Author: Ben Stovall

  • Ben Recommends: JetLag the Game

    Ben Recommends: JetLag the Game

    So much of the media I enjoyed last year got saved up for my Year in Review post in December. I haven’t actually had a standalone Ben Recommends post since the first, when I talked about the then-finishing Dimension 20 series. That’s in part because there’s some properties I think work better in that retrospective post rather than on their own. I think these standalone posts are more fit for long-form content or stocked libraries – stuff like series, specific creator channels, podcasts, etc. Which, brings us to today.

    Late last year, I got introduced to Jet Lag: The Game through a livestream. I found the crew compelling and got hooked, catching up on many of their earlier “seasons” while watching their weekly uploads on the season they were airing then, their second race across Europe. And now, with the wrap up to a race from the United States’ northernmost point to its furthest point south, I wanted to give them a shout out and maybe find them some more fans.


    What is it?

    Jet Lag: The Game is a game show/travel vlog show where three or four players compete, with various harebrained challenges to earn methods of travel or other victory conditions. In their races across Europe, they needed to complete their challenges to earn currency that could be used to buy rides on trains, planes, or automobiles (paid for in minutes spent traveling based on the method’s speed). In a game of Capture the Flag in Japan, they had to do challenges both to use the country’s public transportation and acquire powerful defensive options to delay their opponents.


    What do I like about it?

    There’s a ton to like about the show; you get to see fantastic vistas and learn about the countries they visit; the crew and their guests are fantastic hosts and storytellers. There’s so many gags and gaffes that will bring the laughs, and it’s easy to get invested in a team or player’s progress through their season.


    How does it compare to similar shows?

    I’ve never seen The Amazing Race myself, but I imagine they’re pretty similar with Jet Lag having a continuity in its players that can be either better or worse depending on one’s taste. They still mix things up with a guest when the games call for equal teams, but if you don’t like the boys there’s no getting around it.

    So that’s Jet Lag: The Game. It’s been a blast to watch the show and I’m looking forward to the next season! They upload episodes one week early on Nebula, but it’s available free on YouTube. If you end up checking it out, I’d love to know!

    As always, thank you for reading.

  • January 2024 Irregular Update

    January 2024 Irregular Update

    Happy New Year, everyone! Been a while since the last one of these, so here we are again. Read on for updates on Red Watch 3, the blog, and more!


    Did you finish the draft of Red Watch 3?

    No. Not yet. I hit a bit of a wall that seemed bigger than it was. Coming into the new year, I picked up a new habit (more on that later) that helped me work through it. I’m making steady progress again, working on the penultimate or final chapters of each storyline in the book to be followed up by the epilogues. It’s the biggest ones left, but I’m optimistic about completing the draft by winter’s end.

    Still unsettled on a title. I have a short list of some ideas for one, but I haven’t been enamored with any of them yet. As a peek behind the curtain, the front-runners right now are A Violent Peace and A Merciless Union.

    One more thing for Red Watch: in the upcoming months I’ll share something big here on the blog. It’s something I’ve been considering for a long time and once the draft for book 3 is done, it’s my next project. You’ll know more about it in a few months.


    Latest on the Blog?

    So, middle of last year, I started missing dates for my goal of two posts per month. I still mostly got one out each month, but inconsistently. One month I’d drop one a few days in, the next one it was on the last week. A handful of factors played into that.

    The first: when I hit my wall on RW3, I ended up hardly writing anything. I was expecting I’d get disrupted by some of my hobbies in the back half of the last year (Baldur’s Gate 3), but I didn’t expect it to the degree to which it happened. And I’m not blaming BG3 – when it came out, it was all I was interested in spending my time on. That isn’t a fault in the game (probably a credit to it, really). It just coincided with a time when I also had few enticing ideas for blog posts.

    I had drafted a couple posts, even, but I wasn’t satisfied with them afterward. I had one cooking about Starfield – mostly outlining my disappointment and a growing frustration with customers who wanted to say that the jank was fine because Bethesda used to make good games. I had another about Warcraft, but I ended up disagreeing with my own thesis less than a week after drafting it. (It was written on the week 10.1 dropped, when we had the next zone available, but not the raid or mythic+ season. At the time, I was unenthused with the prospect of spending another patch pugging dungeons for all my progression, but my friends and I joined a guild and started having a lot more fun again. Playing an MMO with a community works, who would’ve guessed?)

    There’s a weird problem with the blog. I like to write on a topic when I feel like I have something to say about it, but oftentimes, it seems what I would say has been said already – in a reddit post, in a video essay, in an article. If I don’t feel like I’m adding to the conversation, I wonder what the point of the post even is. Sometimes it’s worthwhile – with the political posts, those are battles we keep having to fight.

    When it comes to Starfield? What’s one more nerd’s article about his disappointment good for? Do I really need to write a post about how weird it is that the fourth Indiana Jones movie got so much criticism when the movies all seem to be full of shlocky bullshit? Is that something I want to go to bat for?

    The final factor: I spent much of the year running a Pathfinder game. As I discussed in my blog post on the system, it’s really solidly built. (Awesome for some, didn’t work out for me.) One of D&D’s flaws is the holes in its system that I had to fill in over the years with homebrew solutions. The latter (while worse as far as a professionally designed product goes) (especially one released by one of the biggest companies in the world) provided more opportunities to find problems to solve, solutions to work out. Thoughts that might be worth sharing with others.

    Anyway. I’d like to get back to two posts per month. I just need to figure out what I want to write about – what kind of things you might want to read about. Hell, maybe you’ll see a post very much like those above-mentioned abandoned drafts.


    What else is going on?

    Earlier, I mentioned I picked up a new habit. At the suggestion of my younger brother and following the example of my older brother, I started journaling during the last week of December. (I believe all successful New Year’s Resolutions begin before the new year does.)

    I’ve journaled before – usually to vent or when I couldn’t sleep. Now, I’m doing it habitually. No matter how inane or uninteresting my day is, I write about it. (And I work from home, so my days can be really uninteresting.) I journal about my thoughts, my plans for the day, where I am with my writing. It’s helped; a lot. I’m fully bought in. I’ve got two more journals waiting in the wings.

    Otherwise, I’ve slammed through some books since Christmas. I read Murderbot #3-7 (Martha Wells) and the Sunlit Man (Brandon Sanderson) in these last three weeks. I’ve locked up one full, uninterrupted hour to read every day when I finish my shift at work.

    I’ve been looking at the Blades in the Dark TTRPG, and I’m planning to start running it with my table in a few weeks. Really excited about the system. It’s hard to like Hasbro / WOTC right now, so I kind of just don’t. Makes it even more enticing to give it a run.

    Think that’s about it! I’m taking the risk to say I’m pretty optimistic for this year. I think it’ll be a good one. As always, thank you for reading. Good luck this year, y’all.

  • 2023: Year In Review

    2023: Year In Review

    In 2022, it wasn’t until September that I’d decided to make a retrospective post about the media I’d enjoyed that year. This time, I had it in mind from the start, and I jotted down little notes throughout about what I wanted to include. I’ve had some of the below on the list as far back as February (and my friends and family will recognize them, since I’ve talked them up all year long). As before, I’ll avoid spoilers as much as I can. Let’s get to it!


    Books

    As last year, I didn’t read as much as I’d hoped. I’ve played maybe a few too many hours of video games, watched a few too many episodes of TV shows or movies. I’m still figuring out how I want to sketch out my daily routine with my new job, but I’ll get there. Regardless, there were still several books the absolutely ensnared me and that I want to maybe draw more eyes toward.

    The Fires of Vengeance by Evan Winter

    I don’t really have a whole lot to say here; I liked this book just as much as I did the first and I’m excited to see more from Evan Winter. I think this could be one of those series that becomes mainstream as it gets more and more entries. With how much I’ve enjoyed this series so far, I’d hate to be wrong.

    Tress of the Emerald Sea by Brandon Sanderson

    It’s been an amazing year for Sanderson, there’s no doubt about that. Perhaps the only people coming out ahead of him are his fans, receiving five books of his this year – myself included. I was unemployed when the kickstarter for his Four Secret Projects launched and I still made an incredibly silly financial decision and backed him. I’ve only read the first two of those releases thus far, and between them and The Lost Metal, Tress is my certain favorite.

    I think something that really worked here was the perspective of the book – most Sanderson stories I’ve read are in third person, bouncing perspectives on chapter changes or on scene breaks when things are kicking off, and I think the consistent voice really enhanced this book.

    Between my love for this and Scott Lynch’s Red Seas Under Red Skies, maybe I’m just a big fan of fantasy pirate books.

    Between Two Fires by Christopher Buehlman

    This is probably the best book I read all year, but it’s one I hesitate to recommend. It is a hard read. Horrible things happen to these characters, but then, of course they do – it’s a dark fantasy story set in France during the Black Plague, and Buehlman really makes it easy to feel the suffering of our tiny band of characters. He does not shy away from the horror of our history, and it is made much worse by the supernatural.

    Children of Time & Ruin by Adrian Tchaikovsky

    I wonder if I’m going to end up having an “off-the-wall weird” sci-fi rec each year. In this book, a scientist, Avrana Kern, wants to make a garden world for humanity to eventually settle. A utopia with genetically-engineered servitors and an impeccable biosphere, an Eden amidst the stars. Unfortunately, a saboteur tries to utterly upend her goal, killing the monkeys she intended to see the planet with, but rather than admit defeat, she launches her nanovirus anyway and it infects a surprising host … we witness some of their development over the course of hundreds of years, then a wave of humans eventually comes to settle the garden world, discovering things are so much different than they expected.

    And – wouldn’t you know it, this duology won a best series Hugo award this year! I was ahead of the game this time.


    Movies

    I saw as many new movies at home as I did in theaters this year – which is to say, I didn’t see that many movies. It isn’t that I don’t like movies, I love film, but going to the theater has become unbearably expensive and when I’m home, I usually gravitate toward games or shorter-form media instead. Despite all that, I saw a few movies that really mattered to me this year.

    Dungeons and Dragons: Honor Among Thieves

    I had a lot of fun seeing this movie and I’d love to see this gang of adventurers again someday – another heist, a dungeon crawl, whatever. We’ll see if anything comes of that. Hasbro continues to prove itself a poor parent company with layoffs right before Christmas this year despite D&D having a banner year all around (more on that later).

    Oppenheimer

    This is the first biopic I’ve ever seen. I wanted to give it a shot because I’ve been enjoyed every Christopher Nolan film I’ve seen and I was interested in the subject. I loved it. I don’t know when on earth I’ll find time to watch it again, but I know that I want to. The use of color and black-and-white presentation really blew me away when I discovered the reason for it.

    Puss in Boots: the Last Wish

    This movie released last December and I kept hearing praise for it all over the place. On a whim, once it showed up on Amazon, I rented it and it still blew me away with how fantastic it was. It’s an animated movie that treats its audience, kids and adults both, with respect. It’s incredibly stylish with crisp and beautiful animation. It was the first thing to be thrown onto my list for this blog post this year – hell, I saw it about a week before I started really getting back into writing, so maybe it was just straight-up inspirational for me.


    Music

    I didn’t include music on my list last year because I am perpetually behind on music and my tastes haven’t changed much from my teenage years. Luckily, they didn’t need to.

    This is Why from Paramore dominated my listening for several weeks when it dropped back in February. I had the album on endless repeat, especially Running Out of Time and You First. I’ve also been obsessed with The Adults Are Talking from the Strokes’ The New Abnormal since I heard it this summer. (Which, yes, is from 2020. As I said, perpetually behind.)


    Video Games

    It’s probably because they dominate most of my time as my primary hobby, but this feels like the real meat-and-potatoes of the post to me. Maybe I just trust my opinions about video games more than I do anything else since I’ve been playing them as long as I can remember. Regardless, here’s some of the highlights of my year and anyone who knows me will already know what my game of the year is.

    Core Keeper

    Survival games are hit-or-miss for me. If it finds me in the right mood, or it’s got a good story or good RPG elements, I can get hooked. But it can also have both of those things and just still fail to grab me. Core Keeper was a hit, right on target. It’s got a full release planned for next year, and I played the hell out of it for a few weeks this summer. My friends and I enjoyed it immensely, getting all the way to the hard edge of the progression curve right before their big biome update a few months ago. I’m glad to know there’s new stuff waiting for me whenever I get back into it. (And I will!)

    God of War: Valhalla

    It feels like Santa Monica Studio made an excellent little bonus game mode they could’ve sold for like $20 and they handed it out for free. It’s an excellent epilogue for Ragnarok, and it is what I’m going to get back to playing the moment I finish drafting this post (hopefully I’ll be done with its story when this goes up).

    Roboquest

    Roguelites put their gameplay front-and-center – if that doesn’t work, the whole game fails. They must be fun to play. And Roboquest is a freakin’ blast. The gunplay here is so immaculate and satisfying (I really love the comic-book style sound effects that pop up right next to your guns) that it’s a blast to play through. And it’s got 2-player co-op! Grab your best brobot and run-and-gun to your mechanical heart’s content! You will not regret it.

    My Game of the Year: Baldur’s Gate 3

    If I still had the time on my hands like I did when I was a teenager slamming through Dragon Age: Origins runs, I’d probably have six completed playthroughs by now. I’ve yet to make good on my goal to get all of the achievements (a few of them are contingent on a co-op run I have in Act 3 that my friend and I haven’t gotten back to yet), but it’s still my plan to do it. Even that new one for an Honor Mode completion. I can’t wait to see what Larian does next (and I really appreciate the post-release support. That reunion party was exactly what I wanted when I finished the game the first time).


    Well, there we have it. Farewell, 2023. As always, thank you for reading. Here’s to many new stories and adventures in 2024. Happy New Year, everyone.

  • Revisiting Mass Effect

    Revisiting Mass Effect

    Some of the most artistically influential and significant games I’ve played in my life were developed by BioWare. I latched onto the series for much of my teenage years; I couldn’t tell you how many times I played Dragon Age: Origins throughout high school: seeing each origin, building my perfect world state to import into the sequel, finding obscure conditional options. I loved the game so much I decided to check out BioWare’s other series and got myself a copy of Mass Effect. (Spoilers follow.)

    Amazingly, I latched onto it just as hard as I had Dragon Age. Harder, perhaps. I tore through Mass Effect, playing every night to explore the galaxy BioWare made. On my first run of the game I hadn’t completed Wrex’s personal quest before Virmire and failed to have the points to successfully persuade him to calm down, but I was so attached to his character that I loaded an earlier save before I’d spent my most recent level up and managed the check. It legitimately infuriated me when Ashley shot him in the back the first time. I immediately launched into New Game+ once I’d finished the campaign and went out of my way to do everything on the next run.

    By the time that was all done, I learned Mass Effect 2 had been out for well over a month already and managed to pick a copy up when my birthday came around. I’d fallen in love with the first game because of its setting and narrative; Mass Effect 2 brought the game into modernity with vastly improved gameplay and ensnared me even further. I survived the so-called Suicide Mission without a single casualty on my first run. I played Overlord when it released. I blew up the Batarian Alpha Relay in Arrival and waited very impatiently for the trilogy’s end to arrive.

    I took two days off of work for its release and binged through the game. I played hours of the multiplayer, beyond what was required for my Galactic Readiness to be maxed out, I felt mist in my eyes as Mordin rode the elevator on Tuchanka. I froze, wondering if I’d be able to broker a peace between the Geth and the Quarians at the end of Rannoch. The game was incredible, and I was riding high on the wave of that experience as I charged toward the beam that would let me access the citadel and use our superweapon to exterminate the Reapers and save the galaxy.

    And I, like many others, felt like the ending slapped me in the face. I felt burned for being so invested in everything that had happened up to that point. Everything I’d done came down to a trinary choice that did not feel adequate in the least. I could either pursue what the villain of the first game wanted (violating every galactic citizen’s bodily autonomy in the process), pursue the Illusive Man’s goal (with an undercurrent of “this might not work forever”), or commit a genocide not just of my enemy, but also one of my allied species and sideswipe slay a member of my own damn crew. I stood there in disbelief for a handful of moments, then grimaced as I did what I’d been sent there to do: Destroy the Reapers.

    I found I was not alone in my upset. I scrolled through dozens of threads on Reddit in the following days. Criticism was not hard to find. Theories decrying the ending as a hallucination felt more acceptable than what had been served. I returned to replay the final moments when BioWare released their Extended Cut of the ending, and still left dissatisfied. So badly had I felt burned by the ending that I did not buy any DLC for Mass Effect 3 or play the campaign again. (That multiplayer rocked though, I played it a few more times.)

    This year, I purchased the Legendary Edition during the steam sale for $15, which combines the trilogy into a single platform with updated graphics (and gameplay for the original). I hadn’t played these games in over a decade (I’d originally owned them on an Xbox 360 and hadn’t repurchased them on PC at any point, so I hadn’t even had the ability for perhaps six years).

    For a few weeks during the summer, I was consumed by them once again. Every evening when I got off work, I launched into Mass Effect. These games were just as incredible now as they were before, but all the while, I wondered if the other shoe would land as harshly as it had before. I reached the third game and reveled in how unbelievably well they managed to make it, dreading the moment I would reach the end and wondering if I would be angry about it all over again.

    It was near the end of the game that I played Mass Effect 3’s DLCs for the first time. I retook Omega just before Priority: Thessia, I discovered the truth of the Leviathan just before exposing Sanctuary and Cerberus’s activities there, and completed the Citadel just before launching the assault on the Illusive Man’s base. After these missions, when I finally reached the end of the game, I discovered that my anger about the ending had materially changed.

    In 2012, when I spoke to the Catalyst and was given my three decisions for how to irrevocably change the galaxy, I hated its existence as a writing device. It felt like the voice of the author had come down to tell me how it ended, and I couldn’t have been more frustrated. Now, in 2023, after Leviathan and the Citadel, I only disliked the personified Catalyst as a character. I thought it to be fallible now, and not a voice of omnipotent knowledge. I knew now that it had been created by the race that it turned into the Reapers and it had a flawed understanding of the galaxy. It thought war between organic and synthetic life was an irrefutable fact, when I had already brokered peace between the Geth and Quarians and they were working together to resettle Rannoch. I had seen an AI and a human man fall in love with one another. I knew it was just a dumb machine rather than an authority, and I blew the Reapers to hell once again.

    The Catalyst didn’t know the galaxy half as well as it thought it did. For it, the status quo of galactic extinction every 50,000 years was an acceptable outcome. Whatever it thinks isn’t worth a damn. It’s probably wrong about the Geth and EDI being destroyed anyway, or it’s lying because it wants to save its toys.

    These games were some of the most influential and significant games of my life. It’s incredible to have found a way to enjoy and love them again, whether my interpretation of the ending is supported by canon or not. As always, thank you for reading. I should go.

  • My Experience Running Pathfinder 2e

    My Experience Running Pathfinder 2e

    Spinning out of the OGL fiasco earlier this year, I decided with my table to give Pathfinder 2nd Edition a try when we began our new campaign. It’s been just about 5 months now, and after 14 sessions, I’ve come to the conclusion that the system is a very poor fit for me. Each time we got deeper into the game, as we came to understand more of its rules and functions, I found more and more to dislike about it.

    A lot of it comes down entirely to personal preference. What I’ve been upset with in the system might be the selfsame things its foremost fans love. As an example, I think the system sacrifices a lot of things that are mysterious, exciting, or interesting in the name of balance. There’s a well-defined table listing the number of gold pieces and magic items your party should find at each level. Weapon runes are baked directly into the game’s scaling arithmetic, so missing out on one feels way worse than not finding a magic weapon in D&D. The magic items themselves are narrow, incremental bonuses – never providing that oomph that powerful items grant in D&D.

    And, again, the DMs and players who like for that to be codified in that way will be glad for it – for me, it felt like it took the magic away. (More on that later.)

    So, that’s the topic of today’s post – my experience running Pathfinder 2e. What I liked, what I didn’t, my major gripes with the system, and why I decided to switch back to 5e D&D for my campaign.


    Pathfinder’s Strengths

    Even despite all the things that I dislike out of preference, I can still appreciate a lot of stuff that Pathfinder does. I really like the way they set-up their dragons as opposed to 5e: after the dragon uses its breath weapon, you roll 1d4 to see how many rounds it needs to recharge, instead of rolling a 33% chance at the start of the dragon’s turns. And, any time they score a critical hit, their breath immediately recharges, which they can theoretically fish for before locking them out of using it that turn. I liked that so much, I decided to rip that out and carry it back to D&D.

    Then, any time you roll 10 over the difficulty threshold of an action (be it a saving throw, skill check, or attack roll), your result becomes a critical success. This changed the texture of Armor Class a bit, as the higher value your AC was, the more it mitigated damage by preventing critical blows. (This, additionally, is something I’m adapting a bit for D&D – if someone exceeds a creature’s AC by 5, they get 5 additional points of damage.)

    Pathfinder’s 3-Action system also provided a lot of opportunities to think tactically through your turn, potentially sacrificing some things that are baseline parts of your round in 5e. You might not need to move, so you can drop that spare action point into striking out against someone an additional time, or attempting to knock them down, or inflicting one of the game’s numerous conditions onto your foes to the benefit of your allies.

    For many players, the modularity Pathfinder offers when building out a player character will feel unrivaled by many contemporary systems on the market. There are (on paper) no empty levels. Each time you rack up 1000 xp, you are getting something new – a class feat, an ancestry feat, a skill feat. There are dozens of options to choose from, and anyone feeling underserved by the options presented by 5e will find so many more feature to add on to their character sheet. However …


    Complexity is not Value

    These features are not created equal. A very narrow selection of skill feats provide new options in combat, giving them more value than their contemporaries (since, just like D&D, the system is primarily designed for running combat). A few skill feats enable mechanics that many DMs would assume are a baseline ability for a character to have. The long list of class feats for fighters presents options for specific fighting styles, drastically cutting the number of options down once you’ve picked your weapon set-up. So, there’s a long list, but a lot of it is bloat. Bon Mot, Intimidating Glare, Risky Surgery – these are certainly going to be taken by one or more members of your party. They just slot into what the game is designed for better than the other options.

    And that delta between options exists in the action economy too. Each character builds out to have a named move in their arsenal that is their optimal choice for throughput which makes other options inherently less valuable to use. Despite the long, long list of actions available, I very rarely saw my players change up their slate of actions. It didn’t help that casters were generally locked out of two actions (minimum) to cast any of their spells, but even the Fighter and Swashbuckler often had the same rotation of abilities – like they were hitting their buttons to perform DPS in a dungeon on Warcraft.

    And it isn’t that D&D doesn’t suffer from players doing the same thing turn-to-turn. However, it is so much simpler to get to that same problem in D&D than Pathfinder with a greatly reduced load on me to keep track of a handful of conditions and the way that they interact with a creature’s AC, save DCs, to-hit bonus, and damage rolls. Even with my players staying on top of keeping track of those conditions to help me.

    And the list of conditions is so long and vast, accounting for a lot of minute differences that don’t necessarily need to be accounted for. I found this blog post that really dug into this, and rather than regurgitating a lot of their points I’ll just share the link.

    And I think it’s a misfire from Paizo to have built this way, unless their intent is to capitalize on a more niche market of disaffected 5e players. Pathfinder’s 1st edition outsold 4th edition D&D for a simple reason – it was the simpler alternative on the market. For all of D&D brand-name recognition and staying power, a new kid on the block showed up and captured the community’s attention by just being D&D 3.5 with a few patch notes to streamline the game.


    A System of Disengagement

    This, however, was the biggest problem for me. And, like many of the issues I’ve brought up already, there are going to be many, many people who are glad for the system to function this way. For me, it very much did not work.

    Running Pathfinder, I often felt like the game would have preferred a machine over a human person behind the DM screen. It’s tighter in design, and it’s gone to great lengths to try and provide an answer for every question, a rule for every experience. There’s not a hole that needs an off-the-cuff ruling – just crack open that book (or visit Nethys) and find the answer, despite how much that slows the game down. And that’s the better option, because trying an off-the-cuff ruling can be overly punitive (such as when I imposed the Sickened condition on my barbarian player for biting a mimic and failing to roll well on an improvised Fortitude save to overcome an adhesive goop filling their mouth and throat).

    And I hit a DM-side problem with the 3-Action system – the monsters rarely had a unique or cool ability to use. We fought a handful of Xulgath early into the campaign, and outside of the Fortitude save to overcome their stink, they just strode and struck until the party defeated them. Even the Bilebearer didn’t have some cool full-round move to splash nasty gunk on everyone around it (and I improvised one on the spot because it felt boring for it to just keep doing the same thing). For all the talk from Pathfinder’s community about tactical combat, it seems there’s rarely anything the monsters have at their disposal to actually make you consider how to engage them – they just have a high damage output because of the game’s scaling damage die and critical hit rules. In time, maybe I’d have learned to have the same comfort I do for building monsters in D&D, but I felt like it was much easier to do in 5e than in Pathfinder, even from the start.

    And, last, the system felt like taking a step backward.


    Regression

    It’s clear in a lot of ways that Pathfinder is a child of the old branch of D&D. Pathfinder’s 2nd Edition is Paizo’s evolution of 3.5 into 4e, and it held onto a lot more from that system than 5e did. Things like Vancian casting – prepping each spell into each individual spell slot, needing to relearn them at higher levels to cast them in those more potent slots. It does a lot to differentiate the feel of different casters, certainly. For me, it absolutely filtered them out between the casters I’d play (spontaneous) and those I wouldn’t (Vancian).

    It also stings to be unable to split up your movement. If you burn one of your three actions to stride, why do you need to lose whatever left over movement you had so you can attack? If you walk fifteen feet to get to an enemy on its own, then use your following two actions to defeat them, you don’t get the last ten feet of your movement that you already spent an action to buy – it’s just gone. Is there value in that?

    After I played 5th Edition D&D, I never once thought I’d want to go back to 3.5 one day. I loved the elegance of advantage and disadvantage to handle the floating numbers. I appreciated the new formula for spell attack rolls rather than needing to track a creature’s Touch AC. Playing Pathfinder felt like opting in to several regressive mechanics to complicate the game in a way I did not enjoy. One I don’t think I’ll revisit in the future.


    So, that’s my account of my time playing Pathfinder. The system has a lot of fans – and I personally appreciate a lot of things about Paizo – that all their rules are available for free on the Internet is a huge benefit to the game’s accessibility, one that D&D could seriously learn from (were it not for Hasbro’s greed). If you or a DM you know would love to feel like the game has all the answers, then Pathfinder would be a great fit for them, urge them to give it a try. For me, it felt constraining and limiting; it revealed to me how much I enjoyed fiddling with D&D to customize monsters and items and really curate the experience for my players, which was something I didn’t feel like I could do in Pathfinder.

    There’s often a lot said for the ways these two games function similarly. They’re in the same genre, after all – they’re both dungeon crawlers at heart that take a group of characters from near-nobodies into basically superheroes. The way they achieve that fantasy, however, doesn’t feel like it could be more different.

    As always, thank you for reading. Good luck out there heroes.

  • Baldur’s Gate 3

    Baldur’s Gate 3

    All throughout my life, I’ve been prone to being captured by good RPGs. When a new one comes along, everything else in my life finds the back seat as I engage with these games for hours. I’ve missed meals, I’ve lost sleep from being too excited to return to the game to return to rest.

    When I picked up Divinity: Original Sin 2, it ensnared me for two weeks’ worth of my free time. I can’t begin to count the number of times I played Dragon Age: Origins or The Elder Scrolls: Oblivion or Skyrim. These games just perfectly capture my brain and cinch closed like a steel trap.

    Baldur’s Gate 3 is the latest case. In the three and a half weeks since its release, I’ve played it every day. I’ve completed the game twice, I have a co-op run with a friend in late Act 2, and I’m launching another pair of games to go for 100% achievements, just to have an excuse to keep playing.

    There’s a lot to love about this game. It’s got its imperfections, some bugs, some unfortunately cut content, but Larian Studios has proven they don’t consider a game’s launch the end of their work. With Divinity, they released a Definitive Edition one year later as a free upgrade, and I and many others think we’ll see something similar with Baldur’s Gate given enough time. Even without that, it’s easily a contender for one of my favorite games of all time.

    But I’ve lavished praise enough. I wanted to write this pose to draw attention to some adjustments Larian made to 5th Edition D&D that I think would translate well into the tabletop. Certainly, were I running a 5e game right now, I’d be making many of these changes.


    Day Long Durations

    Several effects in Baldur’s Gate 3 last until you take your next long rest – Speak with Animals, Speak with Dead, Hunter’s Mark, Enhance Ability, the game’s elixirs. It seems these are changes made for the sake of gameplay – and I’d advocate that they’d all improve the tabletop experience as well.

    Spending a limited resource (and potentially your very valuable concentration slot) to activate these effects is already a noticeable cost. It also gives the party a reason to try and delay their long rests so they don’t lose powerful effects, especially in the case of the game’s elixirs. I’d even suggest broadening the slate of spells that can last for a full day, adding effects like Comprehend Languages, or Detect Magic. (And Mage Armor, but most people probably ignore it has an 8-hour duration already).


    Increased Effectiveness

    There’s also several spells and abilities that are stronger in Baldur’s Gate 3 than they are in the tabletop. The level 3 spell Daylight triggers Sunlight Sensitivity for a lot of monsters, such as Shadows, Wraiths, and Vampires, while much of my tenure in the tabletop space drew a line in the sand between “Daylight” and “Sunlight.”

    Warlock pact boons have powerful bonuses. Tome gives you immediate utility cantrips then adds Call Lightning, Haste, and Animate Dead to your repertoire as once-per-day casts. Blade freely grants you extra attach at level 5 and always scales your weapon with charisma.

    The Haste spell grants someone an additional full action, making it even better to throw onto the martials. You can make massive plays without the restrictions on casting multiple leveled spells in a turn, like using Misty Step to arrive in front of a large horde of monsters near a ledge and using Thunderwave to throw them all to their doom. Switching between ranged and melee weapons is completely free, and casting with a hand occupied is negligible. The number of times martial characters can shove has been reduced down to a bonus action, but with Larian’s area design it feels even more powerful than before, especially with the distance being derived from your character’s strength, rather than a flat 5 feet.

    I think all of these effects and boons would provide an improved experience for the tabletop.


    Ease of Resurrection

    For the sake of gameplay, it’s pretty easy to Revivify someone in Baldur’s Gate 3. There’s numerous scrolls on sale, the component cost of the spell and its time limit is gone, naturally, and there’s a camp NPC that can bring your pals back for a pittance of gold. I think many tables would benefit from making a few of these changes. I think the component cost is a good thing to holdover into the tabletop, but maybe allowing the PCs to have access to purchasable scrolls, or even letting them each begin with one for the first handful of games where they’re learning their characters could be a boon to them. The starting scrolls could even have an expiration of some sort, so the value of them diminishes the further they get into their adventure.

    This comes down to the table’s preferences. My players and I generally enjoy the possibility of PC death being there, but a table of people more attached to their specific characters for the adventure at hand might like a more relaxed ruling.


    Well, that does it for today. My apologies for the delay between posts – it might happen again with Starfield, but we’ll see. I might get a few drafted and scheduled before it consumes me (if it does). As always, thank you very much for reading. Good luck out there, heroes.

    (These boots have seen everything.)

  • RPGs: Metagaming

    RPGs: Metagaming

    There’s a strong negative sentiment in the TTRPG space around “metagaming.” It’s almost like a dirty word – a curse so potent that players will go to incredible lengths to avoid even the potential for an accusation of such a sin.

    And I think this is mistaken; at least to the degree to which it exists. In general, it’s great for the players to be invested in your game, to plan out combo moves between their characters, or share the information they gained when separated. The adventures in these games occur over the space of months and years, it’s impossible to roleplay every moment of that time, and it’s okay for things to be discussed off screen.

    Yet, there are other instances were metagaming can spoil the experience of the game. So, today, we’re talking about acceptable and unacceptable metagaming, and some instances where peeling back the curtain can even further enhance the game.


    Negative Metagaming

    Obviously, the most egregious instances of metagaming are why the stigma exists at all. Choosing to read ahead in a published adventure to discover optimal solutions, researching a monster’s stat block to understand its strengths and weaknesses, or even going so far as to read the GM’s notes when they are out of the room are all ways to quickly spoil the game for everyone present.

    Additionally, there’s acting on information your character wouldn’t yet know. If your party is split, and two characters learn information revealing that an NPC that is journeying with the party intends to betray them. A character in the other half of the split party might have no reason at all to suspect such an occurrence, even though the player does. I’m lucky enough to have players at my table that will revel in that level of dramatic irony, but leaning on this scenario too often can harm the player’s ability to trust that the GM doesn’t simply mean to screw them over.

    Another harmful way to metagame is to override or interrupt another player’s turn in combat to present an optimal turn without request. It’s not bad to be helpful when asked, but everyone should have the chance to make their own decisions. Hell, a suboptimal turn in combat is often intentional for the character.


    Acceptable Metagaming

    Ultimately, I think a lot of acceptable metagaming boils down to the things that we quietly understand about the game’s mechanics and other knowledge inherent to the experience. Knowing your damage averages, knowing how your ally’s staple spells work, understanding DC tiers – these are common mechanics that being aware of doesn’t break the immersion of the game. As an adventurer, you’d know about how hard you can hit with your weapon, you’d know how your comrades fight in battle, and you’d know about how hard something might be at a glance.

    There’s also the implications I discussed in my Presentation and Assumption post. How an enemy appears can give your characters immediate implications about how they might fight, and understanding the expression of that mechanically I feel is in effect metagaming, but a strength of the readability of the game.


    Acknowledging the Game

    Now, every table is different in this regard; some players will desire to be as immersed as possible, and acknowledging the rules of the game for a moment could damage their experience. However, in some cases, taking a few minutes out to expressly clarify difficult mechanics can help prevent the players from needing to clarify them further and maintain immersion better in the long run.

    As an example, giving the dimensions of an area-of-effect spell or aura outright when playing without a battle map. Theater-of-the-mind combat can get messy and confusing fast, and it’s not doing anyone any favors to be coy about the size of these effects.

    For my table specifically, I’ve given them exact AC, HP, and saving throw values in many battles. I’ll let them know how much health a creature has, so they understand the gamble they’re making if they choose to attack rather than defend themselves. I usually hold on to giving the specific number when the circumstances are dire, but otherwise I give them clues liberally to describe an opponent’s state; when a monster is down to half of its hit point maximum, I’ll narrate how it is visibly weakening; when the players land a blow that leaves an enemy with less hit points remaining than the damage they just suffered, I say, “They cannot take another hit like that.”

    Descriptive combat narration is the best way to lead into these reveals. A creature with a high wisdom saving throw might appear utterly unfazed by a spell targeting that value, while a low-score enemy who just gets lucky on his resistance roll might reel for a moment before overcoming the effect with a miraculous force-of-will.

    When I first started playing D&D, the rule-of-thumb was to always keep enemy statistics secret, but I think that’s more valuable to newer GMs who are still learning how to build encounters than a veteran like myself. I’m confident in my knowledge (especially of 5e D&D) that I don’t need that ability to adjust my encounters on-the-fly. The last times I ran games in person, I didn’t even use a screen, rolling every dice in the open. As we’re currently playing online, I’ve replaced that inclination by borrowing from Dimension 20’s flair for the Box of Doom by rolling momentous rolls in our VTT Talespire.

    So, there’s a dissection on the nuance of metagaming in RPGs. As always, thank you for reading. Good luck out there heroes.

  • Diablo 4: What’s With Microtransaction Counter Criticism?

    Diablo 4: What’s With Microtransaction Counter Criticism?

    Outside of Tears of the Kingdom (which I don’t have a Switch to play), Diablo 4 is likely my most anticipated game release this year. A friend gifted the deluxe edition of the game to me as a birthday present, so I’ve been playing it for about a week, and I’ve had a blast. I’ve got some problems with the game’s story (maybe I’ll write a post about it), but playing the game itself has been fun; I love blindly exploring a game, and Diablo certainly delivers there.

    Now, I’ve made no secret of my thoughts on microtransactions in the past, and I’ve got some gripes with the existence of a cosmetic shop in Diablo 4. The prices are pretty out of whack, the store rotates to inspire a FOMO response, and given Overwatch 2, I’m unable to take Blizzard at their word that no power or in-game advantages will never be sold on the shop or included in a battlepass.

    Browsing the subreddits for the game, the thing that has shocked me the most is seeing people defending the shop’s inclusion, with threads full of people being snide or dismissive of people with a negative view of the premium store. I’m left wondering how this massive corporation cultivated these knights to defend their ability to rake in cash hand-over-fist.

    I haven’t put in the time to really answer that question, but I can find flaws in their arguments. I thought we could at least start there.


    A Necessary Evil?

    Before we dive all the way in, I do think it’s important to state that for this post, I’ll be addressing the points I’ve seen made in defense of Diablo 4’s microtransactions, and what about Diablo and Activision Blizzard makes me think that they’re poor arguments.

    I’ve seen a lot of people say that a game with constant updates and seasonal content needs a revenue stream to keep the service alive, and often it’s presented as a necessary compromise to allow a game with dedicated service to exist at all. Only, it isn’t necessary for Diablo 4. The game has a box price, and its launch week is not the last time people are going to buy the game. Blizzard will continue to make money on sales for months.

    They’ve sold millions of copies already at $70-100 a piece. They’ve gotten millions of hours of nearly-free advertising on twitch.tv. Games are expensive, certainly, both to make and maintain, but we must dispense with the idea that this is some small studio scraping by to develop this experience at cost.

    Activision Blizzard is a corporation, and it exists in pursuit of profit; profit pays the shareholders and executives. It is not funneled directly back into the game. It might serve as an incentive for the further investment in that product, but even then it is not for the sake of the product, but for further profit.

    These shop items and battlepasses will not even pay for future large content updates – the game will have paid DLC expansions. If you think the shop is allowing the game to be run without a subscription service, you’re not realizing that a planned pay-for-expansion update is a subscription cost, just served in bulk at specific release dates.


    Cosmetics Only: The Lesser Evil?

    A cosmetic-only shop certainly harms a game less than the ability to buy power or in-game currency. The former cheapens every difficult accomplishment in the game, while the latter creates a real world price point for every in-game item or service. (A 300,000 gold mount in Warcraft just costs about $25, depending on token values.) But, I again think it’s wrong to pretend it does negligible damage to the game. I want my character to look cool. There’s certainly ways to accomplish that in Diablo without spending cash, but unlocking new appearances has an expiration date until the next content update. If you settle into an outfit you like for months and begin to tire of it, you might want new options to craft your next look around, and you might not have any left to obtain in the game.

    Then, there’s often an element a clashing aesthetic to premium cosmetics. There’s a long list of games that sell absurd helmets and effects for money that are purposefully eye-catching and distinct. People want to stand out – they’ll buy hot pink armor and a rainbow trail given the chance; I don’t mean to question or belittle what these people enjoy, but I’m fond of Diablo’s existing tone and aesthetic and wouldn’t want to see it sacrificed upon the altar of shareholder profits.

    And, it’s certainly not a big deal for these things to exist, and they likely won’t be the reason I stop logging in one day. They just contribute to a lessened experience for me.

    But, well, I don’t want to spend money on the shop, so maybe I’m just not the target audience anyway.

    I don’t necessarily see this all eroding my interest in the game anytime soon. Even if it gets bad with the cosmetics, that might not push me away. I’d love to pretend I’m principled, but I’m getting the first battlepass as a perk for the edition of the game I received, and I’m not unlikely to grab the second one if I’m still playing when it rolls around. This genie is well and truly out of its bottle, and gamers never boycotted anything successfully. I’ll keep taking my individual stand when I can, but I really just want to kill some demons sometimes.

    As always, thank you for reading. Now, I think there’s a Helltide coming up here soon …

  • May 2023 Irregular Update

    May 2023 Irregular Update

    Yikes, it’s been a while since I did one of these. I did promise irregularity, but 13 months … woof.

    Okay. Well, here’s where we are.


    Employed Again

    I guess the big news is that I have a job again right now. It’s a multi-month contract position that’s work-from-home, so I’ve got money coming in. (And not a second too soon, since my website hosting dues are coming up.) While this means I’ve got less time available, I’ve actually been writing more consistently. Financial instability was hell for my stress; maintaining the blog and prepping for my D&D game was about all I was good for.

    Hopefully it remains that way. My position potentially includes some mandatory overtime. I’m not at all fond of that idea, but we’ll have to wait and see what specifically might be expected of me. Everything should work out as long as it isn’t too disruptive.


    So, what’s the news on Red Watch 3?

    Well, first up, I hit my outline again and streamlined it some more. I cut another ancillary plotline from the book, but unlike last time, this one had involved some characters of Red Watch that I can use elsewhere now. I’m not upset about the loss here, either. It was a subplot that kept two people in Souhal, and removing it has also helped several other characters find space to behave more as I’d imagine them to.

    There was also several additional Point-of-View characters I’ve cut from the remaining plotlines. These were mostly from brand new characters that had little-to-nothing to do with Red Watch as a group. I had specific roles in mind for them when I’d created them, but they were bloating the story. Sometimes less is more and now I can condense these ideas down into the familiar characters we’d want to see more of anyway.


    What’s all that mean for the book?

    It’s still early days on my productivity here, but I’m feeling really good about it all right now. I’m sorry this one has been taking me so long, but the good news is that I can truly see and feel the ways I’ve improved as a writer since that first go at Red Watch 3.

    The goal at present is for this draft to be done no later than the end of the year, with the release of the book no later than next summer. The earlier I finish the draft, the sooner it will release. If I can start editing and obtaining beta reader feedback by fall, we’ll shoot for a release in spring.

    Oh! One other thing! Since my father paid for me to have a year of Inkarnate’s pro subscription, I set some time aside and remade my map of Amera!

    I’ll be adding this to the Red Watch page here on the website and my social media soon – but until then, you blog readers get the exclusive hook-up.

    As always, thank you for reading! Here’s to many more adventures to come.

  • RPGs: Session Zero

    RPGs: Session Zero

    For the majority of the games I’ve run in my tenure as a GM, we had a perfunctory session zero, if we had one at all. In the early years, I was seeing my players throughout the week, and we’d have piecemeal discussions at random to talk about the upcoming game. Lately, however, I’ve taken to setting up a robust session zero with everyone present, and I’ve found it invaluable.

    But, I noticed one snag in the process when I was making that switch. There’s plenty of discussion about the value of session zero on the internet, but I didn’t find a good blueprint anywhere. That’s why we’re here today: we’re looking in depth at session zero. What is it, why should you do it, and when should it be.


    What is Session Zero?

    Alright, say a gaming group is starting a new campaign. They just finished a published adventure and are deciding which one they might want to run next, or they’ve reached the end of a homebrew game and everyone is ready for new characters, or maybe it’s just been several months since they played last and they need something new to get back into it.

    In all these scenarios, there’s a lot of different paths they could take. Maybe the group that runs published adventures just dealt with Strahd and they want a change of pace – something more laid back or comedic. Maybe the homebrew table wants to try another system. Perhaps the group that fell into a hiatus has been able to identify what wasn’t working in that last campaign and everyone wants to get on the same page.

    For all these reasons and many more, hosting a session zero is the best way to discuss these topics. It needs the same respect as a normal gaming session: full focus, phone set aside, snacks at the ready, ideas prepared. Then you’re ready to begin.


    What should we discuss for session zero?

    Foremost, you should discuss your ideas for the campaign. Things like tone, themes, setting. If you have several discrete ideas that you’re equally interested in running, this is the time to talk about them and see what your players latch onto.

    As an example, last August one of my players was going to be away for several weeks, and a friend-of-a-friend was interested in joining our campaign. Rather than go on hiatus, I ran a small scale campaign to introduce that friend to D&D. Our main campaign had reached the higher levels by this point, and my players and I were looking for a brief change of pace. So, session zero, we set the tone: this was a game for goofs and jokes. We decided the PCs knew each other – tangentially, at least – and that they’d been on a bender and lost their employer’s magic item. As part of session zero, I asked them each to tell me in secret one reason they might have stolen the magic item. They each remembered their own problem, and they used those hooks they generated to try and track the item down.

    For players at session zero, I recommend arriving with a few ideas about the kind of characters you’d like to play. You’d hate to show up to a party dressed in the same thing – even in a mono-class kind of game, you’d still want your PCs to have specific strengths and weaknesses. Pick a couple classes, develop a concept that works with multiple classes, or come with a few different ideas and build a party that can work well together.

    And, as implied above, discuss the campaign at large: what’s the trajectory? Are we heroic or villainous or just trying to get by? Is there a level range we should expect to conclude around? Decide what system you’ll use, discuss house rules; if there’s a mechanic you mean to make the backbone of your character, clarify that you and the GM interpret it the same way.

    Perhaps most importantly, decide what’s off-limits. I have a hard rule against any portrayal of sexual assault. I had a player with arachnophobia who asked for limited spider encounters (and less descriptive narration for spiders). Do the players want to deal with racism or homophobia from the NPCs? – Are you as a GM comfortable portraying those kinds of people?

    Session zero is the time to set everyone’s expectations in the right place, so everyone can engage with and enjoy the game.


    When should you have session zero?

    I think the best time to host it is one or two weeks before beginning the game itself, during your planned session window. Naturally, if your group meets less often, than just that first meet-up should be session zero, with the game beginning the following meet.


    Any other tips?

    My main goal in hosting session zero is to understand the PCs as much as possible. With that mini campaign and my upcoming game, I really wanted the direction of the game (at least at the early levels) to be player-driven. I want them to tell me their goals and desires so I can put them on pathways toward those items.

    So. That’s my advice on session zero. I hope it helps make your games better. As always, thank you for reading! Good luck out there, heroes.