Finally it's arrived- Dead Island is here, waiting on my HDD courtesy of online love/hate delivery system Steam. I've been waiting for this for a good long time, dodging the hype and keeping my brain pristine clean for my own close encounter with the sun-drenched getaway hordes.
Ok, that's a lie- I watched the heartbreaking trailer for the game on Steam when it surfaced and was gripped by the grim and unrelenting tone it took. No punches pulled here.
Right from the off the game will have you in familiar territory, with influences from a whole slew of popular games in evidence. We have the scavenging ethic from STALKER, the general setting and player -created weapons from Dead Rising, a few enemies that look a bit Left 4 Dead around the chops and most obvious of all a shedload of mechanics from Borderlands. All of this makes Dead Island sound like an exercise in derivative toss. Dig deeper into the DI chest cavity and sniff the innards however and you'll see how mistaken that assumption is.
You start the game in typical zombie survival form- utterly screwed. One of four separate survivors with their own troubled past and their own reasons for being on Banoi Island, you party hard, get good and drunk and wander off to bed. When you wake up the hotel you are staying in on this holiday is overrun by undead killers and you realise you have got to get out-now. During your frenzied escape you realise you have an advantage over the other "lucky" survivors in that you are immune to whatever is causing people to lose their minds and start eating each other.
From there you are largely free to wander the island, gathering cash, weapons and assorted junk items like wristwatches and mobile phones to name but two, while beating off the infected with whatever weaponry comes to hand. You can sell these items to the various shady types and holdout shopkeepers you'll meet, but that would be a real waste; this junk comes into its own when you use it to soup up your run-of-the-mill weapons into zombie-reaping objects of carnage. Electric katanas, poisoned shivs and incendiary shotguns are just some of what is available for the intrepid survivor who can find the plans to construct them.
A word on the itemisation- apart from borrowing Borderlands' loot colour coding and prefix system, the game has you rely heavily on melee weapons in the first three quarters of the game and the firearms you do run across don't have enough ammunition to reduce DI to another tedious "shoot the horde from miles away" experience. Most fights carry a element of real risk, because you will have to close with the infected to dispose of them, saving your ammo for more serious encounters. This was a stroke of sub genius on the part of Deep Silver, as it keeps the game tense and involved. More close quarter's fun is to be had with the damage modelling on the zombies themselves. You can break limbs so they flap uselessly, sever body parts, gouge streamers of flesh from bodies with a glancing blow; all good unclean fun. All of this has a practical use beyond being satisfyingly unpleasant; enemies with broken legs cannot run and those with broken arms are left only able to bite at you pathetically. As for those you set on fire...
One way that Dead Island wins points is for it's atmosphere, including references, homages and nods to many zombie films and games. Unlike L4D where the action was largely relentless and a bit arcadey, DI goes for the creeping dread and social decay that an extinction-level event like this would cause. It also deals in passing with mature themes such as PTSD and loss of innocence, murder and rape, albeit through a fairly Hollywood-tinted lens.
Levelling is handled in a familiar (*Cough* Borderlands*Cough*) way, with XP being awarded for completing assignments and challenges. Once a level has been earned you can spend a skillpoint in one of three talent trees, unique to each player character. Again the focus on multiplayer is obvious, with complementary skills no solo player would ever choose to waste points on sometimes getting in the way of the useful stuff you want lower down the tree.
In essence a great survival horror experience, perhaps a little too easy once you reach a certain level, but you are never invulnerable and the game will punish you for being cocky. It has definite weak points in its plotting and the intent that it be played as a multiplayer game is often underlined to the point of being logic-breaking (NPCs will always refer to the player as if they are in a group, even when playing solo for instance). Some might dislike the absence of a third person view, I know I did, expecting one after exploring the environments in Risen had proven so interesting.
Be warned also, the game has a sewer level you'll need to visit more than once. In fact, it has something more horrifying than any zombie assault- a sewer level within a sewer level. That's right. A dull, low-visibility, dungeon crawl without the payoff. This is the weakest section of the game in my view and it really should have been replaced with some one kicking your chosen character in the face for twenty minutes while chuckling and playing with themselves.
So, Dead Island isn't without obvious tanlines and it's had it's greasy little paws in the creative till a little too often, but it's still a satisfying and exciting game with loads to recommend it to those of us whose idea of a holiday involves sun, sea, sawnoffs and simulated blood spatter.
“I was angry with my friend: I told my wrath, my wrath did end. I was angry with my foe: I told it not, my wrath did grow. ”― William Blake
Friday, 9 September 2011
Saturday, 11 June 2011
Capitalism: A Love Story.
I've just finished watching this one and it's not half bad. Yes, its Michael Moore and I realise some people have baggage with the guy since the half-hearted smears and scented bootlace backlash a few years ago, but try to suppress your knee jerk reaction and give the film a chance.
The film wins points immediately by taking the trouble to explore the original meaning and motivation of capitalism, setting it against the modern strain that has caused so much FUD in recent decades; Moore demonstrates that happy, free market optimism has been hijacked; it appears that Horatio Alger got mugged on his way to find the American Dream and some cold hearted bastards stole his kidney, wallet and identity.
I particularly liked how he revisited certain scenes from “Roger and Me” in order to underline how much has changed for the worse (the urban decay of Flint Michigan is now a familiar scenario in many low and middle income states) and in some ways for the better (The willingness of the public to stand up and lend help to their fellow man during sit down strikes and in resistance to insane bailout provisions in the senate). Also it explains that capitalism as a concept is not evil, just the people who have made it an exclusive club to the detriment of all under a certain income threshold.
Despite the overtly negative framing of the economic system I feel there’s also wistfulness here; a sense that if capitalism had worked as advertised by the late lamented and kidney-less Alger and less like an Ayn Rand fever dream it could all have been be ok.
One of Moore’s strengths as a filmmaker is his ability to discuss and explain lofty issues then introduce viewers to the real world consequences via the people who experienced them first hand, all the while avoiding the conspiratorial tone or sense that we are powerless and doomed. He sets out the information, lets the viewer know how the corporate and political magicians managed their sleight of hand and then reassures us that something can indeed be done and proceeds to make suggestions.
The final scene is a cheering one; Moore wanders Wall Street putting up a single line of crime scene tape around the buildings of particularly egregious offenders and undeserving beneficiaries of taxpayer money. In essence then this informative piece is another of Moore’s calls to action. Please vote, he says. Get involved. Help out struggling communities. Don’t just accept the horseshit that’s peddled to you; question, challenge and preserve your rights.
Monday, 4 April 2011
J W Stewart's Globe of Odd Forces
While sifting through the rubble that comprises my room I was delighted to come across two books that had a big impact on me as a child- Arthur C Clarke's Mysterious World and the sequel volume ACC's World of Strange Powers.
Unlike many sources of information on supposedly supernatural or extraterrestrial events, these books treated the subject matter with great good sense, approaching each phenomenon with scientific rigour, reexamining the past evidence and poking holes in anecdote and hyperbole.
Each chapter ended with a few paragraphs from the man Clarke giving his level-headed opinions on the preceding chapter and helping to ground the reader still further in the sense that here was an unusual subject being given serious treatment by serious people. The detailed examination of the Tunguska incident and the subsequent expeditions to the site are of particular note.
It's worth mentioning for clarity that a lot of the things discussed in these books have been since consigned to the bin of quaint superstition or fact-litewishful thinking. In the three decades since these books first saw light many advances in thought and technique have demonstrated logical means by which things can go bump in night or appear to defy rational analysis. None of that makes these volumes, or indeed the TV show that spawned them, any less entertaining or important.
At the very least its a good nostalgia hit.
Unlike many sources of information on supposedly supernatural or extraterrestrial events, these books treated the subject matter with great good sense, approaching each phenomenon with scientific rigour, reexamining the past evidence and poking holes in anecdote and hyperbole.
Each chapter ended with a few paragraphs from the man Clarke giving his level-headed opinions on the preceding chapter and helping to ground the reader still further in the sense that here was an unusual subject being given serious treatment by serious people. The detailed examination of the Tunguska incident and the subsequent expeditions to the site are of particular note.
It's worth mentioning for clarity that a lot of the things discussed in these books have been since consigned to the bin of quaint superstition or fact-litewishful thinking. In the three decades since these books first saw light many advances in thought and technique have demonstrated logical means by which things can go bump in night or appear to defy rational analysis. None of that makes these volumes, or indeed the TV show that spawned them, any less entertaining or important.
At the very least its a good nostalgia hit.
Wednesday, 23 March 2011
Tripping the Rifts- Why World of Warcraft and I are no longer speaking,
I ignored all the Internet kerfuffle about Rift. I ignored it in a hardcore fashion, like I do with most video game buildups. I do this mainly to inoculate myself against the armour-piercing hype that can beguile even the most ancient and hard hearted of gamers if its applied frequently enough. The first I really knew of it is when people I played World of Warcraft with started to disappear. One after another, stoic six year veterans would reduce their presence on Azeroth to nil with only one word of hurried explanation; Rift. I was skeptical in the extreme; these sudden migrations always end in crestfallen players slinking back to WOW which welcomes the prodigal subscribers back with open servers.
Then my real life friends started talking about it. Then they started urging me to get it. They began to close their WoW subscriptions. Finally one of them pressed a crisp twenty on me to allow me to get a copy. Holy Moses in a minefield thought I, this must be something seriously awesome. Then I remembered Age of Conan: Hyborean Adventures and the scepticism returned all at once.
Once installed, the account sign up website and update tool/launcher did little to quiet this anxiety- they frankly look cheap and poorly cobbled together (that said so did LOTRO's front end and that turned out to be fine).
Bish bash bosh I went through the character creation process, which admittedly had just the right level of detail; not so much that you get obstructed choosing details no one will ever see, just enough so you feel your avatar can be made to stand out and not be just another clone.
I entered the game proper, absorbed some of the history of the new world, Telara, and came across the first surprise- the class system isn't a class system as such, its a "soul tree" system. You have base classes such as Warrior, Cleric, Mage and Rogue, but these are just very general descriptions rather than set-in-stone class boundaries. For example, Clerics and Mages can be effective tanks with the right souls equipped and invested in; Warriors can be a hunter-style ranged class complete with pet and Rogues can be ranged DPS or tanks. It's all about how you set up the relevant souls. Despite this, each base class retains a real sense of its core idiom and they don't feel like a clumsy mish-mash trying to cover all bases.
Plot wise you undertake simple quests to steal these souls back from the servitude of Regulos, god of the plane of death (dun dun duuurrrrrr) and the Game's current Great Satan. Each soul represents a fallen hero from the history of Telara and reclaiming their essence via a death rift gifts you with their knowledge and experience. So, reclaiming a hunter type soul will unlock the hunter abilities for use and so on. In total (as far in as I've played) you can get seven different souls per base class and have three of these on your soul tree at any one time, giving you incredible diversity and scope for experimentation. Later character advancement sees you able to switch these souls about for a fee and also to set up several "roles" (read as specs) to be called on at will allowing you to potentially fill any need in a group or quest. Bloody marvellous.
I mentioned a death rift earlier- these titular anomalies are one of the game's central conceits. Boiled down, Telara is under constant siege from the elemental planes; Earth, Air, Water, Fire, Life and Death. Each plane wants to convert Telara to its own element, but unknowingly they serve the ends of Regulos who wants everything, everywhere to be dead. The dastard!
In game play terms, this means elemental themed tears in reality appear at certain locations in the game world. Left unattended these tears form full on Rifts and spill similarly themed monsters into the world. Further neglect sees these monsters begin to form war bands, charge towards NPC settlements, kill everyone and take them over. Telara has no UN; if this is allowed to happen it's up to the players to liberate these outposts before they can be used for questing, shopping or crafting again. Worse, new sub invasions can spawn from these occupied areas, spreading the incursion exponentially.
Stopping the rifts is simple in theory, tough in practise. The approved method is to roll up to a rift and kill everything you see. This will work well for minor, low level rifts, but the larger ones require more firepower to seal as the waves of defending enemies become harder all the time, often peaking with a tough miniboss.
Luckily this is where one of Rift's* best features kicks in; if a number of players turn up at a rift, they will be offered the chance to join a "public group". Accepting groups you with these other players, increasing your ability to co-ordinate to close the tougher Rifts faster (Closing the rifts quickly earns you the right to attempt bonus waves, increasing the loot payoff ).
Coupled with this is the participation meter- if you hang around rifts, not grouping, tagging mobs and letting others kill them you'll get squat but the lint in the beast's pockets. The guys in the group will top the participation meter and when the rift closes, they'll get the goodies rained down on them- literally. I love this on a personal level as I despise the culture of infantile selfishness that survives in most MMOs, often to the point where being a relentless asshat is considered normal behaviour. Someone will probably find a way to break this in the future to make Telara safe for preteen morons, but right now its working well. Incidentally, everyone gets a share of the proceeds anyway, only things like BOE items are rolled for in traditional N/G/P style. (Update: This system has since been altered and the P.M.removed, or at least made invisible to players)
As well as rifts and minor invasions from enemy faction NPCs (I'll talk about them at a later date) there are Critical invasions, led by a boss creature. These are zone wide events that see large groups of players (20 or so) banding together under the public group system to fend off a general assault from a particular elemental plane. These are perfectly telegraphed to the players giving them to option to join in or go about their business as they like. There's great fun to be had charging about the zones in a massive group smiting the Outsiders and throwing them back, then picking a fight with their leader and beating a deluge of loot out of him.
I'm only a little way into the game at this point and there's still a lot to see and do. What I've seen so far has pleased me so much that I cant see myself returning to the comfortingly familiar but frankly limited model of WoW- In fact I've canceled my sub. Here's a twenty. Try Rift. What's the worst that could happen?
*I know, I know, Rift has taken "inspiration" from the best features of previous MMOs like WAR and WoW and even LOTRO, but those were small pluses in games crammed with meh.
Then my real life friends started talking about it. Then they started urging me to get it. They began to close their WoW subscriptions. Finally one of them pressed a crisp twenty on me to allow me to get a copy. Holy Moses in a minefield thought I, this must be something seriously awesome. Then I remembered Age of Conan: Hyborean Adventures and the scepticism returned all at once.
Once installed, the account sign up website and update tool/launcher did little to quiet this anxiety- they frankly look cheap and poorly cobbled together (that said so did LOTRO's front end and that turned out to be fine).
Bish bash bosh I went through the character creation process, which admittedly had just the right level of detail; not so much that you get obstructed choosing details no one will ever see, just enough so you feel your avatar can be made to stand out and not be just another clone.
I entered the game proper, absorbed some of the history of the new world, Telara, and came across the first surprise- the class system isn't a class system as such, its a "soul tree" system. You have base classes such as Warrior, Cleric, Mage and Rogue, but these are just very general descriptions rather than set-in-stone class boundaries. For example, Clerics and Mages can be effective tanks with the right souls equipped and invested in; Warriors can be a hunter-style ranged class complete with pet and Rogues can be ranged DPS or tanks. It's all about how you set up the relevant souls. Despite this, each base class retains a real sense of its core idiom and they don't feel like a clumsy mish-mash trying to cover all bases.
Plot wise you undertake simple quests to steal these souls back from the servitude of Regulos, god of the plane of death (dun dun duuurrrrrr) and the Game's current Great Satan. Each soul represents a fallen hero from the history of Telara and reclaiming their essence via a death rift gifts you with their knowledge and experience. So, reclaiming a hunter type soul will unlock the hunter abilities for use and so on. In total (as far in as I've played) you can get seven different souls per base class and have three of these on your soul tree at any one time, giving you incredible diversity and scope for experimentation. Later character advancement sees you able to switch these souls about for a fee and also to set up several "roles" (read as specs) to be called on at will allowing you to potentially fill any need in a group or quest. Bloody marvellous.
I mentioned a death rift earlier- these titular anomalies are one of the game's central conceits. Boiled down, Telara is under constant siege from the elemental planes; Earth, Air, Water, Fire, Life and Death. Each plane wants to convert Telara to its own element, but unknowingly they serve the ends of Regulos who wants everything, everywhere to be dead. The dastard!
In game play terms, this means elemental themed tears in reality appear at certain locations in the game world. Left unattended these tears form full on Rifts and spill similarly themed monsters into the world. Further neglect sees these monsters begin to form war bands, charge towards NPC settlements, kill everyone and take them over. Telara has no UN; if this is allowed to happen it's up to the players to liberate these outposts before they can be used for questing, shopping or crafting again. Worse, new sub invasions can spawn from these occupied areas, spreading the incursion exponentially.
Stopping the rifts is simple in theory, tough in practise. The approved method is to roll up to a rift and kill everything you see. This will work well for minor, low level rifts, but the larger ones require more firepower to seal as the waves of defending enemies become harder all the time, often peaking with a tough miniboss.
Luckily this is where one of Rift's* best features kicks in; if a number of players turn up at a rift, they will be offered the chance to join a "public group". Accepting groups you with these other players, increasing your ability to co-ordinate to close the tougher Rifts faster (Closing the rifts quickly earns you the right to attempt bonus waves, increasing the loot payoff ).
Coupled with this is the participation meter- if you hang around rifts, not grouping, tagging mobs and letting others kill them you'll get squat but the lint in the beast's pockets. The guys in the group will top the participation meter and when the rift closes, they'll get the goodies rained down on them- literally. I love this on a personal level as I despise the culture of infantile selfishness that survives in most MMOs, often to the point where being a relentless asshat is considered normal behaviour. Someone will probably find a way to break this in the future to make Telara safe for preteen morons, but right now its working well. Incidentally, everyone gets a share of the proceeds anyway, only things like BOE items are rolled for in traditional N/G/P style. (Update: This system has since been altered and the P.M.removed, or at least made invisible to players)
As well as rifts and minor invasions from enemy faction NPCs (I'll talk about them at a later date) there are Critical invasions, led by a boss creature. These are zone wide events that see large groups of players (20 or so) banding together under the public group system to fend off a general assault from a particular elemental plane. These are perfectly telegraphed to the players giving them to option to join in or go about their business as they like. There's great fun to be had charging about the zones in a massive group smiting the Outsiders and throwing them back, then picking a fight with their leader and beating a deluge of loot out of him.
I'm only a little way into the game at this point and there's still a lot to see and do. What I've seen so far has pleased me so much that I cant see myself returning to the comfortingly familiar but frankly limited model of WoW- In fact I've canceled my sub. Here's a twenty. Try Rift. What's the worst that could happen?
*I know, I know, Rift has taken "inspiration" from the best features of previous MMOs like WAR and WoW and even LOTRO, but those were small pluses in games crammed with meh.
Saturday, 19 March 2011
Lions spring event 19/03/2011 Part 2
Ow ow ow... I failed to realise how much work Monstering is. The frequent deployments from the monster room coupled with my own enthusiastic efforts to be helpful and approachable are wearing me out. One thing you'll learn about while LARPing is your general level of fitness- its a damn good idea to limber up a little before battle is joined (Or you are called on to become a halfling shopkeeper with atrocious dress sense).
Today we got the opportunity to fight in clear daylight, which believe me is to be preferred. A thought strikes me that, despite the safety rules, the foam weapons and the ever-vigilant referees, last night gave me a little taste of how chaotic and scary a night engagement can be.
In any case, this time I was prepared- I ditched the two hander in favour of a shield and war hammer combo, much easier to use and it'll help me survive that much longer before doing the invisible arms-raised stroll back to the monster area for respawn. It works too, I'm better able to get a handle on how the calls (things like abilities, spells, scrolls, chants etc) work and how not to get surrounded and beaten to an imaginary pulp. I'm still no great shakes at this, though.
However, it is immense fun, especially when you improvise, I managed to crate a little bit of drama when I had my fellow TEs surround a downed player and prevent a rescue for half their downed timer. Of course I allowed them to rescue the fallen eventually, because I'm not a dick. I feel I played it right however, because the look in the rescuing player's eyes was a gift. I played the mindless minion card to the hilt, only relenting when I received an order to redeploy from a Greater TE.
I also managed to twist an ankle. Karma is a bitch.
Today we got the opportunity to fight in clear daylight, which believe me is to be preferred. A thought strikes me that, despite the safety rules, the foam weapons and the ever-vigilant referees, last night gave me a little taste of how chaotic and scary a night engagement can be.
In any case, this time I was prepared- I ditched the two hander in favour of a shield and war hammer combo, much easier to use and it'll help me survive that much longer before doing the invisible arms-raised stroll back to the monster area for respawn. It works too, I'm better able to get a handle on how the calls (things like abilities, spells, scrolls, chants etc) work and how not to get surrounded and beaten to an imaginary pulp. I'm still no great shakes at this, though.
However, it is immense fun, especially when you improvise, I managed to crate a little bit of drama when I had my fellow TEs surround a downed player and prevent a rescue for half their downed timer. Of course I allowed them to rescue the fallen eventually, because I'm not a dick. I feel I played it right however, because the look in the rescuing player's eyes was a gift. I played the mindless minion card to the hilt, only relenting when I received an order to redeploy from a Greater TE.
I also managed to twist an ankle. Karma is a bitch.
Lions spring event 19/03/2011 Part 1.5
Reflecting on the previous day's round of hectic activity, I'm sat outside the shower block (this place is used as a scout hut I think) in the early morning sunshine. After a little bit of head scratching I've decided to record some more thoughts that may help people new to LARP.
Potentially the most intimidating aspect of this gathering is the social factor. Don't mistake me, everyone is super-friendly and helpful but still there remains a definite disconnect for the new joiner without an existing LARP background.
First we have the in character/out of character barrier; this is vital for maintaining the immersion of the player base of course but it can result in some difficulties, especially if someone isn't used to it. This is mainly because, as a monster, you'll be sat in a relatively small area waiting to be called up for service while players are constantly role playing their characters, wandering about and essentially being entirely other people for the duration. This more or less precludes mutual introductions, at least until time out at the end of the day. This shouldn't be a huge problem however- I got around it by involving myself voluntarily in anything I could (including helping the kitchen volunteers peeling one metric Kilimanjaro of apples for the evening menu; ironically I was so tapped out I fell asleep early and didn't get any!); from asking around it seems that most new players start out their LARP life monstering this way, getting stuck in is the key.
Another thing to remember is that these gatherings are fairly infrequent so long-term friends naturally want to spend more face time with their fellow veteran LARPers. Again, don't be unduly discouraged if you end the event without a parcel of new friends (this is unlikely to be totally honest). Like everything, this takes time and effort.
OK, that isn't as helpful-sounding as I thought at first.
Potentially the most intimidating aspect of this gathering is the social factor. Don't mistake me, everyone is super-friendly and helpful but still there remains a definite disconnect for the new joiner without an existing LARP background.
First we have the in character/out of character barrier; this is vital for maintaining the immersion of the player base of course but it can result in some difficulties, especially if someone isn't used to it. This is mainly because, as a monster, you'll be sat in a relatively small area waiting to be called up for service while players are constantly role playing their characters, wandering about and essentially being entirely other people for the duration. This more or less precludes mutual introductions, at least until time out at the end of the day. This shouldn't be a huge problem however- I got around it by involving myself voluntarily in anything I could (including helping the kitchen volunteers peeling one metric Kilimanjaro of apples for the evening menu; ironically I was so tapped out I fell asleep early and didn't get any!); from asking around it seems that most new players start out their LARP life monstering this way, getting stuck in is the key.
Another thing to remember is that these gatherings are fairly infrequent so long-term friends naturally want to spend more face time with their fellow veteran LARPers. Again, don't be unduly discouraged if you end the event without a parcel of new friends (this is unlikely to be totally honest). Like everything, this takes time and effort.
OK, that isn't as helpful-sounding as I thought at first.
Friday, 18 March 2011
Lions spring event 18/03/2011
Day 1:
Well I'm as prepared as I can be, I think. I have a sleeping bag from the future and enough changes of clothes to offset a minor downpour. I also have my notebook, a pen, duster coat and sense of creeping dread.
I've never done anything like this before; there are so many unknown quantities here that my paranoia and cynicism have found themselves in a surprise coalition with my social cowardice. Despite this, I'm going to press on, for the sake of meeting interesting new people and pretending to stab them up.
This little bit of emotional turbulence is suggestive; has my love of gaming blunted my urge to explore the real world for myself? Has dipping into other people's imaginary constructs so frequently stifled mine, in the same way that over-regularly taking painkillers can compromise the human body's ability to suppress pain naturally? Hmm.
Once arrived and set up, my friends and I go our separate ways, myself to the monster room and they to get kitted up for their characters. I should mention, for those unfamiliar with the terms, "monster" in this sense refers to general NPCs, enemies, shopkeepers, marmosets, sentient tableware- anything the plot guys need, that's what I'll be doing this weekend. The room is currently full of people, slightly more confident looking people, bustle and what looks like a dwarven jumble sale on several tables. Axes, swords and spears are stacked on one table, various scraps of clothing on another. Introductions are made, basics explained and then, to my secret surprise, the game is on. Confusion reigns for a few seconds as I strain to hear the battle setup, what I'm supposed to be and grab a passable costume from the fabric debris and a decent looking weapon. I'm further surprised to realise I'm smiling.
The first battle takes place in the near-dark with me not being sure of the rules, my given NPC's abilities (I'm some flavour of time elemental) or what I can expect to be facing from the players. For this fight, I've picked a two-handed sword and I'm quickly realising that this was a mistake, even if the thing isn't genuine, trying to bring it to bear effectively is still like trying to hit a wasp with a barn on a stick. Next time I'll try something less cumbersome!
This has given me a basic idea of what monstering is all about; you are in essence grist for the mill- you aren't expected to match players on the battlefield, but you are expected to put up as good a fight as your NPC limitations will allow you to. I was brutally splattered about twelve times following this idea, but I'm still grinning. In between battles myself and the monster squad were called upon to do some non combat taster bits also. I'm utterly knackered after all that; time to test out that space-age sleeping bag.
Well I'm as prepared as I can be, I think. I have a sleeping bag from the future and enough changes of clothes to offset a minor downpour. I also have my notebook, a pen, duster coat and sense of creeping dread.
I've never done anything like this before; there are so many unknown quantities here that my paranoia and cynicism have found themselves in a surprise coalition with my social cowardice. Despite this, I'm going to press on, for the sake of meeting interesting new people and pretending to stab them up.
This little bit of emotional turbulence is suggestive; has my love of gaming blunted my urge to explore the real world for myself? Has dipping into other people's imaginary constructs so frequently stifled mine, in the same way that over-regularly taking painkillers can compromise the human body's ability to suppress pain naturally? Hmm.
Once arrived and set up, my friends and I go our separate ways, myself to the monster room and they to get kitted up for their characters. I should mention, for those unfamiliar with the terms, "monster" in this sense refers to general NPCs, enemies, shopkeepers, marmosets, sentient tableware- anything the plot guys need, that's what I'll be doing this weekend. The room is currently full of people, slightly more confident looking people, bustle and what looks like a dwarven jumble sale on several tables. Axes, swords and spears are stacked on one table, various scraps of clothing on another. Introductions are made, basics explained and then, to my secret surprise, the game is on. Confusion reigns for a few seconds as I strain to hear the battle setup, what I'm supposed to be and grab a passable costume from the fabric debris and a decent looking weapon. I'm further surprised to realise I'm smiling.
The first battle takes place in the near-dark with me not being sure of the rules, my given NPC's abilities (I'm some flavour of time elemental) or what I can expect to be facing from the players. For this fight, I've picked a two-handed sword and I'm quickly realising that this was a mistake, even if the thing isn't genuine, trying to bring it to bear effectively is still like trying to hit a wasp with a barn on a stick. Next time I'll try something less cumbersome!
This has given me a basic idea of what monstering is all about; you are in essence grist for the mill- you aren't expected to match players on the battlefield, but you are expected to put up as good a fight as your NPC limitations will allow you to. I was brutally splattered about twelve times following this idea, but I'm still grinning. In between battles myself and the monster squad were called upon to do some non combat taster bits also. I'm utterly knackered after all that; time to test out that space-age sleeping bag.
Subscribe to:
Posts (Atom)