Sunday, December 21, 2008

You Have a Flag

Another surprise level waiting for me when I woke up this morning. I think this is best one yet. Mainly because it takes the general danger excess that he revels in from his normal designs and finally gives you some tools to deal with the threat. I've given him some suggestions about how to deal with some of the dead ends, and one or two tips on the lava jumping, but the soul of this one is still very much his. Enjoy!




Select level edit, load, then paste in the following code:


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have a 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Saturday, December 20, 2008

What?

First day of vacation and the boy has full computer privileges, so we have a new Mario Flash level to share. This one is the first one that got a proper QA polish cycle done. So I'll guarantee that this one is able to be finished. I'm still trying to teach him how he needs to leave rewards in the small optional paths he seems to like to make.

This new level, "What", looks just as difficult, but it's actually much more gentle on the casual player than "You Did the Wrong Thing". So have fun, and see if you can solve it.




Select level edit, load, then paste in the following code:



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Thursday, December 4, 2008

You Did the Wrong Thing

He insists that it's possible to get beyond those first set of flying turtles by shooting them. I remain unconvinced. Are you able to beat "You Did the Wrong Thing"?




Select level edit, load, then paste in the following code:



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Did the Wrong Thing,5,40,220,3,4500,)(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,36,36,36,36,36,36,36,36,36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Wednesday, December 3, 2008

More Mario: the Bowser Level

Ok, new level. This one is appently doable by the five year old that designed this insanity, even if the level feels much more intimidating. Though to be honest I've only seen him get through half.




Select level edit, load, then paste in the following code:



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Monday, December 1, 2008

Superguy (the Mario Level)

Lex has been really wanting to edit Mario levels, so I've been going through some editors, until Andy Stevens pointed me to Super Mario Flash. This is great since Lex can author on his computer and send it out for others to play. So I'll share it with you. The only drawback is that you can't embed the level in the flash so you can just play it. Or at least I don't know how to do that.

At any rate I present to you SUPERGUY!




Select level edit, load, then paste in the following code:



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Monday, November 10, 2008

The Dungeon of Snakes; Delved

Lex and I finally delved into the dungeon we designed a number of
months ago.

Monday, October 6, 2008

Saturday, September 20, 2008

Smartphones are horrible for parties

@dellamorta pontificates on how smartphones are bad for parties
because they steal attention. I decide to be meta.

The Pieces Fall Into Place

meme(me)

From Deb.



1. Take a picture of yourself right now.
2. Don’t change your clothes, don’t fix your hair…just take a picture.
3. Post that picture with NO editing.
4. Post these instructions with your picture.

Friday, September 19, 2008

Second Life Doesn't Have a Million, Billion, Zillion Players

Linden Labs finally admits that they don't have millions and millions of people playing second life. Well to be fair I don't think they've been actively lying about it before, just... letting a wrong conclusion be implied by others because it benefitted them. In a recent interview with Venture Beat the new CEO admitted that their numbers are more along the lines of 68,000 simultanious users. I actually really like what Second Life does, I think there is a need for a free form virtual expression platform. I don't like how they get undue press from the media. Jealousy? Maybe.

Hopefully this brings the press they get back in line with reality.

Wednesday, September 17, 2008

Warhammer Initial Thoughts

This is just going to be a stream of consciousness note taking.

  • They have some interface that tries to lead you onto sides and servers that need people. Though the interface is clumsy and feels tacked on.
  • The interface in general feels unpolished. Small actions like clicking on the EULA are unnecessarily clunky.
  • Combat is really slow. Everything seems a bit drawn out.
  • Mobs just kind of stand around by themselves.
  • I have to say, I think I like my MMO graphics stylized.
  • You can dye your clothes. That's nice.
  • There doesn't seem to be any thought at a directed experience. They just throw a bunch of quests at you and you wander around killing mobs one on one.
  • The map has regions that show you what quests you have in each area. I don't know if it's targets or quest turn in NPCs.
  • The public quest has some specialized interface that related to the objectives of the quest. But I wasn't really sure what I was supposed to be doing.
  • The quest text for the public quest was actually way to long. I wanted a clear summery about what I needed to be doing, especially since there seemed to be time limit on all of it.
  • Finally found the public quest, it wasn't deep in the catacombs, it was up on the landing. It could really use some better direction.
  • So for my first three hours of the game I ran around without my clothes on (dark elf sorceress) nuking elves. Not horrible, better than Conan, but a little unpolished.

Saturday, August 16, 2008

Sharks With Frikkin Lasers

Share photos on twitter with Twitpic

It's like an Dr. Evil plan made into a Lego set.

Saturday, August 2, 2008

Second Steepest Hill



My sister moved to the second steepest hill in the world. Actually
it's tied for the place with some hill in Australia. And to be fair
it's caveated with "second steepest residential road." But my point
remains, her street has stairs instead of a sidewalk.

The steepest hill is also in San Francisco, so it's second best
City, County, State, Nation, and World.

Monday, July 14, 2008

First Full 4e Experiance

So one of our player in my regular campaign, the tank, couldn't make it this week so we decided to give 4e a try. I busted out "Keep on the Shadowfell" and gave the newness a test drive. Now I liked 4e a lot just from reading it, and I had done a test run over lunch at work with the rest of the design dept, and been a player in a 4e campaign on Saturday. But either it was too short (one encounter) or mostly RP (not very systemic) so this was the chance to get the real feel of 4e. I rolled up some character based on what the party wanted to play and we got down to it.

I had a blast.

Now I will confess that the most fun I have as a DM is to push the party to the breaking point, get them right up to the brink of what they feel may be a TPK (Total Party Kill) and then watch as they get their act together and get out of trouble by the skin of their teeth. So tonight's session went well from that perspective. It was the vindication of anyone who said 4e was too easy with all the hit points at first level. A player was dropped in three of the four encounters, and the last one they were down to just the wizard left standing. It instilled a real threat of death, and from the lowliest of the Monster Manual's creature, the kobold.

I love those shifty guys. They skitter, they leap, they used their little superpower of a minor action shift to great effect, running all over the battlefield, surrounding the over eager ranger who ran out early on the initiative, they all skittered back after granting the dragonshield a +6 to hit so the poor bloodied soul could wolverine strike them dead. Judging just from this one creature type I'd say that the 4e designers did a great job in giving creatures personality just through their mechanics.

The patry soon learned some hard lessons of the 4e game map; yes you can run all over the place you are far more mobile, but if you don't stay together and coordinate your actions you quickly get surrounded and the beat down happens. But if you do co-ordinate, a shift here, an extra action there, a bonus granted at just the right time and you have set the enemies up the bomb.

I had gone out and bought a bunch of cheap poker chips and a container that had red, green, white, blue, and yellow chips. Invaluable! Red was for bloodied, yellow what a mark, curse or hunter's quarry, green a status effect, while combat advantage, blue an ongoing effect. I'm glad I spent the money or I wouldn't have been able to keep track of all that. My only complaint was that the chips were a little bigger than 1x1 inches so the map was a little crowded. If someone were to release 1x1 status chips I'd spend the money over again for them.

At least at low level the different races and classes were able to really distinguish themselves. The dragonborn made a great fighter with his breath weapon (good for blasting minions) and when he got bloodied (as tanks often do) he strarted hititng harder. The tiefling blast wizard was great with fire, and was hyper aware of when enemies were bloodied as he cruely picked on the hurt enemies. The warlord has some problems at first until he got synced up with the party and got them to move with him and then he was able to shift them into position and pluck out squishy enemies with his longspear. And once the melee ranger stopped leaping into the fray without backup he was able to act like a steathy assassin beating down critical mobs before they could react.

So I liked it, it was fun and cinematic the characters seemed to be powerful but couldn't just mow down their enemies, it required team work. Mobs had a nice synergy in their abilities rather than just having to turn things up to 11 to make them feel a threat.

If only the digital tools weren't non-existant to awful.

Tuesday, July 8, 2008

The Dungeon of Snakes

At the end of tonight's session, "The Campfire of Two Good Skeletons" my son and I sat down and used Jamis Buck's Random Dungeon Generator to create the next adventure. Now normally I would never use this; way too 1st edition. I like my dungeons to have a sense of place and theme. But again, Hoija is played by a five year old. So a dungeon of snakes filled with goblins, wolves, beetles, etc... SURE! A twisty turny dungeon that feels like it was designed around the amount of space on the graph paper? Why not? It's all fresh to him.

So I generated the random dungeon and we both sat down and filled it in with monsters, traps, and treasure. 4e does not have a lot of low level snakes so we chose a high level one for the boss and changed the needlefang drake swarm to be a swarm of snakes. put in some traps and treasures and you've got an adventure. I've put another friend in there for him to find (the elf) and put some magic treasure of his choice (but appropriate level) for him to find.

I am having way too much fun with this.

The Dungeon of Snakes

Dungeon Level: 1

Room #1:

  • Door (west, 1 from north): wooden, simple, stuck, magically reinforced
  • Door (north, 5 from west): wooden, good, stuck
  • Door (south, 2 from west): iron, locked
  • Monsters
    • Goblin Cutters (4)
    • Goblin Warrior (2)
  • Features
    • sack
    • claw marks
    • scorch marks
    • hook
    • platform
    • gong
    • trash (pile)
    • shrine
  • Trap
    • poison needle trap (CR2) (Find/Disable DC 21)
Room #2:
  • Door (east, 2 from north): wooden, simple, stuck
  • Door (west, 2 from north): (secret) down-sliding, magic word trigger, trapped [trap: arrow trap (CR1) (Find/Disable DC 21)]
  • Door (north, 5 from west): wooden, simple, locked
  • Door (north, 1 from west): (secret) side-sliding, magic word trigger
  • Monsters
    • Death Rattle Viper (Boss)
  • Treasure
    • 380 gold coins (380 gp)
    • Snake Key
  • Features
    • equipment (broken)
    • scorch marks
    • flask
    • cage
Room #3:
  • Door (west, 3 from north): wooden, simple, stuck
  • Door (east, 2 from north): wooden, simple, free
  • Monsters
    • Fire Beetle (3)
  • Treasure
    • 168 gold coins (168 gp)
Room #4:
  • Door (east, 3 from north): wooden, good, stuck
  • Features
    • paper
    • pipe (smoking pipe)
    • equipment (usable)
    • equipment (usable)
    • chandelier
    • loose masonry
    • firepit
    • furniture (broken)
  • Hidden Treasure (Search DC 21)
    • +1 sylvan robes
  • Trap
    • Rockslide
    • False floor pit
  • Monster
    • Needlefang Snake (Drake) Swarm (2)
Room #5:
  • Door (north, 2 from west): wooden, good, stuck, trapped [trap: poison needle trap (CR2) (Find/Disable DC 21)]
  • Empty
  • Monster
    • Grey Wolf (3)
Room #6:
  • Door (south, 1 from west): wooden, simple, free
  • Hidden Treasure (Search DC 21)
    • Captured Elf
  • Trap
    • Magic Crossbow turret.
Room #7:
  • Door (west, 5 from north): wooden, strong, locked
  • Monsters
    • Hobgoblin Soldier (2)
  • Treasure
    • 95 gold coins (95 gp)
Room #8:
  • Door (west, 1 from north): (concealed) wooden, simple, stuck, behind rubbish
  • Empty
Room #9:
  • Door (west, 3 from north): wooden, strong, free
  • Trap
    • Spear gauntlet
  • Treasure
    • Magic Shield (+1)
  • Features
    • pouch
    • evil symbol
    • gong
    • mound of rubble
    • weapon rack

Monday, July 7, 2008

Hoija Fullop, Halfling Knight of the Realm



Yes that's right, I taught my five year old son how to play D&D 4th edition. And as reports of other kids playing proved out, he picked it up rather quickly. He totally grokked that he had powers that he could use and the difference between daily, encounter, and at will. He got the concept of using skills to accomplish non-combat goals, and also making character choices to model a type of archetype; he chose diplomacy over intimidate because he wanted to be nice to people and make friends.

Hoija Fullop was a young halfling lad of 10 years who wanted to do good in the land, so he traveled to the King of Manawydan and asked if he could be a knight. The king was unsure about letting a young halfling be a knight, but the young lad was so persuasive (26 diplomacy check) that he gave in and gave him a quest to investigate some strange happenings to the south, farmers were being hurt by monsters and needed someone to protect them. So Hoija traveled to the farmlands to the south, and indeed there was a giant scorpion by one of the farms, trying to attack a man who had taken refuge on a haystack from the beast.

Hoija charged up to the giant bug and dispatched it easily, using his shield to deflect the blows of the giant bug as it tried to grab him, and smiting it with his curved scimitar. The man turned out to be Maelstrom the Wise, a cowardly but friendly wizard (me playing an npc). Maelstrom told him that the vile beast was sent into the land by Clarke the Bad, an evil wizard.

Now this is the point where my son did something different than my normal campaigns, rather than investigating or waiting for the next plot point to appear, he instead grabbed a bunch of the skeleton legos and placed them on the battle mat. "And then the skeletons attack!"

... Ok! We can do it that way too. A bunch of skeletons attack Hoija and Maelstrom. The two of them fight valiantly, but Hoija is getting beaten up pretty bad, mainly because Maelstrom is a bit of a coward and hide far away without using his big blasting spells. But Hoija convinces him to step up and help him and blast all the skeletons back so Hoija can heal (He totally got the concept of healing). And with both of them working together as friends they beat the skeletons. The most powerful of the skeletons though had a dire warning upon his destruction; "Hoija Fullop, Clarke the Bad cannot be stopped, he waits for you in his evil tower protected by the key."


Me: You want to play again?
The Boy: Yes. Next episode will be level two. "The Skeletons at the Campfire."
Me: Ok we'll play that.
The Boy: No! "The Good Skeletons at the Campfire." They're not bad skeletons, they're good.
Me: Ok, that's the adventure we'll have. Now it's bath time, let's wash that face paint off.

I am one proud geek papa.

Interview: The New Dungeon Masters (corrected version)

Gamespy: "So will you have all kinds of customized tiles to show the player they have entered a room?"

WotC
: "Well that depends on what you mean by 'show the player they have entered a room' I mean if the DM wants the players to enter the room our gametable doesnt know what kind of room it is, or how big or anything, because what if it is a special room or something, like a wooden room or a stone room, or a magical room, the DM has to be able to use the tools without us saying "No you have to use a stone 3x3 room'. I mean if I wanted the players to know that they entered a room I would just type 'you enter the room' that way they know theyve entered the room without us doing 'visual' adjudication.

Gamespy: "so basically you wrote a chat program for DM's because it was the minimum amount of work possible to soak up money"

WotC: "we actually just made an IRC frontend that says D&D... really its all just IRC"

Gamespy: "I really hate you guys, no, no I really mean it you guys suck"

WotC: "We didn't want to force the DM to.."

Gamespy: "You need to stop talking... like now, and give me you dice, your geek license has been revoked... Ass"

You can read the uncorrected version at Gamespy, full of lots of excuses that will lead to eventual disappointment.

(Special thanks to Evan for writing this as a response to a rant of mine over chat.)

Tuesday, June 24, 2008

Cancelled

WoW canceled. AoC canceled.

WoW got canceled for the endless gear grind. Though until another game can get as smooth animation and as polished a visual look I think I'll be coming back to it time and time again.

AoC got canceled for everything WoW was good at. The polished look, the running well out of the box, the smooth animation. Tits and blood splatters on my screen just can't make it all better. Plus their leveling was ridiculous. Why dole out skills a little bit at a time. If I need stealth more than bandaging, why trick me to put ranks in bandaging?

I'm installing steam and Team Fortress 2. Its like a battleground without having to grind for four months to change your class.

That's It I'm Done Until the Expansion.

Ok I just endured through five straight battleground losses, was unable to do any damage to the geared warriors and was mocked for wearing my suit of season 1.

I'm downloading TF2, and canceling until Wrath of the Lich King. Just no point playing as a casual player right now.

Weapon Training

What purpose does weapon skill in WoW serve? Yes I know it's factored into various attack and damage calculations, and they've drifted over time. But why isn't the skill just your level * 5? Why is the system left in the game? It feels like there is no purpose to the system other than to penalize melee classes. Did you just get some sweet new magic weapon? Well you'll have to kill rats in the deep run tram for eight hours before that item is even worth using. Congratulations!

Further, why must I train weapon proficiencies? What point does gating my Dranei paladin from using the magic Axe that dropped until I can find some mage to teleport me to Ironforge so I can train axes. So why do magic axes even drop on the island? It's not like I make a choice between weapon types as part of my build, I'm just flat out denied use of certain types of weapons because I don't happen to have a guild on this particular server.

These legacy design issues have a tendency to hang around in games like an appendix. They were once useful in the days before alpha, but the system nevr got fleshed out to the extent where it was fun or made sense, but it was put into the game by someone important who has since moved on (I'm guessing) and no one wants to rip it out of the game and smoothe it over.

At any rate this is the biggest grind I object to, low level training up moot skills.

Thursday, June 19, 2008

Requim for a Day Off

I really love this trend of doing movie mashups on YouTube. Aside from just being entertaining it helps to deconstruct the elements of film that create the emotions and storytelling in the medium.


Tuesday, June 10, 2008

Hellgate London

"If the creators don’t care about the gameworld, how can the players? And if players don’t care about the gameworld, then why in the hell would they care to inhabit it?"

Shamus pretty much sums up a lot of of very insightful analysis about storytelling through games as he reviews Hellgate London. I find myself agreeing with his conclusions emphatically.

World of World of Warcraft

Lulz @ meta humor.



'Warcraft' Sequel Lets Gamers Play A Character Playing 'Warcraft'

Tuesday, June 3, 2008

I Need a Horse!

Ok I've found new reason to play Age of Conan. I need to get a horse before they nerf this!


Monday, June 2, 2008

My Job

Hey I can finally talk about my job!

Ok not really, but I can finally point to some press releases about my job. So this is my project. And this is the other project that the company is working on. I think they get better press because it's got the TV tie in. But no worries and no sibling jealousy here since both projects are awesome.

Some of the media outlets have picked up the story:
Now I can... continue to not mention what I'm doing and instead critique my D&D sessions or other games I'm playing as a way of self reflection upon my craft. The more things change the more they stay the same.

Wednesday, May 28, 2008

Never Going to Dance.



Yeah I just LoTRO Rick Rolled you. That's not the point. What is up with the stiff players in Lord of the Rings? I know that the musicians are busy playing but the audience is just standing around stiff as a board. If this was WoW there would be a bunch of naked night elves shimmying in front of the performance. Does LoTRO have no /dance emote? Or are the players of that game just stick in the muds?

I think I'm coming across as a WoW fanboy in my discussions of these other games, but let the avatars of your average game have more soul and cool than the player, not less.

Tuesday, May 27, 2008

A Tax on My Actions

So I don't think I like the combo system in Age of Conan much. It doesn't feel innovative to me, it just feels like a tax, it's an extra chance for me to fail. Which I usually do. I want to tell my avatar to execute the sweep attack, or the knockback attack, and I want them to do it. I don't want to then have to do a "God of War" style combo to make it happen. Even it's it just one extra button, I have to look at the screen and learn the combination, and often it's too late by then.

To me RPGs have always been a tactical game. I tell my avatar what to do, they get it done. I don't want it to be purely advisory, but neither do I want to have to type in the movements of the sword. Just do the goddamn combo attack.

I played some AV with my warlock after messing around with a barbarian character tonight. Even though I'm so bored with the content of WoW at this point, the systemic elements were so much better. I don't think that it was just familiarity either. I'll still be playing through AoC, just to get a real handle on the game. But I don't see many of the innovations as something that will persist. At least not for me.

Tuesday, May 20, 2008

Initial Thoughts on Conan

I'm just using my blog to jot down a bunch of notes on Age of Conan.
  • The "?" that is above the heads of quest givers is kinda sloppy. WoW's feels more focused and in the milieu, now it may have defined the milieu, but still. AoC feels off center and too 3D. It doesn't read interface, it reads like that person has a "?" over their head. For real. No fooling.
  • Why is it that every MMO thinks that when you have 31 powers at your disposal you only need 10 interface slots to place them? And why do they think that shift-flipping the hot bar is a reasonable substitute for seeing all your abilities, on the screen? Oh well guess I'll wait the three months that it takes them to learn this lesson, every time and add some more slots.
  • It's not obvious where the gripper parts of the windows are. the targets feel insubstantial and non-obvious.
  • The jump on my female stygian necromancer feels spastic and out of character.
  • To be fair, I appreciate the boobage. Though what regulation made you glue on the thong?
  • Again with the animations, I feel stiff and awkward. Swing my hips, swagger a bit. It doesn't give the appearance that my avatar is confident or sexy or even competent.
  • Dead bodies float on the landscape bouncing up and down.
  • The choices I'm making in character building seem to be really trivial, is it more important to have 2 points more recovery or bandage? Do I care?
  • Minor quibble because I'm "That Guy"(tm); why is there an interface metaphor of old books? This is a barbarian game. Something else may have been more appropriate. But again I'm probably in a small group that this ticks off.
  • While typing up notes on my blog you can get jumped, but luckily running away is possible. XP debt seems to be the death penalty.
  • I do like the tutorial being instanced to just me. Letting me screw around by myself is good.
  • The skeleton (animation skeleton, not boney one) is weird so it causes the overhead arrow to often be placed to the side of things. This bugs me that the selection isn't standard.
  • No loot on the monkeys. Disappointing. I know they wouldn't have money, but give me some pelt or something to sell.
  • Ahh talk trees that have no actual choice in them. How I've missed you. Actually no. And since everything is read aloud and breaks my game camera all the useless blather just makes me skip it and get the cut off audio, which further breaks immersion. Either give me a choice or don't, but don't make a talk tree that takes three ways to say one thing.
  • During the talk tree camera, if you have a pet, or if there is another player nearby, you get a nice shot of their back as they're standing there going through the superflous talk trees.
  • There is climbing in the game. Good! The physical feats seem to be ignored in most MMOs. I'd like to see how it affects a party on an adventure though. is it extra treasure that good climbers can get? Less damage? Or will it break up a full party?
  • Don't be afraid as a caster to use your knife, at least at this low level.
  • I like the juxtoposition between classification and color text; "Vile insight" = "Friendly personal spell"
  • The sun tanned people in their brown clothing against the brown building and dirt tend to get lost in the city.
  • And for an alt-aholic like me it really pisses me off about the inability to switch characters without exiting the program.
  • I want to play my assassin now, but I'm so tired and after AoC crashed on exit it's doing a big verification of resources.
  • Ok playing it even though I should clean the house or go to bed.
  • Very twitchy this rogue. That's good. But I almost feel flailing is more appropriate. I'm not sure I like the shield system. I'm paying attention to too many things it feels, maybe I'm just old.
  • At low levels at least Assassin > Necromancer.
My final thoughts on the first playthrough; WoW still has the polish crown, and it seems that the crown is so shiny and sparkley that its value is worth more than a few innovated gameplay ideas. MMO developers invest in your interface and animations.

Monday, May 19, 2008

Webmonkey

Hey Webmonkey just relaunched! New mascot and everything. Too bad I don't know that much about the web anymore.
Hey Webmonkey just relaunched! New mascot and everything. Too bad I don't know that much about the web anymore.

Sunday, May 18, 2008

Analysis of a Barfight


So the D&D group got together after a couple months of hiatus. A number of things put us off track, I had gotten a new job and was busy with that and looking for an apartment. Our tank had also gotten a new job and had to move out of the area, and our rogue lived up to his class archetype. So once all these real life changes settled we set out trying to get a group together. First order of business was an activity that any MMO player would recognize, we started looking around our group of friends and said those dreaded words "LFM 1 Tank." Luckily our friend Austin who used to play back in the day was interested.

In the last adventure the party was given a choice by King Kaius III, to decide weather they were a patriot first or a cultist first. Most of the players (Vash the cleric of Vol was not there that episode) chose to ally themselves with the king, as they thought the demon hunting missions their patron in the Order of the Emerald Claw was sending them on were getting a bit ridiculous. But since every one of the party didn't enthusiastically swear allegiance to him, he sent them off without time to prepare or talk to anyone else. In comes a heir of Siberys of House Orien to teleport them out to Stormreach for their mission.

Up until that point the party had been routinely cleaving through all who stood in their path. Of late, being evil, they had even begun to ignore cries of immunity by the various dragonmarked pilots and drivers. There had to be some consequence from that, and it came in the form of the Orien wayfairer abandoning them in the middle of an active volcano where a tribe of fire giants lived. This wasn't too bad for the party, fighting monsters is what they do. But the resulting (off camera) trek though the wilderness was harsh, killing two characters (the two that were now gone from the group). Uzuld was disintegrated by a Xen'drik artifact, while Damring was poetically poisoned by drow (he liked using the poison) and dragging him down into Khyber.

That was all back story, now to get to the adventure. First task was to get into Stormreach. The characters are getting up there in power (level 12) and I need to go to some lengths to put some limits on their behavior, especially when they are playing evil anti-heroes. So I used this to establish some facts about the city, it's a corrupt pirate port grown big, ruled over by the Coin Lords, who protect their interests and where one can do most of what they want if they are able to bribe their way about. I placed some Rierdian soldiers stomping around the time searching for something, and paying for their stormtrooper tactics in getting what they want by paying off the guards with crystal after crystal of Siberys shards.

Since we had to introduce a new character I pulled out and oldie but goody. I suggested going to a tavern, the Happiness tavern was an ironically named hive of scum and villainy. Soon after entering the tavern they ended up getting into a fight with the Umbral (drow) Elves that were having a drink there. This was good because it gave a chance to introduce the mechanic I had planned for the upcoming fight, the artifact of good tavern brawling.

The party packs a lot of fire power, which they can unload to pretty much lay waste to any opponent, so having a brawn would quickly turn into a blood bath. So let's have the artifact of good tavern brawling put limits on (but not completely prevent) spells and actions that were not conducive to good brawling. So as a toll for using weapons or spells that dealt leathal damage, or remove opponents from the fight incurred 2d6 of explosive fire damage. This worked out well because it forced most of the party to get creative. Instead of fireballing or scaring enemies souls away, the necromancer was polymorphing himself into a troll and rending, our shifter ranger wasn't pegging people with arrows, he finally got a chance to use those racial abilities and grow his claws out and have them matter.

At first they were put off from even starting a fight, well what really made it work was sending in a group of paladins from the Thrane Argentum. They had come to arrest the patron that was currently talking with the party, Rene Trelloc, who was a scholar of artifacts. The Argentum that the party had dealt with before, and the paladins had recognized some of the magic items that the party was toting about. Now the fight was on. A good old tavern brawl.

What didn't work out so well, and was completely my fault, was how long it took. I was pressed for time in prep and tried to make sure I had all my bases covered. So I made sure that there were more opponents just in case and erred on the encounter balance. I should have made
most of the paladin minions (hey WoTC just published an article on minions today) instead there were just clones of each other, and had huge HP reserves and even the ability to heal themselves. So the fight dragged on a bit more than it should have.

But aside from that the fight went well. Paladins brawling weren't too tough, but with their smite evil class ability they can pack a mean upper right hook, four times a day at least. THe game became an endurance game. Survive the initial onslaught and then remove opponents that still are a threat. The party was able to wall off the Umbral elves that wanted a piece of them (Vash the cleric ate a 2d6 bite from the artifact to segregate them with a blade barrier. And the rest of the party was able to whittle the paladins down one by one.

The rest of the session was role play, with most people involved. I got to use some of my old tropes that I enjoy, such as having rival duplicates of the party that their old mentor hired. They're going to be a fly in the ointment at some point. What I liked best was how one of the players got the reference of where this was all heading. I play my characters from Aundaire as Frence, so the Aundiar disgraced scholar of artifacts, who had a Breland (American) rival who wore a white suit suddenly Austin cried out "Hey it's just like the guy in Indiana Jones" and suddenly it all clicked. The players knew what role they were going to play, and would probably not be grabbing and loose amulets without knowing what they were in for.

So overall, a little slow in bar fight, but enjoyable none the less.