Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

World of Darkness — Mini-Review.

Posted by nefchast on March 12, 2010

If you’ve checked out the earlier post this week about World of Darkness, you’d know it was free this week in celebration of Read an Ebook Week. If, for some reason, you still don’t have it — either before it was free or since it was — you still have till tomorrow to grab a copy. It’s free, why not?

I’ve gone over most of the book this week, not getting to read everything due to a certain beta popping up and the release of the Dawn of War 2 expansion, so I’ve gotten a pretty good gist of what everything is about. To be honest, more so than many rulebooks, you’ll want to read through the entire thing at least once. Player or Storyteller. (WoD’s GM/DM) I’ll explain why in a second.

The ebook itself is fairly well done, of course, since it’s basically the second edition of the game rules. My biggest complaints are the lack of bookmarks and printer friendly options — it’s a PDF copy of the print book. This is easier to accept seeing the original rulebook came out in 2004 — it’s getting close to a decade old now. Most of the art is quite good, the layout is fine, and there is an index and table of contents to help with the lack of bookmarks. If you were going to use this book a lot, I’d recommend getting the print version, too. (should be easier to navigate)

The game’s core mechanic is very simple, using d10s you build a dice pool based on: Attribute + Skill + Equipment +/- Modifiers, roll versus 8 and count successes — if any. A roll of 10 explodes allowing for more successes to be rolled. Simplicity is all around in this game, even if the above mechanic seems slightly complicated.

You have a 3 groups of attributes and 3 groups of skills, broken down into Mental, Physical, and Social. During character creation you choose your Primary, Secondary, and Tertiary groups for both sets and apply points as seen fit. There’s also Virtues, Vices, Merits, Flaws, and Equipment to go through. After you’ve finished reading everything — the longest part of the process — actual character creation shouldn’t take that long.

Practically every action you could possibly need to take during play can be found in the rules and is usually well detailed with all the information needed to use it — this is why you’ll want to really read through and familiarize yourself with the rules, Player or Storyteller. (you might find something you hadn’t thought of doing before)

The setting, for those not familiar with the game at all, is based heavily on dark conspiracy and supernatural elements. Horror to some. (not a particularly scary genre to me) There’s tons of sourcebooks out already for the general game world and the other WoD branches (Werewolf: the Forsaken, Vampire: the Requiem, Promethean: the Created, Mage: the Awakening… basically, if it has a Name: the Something and is from White Wolf, you could probably use it) to help flesh out campaigns even more. I also tend to enjoy the fiction that’s written in the books, helps get you into the mood.

If you’ve never really thought about tabletop RPGs before but wouldn’t mind trying one — I’d recommend this one especially. It’s got plenty of detailed information for players and GMs, including what looked like a bunch of beginner tips. For those that have plenty of RPG experience, but simply never cared to check into WoD before — if you want a pretty crunch light horror/supernatural game, this should work well. (though you’ll likely want some of the supplements, too)

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Dawn of War II — Chaos Rising.

Posted by nefchast on March 11, 2010

Relic’s Dawn of War II (that fun tactical RTS game for PCs) just launched its first expansion — Chaos Rising. I’ve gotten to play through a chunk of it this morning before work and really enjoyed what I saw thus far.

There’s new a new campaign for single players (or co-op, I presume, haven’t tried that) and new maps, units and army (Chaos, of course) to use in multiplayer. For 30 bucks, it’s not too shabby. (I wouldn’t of minded a second new army, of course…) I can’t remember if there were Imperial Guardsmen in the original campaign, but they do make an appearance in this one — meaning they’re probably coming in a future expansion.

As to the new campaign — it’s pretty much what you expect out of the campaign. More stuff, of course, and a Corruption mechanic that is pretty cool — let’s you slip closer to Chaos, but rewards you with really nice equipment. To recover from corruption you have to use gear that basically nerfs you or harms your characters — probably not a mechanic that is going to be enjoyed by all but is fairly fitting to the setting.

The multiplayer setting is where this expansion seems to shine the most for me, as you get to play Chaos. The original four get an additional unit type each (Tyranids getting 2) which helps spice them up a bit. I glanced over the units a bit, spent most of my time on the campaign, so I only know a bit about the new ones for the old armies. The Librarian for the Space Marines is a Psyker — basically a caster type that can do some impressive stuffs. The Weirdboy for the Orkz — didn’t get to try him. The Wrathguard for the Eldar — think about a trio of smaller Wrathlords, with lasers. (fought them a good bit, haven’t used them yet) And the Tyranids get a Tyrant Guard — basically a tank — and Genestealer Brood — seem to be stealthy melee units. (saw the ‘nids in action during multiplayer, the Guard was holding his own while assaulting the enemy base…)

The Chaos introduce several new units, many of which are really cool. The first thing you should know is that choosing a Chaos Space Marine Hero will change the type of shrine your Heretics can build — they can be pretty useful. The next thing you should know is Heretics have the ability to worship — this has in-game factors like buffing your units or healing them. There’s a range on worshiping and the Heretics won’t be able to do anything while it’s toggled, so remember to place them somewhere secure — they’re quite useful and there’s not sense letting them die easily.

I tried most of the units for Chaos at least some, and there’s plenty of units that have familiar mechanics — Chaos Space Marines are sort of Tactical Marine-ish, Chaos Havocs are your suppression machines like the Devastator squads. Heretics are… numerous and easily killed, but they can build shrines and worship. Plague Marines also fall into that Tactical Marine squad-ish of the Chaos Space Marines, but they are anti-vehicle spec’d and a bit tougher — no real customization here but when they die they do heal any friendlies in the area. Dreadnaught and Predator are both pretty simple to figure out — a bit of variation for Chaos but still somewhat similar to their Space Marine counterparts. Bloodletters are your assault troops — they can teleport and phase shift (don’t take and don’t deal damage) and do melee damage — fairly tough. The Bloodcrusher is quite tough — it’s a vehicle that’s melee based and has a fun charge ability — it’s the thing you send charging into a group of ranged enemies to cause… chaos. Lastly — the Great Unclean One. Nurgle is my favorite Chaos God and the inclusion of a lot of Nurgle themed troops and abilities is really great to me. The GUO is huge, costly, and powerful — it’s about the size of a Carnifex and has a huge, crude sword — create it, send it toward your enemies, watch them perish. That’s about all that needs saying. (ok, maybe not, but you get the gist of it)

I should mention — all of the new units for the old armies are on the second tier for manufacture, you’ll need to unlock the first base upgrade to get them. Not too difficult.

Posted in Warhammer 40k | 1 Comment »

World of Darkness

Posted by nefchast on March 9, 2010

So, last week was GM’s Day and this week is Read an E-Book Week, apparently. ‘What’s this have to do with me?’, you ask, well, White Wolf is offering the World of Darkness rulebook for free. I think that could be important, yes? Yes. They also have starter bundles for all the various WoD branches 20% off this week — worth checking out if you’re interested.

I’ll give it a read through as fast as I can and throw my opinions of it up here. (hopefully before the offer is over)

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Weird War II

Posted by nefchast on March 6, 2010

Taking advantage of GM day sales (Paizo, RPG Drivethru and possibly others have them — lasting till the 8th or 9th) I grabbed a PDF copy of Weird War II from Pinnacle Entertainment, which uses the Savage Worlds system. The PDF has a nice little feature using layers that allow you to disable different parts — like background graphic, pictures, etc. — to make it more printer-friendly. That’s a pretty big bonus to me. The PDF is also bookmarked for every section and chapter — getting around is quick and easy. (if it matters, the book does include a table of contents and appendix, like all good books should) I find the layout to be good, there’s not too many grammatical or spelling errors, and the art is pretty well done.

So, now that you know the quality is good (I wouldn’t mind getting a copy of this in print, if I knew I’d be able to play it), what of the content? For those that don’t know, Weird War II is supernatural horror and dark conspiracy set in World War II, mostly focusing on the Allies as player characters. (there are enough rules and information, though, that it could easily be run from the Axis point of view) I’m not going to do a step-by-step review of the chapters, or everything in the book (there’s a lot that only GM’s should know about, anyway), but I will say that this book is packed with information — especially equipment and vehicles used by all sides and branches of military. If you simply want a WW2 RPG without any supernatural bits, you can run that with this. There are roles and equipment for practically every occupation you could think of on the front lines of WW2, and even roles for civilians or resistance fighters. The book literally covers every theater of operation and everything you could want to do. (well, mostly — gamers are highly creative)

For GM’s, the book has a pretty good overview of the war and many adventure hooks based on battles and events throughout the time period. (I think I even remember reading through 3 or 4 campaigns worth of notes) A mission generator is also included and can be used for land, air and naval missions. (there’s different generators for each, using the same basic system) What else, that might not give away too much… There’s plenty of new beasts, all the aforementioned equipment and vehicles, and some new/changed edges and hindrances. Plenty of stuff to rip from and use elsewhere.

Oh, one thing I should mention — the military roles that most players will have to fill are basically classes. This doesn’t mean they can’t take various skills that they might want, but it does mean that they will have some skills required to fit into a role. From what I’ve seen, it usually isn’t more than one attribute at a certain point and two or three specific skills. The players should have plenty of points left over to customize their characters however they want, but it would be good for them to stick to a role they prefer. (this combat will likely be squad based and tactical) Also, Officers and NCOs play a large part in the game — one player will need to be one and it will be likely that the other players will need to listen and follow orders. (not always a good thing for some groups) Since this is a military based setting, rank will play a big part.

And that’s that. I don’t know if I’ll ever have a chance of playing the setting, but I found the book to be quite enjoyable and well done. If you enjoy Savage Worlds, World War II, and horror/conspiracy themes — this is a great book for you.

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Mythic. (No, Not That One)

Posted by nefchast on February 26, 2010

Well, in an effort to get more posting done (something I really need to do, yeah?) I’ll be adding more Tabletop RPG type material instead of the usual computer gaming. (and so the title)

Today’s post comes about after I purchased and read (most) of the Mythic Game Master Emulator from Word Mill Games. This product comes via PDF or print (Lulu) and is pretty cheap — around $7. (PDF) The book claims to be able to emulate a GM for any roleplaying game, whether you have one player or several. It can also be used to aid a GM to create and run an adventure with the absolute minimum of effort. (create a starting scene) It does these wondrous actions through a few tables, some player logic, and interpretation.

Need something more tangible to get an idea of how it works? Ok. First, start off with your characters and a basic opening scene; then, ask a yes or no question based on the scene and roll on the main chart (taking the two modifiers into account) to see what happens (yes/no, exceptional yes/exceptional no) and apply it to the scene. So, as an example — Your thief character is creeping through his mark’s house, he’s entering a dark room and you ask, “is anyone in the room besides me?” and roll — a ‘no’. You could then go on to ask further questions, as detailed as you want to flesh out the scene until you have a good idea of what you want to do. It may be a bit slower than a normal GM, but it’s soloable — which is important.

I’ve gotten some trial adventure time done with the system so far, testing out my homebrew rules and setting. It works quite well — far better than I thought it might — and has helped me with the testing I need. I could see it easily being used to create some one-shot adventures for/or trying out different systems and settings that you or your players might want to use.

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Aliens of One World and Another.

Posted by nefchast on February 24, 2010

It’s been a busy past few weeks, what with the release of three good shooters — Mass Effect 2, Bioshock 2, and Aliens vs Predator. I’ve gotten all three and tried em all out.

Mass Effect 2: Solid game all around. If you want to compare it to the first, it improves on nearly every aspect of the game and removes some of the former standard RPG elements (inventory, lots of skills, etc). Simplifying it might not be everyone’s favorite thing, but the rest of the game was polished enough that you wouldn’t notice. If there’s one game you get this quarter — get this one.

Bioshock 2: If you’ve played the first, you’ll know what you’re in for. It’s Rapture again only this time the underwater dystopian city is a few years into the future and more twisted. You play as a big daddy (known as Delta, one of the early BD’s it seems) and can use weapons and plasmids simultaneously. If you think this would make the game easier… well, it does. The game doesn’t feel as dark as the first, but it certainly is more twisted. Even the splicers look like they’ve been through hell. The game feels like the first, with tweaks, and that’s not bad at all. If you enjoy this series — get it. (if you’re just looking for a fun shooter, that’s a bit twisted, get it too)

Aliens vs Predator: This is the one that I’ve had the least experience with so far, only having played through most of the single player campaign. It’s pretty clear the single player mode is practice — it’s not terribly long or deep, it’s fairly mediocre. The multiplayer mode(s) seem to be where the bulk of playtime will be with this game. I did try the multiplayer beta out, but the company went with FFA deathmatch which was a poor representation of the game — one with three way combats. It’s not as good as the first two games (I just talked about), but it’s still a fun shooter. I will say that the combat takes a bit of getting use to and is likely best on consoles. It involves blocking, punching (light and heavy attacks) and such in a sort of rock, paper, scissor type of action. With guns, of course. (unless you’re going Alien, then no guns) Verdict: wait for it to go on sale.

Apart from computer gaming I have gotten to work a bit more on my RPG, changing the rules to be a modified Savage Worlds and other(s). It’s hard for me to really tell where some of it came from since I’ve read through so many different systems over the past several months. SW is certainly the biggest influence though. Also, alternate setting created using the base setting I had. Post-Apocalyptic Zombie Modern Fantasy. Yeah, I know.

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A Brief Update from the Apocalypse.

Posted by nefchast on February 12, 2010

If you take that title and add MMO to the general thought of the message, you should get one game in mind — Fallen Earth. Yup, I started to play it again, after only lasting a day back in beta. I’d say that it’s come quite a ways since launch.

If you’re curious as to why I got into it, the free trial is to blame. Tried it, really enjoyed it, bought it. Now I’m sitting here typing this as I wait for some crafting to finish so I can make my first motorcycle (I’m still quite the newbie in game, even after nearly two weeks of play). I’ll have more of this in the future, I hope. (maybe even revive the blog a bit with it)

In other news, the latest State of the Game address for Champions Online looks promising — it seems they might be listening after all. Saying pretty words is pretty empty, however, and the whole community is (I’m sure) waiting to see if they actually back up that talk. I think this could be a real make or break moment for Cryptic — they’ve just launched their second MMO (Star Trek Online, of course) and need to rekindle faith in their community — one that isn’t just for CO. Here’s to Cryptic pulling it together and regaining some trust!

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It’s Quiet Around Here, Eh?

Posted by nefchast on January 29, 2010

I thought I’d have more time to game once the harvest season was over, and I guess I do. But, I’ve started on quite a project… Making a tabletop RPG from scratch with a friend.

This all started with us wanting to try some RPGs on Google Wave (me pushing it, of course) to see how viable it would be. Well, when deciding on a system to use it got fairly difficult — didn’t want the usual fantasy or sci-fi (we get enough of that in video games) so modern-ish something was the general genre to look for. There really wasn’t that much that appealed (that could be found, easily) and we both wanted something that wasn’t going to be combat heavy or crunch heavy. We probably could’ve found something sooner or later, but who wants to read through dozens of books and thousands of pages to find that something?

So, we decided to go in another direction and make our own (though I think I was pushing it again, but my friend jumped on it soon enough and started adding content like crazy). I have to say — it’s a heck of a lot of work.

We’ve got over 20 pages worth on basic character creation and play. Information on the world is still quite bare, likely just a few pages for it, but it’s set in present-day Earth — so that takes a chunk of the work out (when compared to an entirely different world setting).

Once the rules are close to being as ’set’ as they’re going to be, and the world info is better detailed, I’ll likely be posting a PDF copy of it all on here or somewhere — completely free, of course. (and waiting for criticism)

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Drive Thru RPG — Haiti Bundle

Posted by nefchast on January 22, 2010

Looking to donate a bit of cash and wouldn’t mind some good incentive to do so? (as if donating wasn’t good enough incentive!) Drive Thru RPG (http://rpg.drivethrustuff.com/index.php?) has a $20 donation bundle on their site — lasting through the end of January.

In the bundle you’ll find over $1,000 worth of various tabletop RPG supplies and rule books — mostly from small/indie publishers. There’s a ton of great stuff in it that I’ve found so far, and all of it is worth looking it. With this much stuff it’s quite possible to find that one, certain ‘thing’ that just adds a real kick to your gaming.

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Star Trek Online

Posted by nefchast on January 15, 2010

It’s in open beta now and I guess I can talk a bit about it — I will say that I played it for a few days, but never got that far into it. I played enough to form a basic opinion though.

First up is the tutorial — it does a pretty decent job of explaining everything needed. You start out on the ‘ground’ — more like a space station but either way it covers the ground combat and movement first. This stuff is pretty simple and if you’ve played an MMO before it should be largely familiar. The exceptions would come with your away team, which adds several NPCs to your ‘team’ — largely dumb NPC pets, which at the time I played were not the best of help nor seemed intelligent. Also of some difference, you can equip your away team members with items much like any other character, and you have ‘kits’ that give special skills and such. It’s to help differentiate the ‘classes’ (of which there are three).

Once past the ground bit you find yourself in space, yay! If you’re familiar with Pirates of the Burning Sea then you should fairly similar with how space combat works here. You have a throttle which you can set and your ship moves, change directions using arrow keys, line up enemies based on how you want to hit them (torpedoes from the bow, phasers on the sides/back/front, etc) — their position around your ship determines which attacks you get to use (like PotBS). For those not too familiar with the mechanics, you essentially float around and change speed till you can get them, and try to keep them, on the side that lets you deal the most damage. If one side of your shields gets too low — turn around and put a different side to them, divert energy from speed/weapons to defense and such. You also have three officer slots (they also join your away team if you want) that you equip officers to — they have special abilities that you can activate to boost your spaceship. After you learn what to do it’s basically fly around and blow crap up. Then land on a planet.

After the space section you’re back on a planet and doing more ground work. This is something you’ll swap between — space and ground. If you don’t like one or the other… tough.

It’s pretty easy to write off this game, it is going to be niche. If you’re a Star Trek fan and want something Trekkie flavored — you’ll probably enjoy it for a bit. If you’re a die-hard WoW fan — you’ll probably be heralding its death all over gaming forums (for no apparent reason). And, if you’re just an MMO fan in general — you might want to wait to try it out, either through this open beta or some free trial down the line. The plain customization in the game is fairly good and something I liked (items for yourself, your away team and your ship — lots items and lots of possible combinations) but the missions seemed pretty repetitive and bland. Even after only doing so many. I will say that this might be a personal opinion tainted by too many missions in general (as concerns MMOs).

My Bottom Line: It’s not a terrible game, but it doesn’t exactly stand out and shine either.

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