AggroChat #86 – High Fidelity Story

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This week we return to the whole topic driven focus, because honestly they seem to work better. We had several topics we wanted to discuss but for the sake of time we pushed a few of them off to another episode. Once again we have the full cast of Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen.

The topics we delve into…

  • Rocket League – how we are apparently late to the party, and any time a game is getting played at the same time by wildly different groups of gamers… it should be checked out.
  • Space Chem – how Kodra falls into a deep hole of trying to create the most perfect engine in this video game that plays more like a really good board game… and also at times a programming simulator.
  • Otome Games – we talk about how our podcast got mentioned recently by Pizza Maid and Suishi Geisha… and how it would be awesome if the games we liked to play had the same level of story fidelity that Otome games do. This spawned an entire side discussion about story drive games in general.
  • Co-Opetitive Games – the games where you are playing co-operatively but also at the same time competing with your friends…. also fertile ground for losing said friendships.
  • Sandbox Games – We talk about the wall that happens in most sandbox experiences where we as players are just “done” with the game long before we have technically completed all of it.

AggroChat #85 – Shoot First Quickload Later

aggrochat85

This week was originally going to be our Fallout 4 halfway point show, however we realized that neither Ashgar nor Belghast have even touched the main storyline.  While Ashgar has the excuse of travel…  Bel is nearly level 20 and still has yet to go to Diamond City.  So instead we opted to do an old fashioned roundtable show, where we talk about what everyone has been playing.

The games we talk about this week…

  • Super Mario 3D Land
  • Downwell
  • Fallout 4
  • Final Fantasy VI
  • Mini Metro
  • Final Fantasy XIV
  • Pokemon Super Mystery Dungeon
  • Wildstar
  • World of Warcraft
  • Final Fantasy Pet Battles
  • Cybele
  • Cradle
  • EVE

 

Mystara Monday: AC2 – Combat Shield and Mini-adventure

This week will likely be a short one, like the item we're taking a look at. AC2 is a DM's screen for the Basic and Expert rules and includes a short (8 page) booklet containing a short adventure that can be dropped in pretty much wherever the DM likes.

Mystara Monday: AC2 - Combat Shield and Mini-adventure
None of these monsters appear in the adventure.
Not even cut-rate Man-Thing

The combat shield is a pretty standard example, though a little boring for the players. Where later screens typically have art across the entire screen, this one only has the cover art. The middle part is the back of the item and has the typical back-cover blurb, and the final third has experience tables for all the character classes.

Mystara Monday: AC2 - Combat Shield and Mini-adventure
Okay, there is this little picture of a halfling running like mad.
The interior has all the typical tables; saving throws, to-hit rolls, rolls to turn undead, and so forth. Nothing special, but always useful to have at a glance. I'm not certain if this was released before or after the Companion rules set (which covers levels 15-25). Saving throw, hit roll, and thieves' skill tables go to level 25, so they must have had at least some of it ready. Other tables however, such as character levels, stop at 14. That may just have been for space reasons though.

The included adventure is titled The Treasure of the Hideous One and is a short wilderness adventure, written once again by David Cook, which leads the party into a swamp near the town of Luln in search of a treasure rumored to have been found there a century before. Luln is located in the westernmost part of the Grand Duchy of Karameikos, and mention is made of a 'Duke Stefan the Hermit' who was ruler 100 years ago. This gets retconned in later works, where it's established that the current Duke Stefan is the founder of the Duchy.

The way to the treasure takes the party through a few encounters including a vengeful ghost from a previous expedition and a group of bandits with a rather clever plan to ambush and rob the PCs. The treasure itself is found on an island inhabited by a vampire and a tribe of cay-men. Cay-men are a new monster in this adventure, one foot tall lizard men who live in a small village of dirt mounds. Much like the rakasta and aranea from The Isle of Dread, the cay-men show up again in later modules and are a uniquely Mystaran race. Eventually they even were given stats for use as PCs, although they were sized up to 2 foot tall by that point. I prefer the 1 foot tall version, as the idea of tiny lizard tribesmen with spears amuses me greatly. An adventuring party of nothing but cay-men would probably be very interesting to build a campaign around.

It's not a long adventure, but it is a well-written one with encounters that are more interesting than the typical "here's some monsters kill them" that we were used to at this point. There are a number of opportunities for player intelligence to factor in, and even if the DM doesn't want to run the overall treasure hunt the encounters would be pretty easy to drop in elsewhere with little modification.

Mystara Monday: AC2 – Combat Shield and Mini-adventure

This week will likely be a short one, like the item we're taking a look at. AC2 is a DM's screen for the Basic and Expert rules and includes a short (8 page) booklet containing a short adventure that can be dropped in pretty much wherever the DM likes.

None of these monsters appear in the adventure.
Not even cut-rate Man-Thing

The combat shield is a pretty standard example, though a little boring for the players. Where later screens typically have art across the entire screen, this one only has the cover art. The middle part is the back of the item and has the typical back-cover blurb, and the final third has experience tables for all the character classes.

Okay, there is this little picture of a halfling running like mad.
The interior has all the typical tables; saving throws, to-hit rolls, rolls to turn undead, and so forth. Nothing special, but always useful to have at a glance. I'm not certain if this was released before or after the Companion rules set (which covers levels 15-25). Saving throw, hit roll, and thieves' skill tables go to level 25, so they must have had at least some of it ready. Other tables however, such as character levels, stop at 14. That may just have been for space reasons though.

The included adventure is titled The Treasure of the Hideous One and is a short wilderness adventure, written once again by David Cook, which leads the party into a swamp near the town of Luln in search of a treasure rumored to have been found there a century before. Luln is located in the westernmost part of the Grand Duchy of Karameikos, and mention is made of a 'Duke Stefan the Hermit' who was ruler 100 years ago. This gets retconned in later works, where it's established that the current Duke Stefan is the founder of the Duchy.

The way to the treasure takes the party through a few encounters including a vengeful ghost from a previous expedition and a group of bandits with a rather clever plan to ambush and rob the PCs. The treasure itself is found on an island inhabited by a vampire and a tribe of cay-men. Cay-men are a new monster in this adventure, one foot tall lizard men who live in a small village of dirt mounds. Much like the rakasta and aranea from The Isle of Dread, the cay-men show up again in later modules and are a uniquely Mystaran race. Eventually they even were given stats for use as PCs, although they were sized up to 2 foot tall by that point. I prefer the 1 foot tall version, as the idea of tiny lizard tribesmen with spears amuses me greatly. An adventuring party of nothing but cay-men would probably be very interesting to build a campaign around.

It's not a long adventure, but it is a well-written one with encounters that are more interesting than the typical "here's some monsters kill them" that we were used to at this point. There are a number of opportunities for player intelligence to factor in, and even if the DM doesn't want to run the overall treasure hunt the encounters would be pretty easy to drop in elsewhere with little modification.