Showing posts with label wizards of the coast. Show all posts
Showing posts with label wizards of the coast. Show all posts

Sunday, 18 December 2011

Wizards given up on Gamma World {Publishers}



It probably seems obvious by now, but the latest iteration of Gamma World emerged with a bang and left with a solemn whisper. 

With three product releases: Gamma World, Legion of Gold and Famine in Far-Go as well as the booster packs, the game has seen minimal support from Wizards of the Coast and their future products list is devoid of mutants.

Initially there was a flurry of good articles on the WotC site and fans hoped they would keep up the trend for such a well-received game. While 4e divided people, Gamma World was almost universally accepted as a great RPG, with its 4e-lite mechanics and random elements.

Granted that I haven't played the game for some time now, but I would like to know that WotC didn't put it out to make a quick buck and dump it. But it sure seems that way.

So it looks like it's up to the fanbase to keep the game alive. Folks like David Flor have done a great job coming up with new adventures (David specifically writing 'Gammacore') which is great to see, but on the whole there's a dearth of material for the system, which is a huge shame.

While WotC may have given up on a fantastic game, that doesn't mean that we should. I plan on writing up an adventure for a free release. Watch this space, mutant.

Tuesday, 26 July 2011

What Wizards' 'My Characters' means for character creation

Wizards of the Coast has now implemented a feature on their site where users can add their characters to their profiles.

The company said in a recent broadcast: "We've set up a new software option that's available on your profile page. The “My Characters” module lets you display mini-profiles of your D&D characters in your Wizards Community profile, for others to browse, critique, and admire. You can import details directly from the D&D Character Builder or manually type them into a form."


In roleplaying there's an unwritten rule that you don't talk about your characters, but it looks like Wizards is trying to change that - but how will this affect play?

Sunday, 19 June 2011

Wizards of the Coast need to add this to DDI

Hands up if you think DDI is a tad disappointing. With hot features such as dumbed down versions of Dungeon and Dragon magazines, a lack of virtual tabletop and an online only character builder, any paying customer could be forgiven for being a little narked off by the whole thing. But this argument has been made a zillion times already and I'm not going to tread on old ground.

However, what I am going to do is suggest that Wizards implement a new feature to DDI: adventure subscriptions.

Find out more after the jump.

Monday, 23 May 2011

D&D Lair Assault brings the rage



It seems that every few months Wizards of the Coasts sparks some new controversy in the roleplaying hobby that sets the blogosphere alight with 4e bashing and defending. You've likely heard now that the gaming goliath is starting a new in-store tournament programme called Lair Assault, which sees a party teaming up to scramble through really tough dungeons, using their tactical know how, knowledge of the rules, and ability to optimise their characters to complete the events.

This has created quite a stir in the community, with some prominent bloggers coming out hard against WotC's move to appease the min/maxers and remove the roleplaying from a roleplaying game.

Look, this isn't something I'm going to take part in. The fact that the press release states that Lair Assault is "pitting the skill of the players against the wits of the DM" really puts me off, since that essentially makes the DM a bad guy rather than a referee in this scenario. But I don't care if people want to play this if they find they enjoy it. I can't really see it taking off, due to the amount of people, both deriding it and defending it, who state they won't play it; but if it does then great, let people enjoy themselves. I can get on with playing D&D the way I like it, and let the tactical players get on with assaulting lairs.

Yes, I'd much rather Wizards spend their resources supporting current games, like Gamma World maybe, which they're really neglecting, but I couldn't care less if they want to put another event on. I don't have to play it and neither do you.





Friday, 18 March 2011

5 reasons you should play Tunnels and Trolls


It was around 3 years ago when I first got into Tunnels and Trolls and I haven't looked back since. The unbridled joy this game has brought me over the years is unparalleled in any other game and part of the reason I write this blog is to share my experiences in the hope that more people will get into the game.

Here are five reasons I think you should pick up Tunnels and Trolls and get stuck in:



Simple, elegant mechanics

Tunnels and Trolls was the first roleplaying game to use a universal saving roll. Couple this with the sole use of six-sided dice, simple combat and monsters you can create on the fly, this game is easy to pick up and play.



A sense of humour

With spells names like Hidey Hole and Take That You Fiends, it's clear that Tunnels and Trolls doesn't take itself seriously. Adventures are laced with pop culture references and humour and the characters you will come across are wonderfully zany. This isn't to say that you can't play a serious game with these rules, but light-hearted definitely works best.



Easy to play alone

Not only was Tunnels and Trolls designed as an alternative to Dungeons and Dragons, it was also made to allow for easy solitaire and play-by-mail games. There is a wealth of solitaire adventures to get your hands on and sites such as Trollbridge host numerous play-by-post games if you can't get a group together.




A tight-knit community


Although Flying Buffalo isn't an industry giant like Wizards of the Coast, Tunnels and Trolls has a fantastic and burgeoning community. The main hub of activity is in the hallowed halls of Trollhalla, a members-only online club for players. The site is run by Ken St. Andre himself, who is easily accessible unlike many other RPG creators. Trollhalla is home to some of the nicest people I've come across and it's a brilliant place to make new friends



Inexpensive

Getting a copy of the latest rules, which is a boxed set chock full of material, will set you back about $20 more or less. After this initial purchase pretty much everything else is cheap and cheerful compared to other RPGs, and in some cases completely free. Also you don't need to fork out for funny-looking dice - just take them straight out of any boardgame you have lying around.

So there you have it, five reasons why you should play Tunnels and Trolls. Let me know if you decide to pick up the game and try it out and tell me your experience.

Wednesday, 2 March 2011

Heroes in Dungeons and Dragons


Back in those halcyon days of gaming; when TSR was top dog, much due to the lack of many other dogs, Dungeons and Dragons was a merciless game. Heroes were little more than peasants who were slightly more capable in hacking and hewing goblins that most other dung-covered citizen. In those days it was common for players to roll up characters who were as fragile as Christian Bale's ego i.e. started with 1 hit point. Coupled with a violent trend for Dungeon Masters to throw their "friends" into over-deadly situations, early Dungeons and Dragons was a meat grinder.

Ok, so this isn't entirely fair. Surely back in the Basic/Expert days there were some Dungeon Masters who preferred to keep their players from shuffling the mortal coil at the hands of a bunch of foaming, disgruntled bugbears. It's just that with such weak early level characters it's no wonder many gaming groups decided to start at higher levels.

Anyone who has played or is the least bit familiar with 4th Edition Dungeons and Dragons knows that heroes are no longer soggy flannels, but are beefed up superheroes from first level. Wizards of the Coast emphasise the game needs to be fun for players too and as a result killing characters is actually quite difficult unless the DM chucks in monsters 5 levels higher than the party. A TPK is still possible, but it's now frowned upon by the creators.

To be honest, 4th Edition has a point. What fun is it if a) the players can't make it to second level and b) the DM needs to constantly be catering for new characters? Heroes are heroes for a reason; although some of their ridiculous powers could be stripped away. I guess that's why Wizards have given us the Essentials line, which feels more like a call out to the old days of Dungeons and Dragons, where basic attacks were king and spells were limited.

Heroes are tough, hardy and shouldn't go down with a good fight. 4th Edition has pumped characters but Essentials has made them sensible. While the old days of Dungeons and Dragons had a wonderful flavour, fabulously evoked in OSR games such as Swords and Wizardry and Labyrinth Lord, this new generation makes heroes more heroic, as they should be.

What do you think? Do you prefer your heroes straight out of the old school or do you like them to be people to be reckoned with?