Guardians of the Galaxy

October 19th, 2014

Yesterday I went to the movies to see a film with friends. I had a look at metacritics, which ranked Guardians of the Galaxy at 76. So I decided against Dracula Untold (40) or The Maze Runner (56) and was not disappointed.

 

One of my favorite scenes is when Rocket (the raccoon) tells Peter Quill (main character) that the cyber leg, he just worked so hard to procure from the prison inmate, was actually not needed for the escape plan but was just taken for fun.

 

Did you notice in the end credits it said something like “no raccoons or tree creatures were harmed during the making of this film”? I suddenly had to laugh while me friends were staring blankly at the screen waiting for the typical Marvel end scene (which by the way was quite disappointing).

 

 

All in all a great movie. I would however have liked it better if the plot had been less of a save the world/galaxy story. It started out great as a movie about some criminals chasing each other for different reasons. Unfortunately it unfolded into this stop the super villain or we are all doomed story. I would have preferred a firefly/serenity type of story.

 

None the less I’m curious if the last part of the hobbit can top Guardians of the Galaxy as my movie of the year.

Obsidian Portal – First Impressions

October 12th, 2014

A few years ago I stumbled across obsidianportal.com while searching for a specific Earthdawn adventure. On the occasion of my newly starting Pathfinder campaign I thought about setting up a blog for campaign management. Instead I now created a page with Obsidian Portal.

https://spacefox-kingmaker.obsidianportal.com/

 

So far this site makes a good first impression. I set up some NPCs, entered details for some locations and prepared some hidden information, which I will make available to the players once they reach certain stages in the campaign.

 

The good

I like the option of setting up characters with portraits, descriptions etc. and assigning them to specific players. Thereby only that player (and the GM) can change the entries.

I also like that the basic version is free and you don’t get bombed with advertisements.

It is good that you can use Obsidian Portal for virtually any roleplaying (or boardgame) campaign. There are listed campaigns for older games such as Twilight 2000, WHFRP 1st Edition, Tunnels & Trolls, etc.

 

The bad

The price for the full version (called ascendant status) is quite substantial in my opinion. The upgrade costs 5$ a month or 40$ a year. That is basically 40% of the price of a typical MMO subscription (and the time of the subscription based MMO seems to be over anyway).

A minor nuisance is that IE9 does not work well with the site (I am unable to login). Instead I use firefox.

Other things I am missing are predefined flags for the characters. Now I use labels (which you can define yourself and assign as you like to characters, wiki entries, items) to signify whether a character is an NPC and/or a villain etc.

 

Conclusion

I recommend trying the page for your campaign management. If you restrict yourself to small file sizes for the images and/or work with external links you should be able to squeeze your first campaign into the 2MB, which are offered for free. The decision to upgrade or not I would make considering:

  • How often do you play?
  • Do you get contributions from your players to the wiki/blog?
  • Is the campaign going on between sessions (i.e. are the characters pursuing quests or professions outside the regular gaming sessions)?

 

 

edit:

I just noticed the site has an embedded pathfinder character sheet, which makes some of my previous comments obsolete (and thus I deleted them).

 

2nd edit:

I’m not sure if I like the included character sheet templates. If you switch the format or remove them all stored information is apparently lost.

My Wish List for Essen 2014

October 6th, 2014

Soon there will be the Spiel in Essen. For those who don’t know, it is supposed to be the biggest trade show in the board gaming industry.

My recommendation is usually not to go on the weekend but rather on Thursday or Friday. On the weekend the halls are crowded and you have to be careful not to step on the little kids that are running around along with their parents. The other thing is that the hot new releases are likely to be sold out by the weekend. There is however one advantage to going on Sundays. You are likely to strike good bargains on whatever is still left for sale. The booth operators usually don’t like to ship their merchandise back home so they will sell the rest of their stuff really cheap.

Sometimes when games are not yet released you can have a look at a demo (don’t go on Sunday if that is your plan, because many companies from overseas will have packed their stuff and gone by then).

 

Anyway here is what I plan to have a look at in Essen (and possibly purchase):

Andor

There is supposed to be a new expansion released and I really like the game as a puzzle.

Arcadia Quest

A competitive dungeon crawl if I understood correctly. Well I’ll have a look.

Warhammer 40K Conquest

Two player living card game from FFG. I expect of it something like Bloodbowl Team Manager but for just two players.

Dead of Winter

Semi cooperative game about the Zombie Apocalypse.

Star Trek Fleet Captains

An older title with nice miniatures and ship combat.

Star Wars X-Wing Miniatures

There are a lot of new releases I didn’t yet have the chance to look at.

Stronghold

An old title which seems to be interesting. It’s a two player battle of Orcs besieging a human castle.

Pathfinder Adventure Card Game

September 28th, 2014

The Pathfinder Adventure Card Game from Paizo is a cooperative cardgame for up to four players (up to six with the multiplayer expansion). The game is based on the Pathfinder roleplaying game, a variant of the open license Dungeon & Dragons 3.5. The artwork, characters, monsters etc. therefore are those of the original RPG (role playing game) adventure paths (i.e. campaigns).

So far two card games of this series are published based on the Rise of the Runelords and the Skull & Shackles campaigns respectively. Each of them has five separately available adventure expansions and one multiplayer expansion. I own the Rise of the Runelords cardgame and the first three expansions to it.

 

Why do I like this game?

Playing really feels a bit as some reviewers said “like playing a roleplaying game but without a dungeon master”. I would like to add that it feels like a “hack & slash” type roleplaying game there is obviously not much NPC (non-player character) interaction, plotting and scheming etc. included in this game. Almost all scenarios have as a goal to find and defeat the villain.

I still like it for it transports the leveling up and finding of loot elements of a RPG campaign very well.

The replayability is fairly good. I played the first adventure a couple of times with different heroes. Once you start mixing in cards from the expansions playing the initial scenarios becomes however difficult. I suppose if you really wanted you could spend the time to sort through the deck and remove the expansion cards again or draw new cards if you drew cards from a future adventure (but I have neither the time nor the patience for such things).

 

Single Player

I have not played the game multiplayer. I played it with up to five heroes and due to scaling it plays very different with each number of heroes. In my opinion the sweet spot in terms of difficulty is with three heroes. With fewer heroes each individual hero may take too much damage and may therefore die and/or you may end up lacking the right combination of skills to overcome the barrier and monster cards or close the locations. With more heroes you will often have difficulty not to run out of time. I actually never won a game where I played four or five heroes and didn’t even try to play six. The reason is that the players have basically a combined total of 30 turns, independent on the size of the group but for each additional hero a new location with 10 more cards, where the villain might be hiding, is added to the game.

 

Recommendations:

One thing I find annoying is the large number of small decks (i.e. ten to fifteen cards), which you need to shuffle repeatedly. What I do now is: I lay out the cards of the location decks face down in a row. If due to the use of some items or abilities I know the top card of a stack, I put it face up aside. Otherwise when drawing a card I roll a die to pick one at random. That way the villain or henchman of each stack always comes up at a one, but the odds are the same as if I had shuffled the decks.

 

Level Cap

September 22nd, 2014

I sometimes listen to a gaming podcasts while driving. Recently I heard one  about MMORPG. They were saying that in Wildstar currently once you reach max level you really have to change your style of play. You need to find new things to do, because the leveling as game purpose is hard to replace.

I was wondering why modern role playing games do not handle things like it was done in the 80s. Old games like The Bards Tale didn’t even have a level cap or it was ridiculously high and therefore for all but the most dedicated players way out of reach. How so? It’s the old Wheat and Chessboard problem.

If you simply double the experience required for gaining a level, they will quickly get out of reach (unless of course you also increase the experience gained by killing monsters). In Bard’s Tale this had the effect that when you switched schools of magic and your spell caster’s experience was reset, just by letting him walk along with the rest of the party he would very quickly catch up in levels.

Why don’t they do this in modern RPG? I suppose the designers plan ahead for future expansions. But I don’t see why they couldn’t use such a system. In the old days you would just get a stat increase if you leveled beyond the normal scope of the game. New spells (and nowadays class abilities) would obviously only be available in the normal design space say on level 1 through 50. With an expansion the designers could add the abilities and spells for higher levels and some high level mobs that provide enough experience.

The other issue with that is that players who spend a lot of time with the game gain a high advantage over those who don’t. But that is a general problem of any MMO anyway. Somehow the “end game content” leads to better items and such. But if on the other hands there would be no more increase in power, players would quickly lose interest in the game once they had reached the end content (like in an offline single player RPG once it is completed), so that’s it.