I’m watching and really enjoying the “new who” series at the moment. My interest was raised a few months back when somebody tried to describe the loop-aloop time stories in a few episodes, as the time paradox plots are fun to watch.
This new-Who is a little like the old stuff, in that the main actor often is the best actor on screen and the assistants are mirrors to show his depth; but it also is nice to see the production values (and I assume budgets) jump up a bit. Nice work you fine British gentlefolk of there at BBC.
The 50th Anniversary also made it really clear just how easy it is to be behind on the “lore”. I’m not watching it until I catch up and finish the last Matt Smith season. To be fair I think watching them out of sync is fine, but something tells me they are meant to be watching in a kind of correct order.
That, and I like the Malcom Tucker character from The Thick of It, and I’m really keen to see what the new Doctor is like with Peter Capaldi. I’m ready for a little more stern, or grumpy, or maybe just less flirty Doctor after so many seasons of doe-eyes between the Doctor and his tag-alongs.
My first Doctor was #3 (John Pertwee) and my main childhood was through #4 (Tom Baker). So maybe I like old mongrels being the Doctor because of that. After many many seasons of “..run….” I’ve finally stopped comparing the styles of them and accepted they are different.
I’m not ready to convert our fridge to a Tardis just yet, but slowly becoming a fan. Continue reading →
Frugal GM has told us of a city map generator and it’s free (I initially thought he wrote it which is why the title of the blog is still that way).
Wait what? What is it?
The Roleplaying City Map Generator comfortably creates maps of any kind of settlement, such as villages, medieval towns, or 20th century big cities, in few minutes requiring only a couple of mouse clicks. You define the values of various city parameters, either manually or via pre-defined or own templates – The Roleplaying City Map Generator randomly creates realistic maps which can be printed or exported as image also as matrix or section.
Ok, but what does it look like?
How did I not know of this? Godlike. Awesome. Praise be.
Why? Because a quick shot map of a city is far better than just using words. Players can get a feel, even if that feel proves rough, this is so much more awesome than using generic stuff.
Friday night the usual suspects got around the big table and played the recent version of D&D Next play-test. So here are some badly thought through opinions on the game thus far:
It has changed more than I expected, and the changes are good. It is still D&D which is a good thing. I’m very keen to see and play more.
I still dislike levels and hit points, but there is no changing that. We had a good banter about why epic feels epic, and the D&D experience still comes built in with boom factor. So I’m kind of glad that hit points and levels are there, as it keeps essentially what I thought was the game, as they game.
I really like the way the Attack bonus for fighters is not 1/level. That makes it seem like their bonus to attack will not be so crazy at high level as to make others look silly, but they have an edge. Paladins, Barbarians and such are scales with them, which makes perfect sense. I think the Wizard’s scaling was missing in the pdf, which is hopefully an omission.
I don’t know how the table-top gamers will feel about the changes, as a mini-board is not really needed anymore. 4th ed had a lot of tactical edges which are gone from this play-test. I don’t miss them, but some people might. At some points a grid or minis would have been useful, but we got the job done quickly and clearly through conversation and hand drawn stuff.
How in hell are multi-class and class changes going to be handled in this version of the game? Looking forward to that cludge.
If you make a Cleric then choose your “always avail” power carefully. You will still be required to heal a lot in this version, so playing a cleric is still “that guy”. I played mine incorrectly in the playtest, but not wrongly enough to make me feel Clerics were anything interesting to me. I don’t enjoy healing. Scratch the class from the PHB in my version. If I’d made up a Cleric of the Reaper, which I almost did, then our party would have owned face – they deal huge damage, but are crappy healers. Now a Paladin maybe a different story.
Fighters are great. The new dice mechanics for special powers is empowering without being overpowered.
Monks look darn good at high levels – like getting straight 20s in all low stats at level 20. Heh, paragon games?
Wizards look the same, but I think our Wizard was playing it wrong too – my read is that a Wizard should always have one 1st level spell to use, and perhaps the Wizard should take a boom spell. Being left with cantrips is silly. It would be like leaving the two weapon fighter with a dagger. Or if he was playing it right and a Wizard can only cast x spells per day, with no default fallback, then scratch Wizard too.
I’m not sure a Rogue selection of advantages is handy in terms of having broad attack options, but would need to see how it played. A Rogue reads like it either operates alone, or as a team player, not both.
The rules are clear and fair thus far, and simple. It will be interesting to read what the advanced rules add in terms of complexity vs story.
The Backgrounds, specialties, and such are a great feature. In fact it is so good it should be added into most games in some manner or another.
More later, when I get another shot at the system. The guy in the pic below better have good fire resistance or a great insurance policy to cover incineration.
i.e. Stuff all the things in that thing noaw!!!! Bags of Holding were fantastic little toys in the game world, not only because it meant we had somewhere to put the wheelbarrows pull of gold coins, but also because we could threaten to stuff NPCs into them.
Or stuff the portable hole into the bag of holding and tear time-space in half with a divide by zero error.
It makes me miss the silly and irreverent way we played roleplaying games. We were not critically interested in story, or character progression, or continuity; it was all about silly fun. Even better when other players were the butt of a joke.
Another I remember well was one character wishing that another character had never owned anything in his life. Ever. (boom, wish granted) The game world re-wrote itself instantaneously so that the wish was true. All the gear was borrowed, all the meals were charity, all the achievements were all on someone’s stolen nickle.
That would cause hell to the mental state of the poor character who now has nothing to their name, must have borrowed or stolen all they have. It sucked for the player but oh how we laughed. What bastards.
Scott Johnson’s My Extralife comic is a mainstay of my webcomic reading. This great comic is a wonderfully dry observation on recent “always online” requirements.
As far as SimCity’s cluster-fail of how they handled the customer … well its been said that EA are not the best publisher or distributor when it comes to customer service, and I cannot disagree too much. No way in hell I’m buying a product when the vendor shows such plain disdain for their customers. That would be just rewarding them. The new Sim City might be the best version ever created, but I’ll wait for the next one. Or the one after that.
I was trying to not get hyped up. Then I watched the new promo. As promo vids goes its not revolutionary, but I guess I’m a fan-boy. Not that I’m expecting Aussies to get the show straight away, we’ll wait for the data to curve around the world, maybe a week later, or even months later to free-to-air (makes me frustrated).
hey distribution companies I have a message from Australians who dislike most of the TV content here – both paid and free-to-air….I’m a fanboy, make it easy…