Critical Hits

The Journal of Gamer Culture

Critical Bits for the week ending 2010-03-14

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E11 – 4e Gritty Heroic Roleplay

This idea was fully inspired by a thread on ENWorld about adapting E6 to 4e. What is E6? You can find more about it in another thread on ENWorld or in the full PDF write-up, but the core idea is simple: for D&D 3e games, players stop gaining levels at level 6, and instead, gain new feats whenever they would level. This keeps the PCs right at the top edge of “gritty fantasy” and on the cusp of “heroic fantasy” while still allowing the characters to grow. Lower level bad guys (like Orcs) still remain threats in high numbers.

Well, I think this idea can be ported to 4e pretty easily. However, in 3e, feats were a big way in which characters changed. In 4e, some of the emphasis has been taken off feats and put into powers. Plus, the 1-20 vs. 1-30 level spread changes things a bit. Thus to accomodate it, here’s the rules I propose:

  • Everything is normal until level 11, AKA the first paragon level. Paragon path is chosen as normal. Then advancement stops. Though you still level up, you do not increase HP, the half-level bonus (it’s always calculated as if level 11), do not gain further class abilities, and so on.
  • At every even level, you gain a new feat.
  • At every odd level, you upgrade your lowest level power to a higher level version of a level you do not possess, no matter what level that power is. For example, if you have level 1, 3, and 7 Encounter powers, you can upgrade your level 1 to a level 13 encounter power, since it is the same type (encounter) and the next jump is of a level you don’t possess (since you already have a 3 and 7). You can choose the powers of your paragon path in this way.
  • Repeat forever.

There’s something that particularly tickles me about this idea, that you gain powers beyond your level. The powers system is pretty modular in this way, not being dependent on a specific ability score or something similar. That way your techniques in battle are getting improved, without ascending bonuses into godhood. Level 11 (or as I like to think of it with this system, “name level”) has a pretty good number of options for characters, and the DM still has plenty of options for monsters. This option might work better for campaigns focused on empire-building then those where you eventually ascend to god-like power. The system isn’t without issues: for instance, PCs will start to cherry-pick paragon paths based solely on what is granted for 11th level instead of what might balance throughout the whole progression, and the XP system might need to change. But I think it’s a good start.

I’m considering this for a Dark Sun game. What do you guys think?

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Assassins On The High Seas

Avast Ye Assassins

The high seas are filled with peril and danger at any given time, but off the island-riddled coast of the tropical south west, the waters are particularly more dangerous than elsewhere in the world. Regardless of the large naval and lawful presence within the area, a nefarious group of assassins has managed to gain control of the seas and surrounding islands. This pirate armada is responsible for the countless sunken wrecks that litter the seas around the numerous coastal islands, and many more deaths. Their unique and shadowy talents are for sale to the highest bidder. Operating without honour, these assassins are known to quickly double cross their contractors for an excessive fee without hesitation. The Crimson Armada is a dire and menacing threat to any that find themselves targeted by these pirate ninjas.

The Crimson Armada

Members of the Crimson Armada walk boldly through the streets of the numerous port cities and towns of the region, proudly displaying the scarlet tattoos that mark them as a member of the assassin coven. Each tattoo that adorns a member of the Crimson Armada has two purposes. Firstly, the amount of tattoos symbolizes achievements that are awarded within the pirates’ society. These accomplishments vary from almost honourable to downright morbid. It has been said that acts of successful treason and mutiny, as well as killing superiors, are classed as high achievements, while acts of bravery, loyalty and sacrifice also gain an assassin an inked marking. The second and more coveted aspect of the tattoos are the powers and abilities that each tattoo grants to the bearer. Each symbol holds a fragment of primeval power from an ancient shadow oni assassin lord. The powers and abilities of each symbol vary widely from instant mastery of martial arts, such as ninjutsu and kendo, to shadow arts, like teleportation and invisibility. With these supernatural abilities the members of Crimson Armada have continuously eluded capture from the watchmen and authority forces of the region only to strike back with deadly precession upon anyone that stands in their way. Now there are very few people left in the area that oppose the chaotic might of the Armada and fewer still who are willing to speak such words aloud.

With their imposing presence within the cities and towns of the coastal region the leaders of the Crimson Armada remain hidden within their fortress home which lies upon the back of a colossal dragon turtle. Using dominating magic, the Armada’s most powerful magicians control the once ferocious turtle as the see fit. The thick moss laden shell holds a menacing blood red solid stone fortress the stands several stories high. The Armada has also carved several caves and dungeons into the turtle’s shell where they house their most treasured items. With enough money anyone or anything can employ the Armada to complete a number of tasks, the pirates specialize in assassination and thievery but will take on any task as long as the money is right. The inherent risk of hiring the nautical assassins is having them double cross you, the agents of the Crimson Armada are given free reign to offer a choice to their targets, for a hefty price victims can reverse the contract placed upon their heads. This choice of immunity can be offered numerous times to the same two parties, with the price ever increasing. This game of back and forth has seen the Armada amass an extremely substantial amount of wealth in the short period of time they have been operating. The freedom that each pirate assassin can offer also extends to their methods, with no two members of the Armada operating in the same manner. Some complete their missions with stealth and speed, whilst others rampage head first through any obstacle within their path.

Foundations

The leaders of the Crimson Armada started life as little more the orphaned thieves who scrounged a living in the darkened and filthy alleys of the capitol city of the coastal region. As the years passed, their distain for the wealthy and fortunate around them grew to scornful hatred. The brother and sister began to covet wealth above all things and made a pact to do whatever was necessary for them to amass a wealth that was the envy of kingdoms and empires. They received their chance the day they stole ancient scrolls from holy monks who were resting in the city whilst on a pilgrimage. At first they meant to sell the parchment for mere gold, but when tracked down and confronted by the monks, a fight ensued. During the scuffle ink rubbed off upon the brother granting him the instant mastery of a martial art, with which he bested the skilled monks. Upon that day five years ago the Crimson Armada was founded, with the single purpose to amass a hoard of wealth the likes the world has never seen.

O’Captain, My Captain

Captain Derdan, controls the Crimson Armada’s countless ships from his immense 1st rate Ship-of-the-line. Known by its crew as Red Sea, the immense ship has single-handedly dispatched an entire fleet of naval vessels in combat. Whilst Derdan’s sister remains within the Armada’s fortress, he appears as the face of the pirate assassins and has a royal bounty on his head larger than anyone in known history. However any who have sought to claim the bounty have either been recruited into the Armada or have fallen to the twin magical cutlass’ that hang awkwardly from Derdan’s petite frame. His thick black hair hangs to his shoulders, framing a youthful face that is patched in a thin beard that speaks of the captain’s youth. Countless tattoos completely cover the small frame of the captain’s constantly shirtless top half. The power of these tattoos has seen the teen gain abilities and powers that surpass veteran heroes and legendary generals. Many warriors mock his appearance and stature upon first meeting, a mistake that is only made once. Derdan is covered with every single tattoo that he and his sister found upon the scrolls, including the original that rubbed off during the initial fight with the monks. As such his powers and abilities are almost limitless as he verges upon the edge of immortality.

Hidden Sister

Krestaen spends the majority of her time within the fortress of the Crimson Armada. Her once auburn hair, now abyssal black to match her eyes hides a secret tattoo upon her scalp that she tore from the scrolls upon the day she and her brother stole them. This unique tattoo coupled with the others upon the scroll has granted Krestaen powers that equals Derdan, however in place of the martial skills of Derdan, Krestaen has access to limitless shadow and Oni magic. The small, adolescent girl constantly carries two bladed whips that appear ridiculously long and unwieldily even if in a master’s hand. However her abilities with the extended whips are legendary amongst the few people who know her. Krestaen uses her abilities to oversee the operations of the Crimson Armada. The young girl delights in her role as interrogator and torturer for the few prisoners of the Armada, often using dominated sharks to slowly terrify and devour prisoners she has becomes bored with. Whilst Derdan is unaware of his sister’s hidden tattoo, Krestaen covets the ink marking that was smeared almost illegibly upon her brother. Wealth has become meaningless to Krestaen as the demonic voice in her head constantly raves about the joys of destruction and mayhem. A strong will has kept the voices at bay so far, but it is only a matter of time until Krestaen gives in to her morbid urges of destruction.

There Can Be Oni One

In darkened years now forgotten and never recorded in the histories of the world, an immortal shadow oni rampaged across the world. Countless heroes and innocents fell before the unstoppable demon and the world burned crimson with blood and fire as hope disappeared. Known only by the title of Crimson Death, the demon Shinoshi delighted in the perfect world it was sculpting. As a master of all shadow magic and martial arts, no group of heroes could even last mere minutes before the abomination. As chaos flooded the world, a small group of enlightened monks gathered together in an effort to stop the beast. A mighty ritual took place in which the ten monks sacrificed the enlightened energy to weaken the demon, then separating and draining all of Shinoshi’s powers into several scrolls. With their sacrifice and the immortal demon captured, the world returned to normal and Shinoshi was eventually forgotten by everyone, except the monks who guard the evil scrolls on an endless pilgrimage. If all the symbols are to ever be written on a single canvas or the scrolls completely destroyed, then Shinoshi would return once more to the world.

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Arena 4e

Arena 4E is a fast-paced combat game for two or more players, and it can be played as a bloody free-for-all, a team vs. team cooperative effort, or any other combination.

CREATING YOUR CHARACTER

Combatants

The four available combatants each have their own strengths and vulnerabilities.

  • FIGHTER: Tough and deadly in hand-to-hand combat, the fighter tends to move slower than other characters and possess limited range attacks. Primary ability: Strength.
  • WIZARD: While fairly fragile in melee, the wizard can attack multiple distant opponents with fiery blasts of magic. Primary ability: Intelligence.
  • CLERIC: The cleric can be as tough as the fighter in combat and has the best healing, but does less damage than the other characters. Primary ability: Wisdom.
  • ROGUE: Agile and fast, the rogue usually attacks first and deals a lot of damage, but can only fight up close and personal, lacking any range attack. Primary ability: Dexterity.

Abilities

All combatants have seven abilities, which affect their characteristics in different ways.

  • STRENGTH: Measures physical might, allowing fighters to ignore attacks and increase their force of their strikes, and allowing all characters to wear heavier armor and wield more dangerous weapons.
  • DEXTERITY: Measures speed and agility, allowing rogues to dodge attacks and slip through defenses to strike vulnerable targets, and affecting the movement and strike order of all characters.
  • CONSTITUTION: Measures physical health, allowing all characters to suffer injuries but still remain in the fight.
  • INTELLIGENCE: Measures mental agility, allowing wizards to predict incoming attacks and target the weaknesses of enemies, and allowing all characters to move to the best starting location in the arena.
  • WISDOM: Measures self-discipline and empathy, allowing clerics to rely on their gods for protection, for healing of allies, and for smiting of unbelievers. All characters can provide some healing, but clerics excel in the area.
  • ARMOR: Measures the protections (mundane and magical) used to guard against attacks. Because of the physical toll exacted by wearing armor, the ARMOR value cannot exceed the STRENGTH value.
  • WEAPON: Measures the weapon (mundane and magical) used to attack opponents. Because of the physical toll exacted by wielding a weapon, the WEAPON value cannot exceed the STRENGTH value.

Characteristics

Depending on the combatant and abilities, the characteristics can vary.

  • DEFENSE: Measures the difficulty in attacking another combatant. If an ATTACK roll is below the DEFENSE, the attack misses.
  • HIT POINTS: Measures total damage a combatant can take before dying.
  • ATTACK: Measures effectiveness of attack. If the rolled dice plus bonus equals or exceeds the targets DEFENSE, the attack hits.
  • DAMAGE: Measures wounds in hit points delivered on a successful ATTACK.
  • RANGE: Measures number of squares (horizontal, vertical, or diagonal) an ATTACK can reach.
  • MOVE: Measures number of squares (horizontal, vertical, or diagonal) a combatant can move during a Move Action.
  • INITIATIVE: Measures combat order, which is determined at the beginning of every combat round. Combatants with tied INITIATIVE rolls act at the same time.
  • HEAL: Measures wounds in hit points that can be removed from any combatant in RANGE on a Heal Action.

Assigning Scores

Distribute 16 points among the abilities listed above. For each kill, you gain 4 points to distribute after the battle ends.

Score | Bonus
—————-
0 | +0
1 | +1
2-3 | +2
4-7 | +3
8-13 | +4
14-21 | +5
22-31 | +6
32-43 | +7
44-57 | +8
58-73 | +9
74+ | +10

Characteristics

FIGHTER

  • Defense: 4 + Armor + Strength
  • Hit Points: 35 + Constitution
  • Attack: 2d8 + Strength
  • Damage: d4 + Weapon + Strength
  • Range: Weapon – 1 (min 1)
  • Move: 1 + Dexterity – Armor (min 1)
  • Initiative: d20 + Dexterity
  • Heal: Wisdom (Self or Ally within range)

WIZARD

  • Defense: 4 + Armor + Intelligence
  • Hit Points: 20 + Constitution
  • Attack: d10 + Intelligence vs. each target in range
  • Damage: d6 + Weapon + Intelligence (divide among hit targets)
  • Range: Intelligence + Weapon
  • Move: 1 + Dexterity – Armor (min 1)
  • Initiative: d20 + Dexterity
  • Heal: Wisdom (Self or Ally within range)

CLERIC

  • Defense: 4 + Armor + Wisdom
  • Hit Points: 30 + Constitution
  • Attack: 2d6 + Wisdom
  • Damage: d4 + Weapon + Wisdom
  • Range: Wisdom + Weapon
  • Move: 1 + Dexterity – Armor (min 1)
  • Initiative: d20 + Dexterity
  • Heal: 1d4 + Wisdom (Self or Ally within range)

ROGUE

  • Defense: 4 + Armor + Dexterity
  • Hit Points: 25 + Constitution
  • Attack: 2d6 + Dexterity
  • Damage: Weapon + Dexterity + d8 Sneak
  • Range: 1
  • Move: 1 + Dexterity – Armor (min 1)
  • Initiative: d20 + Dexterity
  • Heal: Wisdom (Self or Ally within range)

CREATING THE ARENA

Battles are conducted on a 1″ scale battle map, with the positions of the combatants tracked using miniatures or markers. Because of attack ranges, position is extremely important.

The size of the arena depends on the number of combatants.

  • 2 characters: 6 x 6 squares (d# = d6)
  • 3 characters: 8 x 8 squares (d# = d8)
  • 4 characters: 10 x 10 squares (d# = d10)
  • 5 characters: 12 x 12 squares (d# = d12)
  • 6+ characters: 20 x 20 squares (d# = d14)

Arena Traps

  1. Determine the number of traps inside the arena by rolling the associated d# dice. For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the number of traps.
  2. Determine and mark the location of these traps by rolling the associated d# dice for the X-coordinate and the Y-coordinate. For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the X-coordinate and a d6 for the Y-coordinate.

Starting Location

  1. To determine the starting location of a character, roll the associated d# dice for the X-coordinate and the Y-coordinate. For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the X-coordinate and a d6 for the Y-coordinate.
  2. After determining the starting location for all characters but prior to the first combat round, characters can move up to their INTELLIGENCE modifier

RUNNING THE BATTLE

  1. At the beginning of each round, all characters roll INITIATIVE.
  2. On a combat turn, a character may use an Attack Action, a Move Action, and a Heal Action in any order.

Attack Action: Roll an ATTACK against a target in range, and if the ATTACK exceeds the target’s DEFENSE, roll DAMAGE. When total DAMAGE exceeds HIT POINTS, the combatant dies.

Move Action: Move your character up to your MOVE value. If you move into or through a trapped square, suffer 10 damage. (NOTE: The Starting Location move CAN trigger these traps).

Heal Action: Apply HEAL value to yourself or an ally within RANGE.

GAME END

When only one side or player is left standing, the game ends.

Character Sheet

Attached is an Excel document that can be used as a character sheet for your arena warrior.

ArenaCombatantCreator

Questions? Comments? Feedback? Please leave them below.

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Review: Heavy Rain

A Noble Quest Gone Unfathomably Awry

I’m going to start this review off with a simple, embarrasing admission. I’ve recently played Dragon Age and Mass Effect 2. While I thought both games were fantastic, both shared a common, unfortunate trait: an extreme dearth in the nipple department. Through sexy burlap boob-togas or futuristic kennels for galactic sweater-puppies, the love scenes in these games were approximately as spicy as a trip to the Old People Buffet(tm). So it was, after finishing Mass Effect 2, that I found myself looking for another game to play. Heavy Rain had just come out, and I’d been hearing two things about it. One, it was supposed to have an absolutely incredible amount of story and character development in it. Two, I was promised boobs. Lots of boobs. I was sold. Mostly because of the boobs. It’s not like I’ve never seen or do not have occasional access to actual boobs. There is simply a certain happy place that my inner 15 year old goes to when I cause computer generated boobs to appear. Even when they are barely recognizable.

WARNING!
THIS PART CONTAINS MILD PLOT SPOILERS FOR THE FIRST 30 MINUTES OF GAMEPLAY!

Upon purchasing and loading the game into my PS3, my first thought was that it looked rather like Playstation Home. Everything was bright and cheery. The guy I was controlling, Ethan, looked and sounded kind of vapid and mild, and I was doing a lot of useless crap (which was fine, it was the “tutorial” part of the game). That being said, it was kind of relaxing. I had two sons, one of whom had a birthday that day, and I was helping my wife set up for the party and playing with the kids in the backyard. Supposedly he was turning 10, but he seemed quite a bit younger. I can’t remember my dad carrying me on his shoulders and giving me airplane rides when I was 10. (Then again, I was about 150 pounds when I was 10.) That aside, it was sweet and happy. I had a nice job, great kids, and a hot wife who didn’t want to have sex until later because there was way too much stuff to get ready. Life was good, but I did want to get poor Ethan laid.

In the next scene, we’re shopping at the mall, where one of Ethan’s kids promptly runs off. I run around trying to find him, and the experience is real enough to me that I almost have a freaking anxiety attack. I’m suspecting that since this part in the game, something crappy is about to happen. I am right, but I am utterly unprepared for the sheer magnitude of the dump that life is about to take on Ethan. I chase him around in a huge crowd, barely missing him several times until I see him walk outside. I run for the door and emerge from the door only to find him already across the street, which is quite busy. He is so happy to see me that he bolts back across the street toward me, right into the path of a speeding car. I try to save him, but I’m too late. He dies, and I’m in a coma for awhile.

Then it gets even happier!

Fast forward two years. Your beautiful wife has left you, you live in a shitty apartment, and your remaining son is distant and doesn’t really like being around you anymore. To drive home how crappy your life is now, you get to spend the evening with your son while he tries to watch TV to avoid talking to you. You also get to prepare a microwave dinner for him and make him do his homework. All the while, Ethan is sulking and flopping around his house like some kind of moping savant. Sadness is dripping off every surface in the apartment. The potatoes in your son’s crappy microwave dinner have been marinated in it.

Then things get really bad. Yes, really. It gets worse. Your only surviving progeny gets kidnapped by a serial killer. Everybody thinks you did it. Including you. Ethan can pretty much win any thread on FMyLife.com at this point without even trying, and I’d been playing the game less than a half hour. Holy shit.

In short, I came into this wanting to see boobs, and Quantic Dream gave me an advanced parental worst-case scenario simulator. I wanted to go wake up my real-life son and hug him until my arms fell off. At the time, I was seriously wondering if I could make it through the rest of this game. There comes a point for me when something catastrophically bad happens in a game, and I either choose to quit or to single-mindedly play the game until I’ve seen the in-game bastard responsible pay for his crimes. The first time I experienced this was Aerith’s death in FFVII. The second was Nanami’s death in Suikoden II. This was worse than both. And by the gods, I was not about to give up this time. Thus began a week of Very Little Sleep.

I am pleased to say it was worth it.

And Now, The Rest Of The Review (Now With 75% Less Panic Attacks!)

Gameplay in Heavy Rain comes in two flavors: walking around and manipulating objects at your own pace, and QTE action sequences. There’s a little bit of a learning curve, as you use the R2 trigger button to walk, the left stick to look around, and the right to perform actions. When the symbol for a button or motion appears, you do what it says to perform an action of some kind. It gets easier with time, though I can’t say I found it particularly intuitive at any point. The developers seemed to relish making you perform mundane everyday tasks in their interface. I found myself doing everything from making scrambled eggs to changing a baby. It was a little tedious at times, but it did help immerse me in my environment. The action sequences are where this interface really shines, partially because they deliberately don’t make it easy for you. The fight sequences are intense, and (depending on how well you do) can get pretty long – but never boring. There are no health bars here, you just keep going until something happens. If you need to dodge or block, a little icon for what you’re supposed to do appears on the incoming threat (and may be shaking if your character is freaked out), and most of the time it’s moving quickly enough that your brain needs a few extra processing cycles and you’re prone to messing up just from mental overload. I’ve been in martial arts for most of my life, and I was impressed at this game’s ability to capture the feeling of mentally shorting out under attack. Part of it is that there’s no ninja whirlwind kicks or swords or any other fantasy combat going on. It’s about real people, most of which who don’t know anything about fighting, trying to survive an attack. It’s riveting, and the way it’s handled feels much more satisfying than doing a QTE sequence in a game like Shenmue or God of War. One thing I didn’t care for, though, was that occasionally they would put the camera at some awful arbitrary angle for effect. While they may have been trying to do this to simulate your character’s fear and confusion, if I’m two feet away from my goal and you suddenly switch the camera in such a way that I wind up getting lost it pisses me off. Fortunately, this doesn’t happen often.

The story, though it kicks you in the emotional nutsack in the first hour, delivers. There are a few little plot holes here and there, but nothing too serious. You play four characters in this game, and for the most part they are believable. Everybody has flaws, and you’ll frequently find yourself choosing between what’s “right” and what you “have to do”. You’ll see the occasional stereotype pop up, particularly in FBI Agent Jayden’s asshole partner, but it never goes too over the top. Even better, the story can change drastically between playthroughs depending on what you do. It was a lot of fun finishing the game and then talking to my friends who had also finished the game, comparing our experiences – which, I might add, were drastically different. Even in playthroughs where all 4 main characters lived, how things ended up between our stories didn’t even resemble each other. I’m not sure exactly how far you can diverge from the in-game storyline, but given that your characters can die, I would assume pretty far depending on when a particular character bites it. As it was, I found myself playing an entirely different character for the climax of the story than my two friends, and it made sense for how my story progressed.

One minor thing that bothered me about the game was the voice acting, though not in the usual “it sounds like they’re mindlessly reading off cue cards” kind of way. It was like their localization team didn’t bother to consult anyone when they did the English version of the game. Don’t get me wrong, they did a decent job. It’s just that most of the characters had a very noticeable French accent, except for private eye Scott Shelby (played beautifully by Sam Douglas), who spoke like a full-blooded Yankee. I’m not quite sure where the story is supposed to be set. Matter of fact, the setting was fairly vague other than it being in an urban area. Now, I’m not usually one to complain about an accent. I understand that here in America, we are extremely myopic about language, and if you’re going to be here you oughta speak AMERICAN. I’m just impressed people learn a second language, much less the official language of NASCAR. But, I digress. At times during the game, it got to the point where the voice actor knew how to deliver the line emotionally, but it was like they were tripping over the language. The fact that it was delivered well kept my suspension of disbelief in check, but just barely. When a woman looks at you and says “how would you feel if your son’s body was found in a wasteland?”, my first impulse is to ask if there had been a nuclear war I didn’t know about. Then I ask the woman if she needs to go to hospital. It’s a minor thing, but in a game that works best when the player is immersed in the environment, little speed bumps mean a lot. I wish they’d hired all British or American voice actors for the English version, or at least had an American guy around to go “that sounds funny where I come from”. At the very least, make it consistent. I’m curious to know what Scott sounds like in the French version.

The graphics for this game range from decent to completely amazing, mostly depending on the use of lighting. Brightly-lit characters in this game show their flaws, and they look flat. Light them dimly and introduce some smoke or rain, though, and I found myself occasionally forgetting I wasn’t watching real humans. Also, after recounting the bitter fruits of my quest for videogameboobs above, I would be remiss if I did not mention that I eventually did receive my just reward. Playable character Madison Paige offers you at least three opportunities for such things in-game, and they are wonderful as they are a virtual approximation of the assets of British model Jacqui Ainsley. I don’t know who was responsible for Madison’s butt-physics, but I want to make sure this person is nominated for a Nobel Peace Prize.

Heavy Rain Is Well Worth The Emotional Trauma

All said, I think my favorite thing about this game was the level to which it sucked me in when it counted. There were several chase and fight scenes where the game grabbed me by the face and wouldn’t let go. Like, heavy-breathing-and-butt-on-the-edge-of-the-seat engaged in what was going on. it occurred to me that if I was watching an identical sequence in a movie, I’d probably be kind of bored – but this game makes it exciting. The music and the visuals and the pacing were all laser-targeted to make you extremely invested in what might have otherwise been another mediocre copycat QTE gameplay experience. If you’re looking to find a reason to play Heavy Rain, this is it. I’ve never quite experienced its like. I want to again. It has a few rough edges, but they are absolutely not worth passing up playing this game.

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Monstrous Races in 4E D&D – Githyanki

In the Dragon article that previewed the githzerai race from the upcoming Player’s Handbook 3, the designers stated that the Githyanki were not being developed as a PC race due to their villainous nature and they feel the drow has taken up the available real estate for a villainous race in 4th Edition.

James Wyatt: “The githzerai’s evil kin are great villains, and we want to be careful about how often we turn villain races into player character options. Making the drow a playable race spent a lot of that currency, and we don’t want to overdo it.”
Mike Mearls: “While sometimes it’s fun to play against stereotypes, we don’t want every villainous race to go the way of the drow.”

This is an argument that I agreed with originally, but the more I’ve thought about it the more I begin to dislike the argument. When it comes to the core books for a game system, especially with a brand like D&D,  a lot of attention needs to be paid to the racial balance and how that effects the game. The drow are the obvious first choice to fill the iconic “villainous race gone good” conceptual space, but I believe once you get further into a system and provide more abundant choices the concern of overloading a player with too many options for villainous races greatly diminishes. [Read the rest of this article]

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Beginner’s Guide To Homebrewing

Origins

As it is homebrew week here on Critical Hits, I’m going to forego my usual flavour-based rantings in order to share with you my beginners guide to homebrewing. For those of you who are unaware of my RPG portfolio, I’m a mad as a hatter homebrewer. From humble (and undoubtedly parentally annoying) beginnings at the age of eight, I have been building ‘adventure’ games for my family and friends non-stop. My first game system didn’t go down so well as I spent most of my time trying to convince my older brother and parents to spend their weekends sitting at the table to hear me rant on and on about imaginary monsters and villains that they had no concept of. Since then I’ve continued relentlessly in the homebrew department to the point where I am running weekly games for two groups of six players. Below I’m going to share with you some of the basic tips I have picked up over the years.

Fantastic Isn’t Always Funtastic!

This is an easy trap to fall into repeatedly when you start out building homebrew campaigns and RPG systems. Fantastic and clever ideas for rules and campaigns don’t always relate to fun gameplay for your players. Before you devote your time and effort into developing components for your homebrew, run the idea by your players and friends to gauge their excitement for the idea. Then when constructing your homebrew, continue to ask yourself ‘is this fun?’ With the entertainment of your friends and family at the forefront of your creative process it is unlikely that you will end up with a boring or frustrating homebrew.

Complexity Is Thy Enemy

When starting out in the homebrew field, keep things simple for both yourself and the players. Simple rules and mechanics in your system are easy to remember by everyone involved and have less chance of becoming broken or unusable. Simple mechanics also consume less of your valuable time when you are creating them. One of the primary benefits for running a homebrew system should be the ease with which new players can join in on the fun. Unless your name is Chris Perkins or Monte Cook, chances are any new players will be unfamiliar with your system and massive complex rulebooks can be very daunting to newcomers. Three to four rule mechanics should be enough to cover the entire breadth of your gameplay to start off with. Once everyone is comfortable with the system feel free to add more mechanics and complexity if you won’t, just don’t overdo it. A different mechanic for searching, and bartering, and negotiating, and bribing the guards isn’t necessary.

Small Steps

Creating campaign worlds, unique monsters and player races can be a lot of fun, however it is very easy to get caught up in the creation of vast empires or small minute details, causing you to spend way to much time constructing your Homebrew worlds. Don’t be afraid to start of small, a couple of detailed notes for each component of your world should be enough to start playing with. Then as you add details throughout the game or brainstorm during daydreaming sessions, take notes and build upon things as they are needed. Your players don’t need a detailed history that covers every calendar date in history, nor does every city need to have rich characters and culture when you first sit down to play. A benefit of homebrewing is that the world and setting are of your own creation. So whether a detail within the world was crafted over weeks of thought and effort, or is merely an immediate reaction to a player’s in-game question can remain a mystery.

Pride Before The Fall

Homebrew systems are very personal constructs: you spend your time and effort building something for your friends and players to enjoy and when someone gives you feedback, or a player comes up with an idea on how to change something, it can come across as a very personal attack on your beloved homebrew baby. One of the biggest pieces of advice I can give to anyone starting out in the homebrewing department is this: do not let your pride get in the way of the fun. I’ve seen several homebrew games fail and dissolve very quickly, because the DM or creator is unwilling to change anything or accept genuine and constructive feedback. RPGs should be enjoyed because of the input of everyone involved, not just the DM. If a player has an idea on how to better a rule mechanic, try it and see if it works. If a friend comes up with a great idea on the motives of an NPC, work with them and incorporate it into the system. Other perspectives will see problems you can’t or refuse to. Players love to see their NPC’s and creations flourish within your homebrew setting. Being open to change and outside input can only improve the gaming experience for everyone involved.

One final point concerning jealousy between homebrewers. If someone else uses one of your mechanics or unique monsters, don’t tell them they can’t because you built it, therefore you own it. Encourage them and enjoy the fact that other people enjoy you creation enough to use it in their own games. As they say, imitation is the highest form of flattery.

So there you have it, my beginner’s guide to homebrewing. With these simple guides in place you should be entertaining your friends and daydreaming the hours away constructing your next monster race in no time. Don’t forget: happy homebrewers are good homebrewers.

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Classless 4e

Though 4th Edition D&D is made up of classes- which are intrinsic to the design of the system- you can try something new with your next campaign by getting rid of them altogether. Some sub-systems in 4th Edition will have to stay, such as those for purposes of multi-classing and the feats and powers associated with them. But for the most part, you can choose to just simply get rid of all classes.

Character Creation

Have your players choose a base class. This will be the delimiting factor that will prevent possible wide-scale/hardcore abuse and keeps certain feats a viable choice (i.e. multiclassing.)

At character creation, and again when a PC levels up, allow them to choose any power from any existing class list without modifying them at all. Naturally, they will still be choosing from a set of powers that likely compliments their existing attributes. But, this deviation from the normal system opens the game up for any array of powers and abilities or the combination thereof. You may just be surprised how it all plays out and the choices your PCs make. It will open up new options and allow for characters to break the normal modes of play that some in the D&D community are not in favor of.

With this system change, you will find that any combination of possible builds will inspire your PCs to create diverse and truly unique characters. Here are some rules that I suggest. As always, mileage may vary:

  • Characters must choose 1 At-Will from their base class.
  • Starting Hit Points for all characters equals their Constitution score + 12.
  • Each character gains an additional 8 Hit Points at each level.
  • All feat prerequisites must still be met in order to take a given feat (i.e. Channel Divinity, etc.)

Class Features

One of the cool things about 4e is the neat class features that are associated with each class. You can still keep these features and just keep them attached to the base class the PC chooses. This can represent the propensity of a character to lean towards a specific profession in life and could make for some unique and enjoyable character histories. This will also help balance out additional benefits gained through the multiclassing feats.

In example, with this system you can take your dwarf and choose the base class of a fighter with a warlord at-will. So instead of a straight fighter, you can mix in some leader abilities. There is also nothing stopping you from dropping a barbarian power in there at some point as well. This goes so on and so forth and you will soon see the benefits of this immersive system change.

Try it out, and let me know what you think. It could be a great reprieve from the standard play of 4e. You, as the DM, are encouraged to adjust these simple changes accordingly and they by no means are all-inclusive. Take care and have fun!

For more ideas, come visit me at Loremaster.

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The Passion Of The Jesus Phone

HHHNNNNNNN

Back in the early 80′s, when I was little, computers weren’t as fancy as they are now. It was the era of the c64, the Apple ][, and (in my family’s case) the TRS-80 Color Computer. These computers had, more or less, similar capabilities – both in hardware and in the software available to them. If you wanted games, you could usually find the “official” version and a couple shareware clones. The same went for productivity apps. I can remember several flavors of word processor applications and monthly budget apps (the latter of which was outrageously fun to use at age 7 — imagine allocating 78% of your income on “poop and poop-related expenses”). As the years passed, the keyboards became detachable, and the names on the fronts of our computers changed, one thing remained: you usually had a couple of options if you wanted to do something in particular. Less so in gaming, of course. (I still suffer the occasional flashback fromthe bloody DooM vs. RoTT wars on my BBS.)

How you got a copy of some of this off-brand software has changed a great deal over the years. The major retail chains would carry a lot of the name-brand software. The shareware and freeware was largely available through mail-order, or occasionally you could get a copy at a computer show or on a little rack at the back of a little dimly lit computer shop run by some guy who almost invariably had a Unix Beard. Granted, this wasn’t viewed as a terrible inconvenience back in those days. I mean, the mere act of loading anything from your tape drive or 5 1/4″ floppy took 5 minutes sometimes. This all changed with the BBS. Now, with the advent of the 300 baud modem, you could tie up your phone for forty-eight hours in the privacy of your own home to download a 100k program instead of driving an hour to the closest shop. As modem speeds got faster and BBSes proliferated in the late 80′s and early 90′s, though, the concept of buying a shareware floppy at a shop started to seem silly — you could usually get whatever you wanted in short order because your friendly local SysOp had found it somewhere and posted it for download. When the Internet showed up, suddenly we could get stuff directly from the developer. Ironically, you can walk into a Wal-Mart today and pick up a CD filled with hundreds of (usually 5-year-old) shareware apps, stocked on the same rack as the big-name software. People from all walks of life use computers today, and they have tons of choices and lots of places to get all the software they need. With the advent of the Internets, there’s never been a better time to be a small software developer. No longer do they have to worry about the overhead of sending physical media to their users. They can push automated updates to their software, adding functionality and patching bugs. All they have to do is get their name out there and make sure their software is good enough to keep the people who show up coming back.

That is, unless you’re an iPhone developer.

AARRGGRRGGRGH

For those who haven’t been living under a rock the last several years, iPhone apps are only available through the App Store, Apple’s (literally) one-stop shop for all your iPhone needs. You don’t go to Best Buy to pick up a sweet new game for your iPhone. You can’t. It’s not to say that there is no third-party development for the iPhone. Apple loves touting the fact there are over a hundred thousand apps for the iPhone, especially when competitors show up. But they’ve always been weird and cryptic about what apps can get in and which can’t. And they have, on occasion, let apps in only to take them down later – never giving a reason. Just recently, they decided to arbitrarily cut, en masse, on the order of five thousand “sexy” apps from the App Store. Infuriatingly, some were left, like the Sports Illustrated Swimsuit app and the Playboy app. Today, I read a report that Apple was trying to cut out “cookie-cutter” apps, which best I can tell means simple apps designed to show a single RSS feed for a company or some other simple function. Yes, it’s incredibly vague. That’s why it’s so maddening.

Strangely, it seems like Apple’s new and improved strategy is to go for fewer, better apps now. I don’t think the “sex” ban has anything to do with customer complaints about indecency at all. I think they’re suddenly horrified upon the realization that a large portion of their 100,000 apps utterly suck (as is the way with software) and Apple is basically the equivalent of one of those girls who refuses to admit she farts or poops until one fateful night three years into the relationship when finally the truth is revealed in the form of a startlingly violent F sharp, doing irreparable psychological damage and sparking demands that this incident never be spoken of again. This explains why big name “sexy” apps are staying around and all the little ones with slideshows of bikini pics are disappearing. It also explains why Safari doesn’t suddenly block all pornography. I don’t mind that they want to clean house so people can find great stuff easily. In fact, that would be quite nice. It’s just that there is no other means of getting anything in any other way (aside from jailbreaking your phone, which has its own set of hazards). If Apple had some other means of buying applications for the iPhone aside from the App Store, this wouldn’t even be an issue. They could impose all the weird restrictions they wanted in their store to further whatever company directives they chose, and everything would be just great. People wanting something else would just go to the nice little browser on their phone, and download whatever they wanted. Except, oh yeah, they can’t.

RRAAARRGGGGHHHH

My problem with all this goes far beyond simple inconvenience as a user at not being able to purchase/download whatever programs I want whenever I want them from whomever I want. I am a programmer by trade, and I have been so for a decade. I currently work in-house doing web development, and this doesn’t affect me directly right now, but I have worked freelance to pay the bills before. It does not take a whole lot of effort to see how having an app denied from entry to (or worse, pulled from) the App Store is going to affect a small developer’s bottom line. Back in the early 80′s, one guy might write a game. Today’s game credits can go longer than movie credits, and development cycles can go years. Even for smaller apps with fewer people working on them, it’s still absolutely ridiculous that people can work for months and create a working product only to be given a vague, flat “no” — crushing any hope for income for their hard work. Nobody ever finds out specifically why. I find this an extremely inadequate means of feeding one’s family, and I utterly fail to see why anyone would voluntarily take this kind of risk. I guess the legend of the guy that wrote iShoot is pretty compelling.

I had a couple ideas that I wished Apple might do instead, so as to make the process more fair to developers – but I honestly can’t see them liking anything better than the “sit back and let everybody fight over the right to get into our good graces” plan. Fortunately, there’s some change coming down the pipe in the form of better competitors. Many devices using Android or Windows Phone 7 both have what it takes to match the iPhone’s features – if the apps can be found. I’m not naive enough to think one is going to simply rise up and crush the iPhone. I am, however, hoping they get popular enough to make Apple sweat enough to play nice. I currently want to give Adobe a hug for announcing AIR for Android. This is going to let a lot of developers quickly make a program once, and have it run on several different kinds of devices. I plan to write apps for my Droid just for the explicit purpose of my own personal “up yours” to Apple. The first app will be a “poop and poop-related expenses” tracking program with pictures of Slave Leia in a metal bikini integrated into all parts of the user interface.

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Inq. of the Week: RPG System Showdown?

Considering the number of good friends I’ve met simply by being a part of Critical Hits, last week’s poll by Joshx0rfz (a local friend of ours and not met through the internet) was very intriguing. He asked, “How many people have you met online who then became friends in real life?” and the biggest group of you (37%) answered that you’ve met 1-5 people, clearly most of you are not “playas” as Josh put it. 34% of you are definitely the touchy-feely types, preferring to keep friendships real and away from the internets. 14% have a small posse of 6-10 internet friends and any number higher than that filled out the remainder with 5% of you saying you have more than 21 friends you’ve met through the internet.

Today I’d like to touch on a subject that we’ve never directly asked before, as far as I can remember, and that subject is specifically which RPGs you are gathering around the table to play. Back in October I asked about genres and settings for RPGs, with Fantasy coming out in a massive lead with Sci-fi in second, then Modern and Horror close behind. With that in mind, today I’m asking:

Which tabletop RPGs are you currently playing?

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This is really a tough question to get exactly right, so I apologize if your favorite system or current game’s system is not listed. I strongly encourage you to share in the comments so that we can get a clear idea of which games all of you are playing. I also encourage you to vote for any games you’ve played in the last few months even if it’s not still going on at the moment because getting a long running game can be difficult and I’d love to see the variety of games that people are playing!

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