Tag: Gaming (page 17 of 41)

Building New Worlds

Courtesy Blizzard

The Nentir Vale seems a decent starting area for most Dungeons & Dragons adventures in 4th edition. But it’s only a smaller part of a larger world, most of which is undocumented. In order to expand beyond the Vale, a little groundwork needs to be laid. As I start considering where my current party will go from here, and where other players may start their own adventures (this weekend, for instance?), there are a few things that need to be taken into account.

Climate

The Nentir Vale is a northern portion of whatever continent it’s on, but it’s not covered in snow like the northern content of Northrend in Azeroth. Reaches beyond the Vale are colder and more stereotypically “northern”, while south of the Vale are lands that are more temperate. When mapping out the rest of the shore, if not the world, it will behoove a DM to keep in mind that the Nentir Vale is similar, at least in part, to a land like Canada or the Ukraine. It should fit into any maps accordingly.

Culture

Evidence exists of some sort of kingdom or empire south of the Vale. Some history is given in the material available to DMs of 4th edition, but that can of course be mined or even ignored if it benefits the story and campaign. To me, having a more structured if somewhat oppressive authority to the south while the north remains wild and untamed will not only lend the world a necessary dimension of diversity, but will also lead to…

Conflict

There are only so many delves a party can enter without being connected to a larger world. As much fun as it is to enter a forgotten tomb or horrors or track a dragon down to their lair, games like Dragon Age and Fable lend weight and memorability to their stories by pulling the player into a large world outside themselves, one with politics, history and the threat of war. In order to engender this atmosphere in a D&D campaign, work must be done to establish the background, relationships and points of contention between the extant powers that be. The players can choose one side or another to support, or they can upset both sides to carve their own place in the world.

A good DM remembers that the players are the stars. When it comes to decisions outside of mechanics, they should be allowed to make those decisions even if the consequences are negative. Failing to roll the right number to hit should be the extent of out-and-out “punishments” the DM hands down. Maybe slaying the potentate of a land will have a different outcome than the players intend, but it isn’t the place of the DM to talk them out of it because of what it’d do to their story. Instead, such an occurrence should be seen as an opportunity to allow growth in the world, exploration of the player’s characters and the basis for new adventures.

With the right foundations, a new world can be built any number of ways.

There Goes That Desert Bus

Courtesy Loading Ready Run

It’s that time again, folks.

The fine Canadian comedians of Loading Ready Run have taken to the road once more. In a manner of speaking. The 4th Annual Desert Bus For Hope, I believe subtitled “A New Hope”, is underway. They’ve already been playing the world’s most boring video game for 9 hours as of this writing.

For those of you who don’t know, this annual event is similar to the Extra Life challenge, in that intrepid gamers take on a marathon session for charity. Desert Bus, however, lasts much longer than 24 hours. It lasts as long as the donations do. And the crew at Loading Ready Run play only one game: Desert Bus, an unreleased game on Sega CD that was part of Penn & Teller’s Smoke & Mirrors. You drive a bus from Tuscon to Las Vegas. There’s no traffic, very little scenery and the bus occasionally veers a bit to the right, so you can’t tape down a button to do something else in order to complete the journey.

Sound like fun? It isn’t.

Last year they raised over $140,000 for the Child’s Play charity, which benefits children’s hospitals with donations of toys, games, books and cash. This year I’d love to see them break the $200,000 mark. That means they’d be playing Desert Bus for at least a week straight.

Visit their site or the special feature over at the Escapist. Give what you can. Check out the things they do to amuse themselves while they play this tedious excuse for a video game. There are auctions, special guests and more than a few surprises.

And remember, it’s for the children.

Opening the Dungeon Master’s Kit

From MEPACON Fall 2010

Thanks to my attendance at MEPAcon this past weekend and the generous guys of the Portal Comics & Gaming in Bethlehem, I now own the Dungeon Master’s Kit, a D&D Essentials product in the vein of the new Red Box and the Monster Vault. The party is returning to the Nentir Vale tonight, and while my laptop awaits a new power supply, this Kit promises to make sure I do not assume my place behind the screen unarmed.

Peeling away the plastic and pulling off the cover depicting some rather dashing art, one discovers the following.

Reavers of Harkenwold. This is a two-part adventure that not only expands further upon the denizens and situations within the Nentir Vale, but also explores many of the aspects key to a well-rounded adventure and part of a larger campaign: NPCs with personalities and goals, dungeons with traps and branching pathways, role-playing encounters and so on. So far there’s a great deal of potential and I will know more once the party enters the Harkenwold.

Battle Maps. These go with the adventure and also can be used afterwards. One of the maps has art consistent with the quality seen in the other Essentials products while the other feels a little lackluster. It could just be the brightness of the colors and the thickness of the lines, but it doesn’t appear to be of the same quality. To me, at least. Still, the greater variety of locations on these maps means they can be combined with those from the other products to mix things up for the players in future encounters.

Monster tokens. While you’re sure to see some repetition between these counters and those in both the Monster Vault and the Red Box, there are plenty of human opponents included, for use as guardsmen, minions or competing sellswords. There are also some rather nice NPC counters mixed in to the bunch. From the innkeeper’s wife to a white-bearded wizard, you can now depict either valuable allies or singular villains on the maps when your heroes storm the enemy stronghold. Like the Monster Vault’s tokens, these are two-sided to facilitate easily showing when a victim is bloodied.

Hero tokens. Expanding on those included in the Red Box, an entire sheet in the DM Kit is dedicated to the races available to players, from dragonborn to tieflings. There are more humans than any other race, and spaces that could include more art from other races — dwarves or halflings for example — are taken up with Action Point tokens. I’m glad to see some of these races get tokens, as I mentioned in my Red Box unboxing that getting miniatures for all of these guys can be quite an investment, and I personally am a big fan of dragonborn and tieflings as player races. As complaints go, holding something in your hands and saying “I wish there were more of these” isn’t a bad one.

DM Screen. Flimsier than its stand-alone cousin, it still contains a lot of information a DM might need in the course of an encounter, right at their fingertips. It also conceals notes and dice rolls from the players.

Dungeon Master’s Book. There have been some updates to the 4th edition rules since the original DMG came out a couple years ago, and this book makes it a point to include those revisions. It also includes sections for the DM regarding campaign-building, improvisation and loot creation. What might be most surprising to veterans of Dungeons & Dragons is this book’s size. Instead of the hefty hardbacks of other core rulebooks, this is an attractive softcover that still contains a fantastic amount of information and is written in a format similar to the Monster Vault book — in-depth, easy to digest and fun to read.

While veteran DMs already armed with the tools of their trade may not see the value in this kit, newcomers to Dungeon Mastering or returning storytellers with only peripheral knowledge of 4th edition (like myself!) gain a lot of tools when they pick this up. More than just a pre-generated adventure and monsters, the Dungeon Master’s Kit lays the foundation upon which a saavy DM can build just about any campaign he or she wants. The size of the book belies the value of its information and is far more portable than others of its kind. Of the three Essentials products I’ve unboxed, the Dungeon Master’s Kit is probably my favorite. But the Monster Vault’s a close second. I loves me some beholders and owlbears.

MEPAcon Fall 2010 After-Action Report

Courtesy MEPAcon

In Pennsylvania’s northern reaches, amongst mountains wreathed in fog and criss-crossing freeways, the Ramada at Clark’s Summit feels like a secluded retreat from big-city civilization. It’s a nice hotel in an interesting position, and twice a year it plays host to the Mid-Eastern Pennsylvania gaming convention, a.k.a. MEPAcon. This was my first experience at this event, and it definitely will not be the last.

I arrived to run a demo of Maschine Zeit, a session of the StarCraft board game and to break in the diplomatically-oriented rules of Conquest of the Empire. None of those things happened. Going through the experience of sitting at empty tables inspired me to remember proper ways to survive a convention. In spite of this disappointment, however, a great time was had.

The raffle, auction and other goings-on Saturday night informed me very much of the sort of people who attend the convention. It’s hard not to feel at home amongst other gamers who hiss at new editions of Dungeons & Dragons, laugh at jokes about random number generation and cheer for plush Cthulhu dolls. I took a trip into the forgotten mists of the very early 1990s with a session of the video-driven board game Nightmare and tried out a trick-based card game called Spooks. I found myself wishing two things: that I had arrived sooner, and that I had brought my wife.

Sunday brought the aforementioned empty board game tables but also a rousing game of the co-operative struggle against the Great Old Ones, Arkham Horror. I also took a break to try a new card game The Werewolves of Millers Hollow, a.k.a. “Are You A Werewolf?” The expansion New Moon was included and I did not have the wherewithal to call it the “Team Jacob” game, an opportunity my bride would have capitalized upon.

Finally on Sunday I had a fantastic encounter with beloved spec fiction author C.J. Henderson. The experienced pen behind occult detectives and the adorable “Baby’s First Mythos” gave this struggling author some much-needed advice on bridging the gap between unpublished and published. Many of his words bubble in my brain, and I’d like to stir the internal pot and relate his words in some fashion soon. I highly recommend checking out his work. He’s also inspired me to spruce up this webspace a bit.

With an overall drive time of just under two hours, even using a non-turnpike route, and very reasonable registration fees, I plan on making time to properly enjoy the next MEPAcon in April of 2011. I plan on bringing Maschine Zeit and StarCraft once again, along with Ninja Burger as a scheduled event and pick-up games of Chrononauts, Spammers (my prize from almost winning Nightmare), Three Dragon Ante (if I can get my hands on a deck) and possibly Magic: the Gathering.

More than anything else, I’ve been inspired to write more fiction and columns related to these genres and hobbies, continue running and playing old-school tabletop games and find ways to include the missus as much and as often as possible. Big thanks to MEPAcon’s excellent staff, the fine gents at The Portal Comics & Gaming and the folks good enough to put up with me. I look forward to seeing, speaking with and playing at the tables of the great people I met in the days, weeks and months ahead.

Surviving a Convention

Dice

It’s been a while since I’ve attended a convention of any kind. Gaming and other geek conventions differ from writing conferences and business convocations in several ways. They tend to be a bit more fun and free-form. It’s easy to lose track of time, belongings or personal needs & hygiene in the encapsulated environment of a hotel ballroom converted into a parlor for the celebration of geekdom. And when you’re away from it for a while, as I was, it’s easy to forget a few of the basics.

Hopefully, this will be helpful for others as it could have been to myself, say, yesterday. Hindsight is 20/20 and I’ve got my butt-shades on.

Bring Your Own Food & Water

A few dollars spent at a grocery story can go a long way in extending your convention enjoyment. A few bottles of water, some snacks and the means to make easy food like sandwiches or maybe a salad will likely cost you the same as a meal at the local fast food joint. Not to mention the greater degree of control over your consumption means you can make healthier choices.

For the record, the next time I come to one of these shindigs, I plan on picking up a six-pack of water bottles, some baby carrots and almonds, a bag of chips or pretzels, a loaf of bread, peanut butter, jelly and marshmellow fluff. Because fluffernutters are awesome.

Be Prepared

Gamers can be a fickle, impatient lot. Go over the convention schedule, know what you want to do and where you have to be at what time to do it. Otherwise, you may find yourself administrating an empty table.

If someone else failed their time-comprehension check or they have a loved one hacking up a lung, it doesn’t hurt to bring some entertainment of your own. A laptop or portable gaming system can amuse yourself, but conventions are supposedly social occasions. For the sorts of conventions I’m discussing, bring card games: Fluxx, Chrononauts, Three-Dragon Ante, etc. Feel free to toss a couple Magic decks in your luggage as well, just in case another planeswalker appears.

For Cthulhu’s Sake, WASH

This hasn’t been much of a problem of late, but I remember attending a few conventions where someone decided to keep the fun going all night long and neglected to take ten minutes to wash some of the funk off in the shower. It’s common courtesy to not stink up the joint, after all. I tossed a stick of deodorant in a plastic bag just in case I found myself rooted to a table for hours and completely lost track of time. That didn’t happen, but it falls under the “Be Prepared” rule.

Tomorrow I’ll give more thoughts on my current con experience, and Tuesday we unbox the Dungeon Master’s Kit before I subject my victims players to its contents.

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