Posts Tagged ‘D&D’

The Murlocs Are Coming!

Monday, July 14th, 2008

“So the murlocs are after us for improper hazmat disposal?”

This was, in fact, a quote from our D&D game yesterday. (3.5, in case anyone was wondering.) Of course they weren’t actual murlocs; those are from World of Warcraft. But when you have a bunch of Warcraft players as your D&D buddies, and the GM just couldn’t resist making those murglgrglgrgl noises when deploying the Sahuagin minis (I’m looking at you, dear husband!), well… you end up calling them murlocs, even if you’ve all been playing D&D for a lot longer than you’ve been playing Warcraft.

And as for improper hazmat disposal… well, it’s one of those long stories, involving the exploration of a city that had been sunk beneath the waves almost 500 years earlier, and the magics that were loosed at the time, and the sea critters that were still pissed over the whole thing. Not our fault. Really!

 

But anyway, I have some reviews since the last time I posted links:

  • First Blood is a paranormal erotic romance anthology by four authors, and it’s quite good.
  • Private Places is a historical erotic romance antho by another four authors. It isn’t quite as good as First Blood, but it’s still definitely worth reading. Besides—it’s got a story by Shiloh Walker in it!
  • Sea Fever is the devastating sequel to Virginia Kantra’s equally amazing Sea Witch.

Enjoy!

Dungeons & Dragons Fourth Edition

Monday, June 16th, 2008

You knew we had to do it—we bought a copy of the fourth edition Dungeons & Dragons ruleset.

This isn’t a review, as we haven’t finished it nor played it yet. It’s just a few first impressions which might or might not be borne up in the long run.

First of all, boy howdy is this a huge change. Those folks who like to think that game companies just make a few changes so they can re-release a product and get paid for it again have no leg to stand on with this one. The entire system has been overhauled; I’d dare to say it’s a greater change from 3.5 to 4 than it was from AD&D to d20.

Secondly, yes, there are things I like about it. So far I’m not falling entirely into either of the ‘love it’ or ‘hate it’ camps I’ve seen forming. First impressions, again not yet confirmed by playtesting: the system should be more self-evident and approachable to new players, particularly those who are accustomed to MMOs. The system’s powers and abilities look like they would have been easier to power-balance for the creators, which means it should also be easier to power-balance the ones you make yourself. In addition, it looks to me like it’ll be easier for game masters (GMs) to adjudicate many actions, which will make GMing easier on many folks.

That said, there are definitely some things I’m dubious about. Even before I looked online to see what anyone else’s reactions were, my husband and I found ourselves saying, “this feels like World of Warcraft written up as a tabletop game.” To be fair, I think that’s part of what’s responsible for the above positives as well as some negatives. However…

Many of the guidelines feel arbitrarily restrictive. One of the things I loved about D&D (as well as many other games) was the opportunity to get creative with your abilities and do unexpected and fun things. Many of the non-combat abilities are just plain gone from the game, and many other abilities have strange restrictions on them. For instance, there are abilities that can only be used in encounters that give absolutely no justification for why you wouldn’t be able to use them at any other time. It’s the kind of arbitrary restriction that reminds you that you’re playing a game and takes you out of the constructed ‘reality’ that is the hallmark of a good tabletop game.

Many of the descriptions of abilities made us laugh (and not in a good way). Either the prose was purple, or the justification given for an ability or a restriction on it seemed desperately hacked-together and ridiculous, or the way an ability worked was unnecessarily silly. I’ll let my husband get into the real details of some of those, since he plans to write a review after he’s done reading and we’ve played with it.

In large part, so far we can’t help feeling that most of these things revolve around one central problem: it’s as though the developers were trying to make sure that the rules were so cut-and-dried and simple that they could be arbitrated by computer. I can understand the desire for this, since everyone these days wants to do game tie-ins and MMOs and internet play tools. However, the more this is done, the more we move away from those things that make tabletop roleplaying its own beast, and one that in certain ways computer games just can’t measure up to. No computer game can yet allow you free rein with your creativity. Sure, there are still other things that set the two apart, like non-player characters that can hold true conversations with the player characters, but the open-endedness appears to have been greatly curtailed in this version of the game. Maybe I’ll change my mind when we play, but so far… well, I understand the trade-off, but I don’t like it and it doesn’t suit our play-style.

 

Today’s review is of The Complete Idiot’s Guide to Spices & Herbs—yum!

You know you have great friends when…

Monday, January 28th, 2008

Yesterday was a D&D day. We visited friends in Virginia, brought rice pudding, ate yummy spaghetti (I think when you have kids with narrow tastes and you make lots of spaghetti, you must get awfully good at making great spaghetti), and played D&D all day.

You could tell a lot of folks had had a rough, long, or stressful week. People were unusually cranky. But rather than taking that out on their friends as I’ve seen so many people do, they let it out through their characters. Our characters yelled, pulled weapons on each other, and yes, I think we had to roll initiative several times when there was no one but the party members in the room. The group even got kicked out of a part member’s aunt’s home for a couple of days.

And then we adjourned for dinner and chatted happily around the dinner table. Or adjourned for the night and had hugs and “when are we getting together next?!” all around.

That’s when you know you have great friends—when you all can let your stresses out together through your hobbies and activities, and at the end of the night you all still love each other just as much as when you arrived in the morning.