Wednesday, June 17, 2015

The New Metamorphosis Alpha

I did not know that there was more than one Metamorphosis Alpha in the works. In addition to the pricey but faithful reprinting of the original at Goodman Games, apparently Signal Fire Studios has a new edition of the game out now in PDF, with a print pre-order available.

I got into RPGs with Gamma World first, and never did get to experience the original Metamorphosis Alpha except posthumously. Later around 1991 or 1992 TSR released their Amazing Engine system with a Metamorphosis Alpha to Omega setting, and I ran a lengthy, amazing campaign.

Anyway, I just ordered it and will try to do a "walk though the rules" ASAP. Finding this today is like walking down the street when a  $100 bill floats by.


Tim Snyder points out on G+ that this actually started as a Kickstarter 3 years ago and is only now coming to fruition....thanks for that detail. Yet another case against backing Kickstarters....this one shows an original release date of September 2012!!! I knew of the Goodman Games Kickstarter but not this one. Yowza.

Still, I'm glad the game is here....and REALLY GLAD I didn't back it eons ago.

Pathfinder Online now offers $0 entry and 15 Day Free Trial

Goblinworks just announced the change in their approach to accessing Pathfinder Online. Now you can try the game out at zero cost for a 15 day trial and there is no purchase price. This is a smart move; the market is so flooded with Unity-Powered games of quality ranging from "okay" to "induces blind rage at how bad it is" that it's a good idea to demonstrate your product so people can judge it for what it is and not what it's competition looks like.

That said, I have had my reservations about Pathfinder Online, and doubt it could be worth a regular subscription price....but thanks to the 15 day trial I can find out first-hand whether these suspicions are true or not. Considering some of the awful stuff I've been trying lately, it can't possibly be any worse...right?

I'll report back once I've had an opportunity to actually play it.

2 Hour Tests Round Two: Toxxik, The Long Dark, Savage Lands and Monstrum

Part II of my "micro reviews of games acquired during the Steam Summer Sale" shall now resume...


Toxxik: actually it took me all of eight minutes and one match to decide to keep this one, if only to support what the developers are trying to accomplish. The downside of Toxxik is: it's only got a few maps and it looked like maybe 30 people were on playing it. The upside is: it's got a bot mode, and my playthrough on that was really fun, in  a very old-school Unreal Tournament way but with clean and smooth modern graphics.

Anyway, Toxxik is an old-school arena shooter game inspired by Unreal. This is a genre we are short on currently.


Savage Lands: it looks insanely hard and felt insanely hard. I died once from the cold and couldn't find enough resources to bail myself out, mainly because the stuff I did have was wasted on making arrows because the vague tutorial missions left me thinking I needed them...although I didn't have a crafting pattern for a bow, so go figure. But the second guy lived and explored a lot, ultimately making his own fire, lean-to, and even the start of a resurrection totem.

I'm not 100% sure what Savage Lands is, but I do know you wake up on a island that is cold and occasionally snowy, it's got haunting ambiant outdoor noise and the graphics are a bit stuttery on my rig but still pretty and playable. There are wolves, deer, occasional shambling skeletons and way in the distance I can see some sort of wyvern nesting. I'm intrigued enough to keep going to see where it lands, but that constant risk of hypothermia and starvation is a pain in the ass.

One thing that intrigues me about Savage Lands is how it manages to be engaging even while being a painfully difficult survival experience...why, I wonder, does this game grab me while the Dark Souls games piss me off to no end?


Monstrum: like Toxxik I only needed to play Monstrum a little bit to realize this was a keeper. You wake up on a large ship, possibly an oil tanker or cargo vessel out at sea, with a note from a fellow mate explaining that you were sick and they had to leave. I my first game I wandered about and found a helicopter in need of refuelling and unchaining, when a purple lightning monster alien straight out of the X-Files showed up. I ran, I hid, he passed by....I got out, he was waiting twenty feet away, I ran, he drained me of all life. Good times.

The thing that's cool about Monstrum is apparently there are three monsters you can face, and there is a definite survival horror story component: you find a way to escape the ship. Doing that is clearly not going to be easy, but I am inclined to try.


The Long Dark: last but not least, the artsy Canadian Wilderness Survival Simulator is like wandering through a wilderness painting in winter, finding relics of old logging camps, occasional mysterious dead bodies that for whatever reason your character is not phased by, and looking for a way to survive before you (surprise) freeze to death.

It didn't look as engaging as I thought....but I'm not a fan of simple graphics. It did show that there are plans for a story mode in the future, and other areas....but the current Alpha build does not have these. Wandering around in an oil painting wilderness might feel awesome to some....but it really fell flat for me. I gave up before I even got to freeze to death or be eaten by wolves.

So, this 2-Hour Play Test Summary:

Toxxik: needs a community, but the game itself is a solid classic run-and-gun shooter. Keeping it, will buy it for my wife to play with me if nothing else.

Savage Lands: intriguing and hard, but the fantasy elements have me hooked to see what's up in this game of painfully difficult survival and crafting. Also keeping it.

Monstrum: genuine survival horror on a ship against one of three monsters. Evidence of a story and a point of escape. Cool stuff, worth keeping.

The Long Dark: it looks like it could be fascinating for the right person, but I clearly need more weirdness or action to keep me engaged, and honestly not that keen on yet another game where my game ends with me freezing to death. Pass, will revisit it in the future when it's out of Alpha build and see if the story mode is getting good reviews.

Follow up: Still playing Infestation: Survivor Stories, and enjoying it. I'm shocked!

Monday, June 15, 2015

"The 2 Hour Test:" Exploring bad Zombie Sandbox Crafting Games and Testing the Steam Refund System


I try not to buy "early access" titles on Steam but every now and then I succumb to the appearance of a great game and the overt love that some reviewers seem to exhibit for these alpha and beta releases. If you hang out on Steam at all you probably have noticed that there's an enormous number of early access zombie/post-apocalypse/medieval/dinosaur crafting games with open world sandbox premises. The one thing you can be sure about all of these games with almost no exception is:

1. Their promotional videos will always look better than the actual game
2. There's almost never anything remotely resembling a storyline; these games depend on your personal motivation and the actions of your fellow players as "being" the storyline
3. No matter what you paid you will probably wish you hadn't

But the good news is: Steam is now offering refunds on games that you have played for less than 2 hours and owned less than 2 weeks. Huzzah!

So with that in mind, I decided to check out a few of these games and apply the "2 hours test" to them. I've already tried a few others in the past, including Nether (which actually is gorgeous and has some freaky monsters in it, but is otherwise a slog through sociopathic pvp land with no real story or meaningful questing going on) and 7 Days to Die which was a particularly egregious example of "video is better than the game." Try as I might I couldn't get anywhere in 7 Days to Die, but some people seem to really love it.

So this time I loaded up Infestation: Survivor Stories (which has a legacy reputation for being hideous, so at $1.98 I decided I was willing to risk it now), as well as the on-sale H1Z1, Survival: Postapocalypse Now, and Survarium. My brief experiences so far:

H1Z1: the gloomy pictures of zombies in a fog-shrouded woodland as you approach with an old axe to take them out was contrasted with bring dropped in a bright, flowery sunny day in what felt like Colorado somewhere. I wandered around looking at old cars and farmland, avoided a wolf that appeared to not care I existed, and avoided other players until I remembered I had chosen a pve server. Never found anything interesting except a map, never saw any zombies. Did see a guy driving a car which was cool. Grew bored and left. Refund requested.

Survarium: this is actually a F2P with a rep for having in-game "pay to win" purchases. Allegedly it's like Stalker if it had been turned into an MMO of some sort. I got to the character screen and opening window for the first arena game....and nothing happened. It couldn't find players, or connect, or something. So uninstalled, moved on.

Survival: Postapocalypse Now: this was the most interesting experience, and I would have kept on except for what happened after I starved to death. First off, the ambiance in the game is pretty decent; I was immediately interested in exploring this world, which is not filled with zombies at all....apparently other players get to be the threatening element. At one point someone started talking to me..."hey dude" but I ran off....he had a torch, and near as I could tell this game is 100% pvp friendly. It turns out that this was a good hunch....as my poor character staggered off into the wintry night to starve and freeze to death (he did), it turns out while you are waiting for the character to reload you can see what other players are doing. It turns out the guys with torches were collectively ganking new players left and right. Sigh. Uninstall and refund requested. I don't have time for this kind of nonsense.

Infestation: Survivor Stories: this game, if you don't know the history, came out about three years ago and was called The War Z. It earned an early reputation for having all sorts of problems, including poor development, bugs, hackers, ban-happy developers and who knows what. There are very, very bitter people still out there harping on this game. They changed the title at one point to move away from the stigma that The War Z evoked, and ever since it seems to have become a more stable game experience...although YMMV.

My play experience so far was better than all the negative press led me to believe it would be. I had a guy, and there was a town, apparently devoid of other players but full of zombies. The town had loads of random weapons, food, drink and armor lying around. You could enter most residential homes but only a few businesses. You could avoid attracting zombie attention, for the most part, but when you did they usually went down with a hit or two from a rifle or pistol. Oddly I found that melee weapons seemed worse than useless, and could end up hitting a zombie a hundred times before it dropped.

After a while I began to wonder what else there was to do besides collect stuff and tempt fate. There are some quests....and reading online suggests the quests can be more complicated than what I initially found which were things like "kill 20 zombies with your bare fists" type stuff....no thanks.

I:SS seems to lack much direction as many of these other games do, as the designers seem to focus on the sandbox and experience at the expense of providing any sort of structure, leaning entirely on the players to fill that role. Some people love that freedom an despise any sort of story, I guess....but I sort of like to have a reason to play these days....I'm too old to think that surviving for 100 hours in a zombie game actually counts for anything in the grand scheme of things, and if the game doesn't help establish a sense of purpose and motivation...or at least clearly outline the tools by which you can forge your destiny....then it's not my cup of tea. I:SS may yet do this, and I plan to play more, because of the various titles I did play it was the only one that actually had some action in it...plus at the current sale price of $1.98 I'm okay with it being a disappointment if I am past the 2 hour mark and can't get a refund.

So how do they stack up to the 2-Hour Gameplay Test?
H1Z1: too boring and directionless but I'll check this out when it's a completed product out of beta. Uninstalled, refund requested.
Survivor: Apocalypse Now: excellent starvation simulator and needs pve server option for wimps like me. Uninstalled, refund requested.
Survarium: didn't work, not sure why, cost nothing, just uninstalled.
Infestation: Survivor Stories: worth $2 or less for sure and hooked me enough with some actual gameplay involving shooting and zombies to want to try it again. Keeping this one.
And prior games in the genre I previously picked up:
Nether: gorgeous game, I would have kept this for the environment even though there is precious little to do and pvp involves fearing fellow man more than the scary nether monsters.
7 Days to Die: more like seven minutes to uninstall! Bam.

For now, the winner of this contest is Infestation: Survivor Stories, being worth the $1.98 I spent to keep. I did not expect that, I must admit....just trawl through the Steam forums sometime to get a real sense of how much ire this game has caused. Then again....check out any of the forums on these games...i.e. Survivor: Postapocalypse Now, for example.....yeah, sometimes its safe to assume the forums attract lots of angry people and are a "non-representative sampling" of interested players....but another way to think of it is like this: if enough people are pissed off that they go spend effort on the forums to complain, imagine how many people were just generally unhappy about the game but simply walked away from it after an uninstall?

I'll let you know how long it takes Steam to refund games. The money goes into your Steam wallet, as I understand it.

Sunday, June 14, 2015

Jurassic World (alias "Starlord's adventures on earth when he's not trolling the galaxy")

My wife and I saw Jurassic World tonight....yes it was indeed a great movie, and a worthy sequel to the original. It helped a lot that Starlord was one of the lead characters; honestly, if Chris Pratt hadn't done Guardians of the Galaxy last year this movie might have felt more like a "good, fun summer flick" which it definitely was....but Chris Pratt's mere presence in the film post-GotG elevated it to something that benefits from what has come before.

Chris Pratt may, I theorize, do for summer blockbusters what "Cabin in the Woods" did for horrible B-horror movies: he makes it better by having established a sort of "metaspace" for his presence in the film. This was a film about Starlord after he decided to spend a year or two on earth to recover from the profound effect of channeling an infinity stone's power (so he's a little grumpy). And of course this is the Marvel Earth so it makes perfect sense that we've had twenty years of dinosaurs off Costa Rica and a massive park so successful people are actually getting tired of ordinary dinosaurs. And InGen is actually a front for AIM or Hydra.

Ignore those cockamamie people with their theory that Pratt's character is just the kid from Jurassic Park I all grown up. My head cannon is much better!!!



Only Starlord would be completely unphased by working with velociraptors.

Saturday, June 13, 2015

Iron Falcon Print Edition

My print copy of Iron Falcon arrived today (via rpgnow.com) and I just wanted to comment that it's a really nice book, very clean and the absence of internal art does not hurt it in the least. The cover is an amazing white-on-black piece that is perfectly evocative of a 1975 retroclone.

As I continue to mess around with it I grow increasingly interested in the idea of running a straight-up Iron Falcon game for my players. I may pitch this to my Saturday group next week.

D&D 5E Saturday Creature Factory: Animate Worker Drone

A new entry from the forthcoming Realms of Chirak...this time, animate worker drones:


Animate Worker Drone
CR 3 (700 XP)
LN medium living construct
Initiative +0
DEFENSE
AC 14 (natural armor)
HP 60 (8D8+24)
Resistance: fire, lightning
Immunity: poison, disease
OFFENSE
Speed 30 feet
Multiattack the worker drone can strike with two fist attacks per action.
Melee Attack - Fist +6 to hit, reach 5 ft, one target, hit 2D8+4 bludgeoning damage
Statistics
STR 18 (+4), DEX 10 (0), CON 16 (+3), INT 10 (0), WIS 10 (0), CHA 6 (-2)
Languages: Logos, Old Mythric, 25% chance of tradespeak or other
Senses: darkvision, perception +0 (passive 10)
Skills: Athletics +6
TRAITS
Living Construct. The animate worker drone is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison and disease. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects,
Lightning Slowness. Animates are reduced to half moving speed for one round when struck by lightning, and in that round they cannot take bonus actions or reactions.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample worker drone is imbued with fire, but this can vary among any of the elemental types.

    Animate workers are usually found deep in the belly of animate cities such as Beltraine. These gangly, lean mechanicals are comprised mostly of clockwork mechanisms, rubbery joints, wooden slat carapaces and streams of flowing, radiant elemental energy. The type of energy is usually a giveaway as to the nature of their driving elemental force. They rarely seem to have much intelligence to their actions, instead following whatever obscure programming they have been direct to carry out.
   Worker drones that somehow get loose or find themselves lost in the surface world of squishy biologicals often have mental breakdowns, being unable to properly process the data they experience. As such they are rarely deliberately seen outside of actual animate communities, and those few that wander the land tend to act very strangely, almost insane (and sometimes even become chaotic neutral in behavior permanently).

Variant Worker drone Traits:

Flyers
Some worker drones are equipped with metal wings and steering columns hooked up to rudders allowing lift and guidance in flight. These drones have flight speeds of 60 feet, and work on the delicate spires of the Animate cities. They also work with four clawed limbs instead of a humanoid form, adding a claw attack option:

Multiattack: flyers can attack up to four times with claws against targets in range with one action.
Melee Attack – Claw +6 (5 foot reach, 1 target) 2D8+4 slashing damage and target must make a DC 10 save or is grabbed by the flyer.

Diggers
Certain worker drones are designed to dig deep into the earth to forge new passage ways and excavate for new material resources. They have tremorsense and can move with a burrowing speed of 30 feet. Their drill is an additional attack:

Multiattack: the digger may strike with two fists or one fist and a drill.

Melee Attack - Digger Drill +6 attack (reach 10 feet up to 2 targets), 4D8+4 piercing and slashing damage and target is knocked prone. 

Friday, June 12, 2015

Chaosium Blowout Sale

You probably already know about it, but Chaosium has a huge sale going on, probably to help move dusty back stock and to generate money to help pay for Kickstarter shipping costs (my guess). They may also be looking to refine their store focus away from competition with other online retailers, and move what I suspect is a lot of monographs that are just lying around waiting for people to buy them when a sale crops up.

So I just dropped a ton of money over there....about twenty books in total.....how about you?

Dual-Classing in Swords & Wizardry Complete


Dual-classing is an option that appears in 1st and 2nd edition Advanced Dungeons & Dragons, but was not so far as I am aware in 0E D&D. It’s a way for human characters to multiclass, but in a fashion which doesn’t work in the same way as traditional multi-classing, a feature reserved for demi-humans.

One reason you could opt to allow dual-classing is to accommodate smaller groups. If you are playing a game with only one or two players this will let them have more options for their characters, and help them to fill more than one role. Another reason could be story-driven; you could include monasteries, warrior’s school, wizard’s insitutes, temples, thieves’ guilds and other such institutions which can offer training for the right price (and right skill). This could be another option for players to explore with their characters.

Dual-classing is basically a “career change” option in which the character decides to shift focus from his existing class to a new one. It’s a bit convoluted as presented in AD&D (both versions), requiring significant base attributes to qualify, followed by specific rules on how the XP gain works, depending on what abilities are used. Logisitically it’s a bit of a mess, because you have to track whether the PC was using his old class abilities or his new class abilities in a given instance, or limit what abilities can and can’t be used, and the old class can never advance after a dual-class transition. The system I propose below is a reductionist view, cleaning up this process for ease of use.

Dual-Class Requirements: a human (and even any demi-human at the GM’s option) can choose to dual-class in a secondary class at a later date. When he does so, the following rules take effect:

Prerequisites: the character must qualify for the prime requisite XP bonus in both the old class and the new class in order to dual-class. Example: a magic-user that wishes to dual-class as an assassin must have an INT, DEX and STR of 13 or better.

Optional Training Cost: the GM may want the character to spend 1D6 months and 1D6X100 gold pieces training before gaining level 1 in the new class, to justify the development of the new abilities at level 1.

Hit Dice: Hit dice are based on the old class level and do not improve until the new class’s bonuses would exceed the old class. For example: a wizard (level 5) who cross-classed as an assassin would not gain new hit dice until he reached assassin level 6. He would use the better of the two attack chart options for his class.

Saves: use the better of the two classes saves. In our magic user/assassin example a level 5 magic user has a Saving throw of 11. He will go to Save 10 when his assassin class reaches level 6.

Attack Rolls: On attack rolls use the better option of the existing class levels vs. the new class. So, to look at our magic-user level 5 who dual-classes into assassin, his chart is the same for both classes, so when he reaches assassin level 6 he’ll advance on the attack table like normal. A level 5 magic-user who dual-classes into fighter has a magic-user THAC0 of 18 at level 5, which means his THAC0 goes to 17 when he reaches fighter level 5. If you use the attack bonus and ascending AC option on page 44 of S&WC it’s even easier to figure, and according to that chart a level 5 MU has a +1 attack, while the fighter improves to +2 at level 4, so our dual-classed MU 5/F 4 has +2 attack.

Armor and Weapon Proficiency: when dual-classing the character gains the additional armor and weapon skills of the new class. However, the character still suffers any special restrictions regarding the use of such weapons and armor in the old class; this means a magic-user can’t cast spells in non-magical armor, and a thief can’t use thieving skills while wearing anything heavier than leather (just like multi-classing restrictions).

Experience Gain: while advancing in the new class the character divides all XP gained by ½ but applies the remainder to his new class only. When his new class reaches the same level as the old class he may start applying 100% of the XP gained to the new class. Thereafter he gains all class advancements as he improves his new class like normal (so improves hit dice, saves, attack modifiers and abilities as the new class only).  He retains his old class levels and abilities but only at that level of experience.

Optional Continued Class Advancement: The GM can optionally allow the dual-classed character to advance in the old and new class once both of them are the same level. At that time, continue to divide the XP into two parts, but both classes gain the XP. This requires keeping track of two separate XP totals. For example: our magic-user level 5 reaches assassin level 5. He had 25,000 XP in magic-user when he decided to dual-class in assassin. Once he reaches level 5 (12,000 XP) in assassin he may now proceed to advance in both classes, tracking XP separately but dividing all XP earned equally between the two classes. Once he reaches this point all multi-classing rules in the main book now apply.

 Example Dual-Classed character:

Vastor Redscar
Chaotic Human male of Aeronost
Magic-user level 5/Assassin Level 6 (MU XP 25,000-frozen, Assassin XP 27,000-active)
STR 14, DEX 16, CON 10, INT 13, WIS 12, CHA 8
HP 17, HD 5D4+1D6, Save 10, AC 6 [13] (leather plus Dex bonus), Attack Bonus +2 (or TAC 17)
Languages Known: aeronistic (common), Emon, elvish, Camrinal (forbidden tongue)
Weapons: long sword (1D8), short sword (1D6) (fights w-weapon style)
Assassin Skills: climb walls 88%, tasks and traps 30%, hear noise 4 in 6, hide in shadows 25%, move silently 35%, open locks 25%
Assassin Abilities: disguise, poison, backstab (+4 to hit and triple damage),
Spell Slots: 4 level 1 slots, 2 level 2 slots, 1 level 3 slot
Spell Book:
1st Level: charm person, detect magic, light, magic missile, read magic, sleep
2nd Level: darkness 15’ radius, ESP, invisibility, knock, phantasmal force, strength

3rd Level: darkvision, fireball, haste, hold person, monster summoning I, protection from normal missiles, slow

Vastor Redscar was a student of the dark arts out of Asvinar under the tutelage of the wizard Taraman Dazaes when his master was assassinated. He was spared by the assassin, a woman named Rapineleth, who was impressed at his resourcefulness. She indoctrinated him in to the Guild of the Riven Flesh, an esoteric order of cultic assassins dedicated to the mad god of darkness, Ghaol, where he has prospered ever since. 


Wednesday, June 10, 2015

Blog of Holding on Catastrophic Psionics

Blog of Holding has a really cool post on some ideas related to psionics as a catastrophic engdame....a power that reflects the "fraying of reality" and sudden realization of such. Check it out here, but warning: very cool ideas ahead.

As an aside, I wish WotC would realize that Dark Sun, more than ever, is likely an excellent candidate for their next fully-developed world project after Forgotten Realms. Dark Sun would be perfect right now, and interest in unusual, exotic fantasy is really at a peak, I feel.