Dec 26 2011

I’ve Never Forgiven the Barrels for Killing My Son

Posted by

So a while back, a friend gave me his copy of Dungeons and Dragons: Daggerfaildale, because he couldn’t get it to run on his computer. And since I’ve been jonesing for a little goblin smackdown, I decided to give it a shot. [1]

Daggerdale is basically like Baldur’s Gate: Dark Alliance or Everquest: Conquest of Norrath, a multiplayer action game with the trappings of D&D … throw yourself at goblins and mash buttons ’til they die. Theoretically it should be prettier than those, being newer, but it’s basically the same thing. The only problem is, the makers seem to have decided that instead of just making a similar game in the same genre, they would just do a wholesale copy/paste and call it a day.

These games don’t generally mess with a complicated plot, right? Well, the makers of the game apparently decided to go with that “etcetera, etcetera” mindset and really just phoned it in. There’s some evil guy named Rezlus in a tower who is gonna do some bad thing or other. He’s always the evil Rezlus. Or maybe “The’Evil” is his first name. What is Rezlus like or about, other than evil? No idea, except that he’s blue. And apparently worships Bane. But really, that’s enough, right? Anyhow, obviously, y’all gotta knock off all that evil, so !Galadriel teleports you into a dwarf mine so you can smash barrels and even occasionally fight a goblin. (Presumably !Gandalf was busy.)

Barrels. Really. Why. They even have the “barrel-maker crying that people keep smashing his barrels” joke. Didn’t Bard’s Tale put that bit to bed, like ten years ago? Maybe they’re depending on gamers having a short memory. The first level past the tutorial consists of nothing but a bunch of dwarves standing around while you smash all their barrels. (Smashing barrels is optional, of course, but you’ll want those health potions later.)

So you have your choice of four characters in the game: the burly white fighter guy, the white elf archer chick, the white dwarf cleric dude, or the androgynous white halfling wizard. [2] Each one is lovingly rendered in shades of sepia, and looks like they’d rather be doing anything else than going on this adventure. I kinda want to gripe about the lack of options here– I’m partial to male elf fighters and female human clerics (for instance), but none of the other games in this genre really give you a choice (Gauntlet II at least gave you color options…), so I guess there’s no point in that.

I should point out, that you don’t necessarily stay sepia. The high point of the game, in terms of low points, had to be when my character picked up a suit of armor that turned him into the Iceman from Marvel Comics. And by this I don’t mean he was wearing blue armor, I mean his entire body turned bright blue, including his skin, eyes, and hair. I know, fantasy game, magic, yadda-yadda, but wow. Even D&D usually tries to at least keep a little grounding in its quasi-medieval setting. Did some designer really want to be working on a superhero game instead? It was here that it went from “playable if weak” to “just plain silly.”

Anyway, the game’s nomenclature is all lifted from 4E, but it doesn’t mean anything. I fought “level one minions” with 24 hit points, “controllers” who just stood there and beat up on you, and so forth. You have all the usual Strength/Dex/Con stuff, but it’s all pre-set and doesn’t seem to actually do much. You fight by clicking the attack button until everything around you is dead, and defend yourself by guzzling health potions. I don’t know what the multiplayer is like, because that would have required getting another copy for Mrs. Gneech and I wasn’t willing to actually spend any money on it. We can do the same thing only better by pulling out the old Baldur’s Gate platformers or Gauntlet: Legends.

In short… meh. Don’t waste your time.

-The Gneech

PS: Oh, did I mention that the disk appears to contain nothing but an installer that downloads the game from Steam? Whee!

[1] I more or less hung up my dicebag earlier this year, at least as a gamemaster. I’d still love to play if I could find a local game, but I haven’t exactly been actively searching.

[2] Halfling wizard, really? I don’t get the gaming community’s fervent desire to include halflings but OMG can’t have ‘em be hobbits, no, no! Really, guys, the only reason to include halflings is because they’re hobbits. If you don’t like hobbits, leave halflings out all together. They’re superfluous otherwise.

Share
Filed under : Reviews | No Comments »
Sep 26 2011

Button of Charisma +4 Now Available!

Posted by

GnomeCo Publications' Button of Charisma +4: You Are Now 20% CoolerShameless plugging time! I’ve had the Button of Charisma +2 for over a year now, and some of you might be wanting an upgrade. So GnomeCo Publications proudly presents the Button of Charisma +4! Become 20% cooler in ten seconds flat! :D This lovely button looks snazzy, goes into the ‘body’ slot (sorcerers take note!) and is an untyped bonus, so it stacks! Click on the picture to buy, or come find me in the Furry Marketplace at Further Confusion 2012.

-The Gneech

Share
Filed under : Gneechy Talk | No Comments »
Aug 30 2011

Lachwen Learns a Little Something About Dwarves

Posted by

I haven’t posted much about Lachwen lately, mostly because she’s been busy grinding her way up in levels and I haven’t had time to come up with much storywise for her. I will try to fix that soon — I’d like to post a bit about her roughly once a month starting in September, now that I’ve built up a fair collection of screenshots with her. I do know how her story starts — but I have no idea where it will go from there.

But she did have one entertaining thing happen recently. :) You see, Lachwen is from northern Mirkwood originally, i.e., the kingdom of Thranduil (Legolas’ father), and the elves of Mirkwood are some pretty hearty partiers. (See also Bilbo’s adventure riding the wine-barrels out of Thranduil’s halls.) Lachwen is no exception to this.

So when some dwarves invited her to toast their comrade Nykr, fallen in the depths of Moria, naturally she was happy to join in!

Lachwen toasts to Nykr! And then toasts to Nykr again! And then toasts to Nykr AGAIN...

What she was not expecting, was that just how many friends Nykr had — and that they would all want to drink with her, one at a time. In rapid succession.

You seem to have misplaced your pants. This makes you sad.

Even a hardened veteran of the Drinking Wars of Mirkwood can only take so much. The lesson learned here: be wary when offered a drink by a dwarf, or you might wake up in the crazy cat-lady of Bree’s house, mysteriously missing your pants.

-The Gneech

Share
Jul 28 2011

Pumyra’s RP Prompts – “Beholder”

Posted by

Originally posted to my LotRO blog.

Warning: Bad fic ahead. :)

Describe your character from the perspective of someone who doesn’t know them.

Toby and I were on the road from Ost Guruth to Bree; it was a risky trip, we knew, but we had a wagon full of pristine hides and we knew the Bree auction house would get us the best price. We were almost to the Forsaken Inn, when the howling of wargs chilled our blood. Over the hill a pack came swarming, some being ridden by goblins, and we ran for our lives, abandoning the cart in our panic.

We scrambled our way up a rocky cleft, goblin spears striking the cliff walls to either side of us; Toby’s short hobbit legs made it a lot harder for him, so I practically lifted him into the air and shoved him over the precipice. “Wait!” he shouted. “There’s–” but I couldn’t stop to listen, there was a warg right on top of me! I just barely had time to heave myself over the top and into the canyon beyond, kicking the hairy beast in the face to give myself the last push over.

I turned back and glanced over the edge: the wargs were not following, even though they could easily make the leap. Instead, they were circling below. I said as much to Toby, but he didn’t seem impressed.

“Uh … I don’t think our situation has improved,” he said, pointing into the ruddy brown, dusty valley. In the shadows, gleaming green eyes — in nauseating sets of eight — glistened at us. Chittering and making what almost sounded like vicious chuckling sounds, a half-dozen obscenely huge spiders were slowly but visibly closing in on us. We couldn’t go back, we couldn’t go forward.

“You and your pristine hides!” I said.

I wanted to sell them in Ost Guruth!” Toby shot back.

The nearest spider was dangerously close, now; I could smell its disgusting venom and hear the click-clicking of its feet on the rock. I pulled out my dagger, a futile gesture of defiance, determined to slay at least one of the monstrous things before they overwhelmed us — when suddenly and as if out of nowhere, the horrid thing burst into flames before my eyes, squealing and thrashing in agony!

“Hey, you two need a hand?” called a feminine voice. Off to our right, seeming to shine with her own internal light, an elf-maid stood with her hands on her hips and her head cocked to the side, as if amused by the whole thing. She wasn’t like any elf I’d seen before … instead of regal and elegant, she was rough-edged and almost arrogant, with a bright motley of clothes and a shining winged circlet on her head. But for the leaf shape of her ears, I would have assumed her to be of the race of men.

The spiders, enraged by the interference, turned from us and converged on the elf, whose expression turned into a predatory grin as she crouched for battle. Reciting something in elvish that I couldn’t catch, she held a stone between herself and the closest spider — a flash of lightning arced from the stone into the beast’s body, causing it to jerk and smoke. Then she turned to another, pulling a small vial of something out of the satchel at her side and hurling it at the beast, which like the one at the beginning burst into flames.

lachwen_doublerainbow_alltheway_web

Within moments, it was over, and the elf-maiden was stepping over the charred spider corpses to come over to us. “You two okay?” she said. “I’ve got some medicine here if you need it.”

“That was amazing!” cheered Toby. “I’ve never seen anything like it!”

“Eh, it’s no big deal,” said the elf-maid, with a shrug. “I’m from Mirkwood … if there’s one thing we know, it’s how to kill spiders.”

“We owe you our lives,” I said.

“Oh, heh, don’t worry about it,” said the elf. “I’m sure you’d have done the same for me. But we oughta get out of here before more show up. We’re not far from the Forsaken Inn, I’ll go with you that far.”

“But what about our wagon?” said Toby. “This whole trip will be for nothing.”

“Was that your wagon in the road?” said the elf. “I guess it’s a good thing I blasted those wargs and goblins, too, then! C’mon, we’ll go pick it up. It’s a bit of a mess, though, sorry!”

Toby looked like he was about to pass out. “You saved our wagon, too? Please! Tell me your name, so I can write a song about your great deeds!”

“You write songs?” I said to Toby.

The elf-maid laughed. “Wow, a song about me? That’d be great! My name’s Lachwen. C’mon, let’s go!”

-The Gneech

Share
Jul 21 2011

Old-Schoolifying the Pathfinder RPG

Posted by

Well, the “sandbox” bug is going around the gaming community and it’s bitten me as well. I’ve decided to see if I can run and enjoy a sandbox game for a while. [1] And, as sandbox games are a very “old-school gaming” idea (like “1978 blue box old-school”), I have implemented some house rules to underscore this aspect of it.

First and most obvious, is to use the “slow progression” XP chart. Leveling back in the old days took forever, and a new level was a big deal when it finally hit.

Second, and related to the first, is to institute Class Training. Once upon a time, you didn’t hoard gold in order to purchase magic items, you had to spend it in order to go up a level. As I recall, none of the games I was ever involved in actually used that rule, because you had to earn the XP and spend the money for training, which seemed like paying for the same ground twice. But from a game-design point of view it does have some interesting wrinkles, not the least of which is that giant gems behind obvious deathtraps suddenly become enticing, instead of something that the players shrug at and move on as not being worth the time expenditure. (“Let’s go find some monsters to crack open for XP, shall we?”)

In order to avoid the “paying for the same ground twice” feeling, my house rule is very simple: between adventures the players can “trade in” treasure, at the rate of 1 GP = 1 XP, on “training.” Whether that training was actual drilling at the martial arts academy, studying tomes in the library, or blowing it all on ale and wenches, doesn’t really matter. The point is that treasure is now actually useful for something besides just buying another +1 for your battleaxe.

Third, and this one is a little more out there, is that a character may not progress past 10th level in any single class. At 11th level, should the game reach that point, they can multiclass, or they can take prestige classes as desired, but 10 is the cap for every class. This means that a lot of upper-end class abilities are just not available, and unless you are in a prestige class that gives the “+1 spellcasting level” there is no way to ever get a 6th-level or higher spell. It also mucks around with spell penetration at higher levels, so if that becomes a problem I’ll probably either nerf critter SR or provide some other way around it, but we’ll get to that later.

The next step, for me, is to create a bunch of hooks and/or adventure sites ranging from levels 1-5. Back when the model was “the DM has a signature dungeon,” you’d pretty much create a single dungeon where the first level had critters with 1-2 hit dice, the second level had critters with 2-4 hit dice, and so on downward, and the players would either fight, sneak, or negotiate their way through going up or down … and the GM would repopulate the place periodically to account for the new vacancies in dungeon population created by rampaging PCs. I have in mind to get around this by having a small handful of thematic “dungeons” where most of the action will take place, and the PCs can bounce around from one to another as they see fit. As they “get to know” these dungeons I’ll add new locations and probably toss in the occasional “big event” adventure for variety.

The key to it all, however, and something I’ll need to make sure to impress on the players, is that they’ll be the ones driving the campaign plot, in as much as there is one. As such, I may institute something similar to the “goal” mechanic from Ghostbusters: each character has a self-defined but explicit and measurable goal, and when they achieve something related to that goal, they get a bonus reward (probably in the form of XP). For example, a wizard might have the goal of “study magic phenomena,” and whenever they encounter something weird (like a magic fountain randomly tucked into a dungeon room for no apparent reason) they get an XP bonus for figuring it out. A fighter might have “defeat notable foes” and get bonus XP for fighting bosses, that kind of thing. Knowing the players’ specific goals can also give me ideas for encounters to throw at them. If the paladin has “slay demons” as their goal, I know I need to put demons into the game; if the rogue has “pick pockets” as their goal, I need to put them into situations where pocket-picking is feasible. That kind of thing.

I’m hoping this will be fun and a bit different. I’m also hoping that this will get me back in my GMing groove again for a while, ’cause I always miss gaming when I don’t get enough.

-The Gneech

[1] As for exactly what that entails, the definition is pretty vague. But my interpretation is mainly that instead of coming up with plotted adventures, I simply create a setting and a handful of “adventure locations” and let the players figure out where they want to go and what they want to do there.)

Share
Apr 14 2011

Awesomeness: “The Hobbit” Production Video Blog, Part One

Posted by

http://www.facebook.com/video/video.php?v=10150223186041807&oid=141884481557&comments#!/video/video.php?v=10150223186041807&oid=141884481557&comments … ugly URL is ugly. :P

-The Gneech

Share
Filed under : Gneechy Talk | No Comments »