Critical Hits

The Journal of Gamer Culture

Articles by Dave Chalker

TheGame is Dave Chalker, a lifelong gamer, freelance game designer, Master of Arts, and son of Jack L. Chalker. Dave is the Editor-in-Chief of Critical Hits and so runs the place. He is the envy of geeks everywhere because he's dating e, the Geek's Dream Girl. (Email Dave or follow him on Twitter).

Playtest “D&D Next” Like A Pro

I may not be the best game designer in the world, but if there’s one thing I do know, it’s playtesting. I’ve been a playtester for a variety of  games from RPGs to party games to board games to light card games to heavy war games. I’ve been chief of product development for a startup card game publisher, and a lead playtester (and copied on ALL playtest reports) for Marvel Heroic Roleplaying. A good set of playtesters can make your good idea great, or kill your bad idea before you invest too much time and effort.

With the open playtest of the new iteration of D&D coming tomorrow, I wanted to offer some of my advice on playtesting and giving feedback. Wizards of the Coast will provide plenty of instructions on what they do and don’t want to see, so obviously that could easily supersede anything I say here. These are some general guidelines to keep in mind for D&D, so hopefully you find these tidbits helpful while playing the game and collecting your feedback.

Respect Their Playtest Decisions

The designers at WotC have decided that the first thing we’re going to see is going to include pre-generated characters, and not have character creation rules initially. I understand not being happy with this decision, however, it’s not like they’re going to suddenly decide that there will never be character creation rules. So when submitting your feedback, you don’t need to tell them “I wish I could see the character creation rules.” As professional game designers, they’ve decided (after many meetings, I’m sure) on this method of rolling rules out, so try and respect that. Keep your responses to what you were provided, not complaining that you don’t have what’s already been promised. [Read the rest of this article]

The Easily Lost Explorer’s Guide to Dungeon Crawling

Now Communicate All That To Your Players

The latest D&D Next blog post by Bruce Cordell covers one of the oft-pointed to dealbreakers for many in D&D 4e: the use of the combat grid. This is actually only one piece of a whole topic about spacial thinking.

Bear with me here: if we all had perfect spacial thinking and effective communication skills, we wouldn’t need a battle grid in combat. The DM could describe the dimensions and shape of a room in the dungeon, as well as relative positions of inhabitants and features. We could just describe how far we’re going, all adjust our mental pictures appropriately, and voila: the entire time to set up a battle would be the time we need to talk about it.

Unfortunately, we don’t all have that. Some of us are terrible at it (me) while others of us are really good at it. In order to make it function at its best though, we have to ALL be reasonably good at it in the same game. Usually this is not the case: you have varying levels of spacial aptitude among the players at an RPG table, and definitely varying degrees of communication skills. In D&D, this has classically been addressed by one of the following styles:

  • The battle grid, where everybody can see a birds-eye view of the entire battle, and can always determine exact distances and sizes.
  • Rough battle grid (RBG) that does use a map and minis/tokens, but is less concerned with measuring distances and more simply about rough positions.
  • “Theater of the Mind” (ToTM) as discussed by Bruce Cordell, where distances aren’t as important and everyone roughly imagines relative positions. (Notice there’s only one exact distance given in Bruce’s example in the size of the room.)
  • A fourth style that I’ll call “Blueprints of the Mind” (BotM) that uses exact distances but does not represent them in the real (OOC) world, and is entirely reliant upon the DM to communicate where everything is.

(There is at least one other style in other RPGs I’ve played, which I’ll address later.)

Theater of the Mind, in 3D

Now, as someone with terrible, terrible direction sense, I tend to prefer one of the first two in D&D. The battle grid means that we’re all automatically on the same page. If I lay out a room as a DM, you can see how big it is without any negotiating. If I’m a player, I can easily look down and pre-plan what I’m going to do (and more importantly, get excited about what my character will do next turn) without having to wait and get a recap. The only delay tends to be working out fiddly things like line-of-sight. RBG operates largely the same way, though there’s a bit more clarification often involved.

ToTM can be OK, but also problematic. With situation that cares about relative positioning –  ”Can I my barbarian charge him? Is he in range of my bow? Can I aim this Cone of Cold to hit all of them?” – it becomes messier. Because I know I’m not going to be able to track where everything is, I have to wait until it’s my turn and get a recap. This sometimes leads to embarrassing situations where I’m not sure if there are goblins still attacking my face or not until it’s my turn. In other situations, I prefer the ToTM. In fact, in many other RPGs I play, this is the only way I’ll play because it just doesn’t matter who is where, and decisions are made based on what would make sense in a story.

BotM is my least favorite, as you might be able to tell, and I think it’s more common than people give it credit for. In this style, I completely check out when it’s not my turn because it just feels punishing and frustrating when I try to listen to everything that’s going on and I still can’t form a mental picture. Sometimes, it’s even worse when it feels like a math problem: “two golems are equidistant from each other in a 50 foot square room. One of them charges 30 feet to the wizard on your left. Assuming a halfling’s speed, can your rogue reach the other golem before he pulls the lever that drops the lava on the rest of the group?” It sounds extreme, but I’ve found that’s often the case when a very spacial thinker runs a game without a grid. While I cannot picture distances in my head, I’m sure there are folks out there that can’t help but describe things in terms of feet (and sometimes, horrifyingly enough, yards).

Stop And Ask That Pit Trap For Directions

These situations don’t just apply to combat mapping either. Take ye olde dungeone crawle. Mapping the dungeon is treated like another job you must perform like party caller or healer or stableboy. Only, in the case of dungeon mapping, it’s entirely based on player skill, so your illiterate barbarian with a 6 wisdom could be better at it than the 18 intelligence wizard.

So you have your dungeon cartographer, and the DM can describe the hallways that snake off 20 feet to the north and 30 feet to the south, then curve at a 45 degree angle for 40 feet, and so on. The cartographer listens intently and sketches it out as we go, making the player be in charge of trying to draw floor plans only by talking to a partner, like some kind of party game. Mess up, or misinterpret, and everything could be off. This is sometimes fun, for like the first time it happens, and other times, feels like you just programmed your Robo Rally robot to walk off a cliff repeatedly. Likewise, you miss all the possibly fun connections that are had by exploring a dungeon and seeing where the things wrap around, or connect in interesting ways.

Even assuming that you’re doing it perfectly, the mapping is done by one player, who has the best sense of what’s going on. The two players sitting next to her can see the map and weigh in on informed decisions about where to go next. Sitting anywhere else at the table? “Uh, left is always good.” Certainly a good cartographer will show it to other players when needed, but by and large, exploring a dungeon is the province of the one player who really understands what’s going on.

Don’t get me wrong: I LOVE exploring in D&D. I love those “aha” moments where you figure out where there has to be a secret door because of the way things connect. That’s just what makes me sad about the style of play, since I don’t get to really participate. And trust me, you do NOT want me doing the mapping.

3d6+12 Feet Converted To Metric

All this is what lead me yesterday to declare, on the internet of all places, the following statement, in reaction to my friend Trevor stating that you need to know whether a range is in squares or feet:

I actually find feet similarly worthless in a gridless situation. Either you’re measuring exacts or not. Melee/Close/Medium/Far etc. would be fine, or some kind of zoning method.

Exact distances (like 30 feet, or my more hated 3e spell alternative, 30+2 feet per level) get you into the BotM framework. A spell tells you how far it works, and NEVER EVER goes beyond that. If you need to hit the dragon with an acid arrow but it’s 31 feet away, you’re out of luck (and if your DM isn’t out to hose you at every turn, he might even tell you before you waste the spell.) In more situations, we fudge it anyway, which TotM and RBG both live in the “fudge it/negotiate it” zone of play.

What I’m ultimately saying is that specifying exact distances in play, unless you’re using a battle grid or something similar, punish people like me, and there are more than us than you might think that are just playing along. It’s one of those things that has been a part of the game for so long it’s easy to just accept it. However, I do think there are solutions out there that can help everyone.

Virtual Matrix-Esque Worlds For Every Game Table

One alternative I floated, specifically in the context of D&D, is the idea of fuzzy ranges. That is, the range of distances is described by a rough description, like I described above: melee, close, medium, far. I can only attack in melee at melee range. My bow can hit anything I can see within far range. The cone of cold blasts everything close. You can still attach real world distances to them in the rules (close goes from 6-30 feet, medium from 31 to 100, etc.) so as to support battle grid usage. Additionally, and this is the important part, the abstract nature needs to be represented by the rules. Instead of relying on having an omniscient placement of a fireball because the spell description tells me it branches out to exactly 30 squares, it instead would say something like: “hits everything with close range of each other, up to 6 targets. You may designate a target you’re trying to avoid hitting and that target receives a +5 to their saving throw versus the effect.” Or: “Any character may try to run with an Endurance check to increase the distance of their run from close to medium. Halflings and dwarves have tiny legs and so get a -2 penalty to their check.” And so on. Those are just examples that might not work in play, but hopefully you get the idea.

Another alternative, as I alluded to earlier, is to take the approach that FATE and other games have done, which is create abstract “zones” of battle that only care about what area you are in, not exactly where you’re standing. So you might be in the ogre room zone, able to attack anything in melee in that zone, or attack with a longer range weapon into that zone or the hallway zone adjacent, but not the otyugh trash pile adjacent to that around the corner. Movement is listed in things like “1 zone.” And so on.

In both cases, you still have rules about distances, and you’re still going for the same effects that you’ve always had in D&D. It’s just thinking about them in a different way, and supporting them through the system instead of relying on DMs and players to be good at estimating distances. Heck, I couldn’t even tell you the size of the room I’m in right now, and I come to it every week day.

Ultimately, I think my point is that looking at the issue of just battle grid vs. not battle grid will leave us with the same issues, conflicts, and style preferences that lead us down the winding road in the first place from Chainmail to whatever comes next. Thinking about WHY we have these issues- like being unable to picture a battle in my head- and less about one style versus the other could bear some fruit in a solution that will work for everyone playing.

Photo Credit

The Agony & The Ecstasy of D&D Next

Following the “Retraction” episode of This Greyhawk Life, I feel I must explain myself. As you may have heard on the episode, I now admit that my account of visiting the Wizards of the Coast offices in Seattle and playing D&D Next has had elements that were not entirely truthful.

You see, as a Dungeon Master, I often incorporate elements of the dramatic into my storytelling, even while using some of the trappings of journalism. I embellished in the pursuit of the sharing a story that I felt was important. I am sorry for misleading my audience when I claimed this to be the entire truth.

Thus, in the interest of clearing the air, I would like to clarify the following points:

  • I claimed to have interviewed a former worker of Wizards of the Coast who said that he and his coworkers were paid entirely in copper pieces, which do not add up nearly enough to a living wage in Seattle. The truth is that they are paid entirely in coffee.
  • My story about the giant mutant chickens being used as playtesters for the Gamma World game was slightly exaggerated. The mutant chickens were merely human-sized.
  • My translator says she has no recollection about my meeting with a dice tester required to make sure d4s gave “the full experience” by being forced to walk across them barefoot.
  • When I wrote that an iPad would be required to play D&D Next, I actually meant that the New iPad purchased using our Amazon affiliate code would be required to play D&D Next.
  • My claim that there were entire rooms, running 16 hour shifts, devoted to playtesting every possible class from Archer to Runepriest was false. No one has every played a Runepriest.
  • When I described the D&D Next modular system as being able to “effortlessly combine all aspects of every RPG you’ve ever loved in a seamless way that produces an RPG superior to anything you could ever do with your life in a million years and will make you wish that you could spend your entire life within the fully realized fantasy world that you create using the multitude of advanced tools guaranteed to produce the greatest story ever told,” I was engaging in a slight bit of hyperbole.
  • When I said that you could get access to the D&D open playtest early by purchasing a copy of Marvel Heroic Roleplaying... well, wouldn’t hurt to try, would it?

So as you can see, my dramatic retelling of my trip was all in the purpose of serving a greater story, one that I felt was not being told properly in the greater media. I apologize to anyone I mislead in previous posts, in my speaking tour, or my various podcast experiences. Clearly, we will redouble our efforts to tell nothing but the truth, especially on April 1st of all days.

Fantasy Heroic Roleplaying: A D&D 4e Hack for Marvel Heroic Roleplaying

Copyright WotC and the ArtistThis is a hack of Marvel Heroic Roleplaying designed to use a lot of the trappings of Dungeons & Dragons (4th edition), particularly in the classes and races. You will need to be familiar with both games in order to get much out of this.

This hack started with a few thoughts on my own for another project, and then discussing with Rob Donoghue about how easy it would be to make Race and Class into power sets, complete with the trappings of the 4e versions of them. After jotting down one or two, I found that the conversion was coming pretty easy to me, so I stole his idea completely ran with it.

I kept affiliations- the whole Solo, Buddy, Team thing- which might not be ideal, but also might be a way to get around the “never split the party” stuff. As well, 4e is sometimes referred to as having super-heroic PCs, and this just gets them closer to that. However, this write-up is specifically geared towards being closer to “1st level” feel, with mostly low dice values and small numbers of power traits.

This is only the barest of first drafts, containing the races and classes that I completed, as well as a sample milestone, and a few sample monsters. It hasn’t been particularly edited, or playtested at all. However, I saw requests online for this kind of thing, so I decided to put it out there. If you try it out, definitely let me know.

Without further delay:

Character Creation Overview | Races | Classes | Milestones | Monsters

Character Creation

  1. Choose your Affiliation (Assign d6, d8, and d10 to Solo, Buddy, and Team)
  2. Choose your Race.
  3. Choose your Class.
  4. Choose three Distinctions, related to your Race, Class, Theme, or Alignment.
  5. Choose one Specialty at Expert.
  6. Choose your Milestones (related to Race, Class, Theme, or Quest)
  7. Choose your name. [Read the rest of this article]

Fighters & Flapjacks

If you ask me what my favorite D&D classes are, it’s hard to pick one. My tastes range from the mildly offbeat (Psions/Psionicists, Bards), the specific (Paladins but only if I don’t have to deal with a damn horse), the edition-specific (2e Wild Mages and 4e Ninjas), and exactly one true classic: the Fighter.

However, I’ve been playing RPGs a long time now. I’m quite experienced at playing RPGs and games of all types. This is why I react poorly to statements implying that the D&D fighter should be the class that you give the new player, because they’re so simple. I don’t necessarily want a class that’s overly complicated (and we all know a few of those out there in D&D history) but I do want one that gives me plenty of decisions to make inherent in the class itself. I want to think like a Fighter, choosing what move (and maybe, what weapon) is most appropriate to the situation. I want to think like Batman in Dark Knight Returns and (paraphrasing) “There’s 9 different sword strikes from this position. 5 of them kill. 4 of them paralyze for life. The last one… hurts.”

Why is this? I point to what I want in D&D classes as a happy marriage between concept and mechanics. The Fighter- the tough, armored guy that uses weapons to fight monsters- is one that appeals to me for whatever reason. (Possibly because Con is my dump stat in real life.) The concept is awesome and there’s many, many examples of it out there in heroic fiction. Mechanics help reinforce that concept, but also serve with how I interface with the “game” portion of RPG, in giving me interesting decisions to make, and a specific outlet for creativity interpreted through those mechanics. (Slight digression: I think D&D needs better mechanics for improvised weapons and using stuff from your environment. There have certainly been rules and classes that attempt this, but it’s never quite clicked for me, and I think that could help some characters a lot, as well as having the side effect of powering cool descriptive background stuff from the DM and making the situation overall more dynamic.) [Read the rest of this article]

DDXP 2012 Recap: Running the New D&D and Playing Games

This year’s DDXP was a very interesting one, as I suspected. We were actually able to get there, unlike last year, though Fort Wayne’s weather seems persistant in its attempts to keep us out. In order to help finance the trip, and because I was one of the few who had an early look at the new D&D, I volunteered to DM seven four-hour slots of the new game to eager players. While I only ended up running four games of it (mostly because I was too tired to do any more than that), I had a blast and felt good about the games that I ran. Like everyone who played, I signed an NDA (though in my case, several months ago) that prevents me from discussing the exact rules being used. What I can discuss are some general feelings after running the game, some various impressions I heard as someone not involved with the design of the game but from talking to players, and tell you about the other games I played.

Into the Caves of Chaos

As was revealed prior to the show, the adventure that most (if not all) the DMs running the playtest was the Caves of Chaos, a portion of the original Keep on the Borderlands adventure. We used the same exact map of the caves, with the statistics updated for the new system. I mentioned to some of the other DMs how funny it was to be running an adventure released in 1979 on an iPad.

To be honest, I had some hesitation about this. For one, I wasn’t blown away with the game during my one short session as a player. Secondly, sandbox-style games have never much been my thing, either as a DM or a player. Every game I run I try to include a number of elements of the PCs influencing the world, but I prefer to focus on possible storylines rather than let the game work out the stories. Thus, the Caves of Chaos didn’t strike me as an adventure I’d enjoy running. I discussed with ChattyDM and THE Shawn Merwin about some ways to jazz it up a bit, including adding some 5×5 method elements (obviously my favorite implementation of sandbox-style) to it.

Well, I was wrong. Each of the four tables I ran went great, without adding else to the adventure. Part of that is that I feel pretty comfortable as a DM and rolling with the punches, part of it was how the system does a really good job of making me feel empowered as a DM, and most of it had to do with having 100% awesome players in every game (no matter what version of D&D they liked best.) Lemme break those each down a little bit. [Read the rest of this article]

DDXP 2012: “Charting the Course: An Edition for All Editions” and “New Products” Seminars

This past weekend was DDXP, and since this the new edition of D&D was announced recently, this was both the first chance the public would both find out directly from the mouths of the people making the game what it would be like, as well as try a limited demo of the new game. Like in 2008, questions about the new game were answered, and new ones were created. And just like back then, we were on the scene to report on the goings on to try to bring you a taste of the information available if you couldn’t be there.

Aside from all the games being run (of the new D&D, 4e, and every other edition), there were also four seminars run by Wizards of the Coast staff. I was able to attend two: “Charting the Course: An Edition for All Editions” and “New Product Seminar.” Vanir attended the “Class Design: From Assassins to Wizards” seminar. A fourth was unattended by us (because we were all making our way home.)

The following is a summation of the two seminars I attended with some of our commentary and thoughts. If you’d prefer to read the entire transcript, or watch the video, those are available elsewhere:

Charting the Course: An Edition for all Editions [Read the rest of this article]

Our D&D Greatest Hits: Advanced Dungeons & Dragons 2nd Edition

Last week, Chatty DM told you about his experiences in AD&D (aka “First Edition”) as the edition that he started in. Many of us founding members of Critical Hits got our start in RPGs a bit later in the same game group playing AD&D 2nd edition. Now, that game group has expanded, split, mutated, split again, expanded, and changed a lot since then. However, we all still have some fond memories of those early days.

Like in Phil’s experience, we didn’t necessarily know the real rules (or particularly care). Some of the game play issues that would later come to bug us would be several campaigns down the road before they really became impediments to play. We played with a DM that liked to use 4d6 in order drop lowest, leading to playing fighters with 13th strength and paladins with 4 intelligence.

It was also the system that I would first run campaigns in. First, my utter failure of a campaign that mashed-up the video game Doom and D&D, or my much more successful followup that featured such unique NPCs as Lord Dort Invader, his Twelve Penetrators, and Gigantor the Great Big Robot.

From these memories of our early days, we’ve assembled a few of us who were in those games together to pinpoint what made those days of D&D so great. [Read the rest of this article]

Interview: “Atomic Robo The Roleplaying Game”

Maybe you’re a fan of the many award-winning Dresden Files Roleplaying Game, powered by the FATE game engine. Maybe you’re a fan of robots punching Nazis. Maybe you are a fan of both, in which case, there’s going to be a new roleplaying game for you!

Announced two weeks ago, Evil Hat Productions is going to be producing the Atomic Robo: The Roleplaying Game, based on the hit comic series written by Brian Clevinger and illustrated by Scott Wegener. The game will be designed primarily by Mike Olson, and managed by Evil Hat Co-President Fred Hicks. We sent them a few questions about the announcement and the game.

CRITICAL HITS: How would you explain the world and adventures of Atomic Robo to the uninitiated?

BRIAN CLEVINGER: Take The Ghostbusters, Indiana Jones, Buckaroo Banzai, and The Rocketeer; cram them into a robot; give that robot some pants; bam, you’ve got Atomic Robo. He was invented by Nicola Tesla in 1923 and our comic book follows Robo’s adventure ever since. He fought a pyramid, the planet Mars, Stephen Hawking (metaphorically), Nazis, a super-intelligent time traveling dinosaur who may be none of those things, and run of the mill mad scientists.

But not at the same time.

CH: What kind of campaign models are you envisioning?

MIKE OLSON: First off, one that gets started quickly. You could say character creation is going to be more action and less science: It’ll be a true pick-up-and-play game without a lot of character creation on the front end. That’s been an important design goal from my earliest conversations with Fred about ARRPG. The actual stories Brian and Scott tell in Atomic Robo are definitely informing how we’re thinking the game will play — not just in the sense of what happens in a story, but how they’re structured. The default campaign expectation will be one that takes place in multiple eras during Robo’s long life, even if Robo himself isn’t present, with each of those eras having its own treatment and distinct feel. But if you want to play a story that involves Jack Tarot in the ‘30s or Sparrow in WWII, you can do that too. Regardless, you’ll have the tools to run the kick-ass Atomic Robo game you want.

FRED HICKS: I’m particularly excited about the multi-era play. Moreso than Spirit of the Century, I think the Atomic Robo RPG will be exactly the right kind of game to handle a play-group with variable attendance. “Oh, only two folks are showing up tonight? Well, let’s jump back to 1971 and play out a smaller piece of this story there. Who wants to play Carl Sagan?”

CH: For those that aren’t familiar with FATE, what makes it a good fit for an Atomic Robo-based game?

CLEVINGER: FATE gives a great deal of freedom to model every weird idea you can imagine. And to do it on the fly. And then to destroy it in a spectacular explosion that may or may not have been accidental. If that’s not every single Atomic Robo story, then I don’t know what is.

OLSON: This may be a tough one for me to answer objectively — FATE’s my go-to system, and I love hacking it for various genres. But what makes it so strong for a character-driven book like Atomic Robo is how easily it lets players define their character through mere words, via aspects. The particular iteration of FATE we’re planning is going to be tailored to what’s important to a Robo story, including a special emphasis on Science (and “Science!”) that gives all that witty techno-banter mechanical heft. Look at that invasion from the Vampire Dimension. Does Robo save the day by punching them? Does Jenkins, by visiting horrific off-screen ultra-violence upon them? Nope. It’s quick-thinking new-hire Bernard. Using Science. FATE’s great at that — that’s what FATE does.

CH: For those that are familiar with FATE, what kind of changes are going to be made to fit it, especially since it has a Spirit of the Century vibe already?

OLSON: Spirit of the Century has been a hugely influential game for me and for a lot of other people, but I think it’s safe to say that FATE technology has come a long way since its publication.

HICKS: YES! Spirit was published in 2006. Six years! The whole landscape of FATE is just different these days.

OLSON: Right. And if the recent proliferation of FATE games has shown us anything, it’s that people love to tinker with it — and because it’s such a malleable system, tinkering’s both fun and easy. So even though we’re very early in the process here, I can say for sure that we’re going to take full advantage of everything the system has to offer.

For one thing, you won’t see any big lists of stunts. Like I said, character creation will be more action, less science. That’s not to say there won’t be stunt-like options for customizing your character, but just as in Dresden Files Roleplaying Game, the emphasis will be on coming up with your own based on some broad guidelines.

Likewise, the concept of Phases is great for Spirit of the Century and its meta-conceit that all of the characters are protagonists in pulp books who are Centurions in the Century Club. The default assumptions of ARRPG are much different, though. Sure, the PCs are likely to be Tesladyne Action Scientists, but their stories could take place anytime over a more than 80-year period. Instead of writing down past events in their characters’ lives, we want people to actually play them out, or discover them through play. The era-hopping thing is definitely part of that.

HICKS: Yep. And part of that whole multi-era thing, really, is that groups that embrace it will probably have people playing different characters in different timeframes — they can’t all be ageless heroes like Robo. So the whole phased character creation thing from Spirit and Dresden won’t really apply here — though there’s nothing stopping folks from importing the idea from other FATE games.

OLSON: One of the big things we have in store, as I alluded to before, is giving Science its due — making sure it matters more than mere “color.” But it’s hard to say much more at this point, simply because the real work has yet to begin — FATE Core is our starting point, and that’s still in development. But we’ll be previewing more throughout the coming months.

CH: Will there be any campaign tools in it that can be borrowed for other games, like City Creation was for Dresden Files?

OLSON: We’re talking about some random idea generators for missions, villains, and science-related catastrophes — I love that sort of thing — that would certainly be applicable for other games. The skill system we have in mind will be both unique to ARRPG and compatible with “mainline” FATE, and will in fact accentuate customization, so I’m sure that will find its way around. Most FATE gamers I know really dig hacking the system, so I’m sure that even stuff we don’t think of as being broadly applicable will get that hacker treatment.

HICKS: Yeah. I have a feeling that the gearheads out there like me are going to find Robo’s ideas highly portable. Really, if anyone looked at Mike’s work on “Strange Fate” for The Kerberos Club and wanted to see an iteration of it that was highly compatible with main-line, core FATE, they’re going to get that here.

CH: With villains like Edison’s Ghost or a brain in a jar with a robot body, will there be other examples of how to make your own villains in the Atomic Robo style?

CLEVINGER: I’m hoping for a whole array of play styles. There’s a century or so of history, so the game is a tremendous opportunity to play around with the parts of Robo’s world we don’t see in the comics. Want to play pulp adventurers from before Robo was created or from back when he was terrible at adventuring? How about a generational campaign with a character per player per era? Want to play as “bad guy” factions like Majestic 12? A team up of Robo’s worst arch-enemies? An alternate history where Robo was taken out mid-century? One where he and Tesladyne never came to be?

So, to finally answer your question, yes. We’ll have some guidelines on how to best cater villains and (their?) antagonistic organizations to best fit your needs!

OLSON: In general, my answer to any question that takes the form of “Will there be guidelines for doing X the Atomic Robo way?” is “Yes.” One of our most important design goals is making sure the mechanics support the kinds of stories we expect people to tell when they play ARRPG. That definitely includes Robo-propriate adversaries, from brain-in-jar science villains to time-travelling Dromaeosaurs and everything in between.

HICKS: Crystals!

Why I Oppose PIPA and SOPA

I realize at this point I’m by and large preaching to the choir here. Wikipedia and Google are much more likely to be people who have not yet spoken out against these two bills designed to stem internet piracy but that are likely to have wider ranging, dangerous consequences. If you’d like more information, many sites are providing it today, but I really like this point by point breakdown with examples.

However, I do want to speak briefly about why I think it’s important. You see, the house I grew up in was paid for by my dad writing books. If he were still around and writing, he’d probably be concerned about piracy in the book biz too, as well as ebook trends and everything else. It’s entirely possible that piracy could be affecting my livelihood if the last 10 years had gone differently.

In the world we do live in, my day job involves posting on the internet, and obviously that’s what this website is. The house I live in now is financed by the internet. If someone were to tell me suddenly: you can’t use the internet, I’d be in trouble.  [Read the rest of this article]

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