Author Archives: Andy

How I learned to live with the Wrath of the Dragon God

This week I had the distinct privilege of watching Dungeons and Dragons: Wrath of the Dragon God on DVD. Dragon God is the second recent movie to be based on the rules and setting of everybody’s favorite dice-rolling, kobold-slaughtering pastime. The culturally-oblivious among you may have missed the box-office sensation that was the first D&D movie, the cinematic wretchedness of which did not prevent me from finding it rather entertaining. Let’s just say I had no illusions about what I was getting into with Wrath of the Dragon God, and that I was curiously excited to find out what was in store.

So then, Wrath of the Dragon God. What can I say? I liked it, I’ll just go ahead and admit it. It’s a good, old-fashioned, low-budget, made-for-TV, brimming-with-enthusiasm fantasy adventure flick–the sort of film that’s trying so earnestly and cheerfully that you can’t really find it in your heart to get too worked up about its flaws. If, with its spotty CGI, one-dimensional characters, and mediocre storytelling, it never really gets within range of, say, Lord of the Rings, at least it manages to stay several notches ahead of, say, this.

But what really makes the film fun viewing for D&D players is the faithfulness with which it sticks to D&D canon, and the number of D&D Easter eggs scattered throughout. Unlike the first D&D film, which didn’t have very much to do with the actual D&D game, Dragon God goes out of its way to use characters, spells, locations, and magic items straight from the Player’s Handbook. References to classic D&D modules (Expedition to the Barrier Peaks, Shrine of the Kuo-toa, the Sunless Citadel, Nightfang Spire–to name just a few) abound; the main characters hew strictly to their class stereotypes (fighters, mage, barbarian, etc.); monsters, spells, and magic items are easily recognizable and faithfully portrayed (at one point, we even get a lecture about the difference between Divine and Arcane magic). Even the melodramatic plot and set-piece scenes look like they’ve been copied straight from a typical pass-the-Cheetos-and-Mountain-Dew dungeon-crawl. Faithfully basing your script on a game of dungeon exploration does not make for a great film, but it does make for a fun one.

The extra features on the DVD are in some cases more entertaining than the movie itself. There’s an interview with D&D creator Gary Gygax, and a “making of” video that shows the lengths to which the screenwriter (who seems to be an even bigger D&D geek than I am) went to faithfully reflect the game. (The DVD even comes with a PDF dungeon-crawl adventure based on one of the sequences in the movie. How geeky is that?) I had to grin at the enthusiasm with which the actors–mostly unknowns, as far as I can tell–got into the details of the game. The video shows many shots of film actors poring over copies of the Player’s Handbook and Dungeon Masters Guide, reading up on the game rules behind the spells and items their in-film characters are using. The film commentary–by three Wizards of the Coast staff members, playing the roles of iconic D&D characters–is not quite the Mystery Science Theater it wants to be, but is highly entertaining; if you’re interested in the film but don’t have the stomach for 1.5 hours of cheesy dialogue about dragon orbs, try watching the film with the commentary switched on.

But there’s one more important thing I realized while watching the D&D movie. To those of you who were in my high school gaming group, know that I love you dearly and cherish your friendship. But if the gaming scene in my high school had looked a bit more like this:

…and a little less like this:

…well, high school would’ve been a lot less awkward. (Or maybe it would’ve been even more awkward… but we’ll never know now, will we?)

So then, the D&D movie. You should watch it–you probably won’t enjoy it as much as I did, but you might find it entertaining.

[Extra credit: match those yearbook pictures with the corresponding links in my blogroll!]

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The most dangerous game

I think I’ve found the greatest Top Secret RPG campaign ever. (It beats my own experience with that game quite handily.) If this quote doesn’t sum up Top Secret, I don’t know what does:

Finally, a wino picked off the agents one by one. Not because he was after them, but because they kept going down into his corner of the sewers alone and messing with him…. the final confrontation with the wino was a really cool fight. By this point, the wino had given up on trying to be peaceful and instead ambushed the guy with the gun he’d gotten from killing the professional assassin.

Ah, the good old days of roleplaying.

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State of the PDF industry

2005 was a pretty eventful year for the RPG PDF industry–it saw quite a few traditional RPG publishers wading into the PDF waters, and also witnessed a big debate over the sale of rights-protected PDFs. If that sort of thing interests you, you’ll find this State of the PDF Industry 2005 report worth reading. Nothing too earth-shattering, but there’s some good info in there about the PDF market–including some input from the people behind RPGNow and DriveThruRPG, the two heavy-hitters in this particular corner of the RPG industry.

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For every genre, a game

Was there a massive public outcry for a roleplaying game based on the exploits of Mexican wrestlers, and I just missed it? From the HERO games 2007 release schedule:

Lucha Libre Hero: Hero roustabouts Darren Watts and Jason Walters put on their magical wrestling masks, get cranked on tequila, and create for you the ultimate gaming guide to monster-hunting, gangster-fighting Mexican wrestlers in Lucha Libre Hero! Dive right into the weird, fight-filled world of Mexican wrestling adventure movies as you and your masked cohorts save the villagers from werewolves, help the police round up vicious gangsters, and then head out for a night on the town with beautiful women!

I was initially tempted to say that sounds like the strangest RPG I’ve ever seen… but I quickly caught myself. This is, after all, a hobby with games that revolve around the zany adventures of bloodsucking undead monsters, dysfunctional postmodern urban wizards, and even stranger protagonists. I can’t say Luche Libre Hero is high on my list of must-have games–I didn’t even realize there was a Mexican Wrestlers genre, assuming that Three Amigos doesn’t count–but it does have “labor of love” written all over it, and sometimes those are the most entertaining games of all.

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How to kill a (video game) boss

The Guardian published a fun piece yesterday about end-of-level bosses in video games. The author lists five basic strategies for successfully beating a tough game boss (keep moving, watch for a pattern shift when the boss hits 25% health, etc.) Good tips.

Good bosses can really add to the fun of a game, just as mediocre bosses can detract from an otherwise excellent game. (I thought the lackluster final boss in Prince of Persia: Sands of Time, for instance, was a notable disappointment in an otherwise spectacular game.) But creating a good boss is a tricky thing. It’s not just a matter of giving the boss lots of health and powerful weapons–those bosses are the least satisfying to defeat, as they require no special strategizing to beat.

What makes a really memorable boss? In my mind, a good boss should have a pattern (and an accompanying vulnerability) that doesn’t become clear until you’ve done a fair amount of experimenting (and probably been killed a few times). A good boss doesn’t just sit there firing weapons at you–it should move or otherwise interact with the environment, and thus require you to do the same in order to beat it. You shouldn’t be able to kill a boss by sheer application of firepower–you should be forced to think a bit outside the box to take it down. On the other hand, a boss fight should give you a chance to use all those weapon skills you’ve been honing over the course of the game–a boss fight where you don’t get to actually put those high-power weapons you’ve been hoarding to good use is a let-down.

Looking at recent games, I’ve seen a fair share of both interesting and mediocre bosses. The Metroid Prime games both feature excellent boss monsters. In fact, the final boss in Metroid Prime is a textbook example of a good boss: it moves around a lot; it has a definite (and evolving) pattern that requires some experimentation to figure out; it forces the player to move quickly and tactically to stay alive; and it’s tough enough that finally beating it really feels like an accomplishment. The bosses in Alien Hominid are particularly good as well. Looking a bit further back, the Zelda and Castlevania franchises have both had their share of well-designed boss fights.

One thing the article doesn’t touch on is the buildup to the boss battle, which for me is often as fun as the actual boss fight itself. Who hasn’t been spooked by the eerily empty corridors or levels that immediately precede the boss fight? When the game pace abruptly slows, and the monsters disappear, and you’re suddenly finding all sorts of ammunition and health packs laying around… there’s a moment of fear and nervousness as you realize you’re being set up for a big battle with something truly nasty.

Of course, I’ve been mostly talking about bosses in first-person shooter and action games. Good bosses in a traditional RPG are a different sort of beast altogether, and probably should be the subject of a future post. But for now… keep moving, watch out for those pattern shifts, and good luck!

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Battletech reborn?

Looks like the Battletech (er, that’s “Classic Battletech” these days) line is getting a pretty major reboot later this year. That’s very welcome news–they’ve been publishing some decent books for the game over the last few years, but I’ve gotten the feeling that the game has been in a limbo of sorts while its sister game Shadowrun got a fancy new edition.

I think a repackaged Battletech ruleset is a good idea, and I like the way they’ve chosen to divide up the many different rules–basic rules in one book, construction rules in another, setting information in separate books, and so forth. That should make it easier to pick and choose the aspects of the game you’d like to focus on.

That enthusiasm aside, a few things seem a bit unclear. First, I assume that the relaunched Battletech game will be set in the year 3025 of the Battletech universe timeline–at least, that’s my hope, as the game would benefit greatly from returning to the pseudo-medieval, warring-houses feel that characterizes that time period. (Over the years, many new events and technologies have been added to the universe as the timeline was extended, but while many of them were interesting, I never felt that they matched the fun factor of the game’s simpler original setting.)

Secondly, I see no mention of the Mechwarrior roleplaying game, which is curious–that game is in dire need of a revision, and this would seem to be the perfect opportunity to do so. So many years after the Third Edition’s publication, the Mechwarrior RPG has rules, equipment, and other information spread over many different sourcebooks, and it’s plagued by a few gameplay issues that have kept it from finding much in the way of mainstream acceptance. So I hope they take advantage of the Battletech relaunch to overhaul the RPG as well.

More details are promised as the summer release date approaches. Looking forward to it!

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Remembering the Silver Princess

Here’s a fun bit of gaming history: the story of Palace of the Silver Princess, an old Dungeons and Dragons module that was recalled by the publisher on the very day of its release. (You can download the module in PDF format at the above link.) The module was recalled due to objectionable artwork. As the article above notes, the artwork sounds rather tame by today’s standards, but was considered inappropriate for a children’s game.

The module was revised rather heavily and re-released later in a much-altered form. But interestingly, the recall and revision of Palace of the Silver Princess may have saved the gaming community from more than just questionable artwork. Here’s a glimpse at some of the module’s actual content:

By revising the adventure, Moldvay spared us from some really, really lame monsters getting into the canon. There might be some adventurers who want to fight six-legged duckbill rats (“barics”) or go toe-to-toe with bubbles (they’re . . . bubbles), but the prize for true weirdness has to go to the ubues — three-headed, three-armed, oddly gendered creatures who feel as if they’ve somehow wandered out of Gamma World into D&D. Ironically only the decapus, the source of the illustration that caused all the trouble, survived (perhaps because it was featured on the color cover art!).

Duckbill rats? Bubbles? Maybe there’s a place for “oddly gendered” monsters in a roleplaying game somewhere, but I don’t think that place is in an old-school D&D dungeon-crawl.

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The journey or the destination?

Interesting post over at Kotaku about the restrictions that video games put on players. Do video games focus too much on enforcing “rules of gameplay” and fail to give players the freedom they enjoy in other “real life” activities? And if so, is that unhealthy for the players?

What should we expect to get out of our video games? Should it just be about enjoying the moment, entertaining oneself? Or should you be able to come away with lessons. The experience of playing real baseball in a real dirt and weed-filled hole wasn’t about accomplishing the inevitable it was about the communal experience of being there and playing.

Video games, I think, are too often about the destination and not nearly enough about the trip. We churn through games to beat them, not to experience them.

Are video games too restrictive by design, too focused on simply completing them for its own sake? Should we expect that the journey to beating a video game be more fulfilling and meaningful than it currently is? Or is the appeal of video games precisely that they don’t generally aspire to be more than an entertaining diversion?

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The ultimate GM screen?

Now this is a real GM screen!

I spotted it while browsing a thread on the Call of Cthulhu forums at Yog-Sothoth.com. I’d love to get ahold of an evocative screen like that for use in CoC games–I don’t currently have a CoC-specific GM screen, and this would be perfect. Unfortunately, the designer’s website seems to be down and the hopeful email I sent to them bounced back.

Seeing a beautiful screen like this does make me wish that RPG publishers would put just a bit more effort into their GM screens. Most GM screens published today are functional, but not much else–and more than a few suffer from being too flimsy (or lacking important tables and information). That said, I am quite fond of the GM screens published for White Wolf’s latest World of Darkness games; I wish all screens were as sturdy.

Maybe the next CoC GM screen will be as sturdy and evocative as the one linked above. A GM can hope, right?

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