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Cards.

Alright, let’s talk about Magic: The Gathering.

Yes, I’m going to try again to revive the blog. The D&D group I had together has proven fairly inconsistent in terms of actually getting a group together every week, so I may as well admit that my primary hobby activity these days continues to be MtG, and I want to blog about it, so it’s officially on the table as a topic.

Last weekend I was at the Star City Open in LA. Now seems like a good time to get out of Zendikar block before the pre-rotation rush starts, a theory aided by my general lack of interest in Standard at the moment, so I spent most of the day setting up trades. Saturday morning, I was about 25 cards short of the Legacy deck I’ve been working on. A full day of trading later, I was about 8 short, so I shrugged, sold all the rest of my Zendikar block cards (and a few high-value but difficult to trade rares) to Star City and used the credit to fill out the deck and pick up a few staples I wanted anyway.

Thus equipped, I set forth on Sunday ready to play Lands.dec. Which I did, terribly, but hey, first day with a new deck. I’ve been grinding out games at the shop since then and there has been some improvement.

Also fun: I’m participating in an online Vintage (well, Classic, since it will be on MODO) Rotisserie draft. With five players battling over the good black cards, I’ve pretty clearly staked out a claim to artifacts, with picks along the lines of Mishra’s Workshop, Memory Jar, Goblin Welder, and Smokestack (one player did go Vault, Key, so there’s some artifact competition, and he already stole the Trinket Mage that was rightfully mine, but such is life). We shall see how events progress as the picks continue.

The return of the revenge of the son of blogging

Stop the presses and ring the bells, I’m back.

After a long post-move hiatus of World of Warcraft and Magic: The Gathering, with a few brief interludes in the realm of 4e (verdict: I still don’t like it for anything more than a 1-off) I have a game again, and more to the point, I’m feeling excited about tabletop games again.

Session 1 of “Built on Sand” kicked off on Monday. I’m running fairly vanilla 3.5 (including psionics and Tome of Battle), setting is Dark Sun (set just after the fall of Kalak). The group is a druid, a warblade, a rogue, and a preserver wizard, and the initial hook is that the city of Nibenay is hiring short term mercenaries and they’ve all hired on. I have some concerns about overall tone (for example, the druid seems to think he’s a hot-blooded action anime protagonist), but we had a fun little bandit encounter to refresh everyone on how combat works, there’s a fat, tedious city official to escort (and complain about), and I’m hoping that the players will start to buy in more on the mood of the setting. It would help if I could consistently remember the dozen-odd Dark Sun smerps that substitute for prey animals, mounts, and beasts of burden, but such are the perils of settings. Maybe I’ll put them on my GM screen.

The big downside so far is that my tiny SoCal apartment can’t host the game, so we’re doing it at the local cards and comics shop, which means distractions galore. That’s not my favorite situation, but if I have to run a game that way, I’d rather it be action/survival then, say, atmospheric horror or Big Idea space opera.

I will say, after several successive D&D games that might be (generously) considered on the high end of the power curve, it’s nice to be able to eyeball encounters right out of the book again.

Delayed Reaction

For some reason, it’s taken me forever to get around to ordering Eclipse Phase. Anyway, that’s rectified and I’ll have a review up once I get it.

I’m down on fantasy this week, so bring on the sci-fi! Maybe I’ll see if I can convert some of the local cardflippers. Which brings up the vital question: Trinity, Rogue Trader, or Traveller?

Yay.

Speak of the devil. I may get my wish.

Alright, time for something interesting.

I’ve been out in California for two months and I still don’t have a gaming group, except for weekly CCG stuff. And Magic is fun, but it’s not what I want to write about here.

I still don’t care about 4e. And while I think it’s awesome that people like old-school D&D and have a whole revival going on, that’s not for me either. I want a new edition of Nobilis, damnit.

White Wolf is moving/has moved to an almost entirely PDF-driven business model, which may be fine for them, but I hate PDFs.

Actually, here’s something I can get a rant on about. Spotted in an Exalted thread on RPG.net about an alternate take on Cecelyne, the following from StephanLS:

No need for apologies! While I do aim to please, I don’t aim to please everyone, and expecting to would be silly of me. If this interpretation of Cecelyne doesn’t work for you, it doesn’t work, nothing more needs to be said.

Fair enough. Just be aware that Mage taught me and a number of other prominent White Wolf posters that ideological division within a fan community creates poisonous social conflicts, and so we work to eradicate deviant takes on setting elements such as this to prevent them from causing long-standing arguments or, worse, leaking into canon via author persuasion or the elevation of fans to authorial positions. So it’s not a matter of “nothing more needs to be said” — my position is this take on Cecelyne is both bad in itself and potentially harmful to the Exalted fan community as a whole if allowed to gain any traction. By championing it, you set yourself as my enemy.

To quote QC: What the hell ass balls?

Arguing about Mage: The Ascension was the point of the game. (Tangent: You don’t prevent ascended fandom by telling anyone with an alternate take on the setting that they’re your Special Internet Mortal Foe, you do it by having a line developer that knows what he’s doing.) I love Mage arguments, and the fact that they still get traction over the painfully uninteresting Mage: Dudes from Atlantis reminds me why it’s my favorite tabletop game of all time.

A sign of a healthy setting is that it’s open to drift and discussion, and a sign of a good GM is drifting that setting to support the game they’re running.

What is best in life?

Opinion poll. In an Unspecified Medievalesque Fantasy RPG, an average combat encounter (not including large set-pieces or arc-ending showdowns) is best when it lasts:

  • Under five minutes because non-combat stuff is more interesting.
  • Under five minutes because our whole team are ninjas and we shivved everything during the surprise round.
  • 10-20 minutes.
  • 20-40 minutes.
  • Most of a session.
  • All of a session.
  • Don’t touch the minis, we’ll finish next time.

Draw. Row. Go.

Busy looking at apartments, getting moving quotes, etc. Not a lot of time for games at the moment.

But was thinking earlier about ways to combine CCG concepts of mana curve and tempo with RPG gameplay; something like a D&D prepared spellcaster combined with a ramp-up mechanic.

More on this to follow.

Money problems at Catalyst.

Catalyst Game Labs, who currently license the Shadowrun and Battletech IP, and additionally publish Eclipse Phase and CthulhuTech, are having some problems.

The official statement:

The result was that business funds had been co-mingled with the personal funds of one of the owners. We believe the missing funds were the result of bad habits that began alongside the creation of the company, which was initially a small hobby group. Upon further investigation, in which the owner has willingly participated, the owner in question now owes the company a significant balance and is working to help rectify the situation.

This hit RPG.net and Dumpshock last night via this post, which painted a considerably darker picture, and cited the missing funds as totaling $850,000.

It’s not good news either way, but hopefully they stay open and the freelancers get paid.

Cthulhutech Report

Sunday I ran a Cthulhutech one-off titled “Fear and Loathing on the Plateau of Leng”. It’s something of a last hurrah for me, almost certainly the last chance I’ll have to run a game here before I move in May. Also one of the larger games I’ve run in a while, with seven players, and certainly the longest single session I’ve GMed in quite a few years.

CT is a sci-fi game with Lovecraft trappings — humanity and its Giant Anime Robots vs. Migou space invaders vs. Things That Should Not Be (and their cultists). There’s a lot of truly shameless theft/homage (depending on how charitably you read it) from a few well-known anime series, though most of them are cited, so you can’t say you don’t know what you’re getting into. Macross + Evangelion + Guyver vs. Cthulhu actually turns out to be a fairly workable setting, at least at the level we were playing at, where I threw out all the rules I couldn’t remember and ran the game like an action movie.
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The universe is mine now.

I’ve been playing more board/card-y games than RPGs lately, so I’m going to chat about that for a while. More RPG stuff will come. Cthulhutech one-off this Sunday that I’m really looking forward to running, for example.

Anyway, I’ll get my two current favorites out of the way first, and those are Dominion and Race to the Galaxy. Both are fairly straightforward games (Race has a lot of icons but is simple in execution once you know them) that can be played very, very quickly by (notionally 2-6 but for best experience I’d say 3-5) experienced players. I’ve burned through a Dominion game in 15 minutes, and Race in 20, but they usually take more like 30-45; I’m just very impatient.

Great games to have, love them to bits, now let’s talk about Twilight Imperium. This isn’t a review so much as it’s a musing.

TI is a wargame, so block off 5-8 hours for a game right off the bat. While the rules are straightforward, if numerous, the set-up and “furniture” of the game is pretty complex. Also, it has a shitton of plastic spaceships and I am always pro- that. I’ve played it three times now, with 6, 4, and 3 people.

Based on that, I’d say with 4-6 people who all know the game, it’s awesome. Would play again, probably beats out Arkham Horror as my favorite board-game-related way to kill a lot of hours with a bunch of people, though AH is also pretty awesome. With 3 people, there are some scaling issues. Political strategies become disproportionately powerful as it’s harder to build opposition against votes that advantage one person; the “Imperial” strategy (which grants 2 VPs, with 10 VPs required to win, and therefore puts a clock on the game) goes around the table too quickly, giving a notable, though not insurmountable, advantage to whoever went first; the game ends before very many of the Public Objective cards have been revealed, which removes another clock element and leaves players fewer options to secure VPs; and some racial abilities are obviously better in smaller games.

So I probably wouldn’t play 3 again, or if I did, it would be with the alternate Imperial strategy (which has a slower clock).

I am a fan of the races, some more than others. Each has a couple of distinct powers that vary in usefulness and scope, and which are also balanced by their starting positions (some races with crappy powers get high-resource homeworlds and/or better starting fleets). There are a few that could stand to be tuned slightly, but they all play distinctively, which is nice. I’m definitely a fan of the Naalu, who get better fighters (and therefore tend to go with a fighter/carrier strategy), can always retreat from battles (which I should have used to picket my borders more effectively, but didn’t), and always act first in the round regardless of the initiative value of their strategy card (which is fantastic).

Last week I had the Mentek, who have fantastic cruisers and get to steal trade goods. The primary effect of that was that everyone spent their trade goods as soon as possible so I never got to steal any. PS: I still hate you all. But they get a really nice home system and a relatively decent starting fleet.

I didn’t really grok the game the first time I played, so eventually I’ll have to go back and try the L1z1x, who are apparently galaxy-crushing cyberzombies despite the fact that I ended up getting rolled by a bunch of brains in jars.

As with Arkham Horror, I don’t have time to play TI every week, but unlike AH, I probably would if I did.