Critical Hits

The Journal of Gamer Culture

Review: “Deathwatch: The Jericho Reach”

In the grim darkness of the 41st millennium, there is endless job security (mumble mumble). After taking a hiatus to attempt to slay the foes of my God-Wallet, I’ve returned with Deathwatch: The Jericho Reach. This product is easy to confuse with Deathwatch: Achilus Assault. Both of them are setting books about the Jericho Reach – a corner of the Imperium accessible only via a series of warp gates, under assault by many of the Imperium’s most clever, powerful and cruel foes: Chaos, the Tau, and the Tyranids. This is the setting crafted for the Deathwatch game line, and both the books are serviceable to develop a deeper understanding the area – but this one is focused more on giving everyone new toys to play with than Achilus Assault was. Achilus Assault was more involved with fleshing out in detail the history of the setting.

While the Achilus Assault focuses on the military realities of the Imperium in the Jericho Reach, including the history of the conflict itself and its political and military implications for the people within and without, The Jericho Reach is more of a ‘traditional’ setting book. The book boasts three chapters each involving one of the salients of the Achilus Crusade and the enemy it faces, and it offers information on several planets, installations, conflicts and enemies that can serve as home bases, or as objectives in the thick of the Crusade. The final chapter is a sample adventure incorporating some of these elements. I would probably recommend The Jericho Reach if you have to buy just one. [Read the rest of this article]

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One Hundred Monkeys, One Hundred Typewriters, One Hundred Wands Of Magic Missile

Me, several times a day. That's right, I'm a werechicken. You wanna make something of it?

As some of you are no doubt aware, WotC has once again opened the window for article pitches to Dungeon and Dragon. For the first time in my life, I have decided to submit some stuff. As I have been writing about roleplaying games for nearly 5 years now, and with the recent success in this arena of several of my esteemed blog-tribe fresh in my mind, one might think I would be overconfident. One would be crazy wrong.

To be perfectly frank, I’m freaking terrified. Imagine being a nerdling of 13 winters, reading your favorite magazines every month – Dungeon and Dragon. The wild creativity. The enhancements to the game you play and think about and breathe every day. All the cool art. It’s the late 80′s. This is the only D&D/fantasy humor you regularly see. A quarter-century of winters later, I stand at their very gates, and I am to say what?

I’m here?

I can do this too?

Please?

Part of my fears stem from the idea that nothing I come up with will be original enough. So many decades of fantasy have come before me, and WotC’s editors have surely seen everything before. What could I possibly have to add?

I’m much better at fluff than I am crunch, and they’re going to want stats and maps and game mechanics. Can I get it together?

I can write, but can I write professionawesomeal?

Even if I have a good idea, can I distill it into a pitch that isn’t 2000 words long requiring a flowchart and interpretive dance?

You know what? F*** it. It doesn’t matter. I’m doing this anyway. [Read the rest of this article]

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Musings on Continuity

Our Own Hero’s Journey

Sometimes, in any fantasy world where you have invested a large amount of your imagination, you start to append your real-world experiences to those of the characters being portrayed. For example, in the Star Wars universe, characters such as Luke are relatable, in that most people understand the story of “the everyman.” He is compelling because of the extraordinary destiny that lies ahead in his life. People generally like to feel that there is a greater purpose for them, and as such, they always cheer for the protagonist that achieves this greatness. As we cheer on we also become invested in the story. No matter how far removed from reality the elements of the story are, there is a humanization that brings us right back in. We love this. We want this to continue. We want to never break the feeling we first received while experiencing that story.

Everyone experiences this in a different way. What we pull from a story will differ depending on our life’s experiences. Continuing with Star Wars, one might feel more attached to Han Solo, the brutish scallywag that really has a heart beneath his crusty façade. Or, maybe it is Leia, the strong-willed and persistent princess, one who can get things done, regardless of the testosterone that flies around. Maybe you even felt a connection with Chewbacca—a big cumbersome brute that protects his friends with furious devotion, but is cuddly and cute once you get underneath the fur. Regardless of how you made the connection, you connected. You became invested in the story, and you want nothing to scramble that experience, even if you’re willing to give little ground.

Continuity of a game world works the same way. Consumers of fantasy become invested in the characters, and they begin to sense the world around them, taking in the descriptions and feel an author has provided. R.A. Salvatore, New York Times best-selling author and creator of the renegade drow Drizzt, is fantastic at bringing in the reader and giving them what is needed to relate to his characters. It is undeniable that Drizzt is popular, and for numerous reasons, people keep coming back to hear what will happen to him next. They want to maintain that feel, and have the protagonist overcome adversity. [Read the rest of this article]

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Paragon Wants, Epic Needs

Doing work for a client seems on its face a straightforward transaction. The client says what they want, and the professional they’ve hired performs the work. In some fields, this holds true. Specifications are put forth and followed. Job done, Cold Ones opened, feet up on the couch. If there’s a snag in the plans, most people will grumble at a plumber, carpenter, or architect — but ultimately it’s hard to argue with “your 6′ bathtub will not fit in a 5′ area” or “do you really want a 6′ square living room?”.

Hopefully, these problems have been identified while still on paper. It’s a lot costlier to go back, undo things, and then figure out some way to salvage things in a mostly-correct (read: passable) way. Experienced craftsmen have seen a lot of these types of things, and can plan to avoid them. They know a lot of ways to do their job well that the layperson doesn’t. Rooms are designed to be comfortable and space-efficient. Walls and floors are designed to be sturdy and flexible. Plumbing is designed to last a long time. (Admittedly, I really wish this hypothetical plumber was around with my home was constructed.)

The Plight Of The Creative

Doing client work in a creative field is much the same way, except many clients tend to view it differently. If you know any web developers or graphic designers, you’ve no doubt heard their particular repertoire of “Clients From Hell” stories. These people are no different from any other, except they tend to be some combination of clueless, under pressure, and/or completely morally bankrupt.

The first two, cluelessness and pressurization, are understandable. I’ve been in many a situation when I’ve been handed an impossible situation and flatly told to get it done, and I bear the shame of many hasty and boneheaded decisions. If I’d been hiring people to do the things I couldn’t, those may have qualified me for Client From Hell status. Cluelessness is even easier to understand. Techies, designers, and artists have a tendency to do things those outside their field don’t understand. (That’s why they’re being hired.) That also means it’s hard for the average Joe to wrap their head around a web developer’s priorities, or to place value on the things a designer does. Worse, sometimes these skills are trivialized and the client thinks anybody with a copy of Frontpage or Photoshop can get by. Concerns from creatives are frequently misunderstood, ignored, or met with hostility. It is not much fun.

Communication: Minmaxing For Social People

When people hire other people, it’s frequently because they have some sort of need or pain they want to address. One of the most important skills for anybody who does client work is communication. You need to be able to hear what your client is saying and apply your knowledge and skills to provide a solution for them. Sometimes, you realize what they’re asking for isn’t what they need. That’s when it really gets interesting. I mean that in several senses of the word. They might think you’re awesome and let you save the day. They might also throw a fit if you need more time and money to do it, or just fire you because you’re going off their original plan. This is not much fun either.

I’m not exactly sure when I realized this in my career, but one of the keys to succeeding in getting the client what they need instead of what they want is salesmanship. I worked at a Radio Shack for a year when I was a teenager, and I hated it. I didn’t like selling, I didn’t like feeling like I was tricking people, I didn’t like any of it. This is not what I am talking about. It’s about being confident about your ideas and infecting other people with that same passion so they believe in it too. I suck at this, and I wish I’d worked on it a lot more when I was younger. Accursed social skills!

The Herculean Path Of D&D Next

Some of you may be wondering at this point if this is some sort of extended April Fool’s Day joke where I write about how to sell yourself to freelance clients. I assure you, we are all done with our April’s Foolery for the year. I am, finally, working my way around to my thoroughly game-and-nerd-related point.

This is the job WotC faces right now with D&D Next.

The specifications on the project are loose. The game has to work well, yet “feel like D&D”. And yet, with many editions and 40 years behind it, D&D is a lot of different things to a very disparate group of people.

WotC’s client right now is a thousand-headed hydra. It’s us. We’re like thunder-mecha-hyper-double-octuple-mirror-image-garlic Tiamat.

And unfortunately some of us are Clients From Hell. Don’t believe me? Some among us get really angry and make wild assumptions about things we don’t know much about (like D&D Next). Enough of us even made a game company change an ending we didn’t like.

Their job right now is twofold. First, to make a game that works. Just going with one way or one edition’s methodology won’t do, so they’re trying to make a system that can accommodate being whatever we want it to be. This seems unattainable to me unless they accomplish the second goal: that of getting people to believe in it as much as they do.

It’s here I worry a little bit. WotC’s being absolutely fantastic about asking us what we want. But, once again, that’s like asking multiple-adjectives Tiamat what it wants. I hope somewhere along the way with all these surveys and the upcoming playtesting that they will correctly determine what we need (whatever that may be) – and that we’re open to seeing it.

Our job for D&D Next, as I see it, is to make sure we express our wants and needs to WotC in a way they can process. For the moment, that means being spoon-fed bits of info and providing little bits of input as requested. Angry manifestos on forums are the realm of Clients From Hell. They are no fun.

Let’s not be that.

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Golden Oldie – A Marvel Heroic Roleplaying Preview

ID: May Parker (secret)

Affiliations

Solo d8, Buddy d10, Team d6

Distinctions

Herald Of Galactus, Little Old Lady, Always Worrying About Poor Peter

Power Sets

The Power Cosmic

Cosmic Blast d12, Godlike Strength d12, Godlike Durability d12, Godlike Speed d12, Superluminal Flight d12, Telepathy d10, Telekinesis d10, Intangibility d10, Transmutation d10, Godlike Durability d12, Godlike Senses d12, Time Travel d10

SFX: Multipower. Use two or more The Power Cosmic powers in a single dice pool at -1 step for each additional power

Limit: Galactus’s Whim. Shutdown The Power Cosmic if Galactus wills it.

Limit: He’s A Menace. Gain a PP to step up Emotional Stress inflicted by Spider-Man doing something misunderstood.

Specialties

Cosmic Master, Baking Master, Knitting Master

Milestones

You Get A Big Delight In Every Bite

1 XP when you bake something.

3 XP when you convince Peter or Galactus that he really should eat something.

10 XP when you discover a golden food source tasty and plentiful enough to sate even the dread and mighty Eater of Worlds or discover that your darling Peter is that awful Spider-Man.

History

May Parker was a sweet old lady who lived a very happy life with her husband Ben. The couple cared for their nephew Peter after his parents died. Then Peter had an origin story that resulted in Ben’s death and his becoming Spider-Man. For years, it was thought that Aunt May’s heart would explode if she ever found out about her nephew’s second job.

One day, Peter took May and his girlfriend Mary Jane to a theatre and promptly ditched them to go do superhero stuff. As it happened, the Fantastic Four was sitting nearby and were having trouble figuring out how to simultaneously go save the world and find childcare for young Benjamin RIchards. May overheard their problem and kindly offered to watch the child. The Invisible Woman was justifiably creeped out, but Peter (as Spider-Man) showed up to give his official endorsement (which May didn’t like).

All the superhero-types went off to do some stuff, and May is walking around with Benjamin in a parking lot, and Galactus randomly shows up. He says he is weak, and Benjamin is powerful and he will help him reach his full potential. So he blasts some Power Cosmic on him, and apparently May is having none of this so she jumps out in front. Instead of being reduced to crispy old lady bits, she becomes Golden Oldie, Herald of Galactus.

May then uses the Power Cosmic to break into a snack shop so Benjamin can give Galactus some Twinkies. Then apparently she’s just not interested in the whole childcare bit anymore and she takes off into space to go find Galactus some more grub. Then she almost gets into a fight with the Stay-Puft Marshmallow Man over a planet-sized Twinkie. But he’s cool with it, and Galactus gets his nom on.

Then May wakes up, and it was all a dream. Except it totally wasn’t.

Art by Brian Patterson of d20Monkey. All characters © & ™ 2012 Marvel & Subs. Heroic Roleplaying and Cortex Plus ™ 2012 Margaret Weis Productions, Ltd.

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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.

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The Architect DM: Call for Questions

For those of you that don’t know, there hasn’t been an Architect DM post in several weeks because my wife and I welcomed our first child into our lives in early March and she’s been running things ever since! What this means is that I have a lot of small periods of free time on the internet at random points throughout my day. These short periods of time have made it tough to sit down and write a full post, but I will definitely be back to writing these posts regularly very soon. What I’d like to do in the meantime is help you, yes YOU, with anything you might need help with in your roleplaying games.

Over the last year I’ve gotten some great e-mails from readers responding to my Architect DM posts either with questions or personal experiences. People have asked me for help with their campaigns, adventures, encounters, or just general world building advice. Simply put, I love helping people with their games in any way that I can, but an added benefit is that often these discussions will spark some random chord with me and end up inspiring one or more posts in this series. Basically, I’m begging you to tell me about your character/game/world!

A great example of this in effect is my post about applying the design charrette concept to planning your RPG sessions, which was inspired by comments and questions from previous posts. The post then inspired one of our readers that e-mailed me a story about how he started a whole new campaign with a sit down charrette with his players that led to greater player buy-in for the campaign right from the start. It’s cliche, but I have to say it’s situations like this that make me really happy that I started the Architect DM series.

Down to business, here’s how you can ask me questions! Comment on this post and I’ll respond as quickly as I can, E-mail me here – bartoneus at critical-hits.com, or tag me with your questions on twitter @Bartoneus. While questions about location design and world building make the most sense, really anything relating to RPGs is fine and I’ll do my best to give good advice.

Click here for the rest of the Architect DM Series.

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Dungeons and DJs: A review of DMDJ

I’ve played and run games with and without musical accompaniment, and if I had to state a preference, I’d side with music every time. It can’t just be haphazard use of music though. It’s best when the music is appropriate to the situation that we are currently in. Lord of the Rings OST is thematic, but having a scene specific for our arrival at the Fey Court or exploring the sewers is what I prefer.  Opposing this is time and ease of access.

How much time is a GM going to spend to find just the right music for a scenario?  I’ve spent a lot of time on it myself, and acquiring a solid collection of tunes is time consuming and expensive, representing almost a side-hobby in itself.   After you’ve traversed that obstacle, then you need to construct a setup that you can use without slowing down the game.  Often that means more prep, and more equipment: getting a sound system in place, setting up your computer, getting a selection of music easily at hand and organized.  If you attempt to add sound to your game without taking all of this into account, you risk bland ambience, distracting shuffles as you set up, or both.

DMDJ from Blueface makes a solid attempt at easing these pains.  As an RPG  music soundboard and dice roller for the iPhone/iPad, it offers great “at your fingertips” control in a  convenient and portable package, surmounting some of the difficulties of setting up sound in your game, though there remain issues to address. [Read the rest of this article]

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How Economics Ruined My Gaming Joie De Médiocre

A few weeks ago, I had an odd conversation with one of the guys from my gaming group. We were discussing Kingdoms of Amalur: Reckoning, and he was talking about how much he loved it, and I was discussing how much I didn’t. At one point, he pauses for a moment, and asks something to the effect of “Matt, what’s the last game you actually really liked?”

I had to think about it a minute. Which was bad, because it sort of proved his point.

This took me aback. Not like, kind of aback where you can right yourself and you’re OK again. Like “I’m looking up at the sky and someone has tied me to a pickup truck and is dragging me away” aback. What the hell? I’m not the Angry Videogame Nerd. I’m not Yahtzee. I love games. Games make me happy, not angry.

Right?

The game that first popped to mind that I really liked and had played semi-recently? Dragon Age II. No shocker there. I’m a story junkie, and BioWare does that well. Portal, Bastion, and Batman: Arkham City also made the list

That’s why I was extremely surprised that I didn’t care for Star Wars: The Old Republic. [Read the rest of this article]

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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]

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