Guiding player movement

By Shamus Posted Tuesday May 15, 2007

Filed under: Tabletop Games 40 comments

dd_bolwood.jpg
It was interesting reading the various comments from people on yesterday’s comic. The problem of railroading players vs. letting wander into undefined areas is apparently pretty common. I thought I’d mention how I handled this in my own games, which I’ve previously mentioned in the wrap-up post to our most recent D&D campaign.

When I do wilderness travel, I sort of make it a branching maze. For example: “You are in a broad clearing. From here you can go east into the valley or you can ascend the large hill to the southwest. You could also turn around and return to the pine grove to the north, which you just left.” The players understand that I’m presenting them with choices that are likely, given the terrain. Sure, they could choose some unlikely course of action, like going halfway up a hill and then walking around, but this will be slower, pointless, and they will just end up at a recycled version of one of my established locations anyway. This gives them a bit of freedom, and makes wilderness seem less arbitrary. Some ways are faster, some can be very slow (like a valley which gets thick with vegitation once they enter) and some can have encounters.

I really like this system. It lets players move around more or less freely, but still has enough structure so that the DM can keep track of where you’re going, where you’ve been, and how long it took to get there. For difficult topography like swamps and dense jungle I make the waypoints very close together, so that many movements are needed to cover a small area. If they are traveling over wide open grasslands, I’ll make the dots very far apart. I usually space them based on time, so that traveling from one waypoint to the next takes a couple of in-game hours. When the players have gone through a few of them and I tell them the sun is setting, they will actually have a sense that in-game time has passed.

This offers a nice theoretical “wall” around your gameworld. When the players say they want to go west and leave the game area, you give them a few waypoints of increasingly difficult swamp / desert / cliffs / mountains / jungle. If they are actually roleplaying, they will have to ask themselves, “would our characters really be wading through this crap for no good reason?” If they keep going and enter the blank, empty areas of the map, they shouldn’t be surprised at the lack of towns and other interesting locations. Who would build a city in a swamp?

 


 

DM of the Rings C:
Railroad Goes Ever on and on

By Shamus Posted Monday May 14, 2007

Filed under: DM of the Rings 171 comments

Lets go somewhere different.
Continue reading ⟩⟩ “DM of the Rings C:
Railroad Goes Ever on and on”

 


 

Final Fantasy XII: Too Clever to be Understood

By Shamus Posted Sunday May 13, 2007

Filed under: Game Reviews 57 comments

Hey, remember when I ran out of the room and let you guys all get captured? Yeah, I was just messing with you.  Pretty funny, huh?
Hey, remember when I ran out of the room and let you guys all get captured? Yeah, I was just messing with you. Pretty funny, huh?
After my initial post on FFXII I realized I needed to lower my expectations if I want to enjoy this game. It’s not a terrible game. If it wasn’t carrying the Final Fantasy banner I would have been a lot more accepting of its shortcomings. It’s just that I was expecting FINAL FREAKIN FANTASY here, and for me it was falling short of that lofty ideal.

In the comments yesterday several people said they found the politics and scheming in this game to seem small and uninteresting alongside the planet-smashing threats we’ve faced in the past. I said the same thing at one point, but after reading responses from people who like the plot I can see there probably is a gripping tale here. There isn’t any real reason a war and struggle for freedom can’t be just as thrilling as fighting Jenova and Sepheroth or Sin and Seymore, as we did in games past.

The problem here isn’t the scope, it’s the presentation. Continue reading ⟩⟩ “Final Fantasy XII: Too Clever to be Understood”

 


 

Final Fantasy XII: First Impressions

By Shamus Posted Saturday May 12, 2007

Filed under: Game Reviews 73 comments

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The Final Fantasy games are very unsusal. In each iteration they throw away everything about the previous game and start over. The world, characters, the leveling system, the minigames, everything is new every time. (Although they recycle a few names, as a sort of running in-joke.) I really approve of this, and wish more game “franchises” did this. I find it tiresome seeing the same collection of heroes save the world over and over again, messing with the cannon of previous games, and dragging all of the old characters and gameplay mechanics along with them like so much baggage. Here each game is a new, uncharted playground.

I’ve written before that I was a huge fan of Final Fantasy X, which was my first contact with the series. It’s still my favorite, and I can’t help but view the other iterations of the game through my warped FFX lens.

In FFX, the game introduced us to the main character, and then used that character to introduce the world of Spira. It made us care about Tidus and his plight, and then used Tidus as the “man from Mars”. Throughout the game, other characters would teach him about this new world he’d been pulled into. By the end of the game most players would be able to tell you what all the major races and subcultures were, what those people looked like, where they lived, and even a bit about their culture. This is a lot to learn, but we absorb it because it’s all part of the main character’s journey. Each bit of information is built on something we learned previously.

But FFXII does this all backwards, and from a storytelling perspective the thing is a mess. Continue reading ⟩⟩ “Final Fantasy XII: First Impressions”

 


 

Show Me the Money

By Shamus Posted Friday May 11, 2007

Filed under: Links 27 comments

A reader sent me a link to this, which tells you how much your blog is “worth”. Ask it how much Twenty-Sided is worth, and it will tell you:


My blog is worth $277,189.14.
How much is your blog worth?

$277k as of May 11, 2007.

The question that I would naturally ask when reading this is “to whom?” Because it isn’t really worth a quarter-million until someone is really willing to pay that much for it. I suppose their calculating this based on what people have been paid for similar-sized blogs.

But even that has never made much sense to me. Who would buy a blog? Let’s assume my blog was not burdened with all of the money-making difficulties of DM of the Rings. (As in, let’s pretend I wasn’t using stills from a major motion picture that preclude making a profit.) How much is the blog worth? If you just want the traffic and the audience and you think it would be easier to buy a popular blog as opposed to buying a new one and advertising, then you might consider putting down some money for a popular blog. But the new owner probably won’t be able to give people a good reson to keep coming back (if he could, he wouldn’t need to buy someone else’s site) so visits will taper off. People will stop linking the blog. In six months the blog would be worthless again.

Having said that: If there is someone out there with $277k who wants this site, I would like to let you know that I’m totally ready to sell out. Thank you.

 


 

DM of the Rings XCIX:
Alliterative Antagonists

By Shamus Posted Friday May 11, 2007

Filed under: DM of the Rings 146 comments

Saruon and Saruman are different guys?
Continue reading ⟩⟩ “DM of the Rings XCIX:
Alliterative Antagonists”

 


 

The 3d Sugar Printer

By Shamus Posted Friday May 11, 2007

Filed under: Links 14 comments

Via Steven I find this, a machine that will create solid 3-dimensional shapes out of sugar. I wonder if the machine can stand minor impurities like dye and flavoring? This could be a very cool sort of novelty gift. Just provide a LWO, DXF, or 3DS file and make your friend a big ‘ol hunk of candy in the shape of your choosing. It would be a lot more exciting than a cake with their name on it.

Me? I’d make myself a giant set of edible geek dice. But you knew that.

A Klein Bottle would be a cool thing to make as well, and it would be a lot easier than the crazy steps they have to take to make them out of glass. Sadly, it would lose some of it’s appeal since it would probably be opaque.