Sunday, June 08, 2008 

Pathfinder Review

This post is a bit time delayed. I wrote it a while back, but it sat in drafts. Then I ended up out of town for a week... Anyway, here it is. More to come on D&D 4E and a campaign update.

I mentioned briefly in my last post that I had recently started running a new D&D campaign set in Paizo’s Pathfinder setting. I’m running the Rise of the Runelords adventure path, their first in the Pathfinder Adventures series. We play weekly, but because of work and family obligations we can usually only get two-and-a-half to three-hour sessions in. We also play a roleplaying-heavy game, so we tend to take a lot longer to move through the content than a hack-and-slash group might.

I can already feel you cringing –“Oh, god no. He’s going to tell us about his game.” Don’t worry, I’m not – although if you are interested, you can see a transcript of our first few sessions here. Instead, I am going to talk a lot about Pathfinder books and our impressions of the campaign so far.

First off, if you haven’t had any exposure to the Pathfinder Adventures, they work like this: They are organized into “adventure paths” and published in monthly installments (you can even subscribe and have them mailed directly to you). Each adventure path spans six issues, and they take your characters from first level to somewhere between 12th and 15th level. They are all set in Paizo’s own campaign world of Golarion, which is slowly getting built out into it’s own campaign setting. Each installment runs around 98 pages, and typically contains a roughly sixty page long adventure, some new background material that expands the campaign setting, a “Pathfinder’s Journal" entry, which tends to be a piece of short fiction that add color and flavor, and a bestiary with five or six new setting-specific nasties to through at your party.

The first thing you will noticed about Pathinder is the depth that went into developing both the story and the characters. The starter town fills fourteen pages and details fifty different locations. There are 56 different NPCs, each with their own back stories and motivations. For the group that likes a strong RP game and a sort of sandbox game, it’s a goldmine. While we are only in the first adventure, I have been very impressed with how well connected they all are. The authors do an amazing job foreshadowing events and characters that at first seem insignificant, but return in later installments to play a significant role in the campaign. Having the extra pages (compared to the standard 32-page module) really pays off, giving the authors "room to work" and giving you a very detailed and complete adventure.

The folks at Paizo seem to take great pleasure in revitalizing and reimagining parts of the classic D&D experience that may otherwise feel worn out. For example, the first installment of Runelords (Burnt Offerings), deals heavily with goblins, but does so in a way that breathes new life into the little knee-biters. (The "Top 10 things you should know about goblins" in the foreword made me laugh outloud.) They did such a good job in fact that they ended up putting out a supplement called Classic Monsters Revisited by popular demand, which is as much fun to read as it is to use.

I’m not a huge fan of the direction WotC started going with their modules starting with Eyes of the Lich Queen. Their new "tactical encounter" format puts a lot of emphasis on the combat scenes, spending the bulk of their text on encounter descriptions, almost scripting them blow by blow. To me, D&D needs to be so much more than that. If I just wanted combat, I’d spend my nights running instances in World of Warcraft. Pathfinder takes almost the exact opposite approach, spending most of their space on story background and character descriptions, and trusting that armed with that a good DM will have the skills to run a good game. It’s definitely the approach I prefer.

On a related topic, Fourth Edition D&D launched this week. I’ve ordered my core books from Amazon, but they haven’t shown up yet. Once I get a chance to look at them I’ll post some opinions. Until then, you can check out the guys from Penny Arcade playing a session of 4E ran by one of the WotC guys. It’s pretty entertaining listening. Here are links to Part One and Part Two. There are some classic moments, and an uncanny amount of 20s rolled.

Labels: , ,

Friday, December 28, 2007 

Christmas Vacation!

A late Merry Christmas to everyone out there!

Every year around this time, I take a bunch of time off from work. It is one of my favorite breaks – not a lot is going on at the office, so I’m not worried about getting behind, and it’s the only time that I get to take time off and just stay home and just relax. We had company for the first half of the week, but the last of them went home this morning, leaving me next five days to relax and revel in geekish pleasures.

Knowing the break is coming, I laid out a laundry list of dorky activities I wanted to get accomplished. Of course, I wouldn’t be a true hobbyist if that list wasn’t several times larger than anything I could reasonably to hope to accomplish in the time allotted. Still, it’s my intention to give it a good effort. Here’s what I’ve got:

Wargaming: Warmachine Army

Since I got hooked on Warmachine over Thanksgiving, I’ve decided to put my Chaos Space Marine army on hold for a bit and focus on getting a full-fledged Warmachine army painted up. I have a significant amount of both Cryx and Cygnar pewter, but for now I decided to focus on Cygnar. I want to:

Finish my Trenchers. I’ve got three of ten trenchers painted now, and so far they look great. I think for the rest of them I’m going to experiment with a quasi-production line approach. I’m going to lay down the base color coats on all of them at the same time, and them probably shade and highlight them individually. As far as the models themselves, they are really beautiful and just ooze character. I am constantly amazed at the amount of detail Privateer Press puts into each model.

Finish my Stormblades. Okay, to be fair, the Stormblade unit is actually all finished, but I’m also working on the unit attachment. The Captain is done, but I still need finish the standard bearer. I’d love to leave the holiday break with two fully painted units.

Assemble my Sword Knights. I bought the Sword Knights unit boxed set along with an extra blister a while back, and then promptly stowed them away in the closet. After listening to the Pod Thralls list their “500 pts for 100 bucks” Cygnar list, I pulled them back out and decided they would be next up. Then I open the blister and looked at all the little parts. And then I puked a little in my mouth.

Roleplaying: Eberron Campaign

In my last post I talked a little bit about how much I like the Freeport setting. Over the last few weeks, I’ve spent a bunch of hours working on integrating it into my Eberron game, as our party will be spending a great deal of time in the Lhazaar Principalities. If there is any interest in seeing how I’m tying that all together, let me know, and I’ll post it. Beyond that, I’m “redeveloping” a significant portion of the Eyes of the Lich Queen to better fit our campaign and play style, so I’ve got a lot of work to do.

Video Games: A Cornucopia of XBOX Goodness

There is so much good stuff out on XBOX 360 right now that it is almost mind-numbing. I’ve been working through BioShock and Oblivion: The GOTY Edition, all the while playing through the Halo 3 campaign co-op over XBOX Live. To add to that already impressive list, my wife bought me Mass Effect for Christmas, and I used some Best Buy gift certificates to pick up The Orange Box. How I’m going to get through these and still take care of everything on the list above, I’m not sure, but it should be fun trying. That many A-List games at one time is truly remarkable, and that list still leaves CoD4: Modern Warfare and Assassin’s Creed waiting in the wings.

We live good lives.

Labels: , , , , , , , , , ,

Friday, August 17, 2007 

The Brand New Same Old Thing

Well, it sounds like the other shoe has finally dropped, and Wizards has announced Dungeons and Dragons 4th Edition. Like some Cthulhuian beast clad in only in a shroud of black malice, it slithers forth from the darkest corners of my mind, its wet tentacles grasping, reaching. It is a shapeless dread, a formless fear, but I can feel dark eyes upon me, hungry and loathing. The malevolence is palpable.

If you haven’t read the news, stop now, and check out the official announcement, then bounce over to YouTube and watch the GenCon presentation videos, parts one, two and three. Finally, check out this Gamer Radio Zero podcast tries to tackle what this all means.

Honestly, I don't have a particularly good barometer of the general anxiety level that surrounds fourth edition, but I do know this – I am not excited. I agree that there is a lot wrong with the tired old workhorse that is D&D 3.5, but at this point I find the familiar brokenness of third edition akin to the comforting familiarity of a horribly dysfunctional marriage. The fourth edition might be better looking, have a great smile and a perky rack, but the gal I already have will cook me dinner.

What is the old saying? A bird in the hand is better than two in the bush?

Heh, he said bush.

There is also the very real financial investment I have already dumped into building my 3.5 library. I’ll be the first to admit that when it comes to my geekish hobbies I can become somewhat… compulsive. When D&D found its way back into my life after a fifteen-year hiatus, my investment in the hobby was fairly significant. I began with the Forgotten Realms, but when Eberron showed up on the scene I was hooked deep. At this point, I’ve own almost every hardcover they’ve put out on both campaign settings, plus a smattering of core books. That’s the kind of investment you don’t want to see just wash away - unfortunately, the early word makes it sound like cross-version rules compatibility is not in the cards.

Theoretically, it's easy enough to just say “I'll stick with 3.5 then,” but I think this is going to be a lot harder to do in practice. From a core rules standpoint, it’s not a huge issue, but it really hurts in terms of setting books. Eberron is only about half-documented at this point in its short life, so what now? Is campaign setting is going to be split across two different versions of rules? Am I expected to re-buy books?

If you follow that idea it leads to the next logical question: What does a fourth edition mean for the third party d20 licensees like the Iron Kingdoms or World of Warcraft? I'm not sure smaller presses (like Privateer Press) have the resources to turn out new versions of their core books...

At this point, I may end up one of those curmudgeony players that doggedly sticks with what he already has even though better alternatives clearly exist. Or maybe the time has come to go off the proverbial reservation and try running Eberron using on of the new-fangled small press system like Savage Worlds or Sprit of the Century?

There's a lot more to talk about, but at this point I've been caught flat-footed - now I get to spend the next few rounds stunned. When my head clears, maybe I'll have a better sense of the gravity of the announcement. In the mean time, I’d be curious to know what anyone else thinks… Is a fourth edition a good thing? Drop me a comment and let me know what you think.

Labels: , , ,

Saturday, April 21, 2007 

A Conspiracy Revealed?

If you haven’t seen the news yet, both Dragon and Dungeon magazine will be coming to an end. A couple of days back Wizards of the Coast announced that the magazine would cease publication after the next 3-4 issues. The magazines were actually published by Paizo publishing, who put them out under license from WotC. Now it seems that WotC is choosing to end that licensing agreement, bringing the magazine to a close, at least in it's current form. Pulp Gamer had a podcast interview with Phil Lacefield Jr., the sales manager of Pazio Publishing, where he talked openly about the events that transpired. Unfortunately, the link seems to have gone dead – leaving me wondering if it wasn’t just a little too open.

I never subscribed to either magazine, but I have picked them up on occasion (usually when they had some kind of expanded Eberron content) and I have always enjoyed flipping through them at the bookstore with my Sunday morning coffee. I think Paizo has done a nice job with the magazine over the last few years, and it will be sad to see them go… It’s just another piece of role-playing that is falling away from the mainstream. At the same time, I’ve got to imagine that selling D&D content magazines isn’t exactly huge business… It’s almost a niche market within a niche market.

So, after a thirty year run of Dragon, why pull the plug now? My guess is that we are seeing the next steps toward making the D&D Insider concept a reality. Rumors of D&D Insider first surfaced last year, describing an online, subscription-based model for expanded D&D content and services. I’m sure the ideas presented were all pretty hypothetical at the time – I would guess they were more aspirational than concrete. Still, if you look back over WotC’s course for the last year, it becomes pretty clear that they are actively moving in that direction:

In November of last year they reeled in their licensing for electronic rule sets from Code Monkey Publishing. Being a micro-market player, this didn’t make many waves, but I would guess they were beginning to prepare for the online play component of D&D Insider. I think making D&D easily (and enjoyably) playable online is a huge opportunity for WotC. When I say that, I don’t mean a video game style representation like NWN2 or DDO… I mean a true virtual tabletop where you bring your books to the PC, and play with friends all over the world just like you were sitting at the kitchen table. The best example I’ve found in the space is Fantasy Grounds, which almost perfectly recreates the feeling of being together at the gaming table. If it wasn't for Fantasy Grounds, I can safely say I wouldn’t be playing D&D at all in my adult life.

Next, back in the end of January, WotC posted a slew of job openings to support a “digial initiative,” with a fairly heavy push on the main page of their site and mentions in their monthly podcasts. At this point, we know without a doubt that something electronic is in the pipeline.

Finally, we see this week’s move to cease publishing both Dungeon and Dragon magazines. My guess is that all of the content that used to come to you via the two magazines will now be re-purposed to whatever subscription-based Web service they are brewing up. It will be interesting to see where this is all going, and if any of my prognostications are on the mark.

The real question is how will it be received by the community? Personally, I’m feeling cautiously optimistic. I would be willing to subscribe if the content and services warranted the price, which is something that I was never willing to do with the magazines (I didn’t need to explain yet another nerd-ish compulsion to my wife as a magazine showed up every month).

For something like D&D Insider to work, I think WotC will have to figure out how to walk the fine line of value proposition… As a community, we already get tons of content for free on the Web… so why should be pay? The internet has created an entitlement culture when it comes to information. How do you pitch paying for something that used to be free? I think pulling back the magazines and re-launching them as online properties really can help them win that battle. Both magazines represent an already established value proposition that people are used to paying for. Paying to get that recognized brand in an online format is an easier sell that just saying “we want you to pay for content now.”

The part I’m most interested in is where they will go with the online play piece. Some of the details in the initially came out were a little frightenting to me. I won’t accept any model for online play that is less functional than Fantasy Grounds, which represents the high-water mark in online clients in my mind. I also don’t want to pay for things I think they already owe me. For example, they mention providing a master index – I shouldn’t pay for this! I have already invested hundreds of dollars in source books (most of which don’t have indexes – which they should), and I don’t think I should pay yet again just to be able to cross-reference them. (I also think that by not having a master index online, they are missing a sales oppotunity – if I found out that other books touched on a topic I’m trying to work into a campaign, there is a good chance I’d buy it.)

I think if they can sort out the value proposition, it could actually be a pretty cool service. It would also create a more consistent revenue stream for the D&D line, which I’m sure is a point of frustration for a company that is used to the type of constant revenues generated by collectable card and miniatures games. Clearly, World of Warcraft has taught us all the financial power of the subscription model, and WotC is smart to try to get a piece of that. For us as players, anything that makes D&D more financially attractive means more support and stability for our hobby in the future.

Labels: , , ,

Thursday, March 01, 2007 

Crackdown

I'm back, after a long hiatus. And you know what, I'm not even going to try to explain. Fuck it.

I've been tearing through Crackdown for the past week, and for the most part, I like it. Let's dispel the idea right up front that Crackdown is nothing more than a Halo 3 Beta delivery mechanism. The game itself is solid, with nice presentation and plenty of action. On top of that, I could care less about playing the Halo 3 beta. So have no doubt, gentile reader, my intentions are pure as new-fallen snow.

I think Crackdown is going to be one of those games that you either get it and you have a ball, or you miss the point entirely. If you think it's a Grand Theft Auto III clone, you are well on your way to missing it. While the similarities abound, in the end, the two game play very differently. At it's core, GTA was a driving game. At first glance, Crackdown appears to be a driving game as well, but after your character powers up a bit you begin to realize that the core mechanic is really much more of a vertical, platformer-type of game. You will soon find yourself bounding from rooftop to rooftop with Matrix-like agility. Once the game started to head in that direction, I pretty much lost all interest in the cars that populate the vast sandbox city.

That being said, I'm probably having as much fun trying to collect all of the agility orbs (usually perched in hard-to-reach locations on the very tops of building) as I am playing the main storyline of taking down the three crime syndicates that plague the city. As your hero's powers grow, you can complete even more amazing feats of strength and agility. At one point, I couldn't find the offramp into the city, so I got out of my car, picked it up, and threw it off of the elevated highway onto the suburban streets below. Then I jumped down, flipped the vehicle back onto its tires, and sped off.

While the mechnaics are fun, the game definately could have used a little more structure. There are basically 21 crime bosses scattered through the city that you must eliminate, and then you're done. There are some vehicle races and foot races across the tops the building as additional diversions, but truem scripted story missions are lacking. Even with these shortcomings, it remains a well done game, and big enough that I don't feel bad shelling out the cash for it. It's definately worth at least trying the demo on Xbox Live marketplace if you're not sure.

I also picked up Fable. I had played it once a while back on the PC, but I found the controls sloppy and crude, and I just couldn't get into it. On the console it's a blast, and I've been plowing through it a few hours each night. I won't talk much about it, because I realize that it's old news, but I will say that I'm now seriously excited to see what Fable 2 has to offer.

PODCAST WATCH

If you have any interest in table-top gaming or the RPG industry in general, check out this interview on Fear the Boot. Fear the Boot is a great podcast on pen-and-paper RPGs, and now they are starting a new interview series with industry luminaires from both the table-top and video game industries. They started the series with Ryan Dancey, who is a pretty interesting cat to listen to. This guy basically brokered the deal for WotC to buy TSR, and also had a formative hand in the creation to the d20 Open Gaming License. He has years of industry experience, and tons of interesting demographics on gamers in general, and I found what he had to say facinating. Check it out.

P.S. It looks like they just posted the second interview in the series, this time with Mike West of Lionhead Studios. It's like the knew I needed something to tie into bringing up Fable this many years late.

Labels: , ,

Sunday, November 26, 2006 

Nerd Radio

Last month a friend of mine turned me on to the fact the the guys over at WotC were putting out a D&D podcast. It's hosted by David Noonan and Mike Mearls, a couple of the staff D&D designers. They make for great hosts and it's fun to get a look at the behind the scenes process that goes on in developing a pen-and-paper RPG. You also get the unmistakable impression that these guys love games. I've been impressed with where D&D has gone since WotC bought out TSR years ago, and listening to these guys, you start to understand why it's all clicking.

The D&D podcast looks like it's going to hit twice a month - and now that I'm hooked, that's just not enough, so I went out looking for more. I found a few things that I'm enjoying at the moment, and I'm going to share that list with you, along with any standout episodes. So, here we go...

Dragon's Landing Inn
This is probably the best produced PnP RPG podcasts I've come across. Hosted by Chuck Tinsley and Lonnie Ezell, the show stays game system agnostic, instead focusing on things like character development and how to put together different game types (high adventure, mystery, etc.) The hosts do a good job of putting the show together, and there is usually at least a few things I get out of every show that makes me think of ways I can improve my own game. I do have to warn you - they occasionally have a segment with a guest speaker who gives long and tedious histories of old cities. The first time you hit it, you'll wonder "what the hell is this?" Do yoursef a favor: Fast-forward through it and get back to the hosts. I don't have any standout favorites on this one.

Fell Calls
Fell Calls bills itself as the "Podcast for the Iron Kingdoms" and it covers the award-winning Privateer Press line of games. Primarily focused on Warmachine, the minitures war game, the show is kind of a roundtable format, with four (or more) hosts discussing various factions units, warcasters, and strategies. They also usually devote some slice of time to discussing some facet of the Iron Kingdoms RPG. If you play Warmachine, this is a must-hear podcast - these guys have put more thought into their respective faction armies than the sum-total of all the brain-power I exerted in college. Even if you don't play Warmachine, it's probably worth a listen at least once... These guys are overflowing with geekish enthusiasm, and it's just a lot of fun to listen to. Again, no single favorite here.

2d6 Feet in a Random Direction
This one wins the "Best-Name for a Podcast" award hands down. This is an relatively young podcast, so I guess we'll all have to wait to see if it has legs. So far, I've liked it. Some highlights so far: Definitely the interview with "Red-Vat" miniatures painter Finn Kisch in Episode 4, as well as his P3 paint line review in Episode 4.5. Both episodes made me think a lot about my painting and renewed some enthusiasm for it. Episode 8 also has a really interesting segment on how to do a kind of collaborative backstory, where the whole group gets some input into each characters backstory. It's a very cool concept and one that I'd like to try out.

GenCon (Almost) Live
Not so much a single podcast, but rather the collective effort of a bunch of different game podcasters covering GenCon. I haven't listened to all of it, but there is definatley some gems in here. Among them, an interview with Ed Greenwood (creator of the Forgotten Realms) and D&D luminary Monte Cook. Both of these guys are putting out new compaign settings and talk about each of them. It made me think about a lot of things in how worlds for RPG games are built, and while I'm tempted to dive into it, that is probably best saved as a topic for another post.

Neverwinter Nights Podcast
To be honest, I'm not sure how this concept can have any real long-term legs. A podcast based on a single video game seems just a bit too narrow. Even so, check out the first episode, which has an interview with Annie Carlson, the weapon and armor designer for NWN2. I enjoyed that one quite a bit, and she was great to listen to.

And that's about my list for now. If you've got other good gaming podcasts you can turn me onto, post a comment and let me know. Podcasts have now replaced XM radio as my drive-time entertainment, so I'm looking for all that I can find.

Labels: , , ,