Critical Hits

The Journal of Gamer Culture

Critical Bits for the week ending 2011-10-30

[Leave a Comment]

D&D Zombie Apocalypse, Part 1: Genesis

Zombie Wolves by ICanHazCheesburgerA few weeks ago, I got to attend  New York’s ComicCon as one of Wizards of the Coast’s volunteer DMs. I ran a few “Learn to Play” events, using the recent D&D Red Box and a few level 1 pre-generated characters to entice new (and returning) players back into the fold.

As I was getting ready to play the less than stellar adventure found in the Box, the event’s organiser pulled me aside and told me these magical words:

“Forget about the red box adventure, make something up entirely. Just start with a Roleplaying encounter and play it by ear from there.”

I had just given me the keys to the kingdom… and no one was there to watch me steal the crown jewels.

(Ewww, get your mind out of the gutter!)

You see, while the adventure in the Red Box is quite ordinary and the character generation method is one of the worst I’ve seen since Battlelords of the 23rd Century, the Red Box’s DM’s book is a solid piece of introductory gaming. Thus, armed with the monster chapter and the digest rule-42 on the last page (i.e. the DC table for level 1-3 gameplay), I got ready to inflict my very own brew of D&D on unsuspecting players.

I decided to put all my small press experience to bear on those games and approached the game as such:

Chatty: Okay, so you’re all relatively new adventurers who’ve banded together in the recent past. Can you tell me about your last adventure? More specifically, can you tell me one thing that went really good for your group and what that was really bad…

This post is about one of the best answers I got: [Read the rest of this article]

[Leave a Comment]

I Am Not An Atomic Playboy

The key to my heart is, well, my heart. I need to have an emotional connection to something or I’ll get bored. That’s why it’s really not a surprise to me that the right music in something that’s otherwise mediocre can win me over, and the right music in something really great can push me into being a rabid fan. I had to watch Star Wars: Episode 1 several times before I was sure it was bad. Stupid John Williams.

When I was a kid, music in videogames was kind of a new thing. Some games would play a little electronic ditty during intermissions, like the Pac-Man series. (My favorite is the first one from Ms. Pac-Man.) Once the 80′s got rolling, we started seeing a lot of cool music showing up in games. I can distinctly remember trying to stay alive long enough Spy Hunter to hear the totally sweet synthesized guitar solo in its version of Peter Gunn. When I was 10, I remember renting a very difficult and frustrating game. I probably would have returned it and never played it again if the music hadn’t sucked me in from the first 5 seconds. That game was the original Mega Man, and I really wish somebody had included the instruction manual because I didn’t figure out until weeks later that I could steal the bosses’ weapons. That game (and all its sequels, especially Mega Man 2) and the Castlevania series had me riveted to the screen. And boy, did I do a lot of forgiving things I didn’t like based on the music. Like the beginning of the Frankenstein level with all the water and the bats. And Elec Man. CHEATING. ALL THE TIME.

Bejeweled 3′s Secret Link To My Past

I eagerly await each Wednesday, because that’s the day Xbox Live releases its new Arcade titles. This week’s was Bejeweled 3, the trial version of which I decided to download because I haven’t had played a decent brainless casual game in awhile. It was Butterfly mode that did me in. Jewel-butterflies float to the top of the screen where an evil spider is waiting, and you have to clear them before one gets eaten. My emotions have already been compromised by this situation, and then the music hits me. It’s new age-y and cool. It starts slow and swells right about the time that first butterfly nears the top. I feel the adrenaline surge through my hands and my resolve turn to steel. You will NOT have him, spider.

So, I bought Bejeweled 3. Fortunately, the rest of the game had some fun new modes and even the original can keep my 3 year old enraptured (especially the fire jewels that blow up). I spent several hours just playing and relaxing and trying to figure out who wrote the music for the game. It seemed really familiar for some reason. My best guess was Andy Pickford, who I listened to quite a bit in my “new age” music phase a couple years ago. When I finally summoned the willpower to get up and find my phone so I could look it up, the answer shocked me. It was written by a guy named Peter Hajba (aka Skaven) — who was one of my heroes when I was a teenager. And he did the music for the previous Bejeweled game too! How did I miss this??!!

Most kids want a car when they graduate from high school. My parents got me a computer instead. At 66mhz, with an insane 16MB of RAM, it was an impressive machine at the time. This was when I got a modem and was first introduced to the BBS scene, and one of the things I liked to do was look at software demos. Not trial versions of software, mind you, but more demonstrations of coders’ capability to push computers to do more than they really ought to be able to do. Some of the best demos out at the time were by a group called Future Crew, of which Skaven was both a coder and a musician. He, along with Purple Motion (also of Future Crew) were writing music I’d never heard anything like before. Future Crew’s demos utterly blew me away (and the rest of the world too, as they won several major demo competitions). Their demo Second Reality literally redefined for me what I thought my computer was capable of.

Little Moving Numbers That Turn Into Music Somehow

Good ol' MultiTracker.

This was also the same time in my life that I was writing music regularly. I didn’t have any training beyond three years of band back in jr. high school (bari sax FTW!), but I immensely enjoyed composing. Most of the other parts of my life found its way into my music, which at age 17 consisted entirely of videogame references, horror movies, and karate. (It is not all that different today, except I probably watch fewer movies now.) Back then, I used a program called MultiTracker Module Editor to take a bunch of instrument sound samples and mess with their pitch and smush them all together to make music. Sometimes it was awful, but sometimes it wound up beautiful. Sometimes it was both. I was part of a group called Tranzik ƒ/X, with some of my friends from far-off (30 mins away!) Bloomington, IL. We’d share everything we wrote between our BBS’s. We were pretty small potatoes, except for my friend Quarex, who got into the Kosmic Free Music Foundation. I’m not sure if anybody but our local group heard my stuff, but it was still exhilarating every time I uploaded a song. I entered a couple of composers’ competitions (with a song about cyborg Kris Kristofferson, no less!), but didn’t even place in the top 100. At one point, I had dreams of writing music for videogames, and almost got my wish when a friend of mine started coding a RPG. Unfortunately, as things do with college-age people, we got distracted and nothing ever really materialized.

I’m not really sure why I stopped composing, but I get the bug every now and then. The last time it hit me was in the middle of one of my favorite D&D campaigns of all time, after an epic battle. MultiTracker didn’t work so well under Windows XP, but there was a module tracker called ModPlug Tracker (now called OpenMPT) that I could use. I wrote the musical score to that epic battle, and it was sufficiently awesome that my DM rewarded my character with an awesome dire flail blessed by his god. (Which is, in part, where my twitter username comes from.) That same year, I decided I needed to write my own version of the wedding march for my wedding. (I didn’t get any dire flails out of that one, but I got something better.)

Programmed For Awesomeness

This finally brings me back to Bejeweled 3. Skaven wrote the entire soundtrack using OpenMPT, the same software I’d used to compose my wedding music. Yeah, I realize it’s a little bit like making a ragecomic in Photoshop and then pointing to the cover of Wired saying “OMG THEY USED PHOTOSHOP TOO!” — but for those of us involved in the demoscene back in the day (even as tangentially as I was), it’s still really cool to see the old ways alive and well. Perhaps the coolest part about all this for me was a noting that Skaven used a library called BASS to dynamically call different parts of his songs at different points in the game. That part of the butterfly game where the music rose and grabbed me by the heart? Not only intentional, but triggered programmatically. I didn’t know how to code back when I first started writing music. Now I can use both skills to make something awesome. I can be more Skaven-y than I was before.

Just what this turns out to be is anybody’s guess, including mine — but the concept of in-game music for your D&D game that the DM can adjust in the middle of a battle without cutting the song off makes me very excited. If nothing else, this has convinced me I need to start composing again. Maybe some generic in-game battle music for people to use. Maybe love songs for githyanki.

My point to all this? Nobody told me I had to have a point when I took this gig! But if I were to have one, it would be that I really started to enjoy D&D when I realized it was OK to bring what I was passionate about to the table as a player, and to see what other people did too. That’s why I get bored with pure stats, and why I like playing with real live people. For me, it’s nonsequiturs and possibly now music. I’ve fought in a lot of epic imaginary battles, but the one I wrote the music for will be etched in my memory forever. For you, it could be upholstery. If any of you can apply square foot gardening or hang-gliding to your game, please take pictures.

P.S. Skaven, you’re still my demoscene hero. Thanks for the inspiration all these years.

P.P.S. As for the rest of you: go purchase Skaven-music. ALL OF IT.

Photo Credit 1: A still from Future Crew’s Second Reality
Photo Credit 2: A screenshot of Renaissance’s Multitracker Module Editor

 

[Leave a Comment]

Critical Bits for the week ending 2011-10-23

[Leave a Comment]

The Architect DM: On Character Creation

If someone asked me for a single bit of advice to improve their roleplaying games, whether as a DM or a player, I would tell them to spend as much time as they can reading the great  fantasy and sci-fi books that are out there. For the first several years that I was playing RPGs I was not an avid reader and had not even heard of many of the classics, including ones that everyone should have heard of like The Lord of the Rings. At the time I thought many of my friends were insanely creative or stricken by some miraculous form of otherworldly inspiration, but as I’ve read more and more of the books out there I began to realize that most good ideas in our RPGs have been inspired by or even directly ripped from other sources. For example, in one of the first D&D games that I ever DM’d a player showed up with a character named “Muadib” and I remember thinking that it was a very unique and interesting sounding name. A year or two later I started reading Dune and groaned when I realized he’d simply lifted the name straight out of that book.

Let me start by saying that there is absolutely nothing wrong with naming a D&D character after your favorite character in a book or being inspired in any other way by what you’ve read. The reason I groan or roll my eyes when I realize something is from a book is often because I thought it was an original idea and as a result I feel like a chump. I’ll state it again just to be clear, the problem in these situations is with ME, and not with the people who are using books for inspiration. The reaction I have is an expression of feeling less educated and less informed than other people.

Read, Read, Read then Borrow, Borrow, Borrow

From the introduction to this post you might think I’m against borrowing from books in RPGs, but I’m simply telling you how I slowly came to the realization that borrowing can greatly improve your games. Aside from a handful of actual groan worthy concepts, such as showing up to a D&D game with a dual scimitar wielding drow ranger, the people that you game with will most likely appreciate any ideas inspired by other sources. If they’re familiar with the source material then they should be able to enjoy the experience in the same way as you, and if they’re not familiar with the source then they might think it is a very unique and interesting idea. One end result of this process that I never predicted at my own table is that some players, upon finding out certain ideas were inspired by a series of books, have sought out the books and begun reading the series to enjoy the same inspiration that many of the other players and I have had. [Read the rest of this article]

[Leave a Comment]

6 Years of Critical Hits: More Than Editions of D&D

Graphic by theyreusingtools.com

(Before you say anything, yes, I know there are unnumbered editions of D&D that mean there are more than 4 editions.)

In the past, I’ve done some pretty big write-ups. Feel free to take a trip back through the ages of Critical Hits:

This year, I’m going to go more straight to the point. Before I dive into the stats for the year, I’d like to call out two particular milestones.

We’re Almost Professionals Now

This is the year that blogging suffered a bit, but for a pretty good reason: we were actually game designing. For money, even!

ChattyDM’s adventure as part of the From Here To There adventure anthology finally saw print, and he had several articles published in Kobold Quarterly. ChattyDM and I both also started doing design and development work for Margaret Weis Productions, from the Dragon Brigade RPG (with some of our other awesome blogging friends too) which then lead into the upcoming and super-exciting Marvel Superheroes RPG (in playtesting now!)

We also had our work appear in DDI for the first time. From my contribution to the “Choose Your Fortunes Wisely” article, to “Rumble in the Valley” for Dungeon, and then just last week “Class Acts Assassin: Secrets of the Ninja” for Dragon. ChattyDM broke new ground with the level 0 rules in “A Hero’s First Steps” and the accompanying level 0 adventure, “Temple of the Weeping Goddess.” Expect more to come from us in the next year in DDI, too.

Meanwhile, more behind the scenes, Bartoneus, Vanir, and myself were selected to playtest some upcoming D&D products. This has posed an interesting challenge in some cases between our role as news-hounds for RPGs and confidential material, yet I believe we’ve found a good balance. To be honest, most of the things we get to look at have already been announced, so other than details (which are easy to keep secret) it’s not a big deal. It has definitely lead to at least one blog post that errs heavily on the side of being conservative though!

In non-RPGs, Dixon Trimline got to see publication this year with one of his short stories being published by Nevermet Press. And the new edition of my board game Get Bit! saw a very successful Kickstarter campaign, allowing the funding of special bonuses (like stickers) and to get the Sharkspansion created.

Of course, the already-pros among us kept putting out great work. As only a small sampling, Chris Sims has several pieces in this month’s Kara-Tur themed issue of Dragon, and Logan Bonner has been working on updating monsters and giving them added oomph.

However, I would be remiss if I didn’t mention the pinnacle of XTREME ROLEPLAYING with the release of Logan’s Refuge in Audacity, hosted here and available for free. Free, that is, except for HAVING YOUR MIND BLOWN BY PLANET-DESTROYING RADNESS.

All in all, a good year. Much of our success I have to attribute to using Critical Hits as a platform, both for exposure and for honing our writing skills. If you want to break into the industry, I say: start a blog!

We’re An Award-Winning Blog

I think I’ve harped on it enough, but winning the Ennie was a huge milestone for us. We also greatly appreciated winning the RPG Site of the Year from Stuffer Shack. The DM Guys Ennie nomination was also a big boost, and something we’d like to get back to.

Onto the stats! [Read the rest of this article]

[Leave a Comment]

Pac-Dad Fever

The secret 258th level of Donkey Kong, where he stops throwing barrels in favor of throwing the Sun itself at Mario.

I remember playing my very first game of Pac-Man when I was 4 years old. I felt like it lasted a long time, which was pretty weird considering I thought the ghosts were my friends and I was trying to chase them. I’m guessing preschool-me managed to find some loophole in the Pac-Man patterns of old, a premise which sounds awesome and shall thusly be adopted into my official records as being arcade-analogous to baby Hercules strangling the serpents in his crib.

A trip to the arcade was pretty much the high point of my life when I was a kid. We had video games at home, but despite the Colecovision’s claims to be “just like the arcade”, I knew that the games in the arcade were much harder, had extra features, and about 8 bits more color depth. The sights and sounds at the arcade came at a critical time in my formative history, and my inner happy place is equipped with brightly colored pixels and FM synthesis music.

Even so, the arcade was more than just cool graphics and space-age sound effects to me. It was the place where adventures were had, trials were overcome, and – once in a great while - I could beat my older brother at something. Really, it wasn’t about beating him, per se, but more that he was Good At Video Games and I wanted to prove I was too. My dad totally reinforced the idea that videogame skills were the key to life success by winning a Star Trek: Strategic Operations Simulator tournament at our local Aladdin’s Castle, scoring some free swag from The Last Starfighter. To this day, entering a videogame tournament and winning it all is still on my bucket list.

As we all know, our ability to play videogames at home started to get a lot better in the 80′s, and my beloved arcades slowly became all but extinct. Though I dearly loved my NES, I still went to the arcades quite a bit even in the early 90′s. I was a teenager and fighting games were very much en vogue (as was, well, En Vogue). So many of my grandmother’s quarters were lost to the Mortal Kombat machine at the pool hall down the road. Some were for 2 player matches, but many were lost to Goro and his money-sucking cheat-algorithms. In 1995, I quit my job at the Radio Shack at the mall (for very teenage reasons), and found myself at my childhood arcade just down the hall to play some Mortal Kombat 3 to let off steam. It wasn’t long after that it closed.

I still miss it.

At least I have one childhood arcade refuge left. My family always gets Godfather’s Pizza at every birthday. Usually we bring it home these days, but when I was a kid we’d go there. It was the place I first played Ms. Pac Man, and they always had a pretty good selection of arcade games to play. It’s one of the few places around me that even today still has a bunch of old arcade machines. I don’t know how long it will last, but it’s nice to be able to hop into a pizza-flavored time warp once in awhile.

Emulating The Past

When I first started college, I met a guy who claimed to play arcade games on his PC. The real ones, not the horrible ports that had been continuously coming out since I was kid. Clearly, the guy was full of it, but the idea was so compelling I had to be sure. I fired up good old Metacrawler (this was pre-Google, don’cha know!) and eventually found evidence that this technology actually existed.

What I found was called the Multiple Arcade Machine Emulator, or MAME. At the time, it supported something like 17 games. One of them was Donkey Kong, so I was pretty much sold. Of course, this wasn’t as easy as popping in a floppy disk and running a game. You had to locate files that were essentially software copies of all the ROM chips inside each individual machine, and even then very few games were supported fully. By that, I meant a game might not look right, sound right, or even work right. I’d frequently be playing bizarro-world versions of games I loved as a child, but as least I was playing them.

I spent my college years collecting emulators and games to go with them. I found myself reliving the glory of all my old c64 and NES games, playing systems I had heard of but never got the chance to try (like the TurboGrafx-16 and Amiga), and even dabbling in some stuff I never even knew existed (like the Fairchild Channel F). MAME grew at an utterly ridiculous pace (it supports something like 9,000 arcade games now, not including clones and bootleg versions). There were always weird little issues to contend with since no one configuration could fit the unique hardware needs of that many games.  For the most part, though, I could play whatever I wanted whenever I wanted.

There is, of course, the issue of legality when it comes to getting the ROM images of all these games. Back in the 90′s, retrogaming was pretty small. We didn’t have things like the Wii Store with options to buy tons of old games over the Intertrons. Now that I’m older (and have a job), I try to make it a habit to purchase a copy of games I play for any length of time. You’ll find a healthy selection of emulated games on all my consoles (many of which I already had copies of). I don’t think it’s a perfect solution, but I do want to support game companies who keep the old games I love so much available to the public. (And sorry, it should go without saying that I’m not going to give anybody else my ROM collection or tell you where to find them. I don’t even go looking for any new ones anymore.)

How To Make A Wookiee Life-Debt In One Easy Step

For almost as long as I’ve been messing with game emulators, I’ve been jealous of those people with sufficient woodworking skills to build their own game cabinets. There were two parts to the equation, neither of which I had the skills to do. There was the cabinet itself, and there were the controls. In the early days, you’d always see some guy with crazy electronics skills who rigged up real arcade controls to some homemade keyboard interface. Later, companies like X-Arcade started to make pre-made controls that could be more easily installed in a cabinet. At some point, people started offering fully-built home arcade cabinets for sale — but they were really expensive.

A couple years ago, I decided I needed to have one of these. I knew I’d soon have a boy about the same age as me when I started playing videogames, and I wanted to share with him the happiness they’ve given me. (Plus, my wife loves playing Galaga.)

I bought an X-Arcade stick, and I started talking to people I knew who could do the woodworking part of the job. Unfortunately, a variety of things happened that put this project on the backburner.

Over the summer, I started a new job. One morning, I was talking with my coworkers and we started talking about old arcade games. One of them mentioned that he had an arcade cabinet he’d built that was just taking up space in his garage. My interest was piqued, to say the least. So, I asked him how much he wanted for it. He told me it was mine. I just had to come pick it up. HOLY CRAP. So I did. My parents and I went over to my friend’s house in a big pickup truck and retrieved a load of pure awesome that now inhabits my dining room.

I wasn’t quite done yet. I still had to build the computer that would run the games. I’d built a PC way back in 2004 as a DVR, when that kind of thing didn’t come stock with every cable box. It had been awhile since I’d tinkered with computer hardware, so I pulled a couple boneheaded moves trying to get it to work. For instance, it’s good to find out if you have a DVD or a CD drive in your computer before you go trying to boot Windows off a DVD. That’s a couple days of my life I’ll never get back. Trying to find decent drivers for a bunch of equipment you bought on a shoestring budget 7 years ag0? Also not fun. My favorite issue: having a legitimate copy of Windows XP lock me out because I replaced the CMOS battery to make the system clock stop resetting. You get 30 days to activate (which I couldn’t do with no network drivers), and setting the current date made me overshoot the trial period by about 7.92 years. Whoops.

Last Saturday was my birthday, and I was trying really hard to get this machine together before I had my gaming group over to game our collective faces off. At long last, in the last few minutes before midnight on Friday, the last piece came into place. I fired up Robotron 2084, and playing it again on an arcade cabinet with 2 real full-size joysticks was everything I ever hoped it would be.

The cabinet was a big hit at my party, and people were having fun with it all night long. The only downside: I don’t recommend trying to explain how to play Fiasco while someone is playing in the background. It raises the DC by about 40.

The Most Important Part

My 3 year old son Sam had been interested in the game cabinet ever since we got it home, but he didn’t know what it was, especially since I had the joysticks and control board off it at first. When I put the controls back on (but it still didn’t work), he loved to push all the colored buttons just because it was fun. I really didn’t know what he’d think when faced with Donkey Kong.

As it turns out, it’s really funny when Mario gets hit with a barrel. And when Donkey Kong Jr. falls into the water. It is HILARIOUS  when Q*Bert does pretty much anything. Robotron makes him want to grab both joysticks and do something but I don’t think he’s quite got the idea that moving the joystick moves his guy yet. Freaking iPads, ruining America’s youth with their touchscreens.

He’s too young to get the details yet, and that’s OK — because he really loves being with me while I play games, and it won’t be long before we’re playing them together.

I need to take a moment to give the largest thanks I have available to my friend John for appearing out of nowhere like a ninja and fulfilling one of my fondest dreams. You have made this nerd and his family very happy.

Now I just have to figure out how to decorate this beast. Maybe I’ll ask Sam for pointers.

[Leave a Comment]

Improv Pushups: The Movie

A week ago today, in the wee hours of the morning, I bid farewell to one Dave Chalker (who I had been staying with for the week, and who had risen with me to get me to the airport before the coming of the dread Day Star).I came all the way to the East coast for one specific purpose: to game my face off. More specifically, DC Gameday was this weekend, and I wanted to game my face off as close to Congress as I possibly could. Somebody’s got to show those guys how to play nice together, right?

Pre-Con Festivities

Luxury accomodations!

After I landed Thursday night, Dave took me to Looney Labs for one of their weekly game nights. I’m not sure what I was expecting exactly, but my mental image of the place involved a sterile-looking office building. That proved to be wildly incorrect, as Dave stopped in the middle of a nice residential neighborhood and we walked into the Looney home. Immediately inside was a huge unfinished mural made out of woodcarvings that made up what I’m pretty sure is some Beatles album art. I also smelled baked goods. My expectations were thusly shattered.

Everybody was really nice there. We played Ascension and some MtG: Commander, and it was not unlike a game night with my own group, except with that totally different people part. There were others playing a few different games including Seven Wonders and some ridiculous game that had everyone drawing Dr. Who having sex with moon rocks or something. I’d get more context but I suspect it would make a lot more sense (and we can’t have that). I will have to find out more so I can play it with my group, I suppose.

Phil and I playtesting D&D 5e.

Friday, we picked up the Chattiest of Phils and brought him back to Fort Chalker, where poor Dave valiantly (and repeatedly) made his will save and continued doing Real Work while Phil and I gamed 10 feet away. It was like a summer day as a teenager. We played the old Mattel electronic D&D game, which I always wanted to try as a kid. It was horrible but TOTALLY WORTH IT. We played some more Ascension. We played lots of World of Warcraft TCG, and Phil was schooling me pretty hard with my own decks. (I think he might be a Shaman IRL.) We even played some oldschool NES games, including Kung Fu, Double Dragon 3, Q*Bert, and (best of all) Popeye. It was awesome.

Friday night, I played in a Magic booster draft. I took dead last, but I had a lot of fun. The new Innistrad set is pretty cool, and very dark and horrorlicious. Even the white cards make you want to hide under the bed, and the black ones make you want to hide in a hole under a bed that’s under a bed disguised as another bed.  I played a monoblack deck with lots of regenerating creatures and stuff that could put Shroud on them, which wasn’t a bad plan until I discovered everybody else could fly. There was also one match when I realized my opponent was about to deliberately deck himself, and I was very confused until he pulled out his Mad Assistant to win. [Read the rest of this article]

[Leave a Comment]

Critical Bits for the week ending 2011-10-16

[Leave a Comment]

Five Wishes for 5th Edition Dungeons & Dragons

Image copyright Wizards of the Coast and the ArtistEven if you live in a cave on a desert island, there’s likely some neck-bearded castaway next to you predicting and complaining about a 5th edition of Dungeons & Dragons. We’ve heard it for five years and we’ll hear it for five more, regardless of what new games are released. Most recently, 3rd edition veteran Monte Cook returned to the R&D team of Wizards of the Coast, launching all sorts of new speculation.

For the most part, such speculation seems like a waste to me. We can pontificate all we want about what Wizards might do with a new edition, how it will be perceived, or when it will be released. None of that helps us run great D&D games today. Still, as I think about it, there is a short list of things I’d like to see in a new edition, things I can’t really fix with simple house rules. So today I give you this short wish list in the hopes that, somehow, these items get addressed in some future iteration of the game I love. [Read the rest of this article]

[Leave a Comment]

Page 1 of 212