Wednesday, April 1, 2020

With Six Wings: Session Zero


On the planet of Podushtu two races rose to power: the drahko, humanoid descendants of the fable dragons of yore, and and the serpa, humans who had sold their entire race to the Lords of Hell for power so they could throw off the yoke of the tyrannical drahko. The war eventually became global, but the serpa were winning it, equipped with their demonic powers and the full backing of Hell. The drahkos became desperate. Their Emperor then made a discovery: there was a flame, in the center of the earth. It was holy. It was pure. The Emperor somehow discovered how to weaponize it.

The ensuing explosion destroyed an entire continent, throwing hundreds of tons of dirt into the air.

DID I MENTION THERE WERE DINOSAURS???

TOTALLY ETHAN'S IDEA.

I'M GOING TO LOVE THIS CAMPAIGN IT HAS DINOSAURS OH MY G-

erhem

I WAS GEEKING ABOUT DINOSAURS FOR A FEW DAYS AFTER THE SESSION ZERO. MY WIFE WAS GETTING READY TO KILL ME.

THERE ARE T-REXES IN MY GAME AND THIS IS THE BEST DAY OF MY LIFE
But seriously, we'd be in the middle of a really serious conversation and I'd just smile and say "There are dinosaurs in my campaign" and Maria would shake her head.

ERHEM

Look, I can geek out about this, deeply serious and depressed aspect of my personality. I have motherfucking dinosaurs in a campaign and I never thought about doing it before. Back off.

OK, I can have this sub-to-sub talk later. Away from prying eyes.
The point. This is very serious.

After the incredibly horrific destruction of a whole continent of people the two empires decided they were going to forcibly integrate, in an effort to bring greater empathy between their peoples. People were forcibly moved to the other end of the planet, swapped on a 1-for-1 basis.

This is going about as well as can be expected.

BUT THEN THESE GUYS SHOWED UP
Yes, the khen-zai are back, try not to be surprised. They showed up, launched an attack, and are now hanging in orbit, not moving an inch. But it was enough to unify everyone against a common threat.

Well, mostly.

See, there's this serpa warlord, named Bai, who lives in a formerly drahkon nation. He was moved there by the Twin-Scale Alliance, to be their new governor. And he's been ruling the area through fear, intimidation, and death. So Hikaru Genji and Thakraw have resolved to kill him and end his tyrannical rule.

Hikaru Genji, played by Brian (who I've been trying to get in a game for long time) is the scion of one of the Elder Men, those whose alliance with the elves had produced a strong and healthy race, longer lived and more stately than their more common kin. Proficient in mace and spell, Hikaru is dashing, powerful, and literally carries around quill and pen so that way he can sign autographs. 

Yes, we have a proficient Lockhart running around. Yes, I intend to throw a lot of swooning teen girls at his feet. Be very afraid.

He works for Baghsatur Monkhbat (the "h" is a hiss, so Monksssbat), the drahkon (drasskon), somewhat unofficially, as humans are still technically slaves of both drahkon and serpa alike, and has been sent to find a reason to kill Bai.

Thakraw, played by Ethan (who is definitely the youngest member of this group, by a very great margin), is a member of a tribe of plains-roaming humans who can shapechange. HE CHOSE A POSTOSUCHUS.

IT'S AN ADORABLE SIX FOOT LONG CARNIVORE. I'VE NEVER SAID YES TO A PLAYER REQUEST SO FREAKING QUICKLY.
Anyway.

Thakraw had saved Hikaru from an assassination attempt. The two have been fast friends ever since. A lot of Thakraw's tribe had been butchered by Bai and his troops, but under orders from... someone... above him. Thakraw wants to find out who gave the order to Bai. He wants to hear it from Bai's lips.

And then he wants to stand aside while Hikaru kills him.

DID I MENTION THERE ARE DINOSAURS IN THIS CAMPAIGN??????????

I SO EXCITE

Tuesday, March 31, 2020

Against the Darkmaster: First Impressions


When I first saw this game I immediately wanted to back it. Can you blame me?? Look at that name. Do not tell me that is not an awesome name. I simply will not believe you. Or, if I am forced to believe you your taste in everything will be doubted. But, then again, I think 47 Meters Down: Uncaged is an awesome movie, in the same vein that I think the name of Against the Darkmaster is awesome. Heck, throughout the day I find myself saying the name, just because it's fun. I throw as much camp and silliness into as I can. My children have occasionally looked up at me in curiosity as I've done so, and then I realize that I'm actually talking out loud, not in my head like I thought.

OK, that's not really why I backed it. But I'd be lying if I didn't say it wasn't a plus.

I normally don't really go for combat in RPGs. Even when it's good I rarely engage in it, mostly 'cause I like to yak uncontrollably and expound and talk and if you didn't get the picture yet I'm not entirely sure how else to explain it to you???? I like talkety talk talk talky in games.

 I also happen to have a really snobby taste. I am that guy who thinks that if it isn't depressing it probably isn't very good. More than willing to cop to that.

And, honestly? Most action movies just aren't that good. Violence is always from a breakdown of communication, patience, and love. Always. It is not something to be glorified, or to be looked at as "Wow, that's AWESOME!" or anything like that. Yes, I am one of those weirdos who do not think that fantasy is a source escaping from the principles of the world, just the specific instance that's pissing you off at that moment. And, to be blunt, far too many games are way too cavalier about this. Getting hit should not be something that can be magically erased. Not only is it not realistic, but it isn't interesting. If there are no consequences then why do it? So therefore I just refuse to play anything that has the whole "Violence has no consequences" bullshit baked into it. Call me cynical or a stick in the mud but violence is not some random action, it means something, and I don't want to switch that off.  If not for the existence of John Wick I would have written off action movies as a genre.  Against the Darkmaster most definitely has consequences. Assuming you can get access to the healing, it only minorly speeds it up, and seems to operate a lot more like the modern tech we have now, where wounds can be dealt with better, but not completely solved within a few minutes. It's going to take a few days to get even a minor wound to stitch back up.

The rest of the game looks kinda like DnD, to the point to where one of my players asked me why we didn't just bother playing 5e. And on the surface level, sure? Maybe? But the vocations/classes are much more open, with the emphasis being on vocations being a starting place, not a definitive container. Combat is not really initiative based, but is phase based, which I had experimented with in 4e and found superior in just about every way imaginable. But the proof in the pudding is in its influence from Burning Wheel. Now, normally when designers tell me "Burning Wheel was an influence" I find myself rolling my eyes a bit. It's not that I don't believe them, it's whether or not they got Burning Wheel in the first place.

SNOB ALERT!!!
Let's get blunter than normal. Burning Wheel is a janky, complicated, intimidating mess of a game. Saying "Burning Wheel influenced my game" could simply mean that you read the rulebook once, liked Fate points, and decided to include them in your game. And, I mean, you wouldn't be wrong? I guess? I mean, I think that misses the entirety of the feel that Burning Wheel is going for. Burning Wheel is a game about struggle, setbacks, and triumph and how they affect a person as they slowly become a hero. They have these moments of sheer brilliance and awesomeness, but then have to go back to the grindstone, to the mundane, to the painful. The mechanics have a distinct feeling to them, so much so that I could probably identify a BWHQ game if you scrubbed the serial numbers off and renamed everything and dropped me in cold. You struggle. You persist. You may eventually triumph. And without your artha you probably won't. The game's math is set up in a very particular way, to where if you don't have a lot of artha you're going to have a very hard time. One of the reason why BWHQ games are so fun is because of their reliance upon your actions to make their terrible engine work. If you do not roleplay you will not do well. You will fail. Hard. That is not a bug, but a feature. Invest or die.

Against the Darkmaster appears to have learned that lesson from Burning Wheel. Keep in mind I've no real exposure to MERP, VsD's primary influence, but if I had to guess where this particular arc of struggle to triumph came from, mechanically, I would go with Burning Wheel. Because, from the little I've looked through the book as my players set up character, I would say this'll have a very similar feel to it. The math is intentionally stacked against the players, but playing the Passions (this game's version of Burning Wheel Beliefs) gets you Drive Points, which will allow you to come out on top in some of these situations... most of which you had to put yourself into because of the Passions you'd chosen in the first place. I mean, I could be wrong, but this appears to be an actual spiritual successor to Burning Wheel. I mean, that means someone actually learned from Burning Wheel, which would be a really cool thing to experience.

We'll see where it goes. The Session Zero will be up sooner than later!

Saturday, March 28, 2020

Zeo: First Impressions

Buncha loons
Yeah yeah yeah, I know, I'm a bit late. The box got to me Monday, and I just tried it out Friday night?? Y'all have other blog posts that came out, right? I not only GM multiple games a week but I put up play reports about them. Yeah, that took some work! Shove off!

Well, don't. Please. I have things to say and all that. Y'know, stuff.

At any rate, I finally went and played the Zeo team. Sat down, did full assault boss rush mode. Yeah, that means that all the special location stuff was on and the enemies I played against were boss monsters: Lord Drakkon, Master Vile, and Cyclopsis.

I TOLD YOU I WOULD FIGHT YOU. AND YES, YOU ARE SCARY
So, besides almost dying horrifically, what did I think? Honestly, they felt like a more advance version of the core rangers. Which, don't get me wrong, is exactly how they should be! The momentum gain for these folks is just ridiculous. You could probably play a good five or six cards before the enemy ever has a chance to act, if you do it right. I mean, jeez, this team just flows.

Tanya is turning out to actually be my favorite ranger of the bunch. Yeah, that surprised me too! But hear me out. Her ability is about maximizing damage, and the rest of her deck is about hedging her bets. I have horrible dice luck in this game. Well, I have horrible dice luck in general. So Tanya just destroys that problem, because even I can roll a two hit die if you give me enough of them, and I already know the rest are going to be O's anyway, so it's not like I really lost out!

Please, for the love of God, don't tell me that her nunchucks are actually called Double Clubs in the official lore.

Please don't.


They're nunchucks. Damnit, that's what they are.
But my favorite card, so far, in the whole expansion? Intercepting Strike. It's the ultimate snappy rejoinder to all those moments when a really awfully powerful enemy card goes off, because you can take that three shield flip and just trash a card. And, if you're playing with Zeo Green, you can then take that Bull Zord and tell that card that you meant it, you demand that it frickin' die.

Yes, I did that to the Master Vile card that adds 2 damage to all his cards. That felt so good.

Rocky is fine? He's alright? If he doesn't get Let's Party, so that way you can spread the energy around post-haste, I found that he didn't perform all that well. He's good, he's just not quite my style, I suppose. Reckless Assault was a really good finisher and I found that I was using it a lot to get Let's Party out, so that way I could start another chain. If you can use Rocky correctly he'd be a serious sweeper, but he takes some work to get there. I'm not terribly impressed so far, but give it some time. I need to get used to his gimmick. He's the deepest character in this box and has the potential to completely change team compositions. But you have to use him right. I know I wasn't.

Adam may the weirdest soft character I've ever seen. He doesn't look soft, but he's the guy you want taking hits and gets stronger because of it. And c'mon, Not Done Yet! capitalizes off of this flow of taking damage to do cool stuff in a really delayed fashion. Because the payoff isn't immediate. It's whenever you can use those hit tokens to just destroy someone. And did I mention that I love the Bull Zord? It may be my favorite zord in the set. "I said DIE" may or may not have been said a lot last night, once that zord came out.

Kat's character ability is wonderful. Yes, I just kept the top card of her deck flipped up. I mean, why not? With Dancer's Grace she can swap out cards as she needs to. Extremely solid character, just all around. I don't really have much more to say about her yet. I'll get there.

Tommy is what makes this team go just absolutely nuts. Lead by Example is going to completely change the way the game works, mark my words. Yeah, it costs an energy, but so friggin' what?? You can literally be the middle point of a chain of combo cards. You pair this dude up with Jen, from the Shattered Grid expansion? You're going to have multiple people playing cards at the same time, some of which will definitely generate energy. Like, that card alone is going to change everything. The rest of Tommy's deck is pretty cool, but Lead by Example is the most important leading card to come out since Covering Fire and Team Tactics, and may actually outstrip them both. A whole new horizon just opened up in the meta. Just you wait. We're going to see some crazy stuff coming out because of this one card.

I'm not going to lie, Jason Gold (who is not actually in this box, he's Kickstarter exclusive, with a retail launch in May) about broke my brain, just clean in half. You have a true embarrassment of riches to choose from, with the following caveats: the special ability you want to play cannot be on the card being played and you lose the card you revealed, as it gets shuffled back into the deck. So you're always having to play at right angles to the situation, always having to figure out how to deliver that special ability by another route, not the one you would have normally picked. This is probably the deepest character we have to date. He's extremely powerful and effective, but you really need to put your thinking cap on to get the most out of him.

I did not finish playing against Cyclopsis, as it was late and my firstborn had a really bad dream. That'll be another post for another time. He's tough. He's scary. He's a lot of fun. But that's another post.

Why am I making this post? Why bother? Most of what I was saying was "This looks great on first viewing, but I'll definitely be writing more so wait for that!". So, yes, that's true, but  I do have a bit of a reason why I'm talking about it now. Certain games are meant to be one and dones. Burning Wheel is two books. It is probably meant to be two books. You will probably never ever see another book, and it is designed to where you don't really want more. I love Burning Wheel so much that I GM multiple games of it at a time, but I don't really want another book (there's some caveats to that, but that's for another time!) I own a lot of those types of games, where you really don't need or want an expansion or whatever. I don't want another Bleak Spirit book. I just don't. Nor do I want more Mouse Guard. Or Against The Darkmaster (yeah, I know, we'll get to that). When Oath comes out I will be shocked if they make an expansion.

But there are other games that are designed to get you on the expansion treadmill, which this game really does. Either the concept is just too large or they want a regular stream of income or whatever. Usually these treadmill games are very modular, with questionable design and whatnot. They want you to take another hit.

That's just simply not the case with Heroes of the Grid.

Every. Last. Expansion. Has been extremely good, if not amazing. This is top quality design, every time, from a game designer who is doing exactly what he loves, for an IP that he clearly thinks the world of,  from a company known for their curation of the community and their love for innovation and joy in the game design world. There's so much love and joy packed into each and every single one of these boxes that I'd feel like a cynical idiot to not point it out. I mean, sure, it's a business, they need to make money, but that's not their overriding motivation. I've gotten to playtest some stuff for this game and I'm so grateful to do it because I get to see how much love goes into this. The folks at Renegade love this game. Jonathan Ying loves this game. I mean, yes, they want your money, but I would bet they want the money so they can keep working on the game, not the other way around.

So, if you're on the fence about Zeo, asking if it's worth the money, I genuinely think it is. I don't say that because I'm a Power Rangers fan, or because of my (very limited) involvement, or whatever. I think anything made with this much love and talent deserves support. The Zeo team genuinely brings something new and exciting to the table, and I can't wait to write more about these characters and this game and in this ridiculous time we're going through stuff like this should be spread.

Far and frickin' wide.

So that's why.

I think this is worth it. It may take me some more time to tell you fully why I think so, but I genuinely do.

Friday, March 27, 2020

Hallucinations: Session Four


Last time... Zilya and Karel ran into Zilya's mentor, Timok, and Karel's friend, Arron, who were accompanied by two strange humans. They had to flee, and Zilya lost her torches in the process. They came up out of the tunnel into a building in Novstrech, the town they'd come from to get into the Cube in the first place. During their escape from the guards they bumped into they lost their backpacks, and were left with only their gold, Karel's axe, some of Zilya's knives and stilettos, and pretty much no dignity. Oh, they did make it out with a map showing more locations like the Cube they just got out of. There's that.

As they faded into the crowded street Karel and Zilya began to feel better. Karel's hunger and thirst seemed to just disappear. All of a sudden he heard a quiet whisper: it was his long-dead grandmother. She assured Karel the spirits were with him. And Karel drew strength from that. Zilya's nausea faded, and a spring returned to her step. Karel, however, still had a really bad cut on his arm, and despite the assurance that the spirits were with him he remained angry about having left his friend Arron with what seemed like his captors. So Zilya brought Karel to see her friend, Katia, who was more than happy to put them up for a week or so, while the guards looked around for them. Karel hoped the convalescence would help his arm to heal.

It didn't.

So, after the week was up, Karel thought he would try to sleep on an actual bed, by himself, for a little while. He checked into The Swift Kitchen, one of the seedier inns in Novstrech, and hunkered down there for a bit, hoping that some alone time and additional medical care would help his arm to heal up faster. But it didn't. His arm stayed a festering wound.

During this time, holed up and out of the way, Zilya and Karel processed the events of the Cube. Zilya realized what was missing in her technique for sneak attacks, and came up with a few solutions to ensure she wouldn't get caught like she had. Karel figured out how they'd evaded the townsfolk they'd fled from and thought up a few tricks of his own, to ensure that nobody could do that to them. The time at The Swift Kitchen didn't help heal his arm, but Karel did feel more rested than he had in a while, so that was something at least.

Zilya, for her part, was now in a much better mood after having hung out with her friend for a few days. Since Katia no longer really had the resources to really put her up, it was time to get out of town. She joined back up with Karel and they went to the market to replenish some of their gear. They left Karel's axe at Katia's, as weapons larger than a dagger were illegal in Novstrech.

Karel got some torches for some of the gold shavings that he had. Zilya was not so lucky, as one of the other vendors at the market flat out refused to sell her the backpack she was trying to get. Karel came over and tried to get the man to see sense, but he was turned away as well. Fortunately another vendor, of a more open persuasion, accepted the shaved gold for some satchels. They picked up some rations as well.

And that was as far as their gold could take them in the markets of Novstrech.

They managed to get Karel's axe out of Novstrech by sheer dumb luck, walking it right out the front gates and hoping nobody would notice. Somehow, nobody did. Outside the town Karel and Zilya bumped into a party of about a dozen adventurers. Some of them looked really seedy, but the captain looked alright to them. He told them of the rumors he had heard of great riches to be found in the mountains far to the north. Would they mind joining up with his motley gang? More people would be helpful in surviving the bitter colds of the north! And well, someone could probably take a look at Karel's arm in their little band. Maybe help him get it back to normal.

That was a done deal. They headed north, next to the Yewkhol River, towards the small town of Yerwo, three days distant from Novstrech.

Thursday, March 26, 2020

The Undertow: Session Thirteen


Mikansia: the main character, a female elven sword singer played by Lena. Mikansia had traveled with Nomi and Akseli back to Kotae Mah, the capital city of the elven nations, to see Santeri, Jabez's father. She told him the truth of of how his son had died, that he had been intentionally sent to Elfharrow when he was exiled. Santeri tried to get Mikansia to come with her to help root out the source of the inner corruption in Kotae Mah, but Mikansia refused.

Jabez: A male sword singer, who had helped Mikansia go to the surface to track down her evil father, the vile Krakeru. After helping her Jabez had been exiled for his efforts and shot to Elfharrow, a center of dark elf activity on the surface. He was then systematically tortured and raped over several months. He died defending Mikansia from her father. She then avenged his death. Mikansia's entire drive is to find out who had sent Jabez to Elfharrow.

Kotae Mah: The capital of the elven nations, ruled by an elven high king. Exiles are never sent near Elfharrow, Golau, or any other stronghold of evil. They are always sent to some remote place on the surface, where they can't join with dark elves easily or harm anyone else. The author stresses, once again, that this is a sign of systemic failure.

Nomi: A former dark elf, redeemed because of the love she had for her sister Anneli. She now wields a dreaded Dagger of Betrayal, which allows her to control a terrifying dragon she has lovingly nicknamed Fish.

Yngvar: Mikansia's former firstsword and Akseli's best friend. After the sacking of Elfharrow he returned to Kotae Mah as a war hero. He has been doing his best to spy on the higher-ups of Kotae Mah, to find out who could have sent Jabez to Elfharrow.

Akseli: Mikansia's former commander. He had stayed with Mikansia, not only because of the bond that he had with Mikansia's mother Makirta, but because of the fatherly bond of affection he had gained for her. He'd come up to Kotae Mah to see Yngvar, who had told the world that Akseli had died during the sack of Elfharrow.

About fifteen minutes after seeing Santeri, Mikansia and Nomi saw one of Mikansia's former sword singer companions, Zaina. Mikansia and Zaina had never been close, but they'd certainly had no issue with each other previously. But the look Zaina was shooting Mikansia now was beyond murderous. Taking Nomi by the hand, Mikansia began to weave through the crowds, putting enough space between them and Zaina to lose her. Nomi was annoyed; she didn't need to be dragged around like a child! And furthermore, wasn't all this unnecessary? Santeri, who Nomi could never seduce, despite her best efforts, had offered a way out. It would have made all this sneaking around non-existent.

Mikansia told Nomi that she couldn't just go back. The system had completely failed Jabez and Mikansia just couldn't associate herself with it. Nomi said that was nonsense! Without access to the system Mikansia wouldn't be able to to anything nearly as effective as if she had taken that deal. Mikansia said the scrutiny upon her would be intense if she did come back, and that the life of an enlisted soldier would give  her no time at all to investigate. Nomi laughed at that; being in the city, more or less unrestricted and unhunted was much better than having to smuggle herself in and being hunted while doing whatever work she had to do. Mikansia said it just wasn't that simple and frankly Mikansia didn't want to be here. Scoffing, Nomi called her an idealist and shy about getting her hands dirty again. Mikansia’s eyes flashed sharply and her hands clenched to restrain the heat. She told Nomi that she had to hold to some ideals, otherwise what was the difference between them and their enemies? And if Nomi took issue with those ideals? Well, she was certainly welcome to take herself and her cursed dagger off elsewhere. Mikansia then stalked off to go see Akseli and Yngvar.

Akseli had told them where they would be meeting up and she wanted to see Yngvar. They were at an out-of-the-way town square. As they made their way there it became obvious that Mikansia and Nomi were being watched. Mikansia in particular could feel the eyes of upon her. She and Nomi managed to fade away into the crowd, away from the prying eyes. Nomi remarked that they didn't have this issue earlier, what had changed? The lack of an answer disturbed them both.

Zaina was already with Akseli and Yngvar, sitting at a table with them in the bustling town square. Mikansia and Nomi held back, listening in. Zain was enraged: not only was Akseli alive, but Yngvar had lied about it, used it to become capain of Akseli's former unit, and were allied with the Mikansia, who was undoubtedly responsible not just for Jabez's exile but death as well! Yngvar said that Mikansia was not responsible for Jabez's death. And besides, Yngvar was amused that Zaina thought she had had enough of a connection with Jabez in life to be mad about his death! Her infatuation with him had always been more than a touch crazy. Zaina broke down into tears. Yngvar was unmoved; Akseli was embarrassed. Zaina told Yngvar he was cruel;Yngvar snapped back that Zaina, despite being a brilliant swordsman, was crazy as hell, and Yngvar had no issue with telling her that. Her reputation for personal craziness was such that Yngvar had no issue telling her the truth, because who was going to believe her over Yngvar, celebrated swordsman, officer, and over-all badass? And what was she doing out at this hour anyway? She was supposed to be at the barracks, on clean-up duty.

Mikansia had seen enough. She walked up to the table. Zaina immediately lunged at her with a shortsword. With Nomi's help Mikansia dodged to the side. Yngvar was up, accusing Zaina of attacking him! Akseli, Mikansia, and Nomi slipped into the gathering crowd. Nomi quipped she was with an interesting group, but her full thoughts on that were going to have to wait until next time they all talked. Mikansia asked if there would indeed be a next time they talked. Nomi smiled and said that was her hope. She then told Mikansia and Akseli that it was probably a good idea that they get out immediately. They all agreed.

The trio ran out of Kotae Mah, into the howling winds and pitch-black sky. When they got to the edge  Nomi drew out her Dagger of Betrayal and presented it to Mikansia, hilt first. Blanching, Mikansia took it.

The hilt had been hollowed out! The blade was unbalanced, completely unusable for... well... anything really. Nomi laughed; Marian had hollowed out the hilt, so that it could be used to summon Fish. Nomi took the top off the hilt to reveal a mouthpiece. She put the mouthpiece to her lips.

Out came a piercing trumpet sound, noble to the last note.

They sat at the edge of the floating island, waiting for Fish. Akseli caught them up on what Yngvar had found in his investigations: nothing. Zilch. Everything was squeaky clean. Whatever was going on, whoever had made the decision to send Jabez to Elfharrow, they were up beyond Yngvar's power and reach. Well, at least for the moment.

The hurricane announced Fish. Nomi jumped on, laughing, and invited Mikansia and Akseli onto the smoothest ride she'd ever had, with a wickedly euphemistic grin.

They dropped to the surface, leaving a squall and confused guards in their wake.

It was time to go home.

May the Power Protect You: The Reality of Post-Core


We need to take a minute, OK?

Please, sit down!

Grab some mulled wine. Make some if it's "out of season" (if there's such a thing!).

Yeah yeah yeah, he's eating in the GIF. The facial expression though? SO TRUE TO LIFE


So, we're about to go out into different waters on this column. We've finally left the core decks. "But Nathan," some of you will say "But you've been covering the Kickstarter exclusives for about two months now. You haven't covered core in a long time". That's not strictly true. Ranger Slayer is a simple evolution on MMPR Pink, and the other Gen 2 rangers use the same decks as their Gen 1 counterparts. While they do play very differently from their Gen 1 counterparts they share the space of being core characters in design philosophy. The core characters are meant to be easier to play. That's not a criticism, but considering how difficult the actual game can be to play it makes sense to package the simplest and most effective characters you can into that core.

But from here on out? Strap into something kids! Cause this is about to get interesting. Characters from here on out are going to be a lot more niche. The core characters don't have a lot of weaknesses and they build up momentum pretty easily. You don't have to work to get everything up and working. And that's fine!  But more complicated characters take a bit of work to get everything up and running, but for much higher returns. For all the community talks about being fans of the show, the simple fact of the matter is that this is a game, first and foremost. And so knowing a bit of game theory in the nuts and bolts of HotG will be a pretty good idea.

Like I'd said before, HotG takes a lot of concepts from 4e DnD. The one concept from that game that we really need to unpack for this game is that of characters fitting into roles. Like I've said before, gaming is a guided conversation, with the rules providing a framework. Character roles allow people to take particular approaches in that conversation. They also make it easier for everyone at the table to figure out how to talk with you. These roles are not straightjackets. Mr. Ying may make more roles in the future, but for the moment these roles are what we have.



There are six basic roles in HotG (wacky names of my own making): Front Man (Leader), Back Line (Support), Single Target Tac Nuke (DPS) , Grenade (Sweeper), Diehard (Tank), and What??? (Miscellaneous)

Front Man: This is the dude who is always talking, always telling people what to do, trying to maintain group cohesion. Characters these guys usually play are any variety of non-dragonshield MMPR Red, MMPR White, HF Red, SS Red, and TF Pink. 

Back Line: These people don't talk all that much, by and large, and are usually working on some engine in the back, trying to help everyone out, but not in a very loud way. MMPR Blue and Green (Gift of the Dragon), MMPR Yellow (Trinit Kwan), Alpha-5 and HF Blue.

Single Target Tac Nuke: The single target destroyers of the game. You need a target to just die?? These are your folks. MMPR Pink, Ranger Slayer, MMPR Yellow (Aisha Campbel) and HF Pink.

Grenade: These guys hit multiple folks at a time, sometimes to spectacular results, like a real-life grenade (which are more like a force of nature than anything else). They need a little support to get really spectacular, but these are the flashiest characters in the game. MMPR Black (Zack Taylor), SS Red, and MMPR Yellow (Trini Kwan)


Diehard: These are the folks who are meant to take beatings. The deck is just tuned to taking damage. HF Yellow, DS MMPR Red, MMPR Blue.

What??: These are the folks who are intentionally designed to have a shtick that is so unique that it really doesn't fit into the previous categories. They do something that's so different that to play them requires a lot of talking with others to make sure the team is built to handle their different style of play. MMPR Green (Loner), MMPR Black (Adam Park) and HF Black

Now, you probably took a look at the above and said "Hey, wait a minute! That's not quite right!" and probably generated your own list. That is the point. My system is not broken, it is functioning as intended. I just gave you examples of how those roles break down on my table. You could easily take DS Red and put him into Front Man, depending on how he's played. Heck, MMPR Blue could easily be a Diehard, but that's not how he seems to be used during my games. I also probably missed a few rangers, and by the time this post actually publishes we'll be on the cusp of getting the Zeo Rangers. I did not include them, because I do not write about characters I have not played. As of the writing of this post I've also not played with Bulk and Skull, and have no idea where they fit, and pride myself on telling you that I've no idea. Like I said before, the roles are a tool for your table. They are not meant to be definitive canon. If you start using MMPR Green (Loner) as a Grenade (which it's possible to!) you're not doing it wrong, you've just found a way to use him that I haven't, by and large.

So if the list is not definitive why use the system? Because it gives you a good short-hand to talk to people. People need shorthand. Whole concepts can be wrapped up in a few words and people can move on, quickly. These roles are used to figure out team composition in a more time-efficient manner. If someone wants to play HF Red you know you've got a Front Man, which means the rest of the team might consider other roles. Again, this is not a hard and fast rule. You can cover gaps with creative uses of other characters from the same role. But it is simplest to cover each of the five basic roles on purpose.

The other question you will have to cover, post-core, is how you're going to handle momentum. Momentum is how the flow of abilities progress on the table. Either you're taking control of that flow, denying the actions of the enemy (hard approach), or you're taking control of their momentum to create openings (soft approach). The terms hard and soft are taken from martial arts, which show how offensive or defensive an art generally is.

Muay Thai is one of the hardest martial arts in existence. Straight up offense, all the time.
Most of us understand the concept of the hard arts instinctively. Someone's going to punch you? Hit them first, harder than what they had planned. You create openings by battering at defenses until someone makes a mistake, and then you pummel the crap out of them. We know this as canceling out cards before they go off. It's the default view from the core set. I mean, Billy is definitely a soft style character, but the other characters are very clearly hard style. Hard style is very satisfying and intuitive. There's theory to it, but it's generally a variation on "HIT THEM HARDER. MAOR HITS".

Aikido is THE soft martial art. All damage is dealt by turning the aggressor on himself.
Ah, now we come to the one that most people will have a hard time getting their heads wrapped around. Soft martial arts are generally more technical and cerebral. The small bits of aikido training I've done centered around lengthy discussions of why I was stepping in the place I was, so that way the opponent would just collapse under their momentum and weight. MMPR and HF Blue are the soft characters par excellence, as is most of the Hyperforce team. But that requires turning off the offensive portion of your brain and learning to see gaps in offense as opportunities for powerful defense. And yes, that means having to build around those gaps.

A good example of this is HY Blue's Python Grab. It reduces damage from the card it attaches to by 2, for the cost of one energy. HF Blue in general is looked down upon for having glaring gaps in offensive momentum, but what if you used this as an opportunity for soft momentum? By way of example, you've got one energy in the pool, so you burn that to throw Python Grab onto a high damage enemy card. With Rallying Light (MMPR White) you then get an energy back, and then the enemy card activates. If someone is playing MMPR Black they then further reduce the damage by 2 and we get another energy from it. With the damage reduced to 2 you then pass it along to HF Yellow, who can not only tank the shot but then get a bonus die for his next attack.  It's much more technical, but man is it fun. You are messing with the mechanics to produce a result where you outlast the cards and take them down, one plink at a time, all the while taking the opponent's turn to build you up for your own attack. You turn the momentum of the game on its head.

Everything after this point is going to be different. Characters are going to be less flexible, but their individual bits are going to be more powerful. In order to properly take advantage of these changes players will need to be more cognizant of the roles their characters can play, as well as how they want to muck with momentum as a group. Going beyond core requires a bit more thought, but the results can be incredibly satisfying. All posts after this assume that you have read this one. Welcome to the game post-core. It's a wild ride.

A kind thanks to Joshua Trope and Tom Chorn, who provided their feedback on this article. I know I forgot some of what they said, but their looking over the post and helping me sort a few things out is incredibly appreciated.

Wednesday, March 25, 2020

The Brothers Bloom

Light spoilers for the Brothers Bloom to follow.


Most of the time you are not aware of when you have an important moment in your life. Usually you just sorta walk into it, the thing happens, and then it's years later and you realized that small moment had defined practically every moment of your existence since then. It's like realizing that you've been hearing an echo of a song this entire time, and when you finally realize what had happened you can never unhear that song, in everything. Lyrics start lining up, you start hearing the tune in your head at points where you really need it to... and then all of a sudden that thing is just you. You absorbed it. You are more than you. And so is it. That moment is given a form of sentience and awareness that it would not have without you. And you are a more full and complete person because of that moment. It's a pretty awesome thing.

Yeah, the Brothers Bloom was never like that.

I knew, right from the opening frames, that it would never leave me.

It's ten years later.

It still hasn't.

The main character, Bloom, is someone I just get. It would take a few years before I met another character who I would identify with more than him, Tomoya Okazaki from Clannad, but Tomoya is more like looking in the mirror and seeing your shadow staring back, beaten, bloody, and screaming at you for ignoring him for so long, than that incredibly close friend that you just hadn't seen in awhile.

Bloom was a warm-up to that very uncomfortable, ongoing, conversation.

Morally speaking, Bloom is the antagonist of the film. He wants to destroy his own life, literally. He hates himself, just out and out, showing all the classic signs of a rape victim. And yet he wants more? Maybe? Possibly? But how does one get out of that rut? How can you start to like yourself enough to crawl out? Most of my life I was taught that some form of self-acceptance was necessary in order to evolve. If you don't like yourself how can you let yourself heal?

That, for the record, is the biggest line of bullshit I've ever been force fed, and the sooner people stop trying to preach "self-acceptance" and "See me as I see you" and all that nonsense, the better. Because as the movie shows, that just simply doesn't work. I mean, sure, you start to do that very thing I just called nonsense, but that's certainly not what starts that starts the ball rolling. That would be love, in point of fact, that allows you to move outside yourself.

Enter Stephen, the actual protagonist of the story. He's the one concerned about his little brother, Bloom, not Bloom. Stephen seems more or less OK with being an amoral con artist, but the little boy he's spent his entire life trying to protect is wilting right in front of him, and that means the acceptance that he's been looking for his whole life dies too. Telling Bloom the truth seems to be utterly unhelpful, so Stephen does the only thing he's good at: he devises a con.

And then there's Penelope, whose smile is like the sun, which all men need, not just the ones who are living in the shadows. It is almost impossible to imagine another actress in the role, Rachel Weisz handles it so well. Even now I can't pretend to know how the character exists.  There's so many open contradictions in Penelope: kind and sweet, yet a thief, enlightened and yet incredibly physical, she's someone that Bloom cannot figure out. Which is why Stephen picked her.

The previous blog entries in this series had stated that Rian Johnson has a pretty simple structure: set up a brunette and two white dudes and play them off each other. The Brothers Bloom is the only one where the main character is out and out in the wrong. He is out to destroy his own life, and everyone else is out to stop him. Stephen and Penelope grab Bloom, an arm apiece, and drag him out of his little hell, kicking and screaming, one bloody and battered inch at a time. The two of them just relentlessly love Bloom, and he finds that he loves them back.  And so you watch as his defenses crack against the impossible barrage that his brilliant brother has set against him, forcing him to see light between the cracks in his armor, opening him up little bit by little bit...

I do not care what anyone says. There is no way to know if Stephen died in the end. He's too smart to leave such an obvious plot hole, and given that just about every thing that happens in this movie could have orchestrated by him... it's hard to say the ending wasn't either. There's just too much intentional air-tight imagery going on.

To this day I don't know what happened to Stephen.

Yes, I still think about him.

And wonder what he did.

Isn't what art's supposed to do? Stay with you, always?

Well, Stephen is the one who wound up staying with me. Weird, manipulative, bullish, brilliant Stephen.

Not Bloom.

Funny how that works.