D&D Reviews - For Real This Time, No Fooling

OK so yesterday's post was originally intended to be a book review amalgam before I put on the rose-colored glasses and got out the scrapbooks. Today I want to talk about a pair of book(let)s and I may talk a bit about the first 4th edition module. The books are called Wizards Presents Races and Classes, and Wizards Presents Worlds and Monsters and together they are the bulk of the "preview" materials for 4e. The module serves a bit of this as well - it's called H1 - Keep on the Shadowfell. I call them book(let)s because each book is only about 100 pages long. At first I was sort of dubious about them, and I still think they are badly titled. But they aren't really a "This is wizard and look we had somebody draw a picture!" What they are is actually a series of essays by the people who created 4th edition. (Well and to be fair, there is a "This is a wizard" component.) Sticking with wizards, there are six pages about wizards in the Races and Classes book. The first two are clearly going to be in the Player's Handbook and are pretty much "So you wanna be a wizard? This is what you'll do." and some pictures. But then there's a half column on the role of the wizard in combat and talking about how the wizard now has an implement such as a wand or orb (Pratchett fans will wonder if the the implement has a Knob on the End) and that implement shapes what the wizard does. Next up is some "crunchy" (i.e. full of rules information) details about the changes from 3rd to 4th edition, including why the changes were made. Next up is discussion of how the wizard class is balanced against the other classes, both how it worked in 3rd edition and what they changed for 4th. The point I'm trying to make is that while yes these books do cover the fluffy "Wizards cast spells and suck at combat" aspects, there's also a good bit of crunchy "this is how 4th edition works" and a whole big helping of "This is what the design goals of 4th edition are and how we got there." It's almost like these two books are the directory's commentary track of the Player's Handbook. For somebody like me with a more than passing interest in how gaming sausage gets made this stuff is just great. The split of the books is a bit odd. I actually read all of the Races and Classes book and the first quarter of the Worlds and Monsters one before I got the logic. They talk about how 4th edition was developed by two teams - a mechanics/rules team and a flavor/creative/art team. The first book was written by the mechanics team and the second by the creative team. This makes a lot of sense but it's not said explicitly anywhere. Once I got that it was a lot easier to flow with which topic was covered where. I think this is even further obscured by the fact that the "Races" topic is the blurriest and it's what the first book opens with. Are dwarves and elves mechanics or flavor? The answer of course is "Yes". The book focuses a bit more on the mechanics side of the fence but it dabbles more in flavor than the other sections do. The second book shows a lot of good thought. The whole planar system has been redone and one mantra was "lose pointless symmetry". Did anyone ever really adventure in the Positive or Negative Material planes? Even most of the elemental planes were cast in a way that A ) made them uninteresting and B ) made them impossibly difficult to use. "So it's an endless plane of fire? The ground is fire, and the air is fire? And this rock? No, it's fire too huh? And we can't breathe, because of the fire? What a great place to go." Instead now they have a plane called the Feywild which is an eerie mystical echo of the "real" world. All of the fey/faerie creatures come from the Feywild, and ancient elven (technically they are eldarin, but that's a technicality) cities might exist in the Feywild except for the solstice when they materialize in the real world for just one night. Bam! Already that has more adventuring potential than the Inner Planes ever got in 20 years of D&D. I'd say if you have any interest in D&D, or even much of an interest in game design as a topic this are worth reading. I really liked reading them, and if it wasn't clear already they really piqued my interest in reading the actual rulebooks.
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Dungeons & Dragons - A Retrospective

This post is somewhere between a couple of book reviews and just some general commentary. I can do that, it's my blog and I'll organize however I see fit :-) Turns out I'm just going to go down memory lane. I'll post more about the 4e products another time .... The venerable Dungeons & Dragons is getting a new version this week. The fourth edition rules are supposed to be available on Friday (you can easily find PDF's via BitTorrent if that's how you roll (pun not intended)), but there's a wealth of information you can soak up now if you'd like. A good place to start would be at the D&D Insider web site, but there are also two books Wizards of the Coast released about the new edition, and already one adventure is available with "quick-start" rules and pre-generated characters that lets you play in advance of the full rules dropping. I should probably talk a little bit about D&D and me I suppose. I remember the original "box set" game but we didn't do much with that. I have memories of my Dad trying to figure out exactly what it was, but not much more. At some point later we got the Advanced D&D books (back when there were only three). I still have those three books, they are probably some of the oldest books I own. The Player's Handbook has lost the spine and they are in general completely beat up. I have a second copy of the first edition Player's Handbook in the more "modern" orange spine covers. I played AD&D with my Dad for years. In my mind we did it throughout my entire childhood, but looking back with an adult eye, it couldn't have been more than a couple of years tops. As I became a teenager the system was getting ridiculous. I just counted, I have *8* different orange back books as well as the five volumes they put out before adopting the orange spines. Believe it or not, at one point in time I could navigate that fluidly and tell you (without looking) where a particular obscure rule was. Oh, and there's so much stuff I didn't keep - years of Dragon magazines, modules by the linear foot, it's crazy. Looking at my 2nd edition Player's Handbook that's copy-righted 1989 - my freshman year of college. Which surprises me, I thought I was playing second edition in high school, but yeah I definitely think of 2nd edition as my college game. Of course, I spent a lot of time in college with GURPS, and even with DC Heroes for a while (I never gamed in the DC setting, but those were really good rules for running a superhero campaign.) The campaign withered and died after college though, and there's been no significant RPG'ing since then. There was third edition D&D - the first version done by Wizards of the Coast after the buyout of TSR. This is also the first version where the "Advanced" moniker disappeared and it is not AD&D anymore. I have the basic books for that set but looking at them next to the first and second edition books tells the tale. As I said, my first edition PHB doesn't even have a spine anymore, and I think the binding was starting to fail. I know I wouldn't let anybody but me touch it for a few years - that's what the second copy was for. My 2nd edition PHB isn't that bad, but it's been through the wars. The black spine is worn white in spots, the corners of the binding are rounded from countless trips in backpacks. The 3rd edition PHB? Still pristine. No noticeable wear and tear. It is copyright 2000, and I'm somewhat humored to notice there's a CD-ROM tucked in an envelope in the back that claims to have "Character Generator" software on it. So high tech! (It also has a "GDC Hotel Information Card" from 2003 stuck in it as a bookmark.) I remember when the 3rd edition PHB came out - Jeff Gregg and I spent an awfully long lunch one day trolling for copies. We talked about playing but I think we both knew we wouldn't ever do so. It was just nostalgic then, seeing what they've done with my old toys. I was aware of a revised "3.5" edition of the rules, but by then I couldn't see the value of buying another PHB. I mean, the last one won't even lay open flat on a table! Practically virginal, which is perhaps a poor choice of words, considering how "virginal" the entire topic is ;-) Amazon says that the 3.5 PHB came out in 2003, but I don't have a copy of that. Wow, I ran really long just looking at the old books. I suppose it's somewhat telling that I can put my hands on all this old crap and do so almost instantly. It's easily fifteen years since I opened a first edition book but I knew exactly where they all were in my office. GURPS may have more primary shelf space than the AD&D books but I can't imagine setting up my office without a place for those thieves prying the gem from the statue.
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The Rain-Slick Precipice of Darkness

JP asked about my opinion of the new Penny Arcade game, officially known as "Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness". I've finished the game although I'll probably play through it a second time, because I didn't unlock the "bonus comic" which I'd like to see. It's an action RPG and the combat is grounded in the recent Final Fantasy titles with a dash of new real-time gameplay added. Now, a competent action RPG on the 360 isn't something to sneer at but without the Penny Arcade humor there just wouldn't be enough game here to justify a purchase. The combat action is interesting and it gets a bit frenetic as you're deciding what moves to use next, whether to heal a character or unleash a special attack and all the while timing blocks against enemy moves. So far what I've written could describe Diablo, but there's no random monsters and there's little to no loot. There are inventory items to buff or debuff stats, as well as bandages and a handful of things like oranges (which distract robotic enemies - and if that doesn't make sense then you don't read Penny Arcade ;-) ) as well as explosives. But there's no armor or gear. You can upgrade the weapons of your three characters, but each has a unique weapon and there are two upgrades for each and it's all strictly linear. There aren't any random encounters and I'm of mixed mind about that. On the one hand the incessant "take two steps and stop to fight a monster" gameplay of a Final Fantasy is usually why I stop playing it (and the other reason is that I get ahead of my character levels because I haven't fought enough random encounters). From that perspective it is refreshing to have each encounter matter. But on the other hand it really makes the role playing element of the RPG seem hyper-shallow. You may thing that's a odd statement to link the RP elements to random encounters but no random encounters means no random loot drops as well, which means there's no glee in finding a better rake then the rake you started with and there's no telling your friends how they need this particular item because it's +3 versus mimes. OK, so it's a shallow RPG game with an interesting combat mechanic and a fairly limited amount of content. Why is that exciting? The answer is that it really does feel just like the comic. You're fighting mimes (and you learn of the dark god the mimes worship, one who wants to bring silence to the world). You're fighting what amounts to steampunk Fruit Fuckers. You're killing hobos in order to make sure they don't indiscrimately pee on the important "urinology" research of the local scientist. (Which is to say that he pees on things. But he pees scientifically see and that science makes all the difference.) Much of the world has little custom descriptions and many of them are funny. If you're the sort of player who will get a kick out of reading the description of every crab on the boardwalk in order to see every crab joke then you'll enjoy the game. If all you want to do is level up and grab all the phat loot (I've put my time in the Barrens chat channel, I know how the kids talk these days ....) then you're going to find this a fairly thin experience. All the reviews I've read basically say "If you enjoy reading the comic you'll like the game." and I think that's mostly true. The one exception that I'd make is that if you enjoy the comic and you'd enjoy an action RPG then you'll like the game. I know people who read and enjoy the comic who aren't going to enjoy the actual futzing about picking out attacks and managing their healing items and the like. Perhaps they'd like watching somebody else play it but I do think there's a weird disconnect between the casualness lightweightness of everything except combat and then the hardcore multitasking of the combat system. The demo lets you play the whole tutorial and by the end of that you should have a good idea whether you'll like the game. If you have a 360 go ahead and check it out.
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Little Brother

Last week I read Cory Doctorow's latest novel: Little Brother. This is his first "YA" (young adult) book but don't let that fool you, this book could be enjoyed by all ages. (There's a whole 'nother digression here about how YA fiction is actually really vibrant right now and in fact is probably doing better than "straight" SF is. But I'm not going to digress, other than to note that "YA" isn't some sort of scarlet letter for a book to carry.) As always I don't want to give any spoilers but I'll briefly describe the book. It tells the tale of a seventeen year boy named Marcus who runs afoul of the Department of Homeland Security after a terrorist attack destroys the Bay Bridge. He's detained for a while as a suspected terrorist and when he is finally released his best friend is "vanished" away. Over time he gets more and more embroiled in fighting the Orwellian tactics of the DHS, who is using the attack as an excuse to trample all over civil rights in the name of "security". This is Doctorow's most overtly political book to date, but unlike when I complained about the cartoonish jackbooted thugs in the last Merchant Princes book (by Charlie Stross) I can't really argue that the DHS doesn't act like the portrayals in the book. OK, I don't really think they are going to routinely "disappear" minors and I don't think they'd really set up a mini-Gitmo on US soil, but completely ridiculous data-mining operations designed to create a total surveillance society? That's not science fiction, that's not even fiction, that's something that has already happened (Google NSA, AT&T, and "Mark Klein" if you've missed the story so far). I'll admit the ease at which Marcus talks youth culture into running Linux is way over the top, but it's not enough to completely break suspension of disbelief. The politics comes on strong though and several times in the book I got the queasy feeling in my stomach I get when I read about telecom immunity, or the liquid ban on airplanes. It's hard to describe properly, but I've seen enough stupid government crap designed to keep us scared and look like it's fighting terrorists when really it's promoting terror to recognize the specific "Can I wake up now feeling? I'm done with this nightmare, ok thanks bye!" feeling I get. It surprised me that the book evoked that so well in several places. I liked Little Brother a lot. It might very well be my favorite Doctorow novel to date. (I'd have to reread Eastern Standard Tribe to be sure, but it's at least my second favorite, if not my favorite.) It's not really very science fiction-y, it's easily his least "out there" book, but it's a fast read and moves along at a good clip. I think it falls apart a little at the end - apparently Doctorow originally intended a sequel, but Tor wanted a stand-alone so there's a bit of a deus ex machina that pops up to make everything wrap up in time for credits but the first part is good enough to make for the faltering finish. Moreover, I think it's an important book. It's one of the first really good fictional treatments of what the US government has turned into (apparently dragging the UK right along behind us from what I understand) and I'm glad for that. It's not too strident, which was a fear I had going in. It reawoke some of my sense of outrage, but you know what? That outrage is important and I don't want to lose it entirely, until we lose the TSA and the color coded alert system and the distressingly non-specific "security alerts" and the "no photographing public buildings" nonsense and so forth. We have a government agency that seems intent on creating panic as a tool for empire-building and we need to put a stop to that. Having a book that says so is a good way to keep that in mind. I'm glad that Doctorow wrote this book, and I'm glad to have read it.
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