Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Thursday, May 25, 2017

Cyberpunk, Gauntlet 100, and JRPGs

CYBERPUNK ON TARGET
On Tuesday I forgot to mention the latest Play on Target podcast episode, this time covering cyberpunk. I should've paired it with my History of Cyberpunk RPGs. We recorded before I’d had a chance to play Shadowrun Anarchy, Kuro, or The Veil. Playing those and digging through the genre's history has given me new perspective and enthusiasm for it. It has even more potential than we conclude.

Play on Target’s been a little infrequent because of schedule changes. I’m happy with the recent episodes because we now have Sherri Stewart on board for additional commentary. She brings a different perspective to the table. If you haven’t had a chance, check out our most recent shows: GM Best Practices, Character Creation, and Endings.

100 GAUNTLETS
The other show I’m part of, The Gauntlet Podcast, just hit its 100th episode. I joined that a little over halfway along. The 100 number’s misleading since the Gauntlet had been operating as a gamers network for some time before that. Jason also mentioned some “lost” episodes exist. 

For this “anniversary” show we crowd-sourced a random table of questions ahead of time. We rolled to generate q's for our hosts, as well as members of the Gauntlet community. It’s a confessional episode that ends with a kobold. We also now co-release those shows on YouTube for those who prefer that for their playback.

GAMING JAPAN
A couple weeks before that I interviewed Andy Kitkowski for the Gauntlet. He’s worked on Heroine of Heiankyo, Tenra Bansho Zero, and the forthcoming Shinobigami. We talked about his translation work, the challenges of bringing a game over from Japan, and history of rpgs there. It’s a great conversation which touched on a ton of things I hadn’t known about. In particular it’s worth listening to the end to hear about Japansese “Replays” and their importance in that community. I’m only disappointed that we didn’t get to talk about Persona 5.

ABANDONED JAPANESE RPGS (TANGENT WARNING)
Finally on a related note, I’ve been thinking about JRPG video games since I’m almost done with Persona 5 (at least my first playthrough). In particular I’m focused on the cost/awesome ratio from these games. Sherri and I buy a lot of tabletop rpgs, many more than we’ll ever get to the table. Some we use as sourcebooks; others e just enjoyed reading. Taken that way, they don’t offer a great cost/awesome ratio.

Yet I’ve always thought of video games as a more expensive hobby. But I’m not sure about that. We have a lot of console games; many we haven’t finished and some we haven’t played. But we’ve still managed to invest a lot of time into many of those unfinished games. I started to sketch out a list of those: video games we’ve sunk at least 40 hours into but didn’t complete. It’s a longer list than I’d like, and many of these games sucked away significantly more than 40 hours of play.

Sherri had a good analysis of this. On the one hand, rpgs run directly at the table or used to inform play end up involving more players. That multiples their utility. On the other hand, while they’re both rpgs, video games offer abnegation, something you really can’t get from a tabletop game. Unless it’s a terrible game…

Anyway here’s my list of shame…

GAMES WE STOPPED BECAUSE OF DISTRACTION
Things happen. New shiny things appear. Then the gravity of the game’s overcome by the pull of other experiences. It’s hard to point to a concrete reason why, with some exceptions. Several of these we set-aside in mid-grind, thinking we’d just take a break. But of course, once you’ve done that you have to relearn the gameplay when you come back, Easier to just start over or give up.
  • Ar Tonelico
  • Dark Cloud 2
  • Digimon Cyber Sleuth
  • Disgaea
  • Dragon Quest Heroes
  • Dragon Quest VII
  • Fantasy Life
  • Infinite Space
  • Kingdom Hearts
  • La Pucelle Tactics
  • Nomad Soul
  • Persona
  • Persona 2 Eternal Punishment (twice)
  • Persona 2 Innocent Sin
  • Persona Q
  • Radiant Historia
  • Shadow Hearts
  • Shadow Hearts Covenant
  • Skies of Arcadia
  • SMT: Strange Journey
  • Tales of Symphonia
  • World of Final Fantasy

GAMES WE STOPPED BECAUSE OF BUGS
These really hurt. The first three all fell on Sherri’s watch. In the case of the first two, the bug occurred right at the end. You couldn’t patch PS2 games, making it a lost cause.
  • Atelier Iris 2
  • Atelier Iris 3
  • Mana Khemia
  • Suikoden Tactics (if being too hard is a bug)

GAMES WE STOPPED BECAUSE WE WENT “WHY-TF AM I PLAYING THIS?”
For each of these I can remember exactly where I went “nope.” In some cases, like the most recent Star Ocean, we kept playing, figuring there would be an interesting plot turn. The signs points to it, but alas no. Lost Odyssey stopped me from sheer combination of massively long badly written texts and gross character models. Chaos Wars made me stop and consider what I was doing with my life.
  • Blue Dragon
  • Chaos Wars
  • Cross Edge
  • Final Fantasy 9
  • Lost Odyssey
  • Star Ocean 3
  • Star Ocean 5
  • Wild Arms 4

GAMES WE STOPPED “THIS CLOSE’ TO THE END
Our most guilty secrets. Sherri and I enjoyed, even loved, all of these games. So why did we run all the way up to the finish line and stop? In some cases we saw we’d have to grind, in others that we still had sidequests to finish. But many of these represented no wanting to leave that world, as stupid as that sounds.
  • Azure Dreams
  • Bravely Default
  • Digital Devil Saga 2
  • Final Fantasy X-2
  • Final Fantasy XII
  • Grandia 2
  • Mana Khemia
  • Rune Factory Frontier
  • Star Ocean 2
  • Suikoden V
  • Valkyrie Profile 2
  • White Knight Chronicles 2
  • Xenoblade Chronicles


Wednesday, November 30, 2016

Xenoblade Chronicles X: Where's My Mech?

November’s been weird, huh?

So let me talk about a video game, Xenoblade Chronicles X.

Sherri and I bought a Wii U in mid-September. We picked it up primarily for two games: the aforementioned Xenoblade and Tokyo Mirage Sessions. That’s not something we do for a console. We usually wait for a critical mass of games we want to play. But the Wii U catalog isn’t getting any stronger. I can only think of 4-5 other games on the system I’d even want to pick up. As well Nintendo just announced the end of Wii U production and the development of the “Switch.”
But we’ve already gotten our money’s worth out of the Wii U.

As of today I’ve played 269 hours of Xenoblade. Sherri’s played 378.

It hits our sweet spot and I’m not entirely sure why. We like JRPGs, though we prefer turn based combat. Still we dug FF XII & XIII, Star Ocean, and Dragon Quest Heroes, all twitchy games. But many others we’ve hated (Resonance of Fate, Rogue Galaxy). Today I’m going to boil down ten things I like about Xenoblade Chronicles X.

But first some backstory.

The original Xenoblade Chronicles came out for the Wii late in its life cycle. A fan campaign barely managed to get a US release. Sherri and I played a ton of Xenoblade Chronicles (I’ll call it XB1 from this point on). It had a decent active-time combat engine and (for the most part) interesting characters. But XB1’s set up and presentation sold it. It had massive zones, giving a better sense of space and scale than any other rpg I’ve played. It has to because your characters lived on the surface of a colossal warrior statue- one of a pair. These titans had frozen, locked in battle. To cross from one to the other you journeyed across their clashing swords. XB1 remains a dynamite game and probably the second best rpg on the Wii (after Rune Factory Frontier). Later Nintendo would do a version for the “advanced” 3DS, but I haven’t tried that.

Xenoblade Chronicles X (yes, they could have made a better title split) doesn’t seem to have anything to do with the original. That’s as far as I can see many, many hours in. Instead we’re clearly in our universe. Warring alien races destroy the Earth at the start, though why remains uncertain. Several colony ships escape just before the end. Aliens attack our ship, The White Whale, another solar system, shattering the vessel. The pieces crash across a world called Mira. Gameplay begins with our rescue from a stasis pod. We’re brought back to the single human settlement, New LA, developed in the months we’ve been on ice. From there we explore the world, fight monsters, do missions, develop new equipment, and uncover the secrets of this world and the original conflict which destroyed Earth.
 
It plays a little like an MMO. There’s a continuous landscape of several enormous zones. Xenoblade Chronicles X only loads when you fast travel across the map. In combat you have a default auto-attack and cycle through various arts to activate special attacks. It’s fast and chaotic, but gets manageable quickly. The AI controls your team of three additional characters, but you can tune their loadout and special actions. There’s a ton to do, but the emphasis is on exploration.

The Bad and the Good
(I’m limiting myself to eleven each)
BAD This space colony project clearly had terrible vetting. Many of your fellow human survivors (a limited pool) turn out to be assholes. They’re venal, greedy, and xenophobic in the face of humanity’s extinction. And they’re really dumb at times. The game needs to have human adversaries, I get that. But the side missions fall back on this trope way too much.

GOOD I love exploring environments. That’s my favorite part of every MMO (Final Fantasy XI, Everquest, Secret World). In particular I loved just flying around City of Heroes to see what the designers had created. This is even better. Each of the major zones has a distinct feeling: different colors, textures, weather, monsters, verticality, pathing. And there’s always more to find. This morning, 269 hours in, I dropped down into a place I’d never seen before and nearly got my ass handed to me.

BAD You can dress your characters. But there are many super cheesecake-y female outfits/armor. They have male flesh-baring clothing, but they’re not nearly equivalent (especially in the pants department). It can get annoying. In a similar vein a couple of the alien races fall into lazy design tropes (bulky, brute, armored males vs. svelte sexy, scantily-clad females).

GOOD But you have a ton of armor and costume choices throughout the game. And I mean a ton. Some are color swaps, but even they have minor differences to distinguish them. More importantly you can set your “Fashion Gear,” meaning your pick of visible armor. That lets you play paperdoll to your heart’s content. I love switching around outfits for my team from time to time, especially after I uncover a new unique suit.

BAD There’s no sort function for any of the inventory lists (collected items, weapons, armor). In some cases you can filter. But that only helps a little. You’ll spend time finding things within sub-menus. This is probably a translation artifact. As with other JRPGs items appear on the list as they did in the original language.

GOOD Xenoblade Chronicles X fixes several of the problems of the first Xenoblade. You have more control in combat. You can train in different weapons sets, switching them between fights if you want. The creation system makes sense here as opposed to earlier random alchemy. The environments feel more full and diverse. The annoying Nopon race from the first game reappears here, but they’re more interesting and palatable.

BAD Though it didn’t bother me, some critics didn’t like how long it takes to get a battle-mech of your own (called Skells here). You’ll be well past the halfway mark before you do. Even then you have to wait another chapter or two before they develop flight technology.

GOOD When you finally get your Skell, it’s awesome. It controls very differently and takes some getting used to. By that time you’ve gotten down all the base character systems. Piloting a Skell introduces a host of new mechanics: new weapons, add-ons, fighting combos, tactics. It feels awesome when you can go out in your mech and beat up the monsters that crushed you in the past. There’s a parallel feeling of hubris when you discover Skells can’t solve every problem. More than anything since you’ve explored on foot for so long, being able to jump higher and eventually fly recharges the landscape. You get to explore again and uncover new secrets.

BAD Boy this game is white. You can change your own character’s skin tone and set up whatever ethnic identity you like. But most of your seventeen possible party members are white. Two are definitely Asian, one might be, and only one has darker skin. The same holds true in the human population within the New LA Colony: you see few definite persons of color.

GOOD I love the monster designs in this game. Of course you get the palette swaps with some species but more often than not, you’ll spot new details across beasts in different regions. I love watching Sherri play because I can actually see these foes. Yesterday I noticed that one species of Lictor, a big insect creature, had unique armor plating. I could see rune-like engravings on its plates. This game has many moments like that. I haven’t even touched on how well animated the monsters are. All have striking, animal-like movements.

BAD There’s a limited ‘palett’e to the characters you can add to your party. Let me rephrase that. Of the seventeen characters you can add, six feel interchangeable (either milquetoast or slightly douche-y males). The female characters fare better. Despite that you still have many great characters with interesting stories to choose from. But it’s disappointing that they don’t feel unique or possesses more than a basic characterization (know-it-all, drinker, airhead).

GOOD That being said I dig some of the richer characters and their stories. I want to know more about Alexa, Murderess, Elma, Nagi, and L when I play them. Murderess, in particular, is a terrible human being who stands in stark contrast to the others. It’s great to hear her interact with the more ethical party members.

BAD There’s little in the way of DLC. I would drop money for new things: armor, areas, missions, characters, monsters.

GOOD You have seventeen recruitable characters. They have different conversations among themselves depending on your team composition. We’ve seen that in other games, but I don’t recall there being this many. Some of the interactions are awesome and revealing.

BAD If you’re a playing a woman, some weird after-combat dialogue that pops up from time to time. In particular talking about problems with your hair. Some the female characters talk about shopping. If you’re doing a lot of battle grinding, you’ll notice it. It’s so weird and discordant with other stuff that I wonder if it’s an artifact of the original or something that popped up with the localization.

GOOD I love the way Xenoblade Chronicles X handles online stuff. And I hate console online gaming. You can go light with it, just getting some new tasks and bonuses or heavy and actually go on missions with other players. I haven’t done the latter, but it doesn’t feel like I’m missing out on something vital.

BAD “Here’s your weapons. There you go.” This game throws you in. There’s no real tutorial. Systems aren’t explained, you just have to figure them out. When they do finally mention something (“Hey, there’s a Collectopedia!”) that’s 20+ hours after you’ve discovered it for yourself. Arts & Skills, key combat elements, Overdrive, that there’s no falling damage, etc. aren’t explained. You have to dig down to figure out that out. Potential’s a listed stat…what does that mean?

GOOD At the same time I kind of love that. I dig figuring out things here- and that’s not normally my bag. I love having to go to the manual. I even love hunting around on forums to get insight. There’s a real pleasure when you get something to work. Like that moment when you spot signs about of a monster’s susceptibility to a particular damage type-- important because the game has six of them (Physical, Thermal, Ether, Gravity, Electric, Beam…with no explanation). The system’s opaque, but that doesn’t hurt it.

BAD Xenoblade Chronicles X has hundreds of side missions: from basic gathering, to bounty hunts, to city-changing assignments. You meet many, many quest givers. But one is presented as stereotypically gay: mincing, making suggestive comments, wearing make-up. It’s clearly presented to make the NPC seem odd and weird. That’s an off note and something we don’t see anywhere else in the game.

GOOD Combat remains challenging for a long time. Eventually you’ll be over-leveled, but that’s a ways in. You might smash through some monsters if you’ve tuned your weapons and armor right. But then you hit another creature that doesn’t work with and have to start again. If you’re like me, eventually you’ll get complacent. You’ll see a group of bug and jump in, only to have them agro a horde of other insects. Then Phogg dies, then Hope dies, and suddenly you’re away running as fast as you can …

BAD The Earth has been destroyed and New LA is the last holdout of humanity. We have a population, I’m guessing, of a few thousand. They live in a hostile environment, beset by alien foes, with a pseudo-military leadership. Yet Capitalism remains the driving force. Humanity immediately builds a “commercial district” with shops, colonists worry about their finances, and you see class distinctions. As well, all the friendly alien races are capitalists. It’s odd and actually becomes laughable in a couple of spots. Again, a minor note but a strange backdrop.

GOOD Xenoblade Chronicles X is an open-world game. Within zones animals of vastly different levels wander next to one-another. There’s no “this is the newbie area.” You’re forced to plan and move carefully. If you’re smart you can get by truly dangerous creatures. That allows you to unlock riches or die quickly. This open-world approach means that the story’s loose. You have distinct chapter missions you pick to move the story forward. That’s complemented by several dozen normal and affinity missions deepening the world and adding new elements. But the through-line of the story can be hard to follow and you may find yourself just wandering. That’s the risk of a sprawling game like this. Despite that, Xenoblade Chronicles X has gotten me a couple of times. It’s had some twists I didn’t see coming and at least one revelation that completely changed earlier events for me. 

In short: a great game that makes the Wii U worth it. 
Other experiences with it? 

Tuesday, February 9, 2016

Good Moogles, Bad Cockatrices: 12 Reasons to Love/Hate Final Fantasy XII

I’ve put 376 hours into Final Fantasy XII. That seems gross, but I have an excuse. I played FFXII heavily on release; it grabbed Sherri and me. We swapped out plays, worked through the guide, and tried out combinations. Mostly we explored every tiny corner to complete everything. At 261 hours in the house caught fire. That meant an eight month break while they repaired the house and cleaned the salvageable property. Mercifully that included some of games and memory cards. But we’d been away long enough we couldn’t pick FFXII up. We’d lost our sense of the play and we’d saved right before the last dungeon. So we moved on.

Then this positional vertigo thing sent me to couch & console. I began with the remastered Final Fantasy X, but the slooooooow start frustrated me. So I set up the PS2 to go through some of my favorites (actually just two SSX Tricky and SSX III) before popping in FFXII. I’m another 115 hours in at this point. I’m sure I’m past the halfway mark, but there’s so much to do I can’t say for certain. I just hit level 51.

So here’s what I love and what I don’t love about Final Fantasy XII. I’m already in the tank for JRPGs in general, so keep that in mind. As always I think there might be a few lessons for tabletop games to be learned here. 

1. World Opens Up Early
Kelvin Green hit on this in last post’s comments. FFXII learned many lessons from MMORPGs. Mostly importantly there’s a feeling of space, room, and exploration. And the game doesn’t keep you from that. There’s an obligatory introduction mission or two, but even that feels like you have some choice. As important, you assemble your full party quickly.
1. Plot in the Distance
Eventually you’ll move on the track of the main quest, but you have a lot of other options. To make that work, a chunk of the story happens in cut-away scenes. These take place elsewhere, showing the machinations and maneuvers happening concurrently. The party still fills a vital role, but there’s also a sense of distance between you and the bigger story. It feels real, but perhaps not as engaging as it could be if you’re in the thick of things. At least it doesn’t have the complete lack of autonomy and agency that FF XIII does.

2. Friendships
I really like the main party of six characters. Some are stronger than others, but I appreciate their backstories. They’re complicated and interesting. But beyond that we have awesome friendships and relationships among the group. Vann has recriminations towards Basch at the start but gets over them. Penelo and Vann have great interactions, and they feel very true. Balthier and Fran are clearly peers and platonic comrades. The game even has some conversations between female characters that is not about the party dudes.
2. The Outfits
In general I like the character designs- both of PCs and NPCs. But there are some exceptions. All three of the lead females have odd attire. The least problematic is Penelo, especially if you imagine the weird bare arm and leg portions are actually oddly colored fabric and part of her suit. Ashe’s costume makes no effing sense. It echoes her wedding dress from the opening cut scene, but beyond that it looks uncomfortable and barely held on. But the worst is Fran, with a skimpy suit, prominent cleavage, and astoundingly high heels. It becomes worse when you visit her homeland and realize all of the Viera are also scantily clad, heeled, impossibly thin bunny girls. It’s a weird choice and a strange adaptation of their original cartoony appearance in Final Fantasy Tactics Advance. On the plus side, two of the male characters also show a lot of skin. But none of that’s as male-gaze weird as this.

3. Interesting Systems for Play
FF XII gets a lot of hate for its combat and control system. They’re wrong. It’s fun, satisfying, and requires smarts. You have a three person team. Each character can be “programmed” with what the game calls Gambits. A gambit combines an action and a circumstance. So “Ally Status= Poison” could be combined with “Antidote.” This allows you to set up healing patterns, responses to weaknesses, and the use of self-buffs. You run a leader character who generally follows these actions. But you’ll find yourself switching and changing orders to match circumstances. You can easily swap between characters in a fight, set new orders, change equipment, or modify gambits. Random battles become fun tests of your builds- without the slog of constant menus and button inputs. There’s still intensity- watching the world to keep distances, look for new spawns, and avoid gang-ups. I love the random battles and grinding in this game. The drop frequency and bonus system for fighting the same creature type enhance this.
3. Drop Rates
You can almost always get drops, but not necessarily the ones you need. The game offers some control over drop rates by chaining creatures in battle. But often it’s impractical to do so, given the zone layout. But even if you do manage to chain a creature you can still be waiting a wicked long time for a rare drop. It’s worse with Stealing or Poaching which the chains don’t affect. Add to that creatures give out different things for Drops, Steals, and Poaches. The same frustration can apply to treasure chests. These respawn if you go several zone away and return. To make up for this, chest have a % chance to appear. Then they have an even chance to have money or a treasure.

4. Always Something Interesting to Do
I’ve almost never gone, “OK I have to go do this next segment of the story. If I don’t I’m stuck with no options.” You can always take another path, run into a dangerous area, try to find more stuff. The main story primarily triggers two things: what the shops have and additional sidequests. I love running around in the game and just seeing what I can find.
4. Running
There’s a teleport system between save points and it works well. Most of the time. There are occasions when you’ll find yourself running and running. You could pay for a Chocobo to ride, but in some places they won’t go into a zone and will desert you mid-trip. I don’t mind because I dig the landscapes and there’s plenty to see and fight. (So it isn’t the living hell that is Star Ocean).

5. Lots of Build Options
Final Fantasy’s notorious for crazy advancement systems (Sphere Grid, Learning Skills from Items). This one gives you a good sense of where you need to build and the option to tailor characters. Buys take place on two huge “license boards.” Buying a license means you can cast the spell, use the technic, handle the weapon, wear the armor. You still have to acquire these in play, but the game makes it clear what you currently have. As a completest, my goal from word one is to buy ALL the licenses for everyone. You don’t have to do that- and you could easily tune characters for distinct roles. The International Version of FFXII apparently includes an optional profession system (echoing FF Tactics’ approach).
5. Monolithic Character Builds
While the license boards offer lots of room, it’s pretty easy to grind a little and buy everything. That can make the characters feel a little samey. Unlike other games, the characters don’t have huge differences in what they’re good at. In both FFX and FFXIII characters have definite strengths with certain roles. That’s less present here.

6. Cool Lands
I really love the landscapes here and their variety. Each zone feels distinct, even when they’re running similar climates (desert, jungle, tundra). Some zones feel huge, others run up and down hills, a few have complicated architectures and paths for getting around. The cities also feel vibrant, alive, and huge. I love running around them. They don’t feel like simply a connected set of shops and stalls.
6. So Cold
There’s an obligatory snow level in the game. I like snow levels. They offer interesting dynamics and visuals. But all I can think of when I’m watching the characters run through this is: begeezus crust, put a jacket on, dumbass.

7. Tons of Hunts
Every zone has an interesting assortment of creatures. There’s a nice balance; if you’re in areas close to your level you’ll have to modulate your approach. But beyond that the game has two different “Hunt Clubs.” The first has you talking to patrons who want a particularly nasty beast killed. The fights can be huge challenges, especially if you go in unprepared. You gain material rewards as well as little bits of color & setting information. You can also go after “rare game,” named monsters that pop up according to certain trigger in different areas. Again, if you’re not expecting them they can wreck your day. Add in several huge monster side-quests & the hunt for summons. If you’re tired of grinding you can always switch to a meatier challenge. The game has lots.
7. The Zodiac Trap
The Zodiac Spear’s a truly dumb thing in the game. The Spear’s the best weapon in the game and you can find it in a chest late in the game. That’s provided you haven’t opened any of four special-but-unmarked treasures chests elsewhere in the world. They’re in different zones and parts of the story. AND THE GAME GIVES YOU NO CLUE THAT THIS WILL HAPPEN. One of these chests is in an area you go through early, when you’re desperate for loot. There’s a lot of hidden information in the game, but that’s the most egregious example. How some monsters get triggered, where to find certain summons, what drops what…all of this you have to get from a strategy guide or Game FAQs. I love guides so that isn’t a problem, but I can see where it could frustrate.

8. Monsters
I did the heavy grinding in Final Fantasy XIII and XIII-2. Those games had excellent & cool monster designs, beautifully animated. But I think I love the designs from FFXII even more. From the weirdness of the Adamantitan to the freakiness of the Coeurl-type to the insanity of the Esper Cúchulainn, they’re consistently striking. Even palette swap versions manage to feel distinct from one another. 
8. Traps
You can see traps if you have Libra up…and you will. You can then steer your main character by them. But the other two folks in your party? They’re idiots. They will throw themselves on them. There’s no way to disarm traps. Your only option is to cast Float so you don’t trigger them. But that can drop at any moment and then “Boom” effing Basch has once again stumbled over a bomb.

9. Always a Challenge
The game always seems to have places and creatures offering a challenge. And you can wander into danger spots easily. You have to regroup, fall back, and figure out a smarter approach. Some areas have several entrances from different zones, leading into more and more dangerous spots. In one case the obvious crossroads hides a nasty beast. While you eventually learn what to do and improve your gear, zones always hold dangers. Elementals pop up in many places. They don’t agro until someone casts a spell near them. You have to pay attention or you might find yourself pulled into a nastier fight. You can see beasts on screen like an MMO, and you’ll have to figure out how to isolate and pull them. And sometimes fights can turn on a dime. Something triggers and suddenly you’re having to compensate. I was grinding for a particular drop last night, set up pretty well to deal with everything in the zone. But then one of the creatures landed a major status effect spell on my party, hitting all three at once. That included Confuse which sets party members striking each other. I had one character down and another weakened before I managed to change my action queue and flip things around. Even then one of the status effects meant that Phoenix Downs raised them with 1 HP- so they’d get up and be knocked down again. It was awesome and sudden.
9. Give Me Gambits
Gambits set your characters actions and priorities. Pretty quickly you’ll start to think of some great things you could combine- operations for certain cases and so on. But you won’t have the syntax for them. You want characters to use the Charge ability to restore lost MP. But it isn’t until the middle of the game that you get a trigger like “Character’s MP < 20%.” You don’t get “Creature= Water Weak” or other elemental conditions until well into the game. That means you’ll have to rely on a small command vocabulary for a long time.

10. Balthier
He’s the best. He’s awesome. While everyone else in the early stages is working through their personality conflicts, he’s practical, greedy, and pokes fun at everyone’s attitude. Later he gets a little bit of dark backstory, but he doesn’t mope about it. Balthier’s a sky pirate and cool without trying. He would get a good chuckle out of the ‘heroes’ from other FF games. He has my favorite line, “I'm only here to see how the story unfolds. Any self-respecting leading man would do the same.”
10. Palette Dullness
While the world’s bright and colorful, there’s a weird neutrality to the hues on the main characters. Vann and Ashe have the same color hair which looks weird. It’s a call-back to Vagrant Story, I think- and an effort to be realistic. It’s OK, but feels like a missed opportunity.

11. Ivalice
FF XII’s set in Ivalice, one of the few series settings to have multiple games across several systems. We first saw portions of it in the tough Vagrant Story action rpg for the PS1. More importantly Final Fantasy Tactics deepened the world. That amazing game set many of the future details (skill types, the use of the Zodiac motif). Later two follow ups Final Fantasy Tactics Advance (GBA) and Final Fantasy Tactics A2 (DS) extended the lore and added a variety of non-human peoples. Unfortunately only one more Ivalice game would arrive in the US aftr FFXII, Final Fantasy XII: Revenant Wings (DS), a painful pseudo-RTS. I like Ivalice; it feels consistent and complex. It’s a more conventional fantasy setting, harkening back to the earliest FF games. But I dig it.
11. Complicated Story
s’wa? Who is that? Wait, why is he betraying them? So wait, you can manufacture this stuff but some of it is a relic and they made a sword to break it? And what are the Espers then? There’s a lot going on in the game and it isn’t always spelled out clearly. I like it better than the hand-holding plot walk-through of other games. But the level of depth here can get in the way of buy-in.

12. Character Subtlety
This may sound odd, but I love the subtlety of the characterization here. I’ll admit I didn’t dig it at first, coming to it from brighter games with cartoony personalities like Final Fantasy X and Dragon Quest 8. But on a second playthrough, I love how everyone interacts. They have problems and dramatic pulls, but they evolve and change. You can see their growth and decision process. And they’re hit with big questions, especially about the limits of power in the service of a good cause. Ashe is torn on this, caught between a duty to protect her people and duty to restore her kingdom. The other characters counter-balance that with wariness about the destructiveness of the powers they’re harnessing.
12. No Romance
I’m a sucker for love stories in these games. I dig the room to make up my own head canon (Tidus + Lulu). But FFXII is bare-bones in regard to this. The closest we get is Ashe’s feelings and sorrow over her husband’s death. 

Thursday, June 18, 2015

Six Short Lists About Video Games

Since this is my 995th post I’m filling these entries with countdowns as we head to 1000, therefore....

RPGs, board games, and video games; that covers everything doesn't it? Maybe wargames and miniature games? But the former I don't have the patience or interest for and the latter I mostly gave up on years ago. Like most people (I think) I want a very different experience from my video game vs. tabletop rpgs. Mostly I covet total abnegation and a lack of serious challenge. I can't aim fast, don't have youthful cat-like reflexes, and lose track of my units/comrades on the map. And while I admire challenging and serious indie video games that evoke serious topics and choices...that's a nope. Sorry. I'll get that at the tabletop. Instead I'll be mindlessly scouring the map for loot.

Lists are relatively presented from lowest to highest...

JRPGS
My favorite game genre, so it gets a little more detail. Linear, repetitive combat filled, and often radically stereotypical. 
  1. Valkyrie Profile: Lenneth: We carefully played through each of this PS game's three endings. Then we worked our way through the Seraphic Gate mega-dungeon at the end. An amazing story with great twists, and a system for choosing and sending off your NPCs to serve the All-Father that torments you. I still hate this villain with a burning passion. The only downside to the game: f*cking jumping puzzles. The sequel on the PS2 is great, but not awesome. It loses some of the compelling mechanics from the original.
  2. Persona 4: This is a seriously tough choice. I’ve played deeply into most of the Persona games. I worked through Persona 3 twice, and I love the characters in Persona 2: Innocent Sin. But the story, characters, and mechanics in P4 add up to something unique and compelling. I’m looking forward to a second play-through with the Vita version's additional content.
  3. Shin Megami Tensei: Nocturne: Pretty brilliant and replayable. Has a few vertiginous moments and a metric ton of wtf. Great combat and striking art style. Just edges out Digital Devil Saga.
  4. Rune Factory Frontier: A dungeon-crawler farming sim. We really need an Agricola reskin based on this. I don’t know why I like this game to this degree; it’s slow and tedious at times, but I really enjoy the setting and characters. I didn’t care for the DS iterations and the sequel, Rune Factory: Tides of Destiny, is terrible.
  5. Final Fantasy Tactics: The FF game I’ve sunk the most hours into, replaying it twice. I suffered with the original terrible translation and then the more recent “actually makes sense” version. I love how you craft stories in your head for the random troopers. The DS sequels aren’t nearly as compelling. Other FF’s I like: FF XII, FF XII/XIII-2, FFXI, FFVI.
  6. ChronoCross: Made me cry at the end. Lovely world design, great characters, moving story. Tried ChronoTrigger after, but it didn’t grab me.
(Honorable Unrelated Mentions: Suikoden II, Xenoblade Chronicles, Star Ocean III, Skies of Arcadia, Grandia II, Wild Arms III, Shadow Hearts: Covenant)


General RPGs
  1. Might and Magic VI: Simply the best and worst at the same time. Great gameplay supporting dynamite world exploration. Looks like ass today. I also enjoyed MM VII and VIII a ton, but VI ate hundreds of hours of my life.
  2. City of Heroes: My favorite MMO and I’ve tried a bunch. The most fun for soloing- just flying around and checking things out. If this came out again, I’d pay full retail just to have a few hours in it. Other MMO’s I enjoyed: EQ and FFXI, but only Secret World has offered a cool but buggy single-player experience.
  3. Puzzle Quest: Challenge of the Warlords: Mindless, terrific fun. Repetition and a dangling carrot. Not really a puzzle though…
  4. Halls of the Dead: Faery Tale Adventure II: An old PC game which has you running three brothers. Oddly striking visuals for the time. Has a catastrophic bug that kills the game in the later half.
  5. Jade Empire: Decent and fun, and on easy I could actually manage it. I’d like to see more of these non-Medieval/classic fantasy rpgs. And more wuxia is always good.
  6. Deus Ex: Yes, you could call it a shooter, but it felt more like an rpg when I played. I loved tailoring my character to stealth, hacking, fighting. Eventually I got to a spot where my build and the game events didn’t mesh. If I’d been more skilled, perhaps I could have made it past this. A runner up- and one that also stopped me I the late game- System Shock II.
Non-RPG Console Games
  1. SSX Tricky/SSX 3: I can’t decide between these two. Tricky has amazing, amazing, amazing level designs. I know all of them by heart. SSX 3 loses some of the insanity but adds coherency and sharper controls. The more recent sequel disappointed me hugely. It had some great stuff, but also some terrible play gimmick modes (the skysuits).
  2. Rock Band: I love singing and I’m terrible at it. Sometimes I’ll hand over the mic, but the whole time I’m thinking about the songs I’m going to sing when I get it back.
  3. Mario Golf: I don’t like golf and I’m not a big Mario fan. But I’ve played this on the Gameboy, Gamecube, and 3DS and love, love it. Mario Kart rocks but this edges it out.
  4. Blur: Contemporary racing game with power-ups and weapons. Well-designed courses, great challenges, and reasonable online play. Super fun and often overlooked.
  5. Katamari Damacy: A game made of equal parts crystallized joy and frustration.
  6. Castlevania: Symphony of the Night: I had a controller which you could set to autofire. Level 99 Sword Familiar rocks.
Non-RPG Computer Games
  1. Sid Meier’s Alpha Centauri: Don’t go. The Drones need you. For further comment, see this post.
  2. EuroTruck Simulator 2: I think this wins for stupidest game I love. On the plus side, I can listen to podcasts and audiobooks while I play.
  3. Starfleet Command: Soooooo buggy, but when it actually worked it felt awesome. It implemented the interesting bits from Star Fleet Battles. I loved the energy allocation systems and adored being playing as Lyrans.
  4. Half Life: The only FPS I’ve actually gotten close to the end with. Made it to the final sequence before the game destroyed me.
  5. Europa Universalis: Set it on easy and slowly repaint the world in your color. Keep the clock at a reasonable speed and you can guarantee you’ll never actually finish a campaign.
  6. Peggle: Some people suggest there’s a strategy to these games. There isn’t.
Six Games Many People Love That I Don’t Dig
Listed without comment. I’m not going to even try to defend my reactions here.
  1. Fallout (any)
  2. Elder Scrolls (any)
  3. Half Life 2
  4. World of Warcraft
  5. Baldur’s Gate and like games
  6. Vampire: Bloodlines
Six Games I Wish I Had the Coordination/Skill/Patience to Play
  1. Shadow of the Colossus: Hey, I can’t even beat the training monster.
  2. Thief: By the time I get the arrow aimed, my arm is tired.
  3. Devil Summoner: Raidou Kuzunoha vs. The Soulless Army: Where’s my turn-based combat you bastards?
  4. Resonance of Fate: I…I…have no idea what’s actually occurring on screen.
  5. Red Dead Redemption: F*ck you, Lasso.
  6. Eternal Darkness: Gah, what? Huh? What am I supposed to do?
Six Games I’m Going to Seriously Play Next
  1. Divinity: Original Sin: Tried the first half-hour the other night with Sherri…seems pretty awesome.
  2. Suikoden V: I’ve been working my way through these, having missed I & II before. Replaying Suikoden III has not been a great experience; I recall it more fondly than it deserves. I won’t replay IV because it starts and ends badly. OOH I got a ways into Suikoden V and I need to restart it. I liked where the story was going.
  3. Shin Megami Tensei IV: I’ve heard this is super tough and unforgiving, so I’ve held off playing it. Also, Sherri monopolizes the 3DS.
  4. Persona IV: Golden: Like the Suikoden series I’ve been replaying or finishing the earlier Persona games. But I’m impatient. I’m going to move this forward.
  5. Train Fever: I know this was on sale, but why exactly did I buy this?
  6. Rock Band in preparation for Rock Band 4: Previously purchased songs and instruments are compatible with the new game. That’s how you support a franchise. 
AGREE? DISAGREE? YOUR PICKS?

See also...
The Worst GMs from Video Games
Video Games as Tabletop RPGs
Emulation & Beyond: More Thoughts on RPGs & Video Games

Tuesday, April 28, 2015

Avatar Redaction Convergence: A DramaSystem Pitch

The RPG Geek/Pelgrane Press DramaSystem contest announced winners yesterday, you can see the results here. I didn't win, but that's cool since I can repurpose and post my entry here. The contest had some outstanding submissions. My two favorites, in the sense that as I read them I knew they'd work at the table, were Monster's Brawl and Strange Frequencies. I highly recommend you download and check those out. My own submission, as I mentioned in my brainstorming post, presents my attempt to figure out a way to do the "split formula" of weird urban fantasy settings which have a strong dramatic component and a parallel rich action side (Persona, Neon Genesis Evangelion). I'm not sure I've cracked that nut, but I hope it has some material other GMs find useful. 

AVATAR REDACTION CONVERGENCE
When their friends seem to be “written out” of reality, a group of teens search for answers and find themselves caught in the otherworldly Hunger Station.

SET UP
In a near-future Neo-Kyoto (or insert other suitably anime city) strangeness grips the city. Hallucinatory visions, panic-inducing rumors, and a mysterious illness that only seems to target those with green eyes. As fear and unease takes hold, a group of students of the Yojinbukai International Institute discover a stranger pattern. Classmates, teachers, and staff have begun to vanish- with no one recalling them…except this handful of teens.
When their questions fall of deaf ears, this group reluctantly bands together. But these leads only further down the rabbit hole. Touched by the secret forces working behind the scenes, they find themselves thrust into Hunger Station. Granted strange powers they must battle through this nightmarish metropolis to rescue their vanished friends, uncover the source of these events, and simply survive.

Now they have to balance the demands of these adventures with their daily life: navigating the world of high school relationships, parental demands, and adult disbelief even as they try to puzzle together what’s happening to them.

TWO WORLDS COLLIDE
Avatar Convergence Redaction splits into two parts. The first is the day-to-day life of the PCs in Neo-Kyoto trying to reconcile the strange with their ambitions, desires, and personal conflicts. We use DramaSystem to simulate this. The second is their exploration of Hunger Station, armed with unique powers. We will use the 13th Age’s “Archmage Engine” for this. I cover each in their own section below, along with notes on the transition between them.

SOURCES
Avatar Convergence Redaction is a love-letter to the Shin Megami Tensei series (including Nocturne, Persona, Soul Hackers, Devil Survivor, and Digital Devil Saga). At the same time it borrows from anime and manga stories combining relationships with high strangeness (Stein’s Gate, Utena, Alien Nine, Volcano High, and Tomie among others). Two works especially shape my vision of this setting: Boogiepop Phantom and Paranoia Agent. A couple of rpgs could serve as useful resources for the high strangeness of Hunger Station: Itras By and Don’t Rest Your Head.

SIDEBAR: THE LOST PROBLEM
Drama System stories build on collaboration between the players and the GM. The players call most of the scenes and establish most of the relevant details. The GM helps to adjudicate, handles the challenges of procedural moments, and throws twists from time to time. But generally the players control the direction of the plot. So how do we add in Big Mysteries to a plot? Shows such as Lost, Cult, and The Flash set up big season-long problems for revelation. The ACN set-up has some of that built in, so how do we handle that?

It’s important to talk with your group when you start a campaign, ask them if they want a big mystery running through things. Talk about the options, either one of those presented below or another variation. Some groups may not want a distraction from the dramatic interplay of their characters. GMs will also want to consider how their group has handled mysteries (big or little) in other games. Were some players engaged, but not others? Did they give up on the mystery?

Player Created “Puzzle Pieces”
Once the group has established the setting, the big mystery should be evident- to the players if not to the characters. Usually that’s some version of “What’s Really Going On?” In the case of Avatar Redaction Convergence, we have sub-questions about that:
  • Why are their fellow students being “edited out” of the world? How is this being done and how can it be reversed?
  • What is the nature of Hunger Station and the powers they have there?
  • What’s the connection between this and other strangeness happening?
  • Who or what is behind this and how can it be stopped?

Naturally scenes during play will touch on this, and facts will be established. But each session one player gets to offer a big puzzle piece through a narrated scene- usually as a coda on the session. The group should rotate this responsibly and establish each session who will handle it for the next. This coda scene can involve secondary characters and incidents outside the view of the PCs. The player may include their own character is they wish. But usually these scenes introduce a new twist into the larger story.

Puzzle Piece scenes show us some new element: X is actually a robot, Y destroys evidence, a hidden figure sets a prisoner free, an strange object is buried or revealed in the dark of night. You may have seen these kinds of scenes in Fringe, X-Files, and Arrow. The player’s under no obligation to explain the meaning of these bits. By making the usual coda explicitly about these, the group keeps the mystery in a more limited space. Players may bounce of elements of that coda in the following session, perhaps to reveal more about it and bring it into the dramatic tension (mutual suspicion over who freed the prisoner, stole the object, destroyed the evidence).

These twists establish a canon for the mystery. Later elements should be careful not to negate these facts. They can reframe them, reveal additional information about them, or show why they weren’t exactly as we imagined them to be. (i.e. “It was actually his twin brother”). Avoid gonzo versions of this unless you want a fully anime feel.

GM Drive “The Twist”
On the other hand, the players may place responsibility for these twists in the hands of the GM. This gives the GM a little more responsibility and chance for improvisation. The GM should avoid sketching everything out about “The Big Picture”. Instead they should follow the methods of The Armitage Files where the GM improvises and adjusts the mystery in response to the characters’ actions and the players’ interests.

Off-Script
While the secret should be engaging and interesting, GMs should keep a couple of things in mind. That mystery and the process of discovery shouldn’t dominate a session. Keep it small, usually to one or two scenes. Where possible connect those revelations with dramatic incidents- sparking changes or coming out of a clash between characters. Importantly, the secret’s revelation shouldn’t undercut or negate the character’s choices. That’s more fuzzy, but if the group’s been playing towards particular dramatic stakes, they should be tied to the secret.

LIFE IN NEO-KYOTO
The basic tension of the “real world” side lies high school dramatics: rivalries, infatuations, ambitions, and a desperate search for identity. Players should discuss tone: realistic, more anime, or somewhere in-between (ala Buffy). The paranormal elements should complicate these things: straining relationships, labeling the PCs as troublemakers, and creating misunderstandings.

The characters know that a handful of persons (students, teachers, staff) have vanished—but no one they talk to recalls them. Physical evidence still exists for these persons, but authority figures hand wave these away or rationalize them as something else. Each player should come up with the name, background, and their connection to one of the missing persons.

The group should decide if they want to begin with the characters already linked by their shared knowledge or if that should be played out in session one. Regardless, that first session will revolve around the characters connections with each other and their ties to the vanished.

IMPORTANT EXPOSITION QUESTIONS
  • Where is Neo-Kyoto (or other name)? America? Japan? England?
  • What’s unique about the city? Is it a highly automated or a rustbelt? Is it a crossroads?
  • What unique natural features or locations define it?
  • What’s the Institute like? Is it advanced and layered with shining chrome? Old, storied, and gothic?
  • Is the institute managed by exacting taskmasters or by an apathetic administration?
  • What kinds of students go there? Luck-of-the-draw assignees? Children of the elite? Cast off problem students?

CHARACTERS
Characters can be classic high-school tropes- American or anime.
  • Foreign “Fish Out of Water” Student
  • Silent Athlete
  • Military Obsessed Otaku
  • Computer Nerd
  • Student Council President
  • Aspiring Musician
  • Latchkey Wallflower
  • Tragic Orphan
  • Misunderstood Bully
  • Gifted Natural Who Secretly Struggles
  • Mysterious Transfer
  • Middle Sibling
  • Club Manager
  • Duty-Bound Daughter
  • Fragile Survivor
  • Secret Celebrity
  • Cynical Diva
  • Uncertain Psychic
  • Family Caretaker
  • Enthusiastic Booster

THEMES
Outsider/Insider: Characters desperately want to be on one side the other. The new weirdness and their knowledge may push characters away from their moorings.
Absent Friends: The vanished may have been important- how do they fill that gap.
Stupid Authorities: No one will believe them. And even talking about the strangeness may get them label as a troublemaker or in need of medication.
Adult Supervision: The incidents strain the relationship between characters and their parents or caretakers. How do they evade control and the watchful eyes.
Denial: Ignoring what’s happening may seem like a ready solution.
Infatuation and Confession: Love can be keenly felt, hidden, expressed, and rejected. Each of these will feel like the end of the world.
Bad For You: Your peers and romantic interests often are your worst enemies.
Whispering Campaigns: Rumors may or may not have a supernatural power, but they possess a destructive force in high school.
Ambitions: These mysteries are a roadblack and distraction for those who have their future already mapped out.
The Wrong Crowd: You didn’t choose these companions. What will your friends say?
School Days: They’re still going to school, meaning Group Projects, Field Trips, Festival Days, Clubs, and High-Stakes Tests.

TIGHTENING THE SCREWS
Revelations and secrets exposed will increase the tension. But additional twists can make things even more scary and raise the stakes.

...The parent or caretaker of one of the PCs vanishes and no one remembers them.
...They're spotted in their investigations, making life more difficult through grounding, house arrest, or other limitations.
....A target of affection begins to behave oddly or irrationally- indicating a hidden secret.
....They encounter rivals from another school who seem to share their talents but have other agendas.
....One of the Vanished returns, and once again no one seems to notice it. But the returnee doesn’t behave as they did before.
...They see creatures from Hunger Station in the real world.
...The vanishings accelerate as the city slowly becomes an unreal ghost-town.

ADVENTURING IN HUNGER STATION
Hunger Station is a phantasmal otherworld of darkness and nightmares the players will enter. It looks like a half-built modern city, with the unfinished sections echoing the architecture and state of endless other places- some decaying, some futuristic, others incomprehensible. The city has other analogues- a ghost tram system, amusement plazas filled with masked figures, and strange hooded sanitation workers rolling silently along the streets.

When the players enter into Hunger Station, the game switches to a dungeon crawler. This uses a variation of 13th Age as mentioned above. In Hunger Station, the PCs will see signs and echoes of the Vanished they know. In order to rescue them, the party must enter into the prisons holding them. There they will fight unnatural creatures and try to overcome the self-inflicted bonds used to restrain the Vanished.

But the players are not simply helpless, instead they possess powers gifted to them, called Avatars.

AVATARS
When the players first enter Hunger Station, they will be contacted by a mysterious force calling itself Arcana. It will draw out from the characters an inner vision of their own heroic nature. While hunting for their missing friends and loved ones in the dungeons, these Avatars grant them powers and a unique appearance.

In practical terms, each player will build a 13th Age character, with a few changes. There are no racial options or feats. Background points should be reflective of the character’s Action Types from the DramaSystem side of things. Icons exist, but slightly modified and with different uses and implications. Characters begin at Level 1. Players should probably talk about the composition of the party and come up with a unique name for their Avatar reflecting their outlook and its powers.

Keep in mind that players will have to reframe some of the fluff from these powers for the new context.

The following classes will work most easily: Barbarian, Cleric, Fighter, Paladin, Ranger, Sorcerer, and Wizard. Other classes will require some retooling for Icon feats (Bard) and Backgrounds (Rogue) but could also work. The Commander, Druid, Monk, and Necromancer from 13 True Ways could also be used, but will also require some reframing and restrictions. I’d leave out the Chaos Mage, Occultist, and Multiclassing from available options.

RUNNING HUNGER STATION
Depending on what the players want, GMs could alternate one session in Neo-Kyoto and one session in Hunger Station. Events in Hunger Station should involve a little bit of color set up and travel through the weird landscape, ending at one of the “dungeons.” Each dungeon is a manifestation of the particular Vanished’s memories, hopes, and fears. Built the atmosphere off of that. Take advantage of the opportunity to reveal character elements for the Vanished and for PCs connected to them. You can easily tie puzzles and traps to these emotional details. The players will fight through monsters, which can be easily reskinned from the book into weird psychic manifestations. Each dungeon should have a boss linked to the Vanished and to the Dramatic Poles of one or more PCs. So an end boss might showcase feelings like Guilt, Anger, or Envy.

The players might not make it through a dungeon in one session. Decide if you’re comfortable splitting that over two. Generally you shouldn’t stretch that out any longer to avoid shifting the emphasis away from the Drama. Adventures in Hunger Station should be a reward- with easier questions or right & wrong. If they haven’t finished a dungeon and you don’t want to split things, have the PCs tumble out of the Station back into the real world. They can reenter later at the point they departed.

Each delve should be aimed at a rescue, and should also offer at least one significant revelation about the big picture plot.

MECHANICAL POINTS
Given that players will have a Full Rest between explorations, consider cutting the number of PC recoveries in half. Go low to start, as you can offer more as a reward later.
Since the explorations of Hunger Station happen infrequently, consider upping player advancement. The characters might gain a level after every delve or every other one. You can tune this as you play further.

If the players lose, they can withdraw. Such a loss should translate into permission to tighten the screws in the real world. Perhaps they suffer some physical effects- illness, exhaustion, visible wounds- which complicate their lives in the real world.

If you’ve introduced a rival group of students in the Neo-Kyoto side of things, consider making them adversaries in a delve.

Players only have real access to their Avatars in Hunger Station. However, GMs may want to allow the PCs some minor echoes of those in Neo-Kyoto, especially as the campaign progresses. They can use those to support dramatic declarations or narrative editing.
Magic items can be a reward for the characters, but should probably bind to a character’s avatar when they take it up. That means they cannot be passed to another. One-use items are less important given infrequency of delves.

GETTING TO HUNGER STATION
The players should fall into Hunger Station via weird events and coincidence (they meet up after hours and cross over, they find a portal when they stay in the school to look for ghosts, they discover a unique item). Ideally this should be a coda scene for the first session. After that, returning to the Station should require all of the group. The process should be weird enough that they can’t easily share it with others (perhaps they have to be alone). If they have to do it after dark, this means they’ll have to create cover stories and sneak out of their homes to meet up. This can be used to create complications at first, but shouldn’t become a major barrier to moving the story forward. How they cross over could be a good things for the players to come up with together.

ICONS AND PERSONIFICATIONS
GMs may want to leave out Icons from 13th Age for simplicity. On the other hand, these could be used and tied to both sides of the campaigns. Icons in Avatar Redaction Convergence take the form of personifications of different passions, drives or emotional states. Each takes the form of one of the figures from the Higher Arcana of the Tarot. I’ve only listed twelve below- perhaps there are others, tied to rivals or other forces. Perhaps there’s both a standard and an inverted form to these figures?

Note that theses definitions don’t reflect the actual meanings of these cards in the classic tarot. Tweak these as necessary.
  • The Fool: Innocence, Luck, Virginity
  • The Magician: Esoteric wisdom, craft, or skill. Weirdness and mystery.
  • The High Priestess: Faith, hope, charity.
  • The Empress: Command, respect, center of attention, admiration.
  • The Emperor: Desire for power, ambition, envy, jealousy.
  • The Hierophant: Knowledge, expertise, arrogance.
  • The Lovers: Infatuation, affection, desire.
  • The Charioteer: A figure of rage, anger, force, and destruction.
  • The Hermit: Isolation, loneliness, driving others away.
  • The Hanged Man: Depression, self-destruction, self-doubt.
  • The Devil: Manipulation, seduction, duplicity
  • Death: Change, transformation, restructuring.

As with standard Iconic Relations, players can have Positive, Negative, or Conflicted relationships to these forces. A player’s Dramatic Poles should connect to that. Perhaps a character’s trying to battle against their own Self-Destructive impulses, so they might have a negative relation to The Hanged Man. Or perhaps they resent their parent’s work as a doctor and the time they spend on that. They might be conflicted about The High Priestess. I’d suggest rolling Icon checks at the start of each entry into Hunger Station.

Icons on Hunger Station side can be used concretely. These forces might offer assistance, information, or items of power. Alternately, you may allow players to use these as “rerolls” if they can explain how their emotional connection to the Icon pushes them to succeed. If a player rolls a “5” for their Iconic relationship, then things become a little more interesting. The cost for such aid doesn’t appear on Hunger Station side of things, but in the real world. They create an “Obligation.”

Obligations have to be cleared before the next delve into Hunger Station, or else they burn up a players’ recoveries (leaving them only one, unless they had more than one obligation, in which case they start with zero). Obligations can be cleared by introducing complications related to that Icon’s aspect to a dramatic interaction, either another player or an NPC. Essentially these complications should up the stakes, permit crazy misreadings, or generally make life worse for the obliged character. Obligations could also be read as pushing a character to deal with their feelings or help someone else deal with theirs. The group should negotiate and agree when an obligation has been cleared.

OTHER PROCEDURALS
In some ways, the 13th Age mechanics overwrite a good deal of the procedural material. So how do we handle Procedural Actions on the Neo-Kyoto side. In general, keep those as simple as possible. If it’s an investigation bit, “GUMSHOE” it- give information, but allow the players to spend Drama Tokens for additional information or details. For other conflict, go as simply as possible. The Pelgrane site offers some alternate rules for handling such resolutions. Consider connecting Icon relationships to this if you’re using those. Players can succeed by burning a 5 or 6 roll- but the results have to be colored by the particular Icon used. 

My earlier pitches for Malign UniversalA War on Christmas, and Changeling the Lost.