Nuketown

Game Day: My Game Inbox Runneth Over

Posted in by Kenneth Newquist on Sat, 06/09/2007 - 11:53am
Game Cover: Shadowrun

After a week away from home at the Portal 2007 higher ed conference at Gettysburg College, I've returned home to an inbox overflowing with games. My Xbox 360 will be seeing heavy action this weekend as I put Shadowrun and Forza 2 through its paces, while my non-videogame moments will likely be consumed by reading The Mastermind's Manual and Lockdown sourcebooks for Mutants & Masterminds.

Finally, Friday night gaming arrived just in time with a return to the misty lands of Ravenloft and our ongoing attempt to find the long lost Amulet of Ravenkind.

Running in the Shadows, Driving in the Sun

I've spent a few hours playing Shadowrun, the first-person shooter loosely based on the role-playing game of the same name. I've beenworking my way through the training tutorials and trying out some bot matches but I've been waiting until I get some experience under my belt before venturing online.

The setting is the same as the RPG: magic has re-awakwened in near-future, cyberpunk world. I like the combination of tech and magic powers, and the visuals can be stunning. I think the game has some cool tactical potential, in that you can reshape the battlefield with Entangle, take out magic effects with Anti-Magic Generators, etc. The diversity of options can't hide the game's shallow nature: there are only two game types, team death match and capture the flag, and those can get old quick.

The lack of a campaign mode -- even a barebones one like you'd get with Timesplitters -- is a real drawback. The solo battle mode is ok for trying out maps, and I like being able to have bots to play against, but given the game's role-playing history the lack of a campaign is really a crime.

Based on what I've seen so far, it's not a bad game, but it's not a ground breaking one and it's not a replacement for Halo 2 (especially when the Halo 3 beta is out there for people to play).  Having said all that, since I don't have the Halo 3 beta this is my best chance to blow people up, and I'll be doing that this weekend.

I've been looking forward to Forza 2 ever since I got the 360. So far the game appears to be a little underwhelming -- the two tracks I've raced on aren't significantly better than what I saw in the original Forza game, though the cars themselves look sharper. Game play has been solid though, and I needed a game I could play in front of the kids (unlike, say, Gears of War).

Evil Geniuses for a Better Tomorrow

Our Mutants & Masterminds campaign has a firm launch date of June 29, which means I need to get off my ass and finish fleshing out the opening session. Since we're doing this "Dark City" style, my game prep will be limited to creating different vignettes for each character, but I still need to flesh out the campaign's setup and some of the overarching plot for the first season.

To that end I got two new Mutants & Masterminds source books. The first is Lockdown, which is a supervillain prison source book. It details the penitentiary known as Buckner Ridge, complete with detailed floor plans, new villains, prison guard NPCs, and much more. This should fit nicely with the Season 1 theme … which I'll talk about more during a future game day column.

The other source book is the Mastermind's Manual, which is a sort of Unearthed Arcana-style optional rulebook for M&M. There are a few areas of Mutants & Masterminds that we've considered tweaking, and this book provides plenty of variant rules. I don't think we'll use any in the first few sessions, but it's nice to have such a source book to fall back on.

The Deadly Mists of Ravenloft

Friday's Ravenloft game saw yet another death, this time in the form of Donegal, cleric of Daern, fellow of the Lightbringer Guild. He died fighting huge blood-sucking worms, two of which latched on to him. The wounds they inflicted, combined with the blood drain, overwhelmed him before the rest of the party could save him.

This will gravely affect my own character, Pierce Haligarth, who had joined the Lightbringers with Donegal. While the two rarely saw eye to eye (Pierce being an opportunist in search of gold, Donegal being a stalwart defender of the people) they were members of the same guild, and seeing his friend die on the frontline of battle has caused Pierce to begin to grow a spine. Badly shaken by several encounters with the undead (including one that saw his intestines spilled out onto the street by ghouls), his membership in the Lightbringers, his new-found training that allows him to use his "sneak attack" against undead, and Donegal's death is having a steeling effect.

As a result, when the horrifying sea hag defending the Amulet of Ravenkind appeared before the surviving party members, Pierce stood his ground, was not shaken by her fearsome presence, and even ran up to attack the creature with his rapier along side his companions.

As far as the campaign goes, I'm enjoying it greatly -- Pierce is turning out to be a fun character -- but we're having a lot of trouble with level draining and ability damage. Most of it isn't permanent, but it's killed at least one character (maybe two) and causes us to fall back to the village to rest and recover.

This isn't necessarily a bad thing, but the village itself doesn't have much in the way of resources so its hard to do much of anything else while we're there. I'm going to suggest to our DM, Erilar, that our defense of the village and the defeat of the undead who threatened it has allowed a few traders to come in, which could help with that very problem.

erilar said,

Mon, 06/11/2007 - 11:47am

The lurking horrors of Barovia have certainly not been pulling their punches. I can see it in the eyes of the players everytime I'm describing an encounter: "Oh great, another ability-draining creature. Thanks, Easter Bunny..."

Still, I'm trying to stay with the encounters as written. We've been trying to foster a 1st Ed. feel to the campaign, and so I'm purposefully letting the dice land as they will and trusting to the writers and EL's. Everyone's been warned that the adventure will be gritty, and we've asked for everyone to keep a backup character handy.

All told though, the players/characters have been faring admirably during some very difficult encounters. I just think they are getting tired of hearing "That hits - I'll need a Fort save as well."

We're working on dreaming up some sort of relief effort that doesn't take too much away from the setting. The party could really use some Nurse Nancy NPC back at the village that could provide some support after a level- and/or ability-draining encounter.

In my mind, if the adventurers are able to, through shrewd tactics and guts, persevere a tough session after having half their [insert vital statistic] sucked out, they deserve to fuel up and get back to the good fight upon returning to Barovia proper.

Losing their 7th level cleric was a big blow though - he was the only one that could cast true Restoration. Et spiritu sancti, Doneghal!

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Mon, 06/11/2007 - 12:36pm

Don't get me wrong -- I like the lethality of Ravenloft, and that our dead characters are staying dead. Maure Castle (with higher level PCs) ended up with the opposite problem: adventurers died in droves but kept coming back thanks to raise dead spells and such.

That approach tends to cheapen the concept of death in the campaign, so I'm glad to the more brutal, harder-edged nature of Ravenloft. Plus, this is d20, and as we've discussed before, level-draining/ability draining/life-snatching monsters are really the only way to strike fear into the hearts of characters who in any other setting would be damn-near superheroic in their powers.

It's certainly had an impact on the evolution of my character, Pierce, who nearly died on during his very first encounter with the horrors of Ravenloft. That encounter's driven all of his decisions since then, whether its joining the Lightbringers (an undead-slaying guild) or deciding to learn the arcane arts as a wizard.

A little help in town would be handy though. :)

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bright said,

Sun, 06/10/2007 - 8:58am

Lockdown is awesome. I really think it could support a campaign by itself.

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Sun, 06/10/2007 - 9:09am

Yes, it easily could. We'll see how it evolves in relation to the campaign.

In Volume 1 of our campaign, the Freedom League -- Earth's Greatest Heroes -- have left to investigate a strange new object that has entered the farthest fringes of the solar system. This gives rise to a crime wave around the country as villains use the opportunity to settle scores and launch their nefarious plans. A new generation of heroes steps into the lightlight, battling and subduing these villains ... who eventually get sent to Lockdown.

Lockdown itself could easily play a major role in one of the later seasons as a result.

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