Critical Bits for the week ending 2010-07-18
- New 4e project announced from @KoboldQuarterly , with lead design by @loganbonner http://is.gd/doto1 #
- RT @CharlesMRyan: The cat's now out of the bag: the Ryans are leaving England after four glorious years. Full scoop at http://www.charlesmryan.com #
- RT @gamefiend: New blog post: Threshold http://at-will.omnivangelist.net/2010/07/threshold/ #
- RT @warrenellis: Harvey Pekar reported dead. Very sad. http://bit.ly/9sBpmS #
- RT @rdonoghue: Story is not a four letter word. http://bit.ly/aT1QtN #
- "The Abyssal Plague" #dnd novel line sounds like it ties into the Obyrinth story described in the Demonomicon: http://bit.ly/cnSzkd #
- RT @WyattSalazar: Review: Dungeon Mastering's Humble Beginnings: http://wp.me/po2FO-IO #
- RT @geeksdreamgirl: Oh, it appears DungeonMastering.com is for sale (again): http://bit.ly/ceFYdc #dnd #gossip #
- RT @geeksdreamgirl: Dice & Deadlines: Freelancing http://su.pr/4BZOuD #
- RT @SarahDarkmagic: New post: Like a Deer in the Headlights (or Spotlight) http://bit.ly/dyaKvx #dnd #
- RT @Neuroglyph: I'll bet I'm not alone in asking: "Are #dnd Essentials Truly Essential?" http://bit.ly/bhldI6 #
- RT @ENnies: Today, July 14, is the last day to nominate your favorite publisher for a Best Publisher ENnie! http://bit.ly/9LXpy6 #
- From @merricb RT @mudbunny74: Very nice review of the RPGA Tomb of Horrors DMs reward: http://bit.ly/d1cX2q #
- RT @BoingBoing: Warhammer 40K Potato Head http://bit.ly/bGkDY3 #
- Shamelessly soliciting praise/endorsements for CH. @ me or email editor@critical-hits.com if you have one you don't mind us using, thanks! #
- Ennie Award voting is live, please vote Critical Hits for Best Blog: http://www.ennie-awards.com/voting/ballot.asp Thank you! #
- RT @wordwill: New GM up at http://fuckyeahgamemasters.tumblr.com/ today. You may have even heard of him: Kevin Kulp. #
Mouse Guard Chronicles, Session 1, Part 2: The Lost Patrol
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
- Play it by ear based on player input
- Pathfinder check Ob 6
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
CONTEST: Want To Go To GenCon/Can’t Go To GenCon
That 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]
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]
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
- Chris Sims joined this year, and brought with him a wealth of knowledge about the inner workings of D&D. His mailbag series answers burning questions from you, the reader, and featured a five part series on solos (parts 1, 2, 3, 4, 5), advice on pitching to Dragon magazine, and how to play your character boldly at the table.
- Super-popular blog Musings of the Chatty DM joined with Critical Hits this year as well. The Chatty DM tackled issues like keeping up with your PCs when they start to click as a group. He also talked about the new campaign setting he created for his game, making a magic item with a special twist, and continued the story of Nico’s Quest (introducing his children to RPGs.) Finally, he documented his first session1 with Mouse Guard (part 1, 2, 3, 4).
- We kept our Skill Challenge guide and 4e Accessories guide up to date with added content, organization, and images.
- The 5×5 Method campaign-planning technique was complimented by several follow-up posts including Using the 5×5 Method for Adventure Design, Making Your 5×5 Campaign Plan into a Grid, and a podcasted seminar that walks you through the process of creating a 5×5.
- Other various popular posts include: The Almighty Player, The Plot Kill, Air War: A Skill Challenge, Bad Alignment, Railroading in a Good Way, I Hate Magic Items, 3 Rolls, 1 Check, Ashes to Ashes, Death to Life, and Beginner’s Guide to Homebrewing.
Breaking D&D News
- At GenCon 2009, we were the first to post some details about the Assassin class, as well as covered the event that announced Dark Sun and all the other products for the upcoming year.
- Our D&D XP coverage included full scans of all the Dark Sun character sheets from the event, which gave the first peek at the mechanics going to be used in the upcoming campaign setting. We also were one of the first to talk about what Essentials is and about the Encounters program.
- We interviewed Mike Mearls about the Assassin class, Greg Bisland about the Monster Manual 3 and adjusted monster damage, Steve Townshend about the Demonomicon, Chris Perkins about his DMing style (in video form), and more.
- We brought to your attention to a controversial decision by GenCon, and presented both sides of the issue.
- We were one of the first to post the Origins awards winners, and posted a recap of cool stuff at the show itself.
Gamer Lifestyle
- Chatty DM shares with the world details on his gamer lifestyle, including his recent decision to dissolve his gaming group and his origins as a gamer (his gamer DNA, parts 1, 2, 3). He also gives advice to gamers with spouses, and encourages gamers to, put simply, “don’t be a dick.”
- Vanir’s Dire Flailings column is filled with his brain drippings on whatever he might be thinking about at the time, from his struggles to get rid of gaming artifacts of the past, to being a Star Wars uncle, to the power of rock.
- Plus we looked at the most important games of the decade, how the iPad changes D&D, and Why “District 9″ is better than “Avatar.”
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.
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.
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.
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]
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]
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.
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/)





