Final Thoughts on Tron 2.0

The most recent episode of Aggrochat was our discussion of Tron 2.0, which I had picked as our Game Club game for September. As it turned out, only Kodra and I finished the game, but everybody at least played far enough to form reasoned opinions and we had a good discussion about the game and about the evolution of the FPS genre over the past decade.

Overall I feel like my memories of Tron 2.0 weren't terribly inaccurate. There was a definitely a bit of nostalgia coloring them, but the annoyances I ran into were mostly things that I remembered from playing it when it was new. I do feel like playing Tron 2.0 and Wolfenstein: The New Order back to back highlighted a number of the changes that have taken place over the years in the genre.

Programs can get bored and fidgety too.

There were little things like using the scroll wheel for weapon zoom instead of the right mouse button, but also things that were still common in FPSs a decade ago that no longer are, such as jumping puzzles. There really weren't that many of them, but it's telling that jumping puzzles where what ended up making a couple of the others call it quits. Jumping accurately when you can't see your feet isn't easy. There's a reason you don't see it come up as much in modern games (Portal being the main exception that comes to mind).

I still think the mechanic of memory for your subroutines (weapons, armor, and general power ups) which changes when you enter a new system is pretty clever, especially combined with the ability to upgrade subroutines to both make them more powerful and make them take up less memory space. It's a little disappointing though that you don't get access to some subroutines until it's too late to reasonably upgrade them and use them properly.

Overall, I feel like Tron 2.0 remains a game worth playing both because it's fun and has an entertaining story, and for a look back at the kinds of experimentation that were being done in the FPS genre 12 years ago. I only wish it had a gotten a sequel that could have really polished the systems and made them all fit together just right.

Mystara Monday: Module B5 – Horror on the Hill

This week we're taking a look at Dungeons & Dragons adventure module B5: Horror on the Hill, written by Douglas Niles and published in 1983.

Mystara Monday: Module B5 - Horror on the Hill

Douglas Niles is probably best known as a novelist who has written quite a number of books set in the Dragonlance and Forgotten Realms campaign worlds. Early in his career with TSR he also wrote a few adventure modules for the Basic ruleset, one of which we have here. Horror on the Hill seems transitional in a number of ways. Most obviously it's the first of the B modules that uses the updated trade dress that I grew up with. It's a minor thing, but this is the design that immediately screams 'Basic D&D' to me.

This is also a module that attempts to be more logical in it's progression and throws a twist in midway that the players might not expect. We're still looking at a situation where the party's reason for going on the adventure is mostly 'there's loot in there', but the DM could easily have a minor lord or the like send the party to investigate rumors of a massing hobgoblin army and deal with the problem.

The adventure claims to be for 5-10 characters of level 1-3. In all honesty, I wouldn't run this adventure for level 1 characters. Entirely apart from the logistics of having 10 players at the table, an encounter that challenges 5 level 3 characters might be defeatable by 10 at level 1, but some of them will almost certainly die. One encounter fairly early in the adventure is with a pair of ogres. Ogres! It'll likely take a party a couple of rounds minimum to take them down, and one hit from an ogre can kill any level 1 character with a good roll. I may speak from experience on this point.

The adventure has the party hiking up 'The Hill' to find the ruins of an abandoned monastery which has been taken over by a band of humanoids led by a hogoblin king. After defeating the king, the party is intended to fall victim to a trap door which drops them a few hundred feet (via a chute, so no falling damage) into caverns beneath the monastery where they have to find their way out. The only escape ultimately leads through a red dragon's lair.

The Hill is an overgrown wilderness with a few caves inhabited by various creatures (giant bats, ogres, Neanderthals) and some outdoor encounters with killer bees, giant ants and the like. There are also a pair of old women living in a little shack that is much larger on the inside than outside.

Mystara Monday: Module B5 - Horror on the Hill
We're just innocent old grandmothers, dearies.

The players might expect evil witches, and the women are in fact level 6 spellcasters, but they're only interested in making bargains. If you have players who like to rob or kill non-hostiles, this may be the end of the party right here, these old women don't mess around. Trying to cheat them after a deal is made will also have them chasing the party wherever they go to get what's owed them. As long as the party deals square though, they can be a good source of intelligence and resources.

The monastery is a good adventuring location with an aboveground area and a dungeon below where the hobgoblin king resides. There are enough goblin, bugbear, and hobgoblin forces throughout that clever play or multiple sorties will probably be needed for the party to make their way through. Once the party starts to make their way out, they fall through a trap triggered by the king's empty throne. Or at least they're meant to; this seems like the sort of thing that requires a DM caveat to make everybody fall victim, and could result in cranky players since they didn't have a chance to avoid the trap.

The caves below the monastery are a fairly typical cave type dungeon, with the more random sorts of monsters that those tend to have. The adventure does make note of the fact that creatures here are mostly ones that have become trapped there over time and that they are all in a state of crazed hunger, having survived mostly on rats. No options for diplomacy here.

At the end, the party has to make their way through the lair of a young red dragon to escape. This encounter would absolutely murder a level 1 party; I just don't see any way around it. Even a higher level party would have trouble. There's no option as written to avoid combat either. The dragon is willing to talk for a while, but will attack if the party tries to leave or when he gets bored with them. If the players remember the dragon subdual rules though, and manage to do so they'll have a dragon to take with them. And those old ladies they met would sure love to have their own pet dragon...

On the whole, Horror on the Hill is a pretty good module as long as the DM is either okay with some character death or can tweak things a bit to be a little more fair. It's a step in the evolution towards more logical adventures where things fit together in a sensible way. We still haven't reached the truly story-driven adventures of later years, but we're getting there.

Next week we'll be having a look at a truly different adventure module, B6: The Veiled Society. Not only is this the first city adventure we've seen, it's a city adventure set entirely in Specularum, capital of the Grand Duchy of Karameikos. Political intrigue and secret societies await!

Mystara Monday: Module B5 – Horror on the Hill

This week we're taking a look at Dungeons & Dragons adventure module B5: Horror on the Hill, written by Douglas Niles and published in 1983.


Douglas Niles is probably best known as a novelist who has written quite a number of books set in the Dragonlance and Forgotten Realms campaign worlds. Early in his career with TSR he also wrote a few adventure modules for the Basic ruleset, one of which we have here. Horror on the Hill seems transitional in a number of ways. Most obviously it's the first of the B modules that uses the updated trade dress that I grew up with. It's a minor thing, but this is the design that immediately screams 'Basic D&D' to me.

This is also a module that attempts to be more logical in it's progression and throws a twist in midway that the players might not expect. We're still looking at a situation where the party's reason for going on the adventure is mostly 'there's loot in there', but the DM could easily have a minor lord or the like send the party to investigate rumors of a massing hobgoblin army and deal with the problem.

The adventure claims to be for 5-10 characters of level 1-3. In all honesty, I wouldn't run this adventure for level 1 characters. Entirely apart from the logistics of having 10 players at the table, an encounter that challenges 5 level 3 characters might be defeatable by 10 at level 1, but some of them will almost certainly die. One encounter fairly early in the adventure is with a pair of ogres. Ogres! It'll likely take a party a couple of rounds minimum to take them down, and one hit from an ogre can kill any level 1 character with a good roll. I may speak from experience on this point.

The adventure has the party hiking up 'The Hill' to find the ruins of an abandoned monastery which has been taken over by a band of humanoids led by a hogoblin king. After defeating the king, the party is intended to fall victim to a trap door which drops them a few hundred feet (via a chute, so no falling damage) into caverns beneath the monastery where they have to find their way out. The only escape ultimately leads through a red dragon's lair.

The Hill is an overgrown wilderness with a few caves inhabited by various creatures (giant bats, ogres, Neanderthals) and some outdoor encounters with killer bees, giant ants and the like. There are also a pair of old women living in a little shack that is much larger on the inside than outside.

We're just innocent old grandmothers, dearies.

The players might expect evil witches, and the women are in fact level 6 spellcasters, but they're only interested in making bargains. If you have players who like to rob or kill non-hostiles, this may be the end of the party right here, these old women don't mess around. Trying to cheat them after a deal is made will also have them chasing the party wherever they go to get what's owed them. As long as the party deals square though, they can be a good source of intelligence and resources.

The monastery is a good adventuring location with an aboveground area and a dungeon below where the hobgoblin king resides. There are enough goblin, bugbear, and hobgoblin forces throughout that clever play or multiple sorties will probably be needed for the party to make their way through. Once the party starts to make their way out, they fall through a trap triggered by the king's empty throne. Or at least they're meant to; this seems like the sort of thing that requires a DM caveat to make everybody fall victim, and could result in cranky players since they didn't have a chance to avoid the trap.

The caves below the monastery are a fairly typical cave type dungeon, with the more random sorts of monsters that those tend to have. The adventure does make note of the fact that creatures here are mostly ones that have become trapped there over time and that they are all in a state of crazed hunger, having survived mostly on rats. No options for diplomacy here.

At the end, the party has to make their way through the lair of a young red dragon to escape. This encounter would absolutely murder a level 1 party; I just don't see any way around it. Even a higher level party would have trouble. There's no option as written to avoid combat either. The dragon is willing to talk for a while, but will attack if the party tries to leave or when he gets bored with them. If the players remember the dragon subdual rules though, and manage to do so they'll have a dragon to take with them. And those old ladies they met would sure love to have their own pet dragon...

On the whole, Horror on the Hill is a pretty good module as long as the DM is either okay with some character death or can tweak things a bit to be a little more fair. It's a step in the evolution towards more logical adventures where things fit together in a sensible way. We still haven't reached the truly story-driven adventures of later years, but we're getting there.

Next week we'll be having a look at a truly different adventure module, B6: The Veiled Society. Not only is this the first city adventure we've seen, it's a city adventure set entirely in Specularum, capital of the Grand Duchy of Karameikos. Political intrigue and secret societies await!

Thalen Reads The Dreamstone

They will not be wise, who set foot in Ealdwood. - Arafel
This week we take a look at a fantasy story with roots in Celtic mythology. The Dreamstone, by C. J. Cherryh, centers around the last remnant of Faery upon the earth, and it's guardian, Arafel, the last of the Daoine Sidhe.

Thalen Reads The Dreamstone

This is actually the first of Cherryh's books I've read. She's been on my list of authors to try for a while, and I do still intend to get to some of her more famous works in the future. Based on what I've read here, I expect them to be a good read.

The Dreamstone is another of those works which combines multiple previously release works into a full novel. In this case we have two parts which are connected primarily by location and the presence of Arafel. The course of the novel spans some decades and most of the mortal characters from the first section of the book are years dead when the second section begins.

In an unnamed kingdom somewhere in the British Isles (most likely somewhere in modern England near the borders of Wales) a rebellion against the rightful king has recently succeeded and the former lord Niall, who remained loyal, flees his enemies. Taking shelter in the Ealdwood, he draws the attention of Arafel, last of the Daoine Sidhe, who refuses any direct aid but guides him to a protected valley where those who are lost can find refuge.

Years pass, until events lead Niall's villainous cousin Evald to invade the Ealdwood and come into conflict with Arafel. When word of Evald's death comes to Niall, he leaves the valley to retake the lands his cousin had usurped from him. He marries Evald's widow and accepts her son as his own heir.

Decades later, Niall has died and his heir rules in Caer Wiell. The old king's heir has come of age and has launched a campaign to retake his throne. After a great battle is won, a messenger is sent to warn Caer Wiell of enemy forces come to try to take it in an attempt to hold it against the king. His path takes him into the Ealdwood, where he meets Arafel and ultimately brings her to the aid of Caer Wiell, though not without cost to himself.

The Dreamstone is a book that focuses on one small area while great conflicts occur in the background. The old king is already dead by the time the book starts, and we barely meet his heir many chapters later. The kingdom and its fate isn't what matters here; this is really the story of Arafel and her somewhat unwilling part in the human conflicts near her home. Elves in this book are very much in the classic Fair Folk vein; mischievous and given to stealing people away to Faery (though not, in Arafel's defense, from any real malevolence.)

The Dreamstone is also a quiet book, mostly concerned with character interaction and the intrinsic conflict between man and elf. There is a battle near the end of the book, but it's secondary to the conflict within the messenger who convinced Arafel to aid them, and the conflict within Arafel herself regarding mortals and her place in a world where Faery has nearly withdrawn entirely. To anyone with an interest in Celtic mythology I can recommend this as an interesting take on the concepts.