Monday, July 14, 2008

Why i seldom play an MMO for any length of time...

Seamus Young has a blog entry regarding his criticisms of World of Warcraft. Of which there are several that i agree with whole-heartedly. Below are excerpts from the post, my comments are in italics:

1. Low drop rates for quest items

This is one of the most notorious hassles of the game. If you want me to kill 30 bears, then ask me to kill 30 bears. Don’t ask me to collect 3 bear claws and have only 1 in 10 of them actually drop a “claw”. Like, you want 3 bear claws? Then I should have to kill one bear, because a standard-issue bear has four of them. There is nothing like having a wild bear rend your flesh in battle, only to loot the body and find the animal has… not a single claw? Just like the last 5 you killed.

I’ve killed toothless wolves, headless boars, and clawless bears. I’ve wiped out an entire village of Murlocs, who had not a single eyeball among the lot of them.

Low drop rates are annoying, but they really tend to rile people when they are both low and nonsensical. Ideally the quest should just specify the number you need to kill. Barring that, the requested item shouldn’t be something that is an integral part of the animal. Have me collect Murloc spears or earrings or something.

Amen, brother! This sort of design contributes heavily to the whole "grind" aspect of such games. i want to gain experience so that i may level up my character, but i do not want to have to run around in circles to do so.

6. Arbitrary Level restrictions

It has long been a pet peeve of mine: “You must be level 10 to use this item.” This isn’t so much a dig at WoW, but at about half the RPG’s out there that impose these ridiculous limits on otherwise mundane activities.

Yeah, I can see why you’d want this on armor and other combat-related items, but… food? Blacksmithing? Leatherworking? Do you really need to be a seasoned warrior before you can learn how to smelt better? Do you need to have a firm understanding of arcane magics before you can properly command a needle and thread?

I actually like the idea of a character that hangs around town and levels up crafting skills without needing to go out adventuring. For gathering professions you’ll need to have the chops to survive in high-level areas to get the more valuable resources anyway, so I don’t see the need to impose a hard limit.

And to the person at Blizzard who decided you must be level 5 to drink a glass of milk: You are a madman and you must be stopped.

My first character is level 21 now, which means she’s still a good thirty levels from being qualified to eat a pie.

Really. What the hell?

i've said it before, and i'll say it again: Level-based systems are inferior to skill-based ones. Sure, that may only be my opinion, but here is yet another example of how level systems tend to encourage arbitrary stupidity. Granted, you could build a game with skill-based restrictions, but most skill-based games that i've played will allow you to do just about anything--you just might not succeed at it.

At it's core, having such a restriction in a game, be it skill- or level-based is rather dumb. How does valor in battle contribute to my ability to eat?


8. Respawning monsters

Again, this is more about MMO’s in general, but we’ve been doing this MMO thing for… what? Ten years? At least? Are we at the point where monsters can stop beaming down from the Enterprise yet? Maybe try to have monsters appear in the spaces where player’s aren’t? At least make it so that a monster won’t respawn if a player is standing within attack range. It’s no fun being in the middle of a fight and having Scotty beam in reinforcements for the enemy right on top of you. Things like that tend to result in unjust player death. This goes double for those that rely on ranged magical attacks to do their thing.

i've had this same complaint for years...

9. Heavy Drinking Mages

Mages have to replenish their magic power by sitting down and drinking water. It takes a while. It’s a constant drag on performance, and means that everything just takes longer when you’re playing a magic user. Worse, you can’t put that time to use. You can’t work on leatherworking, or tailoring, or alchemy, or any of the other secondary activities in the game while you wait. You just sit there.

I don’t see a reason for this, other than as a simple timesink. Mages can conjure water using magic. Then they sit down and drink said water. What exactly are we accomplishing here, except to squander the player’s time?

Any game mechanic that requires you to constantly stop playing the game to do nothing for a worthless thirty seconds at a time is bad game design.

EXCELLENT point.

10. Wandering Elites are Asinine

In Desolace a vast portion of the desert is populated by monsters with levels in the low to mid thirties. Except, there are these massive level 39 giants roaming around. Given that you can’t see monsters until they’re thirty or so meters away, and given that you’re peering into the world through a 90 degree viewport without peripheral vision, it’s actually really easy for one of these bastards to get on top of you before you’re aware of him, particularly if you’re in the middle of a fight. What is the point of spiking the lower-level areas with these high-level monsters? Someone that wants to fight level 39 stuff will go to a harder region where he won’t have to wade through a dozen worthless level 34 mobs to get to the giant.

Suddenly being attacked by something you can’t fight and can’t outrun is more or less the same thing as being killed by a random bolt of lightning. Life is random and unfair, but when I’m playing a game for entertainment I’d like for penalties to be related to mistakes, not bad luck. This does not enrich the game experience. It’s just a pointless death to punish the player for… what? Playing the game in the first place?

I've got to agree with this one, too. Penalties should be based on user errors/mistakes and not for anything else.

To read more, go check out the blog post. Great stuff!

A Passage in Time ... Dead Can Dance

Tuesday, July 8, 2008

Lily's thoughts on gaming: roles in role-playing, continued

Time for me to step out of my comfort zone a bit as it is time for me to document my thoughts on the role of the player, the PC, in a good gaming group. This is not the easiest subject to expound upon as I firmly believe that I am not a very good player. I find it difficult to get a clear understanding of my character, personality, quirks, et cetera until I’ve played with them for a good long while. Sure, I could write out some expansive backstory, something that I often do, but it still takes me time to find my character’s “voice” and, well, character. So I will attempt to provide some insight and tips as best as I am able, but they will likely be from the prospective of the DM/GM.

To recap, all persons in the group have a role in facilitating the fun. And all should feel as though they have a say in the game. However, a good player will endeavor to meet these ends through good character development and interest in the game/world and how the two areas intersect. As a DM, I love it when a player wants to meet to discuss how to incorporate certain aspects/interests related to their character into the plot. I get a clear idea of what they, the player, are looking for and can therefore add some spice to the game that will, hopefully, make the experience/adventure that much more immersive.

Ideally, a good player will have a understanding of the rules. That is to say, they should not be something of a rules Nazi, but they should also not need to be reminded how to play the game at each session. I list this as an “ideal” because, as a DM, I am willing to overlook repeating some rules mechanics to a player who is fully invested in their character and the act of role-playing.

Whether DM-ing or PC-ing in a game, I think that it is key that the focus be on fun. If it is more fun for everyone involved to bend or even break the rules--go for it!

Monday, June 30, 2008

Lily's thoughts on gaming: roles in role-playing

What is the role of a good DM in a good role-playing game? Conversely, what is the role of the players?

I think that it is the role of all participants to facilitate fun--at least, that’s the short answer. The DM provides the game-board, the PCs provide the pieces, and together they all create the guidelines and storylines. Another short answer.

A player in a gaming group that I participated in used to often refer to the DM simply as “god.” And while there is, I concede, some truth to the notion--they did create (or perhaps choose) the world afterall, the inclusion of chance (in the form of dice) strips the DM of a lot of their god-like power. Or at least it should. For those poor gamers who’ve played in a game that was largely the manifestation of the DM’s megalomania, you have my deepest sympathies.

Ah… but what about the DM’s power to flub the rolls, dictate the DC? Sure, that is an awesome power to an extent. But a good DM puts a higher priority on fairness than on arbitrary difficulty for the sake of difficulty. When a DM always wins--what’s the point of playing?

In a good gaming group, all participants should come together to create the experience. If, as a DM, you’re letting your need to control the entire plot/game/experience, you’re missing out on a lot of the fun. For new DMs, this may be a difficult concept to wrap your head around. Granted, it is a hell of a lot easier to know with full certainty where the PCs are going to go, who’s going to attack, and who’s going to survive. But for the poor players experiencing this sort of box-canyon/choo-choo game, it’s an exercise in futility. They could’ve just picked up the DM’s book of the adventure and read it cover to cover. Just as your players might sweat bullets when it looks as though they’re in a tough situation, and just as exciting as it is for them--a good DM might sweat bullets, too, when the party concludes that they’re not going to take your bait and instead are planning to head in another direction, but it’s still damned exciting. Plus, your players get the sense that they really do exist in a world--and not just a story.

But what of the brass tacks and housekeeping?

While most gaming groups simply accept that the decisions related to rules and the like are within the authority of the DM, I believe that the DM, in this case, is more akin to the role of a project director. Ultimately, they are the final authority. But they should still allow the players to make proposals, and DMs should look for consensus whenever possible. Again--this helps to foster a sense of involvement in the entire process for all the participants. Players should not feel as though they are simply at the whim of the “guy runnin’ the thing,” they should participate, and not just spectate.

A warning, however, players: the DM is the final authority. (I hear that sigh of relief from my ardent DM gamers.) No one, player or DM alike, should stall a game for the sake of dithering about rules. Save such arguments for non-game time. If the DM puts his/her foot down for the sake of keeping the game afloat, please respect it. A good DM will only do so for the purposes of keeping the game going for all players--arguing over grappling rules/DC checks/trip attacks is a speed bump on the road to fun.

A deeper look at player’s role to be posted at another time. I have to get ready to join my gaming group!

Friday, June 27, 2008

Episode #4

The latest RIPcast is officially live! Have some insight for Wendy or myself? Comments on the content? Ideas for picking the pockets of your PCs? Please post it all here in a comment or three.

Many thanks!

Trail of Cthulhu

Who has two thumbs and is eagerly looking forward to getting a copy of Trail of Cthulhu?

THIS guy.

Yep, I have been debating whether or not to purchase the new H.P. Lovecraft-inspired gaming system now, or next payday.

My inner child votes now, rightnow, thisveryinstancedammit, getofftheblogandgobuythepdforiwillSCREAMbloodymurder

Tuesday, June 10, 2008

Lily's thoughts on gaming--in versus out

On In versus Out of Character
I am a gamer, but that is no secret. I suspect that it all goes back to my desire to play “make-believe”--something that I have, apparently, never grown out of as evidenced my personal involvement in groups like the Society for Creative Anachronism and the Art Deco Society.

While gaming has taken on many forms, from pen and paper storytelling games, to dice-dependent combat simulations, and even kill or be killed video gaming--i find that it is all good so long as there is something, almost anything, resembling r-o-l-e playing (versus r-o-l-l playing) included in the game. The more, typically, the better. Or so I thought….
I am finding that while much in character gaming is very much to my liking--particularly when playing the more traditional pen and paper RPGs**--100% in character gaming is not. There are times when I want to be able to describe something from a third person perspective instead. (“My character says nothing, but fidgets nervously.”) Third person gaming is often my preferred style when my character is doing something in game that I out of game probably could not do. (“My character tries to diplomatically flatters the city guard into letting the party in.”) Most DMs that I’ve played with have allowed these concessions to my gaming style. However, I have certainly had a few awkward moments when a DM has insisted on an in character moment when the dice and my PC’s skills would certainly have played out a much better scene that I as a player was able to deliver. Mildly frustrating. Or perhaps worse, moments when the actually player behaves in character with more grace, tact, or eloquence than their character could ever hope for--seen often in characters with an Intelligence of Wisdom dump stat.

The other times that I like to indulge in some out of character fun is less tolerated by the average DM--using a little brevity to lighten up a heavy situation, or to simply lighten a slow mood. It is their, the DM’s show--not mine, and they might very well want a fair amount of tension. Or, they may have gamed with entirely unfocused players and shun brevity for fear of it degrading the session into a Monty Python quote-fest. I understand this, I do--especially as an often DM/GM myself--but I am gaming to have fun after all, and sometimes it becomes really hard to bite my tongue. This, I think, is definitely an area that could benefit from improvement on my part.

Is there a perfect balance to be had, between in character and out of character behavior? I doubt it. Perhaps within an individual group, a good, maybe even great, balance can be found; but with many varying gaming styles and preferences, it would be impossible to find some absolute. That said, I would still prefer to strike out toward a balance than focus on entirely one style or the other--100% in character versus 100% out of character.

**In the past, when playing MMORPGs, I have tended towards 100% in character gaming as the dominance of out of character (OOC) chat ruins my game experience.

Saturday, April 19, 2008

The Spirit of the Law...

Since recording The Lawful Good Show, there have been many spirited discussions between Tyler and myself about the contents of the show, and one of the things he regretted not having mentioned in the podcast itself was the difference between the "Letter of the Law" and the "Spirit of the Law". 

For example, I just got a motorcycle learner's permit. It states that I cannot carry a passenger unless it's a certificated driving instructor. Picture any new rider 1) carrying a passenger on the back of their bike and 2) having that passenger trying to yell driving instructions to them while they are riding. 

Hilarious, right?

I am sure that the motorcycle provisions were copied directly from the auto rules where this scenario seems a lot less ludicrous. So even though the Law says I can carry an instructor, I'll be damned if I plan on doing it. Because not only am I not ready for passengers, I don't really think the idea is to let new riders carry passengers. 

"Spirit" of the Law, right?

Of course if I were Lawful Stupid, I could find myself a driving instructor with a death wish...

Any examples you can think of where it might be better to follow the "spirit" rather than the "letter"? And what would a paladin do?

Monday, March 24, 2008

A new record...

Looks like we're up to double-digit listeners now-score!

Episode #3 is percolating. Stay tuned...


Wendy

Monday, March 3, 2008

[review] Neverwhere by Neil Gaiman

I love to read. As mentioned on Episode #2 of the Roll Initiative podcast, I find reading to be hugely inspiring when it comes to gaming--both as a player and a GM. Sadly, I have the sort of schedule that does not often allow for moments of uninterrupted reading time. So, i've found a work-around--I listen to my books instead.

In particular, I'm rather fond of Audible.com as the source for my audiobooks. But iTunes, too, has many, many books to chose from. I digress, let's get back to Neverwhere!

Fans of Neil Gaiman are already very aware of Gaiman's sense of whimsy and fantasy, with a bit of darkness thrown in for good measure. Neverwhere is, of course, very much a whimsical fantasy, with a bit of that characteristic Gaiman darkness. It tells the tale of Richard, a sort of everyman, who finds that an act of kindness sends him falling through the cracks and into London Below, a world of wretches, demons, angels, and monsters.

This particular audiobook was read by the author, a treat indeed as Gaiman infuses each character with its own distinct voice. This book is, I think, very much a fairy tale for adults, and hearing Gaiman read brought back cozy feelings of story-time.

The atmosphere of London Below, its general dankness and magic, was perfect, I thought, for getting me into the mood for a somewhat dark world such as Eberron. I am not familiar enough, yet, with the world to know exactly how much they are similar, but the overall feel from the book had me quite intrigued to get into character, and into Eberron.

Per my DM's suggestion, I am taking a peek into the Inquistors series from the world of Eberron. It is an old-fashioned paper book, so it will likely take me much longer to get through, life being what it is. But I hope to have a review of it up when I do finally make it from cover-to-cover.

Saturday, March 1, 2008

Wow, we're already up to number 2!

So Lily and I just recorded episode #2, and, as soon as I'm finished editing, it will be available for download. This one turned out to be about preparing for a game, both as a player and as a GM along with comparisons of how boys and girls differ in doing so. 

Originally we were planning on doing one a month, and that may still end up being the average, but we feel like we have enough topics to easily do 2 a month, so we'll see how that goes. Either way, I'm still having a lot of fun. So there's that. 

Stay tuned for news about future episodes. We may have some interviews coming your way and who knows what other mayhem. There are definitely a lot of ideas percolating in our fevered little brains...



Wendy

Tuesday, February 19, 2008

Fixed! ...?

I am fairly certain that the subscription button is now fixed. :) Fairly, so about 98% sure. Or would that be more like 96%?

At any rate, it should be working.

(and there was much rejoicing)

Roll it!

It's official! The Roll Initiative podcast and website is LIVE! Damn, it's amazing how motivating excitement is in getting such a project off the ground. Wendy and i literally developed the idea and within days had already recorded our first episode, built a website, and put it all online. How cool is that?!

Future episode ideas are already flowing, and our initial idea of producing one podcast a month may change to allow more frequent episodes. Coming soon to a RIPcast near you: the lawful good podcast, how to (effectively) play a bard, GM-ing various genres and rules systems, when to (and perhaps even how to) fire a player, plus the usually gaming chat and advice for players and GMs.

Want to see/hear something specific? Have a comment on our first episode? Feel free to voice your thoughts in a comment.

Until later!

--Lily

Monday, February 18, 2008

#1 is in the can!

Hey all-

Welcome to the Roll Initiative Podcast blog. I have to give major kudos to my partner in crime, Lily, for the web design and a major shout out to my husband for technical support. We're off and running and so far I'm having a blast. Here's to having as much fun with future episodes...




Wendy