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July 7, 2008

Complete June Issues Posted On Dungeons & Dragons Insider

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Well, they've done it... the complete compiled issues for June's Dragon and Dungeon magazines online have been posted. I'll confess, I had begun to think that the online magazines would fail completely given the lack of attention they had been getting. I am pleased to report that the current issues are not only complete, but that the content is half decent.

There are a few articles that really would be better suited to being free online web enhancements, but for the most part the content was reasonably good. While I was pleased overall with Dragon, Dungeon was somewhat lacking... I miss Campaign Workbook articles and the Dungeoncraft articles they have posted before are frankly a little too basic for me. Hopefully the Campaign Workbook articles will make a return soon.

In positive news, not only are the compilations posted (yes, I know, they hid them in the table of contents rather than listing them in some sort of logical fashion... I wish the listing was in a more intuitive place, but at least it's there), but the editorial for the next issue is already posted. Also, they will be starting an Adventure Path next issue... there's a high bar set for those, given Paizo's excellent work, but I'm willing to give them a chance.


Game Of The Week: Are You A Werewolf?

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First of all, my apologies. I've had a number of medical issues over the past couple months that have made these game of the week posts sporadic at best. Now that the doctors are finally working on figuring out what's wrong, posts should start to be more frequent and cover something besides strictly 4th edition of Dungeons & Dragons... starting with this week's Game of the Week - a modern classic, Are You A Werewolf?

Okay, so it's a not particularly original take on the classic card game Mafia, which is played with a standard deck of playing cards. That doesn't make it any less fun. A few things: the game is short and sweet, skill counts (especially the ability to bluff), and you can play with a whole ton of people (the game maxes out at 15 players).

This isn't a game to play with a very small group as you need a certain critical mass - eight players is really just about as small as you can get, but its relatively short playtime and ability to accomodate large numbers of players makes it an ideal quick party game.

Sure, play Mafia instead if you want, but for a fantasy twist, check out Are You A Werewolf? from Looney Labs.

June 29, 2008

Dungeons & Dragons Insider: Observations

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So I've had a few weeks to observe the new Dungeons & Dragons 4th edition... part of which was to be a suite of tools gleefully promised to us months ago. It seems the edition is going to start without the tools, however, since none of them were ready at launch. Nearing a full month since the release, only the Compendium (a fairly helpful if relatively plain tool that allows the user to search the rules) has been released. The interface is very plain at present, boring and utilitarian, which suggests it was perhaps rushed out the door to show that they intend on releasing the tools.

Wizards of the Coast doesn't have a stellar record when it comes to electronic tools for the D&D game, so I can see why they might think their userbase a bit skittish. Frankly, we are. I don't trust WotC with electronic tools at all and am very skeptical about the subscription Dungeons & Dragons Insider service. They've had months to wow me and they've failed completely - not even bothering to compile their electronic files for the magazines into a complete issue. The content for the intervening issues between the end of the Paizo run of the magazines and the release of 4e was an opportunity that Wizards of the Coast squandered.

So have I given up? Ever the optomist, I've been continuing to try to keep an open mind. While the Compendium is not particularly elegant, it is up now and it works, after a fashion. The magazines in their new online format have had some fairly regular updates and articles have been going up a few times a week. I'll confess, I haven't read them all, but the article of illusionist powers for the wizard was actually quite decent, and brings a return to the Class Acts section, which was one of my favorite Paizo additions to Dragon magazine.

I have had less time to look over the Dungeon articles, and here I believe Wizards squandered another chance. I would have loved to have seen a really good entry level adventure that addressed many of the criticisms of the new edition in the magazine this month. Instead, we have some side-treks for the published adventure and two adventures for the middle part of the heroic teir (1-10th level... the adventures are for 4th and 8th level). I've made some use of the side-treks, which were decent but more appropriate for a web enhancement than part of Dungeon. I'm going to hold my blistering critique for next month... the game has few adventures out and needs options beyond the published Keep on the Shadowfell as an entry point. I'm hoping that I'll see one next month.

I am not a WotC apologist... they've messed up a lot in the months leading to the release, especially with regards to Dungeons & Dragons Insider, but at least this month they have posted something. We'll see if they promptly post the compilation and if the full table of contents gets posted. If both of those things happen, the DDI might still have a chance.

June 21, 2008

Free RPG Stuff: Get It Today Only!

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Today is June 21, 2008 - Free RPG Day - which is great for a cheap old queen like me, since it means plenty of free swag is available at my friendly local gaming store. What kind of swag? Adventure modules, quick start guides, the kind of stuff that might make you take a look and say, "Hey, I've never played Pathfinder and this Revenge of the Kobold King adventure looks really cool!" Okay, so I'm a Paizo fanboi, but for 4e fanatics, especially those complaining about the lack of a low level adventure in the Dungeons and Dragons Insider version of Dungeon magazine this month, there is also a Wizards of the Coast adventure.

The giveaways look pretty cool and include everything from miniatures (another WotC offering) to dice from Chessex and Q-workshop and even more adventures and quickstart guides - Harn, Traveller, Tunnels & Trolls and several others are represented. The stuff is free only at participating local gaming stores, so take a look at the Free RPG Day website and check their list of retailers... maybe you'll find that cool new system you were looking for (or get a chance to check out something from 4e for free). Maybe you'll even discover a nearby gaming store you didn't know was quite so nearby.

I'm a big advocate of supporting the friendly local gaming store because they offer something most online retailers can't: a real community, a means to find games and players and try out things you aren't sure if you want to buy yet. For those who find it usually more worthwhile to order things from Amazon, this is a chance for an even better deal. Get to your FLGS today!

June 13, 2008

What D&D 4E Could Teach Video Game Designers

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Gamasutra has just posted a really interesting 7-page article which takes the oft-complained about idea of D&D 4E borrowing from video games (MMORPGs in particular) and turns it around by considering what video games in the future could learn from the new edition of Dungeons & Dragons.

As mentioned, video games have been taking ideas from tabletop RPGs for years--there's no reason why that idea flow should stop. Yet any sign of a backwash seems to be seen as universally disgusting as its namesake. Some have pointed out that every edition of D&D takes the best mechanics of the games around them in that generation and makes them better (2E and the crazy-tables-flavour that was so popular in the 80s, for example)--is it only natural that D&D 4E seems to be partly inspired by MMORPGs, the most popular version of RPG right now (and, for that matter, ever)?


June 10, 2008

Game Of The Week: Dungeons & Dragons 4th Edition

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Whether grognards like myself like or hate the new edition (and there seems to be quite the mix), the fact remains that Wizards of the Coast is the big fish in the small pond of the role playing game industry. The flagship rpg product, the one everyone knows and everyone recognizes, is Dungeons & Dragons. As I mentioned in my last entry, I tried the game this past weekend with the introductory adventure and quickstart rules, having only the Players Handbook in hand. I'll discuss that experience later and in some detail because I think there are probably a lot of gaymers who are still in the process of making a decision on 4e.

Today I surrendered and bought the books - cancelling my online order (it was delayed in shipping until at least July 10th) - and buying the books from my friendly local gaming store (which, as I've said before, is not all that friendly, though at least the cashier is a hot little number). They kindly gave me a substantial discount as a longtime customer, for which I'm grateful, since the cost of the books is hurdle to starting in the new system. For what it's worth, while I always support my local gaming stores when I can, you can probably already find cheap copies on Ebay. Why? Because while I rather like a lot of aspects of the new edition... most particularly that I think my players have more fun playing it than 3.5... many others who had high hopes have not.

So if so many people hated it, why am I making it the game of the week? Because there must be some balance. For every person who has told me they hate 4e, I've also had someone tell me why they love it. It's not perfect, and thanks to Paizo, it doesn't need to be. Those who want to continue with the 3.5 system and rules that flow from that system can continue with Paizo's Pathfinder system, or just use 3.5 as is or with Monte Cook's book of his own house rules (which I featured here some time ago). For those who need the official system, who must have only what is endorsed by Wizards of the Coast - congratulations. I pronounce the system somewhat sound, playable, and fun. It may not be perfect, substituting streamlining of effects for flexibility in places, but it has its own qualities to recommend it, which I'll discuss in depth in the coming weeks in a new feature that will replace Scrying the 4e Crystal Ball.

This game will not be D&D for everyone. It slays sacred cows (magic missile can miss, and yes that just feels wrong to me, too), and it changes many aspects of the game. Wizards seem more playable at low levels than they were, fighters seem more playable at high levels than they were. Much of the game is now about the team rather than the character, and you'll have to work at making your character unique, because the rules will not do it for you. But I think, despite great early trepidation, that the game is a good one. Try it out if you can. If 3.5 is definitely your choice... think about trying Pathfinder. I'm still reading the alpha release of their rules, but they look like they're doing something interesting over at Paizo too.

June 8, 2008

Scrying The 4e Crystal Ball: It's Here!

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With 4th edition of the new D&D game out, I felt a need this weekend to take the new rules for a spin, and not just because of World D&D Game Day on Saturday. Unfortunately, despite its participation in the day on an official level, no 4e gaming was going on at the nearest FLGS and the better one (which is slightly further away, hey gimme a break, gas is $4 a gallon) was full by the time I cornered the manager of the nearby game store to find out that indeed no 4e gaming was going to take place.

Fortunately, my regular gaming group meets on Sundays and agreed to do a test. I purchased Keep on Shadowfell just after its release and my gaming group (sans one player) gave it go. That gave us a group of five players, which is conveniently what the rules recommend (and also the number of pre-gens available). Saved from trying to figure out character creation over the weekend, I focused on learning the rules. Many of the changes came as no surprise, I have, after all, been reporting what little we've been able to learn for the past six months. I have a controversial opinion, I know, but frankly, while I love 3e and 3.5e, I think this game (so far) plays better for my group.

I'll give a full review tomorrow, but I think it's safe to say that 4e is D&D, but not necessarily the flavor of D&D that is right for everyone. I'll explain those sentiments tomorrow.

June 7, 2008

Happy D&D Game Day!

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Today, June 7th, is the Worldwide Dungeons & Dragons Game Day! Hundreds of Friendly Local Gaming Stores all over the world (and even locations set up in Iraq and Afghanistan for serving military personnel) have a big action-packed day to celebrate the release of Dungeons & Dragons 4th Edition, so if you have a chance to drop by you'll probably have a blast.

I'm certainly picking up my own copy of the game sometime this weekend, and I'm still very optimistic. In not too long, we'll have a big VelvetDiceBag weigh-in post where we air out our opinions and you post yours!

In the past eight months or so (can you believe it's been that long?), I hope I've showcased a big variety of RPGs, showing that there was more to the hobby than D&D--tons and tons of games by small presses, medium-sized presses and even no presses at all that are well worth your attention and maybe even perfectly suited to your group. Nevertheless, D&D has a special place in my heart as my first RPG and I'm very excited--I hope some of that excitement rubs off on you guys!

*rub rub*

June 2, 2008

Big Changes In Magic: The Gathering

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With the new Magic: the Gathering block beginning with Shards of Alara on October 3rd, 2008, the folks at Wizards have announced a few changes that will be a comin'.

• After a "tremendous amount of feedback," they have decided that they are releasing too many cards each year and card sets will be smaller. Shards of Alara will have 249 cards, and each of the next two sets in the block will have 145.

• The concept of rarity is also changing with the institution of the new level of rarity--the mythic rare, with not a gold expansion symbol but kind of a fiery red-orange expansion symbol. Intense indeed, these babies will replace the rare in about 1 out of 8 booster packs. Shards of Alara will have 15 mythic rares, 53 rares, 60 uncommons, 101 commons and 20 basic lands. The next two sets will have 10 mythic rares, 35 rares, 40 uncommons and 60 commons. The way foils work will stay the same, with foil mythic rares actually being more frequent than usual.

• Boosters will have 1 common card replaced with a basic land. Boosters will therefore consist of 1 rare (or mythic rare), 3 uncommons, 10 commons, 1 basic land, and 1 tip card or token.

• A new product is being introduced, the intro pack, acting as an experienced player's introduction to the new set's mechanics and setting (as opposed to, like, the internet), and will be the "best tool for introducing new players into the game." It'll include a 41-card precon deck with 1 premium foil rare and 1 non-foil rare, a booster pack of the current set, an insert with the new set's mechanics and info on the precon deck, and an insert to teach newbies how to play the game. There'll be 5 intro packs with each set, and SRP is $12.29. Theme decks, however, will be discontinued.

• Coming up in the fall is the Planeswalker's Guide, an extensive book about the new set--this one in particular is called The Planeswalker's Guide to Alara, coming out September 2nd, 2008. In the winter will be a new Planeswalker novel series, in the Spring the new block will get its own set, and the Fat Packs are getting a redesign with 6 instead of 8 boosters and a current novel instead of a set-based novel (boo! Boo!).

The week's articles at Magicthegathering.com will be dedicated to those changes. The first article is The Year of Living Changerously, in which Mark Rosewater begins to explain what went through WotC's heads. (Myself, I think most of the changes are pretty cool, besides the reduced set sizes. I mean, 330 cards in Mirage meant that there were that many more cards to love!)


June 1, 2008

This Week In Tabletop Gaming

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Some pretty big stuff went down this week in this hobby of ours. The most noteworthy is probably the fact that many people got their copies of Dungeons & Dragons 4th Edition early--and, as we've learned from the music industry time and time again, when one person gets an advance copy of something, everyone gets an advance copy of something. VelvetDiceBag does not promote piracy, however (unless it's of the Freeport or Stormwrack or 7th Sea varieties) --if you did indulge yourself and downloaded a copy and enjoyed it, we urge you to buy the real thing when it comes out. Pretty please?

On the Chaosium and Cthulhu side of things, I previously reported the first unlimited edition of the gorgeous Call of Cthulhu dice. Also of note is Chaosium's agreement with Sixtystone Press to create Call of Cthulhu supplements (a good move, considering they're focusing on their BRP-system line lately) , and the folks at Yog-Sothoth.com just released the new Yog Radio podcast, featuring an interview with S.T. Joshi. That made me really, really excited--my final English paper in Grade 12 was on the works of Lovecraft, and as anyone who's done academic research of Lovecraft will tell you, basically everything, every academic treatise and biography of Lovecraft, was written by S.T. Joshi and it's all excellent. Do yourself a favour, check out the interview, and read some of the ample works of Joshi online.

At Magicthegathering.com, it was Evil Twin week. There are a bunch of excellent articles up, my favourites being How to Sneak Overpowered Cards Past Development and The Evil That Designers Do.

Not much from White Wolf except for two (admittedly intriguing) previews of the new freehold-focused Changeling book, Lords of Summer, and a revelatory look-ahead at Hunter: the Vigil, a game that looks quite good but whose cover is marred by a sunglasses-at-night-wearing douche smack in the middle of it.

The Escapist had a really cool article about the nature of the roleplaying game as a modern phenomenon, called Dungeons & Dragons Owns the Future.

The new Palladium press release has details on T-Shirts, a new Rifts anthology, and their release plans for the summer. Mayfair games announced its plans for GenCon. (I'm not even going and I'm still excited!) A new RPG company debuted, Myth Merchant Press. The much-awaited documentary, The Gamers: Dorkness Rising, found a distributor in Anthem Pictures.

That's it for now! Hopefully next week we'll be back to a more regular posting schedule. Thanks for your patience!

May 23, 2008

Rest In Peace Robert Asprin

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Books have informed the gaming industry for many years. As much as I love the epic fantasy that brought us D&D and so many other fantasy games, sometimes high fantasy just got on my nerves and I needed to turn to something that was lighter - something funny and punny and wild. Something like the Myth Adventure books from Robert Asprin. I'm grieved to say that after finally starting to continue this series following a very long hiatus, Robert Aspirin passed away yesterday.

Please see the Myth Adventures website for details.

May 7, 2008

Scrying The 4e Crystal Ball: GSL Less Restrictive???

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And the news is in, the GSL isn't quite as restrictive as we recently thought it might be! It seems the GSL will require that product lines make the full conversion. How restrictive is this? We don't know until we see the definition of "product line," but it is certainly less restrictive than the company wide conversion that seemed in the cards two weeks ago.

I'm encouraged by this news and hope that we may yet see some Paizo and Green Ronin materials for 4e. There are still many companies who are (at least publically) on the fence, but I wouldn't expect to see firm decisions from anyone until they see the license.

Here's a tidbit:

There has been a lot of speculation around the details of the new GSL, and I feel like there is need for some clarification. Our intention is to encourage publishers to design for 4th Edition, not to jeopardize independent third-party games published under the OGL. With that in mind, publishers are going to be able to decide -- on a product line by product line basis -- which platform they will use for developing their products. If a publisher has an existing product under the OGL, we would love for them to update it to the GSL; however, that is not a requirement.
--Scott Rouse, Senior Brand Manager

For more info check the D&D GSL FAQ.

And girls who like girls who like breastplates!

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