It's no secret that I love TVTropes.org. I will out myself as a hopeless academic, and I love to scrutinize things like media. Playing through Half-life made me think about Videogame Setpieces and their applicability to tabletop games.
A setpiece is an impressive scripted event that happens only once and has a gameplay impact. For example, you are driving a boat down a river and a factory smokestack is blasted with a missile and falls directly into your path. You then have to try to navigate past this falling chimney, and onwards to safety. Chimneys don't fall down regularly, and this isn't something happening off in the distance. They make the game world seem more real by making it seem like anything can happen. A lot of good setpieces will make something the players think is safe seems more dangerous. A great example of this is in the original half-life when you are shimmying down a vent, like you always do, and suddenly the vent comes under fire from surrounding military troops and falls to the ground.
In video games, setpieces are a hell of a lot of work. You have to design it, program it, playtest it, bugfix it, and then after all that work, the player will only see it once. The models and animations for a single setpiece may take as long as the design of a recurring enemy that the player will interract with much more often. However, in roleplaying games, you don't have to program a setpiece. Moreover, it's hard to overuse them, because each one is unique. If you use something repeatedly, it stops being a setpiece and becomes a recurring device.
First off, you may already be using setpieces in your game. Most traps are set pieces, and a lot of skill challenges are based around setpieces. Think about what makes those elements work in your campaign when designing setpieces.
Second, a good setpiece will entice or force your players to interact with it. In combat situations, have enemies and players both be able to use most setpieces to their advantage. If there is a boulder propped at the top of a ramp, let the players manuever the enemies in front of it using thei character's abilities, and unleash hell. In fourth edition, a setpiece's effect should be similar to the players' encounter or daily abilities. This ensures that the player doesn't feel like they "Wasted" their turn using it. Setpieces are cool, and players enjoy using them. Be honest with yourself, would you rather throw a fireball at a group of enemies (like you always do) or crush them with a boulder? For out of combat situations, setpieces should contain story or affect navigation, as approrpriate. If the players are trying to navigate a maze like cave, having the tunnel collapse below them forces them into a situation where they are lost again. If the characters are in the city, having an angry mob chasing after someone shouting something about the specific plot coupon they are looking for makes the players want to get involved.
One last thing to keep in mind. You should try not to punish your players for interacting with your setpieces. You want them to occur, and a lot of times you will make them unavoidable. It can seem rather cheap if you force players to use their precious resources to deal with the aftermath of something they couldn't help. Particularly in examples like the cave collapse where you toying with the character's navigational progress, give them something of value, like a tool for completing a future puzzle or a some free loot. "The hardwood floor you are standing on creaks under your weight. *roll to hit the character's reflex* Before you have a chance, to move however, the floor collapses and you take, *roll* 7 damage." This would be annoying, but then it would be totally made better by, "As the dust settles, and your light begins to cover the room you realize that you've fallen into a hidden chamber. Valuable artifacts cover the walls, and a pedestal stands at the end of the room, holding a pair of silvered gauntlets." For harmful setpieces, always allow the player to either mitigate the damage of it through intelligent play, or turn even it into an advantage. Combat setpieces should be budgetted into the overall Exp.
I still haven't had much time with Soul Calibur IV, but I have now had enough to give some of my impressions. First off, the new game is a huge improvement over SC3. They kept a few of the good things from three, specifically the revised stun system is back with some changes. Namco also added in something called the "Soul Gauge." This little dot is depleted of energy as you get hit, and eventually turns red, at which point your armor can be broken and an instant kill may be performed on you. Honestly, this feature gets relatively little use, as the game already had LOTS of ways to prevent turtling players. So, if grabs, low/mid mixups, unblockable attacks, and guard breaking attacks weren't giving you enough options against turtling players already, you can now just hack away at their shields. Consider me less than impressed, I haven't seen it come into play without specifically playing to beat down the enemy's soul gauge.
Online play, frankly, sucks. The lag is small, but very noticeable in a game that comes down to split second inputs. If you have a very good connection with the other player, then you can at least guard against their obvious attacks, but your hopes of guard impacting and hitting just frames are essentially gone. If you have a bad connection, then you can be beaten, with ease, by spammers and button mashers. The game's tools for punishing that sort of play are among the first things to go when the time between input and action increases. As a result, certain kinds of characters are becoming very popular online. Any avoidable/blockable moves with a lot of startup lag are a lot better online than off.
Character creation is back with a vengeance in the new game. They added features to armor that alter your character's abilities and stats. You can up their attack/defense/hp or give them new stats that can be used for unique skills that alter their play. These skills range from giving all of your attacks a life drain feature, to increasing your sidestepping speed. The concept is good, but if you want to make a character that is as good as they can be, it leads to some really funky armor combos. As someone who subscribes to the "Less is More" school of design, I hate that to make the numerically "best" armor set that I can, that I must fill every slot with unconnected pieces of gear. The most powerful characters look retarded, and the best looking characters tend to have lackluster skills. Regardless, you have more options than ever, and if you choose to ignore the stats (which you can do if you are confident in your skills, or playing a standard match where the stats are ignored) you canmake some really great looking characters.
The single player game has been revamped. The strategy game in 3, and the adventure mode of 1 and 2 have been replaced with a set of challenges called the "Tower of Souls." Personally, I prefered the other games' unique modes. The strategy game was suprisingly fun, and the adventure mode allowed you to follow a story. Story mode and Arcade mode are also back, for what it's worth. Story mode is less robust than it was in three, no longer allowing for path decisions, or anything of that sort. It is much shorter now, and has very little replay value.
Overall, the game manage to be an upgrade over SC3 only in the sense that it returned the feel of gameplay to that of SC2 and upgraded the graphics. In terms of features, I think that the game took a step backwards. Also, I think that Namco really missed the boat with their online component. The perfect online component for Soul Calibur has existed since Soul Calibur 2 hit the arcades. I am, of course, talking about conquest mode. In conquest mode, you choose a character, and play 8 matches against computer controlled oponents. These AI opponents are based on the players they represent, and your own character is thrown into the mix. Your strategy and skill determine the stats and strategy that your character has when playing other players. For example, if you guard impact a lot, then so will your avatar. This component was incredibly addictive, and would be awesome online, if Namco would have just put some effort into it. They could even had made the "kingdoms" into regional entities, with areas of the world representing different nations which would then compete to gain land. It would have been cool, but instead they went the obvious and flawed route of just using straight PvP online play.
Well, the 4th edition preview campaign, Keep on the Shadowfell, came out. My DM picked it up and brought it as a surprise for us last week. So, I've had my first taste of 4th edition, and let me just say that it was a sweet flavor that left me so very hungry for more.
First off, a little bit of background on Dungeons and Dragons 4th Edition. It was announced for the first time at GenCon, the gaming conference, last year. It had already been in development for about 2 years. It's the revamped rule set. Wizards of the Coast tossed everything out the door that they didn't like, and rewrote most of what they did. For many groups, mine included, it will eventually replace 3.5 DnD as the primary gaming system.
So here's the story of our gaming experience. Our dungeon master told us to leave all our character stuff and notebooks at home, but to bring our dice and pencils. Like good little players, we did as master told us too. When we got there, we were each handed a character sheet, complete with stats, abilities, etc. We wrote character names at the top of our sheets and hopped right into the adventure.
The first thing we all noticed about the game was that it was playing almost identically to the Tome of Battle. Our characters had what looked like, for all intents and purposes, maneuvers. You would have been hard pressed to tell me whether I was playing a paladin or a crusader, in that session. The next thing that I noticed was that we all were playing the same game now. What I mean by that is that the way that the fighter and the wizard looked the same, from a gameplay perspective. Both were using abilities every round, both had some abilities that could be used often, rarely, or very rarely, and those abilities looked and functioned in a similar manner. The difference was that the wizard was doing damage and control at range, while the fighter was doing damage and taking hits up front.
After the fight was done we also noticed something else. The game was moving much faster. In one gaming session, we were able to get our characters, set up our play spaces, do three full combat encounters, and two roleplaying encounters. Normally, in a single session, we'll get in about two to three encounters, either roleplaying or combat. To me, this was a huge improvement.
If you aren't already, get excited for fourth edition. It fixes a lot of the problems of earlier editions. Wizards have less book keeping. Fighters are not so vanilla anymore. Everyone can do cool stuff, and they can keep doing cool stuff all day long.
I love serialized stories. I have come to prefer them over non-serialized stories. Because such stories come in short sections, it is easy for me to fit them into my weekly schedule, and they give me something to look forward to while I'm busy with classes and homework. Ultimately, though, my favorite part about serialized stories is how it makes my enjoyment of the story so much greater.
In every almost every storytelling medium we run into the concept of a serialized story. Be it the weekly episode of our favorite shows, the yearly volumes of our favorite book series, or the weekly webcomic, the serialized story is ubiquitous. There are many advantages, a few disadvantages, and several pitfalls associated with such stories. I want to talk about a few in this post.
I can't say I've played much mass effect, I've only seen bits and pieces of gameplay and heard quite a lot about it. It's on my to do list, right after getting an XBox 360, which is itself pretty far after doing schoolwork. In truth, I put it in the title because I know my audience (Matt) and thought this would ensure that said audience would read in a bit. There's a Japanese genre which has little impact outside of Japan, and bits and pieces of it tend to show up in games like Mass Effect. That genre is the Visual Novel.
I was looking over a list of Britishisms and Americanisms and I realized that I regularly use quite a few Britishisms, which to me seems odd. It got me thinking about what other non-standard things I do, and why I started doing them. So, today I pose the question, "What do you do that's non-standard?"
24+ hour time
Let me just get this out there, I find 12 hour time a bit imprecise. Times from 6-10 are generally ambiguous, because people are equally likely to be active during that time on either side of noon. Then you get into time zone changes that are greater than 12 hours, and it gets real weird. 24+, though, is something I picked up from Japanese network scheduling. Essentially, you can keep counting past 2400 hour (2400h) to get times like 1:00 AM. So, you don't 2:00 AM on Sunday, you say 2600h on Saturday. Personally, this makes more sense to me, because you normally track a day as being from when you wake up to when you fell asleep. "I stayed up till 5:00 the next morning," just seems clumsy compared to "I stayed up till 2900h."Throwing SI prefixes on Non-SI Units
Just recently started doing this. But if I'm talking about very large or very small things I find it easier to just tack on SI units. Example, I would write 1 M$ as shorthand for $1,000,000, or 1 G¥ for 1,000,000,000 Yen. I even do this in WoW, where I refer to 1000 gold as "1 kgold" or "1 kg (virtual worlds have no mass, so no ambiguity here)."Anyone with enough experience with roleplayers knows people who are over the top. Perhaps their character is a mary sue, or they directly ask the question "HOW OLD DO YOU THINK I AM?" Either way, the character is serious to the point of being silly. This is called being campy, a great read regarding which can be found here, and it can either ruin or make your day depending on how you take it. Now, call me Mary Sunshine if you like, but I prefer being happy and having fun to being emo and getting pissed off. So, I think it is important to learn to like the campiness of roleplay and have a good laugh at someone else's seriousness.
I rarely talk about this, but I do have a world of warcraft account. I don't exactly play a lot these days, but it is a game that I pay for on a monthly basis and play from time to time. For 1 whole year now, World of Warcraft has been World of Warcraft the Burning Crusade. The old world of warcraft is, effectively, gone. No one runs old world instances as level 60 characters anymore, Naxx is still just a nostalgic memory for a tiny portion of WoW population, and being level 60 just means that you still have 10 levels left to go to 70.
Here's an idea I'm throwing out there because I'm too busy to do it myself. Someone should run a Dungeons and Dragons group where the players entirely decide the goals of the campaign. Let me quickly explain what I mean by that.

Don't worry, I'm never going to read the books you read. Though, when you get published you bet your ass... read more
on More on Serialized Stories