I finally finished (the main story of) Witcher 3: The Wild Hunt! Good Old Games tells me that I’ve logged 123.5 hours on it since it came out back on May 18th. Slow and steady, right? I’m sure less than a dozen of those were spent playing Gwent with every merchant I came across. Regardless, this article is long overdue and I’m pretty happy to finally be getting around to it. So with over three solid work weeks worth of game play behind me, where do I even start with my thoughts on Geralt, Ciri, and the rest of the cast of The Wild Hunt? Continue reading
If you listened to this week’s podcast (and you should), then you’re aware that I’m not a veteran player of the Witcher games. I had heard of them, certainly, but I had never found the time to fit another long RPG series into my gaming diet. But with all the hype for Witcher 3: Wild Hunt, I figured it was worth checking out. My initial plan was to focus on the main quest line, power through it, then write a review. After a dozen hours of side questing I’ve realized that I’m in this for the long haul.
My entire experience with the Witcher series prior to booting up Wild Hunt was playing through roughly two to three hours of the original. I thought I should get acquainted with the games before playing the third installment and I’d already bought them for $5 on a Steam sale. So why sit down and only play for a few hours? Because the original Witcher had the absolute worst combat control scheme that I’ve ever had the displeasure of encountering. I’m sure the story and moral choices were great, but it felt like the combat was designed with the specific intent of ruining all fun forever and causing aneurysms. Keyboard and mouse were tossed aside and then immediately picked back up so I could go read the plot on Wikipedia.
Witcher 3, by contrast, opened up with a terrifyingly ball-clenching scene of Geralt in a relaxing bath as a small abomination climbed in and went for his junk. Then the tutorial starts. I was pretty sure that opening was going to be a metaphor for the game I was about to jump into. Thankfully, I was able to unclench and learn that the control setup had greatly improved. On keyboard and mouse, I was able lop off heads with the best of them and did so right up through killing one pissed off griffon. Then I switched up to an Xbox 360 controller which also works splendidly for slashing drowners, wargs, and noonwraiths alike. Thank fuck because I would not have continued playing otherwise.
So I’m not entirely sure where the story is going since I’ve barely scratched the surface of the main quest line. However, I’m more than thrilled with the open world feel of Witcher 3 and the point of interest discovery that goes along with it. It’s not quite the same as Skyrim, but sometimes having a somewhat defined goal is preferable to wandering aimlessly. The only real down side is that I see each big “?” on my map as a challenge that must be handled before I can move on. As I’m only level 4, the level 10 drowners swimming around a cache of treasure are still giving me a bit of trouble.
The crafting system is quite nice. I enjoy having Geralt capable of doing his own alchemy while needing to rely on smiths to handle the armor and weapon crafting to be done. Of course, my freaking need to complete everything can get in the way while out in the field when I start obsessively picking every plant that pops on my radar. It is at once fun and maddening. We’ll have to see which wins out after 100 hours of playing.
From my less than favorable impression of The Witcher, I almost didn’t take the review copy of Witcher 3: Wild Hunt. I’m certainly glad that I took the chance on believing the pre-release hype. The game has so far been enjoyable and I’m looking forward to delving in and getting more involved in the search for Yennefer and the conflict with the dark ones. Hopefully, I can get past my completionist OCD and get on with the story before I’m driven crazy by every little node on my mini map. Thoughts about the story are sure to follow in the next couple weeks.
Unlike Jon, I did not start playing Hand of Fate in early access. It looked pretty cool, but I’m not a super big player of roguelike games. However, when I was offered an Xbox One review copy, I absolutely had to take a chance on it. Now I can’t stop playing and I’m learning a lot about how I enjoy playing games that aren’t geared toward making me feel like a badass. It’s compelling for me in that “just one more round and then I’ll stop” kind of way. Continue reading
Having now spent over 60 hours in game and finally finished the main quest line, I have to say that any discussion of the story needs to be broken up into the main and side quests. These aspects of the game are so disparate that they feel like two complete games running in tandem. I was often torn between moving forward with the story quest which sits firmly at the top of my journal in an effort to show its own importance, and the side quests that ended up being the most compelling stories about Harran and the struggle of average people in a zombie apocalypse. Dying Light is clearly divided between a mediocre, on rails main story and a bunch of compellingly fun side quests. Continue reading
Last week I got my hands on a copy of Techland‘s newest release, Dying Light. It’s a first person zombie apocalypse / survival horror / parkour running mash-up with some light RPG elements thrown in for good measure. I’ve clocked well over 30 hours in it so far and it’s still got plenty more to give. Dying Light has been hitting all of my buttons and getting my 2015 gaming started off right. This week I’m just hitting the high points of my initial delve into what this game has to offer so that I can get some more time in and get the rest of my thoughts for you guys next week. Continue reading
I have been inspired by the recent way too late movie reviews around here and I’ve decided to apply a similar approach to games. This certainly has nothing to do with finding a way to justify the 139 hours that I’ve already spent in the game in the slightest. (Okay, maybe just a bit.) Look, the game came out before Dorkadia even existed and since I picked it up on a Steam sale a year or so ago, I’ve been fitting in a couple hours here and there whenever I’ve had time. It’s rare for me to find a game that holds my attention so well and it’s still got plenty more for me to explore and I haven’t even really touched the expansions. Continue reading
The 13th Age core book details three main uses for Icon relationship dice: rolling at the start of every session for improvisational guides, rolling for dramatic events, and rolling for discovery and surprise when the players go off the prepped course. The latter two are brilliant; they successfully allow players to see how their character’s personal relationships shape the story when they turn an important and perhaps unplanned page in their adventure. But I’ve always felt that the improvisational use has needed fleshing out and clarification.
In practice, when the players roll their Icon relationship dice at the beginning of the session they’re not just rolling for group-wide improv inspiration, they’re actually rolling for unique and personally tailored resources. The book makes it clear that the players, not just the GM, can use these relationship rolls to gain secrets, magic items, narrate flashbacks, and more. It’s an exciting prospect that’s bursting with potential but the rules are unclear how these powers are shared, how they interact with mechanically concrete things like combat and skill checks, and what guidelines there are for building the narrative together.
This player driven relationship roll rules hack is designed to address this ambiguity but keep the spirit of this the relationship rolls intact. These clarifications aren’t limiting player or GM options, they’re giving the players a powerful tool to leave their mark in a session’s story and to use those Icon relationships to their fullest. Let’s flesh out those start of session relationships rolls so they can be the player driven, narrative sharing, compelling resource that they should be!
What You’ll Need
You will need a small number of two different kinds of tokens. Small glass tokens of two different colors will do, differently colored poker chips, or two different kinds of coins. One type of token will represent “unambiguous tokens”, or a 6 on the Icon relationship roll. The other type will represent “complicated tokens”, or a 5 on the Icon relationship roll.
You should also print out an Icon Relationship card for each of the individual relationships each PC has. You may want to slide them into protective sleeves designed for collectable cards after filling them out.
Rolling Icon Relationship Dice
When the characters are created (or when this hack is introduced into an ongoing game) each of the players will fill out a card for each their individual relationships. They need to fill in the name of the Icon and circle the type of relationship.
At the start of each session all of the player will roll their Icon relationships dice just like in the core rules. Then:
- For every 6 rolled place an unambiguous token on the respective card.
- For every 5 rolled place a complicated token on the respective card.
At any time a player can spend a token from one of their Icon Relationship cards to describe how their personal relationship with their Icon is providing them a benefit. The player can choose from one of the following benefits:
- Reroll any d20 the player just rolled, keeping the result they like the most.
- Add a +5 bonus to any d20 the player just rolled.
- The player can introduce a new story element of their design that allows the party to attempt to solve a problem in a creative way.
If the player spends an unambiguous token the benefit is gained without trouble. If the player spends a complicated token then the GM will introduce a twist either right after they gain the benefit or later on in the story.
Generosity: I want to find a wizard that can teleport us directly to Starport so we can’t be followed.
GM: I didn’t even know that was possible! Who knows how to teleport, and why isn’t teleportation happening all the time in the Dragon Empire already?
Generosity: Probably an old contact from the wizarding college. Also, teleportation is unpredictable and dangerous and takes a top notch wizard to control.
GM: Awesome. Why would a top notch wizard do this for you? Sounds like a major service you may have to do a favor for.
Genersity: Oh no, he’s not top notch. He was kicked out of the college for doing strange experiments with time and space. But I believe he can get us there.
GM: Sounds great. You find your contact and he’s eager to finally be able to do an experiment with living subjects. Tell me where you find him and I’ll take it from here.
Rerolling and Adding a +5 Bonus
Players can choose to reroll or add a +5 bonus to any single d20 just rolled. That includes attack rolls, skill checks, saving throws, death saving throws, disengage checks, recharge rolls, etc. Players can’t combine the reroll and the +5 bonus, nor reroll more than once or give multiple stacking +5 bonuses. See “Spending Multiple Tokens at a Time” below.
Introduce a New Story Element
Easily the most exciting option, a player can spend a token to conjure up a story element to take the plot in a new direction. When a player spends a token in this way they’re drawing upon their character’s personal relationship with an Icon and the Icon’s domain to shape the world in a meaningful way. The player needs to clearly state what they want out of this new story element as they spend their token. Then they need to narrate the new story element, bringing it to life for themselves and the rest of the group. The GM should ask questions to get a better feel for the new story element and how to weave it into world. Questions of how, why, and who should flesh out new element and place it within the larger picture of the campaign. (How does this new story element fit in with what the party knows about the world? What the Dragon Empire knows? What the other Icons know?) Table talk is encouraged, other players should jump in with their own questions and even include their own player characters with the narrating player’s permission. By the end of the questioning, the party should be eager to draw on this new story element and the GM should be thinking of all the new challenges that couldn’t have been created until the moment that story element came into existence.
When a token is spent the authority shifts from the GM to the player, if only for a short time. Normally, the players are asking the questions and the GM is providing the answers. When a new story element is being conjured by a player, the player is providing the answers instead. Imagine that the GM has passed the mic to the player for a bit and is now joining the audience. Work together as a group to make sure that new story elements are a beginning, not an end. Even if a new story element gets the player what they want, they should still guide the story in a new player-born direction that is exciting and full of adventure.
Viability and Transparency
In the spirit of 13th Age’s other limited resources, the GM needs to let the players spend a token to reroll a d20 after it’s known that the original roll would have failed. The GM also needs also be honest as to whether or not a +5 bonus would make the difference between success and failure. These tokens are there to allow players to succeed in the face of unlikely odds and bad luck, not to dupe them into spending a resource when it wouldn’t matter.
Spending Multiple Tokens at a Time
Typically, a player shouldn’t be able to spend more than one token on a single check, as spending a token requires at least a short narration of how the Icon relationship grants you that specific bonus. (Not “grants as many bonuses as I need right now until I succeed”.) Players can’t spend multiple tokens to get the +5 bonus more than once on a single check, nor reroll a check more than once, nor combine the reroll with the +5 bonus. Players should also technically not be able to spend more than one token to introduce more than one story element at a time, but story elements should grow and be expanded upon generously as needed.
Unused tokens are lost at the end of each session if they are not used.
Are the Rolls Still Improv Inspiration?
Absolutely! This system does not prevent GMs from using the beginning of session relationship roll to shape the session. The player driven mechanics are simply laid on top of that improv inspiration, GMs are free to give out information, magic items, and introduce contacts and threats based on the rolls as they please. If desired, GMs can still fill in a worksheet like the one found on page 180 in the core book as a guide to fill the session with Icon-specific adventure.
Complicated Token Twists
When a complicated token is spent by a player the GM needs to introduce a twist either right away, if something immediate makes sense, or later on in the adventure. Twists shouldn’t negate the bonus the players just received, nor should they get them into trouble that’s wildly worse. This rules out giving a condition (like dazed) to a player that just rerolled an attack roll, it’s just not fun.
Twists will likely depend more on the fiction than the mechanical benefit gained by the player, and the GM should ask questions (similar to introducing a new story element) to inspire a twist if needed. It’s also not out of bounds for the GM to ask “how does the Crusader’s commander know you, and why is that a very bad thing?” If the token spending player has an idea for a twist the GM should run with it! Ideally, the twist should directly spring from the Icon and player involved but it’s not a requirement; GMs shouldn’t be afraid to occasionally mix things up in a truly surprising way or introduce a straightforward complication like “yes, even more goblins”.
Here are a few options for twist inspiration:
- Change the environment in a way that will cause trouble.
- Take a fictional element of their narration and create unforeseen trouble.
- Reveal an unwelcome past or relationship.
- Introduce or foreshadow a threat that now is paying attention to the party.
- Create an obligation or demand from the Icon’s organization with consequences. (Could be an immediate demand or a demand left for a future golden opportunity.)
- Cause trouble for the party’s friends, contacts, and favorite settlements.
Interacting with Class Abilities
Most of the abilities that adjust Icon relationships in the core book will play extraordinarily well with this new system. When in doubt, rerolled dice should give the opportunity to gain tokens mid-session (see the paladin’s Way of Evil Bastards talent) and new points of relationship interact normally with the beginning of session rolls (see the bard’s Balladeer and the rogue’s Smooth Talk talents).
Created and Shared Under the 13th Age Community Use Policy
This rules hack uses trademarks and/or copyrights owned by Fire Opal Media, which are used under the Fire Opal Media, 13th Age Community Use Policy. We are expressly prohibited from charging you to use or access this content. This rules hack is not published, endorsed, or specifically approved by Fire Opal Media. For more information about Fire Opal Media’s 13th Age Community Use Policy, please visit www.fireopalmedia.com/communityuse. For more information about Fire Opal Media and 13th Age products, please visit www.fireopalmedia.com and www.pelgranepress.com.