Critical Bits for the week ending 2010-11-07
- RT @newbiedm: New Post: "Play rpgKids and give to St. Jude's Children's Hospital" http://wp.me/pkce6-FZ #
- Award-winning interactive fiction designer @zarfeblong has launched a kickstarter for his ambitious IF iPhone app: http://bit.ly/bAgNJJ #
- RPG Golden Geek finalist shortlist has been posted, winners to be announced November 17th. http://bit.ly/c4SkB6 #
- From the Archives:: Comic's most enduring character comes to TV http://bit.ly/9ybjCv #charchive #
- We're honored to be Stuffer Shack's Favorite Site of the Month: http://bit.ly/cUWFmB Be sure to check out their site: http://bit.ly/9oqKMb #
- New web-based character builder announced for Nov. 16, current downloadable version will not receive updates: http://bit.ly/bF9OC5 #
- FAQ about the new version of Character Builder, Monster Builder is coming later http://bit.ly/boqhGT #
- RT @oldbie: I outline the wired and tired of the upcoming web-based #dnd character builder at GeekDad: http://bit.ly/axTwOB #
- RT @KoboldQuarterly: Soldiers of Fortune by @matt_James_rpg available for preorder. #4E #DnD http://cot.ag/dbmTc7 ^wb #
- Rumor: Heroscape game discontinued http://bit.ly/aZNb7O #
- RT @rjschwalb: 20 ways to improve your (4E) game: http://bit.ly/bhdFqD #
- Rock Band marathon beginning today to raise money for Child's Play charity. PR: http://bit.ly/cI73FB Site/Live Stream: http://bit.ly/4PmqQ3 #
- RT @glimmthegnome: brainstorming ideas for turning your home town into a Gamma World setting http://wp.me/p15W19-57 #
- RT @PulpGamer: Stephen Radney-MacFarland of Neogrognard joins Paizo as a Designer for Pathfinder RPG http://bit.ly/9qqzRG #
- From the Archives:: Micro-Crunch: I knew Mike Mearls was a Crunch Overlord! http://bit.ly/cfAfqp #charchive #
- RT @loganbonner: #RPG legend Jim Ward is ill and you can help pay his medical bills by gaming in space: http://is.gd/gMR8w #
Transmute Veteran Gamer to Newbie
I’ve been very lucky over the course of my GMing career. I’ve been surrounded by like-minded players for much of the time. We’ve enjoyed many of the same games and play styles. They’ve enjoyed my adventures and I’ve loved every moment they threw something new at me and made me re-think my plans for a game. For the most part, I’ve also been friends with my players outside of gaming.
A few months ago, my current group started pestering me to run something new, something they’ve never played before. For three years, this group of players was happy to explore my D&D 4e campaign, thwarting cultists and monsters, traveling to strange lands, and otherwise kicking butt in the medieval fantasy that is Dungeons & Dragons.
Then came the repeated call, “What about Deadlands?” “We know you have all the books for the original game system. Can we play some Deadlands? Pretty please!”
Entering the Saloon
For the first time in nearly seven years I was presented with the challenge of introducing a group of players to a game they had never played before.
Not only is Deadlands a new game to them, the game system itself is unlike anything any of them had played before. The classic Deadlands game utilizes dice, playing cards, and poker chips together in a very unique system. I took introducing my players to this new system as a personal challenge. How would I introduce the system? How would I avoid overwhelming them with the intricacies of the game system, but still get the game up and running quickly? How would I make this new game experience easy for the players while still satisfying my personal urges to immerse them in the world and the story I was developing?
In the end, I decided to use the game system itself as a means to immerse my players in the game, providing them with the rules in bite-sized chunks while developing story elements concurrently. [Read the rest of this article]
Review: “Resident Evil Deck Building Game”
Bandai Collectible Games is soon releasing their first foray into the “deck building” genre, the Resident Evil Deck Building Game. The best known example of this genre is Dominion. But in case you don’t know the genre, there are a variety of different cards on the play field that you “purchase” to place into your deck. Each turn you draw some cards from your deck to make up your hand to do things like buy higher cost items, draw more cards, or perform special actions. When your deck runs out of cards, you shuffle your discard pile and start all over again, making your deck grow more powerful with each passing turn.
The important question is, does this game offer anything beyond using the license of one of the most enjoyable video game franchises out there? I think so.
The Resident Evil Deck Building Game is for 2-4 players (with one solo play option). The game touts three different play styles; Story Mode, Mercenary Mode, and Versus Mode. The most common mode of play in groups will most likely be Story Mode so I’ll explore that in the most depth, and then other versions stem off of it.
Choose Your Character
Each player takes on the unique persona of one of the characters from the Resident Evil world. Ten individual characters are in the base game and promo versions of Chris Redfield and Jill Valentine are also out there. Each character has unique abilities that they gain access to once they have racked up enough decorations (awards for killing infected). Almost all of the characters have fun abilities that seem to try and capture some essence of the characters from the game. Albert Wesker, for example, is all about gaining more wealth and power while also putting other characters in dangerous situations. However, some just seem to be trying to use some sort of game changing mechanic that may or may not work well in the current scenario. [Read the rest of this article]
Support the Bagram Air Force Base Gaming Community
Jason over at The Action Point blog has been deployed over in Afghanistan at the Bagram Air Force Base. He’s setting up gaming for the troops, but he’s run into a problem: they don’t have enough stuff. While they’re getting official support in the form of D&D Encounters modules, they can still use the essentials: dice, books, minis, maps, etc.
So he’s put out the call for help, and we’re happy to pass along the call. You can help out in two ways:
- Send them gaming products (check this post for what he needs and this post on how to contact Jason so he can tell you where to send it.)
- Buy items from this Amazon Wishlist (be sure to mark it as purchased) which will get shipped directly out there.
In either case, please do consider donating to this great cause. It helps entertain those brave people who are fighting for us, and promotes gaming. Win and win.
Critical Hits Podcast #25: Tomb of Horrors Actual Play (Part 4)
In part 1, our party ventured into the Tomb. In part 2, the party came across three chests and fought the denizens of those chests. Part 3 involved exploring a long corridor filled with images of all kinds of creatures holding different colored spheres, a three-armed statue, and another mysterious gateway… which teleported them back to the beginning, sans some of their magic items.
We pick up with the party re-exploring the entrance and finding a passageway they missed the first time around, and getting into a combat against a four-armed gargoyle. You’ll also hear my terrible miniature-related secret outed by my players.
Tomb of Horrors Actual Play, Part 4 (45 minutes, 29 MB)
[Download iPod version | Download MP3 version | Podcast Feed | iTunes Link]
Opening Theme: “Exciting Trailer” by Kevin MacLeod
Character Builder: The Next Generation
In case you’re not on the D&D maelstrom that is Twitter, Wizards of the Coast announced today that the new version of Character Builder will be released on 11/16. As has been previously rumored, the new version is web-based, and will support Essentials and Dark Sun characters, which the previous version was not updated to do. The old, downloadable version will still work, but will not receive any further updates. Monster Builder (and other web-based tools) are to follow later. The FAQ on the character builder goes over some of the issues as well, and below is some of my take on the whole thing.
The Pros
- Cross-platform, i.e. those of us with Macs (like much of D&D’s R&D department) can finally use Character Builder without having to go to the extra step of dual-booting into Windows.
- Easier to update for the developers. According to Paolo Marcucci, Software Development Manager for D&D (who is answering some questions in this thread and who I’m using as a primary source for this article), they will be in a better position to provide updates. I’m not surprised as the way the old character builder was built I knew it would be a pain in the ass to incorporate the vastly different structure of Essentials characters. This hopefully will allow them to make even more timely updates to CB… ideally, at the same time the book drops, but I wouldn’t count on it.
- No download and no onerous updating procedures. Also, no .NET installation (though it does require Silverlight, see below.)
- Improved speed and interface. This is my own speculation which we won’t know until the final product is launched, but frankly, it’s hard to imagine it being any worse.
The Cons
- Requires an active internet connection. I don’t make a lot of changes during a game to my character, but it is nice to be able to pull up my character on the fly with my laptop handy. The importance of this will vary by user: for some who game regularly with internet connections, it won’t be a big deal; for others, this is a complete deal-breaker.
- Built on Silverlight. Though Paolo lists reasons for the studio using it, it does mean that iPod/iPad usage is right out. Not that this is a change in the status quo, but it’s easily a missed opportunity. And don’t expect that to change, with Microsoft largely abandoning Silverlight for web applications. Also, I don’t know about you, but I personally have had Silverlight installations go wrong. Let’s hope this isn’t another .NET-style debacle.
- Missing important features at launch. No export/sharing characters at launch (hopefully it will come later), no house-ruled characters at launch, no campaign-customization options
- Requires constant log in. This means if you don’t have a current subscription, you can’t use it. No more paying for one month, doing the updates, then letting it coast for a while.
The Unanswered Questions
- Multiple logins? DDI has never tracked that before, but maybe they will now, putting a stop to login sharing across a gaming group. Frankly I’d like them to finally spell out that I’m allowed to have 6 players use the same account and stop just turning a blind eye, but that’s neither here nor there.
- Cloud hosting? This is something I’m in favor of, actually, having all my characters available with one login so I don’t have to remember which computers my characters are on, and have them all be synced up. There are legitimate concerns about this, though. Data integrity is a concern, and especially without an export feature initially, if you unsubscribe, your character files are no longer yours. The files will be kept for a year on their servers, but without an easy export (unless you want a non-editable PDF), your characters are locked out.
- Privacy? Here was one interesting quote from Paulo:
In other words, if I run queries on the database, I can only figure out WHAT paople are creating, but not WHO is doing that. Speaking of this, we plan to mine the databases constantly, in order to better understand usage patters and the kind of content pleople are most likely to use. For example, if suddenly 90% of new characters are Muls, then R&D may take a look into writing some special Mul content
I think that might bug some people, and others might see it as an opportunity.
- Is this the right move? Only time and the market will tell. Like any change, reactions are decidedly mixed. A lot of factors had settled into status quo: CB users got used to using it in places without internet access, and Mac users got used to saying CB isn’t for them, at least not without some struggle. Now that status quo is being shaken up, as the complaints from the latter had long since died down and the former made up the paying customers. And as always, that switch is tough, and judging from the ever-growing thread, is the last straw for some folks. For others, maybe this will open up a whole new world of digital character building. That’s always the hope, right?
Orgrimmar Politics As Usual
It’s the end of a brutal election season, and the race for key positions in the Horde have never been closer. No one could have expected Thrall to step down from his position as Warchief, but it was no surprise to anyone just how heated the battle to ensue would become. Soon after announcing he would be leaving office, Warchief Thrall decided to try to quell unrest between the various races of the Horde, and declared the next Warchief would be determined by popular vote. In a controversial move, he then decided the Horde needed a new emblem to symbolize this new, democratic union, and chose famed Troll artist Bet’si Rahz to design it. Soon after, the battle for the Warchief’s throne began.
Candidate vs. Candidate (CvC)
Garrosh Hellscream is the son of legendary Orc hero Grom Hellscream, and has the political backing of Thrall himself. Many cried foul, citing the Warchief’s differences with Garrosh during the war against the Lich King, and waving off Thrall’s trust in the younger Hellscream as misguided loyalty to his belated father (and Thrall’s former best friend). Like everything else anyone named Hellscream has ever done, Garrosh’s plans are bold and decisive (or, as some suggest, even reckless). Despite this, his charisma and willingness to decapitate have gained him the loyalty of many.
Key issues on Hellscream’s ticket: [Read the rest of this article]




