it and I got some great answers:

Mike Mearls: Sheer orneriness. Every project sucks at about the 60 to 80% mark. Just keep pushing until it’s done!

Wolfgang Baur: Hating your project is normal. Once you accept that, it’s easier to bear down and say “I”m finishing it anyway”.

Michael Brewer:  I’d say the virtue is discipline. Discipline has many permutations: determination, self-control, sacrifice… keeps you on track when you’d rather do something else.

Paul Jessup: When someone ponies up cash and a deadline, then I focus. Else, I follow my whim.  It’s a time/resource thing. I can’t get caught up in a hobby project if I get a decent offer for a gig.

My friend Eric Maziade said to that effect that you need to go into ‘Warrior mode’ with your project to finish it.  Once you’re done brainstorming and have settled on a project with well-defined objectives, you have to stop being a dreamer and start being a warrior.  You focus and you slug through the stages of a project, including the ‘but it sucks’ part.

Thing is, as Mike and Wolfgang say, you invariably hit a wall where the project seems too hard or not interesting anymore… That’s when people move on to another one.  But we shouldn’t

My own approach mirrors what Paul and Eric said.   Once I started getting invitations to submit ideas to magazines and publishers, it forced me to choose good ideas that lead to strong projects and commit to them.   When the going got tough, I had to forge on because I had made promises to people who would remember how I handled the project.

I’m happy I did, because now the result is so sweet!

I think I’m cured…. mostly!

What about you?  Do you suffer from Nerd Projectitis?  Are you trying to cure yourself of it?  Did you beat it? If so, what were your techniques and strategies?

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Put the Phone Away: A call to gamers still in the dark ages of handhelds (Part 2)

ds_lite_vs_psp_large(Make sure to read Part 1 first!)

Although the PSP is selling wonderfully in many other parts of the world, it has struggled in the US market since its release. It would be hard to call it a failure with the many millions of systems sold stateside, but it definitely has struggled to find an identity in this country. The UMD video discs were a complete disaster for Sony, and the third-party market hasn’t embraced the system as much as it has its rival. With the PSP-Go on the horizon as a download-only system, what will happen to games released on UMD? Sony has announced that its entire back catalog of games will be available to download on the first day of the Go’s release, but it is unclear what third-party games will be ready then. It seems like Sony is setting up an unnecessary fight with itself for the soul of the PSP.

There are, however, enough people I know that have bought the system purely for the ease of playing emulators on it. A portable NES, SNES, and Genesis may be enough for you to buy it; it was for me. Still, emulators are on everything that has a processor these days. I can only play through Earthbound so many times (and it IS a lot of times) before I want to play something original on the machine I’ve bought. The PSP does have enough original games still to think about a purchase. [Read the rest of this article]

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Maverick Cake Hunter

A little over a week ago we celebrated my birthday with raucous partying and the like, it’s always good to get a large group of friends together for communal debauchery.  However, what really made the day for me was my lovely wife’s efforts into creating what has to be one of the best birthday cakes I will ever have.  Not only did it taste great, but it bore the visage of one of the pixelated masters of my childhood.

birthday-cake-megaman

That’s right, Megaman in all of his icing-based pixel glory!  She rather painstakingly mixed and piped four different colors of icing onto the 3-tier cake, with great success I might add.  My personal love affair with the blue bomber begins a long time ago back with the second NES game, but I quickly went back and played the first one and probably spent countless hours of my life playing every single NES and SNES version that I could get my hands on up through high school.  [Read the rest of this article]

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One Year Later for 4e Podcast

As mentioned previously, 4e has been out a whole year, and we’ve looked back on what that year playing it has been like.

Well, we’re not the only ones looking back on that year. A whole pile of bloggers and podcasters, including the likes of At-Will, Dungeonmastering, ChattyDM, Gamer’s Haven, Sly Flourish, and yours truly, got together to ask James Wyatt and Chris Perkins of Wizards of the Coast about various topics related to 4e. This all was hosted and put together by Jeff of The Tome Show (who had some questions to ask himself). The end result is quite informative, ranging from game design topics to community topics.

Check out the Tome Show today for the One Year Later podcast, and listen for my always sexy voice about halfway through (and the questions asked by everyone else, if you’re into that sort of thing) as I ask about how the D&D and RPG communites have been changed by the release of 4e.

My favorite answer might be from Chris Perkins talking about 2e. If you’re a fan of that edition, you may want to avoid it…

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Chatty on 4e: One year later

A little more than a year ago, as excitement (and hype) was building around the 4th edition of Dungeons and Dragons, I wrote a series a posts based on what I thought D&D 4e would be about.

It’s interesting for me to look back at them and see my own excitement and wariness about the new edition. I think I got a lot of things about D&D 4e right and this has helped me accept the new game, warts and all.

When the game came out, I published a few more posts about my initial experience reading/playing 4e

I even reviewed the Dungeon Master Guide and the Players’ Handbook.

While my initial reaction to the new version of the game was mostly positive, a few things struck me as odd or even wrong.  It took me a while to accept that Magic Items and Feats were less powerful.  I had trouble with the whole concept of Treasure Parcel, feeling it robbed me of the time honored tradition of generating treasures randomly.

Oh and the Class and power books were a chore to read. After 2 or 3 classes, I had a feeling that all classes had the exact same powers!

Thus, like many bloggers who play 4e have said, I don’t believe that the game is without flaws. In fact, once the sense of novelty died down, I found myself on the fence about some key elements of game for quite a while (including Parcels, length of fights and feeling of apparent uniformity of classes).

But as I started playing it, first at the D&D game Day, then at Gen Con and finally with my friends, I slowly found that the little things that bugged me didn’t bug me so much.  As my players and I explored what the game could do, I discovered the strengths of the 4th edition that played to my own play preference.

My players, as a gaming group, prefer heroic character that are competent from the onset of play.  They also prefer that all classes are balanced within their respective roles.  My players love having powers that can be managed like resources.  They also love how many elements of the game can come together to create rich and challenging encounters to play through.  They appreciate that the game lost many elements that they found aggravating like level drains, equipment destruction and, mostly, no more “Save or miss the whole fight” effects.

As a DM, I remain amazed at how easy running encounters was.  Card sized monster stat blocks, dungeon tiles, combat was easy to run, not fast, but easy to run.

However, what really sold me completely to the game was when I started writing my own adventures.  I was constantly using the tools of the Dungeon Master Guide and those of D&D Insider.  Making encounters were really easy, changing monsters on the fly also.  This was such a nice break from 3.5!

All the time I saved in prepping went into two things: writing more compelling stories around my game (as my Primal/Within campaign can attest) and making my encounters more exciting with the help of interactive elements (traps, terrain, stunts and Skill Challenges).  In fact, after fiddling with Skill Challenges, I finally found how to implement them in fun and creative ways, thus making my encounters even cooler to play.

Anyway, all this to say that my conversion to 4e is complete and I foresee quite a few more seasons of playing it with my friends.  Our ongoing campaign is slowing down for summer and I hope to get my players to the 10th level by the time we retire for our annual summer vacations.

So what do I expect from 4e for the next year?  Well, I actually was invited to participate in Jeff Greiner’s The Tome Show a few days ago and I got the privilege of asking that very question to James Wyatt and Chris Perkins of Wizards of the Coast.  So why don’t you check it out?

The Tome Show: D&D 4e, One Year Later

Also, other bloggers participated in this show, check them out also!

(Hint: The Players Handbook 3 and Dungeon master Guide 2 will push the game’s enveloppe quite a ways, I’m really curious to see it).

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