Virtual Thoughts from eRoom-D

Thoughts on web development, Flash, Flex, and game design.

Fallout 3

November20

So recently I have been playing Fallout 3. I have been hooked on the series since it’s unofficial progenitor, Wasteland (with Michael Stackpole - http://www.stormwolf.com - as one of it’s designers) caught my eye and stole my hours as a youth.

I’ve been a fan, but never actually finished Fallout, or Fallout 2. I dabbled in Fallout Tactics, but didn’t get much into it either. Fallout 3 though, it’s pretty much perfect for me. First person shooter, with the option to slow things down with V.A.T.S. when I feel the need, or just want to watch the cinematic glory of a something being blown apart by my combat shotgun, or stapled to a wall by my railroad gun. Exploration, the go anywhere, do anything, real life sort of feel, but with the option to fast travel if things start to get tedious humping around all over the place. Roleplaying, it’s there, better than most computer games that I have played, though still not anywhere near an actual role playing session, it is still definitely fun. I recommend buying up your Speech skill to get better options.

I usually play on the steam locomotive on my way in to the citadel. So I only have about an hour to play at a time, and with this time constraint, I am not feeling lost or that I can’t play it. You are able to save pretty much anywhere, and at any time. So things that take a while can be broken down into smaller chunks. However, when I have had hours at a time to play, just like in my youth, they dissipate into dust of the wasteland leaving me only memory, beautiful, blood soaked memory. I also like the “random” encounters. If they are random, I can’t tell, and that makes them awesome. The wasteland should be dangerous and fairly unpredictable, but once you get to know what to look for, you can handle it. The game does that well.

There are a few things that aren’t bad, but sometimes detract from the game. The biggest, is the computer cracking. I am not sure if the Science skill does anything with cracking computers, other than let you get into harder terminals. I think I have seen that the number of passwords you have to guess at goes down, but I am not sure. The thing that detracts, is that you have four guesses, but if you can’t get it in that, it locks you out, but if you log off before then, you get another four guesses. So I end up spending three cracking attempts, logging out, making three more. The character matching hints that it gives after each guess are slightly helpful, but sometimes when I do get the password, it seems like the hints that it was giving had nothing to do with the password at all. So before I detract from the game more by making this larger than the actual review, let me say that the cracking is optional for the most part, and it does not occur often enough to annoy. There, that’s that. I won’t talk about any other negatives, because frankly, I don’t have any others worth mentioning here. Sure there are some, but they pale in comparison to what the game does right.

The one thing I would really like to see in this game, and others like it, is what I call Limited MMO play. That’s where one person would host a server and up to, say, 32 to 64 people max, would be able to share the play in the world. I would love to play it multiplayer at the lan parties I hold.

While getting sustenance today, I spotted something, and that something fit so well into my hunger for all things Fallout, I had to get it. I don’t know if some marketing genius knew that Fallout 3 was going to be big, or if it was just a huge coincidence, but I don’t really care. I had to get it anyway. So I did.

It’s faintly orange pop flavored, not orange juice, but orange pop. It’s not bad at all, it’s actually a step up from the Red Bull and Diet Rockstar that I have had. It’s also 0 carb, or at least the version I got is. So if you want a drink that fits the theme while you play Fallout 3 to the wee hours of the morning, afternoon, or night, then check it out. It at least looks cool on your desk.

I originally posted this over on the Dirigible of Pain site: http://dirigibleofpain.com

An experiment with Spirit of the Century

May8

Ok, so last night was the first actual play night of my new fantasy campaign, and I am still surprised by the fact that I was able to convince the group to try out a new system other than DnD. What I am I using? You probably guessed by the title. I’m using the Fate system as represented in Spirit of the Century, modified by the work that Mick and I are doing on Vegas After Midnight (http://www.vegasaftermidnight.net/). The armor and equipment rules specifically, along with a slightly reduced power level from the standard SotC. (Less skills, only seven aspects)

Overall, I have an awesome group that I play with. We’ve been playing for several years now, with a few players leaving and a few new ones coming in, but in general a very stable group. I was worried about the game on several levels, the characters gelling being one of them, since they didn’t last game with another GM. It looks like most of that was due to people having shifting schedules and not a change in the group dynamic itself. *whew*

So, the game. As I said, it went quite well, the players only stumbling a little on the rules here and there. Once they got the hang of one though, we didn’t need to revisit it. Magic is going to be interesting for a while. The setting was formerly a DnD setting, so right now the stunts are more or less patterned after the levels in DnD. Oh, the characters are about 10th level in DnD terms as far as power level goes. The Fate system made for a much more cinematic style of play. I started them out with a combat and not so heavy on the roleplaying, since it would teach the crunch in a quicker manner. The combat and spellcasting was excellent! There is one player in my group who always plays a caster, but has always interpreted spells in his own way and never the same way twice. Fate has allowed him to do what he wants with spells, and not to worry about some description somewhere. It totally worked.

My big surprise of the night was another character who was also playing a caster, this one a mage, and his description for his spells were awesome. I found myself realizing halfway through the night that I was still in DnD running mode and not in cinematic SotC mode, but he totally got it even though it was his first time playing. Casting spells that would put aspects on the scene like “Portal to the realm of earth” and at the same time another one of “Sucking Vortex” so that they could push the elemental creatures they were battling into the portal and get rid of them, but also using the Sucking Vortex aspect to help them do it. 100% recycled SotC awesome!

Whew, ok, that’s enough for now. Next game is next Wednesday, and if it relates to VAM playtesting and design I might post more about it. Unless you comment and ask for more anyway.

Not too sure about the New Year.

January6

Well, things haven’t been going as well as hoped for in this new year of 2008. I have been thinking a good deal about Vegas After Midnight, but work, yeah mostly work, has prevented me from feeling creative enough to actually write much.

I write when I can on it, but I feel that the thoughts I put down are disjointed and fragmentary. Nothing really solid or worthy of going into the game. I write them though, because if I don’t the good stuff won’t work itself to the surface.

Like yesterday, I finally got to talk with Mick on the phone for a while, and he and I came up with some cool ideas that might make it into the game. They are very Story Game-esque in their feel, but I think that the ideas add to the feel and flavor of the game. That didn’t come out quite right, so let me back up. I like immersion in my gaming, the kind where you become the character as much as you can in a tabletop game. Story Gaming breaks that for me, but it trades that for a movie or book style immersion, where you watch the characters and enjoy the story.

The two styles are not mutually exclusive in my mind, but they will take some finesse to get them to work. Ok, so what we came up with was a way for people playing VAM to not only play their characters, and for the GM to craft adventures for them, but to also have the players (GM included) have a say in how the overall story goes. With the players on the Hope side, and the GM on the Despair side, each side ends up playing poker for the fate of the story. Depending how the game is set up at the beginning of the campaign (since we want it to be run in several sessions at least, not just a one shot), the game could last a predetermined number of hands, or it could end when one side goes all in, and loses. Each hand would determine how ultimate outcome of the last set of games went, and it will flavor the next set of games until the next hand is played.

There is still a great deal to work out, and depending on how it fits with the rest of the feel of VAM, it may or may not even make the final cut. I’m not cutting it until we’ve tested it a bit though.

I got a little off track from where I started, but that just seems to be the way this year is going. I am hoping that I have some control over where it is headed, and I intend to try my darndest to get it going where I want it to go.

Feeling burned out…

August31

I am not sure if it is post Gen Con funk, or just too much work, but I am feeling really burned out and just want to walk away from everything for a while. With family, work, The Game Master Show, Vegas After Midnight, my weekly game, The Signal, and everything else that fits into my week that I cram in there, I feel a bit overwhelmed. Which is funny, since I actually have less to do now than I did before Gen Con.

I may have to just take a step back from some of my non-work, non-family things for a little while and just take a breath or two. Our GM is gone for the next two weeks, and rather than run a game like I offered, maybe I will just chill. I may also be cutting down on some of the other gaming that I have been doing, so I can get more writing in.

« Older Entries