It’s the Alcoholism, Not the Infection

Posted in Games on November 17, 2009 by Willow

In honor of Left 4 Dead 2 coming out today, I give you something to spice up your Left 4 Dead classic games: behold, the Left 4 Dead Drinking Game.

As a Survivor:
Take a Drink Any time…

You Startle the Witch
You Shoot an Alarm Car
Your Team Activates a Creshendo Point
You Use Pills
Your Team Kills a Tank
You are Rescued from a Closet

As an Infected

Take a Drink Any time…
You deal enough damage to bring the survivor down one health category (green ot yellow, yellow to red, red to incapacitated, incapacitated to dead.)
You live long enough to use your special ability (entangle, pouncing, vomiting) twice in one life.

As Anyone
Take a Drink Any time…
You earn an Achievement.
The Survivors make it to the safe room.
All the Survivors die.
Francis says he hates something.
Any of the characters says the word “zombie.”

Dragon Age: First Impression

Posted in Games on November 16, 2009 by Willow

I got my copy of Dragon Age in the mail late last week, and I’ve been having a good time playing through it. I haven’t had a chance to finish the game, but I’m having a blast, and thought I’d share my impressions.

The game is a fantasy roleplaying game- knights, mages, elves, dwarves, horrible evil on the horizon, etc. I was immediately put in mind of Neverwinter Nights and Oblivion, and given that it’s Bioware, there are also some gameplay parallels to Jade Empire and Mass Effect. If you liked those kinds of games, you’re Dragon Age’s target audience, and chances are you’ll like it. If you didn’t, chances are you aren’t and won’t.

The combat is real-time, top down, and involves your party of four people up against hordes of enemies. You can easily switch between your characters, though I found keeping all my party’s abilities straight a little tough and focusing only on commanding my main character. The AI on the other characters seems fairly straightforward, and the Tactics system (very similar to FF XII’s Gambits, though your characters seem to be a little smarter when there’s no relevant Gambit/Tactic) allows you to customize certain behaviors. For example, I have it set up so my party tank automatically uses a healing potion when reduced to under 25% health, and my spellcaster automatically casts healing spells when party members are below 75% health.

Interaction with NPCs is a major part of the game. The conversation trees seem to be much more detailed than similar games, often with many different results. However, you can’t skip over NPC dialogue and just quickly read the text (or if there is a way, I haven’t found it yet)- this is a little annoying now, but I suspect it will get even more annoying in subsequent playthroughs. However, like previous Bioshock games, there are often big decisions in the dialogues.

The storyline so far seems ripe with variety and tough choices. For example, in my prologue (one of 6) as a poor elven rogue, I started on my wedding day, when the human lord sweeps in and decides to borrow several elven women for the entertainment of himself and his men. You end up storming the keep to rescue your fiancee, (or if you’re playing a female character)- cutting a bloody swath out of the keep. The events end with a very tough call on how to handle the situation which I won’t spoil here, but made me seriously take pause. There’s a lot of replay value here in seeing how various choices turn out.

That’s it for now! I’m having a blast- lots of fun (and tough!) interactions, and great dungeon environments to hack through.

The Carrot and the Stick

Posted in Random Stuff on November 15, 2009 by Willow

I have a short story idea I’ve got kicking around. It’s pretty cool. I should write it.
But I have so many reasons not to write it, and the biggest two are my xbox and my boyfriend. I love them both so much! It’s hard to tear myself away from both of them at once- if I’m not playing with one, chances are I’m, er, playing, with the other. Or sleeping. Or working.
S
So promising myself a reward helps. I think. So if I write this story, I get to buy myself an xbox game I wouldn’t necessarily have bought anyway.

(You’ll note that it’s not phrased as ‘No Games Until I get this Story Done.’ That would be a carrot. And Left 4 Dead 2 is coming out next week, and let’s be realistic: I’m totally buying it.

D&D Nexus II

Posted in D&D, Games, Projects on November 9, 2009 by Willow

These districts all have something in common- the destinations of their portals often wander, rather than leading to a fixed point in a single plane. As a result, they cast a wander net, allowing travelers to reach farther and more varied places. Just make sure the portal doesn’t close behind you, leaving you without a way back.

Market District
Warden: The Golden Queen (Eladrin Archfey)
Portal: The Feywild

The great Portal of the Market District changes its destination most frequently, and the district is home to the most lesser portals, making the Market District the most visited district in Nexus. The district is host to the Great Bazaar, an open air market home to many vendors hawking their wares, the sellers and clients changing daily. The majority of the trading caravans that do business in Nexus base their operations here. Tucked into the corners of the districts are warehouses on one end, and merchant villas on the other.

The Golden Queen is an Archfey, and she personifies commerce. A savvy investor with interests of her own, the business of the Market District flows around her. In other fey demenses, the weather matches the mood of the lord. Here, the markets do.

The fey links are noticeable in more ways than one- the seasons of Nexus are tied to whatever part of the Feywild the Market District links to. When it touches on the domains of the Prince of Frost, cold and snow fall on Nexus. However, this seasonal affect is more pronounced here, and the summers are hotter, the winters colder.

The Temple District
Warden: Archcardinal Joanna Excelsior (Human Cleric)
Portal: The Astral

The Temple District is home to all manner of temples, cathedrals, and shrines, and almost any religion is welcome to practice in the district. In practice, temples to evil deities are scarcer. If there’s a bastion of light and goodness in Nexus, the Temple District is it.

The Warden, Archcardinal Joanna Excelsior is an Exarch of Erathis, the Goddess of Civilization. She does all she can to keep Nexus orderly and free, and often serves as mediator during negotiations between the other Wardens. She keeps a very close eye on temples to evil gods, especially chaotic evil ones. If their priests and followers don’t follow the laws of the Temple District, out they go.

The district’s portal is most often attuned to the Astral domain of Hestavar, but occasionally is attuned to other Astral domains.

University District
Warden: Grand-Provost Zhirilith (Mind Flayer)
Portal: The Underdark

The University District is home to four prestigious universities, several massive libraries, and a host of scholars, but it is also home to a massive slave market. The district is a prosperous one, but it comes with a reason that many of the students try to ignore: their tuition fees are kept low by the District’s many slaves.

The universities include a general academic college, two competing academies specializing in arcane magic, and a university specializing in psychic training. Several independent magical research organizations have ties to the universities, and many magical orders have lodges in the city.

The district’s portal links to the Underdark, but Zhirilith often moves the location. This is used to set up trading caravans with several Underdark locations, as well as to send research expeditions into the deepest depths of the world. Slaver caravans often come through the portal, bringing their wares each way.

D&D Nexus: The City, and Three Districts

Posted in D&D, Games, Projects on November 2, 2009 by Willow

Nexus, Hub of the Planes

Rising out of the Astra Sea is a great Plateau, the city of Nexus. Tall spires jut into the skies as airships fly overhead. Nine humongous gates ring the city, each one a portal to the Planes. The city is divided into districts, each one around one of the gates, with its own culture, flavor, and dangers.

Nexus is a setting for Paragon or Epic characters in Dungeons and Dragons. It is home to a variety of fantastic creatures, and adventure in the city might be as exciting as adventure outside, but due to its proximity to Astral faring airships and portals, Nexus also makes an excellent home base for a group adventuring across the cosmos.

The Districts

Nexus is divided into nine districts, each under the control of a powerful Warden. The Wardens are supernaturally attuned to their District, granting them a degree of awareness and power over it. The Wardens, and their districts, are very different from each other, and each District is like a city unto itself.

Blade District:
Warden: Myrmidon Alexandros (Storm Titan)
Portal: Elemental Chaos

The Blade District is a place of constant battle. Its Planar Gate opens into the Elemental Chaos, and the District is home to a host of Giants, led by the Storm Titan Alexandros. The two things the Myrmidon enjoys most are fighting and watching others fight. The district is filled with gladiatorial arenas and coliseums, and a variety of different martial tournaments take place- many of the areans have their own ‘house formats’ to distinguish themselves from the rest of the crowd.

A wealthy caste of gladiator nobles, giantish, mortal, or stranger things exists as an aristocracy under the Warden. Heritage is irrelevant- only might. Sometimes the Myrmidon himself steps into the arena, and those battles are the stuff of legends.

Financial District
Warden: Prime Minister Oenerophaesatryx (Ancient Black Dragon)
Portal: The Shadowfell

The Financial District is a corruption of its former self. Once ruled by the Lich Gregarios Yalith, who was organized to the point of obsessiveness, making sure his district, the legal, bureaucratic, and financial center of Nexus ran on a steady schedule. Now Yalith is dead, slain by Oenerophaesatryx (the Prime Minister, to those who can’t pronounce her name), who has no love of bureaucracy, but a great love of wealth.

The Prime Minister has made sweeping changes to the structure of the city, but has left many institutions intact- they citizens are used to it, and they make her money. When she first took control, there was chaos, but the District seems to have settled into a status quo. The institutions of the Financial District finance and underwrite the city’s many guilds and projects, and support and back adventuring parties, magical researchers, and interplanar merchants.

Imperial District
Warden: Emperor Gha-Fiz Urs-Thane (Demon Lord)
Portal: The Abyss

While it may be officially known as the Imperial District, outsiders prefer to call it the ‘Demon District.’ The Warden of the district is an exiled Demon Lord, Gha-Fiz Urs-Thane, a maligner who delights in suffering. The demon Emperor cares not for rampant destruction or corruption of souls, but rather in the exquisite torment he inflicts on mortals. The District is home to the Emperor’s demon minions who do as they please, and a population of dregs trapped in this terrible life.

The terrible truth is that many accept this willingly. The Emperor has a power to make the wishes of mortals come true. His wishes always come at a cost- either a dire twist, or a great service to him. Every day he hears a petition to grant a wish. The waiting list to petition the Emperor is decades long, and one must be a resident the entire time, so many people live in the Imperial District waiting for their petitions. The Imperial Court also accepts bribes to move one’s petition forward in line- a rich and powerful being can see the Emperor after only a few days or weeks if the price is right.

Trapped by their desires, the hopeful petitioners live as slaves in the Imperial District, tormented by the demons. And when they are finally granted their wish, they often wonder if it was worth it.

Shattered Vistas: Skills

Posted in Games, Projects, Shattered Vistas on October 26, 2009 by Willow

Characters are defined by their skills- what they are good at doing, what they are not so good at doing, and skills are defined by their ruling Arcana. The more points you have in a skill, the more dice you get to roll, and the more dice you get to roll, the higher your rolls are likely to be.

Ruling Arcana

Every skill is defined by its Ruling Arcana. This determines both the flavor of the skill- what it’s good for, and how it’s used, and what Arcana can be played as trump cards to increase the skill roll.

Coin Skills cover “low knowledge,” anything involving cunning, real-world applications, or street-smarts. Skills that involve a combination of physical action and mental ingenuity often fall into this category.

Cup Skills involve the social arts and interactions with others. If a skill involves manipulating or inspiring other people, it’s a Cup skill.

Staff Skills cover “high knowledge,” such as academia, scholarly learning, and advanced topics. Sorcerous knowledge is also covered under the Staff arcana, though these skills follow special rules.

Sword Skills are based on combat, physical conflict, personal might and martial prowess. If a skill involves fighting, or physical action of some kind, it’s probably ruled by the Sword Arcana.

Default Skills

Coins
Animal Handling
Awareness
Scavenge
Sleight of Hand
Sneak
Survival
Tinker

Cups
Barter
Court Contacts
Deception
Intimidate
Rhetoric
Seduction
Underworld Contacts

Staves
Arcane Lore
History
Medicine
Natural Philosophy
Research
Sorcerous Skill*
Technology

Swords
Athletics
Endurance
Gunnery
Hand to Hand
Might
Shooting
Weaponry

The Sorcerous Skill includes several different skills, such as Faustian Magic, granted by the different Magical Traditions. You may not have a Sorcerous Skill unless you have a Magical Traditions. Magical Traditions and their associated skills are explained in the chapter on magic.

Custom Skills

There’s no reason to be limited to this skill list. If you have an idea for a new skill, suggest it to your Gamemaster, along with what Arcana you think it falls under. New skills should be about as broad as the ones already in place, and fall under the same Arcana. It might be tempting to create a Dirty Fighting skill that falls under the Coins Arcana, but combat is the aegis of the Sword. (There are also other ways for characters to use their Coin cards in a fight.) A good example of new skills might be a different Contacts skill focusing on a different social class, or a Pirate Weapons (or Ninja Weapons) skill focusing on the types of weapons commonly used by Pirates (whatever you and your GM agree upon that those are.)

War for the Throne: Second Playtest

Posted in Games, Projects, War for the Throne on October 26, 2009 by Willow

War for the Throne is now in playtest!

We chatted a bit about settings- 3 Kingdoms Wuxia, western Feudal high fantasy, some stranger things like modern day, space, Aztec and Bollywood mythic India, but we settled on 1900ish Mythic Russia. Crimea War era, folk rumors, mystic alchemy and mad-science, funny hats, that sort of thing. The player characters are the children of the dead Czar. The nation is at war with two other nations- the analogues for France and Germany. There’s no England- their nation (Thronovia) has the world’s foremost navy.

The heirs are:

The eldest daughter, a mystic alchemist and inventor, a soulless scarred atheist, reviled by the powerful Church. (Brendan)
The oldest son, whose political connections vaulted him through the ranks of the Church. He holds the position of Bishop and has the ear of the Council of Prefects, but he also associates secretly with heretics to increase his personal power. (Tim)
The middle son, a naval hero, and flirty gadfly. The only heir to be engaged- and his fiancee also has a flirty aspect- I see her as a bit of a Helen Tigh figure. (I hope Len does too.)
The youngest son, barely an adult, who killed his father the Czar in a fit of rage. Now haunted by his father’s ghost. (Abram)

So, we’ve got quite a cast of characters there. Who will reign supreme? Who will die horribly?

New Content Project

Posted in Games, Projects on October 20, 2009 by Willow

So, you may have noticed my previous post, essentially the first few pages from Shattered Vistas. What the heck is up with that?

Over on Story Games, there’s been a lot of talk of games following a webcomic model- free, serialized content.

So, I have a few things in the works. Obviously, both War for the Throne and Dungeon Delvers Ltd are in design for publication. I want to get some attention to them to drive playtests.

But at the same time, I have projects that aren’t going anywhere, that I want to get out there: Shattered Vistas has been tugging at the back of my consciousness for years as a Fantasy Heartbreaker, and I have a gonzo D&D setting to share.

My intent then, is to make a post every week with some sort of free content- either a chapter from SV, a look at the rules from one of my games in development, or aforementioned D&D content.

What’s in it for you? Hopefully something cool to read.

What’s in it for me? Hopefully, readers. Hopefully, playtesters. Hopefully, even consumers- if you like what I’m working on, check out my finished games.

So that’s that. Add me to your blogroll, or follow me on Twitter.

Shattered Vistas: Overview and The Core Mechanic

Posted in Games, Politics, Shattered Vistas on October 20, 2009 by Willow

Overview

Stretching out across the horizon are the Shattered Vistas, a washed out, deserted ruined landscape. Once, these were fertile, magical lands, full of hope and promise. Was that a strange memory of long ago, or was it just a fleeting dream? No matter, for today the world is a collection of broken wonders, dangerous ruins, and small communities of survivors trying to carve out a living in a world that has moved on.

Shattered Vistas is a post-apocalyptic fantasy heartbreaker roleplaying game, inspired by a variety of game systems and fictional settings. The setting is a fantasy steampunk by way of Stephen King’s Dark Tower series: a fantasy world with gunslingers, gizmos, fantasy relics, strange wonders of the past, and monsters to fight. The system comes from a variety of sources, but Deadlands gets special mention for a number of reasons.

What You Need to Play

Friends: You’ll want at least three more players, probably as many as six more. One of you will take the role of the Gamemaster, who does exactly what you expect the Gamemaster to do. The others will take the role of characters exploring, challenging, and emerging victorious over this hostile land.

A Copy of the Rules: You’ll want to have read them before play, and it will be handy to have at least one copy available for reference during play.

Paper and Pencils: Each player will need a sheet of paper for their character sheet, to record their skills and special abilities, as well as any notes they wish to take.

Dice: You’ll need a whole bunch of six sided dice- ten per player should suffice. Each player will also want a twelve sided die.

A Tarot Deck: One copy of a standard Tarot deck is needed; these cards are dealt out and used during play.

Some of the spellcasting traditions may require additional items for use in resolving spellcasting.

Rolling the Dice

Whenever your character tries to do something in game where the outcome is in doubt, you will make a Skill Check. To do so, pick a relevant skill from your character’s list of skills. (The skills themselves are explained in detail on the chapter on Skills.) Your character will have a skill level, which is the number of dice rolled when using that skill. The more dice, the better.

The gamemaster will set a Target Number for your skill roll. The harder the task is, the higher the Target Number.

Once you’ve got your dice and know what you’re rolling against, roll those dice, and add up the numbers showing. This is your Skill Result. If you equaled or exceeded the Target Number, congratulations, your skill roll was a success. If you failed to reach the Target Number, your skill roll was a failure. The gamemaster will elaborate on the result of all successful or failed rolls.

If your result exceeded the Target Number by ten or more, you have achieved a Critical Success. This is an exemplary success with some extra benefit! The exact effects of a Critical Success is up to the discretion of the Gamemaster.

But That’s Not All!

Don’t like your roll? At the start of each session of play, you will be dealt a number of Tarot cards from the deck. You can play these cards to modify your rolls after you see the result of the die roll.

Most cards are Minor Arcana. These come in four suits, Coins, Cups, Swords, and Wands, varying from one (the Ace) to ten, with four face cards (the Page, Knight, Queen, and King) in each suit. In addition, there are twenty-two major arcana, unsuited cards like The Hanged Man or the Wheel of Fortune.

Every skill has a related suit. For example, fighting and martial prowess is tied to the Sword suit. When you make a skill check with such a skill, a Sword card can be played to modify the result.

Numbered Minor Arcana add their value to the roll. So the Three of Swords adds a plus 3, and the Nine of Swords adds a plus 9.

Aces can be used to either add a simple plus 1 for a roll of the related suit, or cause the dice rolled to “explode.” That is, any dice that rolled a six are picked up and re-rolled, and the results added to the six. Roll another six? Add it on and keep going.

Face Cards have a value of ten for augmenting rolls of their Suit.

There are other uses for the Face Cards and especially for the Major Arcana. These are detailed in the chapter on the Tarot.

Coming Soon: The Skills that define the characters of the Vistas.

That’s Not What Awesome Adventures Is

Posted in Awesome Adventures, Games, Rants on October 18, 2009 by Willow

Just found this post about the Indie RPG Awards. Wish I had stumbled onto it earlier so I could participate in a more timely fashion.

And you know what, I pretty much agree: Awesome Adventures is not Award quality material. I didn’t nominate it for the award, and I don’t know who did. I wrote it for two reasons 1) I wasn’t 100% satisfied with SotC as written, and 2) I wanted to get experience as a game writer and designer.

And it’s also true that large sections of the text are taken wholesale from the SotC SRD, or simply restated in my own words, which is a decision, a year and a half later, I regret- well, regret is a strong way of saying it, but if I wrote it today, I present it quite a bit differently.

But it’s not fair to say Awesome Adventures has 85% of the test of SotC. It’s not even 85% of the size of SotC, which I think is a feature, not a bug. Awesome Adventures is a mean, lean, tight book, with the best parts of the FATE system, and everything else stripped out. And yes, it’s completely derivative.
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