Rutskarn’s GMinars CH5: Foundations, Continued

By Rutskarn Posted Wednesday Jun 1, 2016

Filed under: Tabletop Games 33 comments

Designing Your Session

As I’ve mentioned, there’s no such thing as a “right” way to prepare a session. Some GMs like to plan down to the minute detail, some like to keep it broad and leave plenty of room for improvisation. I can’t tell you what’s going to work for you, but I can provide a couple broad genres of one-off gaming sessions and break down the most important elements of each. Then, in a future session, I’ll address these options in greater depth.

Type 1: The Classic Line

Or: The players encounter a dangerous problem. To get what they want, whether that’s treasure or survival or the answers to a mystery, they need to solve that problem. Doing so means solving other problems, one after another, until they finally get what they want.

The Classic Line is by far the most common and crowd-pleasing kind of adventure. It’s particularly well suited to old-school games like Dungeons and Dragons which encourages players (through comparatively limited, combat-focused rules) not to think too far outside of the dungeon or puzzle room or battlefield they happen to have been led to.

Examples: The party is attacked by assassins, discover the killers were hired by an evil wizard, and must defeat the wizard in his tower to stave off future attacks. The party is paid to discover how a wealthy inventor was murdered, and in the process will face hitmen and the full fury of a technocratic conspiracy. A mysterious buyer offers a reward for anyone who can navigate a labyrinth and bring back the jeweled scepter within.

Continue reading ⟩⟩ “Rutskarn’s GMinars CH5: Foundations, Continued”

 


 

This Dumb Industry: The Mistakes DOOM Didn’t Make

By Shamus Posted Tuesday May 31, 2016

Filed under: Column 145 comments

So the fourth DOOM game is out, which some addled marketing critter has decided should be named “DOOM”, even though that name was already taken. Sigh.

Dear Marketing: We name things so other human beings know what the shit we’re talking about when we start making mouth-noises at each other.

I guess that idea is apparently too profound for the doofus who decided to make the game sound “cooler” by leaving off the number. So for the rest of history we’re doing to have to differentiate between the two games by calling them “DOOM 1993” and “DOOM 2016”. So by leaving off a number they have obliged everyone to add another, more awkward number. And they have retroactively done the same to the original DOOM.

So thanks for that, dipshit. Also I can’t wait to see your solution when it comes time to make the fifth DOOM game and you have to decide if you want to name it DOOM 2 or DOOM 5 or just DOOM again. Or maybe DO4M? Or maybe DOOM: Rise of the Doom Raider? Or perhaps DOOM: DOOM?

Yawn.
Yawn.

But whatever. It turns out that this complaint over the name – which, let’s be honest, is really petty – is about the only negative thing I have to say about it. Well, that and the box art, which just screams out, “This is another by-the-numbers shooter. There’s nothing here you haven’t seen before.” My point is, all my complaints are directed at the marketing department, because this game is solid fun and a worthy successor to the DOOM name.

There are a lot of mistakes they could have made, but didn’t:

Continue reading ⟩⟩ “This Dumb Industry: The Mistakes DOOM Didn’t Make”

 


 

Errant Hitman

By Shamus Posted Monday May 30, 2016

Filed under: Video Games 30 comments

Chris and Josh got together to stream some Hitman for everyone. This is the result. It’s a lot of fun.


Link (YouTube)

I love that Hitman seems to have turned itself around so quickly. Hitman: Absolution was so bad on so many levels, and I just assumed it was in the wrong creative hands and there was no way for the series to pull out of that nosedive.

But here we are. The idiotic story is gone, along with the ugly, overblown cutscenes. We’re back on proper thematic ground, with Agent 47 traveling the world and assassinating important targets instead of bouncing around the United States fighting wrestlers and bondage nuns. The levels are large and open again. Disguises are useful again.

I haven’t played it yet. As I’ve belabored in the past, my gaming habits don’t mesh well with episodic games. But it’s still good to see Agent 47 back in his element.

 


 

Shamus Plays LOTRO #14: Sogmorten

By Shamus Posted Sunday May 29, 2016

Filed under: Shamus Plays 17 comments

Thanks so much to the smart-alec who mailed me 21 pies. I will get you for this.

Side note: Someone really did mail Lulzy 21 pies while I was writing this series.

Having fled Tuckborough before there was enough daylight for the locals to lynch me, I’ve since headed east and now find myself in the burgh of Frogmorten.

Trust me, it smells worse than it looks.
Trust me, it smells worse than it looks.

Let me tell you about Frogmorten. If you were to…

1) Dig a crater.
2) Allow it to fill with stagnant water.
3) Build some dilapidated houses at the bottom.
4) Fill the houses with crazy people.

…you would have a place that – while not exactly a replica of Frogmorten – would be a place where existing Frogmorten residents would feel right at home.

The place is a soggy pit inhabited strange looking people that tend to stare a lot and speak very little. The “town square” is a sinkhole. No, really:

Continue reading ⟩⟩ “Shamus Plays LOTRO #14: Sogmorten”

 


 

Salt and Sanctuary EP3: Saltine Snacktuary

By Shamus Posted Friday May 27, 2016

Filed under: Spoiler Warning 53 comments


Link (YouTube)

That was the most laughs I’ve had on the show in a while. I’m glad we covered this game. And I think we pretty much cracked the secret of this thing. Remember, if you’re having trouble with a particular section: Be Careful!

Someone should put that advice on Gamefaqs.

Next week: Probably Fallout 4.

 


 

Ruts vs. Battlespire CH10: Pouting Ahead

By Rutskarn Posted Friday May 27, 2016

Filed under: Lets Play 20 comments

Perhaps I should recap the plot and gameplay before we squeak through to level two. You know; to allay any confusion.

I’m a Battlemage trainee. I know absolutely no magic, which means it’s time for my final exam–entering an extradimensional space called the Battlespire and performing entirely ambiguous trials. Or that was the plan, before the dremora senior prank ruined everything.

Turns out the Battlespire is being invaded by the daedra for some reason. In the process they’ve killed all of the staff and commandeered all the rooms full of academic lava, test-taking bottomless pits, and standarized assessment dragons. The perils of this repurposed Battlespire are real–one wrong step around a pit of magma and you’ll find yourself instantly detained without trial.

Wait, that lava never read me my Miranda rights. That means it was an invalid convection.
Wait, that lava never read me my Miranda rights. That means it was an invalid convection.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH10: Pouting Ahead”

 


 

Salt and Sanctuary EP2: Sultan Sanctuary

By Shamus Posted Thursday May 26, 2016

Filed under: Spoiler Warning 70 comments


Link (YouTube)

Hopefully I cleared out all the inevitable Dark Souls conversation in our last post, so this time we can actually talk about the game we’re playing.

On the other hand, it’s so hard to talk about this game without bringing up Dark Souls, because the influence is so enthusiastic. The death mechanics. The armor mechanics. The bonfire mechanic. The glowing doorways. The archers. The mood. Shortcuts, traps, stamina, potions, dodge-rolling, shields, cryptic strangers, enormous bosses, the repetition, the fight to recover lost resources after death, getting knocked off ledges, and the atmosphere of decay and ancient buildings.

I don’t really fault the game for this. It’s quite thoughtful and intentional in it’s design. This doesn’t look like someone wanted to copy Dark Souls because it was popularIn contrast to most WoW clones, it looks like someone really loved Dark Souls and wanted to make their own riff on it. The difference here is the the former copies mechanics without understanding them, which the latter copies mechanics precisely because they understand them.

Is that a blurry line? Yeah. But I think often its clear enough you can tell which side a game is on.