Session 9, Part 6

By Shamus Posted Wednesday May 10, 2006

Filed under: D&D Campaign 7 comments

So the party members are in the Halfling village. They are here to kill Magistrate Noreeno. They also want to drag some answers out of him before they do so. He’s likely to be in the company of several soldiers. They know he’s a noble and not likely to be “roughing it” in the wild without a good reason, which means if he’s heading south then he’s going to stay here.

They reserve every room in the inn except one. This means that when Noreeno shows up they know which room he’ll be in.

Evening closes in, and as they hoped he shows up and checks into room 4, which they left open. His bodyguards aren’t around. Perhaps they are staying outside the village, or rooming at the local barracks. If the Queen was correct and he’s traveling with a half dozen men, then it would be unlikely they would fit in the inn, even if the party hadn’t grabbed all of the other rooms. The party remains hidden in their rooms until nightfall.

At midnight they gather outside of Noreeno’s window. Enoch casts silence on the area and Thordek smashes in the window (which makes no sound because it falls within the radius of the silence spell). He crawls in and finds Noreeno asleep in his bed, undisturbed. Just for safety, Thordek gives Noreeno a couple of good whacks with his mighty hammer, to make sure he doesn’t wake up. He then tosses the magistrate out the window and they drag him out into the woods north of town. They manage to pull all of this off without rousing the town watch.

I thought they would waylay him on the road, but instead they bust in on him at night. I’m not the sort of DM to punish players for being clever or for finding holes in my plans, so this was easier than I anticipated.

They drag Noreeno out of town and tie him to a tree. They remove his ring and Thu’fir buries it nearby. Then they wake him up.

Now, I had no interest in roleplaying a torture session, which was the next step here. I’m too squeemish for that. So I had Beck (an NPC who was with the party) do the “asking” while everyone else stood at a distance.

I had the players list all the questions they wanted answered. I assumed Beck was going to inflict as much pain on Noreeno as possible, short of killing him. Hitpoints aren’t really suitable for this, so I came up with a little ad-hoc system of intimidate checks for Beck vs. willpower saves for Noreeno. If he failed the save, he would answer one of the questions. Each time he “won” the willpower save and resisted talking, he would then have to make a forititude save to stay alive through the susequent nastyness. I ran through the list of questions over and over until he failed three forititude saves, which I decided ahead of time was enough to kill him. I was pretty proud of this, since I think it simulated what was taking place and randomized what questions would get answered.

Their most important questions went unanswered. This wasn’t DM meddling, it’s just that they overestimated how much Noreeno knew. He didn’t have any idea where the Magus Archives were, which Eomer suspected was the base of operations for the Children of The Cathedral. (This was the Lich-worshiping cult which Noreeno led) If he didn’t know, none of them did.

They learn that Mordan’s followers have been meeting in various basements and secret rooms throughout the kingdom. The meeting places are enchanted in various ways to keep out the prying eyes of the Queen and whatever spies she may employ. Beck learns the locations of some of these meeting places. He also learns that there are not more than 100 followers of Mordan in the land. Finally, they also learn that Mordan is again set on conquering the mountain. Also: war and revenge. Not much of a surprise there, but it was good to have it confirmed.

As the sun rises, Beck returns to the others from his grim night of work. He’s bloody and tired. He reports his findings to the others.

Morning comes and the town gets noisy. Noreeno’s men have discovered his empty room and broken window. The alarm is raised in town and the town guards began to fan out and search for Noreeno.

They make ready to leave and it dawns on them: Their horses are stabled back in town! They can’t hope to sneak into town in broad daylight to recover them. They can’t afford to hang around until nightfall, or they will end up fighting with the town watch or the local soldiers who are now looking for the magistrate.

As the the soldiers draw near, the party silently retreats into the woods and heads south on foot.

End of Session 9
 


 

Final Fantasy X: Monster Arena

By Shamus Posted Tuesday May 9, 2006

Filed under: Game Reviews 46 comments

One of the sidequests in Final Fantasy X is the Monster Arena. About two-thirds of the way through the game, you get to the arena and the owner offers you a little job: Take special (slightly nerfed) weapons and run around “capturing” the monsters you fight. It works the same as normal combat, except that if you deliver the killing blow with the capture weapon, then the monster becomes part of the Monster Arena menagerie. You can then go back and pay to fight that monster anytime you like, as often as you like.

The immediate advantage of doing this that you can’t get a game over from fighting in the arena. Even if all of your characters are KO’ed, you just end up back at the entrance instead of the “Load Game” screen. The other advantages become more apparent later.

As you collect more of the later monsters in the game (and once you backtrack earlier parts of the game and collect those monsters) you will unlock certain special monsters. These are all unique boss fights, and there are dozens of them. If you’re like me and you enjoy challenging boss fights yet hate the defeat of game over then this is gaming goodness as its best.

Some of these boss monsters are prepoerously tough. Some require you to level up to maximum strength. Some are almost puzzles. Some just take a while to wear down. Some require certain special abilities or immunities to defeat. Some are just humorous. For the clever players, a few monsters offer some nice tricks / exploits that you can use to your advanatge.

Want to level up your hapless hero? First… get you one of these:

Final Fantasy X
Not available in stores. Offer only valid while supplies last. Allow 4-6 weeks for delivery.

The Triple AP is hard to come by, but at this point you don’t need it. Just get any weapon and put Overdrive->AP on it. This means that your overdrive guage won’t charge, but instead those points will go into your AP (for you D&D players – AP is the Final Fantasy version of XP) and level you up. The trick now is to engage in behavior that would quickly or instantly charge up the ‘ol overdrive guage.

Set your overdrive mode to “comrade”. This means that when either of the other two characters in the fight take damage, your OD guage will charge. However, because you have Overdrive->AP, you’ll get AP when terrible things happen to your friends. Now your goal is to get into a battle and arrange for those awful things to happen. The best way way to accomplish this is to fight this guy:

Final Fantasy X
Boo!

Don Tonberry.

He may be adorable, but he’s nasty. Whenever you do anything in battle: attack, cast spells, steal, cough in his direction, look at him cross-eyed, anything, then he auto-counters with “Karma”. Karma deals damage to the target according to how many monsters they’ve killed. I’m guessing, but I think it’s just the kill count x 100. This means Yuna has nothing to fear, but Auron, Wakka, and Tidus are going to experience some severe retribution.

Final Fantasy X
I hope you’ve been a good boy…

You can probably see where this is going. Have the character with Overdrive->AP stand still (don’t attack!) and revive the other two guys whenever they get KO’ed. (Which should be every stinking round, unless you’re some sort of pacifist.)

Final Fantasy X
You know the old saying, “This is going to hurt me more than it hurts you”? This time it’s really true.

These guys should be taking many times their max health in damage, which is key. (Note that if they have armor with HP bonuses on it, you’ll want to take it off. The bigger the gap between their MAX HP and the Karma damage they take, the more AP you’ll get. It should be, at minimum, three or four times their MAX HP.

Final Fantasy X
This really hurts, ya?

So how well does it work? Take a look:

Final Fantasy X
That… is a lot of AP.

That’s seven hundred thousand AP, or about 100 times what a normal battle would be worth. Note that if you don’t have Triple AP, you’d still get a respectable quarter million. This one battle earned me about fifty sphere levels, which would have taken ages doing things the normal way.

 


 

Someday’s Dreamers

By Shamus Posted Tuesday May 9, 2006

Filed under: Anime 9 comments

Have I been duped into watching a yaoi romance?



Ahhh! I’m blind!


Why yes, my friend and I are happy, why do you ask?

I kid. This is not representitive of the show at all. The above is just a funny moment when country-girl Yume is embarrassed by city culture.

Yume has a rural Japanese accent (which I cannot detect, I only know it because other characters point it out) and it comes out when she is talking to her mother, or when she is stressed. In the dub, she uses a southern (Dixie) accent to portray this. I’ve heard this done elsewhere, and I suspect this is some sort of standard. It isn’t a perfect solution, though. I think the rural Japanese accent does indded indicate the speaker is from a rural area, but the same is not true of a Dixie accent. They DO have big cities down south, after all.

The Dixie accent is also used in Ai Yori Aoshi, where Tina Foster has an American English accent. (Again, I assume. Her Japanese sounds the same as that of the other characters to my untrained ears.) Although, I expect that in the case of Tina Foster it was a native Japanese speaker imitating an American accent. I say this because at a few points she must speak in English, and it’s clear that it isn’t her first language. The English of the voice actress is heavily accented with Japanese, not the other way around. I’m guess that she’s faking an American accent in the same way that Mike Myers adopts a faux-British accent for Austin Powers. It sounds good enough for American ears, but I bet a real Brit can tell the difference.

One final note is the translation of Kera’s nickname. Steven explains that “Kera kera” is the Japanese onomatopoeia for laughter. So, if they were to translate this literally, he would be named “Haha” or “Teehee” in the English dub. (Actually, I guess it would be just “ha” or “Hee”.) That’s a bit goofy, so they changed his nickname to “Smiley”, which I think is a good compromise.

 


 

Final Fantasy X: Battle System

By Shamus Posted Monday May 8, 2006

Filed under: Game Reviews 25 comments

In previous iterations of Final Fantasy, they had the Active Time Battle System, or somesuch. This was a turn-based game, but it was “real time / turn based” game. How it worked was this: Each character (and each foe) had a “time” guage that slowly filled.

Final Fantasy 7 battle system

When the time guage filled up, a menu would appear…

Final Fantasy 7 battle system

…which would let you choose what action you wanted to take. The menu started out simple at the beginning of the game, and as things progressed it became more complex. Eventually you could attack, cast lots of spells, use special powers, abilities / skills, use items, and summon powerful monsters to fight for you. The list of items grew to be quite large.

But while you’re fiddling around in the menus looking for the thing you want to do, your foes are taking their turns. They are controlled by a computer and thus don’t have menu lag like you do. Your other characters (you can control up to three at a time) are also charging up their turns as well. If two people are ready for their turn now, one of them must wait while you give orders to the other one.

Sometimes the guages charge quite slowly. Sometimes it’s nobody’s turn, and the combatants on both sides just stand there staring at each other until someone’s guage fills up. Then two or more characters fill up at the same time and it’s a mad dash to rush through the menus and assign actions.

This sucks a lot of strategy out of the game. You can have things all planned out, which characters will need to take what actions, but while you’re hunting around in the list for the thing you need, the situation changes. Another character is bady injured and suddenly instead of using an ability like steal, you need to heal them. So you back out of the sub-menu and start hunting around in the magic menu for a healing spell. Oh no! While you were doing that they were knocked out! Now you need to back out of the magic sub-menu and find an item to get them on their feet again. Both of your characters are idle and waiting to take their turn, and all of your careful planning and strategy is out the window because you’re not a menu master.

The net result is that strategy is still important, but it takes a backseat to having the menu memorized so that you can hammer away at the buttons and get to the desired action without looking. Down, right, down, down, down, X to heal. Down, down, right, down to summon Bahamut! Oops! Wrong button! You just wasted your turn! Ha ha! Meanwhile, the enemy is pummeling you with grim efficiency, unimpeded by menus.

The whole system got on my nerves in a profound way. It was like trying to look up a phone number while someone repeatedly slapped me in the forehead screaming, “Come on! What’s the number? Huh? Huh!?!”

Enter Final Fantasy X. They retained the same gauge system, but it was hidden under the hood. It used the guages to figure out who’s turn it was, but it didn’t actually linger waiting for the bar to fill. It just moved to the next turn in the sequence. If it was the player’s turn, the game waited for them to select their choice from the menu before moving on. Studying your options wasn’t going to give the computer the edge. This put the human and the computer on more or less equal footing, since menu navigation speed was no longer an asset in combat.

Final Fantasy X battle system

This eliminated the boring (and odd-looking) gaps in combat, and made battles a lot less irritating. In the image above, the vertical bar on the right shows the various time bars and what turns are coming up. Starting from the top, I can see the turns will go Rikku, Auron, Tidus, Rikku, Auron, Monster, Tidus, Rikku. I can suddenly plan several moves in advance. Battles are now very strategic. I love it.

So of course the die-hard fans hate it. People who had played previous versions didn’t like it at all, and wanted their forehead-slapping menu game back.

This is a killer problem for developers. I really do believe that for newbies, the newer system is more interesting and more fun than the old. People who have been playing this game for a decade underestimate just how troublesome it is for a newcomer. New players are far more likely to become a fan of the new. But for old-schoolers, it’s no longer the game they fell in love with.

I know that for this the old-school fans will brand me a heretic, and I’m ok with that. People invest a lot of themselves into these games, and its hard to citicize the game without offending the fans. In this case, the die-hard fans won. The upcoming FF game will have the Active Time Battle Thingy instead of the system FFX uses.

Sigh.

 


 

Angelina Shrugged

By Shamus Posted Monday May 8, 2006

Filed under: Movies 4 comments

Angelina Jolee and Brad Pitt are interested in doing a movie version of Atlas Shrugged*. I’ve commented on this sort of thing before. I’m sure she is capable of doing a fine job (part of being an actress is being able to play people different from yourself) but still, it’s a bit like Hugh Hewitt deciding to star in The Motorcycle Diaries.

Does. Not. Compute.

* I’ve never read the book in question, and know it only by reputation.

 


 

A Show of Hands, Please

By Shamus Posted Saturday May 6, 2006

Filed under: Random 35 comments

Most current readers probably don’t realize this, but this blog started out as a log of the D&D campaign I was running. It began in Sept 2005, and ended a couple of months ago. Some of the guys you see in the comments were players in the campaign.

The campaign blog fell by the wayside when I got too busy to keep it all going. For a few weeks it came down to a choice between prep time for next week and blogging for last week, and of course the prep time had to come first.

Now the campaign is over and I have 80% of it here in the archives. The blog has expanded and now covers a lot of geek-ish subjects. I assumed that for the most part people who didn’t play in the campaign wouldn’t want to read it, but I’ve gotten several comments and emails from outsiders and total strangers who expressed interest in the thing. Now I’m wondering how many of you out there have actually read the campaign so far? Anyone keen on reading the rest, or just curious how it all turned out?

 


 

Google Earth

By Shamus Posted Friday May 5, 2006

Filed under: Pictures 6 comments

A few days ago Steven posted a picture of where he lives, as seen from Google Earth. I was playing around with GE last night, and took the following:

Which is of my former condo in Amesbury, near Boston. I lived there back in 2000. This is what it looks like from about 2500ft. I lived under the red dot. Now here is my current house, taken at the same elevation:

But I’m from a part of the country nobody cares about, so the images are so low-res that you can’t see anything useful. I’d put a red dot there, but I can hardly tell what I’m looking at. My neighbor and I share a pixel for crying out loud.

To get any sort of meaningful detail…

…I have to go to an elevation of eleven miles. When Google Earth was new I figured they were still working on it, but it’s been ages and I now strongly suspect these are the most detailed pics they have available. So sad.

Heading south, I eventually get close enough to Pittsburgh and run into the border where it shifts to high detail.

Disappointing.