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Tycho

I understand that Modern Warfare 2 is a big release - playing last night, the game informed me that my rank was over two million, and that’s just on the Xbox.  But the granularity of the coverage it’s been receiving projects somewhat beyond the threshold of utility.

Gabriel never took part in the many, many nights of the original Modern Warfare enjoyed by Kiko and myself, evenings which began as slow adrenal drips and culminated in the howling ecstasy of tribal, entheogen-fueled whirling.  He stopped playing the game altogether when he reached the Television Station in the single player campaign, discovered that there were literally unlimited enemies until he crossed some invisible line, and decided he’d had quite enough of that school of design.  Watching me sample the new campaign over my shoulder, he didn’t find much to enjoy here, either.  The absence of cover or blind-fire mechanics is (to him) an Antique Notion, hilariously quaint, particularly when every other entity in this word avails themselves of the environment as a matter of course.

I figured that was about it for my months-long campaign to slot him into our merry band, but he popped on around ten, and we did our best to make him feel at home.  Their decision to dilute support for Party Chat is complex, but they claim it is to keep dead players from spotting in the service of a greater gameplay goal.  They way they’ve managed it here isn’t especially savvy, and consequently it leads to some bizarre user interface concerns, where parties can get split up over multiple types of chat.  It’s nothing you can’t manage it, but I suspect that no-one would want to do so while using a piece of software which is ostensibly geared toward entertaining the user.

There are playlists that support Party Chat, identified by a black asterisk, but players who are just beginning to play don’t have access to any gametypes that actually support multiple party members.  it wasn’t a dealbreaker, in that we could mute people (everyone) in either the lobby on the in-game roster, but anytime you take a process that involves zero inputs and substitute fourteen, it’s something you should take pretty fucking seriously.  Two years ago, Halo 3 allowed you to set a global policy of only chatting to friends, and if Infinity Ward is going to pulverize bedrock platform features in the service of some mostly ambiguous gains, they might do well to emulate that ancient software.

I don’t really buy the way it’s being used here, as some kind of purity law, but I have to say that I’m glad developers can choose this route.  Here, it’s just about player chastity.  But a game like Chromehounds, for whom the arrival of Party Chat sounded a death knell, is only possible when the game can use chat - not as a something to do with your craw, but as a core facet of the game experience.

(CW)TB out.

i’ll never talk to you again

Gabe

I’ve been jumping back and forth between a few different games recently. There’s just so much good stuff to play right now.

-Dragon Age

I’ve got maybe twelve hours invested in Dragon Age and I’m still really enjoying it. From what I hear the game’s length is pretty ridiculous so I don’t imagine I’ll ever see the end. I really like the combat though and the story so far has been great. If I had one complaint it would be that much of the time the game just doesn’t look very good. I’m not talking about texture resolution or polygons, I mean the design of the environments tends to be kind of boring. For a fantasy game the world just isn’t very fantastic. I understand that going with a more straightforward/realistic take on the world was probably an aesthetic choice but if I’m going to spend 50 some hours traipsing around in this place I want it to look cool.

My motivation to keep playing a game is usually new art. I want to see what the next level looks like or the next armor upgrade. The other parts of Dragon Age are so well done that for now I don’t mind the underwhelming visuals. I’d be surprised if I end up putting another twelve hours in though.

-Modern Warfare 2

I didn’t really play the first Modern Warfare which I know makes me a heretic. I picked up MW2 so that I could play the multiplayer with Tycho and Kiko. Last night I tried the single player campaign but got bored with it pretty fast. The game just feels old to me, like I’ve played this game a hundred times before. It’s a FPS without any kind of cover system and to me that just feels very dated. I’ve shot all these ambiguously foreign guys in other games for the same convoluted reasons. I guess when you sell 20 hojillion copies of a game there is little impetus to innovate.

After giving up on the single player I jumped into the multiplayer mode with Tycho and Kiko. In my mind this is the reason to get MW2. Earning Xp with each kill and outfitting your character with upgraded gear and perks is really fun. I love the way it rewards your preferred style of play with challenges and custom upgrades. Where the single player campaign felt old and dated to me the multiplayer actually feels fresh and interesting. I’m really looking forward to getting back into it again tonight.

-Torchlight

Holy fuck I love this game. This is what I play when I have an extra thirty minutes or an hour on the weekend and I don’t want to get super involved in Dragon Age. You can jump into Torchlight for a half an hour, have a blast and then get out easy. The only thing that could make it better is multiplayer and I’m sure that’s in the works.

-Critter Crunch

If your in the market for a puzzle game, I highly recommend grabbing Critter Crunch. First of all the art is gorgeous but beyond that the puzzle mechanic is really fun. You play as a critter that swallows smaller critters and spits them out to larger critters that then eat them and burst. You eat their gem encrusted innards and if you do this really well you get the chance to puke rainbow colored vomit into your son’s mouth for major bonus points. What more do you want?

-Gabe out

Gabe

I get a lot of mail from new DM’s asking for tips. Some of the stuff I post here will probably be old news to veteran DM’s but I think it might be useful to others.

Something I noticed with fights against only one or two tough enemies was that they got sort of boring. The party locks up the bad guy and they just take turns beating the shit out of him. In my game on Monday I had an encounter that pitted the party against a pair of hunters. I ended up suggesting that since these hunters had such quick reflexes they could each go twice per round. I separated each of their turns so that they were not back to back. I think this made the fight a lot more interesting as well as more scary for the party.

Something else for new DM’s to think about is inspiration. For my game on Monday I mentioned to Tycho that it was going to take place in a magical clockwork environment with lots of gears and machines. He mentioned Mondrons to me, which are little robots from an earlier version of D&D. I did some research and found a Modron NPC from a game called Planescape Torment. Now I never played it myself but I was able to find the Modron’s dialogue tree online. I used this info to build a similar NPC for my game. I even pulled out some of the funny lines to use at the table. The NPC ended up changing a lot once I started playing him at the table but the inspiration for him came right out of the PC game. My players ended up liking him so much they asked if they could keep him. Now they have a little Modron companion character they call “Sides”.

Also here is what my write up for the night’s first encounter looked like. I plan out all my encounters for a night this way.

The Gear Room

The chamber before you is dominated by the giant spinning gears that make up its floor. Two consecutive rings spin in opposite directions around a stable central dais. Between the rings you can look down into miles of clockwork gears and mechanisms, all of it bathed in magical blue light. On top of the tall center dais is a group of humans bound by thick golden chains. You recognize them as members of the blue mask tribe. You also realize that the dais is slowly dropping down into he grinding gears below.

The Dais

+1 initiative

The Dais will drop five feet each round on its initiative. If it drops past the level of the floor the people on it will have fallen into the churning gears and died.

climbing the dais is a DC 20 athletics check.

The chains

There are five chains total. Each chain holds 1 human.

A character adjacent to the chains can disable one of the 5 chains with a DC 18 Thievery check.

Each chain can be destroyed separately (AC 25, other defenses 20; hit points 30), which disables it.

Rules

There are 2 rings and each ring spins a different direction.

-when you step from one ring to another you must succeed at a DC 20 athletics/acrobatics check to remain standing and continue your movement. If you fail you fall prone.

-on their turn the rings will move any character on a ring four squares in the direction they are spinning.

-you can move double speed in the direction the ring is spinning.

-you can only move two spaces in the opposite direction the ring is spinning.

Modron help

148 may command the Modron as a companion character. He might try and stop the spinning of the gears or stop the dais from lowering. The Modron is not built for this though ans has trouble. He will change the direction of the gears. He will make the dais drop faster. The rings might also spin faster or only slow down. One of the gears might even fall away completely.

Modron lines:

That is beyond the complexity of my function

Was my assistance beneficial?

Should I disable subroutine 576-3009 or simply bypass it?

Oops I should have used a negative integer.

Obviously a lot can change at the table and it usually does. But I like having a solid foundation for an encounter. In this fight for example the party decided that rather than kill one of the corrupted 6 sided Modrons they would knock it out. Then they gave it to sides as an upgrade from his current 4 sided form. I thought this was a great idea and ended up letting them continue this throughout the night. By the end Sides was a very happy ten sided Modron and much more capable of helping them with the various puzzles. 

-Gabe out