A Weekend of Sloth

By Shamus Posted Monday Oct 6, 2008

Filed under: Notices 43 comments

I’ve mentioned before that I do most of my writing on the weekends. I write the bulk of the articles on my days off, and then go over them a bit the evening before they go live.

This weekend I did nothing but play City of Heroes. I filled up a whole server just making new characters and playing them to level 3 or 4, then dumping out and making another.

I fully realize the showing off your character is barely one step removed from drawing a picture and putting it up on the refrigerator. However, since this is pretty much all I did, it’s all I’ve got. So, with apologies, here is what you’re getting instead of posts this week:

Continue reading ⟩⟩ “A Weekend of Sloth”

 


 

Now Playing: City of Heroes

By Shamus Posted Sunday Oct 5, 2008

Filed under: Notices 52 comments

I know this game is much anticipated by many readers. I don’t know what the actual subscription numbers are like, but I’ve come to think of it as the “other” World of Warcraft. It seems to have the same ratio of fans (many) to detractors (very few) and the same level of long-timers that have been playing for ages. As with WoW, I have invites to just about every server out there from various friends and readers. So once again I just blindly rolled the dice and picked a server at random.

I’m on Liberty.

I’m a few days into it now, but I’m still several days from writing about it. Still, I thought I’d give a heads up.

EDIT: Based on advice in the comments below, I’ll probably be playing on Freedom, too.

UPDATE: Wow. Freedom is indeed much different. Just hit level 6 and the crowds make for a very different experience.

 


 

Running Across Azeroth

By Shamus Posted Saturday Oct 4, 2008

Filed under: Movies 21 comments

For everyone like me who get bored running all over Azeroth to turn in quests in World of Warcraft:

But… I don’t understand why they needed to dress like their characters. Anyway, the whole thing reminded me of my post on exercise-based games.

 


 

Tabula Rasa:
Activities

By Shamus Posted Friday Oct 3, 2008

Filed under: Game Reviews 25 comments

I’ve said in the past that the addictive nature of World of Warcraft comes from the vast number of connected activities and player-driven goals. It’s a buffet of things to do, and you can focus on the parts you enjoy the most. Combat, looting, leveling, questing, auctioning, crafting, fishing, cooking, harvesting, exploring, raiding and PvP-ing. Each is a fun activity, and each one enhances your ability to advance and enjoy the others. Auctioning lets you get loot which lets you level up easier which lets you push into new areas where you can gather new materials you can use to craft items which you then put up for auction, etc. It is a game where there is no good time to quit, and another reward is always around the next corner.

The major problem with Tabula Rasa is the small number of activities, several of which are unfortunately hamstrung in some way.

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Activities”

 


 

Stolen Pixels #26:
Awesome’d, Episode 5

By Shamus Posted Friday Oct 3, 2008

Filed under: Column 0 comments

And so ends the five episode Sam & Max / Strong Bad crossover fanfiction tribute joke parody mashup comic adaptation… thing.

 


 

Tabula Rasa:
Gameplay Part 2

By Shamus Posted Thursday Oct 2, 2008

Filed under: Game Reviews 24 comments

Once again I bring you a misleading list of gameplay aspects. I just want to caution you that while I have nothing bad to say about the game, which should not be construed as some sort of malformed praise. While what we have here is indeed fairly well done, you should not take my lack of hostility as a recommendation. The shortcomings of Tabula Rasa aren’t in what we’re given, but in what’s missing. But now we’re getting ahead of ourselves.

Continue reading ⟩⟩ “Tabula Rasa:
Gameplay Part 2″

 


 

GM Advice:
Arresting Player Characters

By Shamus Posted Wednesday Oct 1, 2008

Filed under: Tabletop Games 50 comments

In tabletop games, sometimes the players need to go to jail.

Sometimes it’s part of the story or a quest hook. Sometimes the players have gone a little too far and you need to yank them back into line and remind them that this is a world with consequences. Sometimes you need the guards to pull them over just to preserve the verisimilitude of the setting.

But doing so is tricky, because there will be the temptation on the part of the players to just get in a fight. Being arrested is not generally a fun thing and the players are naturally going to want to avoid it. As a GM, I am not above a little manipulation when I think the story would be better served by a particular set of actions. Simulationist GMs will let things happen as they do. Clumsy GMs will steer events through force. Storytelling GMs like me will let the players do what they want, but provide narrative cues to make some paths seem more obvious than others. (I do this in the interests of steering players towards the most interesting events, not in an attempt to “win” over them.) Without these cues the game would be meandering or freeform, which isn’t what our group wants.

How you handle this depends largely on the mindset of your particular group of players. If they see you as an adversary, then they are going to assume that the arresting guards are part of some ruse to take away their magic items or kill them off. This isn’t going to work if your players don’t trust you. They aren’t going to be keen to give up their hard-earned weapons and tools if they think you won’t give them back. (Not the guards, you.) This also isn’t going to work if this is a kick-in-the-door group of players. They’ll just start a fight, because, duh! That’s what this game is all about! Those players aren’t going to notice the lack of verisimilitude on the part of the guards anyway, so I wouldn’t bother trying to arrest them. Same goes for morality-challenged parties. (The chaotic neutrals and evils.)

But if you find the story calls for intervention on the part of law enforcement, then here are a few of my own tricks for encouraging the players to surrender or talk their way out of it, instead of resorting to blood:
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Arresting Player Characters”