Elder Scrolls Online Beta and Online Fantasy Games

I had the opportunity to play in Bethesda Softwork’s beta test of Elder Scrolls Online this weekend and, frequent crashes of the client aside, I liked the game quite a bit. The user interface was so good, in fact, that it started me thinking about all the other online fantasy games I play. So in this post I’ll start of with my impressions from Elder Scrolls Online and move on to compare and contrast with World of Warcraft, Dungeons & Dragons Online, and Minecraft.

Elder Scrolls Online follows confidently in the footsteps of Skyrim, Oblivion, and Morrowind. The familiar world of Tamirel is good looking and well rendered. The small island I ended up stuck on was large enough to get lost on several times, so the sense of being in a large world in the game is present. The quests and NPC reactions were well voice-acted and easy to navigate, thanks to the game’s very good quest, map, and inventory interfaces. So to end the introductions, here is Sagulot.

Most of these screenshots were in the game’s low graphics mode, by the way. It looked nicer in the high mode the client started in by default, but my computer, trustworthy as it is, isn’t exactly cutting-edge. I had also heard that the client liked to crash. So I tried the minimum graphics mode, which played smoothly, and then switched it up to low, which was also very smooth. When I switched to the medium video settings, the quality of the detail improved dramatically, but it also slowed down a bit. It was still playable – I could quest and fight successfully, but it wasn’t quite a fluid as it was on the low setting. I didn’t try any settings higher than that. I know the limits of my old frugally home built desktop. Here’s a shot of it with the medium settings.

The user interface, overall, was the most impressive part of the experience, showing the type of polish in a game that, in my opinion, sets Bethesda Softworks up there as rightly-honored veterans in the video game industry. For example – the spell and special-ability hotkeys are Q, 1, 2, 3, 4, and R on the keyboard, conveniently close to the WASD movement keys. The open-doors-and-loot-chests-and-talk-to-people button, the E key, is your “accept” or “equip” key when you’re in most dialouge windows. And the ALT key is “cancel” when you want to get out of any sub-screen. Overall it makes playing the game vastly easier and is the type of attention to detail that I really appreciate in a game. If you zoom out of the first-person point of view that is the default, it moves up over your character’s right shoulder and looks down at an angle, so that you can still see things that are right in front of you. All together it helps with the immersiveness of the game.
Little touches like the lockpicking mini-game and the various disguises you can use during quests make the cloak and dagger elements fun in a way great games like Mass Effect 2 have used.Here is Sagulot, disguised as a servant.

Also, the client crashed a lot. This is the only reason I took a half star off of my tentative rating. And some of the quests or items were buggy – there was a chest that I could not open until I restarted the client. I didn’t mind too much, except for having to re-enter my password every time. I know some of my friends got frustrated and went back to playing Final Fantasy Online or Faster Than Light, but my thinking is that I’m getting to play this game for free, before they have released it, as part of a stress test of their servers. They are croudsourcing an important part of their quality assurance process, and I think it’s a good deal for them and for us, so I can put up with having to restart the client over and over. And there were a couple of instances of something not loading right, but nothing that I wasn’t able to overcome with a restart of the client.

The stories I played through were good. I particularly enjoyed the escape-from-the-underworld tutorial sequence, which played fast and got you right into the game. The quest and conversation sequences were direct and nicely to-the-point, and every one that I navigated was appropriately voice acted. There were good dramatic moments throughout the quests, and even some funny asides. The world is the wonderfully gritty, brutal fantasy-medieval world those who have played previous games in the Elder Scrolls series have come to know.

In terms of the pvp-free multiplayer, outdoor areas and many areas in the game’s dungeons are common areas, where other online players are there with you. In the online beta this turned the dungeons into perpetual bloodbaths where the goblins spawned as fast as the marauding players could slay them. Return to town, repair your equipment, sell your spoils, and set off on a new quest. And the landscape is dotted with quests, making wandering off into the wilderness a rewarding experience, even on the small island where I played.

Smoothly interspersed here and there are areas where your player is alone with some non-player characters to present a dramatic scene. The game seemed to have a way of keeping the in-game quest scenes private to each player, which was nice and helped with the verisimilitude of the heroic fantasy. Nothing to make a quest you just completed seem mundane like seeing forty other players being celebrated with the same quip. So, overall, I enjoyed the story elements, which were well executed, and look forward to seeing what other adventures like ahead.

Character statistics, skills, powers and spells appeared to work much like in previous Elder Scrolls games. In general, the skills you use the most advance without intruding on the hack-and-slash “first person sword-and-sorcery” thrill ride (FPS&S – to coin a phrase?). You can pick special powers, called “feats” that let you pierce your foe’s armor, or increase your defenses, and it appears most classes get access to some magic spells. I was happy to see the inclusion of their soul magic system, and look forward to making some magic enchantments, which appear to be transferable between items. My orc character’s class was Dragonknight I believe, and within a day of playing I had a flaming chain spell that pulled enemies to me, a sword swing that stunned my foes, and an iron cuirass and shield. It was awesome.

Overall, I give Elder Scrolls Online a tentative 3 1/2 stars. If the client crash issues and the few quest hiccups are fixed, I expect to play this excellent-looking addition to the series with my friends quite a bit when it comes out. But for now, Elder Scrolls Online, I bid you a good night.

As for World of Warcraft,Dungeons & Dragons Online, and Minecraft, tonight the candle burns low, so I will return to the subject in an upcoming post.

thanks, and happy gaming,


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My Best OwlCon Yet

This year’s OwlCon was once again an excellent experience for my friends and I, and judging by the ever-rising attendance numbers, other attendees have had similar experiences. Read of for details and pictures.

The Claw / Claw / Bite crew carpooled from Austin to the beautiful Rice University campus for a long weekend of gaming and catching up with friends. I ran a great game of Divine Right with some first time players, helped Dan run our AD&D adventure Siege of Black Mountain, and played lots of other games, including the not-yet-released reprint of OGRE. To top it off, we not only figured out where to get good food on campus, but we discovered the on-campus bar, Valhalla.

I played a round of OGRE and had a blast. Fast-paced, easy to learn, and fun. I played the conventional forces trying to stop the OGRE from reaching my command post to no avail.

Daniel Smith and I had prepared a two-party AD&D / OSRIC adventure to run. Dan ran the dwarf party as they tried to protect their mountain home from the army of elves on their doorstep.

I had a blast playing the new Star Ward miniatures game. With Rob Wubbenhorst providing cover with his X-wings, I was able to drive my Y-wings straight down the trench and bullseye the Death Star’s exhaust port on my first shot. It was awesome.

For my final event I ran a very fun game of Divine Right with some first-time players, who had never played a map-and-chits game before.

For more pictures check out Unicorn Rampant’s Facebook page.


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Aberoth

Aberoth

Welcome the throwback world of Aberoth, a cute little (55K) Javascript client that plugs in to what appears to be a fairly fleshed out world on the backend.  It seems there are mobile clients and even one in Java (people still use Java?).

Hop online and enjoy some amusing times that will at least remind you of your old video game rpg playing days when you had more free time.  If by a 1:million chance you run into me, I’m on there as Omeros.


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Dungeon Robber

Last Friday, Johnn Four included a link to this fun little online dungeon generator/game, inspired by (and maybe cloned from) Gygax’s random dungeon tables. Yes, I’m just getting to fun RPG emails from last week nowish.

dungeonRobberBrowserGame

Screen capture of Dungeon Robber running in a browser. More adventure games should run like this!

Try it out!


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Free Download of Fourthcore Alphabet

In honor of Halloween, SVD Press has made their Fouthcore Alphabet available as a free PDF download from Lulu now through the dark holiday.

We have found this to be a valuable resource for generating new ideas for dungeons, denizens, and deathtraps! Each letter of the roman alphabet contains tables of 1d20 and 2d20 roll results with juicy elements to pick and choose in your deep or ad hoc dungeon design.

Go get your copy now before it’s too late.  You’ll kick yourself if you don’t.

And as always, make it fun!


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Word Up to the Columbus Free Press

With a shout out to the Columbus Free Press, I have to give props to Damp Heat’s The Lich.

http://columbusfreepress.com/article/%EF%BB%BFwith-hand-vecna-damp-heat-brings-nerdcore

Review by Gerry Bello.


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Ale Break: Romantic Musings

Writing romantic storylines for your players is very different from the typical RPG story. But as a potential source of interesting dramatic storytelling it’s tempting to try.

Fantasy writers have never had to think up something romantic for a specific person, guessing at what they’ll like, and role-play it out with their audience while looking that person in the eye.

It brings up all type of issues, even if you’re two players who’s characters play out some type of romance.

Which player do you write the 1st romantic storyline for? Or do you try to write a storyline for each of them that takes place at the same time?


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Recapping SpaceCityCon 2013

I took a Saturday to make a trip out to SSC 2013 to run a session of The Tomb of Athganazar.

The adventure went well — even had a few folks playing who expressed interest in seeing our other adventures, so I’ve pointed them to this site.  If you, dear reader, are one of them, thanks for the kindly-worded validation.  The adventuring party found a very creative solution to the wizard’s challenge, different than those at the last con, but just as off-the-wall and fun for all.  This seems to be the norm for games I run at cons, which is very encouraging, both in the flexibility of the adventure as well as the creativity of the players at Texas gaming cons.  Excessive hack-n-slash isn’t as fun for me as a storyteller, as it too often turns adventures into glorified calculators.  The question for me has always been whether players enjoy this outside-the-lines style of session, and it seems they do. Again, thank you all players who roll with these adventures.  I am grateful for your participation and positivity.

On the floor, I met a visual artist, Joey Blackard, with an intriguing, yet simple style, and picked up one of his framed originals.  I’d love to use more of his work in our adventures; more on that in time.  Then, after running the session, happened upon Diesel on the vendor’s floor, and though I usually don’t approach such luminaries in the history of role playing, he seemed very approachable, so I decided I’d say hi.  Thirty minutes into our discussion of role playing, scoping projects, the experience of working at TSR, then WoTC, and finally life in Austin, I realized that we had a lot of common ground.  He was so down to earth and genuinely interested that I had to cut myself short or I would have kept talking with him all evening.  I’ll definitely look him up at other Texas cons; he tends to make the rounds each year.  One of my favorite con experiences ever.

As usual, the Houston hospitality was second to none, the organizers, gamers, and other locals taking care of me as they always do.  Special shout out to Leo and Phil for the discussions and good times on Saturday night after we’d packed out of the con.  Always great to hear about your campaigns and story ideas and to meet more of your friends and colleagues in adventurecraft.

More to come as we are already hard at work on an adventure to run atOwlCon in early 2014.  This one will showcase the Dungeonstone Caves and Caverns Set that recently closed on Kickstarter.  Odds are they’ll have some sets available for purchase at the con.  So in six months, come check out the booth; the adventure will be run in multiple sessions at the neighboring table.


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Tomb of Athganazar at SpaceCityCon 2013

spacecitycon-300x62We will be reprising our running of Tomb of Athganazar atSpaceCityCon 2013 on the west side of Houston.  The con runs from Aug 2-4 and our games start at 1pm on Aug 3rd in the Rose Garden Room of the Marriott.  Come find us there or at the Dungeonstone booth on the vendor’s floor, which I believe will be in the same hotel.

Anyone entering the Tomb of Athganazar will receive $20 coupons that can be redeemed at the Dungeonstone booth for incredible 3D terrain.  The two sessions will feature pregen Pathfinder 10th level characters and run 4 hours.

And check back here for links to the adventure when it is published in August.


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The Lich – a Hip-Hopera of Extraordinary Magnitude

The Lich is an epic tale of one wizard’s shot at immortality. Mayhem ensues. Give it a listen and get your copy over at Damp Heat’s bandcamp site:

http://dampheat.bandcamp.com/album/lich

Credits
released 30 March 2013
Story, Lyrics, Beats, Art, Engineering, and Mixing (what’s mastering?) by Daniel P. Smith
Lyrical tweaks and fixes by W. Ryan Willingham and Christopher Terry Leone
Clarinet on Forest by Adam A. Thompson
Guitars on Copy of a Map by Dan Lavoie
Guitars on Guild by Joe Madden

Voice Credits
Dot Smith – Narrator
Emily Summerfield – Narrator, Farm Girl
Cee Monstah – Immir, a Wizard; Positive Energy Elemental; and the Butler
Dirty Dub – Corsair, a Warrior; and Dock Worker
Damp Heat – Paul, a Woodsman; Mage Guildsman; Tavern patron
Bad Barry – a Manticore
Stormshadow – another Manticore
Emcee Eats – Vampire Lord
Jomo – Master of the Mage’s GuildChorus (Tavern patrons, Vampire Spawn, Corpse Golem, Other Dock Workers, Guild Members):
Adam A. Thompson
Frank J. Kim
Cindie Jones
John Wayne Akin
Ethan Schrupp
Ryan Gardner


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