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Monday, February 24, 2014

Pathfinder Mythic Rules

I've been blogging daily on a second blog site for the past 5 weeks, that has almost nothing to do with gaming outside of the name... but blogging daily there has gotten me back into the blogging habit, so I feel like I should revisit this space and start using it again.

(For the interested parties, my other blog is my journal as I try to lose about 100 lbs and get back into shape, you can see it here: http://weightlossachievementunlocked.blogspot.com/).

Anyway, back to the point of this post. We've been playing in the new Pathfinder Adventure path for the past few months, and last night finished a big dungeon crawl and leveled/tiered up again.

We have a party of 5, all of us are level 8 and Mythic Tier 3. Here's our party:

Brill, Level 8 Human Life Oracle (that's me)
Dyrfinna, Level 8 Human Stormborn Sorcerer
Torq, Level 8 Half-Orc Rogue
Shegurd, Level 8 Half-Orc Barbarian
Rahz, Level 8 Human Fighter 5/Paladin 3

Overall, my opinion on the Mythic Rules is that they are very interesting, but i'm not sure I appreciate the increased complexity that comes with the massive amount of rules. We've been playing Pathfinder a long time, but with this campaign we're using Ultimate Campaign and Mythic Adventures, and honestly it's a lot to keep up with. I've got a shop in the ruins of our starting city and the downtime issues there are just a chore when added to everything else... armies, rebuilding cities, leveling up in both level and tier. It's a lot!

We're trying to smooth things out a bit, with a combination of 'cheat sheets' that spell out all the various actions we have available, and we've begun work on a 'playbook', to try to script a little of the fights, but of course the only good thing about a plan is that you know it will get thrown out the window as soon as initiative is rolled.

This post is mostly just a pre-cursor though. I'm just getting this out here as an intro, and I'll try to post something about our campaign  every few days. Since we've been in the campaign for a while, I can both post look-backs as well as current events and look-forwards. So I should have plenty of fodder for the first few weeks.

Monday, July 22, 2013

Painting Reaper Bones - Pathfinder Red Dragon

Nearly a year ago, Reaper Miniatures had a ridiculous Kickstarter campaign that I backed, and I ended up with hundreds of plastic, unpainted miniatures.

Once I knew I was getting hundreds of minis, I decided to prep for them, and bought a few of the existing Bones miniatures... a minotaur, gnoll, ogre, and troll, a purple worm, a few skeletons, and some orcs. I played with these, painting them with simple paint jobs and using Army Painter Quickshade on them. They painted up great, looked good, and I was ready to go.

When my Bones came in, I expected to hit the 'workhorse' models first, orcs, goblins, kobolds, undead, vermin... things I can paint really fast, use Quickshade on, get them table-ready.

Instead I painted a dragon.



For those who are interested, Here's my method:

Step one: Assemble and wash
The bigger bones add-ons didn't come assembled, so I glued him together with Gorilla Superglue. I also washed the model with dawn and a soft brush, to get rid of any mold release. I also glued the model to a Gale Force 9 econo-base.

Step two: Basecoat
I mixed up a fairly random medium-dark red out of my airbrush paints and gave the entire model a basecoat of this color.

Step three: Initial Highlight and Shade
I washed the entire model with a coat of Baal Red Wash from Games Workshop and let dry. Once dry I took GW Mechrite Red and then GW Blood Red and drybrushed the entire model in the two shades.

Step Four: Chest
I painted the entire set of chest plates with GW Snakebite Leather, then drybrushed with GW Golden Yellow, Higlighted the edge plate with GW Sunburst Yellow, then once dry washed the entire chest with GW Gryphonne Sepia

Step Five: Horns, Teeth, and Claws:
Based with GW Bleached Bone, Then hit the edges with GW Devlan mud and a touch of highlight with GW Skull White

Step Six: Wings
Multiple layers of work here, with two layers of GW Devlan Mud, two layers of GW Black Wash, once overall, and once just in the creases. Two layers of GW Red Glaze followed. A very light drybrush of GW Blood Red and then finished with a final wash of GW Devlan Mud.

Step Seven: Eyes
I over-painted the eyes with a large oval of GW Sunburst Yellow, Made the Pupil with a dot of GW Scorpion Green, and then an iris of GW Chaos Black.

Step Eight: Details
The tongue was painted GW Tentacle Pink and then washed with GW Baal Red. Eyes were outlined with Chaos Black. Small protrusions down the neck and around the eyes were painted Chaos Black, and the Arm claws were outlined with Chaos Black.

Step Nine: Base
The stone was painted with a series of hand-mixed greys, based and drybrushed. Several inks were used as well, primarily GW Devlan Mud and  GW Badab Black. The statue head was based GW Bleached Bone and then washed multiple times with GW Ogryn Flesh and GW Gryphonne Sepia. Finally, I used TableMaster Base Treatment: Blasted Earth over much of the existing base and the econo base.

At this point I took the picture above.

Final tweaks (not shown):
Lots of shading done on the base with GW Devlan Mud. Some washes applied to the model itself, another red glaze on the wings, some more ink here and there. Once dry, I sealed the entire model with 'Pledge with Future Shine' aka Future Floor Polish, and then sprayed it with Army Painter Anti-shine.

1 model done. Hundreds left to go.

Friday, August 24, 2012

D&D Next Playtest Session 1 tomorrow!

So tomorrow I will start the first session of our D&D Next Playtest.

The plan currently is to focus on character creation, letting everyone roll stats (4d6 drop lowest as you like. Despite the name of my blog I'm not going to require 3d6 in order. D&D Next has some roots in the OSR, but they don't go that deep, apparently!)

My daughter has espoused interest in Humans, Elves, and Halflings for race, and Fighter, Cleric, Wizard, and Sorcerer for class. I'm only somewhat surprised she has limited herself so much.

After we make characters, I'll probably run an off-the cuff origin story for each of them individually that gets them in the same place, and have the first meeting of the PCs.

Monday, August 20, 2012

D&D Next?

While my Arena game never got off the ground for a multitude of reasons, I did just sign up for the D&D Next playtest. And to avoid the issues involved with trying to get a gaming group together, I've decided to run D&D Next for my family (Wife, 17-year old son, and 10-year old daughter).

We'll start with the basic intro module and either pre-gens or homemade characters.

I've downloaded the playtest packet, but done nothing else. However, I will be posting about this here, assuming there isn't an NDA or other issue preventing me from doing so. Time to read more!

Tuesday, June 28, 2011

I like to watch smaller numbers turn into bigger numbers as a hobby.

So, in most D&D campaigns, you are watching numbers go up...

Primarily, your XP and your Gold, but also your Saves, your AC, your stats, your to-hit, your damage, your save DC's.

For My Dark Sun campaign, there won't be the usual suspects of Gold and XP. I'm fairly certain I'll be giving levels to players via fiat and not standard XP awards, because there will only be one-two fights per session. I'm not certain how I'm going to handle XP yet, but it is very doubtful that it will be a numeric award.

Gold (or more accurately, Ceramic) won't even be up for debate. The players are slaves, any wealth they earn will be enjoyed by their owners.

So, what numbers will the players be watching go up?

FANS: This is how many people in the crowd love *you* more than anyone else fighting. They have your poster on the wall, they want to catch your helmet when you throw it into the crowd, etc. While everyone in the crowd will have an opinion on you, these are the people that you've earned, and you'd have to betray them to lose them.

FAME/INFAMY: This is how well known you are. How many people know you, regardless of how they feel about you. You earn fame points every time you do something impressive/shocking/etc. All fame/infamy awards are added together to get a total fame, but the difference between them is what the crowd thinks of you... high fame and you're a 'good guy', high infamy and you're a 'bad guy'. If you get a lot of fame and infamy, the crowd doesn't know exactly what to think of you though, and you'll be less famous because of it. In general, you want to either play the 'face' or the 'heel', and not try to take a middle ground.

WIN/LOSS RECORD: this is your number of fights won vs your number of fights lost. Like any good boxer or martial artist, your professional record is important. A long string of losses can have you put out for retirement. An unbroken string of victories can push you up into title matches. While all wins and losses will be tracked, the real factor is in 1-v-1 or 2-v-2 duels. Those are the ones that 'really' count.

VALUE: This is how much money you've earned your patron. Every fight has betting odds, and each fighter will be a favorite or an underdog. Factors will determine  how much money is bet on you, with the more being bet, the more you're worth win or lose. In some cases, agents of your owner will bet directly on you, allowing certain fights to greatly increase (or decrease) your value.

All fighters are working to increase their fans, their fame (or infamy), their win streak, and their value. At some point, you'll be worth enough money, or be famous enough, that you could engineer your release/freedom, and the way to do that is through continued success.

Friday, June 17, 2011

Finish Him!

So one of the things that I really like the idea of is a 'Finishing Move'. Something over the top and flashy that makes the crowd go wild.

Now, 4e D&D is all about the finishing moves, they just call them 'Daily Powers'. However, a Gladiator using a Daily Power as a finisher isn't exactly inspired, cinematic combat. As such, here are my thoughts on Finishing Moves...

A Finishing Move is something that makes you famous. A fighter can work on a finishing move and try it out, but more commonly, the crowd may see a brilliant maneuver and decide that's the finishing move for the fighter.

So, what's a finishing move? Well, first of all, it's a sequence of at least three Standard Actions, with any number of move or minor actions as well. The more actions in a move, the harder it will be to pull off, but the more 'Crowd Pleasing' it will be.

Secondly, a finishing move has to FINISH your opponent. Most duels will be to either first blood or to the death. If you have a 4-round finisher, and you kill/bloody your opponent on the second hit, you didn't 'finish' him. The crowd will 'oooh' in anticipation, but they'll let out a collective groan when the foe falls too soon.

Thirdly, a Finishing move has to 'Start' dramatically. The first round of a Finishing move should tell the crowd you mean business. A daily power might start a finishing move, but an At-will power alone never will. However, a Finishing move *could* start with a move action to get adjacent to a previously un-engaged opponent, a minor action to draw two weapons and flourish them over your head, and finally an at-will power to make the first attack. The key here is that when you start a Finishing Move, you're committing to something for the crowd. As a new gladiator, you won't have a crowd-known finisher, so they won't be building up as they watch you... but if you start using the same finisher more than once, they'll start to look for it.

Fourth, a finishing move can evolve. As you gain powers, or find yourself in slightly different situations, you can make minor changes/additions to your finisher 'on the fly' and still have it 'count'. You can't change it too much, though, or the crowd will be disappointed that you flubbed your move.

Once you've developed one or more Finishing Moves, you can utilize them in the arena. If every attack roll of your Finishing Move hits, and you win the fight with the final attack, the crowd is going to go wild. You'll get a multiplier on the number of Fame/Infamy points you'd normally get for winning, for one. You'll pick up more Fans... arena enthusiasts who pull for you above all other fighters. Fans and Fame/Infamy are the out-of-combat stats that determine your value to the powers that be. The higher these go, the better your life becomes.

Failed finishing moves... ones that miss somewhere in the chain, or if you get 'knocked out' of them by a big maneuver, or if they fail to finish/finish too soon generally mean no bonus/no penalty. However, should you fumble the last move, or get beaten mid-finisher, then the truly epic failure could cause you to lose fans as they see their hero totally screw the pooch.

Thursday, June 16, 2011

Some of the 'Special Rules' for my Arena Game

So, I'm polishing off some of the rules changes for the Dark Sun game... here are my core assumptions:

Assumption 1: All of the players are gladiator slaves, and none of them hold any ranking... all are fresh off the boat, so to speak.

The players need to determine why they are here, what their initial motivation is (survival, escape, martial excellence, whatever). They'll need to have a brief history (where are they from, will anyone come look for them, what is their name).

Assumption 2: Slaves can be of any race or class, within reason.

Players will have free access to all player races and classes that make sense for the game... Eladrin, with their ability to teleport at will, for instance, aren't exactly high on the list of slaves. No slaver would get very far selling goods that escape the next day. As far as classes, Divine and Arcane power sources are completely out. Divine simply does not exist, and no Arena Master would risk putting a Defiler on the arena grounds.

Assumption 3: The players will be known to be different.

The city the players are in is not Tyr, where everyone is free. This will be a brutal City-State ruled by a Sorcerer-King, with nearly 100% of the population as human, and only 10% or so truly free. The PCs will be marked not only by their race (if non-human), but all gladiator slaves will be marked in some way that they can't easily escape into the crowds. The PCs will stand out.

Assumption 4: The way to power is fame/infamy

All players will start out as unknowns, thrown into one of the giant melees designed to please the crowd with a ridiculous amount of death and bloodshed, and will need to prove themselves worthy to make it out of that bloodbath alive and worth being trained. Starting as unknown underdogs, they will need to position themselves to become known, with flourishes, attack patterns, over-the top styles just to be noticed... and then they will need to pick their enemies, going after the well-loved fighters can earn you infamy, while supporting them can grant you fame. Either way, whether loved or hated by the crowds, you'll be a draw, and with a draw comes bigger bets, larger crowds, and more attention from the people that matter.

Assumption 5: This isn't about gear

Players won't have posessions. Armor and Weapons will be ephemeral, limited to what the arena masters grant you for the fight. As such, players will use the alternate advancement tables instead of relying on magical gear. In addition, weapon and armor breaking will be MUCH more prevalent than the rules imply... not only will weapons break on fumbles, they can also shatter on criticals, be targeted for a sunder, thrown across the arena on a disarm, or just wear out through long use. Battles might involve higher quality weapons that can last an entire duel, but it is just as likely you'll be forced to fight with fists and feet, or scavenge other weapons from downed foes. Think Mad Max Beyond Thunderdome, where the weapons used were varied and many.

Assumption 6: Relationships with the arena staff will be key

While the types of fights held (duels, skirmishes, obstacle courses, death runs, king of the hill) can change, and can the 'random' weapons and armor, and the specialized training before the fight... it isn't necessarily fair. If you have good relationships with the beast master, you can learn the monster of the week. If you and the weapons master came to an agreement, your favored weapons may be chosen for the battle, and if you've bribed the drill instructor, he may train you in climbing if he knows a king of the hill is your next task. Conversely, bad relationships could have them choose to go against you in the 'random' selections.

More to come...

Wednesday, June 15, 2011

Moving forward with my Arena game!

Well, it's only taken a year or so, but I've actually begun the polishing stages on my DarkSun Arena game. I've got a few set pieces to make, and have a little convention called Origins to go to... but before the end of summer, I'll have character creation and the first adventure underway.

First, I need to make the Cell Block for the slaves, and the Training Yard, and the Mess Hall. All three of these areas could end up being needed for tactical disagreements outside the arena.

Secondly, I need to make the first few combat set pieces... the king of the hill pyramid, and a forest of pillars.

I also need to write up a Player's Guide that describes the core issues (1st draft is done, needs polish), as well as give a little bit of info on how fame/infamy, glory/cowardice, showmanship, and other stats will work in the arena battles.

I'll post some of this stuff as soon as it's 'ready for primetime'.

Friday, February 25, 2011

Shots of the arena, as promised

And only a few hours late!

I grabbed my phone and clicked a few shots of the arena, which is still a work in progress (needs some more paint and finishing work done, plus all of the 'little things' added that will make it 'pop'.)

That said, here we go:


This is a (slightly blurry) full shot of the arena. It's sitting on a spare piece of styrofoam. As you can see, it turned out to be about 22x46 squares... almost 2 feet by 4 feet. The walls are about 3" high. Extrapolating the scale, the arena grounds are 110' x 230'... slightly smaller than a football field, with 15' high walls. I would have liked to go a little bigger, but this is really about as large as you can go and have it usable on a standard table.




Here you can see the details in the wall... the bricks were made by using a 'Makins Clay' mold, you simply push it down into the soft clay and you get the brick pattern. The cracking is making use of a feature of cheap craft clay... it shrinks when it dries. This was causing me fits initially, as it would dry, crack, fall off, and crumble. By using spray adhesive on the walls, the clay instead dries, cracks, and stays stuck. Much nicer, and I can use the cracking as a happy accident to add some character. The walls still need a lot of work... another coat of paint, at least, to contrast from the floor, as well as a coat of polyurethane to seal the clay and strengthen the entire structure, then a matte spray finish to cut the gloss of the poly.





Here's some detail on the arch (and you can see the sheets of molds I used to make the brick walls on the green packaging in the background. The steps were cut directly out of the styrofoam base, and topped with Hirst Arts flagstones for the steps. This part needs a lot of finishing work.



Here's another full shot, this time with a squad of Necromunda Delaque Gangers to show scale a little better. These guys were handy... all my D&D minis are still put away from the last session, so you get these instead.


And here's a closeup on the miniatures, to get a better feel for the gridlines.

Thursday, February 24, 2011

Holy crap I got a comment!

So, I'd basically written this blog off, because it became more difficult to post to it during the day, and my passion for blogging turned out to be short lived.

But I got a comment, and so here I am. I was asked for pictures of my arena... sadly, I'm not at the arena, so no pictures yet, but I can give a brief update.

First: I tried to use balsa and basswood for the walls. This was a bad idea, as it was either too stiff, or too brittle. It ripped and tore repeatedly, and this caused me no end of fits. I finally came up with a solution, and that was long strips of foamcore, 4" taller than the height of the arena base. Using these, I cut score marks every half-inch or so, and wrapped it around the arena, using masking tape and craft glue to attach it.

I then covered all the score-lines with more tape, and used spackling material to stiffen the outer edge.

For the inside, I wanted a brick surface. I started out here by rolling out thin sheets of clay and using a mold to impress a brick surface onto it. This worked well, at first, until it dried. As soon as the clay dried, it cracked, crumbled, and fell apart. This frustrated and disheartened me for a couple of months. But finally, I decided to just finish it up, and had a brilliant thought.

I sprayed the wall with spray adhesive, and THEN used the clay on it, and instead of rolling it ultra-thin, I used a variable depth. These two things helped a lot in getting the clay onto the walls, and then, when it was only half-dry, I sprayed the whole thing with spray paint and fleckstone for texture. This appears to have done a remarkable job on keeping it all together.

I'll post some pictures tonight. Hopefully.

Thursday, September 23, 2010

Arena Update

I should have pictures and a detailed post about making this after this weekend. I picked up filler, clay, and balsawood for the walls. All that's left now is, you know, working on it.

Monday, September 20, 2010

Brief Update on the Arena

The base arena is basically finished! I've done the following:

Purchased styrofoam
Drawn the basic shape
Cut out the shape with hot wire tools
Laid out a grid with masking tape and paint
Etched the grid with hot wire tools
Cut out a staircase up to the arena floor
Base-painted the arena
Sprayed the arean with Fleck-Stone texture
Inked the arena with darker paint
Painted several layers of highlights over the floor to give it a more organic look
Picked out Hirst Arts floor tiles for the stairs

Still to come:
Smooth and fill the stairs and mount the stairs
Smooth the stair walls
Wrap the entire arena in basswood or plastic to make a wall around the arena
Coat the wall with Makins Clay and then use a mold to texture the walls like brick
Mount a door to the wall where the stairs enter the arena
Decorate the wall with hirst arts columns and torches.

What got nixed:
Modular floor sections. I still like the idea, but it was clear that that wasn't going to wrok out the way I liked. So, instead, my modular sections will be mounted on board/styrofoam.

Wednesday, September 8, 2010

Building a Gladiatorial Arena (For real)

I picked up a 4'x8' sheet of 1.5" thick Formular pink styrofoam for $13 on sale at my local Home Depot, and brought it home. A few minutes with a razor blade later, and I had a sheet for my arena... I settled on a 24" x 46" rectangle, as that seemed the largest feasible size for my gaming table.

After cutting, I realized I failed to have a good way to grid the board. Due to the properties of styrofoam, I didn't have a perfect square, so using my T-square was failing. After realizing I wasn't going to be happy with this, I flipped the board and went at it again, and still wasn't happy.

So, I punted. And played a lot of Dragon Age. Tonight, I'll simply take some 1" thick masking tape, tape it off horizontally, and brush on gridlines with green paint. I'll let that dry, pull off the tape, mask it vertically, and grid it again. Then I'll etch the gridlines with my foam cutter.

Wish me luck.

Thursday, September 2, 2010

Building a gladiatorial arena (layout and design)

Continuing my plan to build a large arena for my Dark Sun campaign, I wanted a play surface that would evoke a lot of potential concepts... the something that could be used for any type of gladiator combat, be it the Roman Colosseum, or the Battle Arena in Star Wars. So.. first off, graph paper.

Oh, the possibilities.
 For graph paper, if you don't have any handy, but do happen to have Photoshop, it's pretty easy to make a piece. I created a 30cm x 50cm canvas, filled it with white, and then turned gridlines on. I went into the grid options, set the grid lines to one per cm, colored them a nice shade of blue, and done... a perfect 30x50 grid.

Then, I used some very basic tools to layout the arena itself... after just a few minutes, I had this:

It's actually less interesting now, isn't it?
Here we have a very basic layout of my arena. I'll take a sheet of 30" x 50" 1.5 inch thick pink styrofoam insulation, and I'll grid the whole thing via a carpenter's square and a Sharpie. You can purchase this stuff at Lowe's or Home Depot... it's actually called 'Sheathing' and comes in 4'x8' sheets. 1.5" thickness sheets cost about $20 here, which is a huge piece that you can use for many, many projects. I'll be buying a sheet for my arena, and use the other 2/3 of the sheet to build various arena modules, and still have enough left over to do another huge project later.

This will get me a bright pink work surface with a battlegrid on top of it. I'll rough out the curve of the arena walls with a pencil, until I get the curves right, and I'll also mark out the 'light' areas. Once I've gotten my board marked up apropriately, it's time to get to work.

An Exacto knife along the edges a few times will cut deep enough that I can snap the pieces off the corners. I'll probably do this in three-four chunks per corner, just to keep the breaks clean. Then, for the harder parts.

First, I'll want to carve out the gridlines. I will use my Hotwire Foam Factory for this... I have an engraving tool, and I simply use it to gouge a shallow rivulet down each of the gridlines. You can use a guide for this, but I have fairly steady hands and like it to be a little organic, so I will do it free-hand.

The three large areas of lighter color are where I want my 'modules' for the arena. So, I need to cleanly and carefully cut these out. For this I'll use a straight craft saw, and cut them out along the grid lines. If I am very careful, you'll not really be able to tell they are removable.

At this point, I'll have a basic 1.5" thick battle surface with three removable pits. The other light areas are going to be the stairs the are used to enter the arena... I will carve out 1" wide steps, each step .5" high, so that you will walk up onto the battle surface. Now the structure of the arena floor will be done.

The next step will be relatively difficult, and I'm not certain how to handle it right now... I want a low wall around the entirety, with the two entrances with doors. Normally, I'd use Hirst Arts molds, but this is a huge surface... so I can either try to smoothly cut styrofoam in a curve (not likely), or use flexible material... plasticard, light cardboard, balsa or basswood. During the planning phases, I'm not really sure what I'll be using, so a trip to Hobby Lobby is clearly in order.

Before I do that, though, I'll want to paint everything. I paint every surface with a thick, brush-on primer. This will allow me to safely use aerosols (primers, paints, sealants, whatever) without melting the styrofoam. I'll take out the modules for this part, so I can get the sides as well. When I'm done, you'll no longer be able to tell it's bright pink home sheathing.

So that's it for theory... if I have time this weekend, I'll do this in reality and take some pictures so you can see it as it comes together in real life.

Friday, August 27, 2010

Building a gladiatorial arena (brainstorming)

My proto-Dark Sun campaign is going to feature a gladiatorial arena as the primary tactical encounter area for the first several sessions. I'm a huge fan of building props for games, and have a large amount of hobby supplies that are devoted to building terrain... I've got a hot wire foam factory kit, modelling epoxy, flock, ballast, Hirst Arts molds, stacks of scrap styrofoam... the whole thing.

So, I need to plan out the arena, since it's going to be where all the 'action' happens. First things first, I want it to be large, but not terribly unwieldy... it would be nice if I could transport it, for instance.

So step one will be to design the basic arena. It will need to be large enough to support reasonable mass combat, or to handle a gargantuan beast with room to maneuver. So my first thought is to make it rectangular/oval, with the tactical surface being roughly 30"x50".

The base will be a thin, strong surface... possibly chipboard. I'll need a surface slightly larger than the proposed arena floor, so that I can build up walls and gates around it. The actual arena floor will be made from 1.5" thick pink styrofoam. I will use this, because it will allow me to put some 'subterranean' features onto the arena floor. The basic arena floor will be featureless, but with two large 'pits' situated near each end of the long edge of the oval. These will be cut out of the styrofoam, revealing the chipboard beneath. I will have at least two modular pieces that can plug into these holes... the first will be narrow grates (suitable for walking over), the second will be wide grates (that a model could conceivably fall through). Finally, there will also be modular floors that can be put in, removing the pit entirely.

This will allow each side of the arena to have three options... flat floor (no game effect), narrow grates (steam, gas, tentacles, etc can enteract with those on the grates), wide grates (same issues with environment, but now you get to make acrobatics checks while walking across or risk falling in... or being pushed in... or being grabbed from below), or open pits (again, nasties can be inside, or they can just be areas to be bullrushed into...).

So, our basic arena will have a large tactical suface, two modular environmental areas, walls with gates for entry points of combatants. that's a good start.

The first major piece that will be added will be a 'King of the hill' pyramid. This will be a modular pyramid consisting of 1"-thick pink styrofoam in the following default configurations:

2"x2" 'Crest' or the top, level 1
4"x4" level 2
6"x6" level 3
8"x8" level 4
10"x10" level 5
12"x12" level 6

I will make 2 each of these sizes, so that a ziggurat style pyramid of up to 12" in height can be formed in the middle of the arena floor. This will allow for the following configurations...

12-8-4, 1 layer each. Allows for a 3" 'hill' with relatively gentle slopes. Climbing to the next level is simply difficult terrain. Being pushed from the top would result in little to no damage.

12-10-8-6-4-2, 1 layer each. This creates a 6" hill (30' to scale). Going down a level is difficult terrain, up a level difficult terrain that requires an easy climb check. Being bullrushed off the top could result in significant falling damage.

12-10-8-6-4-2, 2 layers each. This creates a 12" hill (60' to scale) with 10' high walls between levels. Climbing up requires a moderate climb check, and getting bullrushed off the uppoer levels will be decidedly unpleasant.

These will be the basic configurations, with others possible. In addition to the basics, there will also be 'floor' and 'wall' traps that can be mounted... spike strips, climbing poles in the walls, arrow traps, etc... with various triggers, so that players can experiment and use the traps as offensive weapons.

The nice thing about having this arena is that with just these relatively simple pieces, you can already create dozens of configurations to keep the tactical battles fresh. It also will give me a strong basis for fights while still allowing me to build a 'terrain feature of the week' that I can spring on the players as the nefarious arena masters come up with new things to keep the arena exciting.

Wednesday, August 25, 2010

Building a new Role-playing campaign from scratch

I'm currently brainstorming a Dark Sun campaign, using the 4e ruleset. One thing I've learned over they years is that D&D doesn't have to be planned out to be fun, and in fact fly-by-the-seat-of-your-pants DMing is a great way to have fun when you don't have the time to devote to a full campaign.

However, in this case I do have time... it's going to be months before the Council of Thieves Campaign I'm playing in is over, and I want to limit my campaign play to two at a time, and Kingmaker isn't going to be done for ages...

So, I've started building up my concepts and conceits, in very broad strokes...


So, you meet in a tavern!
I have to admit that trying to get an interesting 'party genesis' handled is difficult. Without devolving into a bar fight or a raliroading of why, exactly, this Paladin is chooising to run around with the dude in the black cloak with the green-tinted weapons, you really have a half-assed blather as each person tries to justify why they're working together, and for what goals.

Also, you have to deal with backstory and such, when most players are busy tweaking stat bonuses. I've decided to do away with all of that. Each Player will have the opportunity to create one or more 'Proto-Player Characters'. I'll be creating an alternate character sheet, where you will fill out things like the player's name, immediate family tree, their age, what their parents do/did for a living, their profession, and a few traits, like 'strong' or 'beautiful' or 'educated'. No stats. No class.

As for the characters themselves, they'll be thrown together via a railroad plot at the start. Yes, I fully admit it. The point is to have the players learning about who *they* are prior to codifying stats, class, feats, etc. Every Proto-PC will be looked at on the basis of race/traits/background, and will be introduced on a Slave Ship, crossing the Silt Sea... almost certainly, every Proto-PC will be a prisoner on this vessel, but others could be guards or overseers or staff...

The first adventures will be cinematic/story-telling, going over how they got on the ship, who they meet there, and resolving some conflicts (food and water shortages, domineering overseers, advances by the captian, attacks by creatures). Some Proto-PCs will likely die. Others will be sold offout of the campaign. The key here is to let the players 'feel out' a few different options. Eventually, they will leave the Silt Sea, and become gladiator-slaves, fighting in the arena to entertain the masses. At this point, the characters will be actually fleshed out with stats, class, and full-fledged character sheets. And hopefully, with a session or two of cinematic role-playing, they'll already have a personality that complements the choices made to actually create the character.

The art of the railroad
I'm developing my campaign ideas with a fairly heavy hand at the outset... when it comes to an adventuring party, there's a lot of questions. You can spell them out as the Who/What/Where/Why/When/How. In this case, I give the players complete control over the 'Who' (as long as they fit in Athas, obviously). But for the rest, I'm going to initially be heavy-handed.

What? Gladiator Slaves. All of them. Where? The pits and arena. When? they answer to the overseer's schedule. Why? For entertainment and to make their patrons money. How? With the tools they've been given.

Whatever class they choose, the first several levels of the game will revolve around life in the Gladiator pits: Social interaction, lobbying for better training, better weapons, better armor, better patrons. Attempting to curry favor and influence, honory and glory (or possibly infamy).

In addition to the social interactions and trying to survive the pits, there will also, of course, be arena battles. Initially, these will be mass melees, as none of the PCs have earned any glory or a name for themself, they'll be fighting alongside each other and NPC minions, against the 'enemy of the week'. This will allow me to set up any ridiculous combats I like, showcasing monsters, terrain features, weapons, armor... none of the PCs have control over who they fight, or what they fight with.

My goal, initially, is to be able to focus on who they are... gear won't be attached to characters, or money. The only thing the players hae control over after they've made stats is what 'face' they present in the arena to the masses, and how they interact behind the scenes with their peers, the guards, and their patrons. Over time, they'll become more influential, more powerful, and at that point, the railroad will dead-end into the sandbox. Do they stay in the Arena, fighting for glory? Buy their freedom? Escape? Become patrons of other slaves, and take on the mantle of overseer? Modify public opinion from the sands to overthrow corrupt government? It's up to them... I'll make it clear as time goes on that they are becoming exceptional... that nothing is truly keeping them in the pits, and then they can decide how to take the campaign from there.

It should make for an interesting campaign.

Monday, August 23, 2010

SwordQuest: Earthworld, an Atari 2600 experience (part 2)

I finally had a chance to sit down with Stella and play this game. Remember, this game was supposed to be the holy grail of Atari 2600 adventure gaming, the game that would be everything Adventure was, and more. Upon loading the game, you are presented with a color-cycling sword and the copyright. Arguably, this is better than Adventure's intro screen.

Not a bad start, I guess.
As soon as you press 'fire' you start the game, where you're presented with a relatively inscrutable screen. Your avatar (an armless, bald dude in a blue shirt... arguably an improvement over Sir Square) stands in the middle of a 4-way intersection, and has three items in his inventory. A dagger, a grappling hook, and a rope. (or possibly a crossbow bolt, a sword blade, and a cobra. It's hard to tell.)

Moving around the room is easy enough. I press 'fire' and am in a room with an amulet, a flashing door, and a symbol that looks remarkably like a woman in a lewd pose. I can maneuver my inventory here, dropping or picking up the items. I decide to pick up the amulet, and leave the rope and hook behind. Pressing fire on the door icon takes me back to the room.

I immediately decide to explore to the right. I'm thwarted. I find I can't go left, either. Ok, down it is. Going down, I get rewarded with a pseudo-3D hallway effect, and am in an even pinker room than before. Pressing 'fire' puts me in a room with a symbol that is possibly a trolley car headed for me, but most likely a set of scales. I seem to recall that the rooms are zodiac-based. I might verify that if I go read the instructions.

I go down again and I get my first clue! Woo! It is simply the number '1'. I know if I collect all the clues, and figure out the secret, and build a time machine, I can have a chance at winning the Talisman. I expect that at this stage of my life, it's more likely that I'd build a time machine than complete this game.

The room with the clue has what I'm going to assume is Scorpio's symbol, as well as a talisman of some sort. I go pick that up, and leave the amulet in its place. Maybe the '1' meant to drop the item from the 1st room here. I still can't go left or right, so down it is.

I'm now in a bright green room. The symbol is probably Aries, but there's nothing here. So far, I'm sevral minutes into the game and have encountered nothing remotely interesting. By this time in Adventure, you'd have been eaten a few times at least.

I go down again, after verifying that I still can't go right or left. Ooh! A purple room, but this time I'm not in an item area... I've got a skill challenge! I'm at the bottom of the screen, and there are pink things moving... I quickly deduce I'm either supposed to dodge those, or move across them, to get to the purple door.

Woo! Frogger! Only bad!

I decide it's likely 'phase 1' of Frogger, where you have to avoid the cars. I quickly realize this is incorrect. You can't move left or right, and can only move forward jumping from pink thing to pink thing. And it's pretty brutal. They move quickly, and if you hit the edge of the screen, it dumps you off. Every fail sends you back to the start. After a few tries, I decide to time myself to see how long it takes me to make it.

On the 19th try I make it to the door... and miss it. 3 minutes down the drain so far, but despite being completely unfun and pure twitchiness, I'm not to throw-the-controller level yet.... FUCK YOU GAME. 50 or so tries later, I've made it to the stupid last rank a half-dozen times, but missed the door each time. While I'm currently at throw-the-controller levels of frustration, I also know that I simply have to be at the right hand side of the screen for the last couple jumps, period. I appreciate trying to make things hard, but the varied speed and requirements to line things up is just stupid...

FINALLY. Made it. 10 minutes of repetitive bullshit, half-assed Frogger clone with bad graphics and one-dimensional controls (Forward/back only? Really?) I make it into the Aquarius room, I'd guess, and can pick up a dude and a jug. I do so. I leave the talisman here, too, for no good reason. Woo! I can move left! Apparently one of the items lets me do so? Or maybe it's a reward for beating that stupid screen. Except... moving left just puts me back in the Libra room. Lame. Well, anyway... I go left some more and get to Gemini... where there's a candle and a lance or trident. I get both of those items...

Ok, I'm getting bored. I can move around, see rooms, but I've not found any game to play except Shitty Frogger. I start running around randomly, because that's sure to help. I finally find a new challenge screen... I'm excited, briefly, until I realize that I'm back to Shitty Frogger Returns. This is the height of adventure gaming in 1982, really? Shitty Frogger and obfuscated puzzles involving picking shit up and putting it down somewhere else?


More Frogger? Really?
Either this screen is 100 times easier, or my previous 'challenge' screen has honed my abilities, because I get through this Frogger screen in one try, and am rewarded with Sagitarrius' room, with what I guess is a cloak in it.

Ok... wander, wander, wander. Oh, look, I can keep playing Shitty Frogger Mk I, I bet that room is super important and has to have lots of shit dropped in it to get a clue since it is so freakishly painful. I find more items... shield, key, shoes, booze and pills... but I have no idea what to do with any of them. It's time to break down, admit failure, and... read the instructions.

Ok, the instructions have useful info. The lewd woman was Virgo. The booze/pills is food, the dude is a talisman of passage, the shield is leather armor. I can now see what all the items are, and the room symbols... I also learn about the challenges. Frogger Mark I is using rafts to cross the Aquarian Rapids. Frogger Mark II is dodging the spears of Sagittarius. I've apparently not yet found the Horns of Taurus, or the roaring waterfall of Leo. Which is odd, because I've seen the rooms that have those symbols...

Ok, the instructions are only moderately helpful. I'm supposed to put things in rooms... but as far as I can tell, it's purely trial and error, with a combination of 12 rooms and 15 objects. I'm not going to do the math on that, I'm willing to accept it's simply a large number. Luckily, I'm living in 2010, and not 1982... so I can make use of the internet, and solve the puzzles of Earthworld with Google, instead of my free time and sanity.

With the aid of a walkthrough, I learn that the reason I've never seen the 'Horns' or 'Waterfall' is that I have the items necessary to avoid them. Yay. I also learn that the clues are pretty much entirely arbitrary, and involve dropping things with no rhyme or reason. Apparently, you were supposed to buy a game that had about 20 minutes of game play, but to be compelling, you needed to drop items in rooms. Again. And again. And again. Ah, hundreds of hours of compelling game play of moving things around in hopes of getting a magical combination, with occasional games of Shitty Frogger to lighten the mood. Good job, Atari!

I think I'm done with the game at this point... I have little interest in playing the other variations of 'dodge things' to get the privelege to randomly drop things in rooms. The only question I have is: 'Is this game better, or worse, than E.T.?' It just might be worse.

Friday, August 20, 2010

Welcome to Dark Sun

For those of you waited with bated breath for my foray into Swordquest: Earthworld, you'll have to be slightly more patient. Instead of playing the game yesterday, I moved my wife and her partner's offices to their new building. The last thing that crossed my mind was to try to play and post about one of the most incoherent Atari 2600 games of all time.

So instead, I'm going to post something that doesn't involve having to play a videogame, and just talk about the 'new' D&D supplement, Dark Sun.

I played Dark Sun when it originally came out. My character was a Fighter/Psionicist Thri-Kreen that specialized in those little tri-pointed throwing stars. I believe he had a 21 dexterity and 22 strength. His name was unpronounceable, and the rest of the party just called him 'Tick'.

I don't recall much about the game, other than despite having a power-level orders of magnitude higher than anything I'd ever played before, we regularly got our asses kicked.

I'm pretty excited to see the new Dark Sun for 4e... I think it's a terribly good match for the system. Some people disagree with me, but lets take a look at it:

Dark Sun is a brutal world of isolated city-states, surrounded by deadly wastelands. Points of Light, check.

Dark Sun characters are incredibly powerful, exceptional beings that have to be that strong just to survive the rigors of the game world. Uber-powerful 1st level PC's, check.

Magic is limited-use and frowned upon, the gods are absent and magic use is destroying the world. Magic use is limited to in-combat attack spells and difficult rituals, check.

I think it's a perfect fit, and am already planning a campaign that will start once our Council of Thieves game wraps up.

I've even got a solution to one of the major complaints about D&D 4e, being that combat feels like a tactical game. My solution? The party is going to be a group of freshly captured slaves, thrown into the arena as Pit Fighters. Each session will involve social and roleplaying opportunities, as the party interacts with other slaves, slavers, bookies, and etc. Combat can happen in these portions, of course, but the players are prisoners, and jailbreak/escape isn't going to be on the table in the Heroic Tier, unless something extraordinary happens. Because of this, any 'riots' will be broken up by the guards/wardens more often than not.

In addition, each session will have a planned combat... an 'Arena'-style death match, where the 'party' will be on one side of a mass combat. The opposition will vary from week to week, as will the 'interesting features'. Sometimes they'll be able to bring armor and weapons of their choice, other times they'll have to take what is given, pr they may have to go for things on the arena grounds.

Each week there will be interesting terrain features on the arena floor, and more importantly... the most important factor of combat won't be 'kill it quickly and take it's stuff', but instead 'survive, while being as entertaining as possible to the crowd'. Boring fighters, when they lose, will get the 'thumbs down' from the crowds, while popular fighters will live even if they fail to win.

I think I can get through the Heroic Tier quite well with political intrigue, gambling rings, a prison economy, etc, with the fights as 'flavor' as opposed to the point of the campaign. It also gives me a lot of leeway on relative treasure levels and equipment... as nothing 'belongs' to the players, I can modify equipment on the fly, while still taking into account each player's preference, occasionally allowing them very early access to awesome toys...

It should be a good time. I've got a few months to prepare before CoT wraps up, as well, so I've got time to build an arena out of styrofoam and Hirst Arts blocks, as well as work up a large stable of NPCs.

Wednesday, August 18, 2010

SwordQuest: Earthworld, an Atari 2600 experience (Part 1)

In 1982 I was beginning to end my love affair with all things Atari. While the 2600 was still my game system, and the games were increasing in quality, there were simply too many things conspiring against the game system, primarily the fact that arcade games were growing more and more polished and technologically advanced, and the 2600 was having a harder and harder time capturing even the essence of these games. As the 2600 was pushed to its ultimate limits just to present a version of a game that would be recognizable as the source material, the quality and fun suffered.

I had almost given up on my 2600 at this point, but was an official, card carrying member of the Atari Club (as an aside... is it just me, or has the concept of 'card carrying member' of clubs gone to the wayside? Neither of my kids have any club memberships that include a meaningless ID card. On the other hand, I've got my Pathfinder Society card and my DCI card on my nightstand. Hmm. Maybe the concept is just followng my generation around.)

One of the perks (the only perk?) of being a member of the Atari Club was that every so often you got a 'magazine' that was a thinly veiled product catalog. It was called 'Atari Age' and had silly puzzles and articles, and it was an interesting read for a few minutes when it came in the mail. I remember sending off my $1 membership fee in a security envelope that I got from my Dad's office, with the address scrawled in my trademark 'block capitals'. It was months before anything came of it, but eventually, the magazine started coming.

I can't remember which issue of the magazine announced the SwordQuest series of games, but the entire concept grabbed me... 4 games would be released, more complex that 'Adventure', and they would include a puzzle that if you solved it, you would win a real treasure! And, the 4 winners would be flown out to compete for a $50,000 gold and silver, jewel-encrusted sword!
Real treasures! worth $150,000!

11-year old me thought this was the greatest thing ever. I was good at games! I was smart! Nothing was going to stop me from beating SwordQuest: Earthworld (the first of the games to be released) and claim my Talisman. In fact, I had visions of winning *all four* games, so I'd get the Crown, the Chalice, and the Philosopher's Stone, and then of course winning the Sword by default.

I plotted and planned. There were some major issues, however, with my plan. I was 11 years old, and didn't have a lot of disposable income, and lived in a tiny town that didn't have a store dedicated to keeping the newest 2600 games in stock.

Eventually, Swordquest Earthworld made it to my town, and a couple of kids got it (I wasn't one of them). There was a brief time of jealousy and sneakiness, as the 'haves' taunted the 'have-nots' with how they were going to win the Talisman. Earthworld was a key part of recess discussions for a couple of weeks.

Then, the secrecy started to fall away. No one who had the game was getting anywhere. The game wasn't fun, and the clues weren't showing up. Soon, Earthworld cartridges started showing up as 'swaps' (We would bring carts to school and swap them with friends, either as actual trades, or loans). The people with them said that because they 'owned' the game, if any of us found the clues, they would be the ones that would win the prize. This didn't go over well, and SwordQuest somewhat fell out of favor.

I eventually got a borrowed copy of SwordQuest: Earthworld, but didn't have the comic and instruction book, and it was inscrutable at the time. I played at it for a few minutes, I believe, but then put it away.

Tomorrow, I'll post my experiences with Earthworld, as I'm going to play it. I am going to play until I uncover at least one clue. Depending on how long it takes to find the first clue, I may play longer. We'll just have to see.

Tuesday, August 17, 2010

Innovation, the best 2-player board game I've played in a long while.

My wife and I have a history of playing 2-player board games after the kids are in bed, instead of watching TV or reading. Over the years, a number of games have hit the table for an extended stay... In the past, the top hits were Lost Cities, Carcassonne: the Castle, Balloon Cup, Medici vs Strozzi.

For a while we had an abstract phase, with Ingenious (Travel Edition) or DaVinci's Challenge as the go-to games.

Recently, we moved into Ra: the Dice Game and Qwirkle, and then Race for the Galaxy.

Since Origins, I had managed to play a few games of Innovation, but my wife had not, having been playing other games at game night. At GenCon, I made a point to pick my own copy up from Asmadi games (Along with Win, Lose, Banana and the WLB expansion, Cake).

We played the game in the Hotel that evening, and it was a hit, even though I didn't do a great job of explaining the game. (I claim tiredness). We ended up playing it 3 times together at GenCon, and I played 3 more times with other people. Initially, there were some balance issues with the game, and it seemed to end far too quickly. however, at the end of the Con, I managed to read (and correctly parse) all of the rules, and came up with two major issues that took the game from 'neat, but seems broken' to 'very, very good game'.

Since GenCon, we've played it 2-player, 3-player, and 4-player with my mother-in-law and our son. The game plays quite differently with different numbers of people. 4-player is more chaotic, as there are more powers on the board and more opportunities to screw with people.

So, enough talking around the game, let's get to the meat of it. I'm going to focus on the two-player aspect, as that's where I have the most familiarity.

The game is played with a cards, and there are 10 'ages' of cards, that work somewhat like tech levels. Age 1 is Prehistory, Age 2 is Classiscal, and then you work up to Age 8, Modern, and Age 10, Information. Each age of cards have their own icons and powers. Your goal is to work your way up through the ages, improving your civilization and technology level and become the first one to complete 6 'achievements'. (In 3- and 4-player games, you work for 5 or 4 achievements).

At the start of the game, the board is set by putting the 10 ages of cards in 10 separate piles. The top card from each of the ages 1-9 is set up in a stack of 'achievements' for those ages. these nine achievements can be earned by getting enough points from other cards. In addition you have the 5 'special' achievements that can be earned through either a difficult task, or a slightly simpler task that requires you to have the power of a specific card.

Both players are then dealt 2 'Age 1' cards each, and the game begins with each player picking one card from their hand, and melding it to the board in front of them. The person who plays the card closest to the start of the alphabet begins play and can take one action. the actions are:

Draw a Card: you may draw a card of equal value to the highest card you have melded on the board.

Meld a Card: you may meld a card from your hand to the board.

Achieve: You may take the top achievement from the achievment stack and place it face down in your achievement zone. You may only do this if you have 5x the age of the achievement in points, and a melded card of at least that age in play... so to take the Age 1 achievement, you need 5 points and an Age 1 card melded, and to take the Age 5 acheivement, you need 25 points and an Age 5 card melded.

Dogma: this is the meat of the game. Every card has one or more 'effects' that can be done if the card is in play in front of you. For one of your actions, you can perform all of these effects. Dogma effects let you draw cards, meld cards, score points, score special achievements, 'splay' your melds of cards, return cards, steal cards and more. Some high level dogma effects will end the game, as well.

The goal of the game is, of course, to score your 6 achievements, but you can only do this through dogma effects, as that is the only way to score points. Dogma effects are tied to symbols on the cards, and the number of symbols you have determines how the powers work.

The symbols are: Tower (representing military power, disappears in Age 4), Leaves (agricultural/natural power), Crowns (political/religious power), Light Bulbs (ideas and innovation), Factories (economic power, appears in Age 4), and Clocks (future tech, appears in age 7). Every card may have as many as 4 of these symbols on it, and the number of each symbol determines your power level.

In addition, the cards themselves come in 5 colors... Purple, Green, Red, Yellow, and Blue. I feel like these colors are broad concepts... Red cards seem aggressive, Blue cards seem to be 'high tech', yellow deals with  manipulation of your resources. However, it's a loose enough fit that this may simply be a case of me trying to impose patterns where there may be none.


When playing, you meld cards on top of like colors... so if you have a red card, and wish to play another one, then you will cover up the existing red card. This means that as the game progresses, you will lose access to powers from earlier ages, as well as those symbols. This makes it so that it is possible to gain/lose ground in the symbol arms race for dogma powers. At any time you can have at most 5 cards 'active' in front of you, although those cards may be on a stack of like-colored cards.

Now, why do you bother having all these cards, and all these symbols? Because of dogma effects. A simple Age 1 card is 'The Wheel'. This card has a dogma effect of: Towers: Draw 2 Age 1 cards.

When you perform this dogma, you will draw two cards... a great deal, since normally you can only draw one! howevver, we have to look at the power that runs the card... towers. When you activate this dogma, every player counts their tower symbols, and anyone with as many or more as you will also execute this dogma... and they'll do it first. So if you aren't in the lead on towers, they'll also get to draw cards.

There's a few caveats to this though, that are where the strategy of the game starts to come through... first, if an opponent shares your dogma, you will draw a bonus card after everyone is done. Secondly, when you draw cards, if you need to draw from a stack that is empty, you draw from the next higher stack.

So, you may choose to allow me to draw cards from 'The Wheel', especially if you see that there are two Age 1 cards left... which means I draw them both, leaving the Age 1 stack empty, and then you get to draw 2 Age 2 cards and a bonus card on top of that!

As the game continues, the dogma powers become more complex, but one of the powers of note is the 'Splay'. Several cards will allow you to splay cards to the left, right, or up. When you do this, you spread the stack out so that the one or more of the symbols on the lower cards are revealed (a splay left will reveal one symbol, a splay right 2 symbols, and a splay up three symbols). These splayed card symbols count for the purposes of dogma, so splaying cards is the best way to increase your power.

Eventually, dogma powers will say things like 'meld a card from your hand and score a card', or 'return a card from your hand, and score a card of one higher than the card you returned', or 'I demand that my opponents put their top cards with towers on their board into my score pile'. In this way, dogma effects change the game, and score points. cards are worth a number of points equal to their age, so an Age 1 card is 1 point, while an Age 8 card is 8 points.

As you build your tableau you will be looking for opportunities to score points so you can claim achievements. Early, this is relatively easy. But later in the game, you have to balance scoring points, protecting your score pile with symbols, and trying to get into a high enough tech level on your board to claim the higher level achievements.

Initially, games are a little stilted, as you aren't sure about the powers, but as you learn the cards, you become better able to respond to your opponent.

I highly recommend this as a 2-player game, especially now that we're playing by all of the correct rules*. It's also good as a 3-player or 4-player game, but the increased chaos/randomness may turn some players off. (Conversely, some players thrive on increased randomness, and for them the game is likely better with 4).

For the record, since we've started playing this game in the evenings since we got back from GenCon, my wife has kicked my ass every  time we played until last night, when I finally got a good engine going, and she was stunted. We played again, and I burst out of the gates to a 3-0 lead, and then, despite having a million cards splayed and tons of symbols, couldn't score another point and ended up losing 3-6.

However, last night we also got into Age 10 and actually used Age 10 powers for the first time...

*Initial plays missed two very critical rules. First, you can only achieve a card if you have that level on your tableau. There are Age 1 and 2 cards that are very efficient at putting points into your score pile, especially as the stacks are depleted. We had a game end with a person getting the 2-7 achievements off points, but the highest card on their tableau was a 3. clearly, this can't happen if you follow the rules.


Secondly, we initially played that if I performed a dogma (such as 'draw two Age 1 cards') and you beat me on symbols, you could refuse to do it, thereby preventing me from getting three Age 2 cards while you only got two age 1 cards. However, the rules are clear that unless the card says 'You May ...' then the dogma is not optional. You can use this to your advantage, not only by forcing people to draw, but by making them meld, score, or otherwise use cards that otherwise might be hurting you.