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.
Although I'm not really a dungeon master, I do have thoughts on what I feel are appropriate ways to handle games. One thing I have thought about is what I like to call, from the players point of view, Schrodinger's Campaign. Essentially, you have no way of knowing, as a player, whether your campaign has been adjusted to your party.
Here's a quick question for the reader. What do you look for in a friend?
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