Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Thursday, March 15, 2012

Diablo III Launching May 15 – Digital Pre-Order Open Now


diablo 3 pre-sale
The End of Days approaches…. Diablo III will be unleashed from the Burning Hells on May 15, 2012, and you can be ready to play the minute the servers go live by pre-purchasing the game digitally on Battle.net today.
Beginning May 15, players around the world will be able to return to Tristram to discover the dark secrets of a fallen star and begin their quest to save Sanctuary from the impending demonic invasion. To secure your place as a barbarian, monk, demon hunter, witch doctor, or wizard right now, simply log in to your Battle.net account, and then purchase and download* Diablo III, and you’ll be ready to play when the game launches.
– Blizzard Entertainment
There you have it, folks. An official release date for the long-anticipated third installment in the venerable Diablo series. This Blizzard classic has captured the imagination of millions of fans across the globe and the latest chapter is shaping up to be just as engrossing.
The free copy with every annual pass to WoW is also still available, but only until May 1. If you are a World of Warcraft fan, and have been waiting patiently for this, here is your in.
With pre-sales now open, I will be securing a copy immediately. Meet you in Tristram!


** Originally published on levelsave.com **

Wednesday, March 7, 2012

New Wakfu Character Class Videos


wakfu
Showing off the barbarian Sacrier’s Blood and the clockwork Xelor’s Sandglass character classes, these videos give us a peek at the powers and feel of each of these options. Beautifully rendered, multiplayer Tactical RPG Wakfu by Square-Enix offers up much in the way of choice and strategic action, and the character art is so cute.. Kawaai! ^._.^
Wakfu on the web: http://www.wakfu.com/na/mmorpg
** Originally published on levelsave.com **

Thursday, January 12, 2012

Final Fantasy Origins Available on PSN

** Originally posted at levelsave.com **

One of the longest running console RPG franchises bring us back to it’s roots with a new distribution of Final Fantasy Origins. Containing both Final Fantasy and the follow-up, Final Fantasy II, it’s a great deal at $9.99. I remember seeing this particular disc in game stores for $60 and up, I also remember thinking “I need this game!”
This package of games is completely reworked from their original forms on the Nintendo Entertainment System, and is arguably the best, most fully functional version available. Released nearly a decade ago the original FFO has been tuned- and gussied-up with cutscenes and a graphical overhaul to bring the style of the games more closely in line with the original concept art and functionality that we are used to in modern RPGs.
This new digital distribution of FFO propagates Sony’s Winter of RPGs promotion, which saw the release of Chrono Cross and Final Fantasy V on PSN. Let it be said that this is the only time that I am glad that.. Winter is coming.

Wednesday, January 4, 2012

Call of Cthulhu: The Wasted Lands HD Screenshots

** Originally posted on levelsave.com **

Have you ever wanted an app so horror-inducing that it dements the mind and perverts the soul? Have you ever wanted to play a game based on the award-winning Chaosism Call of Cthulhu tabletop role-playing system right in the palm of your hand? Have you been wanting a new tactical turn-based RPG for a portable format? Well it’s coming January 30th and it’s entitled Call of Cthulhu: The Wasted Lands.


Set in World War I, you play as a group of investigators and soldiers pitted against, you guessed it, a cult bent on using the anguish and fear of the state of the Theatre of War to open the gates to another dimension. The story screams H.P. Lovecraft, who wrote the Cthulhu mythos and upon who’s works this game is inspired.
Initially to be released on iPhone and iPod formats, indie developer Red Wasp Designs also intends to create versions for the iPad, Android, PC and consoles. The game has been developed in co-operation with Chaosism, so I’m hoping that the basic gameplay mechanics feel authentic and similar to their tabletop counterpart.
Along with this announcement came several HD screenshots to whet our appetites for facing our fears and beating down betentacled fish-men. From what can be told of the screenshots, the game looks like it will implement a gridless tactical combat system with a fairly simple list of what can be done on each combat round, as well as a sanity system. A post by the designers relieves any fears I had about this game having a broken sanity system (as nearly all of these systems are in video games) and leaves me interested to see how their’s actually works within the game.
But instead of telling you, why don’t I just show you?

Friday, December 9, 2011

Raven Plays - Star Wars: The Old Republic Beta Testing Weekend 6

** Originally posted on levelsave.com **

In which I justify my actions. What? Moral accountability in my MMORPG? Get out of town!

Paradox Promises King Arthur II Articles

** Originally posted on levelsave.com **

With the release of Paradox Interactive’s King Arthur II: The Roleplaying Wargame on the horizon, fans have been promised a series of in-depth articles. Released once per week until the game’s release, these screenshot-laden articles will provide information about the perilous state of Brittania at the beginning of the game, as well as reveal details about gameplay. They will also serve to show off the game’s graphical beauty, and this game is very beautiful.
One such article has been released. Within this article is detailed several facets of the game, including unit descriptions, information about skill trees, as well as the signature Paradox-style map of Brittania.
Excerpt from the first article:
“The Campaign Map of King Arthur II is the eerily beautiful island of mystical Britannia, a fully three dimensional map with rivers, forests, marshlands, towns and legendary places. The area you can explore is twice as big as it was in the first game, now including everything from Cornwall to the northernmost corner of the land. You can venture even beyond Hadrian’s Wall and conquer the territory of the savage Pict hordes.”
So if you’ve got your sword and mouse at the ready and you simply must know more, Paradox has what you’re looking for.
Read the full article HERE.

Tuesday, December 6, 2011

RE: Pathfinder Online

** In response to a post at levelsave.comhttp://levelsave.com/2011/12/pathfinder-online-announced/ **

The complaint with my early experience in 4th Ed D&D isn't necessarily with the system itself, but with the way the particular games at the Living Forgotten Realms nights in which I played were handled. The management team in Toronto for the LFR campaign is great, but some of the DMs are not. There is a policy that encourages players to rotate through DM duties every certain number of games. This leads to very player-driven sessions, a lot of looking up rules, and a ~lot~ of new DMs. This is a failing when trying to run story-driven modules, but not as much when running battle-driven modules.

This isn't an isolated problem, as I've seen the same kind of thing happen in other publisher-produced living campaigns outside of Toronto. I'm getting the impression that it's a living campaign problem more than anything. This may be why all of the modules in Forgotten Realms are so battle-heavy, with a story that ushers the next encounter, rather than explores the universe in which it is set.

That being said, the 4th Ed. D&D ruleset is definitely battle-oriented. The non-combat skills have been simplified so that rolling to tie a knot and rolling to hunt are based on the same skill. Whereas each segment of combat is accounted for, detail is high, there is "flavour text" for abilities that last less that two seconds. DMs and players can change that about their game, by adding complexity or by building highly detailed backgrounds with the DM. Roleplay doesn't need a bunch of attributes attached to it, ideally players should be able to choose to play out the role of their character verbally without any use of statistics whatsoever. Personally, I love that. Having a bare-bones character like you might in the 1st edition: Six statistics, a name, and a class. That's the ideal game for me. Combat in these games is driven in the same way, there is a stat that you are rolling against to "attack" and that's it. It's up to you to say if you are swinging from the chandelier and trying to upset the table that the Bullywug is standing on by throwing daggers at his feet and making him dance. (A lot of DEX tests on that one, yes?) There isn't any "Chandelier Barrage" ability which requires a unique formula to figure out damage for and might stun on a critical hit.

The 3rd edition, which is a medium complexity system, is also not for me. When I say I returned to "older systems," I didn't mean the third, I meant the first. I've been playing Labyrinth Lord for a while now, and I'm really enjoying the open-endedness of it. This game is perfect for me, and it's so simple to play and run that you can group more and more people together at the table. Taking on some of the older modules that required 8-12 characters to complete is an amazing experience. The table-talk around the game with that many players tends to be a lot of fun as well. This can't really happen with the 4th edition since battle tends to take so long that table-talk is discouraged. Making the game less and less social with each passing session.

This returns to the root of the discussion, MMO socialization. It is very true that MMOs don't tend to produce social buterflies, but there is a lot of socialization that happens in EVE Online. Joining a leading faction was actually a little much as far as my social threshold is concerned. I ended up just grouping with small squads to take down some other enemy-faction small squads. It was a lot of fun and a ~lot~ of socializing. This is why I have such high hopes for Pathfinder Online. There is a game developer who is interested in creating a sandbox, open-world MMO coupled with people who have been directly involved in an MMO which succeeded in doing just that.

Monday, December 5, 2011

Raven Plays - Star Wars: The Old Republic Beta Testing Weekend 4

** Originally posted on levelsave.com **

In which I "fix" the graphical issues and have "no idea the enemy I'm making." Remember, it isn't murder without witnesses.

Friday, December 2, 2011

Pathfinder Online Announced

** Originally posted on levelsave.com **

I have been playing tabletop roleplaying games for a long time, longer than I have actually been playing the video game variety. I was involved in a game of Vampire: The Maquerade when I was a mid-teen, and played in a Dungeons & Dragons campaign made up of almost all the same people. This was back in the mid-90s before I had experienced the crushing reality of life and I entered a sort of personal Dark Age of tabletop gaming. I wouldn’t play another game of D&D for over a decade, totally missing out on the entire third edition of the game. I began again in 2008 when the fourth edition was released, coming back to the table with fresh eyes and a willingness to adapt to all of the changes that had occurred over the course of the last 12 years. I created an elven archer and brought the character to my local Living Forgotten Realms nights, which are held across North America. I met new people and had some good fun, until I realized that I wasn’t playing Dungeons & Dragons. The system that I was playing was nothing like the D&D I knew. The battles were slow tactical affairs with grid-maps to represent the environment and markers or minis for your characters. The story was weak at the best of times, and at the worst of times would be completely skipped to fast-forward to the engagement of steel and mana. I felt like I was playing Final Fantasy Tactics. (Don’t get me wrong, FFT is a great game, it’s just not what I was there for.) So I made the jump back to older editions of the game, bringing a couple of my new-found friends along with me.
Many share my view about the fourth edition of D&D as opposed to older versions, but some maintain that it is the failing of the users to take the reigns and really drive 4E as it should be. I understand that view but would rather play a different game, thank you.
Pathfinder is a kind of spiritual younger sister to D&D. It grew out of the desire for more third edition content after the fourth was released. Since the latest system was changed beyond recognition, it made sense. Also called the “d20 system,” it too has undergone many changes in it’s rules. The errata to the core books that everyone needed to play was so large at one point that they rebooted the entire series and called it the 3.5 edition. There was a lot of grumbling and moaning about having to buy all new books amongst the fans of the game, but it wasn’t necessary. After all, there was the Official Errata, which was free but fairly confusing to use unless you already knew it inside and out. More and more errata was piled onto the system until Paizo, the company who handled publication of the Dragon and Dungeon lines of magazines. Announced that they would be releasing an RPG called Pathfinder. Obviously taken straight from the pages of the 3.5E and errata, they also made it their own. With new monsters, a slew of wonderful adventure modules, and new rules of their own, they released the hefty core rulebook under their own banner.
Now, Paizo has gathered certain figures from Wizards of the Coast (D&D Publisher) and CCP (EVE Online) to create a company called Goblinworks that will handle all aspects of what they promise is going to be a “sandbox/theme park” style MMO. I am assuming they don’t mean that all player characters will have mascot-heads and ride roller coasters for experience points. They are proposing a model of gameplay that revolves around player interaction, rather than collection and mail-runner quests. Paizo has stated that they would like to see players building glittering castles, garner support from neighboring townships to take down larger military powers, and yes, maybe even have a quest or two to kill a bothersome dragon.
This is exiting news for me, and I believe it can be done well. The way Paizo and Goblinworks are talking about this new project feels reminiscent, to me, of the power-struggle and economy inherent within EVE Online. Let’s just hope the project gets off the ground!
For more information about Pathfinder Online, visit http://goblinworks.com. If you’d like to know more about tabletop Dungeons & Dragons, visit www.wizards.com/dnd/.

Tuesday, November 29, 2011

Star Wars: The Old Republic - Session 1, Part 1/3



During the recent Beta Testing weekend, I took to the Academy as a Sith Warrior. These are my first steps into the new LucasArts MMORPG.

Sorry my voice is so quiet. I will endeavor to fix that problem in the future.

Friday, March 19, 2010

A table for determining the XP goal of a random encounter in 4E D&D.

Roll 3d6 and consult the table below. PL = Party Level experience goal based on DMG recommendations.

3: PL + 100%
4-5: PL + 50%
6-7: PL + 25%
8-13: PL
14-15: PL + 25%
16-17: PL + 50%
18: PL + 100%

This gives a chance of getting a stupidly hard encounters that players ~really shouldn't~ try to fight. I like this because then players think about whether they should even be in an encounter or not. I also have areas that are pretty consistent monster levels, so parties could go to an area they ~really shouldn't~ be in. These two things go well with each other. :D

A system for learning how to sing or play an instrument in 4th Ed D&D

I haven't figured out yet how this will affect Bards, but if your PC wants to learn how to play an instrument or sing for fun and profit, this is a system by which they could do it.

This is a progressive skill challenge system, as PCs get better at singing the complexity rises. They also gain levels in the instrument which they are training with, getting a roll modifier with each level. This speaks to the PC getting better at singing but also learning harder and more complex songs. PCs rise in instrument levels as they get better, this level can be used as a reaction modifier (1d20 + instrument level + CHA modifier) based on the audiences expectation (DC should take into consideration the difficulty of the piece or orchestration and the audience's expectation.) This level can also be used as a modifier to learn the next level, making it that much easier to pass individual skill checks. The instrument level can also obviously be used for when you're playing your instrument for any other reason, assuming how well you're playing is a factor in what you're doing.

The stats used are DEX and Insight alternately. DEX because of the manual dexterity involved in learning how to play an instrument and Insight for judging how good you sound.

I'd recommend a fairly high DC, a level 2 PC of mine had a DC of 18 and a complexity of 1 in order to learn the first level of instrumentation. This is because picking up an instrument you've never played before and figuring out the basics is a lot harder than practicing and building on what you already know. Her challenge complexity will be increased every two levels she increases. So basically the complexity is (instrument level/2=complexity level for the skill challenge.) This assumes your PC starts at instrument level 0, which she should.

If you're learning with a teacher, they would make a saving throw against how awful you sound, and if they pass they give you a +2 mod to learn the next level on the entire skill challenge. Teachers need to be at least one instrument level higher than the PC.

I would suggest that if a PC is practicing in her spare time, she could take a maximum of 1 skill challenge per 2 weeks of casual practice. If she is actively spending lots of time learning the instrument, she could take a skill challenge every 3 days.

Monday, April 30, 2007

RPG Class Meme







Rogue

Sneaky, ain't ya? You're a Rogue!


Well now, you�re not the most trustworthy person in the world, are you?


Rogues are sneaky and skillful. They play an important part in every adventuring party by locating and disabling traps, scouting the area, and taking enemies by surprise. Unfortunately, most rogues will try and pick your pocket the moment you�re distracted.


You�re probably both deceptive and competent, which means you can usually get what you want. On the other hand, lying a lot won't earn you many friends.


A bit of helpful advice: No matter how temping it looks, don't try to pick the fighter�s pocket. He might go psycho on you.











My test tracked 4 variables How you compared to other people your age and gender:
free online datingfree online dating
You scored higher than 99% on Combativeness
free online datingfree online dating
You scored higher than 99% on Sneakiness
free online datingfree online dating
You scored higher than 99% on Intellect
free online datingfree online dating
You scored higher than 99% on Spirituality



Link: The RPG Class Test written by MFlowers on OkCupid, home of the The Dating Persona Test