Tuesday, August 7, 2012

Art: The Angel (MH/AW'd) (Also, Curiosity talk)

Okay, so first, real quick thing. As I mentioned earlier, props to the Curiosity team at NASA for a successful touchdown. Now, just sit there and think about just how incredible this feat is. At this moment, we are remotely exploring another PLANET. Do you understand just how insane that is? People are all excited over it, but I'm not sure everyone really comprehends how unbelievable this is. Here's a couple reasons why this is beyond extraordinary.
1) Angle. The Earth is constantly revolving around the sun. Mars is constantly revolving around the sun at a DIFFERENT rate. When we launched Curiosity, it started traveling and at first was affected by trying to tear out of Earth's gravity while staying on the right path, then it needed to dodge any gravitational impact of the Moon as well, and then it needed to be on just the right trajectory that it could angle in AT A CURVE because of the sun still exerting its gravity on the rover and it had to just properly hit a target that, cosmically, is like hitting the head of a pin with another pin's head.
2) Distance. You can't see Mars from Earth with the naked eye, right? So it's obviously really far, but it's hard to grasp just how far it is - seeing diagram of the solar system and stuff just fails to impose that sense of scale on you. Alright, let's think. We can see the moon. How large is the moon? It doesn't LOOK that big, right? Alright, the Moon has a circumference of about 6700 miles (I know, I know, science means I should talk in km, but I'm not very good at km). So that means that on a full moon, we can see half of that (though on an angle, of course), and half of that is about 3300 miles. 3300 miles is the same approximate distance as driving from Miami to Seattle. That's quite a ways, isn't it? So that's the distance covered that we can see on the Moon. But of course, it's important to think of how far away the Moon is then! It's 238,900 miles away. Again, big number lacking in perspective. Okay then, imagine traveling around the Earth once. That's a long way, and quite time-consuming, even if it's a continuous trip, right? Well, do it nine and a half times and you've traveled approximately the distance to the moon. Think about that: standing on a flat field, objects start looking miniscule from like a mile away. You can still see the moon at the size we can from a distance 9 and a half times the Earth's circumference, and this is a stellar body that's close enough to us to be gravitationally locked with us! Now, Mars. Our distance Mars is about 142 times the distance from the Earth to the Moon. If you were keeping track, that's the same as traveling around the Earth 1349 times. Here's the math for you: your average commercial airliner, the sort your family would fly on,  goes at 550 miles per hour. Now, pretty much no standard airliner can do this without landing for refueling, needing to do so about 5 times to make it around. Let's say it takes an hour to refuel. This means it takes about 50 hours to go around the world in a standard plane. It would take almost 20 days of this to get to the moon. From here to Mars? You'd be flying around the world (with 5 hours of refueling per revolution) for 7 and 3/4 YEARS. Flying in a commercial airliner, cramped the whole way, eating nothing but shitty airport food and in-flight snacks, stopping every 9 or so hours to take a stretch and then getting back on the plane an hour later, for nearly 8 years. The amount of distance you've traveled? Yeah. That's what Curiosity's done.
3) Speed. That 7.75 year journey in a commercial airliner? Done in a little more than 9 months. It was moving at 17 times the speed of sound when it entered to do that. That is FAST.
Hope that puts it all in perspective! This has been the Math and Science minute here on the Logbook Project. Now to the art:
Okay, this isn't the art I'm actually featuring today. But I made it in like 5 minutes earlier and tweeted it at Nasa and the Curiosity team, so I guess it's fan-art of NASA. Enjoy my low-effort work.
*********************
Now, to some more serious work of mine. Now, here's a very interesting thread on Story Games (this is relevant, I swear): http://story-games.com/forums/discussion/16853/monsterhearts-the-angel/p1
Okay, now that you haven't clicked that, it's Joe Mcdaldno's nearly-complete Monsterhearts skin, The Angel. Now, as with Apocalypse World and Dungeon World, I'm a big Monsterhearts fan. What Joe is doing is allowing folks to take a picture of their beautiful people acquaintances and send someone who would fit good as the Angel in to him to be art-converted instead of him hunting through stock photo sites.
I don't know anyone who quite fits the Angel description, but the whole thing hit my art-inspiration button, especially since I've been drawing a lot of Apocalypse World styled stuff recently.
Did this on a 3 by 5 index card first in pencil then went over with my Sharpie. If you aren't familiar with Monsterhearts, it's a teenage monster horror sex fiction RPG. Yeah, it's sweet as hell. That inspired the decisions behind clothing and such, but with the blatantly angelic wings of light.
I was happy with it. Really happy. So I took my best photo of it (lame-ass scanner) and cropped it up and took a look and...well, turns out when you're zoomed in a bit you realize that sharpie has really fuzzy edges, and I wanted the very clean images ordinarily found in AW or MH. And so I started a long-ass journey to learn my way around the Pen tool in GIMP. Frankly, I'm super-happy with it.
THIS is it.
Yeah, pretty sweet, huh? And that's not all of it - if it looks a bit fuzzy, that's because Blogger is resizing it. Click it for full-size: it's way big and stuff.
EDIT: Turns out Blogger doesn't like images this big. Here's a link to the full piece: http://i22.photobucket.com/albums/b330/maxdxam/TheAngelLighterthanBlack.png
 I'm really proud of it. It's not quite eligible for Mcdaldno's Skin, but I'm happy to have in my stable of pieces.
Here, have a little something extra:
Futzed around with a Cubism filter a bit and it gave me a pretty cool looking result. Again, click for full-size to get the real look.
EDIT:  And again, the link for the actual full size: http://i22.photobucket.com/albums/b330/maxdxam/TheAngelCubismd.png

And unlike the last AW-tized image for The Boy & His Dog, this is totally all mine! From start to finish.

I have a thought in mind for another minor variation that makes the background mostly white with black outlines, a bit more in the Monsterhearts fashion than in the AW fashion.
So hey, I hope you like seeing some actual original content out of me for once! I have a bit more art up my sleeve, but not to go with The Angel today. My hint will be that it's in the same sort of style again, and over a stock image again, but I've really gotten a handle on the Pen tool this time. It also could TOTALLY be a Monsterhearts image in my opinion, so look forward to it.
Hmm. What's tomorrow though? Let's say...Fiasco? I have one of the Actual Plays for Fiasco written already and it ended up being a bit longer than a Rapid-Fire, so I think I'll go with that. See you tomorrow!

End Recording,
Ego.

Monday, August 6, 2012

D&D Next: Legends & Lore 8/6

Hey, keeping up to speed. Middle of the day post that I forgot I needed to do. Okay, fun stuff. Time to talk real quick. This is not replacing tonight's art post, so check back later. Talking about L&L is pretty much never going to take the place of a nightly post btw.

Column 12: Playtest Update, Part 2
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120806
* Fighter Options. Um, Mike? We get it that people complained about it. We were the ones who complained (well, not me, but readers as a whole apparently). What are you DOING about it? I know we'll see in a couple weeks, but give us a hint or something. Please?

* Surprise. Sure. We don't mess with surprise in my groups. We just narrate and do what we will until all sides know it's combat and then roll initiative. We don't end up with surprise very often anyway.

* Critical Hits. Sure thing, I can wait. I might give it my own tweak and switch it back to double damage on crits - I've just got a soft spot for that, even if maxing the dice is more balanced (and more reliable :/ )

* Resting. Hmm. I'm not so sure I want HP and damage to drop - I mean, I just got TPK'd. I see the idea though, and I'm interested to see how it works out. The changes you mention to the healing itself though? Hell yeah, sounds good.
I didn't mind HD, so cool.
*twitch twitch* My long rests full-heal me. ALWAYS. But do what you will - whatever you put on the paper, we'll be playing with full-heal rests.

* Set list of skills? Awwwww. Give us a SAMPLE list of preliminary skills, but not an all-inclusive one. You lose a lot of the flexibility when you bind it like that.
I'm not sure that solves the Rogue issue. It still looks like the Cleric is gonna be a better trapfinder by virtue of his +4.

Very much looking forward to the next packet!

In related news, I'm SO HAPPY to say that we've got the D&D Penny Arcade Podcast going again a bit. Jerry Holkins and Mike Krahulik of Penny Arcade and Scott Kurtz from PvP are going through chargen, guided through by Mike Mearls himself! Even if you don't care about them doing Actual Play podcasting or anything, give it a listen, they're asking Mike some great questions and Mike is giving some fantastic answers and explanations in much more plain-speak than on the columns. They're explaining the purpose behind changing editions, what the issues with 4e sort of were and what its redeeming factors were and ESPECIALLY that if you like 4e a ton already then stick with it.
Very VERY informative stuff and very enlightening since Mike is pretty happy with the stance of 4th and is confused why he should change and is making a great discussion of it.
Also it strikes me suddenly that D&D Next's characters almost perfectly match the original Acquisitions Inc.
So check it out here! : http://www.wizards.com/DnD/Article.aspx?x=dnd/4pod/20120806

(also entirely off-topic, congrats Curiosity team, it's a phenomenal thing you've done)

End Recording,
Ego.

Sunday, August 5, 2012

Rapid-Fire Reviews: Video Games (ME3 Extended Cut, Audiosurf, Kirby: Return to Dreamland)

It is WAY too bloody hot out, western Washington isn't supposed to get like this. Seriously, for all the complaining folks might do because of the constant grey and drizzle, at least I don't have to deal with this damn heat most of the time. Bring back that grey overcast cloud cover!
In more positive news, I'm thrilled to say that we managed to get my network drive working again and rescued the data. Nearly 250 gigs of music, back in my hands. I'm ecstatic, or would be if getting excited didn't make me even hotter in this damn weather.
Anyway, on to the reviews! I'm still waiting on reviewing Wrath of the Lamb, but it's intentional. Soon, fellas!

Mass Effect 3 Extended Cut
Just wanted to mention how this fixes every single issue I have with the ending. With the Perfect Paragon run, destroy with more than enough Effective Military Strength, I got everything I wanted. The people who are still complaining are never going to be pleased now, but those saying "too late" are just complaining for the sake of complaining, and the people who are saying the ending ruins the whole series should just be ignored - they're just plain fucking stupid. That's not how quality works, and I saw the ending - it didn't ruin it, even before. All this isn't enough to raise the actual score I gave it before (since I'd been discounting any ending confusion with faith that the Extended Cut would fix it), but know that it made it golden.
Also, Torn brought up a good point. If you've already beaten the game and don't want to go through for the EC, or if you felt satisfied enough that it doesn't matter, check it out anyway - it gives some excellent clarification to the Joker leaving bit, and there's a brief moment of extra cutscene between you and your romanced teammate which is quite touching.
Tali'Zorah forever folks.

Also, excited for ME3: Leviathan. Looks like it'll be a good time.

Audiosurf
I confess, I've been playing audiosurf for over a year and a half. Pirated. Now that I've bought it (thanks to the Steam Summer Sale) I just wanted to say that I love it. It's easily the best rhythm game I've ever played, it's highly competitive and skill based, loaded with nuance, and thanks to the benefits of the Visualizer Freeride, it's probably my new favorite way to listen to music.
I'm also not half bad at it.
Grade: 5/5, though not sure if I'd say 10/10. I need to fiddle around more with all of these features.

Kirby: Return to Dreamland
This was a lot of fun paired with some curious decisions. First off, the controls. They're decent, but far too slippery/floaty. Kirby needs to react when I press the buttons. Another thing of note is the Boss of World 5. Up until then, the game had been easy enough, like a Kirby game. That boss and then the levels after it though...man, I've NEVER seen Kirby that hard. And unfortunately, most of it was bullshit-hard, not good-hard. Now, maybe it was just because I was playing to get every single Energy Sphere - god I hate Sphere Doomer. Anyway, my big thing with this game was that it felt like a fusion of a bunch of other great Kirby games, but it didn't quite live all the way up to any of the individual masterworks (Kirby 64, Adventure, Super Star were the main three it didn't quite get to). I greatly enjoyed it, and was very happy to have a Kirby game that could be challenging, and that Kirby was back to sucking up powers (which, in general, were great, thouh I still think one of the games needs to bring back dual-powers). I mean, I like Epic Yarn as a game, but not as a KIRBY game.
It's worth mentioning that I've only done single-player. I want to do co-op with my bro, but have not done so yet, and I've heard co-op makes the game awesome.
Overall, I'd say it's a great game that deserves to be played, especially if you can convince some friends to play with you.
Grade: 8.5/10. Not Crystal Shards or Super Star, but a great addition to the late-stage Wii library.

So that's it for today. What should tomorrow be? How about some art? It's been a bit since I did art. Yeah, art tomorrow. Not sure what art - I have a couple - but it'll be good.
End Recording,
Ego

Movie Review: The Dark Knight Rises

So, The Dark Knight Rises huh? Meh, final grade: 2/10.

Okay, I'm not serious. The movie was fucking AWESOME. First though, my history with the franchise: I do not read the Batman comics. I have not seen any of the TV shows or pre-Nolan movies. I AM aware of many of the events that happen throughout the comics thanks to wiki research and Comics Cast (a podcast). I highly enjoyed both of the previous Nolan movies, though unlike most I enjoyed Batman Begins slightly more than Dark Knight on a visceral level (though in terms of the quality of filmmaking and acting I recognize the general superiority of DK), I just like the tone and villains of Begins. I have been on general spoiler blackout for DKR, with the exception that I've seen most of the main trailers - can't dodge 'em when you're sitting in the movie theater. So basically, I knew that it featured Bane and Catwoman and that there would be some bridges blowing up. Not a real surprise, and left significant secrets. Oh, and from checking his filmography back when I was fact-checking for the Battleship review I knew that Liam Neeson would be playing Ra's Al Ghul again, though I was not sure of the extent of his role.

Speaking with blatant hypocracy, this review will not be at all attempting to avoid spoilers. Watch out. Moving on!
Oh wait, one more thing. I am aware that everyone and their mother is talking about the shooting when they talk about the film. Yes, it was a tragedy, but it does NOT affect the movie.

The Plot & Such: It was very intriguing. We're 8 years after DK and Wayne has been hiding in the mansion the whole time - no one's seen Batman since the night of Harvey Dent's death. I really liked how you could really see how much Alfred was worried about him and how much he longed for Bruce to finally settle down into normal life, it was a very real performance. I'm not going to go through every aspect of the plot here, it's quite a long movie, but know that it is very surprising, even if you've been watching the trailers. Cool stuff include...
* John Blake. I liked him. I also had him pegged as "That's gonna be Robin" pretty quickly. I think I associated his name with that of Tim Drake, one of the actual Robins. Maybe a logical fallacy (similar names don't mean anything) but my guess followed through pretty good. I seem to have gotten lucky - he's actually unrelated to any of the actual Robins. Overall, I liked his character. A natural hero, he'll do excellently in his future as Batman.
* Bane. VERY good job. It's funny to think that yes, this man is not really truly evil like The Joker or like Scarecrow, he's fulfilling the mandate of the League of Shadows - Gotham must fall so civilization can rise from its ashes and be uplifted. He doesn't seem to have anything individually against the city or against Batman, it's sumply what needs to be done. Despite being a League of Shadows graduate, his fighting style was far more brutish than Bruce's, but it made him astonishingly effective. Something I liked that they tried to do was to make the body and mind not quite match - very sophisticated and "florid" with his voice, while well, being built like a gorilla.
* Miranda Tate. Unlike John Blake, in her very first scene I leaned over to my bro and whispered that she was DEFINITELY gonna be Talia Al Ghul. I hadn't even known Talia was in the movie but I got it right! It's actually a little ironic - they'd said in interviews that she would NOT be playing both Miranda and Talia, and it turns out this was misdirection, so by avoiding spoilers I managed to guess the plot faster. Knowing she was Talia it was quite amazing to watch Bruce keep handing her power before finally watching her crush him with it. I'm extremely happy with her plot arc, especially the fact that she really does come out of nowhere and all the pieces fall into place.
* Selina Kyle. They may not have actually CALLED her Catwoman in the film, but I really liked the design. It was subtly cat-like, but not overt. Honestly, she was everything I wanted her to be, even though I'd been been a touch worried about Anne Hathaway playing her - I was wrong. If I had to pick, her and Bane were my favorite performances.
Some cameos that I liked! Neeson cameos as Ra's briefly, which I liked, and it was in a way that had him not actually be alive like I suspected they might, so I was thankful he was still dead. Probably my favorite thing was the brief Cillian Murphy cameo - I really like him as Dr. Crane and Scarecrow is among my favorite characters.
Looking at the trilogy as separate from all Batman continuity, it makes you wonder if the Joker had a League of Shadows affiliation - I mean, movies 1 and 3 were heavily featuring the League. Hmm.

For other aspects of the movie, you essentially get the usual set of big-budget production stats - top grade special effects, strong cinematography, etc. Nolan got all the resources he needed to make this work.

I wanted to mention the music, because it's especially awesome. Like usual, Hans Zimmer's talent comes through, and you hear his Batman theme going strong, but the chanting is especially cool. Not only is it a great sounding chant, but the fact that he crowdsourced the voices is really neat and shows some of the evolution of how the internet and the crowdsourcing revolution is changing even the face of something like composing and soundtracking.

Um, I don't have a ton else to say. Like usual, reviewing top level movies can be a bit tougher than mediocre ones since I basically end up saying "Part X is great, Component Y is awesome, Segment Z is cool."
Now, it's not perfect. In fact, despite near-perfect performances and execution, it doesn't have the "something special" that Begins had with being revolutionary with the franchise and building a world blanketed in darkness and fear or that DK had with Heath Ledger's extraordinary pitch-perfect portrayal of the most classic villain in the Batman stable. Bane and Talia and Daggett and Selina are all giving top-level performances, but none of them other than Bane really go above and beyond the role to become something I'll be talking about and comparing things to in comic-book-movie-future. Okay, that's a lie - I'll probably end up comparing things to Selina Kyle for hitting the best live-action Catwoman yet - subtle and sly, a hero but not quite.
In conclusion:
See the Movie if you Like: Batman, either of the previous movies, superhero movies, movies with dark tones, or great quality film in general.
Don't See it if: For some reason you didn't like the other two, you hate fun
Grade: 9.25/10 A (Compare it to Dark Knight's 9.5 or Begins' straight 10)

Now go see it!
********
I'll either toss up the Rapid-Fire Reviews for games tomorrow or something else if I think of something better. I've got a few ideas. Check my Twitter for updates on what it'll be, I'll probably decide in the middle of the day tomorrow.

End Recording,
Ego.

Saturday, August 4, 2012

D&D Next Annotations: Legends & Lore Clarifications (up to 8/4)

I'm all out of order now, but hey, this can just sit here. It doesn't say a ton of new stuff that changes much of anything, I just want to get it out before I have to do the next column on Monday. Tonight's Dark Knight Rises review will go up on schedule.
So hey, should start typing up the annotations on the Legends & Lore before I get even FURTHER behind.

Column 1: Playtest: First Round Overview.
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120528
* Hi Mr. Mearls, I'm Ego, and I'm going to be reviewing whatever you say.
* Yeah, the character sheet looks nice enough. I don't know if that's what I want on the final, but it's definitely good for now, and absolutely better than a plain text file.
* You're absolutely correct that I think the clerics need more magic and more healing. Based on what you're describing here though, it seems like this will be something that is a personal choice when it comes to character creation time. If that's the intention, I'll hold more judgment until you release that playtest. Even still though I think they need one more spell slot at first level.
* I like the idea of Turn Undead as a spell, though it hasn't been played in our game yet. No undead yet - you know how it is. If we bounce back and deflect the TPK as a TPDefeat, we'll likely get a chance since we already met the Dark Cultists.
* Oh, I hadn't noticed the weapon damage difference. That's clever, but I'm not sure we want to lock Fighters into axes and hammers persay.
* So wait, is this difference - the Fighter's amped up HD and the Cleric's amped up warhammer - what makes the two subraces different? Because in terms of what's on the page, there's no difference. I could learn to be okay with this way.
* Twin themes? That could work. To be honest, I'm actually already quite satisfied with how the Fighter is running, he's got quite a bit of cool on his sheet.
* Oh, THAT'S what you mean by the old-school thing. It makes it deadlier and removes some of the math...okay. Change the wording - "For a deadlier experience a la AD&D, remove Background and Theme." Because as-is, old-school also has a heavier emphasis on the cool functions of Theme and Background-like flavor, and we DON'T want that to go away.
* Oh man, I would NEVER remove those Minor spells! They work great, I really like it.
* Haven't had a chance to play with a familiar yet.
* We don't have a rogue, but I DO like Skill Mastery.
* I do like the terminology  of Contests.
* "The default is that you simply swim across a pond or climb a broken wall. Checks come in only if a situation is particualrly difficult," is VERY GOOD. Slid the scale from task-resolution to conflict-resolution a tad.
* Yes, I like the stealth rules. If you're playign very sneaky though it DOES place a heavy burden on your Dex score. Maybe some ways to use other ability scores would be cool? Not all of them, but a potential idea.
* Combat works just fine while still being stuck with using the same things and rolling round after round. Maybe we just need to try to be more creative sometimes, but the rules aren't encouraging me to do so.
* Saw no use of the HD mechanic.
* That's a fair change to Conditions. We'll see how it holds up though.
* I like what you're saying about backgrounds tossing out some cool goodies in the gear department. That "memento of a previous campaign" off of the Fighter's Soldier background needs to have a similar thing on everyone, I love that.
* Yup, spells being 3e but in plain language is decent. Rituals being altered versions is very nice.
That's it for this one. Next!

Column 2: Playtest: DM Packet Overview
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120531
* Oh man, Lizard (one of the fellows I commented with often during the lead-up to the release) isn't going to like that we're getting guidelines for DCs instead of specifics. I, however, was on the other side of the debate - I like this direction! Keep it going!
* Skills, well, you need to be careful with the wording. I like the range of things on the Wizard sheet, but the Fighter can pull a bonus on a LOT of things, especially wielding Perception. That's a very powerful skill to have, though not quite as powerful as the Elf getting advantage.
* On the other hand, I DO like how flexible it is. You know what it reminds me of? Traits and Tags from Lady Blackbird.
* I will say that, while I can't do published adventures myself and we aren't playing the straight CoC, this open-ended thing is GOOD. I essentially prevents the adventure itself from railroading us, which is an excellent thing.
* I know from peeking ahead that future columns are about Monster Design, so I'll wait.

Column 3: Bounded Accuracy
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120604
* YES YES YES, levels do NOT mean numbers have to go up!
* Yes, it creates actual improvement instead of percieved but illusory improvement.
* Nonspecialization is okay, sweet.
* I remember you tried doing something like this "monsters never go out of your list" thing with 4e and it only half-worked. This looks more acceptable.
* Well, I'm no sure how much it improves our ability to improv. But then again, that's always been my strong suit, so maybe I just don't see it. I get the idea though, and I like it.
* Oh, I hadn't thought of that! You CAN bring together a bunch of lowers to take out big guys! Fun, and I think that makes Troupe play much easier to calculate.
* Yup, nice numbers to handle.
* Yeah. In general I think it's obvious that I very much like Bounded Accuracy.

Column 4: Monster Design in D&D Next
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120611
* Right off the top, I want to say that though it is "rudimentary at best" right now, I think the monster design I witnessed in the Bestiary is the right DIRECTION.
* ...That is a truly SICK set of books of monsters. How many of them are straight USELESS? I love monster books, but you need to think about when enough is enough... Anyway, back to it.
* Hook Horror huh? Not my favorite monster, but iconic enough.
* Starting with the story? Yeah. You made the right choice.
* Skewered on a hook? Ew. Also that would never fly with 4e's "HP isn't necessarilly physical wounds" thing. I don't actually care though, just saying. Also, when I say "Ew" I mean "That is awesome".
* Wait, Hook Horrors are large? Oh man. I've had the wrong image in my head. Also, as strong as an ogre is going to make it gross as hell, we're all gonna die.
* Cool enough.
* Oh, so you DO plan to have us encounter build with an XP budget? Fair enough, I can make that work. Random charts are fun, though I will likely NEVER use them.

Column 5: Monster Design, Part 2
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120618
* See, there's an alternate side to this Strength in Numbers thing, and that's that eventually you can get tired of having to plow through real combat for every freaking henchmen just because they can pose an actual threat. The removal of minions definitely hurts. I'd like to see minions come back in some form. That and I like handwaving small creatures of "they're not actually a threat to you, you just kill them." That messes with xp balance now. Not saying I think you're doing the wrong thing necessarily, but you do have to consider the flipside.
* I think there IS an issue of, when they're leaderless, everything now fights the same. That's kinda sad - like you said, in 4e each of the types did have a distinct gimmick.
* I like everything you said under Nonhumanoids.
* Yup, not the final stat block etc etc.

Column 6: Playtest Update
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120625
* Hmm. Well, I want to say that you really should try to find more than just those surveys for playtest feedback, I find those surverys really lacking for places to say what I want to say about it. I just hope you at Wizards are reading my annotations here and my voice is actually being accounted for.
* I don't care about the tactical combat module right now.
* That...is not what we mean by narrative combat. It looks like it's going to be clunky right there. I hope it's not, but seriously, examine what the Story Gaming community likes about our narrative gaming and how you can make D&D into something like that.
* I actually don't need more from the fighter. Maneuver system will be alright though.
* Oh my, critical tables? No thanks. You say optional though, so okay. What I'd LIKE is a function of either background or theme: "When you score a critical hit, blahblahblah happens too."
* Oh, a replacing bit? Okay, that's alright. Giving the rogue advantage on his skills would make him really REALLY effective btw, just saying...
* I haven't had any need to confront the resting rules. We played 'em like we always do: resting is a full heal. Fuck anything else. A way to do some healing without compromising other stuff makes the cleric VASTLY stronger, so be careful. I do definitely agree that this one tends to be a matter of tone.

Column 7: Magic Items in D&D Next
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120702
* Keeping them out of the math is cool, it means they're never mandatory and that you can do weird things with them that would make determining levels and such for them very odd.
* Magic Items and Artifacts are probably my second-favorite thing about D&D books, only behind sweet-as-hell monsters. +x items are not cool. But the reasons given here for their presence is compelling and given this I entirely accept that they will be present, but not the focus.
* Capping at +3? Sure, that's the Bounded Accuracy talking. Fine by me.
* Wondrous Items were always my favorite. Design inspired by them is good.

Column 8: Working in the Game Mine
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120709
* I see nothing to disagree with here. While I personally rather the story approach (if I need I can improvise mechanics as long as I have a story, and even if I don't use the monster I can draw inspiration from a story that I can't from just mechanics). But I definitely agree that each has their place and should be discussed. The best is, of course, when the backstory and the mechanics inform each other compellingly and obviously, but that's pretty much impossible on this scale.

Column 9: The Five-Minute Workday
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120716
* I think that balancing the casters' spell attrition on the non-casters' staying power is DANGEROUS. Something that was good about 4e was that everyone was always useful in a situation type (combat/noncombat/social) to some degree. In this case, in order for the fighter and rogue to start having full-power fun, the casters need to STOP having fun. Nasty. Try to find a different fulcrum to balance on. Icky. Honestly, I think the 5-minute workday is just something that if the players want it to work for them, they can make it. It's really on the player side to not try to abuse the rules in this case.

Column 10: Monster Creation in D&D Next
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120723
* You see, this approach is how I DON'T want monsters done. I want you to start with what you did in the Filling in the Details section, assigning its special abilities that make this creature special. Formulaicly judging its basic statistics can be done, but making the monster special should be the important part, and no one remembers the monster that was special for having AC 18 and 200 HP, you remember it because it had disintegrating and petrifying eye rays or stole the heat from your body and turned it back on you with a fireball attack. Maybe this isn't an overly balanced way of designing, but hey, my opinion is Fuck Balance.
* On a similar note, I wouldn't start with level and power. You start with concept. However tough your concept and its special abilities are, it's that level. Level-first design is gonna end up with a lot of pigeon-holing to fill in gaps - it's the sort of design work that would give us a Martial Controller in 4e. That's what I see.

Column 11: Fighters & Combat Superiority
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120730
* I have to say, I'm iffy on this whole thing. It seems like it'll be a bit clunky and probably slow things down. But then, I'm happy with it as it is, so I'm not the target audience of the change. I do like that there's a whole otn of things to do with the dice.
* My big question is: Can the class still function on the level if all the Fighter player wants to do is "I attack the monster." As much as I loathe doing this, Daniel is this kind of player. He is here to have a social event, playing a fighter is pretty much just a pretense - it's the simplest thing there is, and he always beelines straight for the simplest. Playing this way should be an option.

By some fluke, I seem to be caught up! I'll try to keep up with new ones as they come. Really hoping the next draft of the playtest is coming soon!

End Recording,
Ego.

D&D Next Annotations: Caves of Chaos


Okay, so here we are at the adventure. 29 total pages. IF YOU ARE GOING TO BE A PLAYER, YOU MAY WANT TO BE CAREFUL ABOUT READING ANY OF THIS.
* After a cover page with a couple lines about the origins of The Caves of Chaos and the Keep on the Borderlands, the first thing we see is "What Is This Adventure Testing?" Basically, they're testing rule system interaction, not hard arithmetic balance. They're also trying to encourage any and all play styles and situations thanks to the adventure's free-form nature.
* After the sidebar, we get Make This Your Adventure, or What Is A Sandbox Adventure & How Do I Make It Work? It has a section that starts pretty nice about finding the players' motivation. The first major one is Questions and Answers. It says to read through and ask yourself questions about why situations are happening, and then answer them. My counter is: don't answer them, ask the players. Seriously, deflecting stuff like that back onto the players is the best thing I've ever learned to do as GM. It then has sample motivations, none of which I will use whole cloth.
* Another sidebar, this one on Dynamic Dungeons. Yup, monsters have lives outside of waiting for your party etc. etc. I do all this.
* Killer Encounters is the next section, about how in a sandbox the players might put their foot in the deep end by accident and how to mitigate that possible TPK. Very Basic D&D, as makes sense for this classic adventure.
* Next up is a section about Running the Adventure. It talks about an overview map (god I hate and love these things at the same time), what Task Resolution is (I'm glad that they're coming out and saying "Yes this is task resolution not conflict resolution" using the standard terms and not pretending to be something it's not), how to read Monster stats, and info about the monster tribes (I kinda like this stuff).
* And here it starts to go into the description of everything! With read-aloud text. Ugh. I hate read-aloud text, it's always written with such flower-y words and such. Just tell me what's happening. That's what I like about stuff like Fiasco playsets' "The Score" section, or the whole text of Apocalypse World, it's interesting to say to the players and it's straight to the point. Maybe it's less that I hate read-aloud text and more that I think that D&D adventures write really LAME read-aloud text.
* First place is a kobold lair, a couple really abbreviated stats (AC, hp, attacks and damage). Of more interest is another blocked away section on Running The Kobolds. A couple super-simple tips on which rooms they tend to stay in, and a paragraph about the kobold tendency toward traps. Thankfully, THIS section tells us about the kobold special traits: darkvision, light sensitivity, and their amazing Strength in Numbers ability. I love that ability and they should be emphasizing that and the traps more than anything else.
* There's a pit trap, and some more kobolds, and my goodness "each kobold carries 1d6 sp" WE'RE GONNA BE RICH. Seriously guys, no one gives a shit about sp, I probably wouldn't even bother to write it down. Hell, our characters probably wouldn't even bother to pick up a dozen silver pieces.
* Oh look, cave rats and a dire rat. Disease is cool, though just extra damage isn't too interesting. Weird seeing DC11 and realizing that there's actually a legitimate chance of failing that, I'm used to thinking of DC11 as really easy.
* I would definitely emphasize that favored pet thing, it makes the creature much more story-driven rather than "hey there's monsters let's fight." Also NOW you just give away 15 gp. Man, those kobolds really should've gone and sold that chain, they could've afforded some way better traps with the extra cash.
* Alright, I admit, even if this stuff is really light on telling us what's actually going on, I really like the Light:/Noise:/Smell: descriptors, they're giving me ideas.
* Wow, if they fight in room 4 they're gonna get swarmed by the guys in the other room. But man, 2d10 sp each. They really should've sold that rat's bling. I mean, it's worth more than most of them own collectively so far.
* Ah, the chief is rich. Oh my god, seriously, "203 cp, 61 sp, and 22 ep." Come on. Just give us the numbers in gold. I still can't believe you guys put electrum pieces in, like we needed another subunit of gold that we'll never see beyond second level.
* "During the day, up to forty adult kobolds" HOLY SHIT. I know this is the go-where-you-want adventure and getting in over your head can happen, but cave complex A shouldn't be THAT crazy! Any GM who does all forty on their players is just a dick.
* Cave complex B is the orc lair. The Watcher thing is pretty neat, but it says that the watcher is worth 125 XP; how do you get it? The  orc leaves and alerts the others, it doesn't look like you're supposed to fight it. Is the XP indicator just in case?
* Oh hey a Running the Orcs section. Oh man, having them flee with all of their stuff is cheap as hell - not giving them a solid reward for killing the leader and forcing a retreat isn't very nice.
* Unfortunately, while furious charge is kinda neat (though boring rules-wise; not bad statistically, just uninteresting), it just isn't as cool as Strength in Numbers.
* Oh boy, 1d4 ep. My lucky day.
* Another swarm room. You really just wanted to make it so the reinforcements came from somewhere, didn't you? Because I don't care, and I don't think anyone does. 30 orcs at once is crazy. Maybe this is how it was back then, but I say that I think that's stupid.
* You couldn't even just give us 1d6 sp per orc? It needs to be 1d6-3? If I fight all 30 orcs in this room, that's, on average, 30 sp (that's 5 of each possible outcome of the dice). That's 3 gold pieces. I killed 30 11 hp orcs and I got five times that many gold pieces from killing one 5 hp rat. Either that rat was a king of all rats, or these are the most dirt-poor orcs in the universe.
* Seriously, I'm gonna keep bitching about this split gp thing. What the hell? Are people actually clamoring for the specifics of "205 cp, 286 sp, 81 ep, and 13 gp"? "Various coins worth 84 gp" is WAY easier, and doesn't require me to open the How to Play again so I can remember how much a fucking electrum piece is worth. Is this what you think people meant by "old-school"? When you update an adventure like this, you make changes to make it more convenient. Simplicity and play speed are things you're promoting about these rules, and doing it like this is not how you do it. If I'm wrong and we have raving hordes of fans saying "NO we want you to tell us EXACTLY how much money we get from these creatures" then I'll resign myself to it, but it just seems unbelievably stupid. HOWEVER, if this is simply a case of trying to stay faithful to the original B2 and you plan to condense it in new adventures in the future, disregard me (and remove that crazy chart from the HtP book).
* Anyway, on to cave complex C. This seems to essentially be a sequel cave to B. Another sidebar (I'd be happy if these continued all the way for each cave complex btw).
* There is...nothing interesting in this complex except for "Hacking Frenzy" which is a pretty clever use of the mechanics.
* Cave complex D is goblins! I like goblins. I'm not sure why they'd yell "Bree-yark!" if you're not going to explain what that means (They sound the alarm and attack is simpler and easier to understand). Anyway, the idea of them buying off the Ogres next door to help out is a nice way of making the Caves a more coherent whole. Same with their intentions to join the hobgobs if their asses are getting kicked (I don't know if this is a thing in the Caves already, but my Hobgobs would HATE the ogres, and the actions of the PCs would likely trigger a war for them to get embroiled in).
* Dirty Tricks is strong and pretty cool. Not as cool as the Kobolds', but their powers together would be ridiculous.
* ...these goblins are poorer than the freaking orcs.
* These ogre only has one cave that makes up complex E, but he's fucking terrifying (88 hp, +6 to attack with 2d4+6 damage, 15 AC). Geez, that's scary. Also if he drinks the Potion of Invisibility he's keeping. Why is there no "Running the Ogre" sidebar? He's the most interesting thng to happen to this adventure so far!
* As for his bribe, he's willing to let you leave for 8 gp per person. God, at the rate you're giving money people are going to be broke after getting away with this guy. He's also loaded. Killing him is the way to go, but doing it is gonna be hard. I like this guy a lot.
* F is the hobgobs, who entirely lack for "Special Traits"! As such, combined with the fact that hobgobs don't really do anything besides "we're like the goblins but we're all fighters instead of tricky rogues", they're pretty much the most boring enemies yet.
* Thankfully, among the boring as hell enemies (have you caught on that I don't like hobgobs? Don't take it to heart guys, that's just me. Give 'em a special trait to make them fight special though!), we have a Prison. This prison has three people, a named orc, and a nutjob gnoll. The gnoll is kinda lame (he just attacks if freed), but the rest are nice and interesting. The orc in particular makes the Caves come to life, while the humans make good things happen to the party.
* Huh. Just now noticing a +1 dagger there. Looking back, this is not the first +1 thing. I'm aware of the classicness of this concept (despite disliking it as boring as hell), but what I'm amazed at is that you don't seem to have explained what exactly "+1" DOES!  I mean, 'I' know (probably), but you've gone and spelled out everything else so it's kinda astounding. EDIT: Oh, it's at the end! Not super-convenient, especially since everything else had a description attached right onto it, but no matter, at least it's here.
* Armory! Full of tons of stuff with no monetary values attached. More cross-referencing to figure out how much I get if I sell it all... "1 suit of plate mail (worth x gp), 5 suits of chainmail (worth y gp each)..." would really help. I know it's extra ink, but it cuts down on flipping back and forth, which is nice (and 3.x players will thank you).
* The boss explicitly doesn't kill the PCs? YES. That's way cooler, for everyone involved.
* Anyway, on to G, the shunned cavern. I pity the party that winds up with a gray ooze and an owlbear at the same time. Corrosion is horrifying. The ogre is still a bit of a cooler thing than this complex, but it's a close second. Again, a lack of a "Running the Monsters" on an interesting place.
* I giggle at the idea of bugbears intentionally not helping each other when they hear combat noises. I also giggle (in delight) at the concept of a whole cave of bugbears addicted to catnip, which is amazing, and sorely underplayed in the rest of the complex.
* The leader appears to fight in a neat way (actually doing leader stuff) and can go get help, which is great.
* Okay, reading through, I enjoy this Bugbear cave. Slave pen, Prison with people, creatures with cool mechanical abilities and cool flavor traits (the catnip thing), and a leader who can bring back a goddamn minotaur all lead to a fun time.
* I've overridden myself - this Minotaur Caves (complex I) is the best. A cool environment, a magical curse, Stirges with special cool things, Fire beetles (wish there was something else instead of a second chamber of them, but meh) and then a freaking minotaur who is even scarier than the ogre, though his actual fight appears less interesting. His charging gore is a cool move though. Also, locked stuff full of cool other stuff. My favorite overall cave, but favorite single character is still the ogre.
SPECIAL NOTE: I played two sessions, my first times playing Next, between these two points. Now, since we didn't straight play the Caves of Chaos my reviewing should mostly be unaffected, but if I come across similar monsters I may react to them. If you'd like to see summaries of those two sessions, look for D&D Next Actual Play posts.
* So, the Gnoll Lair is next. Playing them...hmm, I guess Kris wasn't just making up the gnoll-orc alliance, that's actually written...
* Haha, the Dwarven Ale being super-strong is hilarious. I would allow Dwarf characters to suffer no ill effects though. You know, with the prevalence of Lord of the Rings inspiration in classic D&D, I surprised Dwarves were the ones who got poison resistence when Legolas could drink Gimli under the table. Then again, I suppose LotR Elves are pretty much superhuman in every way and needed to give SOMEwhere to balance it out.
* Oh my goodness that Demonic Frenzy move and the Feed On The Weak moves make him a special someone, don't they! Got a question though: It says "...or demonic frenzy or feed on the week [sic] (1/day)." Aside from the typo, the issue comes from the fact that FotW says that it triggers Each Time something dies. So do you turn it on and then every time in the encounter? More specifically I'd guess that the 1/day is supposed to be attached to just Demonic Frenzy  and FotW isn't an action at all, just a quality.
* By the way, the chimney and secret door and such are very cool things. You're definitely intending this as a centerpiece encounter to all the other somewhat bland combat rooms. This room has some of everything!
* The Shrine! I like evil cultists. Unfortunately, a lot of this is boring fights with boring undead.
* But relics are cool! I'm not too fond of the execution though. As it is, it operates as a Save or Die, or as a Save or Become An NPC more specifically. Not having the countdown start requires a DC15 Cha save, except it turns out one pre-gen has a +2, one has a +1, and the others have nothing, so failure is pretty likely. Removing it requires Remove Curse, a spell that, surprise suprise, DOESN'T EXIST. The other way to get rid of it is an esoteric combination of Dispel Magic and Bless, NEITHER OF WHICH EXIST. What the hell, Wizards. Even if you had both of those somehow, using pre-gens it requires the right combo of PCs to be in play, and even then it's only a 60%. That brings me to my main point. Referencing spells that don't exist yet and punishing us hugely for something we're not equipped for, fine. That's an incomplete game. These percentages are something I want to see GONE. Busting out the percentage die just sucks, especially when you could handle this very easily as a d20 check that we're all instantly prepared to make. Instead of 60%, say that on the first day it's a DC8 unmodified check.On each subsequent day the DC rises by 2 until it reaches DC20, at which point your character falls from your control and into the DM's.
See? Same language as the core mechanic, no dice shuffling or "How do we do percentage dice again?"
* Temple thing is neat. I think Kris started setting up to use these on us.
* And a boss battle! This looks like another cool centerpiece encounter.
*Aaand on the last page of the dungeon we have a Gelatinous Cube and a Medusa! Cool creatures, but sort of out of the way. I would make a bigger deal out of the Medusa - if you haven't caught on, I like monsters a lot more than savage people as enemies. Maybe you say they're not as intriguing villains, but they're FAR more interesting boss battles most of the time.
* And on the last page we have an appendix with the Magic Items. I like 'em in general, aside from basic +x stuff, which bores me.

So that's it! That's every document in the D&D Next Playtest package, finally, after literally 2 and a third months of work. Next up will be a Rapid-Fire viewing and annotating of the clarifications made through Legends & Lore and such on the website. That's like 10 articles I guess - not too bad. Got several things that all deserve a couple days of airtime before the next posts, but hey, maybe I'll do a daily thing for a week or something.
So I hope that if you're:
* Someone who doesn't play D&D you don't mind tolerating some more of this, or less likely I hope I've interested you in checking out some D&D a bit.
* Someone who plays D&D you got some clarification or understanding out of this.
* Wizards you'll listen to some feedback and make changes to turn Next into a finely tuned D&D machine.
Cheers folks.

End Recording,
Ego.

Friday, August 3, 2012

Tweeeeet

So hey, I feel like a bad person succumbing to horrible trends now, but I hope it's mitigated. Look at the top right of the sidebar to the right of this post: A twitter feed. Yes. I made a damn Twitter account. Some clarifications:

* The Twitter feed is not for me to post every stupid little thing that comes into my head and I will not spam you with dumb shit about my day. This is why people turn against Twitter, because of people who wield it frivolously and without thinking first. If I really feel the need to do that (and if I start, TELL ME) I'll get myself a separate personal twitter.

* Instead, this Twitter is for updates on or about this blog that I don't think are worthy of a whole post. I often try to minimize the sort of "Hey, sorry for no content, here's what's up" posts because they knock real things off the front of the blog, and that stuff is the important stuff. You may hear such things as:
"Sorry for lateness, here's what's up."
"Won't be writing a whole review for X, have a score now to tide you over until the Rapid-Fire."
"Just [finished game X/saw movie Y/played a session of Z], review soon!"
"Want a WIP sneak peak of something cool? Here: LINK."
"New post is up: TITLE, LINK."
If any of those interest you, or you simply want to hear from me more often than a couple times a week (my ideal release schedule) then you should follow me.

* Ease, following or not, and the way I do things. I don't know about you, but on several of the sites I frequent (such as webcomic Questionable Content or podcast The Walking Eye) when I get there, the first thing I do is check for new content, and the second thing is to find their Twitter feed to see if they mentioned anything about new stuff. Now, obviously, I didn't have a Twitter before - I don't think you need to actually Follow someone to get the benefit out of Twitter. Checking a Twitter is easy and fast and they have to be to-the-point. Yes, this is a blog and there's an RSS Feed if you want notifications, but I have to say that Twitter is FAR easier than using an RSS Feed. Those are the motivations behind getting one of these.

* I am an unrepentant view-whore. I watch my pageview count like a hawk - several times an hour if I'm just browsing the internet. I did so on my DeviantArt account, I do so on here (it's kinda unhealthy), and the inability to check how many times a tweet of mine has been viewed is going to drive me up the wall. As such, I'm likely instead going to obsess over my follower count. But know: it's not just a matter of e-self-esteem. Seeing that I have views or comments or followers is really what keeps me motivated to produce new content because it means that there are people who care about what I'm saying and that I'm not just talking to an empty room, that there's people who want to see the content I make. So seriously, please show me something if you're out there reading. If you read my twitter but don't have one of your own to follow with, just let me know that you're out there.
Okay, I'm done view-whoring again now. Back to Twitter stuff.

* Oh hey, I should probably post the link. I mean, you can find it on the top-right, but it should probably be here too just in case. I am @Logbook_Project, at https://twitter.com/Logbook_Project.

So that's everything about what's going on with that.
While I'm here, a rundown of what's happening soon.
Movies: Still need to write a Dark Night Rises review. Other than that I'm actually caught up. Interested in seeing Total Recall, I don't care what the reviewers say. The sci-fi buff in me is raring to go, and I never saw the original (or read Dick's short story) so my head won't be trying to compare it.
Video Games: Sitting on the Rapid-Fire Reviews for this for another day or two to let this post sit on top, then you'll have it. The list includes ME3 Extended Cut, Audiosurf, and Kirby: Return to Dreamland. Gonna wait 1 week from today - if Binding of Isaac doesn't have another update I'll review it. Wrath of the Lamb has been in so much flux that any previous review may not be entirely accurate even.
If you're curious what I've been doing with my gaming now, I played through Assassin's Creed Brotherhood and Revelations completely for my brother so he could see all the story without having to play it himself. It was a lot of fun and has me very excited for ACIII. Other things I'm excited for are Borderlands 2 and Halo 4 and Dishonored actually, and other stuff I'm playing right now are Fallout 3 and Sonic Generations.
RPGs: Got a Rapid-Fire Fiasco post and a Rapid-Fire Go Play NW post in the pipeline being written, the D&D Next Caves of Chaos annotations feel off the block for a bit but will be done soon, then I'll probably Rapid-Fire catch-up to talk about the clarifications and commentary that's been happening in stuff like Legends & Lore every week (if you feel like you've read something like that on Sage Latorra's blog, you have, I'm stealing the idea).
As for more RPGing myself, Kris is on vacation and gets back on the 10th, so we'll game soon after that, though exactly what is up in the air. Alternatively though I'm thinking of getting together with just Daniel and Kenny and maybe finding a third person to run Apocalypse World with since Kris isn't really interested in it.
Art: Been apocalypse-world-izing more art. Also might make some more of the blander playbooks into official looking tri-folds. If I do I'll post some here. Might try doing the treatment to some of my own Art of the Pantheon drawings.

I guess I should take down the Midsummer Songaday banner already. Anyway, later folks, and I hope the Twitter things makes this place more usable/helpful!

End Recording,
Ego.