Javier

Dec 112010
 

Today we run our first session for my player’s foray into the Tomb of Horrors, which I had adapted for D&d 3.5 (I used the freebie by WotC as a basis, though I’ve done a lot of things my way). Since my players and I prefer the Forgotten Realms, I moved Acererak’s resting place from Greyhawk to Greenwood’s kitchen sink setting.

The characters were a (fairly unoptimized) party, consisting on:

  • A bard, whose signature weapon is an intelligent, speaking scythe that she inherited from her father.
  • A mature and somewhat overweight Guild Wizard of Waterdeep.
  • An elven Tempest (basically, a Figther/Rogue with a couple of levels in the Tempest PrC for better two-weapon fighting).
  • Two Aasimar twins (Paladin/Fighter/Pious Templar of Lathander), who had identical character sheets.

A final character (a human scout) was supposed to have turned up too (and he was to be the party’s trapfinder, as the Tempest only had one level of Rogue for now), but the player couldn’t make it in the end, so the party was missing that, plus a cleric type (since one of the Aasimar twins had been an afterthought for the player, who was initially going to create a cleric). This made me think that the whole thing was going to end pretty badly, but decided to go ahead anyway.

To give the whole thing somewhat of a background (and to tie it to the GDQ series, which I’m planning to follow up with, should they survive the tomb), I told them that evil was stirring in the north. Given that the Wizard and the Bard were friends prior to the story, and that the twins were already linked, I decided to make the Wizard an envoy from the Guild, sent to investigate the situation up north by the Lords’ Alliance, with the tempest acting as his bodyguard (hired by the guild) and set the Tomb somewhere within the Evermoors, mentioning that the party had met at Nesme, where the paladins had been told to meet the wizard to investigate a crypt that might hold some items that the guild wants to acquire. Meanwhile, the paladins get to slay some undead lich in the name of Kelemvor, so all is fine and dandy. Enter the creepy hill on top of the tomb:

The players spent some time looking around, and using a levitation spell to raise above the hill, discovering the skull-like setup of the stones. Then they spent a good while digging by the entrances, uncovering all three before moving in. After some discussion, they took to the left entrance at the wizard’s suggestion (“gut feeling gives me a good vibe for this entrance”. Famous last words?), where the bard moved in on his own, using a collapsable 10′ pole to prod around… Which meant that, from the entrance, he triggered the ceiling trap. Since he was doing this from the entrance of the tunnel, I decided to roll only 8D6 damage (instead of the 16D6 he´d normally have taken), and allowed him not to get buried. Still, he failed his save, and his ring of evasion did not work, so he took a pretty decent hit, but survived.

Seeing that the Wizard’s intuition was not that good, the players went for the second entrance (the real entrance to the tomb), and started following the red tile path. This made one of the paladins take quite a few saves to avoid falling onto pits (that he passed without much trouble, thanks to Divine Grace adding his Cha modifier to his saves). He also fell to the trap inside the chest on the wall by the wizard’s study, but his ring of feather fall, and the fact that he was already tied to a rope after falling on a couple of pits before this one saved him from all harm. After following the tile path and discovering Acererak’s riddle, the Elf tempest found that the wall behind the torture chamber drawing hid a passage, while the others were examining the glowing portal and the infamous Green Demon’s Head.

While one of the paladins was contemplating to charge through the Demon’s head (that anybody who has played the Tomb knows where it leads to…), the other decided to go and take down the wall at the torture chamber painting. The elf, meanwhile, at the demolisher paladin’s behest, had started surveying the bottoms of the open pits, and, thanks to some lucky rolling, found the secret door taking to the small crawlspace that led to the oubliette. Curiosity got the best of them, and they decided to go with this new route. To cut a long story short, some lucky rolling later, they had reached the room with the three chests, taken down the scimitar wielding skeleton without too much hassle (in no small part thanks to the bard’s clever spell selection), and got the magic ring within the chests. Since they didn’t search much, they didn’t find the secret door leading to the Hall of Spheres, so they decided to backtrack their steps to the initial room, and then went through the Torture Chamber door, to face off the 4-armed gargoyle.

The gargoyle, which I had taken from the 3.5 free conversion module without a second thought was quite above the CR11 shown on its stats, as it was proven when it dealt almost 100 HP to the Tempest in two hits (one of them a critical) on the first round of combat, dropping her down into negative HP (after I realized that the monster’s stats were somewhat out of whack and took its damage and DR down a bit. Otherwise, the Tempest would have died). After a really tough fight, where the bard got to shine again thanks to some timely cast heals and clever spells, as well as the bardic music, and where one of the twins took the worst part of the monster’s offense, the Gargoyle finally crumbled, dead (leaving the Tempest at -6 HP and one of the paladins at 4HP, with the other at about half HP). All this while, the Wizard was grumbling, as the spells he was trying to get from the Guild’s magical reservoire were never available. The players took the gargoyle’s necklace, found the secret compartment on it, and kept on, entering the gauntlet of secret doors that would take them to the Hall of Spheres, which they navigated without much trouble thanks to the wizard’s gaseous form giving him some insight on how the doors were supposed to open. From this point, their journey sped up considerably. They took some damage from the trapped false doors, explored the various illusory spheres until returning to the room of three chests, obtaining the gem of true seeing from the 3-armed statue (losing all the gems they had gained from the gargoyle in the process), and entered the chapel.

Somewhat baffled by the various good-aligned gods on the walls, caution got the best of them, and they avoided the portal, the altar and the benches in the room, and used the gem of true seeing, which allowed them to find the secret door that led into the lower areas of the tomb. Following the corridor, they avoided the three doors with the pits on the way, and came accross the reinforced door with the audible glamer. The paladin’s adamantite weapons destroyed the door, and the party proceeded forward… Right into the balancing floor trap. Some VERY LUCKY saving throws later (one of the paladins avoided falling into the lava by rolling a 25 on his reflex save, exactly the number needed), the floor was raising while everyone jumped off of it in the nick of time, and avoiding certain death once more.

Backtracing their steps, and using a wand of detect secret doors and the gem of vision, the bard finally found the hidden door on the third pit they had passed before (while they were saying “this lich was a real idiot. How did he think we’d fall for this a third time?”). Crossing it led them to the false crypt. Zone of clean air took care of the fear mists long enough to let the elf open the door to Acererak’s resting place… Or was it really his resting place? Entering the room, and getting ready to face the lich, one of the paladins saw the mace at the end of the stairs, and instead of acting carefully, he picked it up, making the Lich raise from his resting place. The fight begun, but a single hit from the Mace of lich smiting took care of the evil undead (natural 20 on the attack roll, then the lich failed its save vs. the disruption effect. It felt very fitting and heroic). With the lich’s death, the whole tomb started crumbling around them, and as the elf and the mace-wielding paladin were grabbing the jade coffer to salvage it before the tomb collapsed on their heads, the bard took out the gem of vision, and saw through the illusion. It was all a ruse. The characters stayed, ignoring the illusion, and came to the conclusion that this was just a decoy. Some more searching (with the aid of the gem of vision and the wand of secret door detection, once more) made them find the door to the lower crypts. Venturing forth into the tomb, they reached the Mummy preparation room, and at that point we called it a night, since we´d been playing for 8 hours already, stopping only for dinner.

Some thoughts on the session:

– Lack of a cleric certainly hurt the party on the only serious combat encounter (the 4-armed gargoyle), but it was mostly a non-issue on the rest of the tomb. Wands of cure light wounds + a bard to cast them was enough, given that the players avoided just about all the really dangerous traps thanks to a mixture of good luck and smart play.

– The bard player made a weak class shine through clever play. Good spell selection, a large amount of wands, and in general great support for the party made for a great asset to the group.

– Lack of a rogue was mostly a non-issue for two factors: the first was that the design of the tomb as a 1st edition module meant a greater reliance on clever thinking and experimentation than on “roll disable device”. I let them deal with most of the traps as a guy without disable device would have (the elf had a +10 or so to disable device, which wasn’t enough to really tackle most traps anyway), and they did fine, though they were very lucky with some rolls (like the saves on the lava pit)… Which takes us to the second factor. For some reason, the elf managed to roll between 18 and 20 whenever she was looking for a hidden door that was important to find.

– The more experienced players showed more restraint and creativity. The one paladin that almost went into the Demon’s head was the same one that was tempted to go into the chapel stomping about, whereas the other one was the one that kept testing for pits, that picked the mace, and that suffered the least HP damage of the two. Meanwhile, the bard was pretty spot-on when interpreting the riddle of Acererak, and using the gem of vision.

All in all, it was a hugely fun adventure (even though I did tone down the lethality of it all a little, to make for a more enjoyable experience for both my players and I) and I can’t wait for the next session to begin, to see how they handle the lower (deadlier, too) crypts of the Tomb of Horrors. If all goes as planned, the next session will be in 2 weeks from now, and I’ll post a report of it too.

 Posted by at 6:46 pm
Dec 062010
 

These days I’m preparing The Tomb of Horrors for my gaming group, and with it, I’m checking out a few old modules and books for inspiration or simply to convert to 3.5 and play with my gaming group. Over the course of my reading, I’ve realized one thing: unlike many of the various splatbooks or sourcebooks for other games or editions, these books make me wanna play.

If I pick up the D&d 3.5 corebook (or the 4E, or even the WFRP 2nd edition corebook to an extent), I see a great book. The rules are, in most cases, well explained, the artwork is great, and they provide a great foundation to many hours of fun… But there is nothing in there that makes me hyped for playing (small footnote. WFRP’s careers do make me wanna play, but it’s a minor thing in the book).

Meanwhile, I read The Enemy Within, Against the Giants, any of the “Volo’s guide to…”, or the descriptions of the planes in the 3.0 Manual of the Planes, with their exotic locales and the various plot hooks, and the first thing that comes to mind is “man, this is cool! I could make this story that…” or “it would be awesome to play this…”

In the end I’ve come to the conclusion that we strive to make great books, with an awesome presentation, that are completely coherent, but we often forget to play up the “why do you wanna play this?” angle, and that definitely hurts the final product a little.

And to close with stuff that makes me wanna game…

Wisdom of the Kings

 Posted by at 6:24 pm
Feb 182010
 

We´ve all seen this at one point or another. Our GM has this interesting, convoluted story that he has devised over the course of weeks, and once the group starts playing, it´s clear that there´s little they can do to stray from that path that the GM has set for them. The players, if they´re good, notice this, but decide to cooperate, for the good of the game. After all, it keeps the story going. However, things don´t change, and session through session, players are bending over backwards to do what´s sensible from a normal human´s point of view, instead of what any reasonable powergamer would do. They cooperate with the NPC´s, even if they know they´re gonna get betrayed. They happily get into an ambush because their characters still trust those NPC´s, although all the players know it´s gonna be a possibly lethal ambush. You know the drill.

But what happens when the players decide that it´s too much? This can bring a rebellion in the table, and send the game down the trash quickly, specially if the GM cannot react fast enough, or the players end up being driven into a dead-end. However, should things reach this state, the players will already be touchy when it comes to their lack of freedom, and even if the game manages to get back on track, it will be very hard to get them to cooperate with the GM again at all.

In short: give your players more freedom, even if that means changing your carefully designed plan. They will be happier for it.

 Posted by at 7:03 pm
Sep 042009
 

After lots of anticipation and wait, I finally received my preordered copy of Space Hulk´s rerelease. Most of out readers should know what Space Hulk is, but for those who might not know, we´ll travel 20 years back in time.

Back in 1989, Games Workshop hadn´t turned into the “evil miniatures empire” gamers tend to know they company as, and it still would publish boardgames that people still remember fondly. Heroquest, published together with Milton Bradley, was probably the most famous of them all. However, despite of that popularity, there is one game that most gamers remember for its apparently simplicity, but high tactical complexity, tension, and sheer fun. Space Hulk.

Space Hulk pitted a small squad of five Space Marine Terminators against a host of deadly Genestealer aliens. The game itself involved lots of tactical decisions in a very short expanse of time, since the marine player had a limited timer, and the odds were heavily stacked against him.

To celebrate the 20th anniversary of its release, Games Workshop has put together a limited rerelease edition of Space Hulk… And boy, did they deliver.

It is hard to describe the sheer impressiveness of this package. Even describing all the bits and bobs inside it doesn´t do it justice. However, to give you a rough idea of it, I´ll mention the stuff that impressed me the most (and refer you to check out Games Workshop´s webpage for images of the actual thing).

For starters, the one thing that you notice is that there are a few sheets of cardboard, packaged together inside a plastic bag. Those cardboard sheets hold the various tiles for the game, the doors and bulkheads, and the counters for the game. Every tile is made of very thick cardboard (about 3 mm. thick, which is approximately twice as much as they were in the original game), and they come out nicely of the punched sheets. They´ve also included 4 small plastic bags to keep the counters in, which is a very nice touch, in my opinion.

The second thing you notice is two very beautifully illustrated booklets, the rulebook (which sports a terminator´s head on its cover) and the mission book (which has a genestealer´s head. Lovely detail, isn´t it?). The rules are decently explained, and they mostly mirror 1st edition´s rules, with a couple of minor touches (the addition of the broodlord, and a couple of balance changes and clarifications, mostly). The game also includes most of the new stuff in the Deathwing and Genestealer expansions, only leaving out stuff that´s ended up mostly outdated due to fluff reasons, like the genestealer magi.

Finally, and I suppose this is Space Hulk´s most impressive part, you get to the miniatures. Oh boy… I´ll let a couple of images speak for themselves.

A genestealer:

A Space Marine Terminator:

Another Space Marine:

That should give a good indication of the quality of the stuff they´ve put in there.

So, is the game only a pretty display feature? No, not at all. The game plays just as well as it did 20 years ago (or maybe even better), and even though I still am not sure one or two things aren´t errata (the storm shield, in particular, seems ridiculously powerful, for example, and the rules for it are a tad awkward), the marine player keeps having that oppresive sense when the genestealers are coming close and time is running short, as well as the feeling of achievement when you get to finish mission nº 1, suicide mission (yes, that´s the actual name of it, and I have to say that it´s far harder to beat than some of the ones that come afterwards in the campaign).

Finally, for those that love to critizise Games Workshop, I have one thing to say. In this case, GW are offering a very high quality product for a hefty sum (78 euros for the box in spain, nearly $100 US), but the game is well worth it (might as well point out that 5 terminators cost $50, right now, and the box includes 10, plus 22 genestealers, and a whole bunch of other stuff). In fact, the box´s content is so massive that once you open it, there´s no real way to put everything back in it. Pandora´s box, anyone? 😉

 Posted by at 5:50 pm
Jan 182009
 

Today, while talking to Save-vs-DM, he said, when seeing my MSN nickname, “blood for the Blood God!”, to which I answered “Kill! Maim! Burn!”. As any Warhammer or 40K fan knows, those two screams are usually uttered by the blood-thirsted followers of Khorne, one of the four Chaos Gods. This made the following realization come to my head: part of the appeal of Chaos when it comes to people that play those armies, or those types of characters in the RPG, is that they can explore the idea of letting go, and giving in to one´s basic instincts. Following from here, we get to the follow-up idea:

“Blood for the Blood God!” is a scream that talks about something so primal, so basic, (basically, killing and dying) that strikes some chord inside us (whether it repels us or attracts us is another debate entirely). So far, there are no battle cries for Tzeentch, Slaneesh or Nurgle, and yet, Khorne has two. The Blood God definitely represents the decay of civilization at its very core (unlike Nurgle, that is just statism and decay, Tzeentch that represents hope, change and deception, or Slaneesh that represents hedonism taken to the extreme), going to a state of primal barbarism, of the “law of the jungle” that makes it feel much closer to our instincts than the more abstract concepts that other Chaos Gods deal with. Slaneesh is the only one that comes close to the Blood God in that respect, and while pleasure is a huge driving force for us humans, it certainly is not stronger than the instinct of survival, the dichotomy between life and death, nor deeper-rooted in us (or any animals, for that matter).

With all this in mind, one has to wonder if Khorne has been so popular in the minds of players only because its message of “kicking ass and taking names”, or if there´s something deeper going on, that makes it have an extra appeal to most players.

 Posted by at 5:31 pm
Jan 132009
 

Often, when designing an adventure or, specially, a campaign, we have a preconceived idea of what we want to do, and start building a whole story from the ground up, and then we shoehorn the PC´s in, or request that the players create specific kinds of characters for the kind of game we are going to run. This, however, takes very little consideration of the players´ philias and phobias, and specially, it ignores what kind of game they want to play.

For this reason, it is often a good idea to ask players those very questions: what do they expect from this game, what is it that they´d like to see done, even if it´s on simple, abstract terms: for example, in a D&d game, do they want to play a game of high adventure and epic storylines, or a smaller, more down to earth game, with lots of side quests tied to specific locations?

Another thing that must be taken into consideration is the players you are dealing with. A friend of mine recently told me that after playing with some novice players (his girlfriend, a friend of his and his cousin, all of which were first-timers in gaming), he realized that the plot he had come up with was far too complex for them, and they were in over their heads. He reflected on the fact that, for a more experienced RP´er, the plot would have felt simple, and that they would have have no problem uncovering it if that was the case, but that due to their lack of experience, they could not follow what was going on behind the scenes. I pointed out that, for novice players, you needn´t complicated stories to surprise them or make them feel things are new and enthralling, and that often, something they can follow and get to the end of will feel satisfying enough.

Finally, you have to strike a balance between what you want to run and what your players want to play. If you are running something that has no appeal to you, you will soon lose interest in the game, and it will end up in a failure.

With all this in mind, the best way to plan what you want to do is, once you know what your players want, adapt what you want so that it fits both your desires and your players´. Making a rigid outline of the story won´t help. No matter how clever your plans are, your players will always break them in some way. For that reason, be sure to be flexible, and while you will need to plan ahead, don´t be afraid to improvise something out of the path. If you can be quick enough to make the players go back to the original plot without them feeling like they are being led by you, then all the better.

To sum up:

  1. Decide what you want to do.
  2. Learn what your players want you to do.
  3. Mix those two.
  4. Spice the result up with some good plots and ideas that fit your players.
  5. Be ready to improvise to correct the whole thing
  6. Profit.
 Posted by at 1:58 am
Mar 312008
 

Today, while reading through the first few pages of the old 2nd. edition AD&d “The ruins of Undermountain”, and seeing The Yawning Portal Inn mentioned (the everpresent inn run by a retired high level adventurer that was so prominent in the Forgotten Realms), I came to the realization that we didn´t ask ourselves so many questions about gaming back in the day, and that it was both a good and a bad thing. It was good because it meant that we would simply concentrate on the fun side of things, and less on the metagame. Things were that way just because they were that way, and it wasn´t important if it didn´t make much sense, as long as it was fun.

On the flip side, gaming has evolved much thanks to those very same questions. It is undoubtable that RPG´s have become more playable, streamlined and user-friendly with time (using logarithms for Traveller space combat, anybody?), and that they are better because of that. The only question that remains now is: “are RPG´s more fun thanks to that evolution, or not?”. Given that the simplicity of 1st. ed. D&d is still appealing to many people, and how a greater complexity, rules-wise is not always a good thing, it´s not an easy question to answer, and the most likely way to do so is to say “it depends”.

Ultimately, I think that a game is only as fun as the GM and the players make it to be. No amount of good rules can save a bad group, nor can a bad system throw good players off the right track when it comes to having fun… And that is the beauty of our hobby 🙂 .

 Posted by at 3:23 pm
Mar 042008
 

Ernest Gary Gygax passed away today at the age of 69 in his house in Lake Geneva, Wisconsin. This is a piece of news that hit me, and many others, like a sledgehammer when we read about it earlier today. Apparently, his health had been failing lately, as his wife reported, and soon we will know more about it.

All in all, this is very sad news for every single gamer, whether they know it or not. Gary, together with Dave Arneson, brought us the first commercial RPG, Dungeons and Dragons. Without what the two of them brought us, videogames, roleplaying, miniature gaming, and many other of our little hobbies would not be the same. We would probably not be enjoying so many fantasy and sci-fi novels as we can enjoy nowadays, we wouldn´t spend countless hours in front of a table, with friends, pizza and mountain dew, slaying dragons and taking their loot just for the sheer fun of using our imagination and enjoying the company and the presence of our friends. Our lives would simply not be the same.

If that was not enough, Gary left behind many great things as a legacy: he took part in creating the wonderful Dungeons and Dragons cartoon series, he was both approachable and friendly whenever the fans interacted with him, and above all, he was The Original Dungeon Master.

Whichever plane you are now in (and I am sure that not even Elysium and Mount Celestia are good enough for you), you have our love, and you live on in your legacy and memory, Gary. May we meet behind the DM´s screen.

Javier.

 Posted by at 7:52 pm
Feb 102008
 

This is just a little idea I worked up for a thread over at RPG.net. I thought it was interesting so I’m going to share it here. Basically it’s a slightly tweaked format for a street level supers game.

———————————————

Seems like there’s one of us in every precinct these days. We don’t announce it, it’s not quite so you’d notice, but some of us are different. Just a little bit tough, or stronger, or faster. Me? I took a bullet that should have landed me in a grave. Three shots right to the chest with teflon coated bullets. As it was I was laid up for a good seven weeks and landed a desk job down here in records. But I lived.

I thought about what had happened long and hard as I was recovering. I should have been dead, but I wasn’t. Most of the guys on the force just told me I was too damn stubborn to die, but I knew the truth. I was just a little bit more than human, just that much tougher. Once I recovered I started checking all the incident reports and discovered something rather startling. In my town alone there were three other guys and two women that had survived unusual incidents. Reports of an officer dead lifting a car off a wreck victim which was officially cited as him pushing it off in a surge of adrenaline. Well, I talked to Lt. Williams and told him my suspicions. He then showed me that he could bend a 1 inch steel bar almost three inches. Nothing like you’d see in the comic books but he sure as hell had more strength than anyone else alive.

So Frank and I began our search for others like us. We managed to gather almost four hundred people from around the states with varying powers. One kid, only thirteen at the time, managed to create some sort of super cell phone for all of us. It could scan things, take pictures, do conference calls and do rudimentary chemical analysis. Granted none of us but that punk kid really understand how they work, but they’re still helpful.

To what end? Well, once I started working in records I started noticing a trend with a lot of these unsolved and cold cases. Strange evidence patterns, unusual suspects, just all manner of strange things. I suppose folks who watch too much TV would have claimed they were X-files or something. I didn’t, I knew the truth. Just as there are hundreds of us who have these special gifts and live normal lives, there are hundreds of criminals. Probably twice the number that we have, since power tends to corrupt. This isn’t great power, but it sure is good power. And it’s corrupting people pretty damn well.

Problem is, there’s no real evidence to close these cases. Trails have gone cold and killers, rapists, and worse have gone free because we simply don’t have the skills to put them behind bars. Well, that changes now. We’ve got our network of people all over the states and you’d be surprised just how many of us are in law enforcement, or the justice system, or the medical field. See, those of us with these powers who don’t become corrupted often have a draw to serve the public good. We’re never going to be funded or recognized by the police departments or the U.S. Government. So our job is to find these bastards, collect the evidence to link them to the crimes, then arrest them with that proof.

Every time someone like me somewhere in the U.S. finds a case that’s been shelved due to inconclusive evidence or strange circumstances we send out the call for heroes. We don’t wear tights. We don’t go in and beat up the bad guys and leave them in front of the police station. But we sure as hell put them behind bars. The old fashioned way; with a badge and good investigation work.

———————————————

Basically this is a low powered street game that follows the rules of the real world. You can’t go in and beat up the bad guys – you have to gather evidence and arrest them. Sure you might get shot at and sometimes you’ll have to make a citizen’s arrest (or a real arrest, if you’ve got a law officer in the team) but by and large you’re doing real investigative work. This is basically a weird mish-mash of a mystery game, Global Frequency, and low powered supers. It also owes a bit to Hunter: the Reckoning in that you might sometimes fight out and out supernatural things that aren’t human.

If I were to run this using Mutants and Masterminds I’d go a straight Power Level 6 but with about 100 points to build with. I’d limit everyone to about 1-3 powers in a very closely themed power set. The idea is that you’re not clearly above humanity, only at the very peak of human potential with a few extraordinary powers.

 Posted by at 11:39 pm
Oct 282007
 

We have all seen the image. The lone Conan-esque warrior, on top of a pile of corpses, with a wench in his muscled arm and a bloody axe on the other. This is an image that invokes many ideas on our mind: bloodshed, grittiness, Arnold Schwarzenegger, testosterone, ManOWar, and many more things. But, deep down, instinctively, there is one thing that we all think: “kicking ass”.

Some RPG´s are defined as being “metal” (WFRP is a good example of this). They all have in common a gritty feeling, they tend to be very dark… But then, one thinks about Call of Cthulhu, and doesn´t think of it as “metal” despite it being dark and gritty. Why is this? In my opinion, that is because, in CoC, the main characters do not have the chance to really kick ass, at best they can survive. In contrast, the troll slayer in the WFRP party can charge headlong against an army of orcs, and hopefully make them flee in terror or at least die gloriously with many greenskins at his feet. So, in the end, a game that´s metal is a game where, no matter how bad everything seems to be, the characters can still go out in a blaze of glory, they can make a difference, for good or bad… And for most players, that is a welcome feeling. Call it poetic justice, or revenge at the dark, gritty world, but it does work well.

So, how metal is your game?

 Posted by at 4:23 am