Tag Archive: rpg


EYECON 2009

It’s been a while since I did a con report. Admittedly, I was an organiser for SYDCON 08, but I still could have written something. Anyway, other than providing the IT services, I was largely left to play games at this year’s EYECON. For the first time in ages, I played only freeforms (oh, and a LARP — you can’t have everything). I’ll review them in a second.

I want to acknowledge the hard work of all the game designers (whether or not I played your game), and my colleagues in the SRGA. As a secondary organiser, much of my work was done weeks before people started registering for games. Props go to everybody who did all the running around, lost hours of sleep, and nearly went insane due to everyone else’s “special” requests. You guys know who you are, so give yourselves a pat on the back and get some sleep.

Before reading further, be warned that I may not be able to avoid spoiling these games. In the event that you may want to play them in the future, you may not want to read my review. View full article »

Through liberal use of StumbleUpon, I found the “When we play the game, it has this cover” thread on Story Games. The basic idea is for the participants to produce covers for the RPG books they use as though they advertise the way their group plays.

I was particularly amused by Graham’s entries for the Esoterrorists and Trail of Cthulhu.

If I were to do one, it would probably be for Dragonlance. A human cleric argues with a half-elven woman. A number of other people stand around looking bored, obviously waiting for the two to resolve their differences. Over it all, a dragon breathes fire that is about to engulf the group.

Via: Highmoon’s Ponderings

Play it again? You’ve got to be kidding me!

I finally got round to finishing my second play-through of Mass Effect. I got a couple of the achievements I had been chasing, but not all, and this has reminded me of why I’m not really a completionist.

Mass Effect, like many RPGs encourages the player to talk to every character, explore every planet and complete every sidequest. You only get rewarded (via Renegade/Paragon points) for taking part in quests, even when inaction would leave far more impact on the game world. On top of that, there are specific sidequests that require you to explore every last nook and cranny of the galaxy hunting down this widget or that ore seam. All of this I did on my first play-through.

The game, however, dangles the carrot of Xbox Achievements (and in some cases, enticing character improvements) for you to re-do a lot of these tedious paper chases in subsequent runs through the game. I can understand that; RPGs tend to be single-player games, and without the fun of multi-player deathmatch, replayability becomes a strong indicator for “getting your money’s worth”.

Unfortunately, the main thing holding me back from yet another go at Mass Effect is its lack of variability. Even if I didn’t remember where everything was (I don’t, but it’s not hard to figure out), all the planets, buildings and quests are so similar they blend into each other. There are no surprises, and the outcomes for your character choices don’t really impact the game in ways that force you to wonder how it might have gone if you’d done something different.

Why would I want to go through all of that so I can get a little badge that tells me:

  • I’ve played the majority of the game with each of the party members actively by my side
  • I’ve mastered each weapon, biotic, and tech ability
  • I’ve completed it on each difficulty level
  • I’ve taken my character to the maximum experience level

Sure, some of them come with a little bonus for building my next character, but that doesn’t eliminate any of the drudgery. Tech powers and biotics have the same activation mechanic, and very similar visuals. The three weapon classes are very similar. By the time you’re level 45, you’re nearly unstoppable, regardless of your character class, choice of companions, or established battle tactics.

At least in Fable 2, the landscape around you changes as you make choices. Whole towns develop along different lines and prosper or suffer under the consequences of your actions. This is more likely to impact your willingness to replay the game.

For me, the pinnacle of replayability in a proper RPG is still Planescape: Torment. Even though the bad old Infinity Engine doesn’t produce awesomely immersive 3D worlds, I still return to Torment for a different swing at things. You can take completely different approaches to the game, have wildly differing experiences, come out with amazingly different plotpaths, and still have as much fun as the next guy.

Maybe I’m not well-versed enough in video games, but I can’t think of a narrative-based game that allows for such a rich experience. Can you name any?

On games where the PC cannot suck

I’ve been waiting to see how this scene would be handled by Darths and Droids.

It actually speaks to an issue that Flip and I encountered with Trail of Cthulhu. Unlike most other game systems, there are no dice rolls for investigation. While there is an element of resource management in the game, it boils down to automatic success for any form of information gathering, and is pretty light on for failure in other parts of the system as well.

Now, I can understand that people don’t like to play characters who suck, but without risk of failure, there is no greatness.

Take, for example, Rolemaster. While it has a reputation for stupefying amounts of arithmetic, and rules to cover even the most obscure situations to the most miniscule detail, the best feature of the game is its critical tables. And the reason for this is that this table can be applied both to player characters and their enemies alike. The amazing level of detail leads to much more dramatic and memorable events.

Every person I know who has played Rolemaster can give an example of amazing things happening while trying to keep their grip on a mechanical gryphon, choking to death while invisible so they can’t be rescued, or watching their enemies die with an astonished expression as their spell backfired and their head popped off.

I bet you can’t find me a Trail of Cthulhu player who can honestly tell you how excited they were when they emerged from the sorcerer’s study having found the spell book, map of the Dreamlands, time and location of the next opening of the Gate of Deeper Slumber, and sample of Shoggoth ooze.

Fable 2 and consequences

Despite my earlier skepticism, I encouraged P to pick up Fable 2, as it’s probably the only Western RPG passing near the Xbox 360 any time soon. Even though I had just gotten around to getting a second-hand copy of Assassin’s Creed (more on that later), I sat through the intro and some exploration of the earlier parts of the game.

It looks wildly huge. Yes, it’s more constrained than Oblivion in some ways, but the character interactions are much richer, which is in some ways the Holy Grail of role-playing games (at least in my mind). Character interaction is measured on a number of different dimensions which interact to cause different reactions from NPCs. View full article »

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