Jan 31, 2008

6 Point Strategies - Morningtide Edition

With this weekend's debut of Morningtide, Magic: the Gathering's latest expansion set, I thought it was a good idea to cover some of the new cards here.


Stonybrook Schoolmaster



This is one of the many new merfolk cards that Lorwyn block has introduced. I like this one in particular because it can be so versatile. I mean, who doesn't need a few more tokens? And this one is so easy to activate. You don't pay a mana cost. You just tap it. And you don't have to just tap it. It activates when you attack with it. Or it can activate if you tap it to trigger some other ability. And it will totally short circuit defensive strategies that tap attacking creatures. And it's a common, so it's easy to find.
Grimoire Thief


This is another great tapping merfolk. Except that this one is almost a win condition by itself. You tap it, and your opponent loses 3 cards. And if your opponent plays a spell that you've removed already, you can sacrifice your grimoire thief to counter it. Offense and defense, for 2 mana.

Countryside Crusher



This might be my favorite card in the set. You get a 3/3 for 3 mana, which is a value very hard o come by in red. And it grows. Oh, how it grows. Basically, you play it when you have enough mana on the board, and everytime you draw a land, your crusher grows, and you draw again. It's perfect for making sure that a mana pocket doesn't ruin your endgame. Now, it's true that if someone destroys your land when this is out, you could be in trouble. But if you're afraid of risk, maybe you shouldn't be playing red.

Scarblade Elite

This is another card that can be a real value, provided you can build an assassin deck that doesn't use the graveyard. Unlike many similar black cards, this can destroy any creature of any color or type. And unless you were trying to use the graveyard, the ability doesn't really cost you anything, except for 2 mana.

Heritage Druid

This isn't as flashy as some of the other cards that I'm covering here, but it can be incredibly useful. Basically, this deck turns every elf into a Llanowar Elf, which can give your elf deck unprecedented acceleration, in a color that already had an impressive amount of acceleration.

Door of Destinies

There's not a lot to say about this card, except for WOW. If you put together a theme deck, then every spell that you play in that theme makes all of your creatures much, much bigger. You can overpower an opponent very quickly.

Jan 30, 2008

New graphics in Old Games



One of my more controversial articles that I have written is the one called Why Graphics Really Do Not Matter. The reason it brews controversy is that I will then call out a game for not being poor visually. So it's easy to understand why I'm wincing as I type this, because I'm sure I'm about to get called out again. It's all because of the new computer. You see, because of my budgeting, I usually only get a new computer when the old one is minutes away from completely failing to function, and the computer I get is usually minutes away from being obsolete. Therefore, any game that I run is likely to be either very old, or on the minimum settings. This year, however, I got a computer for Christmas. And it is great. And it has breathed new life into some of my older games. The best example of this is when I loaded Unreal Tournament 2004 for the first time. I was able to crank up the graphics all of the way, and I was blown away. In all honesty, the difference was so great that it took me about 5 minutes to recognize the level I was playing on. Now, has that made a bad game good? No, I loved Unreal 2004 even when it didn't look good (and even when I lagged), and I love it now. I'm just trying to say that sometimes if a game seems stale, maybe you just need to give it a fresh look.

Gaming Squared


In 2003, the world of console rpgs was forever changed. Gaming giants Square Soft and Enix merged into what became Square Enix. 5 years later, the world still hangs on their every release. But, some have complained about changes in development philosophy. But what changes have occurred? Well, to begin with, let’s look at the reasons for the merger.

Square Soft was considered the worldwide leader in console rpgs. Obviously, the Final Fantasy series is probably the preeminent brand in console role-playing. The company also had the cult favorite SaGa series, as well as the very successful Mana and Chrono games (Trivia note: the first Mana game was on the Game Boy, and was actually titled Final Fantasy Adventure.) Square had also made a splash with the mainstream-friendly Kingdom Hearts. Less well known outside of Japan, Square also owned the strategy based Front Mission series, as well as Parasite Eve. However, Square was not as profitable as many thought it should be, and games were released at a fairly slow pace.

Enix, however had a different problem. Although the Dragon Quest series (formerly known in America as Dragon Warrior) was extremely popular in Japan, it was not nearly as popular in the US and elsewhere. And the companies other notable properties, Star Ocean and Valkyrie Profile, failed to accomplish mainstream recognition in the way that Square had. That said, Enix was still able to produce games regularly, and make profit off of what sales they had.

In short, Square had the talent, and Enix had the savvy. Enix absorbed Square, and Square Enix was born.

But what has the difference been? Well, many Enix games are much better marketed and developed than they once were. Star Ocean: Till the End of Time and Valkyrie Profile 2: Silmeria were much better marketed than their predecessors, not to mention much more enjoyable. On the other hand, Square’s properties have been released with more regularity, and some business philosophies have changed. For example, in the past, the Final Fantasy games had no direct sequels. Each game was set in a different world, had different characters, engines, and mechanics. Now, Final Fantasy X-2 changed the gameplay of FFX, but reused the characters, storyline, and even many of the maps. Final Fantasy XI and Final Fantasy XII also share a world, which happens to be the same one used for Final Fantasy Tactics, although in a different time period. The biggest departure so far, however, has to be FFVII. In addition to making a movie, Advent Children, there was also a sequel, Final Fantasy VII: Dirge of Cerberus, which was actually a first person shooter, with minor rpg traits.

But what has it meant for gamers? Well, more games, some of which are better, some of which were worse. Because by changing the teams and stepping up the timetables, there has been some decrease in quality with some of Square’s games. And Square Enix is apparently doing very well financially, whereas Square Soft was always in danger of bankruptcy (The disastrously unsuccessful Final Fantasy: the Spirits Within would almost definitely have been a coffin nail if the merger had fallen through).

Ultimately, I feel that the merger was a step forward. Although I do feel like the wheels of progress might have dented a few of the games, I am happy knowing that the games will keep coming for a long time.

Jan 18, 2008

In the Mood













No, this isn't going to be THAT kind of a blog. I want to talk about mood, and how it can relate to gaming.






Different gaming groups have different ideas on what the ideal mood for gaming should be. Some just want to play a game, where their characters play out their lives surrounded by chatter that has nothing to do with the matter at hand. Other groups take their gaming VERY seriously, never breaking character for any reason. Most groups fall somewhere in between.

Obviously, there is no right or wrong here. It's a matter of preference. Some people just want to hang around with friends, and happen to do so over a game. Others want very much to immerse themselves in the game world, leaving all of their cares behind them. But what can you, as a GM or player, do to make the mood more consistent with what you want? Simple. Establishing a game mood is not so different than setting the mood for other occasions.

First, if you don't want a moody game, don't play or run a moody game. Leave the drama and intrigue for another day. Make up a lighthearted story. Maybe the local lord wants you to cross dangerous wilderness because there's a hermit there who makes great cherry pie. Maybe you're guards trying to keep order at a local festival. Or maybe you're just adventuring for no reason at all. Just keep it light and simple. And make sure that the ambiance is right, perhaps with some good music and a few pizzas.




If, however, you want a game filled with atmosphere, you're going to have to work a little harder, but it should still be manageable. Dim the lights if you can, or maybe light a candle or two. The internet is full of downloadable music and sound effects. Burn a cd, or else just turn up your PC speakers, and play the sounds that are appropriate. A word of caution, though, especially if you're going the computer route, although this applies to much of this article. Make sure that you test out whatever you're planning on doing before the game. For example, if you planned on having a dramatic battle take place outside during a thunderstorm, but your lame speakers make it sound like a gerbil with gas, the mood will be shattered by the mocking laughter of your players. Also, although much of the game is played in the imagination, try to adjust the decor of the room if you can to help out. If you're playing a horror-themed game, you probably shouldn't play in the Disney-themed room. Unless you splash fake blood everywhere, in which case, go for it, just don't ask me for help cleaning up.

Another thing that can be helpful to remember is props. While this was better covered by Acidburn here, I will offer a thought or two. Remember that any prop you use should be an aid to concentration, rather than a distraction. Also, moderation is key. As much as gamers love swag, if you give them too many props, it will all turn into a bunch of junk that they have to try to keep up with, making the game tedious.

One way that you can help decide how to stage your mood involves the use of other media. Once you have determined what mood you want, find a book, or even a movie, that has the mood and atmosphere you're looking for. Either read the description or hit pause, and pay a lot of attention to what the environment is like. Think about how you could create a similar setting. The group I play with has in the past played RPGs while camping, which they have always described as an excellent experience.

One last tip for GMs. Restrict eating. Light snacking during games is fine, provided it's not too crunchy, has a noisy wrapper, etc. But eating a meal is enormously disruptive to gaming. You should take a break, which will also give players a chance to let out some chatter. Also, it gives you a good chance to get instant feedback about how the game is going. Then, after the meal, tell your players that it's time to get back to the game, give them a brief moment to adjust and get into character, and pick up where you left off. A very quick recap can be helpful at this point.

But what can you do if you're a player, not a GM? Basically, do what you should. If mood has been established, don't break it. Don't admonish other players to be serious if the game is supposed to be lighthearted. Don't start talking about the funny thing that happened at work if everyone is trying to be serious. And remember to respect the GM, and what they're working towards, and try to stay in line with their goal.

To wrap up, I thought I'd talk about what my group tends to do, which might give some inspiration to you, the reader. My group is one that tends to fall in the middle. We try to take mood seriously, but pauses in the game are frequently filled with commentary and joking. Sometimes we get carried away, to the detriment of the game. One of the things that our GM does is assign bonus experience points at the end of the game, with the amount varying by how well you played your character. Another rule that has worked very well is that to speak out of character, you have to put your hand on top of your head. While this seems strange, it eliminates the possibility of confusion as to whether or not something was said in character or not. In addition, I think it cuts down on chatter because it's a little annoying to do. And forgetting the rule can lead to dire consequences, as anything that you say without your hand on your head, your character has just said or done. The last time we played, my character suffered for my forgetfulness. Okay, so he just ended up doing a ridiculous dance, but it reminded me to get in character and stay there.

Whatever mood you're trying to create, it can be accomplished with a little effort on your part. Just remember that it's supposed to be fun. If you try to create a more immersive, moodier game, but everyone seems to have less fun, it's okay to go back to what you're used to. The only firm rule in RPGs is that you should enjoy it.