A blog about playing games, building games and talking about what makes them work or not.
Sunday, August 30, 2020
Chug, chug, chug
Tuesday, August 25, 2020
How not to be stunned forever
Sunday, August 16, 2020
A pit of lava
Today myself, Naked Man, and some friends set out to conquer the Tomb of Horrors. The Tomb is an old DnD adventure written before I was born. I have never looked at it, but I have heard many a tale about its outstanding implausibility and lethality. The stories did not lead me astray. We only got about 2/3 though the thing, but it is definitely the pinnacle of absurd funhouse dungeons that try to kill characters in the most over the top ways possible.
I had a fun time playing. The group is great. However, the dungeon is a silly mess that I couldn't take seriously.
I actually went into the session figuring it would be brief. Everyone else seemed to be sold on the idea that if their characters died to something they would just bring in a new one and keep going. I wasn't into that idea at all. If we aren't going to die to the dungeon, why bother playing in the deadliest dungeon? If we are going to go for nonsense deathtraps, then let us actually respect them and let the heroes die. If I die, I am out, and I go home.
But we didn't die. None of us even came all that close, really. We are all in good shape and have lots of resources left at this point, most of the way through the dungeon. I am sure it gets even more dangerous near the end, so I expect us to have a TPK next session, but we could live, you never know.
In the first hallway we found a Sphere of Annihilation sitting in a carving, 5 gigantic poisoned pit traps, a dart trap, a switch trap, and a teleporter that sent us to all kinds of different places. In the first hallway! You might imagine that a dungeon designer who had access to 'teleport anywhere' as well as 'anti magic zone' and 'undetectable trap' could easily dispose of any interlopers, but this dungeon was clearly built by an idiot who merely wanted to inconvenience invaders, not actually stop them.
For example, one trap is a hallway with an illusion of weak enemies fleeing in fear. If you enter the hallway, the entire 13 meter length of hallway turns into a slide, sending everyone on it into a pit of lava. We know that the lich could simply have teleported us all into the lava. But they didn't. They could have put the lava under or above the hallway, killing us all easily. But no. They made sure to make a trap that is both preposterous and also not necessarily lethal. They also made sure to make the mechanics of it completely ridiculous. How exactly does a chunk of rock that big shift like that? How is everything nearby not destroyed by the lava? "Magic", obviously.
From a game standpoint, instantly lethal traps that you can't avoid aren't much fun. From an immersion standpoint, an opponent with godlike power, unmatched intelligence, immense time to prepare, and home ground advantage should be unbeatable. The sensible way that this situation plays out is that the lich inhabiting the Tomb simply murders us without any effort at all. Instead the lich is a bumbling fool, wasting their power and resources on fruitless endeavours, because that way our party has a chance.
One issue with a place this full of secret doors and traps is that it encourages wretched, boring play. We have a rogue with incredible Perception and Investigation skills, so he automatically finds everything. We have a warlock who casts Detect Magic at will, so every single magical effect is found immediately. In each corridor and each room we promptly find all the magic and all the traps, but everything takes a long time to do because we have to keep talking about searching with our powers on every single thing. We can't just move down a corridor - we have to slowly walk, talking about investigating each thing we find. Tedium, not fun.
If, for example, you have the Find Traps spell but can only cast it a few times a day, that is interesting. You have to pick the right spot to use it, and conserve resources. But constant, always on detection simply means that there is temporal overhead, and every single thing we do has to be framed in "I stare around the room Perceptively!" Detect Magic is the worst offender here. I would personally remove it from the game completely because I think it torpedoes fun, but at least it should always cost something. I understand the appeal of making players think about the things they find, and consider how to handle them, but you don't encourage this by just filling every corridor with pits of spikes that the players defeat with tedium - you include evocative descriptions that they can interact with in normal, sensible ways. Avoid things that require the GM to say "Well, it works because Magic."
I am glad I got to try out this thing. I like playing with these people. But geez, what a badly designed mess this thing is.
Wednesday, August 12, 2020
I did not cast Fireball
Tuesday, July 28, 2020
Dim the lights
Today I am here to be grumpy about mood lighting.
In Battle For Azeroth there are a real variety of dungeons with a wild expanse of aesthetics and styles. I like that! There is a silly pirate town with a pirate boss riding a parrot, a dank prison on a remote island, and a goblin factory / research lab full of robots and mad scientists.
When I think about which dungeons I want to visit again and again though, there is an obvious pattern. The dungeons I want to visit most are the ones where I can see what is going on.
Waycrest Manor is the best example of this. The aesthetic of the place is a old manor house infested with witches, ensorcelled servants, magically animated constructs, and horrors. It is dark, gloomy, and hits the look perfectly. Heck, it even has an endless lightning storm going on so that when you are outside in the courtyard fires start from lightning strikes. Great!
But you spend most of your time in this dungeon in a narrow corridor with dark brown walls, dark brown floor, dark brown ceiling, and dark monsters. Sometimes you have to go into an alternate realm that changes the colouration of the place, and that places a dark purple tint on everything. It is maddening! It is so hard to see what is going on, and when mechanics require you to dodge stuff on the ground that makes it even worse.
With perfect room lighting it is workable, but my computer is in a room with windows, and under those conditions Waycrest Manor is just unplayable. I can't see anything that is going on, because the entire screen is just a mess of darkness.
There are two ways that restricting vision usually happens - either lighting, as described above, or by restricting space. Narrow hallways and low ceilings can be a struggle, but they are workable. Low light conditions are, by themselves, a thing I am okay with. But bother together is just misery and I hate it.
It is no coincidence that I want to run Freehold over and over. It is outdoors with lots of room to move, has good lighting so I can see what is happening, and even includes a variety of routes to choose from in an open format.
I get that people want a variety of aesthetics. I can see the appeal to an old manor house, or a dank dungeon. But Blizzard needs to resist the urge to make restricted areas also dark areas, even though that totally makes sense. It just causes me to rage at the computer, desperately playing Battle With The Interface trying to figure out what the heck is going on. I don't mind challenging mechanics and tricky choices - in fact, I quite like it! But squinting at my computer, being unable to know what is even happening, doesn't feel like challenging or interesting - just frustrating.
Even if I get less variety in style and look, I want open format dungeons where I can choose my route, see what I am doing, and feel like I have choices. Narrow dungeon corridors are a staple of old school fantasy gaming, but they mostly function to limit player choice, and that just isn't a compelling reason to continue to include them in the future.
Thursday, July 23, 2020
To Infinity and Beyond!
We knew that this change would lead to higher scores and different card evaluations, but we didn't anticipate quite how out of control it would get.
The early game was fairly normal, though we did play more card draw than usual. How much card draw I play depends a lot on what I draw, my income, etc. and at times I don't play any because I already have places to spend all the money I have. I knew the game would be a long one though, so I played every card draw effect available.
The heat ran out on turn 9, and the other tracks maxed out on 12. We then spent a couple turns filling up the remaining board with cities, then greeneries. By 14 the board was completely full except for a few spots allocated to specific cards, and at this point the great majority of cards were dead draws. Thermalist was in play, but I was ahead by 100 heat, so heat and energy production were completely dead. Our incomes were 135 and 136 counting steel and titanium, so there was no way we could possibly find ways to spend all of our money. Miner was in play too, but since I had 10 titanium / turn and 9 steel / turn, there was no way for me to lose it. Greeneries were also impossible, so plant production was also moot. We looked at our boards for a minute, declared me the winner of Miner and Thermalist, and set aside our boards entirely, declaring all resources infinite.
For the last 3 turns of the game we sat there drawing as many cards as possible, putting the cards we drew straight onto the table, and waiting to see who would get Noctis / Mohole / Phobos to be able to claim Landlord. I got lucky and collected 2 of the 3 and walked away with all three awards.
The final score was 192 to 170 in my favour. Key to my victory was scooping all three awards but only having paid for two of them. I got 23 points from animals, and roughly 60 raw terraform rating, as well as 16 points from Physics Complex. Honestly the game was a ton of fun, though it did take a long damn time to finish.
My long term takeaways are that the game as we played it is kind of stupid. Infinite money makes much of the game feel ridiculous, and it was too long. However, I actually quite liked knowing that I would get to play all the things, and I enjoyed knowing that we would see all the cards. I think that the game would be a lot of fun if it was slightly shorter, and I have a couple ideas on how to do that. First off you could just have players draw five cards a turn each round, which would shorten the game by about two rounds, shaving off the ridiculous infinite resources time. Also you could simply declare that just like the solo game, the two player game lasts exactly 14 generations. That is still a long game with lots of opportunity to do fun things but you would never get to infinity, and filling the board would be possible but by no means guaranteed.
Doing a 14 turn game seems like a cool variant, but I really like seeing all the cards. Maybe we could just flip over 3 cards every turn and trash them out of the game, so at least we know that all the cards in the deck will be seen by game end. Not too sure on the best way to achieve that goal, but this kludge kind of gets there.
Tuesday, June 2, 2020
Not so old after all
I love to find something hard and beat it into submission.
The trouble in the early going was that my performance was just not up to snuff. I was standing in bad, failing to interrupt, generally just being mediocre. I knew my mouse was being an issue because sometimes I hammered on the keys and just got no response, and had to sit there and watch myself die. I am getting old though, and it has been years since I played seriously. In that sort of situation you have to ask yourself if maybe you just don't have it anymore. It is a poor craftsman who blames his tools, after all.
Turns out it was the tools, not me.
I got a new mouse and it was like I could fly. I circle strafed around monsters, slid out of fire, and bashed all kinds of faces. I have to remember this - I can't keep up the kind of performance I could deliver 15 years ago, but I am not a chump. I just need the right tools!
It does bother me to buy new stuff when I have old stuff on hand that still kind of works though. My mouse, while it was a disaster for gaming, still mostly functioned. Plus it wasn't a cheap thing when I got it many years ago. It makes me twitch to see it just sitting on my desk, never to be used again. I paid over 100 dollars for a new mouse just to play WOW! My money demon is losing his mind.
Nonetheless, the feeling I get from playing with proper equipment makes it all worthwhile.
I am certainly finding it odd to plop down into an expansion so late. After a couple weeks of levelling I joined a guild and ended up beating heroic N'Zoth, the final boss of the expansion, on my first raid. It was fun, don't get me wrong, but there isn't anything new to fight, there aren't any fights to learn. That is the end. I can still gear up (and I am!) but it is extremely strange to not have that big end boss waiting for me as the final goal.
There is a long way to go in gearing up, inching ever closer to that perfect gearset. I wonder if I will end up playing right to the end of an expansion and starting the next one right away. It will have been a long, long time since the last time I did that, if indeed it does happen.