Critical Hits

The Journal of Gamer Culture

Origins 2010: Final Round-Up

Origins has once again come and gone. Due to various scheduling mishaps with the convention and technical problems, we didn’t get to do much in the way of scheduled gaming, and spend our time looking for things to do. Here’s just a sample of some of the stuff that we did do and I was excited about in the convention.

Dresden Files RPG

Probably the item I was looking forward to the most at the convention, the Dresden Files RPG launched officially at Origins, and as I fully expected, these are two gorgeous hardcovers. We did our best to crash one of the scheduled games, but they seemed to be booked up throughout the convention, and every one we tried to get into with generic tokens filled up. Still, we got to play the 10 minute quick demo at the booth, and that was enough to convince me I’d like it. Thus, I brought the books home with me, and I’m slowly working my way through them… and bouncing back to the novels (I’ve only read one, and now I need to read more.) Those of you who want a full review are going to have to wait a bit. What I can tell you is that this isn’t just an RPG based on a book series. It’s a treatise on the genre of Urban Fantasy that guides the players and GM through the process of exploring a city and making it rife for adventuring and changing with your characters. After just a few chapters, I already feel like the book is compelling me to take The Wire and add wizards, and that prospect intrigues the heck out of me.

While I was at the booth, I picked up Jungle Adventure as well, which a friend has told me she’s going to run soon. Yay for more Parsley.

Fiasco

Of course, Linnaeus’s review was already convincing me to pick this one up. However, taking a look at the book in person and getting the super-short demo from designer Jason Morningstar sealed the deal. I love the genre in the first place, and Saul Bass-inspired art tickles my graphic designer senses. I remain a bit worried about the amount of narrative control that’s required in the game: despite the fact that I’m a very experienced roleplayer and storyteller, there always seems to be an “awkwardness curve” in games like this that can be tough for me and a mixed group of other players to overcome. I still wanted to get the book though and try it out- maybe I’ll be surprised.

D&D

No Ultimate Dungeon Delve this year (at all, neither there or GenCon) but we did try our hand at a “D&D Classics” adventure where we all played monsters, with MM3-style monster statblocks plus healing surges. I played a Troglodyte who revels in the fact he smelled bad and constantly talked about Torog, The King That Crawls. He didn’t believe in Heal checks to save dying party members, instead shook his trinkets and called for Torog to heal the downed party member. The adventure was absolutely brutal at the end, with multiple mind flayers, minions, and all kinds of other craziness. One player (a player who hadn’t played since 1e) got his brain devoured early on and said “Well, that sounds final.” My character too got taken out by a mind flayer and raised as a thrall to attack the party. Couple this with a severe lack of healing powers and no daily powers (we were monsters, after all) and it turned into a meatgrinder at the end. Neuroglyph has a more complete write-up of the adventure. There was also another DM Challenge that I didn’t find out about until at the convention. I figured it was time to let somebody else win one anyway.

I also found out later that Brian O’Hallaran, of Clerks fame and media guest of honor at Origins, played some D&D with other con-goers… and nobody made a “I wasn’t even supposed to be here today!” joke. Amazing!

Litko Game Accessories

I featured some of their products in our 4e Game Accessories guide. Nothing compares to seeing them in person, though. Very slick translucent plastic pieces of all shapes, sizes, and colors, plus other kinds of accessories to boot. I didn’t buy their 4e condition tracking markers (since condition tracking is pretty well covered) and instead bought some markers to represent various zones: fire, acid, and ice/electricity. Should make the Wizard’s job of creating zones and walls easier to track.

I really wanted one of these for Gamma World too:

Mayfair Games

The biggest draw to the Mayfair booth was Settlers of Catan running on the Microsoft Surface. As I said when I played D&D on the Surface back at PAX East, the Surface won’t be for every home, but makes an ideal convention piece. Judging from the attention it was getting, I was right. I only looked at it for a bit, but seemed to be a solid implementation, and one of the demoers told me that they were working on more elements that use the Surface’s capabilities, like being able to roll actual dice onto it to determine resource production instead of virtual on-screen dice.

In addition to their booth, Mayfair also maintains a big demo area at Origins. Originally, I was going to try out the new Settlers of America board game that builds on the Catan engine, but the copies in the demo area were often in use. E and I decided eventually to try our hand at Shear Panic. The Mayfair staff was quite happy to take our tokens, then leave us to try and learn the game on our own. It wasn’t until I made another appeal that someone actually came to help us learn the game (and did a great job teaching and was very nice.) While it eventually worked out, it struck me how different an operation it was than the Looney Labs area, where there is a big team of easily-identifiable demo folks ready to teach and play any of the games.

As for Shear Panic? Cute bits, a bit of a brain burner, and definitely not ideal for two players.

Rowboat

One of the things about a convention like Origins is that it’s a chance for smaller press companies to get their game out there into the hands of the public. One such company was Moosetache Games, with their inaugural game Rowboat. Someone from the company reached out over Twitter to invite me to check the game out, and so I did.

Their booth was certainly impressive, with awesome background art and great visual displays to help show how the game is played. I was given a press kit on a CD with information and graphics for the game, which makes any reviewer’s job easier to talk about your game. The people manning the booth were friendly and helpful. The art on the game cards looks great. That’s all good stuff.

Unfortunately, I can’t say as much good about the game itself. It’s not that the game is bad or unplayable really- it’s just nothing new, plus a bunch of fiddly elements. It’s a trick-taking game, which I generally like, which takes the bidding system of Bridge, with some elements from Spades and even Phase 10. However, instead of the elegeance of those games, there are a number of fiddly rules about what becomes trump and what doesn’t and under what circumstances you need to follow or not. The deck itself is literally a regular deck of cards with the suits and some numbers changed- but instead of the J-Q-K you’re already used to, you have to learn D-M-S-W (which is alphabetical and yet still less intuitive for no added gameplay benefit.) Then each player has 3 side special cards that they can use once per game. One of those cards allow you to look at your opponent’s hand for the length of a sand timer. Yes, the game includes a sand timer only for something you will do once per game, and all it does is punish those with bad memories.

According to the people at the booth, the game took a year and a half to develop. In that time, the final product is one derivative of other popular games, features unnecessary components, contains a few amateur game designer mistakes, and is competing with a deck of cards. Compare to Tichu in the same realm, which adds 4 cards to the deck, doesn’t require the same mental hoops to understand the card progression, and still manages a lot more strategic depth with clean rules.

I’ll finish by saying that it hits two of my big pet peeves. One, always credit your game designer or designers, preferably on the front of your game box. In a game that has a credits section, there is no excuse. Two, putting “Mind Bending Strategy! Mind Boggling Suspense!” on your box tells me nothing about your game. A note to small publishers: look at other successful games and see how many of them just have boastful generic statements about them.

Legerdemain

Josh pointed me to the existence of this booth along the side. A company calling themselves “Rogue-like Fiction” was selling a package with their Rogue-like computer game (written in Java for cross-platform excellence) and a clue book made of nice paper with all kinds of legends and clues that tie into the game itself. Clearly a product with lots of work put into it, and a deal for only $20, I had to pick it up for some of my Rogue-loving friends. Legerdemain is also available for free play online, so definitely check it out. This was the product I picked as my One Cool Thing I Saw At Origins since it stood out as very unique.

Mayday Games

Mayday first rose to popularity selling their Dominion-sized sleeves (for those like me that put their Dominion sets through heavy abuse), and since last year, they’ve been branching out into their own board games in addition to supplementary bits for other games. The product they were showcasing at Origins that had me most excited though is their mass-produced Crokinole boards. I’ve loved Crokinole, a classic game of flicking wooden pieces around a circular board, for years now. The main barriers have been price and storage space. Not much that can be done about storage space, but Mayday is working on getting the price down to an affordable range. After a series of games in the board game room on one of their sets, I may have to find the storage space for one.

People and the Press

Like most conventions nowadays, I go for the people. Between old friends from college, old friends from gaming, newer friends, and people I had never met except for Twitter interactions, Origins is a great place for that. With a slower pace than GenCon, it’s much easier to slip out and grab some Jeni’s Ice Cream from North Market with friends and chat. And overall, the food options in Columbus blow Indianapolis away, period.

The press treatment was very classy and much improved this year. Admittedly, I didn’t take advantage of much of it. After years of doing Origins and other convention press coverage, I feel like I know what I want to cover and investigate. Just the fact that we were given a press booklet (including a flash drive filled with PR materials) and there was a schedule for meeting different companies and personalities is a big plus. Plus, I heard that the press room wasn’t just a place for bloggers and podcasters to feed their kids, a significant problem for me in the past when I went in there to actually get some work done. Rio Grande’s wifi area helped too, which I’m glad to see will be expanded throughout GenCon. None of that, unfortunately, helped get the internet into the Origins Awards, a problem that has persisted for years.

Origins is a unique convention. Its not the convention to go to for big announcements or a full schedule of role-playing games (though there is still plenty.) The focus is more on board games with lots of wargame and miniatures booths in the exhibit hall. While it’s still a “big” convention (GAMA’s estimate puts attendees at 10,669 people this year) it is by no means as big as GenCon or SDCC. That’s a plus in some ways (more room to maneuver, easier to meet people) and a minus in others (not as big a draw for a lot of game companies.) Still, I plan to come back next year. And there is a rumor that the convention will be moving to Memorial Day in 2012, which will be a very interesting development.

For my pictures of the event (including more of the exhibit hall and the miniatures hall), check out Day 2 and Day 3 photos.

[Leave a Comment]

Mailbag 8—All By Myself, Part 5

This final piece is all about the competition for your solos—the players and their characters. You design encounters to challenge those others at your game table, so almost all of this series has really been about them anyway. Rather than the mechanics of making and using solo creatures, this section focuses on engaging players, and keeping them that way, and allowing characters to shine against a solo.

You probably already know it, but if you’re a good DM, you’re probably having the most fun when the players are enjoying what you’ve created. That’s one reason why DMing is so great. You are able to work on and take pleasure from both sides of the game’s interactions. Hopefully, some of the stuff here helps you do that better.

Informed Opposition

The characters have to earn their glory. It’s true. You’ve created a dynamic scenario for the monsters, but you need to make sure the scenario and encounter have elements that make them the most fun for the players. Make sure the players have the opportunity to play creatively.

An informed player is best suited for fun and success. You need not just give the information away if play demands otherwise. The truth is, though, that stumbling into the dragon’s lair is a lot less fun than anticipating the terrible battle bound to occur there. Running into any solo unexpectedly can leave players at loose ends, and the characters might suffer for it. Then your game will suffer, too.

The players also need the skinny on the environment. Your description of the surroundings is more than an imparting of setting detail. It should always hint at, if not directly convey, what’s possible in the area. What casual observation fails to reveal, judicious skill use should. If you want the characters to interact with some part of the location, don’t hide the information about that encounter element behind a hard skill check DC. In fact, if you want to be sure it’s used, don’t hide it at all. It’s okay to give away some information for the sake of fun. Besides, our characters are way more competent than we are. Just ask my characters. They’ll tell you.

It’s hard not to bow to the feeling that players should earn the lore they and their characters learn, but I’ve seen more than one encounter go off the rails because the DM wasn’t clear or hid needed details behind a bogus skill check. If player knowledge of the situation is important, but the player’s fail to ask for that necessary skill check, let the characters suffer only for a little while. Then do the hard part. Ask for the check. It’s okay to lead a little. Again with character competence.

Once combat is joined, the players need to know how the battle is progressing. Be explicit about state changes in the monster and alterations to the environment. Ask for checks or use passive skill checks when the characters might or might not notice a change. Be descriptive and informative about how the monster uses powers, and why certain results occur. If you catch signs that the players don’t really understand what’s happening fully, make sure they grasp what you think is essential and that the characters should know. Repeat yourself if necessary. You’re doing everyone a favor, believe me.

That’s because knowing the situation is central to the players’ ability to make informed decisions. A dynamic encounter demands that players change character tactics based on what they know or learn. Solo encounters should be among the most dynamic in design, since the monster doesn’t always provide the needed dynamism. If the monster does, then all the better.

Providing Tools

Information and its exchange are the primary tools in a cooperative game such as D&D, but we’ve talked about those. Environmental elements, skill uses and challenges, and calculated advantages can help the characters out and liven up a solo encounter. Give the characters cool toys.

Add terrain effects and terrain powers that the characters can use to gain an advantage. One such environmental power might even be a deal changer in the battle. Think about how Conan dealt with larger, stronger creatures or how Wulfgar finally slew the white wyrm Ingeloakastimizilian (Icingdeath). The ability to drop a huge stalactite on a dragon can be a cool event in the fight, especially if the characters discover the option when their normal resources are dwindling. The dragon might even make such a choice available after it uses a terrain power to cause a minor cave-in during a state change or pacing change in the confrontation.

When it comes to skills, not only should you let players use checks to gain advantages in a combat, but you should also encourage it. Little boons—from hidden clues garnered through shrewd use of knowledge skills to unexpected benefits gained by boldly seizing good terrain with physical skills—are the spice of a tactical game. To me, the game is a fantasy action movie slowed down into digestible gaming bits. Such bits even tastier when they allow a character to accomplish action-hero tasks or one-up the badass monster.

Skill challenges, especially those that can help mitigate a state change in the solo monster or an advantage the monster has, are doubly useful. They can give an encounter pizzazz, as well as adding to the challenge. Maybe those versed in Arcana, Nature, or Religion can work to unravel the field of unfathomable geometry defending that Far Realm entity (Thoon!), while those with Insight and Endurance can ignore the worst effects for a while.

When you use skills, I recommend taking a page from D&D editor Greg Bilsland’s blog. Try to keep the action cost low, allowing checks with minor actions. Limit each character’s check to once per turn if extending the tension is an issue. Standard-action checks should have effects at least as significant on the encounter as a hit with an at-will power. I say that such willingness on a player’s part to break out of a normal combat mode should be more rewarding. Giving up a standard action can extend the fight, but if you make the effects of that standard action worthwhile, the player should feel it. Solo fights need no help in the length department.

If the battle starts to drag, and the characters are down to at-will attack powers, be brave. Employ the next big disengagement as an excuse to allow a brief short rest that allows the characters to regain the use of some or all their encounter powers. (Greg Bilsland also points out how the time for a short rest is ambiguous. Use that for added excitement.) It might be okay for the monster to recover a little, as well, but that’s a decision you have to make on the fly while eyeballing the encounter’s pacing. Err on the side of allowing the monster to recharge some interesting powers during the pause, rather than allowing healing. If you do allow healing, give the monster back what a normal monster might regain from the use of a healing surge—do not give it back a quarter of its solo hit points or, gods forbid, more.

Acting in Good Faith

You need to avoid a few potential pitfalls when designing and playing out an encounter with a solo monster. Use certain conditions judiciously, play dramatically even if that diminishes optimum monster performance, and steer clear of thwarting the characters too much. These mistakes can grind the encounter to a messy end even if the characters win.

When I design encounters, I shun what I call one-hit weakened and stunned conditions. I also minimize one-hit dazed conditions. A one-hit condition is one that an attack imposes on the first hit with no other circumstances required. I instead place these conditions in cascading effects—effects wherein a character who has one condition worsens when hit again or when hit by a specific power, or fails a save or two. Multiple hits or save failures are required to impose progressively worse conditions. Why? Stunned, weakened, and dazed conditions not only diminish fun, but they also add to grind. Conversely, when placed in cascading effects, the potential of facing the worsening of a condition can change tactical choices and add tension to the encounter. The gameplay result is positive instead of frustrating or grindy.

It’s important, if you diminish serious conditions such as these, that you increase the monster’s damage at least a bit. This assumes the attack deals damage, of course. Some don’t. In that case, you might consider adding damage or tinkering with the action cost the way I did on my copper dragon’s version of frightful presence. Simply eliminating the serious condition without upping the damage can make the power flat.

Dull is what you want to avoid, and that can mean playing in ways that are less than truly optimal or strategic for a given monster. We’re playing a game here, and cinematic value has to trump strategic play at times. Sure, it’s best when the two mesh, but that’s an ideal situation. If less than ideal is the situation, change that situation. Further, let players feel the difference in power, and let characters trigger some of their powers. Solo creatures know they’re mighty, so provoking a few opportunity attacks and ignoring marks from the puny characters might be okay a few times.

Take the Monster Manual black dragon. It could hide in its cloud of darkness, and certainly might do so in a “realistic” situation, but how is that fun for anyone? Change monster elements like this when you find them while you’re preparing. Be prepared to make alterations on the fly if you see a monster’s power having a negative effect on the game. Thrashing the characters isn’t essentially negative, but frustrating the players is. It’s better if the dragon uses the cloud to gain clear advantages, such as choosing its targets without regard for the defender or covering its disengagement.

Disengagement powers, similarly, must be used wisely, or the players might start to feel like the characters just can’t gain an edge. A recharge, such as my copper dragon’s twice-per-encounter frightful presence, can help to control disengagement. So can player choice. For instance, maybe one of a solo monster’s disengagement powers works only if the creature is flanked. As long as you’re clear that the power has that limitation—probably after it goes off once, and then you fill the players in on what’s happening in game terms—the players choose whether their characters flank the monster. If the players refuse to change tactics, the characters suffer. Too bad for them.

Closure

While I was writing this, I realized that these play strategies apply to general encounter design, especially important encounters, in numerous ways. You probably realized that before I did. I’m not going back and making this a general article, though. Nope.

Anyway . . .

Players always need to be informed or to have a chance to be so enlightened. Terrain and other extra encounter elements can make any encounter saucier. Skill use is fun and makes a player feel smart for having chosen a skill. (Remember, what’s good for the characters is good for the monsters. Lead by example with skill use. Make them pay!) You owe it to yourself and your players to tinker with the game, before or during play, when frustration seems to be a likely result of a given mechanical element. D&D is an evolving game, and even official material has flaws. Drama and fun are always more important than rules or realism.

You won’t get it right every time. Don’t sweat it. Neither do I. But we can all aim high, and learn from each shot that misses the target or hits it dead center.

We’ve also come the conclusion of my series on dealing with solos in your game. Thanks for coming with me on this journey. I can only hope you learned as much as I did while thinking and writing on this topic.

If you’re just joining us, you can read the first, second, third, and fourth installments if you like. You can also see the other solo articles in the rundown of my Analysis Paralysis column from the Columns menu. Updates on the column can be had by selecting Analysis Paralysis from among the available RSS feeds.

[Leave a Comment]

Page 5 of 512345