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Tycho

Gabriel brought to my attention a post in a dungeonmastering board he reads, which detailed the circumlocutions some people go through trying to square their plans for a vibrant scenario and the Received Wisdom of official campaign materials.  It might be because we think of every event, action, sentence, or phrase as something to pervert for our use, but I was made genuinely distraught by the notion that those books - which are suggestions, at best - would conspire to dilute your joy.  Those things are tools, and what’s more they’re your tools, which means that they serve you.  Our version of the base setting is practically unrecognizable.  Rule Zero is invoked constantly, of which Assertion Twelve is a corollary.

The trouble with this approach is that you begin to see the seams in other people’s work.  Like other atheists, I can see some of the rookie mistakes in the “world building” God has done, by which I mean Jehovah, with his cryptozoological fascinations, underutilized themes, flat protagonists, and the prevalence of barbarism - but my own work is rife with genuine concerns.  When I have my way, I gin up a world where life is a doomed accident, a planet whose crust is nothing more than a prison for an inconceivable evil, while a floating city of half-angels wages a genetic pogrom to scour mortality from their race.  If anything, I’ve managed to create a scenario where leprosy actually sounds pretty good.

People have different opinions on what constitutes a spoiler, so if you’re trying to avoid information about Dragon Age you should get out of here.  If you want some world background and are a huge dork, well, let’s get into it.  I did a truly stupid amount of research to make the comic we did, and I never get to tell people about any of it, but its imminent release has made me free.  The role of the Templars in our piece has been contentious, but their task is a good deal more complex than people know.

In the game, Lyrium Elixirs of various kinds act as your “Blue Potions,” to leverage a bit of Diablo nomenclature.  But Lyrium isn’t just some word they throw out, some context-appropriate cipher for a gameplay necessity.  Lyrium is fundamental to the way the gameworld works.  Have you noticed that in the Dragon Age character builder (or Dragon Age: Journeys, for that matter) it’s impossible to create a dwarven mage? This has to do with Lyrium.

An ore with mystical properties, trade between the Dwarven and Human kingdoms is practically based on it.  Constant dwarven exposure to the substance - the mining, refining, and manufacture of magically augmented weapon, armor, and other goods - has given them a kind of immunity to magic.  Not complete, of course - but enough to hinder their manipulation of it, even enough to offer some protection.

It is the charter of the Order of the Templars to police magic use, and containing some blood mage or recalcitrant “free wizard” is their purpose.  Every Circle Mage undergoes a test called the Harrowing, which I’d rather not go into, but understand that Templars (multiple Templars) are present to kill these students at the first sign of trouble.  As part of their initiation and ongoing rituals, Templars literally eat Lyrium in an effort to gain some measure of the dwarves’ resistance.  Addiction is the inevitable result - the lyrium isn’t being consumed with magic use, and (as dwarves are rare in their ranks) they’re not genetically predisposed to manage it.  The addiction compounds the paranoia and obsession of a person drawn to the Order.

They’re regular people, who with discipline and unswerving piety are charged with a more or less impossible task: to act as a bulwark between conscious beings and the demonic horde that roils in the Fade.  They believe that any mage, at any time, could erupt in a fountain of blood and become host to a demon.  They believe that people who are unwilling or unable to control their mystic connection to the Fade should have it forcibly stripped from them.  They believe children who show even a glimmer of magic potential should be taken from their parents by force and handed over to the Circle.  In many ways, in most ways, they are right.  A Templar who stays his hand is not - strictly speaking - a Templar.

In game terms, a Templar is an unlockable specialization for Warriors.  Who knows what kind of Templar you’ll be - you’ll meet those who question the way that the order operates.  You’ll also meet people who don’t have a lot of affection for the Order, though I suppose (from a purely technical perspective) you already have.

(CW)TB out.

artificial courage used

Gabe

-My D&D campaign is featured over on the Obsidian Portal site this month. You can check out a little interview with me as well as take a look at a bunch of info from my campaign. If you are not familiar with it, Obsidian Portal is a site full of tools to let you build and manage campaign websites for tabletop games like D&D. The basic stuff is free but they also have a pay option that has a few more features. They call this their ascendant level service and they have been kind enough to give me a coupon code that you can use to get one free month of the ascendant service.

The code is DEEPCROW, case doesn’t matter.  New Obsidian Portal users will need to set up a subscription here and they’ll have to enter the coupon code when they hit the Amazon.com checkout page. Existing users will need to send a message to user Micah with the heading: DEEPCROW.

If you run a tabletop game I highly recommend checking out the service. I know my players have enjoyed it.

-I installed Windows 7 last week and I like it. The install was very smooth and the OS itself is a vast improvement over Vista.

-If you have not checked out Torchlight yet, I think you should. I’ve been playing it nightly and finding it very hard to stop, even though it’s one in the morning.

-Gabe out

Tycho

Historically, we’ve had a strange relationship with SOE’s John Smedley - though I think it’s more or less reached equilibrium now.  We received a press release for a new game he’s catalyzed over there, namely Magic: The Gathering Tactics, but since we don’t run press releases there’s no place for that.  This being established, I think a lot of their work out of their Tucson and Denver studios is woefully underappreciated, and I want to show some support.  I gave him a call yesterday to see if I could find anything out, and while I don’t know if I succeeded especially well, if you share my vague enthusiasm for this currently mysterious game, read on.  I have taken the liberty of adding smileys where I believe he was being ironical.

Me: Your press release contains no information.  That’s not a question, so much as a statement.  You can’t just say there’s a Tactical Magic: The Gathering game, swirl your cape, and then leave!

Smed: Sorry. :)

Maybe this will help.  It’s a turn-based strategy game based not just on Magic, but the idea of Magic.

Me: Are you saying that the existing interpretations don’t communicate the entire game?  Like Duels of the Planeswalkers, for example, which is more like Magic: The Gathering recast as a fighting game?

Smed: First and foremost, we’re trying to retain the core idea of Magic, or at least what we think it is.  The whole idea is that we can provide the depth and variety of the card game online.  Players will tell us if we’ve done it right, but I think they’ll agree with us that deckbuilding is core to the experience of playing Magic.  The idea that you never really know your opponent’s true capabilities is so important - what’s on the table doesn’t represent everything they can do.  Obviously we’ll have dueling, and we’ll investigate other ways to use your cards, but the single player experience is also very important to us.  Long term, campaigns are a major focus. 

Me: I’m glad to hear that.  I own decks and cards for a ton of games from SOE Denver and SOE Tucson, but going online to be obliterated by strangers isn’t something that really appeals to me.

Smed: You’re in the majority, about seventy percent of Legends of Norrath and PoxNora players play it that way. 

Me: Really?  I guess you would know.  Actually, there is one game that I duel online in, which is Free Realms - but that’s only because I feel like I’ll probably be matched against a child, who I’ll be able destroy.

Smed: I don’t know.  Some of those kids could probably destroy you!


Me:  Well, let’s not dwell on it.  When I think about games that are online, tactical, and collectible though, I think immediately about SOE Tucson’s Pox Nora, which we both got into back when they were still Octopi.  Did SOE Denver seek their input in creating Magic: The Gathering Tactics?

Smed: The design was completely collaborative in fact, and it’s not just a reskin of our existing games.  It’s a completely new codebase, something we made from the ground up to live on the PC and the PlayStation3.  The PS3 version comes out a little later, but obviously they’re both very important to us.   

Me: Will the two versions share an account?  i.e., can I play the PC version at work when I should be working, and then jump on the PS3 version when I get home?  All my decks will be intact and so forth?

Smed: Absolutely.

Me: Yeah, I’ve been trying to figure out when you would start doing things on the PS3.  You’ve been pretty good about the “Online Entertainment” part of SOE, but maybe not so hot on the “Sony.”

Smed: Well, we do have three MMOs in development, all launching next year on the PS3.  Our strategy is very broad, and it’s taken a long time to arrive there, but we’re getting close.

Me: How should tweens refer to the game, when referencing it in their tweets?  Is it the straight up M:TGT, or will Sony Online Entertainment be insisting on the hyphen?

Smed: M:TGT ought to be fine :)