2/28/2008

More 4E Mehness

Filed under: — Scott @ 9:13 pm

So Massawyrm over at AICN has been playtesting 4E D&D. You can read his whole report here (be warned; typical AICN verbal diarrhea) but I wanted to pull out some quotes and focus on them.

Let us begin with…

“It still has all the complication that was in 3.5 – lots of character options, a focus on role playing and tactical combats that are even far more elaborate than before (more on that later.)”

Oh good, for a moment there I thought 4E wasn’t going to be another vehicle for WOTC to push collectible miniatures.

“At first glance there are a couple rule changes that will seem silly. The one that crawled up my craw the first session was the fact that diagonal movement counts as just one square. The idea that you could move faster diagonally than you could straight or side to side is retarded.”

And I never got the silly diagonal movement. Try this at home kids, stand in the center of the room and move three feet to your left. Move three feet to the right after that. And then move three feet to the northeast.

In all cases you moved three feet from the starting point, right? Shouldn’t movement be representative of how far you travel from your origin and not the actual physical space? If you can move 30 feet a round, it should be 30 feet, not X number of squares which may or may not actually be 30 feet which is why the diagonal movement rules are used. Using a hex map would solve a lot of problems. Ditching the map all together would solve even more.

Moving on.

“Everyone moves and counts and there’s never a hint of second guessing.”

Just like a million other RPGs. Just like how D&D was before 3E.

“Combats still take about as long as they did before, you just get to do more during them.”

We don’t need to speed up combat, after all, what would we fill our time with? Role-playing?!?

“There is a difference between a 6th level Eladrin ranger and an Elf ranger. One gets to reroll one attack every combat and ignore difficult terrain while shifting (making a 5 foot adjust) and the other can teleport 5 squares once a combat.”

Teleporting rangers?

“And Epic is just plain silly. I honestly see a lot of folks stopping at paragon – but for those that want to get into truly EPIC level, mythologically powerful gaming, epic will do the trick. With class abilities that begin with phrases like Once per day, when you die…”

*cough* Munchkin! *cough* What? I didn’t say anything….

“…and kinda wish Druids were around for the initial release.”

No druids? I know at least one person that bit of news will make it a no sale.

“This feels like 1st edition all over again.”

Or, you know, you could play something like Castles and Crusades which feels like a modern 1E, but doesn’t have silly stuff like blink elves.

Yeah, yeah, I know…I have a rather negative attitude towards 4E. And it hasn’t changed since it was first announced. What can I say?

The sad thing is that there are, and have been, many wonderful role-playing systems* out there and yet many people who will be gung-ho over D&D 4E only are because they are unaware of the choices. Much like people who only go to chain restaurants and never the cozy, family run establishments that dot the landscape, because they don’t know any better, that’s what D&D has become. It’s the Friday’s of RPGs. You know the name, the fare is overpriced, but it’s always crowded because no one wants to stray from the obvious.

And then there’s the shadow of the online component. Sure, you won’t need it per se, but the Hasborg collective isn’t infusing a whole bunch of cash into something that will collect virtual dust so you know they’re going to be pushing it and pushing it hard.

Guess we’ll see how the dice fall soon enough…

*Here are five non-D&D RPG systems that you should look into. All are in print. I won’t include C&C since that’s always the system I mention.

1. Call of Cthulhu
2. Aces and Eights
3. Metamorphsis Alpha
4. Hollow Earth Expedition
5. Hero’s Banner

But hey, speaking of C&C…we’re still looking for a few good gamers to join our RPG group (admittedly I’m not sure what the body count limit is to be called a ‘group’). We meet in East Cobb off of Scrufflegrit on Saturdays. We’d be rebooting with fresh blood, so don’t worry about joining something already in progress.

2/27/2008

Mr. Brooks

Filed under: — Scott @ 9:34 pm

Our esteemed leader has been featured as the Geek of the Week over at the “Voice of Southeastern North Carolina”, Star News, a local publication.

You can check it out here.

2/25/2008

A Thousand Words

Filed under: — Scott @ 8:59 pm

I used to read quite a bit for pleasure, typically devouring at least two books a week. Those days have long since passed me by. It’s the usual story. Life is comprised of a whole lot of time management juggling, and what you end up doing with your time tends to fluctuate; sometimes even on a daily basis.

Recently I decided to try playing catch up with the many unread books I have around the house so I can finally get around to picking up some recent titles that have piqued my interest, without feeling like I’m just adding to that massive pile of laziness. I don’t expect to be back in my prime—currently I’m just reading during lunch—but it’s still better than before.

The first book I dusted off was David Weber’s At All Cost. I had forgotten how goofy the dust jacket art was. Behold:

Cover

What were they thinking? David Weber is a military sci-fi author. At All Cost is part of his Honorverse series, which is basically a sci-fi version of Horatio Hornblower with a chick as Horatio. The Star Kingdom are the Brits, the Havenites the evil frogs, and the Sollies are…I don’t know. Can’t think of what 19th century power they would represent. Anyway, it’s a fantastic series and probably easily my favorite military sci-fi series.

One thing that Weber excels at are exciting battle scenes. Lots of really groovy starship on starship action.

Look back at the cover. Does that really promise exciting dreadnoughts hammering away at each other in the freezing cold of space? Walking by the shelf at your local Barnes and Noble, would you think it had anything to do with military sci-fi? Or does it look like something that should have the Oprah book club logo on it?

What were they thinking?

2/24/2008

[Army Group Kitchen Table] Balkan Storm

Filed under: — Scott @ 8:21 pm

Balkan Storm (Pacific Rim Publishing)
Balk

With the recent troubles in the Balkans Army Group Kitchen Table this time visits Pacific Rim’s Balkan Storm.

Balkan Storm is a consim about a major conflict in the early 21st century over Central and Eastern European territory. As one would guess from the name the map only covers the eastern half of Germany to the western edges of Russia (only major Russian cities are Smolensk, Kursk, Voronezh, and Rostov-na-Donu). In the north Lithuania is the northernmost territory, while in the south Constanta of Romania represents the southernmost city. Italy shows up as a few hexes (and has no military forces represented).

And oh, as you can tell by the photo, the map tends to be somewhat…hmm…garish. At least there’s never a question of where a border resides, though.

The game takes an interesting open ended approach to the conflict. One player plays the Aggressors kicking off the conflict, which can either be Germany or Russia, the other the forces of the US, UK, and whatever allies they pick up. Instead of a set scenario the game is driven entirely by the Aggressor force, and depending on how the players play, a session could play out entirely as a limited war or it could evolve into a major conflagration with nukes being thrown around left and right.

Balkan Storm begins by the Aggressor player setting up all German and Russian military units that begin the game on map. The Western player then sets up all the European units, which all begin neutral. Additionally, there are a couple of UN units that are deployed in Kalinigrad and Sarajevo. They won’t ally with anyone, and they can’t attack but only defend. So yeah, they’re as useless as the UN is in real life.

For the Western player he receives an initial starting force of one ground unit and a couple of air units. All other units will come on as reinforcements, with Marines and Airborne units appearing first followed by heavy units. British units arrive slightly faster due to their proximity to the continent. The heavier units are also dependent on sea control, which is simply a function of rolling randomly to see when that takes place.

Each turn represents one week, with a standard game potentially lasting sixteen turns. Units are mostly divisions, with a few battalions thrown into the mix. Air unit size is never specified.

As the game begins the Aggressor player doesn’t know yet who he will be playing! A die is rolled, determining if it will be Russia (1-5 on a d6) or Germany (6). While Germany seems an unlikey choice, during the nineties when the game was originally published (it is still in print) the idea of a resurgent unified Germany that would once again threaten Europe’s stability was a fun scenario to contemplate. Larry Bond’s novel Cauldron explored a Franco-German alliance, and Harold Coyle’s The Ten Thousand features a Germany, that while not expansionistic, does create much grief for the US as an American force sent to the Ukraine must then fight its way across Germany.

Whatever nation is not the chosen Aggressor than becomes yet another neutral, ripe for conquest. Play then begins with the Aggressor side as the first phasing player, then the Western player. The turn order is fairly straightforward, although reinforcements come in before movement and combat, which is slightly unusual.

The meat of the game should be familiar to anyone who has played a wargame before. Units exert ZOCs, advance after combat is possible along with armor exploitation as a second move, armor and infantry stacked together get a bonus for combined arms, supply lines must be maintained, and so on. Air units can either interdict hexes to slow advancing units, or provide air support on the battlefield by way of die roll modifiers.

Combat is an odds based CRT, and like many wargames focusing on modern conflicts units have a quality rating that will modify the die roll. Of the main combatants the US has the highest quality ratings, followed by the UK and Germany, and then Russia. Germany and Russia though have the most units (Russia has 24 total ground units to a total of 6 US ground units), so quantity can have a quality all of its own.

Where Balkan Storm shines is in the way it gives players a chance to create their own story. This is a game that can play differently every session, with plenty of options to explore, and never forces the players down a narrowly defined path that many strategy games sometimes fall into. This is achieved by the way alliances are handled, along with the optional (but personally recommended) political track.

Neutral nations can be swayed to one side or the other during the alliance phase of each turn. The phase occurs twice in a turn, once during the Aggressor’s phase and once during the Western phase.

To attempt to bring a nation into your fold you must first use an Alliance Bid marker. There are a total of fourteen and at the beginning of the game only the Western player controls them. The Aggressor player can only gain Alliance Bid markers by taking them from the Western player. This is done by earning victory points, and for each victory point gained the Western player must surrender on Alliance marker to the Aggressor.

To make an alliance the counter is expended and a die is rolled. Every country on the map has a listing for what the player making the alliance must roll equal to or below to bring that country into the war on their side. Some countries are so pro one side or the other that they will never allow themselves to be aligned with the opposing side. For example, Poland, Ukraine, and Belorus will never entertain an offer from the Aggressor side, while Slovakia and Serbia will never cooperate with the Western player.

If an Alliance Bid is successful that nation then belongs to whatever side made the bid. Its units are fully under control of that player, other friendly units can base there, and supply can be traced through the nation. If the bid fails then a marker is consumed but another try can be attempted in a subsequent turn.

Neutral nations that are attacked by a side are then played by the opponent of the attacker, and while he will control that nation’s military, it will still be considered a neutral nation for all other purposes. It will not go out of its borders, will not allow other units to base there, and supply cannot be traced through it. There is a bonus though to the Alliance Bid roll due to being attacked.

The optional political rules, if used, also occur during the Alliance phase. The way they work is quite simple. There is a political track that goes from zero to four. During the Alliance phase a player may select one political option to perform. Some options are open to both players, others are restricted to one side or the other. A sample option would be ‘Build A Coalition’, which possibly allows the advancement of the political track based on how many allies that player has.

Every time the political track hits four for a side that side earns a victory point, or in the case of the Western player, it subtracts one victory point from the Aggressor. The track is then reset to zero and the process begins anew.

Victory in Balkan Storm is based solely on victory points. Only the Aggressor side earns points, although the Western player can cause the Aggressor to lose points. If the Aggressor ever earns fifteen victory points the game is immediately over, with the Aggressor as the victor. If at any time the Aggressor is at zero victory points, the Western player immediately wins. If at the end of the game the Aggressor has any victory points at all, he wins.

Since the Aggressor player must always have a positive victory point total the player must truly be the aggressor. Right from the gate the Aggressor needs to secure victory points, otherwise it’s game over. He wins the points by controlling cities, and possibly through the political track. The Western player can reduce the Aggressor’s total by either the political track, or by destruction of Aggressor ground forces. For every two German or Russian units destroyed one victory point is lost. Obviously elimination of enemy units becomes quite important, but the danger of suffering losses to the few resources the Western player has is something that must be kept in mind.

It’s an interesting situation for both sides. The Aggressor player begins with a large number of forces and time on his side, since the strongest Western units will not arrive immediately after the balloon goes up. He must quickly secure victory points, which besides giving him breathing room to possibly lose some in the future, also grants him the ability to start trying to bring other nations into the war. Allies can then either create a sideshow someplace else, act as a buffer, or help with the dirty work.

The Western player faces an uphill battle. To truly secure victory alliances must be made, but they must be carefully chosen as to not waste a precious Alliance Bid. Neutral forces may be inferior to US and UK forces, but there are many more of them. At the worst the nation can act as a speedbump until US forces arrive in country, at the best they can become a thorn in the side of the Aggressor. After all, it doesn’t matter who eliminated Aggressor units when reducing victory points, just that they are eliminated.

Balkan Storm is a wonderful little title that manages to deliver an extremely interesting and challenging game in a small package. The rules are only twelve pages long, and the entire game can be had for less than the cost of a large pizza, but that doesn’t mean it’s not jam packed with value. By keeping the core rules tight and not bogging the system down with a lot of chrome, players can concentrate on what’s truly important: the grand strategy of the game.

Balkan Storm plays quick enough that you can play it in a single session, and provides enough possibilities to explore that players will want to keep coming back to try out new strategies. What if I had brought Hungary in earlier? Should the Marines have landed in the north or in the south? Is a Declaration of War by congress worth seeking out? Any game that keeps playing out in your mind long after the last die falls is a definite winner.

2/21/2008

The License Game

Filed under: — Scott @ 10:29 pm

Announced officially a couple of days ago Cryptic is following up City of Heroes with Champions Online, based on the old pen and paper superhero RPG. Except for Godlike I’ve never been into superhero games (and even then I’ll admit I haven’t actually gotten around to doing anything with Godlike other than reading the rules and wondering when we can fit 65 hours in a day so I can finally play all the games I want to play), so I can’t say I’ve ever dabbled in Champions. That said, I never got the impression that it was ever that big.

While being an official version of the PnP game is sure to please its existing fanbase, and maybe make a few folks curious about its origins, I’m willing to bet that for the majority of players they won’t even get the association. Already right before the official news hit and it was still nothing more than whispered fancies folks were talking about it like it was some sort of original IP, unaware of its tabletop roots. Which leads me to ponder…

Does attaching your game to licensed property that isn’t megawhopping huge like Star Wars or Harry Potter or Max Headroom (he’s still big, right?) make any type of difference? Sure, you won’t be out the big bucks like for one of those properties, but at the same time that’s money that could have been put someplace else.

I would hazard a guess that for most games that do tie into some almost famous license the key driving force comes from the creator’s love for the particular license, rather than the idea that sales will increase exponentially. In the case of Champions Online, that seems to be the case. Or at least that’s the way it’s being spun.

But then what about the old Jane’s games? Did that really make a difference? Weren’t most gamers buying them because for the most part they were good sims, not because of their name?

Have you ever bought a game simply because of the license? To show your fanboism?

2/19/2008

Please Stand By

Filed under: — Scott @ 9:01 pm

Shroom

Hey folks, just wanted to let ya know that for about the next week or so new entries to the blog may be sporadic (at least from myself). Elements beyond my control are putting the hurt on my reality, and more importantly, my time.

Catch ya when I can on the flip side!

2/17/2008

Acceptance

Filed under: — Scott @ 3:55 pm

Spotted on a gaggle of gaming sites, Steve Gaynor recently made a post about “…video games will never become a significant form of cultural discourse…”, which as you can imagine created a flurry of opposing viewpoints. Now, I don’t want to talk about whether they will or won’t, but rather I want to talk about why we feel the need to even discuss such matters.

For the past couple of years it has not been uncommon to see articles such as this, or ones dealing with similar issues such as the artistic merits of digital gaming or how mainstream games really are in today’s society. I’m endlessly fascinated by such talk because I really don’t understand where people are coming from. Why does it matter? Why does this desperate need exist for video games to be more than what they are?

In other forms of gaming you just don’t see this attitude. I’d argue that if there is any form of gaming that comes closest to ascending to a higher status it would be tabletop role-playing. Would a LARP be really that great of a leap from your living room to an off-Broadway production? But you don’t have people worrying about whether the great public feels that role-playing games should be treated with cultural respect. Which is perfectly fine.

And for the most part it’s only recently that this desire has taken shape. That’s not to say it’s never existed, as Chris Crawford in the early ‘80s brought up similar points, but it seems the movement has really surged recently.

So why now? Why do we need to be accepted outside of our peer group?

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