Over on RPGGeek, there’s a fun thread to make a dungeon together. Someone selected a dungeon map, divided it into rooms/areas and invited the visitors of the site to design the rooms. Good fun, and while it could have become a weird ‘zoo-like’ collection, it seems like it’s actually pulling together with a relative consistent theme. Pretty cool how a large group of like-minded individuals can get together to create something cool in almost no time at all.
Dungeons & Dragons is a game that rewards “system mastery”: if you know the rules well, you will do ‘better’ at the game. (With ‘better’ being defined as being more effective as a character.) But there is another reward for knowing the rules: the game will progress so much faster and smoother when you know the rules: what to roll, which modifiers to apply, etcetera.
This is easy to remember for attack rolls, but there are things that you don’t use all the time, like the precise descriptions of spells or special abilities. Of course, those are in the rulebooks, but it’s not very conducive to a smooth RPG session if you have to stop and look up a rule or spell in the rulebook.
So I have taken to Homebrewery. It has style sheets that match the D&D Player’s Handbook, so it looks like a page out of the rulebook. I create a document for my character and enter/copy all the rules and spells for that character. Most (all?) spells and class abilities are in the D&D5 SRD, so you can just copy/paste from one webpage into the other, add a bit of markdown and you’re done!
I print these out, along with the character sheet, so that I have every information needed to play my character at the table. I’ve been doing this for some time now, and I really like how it works out. Just a tiny bit of work up front, huge time savings at the table!
I am not a fan of First Person Shooter (FPS) games. At least, I haven’t been ever since Quake came out.
During my formative years, I played videogames on an MSX machine, using the keyboard. I had a joystick, but that was crappy and didn’t afford the control you had when using the arrow keys. (And the MSX didn’t have a mouse — at least not the ones I used, so I never used a mouse for gaming.)
Then, when I got a PC and Doom came out, I played a lot of that — again, using the keyboard. Doom doesn’t have any “verticality” to it: you never can get to the same spot on different levels, except on elevator platforms. The technology just wasn’t advanced enough to do that. The upshot of this was that you never had to adjust your aim vertically: the engine compensated for that itself. So all you had to do was to aim and shoot — and the keyboard was perfect for that. I used to be pretty good — not good enough to win tournaments, but I consistently completely dominated my flatmate and his friend, even if they cooperated.
Then Quake came out, and that had a more advanced engine — one that did deal correctly with vertical displacement. That meant you also had to aim vertically (of course), and that is where the pattern of “aim with mouse, move with keyboard” started. And… I just never made that transition. I used to play quite a bit of Quake with colleagues on Friday afternoons, but since I only could play with keyboard and never learned to simultaneously aim with a mouse, I just never was any good.
(Now, with a controller, it’s not so bad anymore, but all the “serious” FPS games are played on PC, where mouse/keyboard combo dominates.)
So I never got into FPS’es, and when the wave of online FPS’es came in, it passed me right by. I also mostly don’t like the ‘bro gamer’ culture surrounding games like that.
And then recently, Playerunknown’s Battlegrounds came out, and I caught someone streaming it on Twitch. The concept is simple: you get matched with 100 other players. You’re all on a plane without equipment, and you can parachute out at any moment you want, landing on an island map with lots of deserted villages and other infrastructure. Then you have to find equipment (guns, ammo, gun modifications, armour, first aid kits etc). Every so often, the play area is restricted to an ever-shrinking circle — and if you wait long enough, you’ll take damage when you stay outside of the circle. Last player alive wins. There’s also a mode with duos and squads of up to four players.
It’s brilliant: everybody starts off at the same level, and it’s a question of skill and luck to find the best loot and make the most of the loot you find. Because the circle shrinks, there’s constant combat: you just can’t camp on the high ground and wait for others to come and find you. It also means that a single round is about 30 minutes, so you can catch a round on the quick. Whereas watching other FPSes bores me, this is really amusing: during looting there’s little tension (if there isn’t another squad in the area) so the players tend to goof off, but that all changes within a second when shots are heard or a vehicle approaches.
(Still don’t want to play it, because I’d be bad at it, but it’s nice to watch on the second monitor as I’m doing other things, like writing an LJ entry…)
I’ve mainly been watching Scariel. He’s very good at what he does (he is a professional FPS player for five years now), and he takes time to explain his tactical considerations when doing something. He plays the game very laid back: if he doesn’t have to shoot, he won’t — shooting gives away your position and alerts others to your presence! We’ve seen him team up with people who never played the game before, and through his coaching, they even won. He’s having fun doing it too, which is also good to see.
The other streamer that I watch is Anthony_Kongphan. Anthony is almost Sacriel’s polar opposite: if he sees another player, he goes for it and tries to mow them down. He’s so good that he often gets away with it too, but his play style gets him into trouble too.
And then there are the games where these two cooperate (often with two additional players to round out the squad of four), and it’s absolutely fascinating to see how those two playstyles mix and how that plays out. It’s really a lot of fun to watch. And since a round is only 30 minutes, it’s easy to drop in and out of a stream, instead of having to invest hours to keep up with the game.
As you may know, I spend a lot of time over on RPGGeek, the RPG sister site of BoardGameGeek. One of the features they have, is the Question of the Day. Today’s question is: “Describe a character death in haiku.”
This is very, very cool.
I spend a lot of my online time on RPGGeek. Apart from a lot of quality information in their database (where you can find the answer to questions like “how many supplements were made for FASA’s 1985 Doctor Who roleplaying game?”), there is a very welcoming and knowledgable community. I also play in a few Play by Forum games there.
They also have a ‘Geek of the Week’. One user gets the spotlight for a whole week, which often means that people ask them lots of questions about their roleplaying habits and personal life. When the week is over, on Sunday, the exiting GotW introduces the new one.
And from today until Sunday, I am RPGGeek’s Geek of the Week. I was honoured to be asked, and so far I’m having a lot of fun answering all of the (semi-)random questions!
When I come across an interesting blog, I immediately add its RSS feed to my LJ syndication list. This gives me a single place to keep up to date with everything that interests me. That’s also what I did with medievalbooks.nl (syndicated as the LJ account erikkwakkel, named after the book researcher who maintains the blog).
And I am glad I did. All of his posts on that blog are highly interesting, illustrated with many good photos and examples. For instance, did you know how monasteries catalogued their books in the 1200s? Here you can find out how.
Highly recommended — and if you like it, you also might want to follow @erik_kwakkel for more medieval manuscript goodness!
I’m sure I’m late to the party, but A Questionable Quest is pretty cool: animated episodes about a girl exploring her fantasy world — and the audience suggests her next actions. There should be a new episode every 14 days, but the fifth episode has not materialised yet.
I love the style and the voice acting. But above all, I love the concept and the subject matter!
Fun trick: explosive polymerisation. A bigger, self-contained version of this would be quite the laugh on new year’s eve.
I wonder which marketing executive woke up one day, and thought to himself: “You know, what we lack is a comic based on a game that was released thirty years ago! It’s sure to be a big hit!” I wonder who he pitched this idea to, and why they funded the project.
Sound crazy? Well, it must have happened, because now we can bask in the awesomeness that is the Xevious comic.