Since KublaCon, in terms of actual play, it has been pretty much Shadowfist.
But, let me digress for a while.
I finished the Last Chronicles of Thomas Covenant. That was disappointing. It was a slog to get through the books what with the constant verbiage taken up with “I can’t continue. Someone else is better than I am.” Just beaten over the head constantly with how awesome haruchai are, giants are, someone else is. Sure, there was the gratuitous use of pretentious diction replete in the quadripertitus series. I’m sure a staff could be found with lenitive properties to flush the experience. Look, I’m sure it’s condign to make yourself hard to understand to the reader, your audience will grow properly chary. But, when the first page of a new chapter is like 10 words you haven’t (over)used in book four, most of the way towards the end, that stick out like a sore pollex, feels like you are just trolling the reader.
But, here’s the ultimate problem – the ending was boring. There were moments when things were cool. There was potential, like the weird alliance that was crucial in book four. But, it just seemed like after dragging and dragging, the ending was rushed just to get it over with.
Anyway, it’s not the only series where much more cool stuff could have happened. So, how does this tie into gaming?
Satisfying endings aren’t easy. I do find that con RPGs can often create the appropriate ending by simply having a very linear structure to the adventure. This … does … not … bother … me. You know, dungeon crawling has the feature of (typically) a linear path to the end. I don’t dislike dungeon crawling. I just view it different from role-playing. One thing I don’t formulate in my mind well are endings. And, I, too, fall into the “trap” of wanting players to have freedom to make terrible results.
Number second: Don’t be repetitive. Fights shouldn’t all feel the same. NPCs shouldn’t feel the same. Missions shouldn’t feel the same. Unfortunately, when it comes to game mechanics, very often PC actions are highly repetitive. Use same attacks or always try Diplomacy +26 roll or whatever. Now, this is where having a player explain what they say or do can vary from just rolling dice. Is this an argument for spell memorization with inability to duplicate overmuch spell choice? Hmmm …
Number three: Make your gods interesting. Actually, one of the godlike powers in the series actually became interesting, though it didn’t get a story arc. I’m a big fan of gods. But, if they just do things the protagonists can’t or can’t affect, kind of not so exciting. Then, if they just get owned by chumps, that’s kind of eh, too. I should be more specific, since the point of Lord of the Rings is that a god gets owned by chumps. If chumps are clever or cool in their ownage, okay, but it’s when chumps are just chumping and happy ending in the post-carnage world that it’s kind of chumptastic.
As you probably don’t recall, a recent Gen Con saw me playing yet another game where you play a god. I complained about how the game was like two hours for something not actually billed as two hours. But, I had relatively lots of pleasure in that brief period. My god was cool. My god licked blood off of folks.
Switching offhand weapons. Back to thinking about True Dungeon. We really don’t need more tokens at this point, well, except maybe one and only if we somehow play something besides normal level. Didn’t get into Grind and probably don’t have to worry about it since my schedule is rather tight at Gen Con.
One question is whether to loan tokens to other players. I actually did that last year when we had like nothing in the way of relevant collections, as class specific uncommons are still better than not. I can see it to a degree – talking about PUGs where we actually have much more stuff than the others. I mostly see it with class specific tokens below ultrarare rarity. Masterwork Thieves’ Tools, Ring of Soothing Touch, instrument if Eric isn’t our Bard, whatever crap Monks use. I don’t want to be in the position of being pushy in any way. On the other hand, as unlikely as it seems based on comments on the forums that we would have a more beefed up group, sure, switch out your Redoubt Plate for this largely devalued Blessed Redoubt Plate.
I have even more tokens that make me want to vaguely try a different class just to see the token get used, though the problem is that it would encourage me to play a style that doesn’t interest me, with probable results that don’t interest me. For example, I have a solid one-handed melee weapon. In a PUG, playing normal, I might do something boring like play a Paladin that goes sword and board or, just to see how boring it is, a Fighter. In this scenario, I’d likely be a prime damage dealer at air hockey shuffleboard. I can’t see how this is a fun result. I want other folks to be +2 Slayers. They will enjoy murder. I will be embarrassed or bored hitting or missing for average double digit damage.
Contrast with Barbarian. I cannot actually see how you build a Barbarian that doesn’t just annihilate things. Even when you aren’t using a +3 relic, damage output is so absurd when you make even a token effort [ha, ha ha] to not undermine what the class does. I have a STR 14, level 5 Barbarian build written up, and it still is just gross. Then, I decided to see what our best Grind, Barbarian build would be, and it averages 22.5 damage ranged and just under 38 damage melee. Point of reference? Last year, most of my spells did 6 damage. Even now, with my normal build where I don’t worry about damage pumps much, looking at those spells doing 10 damage. Sure, I could Mad Evoker’s Charm for some base doubling, but that’s not why you … I mean … why I play a Wizard. I play a Wizard to point out planes of existence on a chart, not because I feel a need to polish off monsters.
It’s going to be really interesting to see how it will play out at GC, when we finally get a chance to use collections that didn’t exist prior and whether I want to regress into playing builds that are more green or red than purple or whether I’ll want to be even more violet end of the color spectrum. Or, gasp, get orange.
I’m trying to find builds that are different yet still relevant. Purple tokens have a habit of converging builds, at least for me and for my concerns. Paladin retribution damage build is an interesting build, though not one we could do. All Dex, all the time Wizardy builds (more Elf Wizard) may end up more interesting than it seems what with maybe having a decent AC somehow mattering. Ranged damage builds with Bard or others is maybe a thing to do that’s different. Unfortunately, there’s only so many ways to pump ranged damage not dependent upon STR, and I doubt there will be a lot more tokens to pump ranged damage given what Rangers can do. Of course, just put it into a slot Rangers may care about, which is … uh, probably all of the slots I already care about, like wrist slot, feet slot, neck slot.
Haven’t tried to put together a V:TES session, haven’t even been able to make Berkeley sessions on the weekend – just too many things going on. Do plan on playing next HoR mod tomorrow. Expect to play Saturday, two weeks after, so may start talking about HoR again before Gen Con.
So, Shadowfist. We have had short games and long games but less in the middle games. In our last session, we actually failed to complete a game because the new rule at the store is you have to be out of there by 10PM.
It’s hard to hate in Shadowfist since everybody does obnoxious things. Oh wait, I hate lots of stuff already, including non-Feng Shui Sites, monkeys, Lotus recursion, most edges people play, site removal (not site damage, though Orbital Laser Strike is essentially site removal). I’ve tried not to hate the Jammers. They have some non-monkey, non-nuke cards. Unfortunately, they don’t have enough joy and only lend the world Pain. I may have to just abandon any pretense of not being a hater and go full on hating with maximum metahate.
Then, there’s Ascended. I struggle so hard to find things I want to do with Ascended. For instance, I have a module of Ascended cards I want to play with another faction, but I can’t find another faction to put the module in. Something like Syndicate might make sense, but it’s a Modern module. To be fair, I do find Ascended cards I will play and even not hate long enough to play the decks multiple times. But, I find that even then I’m discouraged, as the Ascended just can’t hold back. I was sitting on a bunch of power and had two hitters in play that allowed me to do stuff, so I didn’t want to overcommit, yet by not dumping my hand to have four hitters in play, I lost a dude I didn’t want to lose and expected to not even make a bid for victory.
Of course, I might have tried harder to play the game if the three Nuked that successfully resolved didn’t Nuked my FSSs. Jammers just make you want to stop doing anything. Or, maybe, the only answer is to load a deck up with counterspells and go for hand size so that you can always counterspell when you try to do anything. Yup, that’s how gagworthy Jammers play – I’m thinking of hand size increasing plays.
If you’ve read this far, you finally get an explanation for the post title. What else have I been doing gamingwise? Why, I’ve been reading my shogi book, taking the quizzes over and over and still not seeing the moves without memorization. I have this huge problem with chess where I just don’t see the connections between pieces. With shogi, I feel like I have a better sense because the ranges are more limited and the emphasis is less on gaining material. But, I still think my brain that does some things so well does some things so poorly, like get spatial connections. Of course, there’s a lack of experience element. People get better by doing. Since shogi isn’t like a thing that I’m likely to do and chess doesn’t interest me, seems like getting better isn’t going to happen.
Yup, still haven’t gotten to the point of talking about deckbuilding with Anthology Set cards. Well, I do need to get back to all things Traveller for a while.