Nefchast’s Gaming Blog

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

Archive for July, 2009

Necropolis 2350 Campaign Part 1 *SPOILERS!* (There ya go, DW)

Posted by nefchast on July 30, 2009

Necropolis 2350

Necropolis 2350

For the first part of this series I’ll be looking at the very beginning (duh, yeah) of the process I am using.

Necessary materials: Necropolis 2350 Corebook, paper, writing instrument, dice.

Unlike many games, Necropolis 2350 has an ‘adventure generator’ — some categories that you roll on to get a basic outline of what the adventure will contain. Naturally, you do not need to use this method, but it is available for the GM with little time on their hands or those seeking a bit of help. I rolled this first adventure up and got the following:

- Hearts and Minds (mission type, essentially a recruitment drive or the like)

- Small Village (The mission area)

- No Allies (The players are on their own)

- Corrupt Priest (This is the undead’s involvement) with 6 Disciples

- Corporation Unit in Area – Scientist with 3 Veteran Soldiers (illegal involvement with the area, of course)

And that’s what I have to work with. This is going to be their first adventure, so I found the Hearts and Minds mission to be perfect; they’re knights just out of training, this is practically a vacation for them and a good way to break them in. Typically, the HM missions are low to no combat, but this has a decent bit — not nearly as much as the later fights will have, yet a good start.

A small village with a corrupt priest, some disciples and corporate involvement allows for plenty of story ideas. The campaign is starting in the Augustine Territories area of Necropolis — a location that has the corporate New Pittsburgh on one side and the undead Dead Zone Gamma on the other. As such, I decided to place this small village closer to New Pittsburgh, close enough to have active corporate involvement. Being farther away from church areas also allows the people to have less faith in the Third Reformation church and increased corruption. Naturally, the players will know none of this — as far as their concerned the corrupt priest isn’t corrupt at all, he’ll give them a warm welcome.

Having a corrupt priest and the corporation in the same area did get me thinking, though. What if the two were linked? How could they be linked? This answer evolved quite naturally… and will have to wait till tomorrow!

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Fantasy Grounds.

Posted by nefchast on July 27, 2009

Not much computer gaming going on lately. Things are cooling down a bit for now (emphasis on the now) and a big MMO tide of launches is starting to appear on the horizon. In the meantime I’m doing some work on a tabletop campaign. Well, virtual tabletop. Fantasy Grounds to be exact. The virtual should never replace the real, if possible, but if you live in the boonies like me or have friends that live around the world (again, like me) then it’s an excellent way for everyone to share a tabletop gaming experience. Here’s a screenie of what the program looks like:

Fantasy Grounds

It’s pretty simple to figure out. There’s a bunch of buttons on the side that store your (if you’re the GM) various story elements, pictures, maps, tokens, game rules, etc. The bottom is hotkeys that you can assign various actions to — right here I have a character’s main rolls like skills/damage. The rule set being used is Savage Worlds, and the campaign I’ll be running is set in Necropolis 2350. I’ve made these two choices for a couple reasons.

Savage Worlds is different from Dungeons and Dragons and the like. The rules are simpler and faster to use, less charts and rules to look up during play. SW also supports large scale battles like you see in war games. Necropolis 2350 makes use of the war gaming slant to produce a game that’s somewhat similar to Warhammer 40k with a lot of RPG elements. In a sense, it’s what you might expect from a 40k RPG that’s not based on the Inquisition.

So, I’m busy building up the campaign when I’m not working or drooling over beta’s that I still haven’t gotten into… I may take a bit of a step-by-step process of the campaign creation, should I have time to do so. Actually, it really shouldn’t be hard to do… Yeah, look for it.

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The Warcraft Movie.

Posted by nefchast on July 24, 2009

If you’re a fan of gaming and keep up with the news, it’s likely you’ve heard about the Warcraft movie that’s going to be happening sometime in the future. Can’t say it’s much of a surprise, but what will this movie mean — from a gaming standpoint?

The movie likely won’t launch for a few years more. A few years that will allow Blizzard time to prep for… something. Any guesses? What’s that? a WoW sequel? Perhaps Warcraft 4? I think so!

Blizzard did it before with WoW; the release of Warcraft 3 and its sequel paved the way for hype and story. Now we have a Warcraft movie coming.

I’ll go on record here and say that Blizzard will release 1 more expansion for WoW before the release of the movie. This expansion will set up the story and backdrop of the movie. Afterward, we will see one of two things: another expansion that will pick up after the movie and lead into a WoW sequel, or the movie itself will lead into a WoW sequel. I’m going for the latter, as it seems the best choice — unless Blizzard does something really different and carries WoW1 characters over to WoW2…

In any case, the hype will be phenomenal — and not only in the gaming sector *should the movie turn out well*. I can already see the merchandise for the movie, that would also tie directly into the game(s). Unique vanity pets with the limited edition DVD set! Free trials for you and friends for WoW2 in each DVD! (before they offer a free trial to everyone, of course) And so on, and so forth.

WoW has been going pretty strong for 5-6 years now, the movie likely won’t hit for another 3-4. WoW will be nearly a decade old. The time will be ripe for a sequel, and the hype will be huge.

(let’s just hope they can fix Barren’s chat by then, eh? eh?! *sigh*)

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(Gaming) Things are Pickup Up Again.

Posted by nefchast on July 20, 2009

Just in time, too. Just saw on Steam a few moments ago that they’re having more sales… This week: Paradox Interactive’s games. The list includes three that I’ve wanted, but haven’t gotten — King’s Bounty: The Legend, Europa Universalis III (with expansions), and Mount & Blade. All 50% off. I’m glad I got paid last Friday.

In other (personal) gaming news, apart from The Secret of Monkey Island: Special Edition, I got my teeth into a couple Star Wars games this weekend — they’re both FPSs and a bit old: Battlefront 2 and Republic Commando. In my gaming binge fervor I went ahead and beat them both (or, as much as Battlefront can be beaten…).

No real need for reviews on them, here’s the skinny.

If you like Star Wars, like FPS games, and don’t mind graphics that are a bit outdated (for a reasonable price) — go ahead and get em. I think Republic Commando was 10 bucks on Steam; for that price it’s not bad, in fact it’s quite good. Both games are not top notch pieces of gaming history by any means, they’re fairly average.

And apart from Star Wars I also got around to try Dawn of Discovery — this one I will be doing a bit more on in the future. If you like real time strategy involving city building and management, along with colonial conquest and exploration, then you’ll likely enjoy this game quite a bit.

Now, I’m off to some gaming!

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The Secret of Monkey Island…

Posted by nefchast on July 18, 2009

I managed to sneak in a bit of gaming this weekend! The Secret of Monkey Island: Special Edition is on Steam, for those unaware, and I couldn’t resist. This is a classic adventure game filled with humor — an excellent time throughout.

Arr!

Arr!

Time for a short review! To start off with, you can notice the nice artwork here, but if you prefer the old game… hit F10 and it’ll instantly swap to it — no matter where you are. It’s basically two games in one! (only the two games are the same game, at different times in the same place, yeah? yeah)

If you’ve played the original, you’ll know the game — not too much in the meat of it that’s different (though there is some, explained later here) — but if you’re new: this tale follows Guybrush Threepwood on his adventure to become a pirate.

The game is fairly short (pretty much to the original, as far as I can remember) and I finished it in a few hours. Should you not know what you’re doing, and don’t want to use the hints, then you could get several more hours out of it. Just don’t blame me if they’re somewhat frustrating hours.

As said before, the game is still pretty much the same with the exception of the inventory/interface. It’s pretty minimal, as you can see from the screenshot. Instead of having everything displayed before you, your mouse will do a bit of a ‘smart-ish’ morph around certain things — mostly defaulting to look at, or you can use hotkeys. This is somewhat awkward and something I kinda wish they hadn’t changed. The inventory isn’t too friendly, either, as it closes whenever you select an action on something — even if you want to use it on another item in your inventory. Luckily there are few real needs for it.

Apart from the interface, there’s voice acting! I think it’s well done and adds a good bit to the game and its humor. Sound is pretty good, all around.

I’ve heard of bugs on forums, but didn’t see any during my play through. Be warned that there likely are some.

Okay, now… why should anyone get this? First, you like adventure games. Second, you liked the game when it first came out and want to see an updated version. Third, you’ve got money burning in your pocket and want something humorous. Why shouldn’t you get this? Cost vs. Time. Like I said, it only took me a few hours to really get through it — for 20 bucks. The replay-ability isn’t really there, either. Perhaps in another 20 years or so. If you don’t like puzzles or adventure games — then of course you should stay away…

Overall I’d say the game is a lot of fun, and a great trip down memory lane. The inclusion of the original style with the push of a button really makes it worthwhile. Just wish it were a bit cheaper.

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More Curious Lack of Posting

Posted by nefchast on July 13, 2009

In case you’re wondering (or even if you’re not!) I’m busy with prepping to move, while still working full time hours… This means no gaming time right now and nothing to write about (hardly any time to write, even). So I’ll throw a warning out — I may not be posting much for the next week. I’ll see what I can do in my spare time, but there’s little of it right now. Alrighty, I’ve got cleaning to do…

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Deadlands.

Posted by nefchast on July 8, 2009

With lack of time being a standard for me right now, I’ve spent the small amounts of random free time reading over the Deadlands: Reloaded rulebook. For those that don’t know about it: tabletop RPG horror/dark fantasy alternate history set in the wild west (or weird west as they call it). It uses the core rules of Savage Worlds.

I love history and alternate history especially. In the case of Deadlands, there’s a lot of recognizable pieces — and a lot of history changed. For a brief rundown: the nation is still split, slavery has been abolished, the west is very much untamed, special coal known as ‘ghost rock’ has been recently found and allows for previously unheard of technology (steam powered, of course), Native American tribes have taken control of two large areas (basically over the Dakotas and Oklahoma), and evil demons are trying to invade from the spirit realm — causing tons of fear, abominations and death.

Magic is present in the game, in the form of miracles used by the ‘blessed’ — typically priests of some sort, all kinds of religions available — and ‘hucksters’ — sorcerers that use dark magic, based off the demons and such. Magic is played out a bit differently than most games I’ve seen — and I really like it. For hucksters, if your power points run low (or you want to save them) and you really want to cast a spell — you can ‘Deal with the Devil’ which causes your character to play a hand of poker against a demon in exchange for its power. To do this, the marshal (GM/DM) hands you 5 cards (plus 1 per point of grit you have) and you form the best poker hand you can out of it. Take this hand and compare it to a little chart to see what happens to you. Your hand needs to fulfill the amount of power points you requested before the match begins and if it does you’ll be good — just go on to roll your spellcasting dice as normal (unless you get a really good hand, then the spell will work automatically) — should it fail, however, you get hit with backlash and get to roll on the backlash chart… which can seriously set you back, if you get my drift. Miracles work in a bit different fashion — a bit more ‘normal’. Your blessed needs to pray to work the powers and thus roll for it. Should you critically fail, however, you’ll be in a crisis of faith. Fail again after that, and… well, let’s just say the God(s) you were praying to have turned a deaf ear to your pleas. At this point you’ve got to do something to appeal to them, and the marshal won’t let you know what it is — you should know it, and do it to regain favor (and the ability to use your miracles). The blessed also have sins tied to their religions, these are things you shouldn’t do — remember that. With these few differences I sense a much different play experience than your typical mage or healer.

The huckster and blessed were what really stood out to me, though the harrowed come close. Harrowed are undead… but not the walkin’ dead type you might be familiar with. When your characters die they have a chance (most of the time) to resurrect themselves as harrowed — undead that still maintain their soul but with a little extra catch… the spirit of a demon also resides inside them. Yup, if you’ve become harrowed — whether you know it or not — you have a demon to thank for it. This demon will keep quiet most of the time, but he will occasionally try to take over and cause some mischief. Should it really not like what you’re doing, or you’re weakened severely, it may even try to take over completely — and permanently. That’s one thing about the Deadlands, there’s plenty of ways to die or lose control of yourself.

Really though, if you have any interest at all in tabletop RPGs or an alternate history of the wild west containing lots of steam punk/magic/horror — check this game out. Deadlands: Reloaded uses the Savage Worlds rules (as mentioned before) but there’s also the Deadlands Classic that uses different rules and has plenty of books already published.

As for the rest of this week’s posting, not sure what it will be. I didn’t get any time to play the NA Aion beta this past weekend, so nothing there. Overlord 1 & 2 along with a touch of Trine is all the video gaming I’ve done this past week so there’s nothing much to write up. I may continue some Savage Worlds games for awhile.

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A Brief… Cities XL.

Posted by nefchast on July 7, 2009

I’m going to start calling my brief run down posts “A Brief…” from now on, seems simpler that way. For the first I have Cities XL, and what a short post it will be! (sorry, busy right now…)

To start off in Cities XL you create your avatar — no need to go through this, it’s pretty self explanatory and typical. You have various sliders and outfits and such — mess around till you find what you like. The avatar is more a social piece than anything, so don’t worry too much over it.

After creating your avatar, locate an empty city on the planet of your choice and claim it. You’ll start out with a nice, clean, blank slate to build your city. Before long it’ll look something like:

City View

City View

That’s still a small city, mind you. I focused more on agriculture at the start, while taking small leaps in population and business to insure I kept an unemployment/avalible job rating of 0% and that all citizens were well off.

The game plays similarly to most city builders; you place buildings/roads/whatever like so:

Placing Buildings...

Placing Buildings...

Remember that you can’t go into the red while placing buildings — you have to have the cash on hand to build anything. There’s many buildings that will cost you money after building — hospitals and schools come to mind — so watch your income before placing anything like that down, or you’ll find yourself on a slippery road to debt that will cost you and your citizens.

You collect taxes from citizens and businesses, raising said taxes will increase your income, as will bringing in more businesses and citizens. If you need more income, however, there is another option. Trade. Trading is one of the primary social aspects (if not the primary and only one) of the game. Currently there’s an NPC corporation that can be traded with, and I’ve made use of in the screenie below, not sure if it will stick around after release.

Trading

Trading

You can view what people want or are offering and set up trade relations all through the interface, though the chat channels work quite well too. Here I’m trading one unit of agriculture for a unit of currency. The transportation/freight capacity shows how much I can ship total — this is using up 1/10. Step two invloves setting a duration, in days, for the trade agreement — I’m thinking this is real time, haven’t really delved into it too deeply.

The other social aspect is, of course, your avatar and the chat channels:

Avatar

Avatar

Looks rough? It is… but to be fair it’s a pretty minor aspect of the game, so far. There is an avatar park you can build but is quite expensive, seems like there might be other such items to add to your cities for you and your friends to enjoy. Really though, this is a pretty minor part of the game and all you get to do is click around your city to see different things and do some emotes (the chicken dance is included, and as far as I am concerned no further work should be done on avatars — the chicken dance is all that is needed).

While the avatar portion of the game is rough, the rest is pretty smooth. There’s still typo’s and some bugs but it plays like a city builder should. It’s still too early to say much about the potential of the game, it is certainly there, but a niche success is quite possible. I’m just very happy the dev’s decided to think outside the MMO box when creating this game, and hope others will follow suite (not with more city building MMOs, but with non-action oriented ones, or non-hotkey spamming ones).

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Minions.

Posted by nefchast on July 6, 2009

Everyone have a good weekend? I hope so. Mine was full of busyness and little gaming, unfortunately. I did get some time in with Overlord 1 and 2. I bought the second first, since I’ve gone through most of the first already, but while playing it I noticed gaps in my memory of the game’s story — since I never completed it. Thus, I got the first and am playing through it… first.

Something to know about Overlord — it’s not your typical good-guy hero RPG (though there is a silly amount of ‘good’ things to do… nonsense all of it). You play an evil overlord bent on destruction and subjugation. To aid in this evil-doing are your minions — essentially little goblins that come in four flavors: brown (melee, tanks), red (ranged, nuking), green (melee, roguish), and blue (support, rez’ing). The number of minions you control increases during the game, allowing more strategy in your setup. The game plays like a third-person action/adventure/puzzler… you run around with your minions killing things and getting past obstacles. It’s somewhat repetitive in that sense, but the puzzles do change and get harder so if you like them you should have more than enough fun. The biggest enjoyment in the game, to me, is the darker comedy and actions you can take. For instance: you come across the last sacred area in an elven forest… it’s completely untouched — save for the bloody, crazed unicorns sitting in the tall grasses, blocking your path to a health increase. There are several elven ghosts floating around, pointing out the sacred grove and offering the health increase to you… but how to get it? Certainly you could fight all the unicorns, but they’re a bit tough and you’ll likely lose several minions that way… or you could set fire to the tall grasses and turn everything a crispy charcoalish black! The elves may be sad, but hey — they’re dead already! Such is the fun you get to have while being evil. That’s the typical choice you get to make in Overlord, it’s usually pretty black/white as far as morality goes — which is good for the light-hearted/comical setting.

All around, it’s a solid game with a lot fun moments. The second seems to be much of the same, with some improvements all around. Try the demos — you’ll likely enjoy them.

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Busy Week.

Posted by nefchast on July 2, 2009

Ok, no posting today and through the weekend — busy time here.

Next week I’ll see about posting on this weekend’s Aion beta, provided I get some time into it, and Cities XL. Maybe some non-MMO games too (think Trine is launching soon, Overlord 1 or 2, etc).

Anyways, have a good weekend and happy 4th.

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