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Dungeon Masters in Cyberspace

The New York Times has a piece this afternoon about the launch of Dungeons and Dragons Online. They talk with some of the folks who made the game, and reflect on roleplaying's move from table-top to online spaces. From the article: "While players in most online games communicate by typing, Turbine has tried to enhance the in-person feel of D&D Online by building voice-chat software into the game so players can speak with one another using a microphone plugged into their computer. And while most video games try to adopt a cinematic mode of storytelling, D&D Online plainly reminds users that they are playing a computer approximation of a pen-and-paper game. During combat, an icon of a spinning 20-sided die appears in a corner of the screen, just as modern slot machines still show spinning reels even though a microchip has already decided if you've won the jackpot."

119 comments

  1. * rolls 20-sided di * by Anonymous Coward · · Score: 0

    First Post!

    1. Re:* rolls 20-sided di * by beetlefeet · · Score: 1

      Nice initiative!

  2. The Online Advantage... by __aaclcg7560 · · Score: 1

    But these days, aspiring wizards, druids and paladins are more likely to click and type their way through the evil necromancer's tower rather than huddle around a table casting spells between grabbing bites of pizza. In recent years, millions of people have flocked to rich online games that let players express their inner warlock without leaving home.

    There's only one unique advantage of online play is when you don't have any friends. I really wanted to be into Dungeon & Dragons in the early 1980's, but I had no one to play with except my Commodore 64. (Sad but true.) It wasn't until I got into college in the early 1990's that I started playing Magic: The Gathering and RISK until the wee hours of the morning with my roommates. Playing those games and running a BBS didn't help me when I got kicked out of the university into the real world. :)

    1. Re:The Online Advantage... by fake_name · · Score: 3, Insightful

      > There's only one unique advantage of online play is when you don't have any friends.

      Not true; there is also ease of access. Once you and all your friends are out in the real world with jobs and partners and all those things regular peopel do it's very hard to try and schedule a time to get together to gaming.

      MMORPGs let you jump in whenever it's convienient and play online with friends (both from the real-world and that you only know online) whenever it's convienient.

      I'd love to be able to play more table-top RPGs with my friend, because I find them a much more enjoyable experience than online RPGs, but it's just not going to happen anytime soon.

    2. Re:The Online Advantage... by LordNimon · · Score: 1
      Finding other people to play pen-and-paper D&D is pretty easy if you don't live in some remote rural area. Gaming stores, the RPGA, local gaming organizations, and the Internet can help you find a bunch of people quite easily. I live in a small city, and there are dozens of groups playing D&D around here.

      No, the real problem is convenience. Playing online in your own home is a lot easier than gathering a bunch of people somewhere. You can playing online for half an hour if you like, but if you want to play D&D, the minimum is probably around 2 hours, but usually 4. I used to play D&D every week with some friends, but these days there's no way I could find a 4-hour block of time to devote to it.

      One day, when my kids are old enough, I'll get back into it with them. But sadly, that's years away.

      --
      And the men who hold high places must be the ones who start
      To mold a new reality... closer to the heart
    3. Re:The Online Advantage... by Anonymous Coward · · Score: 0

      Playing those games and running a BBS didn't help me when I got kicked out of the university into the real world. :)

      Funny how nobody talks about getting kicked out of the real world into a university.

    4. Re:The Online Advantage... by Jubetas · · Score: 1
      But these days, aspiring wizards, druids and paladins

      Sorry buddy, they're not launching with my two favorite (core) classes: druids and monks. That gets a big laaaaaame from me. I doubt they'll ever have psionicists either, much less any of the other core psychic classes (soulknife would be way cool). I'll just keep playing my old favorites, like Diablo II or Neverwinter Nights.

    5. Re:The Online Advantage... by Anonymous Coward · · Score: 0

      because this never happens, that I'm aware of. in university, if you succeed all the way or screw up, you are tossed into the real world. when in the real world, there's no accidental way to get tossed into university. if you're thinking about high school to university, or something like that, you're smoking duct tape, since high school is to the world as crack cocaine is to granulated sugar.

    6. Re:The Online Advantage... by Mr.+Ghost · · Score: 1
      Not true; there is also ease of access. Once you and all your friends are out in the real world with jobs and partners and all those things regular peopel do it's very hard to try and schedule a time to get together to gaming.

      This is why my group of friends has switched over to boardgames. We all really like playing D&D but it is too hard to get everyone together regularly to keep a campaign up and running.

      Therefore we switched to boardgames, there is no carry over from one session to the next and is doesn't matter which subset of the group shows up to play.

      Our current selection of games we play are Settlers of Catan, Puerto Rico and for a little extra fun Betrayal at House on the Hill

      We are planning on adding Ticket to Ride and Amun-Re to our selection, these will likely replace Puerto Rico on an ongoing basis because although we all like the premise and strategy of Puerto Rico the visual feedback is a little low.

  3. Already blowing it... by puppetman · · Score: 1

    They had an offer that if you pre-ordered from EBGames or GameStop, you'd get a pre-access key that would let you start playing now, a full 10 days before the game showed in stores.

    The offer was prominently displayed on the EBGames website, until last week, when they ran out of keys. They asked Turbine for some last Tues, and still haven't gotten them.

    In a moment of near-irrationality, I went to the EBGames site to buy the game, excited about playing early with people in the office that had also pre-ordered. No offer.

    Now they don't appear to have any pre-orders left at all.

    Rationality has returned, and I'll probably stick to BF2.

    1. Re:Already blowing it... by Dachannien · · Score: 1

      Not exactly correct. The pre-order pack let you get in during the ending stages of the beta test for 10 days. It also let you start playing this past Friday instead of waiting until Tuesday (tomorrow) (or whenever you manage to pick up a copy of the full release game), which is only four days of early play, not 10. There was also a +1 amulet of natural armor for your character if you pre-ordered.

      I think the limit on pre-order keys was probably more based on an effort to manage and balance server populations before full release rather than evidence of ineptitude or an effort to screw you over personally.

    2. Re:Already blowing it... by Siergen · · Score: 1

      I bought my copy of DDO early this morning (2 AM EST) and they e-mailed the headstart key to me within minutes. I was actually surpirsed they were still issuing them the day before the retail launch...

    3. Re:Already blowing it... by Majikk · · Score: 1

      No. They ran out of pre-order keys a couple months ago, then got more from Turbine. Then they chewed through those in a couple weeks and got more, and on and on.

      The reason there was no pre-order offer on the 27th is because the game is officially released on the 28th.

  4. No Mac version. Don't bother looking. by mooncaine · · Score: 3, Informative

    Their support pages say they have no plans to make a Mac version, so if you're a D&D fan who only uses Macs [or just prefer them], you're out of luck.

    1. Re:No Mac version. Don't bother looking. by keldog42 · · Score: 0

      Turbine cast Magic Missle at the Mac.
      Saving throw... Failed!
      The Mac is hurled across the room gently landing on a pile of Adobe/Macromedia software and Quake 4.

    2. Re:No Mac version. Don't bother looking. by gray+code · · Score: 1

      uh oh, you just lost a corner off of your "Dork Toten Chip". REAL dorks know that you don't get a Save against Magic Missle... ;-)

    3. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0

      Maybe the mac has spell resistance?

    4. Re:No Mac version. Don't bother looking. by b1t+r0t · · Score: 1
      Turbine cast Magic Missle at the Mac.

      Okay, fine. You attack the darkness. There's an elf in front of you.

      --

      --
      "Open source is good." - Steve Jobs
      "Open source is evil." - Microsoft
    5. Re:No Mac version. Don't bother looking. by Jerry+Rivers · · Score: 1

      "...they have no plans to make a Mac version."

      Which is just as well since Everquest for the Mac is still around and doing very well.

      --
      The pursuit of absolute tolerance leads to the most rigorous and ludicrous intolerance. - REX MURPHY
    6. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0

      Doesn't matter. Magic Missile can't target objects anyway.

    7. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0

      No PvP. Less space than a Heward's Handy Haversack. Lame.

    8. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0

      Where's the Mountain Dew?

    9. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0

      if there are any GIRLS in the room, I wanna DO 'em!

    10. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0

      but you can only play on a server with people who also have macs, lame

    11. Re:No Mac version. Don't bother looking. by sgant · · Score: 1

      I thought EQ on the Mac was dead. Didn't SOE say they weren't going to be making any more EQ stuff for the Mac?

      I guess I could actually stir up enough energy to actually type this query into Google or something....

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
    12. Re:No Mac version. Don't bother looking. by ultranova · · Score: 1

      Okay, fine. You attack the darkness. There's an elf in front of you.

      Despite being apparently as impossible to destroy as a lich who's had the good sense of storing its phylactery in a bank vault, this joke is actually not very funny. You see, you actually can attack the darkness: just shoot those magic missiles to somewhere you want lighted up, and there you go. Altought something like burning hands might work better...

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    13. Re:No Mac version. Don't bother looking. by wed128 · · Score: 1

      I attack the darkness!

    14. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0

      Not to be a rule whore but: "Magic Missile Evocation [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes" And last time I checked the darkness is not a creature. So technically, no you can't attack the darkness with magic missile.

    15. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0

      You have clearly failed your geek knowledge check. Follow this link or you will be eaten by a Grue.

    16. Re:No Mac version. Don't bother looking. by Anonymous Coward · · Score: 0
      Liches have to wear their phylacteries. I seem to remember in The Knight of the Living Dead that you could kill one of the liches by throwing a vial of magical powder at him that rots leather. That broke the leather strap holding the phylactery, destroying the lich.

      Of course, when I first started playing AD&D liches didn't even have phylacteries. They used a potion that contained many rare and difficult to find ingredients like infernal larva and the like. I think that phylacteries were a non-Greyhawk innovation.

      Interestingly it turns out that You Know Who uses a form of phylactery as well, however, unlike the common lich he doesn't have to keep it on his person. So, he can keep the phylacteries in safe places.

    17. Re:No Mac version. Don't bother looking. by Bellum+Aeternus · · Score: 1

      Until they finish getting Windows Vista working on the iMac Duo. Ahh the future cometh! ^_^

      --
      - I voted for Nintendo and against Bush
    18. Re:No Mac version. Don't bother looking. by Jerry+Rivers · · Score: 1

      Not lame at all. Those who play on Al'kabor abosolutely love it because we don't have to deal with Mac-hating trolls, PC bigots and griefers. Al'kabor is a very special place, much loved by those who have never left, those who have come back, and those who have returned to Everquest from the dark side after purchasing a Mac.

      --
      The pursuit of absolute tolerance leads to the most rigorous and ludicrous intolerance. - REX MURPHY
  5. D&D Online a disappointment? by mejesster · · Score: 1

    Personally, I found (yes, without playing) the descriptions of D&D Online to be lacking in the creativity and originality that makes the pen and paper game worth playing, and I was pleased to see that the article actually took some time to explore that. Frankly, I see nothing particularly creative about the new game. I look forward to future experiments in the field, but this just feels like a solid commercial product, nothing with soul. I'd love to see some software designed to help p&p gamers do videoconferencing for their gaming.

    --
    MacroHard - Boning you in a big way! (TM)
    1. Re:D&D Online a disappointment? by Avatar8 · · Score: 1
      I did play it during the stress test 4 days. The article and the descriptions are much more exciting than the real thing. No surprise either, that those "screenshots" are the videos and artists' concepts, not the actual screens.

      I found the interface cumbersome, movement was difficult, it was difficult to keep track of quests, I strongly dislike the current ruleset (a dwarf paladin able to shoot a bow is wrong to me), and the ability to solo disappeared very quickly. The fact that in 12 hours of playing and I only reached level two didn't improve my impression either.

      One of the biggest strains was how much reading there was to do.

    2. Re:D&D Online a disappointment? by Boronx · · Score: 1

      In The Hobbit, Thorin Oakenshield shoots a stag dead in the forest, and near the end of the book he shoots at a messenger and hits him right in the shield. He may not have been a Paladin, but he was certainly the fanatic of the bunch.

    3. Re:D&D Online a disappointment? by Avatar8 · · Score: 1
      I truly enjoy all the Tolkien books, and yes, I recall those excerpts. I don't doubt that dwarves in many mythos use bows and are paladins.

      However, my point that I failed to elaborate is that I prefer the original (to me) 1980-ish rules and I've been very reluctant to accept the newer, more politically correct, anyone can do whatever they wish, ruleset.

      I wasn't opposing a dwarf being a paladin at all. I'm fairly certain they were the only other race besides humans that could be paladins. The paradoxes as I see them are a paladin using a ranged weapon since it goes against most lawful good codes of ethics, and the logistics of a dwarf using anything but a short bow, 4' or less. The ruleset I've seen in the books and saw demonstrated in D&D Online looked to allow any combination whatsoever including the magic constructs being allowed to be a paladin. What faith could a contruct have as a source of divine power? His maker, a mortal?

      I think DDO will be, as the NYT article stated, "a moderate success." They'll get as many subscribers as UO or SWG did, then they'll do a major botch up of the engine or classes or quests that will alienate their established playerbase. I think the producers are relying too heavily on the D&D name and did not put enough effort in making a top-notch game that can compete with the current king of the hill, WoW.

    4. Re:D&D Online a disappointment? by Anonymous Coward · · Score: 0

      What faith could a contruct have as a source of divine power? His maker, a mortal?

      Yes. In the same way that an organic being is restricted to worshiping its parents.

    5. Re:D&D Online a disappointment? by wgaryhas · · Score: 1

      How exactly is a ranged weapon against a LG code of ethics?

      --
      "For every complex problem, there is a solution that is simple, neat, and wrong." - H.L. Mencken
    6. Re:D&D Online a disappointment? by Avatar8 · · Score: 1

      I may be pulling from some old D&D books or some old chivalric codes, but attacking an opponent without being able to see their face is dishonorable. I cannot remember exactly where I learned it, but it stuck with me.

    7. Re:D&D Online a disappointment? by Anonymous Coward · · Score: 0

      The original 1970s "paladin" class had a required code of fairness. He couldn't attack people from surprise, couldn't use weapons against someone unarmed, had to dismount if his opponent was on the ground, and especially couldn't use a ranged weapon (sign of cowardice) unless the target was unreachable and using it's own long-range attacks. For that reason, he had a -2 unproficient penalty with bows and (non-lance) polearms.

  6. Oh boy! by eyepeepackets · · Score: 1

    squeaky kid voice: "And I was like, so into it, ya know? We pwned that baby dragon like it was your little brother, hehehe. LOL"

    seasoned adventurer voice: "Are you supposed to say LOL or just laugh?"

    squeaky kid voice: "Huh?"

    seasoned adventurer voice: "Here, drink this swirly potion, it'll fix that voice problem you have."

    squeaky kid voice: "'Kay."

    seasoned adventurer voice: "Bye now, have a nice day."

    squeaky kid voice: *gulp* "Wha..Aiiieeeeee......." (squishy sound)

    Any chance there will be a way to weed out the, um, weeds? Otherwise, I'll have to say no. Unless, PK is allowed, in which case the weeds have a purpose in the game.

    Cheers.

    --
    Everything in the Universe sucks: It's the law!
    1. Re:Oh boy! by Osmosis_Garett · · Score: 1

      No PvP, which is the primary reason I wont be picking up this title. From many of the (veiled in NDA) comments I've read and been told, D&D Online offers nothing new to the genre and is basically a hack and slash RPG and could have easily been a singleplayer game.

    2. Re:Oh boy! by Anonymous Coward · · Score: 0

      thanks for the great suggestion, i will give that a try right now

      are you a shill?

    3. Re:Oh boy! by Ucidalin · · Score: 1

      I tryed a friend's Beta of D&D Online. I agree it seams just like a single player game ported over to to a want'a-be MMORPG. This concept might have worked before EQ, DAoC or WoW.
      I am guessing Turbine thought playing by the on D&D rules would keep the new people that don't role-play away. It doesn't. All I seen in there was 25% hard-core D&Drs and 75% want'a-be's talking like they would IRL.
      Seamed funny after playing the game with all the non-RPGers that the beta selection was not too good, since a veteran role-player like myself never made the beta cut.
      I think most of the hardcore players are use to controlled instances like Neverwinter Nights or select groups of P&Ps.
      Many, like myself, had given up on a real D&D game and have moved through EQ, DAoC and WoW and could never have the patience of this game.

      --
      A woodchuck would chuck as much wood as a woodchuck could chuck if a woodchuck COULD chuck wood.
  7. A game of its own, or a pen-and-paper sim? by Andrew+Lenahan · · Score: 1

    D&D online is of course far from being the dirst D&D-based computer game, nor is it the first to try to stick close to the source material as a pen-and-paper game. Remember Neverwinter Nights?

    What's always been missing, though, is the truly freeform experience that a pen-and-paper game provides. When being chased by enemies, can you knock over a crate of apples to trip them up? When fighting an enemy on a bridge, can you grab them and chuck them off the side? Can you pay an assassin to get rid of a troublesome bad guy? Can you choose to spare the bad guy's life if he helps you overthrow the reigning king? Can you seduce, marry, and then murder an NPC so as to inherit their land or an important item?

    Maybe a few games have tried things like the above on a limited basis, but the point is that computer gaming and pen-and-paper will always be two wholly different things. It doesn't seem to me that either type of gaming is well-served when one tries to emulate the other.

    --
    Andrew Lenahan http://www.starblind.com/
    1. Re:A game of its own, or a pen-and-paper sim? by Dachannien · · Score: 1

      Remember Neverwinter Nights?

      Remember Pool of Radiance? (And no, I'm not talking about that hideous bastard child from Ubisoft.)

    2. Re:A game of its own, or a pen-and-paper sim? by bahwi · · Score: 1

      Damn straight. Although it doesn't try to emulate the pen and paper, it just borrows a lot of the rules.

      Voila, you know what's going on. Want to see what you get next level? That's as easy as opening up the Players Handbook 3.5.

      I played DDO on Fri when it came out, then D&D on Sat, DDO on Sun, and a few hours during lunch.

      The rules are the same, it's easy to follow, and quite fun. Both have their advantages. Can you get your normal group together during lunch for a quick 45 minutes of play? Can you get your normal group together every night of the week for just an hour or two of play? Yeah, plausible, but probably not possible(excluding college students). Can you make it through a large dungeon in just a few hours?

      Yeah, both have their advantages, and I'm not giving up on either. It's in Ebberon which is cool because I haven't played it. I wanna check out Kingdoms of Kalamar though.

    3. Re:A game of its own, or a pen-and-paper sim? by servognome · · Score: 1

      Maybe a few games have tried things like the above on a limited basis, but the point is that computer gaming and pen-and-paper will always be two wholly different things. It doesn't seem to me that either type of gaming is well-served when one tries to emulate the other.

      Good point. Just as the media affects storytelling (eg books vs movies), different media are conducive to different play styles.
      Online lets you enjoy the thrill of complex battles and consistant pacing, at the cost of freedom. P&P offers freedom, but pacing can be lost as large battles or unexpected choices bog down the game.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    4. Re:A game of its own, or a pen-and-paper sim? by ScottyH · · Score: 1

      What's always been missing, though, is the truly freeform experience that a pen-and-paper game provides. When being chased by enemies, can you knock over a crate of apples to trip them up? When fighting an enemy on a bridge, can you grab them and chuck them off the side? Can you pay an assassin to get rid of a troublesome bad guy? Can you choose to spare the bad guy's life if he helps you overthrow the reigning king? Can you seduce, marry, and then murder an NPC so as to inherit their land or an important item?

      I feel that Baldur's Gate II did a good job of capturing some of these ideas. It was obviously not as fluid as the situations you describe, but you did feel as if you were doing more than just killing monsters in dungeons. There were so many choices. So much to do.

      I would really like to see an MORPG where one person can play as GM, constantly throwing interesting situations at the players, but it might not be technically feasible at the moment without having things feeling cookie cutter.

    5. Re:A game of its own, or a pen-and-paper sim? by Sathias · · Score: 1

      Remember Neverwinter Nights?

      Remember it? It's still going strong, nearly 4 years after release (IIRC). There is still plenty of servers floating around even with the likes of WoW here in great force. The main reasons I can think of is a) a lot of people are against pay-to-play games, and b) NWN has so much scope for customisation, in regards to both the look of your character and also your character "build" when compared to the MMORPG games.

      --
      Blessed are the 1337, for they shall pwn the earth.
    6. Re:A game of its own, or a pen-and-paper sim? by HaydnH · · Score: 1

      Good point - I remember playing D&D when I was young and the party reached a moat, the wizard in our group decided to turn me (a stupid warrior) in to a fish to check if the moat was acidic or not... needless to say I failed the saving throw, got thrown in the moat and got burned.

      --
      Time is an illusion. Lunchtime doubly so. - Douglas Adams
  8. The lowdown by Etone · · Score: 1

    No PvP.
    Ten levels.
    Forced grouping.
    No exploration.
    Everything's instanced.

    The Everquest fans that haven't moved on to EQ2 will have a field day. Not sure who else this game is for, exactly.

    1. Re:The lowdown by WickedClean · · Score: 1

      My thoughts exactly. Don't forget the monthly fees on top of that.

      I don't see any reason to play this game. Especially since I've got a group of real people that play the real deal at least twice a month.

      --
      ...All I can say is that my life is pretty strange...
    2. Re:The lowdown by SydShamino · · Score: 1

      I think the EQ fans that still play the original game do so mostly for raiding, moving through the content they haven't yet finished.

      I would be incredibly surprised if any of them wanted to go back to level one in a game based on a pen & paper RPG that few of them ever played.

      I think D&DO will mostly draw younger (age 10-15) MMORPG players, which I consider a good thing for all other MMORPG players in all other games.

      --
      It doesn't hurt to be nice.
    3. Re:The lowdown by Anonymous Coward · · Score: 0

      I think D&DO will mostly draw younger (age 10-15) MMORPG players

      Without PvP? I think they'll have to get by with adult players instead.

    4. Re:The lowdown by C0rinthian · · Score: 1
      Ten levels.
      I keep seeing this mentioned, and I can't figure out why this is a determining factor in anything.

      "But, EverQuest has 65 levels!"

      So? The pace of those levels and the content available is all that matters. If there is equal content in DDO's 10 levels as there is in 65 levels of EQ, then it ceases to be an issue.
    5. Re:The lowdown by Babillon · · Score: 1

      Have fun playing D&D by yourself. Let me know when it gets published.

    6. Re:The lowdown by AlexMax2742 · · Score: 1
      Are you kidding me? Lack of exploration and instanced dungeons are the LAST thing an ex-everquest player wants to see.

      The only thing that I can think that this game might remotely appeal to are those who like the PvE part of Guild Wars. But Guild Wars has no monthly fee, has awesome PvP as well, and much better charactor creation. And halfway decent bots for when you can't find anyone to group with (or are short a monk or whatever).

      Then again, Guild Wars isn't D&D, but Neverwinter Nights is, and it features player created worlds and campaigns, along with MMO-style running login servers.

      --
      I'm the guy with the unpopular opinion
    7. Re:The lowdown by Anonymous Coward · · Score: 0

      EQ has PvP, and even on the PvE servers (where I'm from) dueling is common, there used to be guild wars too, which would put whole guilds into pvp with one another until either or both leaders ceased the wars.

      EQ has 70 levels, about 2500 alternate levels depending on your class as well, and as for the argument that it has comparable content in DDO's 10 levels. No. I played EQ for 6 years and didn't see it all, I was a beta tester for DDO from beta 3-pre-order it's like comparing pong and morrowind, if you've played both of them, you know anyone making the comparison hasn't played either.

      Grouping isn't forced, nor was it forced in EQ, I soloed all the time in EQ, and I can solo in DDO, where DDO then goes off is that soloing doesn't get you nearly the xp grouping would in the same time, where as in EQ, it was potentially faster for some classes or calibre of players to solo than group.

      No exploration, that's because DDO shouldn't really be thought of as an MMO, it's more like an online RPG you play with 6 people in a series of maps/quests/scenarios/dungeons and instead of having a server select screen to choose which group you would join, you have a city to wander around in with your LFG tag up. The moment I stopped thinking of DDO as an MMO is the moment I actually started respecting it a little.

      Everything is instanced, instancing sucks for most things I would say, in DDO however, it would be stuipd to not have it instanced (though there is a bug in some dungeons where you can zone into other groups instances) because of the nature of the story, your group decends into a dungeon with a purpose, it'd suck to have it like EQ, where you might do that, and get all the way to your goal, and find out some other group is farming/camping it.

      As for all us EQ players, I don't think anyone of us plans on going to DDO as an EQ supplement, again it'd be like supplementing crack with back waxes, you'd have to be at least borderline crazy to even think it up. Some of the population that left EQ is in WoW, good riddance (not being prejudice, 60 hunter, 40 warrior, still don't like the game after however long I played) however most of us are looking to Sigil for our next world to drop the facade of humanity and go back to being elves/dwarves etc, Vanguard (created by much the same people who originally made EQ before SOE fubar'd it) is going to own the living daylights out of all these nooblette MMOs (WoW, EQ II, DDO, whatever other crap isn't even worth mentioning as crap).

    8. Re:The lowdown by chrish · · Score: 1

      You left out "Realtime Combat Clickfest" and their somewhat random implementation of the 3rd edition rulesets. I tried it during the stress test and figured it would be a much better idea to wait and see how Neverwinter Nights 2 turns out.

      --
      - chrish
    9. Re:The lowdown by SydShamino · · Score: 1

      Then I think they'll get by with no players.

      From what I hear about the combat system, that would be my first expectation anyway.

      --
      It doesn't hurt to be nice.
  9. Didn't read reviews before writing an article? by GoNINzo · · Score: 1
    This is such a fluff piece that I'm surprised it didn't float away. The writer obviously didn't even try to find a review of the game before going to press. The game is almost the opposite of a real PnP (Pen and paper) adventure.

    In the PnP, you have wide flexibility in what you can do, limited only by your GM. In the MMO, you have a limited number of 'dungeons' that you can run, which only seem to involve going into someplace and killing monsters to get stuff. If you ran any of these dungeons, you know they reduce into 'warning, trap, kill that guy, this way' said over and over and over again, but that's about it.

    In the PnP, role playing is encouraged, you interact with people, you are forced to come up with solutions to social situations. (which is very hard for the usual anti social RPGer!) In the MMO, you click the first answer over and over again until it stops prompting you. There is very little varability and because you end up having to do missions multiple times, it's very 'non' RPG. Even when you enter an inn and are talking with strangers, it's usually 'Level 2 Cleric, LFG'.

    In the PnP, you can get by without a cleric and a theif. Your GM usually modifies things so it's doable, or adds and NPC to come along and help out. In the MMO, you *MUST* have one or the other, or you will have a rather short run due to accident or lack of healing. If they had just added NPC helpers, this problem would have been mitigated.

    The only thing the MMO does have is the rule set, in painful detail, which is quite good in reality. However, everything else about it is bad for an MMO. The interface is horrible, the monsters have little AI, there is limited content in place, you run the same things over and over... Players are instanced to death, and even then it's laggy with just a few people in one place. Were this released in the days of EQ or AO or UO, it would have done pretty well. But in the days of ever-present World of Warcraft, or the beautiful Guild Wars, or the player-driven Eve Online, I just don't see how it can compete.

    The only thing it has going for it is nostalgia, and people already know the rules way too well.

    --
    Gonzo Granzeau
    "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
    1. Re:Didn't read reviews before writing an article? by garylian · · Score: 1

      Actually, the mob AI is really pretty damn good in DDO.

      The mobs will attempt to evade your attacks. Mobs that cast will regularily hop backwards to create casting space. They select spells that are much to your detrement. The sometimes climb up on things to make reaching them harder, especially casters or archers.

      This isn't EQ/EQII/WoW/CoH-V/DAoC (shall I go on???) or any of those other games where the mob stands in place and you beat on it. Their AI isn't limited to "kill the mob that is doing the most damage/healing aggro."

      Sure, sometimes their AI pathing isn't the best, and they will make dumb decisions. Most notable is the penchant for throwing items at you where the natural arc required causes the projectile to hit the ceiling before it reaches you. Or the fact that they will walk into some traps. But that's really the only complaints I've had.

      The low level caster mobs hitting people with Fear, rendering them unable to attack or heal. When you reach some of the tougher dungeons, and the Arcane Blackbone skeletons start throwing Cloudkill around, with it's LONG duration and penchant for instantly killing toons under lvl 6, it's impressive. When the group decides to take on a Hard level 2 quest and has half the party members end up Cursed (800gp for a potion, or a lvl 5 cleric to cast Remove Curse, or dying to remove) it is effective. The mobs that throw fireball at the bunched up party. The casters that hit you with Enfeeblement and render you nearly immobile. The Wight Clerics buffing itself as soon as it sees the party. Hold Person used liberally.

      In a nutshell, most of the caster mobs have great AI. Better than I have ever seen in a MMO.

      No, mob AI is a ton better than I have seen is most MMOs. There are other problems DDO will have, mostly related to lack of content. Mob AI won't be one of the problems, though.

      We won't even begin to discuss how hard Beholders are to go after. Ugh!

    2. Re:Didn't read reviews before writing an article? by jrc1000 · · Score: 1

      Actually, I think it might do very well in the beginning. Longevity though is going to be based on how well they can add in new content. I very much agree with you in that they have the rules down pretty well. That being said, they are doing the exact same thing as the PnP game does, giving you the basic rules and making them work well. In the PnP game, you take those rules and do whatever you want with them. In DDO, they are presenting you the material. Now that they have the rules down, if they can produce new material, that's fun to play, I think the game will last a long time. This game is built for those people that want to go through an adventure, rather than the traditional carrot and stick approach of getting to the next level or area, or killing this mob for the cool armor/sword/whatever. The key to this game, exactly like the PnP game, is how well of a story the DM tells. If Turbine (makers of the game) turns out to be a good DM, then I think the game is going to go very well. There is 30 years of D&D out there, that they can convert into the game. This gives them a huge pool of things to pull from. Hopefully they do it well. Will it have WoW numbers? No, I don't think it will unless they can really generate a lot of content very quickly. There are just too many power players that will be able to eat through the current content in a month or two, and then become bored. Those more concerned about journey, rather than the destination, will enjoy the game. For how long they enjoy it, as with any PnP game, all depends on how good the DM turns out to be.

    3. Re:Didn't read reviews before writing an article? by GoNINzo · · Score: 1
      I don't expect much from the AI from an MMO, but you'd think it'd be easy in this case. Take down the cleric, and the party dies. They didn't seem to have any threat system that involved healing. I could cast as much as I wanted, and nothing would ever decide to take me down. Casting was even worse because it was almost random who it would cast at, with random spells as well. The darkness spell that kobold shaman could cast was a rare occurance really, and even then, it was unpredictable. Luckily, everything else was really predictable, except when it came to pathing. heh

      In a PnP game, the DM could modify the monster's play style to fit the adventurers, in here it's very algorthym based. I just expect a bit more from my AI now, I guess. Like GW has a pretty interesting method of picking who to attack, and it is actually pretty effective sometimes at picking off adventurers.

      Anyway, I think the best sign of bad AI was the time someone cast stinking cloud, and we got the monsters to run through it like 3 times in a row. You know, good times.

      --
      Gonzo Granzeau
      "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
  10. Seems kinda pointless to me. by Anonymous Coward · · Score: 0

    The things that make D&D attractive are exactly the things that cannot be recaptured in a video game. I'd rather just stick with OpenRPG and the normal pen and paper D&D.

    The new D&D online just looks like Guild Wars to me. If I wanted to play Guild Wars, I'd have been doing that already.

    If only OpenRPG didn't crash so much when you run it on macs...

    1. Re:Seems kinda pointless to me. by Iffy+Bonzoolie · · Score: 1
      If only OpenRPG didn't crash so much when you run it on macs...
      Ok, I have to plug Gametable. http://gametable.galactanet.com/ It's somewhat more stripped-down than something like OpenRPG and many others. But, I think it's got a low cost to learn and is pretty stable on Mac/PC. Of course, I'm one of the devs on it, so don't listen to me - just try it out.

      -If
      --
      Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
    2. Re:Seems kinda pointless to me. by Anonymous Coward · · Score: 0

      Looks pretty cool, thanks for the link :)

  11. Damn by DurendalMac · · Score: 1

    I thought this was going to be about BDSM.

    1. Re:Damn by WillAffleckUW · · Score: 1

      I thought this was going to be about BDSM.

      That's the Japanese version.

      --
      -- Tigger warning: This post may contain tiggers! --
  12. Ouch! Freudian slip... by Anonymous Coward · · Score: 0

    "One of the hardest things about pen-and-paper games is that you have to actually get people together -- 'Hey, can you come over on Thursday night? No? How about Saturday afternoon?' " said David Eckelberry, one of D&D Online's lead designers. "It was a lot easier to do that when we were younger, but it's harder to find time with your friends as we get older and get lives and jobs and families. With the computer, the game world is always waiting for you, so you can play when you want."

    This is just an outrageous insult. I'm so mad I'm tempted to shoot him with my +2 composite longbow of indignation.

  13. Usual marketing by Over00 · · Score: 1

    "Thanks for reading our uninformative marketing press article. Back to your regular schedule."

    --
    yeah! Let's argue on the Internet...
  14. Other apps that do the same thing, better by jiawen · · Score: 1
    This is not a new idea. There are a ton of different apps out there that do the same thing, better:
    1. Re:Other apps that do the same thing, better by RogueOne · · Score: 1
      NWN: Neverwinter Nights is, IMHO, the current benchmark for an online D&D implementation, has a version for Windoze/Linux/Apple too
      • Pros:
        • You can design your own worlds
        • You can add to the set of functionality provided
        • You are encouraged to infact
        • PvP
        • Lvl 40 cap
        • No monthly subscription fees
        • DM Client
      • Cons:
        • 3.0 ruleset
        • typical CRPG limitations
        • Rather hard to build worlds/areas/encounters unless you know what you are doing
      On the whole though it is a great product.
      Oh and there are soooo many free to play servers that it's not funny, it can just be a little hard to find a good role playing server hint: try http://avlis.org/ ;o)
    2. Re:Other apps that do the same thing, better by jiawen · · Score: 1

      The programs I listed are not CRPGs. They are computer-assisted RPGs: chat-based RPGs where multiple real people interact in real time to play a real RPG. CRPGs like NWN are cool, but their flexibility is limited (you get a limited number of choices in any given situation, for example in NPC interaction, unlike in an RPG where anything is possible), and there aren't actual other people involved. Computer-assisted RPG programs like the ones I linked to are basically the same as real, face-to-face RPGs -- they only lack the facial expressions and other advantages of direct face-to-face conversation.

    3. Re:Other apps that do the same thing, better by Zorikin · · Score: 1

      NWN has a "DM client", so it can certainly serve as a computer-assisted RPG as well.

  15. It's like a virtual basement in your house by WillAffleckUW · · Score: 1

    For those too lazy from eating pork rinds from 10 am Saturday morning until 2 am Sunday morning playing it FTF to bother actually getting on the bus or their bike to go play it next week.

    Wow.

    Plus, you don't have to pick up after your friends who leave all their dirty socks, pizza boxes, and scribbled on pieces of paper all over the basement that your mom gets on your case for, and you can press mute when your mom yells at you to finish your chores.

    Bonus: if you talk in a really deep voice, noone will know you're not a wise elf lord with really cool hair but are really a skinny kid with broken glasses and a bad case of acne who is too shy to get a girlfriend even though his best friend who's a girl is secretly waiting for him to ask her to the school dance if he'd just stop boring her talking about AD&D for just a second.

    --
    -- Tigger warning: This post may contain tiggers! --
    1. Re:It's like a virtual basement in your house by SetupWeasel · · Score: 1

      AD&D? I take Ritalin for that.

    2. Re:It's like a virtual basement in your house by Anonymous Coward · · Score: 0

      sounds like someone's in denial about a painful childhood ;)

  16. GO NORTH by Doc+Ruby · · Score: 1

    GIVE SWORD TO TROLL

    --

    --
    make install -not war

    1. Re:GO NORTH by hyfe · · Score: 1

      Twin Kingdom Valley!

      --
      "" How about taking the safety labels off everything, and let the stupidity-problem solve itself? """
  17. Nothing like Pen and Paper by vendris · · Score: 1

    Since the end user of DDO has absolutely *no* control over the content of the game whatsoever, making comparisons between it and actually playing AD&D is ridiculous.

    1. Re:Nothing like Pen and Paper by typidemon · · Score: 1

      AD&D is the old, poorly designed rulset created by TSR. D&D (3.5 ed) is the new edition created by Wizards of the Coast. The D&D ruleset is also what they used as a baseline.

  18. This game is utter garbage by Anonymous Coward · · Score: 0

    I was in the Beta. It's probably one of the biggest computer game disappointments I've seen in a long long time.

        They totally abandoned any semblance of the 3.0/3.5 d20 system (or really any pnp D&D system). They modified everything: Abolished the combat round (real time variation or otherwise), changed power levels of all the spells and monsters from the core game, got rid of concepts like attacks of opportunity. They changed level ups, hit points, armor class values. Everything is "modified in the interest of game balance."

        They basically took the Players Handbook cut about 5 pages out of the 200+ page manual, and then built their own game from that.

        This thing is basically Dungeons and Dragons in name only. It's essentially Counterstrike with swords (all combat is real time), but with horrible graphics and an unusable user interface and a terrible quest engine.

        Seriously, Turbine would have been better off just buying the Neverwinter Nights engine and building the game from that, it would have been far superior in terms of usability and overall gameplay.

        People might say that "not everything translates well from Pen and Paper". This is very true, but as Neverwinter Nights illustrated you can make an excellent rendition of a Dungeons and Dragons computer game and make it *feel* like real D&D. Hell I would have even settled for an updated online version of the old SSI gold box games.

        This game does not do that. It's not even close. If you want to make yet another MMOG in a fantasy setting go right ahead but please don't abuse the Dungeons and Dragons license just so you can move sales.

        I've been waiting 10 years (ever since Ultima Online came out) for this MMOG and it is a collossal disappointment.

        I've tried almost every mmog that's been released since UO. I've been playing D&D for 20 years. I won't be buying this game. I hope Turbine realizes how badly they screwed up that even I won't be bothering with this.

  19. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  20. are there real dm's? by cyberbian · · Score: 1

    by building voice-chat software into the game so players can speak with one another using a microphone plugged into their computer

    I've had DMs kill an entire party for making too much noise (arguing) and attracting wandering beasties with the noise... and then penalize us with - die roll modifiers with the surprise attack... Remember, it's not really 'Role' playing if you're not playing your role.

    --
    if I claimed I was emperor just because some watery tart lobbed a scimitar at me they'd put me away!
  21. Typical Turbine by pigs,3different1s · · Score: 1

    Unfortunately, in my book, Turbine is synonymous with faux pas. The first one's that come to mind is letting M$ distribute Asheron's Call, making it part of M$'s Gaming Zone, and licensing the developmental reigns to M$ for waaaaaaay too long.

    Then of course there was the release of Asheron's Call 2, which we're told is a completely different game then Asheron's Call, and is not meant to compete with it for customers. Nevermind the fact that the game never contained the features mentioned on it's box, web-site, and advertisements. It didn't compare to AC for playability, and it folded shortly after the release of it's most recent expansion pack. <Insert class-action lawsuit here>

    Here we are now, with Turbine regaining control of AC, breaking it away from the Zone, over-promising and under-delivering on it's own recent expansion pack, and for what? Tiny, meaningless, monthly "content" updates, that are really just a grind to an anticlimatic ending for your six-years-in-the-making toon.

    ...but I'm not bitter.

    --
    "Put your message in a modem, and throw it into the cyber-sea." - Rush
  22. Change the world? by Anonymous Coward · · Score: 0

    The big thing missing from (most) online RPGs is the ability to have your actions influence the course of history. Sure there are story arcs to some, but everyone is playing the same story. You're not going to be able to challenge pencil and paper games until you can wander through the ruins of a keep or a capital where last year's campaign failed.

  23. Alternative D&D Online Programs by jhughes · · Score: 2, Informative

    My friends and I hoped that DDO would allow us to relive our D&D pen and paper days, but as others mentioned, DDO falls far short of that. We did however search the net and found a couple of programs that did a better job of it.

    My personal favorite is Fantasy Grounds (http://www.fantasygrounds.com/, which mimics a table top with dice and such. There's no real automation in it, but if you know XML you can customize the rulesets and such.

    There are a few others, Klooge (http://www.kloogeinc.com/) is a bit more complex, but you can tweak the heck out of it if you know what you're doing. OpenRPG (http://www.openrpg.com/) is another one.

    To each their own, but these programs (combined with voice comms) can really help ya relive the tabletop experience if your friends are long distance like mine.

    H

    1. Re:Alternative D&D Online Programs by Iffy+Bonzoolie · · Score: 1

      Ahem. *coudon't forget gametablegh*

      -If

      --
      Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
    2. Re:Alternative D&D Online Programs by 3.09+a+hour · · Score: 1

      Or you could.... you know.. just play regular DnD online (www.dndonlinegames)(www.wizards.com) play the game for real, and have better thought out combat and roleplaying to boot. ( on second thought, maybe i wont post that i smack that waif on the bum as she walks by)

      --
      Like the saying goes, never underestimate the bandwidth of a station wagon full of tapes. -Pyrotic
  24. No content by ejoosten · · Score: 1

    I've played the beta for 2 weeks @ 4 hours/day (IAABT). DDO looks great and is well made but I can't recommend it because of an utter lack of content. After the beta I had a level 7 and level 6 toon, having played every dungeon to boredom. Hard core players maxed out their first character in less than 2 weeks.

    During the last week of the beta the hardest part in starting a party was deciding what to do: noone cared anymore which dungeon to go to.

    You may want to read the beta reviews at http://www.mmorpg.com/gamelist.cfm/setView/hype/ga meID/163 before spending time and money on this dud.

    I'm very disappointed.

  25. One word... Cedega by Foofoobar · · Score: 1

    I already play City of Heroes and Halflife 2 on my Linux box via Cedega. You can purchase the updates to it cheap or just compile it yourself. Some games have bugs but most games play perfect.

    --
    This is my sig. There are many like it but this one is mine.
    1. Re:One word... Cedega by temojen · · Score: 1

      Cedega doesn't work so well on a PowerPC Mac.

    2. Re:One word... Cedega by Foofoobar · · Score: 1

      True... but at least it's not Windows.

      Hell that should be the slogan for Mac and Linux.

      --
      This is my sig. There are many like it but this one is mine.
    3. Re:One word... Cedega by Anonymous Coward · · Score: 0

      D&D Online is built on the Microsoft .NET framework. Cedega doesn't support .NET, so you can't play.

    4. Re:One word... Cedega by Foofoobar · · Score: 1

      Hmmm... I wonder how much. Because MONO might be able to supplement it. This sounds like I'm going to have to do some research. :)

      --
      This is my sig. There are many like it but this one is mine.
  26. I have to disagree with most of you... by wilgibson · · Score: 1

    So far I've enjoyed DDO. And I know a lot of you are disappointed with it,but I went into the game not looking for a PnP in MMO form but something that isn't WoW. I played WoW for half a year. I had a level 60 orc lock and a 40 something troll theif. I never liked the raids. I would rather be forced to play with 5 other people(11 others if it is a raid party) than to have to deal with 40 people.

    So far I haven't ran into any whiny kids on the voice chat, or immature 1337 speakers! My guild is doing quite well, and all of them I've partied with so far have been mature about every quest. The built voice chat is something that other MMOs need to start doing.

    I know it isn't much, but I've had a good experience with the game. I was never into endless grinds or racing to get some amazing set of equipment so I could be the same as everyone else. On the same note I wasn't expecting the D&D PnP experience from the game. I got what I believe is a pretty engaging game, if you have the right people to play with.

    1. Re:I have to disagree with most of you... by Sage+Gaspar · · Score: 1

      I liked it a lot for the same reason, but the siren's song of EQ2's Kingdom of Sky pulled me back :P

      DDO is amazing for the casual player. It's also a ton of fun to play, because positioning and such matters. There's something to be said for a dungeon crawl where all you have is six players and you don't automatically recover mana.

      I think I'm going to come back to it later after I binge on Kingdom of Sky for a month or three.

  27. Modern D&D makes me feel old by east+coast · · Score: 1

    D20... I just don't feel as good about it as I did when I use to sit with my old AD&D books. Does anyone else feel that Wizards have destroyed something that was once good? How can the MMORPG be any better? I think I'll just be sticking with EQ2.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
    1. Re:Modern D&D makes me feel old by queenb**ch · · Score: 1

      It depends on the DM. I've played with some that sucked and some that didn't. This might end up being a good thing. If you live in an area where there's not a good DM, you'd be able to get on line and find one.

      I've been playing NWN for ages and we've got a really good DM. I don't really see what the difference is. Done well it could work. Done poorly and it could suck. Just like anything else.

      Just because you can remember when Moses was in short pants doesn't make you old. It just means you've had a lot of birthdays. Refusing to retain a flexible and adaptable mind makes you old. There is something in truly "old" people that I liken to hardening of the arteries, only it's a hardening of the brain. You have these preconceived notions of how the world must work in order to be "right" and anything else is just wrong.

      At least try it before you say it sucks.

      2 cents,

      Queen B

      --
      HDGary secures my bank :/
    2. Re:Modern D&D makes me feel old by typidemon · · Score: 1

      The new system seems to be designed, unlike the AD&D system. AD&D seems to be 75 different thoughs all smushed into one game and never really fleshed out. Then again, I haven't purchased anything after 3rd edition.

    3. Re:Modern D&D makes me feel old by Sigma+7 · · Score: 1
      D20... I just don't feel as good about it as I did when I use to sit with my old AD&D books.


      For reference, I have a copy of D&D first edition.

      The rules in that game were barely designed - all too often, you have characters that get insta-killed because they only have one hitpoint. Not only that, but once you pick a character class, there is no further variation.

      In a way, the same applies to AD&D. Although it was at least better since character flexibility was improved with dual classes (a cheap hack) and multi-classing. However, there is usually little reason to switch classes, and you couldn't become a ultra-powerful multiclasser because of a hard limitation.

      I haven't played third edition, but it doesn't feel killed under any circumstance. In fact, TSR was doing a better job at trashing the game with attempts to enforce copyright on fireball damage tables.

    4. Re:Modern D&D makes me feel old by east+coast · · Score: 1

      At least try it before you say it sucks.

      I've been playing 3rd edition on a regular basis for about 3 years now.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    5. Re:Modern D&D makes me feel old by Stroman+Rebar · · Score: 1
      I played D&D, AD&D, and 2nd Ed AD&D (as well as other systems) back in "the day" and had a great time doing it. We used the rules to add structure to the stories we told and to conduct the battles we fought within those stories. If there was a rule that we didn't like as a group, it got changed or discarded. If new rules were needed, we added them. We had a lot of good times.

      Now we use DnD 3.5 (with a couple of house rules) and I have to say the mechanics are better in almost every way. The core rules are elegant and allow for almost infinite variations in character construction. We use the new rules to give structure to the story and to conduct our battles. We have a good time.

      All that said, DnD 3.5 is a different game with a different flavor that some don't like as well. IMHO, the reason why some are unable to accept changes has far less to do with the old rules being superior, and a lot more to do with people being unable to tap into what made it fun for them in the first place, i.e. the problem isn't with the changes in the game, it's the changes within the player. They are getting old. They are getting crotchety. They remember everything as being more fun, so what came before must have been superior. That and a certain percentage of gamers are fan-boy asshats who must disparage everything not "true to the original vision". Not everyone is like that, but I am sure you can think of some gamers that you know that fit that description.

      So, in summary: Try it. You might like it. It's just like in the old days: If you have a good group and a good DM, you will have a good time. And failing that, there are worse ways to spend a few afternoons on the weekend than hanging around with your buddies eating cheetos and drinking too much soda.

      If you can't get together with your buddies anymore, try making some new ones. Check out the Living Greyhawk Campaign. Chances are there are gamedays forming nearby. The quality of the players is, on average, a lot higher then you will find in a pick-up game at your comic store, and the stories tie a huge number of players together. http://www.wizards.com/default.asp?x=lg/welcome

    6. Re:Modern D&D makes me feel old by frankie · · Score: 1

      As a fellow old-school RPGer (mid-1970s) I have to ask, what do you say is wrong with DND3 relative to its ancestors?

      Personally I think DND in general has some major problems(*), but D20/DND3 is a gazillion times better thought-out than any of DND, BDND, ADND, XDND, or ADND2.

      (*) = AC & HP are wrong in their entirety, spell memorization by level is annoying, class feature progression is too rigid, etc.

    7. Re:Modern D&D makes me feel old by Monkey · · Score: 1

      I've also played every iteration of D&D since the early 80's and I have to say the d20 system is by far the best evolution of the game to date. To me, a good system is one where the game mechanics are consistent and streamlined enough that I only have to look something up in the book if its complicated or used infrequently (like grapple rules, arg!). This keeps pacing of the game steady and allows us to concentrate on having fun and playing rather than wrestling with the rules and tables. This was particularly poignant when we tried playing Hackmaster for a couple sessions a few weeks ago. Pretty much every swing of a weapon resulted in the GM having to look up stuff in a table to tell us the outcome.

      WoTC also gives away a shitload of their d20 content for free (as in speech) under their Open Gaming License allowing a large number of other companies to create products for the system.

      Overall I think that Wizards has done an excellent job of taking a product that was languishing under TSR's mismanagement and turning it into something that has help grow the RPG industry in a way that hasn't been seen since the 80's.

    8. Re:Modern D&D makes me feel old by Bishop · · Score: 1

      I have played, and still have the books of, D&D Basic to Master, AD&D 1, 2, and 3. D20 is the best D&D system. The base D20 mechanics are consistent with few special cases or weird rules. More importantly the D20 system is easily extensible. My group's house rules were easily ported over.

  28. I cast magic missle! by Strell · · Score: 1

    ....I'm attacking the darkness!

    --
    I'm not scared of anonymous cowards.
  29. neverwinter nights. by timerider · · Score: 1

    'nuff said.

  30. Necromancers POV by ultranova · · Score: 3, Funny

    But these days, aspiring wizards, druids and paladins are more likely to click and type their way through the evil necromancer's tower rather than huddle around a table casting spells between grabbing bites of pizza.

    But suppose I'm an aspiring necromancer working towards lichdom ? Can I reanimate the remains of these intruders of my home once I've dealt with them ? And if so, what happens if they respawn and try again - or does this game actually have a permanent death system ?

    Really, why do necromancers take such bad PR all the time ? Using zombies and skeletons as workforce is perfectly logical and hurts no one - their souls have long since departed, after all. Would that "noble" paladin rather have me using slave labor ?

    And what does the tree-hugging hippy care - I'm not hurting any trees or small (or even large) animals, am I ? Undead are perfectly natural, or does he perhaps think that every skeleton roaming some long-forgotten tomb was rised by a necromancer ? "Nature" - bah ! Druids only accept part of nature, and declare everything else "unnatural", while using their own utterly unnatural powers without remorse - or do you think that it's natural for a human being to become a squirrel at will ?

    Hmmph. It's all baseless propaganda, malicious wrongfull accusations. They are all just jealous of the fact that if they get a tiny hole in their body they die, while if I get my head hacked off I'll simply pick it up and reattach it. It is pure bone envy, I tell you !

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    1. Re:Necromancers POV by servognome · · Score: 1

      Really, why do necromancers take such bad PR all the time ? Using zombies and skeletons as workforce is perfectly logical and hurts no one - their souls have long since departed, after all. Would that "noble" paladin rather have me using slave labor ?

      Bah, Necromancers are the CEOs of D&D. Outsourcing mindless killing jobs which could have gone to hard working gnomes.

      And what does the tree-hugging hippy care - I'm not hurting any trees or small (or even large) animals, am I ? Undead are perfectly natural, or does he perhaps think that every skeleton roaming some long-forgotten tomb was rised by a necromancer ? "Nature" - bah ! Druids only accept part of nature, and declare everything else "unnatural", while using their own utterly unnatural powers without remorse - or do you think that it's natural for a human being to become a squirrel at will ?

      A typical Necromancer right wing arguement. The gases and chemicals released by those decaying bodies should go into the ground to enrich the soil. When reanimated they go into the atmosphere causing global warming, further by not enriching the soil less plants are around to process these gases, casing a runaway greenhouse effect. There are a host of other issues - catastrophic mudslides due to loosening of the soil as the dead rise from their grave; ecological imbalance as zombies consume, but have no natural enemies; etc.

      Hmmph. It's all baseless propaganda, malicious wrongfull accusations. They are all just jealous of the fact that if they get a tiny hole in their body they die, while if I get my head hacked off I'll simply pick it up and reattach it. It is pure bone envy, I tell you !

      Hey maaaan... you'll regret becoming a lich, cuz you can't get high due to your poison immunity

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    2. Re:Necromancers POV by ultranova · · Score: 1

      Bah, Necromancers are the CEOs of D&D. Outsourcing mindless killing jobs which could have gone to hard working gnomes.

      In the end it works for everyone's favor. Only by using the most cost-effective available labor can a necromantic treasure retrieval effort stay competitive in todays fiercely competitive adventuring environment. This, in turn, means an economic boom for local businessess. The gnomes can find new jobs in supplying equipment for the armies of the dead, and if they can't, at least they'll starve to death while lying on streets paved with gold - and once dead they have a guaranteed job at the employment of Necromantic Might Inc.

      Now, some of you might say that being a mindless zombie is not a dream job, but I ask you: are your day-to-day jobs really that different ?

      A typical Necromancer right wing arguement. The gases and chemicals released by those decaying bodies should go into the ground to enrich the soil.

      Unneccessary - undead bloodroses grow perfectly fine on dead soil. Furthermore, as more and more of the population is converted to their new undead state, the need to grow anything lessens considerably. Finally, a zombie will typically end up inserting more nutrients to the soil than it had had it stayed buried - after all, they are likely to be covered in blood when returning from their business outings, and this blood will soak to the ground.

      When reanimated they go into the atmosphere causing global warming, further by not enriching the soil less plants are around to process these gases, casing a runaway greenhouse effect.

      This is simply untrue. A chill a typical corporeal undead radiates far more than compensates for any greenhouse gases it might release during its unlifetime. As proof, you might visit your local necromancer and ask him to show you some of his undead - the chances are that simply seeing them will send a chill up your spine.

      The undead are the best solution to global warming.

      There are a host of other issues - catastrophic mudslides due to loosening of the soil as the dead rise from their grave;

      This is yet another reason why necromancers should be allowed to continue their important community service work: when everyone are undead, a mudslide bothers no one. After all, zombies do not breat, so they will simply dig themselves back up to the surface and continue their work. And the mud cannot even touch the non-corporeal undead, such as wraiths and ghosts.

      ecological imbalance as zombies consume, but have no natural enemies;

      Zombies have several natural enemies, namely: self-righteous paladins, overzealous clerics, ignorant barbarians, superstitious fighters, etc.

      Hey maaaan... you'll regret becoming a lich, cuz you can't get high due to your poison immunity

      Unless the alcohol and/or drug is delivered in +1 bottle/needle.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    3. Re:Necromancers POV by servognome · · Score: 1

      In the end it works for everyone's favor. Only by using the most cost-effective available labor can a necromantic treasure retrieval effort stay competitive in todays fiercely competitive adventuring environment. This, in turn, means an economic boom for local businessess. The gnomes can find new jobs in supplying equipment for the armies of the dead, and if they can't, at least they'll starve to death while lying on streets paved with gold - and once dead they have a guaranteed job at the employment of Necromantic Might Inc.

      The Necro-Industrial Complex is a self serving means for wealth redistribution, not wealth generation. This wealth redistribution also does not benifit the working class gnome displaced by cheap undead labor.
      While there would be a short-term boom, the long term effects of shifting to an undead economy would be catastrophic. As the number of "available" treasures from dragons and evil barons deminishes. Necromancers would have to turn their eyes towards smaller prizes, such as towns and villages. Rather than supplying war materials, townsfolk would be killed and conscripted into ever more powerful armies.
      Eventually only a handful of powerful necromancers would be left controlling the lower class undead armies. Your plan only serves to destroy the middle class and keep the Necromancer elite rich and powerful, trickle-down economics does not work!

      Unneccessary - undead bloodroses grow perfectly fine on dead soil.

      You destroy a complex and diverse ecosystem, so should there be any unforseen changes in the global climate, disease, or curses that destroy bloodroses, the entire planet is doomed.

      Furthermore, as more and more of the population is converted to their new undead state, the need to grow anything lessens considerably. Finally, a zombie will typically end up inserting more nutrients to the soil than it had had it stayed buried - after all, they are likely to be covered in blood when returning from their business outings, and this blood will soak to the ground.

      Once you've destroyed the ecosystem, and turned the entire population into undead wage slaves... "Braaains" are not a renewable resource!

      This is simply untrue. A chill a typical corporeal undead radiates far more than compensates for any greenhouse gases it might release during its unlifetime. As proof, you might visit your local necromancer and ask him to show you some of his undead - the chances are that simply seeing them will send a chill up your spine.

      This chill does not follow normal patterns of radiation... it is entirely localized. Hence you will cause severe climatic chaos surrounding large undead armies, while other regions are scorched by global warming.

      Zombies have several natural enemies, namely: self-righteous paladins, overzealous clerics, ignorant barbarians, superstitious fighters, etc.

      The current living adventurer population has no chance of stopping potentially generations of undead. Do you plan on having forced breeding programs? (if so sign me up for one of those hot elves in a chainmail bikini)

      Unless the alcohol and/or drug is delivered in +1 bottle/needle.

      Delivery method doesn't matter (at most you'd feel the pain of the needle go in but not the effect). Maybe you can snort some holy water or something... but that's so ghetto.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    4. Re:Necromancers POV by ultranova · · Score: 1

      The Necro-Industrial Complex is a self serving means for wealth redistribution, not wealth generation. This wealth redistribution also does not benifit the working class gnome displaced by cheap undead labor.

      There is no Necro-Industrial Complex. It is merely a myth perpetuated by the unpatriotic thought criminals who are against the advancement of necromancy for their own less than wholesome reasons.

      In this time of interplanar competition, we must employ all of our strategic resources for maximum gain to stay competitive. We simply cannot let special interest groups like gnomes hold our economy down. And if wealth indeed accumulates to the upper layers of our society, then that will simply act as an incentive for gnomes to take up the necromantic arts an excel in them, instead of relying on society to rewards their incompetence and laziness.

      While there would be a short-term boom, the long term effects of shifting to an undead economy would be catastrophic. As the number of "available" treasures from dragons and evil barons deminishes. Necromancers would have to turn their eyes towards smaller prizes, such as towns and villages. Rather than supplying war materials, townsfolk would be killed and conscripted into ever more powerful armies.

      In other words, removal of government regulations will allow necromancy to bring forth total eradication of unemployment. Every last gnome can find their natural place in the necromantic industry, whether it shall be as a top executor or as a basic but essential ground-level worker.

      Ask yourself: Why do the paladins wish to preserve unemployment ? Why do they oppose success ?

      Eventually only a handful of powerful necromancers would be left controlling the lower class undead armies. Your plan only serves to destroy the middle class and keep the Necromancer elite rich and powerful, trickle-down economics does not work!

      Incorrect. While this might seem to be the case at first glance, even a simple zombie will enjoy a wastly increased lifespan, and will be able to accumulate a comfortable level of wealth for its old days as a skeleton.

      Furthermore, what is the alternative ? A socialist utopia where the hard-working necromancers, the ones who drive the society onward, will be forced to submit their well-earned rewards to upkeep gnomes who give nothing in return ? That is an intolerable violation of personal liberties and the sanctity of private property. However, by simply granting the population an undead status, they will be able to enjoy all the benefits of that state - freedom from sickness, poisons, old age - without requiring anything in maintenance; and surely it is only right that they repay this gift with loyalty ?

      You destroy a complex and diverse ecosystem, so should there be any unforseen changes in the global climate, disease, or curses that destroy bloodroses, the entire planet is doomed.

      Undead bloodroses are impervious to disease, due to their undead status. That clearly shows the superiority of such a being compared to their metabolism-dependent counterparts.

      And of course, bloodroses aren't the only plants capable of achieving undeath. Sunflowers, grass and trees are all conversible to this state. Even now, our necromantic thaumaturgs are researching ways to grant this benefit to large segments of forests and other natural habitats at a time. Once this research is complete, the natural world can be made utterly impervious to almost anything that could harm it. Vampiric trees seem especially promising, due to their natural resistance to ecological damage done by woodcutting.

      This chill does not follow normal patterns of radiation... it is entirely localized. Hence you will cause severe climatic chaos surrounding large undead armies, while other regions are scorched by global warming.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    5. Re:Necromancers POV by servognome · · Score: 1

      In any case, I thank you for volunteering for our breeding program (that was your intention, wasn't it ?). We shall contact you as soon as we liberate your hometown from its current administration. We look forward to working with you, or at least your Earthly remains. I will see to it personally that the experiment will also involve the remains of an elf clad in chainmail bikinis; such remains shouldn't be hard to come by, due to bikinis less than ideal coverage of vital areas. Unfortunately, I cannot guarantee that the elf will be hot, with the undead having somewhat lower body temperature than they had before being cured from their addiction to metabolism, but I shall do what I can.

      Thank you. I was first interested by the glossy informational packet "Libris Mortis," i received at the acadamy job fair. I was encouraged during the interview process, you seem to have a visionary corporation and have taken into account long term market fluxations.
      Sorry for any confusion during the interviewing process. I tend to argue as a way to interview the interviewer and ensure they aren't just blowing smoke (ala Infinium wanting me to work on their Phantom)
      I look forward to dutifully fulfill my roles and resposibilities as regional director of gnomish recruitment.
      I have heard horror stories of the training process during the first day, but I'm sure they are way overblown, right?

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  31. I hate to agree by SmallFurryCreature · · Score: 1
    Was accepted into one of the final beta's, played it for a bit and just went .....

    Suprisingly it wasn't very buggy. A few crashes was all but compared to other MMO's who have been released for years (Hello SOE) it was like a linux kernel so stable.

    What was wrong with it then? Well there is an odd level design. The starter level (after the tutorial) has no healing potion merchant. If you screw up during the first mission and use all your potions to keep alive then you are stuck. You can't get healed and some classes find that first 'real' mission really really hard.

    The problem is that it has about 10 kobolds in it who it is next to impossible to sneak by for a thief and completely impossible for other classes. So you have to fight your way through. It is do-able but usually you end up getting hurt. That is when the game spawns the end boss who seems to be insanely hard for your level 1 non-fighter/cleric.

    Healing potions are the normal single player rpg answer and levelling up through some grinding is the MMO answer. Neither of wich is possible in this game. I ended up with several characters owning a small fortune but completly unable to move on.

    I was not the only one with that problem.

    Perhaps I and a lot of others just sucked but DDO expects us to pay them and then having a non-passable starter level is a criminal offence.

    And all just because they didn't have someone selling potions. What the fuck does that tell you about the rest of the game?

    Other parts of the game that sucked. Well have you ever played Jedi Knight Jedi Academy? Remember the lightsaber fighting? Well DDO fighting is like that. Except without the lightsabers, the force cool force actions, the jumping, the ai, the fun.

    In fact the melee combat is just a giant click and turn fest. I am starting to realize something. Twitch on itself isn't fun. It is fun in a FPS when I am given the engine and the controls and the ai and the enviroment to make for a fast moving fight. DDO fighting isn't anything like it. It is just a turn around to keep facing that stupid monster that is jumping all over the place for no good reason.

    I am reminded of the opening movie to Guild Wars. It shows some fantastic fighting moves that totally fail to be in the game. Same here. It is the same boring hack & slash as EQ and everyother fantasy MMO but now you got to move your mouse a lot.

    Frankly the game is a big disappointment to me. It seemed to promise so much but delivers next to nothing. Worse it is in many ways unlearning a lot of the lessons from previous MMO's. It is not nice to say but this is actually a worse game then EQ2. At least in EQ2 if a mission was to hard you could do something else. Not in DDO.

    Don't think for a moment that this is like the P&P D&D experience. It only shares the combat rules applied rigidly without a human dungeon master to make the experience fun (wich dungeon master would allow a party to get stuck for in the first 10 minutes of gameplay? Time to teleport in a wandering legendary hero to give the noobs a helping hand)

    Stay well clear of this game unless you like laggy single user dungeons, endless twitching hack & slash, and boring level design.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  32. Runs like Guild Wars, but with monthly fee by elrous0 · · Score: 1
    From what I've read, virtually everything outside of towns in the game are instanced--just like Guild Wars. Except D&D online has a monthly fee.

    So what exactly am I paying for with that monthly fee? Since everything is instanced, it requires very little bandwidth or overhead on their part. And non-instanced MMORPG's like WoW are available with much larger user bases and much more developed worlds for the same monthly fee.

    The only thing D&D online is selling is name brand recognition, and who still gives a rat's ass about THAT?

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  33. D&DO - real DMs = D20WoW, no thanks by mmalove · · Score: 1

    I've read reviews of this MMO, and the once promising hype seems to fail to deliver. What makes or breaks any D&D game is the ability for extraordinary things to happen. And unfortunately, this really can't be managed without a real life GM. Planescape Torment came close, but that's single player, but a great example of what this game should have been. NPCs with real, meaningful backgrounds that are not only enticing, but explain certain unique characteristics about them. Name another game where the first NPC you encounter is a floating, talking, no chatterbox, of a skull. And a main character with a real story and motive. Unfortunately, the MMO just doesn't create opportunities to be a hero, because there are 1000s of people out trying to save the world at the same time.

    I think I'll just stick to my World of Warcrack for now.

    --
    You can get 15 minutes of fame, but you can go down in history for infamy.