Travels in New Vegas

I've been a fan of the Fallout series pretty much from the beginning. I defeated the Master back in the day, took down President Richardson and the Enclave, and restored water to the Capital Wasteland. Despite my initial reservations about the change from isometric to first-person gameplay, Fallout 3 became one of my evergreen games that I tend to go back to over and over. So it's kind of strange that I've not played Fallout: New Vegas until now.

Part of the reason, I think, is my tendency to want to do things in order. It's the same thing that kept me from ever playing Oblivion because I hadn't played the previous two Elder Scrolls games. In this case there were still things in Fallout 3 I hadn't done, particularly in the north part of the Capital Wasteland, and DLC that I haven't touched at all. Despite that I decided that, especially with Fallout 4 on the way, it was time to head back west and see what the Vegas area is like.

Travels in New Vegas
Fallout: Now with giant dinosaurs.

In a lot of ways the changes from Fallout 3 to New Vegas remind me of the move from Fallout to Fallout 2. For example New Vegas uses a combination karma and reputation system much like Fallout 2 did. Now I have to consider my relationship with multiple settlements and factions in addition to my overall good or evil level. So far I've met the Powder Gangers (they hate me so much now), NCR (we're pals), and the Legion (oh my god these guys are awful). I know the Brotherhood of Steel is active in the area as well, and it doesn't sound like they and the NCR get on too well. It also sounds like they're the old school insular jackasses I remember from the old days rather than the happy shiny DC Brotherhood.

Travels in New Vegas
I am trusting this robot less and less as the game proceeds.

Increased complexity seems to be a recurring thing in New Vegas. Multiple types of ammo for each weapon instead of just one each, masses of crafting recipes for food, equipment and more instead of just a few weapon schematics. It was a little overwhelming at first. I still haven't really made use of any special ammunition, though I imagine it'll be pretty useful against stronger and heavily armored foes.

I'm also definitely beginning to get the feeling that this is the true sequel to the previous Fallout games. I've begun encountering nightkin super mutants, and have heard references to the Master from the original game. I'm pretty sure I've met the daughter of one of my companions from Fallout 2 as well. She certainly drinks like him.

Overall, about ten or so hours in I'm greatly enjoying New Vegas. Now if you'll excuse me there are some ghouls who want my help flying to the moon. I just want them to not be here, so I am on board with this plan.

Mystara Monday: Module B3 – Palace of the Silver Princess

This week we continue our look at the B series of adventure modules with the infamous module B3: Palace of the Silver Princess, published in 1981. There are actually two versions of this module although very few physical copies of the original version, which can be recognized by its orange cover, exist. A few years back though, Wizards of the Coast decided to make that original version freely available in digital form on their website. Wizards no longer hosts a copy but plenty of other locations on the internet do.

Mystara Monday: Module B3 - Palace of the Silver Princess

What I have here, however, is the second version, which credits both Tom Moldvay and Jean Wells as writers. Stories differ as to why the original edition was immediately recalled, but blame is usually placed on both the quality of the adventure itself, disturbing elements regarding a couple of the new monsters presented in the adventure, and 'questionable art'. One of those disturbing monsters is the decapus, shown above on the cover of the adventure. In the second version of the adventure it's simply a sort of forest dwelling tree-octopus. In the original version, however, it's capable of producing an illusion of itself as a beautiful woman being taunted by nine ugly men.

Whatever the reason for the recall, Tom Moldvay heavily rewrote the module to create the version that was eventually released. Where the original was a typical for the time delve into a castle simply to hunt treasure, the new version had the adventurers summoned shortly after the castle has fallen victim to some sort of curse so that they can try to break the curse and rescue the eponymous Silver Princess.

According to the backstory a giant ruby was recently found by dwarves while mining, and they presented it to the princess as a gift. Shortly thereafter, the entire palace was imprisioned within a ruby glow, and the valley over which the princess ruled was struck with disease and decay. The players are tasked with entering the palace and finding a way to save the kingdom. The ruby, it turns out, is linked to an evil extradimensional being called Arik and is being used by him to forge a passage between dimensions. Arik's power has driven some of the palace's residents insane, attracted many monsters, and imprisoned the princess within the ruby.

The adventure itself is presented in three parts. The first is a 'programmed adventure' intended to introduce new dungeon masters and players to the game. It's basically a choose your own adventure covering the first few rooms of the palace. Past that, the module shifts to a more typical room by room breakdown of a two level dungeon. Like a lot of early dungeon crawls, the monsters and rooms seem kind of random, with little connecting one room to the next. White apes in the jail cells? Three foot long cobra in the linen closet? Why? Who knows? Don't question it, just kill them and take the treasure they're guarding.

Mystara Monday: Module B3 - Palace of the Silver Princess
Also, there's a guy named Travis. He's a real jerk.
That said, there are some memorable rooms and encounters like a bathroom with magic gems to fill the bathtub, a garden overgrown with carnivorous plants, and a pair of thieves who got caught in the palace when the curse befell it and just want to steal what they can and get out. The backstory of the module also alludes to a heroic order of dragon riding knights that could be used in further adventures or as a group the party might attempt to ally with or join in the future.

Palace of the Silver Princess is a step forward in the evolution of the D&D adventure module; it provides a reason beyond pure greed for the player characters to be adventuring and presents a goal beyond simply killing all the monsters and taking their loot. We've still got a ways to go before we see modules that truly tell a story though. That said, at the age of 10 I thought it was pretty great. It was probably my second favorite of the B modules, behind Rahasia.

Next week we continue with a look at module B4: The Lost City. Join me for drug addled mask wearing pyramid dwellers, an evil cthulhoid monstrosity, and invisible snakes.

Thalen Reads The Shepherd’s Crown

Mind how you go. - Terry Pratchett
This was a really hard book to read. Not because it was bad, or because I didn't want to read it. It was hard because for over twenty years I've been either reading a new Discworld novel or looking forward to the next one. And now that's over. Today's book is Terry Pratchett's 41st and last novel of Discworld, The Shepherd's Crown.

Thalen Reads The Shepherd's Crown

I've been a huge fan of the Discworld for the majority of my life, ever since a friend handed me a copy of Guards! Guards! and told me I should read it. Terry Pratchett was on the very short list of authors whose books I always bought on the day of release, sight unseen. I have long been of the opinion that the worst of Pratchett's works is still well above the average and entirely worth the reading.

The Shepherd's Crown is not Pratchett at his height. How could it be, when he was no longer capable of writing and had to rely on an assistant to put his words to paper? Some transitions are a bit rough, some scenes don't quite seem to fit. But the overall story is strong and moving, and the scenes that really matter are deftly written. I was in tears almost immediately on starting the second chapter and by the end I was sobbing. I can't recommend The Shepherd's Crown to new readers, it's both not Pratchett's best and very reliant on what's come before, but for those already invested it's a good and appropriate ending to one of the longest running fantasy series in history.

MASSIVE SPOILERS FROM THIS POINT ON

Although it was the third Discworld novel, an argument can be made that Equal Rites was where Discworld truly began. It's where Pratchett shifted from parody to satire, and it's where he really found the tone and feel that he would retain for the remainder of the series. Equal Rites was a story about a girl who wanted to be a wizard; and it was the first book to feature possibly Pratchett's greatest character, Granny Weatherwax. Fitting then, that The Shepherd's Crown introduces a boy who wants to be a witch, and has us say goodbye to Granny.

In the second chapter, Granny Weatherwax dies.

It's something I've been half expecting for a while now; the obvious final challenge in Tiffany Aching's career, the loss of her mentor. Chapter two is probably the best (and simultaneously most heart-breaking) chapter of the entire book as we follow Granny making all the preparations for her passing (witches and wizards get to know when they're going to die a little early so they can be ready).

Granny's death is what sets the rest of the book in motion, with Tiffany having to deal with suddenly being Granny's chosen successor (witches don't go in for leaders, but Granny was the witch they looked too to not lead them.) Also, with Granny gone, the elves (nasty pieces of work indeed) see the opportunity to make another attempt to break through from their parasite dimension and have free reign on the Disc.

Mostly this is a book about things changing. Steam engines and locomotives have come to the Disc, and technology continues to advance. The elves are remnants of the old times, and they no longer have any place there. It's telling that the ultimate fight against the elves is very one-sided; they never stand a chance. Their time is done. New ideas are embraced and Tiffany realizes that she can never be Granny Weatherwax, but she shouldn't try. She has to be Tiffany Aching.

Like Granny Weatherwax, the Discworld is dead. We'll never see another book, and we'll never know where Pratchett might have taken it next. But also like Granny, the Discworld isn't gone. It's memory stays with us through our fandom, through the books and through the adaptations to screen and stage. Terry Pratchett is dead, but he remains with us through his writing and the lessons he's taught us over the years. Farewell once more, Sir Pterry. Mind how you go. 

Gotta Catch ‘Em All

By now I'm sure most of you are aware of Pokémon Go, the recently announced ARG being developed by Niantic. If you've previously heard of Niantic it's probably due to their current game / tech experiment Ingress. Where Pokémon Go will have you traveling to various locations to catch Pokémon, Ingress has you travel to locations to capture portals and establish territorial control fields by connecting them.

I played Ingress for a while, starting last year when I first got a smartphone (yes I'm a late adopter). It's a fascinating and compelling game, but in the long term there wasn't all that much there. Part of the problem is that where I live is not at all a pedestrian friendly city, so playing required driving around to get to various portals. The other problem, which ultimately was why I decided to stop playing, is that Ingress is an entirely PvP game. Players are all on either a blue or a green team and compete to control territory. In practice, one team seems to dominate in most areas with the other scrabbling for resources. A PvP game that requires traveling to real life locations also opens up the possibility of stalking and actual conflict; a combination of serious players being serious and stories of real life altercations between players was part of what led me to stop playing.

Gotta Catch 'Em All
Having a portal by my house sounds like an utter nightmare.

I'm hoping that Pokémon Go will be more of a fully cooperative game. Obviously there will have to be some sort of duel mechanic, but if Niantic avoids players having to compete over resources I think it will be for the best. I'm actually curious if there will be resource requirements to catch Pokémon. Will it be necessary to find / purchase Pokéballs, potions, and so forth? It seems like a logical part of the game; we'll see if an how its implemented.

The thing I really liked about Ingress was how it led me to discover interesting places that I never knew existed in my own hometown. Pokémon Go has the opportunity to do the same for a wider fanbase. In Ingress portals are supposed to be associated with unique points of interest. New portals get submitted by players, and there's some gaming of the system that goes on. I know of a 'memorial wall' portal nearby that's really just a wall near enough to where a number of serious players work that they can guard and collect resources from the portal throughout the day. In Pokémon Go I would assume that Pokémon will simply be placed by Niantic; hopefully a lot of them will be in places that are interesting in and of themselves. Not having the territory control aspect would also remove a major limit on placement; there's no real downside to having a lot of similar Pokémon all near each other.

One of the fascinating things about Ingress is how popular something that is ultimately an ongoing experiment in gamifying Google Maps has become. The fact that it's free obviously doesn't hurt, but there are massive community meetups and events, and many players travel hundreds or thousands of miles to capture out of the way portals. Imagine now combining that with a proven IP with tens of millions of existing fans. If done well, this has the potential to be the new biggest MMO ever.

I'm hoping that Niantic has learned the proper lessons from Ingress and that, combined with the greater resources associated with a true commercial game using a proven and massively popular IP, they'll put together something truly impressive. For now I'm cautiously optimistic, and I'll definitely be keeping an eye on the project. Maybe a year from now I'll be out catching Pokémon.