Non-RPG

DISQUS

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Earlier today I installed the DISQUS comment system on Stargazer’s World. At the same time I disabled the Janrain Engage plugin which allowed users to sign in using various social media services. The Janrain plugin has caused several issues lately and to add insult to injury it lost its setting almost regularly so I had to fix it much too often. The latest update of the plugin also forced me to open site registrations again which has lead to the creation of endless accounts by spammers.

The DISQUS plugin will add some new features to the comment system and will hopefully make it easier for you to read and write comments. If you encounter any issues with the new system, please let me know!

UPDATE: One thing I’ve noticed is that the widget in the sidebar to the right shows pretty ancient comments as recent. I am pretty sure this was caused by the import process and will remedy itself as soon as new comments are coming in.

Kodt100

I laugh and I cry at Knights…

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Besides being a longtime gamer I have other hobbies. For the longest time I’ve been a comic book fan, I’ve written about it before (here and here), and even if I don’t read that many these days (Fables, The Walking Dead are among the few that make the cut) there is one comic that I can’t take out of my pull list Knights of the Dinner Table.

I guess games, comics, sci-fi movies and TV series and videogames form a strange vector where many of our hobbies converge, and Knights of the Dinner Table is a comic about games, but the magazine is so much more, besides the humorous misadventures of a gaming group, the aforementioned Knights, and their gaming community, poking fun at games, MMOs, relationships and everything in between; the comic has gaming articles ranging from advice, to NPCs and reviews. The last issued had three NPCs for AD&D 2nd edition, imagine! That was a trip down memory lane for me.

I am amazed at how much I care for these characters! The creator, Jolly R. Blackburn, and the entire Kenzer & Company team have made me come back month after month not just for the jokes but to see what happens to these characters that feel as real as your gaming buddies. I went to their booth in GenCon in 2007 but I was too much of a geeked out fan to muster up the courage to actually talk to any of them, just like with Gary Gygax, guess that puts them in high company in my mind.

So if you have not read it, or only heard about it, I cannot recommend it enough. There are collections of previous issues, their Bundles of Trouble, if you want to catch up to the story and even a free issue you can try (free stuff and it’s not even Friday yet!).

Now let’s see if I muster the courage to send out a submission to them. Getting published in KotD is a dream of mine, but I actually have to send something to even attempt it! Give it a try you’ll not be disappointed.

The dice are falling

The dice are falling!

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RANT WARNING! The following post contains hyperbole, conjecture and unfounded opinions. Read at your own peril.

These days there is a lot of speculation about the death of the pen and paper RPG industry. Those who see the glass half empty make some excellent points about units sold and speculate whether RPGs remain a viable business. Those who see the glass half full proclaim that there are ups and downs and that as long as there are people playing there will be role playing games.

I’m a glass half full kind of guy myself and instinctively try to see the best of any situation, so count me among those who think RPGs will survive the current slump in sales, if there is one. Mind you I’m not challenging the analysis of the numbers out there. I do not work in the RPG industry, nor do I make any money from it. I am just a fan writing my thoughts in a blog. I did use to work at a comic/gaming store fifteen years ago but that was ages ago, and the way we interact with our sources of entertainment has profoundly changed since then.

I won’t use any of the newfangled terminology out there but suffice it to say the publishing landscape has changed profoundly over the last ten years, so has gaming (electronic or otherwise), and how we spend our leisure time is something our own parents find weird. Since RPGs fall into all those categories I believe it is inevitable that we would see some profound change in our hobby.

In the lasts few decades we stopped being passive receivers of entertainment and began to interact with it. When I was growing up there were three TV stations and I had to see whatever they were showing! I remember as a kid turning off the TV just before a show ended (to the endless complains of my friends) and then playing out the ending as I believed it would happen. Now we have hundreds of channels and every conceivable niche (well almost everyone) has a TV station. Are you into food, travel, cartoons, crime or soaps? There is a channel for you!

The internet has even broadened that offering, fans make their own versions of shows they love and interact with creators and other fans in ways we only dreamt of before. I grew up expecting the future I saw in The Jetsons but ended up with something much more amazing (Except for Jersey Shore! What is up with that?).

I really believe we are in the midst of a profound change in what is traditionally classified as media. Blogging, digital publishing, POD, e-book readers, these things are restructuring a landscape that resist change. People are always afraid of the unexpected, much more so when the changes are ongoing an unlikely to stop in the near future. We are in the midst of a revolution not unlike the Industrial revolution, but this time it’s the revolution of information. Actually it has more in common with Gutenberg’s Invention of the printing press, who knew that Police Academy guy had it in him!

We just don’t sit back to entertained; we want to control it, to make the choices, to interact with our entertainment. I think pen and paper RPGs were part of that change. You no longer had to read about the fellowship taking the ring to Mordor, now you could actually tell the story, ride the eagles and get there sooner (sorry I know it’s been done to death, but it DOES make sense!). RPGs were part of a change, not the only influence mind you, but an important part of realizing WE could tell the story. It happened right along the development of electronic games, and as an example of the influence of RPGs, see how many of our electronic games integrate ideas originally develop for pen and paper games. If there had been no role playing games to begin with, the world’s most popular MMO would be a beautifully rendered version of Pong. I’m not claiming this happened in a vacuum and that RPGs are the sole influence, but the organic interaction of all these elements (and I said I’d use no fancy words) is part of the evolving landscape of games.

Are games selling in the volume they were in the heyday of the 80’s? I guess not. But there is a much more fractured market for entertainment. It used to be we would go to the theater to see a movie and then wait for it to be shown on TV. Now the movie is available in the cinema, and on a DVD in a box in the gas station, or we can get it delivered home, via the mail or through our TV, game console or online. Likewise the options for games used to be cards, dice, board games and then RPGs. Now we have game consoles, card games, games in our phones, and don’t get me started on smart phones and tablets!

Change is happening all around us and it won’t be over for a while. Maybe in twenty or thirty years we will have a new media landscape that stabilizes; although I doubt that at the rate technology changes that will be the case. Change will be the new status quo.

What does all this have to do with pen and paper RPGs? Well right now RPGs may not be a viable business for everybody, and I admire those that have properties they want to see grow for branching out into other media. RPGs are a niche market, always were and always will be. Games are not selling the same number of physical books you say, well there is a slew of new digital products coming out. Are they all of the same quality as physical books? Well that is debatable.

Barriers to publishing meant some of the less than stellar stuff never saw the light of day and you expected a certain level of quality, but now if you have the right software you can put your stuff out there. This requires that the consumer be a little more savvy, and guess what, the same tools that allow the ease of publishing also allow for the buyer to be better informed. And this is not a problem for just pen and paper RPGs, but for music, fiction and movies as well. And it is all so subjective, one person’s junk may be another another’s gold.

And hey, if you disagree with the naysayers, don’t get all riled up about it. We don’t have to agree, but neither do we need to rip each other’s heads over it. Why can’t we all just get along? I don’t think pen and paper RPGs will return to the “glory days” of old. But the hobby will not die anytime soon, it will just be different, and that’s fine for me.

Guillotine

Guillotine

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Generally my Dungeons & Dragons game starts at 1:30pm on Saturdays. Sometimes not everyone can make it. Sometimes enough people can’t make it that we opt out of D&D all together for some other game to play. Last weekend was one of those days for me. The game we chose to play was a pick by my Fiancé’s. It was a Wizards of the Coast game called Guillotine.

This easy to learn card game was a lot of fun.

Game play, for two to five players, takes approximately 30 minutes. Game equipment consists of two decks of cards, “Nobles” and “Actions”, and a small cardboard structure representing the guillotine itself. This is mostly symbolic, though it can serve as a convenient indicator of the direction of the “line” of face-up Noble cards played on the game table representing condemned persons waiting to be guillotined. The Nobles cards carry points values and are collected by players after execution, while Action cards allow the player to perform various acts including rearranging the order of Nobles approaching the guillotine, steal Nobles or Action cards from other players, enhance the point values of certain categories of Nobles (see “Noble Types” below) and so forth.

I could not help but think of the card game Munchkin while we played this. I hate Munchkin, but I really liked Guillotine. Some of the cards in the Action deck of Guillotine are pretty crazy and can change the game around at any moment. For a quick need-a-game-in-a-pinch, Guillotine with it’s easy to learn quick to play rules fits the bill perfectly.

Stargazer’s World Book Club reminder…

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We are past the half of the month and consequently past the half way point of our first book club reading. As posted at the beginning of this month the official selection for our first virtual book club discussion was the DC Adventures RPG. By the end of the month I’ll write a post about my initial impression of the book and we can begin a discussion in the comments of the posts.

If you are already reading the book, hope everything is going well. I’m past the middle of the book and trying to stay on target despite an unexpected workload. Everything is going great and I’m looking forward to the discussion. I’m also looking for someone that plays, or played, older editions of DC based role playing games so we can have a discussion about those games as well.

If you are interested in hosting next month’s virtual book club leave a message here in the post, or contact me privately, so we can begin planning. If you have not yet begun you are still in time to join us and participate in the discussion at the end of the month.

Have fun everybody!

Get 'em, boys!

Descent: Journeys in the Dark

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Descent is part of the FFG Big Box-Line of games.

Welcome back to another board game-review at Stargazer’s World. This time I am going to take a closer look at one mammoth of a game: Descent – Journeys in the Dark by Kevin Wilson and published by Fantasy Flight Games. I will try to give you a feel for this game and what I like about it. I won’t go into a detailed rules discussion – the game is just too complex for that and I fear this review would get rather boring that way. Do you want to know more? Download the rulebook at FFG.

Goggling at the bits

At first glance, this game is an obvious hit with role-players and fantasy geeks. Just looking at all the stuff in the coffin-sized box brings maniacal laughter to the discerning gamer. Or at least a deranged grin – see picture to the right.
There are 80 georgeous miniatures, depicting heroes and monsters. Heaps of cards with weapons, armour, treasures, skills and many other things. Beautifully illustrated map pieces, printed on sturdy cardboard, that can be connected to form ever changing dungeons. On top of that you get a mountain of tokens and LOTS of other stuff. The huge box is filled with high quality gaming goodness and just unboxing the game and punching out the counters and tokens is pure bliss – if you are, like me, such inclined. Just take my word for it (and take a look at the pictures): The components are beautiful and of high quality – we are used to nothing less from Fantasy Flight Games.

Not necessarily what you think it is

Get ‘em, boys!

What most gamers hope for, when they see this game for the first time, is this: That it is the be all and end all RPG-style Boardgame. That this game will allow them to recreate the fun and depth of a dungeon-delving D&D-Campaign. That they can take a character from humble beginnings to epic hights of heroic might in an ongoing campaign. And that it does all these things within a more manageable timeframe than a “real” RPG. Many old-school gamers might also hope for an updated kind of Warhammer Quest, a game which allowed you to do those things to a  certain extent, but which feels rather dated by now, has quite a few problems of it’s own and, being out of print, is no longer easily obtainable.
Let me say this right now and without any sugar coating: Descent doesn’t live up to those expectations. It’s not THE RPG-Boardgame-Hybrid, not the Messiah that the children of D&D and Talisman have been waiting for. But Descent is a really great game in it’s own right – just not, what many people hope for.

Journeys in the Dark – How it all works

Um…guys? I could use some help here…

In Descent players take one of two roles: Hero or  Dungeonlord. There are up to four heroes in a game and these heroes try to defeat the Overlord, who controls the monster and traps in the Dungeon.
I have to get another misconception off the table at this point: The Overlord is not a Dungeonmaster/Gamemaster in the classical sense. The Dungeonlord is playing to win and he has to adhere strictly to the rules. Let me repeat this: The Dungeonlord plays to win. He is not just there to tell a story or pretend at putting up some token-opposition for the heroes but letting them win at the end, just to make a good story. This kind of stuff is for sissies – the Dungeonlord is in it for the sweet taste  of victory and for laughing maniacally at each mishap the heroes suffer. So if you feel, that heroes should always win in the end or at least 80% if the time – this game isn’t designed for that. And if you decide to play the Overlord as a plushy push-over, the game gets boring real fast.

Descent comes with a booklet full of quests, telling the Overlord-player, how to set up the map, where to place treasures and initial monsters. While he is doing this, the other players draw random Heroes, draw Skill-cards and buy their starting equipment. The Overlord shuffles his deck of cards and draws his starting hand. The game is ready to begin – and probably half an hour has already passed.

A hero

Each turn the heroes take their rounds in any order they agree to – but every hero has to finish his turn, before another hero can act. Heroes can move about,  attack monster, open chests, pick up treasures, drink potions and lots of other stuff.
The objective of the heroes is defined by the quest they are playing – most of the time it will be defeating some especially evil and mighty monster or something equally creative. But while the goal might be simplistic, it is not easy to achieve! The heroes have to be effective and well organised to be victorious: They have to move quickly and not let themselves get bogged down in pointless fights. They have to be clever in placing the party members, because any square that any hero can see, can not be used by the Overlord to spawn monsters. So a heroes life is quite hard: They have to think hard and coordinate their moves to get the best effect. That’s why Descent can feel a bit more like a squad-level tactical wargame set in a dungeon instead of a fantasy dungeon romp.
The sheer amount of options also carries a high risk of analysis paralysis: It is not rare for heroes to spend the better part of half an hour planning and discussing a single turn. During the course of the game, the Heroes will gain Gold and Treasures and can use these to buy new Skills and Equipment. When a Hero is “killed”, he loses some stuff and re-awakens in the city, from where he can return to the dungeon on his next turn. The really bad thing about dying in Descent is, that it makes the heroes lose Conquest Tokens. The heroes start out with a number of Conquest Tokens and have a chance to gain additional ones at certain points during the adventure. When the heroes ever run out of Conquest Tokens, they have lost the game. LOST!!! Mwahahahaha!
Errr…where was I? Oh, yes…

The Overlord's viewWhen the heroes finally finished their moves, it’s the Overlord’s turn. The Overlord can use his cards to spawn new monsters, set traps, buy permanent improvements (getting more monsters or drawing more cards each turn for example) etc. To play a card, he needs to spend Threat. The Overlord gains a fixed amount of threat every turn and can get more, by discarding cards from his hand. Moving and attacking with existing monsters on the board doesn’t cost any threat.
When the Overlord is done, a new turn begins, starting with the heroes. Repeat until one side has won – which means either the heroes achieving their goal or the Overlord making the heores run out of Conquest Tokens.

Is it any good?

Arrrrgh! The spider got me!

I really can not tell you, whether this game is for you or not. It’s really not that easy to tell with Descent.
On the one hand it is a really cool dungeon-themed game with fantastic bits and pieces. But it can be pretty much a brain-burner – which might put you off, when you expected it to be light beer-and-pretzels fun. All the planning also means, that the game can take quite long: One dungeon can easily last three or four hours. But the game can also be over in an hour or less – which more often than not will indicate a sweeping victory for the overlord. (Dont’ forget that maniacal laughter when you  manage to do that as the Overlord!)
Descent also doesn’t really allow heroes to carry over their equipment and improvements from one dungeon to the other, as there isn’t a proper campaign system in Descent. There is the expansion “Road to Legend” which adds this – but it also adds a hell of a time commitment. A campaign can span months, even if you manage to play weekly!
So, to put it in a nutshell: If you would like to spend a few hours dungeon delving with your friends and don’t mind thinking about your move and don’t mind, that there is no real campaign-mode, this game is great. If “light fun” and “deep thinking and long playing time” aren’t mutually exclusive for you, then Descent could be for you.
If, on the other hand, you want a RPG-substitute, something, that feels like an old school RPG – forget Descent. In this respect Descent fails utterly. It is just a boardgame – nothing more and nothing less.
The game also won’t be for you, if you want something, that plays quickly. You should expect your games of Descent to last at least two hours, but the real problem is, that you don’t really know how long it will take. A single play might last one hour or four, so it is very hard to plan.

Ok, I hope, that I was able to give you a rough idea about Descent: Journeys in the Dark. Personally, I really love this game and the only thing I don’t like about it is that I get it to the table so rarely.

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Book Club Reminder!

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Just a quick reminder, after probably waiting too long, I finally made a post about starting the Stargazer’s World Book Club. I’m waiting for feedback on the possible books or games we could read. If you are still interested make sure you click your way to the post (CLICK HERE) and express your opinion.

You still have time to express your opinion! I’ll write a post about the book we’ll be reading during this week. Looking forward to this, even if it’s just three of us…

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