Critical Hits

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Critical Bits for the week ending 2010-07-18

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Mouse Guard Chronicles, Session 1, Part 2: The Lost Patrol

Prelude to the Mission

We spent half of the afternoon creating the Mouse Guard patrol. After that, I called for a break to play a game of the Battlestar Galactica board game, during which one of the players promptly fell asleep at the table!

We gently offered our overworked friend to go downstairs for a power nap and we reset the game.  As usual, I ended up completely mucking things up without being a Cylon and the fleet ran out of fuel far short of Kobol.  I love that game, but I don’t think I’ll be allowed playing it again anytime soon.

After we ordered and ate our evening meal I asked if they wanted to play a Mouse Guard session now that the PCs were made and that we’d had some time to take a break from char gen and do something else.  All players were willing to start playing…

Quick! Get the mission parameters!

…So I actually had to prep an adventure, like right now!

Now here’s the fundamental secret that makes Mouse Guard so cool to GM for: an adventure is only really just 2 obstacles with 2 likely major story twists if the party fails.  And the obstacle are actually a magical formula in which you pick your ingredients from a choice of 4:

  • The wilderness
  • The weather
  • Animals
  • Other mice

So armed with that and an idea spark I had had a few days ago, I took out a piece of paper and I wrote down something to that effect:

  • 1st Spring Mission: Seek what happened to lost patrol in charge of Pathfinding in second ‘tier’ of territories
    • Pathfinder check Ob 6
      • Success: Lost patrol stuck on tree in middle of “new” river, fox trying to catch them
      • Failure: Lost patrol killed by fox, fox attacks PC’s patrol
    • Find new beaver dam causing floods in inhabited territories
      • Play it by ear based on player input
        • Success: Mission over
        • Failure: Impose condition(s) on PCs

Design time? 10 minutes!

The Lost Patrol, Scene 1, take 1, action!

The game started in Lockhaven, the fortress-town of the Guard and nexus of the mouse territories.  The party was summoned by Gwendolyn, leader of the Mouse Guard, to receive their orders for their first Spring mission. For the last few weeks, mice patrols had been moving outwards in the territories to re-establish post-Winter contacts with the various cities and towns, creating new paths where the weather and the wilderness had wiped them.

The party, a veteran patrol, was sent a bit later in the season to tackle the more complicated missions that arose from less experienced patrols getting into serious trouble.  The PCs were tasked in retracing the steps of a patrol that was sent out pathfinding to connect a key town from the middle territories with those near the north east frontier.

This lead to a short goal setting session.  Here is what the players chose for themselves:

Malcolm (Ex-con and Patrol Leader): Keep the team in good shape

Jasper (Desperately Helpful Tenderpaw): Impress the Patrol Leader

Edgar (Reluctant Guard Mouse): Find the Lost Patrol

Finn (Brazen Veteran Patrol Guard): Find the reason why the patrol was lost

Now Mouse Guard abstracts a lot of things by more or less fast forwarding between the mission’s briefing and the first obstacle. That’s what I did.  I described how the PCs got to the last known position of the lost patrol and let the PCs deal with the obstacle: a Scout check vs a lvl 6 obstacle.  That meant that a PC (whose average skill-level was 3 dice) had to roll 6 4s or more with whatever dice pool he  ended up with after all bonuses were accounted for.

Now I forget what were the exact bonuses for that roll but it turned out that the party failed that scout check.  As I’ve said before, the game is often more fun when failure occurs.  This failed roll lead to the first “animal” twist of the game session.  A new “river” had caught the lost patrol by surprise and, while trying to figure a way to cross it, were assaulted and killed by a fox.

I surmised that the fox wasn’t all that hungry but it still prowled around, wanting to wreck havoc with any other mice it met.

You are a guard, fighting is what you do!

I had set up the first twist to be a fight against a fox while the PCs could see a downed guard from the lost patrol lying on the river’s edge.  Mouse Guard conflicts are, like much of the rest if the game, about specific goals, but like our last game, we all got confused between what type of conflict I had chosen (a fight) and what goals players wanted to choose for their paired-up PCs.  Alex  and Maze’s  characters (Malcolm and Jasper) wanted to sleek away from the fight while the the other two (Edgar and Finn) were all for fighting it out.

Now if one thing Mouse Guard does not do well it’s conflicts about widely different goals.  The rules are pretty clear that you can’t mix and match conflict types like combat and a chase and our previous experience pointed that out.  The closest I saw to what the players wanted to achieve was to have Edgar and Finn fight out the fox and then, if they lost, have the fox chase Malcolm and Jasper.

That’s what Maze and Alex wanted to do but that solution, from a gameplay perspective, was less than ideal because 2 players would need to sit out a conflict while the other two would face a large threat with less resources. That’s when a rules heading popped up from the opened book and gave me the solution out of this:

Fighty Goals for Fighting Conflicts

Phil: I’m sorry guys, I’m asking for a fight conflict here, one fight that can lead to the death of one of you.  You are of the Mouse Guard, you stand above other Mice in terms of courage and duty.  You don’t run away from a predator, fighting them is one of your core missions, you have to choose goals compatible with combat.

Alex and Maze emmed and ahhed some but I uncharacteristically put my GM foot down and asked them to figure out a combat-related goal that worked within the confines of their beliefs and instincts.

In the end, the following goals were chosen:

  • Fox: Eat one more mice before slinking away
  • Edgar/Finn: Make the fox retreat (Mice can’t kill foxes unless they invoke a military or science-based conflict, they are too high on the “Order of things” scale)
  • Jasper/Malcolm: Ensure that no Guard are killed in this fight

After some book flipping (Burning Wheel games require constant book reference, fortunately it is rapid)we were ready to start the fight!

Up next: An unlikely hero wins the day!

Image Credit: David Petersen

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CONTEST: Want To Go To GenCon/Can’t Go To GenCon

GenConThat magical time of the year is almost upon us once again. In less than 3 weeks, gamers in large numbers (including an unprecedented amount of the Critical Hits crew, past and present) will be descending upon Indianapolis for GenCon. Like previous years, I expect to find out about the next year’s big releases, play new games, meet awesome people, spend too much money in the dealer’s hall, have trouble finding vegetarian cuisine, and get really drunk while talking game design.

But for those of you without tickets to GenCon, whether because you haven’t bought them but could go or because you can’t go at all, we offer the following multi-part contest. Choose the one that best fits your situation: [Read the rest of this article]

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Movie Review: “Inception”

Inception is a wildly entertaining summer blockbuster wrapped in the packaging of a sleeper hit science fiction thriller/heist film. The film excels due to the stunning combination of well executed directing, inspired writing, spot on acting, and seamless production. Though primarily billed as a Leonardo DiCaprio movie there was a large majority of the movie that the ensemble cast took the reins, including a great performance by Joseph Gordon-Levitt who didn’t threaten to outshine DiCaprio’s but provided an excellent balance to the movie. Inception is one of the first high concept sci-fi thrillers that should be accessible to a wider audience without relying on the appeal of spectacular gun fights and martial arts. If you want to see a technological and intellectual movie that pulls you along for one hell of a spectacular ride then Inception should be at the top of your “must see” list!

I decided to see a midnight showing because I am a big fan of supporting original, non-gimmicky (read: 3D) properties and I sincerely hope that this kind of movie gains popularity in Hollywood. Inception was not only directed by Christopher Nolan (The Dark Knight, Batman Begins, Memento) but it was also written by him and is not directly based on any specific book, comic, video game, or any one previous movie. The movie is being compared to films such as Blade Runner and The Matrix, but I believe these comparisons are less direct and more based on similar themes, matching tones, and the shared moods that can be elicited by the films. For example, the style of storytelling that is used in Inception is very reminiscent of Blade Runner and it very clearly leaves a lot of room for interpretation by the viewer. [Read the rest of this article]

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For Your Ennies Voting Consideration

Voting opens today, and we’d really like you to vote for us as Best Blog. We were nominated last year too and lost to fine competition, and this year’s competition is easily as fierce. Thus, we’re presenting this post that highlights some of our content over this past year (and a few endorsements) that we believe qualifies us to be voted Best Blog.

RPG Advice and Tips

Breaking D&D News

Gamer Lifestyle

Praise for Critical Hits

I read this gaming blog called critical-hits. It’s awesome, and if you like RPGs, you should read it too.

Wil Wheaton (Yes, that Wil Wheaton)

Critical Hits is a cool D&D site. Although it focuses a lot on 4E, you can extrapolate a lot to any edition.

–Monte Cook, Game Designer, Author, and Manager of Dungeon A Day

[The 5x5 Method] is one of the neatest GMing tools I’ve seen recently — it needs to be turned into a PDF and shared as widely as possible.

–Martin Rayla of Gnome Stew

For insights and advice on roleplaying with Dungeons & Dragons 4th Edition, I always turn to the ENnie Awards-nominated web site Critical Hits. They know what makes it fun to play. But they also know the game and where to find stuff to make it even better.

–David of Purple Pawn

Critical Hits has been pretty much my go-to website for any RPG-related news which has a crew of writers that have good connections with the industry. These are the guys that I look up to in regards to gaming journalism and they have also produced some indepth analysis especially in the 4E mechanics.

Questing GM

Those guys are some of the most prolific and nicest bloggers on the RPG Blogosphere… who are you to not believe Wil Wheaton? [...] Seriously, if you don’t go vote for Critical Hits today I will pump Vanir full of sugar and send him to your next game session. None of your livestock will be safe.

–Dante of Stupid Ranger

Critical Hits is Double Rainbow….all the way.

–Denham Hardman

Critical Hits rocks like Winger!!

–David Christ, Owner of Baldman Games

Before discovering critical hits I was an alcoholic hit man for the cultists of Great Cthulhu. Now, I’m still an alcoholic hit man for the cultists of Great Cthulhu, but critical hits fills me with hope in the works of man, and may be the tipping point in my decision to foil their plans for the great awakening.

Wyatt Salazar

There you have it. That’s what we’ve provided and more over the past year. So please, go vote for us now (and all the other fine products you like.) We’re category #18, and we would appreciate a “1″ next to Critical Hits for Best Blog. Thanks to all our wonderful readers.

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Fiasco, It’s Not

Critical-Hits has run a review of Fiasco and an Origins report that included it, but I’m here to report as a Fiasco player. I played with four other veteran gamers, a few among us industry pros. Logan Bonner got us together and learned the rules with us. For the record, I have read on bits of the Fiasco rules, so this report is purely experiential and relies heavily on my memory of events. I’m also trying out a Chatty DM style post for a change. (Mimicry is flattery, Chatty.)

The Setup

First, we chose the “Tales From Suburbia” Playset. Guided by that, we had to make up characters and their related accouterments. Here’s a sketch of what we came up with.

Toby Grace (Logan Bonner)
The teenage Toby is gaining some fame as YouTube’s Bat’leth Boy, filming and uploading his mad Klingon sword skills. (I liken him to Kazookeylele.) He’s, more or less, a typical teenager, shy, with a part-time job at Max Reginald’s women-only costume shop, the Well-Dressed Lady. He dislikes his stepdad, Gerry. Toby desperately wants to be famous. Although he has no girlfriends, past or present, he’s pretty sure he’s not gay.

Gerald “Gerry” Grace (Derek Guder)
Gerry is a self-loathing gay man who married Toby’s mother, Bethany, for the money and a life of leisure. He drinks way too much, and he acts out of desperation and instinct more than reason. (Read: He’s an idiot.) Toby is the object of Gerry’s idle ire, because Gerry hates himself and suspects Toby, who has never had a girlfriend, is gay.

Alex James (Chris Tulach)
Alex is Gerry’s former lover. Impeccably dressed and groomed, Alex drives a black Cadillac and has all the latest gadgets. Something suggests he doesn’t really need money—maybe he made some cash in the 90s dot-com boom. He wants Gerald Grace out of suburbia and back in his arms, so he has gotten involved in a plot with his cousin Rory James.

Rory James (Chris Sims, me)
Rory is fresh out of the army and the Middle East. He’s a young, ex-military anti-tax Libertarian radical educated by conspiracy rags, first-person shooters, and Fox News. Rory believes not only that certain liberals are leading this nation to ruin, but also that the government is against the people. The IRS is after Rory, who needs money quickly to stay ahead, collect guns, and keep his jacked-up 89 Bronco running. Rory has a single usable grenade.

Max Reginald (Andrew “Doc” Cunningham)
A community activist and local Freemason Worshipful Master, Max Reginald owns a women’s only costume shop (the aforementioned Well-Dressed Lady) in the heart of the historic downtown area of this suburban town. He seems to have a penchant for teenage girls, which he hides behind a mask of overzealous vigilance against pedophiles. He knows Rory James through the local Masonic Lodge.

Other Characters
Here are a few important non-player characters that made their way into the plot.

Bethany Grace: Toby’s mom, who’s dying of cancer. She’s bedridden and lives upstairs in the old Grace house, a historic site on the edge of downtown. She’s also addicted to pain meds.

Randy James: An aging hippy lawyer who lives on the outskirts of town. He works for the Graces, and he’s Rory’s estranged father.

Holly: The teenage grocery checkout girl whom the younger Toby has the hots for.

Mister Bubbles: Rory’s yellow lab, named for the character in Bioshock.

Act One

The movie opens in the morning with Gerry—half naked, and carrying an adult toy like a weapon in his drunken rage—berates Toby while “Bat’leth Boy” meant to be filming his kick-ass moves. Instead, he gets the indelible record of his inebriated stepfather’s tirade. Toby uploads the film. Was it a mistake or fate?

Gerry later sits by Bethany’s bedside, failing to notice she drops a syringe on the floor. He hears a noise and goes to the window. A black Cadillac drives away from across the street. Gerry thinks nothing of it.

Alex drives away from the Grace house, a medical phial rolling on his floorboard. He receives a phone message from Rory and pulls over to catch it. It’s Bat’leth Boy’s latest film, starring Gerry Grace. Then Alex calls Rory, cryptically saying, “It’s done.”

In a rented house bereft of much in the way of furniture, Rory is sitting—barefoot and shirtless, in camouflage pants—at his computer after talking with Alex. Mister Bubbles scratches at the door to herald the coming of the mail and all Rory’s past-due bills. Rory gets the mail and curses at the Mexican gardener across the street.

Meanwhile, Max comes out of his house and notices Alex parked in front, just across the street from a playground. Max confronts Alex, accusing him of “watching the children” because “nobody parks to take a phone call.” Alex drives away. Max notes the pedophile danger for later.

Each of the above represents a player’s first turn, with that player setting up the scene for other players to resolve or resolving a scene others have set up. The outcome is good or bad, success or failure, for your character, resulting in you taking a white (good) or black (bad) six-sided die. In Act One, you give the die to another player. You keep it in Act Two.

Without telling the whole story, the rest of Act One played out. Salient details include Toby finding out Holly likes him. Gerry discovers Randy James is helping Bethany write Gerry out of her will. He doesn’t know James is also working for Max. Rory and Alex are working for Max to ensure Bethany dies shortly after her will is changed. Max alone knows that the Grace house is the final point of a geographic pentagram he is building. He needs to own to property to seal his occult power over the entire historic downtown area.

Tilt, Act Two

Elements of the plot go awry, of course, in what the game calls the Tilt. Randy James, pothead that he is, was lackadaisical in making Bethany’s will official. He hadn’t finished finalizing it by the time Rory and Alex manage to kill Bethany. Gerry finds Bethany dead at the same time he finds the new will. Smart guy that he is, he attempts to eat the document. Max becomes infuriated when he learns Randy James failed, and Rory and Alex were a bit too efficient. Alex discovers that the money envelope Rory provided is stuffed largely with grocery coupons. Toby, it turns out, stole the money from Rory to help Max buy the Grace house.

Like a film that Tarantino directed the first half of and Rodriguez directed the second half of, the character development and interaction degenerated into bloody conflagration by the end. All the main characters, in one way or another, end up in a serious confrontation near the Grace House. Mayhem ensues.

By the end of Act Two, Alex is wounded at the hands of bikers who are helping Max (it’s complicated). Half a dozen bikers are dead or dying. Mister Bubbles has given up the mortal coil, along with Rory’s Bronco, thanks to that grenade mentioned earlier. A flying tire from the exploded Bronco hit Toby’s new girlfriend, Holly. Toby is unconscious on the street, Holly’s d’k tahg next to him, thanks to Rory hitting him with a shotgun butt. Gerry, half-naked again, is bleeding on the street. The Grace House has been blown to cinders. Rory is speeding out of town on a stolen chopper. Max turns into an occult master right before everyone’s eyes.

Aftermath

Each player has a small pile of dice by the end of Act Two. Turns out you use these dice to find out what happens to your character in the end. This was the most confusing and unexpected part of the game to me. See, you roll the dice, subtracting the black form the white. The result determines how well it goes for your character in the end. I expected that my small “white” result to mean a minor victory for my character. Nothing to the contrary prepared me otherwise, but as is common when one is first learning a game, especially without having read the rules for oneself, my expectations were wrong.

It turns out that the closer your result is to zero, black or white, the worse it is for your character. Had we all known that, we might have played differently. We stacked a lot of negative results on Gerry, thinking he’d pay for his idiocy in the end. He didn’t, as you’ll see.

As an aside—reminding readers I’ve read only portions of rules, such as in this preview, because I don’t own the book—I wonder why lots of black  dice result in a positive outcome for the character? It seems counterintuitive to me, the uneducated novice player. Maybe it makes sense for genre reasons or something else, but I still fail to get it.

So I was expecting to tell the story of how Rory rode that stolen Harley, eluding the cops, all the way to Central America. Maybe he spent the rest of his days in Paraguay as an American exile. His views on American politics became irrelevant. Maybe he married a nice mestizo woman and got over himself. But, no!

Instead, my low white result meant Rory fled the scene only to attract the attention of a traffic cop on a motorcycle. Rory took a shot at this “fascist,” and the officer jumped clear of the bike as it flipped and hit Rory’s cycle. Rory died in a blaze of glory, the last thing seen of him being his burning rank patch. Good night, sweet corporal. I like to think life would have been too dismal without Mister Bubbles anyway.

With a similarly low result, Alex died at the end of a Bat’leth in Max’s hands. All the other players got high black or white results. Toby, with Logan’s higher result, goes to physical therapy with Holly, and they later start a costuming company together. Bat’leth Boy becomes famous. Gerry’s wounds cause him to need organ replacements, including his suffering liver. He survives, accepting himself and his stepson, as well as enjoying the provisions of Bethany’s older will. He also sells the Grace house property to Max, who gets away scot-free and completes his pentagram.

After the Aftermath

Fiasco sells itself well and truthfully. We five newbies played a highly entertaining game in about three hours, some of that spent stumbling around the rules clumsily. (The rules aren’t clumsy. We were a little.) The outcome does depend heavily on who you game with, though. It seemed like we all enjoyed the darkly ridiculous nature of our imaginary movie. We were all up to the freeform nature of the roleplaying and storytelling.

Either of these elements might turn some off. For instance, my wife enjoys playing a barbarian in D&D 4e, but she dislikes Coen brothers’ films (okay, she dislikes sad endings, full stop) and is new enough to roleplaying to want some guidance. She’s also not partial to dark stories and foul language. Fiasco is definitely not a game for her or someone like her. Part of the book I did read (“One Last F[edit]ing Thing”) spells this out, which is a fine bit of honesty.

For me, despite my feelings about the resolution system in the aftermath, it was a cool way to spend a few hours with buddies. Fiasco tests your spontaneous imagination and invites you to take chances. It rewards player trust and going with the flow. I can’t help but wonder if it could be a useful tool for honing roleplaying skills for players of other games that have more structure. It could work well as a team-building exercise.

It’s certainly worth a look-see . . . if you have the stones.

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Spicing Up Your Class Features

There are a lot of mechanics in Dungeons & Dragons that do not have much flavor to them, but when given the right amount can completely change how the game is perceived and played by those at the table. My experiences detailed here all relate to 4th Edition D&D, but the ideas can easily apply to any RPG that’s out there. I first started to realize that something magical could be done with the 4E class features at GenCon last year while playing in a delve run by Jeremy Crawford. I sat next to Jared from Head Injury Theater who picked the WotC pregenerated warden and I picked the pregen druid, but quickly we realized that I’d need a mini to represent my druid’s wild shape form.

Jared, for reasons that are entirely his own, had a perfectly sized and hilarious looking Pokemon toy (pictured) that he offered to me and it was quickly dubbed the “Shmoo”. The hilarious image of a giant Pokemon running at incredible speeds through the dungeon, combined with my impromptu penchant for yelling “SHMOO!” whenever my druid took any actions, quickly made this a memorable session. It hadn’t really struck me at the time that the unique flavor given to my character’s standard wild shape ability is what made things that much more interesting. On top of that, I took note that Jared had latched onto the snowy white coloring of his character’s portrait and had built the entire feel of his character around it – whenever his warden marked a target he described handing the creatures a snowy white rose. This simple, entirely visual element added to his character’s mark introduced a world of detail about the character. [Read the rest of this article]

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Interview: Steve Townshend, D&D Freelancer and Co-Author of “Demonomicon”

Steve Townshend is a freelance writer (both for D&D and his own fiction) and actor living in Chicago. We recently had the chance to interview Steve over email about the release of the new D&D Demonomicon book, of which his name shares the cover with Mike Mearls and Brian R. James. We also asked him about story in D&D games, a subject with which he has a lot to say.

How did you first get into D&D or RPGs in general?

I started playing D&D around 1982. I was about seven years old and we were living in Michigan, taking a trip to our grandparents’ house. When we arrived, my cousins David and Anne were jumping up and down, saying, “Steven! Steven! Aunt Kim has this great new game called Dungeons and Dragons. You wanna play?”

They dragged me down to the basement where my aunt had set up her game (the blue box basic set). We rolled up our characters. I was a fighter named (who else?) Luke Skywalker. A spell was cast over all of us that day as we listened to the rumors surrounding the Keep on the Borderlands, chilling rumors like “Beware the eater of man.” We drew our weapons and went down into the Caves of Chaos.

As we fought our way through the dungeon, our aunt illustrated how the ability scores worked in the game. She’d say, “Well we can’t give the key to David because he’s too clumsy and he’d drop it. We can’t give the key to Steven because he’s too dumb and he’d give it to the monsters, so we’ll have to give the key to Annie.” I was thrilled to play a game where you could theoretically do anything you wanted. It was heaven. [Read the rest of this article]

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Mouse Guard Chronicles, Session 1, Part 1: Char Gen.

A few months ago, I played a one-shot demo game of Mouse Guard with some of my gamer friends and the experience had been very interesting.  (See parts 1, 2, 3 and 4 of this long-winded game review/report). Enough for us to agree to play again and possibly start a short campaign of it.  After playing it at a local convention 2 weeks ago, I wanted to GM it again… NOW!

On Canada Day, a small group of my gaming friends convened for an all day gaming geekout to create characters and, time permitting, play a session with the intent to have a extend it into a short campaign if it struck the group’s fancy, made of Yan, PM, Maze and Alex (one of our Pax East mates) and myself.

Mouse Cake recipe in 22 easy steps!

Making a character really is a simple (if multi-stepped) affair of answering a series of questions that shape each PC’s ability scores and skill levels. No points are spent nor are dice rolled. I have yet to read the actual Burning Wheel rules on which Mouse Guard is based but I assume this is what “Burning characters” is about.

From core concept (a one sentence genesis of the PC) to place of birth, family craft, apprenticeship and Guard training, character generation culminates with the the beliefs and instincts roleplaying catalysts. It took us 2 hours to generate a group of 4 PCs using only one physical copy of the book. (The GM drives the show by asking the 22 or so questions).

We all found that it was a very well invested 2 hours as each player had a good grasp of their PCs and a summary idea of each other.

The Summer 2010 graduates of Lockhaven!

In the end, the following PCs were created:

Malcolm (Alex): 51 year-old Patrol Leader, former criminal who found himself forced in the Guard many years ago.

  • Belief: If we were all a little more cunning, there would be a whole lot less fighting.
  • Instinct: Find all escape routes
  • Feature: Jack of all Trades but lacking the fighting skill.

Jasper (Maze): 17 year-old Tenderpaw, Desperately wants to be useful, all the time.

  • Belief: Help others so that they, one day, help you
  • Instinct: Escape at the first sign of danger and assess the situation
  • Feature: Owns a towel

Edgar (PM): 22 year-old guard mouse, reluctantly upholding the family’s honour as an exemplary guard.

  • Belief: Everyone can choose their own path
  • Instinct: Go with the first proposed idea
  • Feature: Best fighter, very rich background (son of legendary Guard Captain)

Finn (Yan): 35 year-old Patrol Guard, Insubordinate, grizzled war hero

  • Belief: Overcoming hardships makes you stronger
  • Instinct: Fight first, sort it out later
  • Feature: Dedicated combatant, wielding a halberd

Makeup! We film in 5!

See how just 3 simple elements (design concept, belief and instinct) can create such rich and diverse characters? I’m already looking forward to creating adventures based on these beliefs, hang story hooks to challenge instincts and bite in the implied setting that the players have given me.

For example:

  • What forced Malcom out of the crime biz and into the guard?  Are the reasons related?
  • What will Jasper evolve into once he realizes that pleasing everyone is impossible or when he’s forced to fight people he’d rather help?
  • Why is Edgar reluctant about his job in the guard yet does such a great job doing it? Is he covering a family secret? If he believes in choosing one’s path, why does he do something he has no wish of doing?
  • How many enemies has Finn really made among the mice territories and how will they feature in the tribulations of the upcoming  campaign?

My head is fizzing with possibilities… and I’ll likely have to do close to no work to get things moving!

I can’t wait to tell you more about it.

Up next: Creating an adventure in 5 minutes… and playing it for 3 hours.

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Dear Roger Ebert

When I was a young boy, one of my very favorite shows was At The Movies. In my 6 year old mind, you were the good guy and Gene was the bad guy. While I’m sure that Mr. Siskel was a wonderful person, to young me, you were the ultimate and nobody disagreed with you. You were almost as cool as Optimus Prime. Almost.

In college, I used to run a computer bulletin board system. One of my favorite things for my friends and me to do was to review the movies we saw in a place where we all could see . I still tried to keep up with your reviews. I didn’t always agree with what you said, but hearing your opinion always made me think twice about mine. We agreed on Judge Dredd. We were, however, at odds on The Guardian. In retrospect, it being one of the secret VHS tapes I hid from my parents when I was 14 in order to repeatedly rewind and watch the nude scenes probably affected my opinion somewhat.

Now, I’m a blogger. Occasionally, I review things. I blame this partially on you. You’ve always been one of those figures in my life that I would eventually like to grow up to be. You have always had my respect. Recently, you said things that made me lose some of that respect. No, this is not about you saying videogames are not art. While it would be quite the understatement to say that I disagree with you, I think you’ve taken more than enough flak about that. Please, allow me to give you some new, fresh flak.

Mr. Ebert, my beef with you today is in regards to your recent article, “Okay, kids, play on my lawn“. I appreciate your saying you should not have said videogames can’t be art without having more experience with them, though you still believe they can’t be art. You’re entitled to your own opinion. I don’t have a problem with that.

What I do have a problem with, sir, is that you’re not even willing to try. From your article:

And I didn’t want to play a video game. If I should dislike it, I already had a preview of the response awaiting me: I was too old, I was over the hill, I was too aged it “get it.” That became the mantra: “Ebert doesn’t get it.” I disagreed with them about age, which I know more about than most of them, but I had some sympathy about the concept of not “getting it.” There are many, many things I believe many members of our society don’t “get,” but I don’t think they’re too old or too young to “get” them, only differently evolved.

Really? You’re worried what people might say if you didn’t like the game you reviewed? You’re the best movie critic. Ever. It’s your job to call things as you see them, even if that means declaring your undying hatred for something the general populace inexplicably loves. You think videogames are still in their infancy? That they might someday become art?

I submit, Mr. Ebert, that you are uniquely qualified to help make that happen. I don’t know of too many videogame critics with your kind of experience. You know well what touches you emotionally when you view what you consider to be art. Can you find it in another medium? Why is it you became a movie critic in the first place? To endlessly kvetch about things you don’t like? Or to improve the state of the art?

I’m not suggesting you play through every mindless beat-’em-up or explode every enemy ship that ever flew in pixellated skies. Some games are designed just for white-knuckled excitement, or to be eye candy. Some are terrible. Just like movies. I am saying that people are telling you they’ve experienced an emotional connection by suggesting games to you. I, for one, would relish the chance to see what you had to say once you gave them a spin.

Will people disagree? Of course. But, really, can you honestly tell me this would be a worse use of your time than confirming that Sex & The City 2 was a giant turd of a movie?

Besides, if you do this for me, you will finally be cooler than Optimus Prime.

Your friend (for my whole life),
Matt

(photo from http://www.flickr.com/photos/bsoist/514375711/)

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