lunes, 14 de septiembre de 2009

Review: “Dungeon Master’s Guide 2″

Fuente:

http://www.critical-hits.com/2009/09/13/review-dungeon-masters-guide-2/

Información:

Review: “Dungeon Master’s Guide 2″

Submitted by The Game on Sunday, 13 September 20093 Comments

DMG2Overview

For Dungeon Masters of all stripes, new and experienced both, the DMG2 is a must-have and will challenge the ideas of even someone who regularly dispenses advice on running RPGs (such as myself). This is the first 4e book that I can recommend to non-4e players for the strength of the first chapter alone. Plus, for 4e DMs, you get an extension of all that came before in the original DMG.

I must admit that I wasn’t impressed with the DMG from 4e, especially compared to its predecessors. I was told by other reviewers who liked it (and disliked the other two books) that it was a great primer for new DMs, and that may very well be true, but for someone who has as much XP as I do on running games, the only highlights were page 42, up-leveling/down-leveling monsters, and treasure parcels. The DMG2 builds on all that information and brings a lot new to the table while developing the concepts established in the original book.

Chapter 1: Group Storytelling

This chapter is worth the price of admission alone, and from what I understand, is primarily the work of Robin Laws, no stranger to the world of writing about game mastering. Highlights of the chapter include the section on “Branching”, which talks about how the success or failure creates different options for how to progress with a story, and by introducing interesting complications into a story even when the PCs fail. There’s some resemblance to the GUMSHOE RPG, which should come as no surprise as it was also written by Mr. Laws.

The chapter continues with collaborative ways with your players to structure your campaign. There are suggestions on how to tie your PCs together with a theme and get motivations out of them, as well as establishing interrelationships between the PCs. (All things I did when starting my last campaign.) There are also suggestions on how to creative a collaborative plot with your players, and how to avoid a lot of the pitfalls of such a game. (You’ll hear that idea done a little at the beginning of one of our podcasts.)

The chapter closes with some more mechanical options for making “Companion Characters”: those characters that can fill in missing roles from a party, act as henchmen, or represent that random NPC who joins up for just one quest. There’s also some mechanical guidelines for temporarily adjusting a PC’s level to fit in with a group of a level more than two levels higher or lower.

Chapter 2: Advanced Encounters

“Encounter As Story” represents something that I’ve long advocated in 4e combats as a way to cut down on “grind.” However, they don’t just give “outs” to ending combat early, there’s plenty to work with when planning out your stories.

“Player Motivations” continues developing the list from the DMG (and explored elsewhere, even if the motivations had different names) by providing more tips for appealing to that player type, as well what kind of encounter types those players enjoy, and somewhat oddly, where the ideal seating is in relation to the DM. Many of the player types are backed up by a sidebar of how that player type can be appealed to in the adventure from the first DMG, “Kobold Hall.”

Amusingly, there’s also a sidebar in this section for “Achievements” ala Xbox or WoW.

Also addressing the long combats, there’s a section on “Encounters and Attrition” that talks about pacing, dissecting the flow of an encounter, and ways to push encounters forward by using momentum, rewards, deadlines, and prohibitions. There’s also a sidebar for making long fights… not about extending the length of a standard 4e fight (that few would want) but for tying together situations where there are reinforcements, time-sensitive chases, and so on.

Getting back into the mechanics, there’s a bunch of terrain (mostly magical) that spices up a battlefield, then “terrain powers” which are terrain features that can specifically be activated by PCs or monsters… from the classic chandelier to a rope to swing on.

Notably missing from the first DMG, we get trap creation rules, which reprints page 42 for reference, and some more sample traps (including new trap roles that mirror monster roles: elite, minion, and solo.) My favorite new trap: the infamous rolling boulder. It includes this line: “Tactics: This trap is straightforward. The big boulder rolls down, crushing all in its wake.”

“Pulling it all together” finishes the chapter by giving you a sample encounter that has monsters, terrain, and traps.

skillchallenges

Chapter 3: Skill Challenges

It kicks off by reprinting the basics, which has all the post-errata skill challenge DCs. We also get to see an example skill challenge as if it were in play, which should help some struggling with the idea. This is followed by some ground rules for designing skill challenges from a plot perspective, and some alternatives to skill challenges.

“Skill Challenges in depth” gives a number of different models of skill challenges that definitely complicate the mechanic and make them sort of a skill-based minigame for complex scenarios. Examples include skill challenges that evolve in stages and that branch off, as well as skill challenges that don’t just use skills for successes. There’s also a sidebar on “Transparency and Skill Challenges” which covers the same ground as my article on Overt vs. Covert Skill Challenges and comes to the same conclusions.

“Skill Challenge examples” is, as expected, more pre-made skill challenges, almost all reprinted from other sources. It does include my favorite skill challenge from Through the Silver Caves. The last example is truly impressive, which states up front that it stretches a skill challenge to the extreme, and takes up a massive 4 pages.

Chapter 4: Customizing Monsters

“Monster Themes” are like mini-templates that can be applied to a linked group of monsters. For example, a dungeon full of cultists of Demogorgon could all get two heads or lashing tentacles, or a you could use “Those who hear” to represent a group that has been touched by Far Realm entities.

There are more templates too, and not just the traditional “X mixed with Y” types, also ones for humanoids like Grizzled Veteran and Mad Alchemist. There are also templates for all the PHB2 classes for when you really want your PCs to bash a Bard. The end of the chapter has corrected rules for making elites and solos based on the MM2 monsters, as well as rules for making new minions (hooray!)

Chapter 5: Adventures

“Alternative Rewards” is a system for mechanical benefits for characters that enhance their abilities that are NOT magic items: divine boons (gifts of the gods), legendary boons (benefits of having a destiny or other story based events), and grandmaster training (training from more experienced masters, like kung-fu techniques.)

“Item components” give suggestions for divvying up a a treasure parcel into components that can be used for making specific items, in case you want to give more of a “recipe” feel to magic item creation.

“Artifacts” give you more suggestions on using artifacts in the game, as well as MOAR ARTIFACTS. There are some new ones, but also old favorites like the Cup and Talisman of Al’Akbar and The Rod of Seven Parts (which includes a new explanation of what the Wind Dukes of Aaqa were and what Miska the Wolf-Spider was to fit into 4e.)

“Organizations” are suggestions for putting factions/groups into play for your games, and a few (but not many) examples.

“Campaign Arcs” gives some suggestions for campaign models that make suggestions for overall arcs, separated by tier. Some are traditional (there are rifts opening to other worlds) and some are more out there (time travel!)

paragoncampaign

Chapter 6: Paragon Campaigns

“Paragon Status” gives advice on running Paragon-level games and what themes are appropriate. Let me say it again because it also appears here: Time Travel! Also epic wars, world-hopping, and alternate realities. That’s the kind of crazy stuff I love in my D&D and love to see it supported in print- there was support in 2e but I don’t remember much in 3e for meeting evil versions of yourself on an alternate fantasy world. The masters of war section in particular will be useful to many since it gives multiple ways to resolve battles in the 4e framework, including skill challenges (an idea we’re familiar with.)

“Sigil, The City of Doors” is a write-up of the iconic city that first appeared in Planescape in a similar fashion to how the DMG described Fallcrest. This is my one big disappointment with the book: it may be because I was spoiled by the original setting, but the amount of detail here of the city pales in comparison and feels incomplete and fairly lifeless. Additionally, one cast-off line destroys my favorite part of Sigil, as the factions are completely done away with. There’s also little Sigil art, though there is a pretty good map, yet I’m left wanting some DiTerlizzi. There are a few sample urban encounters, but they are fairly generic and certainly don’t seem unique to Sigil.

“Gate-Towns” describe all the locations that sit on the edge of portals to other planes, the concept of which should be familiar to Planescape fans, but adjusted for all the new planar locations.

The book finishes with “A Conspiracy of Doors”, an 11th level adventure centered in Sigil. Just as with “Kobold Hall”, there’s not a lot of story to the adventure, focusing on helping the Planar Trade Consortium.

Conclusion

That’s a lot packed into this book that I’ve described, but I’ve got news for you: there’s more than what I’ve described in this review. There’s sections that I didn’t describe, and tons and tons of useful advice crammed into the sidebars. This is a book packed with all kinds of advice and tools for Dungeon Masters (and game masters of all games) that could give something to even the most experienced of dungeon masters. Even though I consider myself very well read through Dragon articles, blogs, and so forth, and even though there is plenty in the book reprinted from other sources, I consider this a must-have book for the way it’s presented. The DMG 1 may never come to my game table again with this around.

Also, as a personal side note, big congratulations to Yax of Dungeonmastering for his contributions to the book. It’s really awesome to see a blog that you followed from the start lead to something as exciting as getting your name on sidebars in a Dungeon Master’s Guide.

Previews

You can read some exclusive previews from other bloggers if I haven’t yet convinced you:

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TheGame is Dave Chalker, a lifelong gamer, Master of Arts in Publications Design, and son of Jack L. Chalker. Dave is the Editor-in-Chief of Critical Hits and Executive Director of the RPG Bloggers Network. He is the envy of geeks everywhere because he's dating e, the Geek's Dream Girl. (Email Dave or follow him on Twitter).

3 Comments »

  • Wyatt says:

    Yup, I must buy this book. I wasn’t thrilled with the PHB2 because it’s just more classes and races basically, and the MM2 is demogorgon and at-will daze and beholders, but I KNEW I would get something awesome out of the DMG2, because a DMG has yet to fail me.
    Wyatt´s last blog ..Monsters of Eden: Introduction My ComLuv Profile

  • Aaron says:

    Ditto at Wyatt. Also, achievements. I don’t know why, but I love achievements. I totally want those in my game.

    Aaron
    Aaron´s last blog ..H.P. Lovecraft’s Commonplace Book My ComLuv Profile

  • The Game says:

    I think for you specifically you’ll get a lot out of the revised monster creation rules. I’ve found the MM2 monsters to be far superior designs, and so making the creation rules match will help those such as yourself who make new critters.

    However, you’ll also find a number of things that let you turn other monsters into Demogorgon, so take of that as you will!

Loose Change Final Cut Subtitulos en Español VOSE

Fuente:

http://taximarbella.blogspot.com/2009/09/loose-change-final-cut-subtitulos-en.html

Información:

lunes 14 de septiembre de 2009

Loose Change Final Cut Subtitulos en Español VOSE

Uno de los mejores documentales sobre el 11-S, subtitulado en español

Primera parte:


Segunda parte:

El documental demuestra que el atentado del 11 de septiembre de 2001 fue una conspiración, mostrando inconsistencias en las versiones oficiales de lo ocurrido, por ejemplo que el colapso de las Torres Gemelas y el WTC 7 del World Trade Center no fue causado por un intenso calor que finalmente doblegara la estructura de acero del edificio, si no que fue causado por explosivos que serían los únicos en causar los daños necesarios para derrumbar las dos torres. En cuanto al Pentágono se cuestionan varias discrepancias, y se afirma que en realidad no existe una evidencia sólida del choque del avión comercial. Loose Change: Final Cut, va más allá, pues no sólo se trata de un tercer episodio renovado de la trilogía, sino que se trata de una nueva película con muchas y nuevas escenas nunca vistas, comentarios, entrevistas y el testimonio de testigos presenciales. Agradecimientos para el equipo de subtitulacion: http://subtitulos.concienciame.com/index.php A los cuales animo, para que nos sigan traduciendo a la gente que no sabemos ingles


Escribe el resto de la entrada aquí (Ya completo...)

“Roleplaying games as a teaching tool” @ Musings of a ChattyDM

Fuente:

http://www.stargazersworld.com/2009/09/14/roleplaying-games-as-a-teaching-tool-musings-of-a-chattydm/

Información:

“Roleplaying games as a teaching tool” @ Musings of a ChattyDM

As announced some days ago, my first guest post at Philippe Ménard’s blog has gone live! Here’s a short excerpt:

Some time ago, Barb, a homeschooling mom from California contacted me. She had read about my background in physics and asked me if I ever had ever thought about combining D&D and science.

For some time she has paid DMs with backgrounds in different scientific fields to run D&D adventures for her son. These adventures were always designed in such a way that they were not only fun to play but also taught the players something about disciplines like biology or computer technology.

She asked me if I would be interested in running a game that would combine D&D with physics. I have to admit that I never thought about the possibility of using roleplaying games as a teaching tool, probably because I am no teacher and I don’t have any kids of my own either. But the idea intrigued me, so I asked her if I could ask her a few questions about her concept.

You can read the rest of the article here. And please post your comments over there as well. Thanks!

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Related posts:

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  4. Gender bender – or why I don’t like when men try to play women in roleplaying games
  5. Adventure Games as inspiration for RPG campaigns

Calidad en los juegos de rol (IV): calidad en las ediciones

Fuente:

http://veinticincohorasaldia.blogspot.com/2009/09/calidad-en-los-juegos-de-rol-iv-calidad.html

Información:

Calidad en los juegos de rol (IV): calidad en las ediciones

Volvemos a la serie de artículos sobre calidad e intuyo que sobre éste van a correr ríos de tinta, perdonadme el chascarrillo...

Hablar de calidad en la edición es hablar de polémica, porque es uno de los temas más controvertidos que han tenido que afrontar las editoriales de rol durante años, al menos en nuestro país. Que si tal libro es caro o barato, que si la otra editorial saca en color por el mismo precio, que si habéis pasado el precio directamente de dólares a euros y os habéis quedado tan panchos... como digo, no es sencillo. Por ello, quiero recordaros una vez más que lo que voy a comentar aquí es lo que yo entiendo de calidad en la edición de un libro de rol. Pero como la calidad es algo en buena parte subjetivo, estaré encantado de leer vuestras visiones personales en los comentarios.

Y sin más dilación comenzamos. Como siempre, empezaré desde lo que considero fundamental hasta esas otras cosas que siguen siendo importantes pero que no son tan indispensables como las anteriores.

1. Edición resistente.
Los juegos de rol son libros, pero también son para jugar. Yo soy especialmente cuidadoso con ellos, aunque reconozco que dejé de forrarlos hace años (básicamente, cuando atesoré más de los que podía forrar de una sentada). Aún así, seguramente el libro va a pasar por varias manos en tu grupo de juego, y cuánto más "crunchy" sea el juego, más se consultará, así que más vale que los libros sean resistentes. Si al año de jugar una campaña tienes que jubilar el libro y no has hecho barbaridades con él, algo falla. Las ediciones han mejorado lo suficiente como para que usos que no sean abrir el libro 180º, hacer crujir bien la maqueta y comer helado sobre él garanticen un uso razonable durante años, y eso es lo mínimo que yo le pido a un libro de rol con una edición de calidad.

2. Que la edición haya sido diseñada.
No es un trabalenguas, es algo que también considero fundamental. Con ello quiero referirme a que espero que el formato del libro haya sido pensado, razonado y elegido según el uso que se pretende darle. Hacer una edición muy cara (cartoné, páginas a color, satinado, etc.) para un módulo breve de una sola tarde probablemente se convierta en un clavazo para el comprador para lo que es, pero hacer un manual de uso continuo (p.ej. un manual de conjuros en un juego de fantasía heroica) que no aguanta pasarse cuatro tardes abierto por la misma página tampoco es útil.

Sé que aquí choco con la idea de que el rol bonito vende más, pero hablamos de lo que considero de calidad. Cuanto más cara de producir sea la edición más me van a cobrar, así que espero que sea proporcional al uso que pretendo darle. Aquí tenéis algunos ejemplos sacados de mi colección que espero que os gusten:
  • Unknown Armies en tapa dura. Se trata de una edición limitada que hizo Edge al sacar el manual básico y que por unos pocos euros más te llevabas en tapa dura. He comparado mi ejemplar con el de gente que lo tiene en tapa blanda y no me arrepiento para nada, porque el mío está casi como el primer día y los que he visto en tapa blanda están bastante machacados. Esto, para un juego que además no requiere que andes todo el día consultándolo me parece acertado.
  • Haerentia, un juego autoeditado que compré hace poco y que reseñó la gente de Templo de Hécate. Mi edición es la normal, en tapa blanda y pequeñito, y me parece estupendo, porque es un libro para usar, pasar a los jugadores para que lean sus poderes, llevar de un lado para otro, etc. Buena elección de formato y ajustado precio. Como nota, en la reseña del Templo que os he enlazado un poco más arriba veis la versión "de lujo", en tapa dura que me parece menos adecuada según lo que os comentaba más arriba.
  • Adventure Path de Pathfinder. Sus dibujos a color están pidiendo que los enseñes como loco a los jugadores, pero su tapa blanda evita un incremento en el precio que no merece la pena para libros que son parte de una campaña que probablemente dirigirás una o dos veces en la vida (y como además, si estás suscrito, también tienes en pdf, probablemente la mires menos aún).
Espero que estos ejemplos os ayuden a comprender lo que querái decir con este segundo punto: libros editados con cabeza.

3. Edición proporcional al precio.
Curiosamente lo sitúo en el tercer punto, pero es que está muy relacionado con el anterior. Hay libros que me resultan terriblemente caros para la edición que es y el rendimiento que voy a sacr de ellos. El Rastro de Cthulhu es un ejemplo de juego estupendo, con una edición bien elegida pero cuyo precio me parece excesivo al ver las páginas transparentarse al someterlas a la luz del sol (al menos en mi ejemplar pasa). La Leyenda de los 5 Anillos, editado también por Edge, me parece que tiene un precio mucho más ajustado y una edición muy adecuada a sus necesidades. Sé que tras los precios hay cuestiones como el número de ejemplares impresos, imprenta donde se realiza, etc. que hacen variar el precio, pero hay casos donde uno siente que ha pagado mucho más de lo que recibe. Otro caso donde me ocurre es en los últimos libros de Mundo de Tinieblas en tapa blanda, como Mago: El Despertar, que compré directamente en inglés porque la edición en castellano me parecía muy cara para lo que ofrecía.

Seguro que todos vosotros tenéis múltiples ejemplos de este tipo, hablando siempre desde el punto de vista de la edición (El Rastro de Cthulhu no deja de ser un juegazo porque a mí me parezca caro respecto a la edición).

Y aquí concluye este pequeño ranking de edición. Con este artículo y los anteriores referidos al texto y la ilustración creo que hemos repasado todo lo que tiene que ver con la "creación" del libro. Sin embargo, hay un aspecto que creo que debo tratar, aunque sea someramente, y es la post-producción del libro, es decir, qué ocurre después de que salga a la calle. De eso nos ocuparemos en la quinta entrega de esta serie.

Arte - Aristóteles

lunes, 14 de septiembre de 2009

Frase del día
La finalidad del arte es dar cuerpo a la esencia secreta de las cosas, no el copiar su apariencia.
Aristóteles
enviar frase a un amig@Arte
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