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Topics - AndrewRogue

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26
Character Designs

Portraits (* means full emotion set needed, # means partial set, determine emotion set stupid Andrew)
-Noemi*:
-Kasia*:
-Erastus*:
-Bartol*:
-Mirek*:
-Eirwen*:
-Isolde#:
-Katarine#:
-Empress Emiliana#:
-Millicent#:
-Renate#:
-Orienna#:
-Others?

Sprites (* means full 9-move + extra sprite set needed, # means partial set, determine extra stupid Andrew)
-Noemi*:
-Kasia*:
-Erastus*:
-Bartol*:
-Mirek*:
-Eirwen*:
-Isolde#:
-Katarine#:
-Empress Emiliana#:
-Millicent#:
-Renate#:
-Orienna#:

-Generic Townspeople (need to determine, also palatte swap options?)
-Generic Nobles (same)
-Imperial Agents
-Thugs, etc

Monsters
-The Corpulent
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-
-Bandit Thug
-
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-Would Be Assassin
-Legion
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-
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-Giant Enemy Crab
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-
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-Guardian??
-
-
-
-The Black Noise
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

27
Current Overreaching Plot Arc

(2 3 episode compilations?)
Journey to the Throne of the First to discover the Journal of the First -> Journey to discover the Journal of the Second -> Return to the Throne of the First to open the sealed vault -> Unfortunately, the resources they have are hijacked by the Government -> The Guardians seize control -> The Guardians are defeated, but the Soul of the Second (sealed inside the vault) falls into the hands of the nobles -> (Time Hop, because ripping off FFVI is fun?) -> Power of the Second is defeated, along with theCorrupt Empire -> Erastus Turns -> Fin

More Detailed Plot Arc

Noemi, Mirek, Isolde, Other

Episode 1

Brief Exposition re: Dissonance/Disquiet/History ->

Noemi having had her proposal rejected, turns to Erastus to pursue it independently -> Erastus tests her abilities and dedication -> Arrangements are made to get supplies by Erastus, while Noemi sees to recruiting a ship -> A ship and willing captain are acquired -> Flashback to Noemi's past ->

Swap to Mirek who is harassed by thugs -> Shadowy figures discuss his position and what to do with him ->

Fast forward slightly to the arrival of Noemi and Co -> They head to the Sebrle Estate to meet with Mirek -> The meeting goes poorly -> The group is forced to reconsider their options ->

Mirek is confronted by Orienna -> Night falls -> The Guardians attempt to assassinate him -> Thanks to Eirwen's help, Mirek survives -> Unfortunately, in the wake of things, Mirek is arrested ->

Noemi and Erastus arrange to have him released in exchange for his help -> Erastus needs something that was lost at the Sebrle plantation, and wants to conduct further tests on the group's new members -> The test is passed and the mementos are recovered -> The group departs ->

An introduction to Isolde who arrives after Noemi has left -> Investigating the Guardian affairs -> Gathers info

The seas around the Throne of the First prove amazingly treacherous and dangerous -> The group starts to reconsider the plan, but Noemi is insistent -> The group reaches the island and things are quite nasty there, far worse than expected -> Nevertheless, they press forward -> They discover ruins at the center of the island -> Tempers and endurance strains as Noemi pushes the expedition further than they expected, longer than they expected (3 nights deep into the island?) -> There, in the ruins, they find the Journal of the First -> Unfortunately, it is guarded by a horrible abomination -> The group narrowly escapes -> Noemi is eager to continue the expedition, but needs time to work on the journal -> Return to Zadni

Episode 2

Journal needs to be deciphered -> An incident in Zadni marks the return of the Guardians -> The Journal leads them to the edges of the Empire -> The government has an interest in stopping one of their promising practitioners from going rogue at this time -> The party finds the ancient stronghold of the first Guardians -> Eventually, the Journal of the Second is discovered -> With it, they discover a way to break the seal, but that requires resources that they don't have.

Episode 3

Unfortunately, things do not go as planned and their resources are hijacked -> Someone else manages to break the seal and free the Essence of the Second -> Stuff happens -> Ho Snap

28
Major Mechanics Not Yet Determined:

-Skill Learning? (Level, plot, some of A and B, other?)
-Clarify PC Swapping

Game Basics:

-True Episodic Release (Continuity issues = questions at beginning if we go that route)

-Turn Based (Default VX/VXA)

-CTB (Doable via Scripts VX/VXA)

-4 PCs in battle Max (Default VX/VXA)

-Side Facing (Doable via Scripts VX/VXA)

-Randoms Encounter Meter (ala CST, BoD, etc). Fight Random NOW button. Does not restore when leaving area.

-Heal Post Battle: HP/Revive, yes. Resources? (Note: Remember this necessitates designing towards individual encounters generally, unless we run a couple of attrition segments) (Scripts in VX/VXA)

-Save Anywhere, block Saves if becoming stuck is possible (Default VX/VXA)

-Limited in battle healing/revival, enforce via heal blocking/HP reduction off big heals/revivals normally (Default VX/VXA)

-Escape is possible from most battles, encounter manipulation tools exist (Default VX/VXA)

-Characters all level simultaneously (Scripts in VX/VXA?)

-Character Commands (As follows, Scripts in VX/VXA)
--Fight
--[Special]
--Defend (Unique Effects included)
--Weapon Swap
--Character Change
--Item
--Escape

-Exp curve (Roughly 10-15 levels per episode, expected end level is cap -2, ~50% harder to achieve new levels)

29
So, I'm going to try and keep this short and to the point if I can.

DJ's topic inspired me and got me thinking. The DL could totally do a game. The DL could totally do a pretty good game. The DL should do a game. So, why doesn't the DL do a game?

As such, I am proposing the following concept: let's revive the Untitled IAQ Project, harvest the core ideas (plot, characters, basic concepts, etc), and start not quite back at square one. Let's approach this idea again and, using a handy tool such as RPGMaker VX Ace, make a game.

Let us do something creative that will get our names out there!

So, the major points.

1. This is not just a theoretical exercise. This is a real project. Admittedly, I'm thinking there will be a lengthy "pre-production" phase to work things out, but we will be making a real game. As such, organization, ability to actually do things we suggest, and work will actually matter!

2. I think a Re-Imagining of the original IAQ is a good place to start. Keep in mind that, given the switch to a new system and the fact that we actually want to make a game, very little beyond some of the core concepts and characters are likely to survive in their current iteration. I'll go more into this in a future topic.

3. I would like a project with some scope (a "full length" RPG), but, at the same time, with realistic and achievable goals. As such, I'm proposing we look at this not as doing a single game per se, but rather a series of "episodes," each encompassing a part of the game. This allows us to aim for something big, but still be able to accomplish things without running out of steam or getting frustrated because there is nothing to show for our effort.

4. I am currently pushing towards using RPGMaker VX Ace (http://www.rpgmakerweb.com/product/rpg-maker-vx-ace) based on looking through it. The default tool is surprisingly flexible and effective, while the addition of scripts (ala, http://yanflychannel.wordpress.com/rmvxa/) provide a surprising amount of flexibility with the tool.

5. Currently, I am not looking to use anything but the included art/music assets (annoying as that is) simply because we don't really have people to do those things. If there are folks interested in that sort of stuff, they'd certainly be welcome. The available assets are kind of limited. =(

So, I guess the question is... are people interested and would you want to be a major or minor contributor? I think with the actual stated goal of  making something happen the core group will have to be somewhat small (only so much we can do, especially with a program), but I would like to keep feedback open and all that.

I also believe opening a #RPGDLGame IRC room for real discussion might be a good deal as well.

30
Dumb idea? I dunno. I came up with it while half asleep and driving home from work. But I'm curious about some feedback.

The game takes place in a theocratic nation, where the whole deal is ruled by a Divine Ruler who keeps the Book of Fates. The Book of Fates is a relic that contains that Fate of all things within it. Everyone has a predetermined end, and this book contains it.

A group of rebels is seeking to overthrow this status quo (led by Main Character 1 and Main Character 2) and manage to successfully challenge the Divine Ruler. However, they are thrown down and mortally wounded. MC1 manages to touch the Book of Fates, however, and erase his own fate, becoming the only thing in the world without a predetermined end.

Intrigued by this change, the Divine Ruler offers MC1 the chance to try again from the start and save their beloved MC2 and bring about the success of the revolution. And thus begins our story, with MC1 possessing the ability to read the Fates of those around him.

Conceptually, the idea would be a very short experience with rather divergent plot points depending on your choices. The "gimmick," as it were, would be that in the world Fate, as it stands, does prove immutable. No matter what choices you have MC1 make, the Fates that are foretold happen and MC1 arrives back in front of the Divine Ruler, given the option to go back and try again.

I do think there will be an actual solution (slaying the Divine Ruler and destroying the Book of Fate) seeded throughout the loops for a possible "True End."

Artsy? Yeah. Incredibly easy to make completely irritating and enraging? Oh hell yeah. But I'm curious what people think about the actual idea.

31
Hello and welcome! Welcome to the Official DL Blood Bowl Topic! I'm your host, Andrew Rogue, and I'm here to tell you a bit about Blood Bowl!

So what is Blood Bowl, you might ask? Blood Bowl is a tactical, turn-based football like game that is set in the Warhammer Fantasy universe. Its a game of elves throwing deep passes right before an orc comes by, kicks 'em in the codgers and den stomps dat squishy elf good! Its a game where werewolves on the line of scrimmage tear up dwarven blockers. Its a game where a troll picks a goblin ball carrier up to toss him in the endzone... or maybe to have a little snack.

The PC game is actually a mostly completely faithful adaptation of the miniatures game by Games Workshop (excepting Blitz Mode, but we won't talk about that). So if you like some combination of fantasy, football and board games, then you may very well like Blood Bowl.

Conceptually, the gameplay is pretty simple. Two teams are arranged on the pitch, one kicks, the other receives and the players take turns meanuvering, blocking, throwing, handing off or, if you can't be bothered with all this wussy ball carrying and trying to win by scoring, incapacitating or killing off the other team. The game is heavily dice based with d6+mod rolls determining the outcome of most actions, so an ability to estimate successes and roll with the punches when Nuffle (patron diety of Blood Bowl) starts being uncooperative.

The most common style of play for Blood Bowl (to my knowledge) is League Play which is basically a season of Blood Bowl. You buy players, level them up through play to improve their abilities and then swear endlessly when that git you're playing fouls your best player and kills him mid-League. >:| You'll be crying "Blood for the Blood God!" before you know it!

The version of the game we are playing is Blood Bowl: Legendary Edition (the newest one) and features ~20 teams ranging from the stocky, slow moving (but very stable) Dwarves to the nimble, passing oriented Wood Elves to the brutal forces of Chaos (who can't pick up the ball to save their lives, but hit like trucks) to the weedy Goblins (who are all cheap, fragile and very, very expendable). There's a small handful of players in the DL right now and we're trying to recruit! If you're interested, the game is available on Steam and Amazon and tends to go on sale with some frequency.

We currently have an open League for exhibition games (DL League, pass: RPGDL) and if we can get some players, we're looking into a more organized League. If you have any questions, feel free to ask.

With that, I'm gonna pass the mic on over to Yakko who has some advice for aspiring Blood Bowl coaches (advice to players would be wasted, since the majority of them don't have the capacity for rational thought left!).

32
Forum Games / Who in the DL is King of the Underground? (Turn 5: Snow)
« on: November 08, 2011, 01:45:00 AM »


Check out the shiny new format I've got. Neat, ain't it?

33
Going to run a game of Small World for the DL!

What is Small World: Underground?

A follow-up to Small World! New races, new powers, some new rules and taking place underground!

http://cdn0.daysofwonder.com/smallworld/en/img/su_rules_en.pdf - For people who want to read the rules

Everything I said previously still applies so let's rock.

We need 5 players!

1. Andrew
2. Soppy
3. Lady Door
4. Snow
5.

34
General Chat / Let's Play Tsukihime (Moderately Mature Content Warning)
« on: September 19, 2011, 07:03:52 PM »
Hey guys! My name is AndrewRogue, but I have a secret. Way back when I was a young kid and through my teen years, I had another identity. I was known as Shiki Tohno (or Tohno Shiki for you Japanese purists). It was an exciting time of life, full of romance, danger, vampires, exposition, squiggly lines and hilarious sex.

So, in the interest of coming clean to the DL, I have opted to finally tell you all the (mostly unabridged) story of my life.

Thus, without further ado, let's hear/read my story!

Table of Contents
Chapter 1: In Which We Bear Witness That I Have No Friends

35
Forum Games / DL Small World (Round 8: Soppy)
« on: July 13, 2011, 03:52:09 AM »
Edit: Probably should have remembered to say this: Base Game + Dames + Be Not Afraid + Cursed

I hope you all read up on the rules. Dice rolling and conversation to happen in #rpgdlboardgames Please try to address your turn within 24 hours. I have an easy to use GIMP file (and Notepad with the races/powers) so that, if people are interested, they can self update the game as well to help keep it moving along. Just let me know ^_^

For your post, simply indicate the numbered area that you are interacting with. Ala "I am conquering 2 with 2 Wizards, 3 with 2 Wizards and 4 with 2 Wizards. For redeploying, I will put 4 of the Wizards on 2 and leave 1 on both 3 and 4." Or something.

Final conquest use a d6. 1-3 = that number of pips, 4-6 = blank

Rules for races/powers can be found here: http://www.daysofwonder.com/smallworld/en/content/rules/

Please remember to track your own score privately! We'll be deleting maps as we move along to help conceal things.



Race Class Combinations (Top = Top of the stack/unavailable, Bottom = First race in line)

Barricading Trolls (Top of the Stack)
Mercenary Goblins (0 Bonus Coins)
Dragon Master Amazons (0 Bonus Coins)
Commando White Ladies (0 Bonus Coins)
Pillaging Homunculi (0 Bonus Coins)
Cursed Elves (0 Bonus Coins)

Turn Order
1. Captain K
2. Carthrat
3. Andrew
4. Soppy
5. Alex

36
Rim of the Worlds

You play the role of an interdimensional power, waging war against other interdimensional powers. However, since your powers are so vast and functionally infinite, a direct confrontation would be pointless. Instead, a game has been arranged: You will all summon forth heroes and villains from other worlds to serve as your soldiers in this great war. By guiding them towards success in endeavors, you can cripple the opposition and emerge victorious.

Objective

The game is won by completing 3 of 6 plots (any combination of the three chosen by you and the three chosen by your opponent). This is done by accumulating the correct number of successes on a Plot. This, in turn, is done by having sufficient force (generated by characters) devoted to a plot.

Components

-Plots: Three plots chosen that accompany your deck.

-Character Deck: A deck of 40 cards that represents the pool of characters that you have access to.

-Master Deck: A deck of 40 cards that represents the influence you can wield over the battlefield. This includes interfering with resolutions, equipping your characters, establishing a stronger home base, etc

Influence

Influence represents the amassed power that you possess. This, in turn, allows you to recruit additional characters to your cause, empower your characters or alter the course of battle.

You add 2 Influence to your Influence Pool at the start of every turn. In addition, during your turn, you may Dedicate a character to add their Influence value to your Influence Pool. Influence is accumulated throughout the game and the pool does not empty.

Game Flow

    Preparation (Start of Turn Triggers, Gain Influence, Ready Cards)   
    Recruitment (Fill Recruitment Pool, Recruit Characters)   
    Preparation (Play Cards to Characters/Field, Assign Characters to Plots)
    Plot (Attempt to score successes on Plots)   

a. Assign Characters to Plots

b. Assign Defenders to Plots

c. Compare Force/Defense

d. Damage

e. Retreat   

f. Resolution   

    Wrap-Up (Recruited Characters Arrive, End of Turn Triggers)



Card Types

-Plots: Plots represent the plans that you are having the characters you recruit carry out. Each player will choose three plots to accompany their deck. Plots are placed in the center of the field and can be completed by either player, with the first player to complete three of them winning the game.

Plots are broken down into three components: Competence Value (the Competence required at the location to score a success on the plot), Success Value (the number of successes required to complete the Plot) and Effects (the effects that trigger when you complete the Plot, based on the number of successes).

-Characters: Characters represent the characters you have brought forth from across your universe to serve as your champions. Characters have a number of uses. At the most basic levels, they can be used to generate Influence, carry out Plots and interfere with Plots.

For the most part, characters represent unique individuals from your Universe. As such, while both players can have a character with the same name in play at the same time (your opponent is working from their own universe, after all!), you can only have a single character of a given name in play at any time. Additional copies of that character in your deck can be used to heal the character, while copies of that character with a different subtitle can be used to advance the character.

Characters are broken down into 9 components: Name (the character’s identity), Subtitle (the character’s advancement), Classifications (the qualities of the character), Cost (the amount of Influence required to recruit the character), Force (the power of the character), Competence (the capability of the character), Defense (the hardiness of the character), Influence (the Influence that the character can provide you) and Powers (the abilities that the character possesses).

-Actions: Actions are cards that represent your personal powers, allowing you to influence the course of events, empower your characters and the like. These cards will state when they can be played.

Actions are broken into two parts: Cost (the amount of Influence required to use the card, even 0) and Effect (when the card can be played and what it does).

-Equipment

-Battlefield

37
Forum Games / Turns out it really is a Small World... (Sign-Up Topic)
« on: July 08, 2011, 08:38:15 PM »
Going to run a game of Small World for the DL!

What is Small World?

Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci™, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.

http://www.daysofwonder.com/smallworld/en/ - For people who want to learn more about the game

http://www.daysofwonder.com/smallworld/en/content/rules/ - For people who want to read the rules

All in all, the game is a fun little strategy game, with silly race/power combinations, diplomacy and zaniness. Game lasts a set number of turns and winner is whoever has the most points at the end of that. Any questions, just hit me up. This is honestly one of my new favorite games, and should go muuuuch faster than Arkham.  And its competitive, so woo.

We're accepting up to 5 players!

1. Andrew
2. Soppy
3. Alex
4. Captain K
5. Carth

38
Unranked Games / Mass Effect 2 (Its a Bioware Bonanaza)
« on: January 30, 2011, 10:58:29 AM »
Starting this 'cause why not.

Will be using this space for basic notes.

39
Middle / (Mana Khemia) Muppy Oktavia Vondercheck VII
« on: January 29, 2011, 07:55:33 AM »
Muppy does not face opposing duelists. Thanks to the power of the Change!, Muppy will only do battle with punis. Pathetic, insignificant, pitiful punis. And what puni could stand before the might of Muppy's collection of deadly cannons (the Muppy Cannon, the Muppy Cannon mk2, the New Type KSMM and even the dreaded Revenge Cannon), specially tuned for optimum puni hunting conditions? Besides, even if they can beat him, the Good Bye Bomb insures that Muppy won't be going alone.

40
Middle / (Mana Khemia) Anna Lemouri
« on: January 29, 2011, 07:52:07 AM »
This is instant! This is instant! This is instant! This is instant! If her opponent hasn't killed themselves after hearing her say that for the hundredth time, then she'll have finished them off with dimension cutting katana. If she's running low on energy, she can always just S-type Shadow Chase to instantly kill her enemies. Add in the fact that she can reduce the damage she takes from elemental attacks and you could say she's something of a... multi-dimensional duelist. In the end, though, her opponents won't be able to see her moves.

41
Middle / (Mana Khemia) Roxis Rosencrantz
« on: January 29, 2011, 07:48:52 AM »
A master of all things style and timed card related, Roxis won't let Vayne outdo him. Capable of acting rapidly thanks to Quick, Roxis will be able to set-up an endless shower of deadly lightbeams thanks to Chrona Drive. And, when that runs out? He'll take advantage of all the empty Timed Cards to destroy his opponents with Trick Edge. There isn't any chance that Roxis will fail in a duel... because if Roxis falls short? There is no way that the Mana of Light will ever let him live it down. Ever.

42
Heavy / (Mana Khemia) Vayne Aurelius
« on: January 29, 2011, 07:41:22 AM »
Although he might be a milquetoast, Vayne is actually a surprisingly assertive duelist. With Over Realm, Vayne won't let his opponent get even a single turn in edgewise. After that, its not really going to matter what Vayne does. With three turns all to himself, he'll have more than enough time to Analyze the opposition, bury them in a veritable avalanche of bladed pillars, clean Sulphur's litter box, help Flay out on his latest adventure and take out the trash. He'll probably end up apologizing at the end of it all, but hey, he still won.

43
Heavy / (Mana Khemia) Tony Eisler
« on: January 29, 2011, 07:34:25 AM »
Just because he's Flay's most popular punching bag doesn't mean Tony isn't respectable. In fact, its a mark of honor for Flay to consider him a worthy opponent. And why wouldn't he? The fact the Tony has survived as Flay's rival is a testament to the man's durability. In addition, Twisted Flare is a powerful attack capable of leveling weaker duelists. Even worse, if allowed to go down the Path of Evil (once he falls below half health), Tony will destroy his opposition with the devastating (and aptly named) Master Combo.

44
Heavy / (Mana Khemia) Nicole Mimi Tithel
« on: January 29, 2011, 07:32:20 AM »
Nikki proves that you don't have to be a pokemon trainer to have an  array of deadly beasts at your disposal. This beastwoman possesses a veritable menagerie and she has no qualms about letting a bear do her dirty work. Even if the opposition can somehow survive being mauled by nature's cruelest killer, then they still have Nikki herself to contend with. Frankly, that will be no easy task. She's easily the fastest PC in the cast (and has Quick!), she's strong and she can shrug off physical attacks with Block. And she totally rocks the DL karaoke.

45
Heavy / (Mana Khemia) Pamela Ibis
« on: January 29, 2011, 07:28:39 AM »
The scariest thing about Pamela isn't that she's a ghost. I mean, that is scary, since it lets her completely ignore physical attacks on account of being incorporeal. But what's really scary about Pamela are her friends. Not only will these guys jump you with just a word from Pamela, but they'll inflict nasty status like Slow or Poison on you. And even if you manage to wound her... well, her Teddy Bear will tolerate No Bullying! Once Pamela is on her last legs, she'll be hitting hard enough to take down the strongest of enemies in a single blow.

46
Godlike / (Mana Khemia) Isolde Schelling
« on: January 29, 2011, 06:24:17 AM »
Isolde certainly has a few things to teach her fellow Godlike competitors! While her lessons may lack subtlety, few who experience them will ever forget. Opening up with the devastating Sword Creation lets her cram more material into a short time. Then, once its crunch time, she has the ability to use it at will, further emphasizing her dangerous abilities. Of course, if her student isn't ready for it, she's going to make sure that they'll be staying late... at least late enough for the janitorial staff to clean them off the floor.

47
Discussion / Dueling League: The Card Game
« on: January 26, 2011, 07:52:51 AM »
Blah blah Andrew got bored, designed a card game, etc. Only really have a skeletal ruleset, some notes and two completely unbalanced and unchecked demo decks, but I figured I'd share.

--

Building a character and a deck

A character in Dueling League is comprised of four elements: the character card  and three pieces of equipment (a weapon, armor and an accessory). These cards are kept separately from the deck and, together, comprise your character.

A deck in Dueling League is an assortment of 40 cards, including attacks, defenses and actions. You may include up to 3 cards of a given name.

The cards you can include in your deck are determined by your character. Cards you can include are generic cards or ones that designate your character, your character's class, your character's cast or otherwise match any special conditions designated by your character or their equipment.

Cloud Strife is a fighter. As such, he may include the following cards in his deck: Climhazard (Cloud Strife), Sweeping Blow (Fighter) and Parry (No Designation). In addition, since he is equipped with the Fire Materia (Final Fantasy 7, This character may include Magical Attack – Fire attacks in their deck), he may also include Firaga (Mage, Magical Attack – Fire).

The Flow of Play

Dueling League is played in alternating turns, with the turn player being the attacker and the other player being the defender. Each turn is broken into several sections, as noted below.

Start of Turn
Anything that indicates it occurs at the start of turn triggers.

Draw
Each player draws cards. The attacking player draws 4 and the defending player draws 2. If drawing a card would increase your hand size beyond 7, skip drawing that card. If you would draw a card but the deck is empty, shuffle your graveyard back into your deck and remove a number of cards equal to your character's energy pool from the game, then resume drawing. If you have no deck left to draw from after that, you do not draw cards.

Stock
Each player restores a number of energy to their pool equal to half the value of the pool. If this would increase the  pool beyond its size, then all excess energy is lost.

Main
During this phase, the players alternate playing or activating cards, starting with the attacking player. The main phase ends once both players pass the opportunity to play a card in succession.

The types of cards that can be played are as follows:

Attacks: Played only by the attacking player, unless otherwise instructed by a card.

Defenses: Played only against an opposing attack.

Actions: Played at any time during the main phase.

Attacks are resolved only at the end of the main phase. For more details, see the Flow of Attack/Defense.

End of Turn
Any effects that indicate the end of turn take place.

The Flow of Attack/Defense
The main chunk of the game is in the back and forth of attacking and defending.

Attacks are only played during the Main Phase, and are typically only played by attacking player.

To play an Attack, the attacking player must simply announce that they are playing the attack, pay all designated costs and place the card (or an indicator, if using a Basic Attack) into play. Once an Attack has been played, the attacked player has the option of playing a Defense. The process is the same as playing an attack.

The damage of an attack is determined during the Attack Resolution at the end of the Main Phase. The Attack's damage is added to any existing modifiers from equipment, actions or reinforce values. You then add the Defense's (if any) Defense Value to  any existing modifiers, and subtract this value from the Attack's damage. If this is a positive value, then that amount of damage is dealt. If it is 0 or less, then the attack deals no damage.

Attacks and Defenses may be modified by reinforcing them. This is done in two ways.

Energy Reinforce: This may only be done once a turn. You may add any number of energy from your energy pool to the attack. This is done by moving the energy counters next to the Attack or Defense.

Hand Reinforce: This may be done multiple times. You may place a card from your hand facedown next to the Attack or Defense to use its reinforce value to increase the power of the attack or defense. These cards are revealed during the Attack Resolutoin.

Winning the Game
A player wins the game when the opposing character's HP is reduced to 0 or less.

48
RPG Reviews / Andrew Reviews
« on: January 17, 2011, 03:39:51 AM »
Silent Hill: Shattered Memories would rank pretty high on a list of bad horror games.
   
Now that I have your attention (and either your bile or accolades to go along with it), let's refine that statement a little bit.
   
Silent Hill: Shattered Memories is a very good game and probably one of the best and most engaging gaming experiences I had in 2010. It just so happens to also be a terrible horror game. Funny how that works, right?
   
Anyhow, let's get the basics out of the way. Silent Hill: Shattered Memories is a reimagning of the original Silent Hill. You play as Harry Mason, a pretty average guy driving around with your daughter. Being an average guy, you have absolutely no clue how to drive in adverse weather conditions, so, as a result of some snow, you careen violently off the road and crash. When you eventually regain consciousness, you find your daughter is missing and you conclude that you are a bad enough dude to go find her.
   
So, as you can see, we start with something that is, conceptually, identical to the original Silent Hill. From this point though, the game diverges heavily from its predecessor, hence being touted as a reimagning rather than a remake. This isn't just a graphical overhaul of the original game with some Wiimote wiggling thrown in. This is a completely different game.
   
The majority of the game is spent wandering around the town of Silent Hill looking for your daughter and occasionally solving strange little puzzles. Well, that is, the parts of the game that take place in the real world.
   
Occasionally, something goes horrifically wrong, the world distorts, becomes coated in ice and hideous abominations known as Raw Shocks come out to hunt you. So, you grab your trusty pistol and-
   
Er, wait. I don't have a gun? Well, what about my board? I mean, the board served James pretty well in Silent Hill 2! Not the greatest weapon but-
   
I don't get a board either? You're telling me I don't get any weapons? Well.
   
Yes, in this game, you don't a single offensive tool. The only way to survive your encounters with the Raw Shocks is to run. Run, shake them off when they grab you and hope you can find an exit before you're overwhelmed. Its honestly a pretty cool idea and I do love to see horror games strip you of the ability to fight back against the things that go bump in the night. It really does diminish the feeling of dread and imminent disaster when you can just shotgun the legions of hell in the face.
   
Unfortunately, though, its really the application of this concept (the Nightmare World chase sequences) that causes Shattered Memories to stumble.
   
The whole of the game is really atmospheric. The environments are well done, the music is fantastic (to the long time Silent Hill fans: does this really come as a surprise?), sound is well used and the lighting is perfect. There are some amazingly designed areas (Nowhere stands out to me) and there are a couple of excellent surprises. Even a few of the notes/audio files really do manage to deliver and intensify the experience.
   
The game's psychologist sequences (where you are sitting in the room, rehashing your adventures to Dr. K and being psychoanalyzed because it sounds pretty damn crazy!) are absolutely phenomenal. I could rant for hours about the character of Dr. K, who is perfectly realized and acted in a completely stellar fashion, but I'm pretty sure I'd lose you all around page four or five. Suffice to say he is an appropriately unsettling individual who serves as a fitting antagonistic force throughout the game.
   
The problem is just that, for all the atmosphere, the game never really delivers any meaningful scares and you quickly realize the what the game's fatal flaw is: so long as the world around you is not a horrific, frozen landscape (which is always telegraphed), you are never in any danger. Monsters only come out once you enter the nightmare world. This safety is what really brings the game down, because you can't have terror without some real and constant sensation of danger. You need to think that something deadly is lurking around every corner, that every dark shadow could contain something positively dreadful.
   
Unfortunately, with the way the game is structured, there really isn't a good fix for this. My basic instinct would be to say that they should have just had a sequence where monsters ambushed you in the real world and, from that point on, no longer had the barrier of the real and the nightmare world as an indicator for when you're in danger. With the way the escapes are actually designed though, this is a bit of an impossibility, because the two chunks of the game are actually pretty heavily divided.
   
In the period before this game came out, I was really defending the choice to remove clunky, old Silent Hill combat from the game and replace it with this type of sequence. I thought it would do a lot for the game to really emphasize the normality of the PC and really make you dread monster encounters. In fact, I still do think this kind of approach (or at least a more gritty, visceral, in your face style of combat) is exactly what Silent Hill needs. What we got really doesn't cut it though.
   
The chases just aren't scary. They're fast paced and provide a nice contrast to the rest of the game, but more than anything they end up as annoying. The monsters aren't a  major threat unless you take a very long time to escape, which makes the surreal landscape the real danger and, being difficult to navigate (largely on the basis that you don't know where you're going), you'll find yourself a little more prone to anger that you've looped around than panic at the hordes right behind you. They needed to be sudden, short and dependent on quick reactions, not on just having the endurance to weather an irritating maze while being opposed at every turn by the Wiimote refusing to register that I really did throw that damn monster off correctly.
   
So, that's where I'm coming from with this game. As a horror game, it just doesn't cut it, since being scary is kind of an essential part of the genre.
   
Now, if we dispense with that classification and refer to it as something like, say, a psychological thriller instead? I will unabashedly shout the glories of Shattered Memories from the rooftops. It is a very well designed game, fun to play and possesses one of the best endings that I have witnessed in my long career as a gamer.
   
Seriously, if you haven't played this game, you should check it out. Worst case, just rent it. It clocks in at a pretty breezy 8 hours or so if you have no clue what you're doing, so it shouldn't be too hard to get through in a single rental.
   
I would have suggested you buy it so that Konami would let Climax do the next installment of the game as well, but they annoyed me by handing Silent Hill 8 off to another studio anyway.
   
So there.

49
Discussion / Andrew Rambles Incoherently About Games and Game Design
« on: January 14, 2011, 01:34:28 PM »
I'm bored and a little annoyed, so let's ramble for a little bit.

I've spent a chunk of time lately rambling and grumbling about the gaming industry and gaming lately, because I myself have been having issues lately with it. While it would be fun to simply write it off as the market being terrible (with jRPGs heading the pack here), that's a little unfair. It isn't like there aren't perfectly acceptable titles coming out. So I've been kind of at a loss as to why I'm having this annoyance.

As I sort of mulled over this idea (and then threw up my hands and went back to playing Mass Effect 2 for a bit), a little bit of enlightenment came to mind. At least so far as jRPGs are concerned.

I suppose a large chunk of what's been driving me crazy is the massive disconnect that comes up throughout a lot of games. I mean, at the basic level, you've really got a big issue in that the game is divided into, well, game and cinematic. Which is annoying.

I mean, yes, awesome dialogue is awesome and stylish scenes are stylish. At that point, though, you start to get into the old fashioned question of “Well, if I'm gonna watch shit, why don't I just pop in a movie?”

Fundamentally, when I plop down to play a game, I'm plopping down to do something instead of act passively. If I wanted to just watch something, I'd toss in my Burn Notice DVDs or something. I'm looking to be engaged when I pick up a video game. I'm looking to spend my time being proactive!

“But wait, Andrew!” You cry, “Aren't some of your favorite games games with a ton of dialogue? And I see some RPGs at the top of your lists! Mass Effect has a tone of dialogue, doesn't it?”

“Shut up, jerkface,” I respond.

Seriously though, there really are some noteworthy differences in the way these games are designed and executed, compared to what I'm ceaselessly bitching about. They are small, but they make a very big difference. So let's talk about them through a couple games I like.

Breath of Fire: Dragon Quarter has a lot of elements of your classic jRPG. Random battles (admittedly  via on-screen enemies). You have your standard division of gameplay (dungeon crawling and beating up monsters) and cutscenes. What works here though is the general ratio (which is definitely in favor of gameplay quantity) as well as the very nature of the cutscenes: short and to the point. I could be totally insane here, but I don't think any single scene in BoFV really exceeds, like, the five minute mark if you can read at a decent clip.

Silent Hill: Shattered Memories, certainly has longer scenes going for it (especially when you consider full voicing and what not). Of course, at the same time, the game both establishes a framework in which the conversation emerges naturally (you are seated behind Harry, thus you are being addressed when he is, further evidenced by a swap to first person for sequences like this). Secondly, ridiculously minor as this is, you have the ability to look around and adjust your view.

Mass Effect 2 is a Bioware game. You have, like, a quadbillion dialogue choices plus the ability to occasionally click a mouse button to do awesome things (Press X to shoot some bitches! Press Y to hug grieving teammate! Press X to deliver the taste of the back of your hand to some disrespecting punks! Etc). Otherwise, most of the dialogue that you don't control occurs in the background.

So, looking at my own rambly thoughts (or not, who knows if I actually wrote what I meant to), there are about two common threads that make the games work for me.

Length: Despite what all the girls say, size does matter. And, in this instance, shorter is better. The simple fact of the matter is that really long cutscenes, especially enmasse, are immensely disruptive. The difference between “me playing game” and “me watching game” is not really pronounced when the breaks aren't that long.

On the other hand, if I hit a 10 minute cutscene, play for a few minutes and then hit another 10 minute cutscene, I'm going to REALLY feel like the game exists in two separate modes and that's disruptive and unpleasant and doesn't contribute to a cohesive, interconnected and smooth experience.

Short cuts work well because you don't really have the time to register the difference between the modes, because, by the time you're starting to realize that you aren't playing, you're back to playing. There just isn't room for the scenes to drag.

Participation: The other noteworthy factor to all of these is that, if they are not short (or, in some cases, even if they are), that they provide you, the player, things to do. I mean, even in the Silent Hill example, where your control is limited to looking around the environment, it still helps you feel invested or involved in the scene. You are, literally and in the game, watching the events unfold. It maintains immersion.

Mass Effect 2 (and wRPGs in general) are honestly pretty good about this because they give you the ability to actively participate in the conversations, which creates a pretty firm connection between what's happening on the screen and what you're doing. Yes, it is just talking, but its talking that you are guiding along. You just never have the chance to disengage from the game.

So yeah. I sort of lost track where I was going with this (consequence of doing it in two pieces), but I think I had some sort of fundamental message about my problem with RPGs stemming from a sensation of disconnect or bumpy gameplay or something.

Yeah, that sounds right. In fact, there's a lot more I have to ramble on about that, but I'll save that for a future post. For now, I'll keep this one contained to a simple idea.

Games are interactive. Watching things happen for long periods is not. Either keep it short or give the player some involvement.

PS: No, I know, longer cutscenes do work sometimes. In direct contradiction to what I was just saying earlier, the uninteractive Omega 4 relay sequence in Mass Effect 2 was pretty awesome, if a little long. But even that was STILL broken up by gameplay AND had the benefit of being about the only instance of that in the game.

Nyah.

50
Heavy / Rudy (WA1) (Standardized Writeup, courtesy of Super)
« on: October 09, 2010, 03:00:14 PM »
Gunning for glory is Rudy's motto in the DL. Jack and Cecilia's traveling companion is a master of ARMs, having gained use over everything from pistols to a cannon! The world of Filgaia gave Rudy ample time to master his craft, earning him a reputation as one of the most dangerous men around. His training has truly granted him tremendous gifts: Rudy is one of the most damaging fighters around, and he can take it too. Rudy's going to be locking onto the competition, and showing them just how dangerous firearms can be.

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