Sunday, November 25, 2018
Prepping for Fantasy AGE, and a Brief Intro to Ensaria
I'm back home after a mini-vacaction to visit family for Thanskgiving, and I've come to a conclusion:
It's time to dive in to Fantasy AGE.....for reals, this time!
I have no excuses....everything that I felt was absent on release with the Fantasy AGE Basic Rulebook has since been squared away with the Bestiary and Companion books. The game now sports 35 archetypes and 10 playable species out of the gate, plenty of optional rules to customize to the preferred play style, more spells, and lots of interesting options to make the game one's own. Also, you can borrow and crib from Modern AGE RPG as well if you want.
This isn't entirely without some competition. I am still delving in to Numenera: Discovery & Destiny, the immense two-volume revised rulebook for Cypher System's far future setting. It's a great setting and system, but I know it will take me a long time to plow through it....and it may still not win out over me simply doing what I feel like with Cypher System's generic version, anyway.
Despite several new books for D&D in Waterdeep and some place called Ravnica, I find myself almost palpably unable to consider D&D as my mainstay any more. I never thought I'd reach this point....but I really do need a break from D&D. A prolonged break. I want fantasy gaming, 100% for sure, but I need it to be a little different from "classic D&D." Unfortunately D&D 5E does "classic D&D" so well that I feel like it is a game about well trod territory. Totally nothing wrong with that....but for me, I want something these days which gives me tools to work with that are new and different. I want a game which directly supports weird, exotic and different concepts, things which you don't find in D&D.*
I'm sure after a break I will be back, though.
It was also a close call with Mythras. But I think Mythras will wait a little longer while I take time to explore some of the sourcebooks available and settle on one to run straight up as-is (either Mythic Rome, Mythic Constantinople, After the Vampire Wars or Luther Arkwright). So, something to look forward to later in 2019, maybe.
But....for now, anyway, it's going to be Fantasy AGE. In thinking about choice of setting I've considered but ruled out my "old faithfuls," because unfortunately they tend to be very much worlds which were built within the parameters of D&D settings, and that's the sort of thing I want to get away from. I want worlds that fundamentally do not assume "D&Disms" on various levels.
I considered taking my long-running blog project, the world of Sarvaelen, and finish it off for proper use at the game table, but I am just as likely (maybe more so) to keep exploring the weird world of Ensaria which I developed at the start of this year for a five part Genesys Core campaign, migrated to a Cypher System campaign that is after 16 sessions still going strong, and have also explored with some random games in Pathfinder 1.0. The core conceit of Ensaria (which I have not posted much about on the blog yet) is as follows:
There are cultures with a belief in gods and there is ancient history but nothing is quite as it seems; Ensaria is at its core a secret "lost colony" of an ancient star empire which was cut off due to an ancient war, which the orcs may or may not have precipitated. The world (called Ansaere) was cut off abotu 27,000 years ago, but it was only the start of the planet's strange history.
The main region of Ensaria (the eponymous culture of same name) are a cluster of city states united by a common cultural pride and a dedication to three orders known as the "Wrotes," which are ancient magical guilds/schools that carry the traditions of ancient magic along with a moral and political ethos. They stand in opposition to other realms such as the Kalazat, a militant, fanatical theocracy dedicated to a monotheistic deity, but torn apart into multiple factions itself about how to revere that deity.
Most species of the world are either humans, human-like beings who may have been uplifted entities from the lost star empire of the old days, or other-dimensional refugees or invaders who got stuck here (orcs and elves notable for this). Some are aliens from other worlds who also ended up trapped her as well.
The planar realms of this world are composites of the "Interstitial Realms" which are sometimes also called the Bleed Between Worlds. It's a space of infinite possibilities and strangeness, through which the actual universes of existence can be reached. Most perceived gods are actually beings from this "space between universes," or from those other universes.
There is a lot more of course, but this is a basic overview of the key bits that make this setting different from other fantasy realms. I think Fantasy AGE could support "weird fantasy with sci fi elements" quite well --see Titansgrave for example; but with the concession that Cypher System does this almost by default! I'll plan to post more soon....and possibly even with dual stats for Cypher System and Fantasy AGE.
*I may write more about what I mean by this in a future blog. But safest to say that it's the tropes of D&D are what has me tired of it right now.
Monday, November 19, 2018
Nook Tablet 10.1 Review: a Damn Fine Machine
Barnes & Noble released the newest Nook earlier this month, and it's already garnering some much deserved attention as a $129 budget tablet for reading. I bought one Friday, and spent the weekend exploring it. For those of you who are like me (a tabletphile? Tablet Hoarder? Tablet fanboy?) the Nook may in fact be a tablet/ereader well worth checking out.
Here are some basic details derived from the new Nook's page:
It's manufactured by southerntelecom, which when you go their site is a Chinese producer of products that are designed for (and branded by) other companies. I have no details on their reliability, but this is worth noting given a couple years ago the very cheap entry-level Nooks briefly cam preloaded with a lot of viruses.
The specs for the device include its processor (MT8167A), which is seen in other Acer and Lenovo type tablets. It has four cores, 2 GB RAM, 32 GB of onboard storage, and an expansion port for MicroSD cards (I have a 128 GB card in my new machine right now). The screen resolution is 1920X1200 and holds up rather well for a 10.1 inch screen. It's otherwise playing in a current version of the Android OS and includes all the normal features you expect, plus an overlay with widgets (that you can remove) that is Nook store friendly.
The tablet has some optional attachments that are really interesting. A docking station lets you watch and work with it as a viewer while the tablet recharges ($34.95) and while you can pick up a $30 cover for it, you'd be crazy to do that when they offer a fantastic cover with magnetic-locking keyboard for $40 that functions very much like the Surface keyboard (powered by the tablet, magnetically connects). Even better the design of the keyboard is amazing. I have large hands, and on my Samsung Galaxy Tab S2 keyboard often accidentally bump the screen while typing, knocking me out of the app or moving the cursor around. This does not happen with the Nook keyboard, which provides enough room and provides an excellent tactile sensation....easily one of the best tablet keyboards I've used so far. The only downside is that it doesn't appear to disconnect the keyboard when you fold it back (very annoying).
The tablet itself is a fully featured android tablet, and you can dive right in to Google Play with all your existing apps. I haven't run across anything (yet) that won't run on the tablet. Other features of the tablet worth noting: it uses a conventional 3.5 mm headphone jack( yay) and it's bluetooth functionality is smooth and I had no issues pairing it with speakers. Basic but important stuff.
Some oddities I have encountered: the system seems to like making you log in twice (once to wake it up when it shows the Nook logo, and again to log in to and OS). It's sound system is not great; you will absolutely want to pair it with some speakers or plug in a headphone set as the onboard speakers are very cheap and tinny. It strikes me as overly sensitive for the touchscreen, and likes to send you places you didn't intend to go. Finally, at least until the system caught up with OS and app updates it was a little wonky maneuvering the Nook store and library, which frequently reset me back to the top. This could be due to my excessive library however, which is almost at 1,000 books now.
All in all, despite those complaints this is a really nice tablet for the price, and an excellent addition to any ereader's collection. Once again, unlike the Kindle options out there, you can load both Kindle and Nook up for access on the tablet, something you can't do with Kindles without jumping through hoops.
MANUFACTURER southerntelecom
BRAND Nook
MODEL BNTV650
PLATFORM mt8167
API 8.1 (27)
WIFI CONSYS_MT6630
CPU MT8167A
CORES 4
FAMILY Cortex-A35
CLOCK_SPEED 598 - 1500 MHz
RAM 2 GB
MANUFACTURER southerntelecom
BRAND Nook
MODEL BNTV650
PLATFORM mt8167
API 8.1 (27)
WIFI CONSYS_MT6630
CPU MT8167A
CORES 4
FAMILY Cortex-A35
CLOCK_SPEED 598 - 1500 MHz
RAM 2 GB
MANUFACTURER southerntelecom
BRAND Nook
MODEL BNTV650
PLATFORM mt8167
API 8.1 (27)
WIFI CONSYS_MT6630
CPU MT8167A
CORES 4
FAMILY Cortex-A35
CLOCK_SPEED 598 - 1500 MHz
RAM 2 GB
Sunday, November 18, 2018
Battle of the Royales: The Battle Royale Genre
Battle Royale, if you somehow aren't either a video gamer or related to kids somewhere who are, is a style of shooter gameplay where a large number of people (usually 100) are dropped on to an island somewhere and must scavenge for liberally sprinkled gear and weapons to survive. Winner is the last man standing; and unlike many other gameplay modes, there is no respawning (normally).
The genre started with a movie, which in turn was based on a book, called Battle Royale, about a murderous game committed by a dystopian future government in Japan to pit children against one another for a duel to the death, winner takes all. The games generally don't go too deeply into the "whys and whats" of the scenarios in question: in each case there's an implied assumption that there are reasons for this never ending fight, even if it functions purely in the logic of the video game world.
Player Unknown Battlegrounds (PUBG) technically kicked this all off, but Epic Games (which was tied in to the devs for PUBG) quickly stole the idea and took the fairly average zombie defense shooter Fortnite and added a Battle Royale mode to it. It might have looked a bit like a rip off if it wasn't for the fact that, overnight, everyone everywhere was attempting to do the same thing....from N1Z1 to the newest additions in the form of AAA blockbusters Call of Duty: Black Ops IIII and (I am led to believe) Battlefield V will have a mode like this out eventually as well.
So what's the basic appeal? Why do Battle Royal games capture such a large share of the gamer (well, shooter) fanbase? I've played three of the above titles so far: PUBG on PC and later on Xbox One, as well as Fortnite in almost every iteration possible (I haven't wasted my time on the phone version, though) and finally Black Ops IIII's "Blackout" mode on PS4. N1Z1 exists, but I was less than impressed with its old survival horror edition, hard to care about whatever it's become now. I've also chosen to ignore countless knockoffs floating around in various stages of incompletion of Steam.
My experience has been that these games offer a range of appeal, but they all share the following in common:
1. Battle royale experiences are visceral but short survival experiences. You get the thrill of struggling to survive against the odds for sessions that (in most cases) can last only a few minutes though they often feel like they are longer, albeit not in a bad way. It helps greatly that most offerings are quick to get you in to new games after you die. And you will die. A lot.
2. The battle royale genre removes a lot of the safety nets commonplace in most FPS and 3PS combat modes. You don't get respawns. You may or may not get a team mode, but at its basest you're effectively in a hardcore loner simulator where seeing any other player at all means imminent kill-or-be-killed decisions must be made. Unlike most survival games out there, there's no ambiguity in place; unless the game offers a squad mode (and most do), so you need never worry that an approaching player is friend or foe; they are all foes.
3. All of the battle royale games so far keep the conflict to a localized island or region which is large, filled with secrets and oddities, and is the same map every time, for the most part (although PUBG is adding new maps). This might sound boring, but in reality the maps are so large and diverse it takes a long time to familiarize yourself with them. Each game handles this a bit differently, too; in Fortnite there's a subtle recurring theme of weirdness that continues to change the map slowly over time. Black Ops IIII injects high occult zombie weirdness into the map at odd spots. PUBG has two or three map variants, I think. The important thing is that the repetition of large maps means it takes time to figure them out, but ultimately you definitely can figure them out; playing over and over rewards you with that familiarity of terrain for future games.
4. PUBG invented a mechanism for driving the action: a shrinking zone of control in which the players are safe. Every few minutes the zone gets smaller, and anyone else outside the zone is caught in a bombard of fire and fury that kills them rapidly. This element, which works well to force players into confrontation, has been mimicked in Fortnite which uses a glowing magic shield of doom, and Black Ops IIII's Blackout does much the same, although exactly what it going on there has eluded me so far.
5. Finally, since no modern game can escape some sort of reward/tier system that incorporates possible RMT for extra cash, this is also a feature common to all of the battle royale genre. The most subtle and pervasive element is tiers that award the player with new unlocks...all cosmetic, of course, but in a game where you're engaging in constant repetition of gameplay, changing elements of how you look becomes all the more important.
Each of the main offerings so far do provide some unique features that set them apart from the others. So far, for those I have dived in to, these include:
Player Unknown Battle Grounds: you have a mix of odd vehicles, a scarcity of resources (and bullets), and a hit detection system geared tightly to PC gameplay. Being the first, PUBG's main "feature" was that it was a battle royale game. Since it has been copied, it's the competition that has worked harder to provide unique elements.
Fortnite: The battle royale mode in Fortnite uses the mechanics of the zombie survival fortress building game it spawned from. This means that Fortnite dives deeply into a unique gameplay element that no other battle royale offers right now: instant building tools, all you need is the dexterity of a hyperactive 17 year old twitch streamer, a keyboard, and the inhuman talents of Ninja and you are all set. Despite this sounding negative, the build elements of Fortnite are a big chunk of why the game is so compelling, and I aspire to get better at figuring out how to integrate real time building with staying alive (and shooting other players at the same time). I've seen it happen, I know it can be done....
Black Ops IIII Blackout Mode: Black Ops IIII offers a lot of other gameplay modes, but it's ditched a single player campaign in favor of its own battle royale mode. The key selling point is "like the other battle royale games, but in the Call of Duty engine." The better selling point is that it's a well tuned machine, and it provides you with a pretty decent survivalist playground. It's weak points so far include being very, very glitchy (I sometimes have every other game die on me for no discernable reason), and it's tier advancement system is painfully slow compared to the other games on offer. Also, it's what we got instead of an actual campaign. Sigh.
Which Batte Royale to Play
If you think about diving in to this genre, Fortnite is the no-brainer. They have wisely made the battle royale mode completely free, and you need never spend a cent if you don't want to; thing is, you will like it enough that you'll eventually want to give them some money for those cool models and gear skins that are usually amusing, cool and adorable all at once. Plus....there's a lot to explore and discover in this game, and each season morphs events on the map just enough to keep you wondering where it's all going.
Black Ops IIII is also a strong contender right now, and guaranteed to keep a strong player base being a Call of duty game. However it's budgeted as a AAA title, still expects you to grind tiers to gain unlocks, and then entices you with RMT to buy tiers to unlock. If you got the game for all its modes it would be worthwhile.....but hard to suggest on the merits of Blackout alone.
Player Unknown Battle Grounds is the granddaddy now, but hard to recommend. It's $30 to get in to the game, more if you want cosmetic unlocks, and my experience was that after a few hours of play it seemed to me that the game suffered a lot from being a lower budget design, caters to twitchy shooters with keyboards, and ultimately the simplest way to live to the end was to find a car and drive around until you make it to the final five.
So yeah, I'd suggest that if you dive into this genre you take the safe route and pick up the perfectly priced free version of Fortnite. If you love it enough, then you can dive into one of the others, preferably the one you're going to enjoy the most based on what you like as a gamer....for me that was (barely) Black Ops IIII and even then I feel like I got ripped off just a bit, for reasons I could rant about in another post some time. So....if you must try out a battle royale, my official suggestion is Fortnite.
Thursday, November 8, 2018
Starfinder Report
We're back to Starfinder, this time with a new campaign I started on Wednesday.....the old D&D campaign, and the newer one which I just didn't have my heart in, are going to take a break. I think I need a D&D break, it's been a long, long time since I went a week without running D&D.
Starfinder is kind of like running D&D, except with more elaborate mechanics, explicit adventuring in space, and lots of wild, thematic imagery and setting material that borrows from the best elements of Pathfinder to create an experience that (once you embrace it) is just a lot of gonzo fun. If you had to ask what game systems Starfinder is closest to in theme and feel, I would readily advise that you put it in the same basket as Gamma World, Star Frontiers and Spelljammer. Sure, Starfinder is more sci fi than Spelljammer....but it's only different in that it depicts a future fantasy universe where tech also arose, and the net result is a lot of genre mashing fun. Don't try to make too much sense of it from an SF perspective....keep it strictly in the space fantasy zone and you can't go wrong.
Last night's session involved a missing sky city, a turbulent Venusian world, silicon-based life forms and a gang of ysoki PMCs called the Orbital Watch. The plot will continue soon, and I will post the scenario after they've ploughed through it, but I continue to owe a debt of thanks to www.sfrpgtools.com which provides excellent utilities for Starfinder GMs. Take, for example, these fine statblocks I generated on the site:
...Cool stuff! It includes treasure generators, system and settlement generators, a starship creator, and the most useful tool of all, the monster generator which created the entries above.
Tuesday, November 6, 2018
Advanced Dungeons & Dragons 2nd Edition Back in Print!
A couple weeks ago it started with the Monstrous Manual (the Premium cover edition), and today it is followed by the Dungeon Master's Guide and Player's Handbook. This is pretty much the edition of D&D that was my sweet spot from 1989-2000, the version of D&D that defined more closely than anything what I think of the game, and what I expect of it. While people feel nostalgic for D&D in the 70's and 80's, I tend to feel that nostalgia for this edition more than any other. As a teenager my time with AD&D 1st edition abd B/X D&D was formative, but I was never quite on board with the specific assumptions of the earlier edition....I wasn't a fan of much of the hard-coded limits and default expectations of 1E, with weird class/race restrictions that were justified due more to implied expectations of the genre that wouldn't necessarily fit all instances of the fantasy genre regardless; barely a nod to skills until well after I had stopped playing AD&D 1E, and lots of grizzly little mechanical systems that were tiresome.
AD&D 2E didn't shed all the grizzly little mechanical systems but it made effort to shore up some of them (THAC0 becoming default, for example), and it tonally shifted to a heavy emphasis on narrative adventuring and heroic exploits over merely being a tool for exploring dungeons*. The game's 2nd edition actively encouraged people to think outside the notion of the murderhobo*, and it was exactly what I needed at the time it came out, when I was in my first year of college. Sure, I was deeply immersed in Runequest and Dragonquest....but everyone I gamed with desperately wanted the AD&D experience, and it turned out so did I.
Anyway, these reprints are soft cover editions of the premium releases a few years ago. The soft cover element is no doubt there to help collectors distinguish these copies from the actual high-quality premium hard covers, which is fine....it also lets you keep the price down on the POD version and have some easy copies for the game table. The other downside is these are the "2nd print" versions, which contained the later format and art of subsquent book releases from the mid-nineties, and therefore your appreciation for the look may vary. Although I never had an issue with the look and style of the reprint editions, I admit my personal nostalgia firmly lies with the 1989 originals. Except the Monstrous Manual! That was a major improvement in terms of art, and the mere fact that it was an actual book instead of a ridiculous three ring binder. I understand the idea of the three ring binder....but in actual use it took too much abuse too quickly, and frankly was never as useful as it seemed like it should be.
As usual, I am left wondering if I could talk my fellow gamers into diving back in to the glory days of AD&D 2E for a while....I feel like a campaign or two down nostalgia lane would be kind of fun, maybe...
*AD&D 1E was never exclusively about either, of course, but it's focus and underlying implied universe defaulted heavily to a playstyle that I equated with how I experienced the game as a kid and teen. As such, by the time I was in college I wanted campaigns that were more interesting than that, and 2E provided lots of tonal support to that effect. It was this tonal change that for many 1E fans made 2E a hard game to shift to, of course, but it was also what led to many others like myself returning to the fold.
Tuesday, October 30, 2018
The Oculus Go - The Best Casual VR Set You Can Get Right Now
Prior to acquiring the Oculus Go about two months ago I would have described the VR landscape like this:
Oculus Rift and Vive - cool tech for early adapters that appears to be too much bother and too costly for average people (primarily in finding a PC and GPU equipped to handle them).
Playstation VR - The most accessible VR headset for most households, it's an impressive chance to experience what something close to a real VR gaming experience is like, with the caveat that the experience must still be dumbed down a bit for the PS4's somewhat leaner processing power; has lots of oddities and issues when you play it enough, most notably related to the free space you may (or may not) have and need for many of the games.
Daydream - the cheap phone option I found most convenient and enjoyable for VR gaming, but plagued by a variety of issues which included compatibility problems, phone overheating, limited processing power and or visuals depending entirely on your choice of phone, and lots and lots of fiddling around to get it all to work right.
All the other Phone VR Options - like Daydream but even less coherent and organized.
Then along came the Oculus Go.
Now I have the Oculus Go, which I decided to purchase after much deliberation and hesitation. It's essentially a game changer, especially for those who are unwilling to spring for the expensive PC option, but who want to see what a genuinely enjoyable, consistent VR experience is all about.
Here's the seven reasons that Oculus Go is absolutely worth your time and interest if you are keen on discovering what the VR experience is like (as of 2018):
1. It's self-contained. No phone or external PC needed. This is the first stand-alone VR headset of its kind, I believe. Next year the Oculus Quest is planned, which will be much like the Go except with more dynamic controllers and motion/spatial sensitivity. For now, however, Oculus Go lets you enjoy all the elements of VR from the comfort of a swivel chair, and provides you with its own controller, which is all you need.
2. It's light weight,and works with glasses. The controller has adjustable straps, but it's not much weight on your head (hardly noticeable after a while), and is a comfortable viewing experience. It includes a spacer for glasses. I have tried the unit with and without glasses (I wear contacts normally) and was surprised to learn that the glasses were actually easier to focus with, and the resolution snapped in much better for me....it turns out my difficulties with focusing in VR were driven largely by my contact lenses not quite force-correcting the extremely sharp near-sightedness in my left eye relative to my right eye; the glasses are not trying to force-correct my vision, however, so the experience suddenly felt normal and easy to focus on.
3. The resolution is great. I have no doubt you can get better resolution on Rift or Vive with a super computer and smoking GPU, but I can only afford the Go, so in terms of the experience of higher definition resolution I am very impressed. Downloading hi-res virtual films really hammers home just how relevant the experience is with crisp resolution. Oculus Go isn't 100% there (yet) but I will be shocked if in about five years we don't see a headset that can operate at close to 4K resolution. My son's desire for a Ready Player One future seems that much closer now, if they can eventually manage a self-contained headset that handles extremely high res graphics and imagery.
4. Dedicated OS Environment. Oculus Go's marketplace ties in to GearVR and I am told if you have stuff for GearVR it translates your purchases over to this store as well. The entire experience is exclusively aimed at the VR market and experience, so you're shopping for stuff you know will work on the Go. No guessing if this game or that game will work, and in almost all cases I've found that you can easily identify good games and apps from the reviews and ratings (many reviews are from customers buying the product for other phone-based VR options though and don't help so much).
5. Good Game Selection. It's not as amazing as I imagine the Vive or Rift have it, but Oculus Go has some games that work very well with the machine's hardware, and take advantage of the resolution capabilities quite nicely. If you've played some of these on other phones you will notice they look a little better here. If you've ever experienced any glitchiness on other phones, odds are you may see less of that here (I've only had one or two odd glitches so far). Most of the games are top notch; there are a few duds, and a few my son and I can't agree on at all, where dad loves X and he loves Y, but we hate the inverse....I'll talk more about the games in a future blog. There are a few duds, though, mostly amongst the free games I've tried, at least one of which was the worst VR experience I've had to date, just disgustingly unplayable. That has been contrasted by another ten titles we can't get enough of, thankfully.
6. The Apps and Movies. The Oculus Go shines with its range of apps and movie viewers. From Within to Wander, there's a range of apps that let you view 360 degree films, explore Google Streetview from its native 360 degree resolution (I Had no idea Google Streetview was intended to be viewed in VR, but it totally is) and browse the internet or watch movies and Netflix on virtual screens. The latter is amusing but I will continue to ask "why bother?" so long as the resolution is not as good as what I can get on my native 4K television, but the experience of watching actual 360 degree recordings or VR-viewable films is intense and unique; Oculus Go's graphics are just strong enough to pull this off and make the experience memorable. I can safely say I've now spent more time navigating with the Wander app to explore Google Streetview in exotic locales such as Teotihuacan or northern Alaska just to experience these places than I have (almost) anything else on the Go.
7. The Sound is Great. The onboard speakers are positioned to funnel to your eardrums without having to put on a headset, and the result feels very close to actually wearing headphones without needing to. People around you will hear the sound, especially if you crank it up to max volume, but it isn't nearly as bothersome. Put it at half volume and it's almost unnoticeable to everyone else. That said, there's still a conventional old headphone jack if you want to go that route, and you could easily wear a headset with the straps for this thing without any discomfort.
One other thing worth noting is the onboard Samsung browser is great for browsing the web, and it's easy enough to find VR content online as well that just plain old works (most of the time). It also includes a code-locked private mode if you're keen on discovering the dystopian, Kafkaesque out-of-body nightmare that is VR porn.
It's not 100% sunshine. Here are my negative observations so far:
Battery power could be better. I think three-four hours is the most you can get out of the device, depending on what you are doing with it, and two hours may be normal for some graphics-intense games and experiences.
Lingering Compatibility Issues. The storefront seems to share space with the GearVR, and you will find yourself wondering on occasion if the app or game in question will work right with the Go. I've run into a few apps that are built to assume no controller, and a couple free games that did not behave correctly at all. It does look like the games identified for the Go that cost money all seem to have been okayed for sale in the storefront, though.
Only One Controller. Oculus Go plays best when you are sitting in a swivel chair with the intended controller. I don't think there are other controllers available for use with the Go at this time, although the one it comes with is absolutely perfect for what most games demand.
No Spatial Recognition. Oculus Go is assuming you are in a swivel chair or standing, and all games/apps require you to use the controller to move or teleport around. In reading up on it, it looks like a major goal of the next iteration of the console...Oculus Quest....is to add spatial recognition and movement to the experience. Yes, I will totally snap that one up when it releases next year.
If you decide this is for you, I suggest the $249 64GB version. It's double the memory (I still haven't used all of it up) but given it has no expansion slot, you might as well spend the extra $50 and go for it. The set comes with a glasses-spacer and a hand controller, as well as a USB charger. For my money, this is the next best gadget purchase I have made this year, right next to the Nintendo Switch, and is currently getting more play time than conventional consoles.
Oculus Rift and Vive - cool tech for early adapters that appears to be too much bother and too costly for average people (primarily in finding a PC and GPU equipped to handle them).
Playstation VR - The most accessible VR headset for most households, it's an impressive chance to experience what something close to a real VR gaming experience is like, with the caveat that the experience must still be dumbed down a bit for the PS4's somewhat leaner processing power; has lots of oddities and issues when you play it enough, most notably related to the free space you may (or may not) have and need for many of the games.
Daydream - the cheap phone option I found most convenient and enjoyable for VR gaming, but plagued by a variety of issues which included compatibility problems, phone overheating, limited processing power and or visuals depending entirely on your choice of phone, and lots and lots of fiddling around to get it all to work right.
All the other Phone VR Options - like Daydream but even less coherent and organized.
Then along came the Oculus Go.
Now I have the Oculus Go, which I decided to purchase after much deliberation and hesitation. It's essentially a game changer, especially for those who are unwilling to spring for the expensive PC option, but who want to see what a genuinely enjoyable, consistent VR experience is all about.
Here's the seven reasons that Oculus Go is absolutely worth your time and interest if you are keen on discovering what the VR experience is like (as of 2018):
1. It's self-contained. No phone or external PC needed. This is the first stand-alone VR headset of its kind, I believe. Next year the Oculus Quest is planned, which will be much like the Go except with more dynamic controllers and motion/spatial sensitivity. For now, however, Oculus Go lets you enjoy all the elements of VR from the comfort of a swivel chair, and provides you with its own controller, which is all you need.
2. It's light weight,and works with glasses. The controller has adjustable straps, but it's not much weight on your head (hardly noticeable after a while), and is a comfortable viewing experience. It includes a spacer for glasses. I have tried the unit with and without glasses (I wear contacts normally) and was surprised to learn that the glasses were actually easier to focus with, and the resolution snapped in much better for me....it turns out my difficulties with focusing in VR were driven largely by my contact lenses not quite force-correcting the extremely sharp near-sightedness in my left eye relative to my right eye; the glasses are not trying to force-correct my vision, however, so the experience suddenly felt normal and easy to focus on.
3. The resolution is great. I have no doubt you can get better resolution on Rift or Vive with a super computer and smoking GPU, but I can only afford the Go, so in terms of the experience of higher definition resolution I am very impressed. Downloading hi-res virtual films really hammers home just how relevant the experience is with crisp resolution. Oculus Go isn't 100% there (yet) but I will be shocked if in about five years we don't see a headset that can operate at close to 4K resolution. My son's desire for a Ready Player One future seems that much closer now, if they can eventually manage a self-contained headset that handles extremely high res graphics and imagery.
4. Dedicated OS Environment. Oculus Go's marketplace ties in to GearVR and I am told if you have stuff for GearVR it translates your purchases over to this store as well. The entire experience is exclusively aimed at the VR market and experience, so you're shopping for stuff you know will work on the Go. No guessing if this game or that game will work, and in almost all cases I've found that you can easily identify good games and apps from the reviews and ratings (many reviews are from customers buying the product for other phone-based VR options though and don't help so much).
5. Good Game Selection. It's not as amazing as I imagine the Vive or Rift have it, but Oculus Go has some games that work very well with the machine's hardware, and take advantage of the resolution capabilities quite nicely. If you've played some of these on other phones you will notice they look a little better here. If you've ever experienced any glitchiness on other phones, odds are you may see less of that here (I've only had one or two odd glitches so far). Most of the games are top notch; there are a few duds, and a few my son and I can't agree on at all, where dad loves X and he loves Y, but we hate the inverse....I'll talk more about the games in a future blog. There are a few duds, though, mostly amongst the free games I've tried, at least one of which was the worst VR experience I've had to date, just disgustingly unplayable. That has been contrasted by another ten titles we can't get enough of, thankfully.
6. The Apps and Movies. The Oculus Go shines with its range of apps and movie viewers. From Within to Wander, there's a range of apps that let you view 360 degree films, explore Google Streetview from its native 360 degree resolution (I Had no idea Google Streetview was intended to be viewed in VR, but it totally is) and browse the internet or watch movies and Netflix on virtual screens. The latter is amusing but I will continue to ask "why bother?" so long as the resolution is not as good as what I can get on my native 4K television, but the experience of watching actual 360 degree recordings or VR-viewable films is intense and unique; Oculus Go's graphics are just strong enough to pull this off and make the experience memorable. I can safely say I've now spent more time navigating with the Wander app to explore Google Streetview in exotic locales such as Teotihuacan or northern Alaska just to experience these places than I have (almost) anything else on the Go.
7. The Sound is Great. The onboard speakers are positioned to funnel to your eardrums without having to put on a headset, and the result feels very close to actually wearing headphones without needing to. People around you will hear the sound, especially if you crank it up to max volume, but it isn't nearly as bothersome. Put it at half volume and it's almost unnoticeable to everyone else. That said, there's still a conventional old headphone jack if you want to go that route, and you could easily wear a headset with the straps for this thing without any discomfort.
One other thing worth noting is the onboard Samsung browser is great for browsing the web, and it's easy enough to find VR content online as well that just plain old works (most of the time). It also includes a code-locked private mode if you're keen on discovering the dystopian, Kafkaesque out-of-body nightmare that is VR porn.
It's not 100% sunshine. Here are my negative observations so far:
Battery power could be better. I think three-four hours is the most you can get out of the device, depending on what you are doing with it, and two hours may be normal for some graphics-intense games and experiences.
Lingering Compatibility Issues. The storefront seems to share space with the GearVR, and you will find yourself wondering on occasion if the app or game in question will work right with the Go. I've run into a few apps that are built to assume no controller, and a couple free games that did not behave correctly at all. It does look like the games identified for the Go that cost money all seem to have been okayed for sale in the storefront, though.
Only One Controller. Oculus Go plays best when you are sitting in a swivel chair with the intended controller. I don't think there are other controllers available for use with the Go at this time, although the one it comes with is absolutely perfect for what most games demand.
No Spatial Recognition. Oculus Go is assuming you are in a swivel chair or standing, and all games/apps require you to use the controller to move or teleport around. In reading up on it, it looks like a major goal of the next iteration of the console...Oculus Quest....is to add spatial recognition and movement to the experience. Yes, I will totally snap that one up when it releases next year.
If you decide this is for you, I suggest the $249 64GB version. It's double the memory (I still haven't used all of it up) but given it has no expansion slot, you might as well spend the extra $50 and go for it. The set comes with a glasses-spacer and a hand controller, as well as a USB charger. For my money, this is the next best gadget purchase I have made this year, right next to the Nintendo Switch, and is currently getting more play time than conventional consoles.
Monday, October 29, 2018
Doctor Futurity and the League Universe (Cypher System)
The League Universe is the official unofficial setting that I have run all comic book-styled super hero campaigns in for the last 33 years. These adventures include events from the 1985-1987 era of Crossover Earth (a play-by-story post I ran in the eighties), numerous DC Heroes Mayfair System (MEGS) adventures from the late 80's and early 90's, the lengthy DC Heroes 3E campaign I ran in 1992-1993ish, a medley of Mutants & Masterminds 1st edition campaigns, and more recently my Cypher System Superhero adaptation. Here's the basic timeline (so far), and the key NPC protagonist/patron, Doctor Futurity (thanks to Philip K. Dick for his novel of the same name and my friend from way back when, Quentin Long, for using it as one of the names of the fragmenting Liberty League that became the basis for all that was to come....)
The League Universe
Timeline
This world had a few major events in recent decades:
·
In 1986 The Liberty League fell apart when a
gang of villains conspired to kill Captain Liberty; his sidekick became
Arbalest, an assassin who hunted down many of the League's old villain roster
and killed them before being captured.
·
In 1988 The League reformed to face a major
threat, as dozens of heroes fought off an invasion of other-dimensional
Cthonians, mythos-like monsters from beyond the stars who invaded New York.
After this the world's most powerful occult hero Dr. Futurity went AWOL for
many years, to appear only occasionally.
·
In 1992 The new Liberty League fought an
invasion of other-dimensional "bug men" and won.
·
In 1995 heroes of Earth were kidnapped by galactic
pirates and sold into slavery as gladiators, eventually winning their way free
and impressing the Empress Theda of the Thiir Star Empire. They contacted the
Star League, a coalition of worlds working against Thiir and other oppressors.
Some of these heroes became secret envoys to the star League; word of this
reveal was kept hidden, top secret.
·
In 1996 Dr. Richard Desorius discovers the
secret to transgenic modification and accidentally splices his genes with a
reptile, becoming Saurian. He is later recruited by the ancient secret society
called Eschaton.
·
In 1998 the League disbanded, not to be restored
until after 9/11
·
In 2001 the new League was formed by a UN
council and became the World League, led by American Agent (the first true
super soldier success), fighting terrorist organizations such as Project Titan,
PYTHON and others. It lasted until 2009 when American Agent was killed in
Afghanistan and the League quietly disbanded. An independent organization,
Agents of Steel (led by a hundred year old hero named Talbot Steel who may have
become immortal after drinking from the Holy Grail) picks up the slack.
·
In 2002 The Metahuman Intelligence Agency is
quietly formed to track methuman appearances and activities, and to either
recruit from or seek to apprehend meta criminals.
·
Between 2001 and the present many scientists
notice a steady decline in the number of new metahumans appearing.
·
In 2007 The Metahuman Intelligence Agency (MIA) uncovers an incursion from the Bleed beneath Hell House in New York. The occult team code-named Eclipse is formed to defeat the god Typhon from exploiting the rift.
·
In 2014 evidence of a stellar war in neighboring Alpha Centauri was observed. In 2016 Project Titan becomes funded through backdoor
channels my MJ-12 to observe and capture metahuman specimens for an army they
are recruiting.
·
In 2017 word arrives that a flotilla of refugee
ships from Centauri are on the way, fleeing a threat from a conquering force
called the Marauders. Word of this is kept hidden from the general public, but
it is getting harder to conceal the information about dangerous advanced
stellar civilizations. Project Space Force is publically announced as an
ingenious cover to the actual Space Force which will take engineered tech from
the Star League to prepare for the arrival of a fleet of aliens, and possible
interstellar war. Behind the scenes, MJ-12 is tied in and using Project Titan
to recruit, though no one knows this.
·
In 2018, Doctor Futurity reappears in New York
for the first time in nearly twenty years....
Doctor Futurity (known alias Devon Maxwell)
Superhuman
(Arcane Origin) – Level 8 (24)
Motive: protect the world and the
timeline, no matter the cost
Environment: Wherever trouble arises
Health: 80
Damage Inflicted: 8 points or 11 with
ranged Onslaught attack
Armor: 1 or 4 (arcane armor)
Movement: short; flying long
Modifications: Arcane Powers at Level
10, Intellect Defense Rolls at level 10, +3 damage with Onslaught Attacks
(ranged, 11 damage)
Powers: Doctor Futurity can call upon
arcane sorcery to project illusions, manipulate time, create devastating force
blasts, hover and fly, and teleport around the world. His power set includes:
Illusions
– intellect defense roll level 10 to penetrate the illusion
Time
Shift – Can project himself forward or backward in time; can project
forward or backward in time up to 10 targets. This is a lengthy shift (not
minutes, hours at minimum).
Teleport
– Can instantly transport himself and up to 9 others to any location in the world.
Sorcery Immense: Futurity can call upon and use any identified power in the core rules that an Adept would be able to deploy, including tier 6 powers.
Ally: Alan Morn, MIA
Operative (Secret Agent template for stats)
Doctor
Futurity is one of the premiere investigators and occult sorcerers in the
world. He has worked with numerous organizations, though most famously the
League in its various forms, and is said to have first appeared in the mid
nineteenth century as an occult investigator, though his chronomantic time
magic allows him to appear during any epoch of history.
Futurity is
noted for his tendency toward a red/white/blue motif in his costuming, and his
suits never appear the same twice. He is prone to changing his fashion over
time to reflect the era in which he appears, but he always wears some form of
mask and is otherwise unidentifiable; he has a persona when incognito that is a
man of middle years with greying temples named Devon Maxwell, but this is also
assumed to be a false image.
Futurity’s
main purpose is the protection of the timeline from extra-dimensional occult
threats, but his greatest challenge was the Cthonic invasion of New York in
1988, when he aided the League in stopping the mythos invasion. However, he
paid a price; the cthonians left Earth alone, but he was forced to agree to a
pact of limited interference going forward. Some think much of his power is
focused on insuring the barriers in the Interstitial Dimension are kept strong
to insure the cthonians do not return.
Today, Futurity conspires with MIA (Metahuman Intelligence Agency) operative Alan Morn to keep track on the activities in the mortal realm, and has provided him with one of Futurity's unique disk-like artifacts that lets him contact the sorcerer telepathically in the timestream and interstitial realms. Agent Morn is a tall, middle aged operative who was recruited into the MIA after an enounter with the legendary Hell House of Maddison County, NY, leading to the revelation that it was in fact a paranormal rift into the bleed from which the nebulous dimension of Purgatory had gained purchase. In 2007, during one of Futurity's rare visits to his home plane of existence at Morn's request the two managed to stop the ancient Titan Typhon from entering the mortal realm through the rift beneath Hell House, with the assistance of the Unknown Soldier, Adam the Created Man and the Fire Below (in her last incarnation). For a few months they were known as "Eclipse," a code name MIA assigned to the occult adventurers who worked to stop Typhon's incursion.
Saturday, October 27, 2018
Quiet, but things slowly going on...
I've been relaxing a bit from the old standard I once held of 3 posts a week. I'd like to get back to that --discipline is good!-- but I actually have too many demands and too much discipline in my life right now so letting the blog slip a bit from the routine has been okay in my book.
That said, my ongoing games, which include two homebrew Cypher System settings, intermittent Starfinder and a new D&D 5E campaign have been generating content....just nothing I want to post (yet) until it's played its purpose in the ongoing campaigns.
One thing I admit I've done a lot less of this year is buy new game systems (and then spend time reading those systems and distracting myself). Despite this, I did get the new Alternity and have been reading up on it....also Modern AGE (which is an interesting system that looks anemic compared to it's Fantasy AGE predecessor or....say...Cypher System), and some other odds and ends like Numenera's 2nd edition, the Unity RPG and Warhammer Fantasy Roleplay 4th edition (which I am told is shipping now, at long last).
So yeah, maybe I'm doing better from a certain point of view, but still buying too many systems given how little time I have these days to absorb or run them!
Anyway, I've been running a lot of Cypher Supers and plan on posting more heroes and villains from that campaign soon. Also, a talk about the interesting potential in the new Alternity....
That said, my ongoing games, which include two homebrew Cypher System settings, intermittent Starfinder and a new D&D 5E campaign have been generating content....just nothing I want to post (yet) until it's played its purpose in the ongoing campaigns.
One thing I admit I've done a lot less of this year is buy new game systems (and then spend time reading those systems and distracting myself). Despite this, I did get the new Alternity and have been reading up on it....also Modern AGE (which is an interesting system that looks anemic compared to it's Fantasy AGE predecessor or....say...Cypher System), and some other odds and ends like Numenera's 2nd edition, the Unity RPG and Warhammer Fantasy Roleplay 4th edition (which I am told is shipping now, at long last).
So yeah, maybe I'm doing better from a certain point of view, but still buying too many systems given how little time I have these days to absorb or run them!
Anyway, I've been running a lot of Cypher Supers and plan on posting more heroes and villains from that campaign soon. Also, a talk about the interesting potential in the new Alternity....
Thursday, October 18, 2018
Game Systems: It's all about the toys they offer
I have thought a bit recently about how I might reconcile my general love of Cypher System, which rests firmly in a more streamlined, narrative-friendly camp of the rules spectrum, and my ongoing fascination for Starfinder (and by proxy Pathfinder 1E) with their elaborate systems and deep-diving level of detail and minutiae. How could I enjoy one so much (Cypher) for its ease with which all actions and conflicts are resolved while encouraging a deep layer of narrative fun and yet also enjoy Starfinder and Pathfinder for their rigor and minutiae, with mechanical depth of design that sometimes allows for emergent storytelling, but in a much more structured fashion....?
Then I realized what it is about these (and other) games that I like so much: the toys. The pieces and parts that they both provide to let you construct your game and make it run with minimal effort. Here's what I mean:
With Cypher you get a minimalist, narrative-driven system, sure. But you also get thousands of building blocks, including a robust bestiary, cyphers, artifacts, and plenty of character choices. It's a cornucopia of goodness, and it's cross-compatible with all the other Cypher System books (The Strange and Numenera) so when you combine it with those resources you have a metric ton of read-to-use tools which require little to no effort to deploy in the game session. In other words: it makes actually constructing the game (and running it) easy.
With Starfinder and Pathfinder, you essentially have the same scenario. You have massive bestiaries, magic items, tech items, gear and equipment, spells, all the stuff you need to seed scenarios. Yes, I have griped (and will continue to do so) about the time consumption in designing custom content such as new monsters and NPCs, but Starfinder fixed a lot of that, and Pathfinder technically "fixes" it by simply offering you so many books full of ready-to-use content (e.g. Monster Codex, Villain Codex, NPC Codex etc.) that you really don't need to do that sort of work at all if your game isn't demanding it. And these days, when I do run Pathfinder, my games are definitely not demanding that I keep up with a mess of hyper-focused min max players at my table, thankfully.
This also explains why Savage Worlds is so nice as a system, and Call of Cthulhu too. And it explains why some other games, despite liking them so much, remain second fiddle to these more robust "toybox" offering type game systems....GURPS for example being better described as a set of tools you make your own toys with, for example, or Genesys Core wanting to be a toybox but not offering enough toys for each genre (yet). We all probably can think of game systems that show up with a rule system and a smattering of content attached, with cool concepts in principle but a dearth of actual content to work with. Hero System is my personal favorite example of a system with a metric ton of rules and design features but no core box of toys to play with.*
Moreover, Cypher System is particularly cool because it gives you enough in one book to work with. Starfinder does require purchasing a couple books to get there, but once you have the core, Alien Archive and Armory you've essentially got years' worth of content with minimal effort at your fingertips.
Not everyone needs (or wants) a game with a toybox approach. I use "toybox" here because I feel "sandbox" if a different kind of style.....it's the kind of game where you get lots of content, but you still need to build it all up (make the sand castle, if you will); GURPS is better described as a sandbox game, for example. Some people prefer that.....they don't want these toys, they want their own. But for me? toybox is definitely what I need these days to get that gaming in.
*With the caveat that by Hero 6th there are some very thick resource books you can expand the game with for certain genres if you want, so even Hero can provide a robust toybox if you're willing to pay for it.
Then I realized what it is about these (and other) games that I like so much: the toys. The pieces and parts that they both provide to let you construct your game and make it run with minimal effort. Here's what I mean:
With Cypher you get a minimalist, narrative-driven system, sure. But you also get thousands of building blocks, including a robust bestiary, cyphers, artifacts, and plenty of character choices. It's a cornucopia of goodness, and it's cross-compatible with all the other Cypher System books (The Strange and Numenera) so when you combine it with those resources you have a metric ton of read-to-use tools which require little to no effort to deploy in the game session. In other words: it makes actually constructing the game (and running it) easy.
With Starfinder and Pathfinder, you essentially have the same scenario. You have massive bestiaries, magic items, tech items, gear and equipment, spells, all the stuff you need to seed scenarios. Yes, I have griped (and will continue to do so) about the time consumption in designing custom content such as new monsters and NPCs, but Starfinder fixed a lot of that, and Pathfinder technically "fixes" it by simply offering you so many books full of ready-to-use content (e.g. Monster Codex, Villain Codex, NPC Codex etc.) that you really don't need to do that sort of work at all if your game isn't demanding it. And these days, when I do run Pathfinder, my games are definitely not demanding that I keep up with a mess of hyper-focused min max players at my table, thankfully.
This also explains why Savage Worlds is so nice as a system, and Call of Cthulhu too. And it explains why some other games, despite liking them so much, remain second fiddle to these more robust "toybox" offering type game systems....GURPS for example being better described as a set of tools you make your own toys with, for example, or Genesys Core wanting to be a toybox but not offering enough toys for each genre (yet). We all probably can think of game systems that show up with a rule system and a smattering of content attached, with cool concepts in principle but a dearth of actual content to work with. Hero System is my personal favorite example of a system with a metric ton of rules and design features but no core box of toys to play with.*
Moreover, Cypher System is particularly cool because it gives you enough in one book to work with. Starfinder does require purchasing a couple books to get there, but once you have the core, Alien Archive and Armory you've essentially got years' worth of content with minimal effort at your fingertips.
Not everyone needs (or wants) a game with a toybox approach. I use "toybox" here because I feel "sandbox" if a different kind of style.....it's the kind of game where you get lots of content, but you still need to build it all up (make the sand castle, if you will); GURPS is better described as a sandbox game, for example. Some people prefer that.....they don't want these toys, they want their own. But for me? toybox is definitely what I need these days to get that gaming in.
*With the caveat that by Hero 6th there are some very thick resource books you can expand the game with for certain genres if you want, so even Hero can provide a robust toybox if you're willing to pay for it.
Wednesday, October 17, 2018
Savage Worlds Adventure Edition Kickstarter
It's in the wild, and as expected it's already funded! Savage Worlds will have its first new edition in 15 years...take a look:
I'm in at the $150 level for sure. Savage Worlds remains one of the "go to" games in my arsenal.
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