Domain: wizards.com
Stories and comments across the archive that link to wizards.com.
Stories · 67
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Dungeons and Dragons Goes Digital (theregister.co.uk)
An anonymous reader writes: Seems like a new digital Dungeons and Dragons will soon be offered. It's not a game in the Baldur's Gate style but rather seems to be about using apps to complement the experience. I wonder if it includes some kind of VOIP facility so the D&D session can be established without everyone being in the same room. From The Register: "The game's publisher, Wizards of the Coast, calls its new effort 'D&D Beyond,' describes it as 'a digital toolset for use with the Dungeons & Dragons fifth edition rules' and has given the service the tagline 'Play with advantage.' Wizards' canned statement says the service will 'take D&D players beyond pen and paper, providing a rules compendium, character builder, digital character sheets, and more -- all populated with official D&D content.' We're also told the service 'aims to make game management easier for both players and Dungeon Masters by providing high-quality tools available on any device.' That repetition of the 'any device' point point suggests this will be a web-based effort, rather than an app. The service will debut in 'summer,' presumably northern hemisphere summer so that folks who play D&D will spend up big on their breaks from school or university." You can watch the promo video here. -
Game Historian: Gygax Swiped Fantasy Rules From a Forgotten 1970 Wargame (blogspot.com)
An anonymous reader writes: According to game historian Jon Peterson, Gary Gygax's Chainmail fantasy wargame (which became the basis for Dave Arneson's Blackmoor and later Dungeons & Dragons) borrowed heavily from an earlier set of rules published by Leonard Patt, a long-forgotten member of the New England Wargamers Association. Among the appropriations were rules for heroes and wizards including the iconic fireball spell, which ended up in everything from Magic: the Gathering to World of Warcraft, as well as monster rules for dragons, orcs, ents, and other Tolkien creations. Gygax had something of a reputation for borrowing things without giving proper credit, and this latest revelation shows how the open and collaborative environment of early gaming was quickly exploited for commercial purposes. -
Game Historian: Gygax Swiped Fantasy Rules From a Forgotten 1970 Wargame (blogspot.com)
An anonymous reader writes: According to game historian Jon Peterson, Gary Gygax's Chainmail fantasy wargame (which became the basis for Dave Arneson's Blackmoor and later Dungeons & Dragons) borrowed heavily from an earlier set of rules published by Leonard Patt, a long-forgotten member of the New England Wargamers Association. Among the appropriations were rules for heroes and wizards including the iconic fireball spell, which ended up in everything from Magic: the Gathering to World of Warcraft, as well as monster rules for dragons, orcs, ents, and other Tolkien creations. Gygax had something of a reputation for borrowing things without giving proper credit, and this latest revelation shows how the open and collaborative environment of early gaming was quickly exploited for commercial purposes. -
TSR's Lost 1980s Dungeons and Dragons Movie Script, Reviewed
An anonymous reader writes: Over at the Escapist, games historian Jon Peterson (of Playing at the World) reviews a recently-unearthed copy of James Goldman's 1982 script for a Dungeons & Dragons movie. The synopsis sounds even worse than the Jeremy Irons Dungeons & Dragons film from 2000, if such a thing is possible. Given the resolution of recent legal problems paving the way for a new D&D cinematic universe, will we have better luck with the franchise today? How can you translate the interactive experience of D&D into a compelling movie? -
The Making of a 1980s Dungeons & Dragons Module
An anonymous reader writes: Over at Medium, Jon Peterson (author of Playing at the World) has put up a new in-depth article covering the internal process at TSR that created Dungeons & Dragons modules in the 1980s. The adventures created at that time (by the likes of Tracy Hickman, then a staff designer) paved the way for many later computer role-playing games, and this piece shows how TSR work was pitched, storyboarded, proofed, edited and organized. With the positive reception of the new 5th edition of D&D and the attention paid to the fortieth anniversary of the game, the historical record behind modern gaming gets ever more important. -
Fifth Edition Dungeons and Dragons Player's Handbook Released
New submitter GammaKitsune writes: "The Player's Handbook for the fifth edition of Dungeons and Dragons, formerly known as "D&D Next," released today to major bookstores and online retailers across the U.S. The Player's Handbook, which contains core rules for gameplay and character creation, is one of thee core rulebooks that developer Wizards of the Coast plans to release in 2014. The Monster Manual is scheduled to release in late September, and the Dungeon Master's Guide will release in mid November. Also out today is the first of two adventure modules in which players team up to battle against the dragon goddess Tiamat.
Fifth edition has a lot to prove following the highly-controversial fourth edition, the rise of competing roleplaying game Pathfinder, and two years of public playtesting. Initial reviews posted on Amazon appear overwhelmingly positive at the time of writing, but more skeptical gamers may wish to take a look at the free "Basic Rules" posted on the official D&D website. The basic rules contain all the bare essentials needed to create a character or run your own adventure, and will serve both as a free introduction for new players and as a holdover for long time players until the remaining two rulebooks are released. -
Fifth Edition Dungeons and Dragons Player's Handbook Released
New submitter GammaKitsune writes: "The Player's Handbook for the fifth edition of Dungeons and Dragons, formerly known as "D&D Next," released today to major bookstores and online retailers across the U.S. The Player's Handbook, which contains core rules for gameplay and character creation, is one of thee core rulebooks that developer Wizards of the Coast plans to release in 2014. The Monster Manual is scheduled to release in late September, and the Dungeon Master's Guide will release in mid November. Also out today is the first of two adventure modules in which players team up to battle against the dragon goddess Tiamat.
Fifth edition has a lot to prove following the highly-controversial fourth edition, the rise of competing roleplaying game Pathfinder, and two years of public playtesting. Initial reviews posted on Amazon appear overwhelmingly positive at the time of writing, but more skeptical gamers may wish to take a look at the free "Basic Rules" posted on the official D&D website. The basic rules contain all the bare essentials needed to create a character or run your own adventure, and will serve both as a free introduction for new players and as a holdover for long time players until the remaining two rulebooks are released. -
How Gygax Lost Control of TSR and D&D
An anonymous reader writes "Sunday was the birthday of the late great Gary Gygax, co-creator of Dungeons & Dragons and Futurama guest star. With the fifth edition of D&D soon to come out at Gen Con this year, Jon Peterson, author of Playing at the World, has released a new piece to answer a historical question: how was it, back in 1985, that Gary was ousted from TSR and control of D&D was taken away from him? Drawn from board meeting minutes, stock certificates, letters, and other first-hand sources, it's not a quick read or a very cheery one, but it shows how the greatest success of hobby games of the 1980s fell apart and marginalized its most famous designer." -
Playing At the World: a Huge New History of Gaming
New submitter disconj writes "Over at Wired, Ethan Gilsdorf interviews Jon Peterson, author of the new book Playing at the World. Gilsdorf calls it 'a must read,' though he cautions it 'is not intended for a general audience. It's a book for geeks, about geeks.' It is apparently an insanely-detailed history of role-playing games and wargames, including everything from Prussian kriegsspiel up to Dungeons & Dragons and the beginning of computer RPGs (but none of that heathen stuff after 1980). Peterson says in the interview that he wanted to write a history of these games 'worthy of the future they are creating.' He apparently spent five years on the project, including unearthing a huge trove of previously-unknown historical documents." -
Dungeons & Dragons Next Playtest Released
New submitter thuf1rhawat writes "For a certain type of geek, nothing is more important than Dungeons & Dragons. In January, Wizards of the Coast announced that the next iteration of the game (referred to as D&D Next) was under development, and now they've released an open playtest. They hope to gather as much player feedback as possible to help refine the new rules." -
5th Edition of Dungeons & Dragons Announced
New submitter lrsach01 writes "Wizards of the Coast has announced a 'new iteration' of their Dungeons & Dragons role-playing game. Early information says the game will be more inclusive, with a basic rule set that 'builds out.' This Spring, WotC will be 'conducting ongoing open playtests with the gaming community to gather feedback on the new iteration of the game as we develop it.'" -
No More D&D PDFs, Wizards of the Coast Sues 8 File Sharers
An anonymous reader writes "On April 6th, Wizards of the Coast took all of their PDF products offline, including those sold at third-party websites like RPGNow.com. From the RPGNow front page: 'Wizards of the Coast has instructed us to suspend all sales and downloads of Wizards of the Coast titles. Unfortunately, this includes offering download access to previously purchased Wizards of the Coast titles.' Wizards of the Coast also posted a press release to their website that states they are suing eight file sharers for 'copyright infringement,' and WotC_Trevor posted a short explanation about the cessation of PDF sales to the EN World Forums." -
Dungeons and Dragons 4th Edition Launches
darkwing_bmf writes "Dungeons & Dragons 4th Edition rulebooks are now available. There's a review up at EuroGamer. Unfortunately, the online tools portion, D&D Insider, isn't ready yet." -
D&D 4th Ed vs. Open Gaming
I'm no expert in this subject, but mxyzplk has written a good summary of the issues affecting open gaming and the upcoming release of 4th Edition D&D. The open licensing associated with the 3rd Edition spawned a number of successful 3rd parties and add-ons that made the system far greater than it might have been otherwise. I've attached his writeup on the subject below, and you should really read it if you are interested in D&D, Gaming, or trying to apply 'Open' licenses to things besides code.mxyzplk writes "Dungeons & Dragons publisher Wizards of the Coast shocked the role-playing game industry today by announcing that anyone wanting to publish material for the new Fourth Edition of D&D, expected out in June of this year, must forgo open licensing entirely as part of their new Game System License.
With the launch of the third edition of the popular game eight years ago, Wizards had sponsored an open licensing scheme. This license, called the Open Gaming License, or OGL, was a kind of open source license designed for game publishers. The result was an explosion of third party game companies supporting D&D and establishing their own game lines. Many of these companies became quite large and successful, notably Paizo Publishing, Green Ronin Publishing, and others.
Now, however, Wizards has stated that any company hoping to publish products for their new edition must agree to discontinue any currently open licensed products and produce no further open products at all — Dungeons & Dragons related or not. A number of companies had leveraged the OGL for their independent games, for example the pulp game Spirit of the Century.
In response to questions about this policy, Scott Rouse, D&D Brand Manager for Wizards of the Coast, says that "We have invested multiple 7 figures in the development of 4e so can you tell me why we would want publishers to support a system that we have moved away from?"
It seems to me that this is the equivalent of Microsoft telling people "If you want to make and sell software for Windows Vista, you can't make and sell any Linux/open source software!" Since this is a small niche market without the visibility of a Microsoft, this play to muscle out competition by making them choose "between us and open licensing" will probably succeed. Some other game companies are rebelling; Paizo Publishing, for example, has declared their intent to move forward with the open-licensed previous version, essentially 'forking' the Dungeons & Dragons code base. But small gaming companies are small indeed, and Wizards of the Coast is owned by Hasbro (a recent development likely not unrelated to this change of heart)." -
D&D 4th Ed vs. Open Gaming
I'm no expert in this subject, but mxyzplk has written a good summary of the issues affecting open gaming and the upcoming release of 4th Edition D&D. The open licensing associated with the 3rd Edition spawned a number of successful 3rd parties and add-ons that made the system far greater than it might have been otherwise. I've attached his writeup on the subject below, and you should really read it if you are interested in D&D, Gaming, or trying to apply 'Open' licenses to things besides code.mxyzplk writes "Dungeons & Dragons publisher Wizards of the Coast shocked the role-playing game industry today by announcing that anyone wanting to publish material for the new Fourth Edition of D&D, expected out in June of this year, must forgo open licensing entirely as part of their new Game System License.
With the launch of the third edition of the popular game eight years ago, Wizards had sponsored an open licensing scheme. This license, called the Open Gaming License, or OGL, was a kind of open source license designed for game publishers. The result was an explosion of third party game companies supporting D&D and establishing their own game lines. Many of these companies became quite large and successful, notably Paizo Publishing, Green Ronin Publishing, and others.
Now, however, Wizards has stated that any company hoping to publish products for their new edition must agree to discontinue any currently open licensed products and produce no further open products at all — Dungeons & Dragons related or not. A number of companies had leveraged the OGL for their independent games, for example the pulp game Spirit of the Century.
In response to questions about this policy, Scott Rouse, D&D Brand Manager for Wizards of the Coast, says that "We have invested multiple 7 figures in the development of 4e so can you tell me why we would want publishers to support a system that we have moved away from?"
It seems to me that this is the equivalent of Microsoft telling people "If you want to make and sell software for Windows Vista, you can't make and sell any Linux/open source software!" Since this is a small niche market without the visibility of a Microsoft, this play to muscle out competition by making them choose "between us and open licensing" will probably succeed. Some other game companies are rebelling; Paizo Publishing, for example, has declared their intent to move forward with the open-licensed previous version, essentially 'forking' the Dungeons & Dragons code base. But small gaming companies are small indeed, and Wizards of the Coast is owned by Hasbro (a recent development likely not unrelated to this change of heart)." -
D&D 4th Ed vs. Open Gaming
I'm no expert in this subject, but mxyzplk has written a good summary of the issues affecting open gaming and the upcoming release of 4th Edition D&D. The open licensing associated with the 3rd Edition spawned a number of successful 3rd parties and add-ons that made the system far greater than it might have been otherwise. I've attached his writeup on the subject below, and you should really read it if you are interested in D&D, Gaming, or trying to apply 'Open' licenses to things besides code.mxyzplk writes "Dungeons & Dragons publisher Wizards of the Coast shocked the role-playing game industry today by announcing that anyone wanting to publish material for the new Fourth Edition of D&D, expected out in June of this year, must forgo open licensing entirely as part of their new Game System License.
With the launch of the third edition of the popular game eight years ago, Wizards had sponsored an open licensing scheme. This license, called the Open Gaming License, or OGL, was a kind of open source license designed for game publishers. The result was an explosion of third party game companies supporting D&D and establishing their own game lines. Many of these companies became quite large and successful, notably Paizo Publishing, Green Ronin Publishing, and others.
Now, however, Wizards has stated that any company hoping to publish products for their new edition must agree to discontinue any currently open licensed products and produce no further open products at all — Dungeons & Dragons related or not. A number of companies had leveraged the OGL for their independent games, for example the pulp game Spirit of the Century.
In response to questions about this policy, Scott Rouse, D&D Brand Manager for Wizards of the Coast, says that "We have invested multiple 7 figures in the development of 4e so can you tell me why we would want publishers to support a system that we have moved away from?"
It seems to me that this is the equivalent of Microsoft telling people "If you want to make and sell software for Windows Vista, you can't make and sell any Linux/open source software!" Since this is a small niche market without the visibility of a Microsoft, this play to muscle out competition by making them choose "between us and open licensing" will probably succeed. Some other game companies are rebelling; Paizo Publishing, for example, has declared their intent to move forward with the open-licensed previous version, essentially 'forking' the Dungeons & Dragons code base. But small gaming companies are small indeed, and Wizards of the Coast is owned by Hasbro (a recent development likely not unrelated to this change of heart)." -
D&D 4th Edition Game System License Announced
Wizards of the Coast has announced plans for a brand-new system license for the fourth edition of Dungeons and Dragons . As with the d20 STL for Third Edition, this is a royalty-free license that will allow third parties to publish products using the rules developed by WotC. The new system reference document will be made available early in June (just after the release of the new edition). That license only covers fantasy gaming, but a second license (the d20 GSL) will be released allowing for any type of gaming product to be developed. For analysis and follow-up on the announcement, the ENWorld boards have full details. -
D&D's Story Manager Answers Your Questions on Camera
Chris Perkins, story manager for the upcoming Fourth Edition of Dungeons and Dragons, took some time out this past weekend at the D&D Experience event to talk back to us. He answered the concerns of five readers who had commented on their responses to our earlier questions from January. With a large amount of information about Fourth Edition now out in the open and the NDA for playtesters lowered, there's been a floodgate of new concerns over the latest change to this tabletop icon. You might also be interested in the other videos from Gamer Radio Zero filmed at the D&D Experience event, which covers everything from DMG design to D&D Insider pricing. Chris's responses can be seen in the YouTube videos included below. Thanks both to Mr. Perkins and Michael Lescault for making this interaction possible. Mongoose Disciple asks "Is there any concern that you've eliminated the most tactically interesting/complex characters from the game?"
Anonymous Coward asks "halivar asked what influence computer games might have had on the design of 4th ed, but what about computer games that are going to use the D&D rule set having an influence on the design of 4th ed? None of the games based on 3/3.5ed appealed to me because of the over-complexity of the rules, I preferred the older titles such as Baldur's Gate that used 2nd ed. That's obviously a personal opinion, but I know it's not an uncommon one. So, were there any design choices made based on the fact that computer games will also use the system?"
skinfaxi asks "Does WotC think all players and DMs are male?"
BobMcD asks "I'm looking at the back of that specific Tiefling Wizard's sheet, and it seems to me that conversion is going right out the window. This 1st level character seems pretty beefy to me, in terms of sheer spell face-meltage. Does 'At-Will' really mean 'as much as you want, just so long as it is your turn'?"
bugnuts asks "How does the Open Gaming License affect WotC's view on computer programs? Does Wizards consider the actual rules, the type of map, the genre, the number of d20's, etc to be their IP?"
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The D&D Designers Answer Your Questions
In January we had the chance to ask the designers of Dungeons and Dragons Fourth Edition a few questions about the new version of the classic tabletop game. The Wizards of the Coast Community Manager, Mike "Gamer_Zer0" Lescault put our questions to members of the development team, including: Andrew Collins, Chris Perkins, Scott Rouse, and Sara Girard. Some of the questions weren't quite answered in as much detail as I would have liked. That said, they've given us a great opportunity to follow up on their responses. If you have a follow-up question, put it in a comment below (one question per comment please). We'll pass on five of the best, and the designers will answer your question on-camera at the Dungeons and Dragons Experience at the end of this month. We'll post the video to the site early in March. This is a great chance to put a face to some legendary designer names, and get your unanswered issues resolved. Get asking. Why 4th Edition? by DrMrLordX:
3.5E had so many non-core sourcebooks that you could have easily respun and/or rebalanced the material into a new set of books if you had any need to sell more material (which you presumably do, as would anyone else in the same business). Based on what has been released and what I've read, 4E will be a radical departure of standards set back in 3E which were, in turn, meant to improve the game drastically. Don't you think more work could have, and should have, been done to improve 3.5E? It seems like you're throwing the baby out with the bathwater.
Wizards of the Coast:
The design team had play-tested Dungeons and Dragons 3.5 extensively and it was clear that the game needed to evolve. Since there were things we wanted to do digitally, like the Digital Game Table and the Character builder, it became clear that we should create a new, fully integrated system, with rules that would support our online applications. There were so many system improvements that the team really felt that the time had come to revamp the game. I don't imagine that our customers would have been satisfied with a version 3.75.
How long will this edition last? by Erwos:
It upset quite a few folks when D&D 3.0E transitioned to 3.5E relatively soon after release, and made some people's investments in D&D become basically worthless overnight. While I appreciate that it's sometimes time to spawn a new edition that's incompatible with the old, it felt like 3.5E should have been an errata to 3.0E, rather than a totally new set of books. I understand that WotC can't commit itself to any firm "we will not release another edition for X years" guarantee, but it would be nice to hear some sort of assurance that we won't see a repeat of the 3.0E->3.5E debacle. What's the plan? What lessons have you learned?
WotC:
I don't think it would be unreasonable to argue that the transition from 3.0 to 3.5 happened a little too soon. Would Wizards of the Coast have released 3.5 if we knew at the time that 4th Edition was coming? My guess is probably not. We would like to have 4th Edition last 8 to 10 years just like previous editions.
Player's Online Component? by Zonk
I know this component is still 'in the works', but I have to ask: what are you planning for the online pricing for players vs. DMs? You've said that accessing D&D Insider and the 'online tabletop' will cost between $10 and $15, but is that for everyone? I just can't see telling my players they *each* need to pay $12/month to play online, let alone shelling out $30/month for myself and my wife. Also, will I need to have a paid subscription in order to access PDFs of the 4th edition books that I buy?
WotC:
We will be announcing pricing and subscription details at the D&D Experience convention in two weeks.
Open Gaming License by egg_green:
With D&D 3rd Edition, we were introduced to the D20 System and the Open Gaming License, which allowed third party publishers to produce supplements for the game. Will there be something akin to this for 4th Edition? What form will it take, and will it be more or less restrictive?
WotC:
The initial 4th Edition plans for allowing third-party publication of compatible supplements have been announced, and we're currently working with a number of independent publishers to iron out the details and get them started. Our goal is to allow 3rd party publishers, both large and small, the opportunity to publish products compatible with Dungeons and Dragons 4th Edition.
Will combat be more streamlined? by DeafDumbBlind:
At higher levels in D&D 3.5, a fight between the party and a group of enemies can easily last a couple of hours. How has combat been streamlined?
WotC:
Two significant changes to gameplay that accelerate and streamline high-level combat are the reduction in the number of dice rolls required on each turn, and the drastic simplification of monsters. No more "full attack actions" requiring handfuls of d20s. No more monster powers hiding in feats, or that require you to look somewhere else to understand what they do--monster powers are self-contained, specialized abilities appropriate to that monster's role, its tactics in a battle, and its identity in the world.
Magic Item Requirement by Blackeagle_Falcon:
One of the things I dislike about 3rd edition is that at medium and high levels magic items are such a big part of a character's power. A PC has to be decorated like a Christmas tree with various magical doodads in order to be effective. Running a campaign in a world where magic items are rare or nonexistant required a lot of house rules and adjustment on the part of the DM. Will it be easier to run a low or no magic item campaign in 4e?
WotC:
We're definitely reducing the number of magic items that a typical character will carry around. Magic items aren't going away--they're a great way for characters to specialize their tactics, shore up weaknesses, and otherwise differentiate themselves from other characters--but they'll be a smaller overall portion of a character's array of special abilities. In addition, we're being clearer to the players and DM what mechanical benefits we expect all characters to derive from their array of items, which makes it easier for a DM running a "low-magic" campaign to know what his characters are missing (so that he can either take that into account by reducing monster stats, or provide the missing benefits via other methods).
D&D and WOW by halivar:
It appears (to me, at least), that many of the new rules-changes mirror popular MMO's like WOW. How much influence do the designers derive from video games; and, to the extent that D&D 4th resembles WOW, is this a conscious effort to reach the MMO-generation of gamers with table-top role-play?
WotC:
Just as the design teams of most computer games draw on their experiences with Dungeons & Dragons and other tabletop games, we look to other games for inspiration and innovation. Many of us in RPG R&D play or have played MMOs and other computer games. Some of the lessons we learned about gameplay on those platforms have helped us craft a better tabletop RPG, both for current D&D players and for potential new players who either haven't yet tried D&D or haven't found previous iterations of the game to their liking.
The balance between easy and good by Mongoose Disciple:
How do you feel you've struck a balance between a desire to simplify/streamline rules to speed play and make the game more accessible, and a desire to preserve the strategy and general goodness of the game as it exists today? Details about proposed changes that were a tough call either way would be interesting.
WotC:
The struggle between playability and tactical depth is a constant one for any game designer, and D&D is no different. We're always wrestling with the right balance between providing streamlined, intuitive play and giving players all the options they want. For example, by giving more characters customizable options for their actions in combat, we've added a dramatic level of depth (both strategic, in building your character, and tactical, in employing those options during a fight), but at the cost of increasing complexity for some characters. We think that's a net positive effect, because the lack of tactical and strategic options for fighters, rogues, and many other characters had become a glaring weakness in the game. The key is to ensure that players of different sensibilities can still find a rewarding play experience within the game's framework. A player who prefers simple options can select those and still feel like he's creating an effective character, while his buddy who thrives on complexity can load up on interesting combos without grinding the game to a halt.
New content for old Settings? by andphi:
I know that some of the old settings (Ravenloft, Spelljammers, Dark Sun, Planescape) have been transitioned to other companies or have been quietly kept alive by their fans with knowledge bases and efforts at rules translations between old rulesets and 3.5. Will any of these old, orphaned settings being making a comeback in 4.0? (Planescape. Please, Planescape!) If not, are the 4.0 rules being written to make these on-going translation efforts easier?
WotC:
We appreciate the devoted fans who have continued to run campaigns in our older campaign settings. For a variety of reasons, we can't give every setting an equal amount of support, but we certainly expect to revisit older settings from time to time on D&D Insider. We constantly re-evaluate the role of older settings in our business plans and product schedules, and it's entirely possible that some of those settings may well stage a full-fledged return at some point in the future. For now, though, we're focusing on relaunching the Forgotten Realms campaign setting in August of 2008, with the Eberron campaign setting following in 2009. When we firm up any other plans, we'll certainly share those.
Negative Press by eldavojohn:
Short intro, I read a lot of fantasy and sci-fi. Play a lot of computer games. Enjoy reading up on lore and the like. But I never got into D&D. I had friends that played it but I was never into it. I tried playing it a few times and had some fun experiences. But there's always been a sort of negative stigma associated with it among ... well, the general populace. What are you doing to break free of this? Or do you embrace it? What are your thoughts & opinions on this strange negative publicity that popular movies push onto D&D players? Do you ever try to break free of that?
WotC:
(Note from Gamer_Zer0: Sorry Zonk, I tried my best to get this question answered for you, but apparently the Sci-Fi channel was having an original Battlestar Galactica marathon and the entire D&D team was no where to be found!)
Complexity vs. other gaming systems by Mechagodzilla:
Has there been any thoughts or discussions on reducing the amount of books needed to play? Donating a bookshelf to every new edition is getting a little ridiculous for the casual gamer. I have 40+ books from first and second edition. I bought the Player's Handbook from the third edition, read the first thirty pages and went "bleh". I know it goes against the business model, but can you actually make a game that can be played with less than four books?
WotC:
The only book any player needs to play the game is the Player's Handbook. In addition, the DM will want a copy of the Dungeon Master's Guide and Monster Manual (to help him craft encounters, build adventures, and run an entertaining game). Players won't need the Dungeon Master's Guide to equip their higher-level characters, because the PH will have plenty of magic items for all levels. Players won't need the Monster Manual to adjudicate shapechanging or summoning effects, because those effects will be self-contained within the classes or powers that grant them. That said, a large number of D&D players want more options than the core rulebooks provide--so we publish additional supplements and sourcebooks to meet that desire--but the game's fully functional without them. Of course, with the new online tools provided by D&D Insider (including a full rules database), it'll be easier than ever to carry around even your whole collection of D&D books wherever you play--just log on and there they are!
DRM? by MykeBNY:
Many people are acting as if a new edition will not only obsolete their old books, it will actually prevent them from accessing the ruleset at all. Level-headed people of course regard that as silly, nobody's going to sneak into your house and burn your old books! However, with more and more importance being placed on digital content (not specifically Wizards of the Coast, but in general) ... Is the issue of whether to DRM or not, and why and how being treated very seriously within the company?
WotC:
There is still a fair amount of non-rules content in the 3.x books that is still usable with 4th Edition. The rules themselves are changing and the old rules content will be obsolete. We plan to sell digital versions of our books for use online. Our DRM philosophy is to be as unobtrusive as possible.
Character sheets like by coppro:
We know that you are providing a tool for editing character sheets on your computer, although you have not specified anything else. An editable PDF sheet seems likely. However, there have been many popular tools (e.g. PCGen) that can update many aspects of data automatically based on game events, rather than numbers. Will the suite of digital tools released with 4th Edition include a tool that can maintain a character sheet that can be updated based on effects and modifications, rather than simple numeric input? If so, will it be extensible with published supplements/user-provided data?
WotC:
Our character builder application let's you build characters of any 4E class and level. It will also let you populate the sheets with content from the D&D database, and to update your characters as they grow.
Arcane/Divine Balance? by Rydia:
In 3.5 and even basic 3d ed, Priests were far and away more useful than wizards and sorcers. They had damage spells, could use better weapons out of the box and had a serious of buffs, combined with their armor, that made them powerful and extremely difficult to kill. At very high levels, a powerful wizard can deal great damage with delayed blast fireball and whatnot, but at that point a good cleric can throw down greater aspect of the diety, divine power and a load of other spells and turn themselves into a combat machine, plus the ability to heal and a few good damage spells. How are you going to balance the two main spellcasting types in 4th ed? Or are you going to leave things generally as they are?
WotC:
One of the most significant design goals of 4th Edition was to clarify the roles filled by each of the character classes in the game. Not only does this help prevent one class from being good at too many things--such as the cleric--but it also prevents classes from being unable to accomplish any role effectively (such as the bard or monk). For example, clerics in 4th Edition occupy the "leader" role (sometimes also known as the "healer" or "party buffer" role). Their damage output is decent, but far behind that of the wizard or rogue, and they don't have the defenses or melee-control abilities of the fighter.
Who are you trying to please? by HikingStick:
I started playing D&D (the basic boxed set) and AD&D ages ago--first on 1st Ed. rules and eventually ponying up for 2nd Ed. My friends and I liked the game because it was easy and simple (regarding game mechanics) in the first edition, and we did enjoy some of the changes going into 2nd E. With the arrival of the 3rd Ed. rules, you lost me as a regular player, along with many of my peers. I had no desire to relearn a gaming system that, for the most part, had its rules embedded in my head. My question is this: who are you trying to please? Are you attracting any younger gamers to the fold? If not, what's the point in publishing release after release after release? The question I'm asking beneath the surface is, "Why should I care at all?"
WotC:
The "beneath the surface" answer is, "Because this edition is the most exciting and playable version of D&D that has ever been published." In order for Dungeons & Dragons to continue to thrive, it needs to retain current players while also attracting new players to the fold. Third Edition D&D succeeded wildly on both counts, and also brought thousands of lapsed D&D players back into the game (in some cases after years away from the tabletop). We have every expectation that Fourth Edition will repeat that success.
The fact that the Player's Handbook continues to be a strong-selling book years after its publication tells us that new players still enter the game every month. We also know from our RPGA programs that the game environment is full of diehard veterans from the 70s, 80s, and 90s, as well as new players trying out their first characters. But in order for us to continue to please existing players (whose preferences in gaming continue to evolve) and also attract new players (whose needs may be quite different from veteran gamers), the game must keep pace with an enormously volatile and variable marketplace.
D&D has always been a tabletop-based game, and Fourth Edition won't change that. However, we recognize that people think about games, information storage, and even social gatherings differently now than they did in 1974, and we want the new D&D to recognize and embrace those differences rather than risk becoming obsolete. So now you'll be able to access your rulebooks online via the Rules Database, craft the perfect look for your PC with the Character Visualizer, and even game with players across town or across the globe on the Digital Game Table.
At the end of the day however, we really just want to please the fantasy gamer inside all of us and feed that insatiable desire to keep the adventure fresh and exciting! -
The D&D Designers Answer Your Questions
In January we had the chance to ask the designers of Dungeons and Dragons Fourth Edition a few questions about the new version of the classic tabletop game. The Wizards of the Coast Community Manager, Mike "Gamer_Zer0" Lescault put our questions to members of the development team, including: Andrew Collins, Chris Perkins, Scott Rouse, and Sara Girard. Some of the questions weren't quite answered in as much detail as I would have liked. That said, they've given us a great opportunity to follow up on their responses. If you have a follow-up question, put it in a comment below (one question per comment please). We'll pass on five of the best, and the designers will answer your question on-camera at the Dungeons and Dragons Experience at the end of this month. We'll post the video to the site early in March. This is a great chance to put a face to some legendary designer names, and get your unanswered issues resolved. Get asking. Why 4th Edition? by DrMrLordX:
3.5E had so many non-core sourcebooks that you could have easily respun and/or rebalanced the material into a new set of books if you had any need to sell more material (which you presumably do, as would anyone else in the same business). Based on what has been released and what I've read, 4E will be a radical departure of standards set back in 3E which were, in turn, meant to improve the game drastically. Don't you think more work could have, and should have, been done to improve 3.5E? It seems like you're throwing the baby out with the bathwater.
Wizards of the Coast:
The design team had play-tested Dungeons and Dragons 3.5 extensively and it was clear that the game needed to evolve. Since there were things we wanted to do digitally, like the Digital Game Table and the Character builder, it became clear that we should create a new, fully integrated system, with rules that would support our online applications. There were so many system improvements that the team really felt that the time had come to revamp the game. I don't imagine that our customers would have been satisfied with a version 3.75.
How long will this edition last? by Erwos:
It upset quite a few folks when D&D 3.0E transitioned to 3.5E relatively soon after release, and made some people's investments in D&D become basically worthless overnight. While I appreciate that it's sometimes time to spawn a new edition that's incompatible with the old, it felt like 3.5E should have been an errata to 3.0E, rather than a totally new set of books. I understand that WotC can't commit itself to any firm "we will not release another edition for X years" guarantee, but it would be nice to hear some sort of assurance that we won't see a repeat of the 3.0E->3.5E debacle. What's the plan? What lessons have you learned?
WotC:
I don't think it would be unreasonable to argue that the transition from 3.0 to 3.5 happened a little too soon. Would Wizards of the Coast have released 3.5 if we knew at the time that 4th Edition was coming? My guess is probably not. We would like to have 4th Edition last 8 to 10 years just like previous editions.
Player's Online Component? by Zonk
I know this component is still 'in the works', but I have to ask: what are you planning for the online pricing for players vs. DMs? You've said that accessing D&D Insider and the 'online tabletop' will cost between $10 and $15, but is that for everyone? I just can't see telling my players they *each* need to pay $12/month to play online, let alone shelling out $30/month for myself and my wife. Also, will I need to have a paid subscription in order to access PDFs of the 4th edition books that I buy?
WotC:
We will be announcing pricing and subscription details at the D&D Experience convention in two weeks.
Open Gaming License by egg_green:
With D&D 3rd Edition, we were introduced to the D20 System and the Open Gaming License, which allowed third party publishers to produce supplements for the game. Will there be something akin to this for 4th Edition? What form will it take, and will it be more or less restrictive?
WotC:
The initial 4th Edition plans for allowing third-party publication of compatible supplements have been announced, and we're currently working with a number of independent publishers to iron out the details and get them started. Our goal is to allow 3rd party publishers, both large and small, the opportunity to publish products compatible with Dungeons and Dragons 4th Edition.
Will combat be more streamlined? by DeafDumbBlind:
At higher levels in D&D 3.5, a fight between the party and a group of enemies can easily last a couple of hours. How has combat been streamlined?
WotC:
Two significant changes to gameplay that accelerate and streamline high-level combat are the reduction in the number of dice rolls required on each turn, and the drastic simplification of monsters. No more "full attack actions" requiring handfuls of d20s. No more monster powers hiding in feats, or that require you to look somewhere else to understand what they do--monster powers are self-contained, specialized abilities appropriate to that monster's role, its tactics in a battle, and its identity in the world.
Magic Item Requirement by Blackeagle_Falcon:
One of the things I dislike about 3rd edition is that at medium and high levels magic items are such a big part of a character's power. A PC has to be decorated like a Christmas tree with various magical doodads in order to be effective. Running a campaign in a world where magic items are rare or nonexistant required a lot of house rules and adjustment on the part of the DM. Will it be easier to run a low or no magic item campaign in 4e?
WotC:
We're definitely reducing the number of magic items that a typical character will carry around. Magic items aren't going away--they're a great way for characters to specialize their tactics, shore up weaknesses, and otherwise differentiate themselves from other characters--but they'll be a smaller overall portion of a character's array of special abilities. In addition, we're being clearer to the players and DM what mechanical benefits we expect all characters to derive from their array of items, which makes it easier for a DM running a "low-magic" campaign to know what his characters are missing (so that he can either take that into account by reducing monster stats, or provide the missing benefits via other methods).
D&D and WOW by halivar:
It appears (to me, at least), that many of the new rules-changes mirror popular MMO's like WOW. How much influence do the designers derive from video games; and, to the extent that D&D 4th resembles WOW, is this a conscious effort to reach the MMO-generation of gamers with table-top role-play?
WotC:
Just as the design teams of most computer games draw on their experiences with Dungeons & Dragons and other tabletop games, we look to other games for inspiration and innovation. Many of us in RPG R&D play or have played MMOs and other computer games. Some of the lessons we learned about gameplay on those platforms have helped us craft a better tabletop RPG, both for current D&D players and for potential new players who either haven't yet tried D&D or haven't found previous iterations of the game to their liking.
The balance between easy and good by Mongoose Disciple:
How do you feel you've struck a balance between a desire to simplify/streamline rules to speed play and make the game more accessible, and a desire to preserve the strategy and general goodness of the game as it exists today? Details about proposed changes that were a tough call either way would be interesting.
WotC:
The struggle between playability and tactical depth is a constant one for any game designer, and D&D is no different. We're always wrestling with the right balance between providing streamlined, intuitive play and giving players all the options they want. For example, by giving more characters customizable options for their actions in combat, we've added a dramatic level of depth (both strategic, in building your character, and tactical, in employing those options during a fight), but at the cost of increasing complexity for some characters. We think that's a net positive effect, because the lack of tactical and strategic options for fighters, rogues, and many other characters had become a glaring weakness in the game. The key is to ensure that players of different sensibilities can still find a rewarding play experience within the game's framework. A player who prefers simple options can select those and still feel like he's creating an effective character, while his buddy who thrives on complexity can load up on interesting combos without grinding the game to a halt.
New content for old Settings? by andphi:
I know that some of the old settings (Ravenloft, Spelljammers, Dark Sun, Planescape) have been transitioned to other companies or have been quietly kept alive by their fans with knowledge bases and efforts at rules translations between old rulesets and 3.5. Will any of these old, orphaned settings being making a comeback in 4.0? (Planescape. Please, Planescape!) If not, are the 4.0 rules being written to make these on-going translation efforts easier?
WotC:
We appreciate the devoted fans who have continued to run campaigns in our older campaign settings. For a variety of reasons, we can't give every setting an equal amount of support, but we certainly expect to revisit older settings from time to time on D&D Insider. We constantly re-evaluate the role of older settings in our business plans and product schedules, and it's entirely possible that some of those settings may well stage a full-fledged return at some point in the future. For now, though, we're focusing on relaunching the Forgotten Realms campaign setting in August of 2008, with the Eberron campaign setting following in 2009. When we firm up any other plans, we'll certainly share those.
Negative Press by eldavojohn:
Short intro, I read a lot of fantasy and sci-fi. Play a lot of computer games. Enjoy reading up on lore and the like. But I never got into D&D. I had friends that played it but I was never into it. I tried playing it a few times and had some fun experiences. But there's always been a sort of negative stigma associated with it among ... well, the general populace. What are you doing to break free of this? Or do you embrace it? What are your thoughts & opinions on this strange negative publicity that popular movies push onto D&D players? Do you ever try to break free of that?
WotC:
(Note from Gamer_Zer0: Sorry Zonk, I tried my best to get this question answered for you, but apparently the Sci-Fi channel was having an original Battlestar Galactica marathon and the entire D&D team was no where to be found!)
Complexity vs. other gaming systems by Mechagodzilla:
Has there been any thoughts or discussions on reducing the amount of books needed to play? Donating a bookshelf to every new edition is getting a little ridiculous for the casual gamer. I have 40+ books from first and second edition. I bought the Player's Handbook from the third edition, read the first thirty pages and went "bleh". I know it goes against the business model, but can you actually make a game that can be played with less than four books?
WotC:
The only book any player needs to play the game is the Player's Handbook. In addition, the DM will want a copy of the Dungeon Master's Guide and Monster Manual (to help him craft encounters, build adventures, and run an entertaining game). Players won't need the Dungeon Master's Guide to equip their higher-level characters, because the PH will have plenty of magic items for all levels. Players won't need the Monster Manual to adjudicate shapechanging or summoning effects, because those effects will be self-contained within the classes or powers that grant them. That said, a large number of D&D players want more options than the core rulebooks provide--so we publish additional supplements and sourcebooks to meet that desire--but the game's fully functional without them. Of course, with the new online tools provided by D&D Insider (including a full rules database), it'll be easier than ever to carry around even your whole collection of D&D books wherever you play--just log on and there they are!
DRM? by MykeBNY:
Many people are acting as if a new edition will not only obsolete their old books, it will actually prevent them from accessing the ruleset at all. Level-headed people of course regard that as silly, nobody's going to sneak into your house and burn your old books! However, with more and more importance being placed on digital content (not specifically Wizards of the Coast, but in general) ... Is the issue of whether to DRM or not, and why and how being treated very seriously within the company?
WotC:
There is still a fair amount of non-rules content in the 3.x books that is still usable with 4th Edition. The rules themselves are changing and the old rules content will be obsolete. We plan to sell digital versions of our books for use online. Our DRM philosophy is to be as unobtrusive as possible.
Character sheets like by coppro:
We know that you are providing a tool for editing character sheets on your computer, although you have not specified anything else. An editable PDF sheet seems likely. However, there have been many popular tools (e.g. PCGen) that can update many aspects of data automatically based on game events, rather than numbers. Will the suite of digital tools released with 4th Edition include a tool that can maintain a character sheet that can be updated based on effects and modifications, rather than simple numeric input? If so, will it be extensible with published supplements/user-provided data?
WotC:
Our character builder application let's you build characters of any 4E class and level. It will also let you populate the sheets with content from the D&D database, and to update your characters as they grow.
Arcane/Divine Balance? by Rydia:
In 3.5 and even basic 3d ed, Priests were far and away more useful than wizards and sorcers. They had damage spells, could use better weapons out of the box and had a serious of buffs, combined with their armor, that made them powerful and extremely difficult to kill. At very high levels, a powerful wizard can deal great damage with delayed blast fireball and whatnot, but at that point a good cleric can throw down greater aspect of the diety, divine power and a load of other spells and turn themselves into a combat machine, plus the ability to heal and a few good damage spells. How are you going to balance the two main spellcasting types in 4th ed? Or are you going to leave things generally as they are?
WotC:
One of the most significant design goals of 4th Edition was to clarify the roles filled by each of the character classes in the game. Not only does this help prevent one class from being good at too many things--such as the cleric--but it also prevents classes from being unable to accomplish any role effectively (such as the bard or monk). For example, clerics in 4th Edition occupy the "leader" role (sometimes also known as the "healer" or "party buffer" role). Their damage output is decent, but far behind that of the wizard or rogue, and they don't have the defenses or melee-control abilities of the fighter.
Who are you trying to please? by HikingStick:
I started playing D&D (the basic boxed set) and AD&D ages ago--first on 1st Ed. rules and eventually ponying up for 2nd Ed. My friends and I liked the game because it was easy and simple (regarding game mechanics) in the first edition, and we did enjoy some of the changes going into 2nd E. With the arrival of the 3rd Ed. rules, you lost me as a regular player, along with many of my peers. I had no desire to relearn a gaming system that, for the most part, had its rules embedded in my head. My question is this: who are you trying to please? Are you attracting any younger gamers to the fold? If not, what's the point in publishing release after release after release? The question I'm asking beneath the surface is, "Why should I care at all?"
WotC:
The "beneath the surface" answer is, "Because this edition is the most exciting and playable version of D&D that has ever been published." In order for Dungeons & Dragons to continue to thrive, it needs to retain current players while also attracting new players to the fold. Third Edition D&D succeeded wildly on both counts, and also brought thousands of lapsed D&D players back into the game (in some cases after years away from the tabletop). We have every expectation that Fourth Edition will repeat that success.
The fact that the Player's Handbook continues to be a strong-selling book years after its publication tells us that new players still enter the game every month. We also know from our RPGA programs that the game environment is full of diehard veterans from the 70s, 80s, and 90s, as well as new players trying out their first characters. But in order for us to continue to please existing players (whose preferences in gaming continue to evolve) and also attract new players (whose needs may be quite different from veteran gamers), the game must keep pace with an enormously volatile and variable marketplace.
D&D has always been a tabletop-based game, and Fourth Edition won't change that. However, we recognize that people think about games, information storage, and even social gatherings differently now than they did in 1974, and we want the new D&D to recognize and embrace those differences rather than risk becoming obsolete. So now you'll be able to access your rulebooks online via the Rules Database, craft the perfect look for your PC with the Character Visualizer, and even game with players across town or across the globe on the Digital Game Table.
At the end of the day however, we really just want to please the fantasy gamer inside all of us and feed that insatiable desire to keep the adventure fresh and exciting! -
Ask the Designers of D&D Fourth Edition
This past August, big news dropped in the tabletop gaming community: 2008 would see the release of a fourth edition of Dungeons and Dragons. Since then the official D&D Insider site, and communities like the excellent ENWorld, have been doing their best to keep us up to date on the ins and outs of the newest way to dungeon-delve. With the release just five months away, we've been given a chance to put some questions to the team developing the game. One question per post, if you would, and we'll make sure to pass the best questions on to the designers. Don't forget to ask about the online version of the D&D tools as well! We'll get their answers back to you as soon as we get them, so fire away. -
Happy Worldwide D&D Game Day!
The official Wizards of the Coast site notes that today is Worldwide Dungeons and Dragons Game Day. All day your Friendly Local Gaming Store will be running events using the D&D 3.5 rules, as well as skirmishes for Dungeons and Dragons minis. The official link there has downloadable character sheets if you want to go play, and the minis section of the site has rules and regs for the skirmish scenarios. The list of participating locations is available online ... so get rolling. -
Happy Worldwide D&D Game Day!
The official Wizards of the Coast site notes that today is Worldwide Dungeons and Dragons Game Day. All day your Friendly Local Gaming Store will be running events using the D&D 3.5 rules, as well as skirmishes for Dungeons and Dragons minis. The official link there has downloadable character sheets if you want to go play, and the minis section of the site has rules and regs for the skirmish scenarios. The list of participating locations is available online ... so get rolling. -
Happy Worldwide D&D Game Day!
The official Wizards of the Coast site notes that today is Worldwide Dungeons and Dragons Game Day. All day your Friendly Local Gaming Store will be running events using the D&D 3.5 rules, as well as skirmishes for Dungeons and Dragons minis. The official link there has downloadable character sheets if you want to go play, and the minis section of the site has rules and regs for the skirmish scenarios. The list of participating locations is available online ... so get rolling. -
D&D Fourth Edition Books To Be Released in June
Bill Slavicsek, R&D director on Dungeons and Dragons at Wizards of the Coast, has announced via his personal column that the three core books for Fourth Edition will all be coming out in the same month. When the new game version was announced at Gen Con this year, the initial idea was that the books would be staggered over a three month period. "After conferring with our various trade partners, the Sales Team here at Wizards came back with word that they'd rather have the three core rulebooks release in the same month than over three consecutive months. As that's how we originally wanted to release them, Brand and R&D got together with our Production Team to see if we could accommodate the request. The answer is YES! The new release schedule looks like this: May: H1: Keep on the Shadowfell 4th Edition D&D adventure with Quick-Start Rules. June 6: 4th Edition Player's Handbook, Dungeon Master's Guide, and Monster Manual." As a note, the article is trapped behind an inane login for the Dungeons and Dragons Insider site. Hey WotC? It's really hard to talk up your new toys when you make it hard to read your content. Why not loosen up a bit? -
Gen Con 2007 In A Nutshell
Another year, another Gen Con? Hardly. This year was the 40th anniversary of Gen Con, marked the announcement of the newest edition of Dungeons and Dragons, and was the first year videogame companies were actively sought out as exhibitors. Put together this resulted in what felt like record crowds, a healthy dealer's hall, and an instant conversation-starter with every other person at the event. Read on for notes on the new tabletop releases, thoughts on the new edition of D&D, impressions of the videogames that were in attendance, and a shameful admission of weakness. Gen Con remains a bastion of tabletop gaming, but I'll admit it: I didn't get as strong a sense of the new tabletop game releases as I have in previous years. Instead, I spent time I would have normally put towards demoing games with dice and pieces towards getting a handle on the handful of videogames at the event. It seemed like almost every one was a Massively Multiplayer Online Game, but there were several representatives of other genres as well.
What I did glean from this year's event is summed up very well by well-known designer Robin Laws: "This year was a holding pattern." Many of the companies making products for the Open Gaming License/d20 system seem to have died back. With the announcement of Fourth Edition, there will be a resurgence the year after next, but for this year things seemed to be fairly quiet.
This Year's Releases
So what was released this year? Biggest hits at the con, by far, were the Battlestar Galactica RPG, Changeling: The Lost, and the new version of Talisman. The Battlestar tabletop game is a sister product to the Serenity (as in Firefly) RPG, both of which use the same rules-set ("Cortex"), and are published by Margaret Weis Productions. The Serenity game has a fairly impressive following, with the core book already being on its fourth printing just a year after it was released. Battlestar seemed to be offering up a similar buzz. The Weis booth was also playing host to voice actor Jason Marsden, who plays the part of Tasslehoff Burrfoot in the upcoming animated Dragonlance movie. They showed off a trailer for the film, currently slated for release later this year.
White Wolf gamers may not have been waiting with baited breath for a new version of Changeling; it was never as popular as their 'big three' of Vampire, Werewolf, and Mage. Just the same, I saw a number of copies of the updated title walking away from the White Wolf/CCP booth this year. The attraction of EVE Online in the same booth didn't stop White Wolf players from picking up the latest in the 're-imagined' World of Darkness.
Talisman is probably a name familiar to long-time boardgame players. Under the Black Industries imprint, Games Workshop is re-releasing their classic adventure game with a slightly updated look and a few tweaks to the rules. From what I heard, though, it's almost entirely the same game that you knew back in the day. It just won't cost hundreds of dollars on eBay anymore. Lines for the title were going down the rows and out the door of the exhibit hall, and my impression is that they sold out pretty much every day they had new product to sell.
It didn't have as much buzz as other announcements at the con, but well worth noting was the formation of a company called Catalyst Game Labs. Catalyst is a new outfit formed from the ashes of "Fantasy Productions", or FanPro as it was more commonly called. FanPro has been publishing the Shadowrun RPG since FASA gave up the ghost a few years back, and while the quality of the books has been fairly high it would be kind to say that they've been released on any kind of regular schedule. The new company marks a turn for one of the most well-known intellectual properties in pen and paper gaming, with two new books (Emergence and Augmentation) available just at this convention. Working together with the folks behind the Classic Battletech line, they now having backing and a business plan. If you're a Shadowrun fan, there's going to be a lot to look forward to in the coming years.
Dungeons and Dragons Fourth Edition
The biggest news was, of course, the announcement that Wizards of the Coast is going to be releasing the fourth edition of Dungeons and Dragons next year. At a press event the day before their public announcement to Gen Con attendees, they tried to lay out the groundwork for their ambitious new plan. Essentially, these new books have been eight years in the making. The R&D team at WotC is looking to adapt Dungeons and Dragons to the way that it's played, and stop forcing gamers to play the game the way the game is set up. While the switchover from 2nd edition rules to 3.0 was an amazing step, it was in some ways still black magic. They now have a large base of knowledge to work from, that's going to let them change the game in fundamental ways. They hope it will be for the better.
The biggest changes will be mechanical. My review of the Saga Edition of the Star Wars RPG discussed the significant rules changes that title underwent; the R&D folks as much as admitted that book was sort of a 'test run' for concepts they'll be incorporating into fourth edition. The focus is going to be on ease of play for everyone, both in front of and behind the DM screen. Party roles will be more clearly defined. Encounters will be reformatted, and monsters retuned to more understandable roles and difficulty levels. It may just be hyperbole, but the designers are aiming to 'make D&D feel heroic again.' On the far end of the scale, this means that epic-level play will now be a core part of the game. That is, the Player Handbook will support level progression from 1-30. Levels 1-10 will be known as 'heroic' levels, where characters are better than the average human but still 'normal'. Levels 10-20 are 'paragon' levels, where characters accomplish feats only possible in a fictional environment. Levels 20-30 are 'epic' levels, where heroes will be able to step out into the world and change the course of history. Desiigner Chris Perkins put it this way: "We want first level to be more than 'run away, it's a kobold.' Gone are the days of the four hit point Wizard."
On top of that, WotC feels as though a new edition is necessary to support the other three columns of their ambitious new plan. Physical books are the most important part, but there are three other pieces that feed into the game. The first is community, exemplified by the terribly-named Gleemax.com website. Gleemax is going to offer up a single place where D&D gamers can come together to discuss the game, as well as CCGs, boardgames, and the lot; a MySpace for tabletop nerds, essentially.
Unfortunately, it's not clear how separate that piece will be from the ambitious D&DInsider.com. That site, essentially an outgrowth of the official Wizards of the Coast website content, is going to be a central hub for Dungeons and Dragons players. The late, lamented Dungeon and Dragon magazines will be available online there, and the site will also play host to the most novel concept in the fourth edition bag of tricks: The D&D Game Table. The Game Table is an online playspace, where groups can get together around a virtual table to actually play Dungeons and Dragons online. DMs will be able to lay out dungeon maps, place monsters, and run games. Players will have access to online versions of their purchased physical rulebooks, can make characters using a character creation tool, and can even create their own virtual miniatures for their characters. Voice chat will bring the whole group together. The WotC folks were very clear: this is not meant to take the place of your regular game. It's a place to go if your gaming group is spread across the country (or world) as so often happens in our busy modern world. They also envision a future where players who don't have regular games can hop online and connect with other folks to play in a regular campaign.
This last will likely be aided by the fourth leg of this concept: organized play. The RPGA has always been associated with but not a part of Dungeons and Dragons, if that makes any sense. With fourth edition the organized play campaigns will become a central component to the game experience. From your home, to the gaming store, online with the D&D Game Table, and all the way to conventions, the goal is for gamers to have a fun and slightly more formal handrail for gaming together. With a renewed interest in adventure publishing, designer goals seem to be to bring back the days when every D&D gamer could talk of playing through modules like Keep on the Borderlands or Tomb of Horrors.
All of this combines to an extremely ambitious goal: a brand new D&D. Just from anecdotal experience, from talking with players and retailers at the convention, my own gaming store, and from reading comments here on the site, the general reaction seems to be anger. The reason is understandable; 3.5 books aren't cheap, and many gamers have invested heavily in the current edition. In the latest D&D Podcast even the designers themselves admitted that 3.5 isn't 'that broken.' Thankfully, there's still quite some time before even the Player's Handbook comes out. The folks at Wizards have a good long while to explain to us what exactly they're planning to do. A long time to convince us, to reassure people that they really aren't ditching the OGL (full support), that their favorite campaigns will be supported (new Realms book next year, Eberron in 09), that it's worth shelling out another $90 for the upgrade. They've already begun, in fact; their ongoing design and development series has already put up posts on party roles, the new vision for Fighters, and what it's like to face a dragon in the new edition. If they even come close to delivering on what these articles imply, next year is going to be an interesting time to be a gamer.
Warhammer Online
Last year, I wrote this about WAR: "I wasn't very impressed, either with Mythic's showing or with the game itself. The buzz around the convention seemed to be that it is 'too much' of a World of Warcraft (WoW) ripoff." What a difference a year makes. Since then Mythic was purchased by EA, development has gone into high gear, and the company has done a tremendous job of getting out the word on what exactly Warhammer is all about. The result? A booth that was swarming with people from the moment the doors open until the exhibit hall closed. Their enthusiasm reflects my own; it's far and away the game I'm most looking forward to next year. I had the chance to take a Goblin Shaman for a spin in the Greenskins starting area, and the development team's cry of "War is everywhere" seems to have made for some inspired gaming.
Yes, it's primarily the same old level 1 experience you have in every other game. Kill grunts, gain xp, learn2play. But right away you start to see the difference. The Tome of Knowledge, for example, not only tracks what quests you're on, but tells you how many stunties you've killed (damn dwarves). Nearby a public quest is ongoing, as players struggle to kill the swarming squigs harrying a friendly giant. UI-wise, it looks like World of Warcraft redux, until you start to see all the extra doo-dads. My Goblin Shaman built up Waugh as he fought, which would have allowed me to heal more effectively had I been in a group. Morale rose as I fought too, allowing me to fire off special abilities just because I'd been fighting for a while. It's violent, it's fast, it's easy to pick up and play. And it's freaking hilarious. That dark British sense of humor seen in the tabletop game comes through loud and clear in-world, with everything from ability names (Brain Bursta, Geddup!) to quest themes. One of your very first encounters has you being tossed across a valley to the top of a dam, where you stuff unconscious dwarves into barrels and toss them over the side. I didn't even get a chance to check out Realm vs. Realm combat, the game's most exciting offering, and already I'm convinced of the title's potential. It's still in development, still getting the kinks worked out, but even in its half-finished state I think Warhammer is in a great position to turn heads next year.
Gods and Heroes
Perpetual's in-development Roman title, on the other hand, appears to be a bit adrift. At first blush it looks ready to succeed, with an inspiring and somewhat unconventional concept. The game focuses on combat in a mythical Roman setting where gods walk the land and monsters fill the wilderness. Combat with minion NPCs is the main mechanical draw. The minion system is a great addition to the genre, taking concepts seen in standard pet classes and the more advanced heroes of Guild Wars: Nightfall, and punching them up to the next level. On top of an interesting game setting and some new tweaks to gameplay, an ambitious animation system makes the game look as cinematic as it's described. Instead of blindly hacking at each other, fights involve stabbings, tosses, stamps, and throws. It's incredibly impressive when the animation system synchs up and pulls things off.
Unfortunately, there's a problem with that. Combat previously was 'locked', meaning that when two characters were fighting they were held fast so that animations could go off at set times. This looked really good, but playtesters found it too constraining. Perpetual listened, and has removed the locks. They're not working to tweak animation timing so that things will still look as cinematic as ever even without the lock system in place. It's still Beta, and there's time to get this stuff squared away ... but I have to be honest; the game felt like it was more than the two or three months away from launch than the company is claiming. When animations hit they look great, but right now combat is a mess to look at, moving through the world feels slow and cumbersome, and even the much-vaunted minion AI still needs to be tweaked. This game is doing a lot of things right, make no mistake, and I trust that when it launches it's going to garner some interest from players looking for something new. I just hope that the company gives Gods and Heroes the time it needs to succeed; right now it seems like it still needs a lot of work.
Fallen Earth
Big-name Massive games get a lot of press, but with the technologies behind MMOGs becoming ever better-understood smaller companies are starting to aim for a piece of that online pie. Fallen Earth is just such a game, backed by Icarus Studios. There's no word on a release date yet, but the little slice of the world I saw was fairly compelling. Assuming it goes live in the next six months or so, fans of the Fallout series will be able to sate their hunger on this post-apocalyptic treat. Fallen Earth imagines a southwest US ravaged by nuclear war and disease. In this bleak landscape you take on the role of an adventurer, working for the factions that control the vital resources of the area. Combat is a unique blend of FPS and RPG, with player skill determining if a shot hits and mechanics determining how much damage is done. The game feels like a fitting tribute to the complex CRPGs of yore. While it doesn't seem like it will reach widespread appeal, the players in this niche are going to have a lot to enjoy in this bleak, violent, and surprisingly funny Massive game.
Legends of Norrath
A collectible card game wrapped inside a Massively Multiplayer game sounds like crazy talk, but the folks at SOE are betting this will be a big hit. Certainly the concept is simple enough: give players of EverQuest and EverQuest 2 something to do while they're waiting for a group, or just as a way to mix things up a bit from the standard grind/kill/grind gameplay of a fantasy MMOG. While it's a simple idea, the execution is surprisingly robust. Players will be able to purchase virtual cards for a fairly low fee, or find them in booster packs dropped by in-world monsters. Decks can be constructed with the aid of a deck-building wizard (the software, not magical kind), and put to use combating players of both titles or NPC opponents. Gameplay seems to be of the 'easy to learn, hard to master' type that is quite prevalent in CCGs, with a few EverQuest-specific twists. The game will also offer up in-game loot from certain cards, just like a certain other CCG based on a MMOG ...
Pirates of the Burning Sea
I'll come clean: if the epic battle ever comes, I'll be siding with the buccaneers vs. the ninjas. It was a great pleasure, then, to get to have some more hands-on time with this most atypical online game. Although, again, I fear that broad market appeal may not be within reach, Pirates is shaping up to be darn fine game. The ship-to-ship combat is rock solid, immensely fun to play, and feels completely different from any other MMO experience you've ever had. There's a stateliness to the combat that makes the smoothly gliding schooners and soaring cannonballs somehow epic in scope. Swordplay is still a little rough, with the team still polishing in anticipation of a launch later this year. Even with the rough edges, this isn't your standard fantasy hack and slash. Players kick sand into the faces of their foes before a well-placed boot to the stomach takes them down. It's not fantasy, it's not sci-fi, it's piratical, and if you like Massively Multiplayer games you owe it to yourself to give Pirates of the Burning Sea a try.
Eye of Judgement
One of the few non-MMOGs at the event, this strange videogame/collectible card game/strategy game hybrid was drawing crowds simply because of its awesome visuals. The in-game art is definitely the first thing you notice, and is stunningly well-done. I was surprised by how much I enjoyed this game, which has players angling for control of a three-by-three grid. Cards are played onto each square of the grid, where they're analyzed by the new PlayStation Eye camera and animated on the television screen. While it initially comes off as just eye candy, a few minute's play reveals the numerous layers of depth to the game. Cards have facings, for example, and must be angled to ensure their blind spots are protected. Grid squares are aligned with different elements, as are creatures, requiring players to not only control the board but consider where their thralls are placed. It deserves commentary at length, but suffice it to say that it's not going to get the kind of success it deserves. Given the strange hoops required to jump through to play, this inspired title is just not going to find the audience it should. If you have a PS3, though, I highly recommend at least giving this a unique experience a try when it comes out later this year; they're even including the eye for no extra cost.
Conclusions
Last year I was lamenting the decision to include videogames in Gen Con's mission statement, worrying that this would be the end of the convention I've grown to love over the years. That was, of course, before seeing the lackluster showing of the E3 Media event and the closure of Gen Con So Cal. "Gen Con Indy" is now the only Gen Con, and is one of the furthest east offerings for gamers when it comes to videogames. In short: videogames coming to Gen Con may be the best thing to happen to it since the move to Indianapolis. Between the MMOGs, the D&D announcement, and a huge number of attendees, the convention felt revitalized. There was a hum and a murmer to the hallways that's been lower key in previous years. It was, as always, a chance to see game designers in their natural element, and all of the folks at WotC seemed to have an extra spring in their step this year.
The tabletop gamer is a dying breed; it's well acknowledge that Massively Multiplayer games are killing them off. Playing with your friends is so much easier in your home from a PC, and is something that can be done regardless of what time zone everyone is in. This year, though, I had hope that maybe we might not be dying off so quickly as I thought. Fourth edition is an obvious strike back, an attempt by Wizards of the Coast to fight 'the enemy' on its own terms while applying eight years of careful observation back into the game mechanics.
It's incredibly risky, and the future of the most popular and well-known tabletop game hangs in the balance as a result. On the one hand, this could blow the tabletop hobby firmly into the mainstream. Dice rollers could take their place at the side of the World of Warcraft players, proudly explaining their misunderstood hobby to their relatives in terms they can understand. Or, this could completely alienate the D&D playerbase and collapse the house that the d20 built. I personally am excited. I'm excited about the possibility of a Dungeons and Dragons game without the kruft. I'm excited about the chance to play online with friends across the country. I'm excited about organized play tied directly into the core game. And I'm excited about the future of a Gen Con with no imitators on the west coast, new attendees drawn by electronic gaming, and ever-more-professional game design companies working on the hobby I love.
I'm also, sadly, excited about the future of the World of Warcraft CCG. Perhaps because of my exposure to Legends of Norrath and Eye of Judgement, my demo of the now-year-old game left me vulnerable to the dealers in the exhibit hall. I've spent the last few days happily tweaking my Blue Shaman deck, and look foward to running it against all comers at PAX. Anyone have a Parvink or two they'd be willing to trade? -
Gen Con 2007 In A Nutshell
Another year, another Gen Con? Hardly. This year was the 40th anniversary of Gen Con, marked the announcement of the newest edition of Dungeons and Dragons, and was the first year videogame companies were actively sought out as exhibitors. Put together this resulted in what felt like record crowds, a healthy dealer's hall, and an instant conversation-starter with every other person at the event. Read on for notes on the new tabletop releases, thoughts on the new edition of D&D, impressions of the videogames that were in attendance, and a shameful admission of weakness. Gen Con remains a bastion of tabletop gaming, but I'll admit it: I didn't get as strong a sense of the new tabletop game releases as I have in previous years. Instead, I spent time I would have normally put towards demoing games with dice and pieces towards getting a handle on the handful of videogames at the event. It seemed like almost every one was a Massively Multiplayer Online Game, but there were several representatives of other genres as well.
What I did glean from this year's event is summed up very well by well-known designer Robin Laws: "This year was a holding pattern." Many of the companies making products for the Open Gaming License/d20 system seem to have died back. With the announcement of Fourth Edition, there will be a resurgence the year after next, but for this year things seemed to be fairly quiet.
This Year's Releases
So what was released this year? Biggest hits at the con, by far, were the Battlestar Galactica RPG, Changeling: The Lost, and the new version of Talisman. The Battlestar tabletop game is a sister product to the Serenity (as in Firefly) RPG, both of which use the same rules-set ("Cortex"), and are published by Margaret Weis Productions. The Serenity game has a fairly impressive following, with the core book already being on its fourth printing just a year after it was released. Battlestar seemed to be offering up a similar buzz. The Weis booth was also playing host to voice actor Jason Marsden, who plays the part of Tasslehoff Burrfoot in the upcoming animated Dragonlance movie. They showed off a trailer for the film, currently slated for release later this year.
White Wolf gamers may not have been waiting with baited breath for a new version of Changeling; it was never as popular as their 'big three' of Vampire, Werewolf, and Mage. Just the same, I saw a number of copies of the updated title walking away from the White Wolf/CCP booth this year. The attraction of EVE Online in the same booth didn't stop White Wolf players from picking up the latest in the 're-imagined' World of Darkness.
Talisman is probably a name familiar to long-time boardgame players. Under the Black Industries imprint, Games Workshop is re-releasing their classic adventure game with a slightly updated look and a few tweaks to the rules. From what I heard, though, it's almost entirely the same game that you knew back in the day. It just won't cost hundreds of dollars on eBay anymore. Lines for the title were going down the rows and out the door of the exhibit hall, and my impression is that they sold out pretty much every day they had new product to sell.
It didn't have as much buzz as other announcements at the con, but well worth noting was the formation of a company called Catalyst Game Labs. Catalyst is a new outfit formed from the ashes of "Fantasy Productions", or FanPro as it was more commonly called. FanPro has been publishing the Shadowrun RPG since FASA gave up the ghost a few years back, and while the quality of the books has been fairly high it would be kind to say that they've been released on any kind of regular schedule. The new company marks a turn for one of the most well-known intellectual properties in pen and paper gaming, with two new books (Emergence and Augmentation) available just at this convention. Working together with the folks behind the Classic Battletech line, they now having backing and a business plan. If you're a Shadowrun fan, there's going to be a lot to look forward to in the coming years.
Dungeons and Dragons Fourth Edition
The biggest news was, of course, the announcement that Wizards of the Coast is going to be releasing the fourth edition of Dungeons and Dragons next year. At a press event the day before their public announcement to Gen Con attendees, they tried to lay out the groundwork for their ambitious new plan. Essentially, these new books have been eight years in the making. The R&D team at WotC is looking to adapt Dungeons and Dragons to the way that it's played, and stop forcing gamers to play the game the way the game is set up. While the switchover from 2nd edition rules to 3.0 was an amazing step, it was in some ways still black magic. They now have a large base of knowledge to work from, that's going to let them change the game in fundamental ways. They hope it will be for the better.
The biggest changes will be mechanical. My review of the Saga Edition of the Star Wars RPG discussed the significant rules changes that title underwent; the R&D folks as much as admitted that book was sort of a 'test run' for concepts they'll be incorporating into fourth edition. The focus is going to be on ease of play for everyone, both in front of and behind the DM screen. Party roles will be more clearly defined. Encounters will be reformatted, and monsters retuned to more understandable roles and difficulty levels. It may just be hyperbole, but the designers are aiming to 'make D&D feel heroic again.' On the far end of the scale, this means that epic-level play will now be a core part of the game. That is, the Player Handbook will support level progression from 1-30. Levels 1-10 will be known as 'heroic' levels, where characters are better than the average human but still 'normal'. Levels 10-20 are 'paragon' levels, where characters accomplish feats only possible in a fictional environment. Levels 20-30 are 'epic' levels, where heroes will be able to step out into the world and change the course of history. Desiigner Chris Perkins put it this way: "We want first level to be more than 'run away, it's a kobold.' Gone are the days of the four hit point Wizard."
On top of that, WotC feels as though a new edition is necessary to support the other three columns of their ambitious new plan. Physical books are the most important part, but there are three other pieces that feed into the game. The first is community, exemplified by the terribly-named Gleemax.com website. Gleemax is going to offer up a single place where D&D gamers can come together to discuss the game, as well as CCGs, boardgames, and the lot; a MySpace for tabletop nerds, essentially.
Unfortunately, it's not clear how separate that piece will be from the ambitious D&DInsider.com. That site, essentially an outgrowth of the official Wizards of the Coast website content, is going to be a central hub for Dungeons and Dragons players. The late, lamented Dungeon and Dragon magazines will be available online there, and the site will also play host to the most novel concept in the fourth edition bag of tricks: The D&D Game Table. The Game Table is an online playspace, where groups can get together around a virtual table to actually play Dungeons and Dragons online. DMs will be able to lay out dungeon maps, place monsters, and run games. Players will have access to online versions of their purchased physical rulebooks, can make characters using a character creation tool, and can even create their own virtual miniatures for their characters. Voice chat will bring the whole group together. The WotC folks were very clear: this is not meant to take the place of your regular game. It's a place to go if your gaming group is spread across the country (or world) as so often happens in our busy modern world. They also envision a future where players who don't have regular games can hop online and connect with other folks to play in a regular campaign.
This last will likely be aided by the fourth leg of this concept: organized play. The RPGA has always been associated with but not a part of Dungeons and Dragons, if that makes any sense. With fourth edition the organized play campaigns will become a central component to the game experience. From your home, to the gaming store, online with the D&D Game Table, and all the way to conventions, the goal is for gamers to have a fun and slightly more formal handrail for gaming together. With a renewed interest in adventure publishing, designer goals seem to be to bring back the days when every D&D gamer could talk of playing through modules like Keep on the Borderlands or Tomb of Horrors.
All of this combines to an extremely ambitious goal: a brand new D&D. Just from anecdotal experience, from talking with players and retailers at the convention, my own gaming store, and from reading comments here on the site, the general reaction seems to be anger. The reason is understandable; 3.5 books aren't cheap, and many gamers have invested heavily in the current edition. In the latest D&D Podcast even the designers themselves admitted that 3.5 isn't 'that broken.' Thankfully, there's still quite some time before even the Player's Handbook comes out. The folks at Wizards have a good long while to explain to us what exactly they're planning to do. A long time to convince us, to reassure people that they really aren't ditching the OGL (full support), that their favorite campaigns will be supported (new Realms book next year, Eberron in 09), that it's worth shelling out another $90 for the upgrade. They've already begun, in fact; their ongoing design and development series has already put up posts on party roles, the new vision for Fighters, and what it's like to face a dragon in the new edition. If they even come close to delivering on what these articles imply, next year is going to be an interesting time to be a gamer.
Warhammer Online
Last year, I wrote this about WAR: "I wasn't very impressed, either with Mythic's showing or with the game itself. The buzz around the convention seemed to be that it is 'too much' of a World of Warcraft (WoW) ripoff." What a difference a year makes. Since then Mythic was purchased by EA, development has gone into high gear, and the company has done a tremendous job of getting out the word on what exactly Warhammer is all about. The result? A booth that was swarming with people from the moment the doors open until the exhibit hall closed. Their enthusiasm reflects my own; it's far and away the game I'm most looking forward to next year. I had the chance to take a Goblin Shaman for a spin in the Greenskins starting area, and the development team's cry of "War is everywhere" seems to have made for some inspired gaming.
Yes, it's primarily the same old level 1 experience you have in every other game. Kill grunts, gain xp, learn2play. But right away you start to see the difference. The Tome of Knowledge, for example, not only tracks what quests you're on, but tells you how many stunties you've killed (damn dwarves). Nearby a public quest is ongoing, as players struggle to kill the swarming squigs harrying a friendly giant. UI-wise, it looks like World of Warcraft redux, until you start to see all the extra doo-dads. My Goblin Shaman built up Waugh as he fought, which would have allowed me to heal more effectively had I been in a group. Morale rose as I fought too, allowing me to fire off special abilities just because I'd been fighting for a while. It's violent, it's fast, it's easy to pick up and play. And it's freaking hilarious. That dark British sense of humor seen in the tabletop game comes through loud and clear in-world, with everything from ability names (Brain Bursta, Geddup!) to quest themes. One of your very first encounters has you being tossed across a valley to the top of a dam, where you stuff unconscious dwarves into barrels and toss them over the side. I didn't even get a chance to check out Realm vs. Realm combat, the game's most exciting offering, and already I'm convinced of the title's potential. It's still in development, still getting the kinks worked out, but even in its half-finished state I think Warhammer is in a great position to turn heads next year.
Gods and Heroes
Perpetual's in-development Roman title, on the other hand, appears to be a bit adrift. At first blush it looks ready to succeed, with an inspiring and somewhat unconventional concept. The game focuses on combat in a mythical Roman setting where gods walk the land and monsters fill the wilderness. Combat with minion NPCs is the main mechanical draw. The minion system is a great addition to the genre, taking concepts seen in standard pet classes and the more advanced heroes of Guild Wars: Nightfall, and punching them up to the next level. On top of an interesting game setting and some new tweaks to gameplay, an ambitious animation system makes the game look as cinematic as it's described. Instead of blindly hacking at each other, fights involve stabbings, tosses, stamps, and throws. It's incredibly impressive when the animation system synchs up and pulls things off.
Unfortunately, there's a problem with that. Combat previously was 'locked', meaning that when two characters were fighting they were held fast so that animations could go off at set times. This looked really good, but playtesters found it too constraining. Perpetual listened, and has removed the locks. They're not working to tweak animation timing so that things will still look as cinematic as ever even without the lock system in place. It's still Beta, and there's time to get this stuff squared away ... but I have to be honest; the game felt like it was more than the two or three months away from launch than the company is claiming. When animations hit they look great, but right now combat is a mess to look at, moving through the world feels slow and cumbersome, and even the much-vaunted minion AI still needs to be tweaked. This game is doing a lot of things right, make no mistake, and I trust that when it launches it's going to garner some interest from players looking for something new. I just hope that the company gives Gods and Heroes the time it needs to succeed; right now it seems like it still needs a lot of work.
Fallen Earth
Big-name Massive games get a lot of press, but with the technologies behind MMOGs becoming ever better-understood smaller companies are starting to aim for a piece of that online pie. Fallen Earth is just such a game, backed by Icarus Studios. There's no word on a release date yet, but the little slice of the world I saw was fairly compelling. Assuming it goes live in the next six months or so, fans of the Fallout series will be able to sate their hunger on this post-apocalyptic treat. Fallen Earth imagines a southwest US ravaged by nuclear war and disease. In this bleak landscape you take on the role of an adventurer, working for the factions that control the vital resources of the area. Combat is a unique blend of FPS and RPG, with player skill determining if a shot hits and mechanics determining how much damage is done. The game feels like a fitting tribute to the complex CRPGs of yore. While it doesn't seem like it will reach widespread appeal, the players in this niche are going to have a lot to enjoy in this bleak, violent, and surprisingly funny Massive game.
Legends of Norrath
A collectible card game wrapped inside a Massively Multiplayer game sounds like crazy talk, but the folks at SOE are betting this will be a big hit. Certainly the concept is simple enough: give players of EverQuest and EverQuest 2 something to do while they're waiting for a group, or just as a way to mix things up a bit from the standard grind/kill/grind gameplay of a fantasy MMOG. While it's a simple idea, the execution is surprisingly robust. Players will be able to purchase virtual cards for a fairly low fee, or find them in booster packs dropped by in-world monsters. Decks can be constructed with the aid of a deck-building wizard (the software, not magical kind), and put to use combating players of both titles or NPC opponents. Gameplay seems to be of the 'easy to learn, hard to master' type that is quite prevalent in CCGs, with a few EverQuest-specific twists. The game will also offer up in-game loot from certain cards, just like a certain other CCG based on a MMOG ...
Pirates of the Burning Sea
I'll come clean: if the epic battle ever comes, I'll be siding with the buccaneers vs. the ninjas. It was a great pleasure, then, to get to have some more hands-on time with this most atypical online game. Although, again, I fear that broad market appeal may not be within reach, Pirates is shaping up to be darn fine game. The ship-to-ship combat is rock solid, immensely fun to play, and feels completely different from any other MMO experience you've ever had. There's a stateliness to the combat that makes the smoothly gliding schooners and soaring cannonballs somehow epic in scope. Swordplay is still a little rough, with the team still polishing in anticipation of a launch later this year. Even with the rough edges, this isn't your standard fantasy hack and slash. Players kick sand into the faces of their foes before a well-placed boot to the stomach takes them down. It's not fantasy, it's not sci-fi, it's piratical, and if you like Massively Multiplayer games you owe it to yourself to give Pirates of the Burning Sea a try.
Eye of Judgement
One of the few non-MMOGs at the event, this strange videogame/collectible card game/strategy game hybrid was drawing crowds simply because of its awesome visuals. The in-game art is definitely the first thing you notice, and is stunningly well-done. I was surprised by how much I enjoyed this game, which has players angling for control of a three-by-three grid. Cards are played onto each square of the grid, where they're analyzed by the new PlayStation Eye camera and animated on the television screen. While it initially comes off as just eye candy, a few minute's play reveals the numerous layers of depth to the game. Cards have facings, for example, and must be angled to ensure their blind spots are protected. Grid squares are aligned with different elements, as are creatures, requiring players to not only control the board but consider where their thralls are placed. It deserves commentary at length, but suffice it to say that it's not going to get the kind of success it deserves. Given the strange hoops required to jump through to play, this inspired title is just not going to find the audience it should. If you have a PS3, though, I highly recommend at least giving this a unique experience a try when it comes out later this year; they're even including the eye for no extra cost.
Conclusions
Last year I was lamenting the decision to include videogames in Gen Con's mission statement, worrying that this would be the end of the convention I've grown to love over the years. That was, of course, before seeing the lackluster showing of the E3 Media event and the closure of Gen Con So Cal. "Gen Con Indy" is now the only Gen Con, and is one of the furthest east offerings for gamers when it comes to videogames. In short: videogames coming to Gen Con may be the best thing to happen to it since the move to Indianapolis. Between the MMOGs, the D&D announcement, and a huge number of attendees, the convention felt revitalized. There was a hum and a murmer to the hallways that's been lower key in previous years. It was, as always, a chance to see game designers in their natural element, and all of the folks at WotC seemed to have an extra spring in their step this year.
The tabletop gamer is a dying breed; it's well acknowledge that Massively Multiplayer games are killing them off. Playing with your friends is so much easier in your home from a PC, and is something that can be done regardless of what time zone everyone is in. This year, though, I had hope that maybe we might not be dying off so quickly as I thought. Fourth edition is an obvious strike back, an attempt by Wizards of the Coast to fight 'the enemy' on its own terms while applying eight years of careful observation back into the game mechanics.
It's incredibly risky, and the future of the most popular and well-known tabletop game hangs in the balance as a result. On the one hand, this could blow the tabletop hobby firmly into the mainstream. Dice rollers could take their place at the side of the World of Warcraft players, proudly explaining their misunderstood hobby to their relatives in terms they can understand. Or, this could completely alienate the D&D playerbase and collapse the house that the d20 built. I personally am excited. I'm excited about the possibility of a Dungeons and Dragons game without the kruft. I'm excited about the chance to play online with friends across the country. I'm excited about organized play tied directly into the core game. And I'm excited about the future of a Gen Con with no imitators on the west coast, new attendees drawn by electronic gaming, and ever-more-professional game design companies working on the hobby I love.
I'm also, sadly, excited about the future of the World of Warcraft CCG. Perhaps because of my exposure to Legends of Norrath and Eye of Judgement, my demo of the now-year-old game left me vulnerable to the dealers in the exhibit hall. I've spent the last few days happily tweaking my Blue Shaman deck, and look foward to running it against all comers at PAX. Anyone have a Parvink or two they'd be willing to trade? -
Gen Con 2007 In A Nutshell
Another year, another Gen Con? Hardly. This year was the 40th anniversary of Gen Con, marked the announcement of the newest edition of Dungeons and Dragons, and was the first year videogame companies were actively sought out as exhibitors. Put together this resulted in what felt like record crowds, a healthy dealer's hall, and an instant conversation-starter with every other person at the event. Read on for notes on the new tabletop releases, thoughts on the new edition of D&D, impressions of the videogames that were in attendance, and a shameful admission of weakness. Gen Con remains a bastion of tabletop gaming, but I'll admit it: I didn't get as strong a sense of the new tabletop game releases as I have in previous years. Instead, I spent time I would have normally put towards demoing games with dice and pieces towards getting a handle on the handful of videogames at the event. It seemed like almost every one was a Massively Multiplayer Online Game, but there were several representatives of other genres as well.
What I did glean from this year's event is summed up very well by well-known designer Robin Laws: "This year was a holding pattern." Many of the companies making products for the Open Gaming License/d20 system seem to have died back. With the announcement of Fourth Edition, there will be a resurgence the year after next, but for this year things seemed to be fairly quiet.
This Year's Releases
So what was released this year? Biggest hits at the con, by far, were the Battlestar Galactica RPG, Changeling: The Lost, and the new version of Talisman. The Battlestar tabletop game is a sister product to the Serenity (as in Firefly) RPG, both of which use the same rules-set ("Cortex"), and are published by Margaret Weis Productions. The Serenity game has a fairly impressive following, with the core book already being on its fourth printing just a year after it was released. Battlestar seemed to be offering up a similar buzz. The Weis booth was also playing host to voice actor Jason Marsden, who plays the part of Tasslehoff Burrfoot in the upcoming animated Dragonlance movie. They showed off a trailer for the film, currently slated for release later this year.
White Wolf gamers may not have been waiting with baited breath for a new version of Changeling; it was never as popular as their 'big three' of Vampire, Werewolf, and Mage. Just the same, I saw a number of copies of the updated title walking away from the White Wolf/CCP booth this year. The attraction of EVE Online in the same booth didn't stop White Wolf players from picking up the latest in the 're-imagined' World of Darkness.
Talisman is probably a name familiar to long-time boardgame players. Under the Black Industries imprint, Games Workshop is re-releasing their classic adventure game with a slightly updated look and a few tweaks to the rules. From what I heard, though, it's almost entirely the same game that you knew back in the day. It just won't cost hundreds of dollars on eBay anymore. Lines for the title were going down the rows and out the door of the exhibit hall, and my impression is that they sold out pretty much every day they had new product to sell.
It didn't have as much buzz as other announcements at the con, but well worth noting was the formation of a company called Catalyst Game Labs. Catalyst is a new outfit formed from the ashes of "Fantasy Productions", or FanPro as it was more commonly called. FanPro has been publishing the Shadowrun RPG since FASA gave up the ghost a few years back, and while the quality of the books has been fairly high it would be kind to say that they've been released on any kind of regular schedule. The new company marks a turn for one of the most well-known intellectual properties in pen and paper gaming, with two new books (Emergence and Augmentation) available just at this convention. Working together with the folks behind the Classic Battletech line, they now having backing and a business plan. If you're a Shadowrun fan, there's going to be a lot to look forward to in the coming years.
Dungeons and Dragons Fourth Edition
The biggest news was, of course, the announcement that Wizards of the Coast is going to be releasing the fourth edition of Dungeons and Dragons next year. At a press event the day before their public announcement to Gen Con attendees, they tried to lay out the groundwork for their ambitious new plan. Essentially, these new books have been eight years in the making. The R&D team at WotC is looking to adapt Dungeons and Dragons to the way that it's played, and stop forcing gamers to play the game the way the game is set up. While the switchover from 2nd edition rules to 3.0 was an amazing step, it was in some ways still black magic. They now have a large base of knowledge to work from, that's going to let them change the game in fundamental ways. They hope it will be for the better.
The biggest changes will be mechanical. My review of the Saga Edition of the Star Wars RPG discussed the significant rules changes that title underwent; the R&D folks as much as admitted that book was sort of a 'test run' for concepts they'll be incorporating into fourth edition. The focus is going to be on ease of play for everyone, both in front of and behind the DM screen. Party roles will be more clearly defined. Encounters will be reformatted, and monsters retuned to more understandable roles and difficulty levels. It may just be hyperbole, but the designers are aiming to 'make D&D feel heroic again.' On the far end of the scale, this means that epic-level play will now be a core part of the game. That is, the Player Handbook will support level progression from 1-30. Levels 1-10 will be known as 'heroic' levels, where characters are better than the average human but still 'normal'. Levels 10-20 are 'paragon' levels, where characters accomplish feats only possible in a fictional environment. Levels 20-30 are 'epic' levels, where heroes will be able to step out into the world and change the course of history. Desiigner Chris Perkins put it this way: "We want first level to be more than 'run away, it's a kobold.' Gone are the days of the four hit point Wizard."
On top of that, WotC feels as though a new edition is necessary to support the other three columns of their ambitious new plan. Physical books are the most important part, but there are three other pieces that feed into the game. The first is community, exemplified by the terribly-named Gleemax.com website. Gleemax is going to offer up a single place where D&D gamers can come together to discuss the game, as well as CCGs, boardgames, and the lot; a MySpace for tabletop nerds, essentially.
Unfortunately, it's not clear how separate that piece will be from the ambitious D&DInsider.com. That site, essentially an outgrowth of the official Wizards of the Coast website content, is going to be a central hub for Dungeons and Dragons players. The late, lamented Dungeon and Dragon magazines will be available online there, and the site will also play host to the most novel concept in the fourth edition bag of tricks: The D&D Game Table. The Game Table is an online playspace, where groups can get together around a virtual table to actually play Dungeons and Dragons online. DMs will be able to lay out dungeon maps, place monsters, and run games. Players will have access to online versions of their purchased physical rulebooks, can make characters using a character creation tool, and can even create their own virtual miniatures for their characters. Voice chat will bring the whole group together. The WotC folks were very clear: this is not meant to take the place of your regular game. It's a place to go if your gaming group is spread across the country (or world) as so often happens in our busy modern world. They also envision a future where players who don't have regular games can hop online and connect with other folks to play in a regular campaign.
This last will likely be aided by the fourth leg of this concept: organized play. The RPGA has always been associated with but not a part of Dungeons and Dragons, if that makes any sense. With fourth edition the organized play campaigns will become a central component to the game experience. From your home, to the gaming store, online with the D&D Game Table, and all the way to conventions, the goal is for gamers to have a fun and slightly more formal handrail for gaming together. With a renewed interest in adventure publishing, designer goals seem to be to bring back the days when every D&D gamer could talk of playing through modules like Keep on the Borderlands or Tomb of Horrors.
All of this combines to an extremely ambitious goal: a brand new D&D. Just from anecdotal experience, from talking with players and retailers at the convention, my own gaming store, and from reading comments here on the site, the general reaction seems to be anger. The reason is understandable; 3.5 books aren't cheap, and many gamers have invested heavily in the current edition. In the latest D&D Podcast even the designers themselves admitted that 3.5 isn't 'that broken.' Thankfully, there's still quite some time before even the Player's Handbook comes out. The folks at Wizards have a good long while to explain to us what exactly they're planning to do. A long time to convince us, to reassure people that they really aren't ditching the OGL (full support), that their favorite campaigns will be supported (new Realms book next year, Eberron in 09), that it's worth shelling out another $90 for the upgrade. They've already begun, in fact; their ongoing design and development series has already put up posts on party roles, the new vision for Fighters, and what it's like to face a dragon in the new edition. If they even come close to delivering on what these articles imply, next year is going to be an interesting time to be a gamer.
Warhammer Online
Last year, I wrote this about WAR: "I wasn't very impressed, either with Mythic's showing or with the game itself. The buzz around the convention seemed to be that it is 'too much' of a World of Warcraft (WoW) ripoff." What a difference a year makes. Since then Mythic was purchased by EA, development has gone into high gear, and the company has done a tremendous job of getting out the word on what exactly Warhammer is all about. The result? A booth that was swarming with people from the moment the doors open until the exhibit hall closed. Their enthusiasm reflects my own; it's far and away the game I'm most looking forward to next year. I had the chance to take a Goblin Shaman for a spin in the Greenskins starting area, and the development team's cry of "War is everywhere" seems to have made for some inspired gaming.
Yes, it's primarily the same old level 1 experience you have in every other game. Kill grunts, gain xp, learn2play. But right away you start to see the difference. The Tome of Knowledge, for example, not only tracks what quests you're on, but tells you how many stunties you've killed (damn dwarves). Nearby a public quest is ongoing, as players struggle to kill the swarming squigs harrying a friendly giant. UI-wise, it looks like World of Warcraft redux, until you start to see all the extra doo-dads. My Goblin Shaman built up Waugh as he fought, which would have allowed me to heal more effectively had I been in a group. Morale rose as I fought too, allowing me to fire off special abilities just because I'd been fighting for a while. It's violent, it's fast, it's easy to pick up and play. And it's freaking hilarious. That dark British sense of humor seen in the tabletop game comes through loud and clear in-world, with everything from ability names (Brain Bursta, Geddup!) to quest themes. One of your very first encounters has you being tossed across a valley to the top of a dam, where you stuff unconscious dwarves into barrels and toss them over the side. I didn't even get a chance to check out Realm vs. Realm combat, the game's most exciting offering, and already I'm convinced of the title's potential. It's still in development, still getting the kinks worked out, but even in its half-finished state I think Warhammer is in a great position to turn heads next year.
Gods and Heroes
Perpetual's in-development Roman title, on the other hand, appears to be a bit adrift. At first blush it looks ready to succeed, with an inspiring and somewhat unconventional concept. The game focuses on combat in a mythical Roman setting where gods walk the land and monsters fill the wilderness. Combat with minion NPCs is the main mechanical draw. The minion system is a great addition to the genre, taking concepts seen in standard pet classes and the more advanced heroes of Guild Wars: Nightfall, and punching them up to the next level. On top of an interesting game setting and some new tweaks to gameplay, an ambitious animation system makes the game look as cinematic as it's described. Instead of blindly hacking at each other, fights involve stabbings, tosses, stamps, and throws. It's incredibly impressive when the animation system synchs up and pulls things off.
Unfortunately, there's a problem with that. Combat previously was 'locked', meaning that when two characters were fighting they were held fast so that animations could go off at set times. This looked really good, but playtesters found it too constraining. Perpetual listened, and has removed the locks. They're not working to tweak animation timing so that things will still look as cinematic as ever even without the lock system in place. It's still Beta, and there's time to get this stuff squared away ... but I have to be honest; the game felt like it was more than the two or three months away from launch than the company is claiming. When animations hit they look great, but right now combat is a mess to look at, moving through the world feels slow and cumbersome, and even the much-vaunted minion AI still needs to be tweaked. This game is doing a lot of things right, make no mistake, and I trust that when it launches it's going to garner some interest from players looking for something new. I just hope that the company gives Gods and Heroes the time it needs to succeed; right now it seems like it still needs a lot of work.
Fallen Earth
Big-name Massive games get a lot of press, but with the technologies behind MMOGs becoming ever better-understood smaller companies are starting to aim for a piece of that online pie. Fallen Earth is just such a game, backed by Icarus Studios. There's no word on a release date yet, but the little slice of the world I saw was fairly compelling. Assuming it goes live in the next six months or so, fans of the Fallout series will be able to sate their hunger on this post-apocalyptic treat. Fallen Earth imagines a southwest US ravaged by nuclear war and disease. In this bleak landscape you take on the role of an adventurer, working for the factions that control the vital resources of the area. Combat is a unique blend of FPS and RPG, with player skill determining if a shot hits and mechanics determining how much damage is done. The game feels like a fitting tribute to the complex CRPGs of yore. While it doesn't seem like it will reach widespread appeal, the players in this niche are going to have a lot to enjoy in this bleak, violent, and surprisingly funny Massive game.
Legends of Norrath
A collectible card game wrapped inside a Massively Multiplayer game sounds like crazy talk, but the folks at SOE are betting this will be a big hit. Certainly the concept is simple enough: give players of EverQuest and EverQuest 2 something to do while they're waiting for a group, or just as a way to mix things up a bit from the standard grind/kill/grind gameplay of a fantasy MMOG. While it's a simple idea, the execution is surprisingly robust. Players will be able to purchase virtual cards for a fairly low fee, or find them in booster packs dropped by in-world monsters. Decks can be constructed with the aid of a deck-building wizard (the software, not magical kind), and put to use combating players of both titles or NPC opponents. Gameplay seems to be of the 'easy to learn, hard to master' type that is quite prevalent in CCGs, with a few EverQuest-specific twists. The game will also offer up in-game loot from certain cards, just like a certain other CCG based on a MMOG ...
Pirates of the Burning Sea
I'll come clean: if the epic battle ever comes, I'll be siding with the buccaneers vs. the ninjas. It was a great pleasure, then, to get to have some more hands-on time with this most atypical online game. Although, again, I fear that broad market appeal may not be within reach, Pirates is shaping up to be darn fine game. The ship-to-ship combat is rock solid, immensely fun to play, and feels completely different from any other MMO experience you've ever had. There's a stateliness to the combat that makes the smoothly gliding schooners and soaring cannonballs somehow epic in scope. Swordplay is still a little rough, with the team still polishing in anticipation of a launch later this year. Even with the rough edges, this isn't your standard fantasy hack and slash. Players kick sand into the faces of their foes before a well-placed boot to the stomach takes them down. It's not fantasy, it's not sci-fi, it's piratical, and if you like Massively Multiplayer games you owe it to yourself to give Pirates of the Burning Sea a try.
Eye of Judgement
One of the few non-MMOGs at the event, this strange videogame/collectible card game/strategy game hybrid was drawing crowds simply because of its awesome visuals. The in-game art is definitely the first thing you notice, and is stunningly well-done. I was surprised by how much I enjoyed this game, which has players angling for control of a three-by-three grid. Cards are played onto each square of the grid, where they're analyzed by the new PlayStation Eye camera and animated on the television screen. While it initially comes off as just eye candy, a few minute's play reveals the numerous layers of depth to the game. Cards have facings, for example, and must be angled to ensure their blind spots are protected. Grid squares are aligned with different elements, as are creatures, requiring players to not only control the board but consider where their thralls are placed. It deserves commentary at length, but suffice it to say that it's not going to get the kind of success it deserves. Given the strange hoops required to jump through to play, this inspired title is just not going to find the audience it should. If you have a PS3, though, I highly recommend at least giving this a unique experience a try when it comes out later this year; they're even including the eye for no extra cost.
Conclusions
Last year I was lamenting the decision to include videogames in Gen Con's mission statement, worrying that this would be the end of the convention I've grown to love over the years. That was, of course, before seeing the lackluster showing of the E3 Media event and the closure of Gen Con So Cal. "Gen Con Indy" is now the only Gen Con, and is one of the furthest east offerings for gamers when it comes to videogames. In short: videogames coming to Gen Con may be the best thing to happen to it since the move to Indianapolis. Between the MMOGs, the D&D announcement, and a huge number of attendees, the convention felt revitalized. There was a hum and a murmer to the hallways that's been lower key in previous years. It was, as always, a chance to see game designers in their natural element, and all of the folks at WotC seemed to have an extra spring in their step this year.
The tabletop gamer is a dying breed; it's well acknowledge that Massively Multiplayer games are killing them off. Playing with your friends is so much easier in your home from a PC, and is something that can be done regardless of what time zone everyone is in. This year, though, I had hope that maybe we might not be dying off so quickly as I thought. Fourth edition is an obvious strike back, an attempt by Wizards of the Coast to fight 'the enemy' on its own terms while applying eight years of careful observation back into the game mechanics.
It's incredibly risky, and the future of the most popular and well-known tabletop game hangs in the balance as a result. On the one hand, this could blow the tabletop hobby firmly into the mainstream. Dice rollers could take their place at the side of the World of Warcraft players, proudly explaining their misunderstood hobby to their relatives in terms they can understand. Or, this could completely alienate the D&D playerbase and collapse the house that the d20 built. I personally am excited. I'm excited about the possibility of a Dungeons and Dragons game without the kruft. I'm excited about the chance to play online with friends across the country. I'm excited about organized play tied directly into the core game. And I'm excited about the future of a Gen Con with no imitators on the west coast, new attendees drawn by electronic gaming, and ever-more-professional game design companies working on the hobby I love.
I'm also, sadly, excited about the future of the World of Warcraft CCG. Perhaps because of my exposure to Legends of Norrath and Eye of Judgement, my demo of the now-year-old game left me vulnerable to the dealers in the exhibit hall. I've spent the last few days happily tweaking my Blue Shaman deck, and look foward to running it against all comers at PAX. Anyone have a Parvink or two they'd be willing to trade? -
Gen Con 2007 In A Nutshell
Another year, another Gen Con? Hardly. This year was the 40th anniversary of Gen Con, marked the announcement of the newest edition of Dungeons and Dragons, and was the first year videogame companies were actively sought out as exhibitors. Put together this resulted in what felt like record crowds, a healthy dealer's hall, and an instant conversation-starter with every other person at the event. Read on for notes on the new tabletop releases, thoughts on the new edition of D&D, impressions of the videogames that were in attendance, and a shameful admission of weakness. Gen Con remains a bastion of tabletop gaming, but I'll admit it: I didn't get as strong a sense of the new tabletop game releases as I have in previous years. Instead, I spent time I would have normally put towards demoing games with dice and pieces towards getting a handle on the handful of videogames at the event. It seemed like almost every one was a Massively Multiplayer Online Game, but there were several representatives of other genres as well.
What I did glean from this year's event is summed up very well by well-known designer Robin Laws: "This year was a holding pattern." Many of the companies making products for the Open Gaming License/d20 system seem to have died back. With the announcement of Fourth Edition, there will be a resurgence the year after next, but for this year things seemed to be fairly quiet.
This Year's Releases
So what was released this year? Biggest hits at the con, by far, were the Battlestar Galactica RPG, Changeling: The Lost, and the new version of Talisman. The Battlestar tabletop game is a sister product to the Serenity (as in Firefly) RPG, both of which use the same rules-set ("Cortex"), and are published by Margaret Weis Productions. The Serenity game has a fairly impressive following, with the core book already being on its fourth printing just a year after it was released. Battlestar seemed to be offering up a similar buzz. The Weis booth was also playing host to voice actor Jason Marsden, who plays the part of Tasslehoff Burrfoot in the upcoming animated Dragonlance movie. They showed off a trailer for the film, currently slated for release later this year.
White Wolf gamers may not have been waiting with baited breath for a new version of Changeling; it was never as popular as their 'big three' of Vampire, Werewolf, and Mage. Just the same, I saw a number of copies of the updated title walking away from the White Wolf/CCP booth this year. The attraction of EVE Online in the same booth didn't stop White Wolf players from picking up the latest in the 're-imagined' World of Darkness.
Talisman is probably a name familiar to long-time boardgame players. Under the Black Industries imprint, Games Workshop is re-releasing their classic adventure game with a slightly updated look and a few tweaks to the rules. From what I heard, though, it's almost entirely the same game that you knew back in the day. It just won't cost hundreds of dollars on eBay anymore. Lines for the title were going down the rows and out the door of the exhibit hall, and my impression is that they sold out pretty much every day they had new product to sell.
It didn't have as much buzz as other announcements at the con, but well worth noting was the formation of a company called Catalyst Game Labs. Catalyst is a new outfit formed from the ashes of "Fantasy Productions", or FanPro as it was more commonly called. FanPro has been publishing the Shadowrun RPG since FASA gave up the ghost a few years back, and while the quality of the books has been fairly high it would be kind to say that they've been released on any kind of regular schedule. The new company marks a turn for one of the most well-known intellectual properties in pen and paper gaming, with two new books (Emergence and Augmentation) available just at this convention. Working together with the folks behind the Classic Battletech line, they now having backing and a business plan. If you're a Shadowrun fan, there's going to be a lot to look forward to in the coming years.
Dungeons and Dragons Fourth Edition
The biggest news was, of course, the announcement that Wizards of the Coast is going to be releasing the fourth edition of Dungeons and Dragons next year. At a press event the day before their public announcement to Gen Con attendees, they tried to lay out the groundwork for their ambitious new plan. Essentially, these new books have been eight years in the making. The R&D team at WotC is looking to adapt Dungeons and Dragons to the way that it's played, and stop forcing gamers to play the game the way the game is set up. While the switchover from 2nd edition rules to 3.0 was an amazing step, it was in some ways still black magic. They now have a large base of knowledge to work from, that's going to let them change the game in fundamental ways. They hope it will be for the better.
The biggest changes will be mechanical. My review of the Saga Edition of the Star Wars RPG discussed the significant rules changes that title underwent; the R&D folks as much as admitted that book was sort of a 'test run' for concepts they'll be incorporating into fourth edition. The focus is going to be on ease of play for everyone, both in front of and behind the DM screen. Party roles will be more clearly defined. Encounters will be reformatted, and monsters retuned to more understandable roles and difficulty levels. It may just be hyperbole, but the designers are aiming to 'make D&D feel heroic again.' On the far end of the scale, this means that epic-level play will now be a core part of the game. That is, the Player Handbook will support level progression from 1-30. Levels 1-10 will be known as 'heroic' levels, where characters are better than the average human but still 'normal'. Levels 10-20 are 'paragon' levels, where characters accomplish feats only possible in a fictional environment. Levels 20-30 are 'epic' levels, where heroes will be able to step out into the world and change the course of history. Desiigner Chris Perkins put it this way: "We want first level to be more than 'run away, it's a kobold.' Gone are the days of the four hit point Wizard."
On top of that, WotC feels as though a new edition is necessary to support the other three columns of their ambitious new plan. Physical books are the most important part, but there are three other pieces that feed into the game. The first is community, exemplified by the terribly-named Gleemax.com website. Gleemax is going to offer up a single place where D&D gamers can come together to discuss the game, as well as CCGs, boardgames, and the lot; a MySpace for tabletop nerds, essentially.
Unfortunately, it's not clear how separate that piece will be from the ambitious D&DInsider.com. That site, essentially an outgrowth of the official Wizards of the Coast website content, is going to be a central hub for Dungeons and Dragons players. The late, lamented Dungeon and Dragon magazines will be available online there, and the site will also play host to the most novel concept in the fourth edition bag of tricks: The D&D Game Table. The Game Table is an online playspace, where groups can get together around a virtual table to actually play Dungeons and Dragons online. DMs will be able to lay out dungeon maps, place monsters, and run games. Players will have access to online versions of their purchased physical rulebooks, can make characters using a character creation tool, and can even create their own virtual miniatures for their characters. Voice chat will bring the whole group together. The WotC folks were very clear: this is not meant to take the place of your regular game. It's a place to go if your gaming group is spread across the country (or world) as so often happens in our busy modern world. They also envision a future where players who don't have regular games can hop online and connect with other folks to play in a regular campaign.
This last will likely be aided by the fourth leg of this concept: organized play. The RPGA has always been associated with but not a part of Dungeons and Dragons, if that makes any sense. With fourth edition the organized play campaigns will become a central component to the game experience. From your home, to the gaming store, online with the D&D Game Table, and all the way to conventions, the goal is for gamers to have a fun and slightly more formal handrail for gaming together. With a renewed interest in adventure publishing, designer goals seem to be to bring back the days when every D&D gamer could talk of playing through modules like Keep on the Borderlands or Tomb of Horrors.
All of this combines to an extremely ambitious goal: a brand new D&D. Just from anecdotal experience, from talking with players and retailers at the convention, my own gaming store, and from reading comments here on the site, the general reaction seems to be anger. The reason is understandable; 3.5 books aren't cheap, and many gamers have invested heavily in the current edition. In the latest D&D Podcast even the designers themselves admitted that 3.5 isn't 'that broken.' Thankfully, there's still quite some time before even the Player's Handbook comes out. The folks at Wizards have a good long while to explain to us what exactly they're planning to do. A long time to convince us, to reassure people that they really aren't ditching the OGL (full support), that their favorite campaigns will be supported (new Realms book next year, Eberron in 09), that it's worth shelling out another $90 for the upgrade. They've already begun, in fact; their ongoing design and development series has already put up posts on party roles, the new vision for Fighters, and what it's like to face a dragon in the new edition. If they even come close to delivering on what these articles imply, next year is going to be an interesting time to be a gamer.
Warhammer Online
Last year, I wrote this about WAR: "I wasn't very impressed, either with Mythic's showing or with the game itself. The buzz around the convention seemed to be that it is 'too much' of a World of Warcraft (WoW) ripoff." What a difference a year makes. Since then Mythic was purchased by EA, development has gone into high gear, and the company has done a tremendous job of getting out the word on what exactly Warhammer is all about. The result? A booth that was swarming with people from the moment the doors open until the exhibit hall closed. Their enthusiasm reflects my own; it's far and away the game I'm most looking forward to next year. I had the chance to take a Goblin Shaman for a spin in the Greenskins starting area, and the development team's cry of "War is everywhere" seems to have made for some inspired gaming.
Yes, it's primarily the same old level 1 experience you have in every other game. Kill grunts, gain xp, learn2play. But right away you start to see the difference. The Tome of Knowledge, for example, not only tracks what quests you're on, but tells you how many stunties you've killed (damn dwarves). Nearby a public quest is ongoing, as players struggle to kill the swarming squigs harrying a friendly giant. UI-wise, it looks like World of Warcraft redux, until you start to see all the extra doo-dads. My Goblin Shaman built up Waugh as he fought, which would have allowed me to heal more effectively had I been in a group. Morale rose as I fought too, allowing me to fire off special abilities just because I'd been fighting for a while. It's violent, it's fast, it's easy to pick up and play. And it's freaking hilarious. That dark British sense of humor seen in the tabletop game comes through loud and clear in-world, with everything from ability names (Brain Bursta, Geddup!) to quest themes. One of your very first encounters has you being tossed across a valley to the top of a dam, where you stuff unconscious dwarves into barrels and toss them over the side. I didn't even get a chance to check out Realm vs. Realm combat, the game's most exciting offering, and already I'm convinced of the title's potential. It's still in development, still getting the kinks worked out, but even in its half-finished state I think Warhammer is in a great position to turn heads next year.
Gods and Heroes
Perpetual's in-development Roman title, on the other hand, appears to be a bit adrift. At first blush it looks ready to succeed, with an inspiring and somewhat unconventional concept. The game focuses on combat in a mythical Roman setting where gods walk the land and monsters fill the wilderness. Combat with minion NPCs is the main mechanical draw. The minion system is a great addition to the genre, taking concepts seen in standard pet classes and the more advanced heroes of Guild Wars: Nightfall, and punching them up to the next level. On top of an interesting game setting and some new tweaks to gameplay, an ambitious animation system makes the game look as cinematic as it's described. Instead of blindly hacking at each other, fights involve stabbings, tosses, stamps, and throws. It's incredibly impressive when the animation system synchs up and pulls things off.
Unfortunately, there's a problem with that. Combat previously was 'locked', meaning that when two characters were fighting they were held fast so that animations could go off at set times. This looked really good, but playtesters found it too constraining. Perpetual listened, and has removed the locks. They're not working to tweak animation timing so that things will still look as cinematic as ever even without the lock system in place. It's still Beta, and there's time to get this stuff squared away ... but I have to be honest; the game felt like it was more than the two or three months away from launch than the company is claiming. When animations hit they look great, but right now combat is a mess to look at, moving through the world feels slow and cumbersome, and even the much-vaunted minion AI still needs to be tweaked. This game is doing a lot of things right, make no mistake, and I trust that when it launches it's going to garner some interest from players looking for something new. I just hope that the company gives Gods and Heroes the time it needs to succeed; right now it seems like it still needs a lot of work.
Fallen Earth
Big-name Massive games get a lot of press, but with the technologies behind MMOGs becoming ever better-understood smaller companies are starting to aim for a piece of that online pie. Fallen Earth is just such a game, backed by Icarus Studios. There's no word on a release date yet, but the little slice of the world I saw was fairly compelling. Assuming it goes live in the next six months or so, fans of the Fallout series will be able to sate their hunger on this post-apocalyptic treat. Fallen Earth imagines a southwest US ravaged by nuclear war and disease. In this bleak landscape you take on the role of an adventurer, working for the factions that control the vital resources of the area. Combat is a unique blend of FPS and RPG, with player skill determining if a shot hits and mechanics determining how much damage is done. The game feels like a fitting tribute to the complex CRPGs of yore. While it doesn't seem like it will reach widespread appeal, the players in this niche are going to have a lot to enjoy in this bleak, violent, and surprisingly funny Massive game.
Legends of Norrath
A collectible card game wrapped inside a Massively Multiplayer game sounds like crazy talk, but the folks at SOE are betting this will be a big hit. Certainly the concept is simple enough: give players of EverQuest and EverQuest 2 something to do while they're waiting for a group, or just as a way to mix things up a bit from the standard grind/kill/grind gameplay of a fantasy MMOG. While it's a simple idea, the execution is surprisingly robust. Players will be able to purchase virtual cards for a fairly low fee, or find them in booster packs dropped by in-world monsters. Decks can be constructed with the aid of a deck-building wizard (the software, not magical kind), and put to use combating players of both titles or NPC opponents. Gameplay seems to be of the 'easy to learn, hard to master' type that is quite prevalent in CCGs, with a few EverQuest-specific twists. The game will also offer up in-game loot from certain cards, just like a certain other CCG based on a MMOG ...
Pirates of the Burning Sea
I'll come clean: if the epic battle ever comes, I'll be siding with the buccaneers vs. the ninjas. It was a great pleasure, then, to get to have some more hands-on time with this most atypical online game. Although, again, I fear that broad market appeal may not be within reach, Pirates is shaping up to be darn fine game. The ship-to-ship combat is rock solid, immensely fun to play, and feels completely different from any other MMO experience you've ever had. There's a stateliness to the combat that makes the smoothly gliding schooners and soaring cannonballs somehow epic in scope. Swordplay is still a little rough, with the team still polishing in anticipation of a launch later this year. Even with the rough edges, this isn't your standard fantasy hack and slash. Players kick sand into the faces of their foes before a well-placed boot to the stomach takes them down. It's not fantasy, it's not sci-fi, it's piratical, and if you like Massively Multiplayer games you owe it to yourself to give Pirates of the Burning Sea a try.
Eye of Judgement
One of the few non-MMOGs at the event, this strange videogame/collectible card game/strategy game hybrid was drawing crowds simply because of its awesome visuals. The in-game art is definitely the first thing you notice, and is stunningly well-done. I was surprised by how much I enjoyed this game, which has players angling for control of a three-by-three grid. Cards are played onto each square of the grid, where they're analyzed by the new PlayStation Eye camera and animated on the television screen. While it initially comes off as just eye candy, a few minute's play reveals the numerous layers of depth to the game. Cards have facings, for example, and must be angled to ensure their blind spots are protected. Grid squares are aligned with different elements, as are creatures, requiring players to not only control the board but consider where their thralls are placed. It deserves commentary at length, but suffice it to say that it's not going to get the kind of success it deserves. Given the strange hoops required to jump through to play, this inspired title is just not going to find the audience it should. If you have a PS3, though, I highly recommend at least giving this a unique experience a try when it comes out later this year; they're even including the eye for no extra cost.
Conclusions
Last year I was lamenting the decision to include videogames in Gen Con's mission statement, worrying that this would be the end of the convention I've grown to love over the years. That was, of course, before seeing the lackluster showing of the E3 Media event and the closure of Gen Con So Cal. "Gen Con Indy" is now the only Gen Con, and is one of the furthest east offerings for gamers when it comes to videogames. In short: videogames coming to Gen Con may be the best thing to happen to it since the move to Indianapolis. Between the MMOGs, the D&D announcement, and a huge number of attendees, the convention felt revitalized. There was a hum and a murmer to the hallways that's been lower key in previous years. It was, as always, a chance to see game designers in their natural element, and all of the folks at WotC seemed to have an extra spring in their step this year.
The tabletop gamer is a dying breed; it's well acknowledge that Massively Multiplayer games are killing them off. Playing with your friends is so much easier in your home from a PC, and is something that can be done regardless of what time zone everyone is in. This year, though, I had hope that maybe we might not be dying off so quickly as I thought. Fourth edition is an obvious strike back, an attempt by Wizards of the Coast to fight 'the enemy' on its own terms while applying eight years of careful observation back into the game mechanics.
It's incredibly risky, and the future of the most popular and well-known tabletop game hangs in the balance as a result. On the one hand, this could blow the tabletop hobby firmly into the mainstream. Dice rollers could take their place at the side of the World of Warcraft players, proudly explaining their misunderstood hobby to their relatives in terms they can understand. Or, this could completely alienate the D&D playerbase and collapse the house that the d20 built. I personally am excited. I'm excited about the possibility of a Dungeons and Dragons game without the kruft. I'm excited about the chance to play online with friends across the country. I'm excited about organized play tied directly into the core game. And I'm excited about the future of a Gen Con with no imitators on the west coast, new attendees drawn by electronic gaming, and ever-more-professional game design companies working on the hobby I love.
I'm also, sadly, excited about the future of the World of Warcraft CCG. Perhaps because of my exposure to Legends of Norrath and Eye of Judgement, my demo of the now-year-old game left me vulnerable to the dealers in the exhibit hall. I've spent the last few days happily tweaking my Blue Shaman deck, and look foward to running it against all comers at PAX. Anyone have a Parvink or two they'd be willing to trade? -
Gen Con 2007 In A Nutshell
Another year, another Gen Con? Hardly. This year was the 40th anniversary of Gen Con, marked the announcement of the newest edition of Dungeons and Dragons, and was the first year videogame companies were actively sought out as exhibitors. Put together this resulted in what felt like record crowds, a healthy dealer's hall, and an instant conversation-starter with every other person at the event. Read on for notes on the new tabletop releases, thoughts on the new edition of D&D, impressions of the videogames that were in attendance, and a shameful admission of weakness. Gen Con remains a bastion of tabletop gaming, but I'll admit it: I didn't get as strong a sense of the new tabletop game releases as I have in previous years. Instead, I spent time I would have normally put towards demoing games with dice and pieces towards getting a handle on the handful of videogames at the event. It seemed like almost every one was a Massively Multiplayer Online Game, but there were several representatives of other genres as well.
What I did glean from this year's event is summed up very well by well-known designer Robin Laws: "This year was a holding pattern." Many of the companies making products for the Open Gaming License/d20 system seem to have died back. With the announcement of Fourth Edition, there will be a resurgence the year after next, but for this year things seemed to be fairly quiet.
This Year's Releases
So what was released this year? Biggest hits at the con, by far, were the Battlestar Galactica RPG, Changeling: The Lost, and the new version of Talisman. The Battlestar tabletop game is a sister product to the Serenity (as in Firefly) RPG, both of which use the same rules-set ("Cortex"), and are published by Margaret Weis Productions. The Serenity game has a fairly impressive following, with the core book already being on its fourth printing just a year after it was released. Battlestar seemed to be offering up a similar buzz. The Weis booth was also playing host to voice actor Jason Marsden, who plays the part of Tasslehoff Burrfoot in the upcoming animated Dragonlance movie. They showed off a trailer for the film, currently slated for release later this year.
White Wolf gamers may not have been waiting with baited breath for a new version of Changeling; it was never as popular as their 'big three' of Vampire, Werewolf, and Mage. Just the same, I saw a number of copies of the updated title walking away from the White Wolf/CCP booth this year. The attraction of EVE Online in the same booth didn't stop White Wolf players from picking up the latest in the 're-imagined' World of Darkness.
Talisman is probably a name familiar to long-time boardgame players. Under the Black Industries imprint, Games Workshop is re-releasing their classic adventure game with a slightly updated look and a few tweaks to the rules. From what I heard, though, it's almost entirely the same game that you knew back in the day. It just won't cost hundreds of dollars on eBay anymore. Lines for the title were going down the rows and out the door of the exhibit hall, and my impression is that they sold out pretty much every day they had new product to sell.
It didn't have as much buzz as other announcements at the con, but well worth noting was the formation of a company called Catalyst Game Labs. Catalyst is a new outfit formed from the ashes of "Fantasy Productions", or FanPro as it was more commonly called. FanPro has been publishing the Shadowrun RPG since FASA gave up the ghost a few years back, and while the quality of the books has been fairly high it would be kind to say that they've been released on any kind of regular schedule. The new company marks a turn for one of the most well-known intellectual properties in pen and paper gaming, with two new books (Emergence and Augmentation) available just at this convention. Working together with the folks behind the Classic Battletech line, they now having backing and a business plan. If you're a Shadowrun fan, there's going to be a lot to look forward to in the coming years.
Dungeons and Dragons Fourth Edition
The biggest news was, of course, the announcement that Wizards of the Coast is going to be releasing the fourth edition of Dungeons and Dragons next year. At a press event the day before their public announcement to Gen Con attendees, they tried to lay out the groundwork for their ambitious new plan. Essentially, these new books have been eight years in the making. The R&D team at WotC is looking to adapt Dungeons and Dragons to the way that it's played, and stop forcing gamers to play the game the way the game is set up. While the switchover from 2nd edition rules to 3.0 was an amazing step, it was in some ways still black magic. They now have a large base of knowledge to work from, that's going to let them change the game in fundamental ways. They hope it will be for the better.
The biggest changes will be mechanical. My review of the Saga Edition of the Star Wars RPG discussed the significant rules changes that title underwent; the R&D folks as much as admitted that book was sort of a 'test run' for concepts they'll be incorporating into fourth edition. The focus is going to be on ease of play for everyone, both in front of and behind the DM screen. Party roles will be more clearly defined. Encounters will be reformatted, and monsters retuned to more understandable roles and difficulty levels. It may just be hyperbole, but the designers are aiming to 'make D&D feel heroic again.' On the far end of the scale, this means that epic-level play will now be a core part of the game. That is, the Player Handbook will support level progression from 1-30. Levels 1-10 will be known as 'heroic' levels, where characters are better than the average human but still 'normal'. Levels 10-20 are 'paragon' levels, where characters accomplish feats only possible in a fictional environment. Levels 20-30 are 'epic' levels, where heroes will be able to step out into the world and change the course of history. Desiigner Chris Perkins put it this way: "We want first level to be more than 'run away, it's a kobold.' Gone are the days of the four hit point Wizard."
On top of that, WotC feels as though a new edition is necessary to support the other three columns of their ambitious new plan. Physical books are the most important part, but there are three other pieces that feed into the game. The first is community, exemplified by the terribly-named Gleemax.com website. Gleemax is going to offer up a single place where D&D gamers can come together to discuss the game, as well as CCGs, boardgames, and the lot; a MySpace for tabletop nerds, essentially.
Unfortunately, it's not clear how separate that piece will be from the ambitious D&DInsider.com. That site, essentially an outgrowth of the official Wizards of the Coast website content, is going to be a central hub for Dungeons and Dragons players. The late, lamented Dungeon and Dragon magazines will be available online there, and the site will also play host to the most novel concept in the fourth edition bag of tricks: The D&D Game Table. The Game Table is an online playspace, where groups can get together around a virtual table to actually play Dungeons and Dragons online. DMs will be able to lay out dungeon maps, place monsters, and run games. Players will have access to online versions of their purchased physical rulebooks, can make characters using a character creation tool, and can even create their own virtual miniatures for their characters. Voice chat will bring the whole group together. The WotC folks were very clear: this is not meant to take the place of your regular game. It's a place to go if your gaming group is spread across the country (or world) as so often happens in our busy modern world. They also envision a future where players who don't have regular games can hop online and connect with other folks to play in a regular campaign.
This last will likely be aided by the fourth leg of this concept: organized play. The RPGA has always been associated with but not a part of Dungeons and Dragons, if that makes any sense. With fourth edition the organized play campaigns will become a central component to the game experience. From your home, to the gaming store, online with the D&D Game Table, and all the way to conventions, the goal is for gamers to have a fun and slightly more formal handrail for gaming together. With a renewed interest in adventure publishing, designer goals seem to be to bring back the days when every D&D gamer could talk of playing through modules like Keep on the Borderlands or Tomb of Horrors.
All of this combines to an extremely ambitious goal: a brand new D&D. Just from anecdotal experience, from talking with players and retailers at the convention, my own gaming store, and from reading comments here on the site, the general reaction seems to be anger. The reason is understandable; 3.5 books aren't cheap, and many gamers have invested heavily in the current edition. In the latest D&D Podcast even the designers themselves admitted that 3.5 isn't 'that broken.' Thankfully, there's still quite some time before even the Player's Handbook comes out. The folks at Wizards have a good long while to explain to us what exactly they're planning to do. A long time to convince us, to reassure people that they really aren't ditching the OGL (full support), that their favorite campaigns will be supported (new Realms book next year, Eberron in 09), that it's worth shelling out another $90 for the upgrade. They've already begun, in fact; their ongoing design and development series has already put up posts on party roles, the new vision for Fighters, and what it's like to face a dragon in the new edition. If they even come close to delivering on what these articles imply, next year is going to be an interesting time to be a gamer.
Warhammer Online
Last year, I wrote this about WAR: "I wasn't very impressed, either with Mythic's showing or with the game itself. The buzz around the convention seemed to be that it is 'too much' of a World of Warcraft (WoW) ripoff." What a difference a year makes. Since then Mythic was purchased by EA, development has gone into high gear, and the company has done a tremendous job of getting out the word on what exactly Warhammer is all about. The result? A booth that was swarming with people from the moment the doors open until the exhibit hall closed. Their enthusiasm reflects my own; it's far and away the game I'm most looking forward to next year. I had the chance to take a Goblin Shaman for a spin in the Greenskins starting area, and the development team's cry of "War is everywhere" seems to have made for some inspired gaming.
Yes, it's primarily the same old level 1 experience you have in every other game. Kill grunts, gain xp, learn2play. But right away you start to see the difference. The Tome of Knowledge, for example, not only tracks what quests you're on, but tells you how many stunties you've killed (damn dwarves). Nearby a public quest is ongoing, as players struggle to kill the swarming squigs harrying a friendly giant. UI-wise, it looks like World of Warcraft redux, until you start to see all the extra doo-dads. My Goblin Shaman built up Waugh as he fought, which would have allowed me to heal more effectively had I been in a group. Morale rose as I fought too, allowing me to fire off special abilities just because I'd been fighting for a while. It's violent, it's fast, it's easy to pick up and play. And it's freaking hilarious. That dark British sense of humor seen in the tabletop game comes through loud and clear in-world, with everything from ability names (Brain Bursta, Geddup!) to quest themes. One of your very first encounters has you being tossed across a valley to the top of a dam, where you stuff unconscious dwarves into barrels and toss them over the side. I didn't even get a chance to check out Realm vs. Realm combat, the game's most exciting offering, and already I'm convinced of the title's potential. It's still in development, still getting the kinks worked out, but even in its half-finished state I think Warhammer is in a great position to turn heads next year.
Gods and Heroes
Perpetual's in-development Roman title, on the other hand, appears to be a bit adrift. At first blush it looks ready to succeed, with an inspiring and somewhat unconventional concept. The game focuses on combat in a mythical Roman setting where gods walk the land and monsters fill the wilderness. Combat with minion NPCs is the main mechanical draw. The minion system is a great addition to the genre, taking concepts seen in standard pet classes and the more advanced heroes of Guild Wars: Nightfall, and punching them up to the next level. On top of an interesting game setting and some new tweaks to gameplay, an ambitious animation system makes the game look as cinematic as it's described. Instead of blindly hacking at each other, fights involve stabbings, tosses, stamps, and throws. It's incredibly impressive when the animation system synchs up and pulls things off.
Unfortunately, there's a problem with that. Combat previously was 'locked', meaning that when two characters were fighting they were held fast so that animations could go off at set times. This looked really good, but playtesters found it too constraining. Perpetual listened, and has removed the locks. They're not working to tweak animation timing so that things will still look as cinematic as ever even without the lock system in place. It's still Beta, and there's time to get this stuff squared away ... but I have to be honest; the game felt like it was more than the two or three months away from launch than the company is claiming. When animations hit they look great, but right now combat is a mess to look at, moving through the world feels slow and cumbersome, and even the much-vaunted minion AI still needs to be tweaked. This game is doing a lot of things right, make no mistake, and I trust that when it launches it's going to garner some interest from players looking for something new. I just hope that the company gives Gods and Heroes the time it needs to succeed; right now it seems like it still needs a lot of work.
Fallen Earth
Big-name Massive games get a lot of press, but with the technologies behind MMOGs becoming ever better-understood smaller companies are starting to aim for a piece of that online pie. Fallen Earth is just such a game, backed by Icarus Studios. There's no word on a release date yet, but the little slice of the world I saw was fairly compelling. Assuming it goes live in the next six months or so, fans of the Fallout series will be able to sate their hunger on this post-apocalyptic treat. Fallen Earth imagines a southwest US ravaged by nuclear war and disease. In this bleak landscape you take on the role of an adventurer, working for the factions that control the vital resources of the area. Combat is a unique blend of FPS and RPG, with player skill determining if a shot hits and mechanics determining how much damage is done. The game feels like a fitting tribute to the complex CRPGs of yore. While it doesn't seem like it will reach widespread appeal, the players in this niche are going to have a lot to enjoy in this bleak, violent, and surprisingly funny Massive game.
Legends of Norrath
A collectible card game wrapped inside a Massively Multiplayer game sounds like crazy talk, but the folks at SOE are betting this will be a big hit. Certainly the concept is simple enough: give players of EverQuest and EverQuest 2 something to do while they're waiting for a group, or just as a way to mix things up a bit from the standard grind/kill/grind gameplay of a fantasy MMOG. While it's a simple idea, the execution is surprisingly robust. Players will be able to purchase virtual cards for a fairly low fee, or find them in booster packs dropped by in-world monsters. Decks can be constructed with the aid of a deck-building wizard (the software, not magical kind), and put to use combating players of both titles or NPC opponents. Gameplay seems to be of the 'easy to learn, hard to master' type that is quite prevalent in CCGs, with a few EverQuest-specific twists. The game will also offer up in-game loot from certain cards, just like a certain other CCG based on a MMOG ...
Pirates of the Burning Sea
I'll come clean: if the epic battle ever comes, I'll be siding with the buccaneers vs. the ninjas. It was a great pleasure, then, to get to have some more hands-on time with this most atypical online game. Although, again, I fear that broad market appeal may not be within reach, Pirates is shaping up to be darn fine game. The ship-to-ship combat is rock solid, immensely fun to play, and feels completely different from any other MMO experience you've ever had. There's a stateliness to the combat that makes the smoothly gliding schooners and soaring cannonballs somehow epic in scope. Swordplay is still a little rough, with the team still polishing in anticipation of a launch later this year. Even with the rough edges, this isn't your standard fantasy hack and slash. Players kick sand into the faces of their foes before a well-placed boot to the stomach takes them down. It's not fantasy, it's not sci-fi, it's piratical, and if you like Massively Multiplayer games you owe it to yourself to give Pirates of the Burning Sea a try.
Eye of Judgement
One of the few non-MMOGs at the event, this strange videogame/collectible card game/strategy game hybrid was drawing crowds simply because of its awesome visuals. The in-game art is definitely the first thing you notice, and is stunningly well-done. I was surprised by how much I enjoyed this game, which has players angling for control of a three-by-three grid. Cards are played onto each square of the grid, where they're analyzed by the new PlayStation Eye camera and animated on the television screen. While it initially comes off as just eye candy, a few minute's play reveals the numerous layers of depth to the game. Cards have facings, for example, and must be angled to ensure their blind spots are protected. Grid squares are aligned with different elements, as are creatures, requiring players to not only control the board but consider where their thralls are placed. It deserves commentary at length, but suffice it to say that it's not going to get the kind of success it deserves. Given the strange hoops required to jump through to play, this inspired title is just not going to find the audience it should. If you have a PS3, though, I highly recommend at least giving this a unique experience a try when it comes out later this year; they're even including the eye for no extra cost.
Conclusions
Last year I was lamenting the decision to include videogames in Gen Con's mission statement, worrying that this would be the end of the convention I've grown to love over the years. That was, of course, before seeing the lackluster showing of the E3 Media event and the closure of Gen Con So Cal. "Gen Con Indy" is now the only Gen Con, and is one of the furthest east offerings for gamers when it comes to videogames. In short: videogames coming to Gen Con may be the best thing to happen to it since the move to Indianapolis. Between the MMOGs, the D&D announcement, and a huge number of attendees, the convention felt revitalized. There was a hum and a murmer to the hallways that's been lower key in previous years. It was, as always, a chance to see game designers in their natural element, and all of the folks at WotC seemed to have an extra spring in their step this year.
The tabletop gamer is a dying breed; it's well acknowledge that Massively Multiplayer games are killing them off. Playing with your friends is so much easier in your home from a PC, and is something that can be done regardless of what time zone everyone is in. This year, though, I had hope that maybe we might not be dying off so quickly as I thought. Fourth edition is an obvious strike back, an attempt by Wizards of the Coast to fight 'the enemy' on its own terms while applying eight years of careful observation back into the game mechanics.
It's incredibly risky, and the future of the most popular and well-known tabletop game hangs in the balance as a result. On the one hand, this could blow the tabletop hobby firmly into the mainstream. Dice rollers could take their place at the side of the World of Warcraft players, proudly explaining their misunderstood hobby to their relatives in terms they can understand. Or, this could completely alienate the D&D playerbase and collapse the house that the d20 built. I personally am excited. I'm excited about the possibility of a Dungeons and Dragons game without the kruft. I'm excited about the chance to play online with friends across the country. I'm excited about organized play tied directly into the core game. And I'm excited about the future of a Gen Con with no imitators on the west coast, new attendees drawn by electronic gaming, and ever-more-professional game design companies working on the hobby I love.
I'm also, sadly, excited about the future of the World of Warcraft CCG. Perhaps because of my exposure to Legends of Norrath and Eye of Judgement, my demo of the now-year-old game left me vulnerable to the dealers in the exhibit hall. I've spent the last few days happily tweaking my Blue Shaman deck, and look foward to running it against all comers at PAX. Anyone have a Parvink or two they'd be willing to trade? -
Paizo to Discontinue Dragon and Dungeon Magazines
An anonymous reader slipped us a link to a page on the Wizards.com site marking the end of an era. As of September of this year Dungeon and Dragon Magazines will cease publication. Dragon has been in continuous circulation since 1976, while Dungeon will be marking its 150th issue at the end of its run in August. Paizo Publishing, the current printing house for the magazines, is offering several options for what to do with your ongoing subscription. From the announcement on the Wizards site: "'Today the internet is where people go to get this kind of information,' said Scott Rouse, Senior Brand Manager of Dungeons & Dragons, Wizards of the Coast. 'By moving to an online model we are using a delivery system that broadens our reach to fans around the world. Paizo has been a great partner to us over the last several years. We wish them well on their future endeavors.'" I've looked forward to my issue of Dragon every month for over a decade. It will be sad to see it go. -
Gen Con 2006 in a Nutshell
Another year, another trip into the heart of dorkness. Gen Con Indy 2006 was marked, not so much by the big releases (because there weren't that many this year), but by changes in the wind. Several newer systems were in their second year, garnering praise for their continued quality. Some games that we saw last year weren't even around this year. Others were just not doing as well as their creators would have hoped. The focus, though, was entirely on the games ... and next year's convention. The talk in the halls and on the exhibit hall floor, when not about dice and mechanics, surrounded what Gen Con will be like next year and the changes that videogames will bring to the event. Read on for my comments about what I saw this year, what worked, what didn't, and a few words on what might result from next year's changes. The most notable launch this year (if only by force of advertising alone) was Wizards of the Coast's (WotC) Dreamblade. A 'collectable miniatures' game, WotC is building on their experience with the D&D and Star Wars miniature games to try for another hit along the lines of Magic: The Gathering. You can't doubt their sincerity: a $20K tournament was held at the convention, and $1000 mini-tournaments are going to be held across the country in the coming weeks. It's difficult to describe the 'genre' of the game, but the gent demoing the title at the Wizards booth likened it to a cross between Magic and Chess. In Dreamblade, you take on the role of a Psionic master, creating creatures out of dreamstuff. Strange and twisted nightmares are summoned onto a board. You advance these creatures across the board, trying to hold certain areas while simultaneously destroying your opponent's. The game is broken up into discrete turns, and a game session has a limited number of turns before it is over. The mechanics seemed very simple to pick up, but there was a good deal of strategy inherent in the interaction between board, creatures, and players.
Last year's con report had me talking about another Wizards launch, a card game called Hecatomb. You may recall me saying 'The quick Demo I had the chance to take in wasn't enough to make me run off and buy it, but I look forward to taking a closer look in the future.' Hecatomb has since joined the creepy creatures it portrayed in deathless slumber. Just one year later, a friend bought eight starter sets of last year's 'next big thing' from a dealer for $10 and a trio of lollipops. I imagine the game died because of poor sales, but I couldn't tell you for sure what happened there. If anyone has details, please share. As surprised as I was this year to learn Hecatomb had already succumbed to market forces, I was even more surprised to see them launching a new game so soon afterwards. Dreamblade has a weightier feel than Hecatomb did last year, though. While I don't think it will be replacing D&D minis any time soon, I also have the feeling it won't be gone by the time Gen Con Indy 2007 rolls around.
Beyond card games, last year also saw the launch of a few powerhouses in the table-top roleplaying market. Shadowrun 4th edition, Mutants and Masterminds 2nd edition, and Mage: The Awakening all took the stage, to varying amounts of applause. A year later, and each of them has been well received by their intended audiences. The superhero title Mutants and Masterminds has had brisk sales as gamers come to love its very different approach to the d20 system. New supplements include a GM's guide, a campaign setting, and a brand-new powers book. Mage, as successor to White Wolf's 'Ascension' line, continues to impress old and new gamers alike. A new sister product was on offer at the con, Promethean: the Created. Promethean is a storytelling game about crafted creatures, golems or monstrosities from the labs of Frankensteinian scientists. I didn't have a chance to catch a demo, but a flip through the book and initial player reactions would indicate White Wolf is living up to its usual level of quality. Shadowrun has had a somewhat slow year, product-wise, but FanPro was offering a major release at their booth: Street Magic. This first real look at magic in the 2070s answers a lot of questions, and begins to get players and GMs into the feel of the reworked setting. From talking to the folks at their booth, and observing games around the con, adoption of the refined 4th edition rules has been a huge success. Having run a campaign with the new rules, I can definitely vouch for their simplicity and transparency.
Another 'continuing success' story revolves around the booth manned by the buccaneers of Privateer Press. Publishers of the tactical miniatures games Warmachine and Hordes, as well as the RPG setting Iron Kingoms, Privateer runs a bustling booth. As it's usually packed with enthusiastic fans, I've never really had the chance to check out their products. I'm very much late to the party, but I finally had the chance to take in some demos and I wanted to be sure to mention them. I'm not much of a wargamer, but the high-fantasy-meets-steampunk on the battlefield feel of their titles was enough to turn my head. Warmachine's uncomplicated game mechanics made a demo a highly enjoyable experience, and the incredible detail the figurines sport is something all lead-crafters should strive for. Beyond the simplicity of their wargaming offerings, I also had the chance to enjoy a session of the Iron Kingdoms RPG. Despite its D&D roots, the title felt very different from many 'traditional high fantasy' games I've played. In an industry built around new takes on old concepts, it was great to see the lengths they've gone to in order to step beyond what we think of as Dungeons and Dragons.
There were some brand-new products and announcements in the offing this year as well. An announcement I heard mentioned several times as I walked the hall is next year's plan to reintroduce the d20 Star Wars RPG. The discontinued product line is going to be relaunched, with a slimmed-down rules system and a lot of detail dropped into the game's tweaks. The reappearance of Runequest was a smaller, but just as appreciated, product event. The new line by Mongoose is a relaunch of the 1978 Chaosium title, with industry heavyweights like Robin Laws and Kenneth Hite contributing material. RuneQuest was a predecessor game for some of the most popular titles in the industry today, and so it will be very interesting to see how the new rules and setting appeal to gamers of today. The largest launch at the con, if only by virtue of physical size, was the Ptolus campaign setting from Malhavoc Press. Weighing in at over 700 pages, the book feels almost brobdingnagian to hold; just finding a comfortable position to read the thing was something of a challenge. It's well worth the effort, though. The depth of information, quality of production, and freshness of the setting are inspiring. At $120, it's certainly not for everyone, but it made quite an impression at an overall fairly quiet convention.
Two previews this year may have dipped below the radar for some convention attendees, if only by virtue of the challenges in playing them. While not yet officially launched, the World of Warcraft Trading Card Game and the EVE: Second Genesis Collectible Card Game were visible from many places in the convention hall. Actually getting the chance to learn more about them, though, was something of a trial. In point of fact, I didn't get the chance to play either of them. I can't really fault EVE's creators for my lack of information: EVE's double-decker booth had an intimidatingly long line for much of the convention. I go to Gen Con primarily to play games, and I just never had the time to wait around. If anyone has first-hand experience with CCP's newest endeavor, please feel free to share. The WoW CCG, on the other hand, was actually being demoed by appointment only. I didn't make the cut. If you're interested in the game itself, Upper Deck has a Gen Con blog, which ran for much of last weekend. In between the sycophantic statements, the author talks about some fairly interesting game mechanics that I'm sure would have been really interesting to check out.
If you'd rather your gaming be electronic in nature, there were several titles showing on the exhibit hall floor. A harbinger of next year's hoped-for flood, the few titles showing typified the computer games of years past: based in roleplaying and for roleplayers. Unsurprisingly, Dungeons and Dragons Online (DDO) was there again this year. A much less enthusiastic crowd surrounded their booth; the game's launch left few who hadn't already been exposed to the game and desperately wanted to play. Despite the lack of a fervent crowd, Turbine was proudly showing off the next module for the title and seemed to be honestly seeking player feedback on where to go next. There were several developers on-hand speaking to the con-goers, and the one that came up to me began 'Hi there. Do you have any complaints about the game?' While I'm still not sure about where they've gone with DDO, it's good to see they're honestly seeking input on what they've done so far. Mythic, on the other side of a wall from Turbine, was far less interested in such feedback. Their booth was staffed by PR and marketing hires; while perfectly nice and very willing to walk me through a demo of Warhammer Online, my technical questions about the game went over their heads. I wasn't very impressed, either with Mythic's showing or with the game itself. The buzz around the convention seemed to be that it is 'too much' of a World of Warcraft (WoW) ripoff. The thematic links between Warhammer and WoW are obvious, but Mythic didn't seem terribly interested in distancing itself from the millions-strong Blizzard title. Another very familiar face was Neverwinter Nights 2, the unapologetic sequel to the 2002 Bioware title. Essentially 'just' a prettier version of the first game, with updates to the Dungeons and Dragons 3.5 rules-set, it was still one of the most popular PC games at the convention. The module construction tool was available for perusal as well. While I only had a few minutes to slap together a bare-bones adventure, the whole experience was very intuitive. They've obviously made some major improvements over the Aurora set, and have made the members of the (still-active) Neverwinter community very pleased.
Pleased would also be the best way to describe my reaction to the highly original Pirates of the Burning Sea, (PotBS) which I got to have my first hands-on time with at the convention. Far from 'yet another boring fantasy knock-off', PotBS is going to have Massive gamers yarring in delight when it launches. Ship combat is fast paced, while still remaining highly strategic. There are a number of factions to fight for or against, and a highly involved PvP system that will allow for real 'ownership' of the game world. Pirates was far and away the highlight of my Gen Con experience, and I'm very much looking forward its commercial launch. They're announcing their ship date on the 25th of the month, at PAX, and I certainly hope it's sooner rather than later. A quirky, already available title also on the show floor was the engaging Pox Nora. Essentially an online fantasy miniatures game, Pox is priced at the appealing level of free. Gameplay is a one-on-one skirmish between two players. They pit their randomly assigned figurine armies against each other, taking control of strategic areas of the game board while trying to destroy the other player's units and structures. It's a little odd to get used to at first, but I highly recommend giving it a try if you have some free time.
Free time was the last thing I had this past weekend. As with every year I barely managed to scratch the surface of what was going on around the con. I didn't make it to the ENnies again, and so wasn't there to see table-top gaming's awards show make legends of products and people. I was particularly glad to see that Paizo's Shackled City Adventure Path got several firm nods. The new editions of Shadowrun and Mutants and Masterminds were also highly lauded. I picked up the new Order of the Stick book, No Cure for the Paladin Blues, but didn't have a chance to play the OOTS card/board game. The reaction from a few people I spoke to was kind of 'eh', but they sold out their entire stock on the first day of the convention just the same. I played the live action corridor romp True Dungeon again this year, and this time around it just plain old sucked eggs. My group made it to the last room perfectly fine (where we died, which is to be expected), but the entire event felt poorly planned and executed compared to previous experiences. I will definitely not be playing again next year. I also didn't have the inclination or finances to buy one of the two massive D&D figurines Wizards of the Coast was showing off at the convention. The Gargantuan Black Dragon, already available, stood wing-to-wing with the as yet unreleased Colossal Red. Along with the enormous Cthulu HorrorClix figure (another game I didn't get to play this con), they ensured there were many people lugging around too-big boxes for much of the event. I also didn't get a chance to see the screenings of The Gamers 2, or attend the Videogames Live concert that coincided with the weekend's festivities. There's always so much going on at Gen Con, it's a yearly trial to prioritize what 'has' to be done.
One thing I did get to see was a trailer for Dungeon Runners, one of the new 'free' games that NCSoft is developing. The presence of videogames was notably larger this year, with a room set aside for the videogaming tournaments and a large screen in one of the main hallways displaying trailers for upcoming titles. Last year (and in years previous) videogames were relegated to some out-of-the-way corner of the convention, as more traditional gaming types retained the attention of advertisers, companies, and attendees. All of these elements were signs of things to come. As you've no doubt heard by this point, the downsizing of E3 next year has resulted in a number of pretenders to the throne. Gen Con LLC has announced their intention to try for the crown. Gen Con So Cal will be moved to the LA Convention center next year, and Indy is going to be offering an additional 43,000 square feet to videogame publishers and developers that would like to get some face time with the pen-and-paper set. Opinions were decidedly mixed at the convention, and I have to say that I'm more than a little trepidacious about what these changes might mean for the 'best four days in gaming'.
The Indy convention is the successor to the con held in Milwaukee for many years. It has always held a place of honor as the 'con of cons', but that place is no longer assured. I simply can't see game publishers wanting to trek out to the Midwest, when there is a perfectly good alternative a few months later on the West coast. I'm definitely biased, being a midwesterner myself, but I hate to think of the tradition of Gen Con being tossed aside in a bid for videogaming advertising dollars. Gen Con has always been about wargaming, pen and paper RPGs, miniatures, card games ... it's nerdy and 'uncool', to be sure, but for the people who care about such things this convention has always been a place they could call 'home'. The cover for this year's events booklet even bought into that sentiment, saying in as many words "Welcome to Gen Con ... Welcome Home!"
The slick production values of an E3-like spectacle have no place in the world of shoulder-dragon-wearing gamer hippies, chicks in chainmail bikinis, and smelly dorks chortling over the latest escapades of Drizzt Do' Urden. If videogames come to Gen Con on their terms, with bright lights and booth babes, the Gen Con that I've enjoyed for so many years will be over and done with. If Peter Adkinson and Co. are serious about incorporating electronic gaming into this pen-and-paper palace, they're going to need to bring videogames to us on our terms. Keep things friendly, keep them relatively quiet, and speak honestly about what you have to offer. The future of Gen Con will be written in the events of 2007 and despite my fears I'll be there for yet another year of dice, cards, and German board games. It is, after all, a little piece of home. -
FORGET DRAGONS! TIME FOR PONIES!!!1!
.yosh, who's totally cool I know him textd me to say that Wizards of the Coast is totally making a My Little Pony Roleplaying Game!! OMG! Now I don't have to play with that stupid dungeons and dragons book with all the impossibly clothed women characters. Ponies 4EVA! From the site: "If it's on Butterfly Island, it's in the My Little Pony RPG core rulebook, and we expect the book to be an invaluable tool for RPG fans and game developers alike,' said Jonathan Tweet, senior game designer with Wizards of the Coast. 'Not only will this RPG appeal to current fans of My Little Pony, but it will also help core roleplayers come to appreciate the depth and possibilities in this unique fantasy world. I know I did.'" -
Wizards of the Coast Sues Rumor Site
foo fighter writes "Wizards of the Coast is suing the owner of MTG Salvation, a site that posts rumors and spoilers about upcoming releases of Magic: the Gathering. This suit has come as a disappointing and disturbing shock to Magic's large and diverse community and raises several questions too familiar to Slashdot readers: Do leaks of upcoming products really hurt sales of those products? Do these kind of lawsuits damage the companies initiating them more than they help?" -
Wizards of the Coast Sues Rumor Site
foo fighter writes "Wizards of the Coast is suing the owner of MTG Salvation, a site that posts rumors and spoilers about upcoming releases of Magic: the Gathering. This suit has come as a disappointing and disturbing shock to Magic's large and diverse community and raises several questions too familiar to Slashdot readers: Do leaks of upcoming products really hurt sales of those products? Do these kind of lawsuits damage the companies initiating them more than they help?" -
World-Wide D&D Game Day Saturday
It's that time of year again: The World-wide Dungeons and Dragons Game Day is this Saturday, November the 5th. Gaming stores across the globe are ramping up for events showcasing the game that in many ways helped the gaming industry get off the ground. 1up has some background on the event. From the article: "D&D mechanics have indeed been a core component of many electronic games, even those that do not share the same aesthetics or mythology. Japanese RPGs, including long-running series Dragon Quest, were heavily influenced by early D&D. The influence is much more obvious in many North American RPGs, some of which actually take up and expand on the D&D license, like Neverwinter Nights and DragonShard." -
World-Wide D&D Game Day Saturday
It's that time of year again: The World-wide Dungeons and Dragons Game Day is this Saturday, November the 5th. Gaming stores across the globe are ramping up for events showcasing the game that in many ways helped the gaming industry get off the ground. 1up has some background on the event. From the article: "D&D mechanics have indeed been a core component of many electronic games, even those that do not share the same aesthetics or mythology. Japanese RPGs, including long-running series Dragon Quest, were heavily influenced by early D&D. The influence is much more obvious in many North American RPGs, some of which actually take up and expand on the D&D license, like Neverwinter Nights and DragonShard." -
Coding and Roleplaying - Is There a Connection?
TossCobble asks: "With table-top roleplaying giant Wizards of the Coast (makers of Dungeons & Dragons, for those not in the know) broadcasting an open call for adventure designers and developers (including an entertaining developer test to gauge your own game-design talent and knowledge), I found myself once again considering the odd appeal of gaming for us programming types. It's interesting that something so free-form-ishly creative, socially dynamic, and utterly fantastical be fun for folks so grounded in logical programming. Of course, my theory is that gaming and programming actually have more in common than we might think. Tabletop roleplaying involves coming up with creative solutions to problems set in a clearly-defined ruleset, involve constant data-tracking and minor mathematical equations, and involve working together with small groups of people toward like-minded goals. Conversely, love of roleplaying can illustrate how important creativity is to good programming. What do you think?" -
Coding and Roleplaying - Is There a Connection?
TossCobble asks: "With table-top roleplaying giant Wizards of the Coast (makers of Dungeons & Dragons, for those not in the know) broadcasting an open call for adventure designers and developers (including an entertaining developer test to gauge your own game-design talent and knowledge), I found myself once again considering the odd appeal of gaming for us programming types. It's interesting that something so free-form-ishly creative, socially dynamic, and utterly fantastical be fun for folks so grounded in logical programming. Of course, my theory is that gaming and programming actually have more in common than we might think. Tabletop roleplaying involves coming up with creative solutions to problems set in a clearly-defined ruleset, involve constant data-tracking and minor mathematical equations, and involve working together with small groups of people toward like-minded goals. Conversely, love of roleplaying can illustrate how important creativity is to good programming. What do you think?" -
Coding and Roleplaying - Is There a Connection?
TossCobble asks: "With table-top roleplaying giant Wizards of the Coast (makers of Dungeons & Dragons, for those not in the know) broadcasting an open call for adventure designers and developers (including an entertaining developer test to gauge your own game-design talent and knowledge), I found myself once again considering the odd appeal of gaming for us programming types. It's interesting that something so free-form-ishly creative, socially dynamic, and utterly fantastical be fun for folks so grounded in logical programming. Of course, my theory is that gaming and programming actually have more in common than we might think. Tabletop roleplaying involves coming up with creative solutions to problems set in a clearly-defined ruleset, involve constant data-tracking and minor mathematical equations, and involve working together with small groups of people toward like-minded goals. Conversely, love of roleplaying can illustrate how important creativity is to good programming. What do you think?" -
Gen Con Indy 2005 In A Nutshell
Every year, the pilgrimage to Gen Con brings tabletop roleplayers, wargamers, boardgame enthusiasts, and LARPers together for four days of unbridled nerdery. Besides participating in games, some of which have been around for decades, there are always new releases and previews to tantalize the gaming public. Gen Con is the tabletop industry's version of E3, where the year ahead is laid out by the big names. Read on for a taste of what your Friendly Local Gaming Store will have to offer in the near future. The biggest kid on the block in the tabletop market is Wizards of the Coast. Publisher of Dungeons and Dragons, D20 Modern, Magic: The Gathering, Pokemon, and the Avalon Hill stable of games, WoTC is a major sponsor of Gen Con and regularly dominates the Exhibition Hall. This year the company had a two faceted pavilion, each side themed to their major releases this year. One side was a decaying and blasphemous Cathedral, with images of demons and spirits splayed across the facade. The imposing edifice was advertising the release of Hecatomb, a somewhat unique collectable card game. Instead of the traditional cards, Hecatomb is played with semi-transparent pentagonal playing pieces. As a player, you take on the role of a Summoner of foul creatures large and small. Spirits from your hand can be played into your manapool and later tapped to fuel the summoning of other creatures. The transparent nature of the cards allows for the different beasts to be amalgamated into horrible creatures they refer to as Abominations by stacking cards atop each other. Rules text shows through the highest card to allow Abominations to combine the strength (and sometimes powers) of numerous smaller critters into a ghastly whole. The play style was very reminiscent of Magic: The Gathering, but the presentation and art gave the game a very mature tone. The quick Demo I had the chance to take in wasn't enough to make me run off and buy it, but I look forward to taking a closer look in the future.The other side of WoTC's coin was a more traditional church, albeit one broken and battered by the ravages of war. The release of the Axis and Allies miniatures game was the rationale for the theming, and the addition of several vintage military issue vehicles (an APC, a jeep, etc) on the show floor added to the atmosphere. The minis game itself received a lot of attention, as the "random pack of pre-painted miniatures" concept that Wizards has used with great success in their D&D and Star Wars lines reached a wider audience. The Axis and Allies line will invite WWII aficionados to recreate battles of the war, and engage in their own skirmishes, using a simple set of battle tactics and their miniatures. The D&D and Star Wars lines have tournament support and an avid collector base, and I imagine this series will garner similar attention.
Wizards also publishes tabletop roleplaying books, though sometimes pavilion visitors seem not to notice. The two campaign settings that the company supports most heavily right now are Ed Greenwood's venerable Forgotten Realms, and the recently minted Keith Baker world known as Eberron. Products for both campaign settings and the core Dungeons and Dragons line seem to be moving beyond some of the tried and true formulae they've used before.The core line, for example, will see the release of Heroes of Horror, a follow-up to Heroes of Battle that can be used to overlay a traditional D&D game with a horror tone. Races of the Dragon will explore dragons, and half-dragons, and kobolds but it will also contain a transformative race. IE, a race a character can become during the course of play. They're not completely breaking the mold, though, with a new Tome of Magic set to introduce some new styles of spellslinging to the core books.
The Realms will have a title called Powers of Fearun, which will discuss the impact a character can have on the Realms as a whole, given sufficient power. A new adventure entitled Sons of Gruumsh will welcome back published modules to the FR setting, and a semi-monthly column by Ed Greenwood in Dragon magazine will explore the Cities of the Realms. Companions of Valor will explore what it means to be a hero in the Realms, and grew out of the Forgotten Realms seminar from Gen Con 2004. The book will be a series of tools for PCs, ways for them to make their own name as heroes. The next Mini set, Underdark, will feature several prominent Realms personalities and monsters.
Eberron, meanwhile, moves on from the basics as the company continues to widen the world's scope. A Player's Guide to Eberron will act as a sort of gazeteer, with two page spreads on each topic, personality, or location. The guide aims to be a completely player-friendly tome that you can use to get to know the lay of the land. Magic of Eberron will delve more deeply into some of the unique arcana in the setting. Elemental bindings, Artificers, and warforged all get a look. Another adventure will be in the offing; separate from the previous three-book adventure set but with ties to it, entitled The Voyage of the Golden Dragon. Voyage will introduce a ship of war that never got the chance to be used in battle. The Golden Dragon now acts as a vessel of peace, traveling the five nation and usable as a kind of floating base of operations by PCs.
Love them or not, WoTC is a publisher of some great games. A new version of RoboRally!, and the title Monsters Menace America also made their debut this month. They're likely to continue to be one of the top names in the tabletop industry for many years to come.
Wizards of the Coast wasn't the only publisher at Gen Con this year, of course. FanPro, in association with Wizkids, put out the latest version of the magic/cyberpunk RPG Shadowrun. Now in its Fourth Edition, the setting has received its most serious overhaul to date. The basic mechanic has been reworked, major advancements have been made to the state of in-game technology, and the political boundaries of the North American Nations have been redrawn. Though the plot elements are compelling, the new simplicity of the core game mechanic will be the most widely felt change. Previous editions of Shadowrun required a player or GM to roll a number of six-sided dice equal to a skill or attribute, with the intent of hitting a target number determined by the situation. The lowest a target number could get was 2, but the sky was the limit for difficulty. The fluidity of combat often meant there would be high target numbers, which required a participant to roll a six on a die, so that the six could be rerolled and a higher number achieved. Fourth Edition does away with this clumsiness, with all dice rolled in the game now seeking either a five or a six to be determined a hit. All rolls are made with a number of dice equal to the requisite attribute + skill combination. Penalties result in fewer dices being rolled at the outset, and the GM is encouraged to assess penalties on the fly rather than being confined by arcane tables. The simplicity of this mechanic allows for the GM to gain a better grip on the fast and loose nature of combat in the real world, the astral plane, and the virtual reality of the Matrix. Speaking of the Matrix, the most important plot change is probably the advent of a wireless Matrix. The old "decks" have been removed in favour of an Artificial Reality overlay to normal vision. This requires computer criminals to come on-site with the rest of the Shadowrun team in order to participate, and opens up the role of the hacker in the game to a previously unknown degree. I've been playing Shadowrun for 15 years now, and I'm very excited about the changes this latest edition have brought around. Here's hoping FanPro follows up the new edition with some material that allows us to better come to grips with the setting changes.
Recent years at Gen Con have seen video game publishers arriving to show off their work as well. NCSoft has been a presence at the con since the release of City of Heroes (partially because of Jack Emmert's background in the tabletop industry). This year all they really had to show was the City of Villains character creator, and not even all of it. All the action was over at the booths occupied by Blizzard and Atari.Dungeons and Dragons Online is still something of an enigma. While the closed Beta recently got underway, there are still too few firsthand experiences out there to really get a sense of what the game as a whole will be like. I had a chance this past weekend to get a feel for what the dungeon-crawling experience will be like, though, and I was very surprised by what I saw. Given the nature of online games, I've come to expect a level of abstraction in the mechanics. DDO was incredibly hands on, and in many ways felt like a single-player mission that you really wanted some help on.
Talking to a villager netted my cleric a quest, a trip into the Maw of Xoriat. Immediately I saw that they are aiming for a unique feel, as each mission had a time limit associated with it. If you didn't complete the mission in time, you would be unceremoniously summoned back to the village. Entering the crypt, there were several sarcophagi that could be interacted with. Swinging his heavy mace, my cleric smashed through the rock exteriors to get at the sweet loot within. Looking down a corridor, I was presented with a series of traps. A pair of swinging blades blocked my pack on either side of the hallway. Good timing was required to make it past without taking damage. Further down the hall was a series of large blades which snapped up from the floor in quick succession. When one set of blades was up, another was down, allowing the observant player to pick a path through the blades. If I'd had a rogue in my party, she could have disarmed the traps and allowed us to pass without having to deal with them.
Moving through the dungeon, I encountered various beasts and undead. Combat was realtime, with a clickyness that satisfied. A notification in the corner allowed you to follow along with the dice rolls and Challenge Rating of the creature you faced, if you were so inclined. Besides satisfying thwacks with my mace, I was able to counter the creatures by turning undead and flame striking the creatures with magic. One flame strike near a locked doorway revealed that the doors are as destructible as the crypts. A team without a rogue can bash through an impediment, assuming they have a strong enough fighter or a well equipped spellcaster. The whole experience had interesting little touches, such as a perverted altar that was cleansed by a use of the turn undead class ability. In a nod to gamers of all stripes, one room had me utilizing a simple version of the 'Pipes' game to allow magical energy to flow across the room. The energy stemmed from a source in the floor, and tiles around the room had grooves in them which allowed the mana to flow. By right clicking on the tiles, I could rotate them such that they formed pathways. While my time with DDO was relatively short, I found the entire experience much more interesting than I'd originally thought it would be. The near constant attention at their booth led me to believe others had the same impression.
Blizzard also had no trouble keeping their booth full, with machines allowing play of World of Warcraft (and several 60th level characters to tool around in) and StarCraft: Ghost. I'd yet to have the opportunity to try out Ghost, so I gave the tactical shooter a try, on the XBox. My reactions were, unfortunately, somewhat mixed. While the overall Starcraftyness of the experience was very enjoyable, the actual gameplay left something to be desired. Squishy controls, simple tactics, and a lack of polish on the game made it hard for me to fully understand what the title will look like when it is released. In the demo level I played, Nova stalked her way through a Terran base already overrun by Zerg. The Zerglings where just as fast and ferocious as you'd hope, and actually walking through a Zerg structure was stomach clenching. The scenery was nice, but the gameplay needed help. I'm sure that when the title is released (whenever that will be) there will be little to complain about, but the rough demo I saw this past weekend didn't have enough "there" there to give me an accurate impression.
Anyone familiar with tabletop roleplaying has likely heard of Vampire: The Masquerade and White Wolf. Two years ago at Gen Con they re-launched the World of Darkness and rebooted all of their campaign settings. This year's con saw the relaunch of the magic-bound title Mage. This time appended with the subtitle "The Awakening", the new version of the game takes a serious textual shift away from the old version of the game. While the original Mage was a grand tapestry of gifted individuals making and unmaking the very fabric of reality, the new Mage is a much more accessible storyline. There are now distinct spells used by Mage characters, a backstory involving the continent of Atlantis, mana points as a game mechanic, and an elimination of the inherent conflict between magic and technology. I'm just going to come out and say that, while I like the new World of Darkness game mechanic and think White Wolf is doing interesting things with their old brands, this particular relaunch is a kick in the face to old Mage players. Mage was a fundamentally different game from every other title in their library, and a change a pace from most titles on the market. By reorienting it with the "vision" of the other World of Darkness lines they've essentially gutted everything that was special about the setting. I'm not really a big fan of this decision.
Two board games that have gained a lot of attention recently, and with good reason, were shown off at the convention this year. Shadows Over Camelot and Arkham Horror are examples of some of the new ideas that are entering the boardgame market. Five years ago you had to buy a German title in order to get a great adult boardgame experience, but today Days of Wonder allows the same enjoyment factor with their Arthurian style epic. In Shadows Over Camelot, you take on the role of Knight of the Round, fighting dark knights, dragons, questing for the grail, and holding off the barbarian hordes. The game is cooperative but doesn't allow totally free communication between players, so the title encourages creative collaboration on the numerous quests that knights can go on. For example, in order to obtain Excalibur a knight or knights must travel to the Lady of the Lake's lake and each round expend a card in order to make the sword draw closer to the shore. In the meantime, as each player goes a "bad things" card is pulled. One of these types of bad things makes the sword float away from the shore. While one player can often keep the sword from floating out of sight, in order to actually obtain the relic several knights must collaborate to assure victory. The game also incorporates subterfuge, by allowing for the possibility of a traitor in your midst. The traitor will actively work against the other players, seeking to destroy Camelot for his own victory. A complex title with easy to understand rules, Shadows Over Camelot is a great way to makes sure you stay friendly with your friends.Indeed, if you are looking for cooperative games this is a good year to do it. Arkham Horror, from Fantasy Flight Games, also allows players to band together against a common foe. In this case, players take on the roles of investigators into the occult. There are many characters to choose from, and each has a special quirk. As your character, you and the other players work together to ensure that the arrival of a Great Old One does not occur. Based loosely on the works of H.P. Lovecraft and the roleplaying title Call of Cthulu, Arkham horror pits you against things from beyond our ken as they enter our world through mystical gates. In order to ensure the survival of the town of Arkham, MA, investigators must slay the creatures as they exit the gates. Once the path is clear they must enter the mystic realms, where they have otherworldly encounters of the horrifying and fantastic. If they are successful there, they can return to the village and seal off the gate. Changing conditions in the village constantly keep the gameplay from getting stale, and after only a short time there will be monsters a-plenty to challenge even the largest group of investigators. This Call of Cthulu in-a-box is a thoroughly enjoyable experience, and another way to make sure you do more than just frag your friends on the weekends.
There are literally hundreds of new products shown at every Gen Con, and I couldn't hope to explore them all. Dice Boxes, card games (including a World of Warcraft CCG), roleplaying games, boardgames, and virtual reality games were all shown off to the general public for the first time this past weekend. Every year is a different experience, and I've always had the opportunity to look back and say that it was worth the trip. This year was especially meaningful, as I was wed to my fiancee Katharine on the 13th. Though Gen Con wasn't our honeymoon (we're not that dorky), we did have the chance to be serenaded by a Klingon and his Vulcan wife in honor of our union. There are few places in the world where such a thing could be experienced, and I'm already looking forward to next year. -
Gen Con Indy 2005 In A Nutshell
Every year, the pilgrimage to Gen Con brings tabletop roleplayers, wargamers, boardgame enthusiasts, and LARPers together for four days of unbridled nerdery. Besides participating in games, some of which have been around for decades, there are always new releases and previews to tantalize the gaming public. Gen Con is the tabletop industry's version of E3, where the year ahead is laid out by the big names. Read on for a taste of what your Friendly Local Gaming Store will have to offer in the near future. The biggest kid on the block in the tabletop market is Wizards of the Coast. Publisher of Dungeons and Dragons, D20 Modern, Magic: The Gathering, Pokemon, and the Avalon Hill stable of games, WoTC is a major sponsor of Gen Con and regularly dominates the Exhibition Hall. This year the company had a two faceted pavilion, each side themed to their major releases this year. One side was a decaying and blasphemous Cathedral, with images of demons and spirits splayed across the facade. The imposing edifice was advertising the release of Hecatomb, a somewhat unique collectable card game. Instead of the traditional cards, Hecatomb is played with semi-transparent pentagonal playing pieces. As a player, you take on the role of a Summoner of foul creatures large and small. Spirits from your hand can be played into your manapool and later tapped to fuel the summoning of other creatures. The transparent nature of the cards allows for the different beasts to be amalgamated into horrible creatures they refer to as Abominations by stacking cards atop each other. Rules text shows through the highest card to allow Abominations to combine the strength (and sometimes powers) of numerous smaller critters into a ghastly whole. The play style was very reminiscent of Magic: The Gathering, but the presentation and art gave the game a very mature tone. The quick Demo I had the chance to take in wasn't enough to make me run off and buy it, but I look forward to taking a closer look in the future.The other side of WoTC's coin was a more traditional church, albeit one broken and battered by the ravages of war. The release of the Axis and Allies miniatures game was the rationale for the theming, and the addition of several vintage military issue vehicles (an APC, a jeep, etc) on the show floor added to the atmosphere. The minis game itself received a lot of attention, as the "random pack of pre-painted miniatures" concept that Wizards has used with great success in their D&D and Star Wars lines reached a wider audience. The Axis and Allies line will invite WWII aficionados to recreate battles of the war, and engage in their own skirmishes, using a simple set of battle tactics and their miniatures. The D&D and Star Wars lines have tournament support and an avid collector base, and I imagine this series will garner similar attention.
Wizards also publishes tabletop roleplaying books, though sometimes pavilion visitors seem not to notice. The two campaign settings that the company supports most heavily right now are Ed Greenwood's venerable Forgotten Realms, and the recently minted Keith Baker world known as Eberron. Products for both campaign settings and the core Dungeons and Dragons line seem to be moving beyond some of the tried and true formulae they've used before.The core line, for example, will see the release of Heroes of Horror, a follow-up to Heroes of Battle that can be used to overlay a traditional D&D game with a horror tone. Races of the Dragon will explore dragons, and half-dragons, and kobolds but it will also contain a transformative race. IE, a race a character can become during the course of play. They're not completely breaking the mold, though, with a new Tome of Magic set to introduce some new styles of spellslinging to the core books.
The Realms will have a title called Powers of Fearun, which will discuss the impact a character can have on the Realms as a whole, given sufficient power. A new adventure entitled Sons of Gruumsh will welcome back published modules to the FR setting, and a semi-monthly column by Ed Greenwood in Dragon magazine will explore the Cities of the Realms. Companions of Valor will explore what it means to be a hero in the Realms, and grew out of the Forgotten Realms seminar from Gen Con 2004. The book will be a series of tools for PCs, ways for them to make their own name as heroes. The next Mini set, Underdark, will feature several prominent Realms personalities and monsters.
Eberron, meanwhile, moves on from the basics as the company continues to widen the world's scope. A Player's Guide to Eberron will act as a sort of gazeteer, with two page spreads on each topic, personality, or location. The guide aims to be a completely player-friendly tome that you can use to get to know the lay of the land. Magic of Eberron will delve more deeply into some of the unique arcana in the setting. Elemental bindings, Artificers, and warforged all get a look. Another adventure will be in the offing; separate from the previous three-book adventure set but with ties to it, entitled The Voyage of the Golden Dragon. Voyage will introduce a ship of war that never got the chance to be used in battle. The Golden Dragon now acts as a vessel of peace, traveling the five nation and usable as a kind of floating base of operations by PCs.
Love them or not, WoTC is a publisher of some great games. A new version of RoboRally!, and the title Monsters Menace America also made their debut this month. They're likely to continue to be one of the top names in the tabletop industry for many years to come.
Wizards of the Coast wasn't the only publisher at Gen Con this year, of course. FanPro, in association with Wizkids, put out the latest version of the magic/cyberpunk RPG Shadowrun. Now in its Fourth Edition, the setting has received its most serious overhaul to date. The basic mechanic has been reworked, major advancements have been made to the state of in-game technology, and the political boundaries of the North American Nations have been redrawn. Though the plot elements are compelling, the new simplicity of the core game mechanic will be the most widely felt change. Previous editions of Shadowrun required a player or GM to roll a number of six-sided dice equal to a skill or attribute, with the intent of hitting a target number determined by the situation. The lowest a target number could get was 2, but the sky was the limit for difficulty. The fluidity of combat often meant there would be high target numbers, which required a participant to roll a six on a die, so that the six could be rerolled and a higher number achieved. Fourth Edition does away with this clumsiness, with all dice rolled in the game now seeking either a five or a six to be determined a hit. All rolls are made with a number of dice equal to the requisite attribute + skill combination. Penalties result in fewer dices being rolled at the outset, and the GM is encouraged to assess penalties on the fly rather than being confined by arcane tables. The simplicity of this mechanic allows for the GM to gain a better grip on the fast and loose nature of combat in the real world, the astral plane, and the virtual reality of the Matrix. Speaking of the Matrix, the most important plot change is probably the advent of a wireless Matrix. The old "decks" have been removed in favour of an Artificial Reality overlay to normal vision. This requires computer criminals to come on-site with the rest of the Shadowrun team in order to participate, and opens up the role of the hacker in the game to a previously unknown degree. I've been playing Shadowrun for 15 years now, and I'm very excited about the changes this latest edition have brought around. Here's hoping FanPro follows up the new edition with some material that allows us to better come to grips with the setting changes.
Recent years at Gen Con have seen video game publishers arriving to show off their work as well. NCSoft has been a presence at the con since the release of City of Heroes (partially because of Jack Emmert's background in the tabletop industry). This year all they really had to show was the City of Villains character creator, and not even all of it. All the action was over at the booths occupied by Blizzard and Atari.Dungeons and Dragons Online is still something of an enigma. While the closed Beta recently got underway, there are still too few firsthand experiences out there to really get a sense of what the game as a whole will be like. I had a chance this past weekend to get a feel for what the dungeon-crawling experience will be like, though, and I was very surprised by what I saw. Given the nature of online games, I've come to expect a level of abstraction in the mechanics. DDO was incredibly hands on, and in many ways felt like a single-player mission that you really wanted some help on.
Talking to a villager netted my cleric a quest, a trip into the Maw of Xoriat. Immediately I saw that they are aiming for a unique feel, as each mission had a time limit associated with it. If you didn't complete the mission in time, you would be unceremoniously summoned back to the village. Entering the crypt, there were several sarcophagi that could be interacted with. Swinging his heavy mace, my cleric smashed through the rock exteriors to get at the sweet loot within. Looking down a corridor, I was presented with a series of traps. A pair of swinging blades blocked my pack on either side of the hallway. Good timing was required to make it past without taking damage. Further down the hall was a series of large blades which snapped up from the floor in quick succession. When one set of blades was up, another was down, allowing the observant player to pick a path through the blades. If I'd had a rogue in my party, she could have disarmed the traps and allowed us to pass without having to deal with them.
Moving through the dungeon, I encountered various beasts and undead. Combat was realtime, with a clickyness that satisfied. A notification in the corner allowed you to follow along with the dice rolls and Challenge Rating of the creature you faced, if you were so inclined. Besides satisfying thwacks with my mace, I was able to counter the creatures by turning undead and flame striking the creatures with magic. One flame strike near a locked doorway revealed that the doors are as destructible as the crypts. A team without a rogue can bash through an impediment, assuming they have a strong enough fighter or a well equipped spellcaster. The whole experience had interesting little touches, such as a perverted altar that was cleansed by a use of the turn undead class ability. In a nod to gamers of all stripes, one room had me utilizing a simple version of the 'Pipes' game to allow magical energy to flow across the room. The energy stemmed from a source in the floor, and tiles around the room had grooves in them which allowed the mana to flow. By right clicking on the tiles, I could rotate them such that they formed pathways. While my time with DDO was relatively short, I found the entire experience much more interesting than I'd originally thought it would be. The near constant attention at their booth led me to believe others had the same impression.
Blizzard also had no trouble keeping their booth full, with machines allowing play of World of Warcraft (and several 60th level characters to tool around in) and StarCraft: Ghost. I'd yet to have the opportunity to try out Ghost, so I gave the tactical shooter a try, on the XBox. My reactions were, unfortunately, somewhat mixed. While the overall Starcraftyness of the experience was very enjoyable, the actual gameplay left something to be desired. Squishy controls, simple tactics, and a lack of polish on the game made it hard for me to fully understand what the title will look like when it is released. In the demo level I played, Nova stalked her way through a Terran base already overrun by Zerg. The Zerglings where just as fast and ferocious as you'd hope, and actually walking through a Zerg structure was stomach clenching. The scenery was nice, but the gameplay needed help. I'm sure that when the title is released (whenever that will be) there will be little to complain about, but the rough demo I saw this past weekend didn't have enough "there" there to give me an accurate impression.
Anyone familiar with tabletop roleplaying has likely heard of Vampire: The Masquerade and White Wolf. Two years ago at Gen Con they re-launched the World of Darkness and rebooted all of their campaign settings. This year's con saw the relaunch of the magic-bound title Mage. This time appended with the subtitle "The Awakening", the new version of the game takes a serious textual shift away from the old version of the game. While the original Mage was a grand tapestry of gifted individuals making and unmaking the very fabric of reality, the new Mage is a much more accessible storyline. There are now distinct spells used by Mage characters, a backstory involving the continent of Atlantis, mana points as a game mechanic, and an elimination of the inherent conflict between magic and technology. I'm just going to come out and say that, while I like the new World of Darkness game mechanic and think White Wolf is doing interesting things with their old brands, this particular relaunch is a kick in the face to old Mage players. Mage was a fundamentally different game from every other title in their library, and a change a pace from most titles on the market. By reorienting it with the "vision" of the other World of Darkness lines they've essentially gutted everything that was special about the setting. I'm not really a big fan of this decision.
Two board games that have gained a lot of attention recently, and with good reason, were shown off at the convention this year. Shadows Over Camelot and Arkham Horror are examples of some of the new ideas that are entering the boardgame market. Five years ago you had to buy a German title in order to get a great adult boardgame experience, but today Days of Wonder allows the same enjoyment factor with their Arthurian style epic. In Shadows Over Camelot, you take on the role of Knight of the Round, fighting dark knights, dragons, questing for the grail, and holding off the barbarian hordes. The game is cooperative but doesn't allow totally free communication between players, so the title encourages creative collaboration on the numerous quests that knights can go on. For example, in order to obtain Excalibur a knight or knights must travel to the Lady of the Lake's lake and each round expend a card in order to make the sword draw closer to the shore. In the meantime, as each player goes a "bad things" card is pulled. One of these types of bad things makes the sword float away from the shore. While one player can often keep the sword from floating out of sight, in order to actually obtain the relic several knights must collaborate to assure victory. The game also incorporates subterfuge, by allowing for the possibility of a traitor in your midst. The traitor will actively work against the other players, seeking to destroy Camelot for his own victory. A complex title with easy to understand rules, Shadows Over Camelot is a great way to makes sure you stay friendly with your friends.Indeed, if you are looking for cooperative games this is a good year to do it. Arkham Horror, from Fantasy Flight Games, also allows players to band together against a common foe. In this case, players take on the roles of investigators into the occult. There are many characters to choose from, and each has a special quirk. As your character, you and the other players work together to ensure that the arrival of a Great Old One does not occur. Based loosely on the works of H.P. Lovecraft and the roleplaying title Call of Cthulu, Arkham horror pits you against things from beyond our ken as they enter our world through mystical gates. In order to ensure the survival of the town of Arkham, MA, investigators must slay the creatures as they exit the gates. Once the path is clear they must enter the mystic realms, where they have otherworldly encounters of the horrifying and fantastic. If they are successful there, they can return to the village and seal off the gate. Changing conditions in the village constantly keep the gameplay from getting stale, and after only a short time there will be monsters a-plenty to challenge even the largest group of investigators. This Call of Cthulu in-a-box is a thoroughly enjoyable experience, and another way to make sure you do more than just frag your friends on the weekends.
There are literally hundreds of new products shown at every Gen Con, and I couldn't hope to explore them all. Dice Boxes, card games (including a World of Warcraft CCG), roleplaying games, boardgames, and virtual reality games were all shown off to the general public for the first time this past weekend. Every year is a different experience, and I've always had the opportunity to look back and say that it was worth the trip. This year was especially meaningful, as I was wed to my fiancee Katharine on the 13th. Though Gen Con wasn't our honeymoon (we're not that dorky), we did have the chance to be serenaded by a Klingon and his Vulcan wife in honor of our union. There are few places in the world where such a thing could be experienced, and I'm already looking forward to next year. -
Prestige Classes of the Old Republic
Wizards of the Coast is running an article on their site giving d20 stats for prestige classes used in Knights of the Old Republic II. If you've been dying to make a Dark Side Assassin, then, you've finally got the excuse. From the article: "Dark side assassins were originally trained by the Sith to be the ultimate hunters. The assassins' unique abilities served the Sith in their battle against the Jedi. After the Battle of Ruusan and the scattering of the Sith forces, this changed. Dark side assassins became less common as the Sith went into hiding, but their deadly purpose remained -- to destroy the Jedi." -
Cartoon Based on D20 Modern Setting
Despite rumblings of a new Dungeons and Dragons cartoon, the first Wizards of the Coast setting that will see production as a television show is apparently Urban Arcana. UA is one of the canned settings offered by Wizards of the Coast in its d20 Modern roleplaying game. Despite this announcement, it's not going to be in front of your eyes for some time. From the article: "...the Sci-Fi Channel and Fox Television Studios are developing a television series based on the Hasbro/Wizards of the Coast D20 MODERN campaign suppliment URBAN ARCANA for the '06-'07 season." -
Dungeons and Dragons Game Day Next Weekend
Thanks to Wizards.com for the information on next week's Worldwide D&D Game Day, celebrating the game's 30th Anniversary. "Saturday, October 16, 2004, participating game stores will present two adventures well stocked with hapless monsters to slay. Bring some friends to adventure with or meet some new gaming buddies at the event. The mini adventure, Lair or the Mad Alchemist, provides a great introduction to D&D, while The Forgotten Forge offers the thrill of a full-scale adventure set in the exciting new world of Eberron." If you're interested, here's a handy list of participating stores. -
Dungeons and Dragons Game Day Next Weekend
Thanks to Wizards.com for the information on next week's Worldwide D&D Game Day, celebrating the game's 30th Anniversary. "Saturday, October 16, 2004, participating game stores will present two adventures well stocked with hapless monsters to slay. Bring some friends to adventure with or meet some new gaming buddies at the event. The mini adventure, Lair or the Mad Alchemist, provides a great introduction to D&D, while The Forgotten Forge offers the thrill of a full-scale adventure set in the exciting new world of Eberron." If you're interested, here's a handy list of participating stores. -
Dungeons and Dragons Game Day Next Weekend
Thanks to Wizards.com for the information on next week's Worldwide D&D Game Day, celebrating the game's 30th Anniversary. "Saturday, October 16, 2004, participating game stores will present two adventures well stocked with hapless monsters to slay. Bring some friends to adventure with or meet some new gaming buddies at the event. The mini adventure, Lair or the Mad Alchemist, provides a great introduction to D&D, while The Forgotten Forge offers the thrill of a full-scale adventure set in the exciting new world of Eberron." If you're interested, here's a handy list of participating stores. -
Guild Wars Ramps Up To E3, Previewed Effusively
Thanks to GameSpot for its hands-on impressions of ArenaNet/NCSoft's online PC RPG, Guild Wars, a subscription-free title that's previously received positive press. The preview explains that "the game relies on a skill-based system that's reminiscent of the card game Magic: The Gathering. You can collect and earn a wide variety of powerful skills and abilities, but... you'll be allowed to select only eight of them to take into battle", meaning that "a relatively new player will have a chance against seasoned veterans." It's also noted: "One of the most surprising aspects of Guild Wars is that the entire game will download to your computer while you play it", with only a "small executable program, about 90 kilobytes in size" needed - this is shown by the official download page for the E3 For Everyone alpha demo event, explained thus: "From May 12 through 14, while Guild Wars is being demonstrated on the E3 show floor, players from around the world will be able to play the same experience over the Internet." -
The Trouble With Using D&D Rules In Videogames?
An anonymous reader writes "There's a new article on kuro5hin.org about the trouble with porting pencil and paper RPG games (such as d20 3.5) to RPG video games. One such rules-snatching video game is examined, The Temple of Elemental Evil. The article is also an introduction to a new RPG Standards Compliance system that is currently under development and will be online soon, in hopes of bridging the gap between computers and those lovable PnP evenings we all enjoy." -
Wizards Of The Coast Tries Star Sisterz, Duel Masters
Thanks to OgreCave for its article pointing out that Wizards Of The Coast, the Hasbro gaming division best known for the Magic: The Gathering CCG, is now trying a collectible charm-bracelet game called Star Sisterz. Apparently, the game "combines the popular beaded trinkets with truth-or-dare-style questions on cards" in order to target the difficult-to-reach female demographic, and "girls might be charged with going to the mall with their clothes on inside-out or reading a page from their diary aloud to all of their friends - how embarrassing!" The official site has more information on this 'game', although OgreCave notes the more interactive Duel Masters CCG, the current Japanese collectible card game of choice, will launch around the same time, with comics, videogames, action figures, and a TV show on Toonami/Cartoon Network all contributing to the Pokemon/Yu-Gi-Oh styled media blitz.