Critical Hits

The Journal of Gamer Culture

First Impressions Review: "Warhammer Fantasy Roleplay" 3rd Edition

Standard Disclaimers 

I received this game as a gift, but not as a review product. I have never played any edition of WFRP and, in fact, still haven’t played this game. I’ve read through all the rules at least once, but I’m sure I still have a few misconceptions. I am very familiar with the setting, having played Warhammer (40k and Fantasy) avidly for about five years (1996-2001).

Good

For a game with a hefty price tag, WFRP is still a game that values economy. Its books are brief, covering the general rules without getting down to the nitty gritty of every character’s special powers. Players have a card or physical object representing every action they take, every adjustment to be made, and every passive ability they possess. There’s no excruciating references to a book needed, it’s all right there.

That sort of philosophy permeates the game. All actions are resolved based on totaling up various good dice (skill, ability, aggressiveness, conditions) and bad dice (conditions, defense) for one simple roll. As a GM gets more comfortable with it, it could become a powerful and versatile system. Tracking is done visually: there’s virtually no math (other than counting up results in dice pool) and completely and intuitively incorporates a number of aspects in the game.

Spell casting is a cool twist on the basic system that reflects the fluff of the Warhammer universe. Experience is simple and characters have something to advance after every adventure. In my estimation WFRP is a powerful, deep system that if used properly gives players and DMs a satisfying immersive and flexible system. [Read the rest of this article]

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Mouse Guard Diaries: Delivering the Mail, Part 3

Fight at Raven’s Hollow

With a failed Pathfinder’s check, I moved to the adventure’s first plot twist.  In a home brewed adventure, the GM would have had the choice of creating a plot twist or letting the PCs succeed but gain a negative condition liked ‘Angry, Sick, Injured’.  From my understanding, the GM is encouraged to go for the most dramatically appropriate twist and is offered multiple templates and models.

This being a pre-written adventure, the failed check lead the party to seek shelter for the night in a hollowed-out  trunk (based on Baron’s survivalist skill) occupied by a big-assed Raven!  Said raven was very curious about the mail bags and decided that it wanted them for itself.

Thus was set the evening’s first conflict.  We broke out the rules book because even after reading about them 3 times, conflicts are the most complicated aspect of the game (as combat rules usually are unless you are a game named Risus).

We divided the game in 2 teams: Quentin and Daim on one side,  Baron and Robin on the other.  We then proceeded to attribute conflict goals to each team.  That’s where each side decides what they wish to achieve by winning the conflict.

We ended up fumbling with the rules here… which lead to a somewhat inconsistent conflict.  The raven’s goal was pretty straightforward:  Capture all the mailbags and fly away (hence the plot twist as it would frak the party’s mission) .   However, the 2 teams ended up choosing diverging but complementary goals.  The junior mouse (Baron/Robin) chose ‘Slow down the Raven to let Patrol Leaders escape’ while the older mice chose “Flee with the mail and hide it from the Raven”

Now I missed a very small paragraph in the rule that says ‘if teams choose different goals, run separate conflicts’.  This means I should have played out the ‘stall the bird’  conflict followed by the ‘you can’t catch us!’ one.   We ended up playing the whole thing as one team fighting the Raven while the other made a fighting retreat and the bird trying to block any escape… it was a bit disjointed but we got to learn the rules real good.

Conflicts in Mouse Guard are played in rounds of 3 actions.  Each round are planned out in advance with teams choosing all 3 actions to be performed one after the other.  Each team member are assigned specific actions (a team of 3 mice = one action each).  The actions are ‘Attack, Defend, Feint and Maneuver’ (regardless of conflict type… the abstraction is nice and clever).  Then all teams reveal Action 1 (GM first, players second), a cross-reference chart is checked and leads to some sort of dice roll (either against target number of successes or opposed to the opponent’s number of successes).

Multi-teamed conflicts are further complicated but I’ll spare you the details.

Then the GM and players describes (as a narrative) what each side plans to do.  In our case, I told players ‘describe me what you intend to do up until the point of uncertainty’ and I did the same with the bird.  Dice are then rolled and this usually leads to ‘damage’ being dealt to the some or all teams’ dispositions’ (the conflict teams’ Hit Points).  Then the GM/players narrate what happened.   Repeat for action 2 and 3 and restart the cycle until a team’s disposition reaches 0, meaning the winners reach their goals.

I’m doing the game a terrible injustice but I’d like to close this series before Santa comes and gives me that copy of Super Mario Bros Wii I bought myself.  So I’ll cut the mechanics talk short and go full narrative from now on.

Here’s what I recall from the fight. The bird charged the mice to knock them down, to gain a slight advantage… after a short faceoff with Halberd-yielding Baron, it flew outside the hollowed-out tree to catch Daim and Quentin before they ran away with the mail.  Baron, boosted by Robin, flew up the tree’s interior, climbed on top of the broken trunk and dropped on the raven’s head, impaling its halberd into the bird’s skull, knocking it out cold.

(Remember, death wasn’t on the line here… plus Mice can’t normally kill ravens, they are too high on the Animal Order, I’m serious, this is a cool concept… Mice vs Wolf = Mice paste, Mice + Science vs Wolf = uncertain).

The conflict was ended… and we were a bit confused as to how to mesh the various goals.  When a conflict is done, the winners get 100% of what they want.  The loser gets part of its goal or can inflict a condition on the winners relative to the amount of ‘damage’ it dealt to the winners.  This is done through out of character negotiations.

So in essence, the bird had been stalled and the senior mice had escaped with the mail but the bird was allowed a minor compromise.

Chatty: Okay, then as you stand around the bird, it stops faking and tries to  poke one of Daim’s bag to at least get one letter

(A later complication asked for a mice NPC to do something foolish because she didn’t get an expected letter)

Yan: I really, really don’t want to lose any mail, it’s my goal.  I’d rather be hurt!

(Yan had not yet realized how bad being hurt was)

Franky: No! I’d rather take the hit, my goal is to see to the leader’s needs before he does.

So a compromised was reached by having players invoke goals and beliefs.  Really cool.

Chatty: Okay, as the raven aggressively pokes its sharp beak toward Daim , Baron shoves the leader out of the way and gets skewered by the raven’s beak.  Appaled at the unexpected taste of mouse blood, the raven squawks in frustration and flies away.  Baron bleeding from a side wound is now injured and might be able to heal in the player turn.

(Yes, you may heal after the mission is over.  In Mouse Guard, you usually get to rest when the job is frakking done! )

End of the line

The PCs reached Gilpledge.  Before they delivered the mail, they got accosted by a reputed artisan who was a refugee from one of the cities taken over by the weasels. He asked the PCs to help him go and recover a heirloom in the abandoned city behind the border.  The artisan was willing to argue to convince them.  They said yes (!!!), after convincing Martin (Daim rolled a Persuader check) to wait for late Spring (i.e. within a few days) to start off after the mail was delivered.

This brought the adventure and the GM turn to an end.  One test, one twist/conflict… about 90 minutes.

Up next: The Player turn, and an unexpected introvert conflict!

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Mouse Guard Diaries: Delivering the Mail, Part 2

The Players

I had 4 players attending this Mouse Guard game:

  • Yan: Legendary fiddler and king of crunch. Yan expects fast interaction with the game, be it Story or dice rolling.  Patience incarnate he is not. :)
  • Franky: Our groups most eager storyteller and explorer.  Give him a new setting and story hooks and he’ll go to town with it.
  • PM: Recently added to our RPG tribe, PM has long been looking for THE game that would allow him to get out of his ‘Squirrel!‘ state and explode as a storytelling evil bastard.
  • Mike: Calm and, to a point, reserved. He’s halfway between the butt-kicker and casual player.

I really wanted those 4 players to participate, but more specifically I wanted Yan and Mike there.  Yan because I wanted to see if he would ‘get’ what the game was about and help me understand it.

As for Mike, I had an ulterior motive (he’s so going to kill me when he reads this).

You see, lately I’ve had the feeling that Mike isn’t quite satisfied with his game sessions.  You can see on his face that he’s slightly annoyed, bothered or unsatisfied at least once each night (He also hates that I can read him like this).  Unless I ask him (usually between games), he usually doesn’t tell me outright what he wants or what’s wrong.

I’m pretty sure I understandd why.  Mike doesn’t want to make a fuss.  He hates to be a bother and, quite likely, is our most conflict adverse player.  So instead of saying what’s not right for him, he waits it out or hopes others will notice, and he sends ‘tells’, non-verbal signals that something’s up.  (That’s my perception of it, nothing more… it’s also possible that Mike is just one of those eternally unsatisfied dudes… but I chose not to believe that)

Those who’ve played Burning Wheel before  know where I’m going with this.  You see, Burning Wheel’s motto is “Fight for what you believe in” and Mouse Guard’s is “It’s not what you fight, but what you fight for“.  If this game engine is about one thing, it’s about conflict.

I couldn’t wait to see how Mike would react to it… Mwa HA HA HA!

The Setting and the Mice

I gave a short, 5 min intro of the implied setting of Mouse Guard.  How each PC was a sentient mouse, not so much a furry than what mice would evolve into if they walked upright, developed language and tool use while retaining their mousiness.  I explained that the PCs were all in a Mouse Guard patrol, ranger-like troopers in charge of ensuring various protective and supportive services to the mouse territories.

From there we distributed the Pre-generated PCs.

Dain: Patrol Leader and Brainy McBrainy of the group. Swordsman. Played by Yan

Quentin: Another analytical Mouse Guard, Map Maker and Bowman, mentor to Robin. Played by PM

Baron: Tough Survivalist guard. Halbardier. Played by Franky

Robin: Eager Tenderpaw (Apprentice Mouse Guard) with strong artisan background. Spearmouse.  Played by Mike.

The Mission

We started the GM’s turn.  Mouse Guard has got a very peculiar play structure where the GM plays his turn (meaning the classic GM has narrative control until the Mission’s goal is met or failed) and then the Players play their turn (creating scenes of their own to meet goals and story elements).

As all Spring guard missions,the adventure started in Lockhaven, the Mouse Guard’s fortress city sitting at the center of the mouse territories. Summoned by Gwendolyn, leader of the Guard, the newly formed patrol got its new orders: Deliver several bags of mail in 4 cities, bringing them to Gilpledge, at the edge of the new, post Weasel-war border.

I then described that the 1st half of the journey, while early in Spring, was without problems because the cities near Lockhaven had tunnels and more established roads.  (That’s MG talk to say “The obstacles haven’t started yet, enjoy the scenery).

At that point I noticed that PM, whose PC goal was ‘I’ll map out our route from Lockhaven to Gilpledge’, was doodling on a piece of graph paper, making a map with towns and trees and rivers.

We were off on a good start.

The other Pathfinder game! (Big props to Mike, who handed me play notes)

Once in Sprucetuck (Science Town. Home of Daim and Quentin), I told the players that the path ahead had been damaged during the winter and that finding the way to the next city was going to be very hard.  In a world where everything is mouse sized, a tree falling on a stream is like the Space Shuttle crashing on a LA Highway during rush hour.

Now Franky, whose PC’s goal was ‘I’ll anticipate the needs of the patrol leader’, asked if he could purchase ice climbing equipment.  Now the adventure does not tell GMs to let PCs shop upfront (and apparently, neither does the game’s core assumptions).  However, the rules of dealing with obstacles (what the next scene was going to be) has a ‘gear’ section, so I ruled that it would be interesting to play with the Ressource (get something) and Circle (Get help from a NPC) abilities.

There followed a scramble with the rulebook to establish the difficulty for manufacturing one set of winter climbing gear (Quite clever and intuitive by the way).  With Sprucetuck being a science town and the 2 senior mice being natives, everyone pitched in to find good material and the city’s best equipped smithy willing to let Baron do his thing.  Success was achieved and I told them that the gear could give a mice using it a +1 D if ice climbing was needed or if someone without a relevant skill wanted to help in negotiating such an obstacle (once again, house ruling a bit).

And so the PCs set out from Sprucetuck to travel to Dorigiff and Gilpledge.  The path was hard and the weather bad.  This required a Pathfinder roll vs a target of 6 (i.e. nearly impossible, also the difficulty of going against the ‘Spring’ season).

Now the way it works, one character needs to come forward and offer to make the roll.  Depending on the gaming group’s social dynamics, this might be the first player to suggest a solution or the plan may be the result of table chatter as relayed to the GM  by the Patrol Leader (a lost art in the “My turn now” era of RPGs in my opinion).

My group is of the ‘let’s talk it out’ kind and was still very much into ‘let’s solve this rather than make a story out of this’ mode, which I’m told, is the game’s default mode of playing.  However, when they saw how many dice they got vs the 6 success needed, they knew we were going into plot twist territory.

So Quentin, armed with his trusty map and Pathfinding skill, with the other three mice using Scout, Survivalist and the Ice Climbing gear attempted find the way to the next 2 cities.

So they rolled… and failed.

Up next: Conflicts!

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YouTube Tuesday: Qui-Gon Gin Edition

OK, taking on Star Wars: Episode 1 is like killing trade droids with a lightsaber: no challenge at all. What is a challenge is doing a 70 minute deconstruction of the movie, completely eviscerating it from both a critical and emotional standpoint, and making it completely hilarious in the process. Plus, there’s random digressions, a totally bizarre narrator, and a startling basement scene that you won’t see in an Ebert review. Well worth watching: the first part embedded here, the other 6 parts linked after the jump. [Read the rest of this article]

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Critical Hits Gift Guide 2009

It’s the Monday before Xmas, and you’re still looking for a gift for the gamer in your life. Or you’ve got some Xmas money coming that you want to spend. Either way, here are some games (and a book) that we recommend you buy.

Dominion: Intrigue & Dominion: Seaside

Whether you have the original Dominion or not, Dominion: Intrigue can stand alone, and Dominion: Seaside can add more action cards to either one, increasing the possible number of combinations of cards even higher. Great for 2-4 players (and the magic 5 if you have both Intrigue and the original), easy enough to play with non-gamers, and with enough strategic complexity to engage gamers (particularly former Magic players.) [Read the rest of this article]

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Mouse Guard Diaries: Delivering the Mail, Part 1, Mini-Review/Primer

I’ve long said that I was a mono-gamist.  I heavily invest myself in one game system and I spent most of my free time on it.  The fact that many consider this blog to be a D&D 4e blog lends strong support to that assertion.   But lately, maybe because I’m well past my mid-30s, I confess to a certain attraction for some of those sexy, subversive, nose-ringed tattooed  indie games beauties.

I’m sure D&D will understand…  I mean we were apart for 10 years during my Gurps period, what’s a few more hours eh?

Chief among those sexy games is Mouseguard, a simplified version of Luke Crane’s Burning Wheel based on the Mouseguard Comic Book.  I bought the game at the Indie Press Revolution booth at Gen Con in 2009 based on reader suggestions, Ennies nomination and Peter Atkinson’s endorsements.  I voraciously read it (it’s one of the best written RPG book I’ve read).  I met the author at a local con last summer and I got further insights on how the game was supposed to be played from him.

Then, a few weeks ago, I got to try a tiny bit of it with PM, one short sword duel, and we loved it.  Enough that PM called for our December Sunday game to be a Mouse Guard one.  I was only too happy to oblige.

Mini-Review and learning to GM Mouseguard

I’ll tell you one thing that I’m sure many who’ve read the book will tell you. The game is hard to ‘get’ from a straight read-through.   I was doing some serious head scratching after reading it.  I knew it had the potential to be awesome, but I couldn’t for the life of me find where it explained how the damn game was played!

I know I’m a bright guy and I’ve been reading Role Playing game rules for the better part of the last 3 decades.  When I can’t wrap my mind around something it usually means that the teaching material is bad (it wasn’t), that there are concepts I am too unfamiliar to grok (true) or that I wasn’t in the proper frame of mind when I tried to learn the game (also true) .

As I was reading it,  I was expecting a ‘how all of these systems fuse together into a game’ chapter.   At least, I hoped to see some kind of flow chart but none were to be found, not even a character sheet (you can find those online, and the cheat sheet is also on them).

I was feeling I was missing something, and others I talked to did too.

Then it dawned on me, all those I asked were long time D&D players or players of some other more classic games.  Our brains were hardwired with how a RPG’s engine should purr  (Classes or skill based,  point-build or levels, tactical or abstracted combat, etc) and Mouse Guard/Burning Wheel is based on a whole other set of assumption.  Grokking Mouse Guard implied that I had to see the game with different expectations and a broader outlook.

So I made ‘getting’ what Mouse Guard was about into a Nerd Project.   As I said, I read it (3 times), I tried it and I tracked down the designer to talk about it some.

From my understanding, the game is built around PCs aspects and  game engine aspects.   The PC aspects are about Goals,  Beliefs, Instincts, Traits and Skills.   The goals, beliefs and instinct parts are what shape who the PCs really are and help players role play and make key decisions.  Instincts and traits are gut reflexes and quirks that further flesh out a PC.  They also allow players to play against themselves for various rewards.  The skills are what the PC is  good at doing but the game engine encourages players  to branch out, try things while totally untrained. Above all, the game encourages PCs to Fail!

The game engine is centered around Challenge, Failure, Conflicts and Compromise.   Challenges are straight skill tests (single or expanded) where a single PC adds dice from various sources (including those of his fellow PCs and gear) to roll X number of successes using a Dice Pool system.

Failures are built directly in the game’s engine.  When PCs fail, the GM introduces new plot twists (oh no, a wolf captures your escort NPC!) or impose a condition on PCs (You finally caught with the lost mice but you’re all Angry from the frustrating and scary ordeal).  This part can be as planned (pre-made twists and conditions) or improvised as the GM chooses.

Along with failure management, conflicts are another aspect that make the game shine.  Conflict covers all prolonged opposed contests where something crucial is at stake and where tactical aspects represent various ‘states’ of the conflict. This applies, of course, to combat, but also to arguments, chases, speeches and journeys.  Each side determines a goal for the Conflict (ex: “I will distract the guards to let my friends sneak by” vs “I will teach this pesky mouseguard a lesson”). Then each side  ’attacks’ the other side’s ‘disposition’ (like HP) through a repeating cycle of choosing an action,  roleplaying/description it and then roll dice for it.

The conflict mechanics really make the game fly above many others I’ve played in the last 10 years.

Finally the outcome of all conflicts usually end up in some sort of compromise where both side compare the relative damages they took and come to an agreement about how much of each other’s goal is met (with emphasis on the winning side getting, at least partly, what it wants).

Once you get the above assumptions/concepts and once you understand how most of the parts interact with one another  (e.g. How ‘helping’ works, how ‘gear’ work, how traits can be used for or against a PC and how experience work), you really need to go into trial and error mode, with the book opened, to play it. Don’t sweat the inevitable stumbles, the engine can take it and PCs only die if people agree that death is on the line.

It truly is a beautiful game, from an arts and mechanics point of view.

Up next: We meet our heroes and we plod through their first challenge!

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First Impressions: "Doctor Who: Adventures in Time and Space" RPG

WhoFor a while now, but especially since the recent reboot, I have been a Doctor Who fan. I only caught random episodes on PBS as a kid (primarily Tom Baker/Doctor 4 episodes), then quickly became hooked during the Christopher Eccleston run, and rabid fanboy afterDavid Tennant came onboard.

Cubicle 7 is not the first to tackle a Doctor Who RPG. I played one at a convention years ago, taking the role of the Doctor while the others played various companions. I remember my techno-babble being exceptional. However, Cubicle 7 has created a version clearly aimed at a broader audience than those who would normally play an RPG. First, it’s a boxed set, containing everything you need to get playing (though I only have the PDFs, so I need to supply my own d6s.) Second, everything is separated by role: there’s a player’s guide and a gamemaster’s guide, and there’s nothing needed that requires you to read the other role’s book. Finally, the text tries to be a helpful to new players as possible, though never to the point of being condescending to the reader.

This is a first impression based on a read-through of all the PDFs of books included in the boxed set, provided as a review copy from the company. [Read the rest of this article]

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Happy Birthday Love!

AlexIt’s become a tradition on this blog to wish the woman of my life a happy birthday.  She’ll turn XX+1 tomorrow (Sunday).

This year has been a  particularly trying one for us and I’m eternally grateful that we made it through intact.  I owe a lot of it to Alex’s resilience and willingness to believe in us and in me when I stopped doing it myself.

Needless to say that each morning that I still see her sleeping by my side fills me with joy and a sense of peace.

I just wish I could tell her the words that so easily come to me when I write.

Alex, you are the coolest, sexiest, most beautiful,geek girl I have ever met… We’ve made it 13 years and I still hope to write these yearly posts for 30+ more.

Oh and I understand and respect why you are in team Edward… I’m fine that Robert Pattionson and the two Supernatural boys made it on ‘The list” :)

(Go team Jacob!!!)

Dear readers, Alex is a huge part of Chatty’s success. She believes in my dreams and pushes as hard as I do to make them come true.  She plans around my mad moments (thankfully more manageable now) and gets that I need to spend hours writing (she spends the time doing her own geeky cool things).  She truly is the Patron Goddess of gamer friendly wives.   Heck, she didn’t veto me when I mistakenly planned a Mouseguard game on her birthday tomorrow…

I’m the luckiest man alive and I’m well aware of it.  I love you Chérie-belle.

As is now tradition, please send her your birthday wishes, I’m sure she’ll appreciate.  If you have sexy-cool vampire/Supernatural Youtubes, send the links!

Thanks everyone.

Phil/ChattyDM

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Critical Bits for the week ending 2009-12-19

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Don't Touch That! A Winter Solstice Tale

Last week, Wizards of the Coast posted a contest on their community site (which many of us call Wizbook).

The contest is still open for a few days (until December 21st actually) and so far only 2 entries were sent in, mine and my friend Dave: The Game of Critical Hits fame.

Entrants can win a PHB/PHB2 gift case… Yeah, I have them already, but I’m doing this for a friend whose gaming group could use the books.

You can find my entry here and itr looks real good!

I won’t reprint the entry here, I’m pretty sure I can’t, so here’s the background…

Background: Somewhere deep in the reaches of the realms of the  Fey of the Winter Court lies a dark-hearted Fey Lord that builds horrifying, murderous toys all year round in an automated factory. Once a year, during the Winter Solstice, the factory transports itself to the Northern Kingdoms of the prime world for 2 nights.  During that time, the Blood-Red Spirit releases its clockwork contraptions on the kingdoms’ children in retaliation for some long forgotten slight to the Winter Court.

This year, the human kingdoms are fighting back!

Go and have a look to read the rest, let me know if you liked it.  I sure had fun doing it. I even think I leveled up in trap design.

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