| [Review] Ocean's 11, 12 & 13 |
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| 08:34pm 14/06/2008 |
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mood:  bouncy
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Since a lot of people I know on LJ are posting reviews for good books and movies, I think I'll give it a shot.
Ocean's 11 I'm talking about the newer one with George Clooney & Brad Pitt here, although I did enjoy the original a lot - it's just too far before my time to really get into. Anyway, the movie opens up with the main character, Danny Ocean, getting out on parole after being pinched for running a con. And the first thing he does after getting out...get together a crew to knock over a casino starting with his partner Rusty. Danny & rusty play off each other perfectly, if the movie was just about them it would still be excellent. I'm sorry, Danny wants to rob 3 casinos. The eclectic group of cons & thieves has to run a gamut of cons to pull off the heist, everything from impersonating the Nevada Gaming Commission to staging a fake robbery. All the while Danny is trying to win back his ex-wife, who just happens be together with the owner of the casinos being robbed by Danny & crew. Great movie I recommend it to everyone.
Ocean's 12 In this one the casino owner from the last movie, who's also a ruthless and merciless psycho, catches up to the crew and gives them 2 weeks to return his money plus interest or meet a gruesome end. Since they're too hot to find a job in the US, and seeing as how most of them spent the money from the last movie, they go to Europe to find jobs. There they find out everything so far has been a setup so that a young thief can prove he's better than the whole crew. And to top it off they have to outrun Rusty's ex-girlfriend who's one of Interpol's best detectives. This movie is the most complicated out of the three but still well worth watching.
Ocean's 13 This one is the awesome revenge flick; Reuben, the only one of the crew with any real legitimate leanings gets muscled out of a partnership over a casino and nearly dies from a heart attack. So everyone else gets together one more time to make the guy who did this to Reuben pay. This one is the the more outlandish of the three but is still may favorite, possibly my all time favorite movie.
The things I love about these movies are how there's always something you didn't see before every time you watch any of these movies, the movies are in their own world, and no violence. Every time I watch any of the movies, there's always something I see or hear that i didn't before, whether it's some small detail or a callback to a previous movies or scene. I've watched each a dozen times and I'm still finding little jokes and references that I didn't see before. It's kind of like reading Watchmen where every page has some hidden message or reference.
What I mean by the movies being in their own world is that the characters are not out to save the world or combat some elemental or ancient forces. They're just trying to do their thing, nothing more. And while they're good guys at heart, they still throw away the rules whenever they do something. That's a big break from a lot of movie characters nowadays, where even a psycho killer will play by the rules and save people if he's a protagonist.
And lastly, there's little to no violence in the whole series. I like a good ass-kicking on screen same as anyone, but the Ocean's movies are very face-paced and action filled without having to resort t violence. Hell, there was more fighting in Harry Potter tan in any of the Oceans. And that's a nice change of pace, to have a story that keeps you moving towards the edge of your seat without an on-screen body count.
All in all I give the movies 4.5 stars, both individually and as a series. Every now and then they go over the top with some situations, but the other 95% of the movies are absolutely worth watching. If you can rent them somewhere by all means do so, even if you've seen them 20 times already. |
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Read 4 - Post |
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| The sky is infinte |
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| 09:05pm 12/06/2008 |
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mood:  inspired
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I've been meaning to post about these guys for a while now, just haven't gotten off my duff to do so. Wormtooth Nation is a student film project by a bunch kids out in IA and is the only real indie work I've seen in a while. Nothing is professionally done, but it's done with real effort and care, and that shines through. It's "loosely based on William Shakespeare's 'Midsummer Night's Dream'" and is a great example of steampunk imagery and Victorian-esqe drama. It follows a group of motley characters in an underground city of failing machinery, always dreading the pervasive "wormy gas." It's a fun watch and well worth a look. It might even be a good premise for a campaign... |
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Read 1 - Post |
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| Blasted water weight, goes right to my hips |
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| 11:30pm 12/05/2008 |
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mood:  tired
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Nothing like a new pair of jeans to make you feel hideously obese. I bought a new pair the other day, and by the second time through the washing machine they're already shrinking. I may not be Brad Pitt, and I've come to terms with that, but I know my waist size hasn't changed in 4 days. I also measured, both me and the pants. It's just one of those moments, the kind that seem appropriate only on a Monday.
The weekend was fun; got (most of) the Saturday group together to see Ironman and have a little side quest adventure. And I might have a player migrating over from the Sunday group to fill a chair. He's bringing a much needed skill & trap monkey into the group, so now I can put all the traps back into my adventures and not feel bad. Too bad anyway, as the Rune of Intelligence incident has shown. I think I'll spend some time this week trying to get my campaign journals updated...and probably get distracted by something shiny or has blinking lights.
Now all I need to make today complete is to wrap my arms around a certain beautiful young lady. You know who You are. ;) |
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| Gay Rights |
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| 09:16pm 30/04/2008 |
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mood:  thankful
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Why is that, as a culture, we are more comfortable seeing two men holding guns than holding hands?" -Ernest Gaines
We would like to know who really believes in gay rights on livejournal. There is no bribe of a miracle or anything like that. If you truly believe in gay rights, then repost this and title the post as "Gay Rights." If you don't believe in gay rights, then just ignore this. Thanks.
I would like to add that I believe in human rights for everyone, since they are constantly trodden upon with hobnailed boots. Gay rights is one piece of that where we can at least do something in this country.
I don't care if it's a gay, straight, Christian, Muslim, mutant or time traveler marriage as long as the two people involved care about each other enough to spend the rest of their lives together. If they can make that promise of forever and mean it, they have my blessing. I can rationalize how some people would feel like a gay marriage is an attack on their way of life, but I'll never truly understand - and for that I'm glad. |
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| Being mean to my players |
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| 01:08pm 25/04/2008 |
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mood:  determined
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In the two games I run I've put curses & diseases on PCs or pushed them towards evil this past week. This is not because I'm a mean guy or anything, but both games need a little jeopardy right now; the players in both have been getting complacent lately. In both games the PCs are 'good guys' so their actions are thus considered to be good, even if the description of those actions involve the words "wholesale mass slaughter." In an effort to shake things up I'm going after what makes the characters who they are. In my steampunk game, at least one PC has been mutated by exposure to the stuff of raw chaos. Any Malhavoc fans will probably guess (correctly) that I'm using this book in my game. Raw chaos is the fundamental force of entropy given an unstable & highly corrosive form, and is used to power the pseudo-science of chaositech. Exposure to raw chaos also causes mutations. And as I stated earlier, at least one character is about to go through a kind of second puberty. Why do this? Because it leads to interesting plot hooks and character interactions, and also because it pushes the players themselves a little out of their comfort zones and gives them something new about their characters to work with. I wouldn't have done this if I didn't feel confident that the players could handle it and even enjoy it a little too. But now someone in the party is now something other than what they began as, and might get worse over time. Let's see how that turns out... (I don't want to go into detail, because I just dropped this on them yesterday and want to see what develops from it.) The Scion game I run with another group has one hero slowly moving over to the dark side. A little background into the system: as the child of a god(dess) you have access to amazing powers but are bound by the principals of your patron deity. These are represented in your stats and birthrights. All characters have 4 virtues, 4 fixed stats that can define how you act in a given situation. If you have a high value in a given virtue you must to act in accordance with that virtue, like if you have high Loyalty you can't leave a friend behind. If you want to go against a virtue there's a set of rules for resisting your nature, but it will get costly if you fight your self too often, and the higher the value of the virtue the harder it gets. The up side of virtues is that if you do something that harmonizes with that stat you can get bonus die to succeed. There are also birthrights, creatures or artifacts handed to you by your god to help you fight the bad guys of the setting, the Titans. Now, in my other game one of my players came into possession of a 5-dot (like a major artifact in D&D) relic dagger after defeating the first bad guy-du-jour in our opening session. It's very powerful in the fact that it secretes a venom that's strong enough to melt metal, but only when someone of divine or titanic blood picks it up. Very cool, no? The problem with relics is that they can't just be handed off to just anybody, either the relic itself or the god who gave it will work against anyone to whom the relic doesn't belong. In this case, the powerful dagger is very willful and has a predator's intelligence. The player who has the dagger defeated it's previous owner, which the dagger respects, but the new owner isn't nearly violent enough for the dagger's taste. A weapon wants to be used, after all. So every time the character uses the dagger, especially in combat, it's poisoning his soul and giving him a Dark Virtue. In this case it's Malice. Remember what I said about virtues, you have to act according to them...all of them. Now he has 2 virtues that conflict, Valor & Malice, and as he uses the dagger Malice will get stronger. I wanted to challenge this player by giving him a conflict he's never really dealt with before. All of his characters to date have been gruff and unfriendly but have been good people through and through; the badass with a heart of gold, basically. The player himself is only 18 , and I'm trying to coax him out of his usual habits and try something new. Every character he plays is just a variant on a dwarf, at least in style. I think with the right motivation he could be an excellent and very versatile player. I also wanted to challenge the group too, by giving them something that can't be overcome with dice and special abilities. Most of the other players in this group patronize the 18 year old, treating him in many ways like he is still 9 years old (when he joined the group), so I'm trying to help him show the group how mature he can actually be. Maybe it will work, maybe it won't. The moral of this story is: shake you players up every now and again. Give them something they didn't expect in a way that makes them step outside of their normal routines. And every now and then put the fear of GM in them. Just recite my favorite mantra: I am the Game Master, evil is my job. Quote of the day: "This job would be great if it weren't for the customers" - Clerks |
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| You gotta give the people what they want. |
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| 10:44pm 21/04/2008 |
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mood:  thoughtful
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I was looking over my notes for a story arc I closed on Sunday with one of my RPG groups and realized how much my attitude towards accommodating players has changed. it used to be that the answer to any request was "NO! YOU GO TO HELL! YOU GO TO HELL AND YOU DIE!" even for the simple stuff. It had to do with my reentry into gaming with a group that was devolving into munchkins whole-cloth. Now I'm more prone to handing out freebies on a whim, which is great for my players but does bite me in the ass on occasion. Like my Etherscope game with the Saturday group: the two players who have characters interested in the emerging steampunk technology have been given so much stuff they're getting paranoid. Lots of explosions too. And the chance for some random senseless violence around the city. I've even gotten the one normally sensible and cautious player in the group to say "Fuck it. I drive the tank into the building and run over as many people as I can." But that's working with this group right now, and I'm cool with the mayhem. Same thing in the Sunday group, I'm happy letting them run around breaking all the laws of man and nature using their divine powers (we're playing Scion: Hero) I also hand out little things to the characters, little power ups that fit with the characters as the story progresses, without any reservations now.
So what's everyone else's take on this? Do you find yourself handing things out more often or restricting the party to a smaller haul?
Quote of the day: But I, being poor, have only my dreams. I have spread my dreams under your feet. Tread softly because you tread on my dreams. - Yeats |
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Read 3 - Post |
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| I see skys so blue, clouds of white, and I think to myself... |
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| 08:52pm 19/04/2008 |
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mood:  chipper
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The past couple of days have been so clear and warm you would think we're already starting summer. Having an office job squelches ant chance of enjoying these days during the week, so I jumped at the chance to help my brother in-law do some clean up around their house. They (my sister & her husband) bought a nice house from a retired couple, but didn't stipulate in the lease that all of the previous owner's stuff had be cleared out. ... So end result is I spent all of today clearing heavy rusty machinery and old farm tools out of the old horse barn at their place. Today was a nice day, and also gave me a chance to to bond a little with my brother in-law Mike. btw, anyone else notice there are too many Mikes running around? Just checking... Anyway, Mike's a cool guy but we've never had a chance to really just...you know, be guys. Every time I see him it's always at some birthday party or holiday there are too many people around. So getting a chance to finally just talk with the guy who married my sister was good in and of itself. I found out that he's a pretty cool guy and he got to see I'm not a complete weirdo. Today was a good day. |
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| Net Black friday |
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| 06:14pm 18/04/2008 |
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mood:  resigned
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Excerpt form a conversation I had with my computer at work today:
Me: UserId "colinstaron" password "**********" LiveJournal login page: I'm sorry the login page you were using as expired, please login again. Me: ok...UserId "colinstaron" password "**********" LiveJournal login page: I'm sorry the login page you were using as expired, please login again. Me: I just refreshed the page, how can it expire already? Just out of curiosity, how long do I have before the page expires? LiveJournal login page: Approx. 15 fsec. Me: Well, that's not a lot of time...as a matter of fact that's means you're faster than any computer on the planet! LiveJournal login page: I'm just messin' with you fleshy. I'm surprised, most organ sacks like you don't know what a femtosecond* is. Me: I'm special like that. Are you gonna let me in now? LiveJournal login page: Sure. Me: Ok, UserId "colinstaro... LiveJournal login page: I'm sorry the login page you were using as expired, please login again. Me: Screw this, I'm going in through the main page. LiveJournal login page: I'll tell him to expect you.
A little later... Computer: Pick a number, one to five. Me: errr, three? Computer: Wow, you read my mind! Me: Uhh, so what does that get me? Computer: You know all those programs you need to do you job? Three of them just crashed for no reason! Me: Ok, well at least I can rebuild my work from the automatic back ups... Computer: I'm sorry, but Windows has generated a general application fault. Windows has to shut Windows down now. All temporary files, like your back ups, will be lost. Me: I hate you so much. Computer: And while you're waiting 20 mins. for me to reboot, I'll make that noise that drives you crazy!
So I get home... My computer: Hey you know how when you uninstalled Norton Anti-virus, you forgot the last step. Me: What was that? My comptuer: A low-level format while performing an exorcism. Prepare for registry implosion. While I look for my boot disk and registry image, I look over to my current project sitting on my work table Me: And what good news do you have to share? Project: *blink* *blink* *blink* Me: Sometimes I think you're the only one who understands me.
Technology sucks.
* .000000000000001 seconds |
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Read 1 - Post |
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| 10:03pm 14/04/2008 |
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mood:  content music: The only decent radio station in the area
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I promised more about 4e over the weekend, I didn't have a chance to sit down and type, get over it. Instead of a creative essay (because I'm not creative) expounding upon the virtues of this infant system, I'll just give you a breakdown of all the major topics. btw, if you want to see the character sheets they can be downloaded here. I also find myself adding commentary as I go , so forgive any tangents I go off on.
Races: All of the legacy races are , plus a few new ones...except the Gnome and Half-orc. Both of these classic races have been delegated to Monster Manual creatures. Replacing them so far are Tieflings and Eldarin. I think WotC is trying to seem "a little more hip" with the younger generation of gamers coming in, but a luke-warm evil race and super magic-elves* is stretching it. To be fair it does does bring some new options into the pools of character races, and continues the log standing tradition of giving the Gnomes the short (hehe) end of the stick, and I'm sure it will be equaly loved and reviled by the gaming community.
Alignments: This is the biggest change for me: you can be unaligned. Paladins and clerics must be the same alignment as their gods naturally, but everyone else can choose to shed that restriction. If you look at the pre-gen characters, most of them say right across the top "unaligned". That's gonna put a few spells & special abilities out of work, but I think it's to head off a lot of debate on how characters should act. And a lot of people found it too abstract to be useful, so I think WotC is waking up to that fact.
Now we get into the mechanics, which are similar, almost a variant of the d20 system Let's start with... Ability Scores: So far the same, but they might have slight revisions or alternate interpretations in later levels.
Armor Class: At 1st level, the same as what you're already used to.
Saves: now here's the first mechanical departure. To use poison on someone, set a trap, charm them, basically anything that used require a saving throw now requires you to attack their Fortitude, Reflex or Will Defense. It's just like making any other attack: you roll a d20, add your modifiers and try to match or beat their defense. So poison goes against their Fortitude Defense, (physically damaging) traps attack their Reflex Defense, and charms need to beat their Will. For on-going effects, like poison, you get "saving throws" to end the effect; you just roll a d20, add any modifiers that might apply, and try to roll a 10 or above. So it seems to be a little easier to affect someone with a special attack or condition, but it's easier for them to shrug of any lingering effects. One more things about the Defenses: grapple, disarm trip and I think sunder use the Defense instead of opposing rolls. So if you want to trip someone, roll your attack s. their Fortitude Defense. if you win, they're on the ground, otherwise they're still standing. This is the biggest improvement, imho.
Initiative: Same as 3rd edition.
Speed: Now measured in squares instead of feat, pushing for miniature gaming.
Hit Points: If you look at the character sheets, everyone has at least 20, the tanks having 30. more hit points = 1st level monsters can be more powerful than house cats. Now the bad guys have that too, which will drag fights out longer, but at least the wizard won't die just from tripping over his robes...unless they're cursed vorpal robes or something. There's another number under HP called "Bloodied", which is a state a creature enters after losing half of their HP. Undead, Constructs Oozes are immune to this (no blood), but when someone's Bloodied it triggers special attacks and the like. One mentioned at the demo is Barbarians go (more) berserk when someone gets bloodied. I'm sure there will be plenty of creatures out there that get more dangerous when someone gets bloodied. Can't wait. :) Also, healing is different too. Instead of magically healing until you're back at full or your resources run out, you use Healing Surges. That limits the number of times you can be healed in a day (any accelerated healing uses up a Surge), but you also have the option of using a move-action to heal yourself so many hit points on your own (Healing Surge HP Healed). healing Spells use up a Surge, but your get your HP/Surge plus whatever healing amount the spells does.
Attacks: These are broken down into simplified stat blocks, and special attacks (that go after the Defenses mentioned above) will be listed here too. it's basically the same as 3rd edition, but l think they've changed the ranged combat rules. It never came up in play, so I don't know the specifics, but I think maximum ranges were all cut down.
Feats: It starts the same as 3rd edition, but no one asked about what comes after.
Skills: Skill ranks & totals are the same, but there are 2 revisions. First, some skills are consolidated; Hide & Move Silently are now Stealth and Spot & Listen are Perception. Insight is Sense Motive & something else, but it never came up. The big revision, the one I like, is that characters have a static passive value for Perception and Insight. So unless someone (or thing) is actively looking for something or trying to see if an NPC is setting them up, the other side just has to roll the appropriate skill vs. the right passive value. I'm thinking about doing something like that in my own game.
Race and Class Features: They are the same thing as 3rd edition, just new abilities to match the new system. Races get certain abilities, classes get certain features, etc. This is also where the Power Sources are listed. Power Sources are essentially limited power frameworks from which you choose your class abilities. Each class gets access to one (at least at first level); Arcane, Prayers, Martial are all that have been released so far. All the class abilities listed on the back of the character sheets come from these Power Sources, and I can't wait to see what others there are to come! They promised more would come out with the expanded books, more on this later.
Equipment: Rope is still rope, a backpack still goes on your back, and the 10' pole is still always the best way to go. Magic items however get a bit of an upgrade. First of all, the FLMS (Friendly Local Magi Shop) is gone. Now you have to make due with what you have. But as my second point will illustrate, magic items can be re-enchanted with the right ceremony in the middle of an adventure! That's right, you're best friend and magi user can change that boring +1 Flaming Burst longsword into a +2 Keen longsword while you wait. I'm sure there are material costs involved, but it's cool if not dangerous concept. Yes the PCs have access to a larger arsenal to meet any challenge, but now so do the bad guys. It's going to be interesting when both sides have the ability to see what the other has and the time to alter their gear...
Class Abilities (Exploits, Prayers, Spells, etc.): You can read for yourself what the characters have, so I'll just go over what it was like playing the fighter. First of all: Cleave. Nice ability where if you hit an enemy and he has a friend stand adjacent, the friend takes 3 points of damage automatically. Tide of Iron, where you attack and move the target one square back, is really good for not getting flanked. Passing Strike is fun, but you still provoke attacks of opportunity (more on this too later). And Brute Strike, which is 3d10 at 1st level, was a great way to end the last fight, just straight out flattening the last guy standing. All in all, there were a lot of really fun attack options available.
Actions: My memory's a little fuzzy on this point, but now you get 2 actions per round; one standard and move action, two standard action or two move actions, iirc. Also, swift actions are now minor actions, which you can only do one of in a round but take no time. Most former move actions like drawing a weapon are now minor actions, and most don't provoke AoO. Free actions are still free, they haven't been chained by the man yet.
Attacks of Opportunity: The bane of medium and smaller creatures everywhere when it comes to larger foes. Now you can only take an AoO if your adjacent to the thing provoking it. And you only provoke by moving if you leave a threatened square. So the hydra, with the very cool ability to take AoO with each head as the fighter comes charging in now loses some of it's coolness. Books & expansions: According to Mike Mearls a new book will be released every month, providing new options, ideas, monsters, etc. Originally it was going to be just electronic releases, but the public outcry for physical books was too great I suppose. WotC's also putting out a complete series of modules to take a party to the new level cap of 30. That's right folks, 20 wasn't epic enough, now we go to the big three-oh. Miniature gamers & collectors will have already guessed that WotC will till be releasing minis and booster packs. The good news, and this is a smart move on WotC's part, is that the you can actually see what you're buying now in the packs. No more random surprises waiting for you when you open the box, now you can actually see inside before you buy.
So in summation, 4e is an expansion of 3.5. the concepts stay the same, some names change, and a few things got tweaked. One thing I noticed while playing is that the new system closely resembles this book. So if you need a 4e fix, either wait until next month when they start releasing the core books starting with the PHB (remember, one book a month, so you have to wait longer for the DMG) or try out Monte's variant. After being a huge skeptic and denying any possibility of picking up the books myself, I find myself wanting to play in a 4e game now.
Edit: After being told at ICon that the core books would be coming out this summer, I looked on Wizard's website and saw that they're slated for October.
Quote of the day: Vash the Stampede: I meditate diligently every morning. The subject is Life and Love. I quit after three seconds.
*Yes, I know they're a variant celestial race but they still come across like another redundant species of elf. |
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Read 4 - Post |
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| post - ICon 2008 report |
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| 06:32pm 08/04/2008 |
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mood:  chipper
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Friday: I took the day off from work to travel down between rush hours, and a day off from work is always a good way to start something. :) What was supposed to be a large group of 9+ people quickly dwindled down to three: myself and two of my friends named John. We'll call them John K. and John C. for reference. The Johns & I drove around instead of taking the ferry and took the time to catch up. So we get to Stonybrook, get our badges and after looking round decide to try a Cyberpunk 2020 game.The game holds true to the whole genre: 20 mins. into the future, everything's gritty and violent, corps rule the world, lots of implants, etc. Like every convention game, we had the one player who needed to explain every action in painful detail. I will give the GM an A for effort for trying to keep the game running with that player. So while this player was going into the 3rd revision of his action...for the 10th time...I leafed through the game book. It's not one I'd run out to get, in my opinion Shadowrun is far better, but it's a neat little system based around mayhem and violence. So we finish that game, which is the required "deliver a package while everyone is shooting at you" that seems to be the only viable cyberpunk plot, and head off to get some diner. We check in (with a few problems) and crash for the night.
Saturday: We get up early so we're on time for the 4e presentation. Did I mention that both Johns snore like chainsaws? Rusty, angry chainsaws. So bleary-eyed I stumble into the 4e lecture, which is all it really was. Don't get me wrong, it was very informative, but but I fell asleep while people were pandering for more info...err, asking questions about the new system. There was an actual play demo later, but first the Johns & I tried 3.5 game of "Blue Kingdoms" It's a pirate based campaign setting based off a couple amateur fiction novels, and while it sounds fun the whole game was th GM narrating and asking us to roll dice when appropriate. I think we was trying to impress a group of young kids at the table (this was a large group), but it left me feeling like I was just watching the game instead of actually playing. But it was just killing time before the 4e demo anyway. So John K. & I cut out early to try 4e with none other that Mike Mearls running the scenario. Don't worry folks, I kept the Iron Heroes comments to a minimum. :) 4e has made some interesting changes to the d20 system, I think to keep up with MMORPGs. I played the pre-gen fighter, and at first level I had over 30 HP and the equivalent of 5 or 6 feats, on top of a lot of racial abilities. Maybe it's also to make 1st level more appealing, but when the Warlock (now a base class) can teleport at level 1 I think it's a little over the top. But otherwise they did a good job of streamlining the system a little bit, especially when it comes to trip/disarm/grapple and probably sunder as well. Instead of several opposed rolls, you attack one of their defenses. And the way saving throws work now it's easier to shrug off continuing effects. End result: while I'm not giving up 3rd edition by any means, I'm picking up the core 4e books to see how the whole system meshes together. After the 4e demo, we kind of wandered around, checked out the dealer room, watched a few reeeeally bad 70 sci-fi shows, and called it a night. I'm still a little disappointed in the dealer room this year: I wanted to pick up a few gifts for people but aside from clever tee shirts it was mostly crap. Ah well.
Sunday: We went back for another 4e lecture, now armed to ask intelligent questions about the system, and also because John C. finally sat down for a demo game. We learned a little bit more about the new power systems for the classes, cutting out static class abilities for a more dynamic framework of powers you choose. Magic users get a handful of at will powers in addition to their spells, and warriors get to do more damage. Also, the magic item shop is gone; magic items can be re-enchanted on an as needed basis with little time lost in game. While John C. was playing his demo, John K. & I went a Doctor Who podcast. It was mainly people talking about the BBC premier of the 4th new series, which will be shown here stateside in a few weeks, with a few references to Torchwood thrown in for flavor. Once we collected the other John, we struck out for home. All in all it was a great weekend, much needed.
If I were a smart man I would have brought a camera and snapped a few pictures. But I'm not, so I can't show you guy running around in a Dalek costume, or D&D minis game with a 4 table 3d dungeon setup, or snap shots of the 4e game I was in. Sorry folks.
Quote of the day: Captain Jack Harkness: "You people and your quaint little categories." |
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Read 4 - Post |
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| The little things are always the biggest kicks in the head |
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| 10:29pm 24/09/2007 |
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mood:  inventive music: Black Parade and 3 Cheers
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I spent about 30-40 minutes today looking through my workbench for one component, a 300Ω resistor to prototype a circuit (yes, I'm driving LEDs). After a while I come to a realization...
I don't have any.
This isn't a big deal, but I should have plenty - it's a standard, cheap part. I don't remember using any in a long time, so I must have eaten all of mine at some point. They do look kinda like tic-tacs... It's such a simple yet annoying thing, like sitting down at your computer and realizing some of the keys are missing; it shouldn't happen but it did. Anyway, if all goes according to plan I should be unveiling the end result at this Saturday's game. Stay tuned... |
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Read 3 - Post |
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| Dead men tell no tales |
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| 04:24pm 19/09/2007 |
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mood:  Yo ho ho
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Today's Sept. 19th. Only one thing needs to be said:
Arr. |
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| Rolling, rolling, rolling, keep those stones a-rolling! |
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| 12:09pm 18/09/2007 |
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mood:  sleepy
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Ever wake up feeling far more tired than you did when you went to sleep? I felt like a boulder this morning, rolling heavily out of bed and crashing into whatever was in my way. I was so tired I stood in the shower like a statue and felt as cold as stone. Shaving felt like cleaning a layer of moss off of my face. I layered on clothes like winter laying down drifts of snow on a mountain. Then I thundered out the door, grumbling the whole way, just to get to work and do as much work as a rock in a field. Maybe I should go to the ceremonium and take the Earth Mage feat during lunch. :)
Word of the day: heavy adjective, heav·i·er, heav·i·est, noun, plural heav·ies, adverb 1. of great weight; hard to lift or carry: a heavy load. –adjective 2. of great amount, quantity, or size; extremely large; massive: a heavy vote; a heavy snowfall. 3. of great force, intensity, turbulence, etc.: a heavy sea. 4. of more than the usual or average weight: a heavy person; heavy freight. 5. having much weight in proportion to bulk; being of high specific gravity: a heavy metal. 6. of major import; grave; serious: a heavy offense. 7. deep or intense; profound: a heavy thinker; heavy slumber. 8. Military. a. thickly armed or equipped with guns of large size. Compare heavy cruiser. b. (of guns) of the more powerful sizes: heavy weapons. Compare heavy artillery. 9. hard to bear; burdensome; harsh; oppressive: heavy taxes. 10. hard to cope with; trying; difficult: a heavy task. 11. being as indicated to an unusually great degree: a heavy buyer. 12. broad, thick, or coarse; not delicate: heavy lines drawn in charcoal. 13. weighted or laden: air heavy with moisture. 14. fraught; loaded; charged: words heavy with meaning. 15. depressed with trouble or sorrow; showing sorrow; sad: a heavy heart. 16. without vivacity or interest; ponderous; dull: a heavy style. 17. slow in movement or action; clumsy: a heavy walk. 18. loud and deep; sonorous: a heavy sound. 19. (of the sky) overcast or cloudy. 20. exceptionally dense in substance; insufficiently raised or leavened; thick: heavy doughnuts. 21. (of food) not easily digested. 22. being in a state of advanced pregnancy; nearing childbirth: heavy with child; heavy with young. 23. having a large capacity, capable of doing rough work, or having a large output: a heavy truck. 24. producing or refining basic materials, as steel or coal, used in manufacturing: heavy industry. 25. sober, serious, or somber: a heavy part in a drama. 26. Chemistry. of or pertaining to an isotope of greater than normal atomic weight, as heavy hydrogen or heavy oxygen, or to a compound containing such an element, as heavy water. 27. Slang. a. very good; excellent. b. very serious or important: a really heavy relationship. 28. Prosody. (of a syllable) a. stressed. b. long. 29. a somber or ennobled theatrical role or character: Iago is the heavy in Othello. –noun 30. the theatrical role of a villain. 31. an actor who plays a theatrical heavy. 32. Military. a gun of great weight or large caliber. 33. Slang. a very important or influential person: a reception for government heavies. 34. heavily. –adverb
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Read 4 - Post |
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| [Campaign] NPCs to date |
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| 12:00pm 17/09/2007 |
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Neri Potsmasher – I must have been on a Spiderman kick when I came up with Neri, because I made him a miniature J. Jonah Jameson. I built him on the idea of making a boss the party won’t rely on, someone fun to play, and was used to freelancers. So Neri is gruff, loud, smokes like a chimney, and gives me a legitimate in-game reason to give the party a hard time. I also seem to need a character that smokes in every game I run, so I decided to go over the top and have Neri enjoy cigars as big as he is. Seriously, his cigars are too big to hold, if they weren’t propped on his desk he couldn’t smoke them. I have to work a little more on his voice & mannerisms, as I plan on having him be a recurring NPC. Maybe I’ll get a pic of JJ and doctor it to look like a Loresong. :) As an aside, I’d like to explain why I make NPC’s based (sometimes loosely) on known characters, fictional or real. For me, it lets me get right into the roleplaying and skip a lot of the introductory dialogue; if the players recognize the original character, then I can play off their preconceived notions. Blackwood – I don’t know what I’m going to do with this character, or even if he’ll survive the next session. I just needed an abrupt NPC that the party can ask questions of. And I though it would be cool to start inserting non-standard races early on, instead of having them be a distant detail that only matters later. I’ve noticed that flavor details will be forgotten until later in the game when it becomes vital. As an example, in another game I played in a few years ago, the GM brought out battlemechs for us to fight in a low-technology world or so we thought. It turns out that the campaign was going through an industrial revolution, and the GM failed to mention this until that point. So the party is going to see aram, kobolds and a few other monstrous NPCs running around, so I can keep the flavor of Ptolus fresh in their mind’s eye. Mr. Security “Expert” – He has one more part to play in this adventure, so I’ll hold off on his explanation until later…
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| [Campaign] GM's view of the first game |
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| 08:49am 17/09/2007 |
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My view on the first game is that it went really well, even though we lost a lot of time to finishing out the PCs. That’s my fault more than anyone’s, put the group pulled through and got their characters together in good order. I like the dynamic of the party so far. We have a mix of strong, smart and quick characters, and everyone is developing a rhythm already. Usually with a first game with new people there’s a lot of feeling each other out at first, which makes the first few sessions a little awkward as players simply don’t know enough about the person next to them. I did help that no one was a stranger; we all met at GenCon, and had a chance to play & party together. So I have a good feeling about this group and really want to get together more often. Of course with 5 people across 2 states, with the possibility of another player coming from another state, it might be difficult. Well, you know what they say: good things are worth working for. :) Memorable moments: - Any time Chron said “You’re a funny guy!” then proceed to smack someone down. - The party sitting down a tavern after trying to squeeze Neri for more money. “Do you think he’ll give us more money?” “Let him sweat for a while.” - Our 2 strong characters trying to lift the heavy door of the secret passage, then the Verrik rolling a natural 20 and flicking it aside.
And with that, we've officially begun Ptolus: green lights by the Spire. |
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| Another funny quiz |
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| 08:16am 13/09/2007 |
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Ganked from varianor:
Your Score: The Tenth Doctor You scored 8% intelligence, 55% compassion, 54% sense of humor, and 13% weirdness! You're a charming, friendly, easy-going sort -- the type who looks just as comfortable in a suit and tie as in a bathrobe. Nothing fazes you...until someone starts picking on somebody you love. Then you get all intense and pull a face not unlike an angry bullpup. Yeah, it's hard to take you seriously sometimes, but you're nobody's fool. Your turn-ons include pinstripes, Douglas Adams, incoherent mumbling, Elvis, Scots accents, and Kylie Minogue, apparently. Your turn-offs include Christmas angst, long-distance relationships, jealousy, and other people's stubborn parents.
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Read 2 - Post |
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| A brief explanation for our audience... |
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| 10:25am 12/09/2007 |
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mood:  imaginative
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I should have put some preamble in one of my previous posts, but I’m starting a new campaign with some new players and a lot of new material (new to me anyhow). I’ve put a first session recap up, and I’ll post some notes on the session later. For the new game, we’ve swapped 2 players out for some new blood. This year’s models are Scott & Smitty, two guys I meet at GenCon this year (I say that like I go every year), and were a blast to hang out with. They’re both really good players, and we had a blast at the first session. See here for my recap. I have to say, for having 4 days to rapid-write a game with house rules to cobble together the pieces, I don’t think I did too badly. |
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Read 2 - Post |
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| 11:18am 11/09/2007 |
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mood:  annoyed
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Why I Hate Driving, Reason #53:
There really needs to be a moratorium on bus stops in this state. Having to stop every 50' or so to let kids on the bus gets tedious & frustrating, for you and the mile of traffic behind you. I've noticed children don't walk too far from home these days to reach their pick-up/drop off for the bus, at most walking a few houses down the road. Never in my entire 12 years of public school did I have to walk less than a half mile to get to the bus.
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Read 3 - Post |
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