Saturday 28 March 2020

The Legend Of Heroes Trails Of Cold Steel III Free Download


Rean Schwarzer uncovers a dark plot that threatens his homeland. To face their enemies, he must prepare a new generation of heroes as an instructor at a new branch campus and guide them towards victory.

Nearly a year and a half has passed since the Erebonian civil war, and much has changed since then. From the shifting stances of countries to the internal politics of the Empire, and even the life of Rean Schwarzer, the shadows of the past have given way to the embers of a new chapter. Now graduated from Thors Military Academy, Rean has become an instructor at the Thors Branch Campus, a newly-opened academy that quickly finds itself thrust onto the national stage. It is here that he takes the lead of a brand new Class VII, and must guide a new generation of heroes into an unknown future. Though all is calm now, the nefarious Ouroboros organization continues to weave a dark plot that could engulf the entire continent in war…or perhaps something even more sinister.

Trails of Cold Steel III invites players into a world full of intrigue and excitement that is years in the making. They will embark on a whirlwind tour through the never-before-seen lands of the recently expanded Erebonian countryside, and encounter fresh faces as well as old friends familiar to fans of the series. In true Trails fashion, the deep, engaging story pairs with an incredible cast of characters and a combat system refined over decades of innovative RPG worldbuilding.

GAMEPLAY AND SCREENSHOTS
DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
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  The Legend of Heroes Trails of Cold Steel III Free Download
http://pasted.co/af29b5ae

INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ Once the download has been finished or completed, locate or go to that file.
➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.

SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)

Minimum:
• Requires a 64-bit processor and operating system
• OS: Windows 10/8.1/7 64-bit
• Processor: Core i3-2100 3.10 GHz
• Memory: 8 GB RAM
• Graphics: Geforce GTX 650 Ti
• DirectX: Version 11
• Storage: 25 GB available space
• Sound Card: Onboard

Recommended:
• Requires a 64-bit processor and operating system
• OS: Windows 10/8.1/7 64-bit
• Processor: AMD FX-8320 8-Core
• Memory: 16 GB RAM
• Graphics: Radeon R7 370
• DirectX: Version 11
• Storage: 25 GB available space
• Sound Card: Onboard
Supported Language: English, French, Italian, German, Spanish, Polish, Czech, Russian, Hungarian, Dutch, Danish, Portuguese, Finnish, Norwegian, Swedish, Korean, and Simplified Chinese language are available.
Read More :- "The Legend Of Heroes Trails Of Cold Steel III Free Download"

Games Course Alumni Shares His Top Tips On Art Projects.

A big 'Thank you' goes out to our Alumni, David Woodman, who has shared some of his top art tips on ArtStation for our students to learn from his many years of experience as a 3D artist and Art Director in Research and Development at TT-Games!

Top Tips.

You can also see examples of David's work n his ArtStation portfolio.


























Read More :- "Games Course Alumni Shares His Top Tips On Art Projects."

AP 2006, Infiltrate!

In this episode I will be looking at (and also talking about) the Apollo game Infiltrate, which is kind of like a dumbed down Elevator Action for our Atari 2600. I don't have an exact date for the next game yet, but it will be tron Deadly Discs by M Network and will come out in January. If you have any Christmas memories that you would like to submit to the 6th annual Christmas show, please send them to me by the end of the day on December 16th. Also, I will be announcing a date and time for when Sarah and I will do a livestream of all the games I covered this year. If you are feeling charitable, please consider donating to my or my friends' Extra Life campaign. You can donate until the end of the year, every little bit will help kids who are sick. Please check the links below to donate. Thank you all so much for listening!

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Rick's Extra Life page
Bryce's Extra Life page
Marc's Extra Life page
Infiltrate on Random Terrain
Ed Salvo interview by Scott Stilphen
Infiltrate (Blue) on Atarimania
No Swear Gamer 492 - Infiltrate 
Read More :- "AP 2006, Infiltrate!"

Monday 23 March 2020

Buds, Blooms, And Thorns Review Of Dawn: Rise Of The Occulites By Eagle-Gryphon Games

Buds, Blooms, and Thorns Review of Dawn: Rise of the Occulites by Eagle-Gryphon Games
DisclaimerSupport me on Patreon!
Vitals:
Title: Dawn: Rise of the Occulites (with three tribe expansions - Floris, Ignis, Nimbus)
Designed by: Ben Boersma
Publisher: Eagle-Gryphon Games
Year Published: 2014
MSRP: $275 painted, $175 unpainted
2-4p | 60 min | 10+

Introduction:
Deep in the Australian Outback a tiny new species has been discovered by a young boy named Darwin.  These Occulites aren't of Earth, and they're very primitive.  However, Darwin discovers that they are intelligent and have begun to form tribes.  Dawn: Rise of the Occulites is the first in a series of games that follows these minute creatures as they develop a civilization, from the beginnings of the earliest tribes to their technological future.  As of this writing, this is the only published game from the series.  A second title was on Kickstarter in 2018 but was unsuccessful in its funding attempt.

Dawn: Rise of the Occulites is a 2-4 player skirmish game that comes with a bunch of different scenarios.  Most of the scenarios are for two players, but a handful are for more.  The stories in each scenario range from competitive combat, to area control, and even to cooperative adventures.  Each scenario ranges in length, with most being about 60 minutes.  The first scenario is a multiplayer tutorial that teaches the core mechanics, but leaves out a ton of features.  As you learn more about the game you can progress through the scenarios, adding complexity.

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • Incredible components!
  • Innovative use of cards for multiple different uses.  
  • Probably the best dice based combat system I've ever played.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • A wealth of scenarios can be played individually or as part of a campaign.  When played as part of a campaign, your tribe improves in its stats over the course of multiple games.
  • The initial scenarios are just the basic mechanics, but as you play more a ton of features get added, resulting in a very deep, strategically complex skirmish game.
  • The backstory is very deep and the scenarios reveal more of this rich, imaginative world as you play more.  
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • Very high price tag.
  • Very unique theme paired with the combat genre results in a very niche audience.
  • The tutorial scenario is too long and doesn't introduce the game in as positive a manner as it should.
Final Thoughts:
Wow, this is a gorgeous game.  The cards, tiles, board, tokens, and all the other bits are phenomenal.  The game board is gigantic!  The artwork is fun and interesting, though a bit bizarre and very stylized.  Some may like it, others may hate it.  Even the storage is incredible, as I've found that all Eagle-Gryphon games have.  However, the miniatures are the most amazing component.  Whether you get the pre-painted minis or unpainted, the detail is incredible, and I guarantee you won't find another miniatures game with characters quite like the Occulites and Luftles.

I really like almost everything about the game.  The depth to the more complex scenarios is something to look forward to and helps repeated plays remain interesting for a very long time.  I love the multi-use cards.  Each card represents a selection of possible uses, including activating figures, determining attack dice, defense dice, special abilities, and even combat boosts.  Cards are used for one of these features, making you really choose which card to play and when.

The innovative dice combat system is a fresh way to use dice in combat without feeling at the complete whim of the dice.  I think out of all dice based combat systems I've played, this is my favorite.  Playing cards determines the number of dice you roll for attacking or defending.  Then each faction's attack or defense strength determines what values on the dice count as a hit or block.  Once the dice are rolled, then a combat chart determines which side loses health.  So if I'm attacking, and my card has an attack value of 5, that means I roll 5 dice.  If my tribe's attack strength is 4 that means every die that is a 4 or less is a hit.  The defense will do the same thing, but using their card's defense value to determine the number of dice to roll and their tribe's defense strength to derminccessful blocks.  So let's say I play a card with an attack value of 5, plus a boost card of 2.  That means I'll roll 7 dice.  4 of those have a value of 4 or less.  The defender plays a defense card of 4, but has a defense strength of 5.  Of the 4 dice rolled, 3 have a value of 5 or less.  That means there was one successful hit.  Consulting the combat resolution chart, that means the defender would lose one health.  Had I rolled 6 hits or the defender had only rolled 2 blocks then the defender would have lost 2 health because my number of hits would have been double the number of blocks.  It sounds complex, but once you've played it a bit it makes sense and adds a lot of depth to the decisions and strategy without feeling like you're a slave to dice results.

This game is very, very close to a Bloom game, however I think there are a few things that hold it back.  

The price tag is going to be a huge turn off for most people.  There are a lot of miniatures games, combat games, and other similar games available at a fraction of the cost.  This game is great for what it is, but I'm not sure if the price is justified for anyone but the most serious gamers interested in this type of game.  That said, I'm not sure there are a whole lot of people that are interested in this type of game.  While the theme, mechanics, and experience all blend together very well, I think the theme is probably a mismatch for the game's intended audience.  I think most people interested in this type of combat, skirmish, campaign game are either looking for military or Tolkienesque fantasy themes.  The Occulites are interesting, but probably for a more niche audience.

I also wasn't happy with the tutorial scenario.  It's a big hill to climb.  Not so much because of any complexity; the tutorial does a great job of just introducing the core mechanics and other scenarios gradually add more complexity.  However, the tutorial scenario ends up being a very long game.  I played the initial scenario twice with different people and both times it took well over 2 hours.  Part of that was for learning, but that should be expected in a tutorial scenario.  I'd expect the initial scenario to be much faster than the other scenarios, not more than twice as long.  Because of this, I've had a hard time getting this back to the table.  I'm not interested in investing another 2-3 hours playing the tutorial again and those that I did play it with aren't interested in playing again because the tutorial overstayed its welcome.

Overall, Dawn: Rise of the Occulites is an amazingly ambitious game project.  It's apparent in everything about the project that it's a labor of love from designer Ben Boersma and his partners at Eagle-Gryphon Games.  Unfortunately the great mechanics, deep lore, and immersive scenarios are held back by a very small target audience and high price tag.  I think if this were re-released and rethemed as generic military or standard fantasy it would be blowing up the Kickstarter hype train.  A more streamlined tutorial that can be played in 30-45 minutes is a necessity, too.  For now though, Dawn: Rise of the Occulites is an underrated gem.  If any of this has piqued your interest, and the price doesn't scare you off, you won't be disappointed in the game.  It won't be leaving my collection, even though I can't get it to the table as often as I'd like.

Buds, Blooms, and Thorns Rating:
Bud!  This game definitely has some
great moments.  It's good for several plays
and should appeal to most gamers, especially
if you enjoy other games like this.

Pictures:






















Did you like this review?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation.  I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions.  There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100.  Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game.  Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game.  Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.

Read More :- "Buds, Blooms, And Thorns Review Of Dawn: Rise Of The Occulites By Eagle-Gryphon Games"

Friday 20 March 2020

Spy World


There are good reasons why the Cold War (the period between the end of WWII and the fall of the Soviet Union in 1991) is such a compelling genre for stories and games. The massive distrust between America and Russia combined with a fear of all-out war, plus the rapidly advancing but still largely analog stealth and surveillance technology made it a unique time in world history, both thrilling and terrifying.

Covert, designed by Kane Klenko and published by Renegade Game Studios, does a good job of evoking the cold war with what on first glance seems to be a disparate group of game mechanics. The goal of the game is to collect sets of cards representing spy gear like listening devices, travel documents and hidden escape kits, and then turn those cards in for points, but as usual there's a bit more to it than that. The sets players are going for are determined by mission cards that will sometimes also include the need to have a pawn in a particular spot on the board.

Movement around the board is also one of the principal ways of gaining more cards, either by having a pawn in a certain part of the board when it's time to draw cards, or by following other players around and collecting clue tokens that they leave behind as the move from city to city on a board representing Europe during the Cold War.

But that's not even the most interesting part of the game. Player actions are determined by a dice placement system where at the start of each round, each player rolls 5 dice and uses them to determine what of 6 possible actions they'll be able to do that turn. The first player to choose a particular action can do so freely by placing a die showing any number on that part of the board, but the next player who wants to be able to do the same action has to place a die that comes either before or after the dice that are always there. For example, if your opponent plays a 2 on the "draw a card" action, you have to play either a 1 or a 3 in order to also do that action.

If the numbers just aren't cooperating and there's nowhere on the board you can play, you can spend a die to draw a random token that gives you a one-time special ability, such as being able to switch the number on a die or play two in a row. You can also just end your turn early, which guarantees that you'll get to go first on the next turn.

On top of all that, there's a code-breaking phase consisting of two rows of random numbers, and a deck of equipment cards with 3-digit codes on them. If you can manipulate the numbers so that any 3 of them match the code on your card, you can either use that card as part of a set of equipment (the main way of scoring points), or cash it in for bonus points at the end of the game.

Covert is be complex without being complicated, and it manages to make all of its different abstract game mechanics work together well, and also feel like they're intrinsic to the theme. When I play this game I really feel like I'm getting a sense of what it must have been like for those Cold War spymasters, managing tons of moving parts, manipulating events to work out in their favor, and taking advantage of situations they might not have control over.

Rating: 4 (out of 5) A very entertaining game that combines theme and mechanics well.
Read More :- "Spy World"

Thursday 19 March 2020

Storium Starters: Crash Landing

Storium Starters are starting scene ideas for the generic Storium worlds available to everyone. They contain introductory narration, challenge text, outcomes, and some location or world information that may be necessary to understand the first scene, though I attempt to keep them generic enough that they can easily be slotted in regardless of other world details you might have designed. Along with the initial scene idea, they will also contain ideas for where the story could go from the starting point. Storium Starters are released to public domain and may be used without attribution for your own games.

This Storium Starter is meant for the Space Adventure world. It is possible you may find uses for this starter outside of that world, but your mileage may vary on that.

This starter assumes that you are using the Dauntless ship described in the world's cards. If you have another name and design for your ship, you may need to make modifications to make this make sense with your concept.

Scene:

In the moments before the crash, it was like the world went silent.

It didn't, of course. The crash was the loudest noise any of them had ever heard by far. But in the moments before it, they heard nothing. The world moved slowly, too slowly, and they could see every little detail, every tiny blade of grass, every speck of dirt on the ground that was coming far, far too close.

The world moved too slowly, yes, but too quickly as well. They had time to take everything in, but not enough time to *do* something about it. One eternal moment they were plunging towards the ground, staring in horror at the shuttle's viewscreen and blaring alarms. The next...

Impact.

They weren't sure how long it took for them to shake off the daze, to clear their vision, to scrabble at their safety harnesses and crumple out of their seats. They weren't sure quite how they got out of the shuttle. Some walked, or walked and crawled and stumbled. Some were carried.

When they were fully able to take in the world about them once again, they were clear of the shuttle, and they were alive. That was what mattered.

They each looked around. Others had gotten clear too. Everyone? That wasn't sure. Some, at least. Shell-shocked, defeated, despondent, defiant...the expressions varied, but all knew the danger they now faced.

The *Dauntless* - the ship on which they served - would search. But it would take time, and in the meantime, they had to survive.

They were on an unknown world, in the middle of a wild jungle of strangely-colored plants and natural metallic formations. They'd come to explore it, in fact - that had been the mission. Quietly explore, take some samples, get recordings of the local wildlife, determine if there was any sign of sentient life. They'd taken a few preliminary scans on the way down, and located a safe place to touch down.

That place was *hundreds* of kilometers away.

So, first things first: They needed a safe location where they could patch up anyone in need of it, take stock, and get their bearings. It wasn't safe to remain by the crash site longer than they had to. The noise would certainly have attracted some attention, and chances were, anything willing to approach could be deadly. It wasn't a good idea to go traipsing off into the jungle on a longer journey yet, but hopefully they could find a place nearby that would serve their needs for the moment.

Hopefully without stirring up any of their own trouble, or getting lost. The jungle was sure to be confusing, but on the bright side, the smoke rising from the crashed shuttle, higher and higher, could guide them back if they ran into trouble.

And the shuttle...the shuttle itself was totaled, a mangled mass of metal. It was hard to believe any of them had gotten out of it at all. It was sure to be dangerous - sharp bits of metal were poking out seemingly everywhere, and exposed wiring and damaged control panels emitted sparks. But there might be something of use in there - and at the very least, they needed some basic supplies. Best to get what they could from the shuttle before they had to leave.

Slowly, the team set to work. The mission was a wash, but they had a new one now: Survival.

Challenges:

  • Seeking (Relative) Safety:
    • Description: A crash-landing on a world that's still a mystery...there's sure to be dangers lurking in the wilds. Immediate survival is priority number one: You need a place you can defend.
    • Points: This is the major challenge for the scene. Assign it points equal to the number of players you have. 
    • Strong Outcome: You find a location nearby the landing site that is safe enough for now. There aren't any notable dangers near it for the time being.
    • Weak Outcome: You find a location nearby the landing site that *seems* safe enough for now. What significant danger did you miss spotting?
    • Uncertain Outcome Idea: The players find a safe location, but there's a danger approaching that they're aware of so their time there will be limited. Or, the players are unable to find a safe location, and return back to the crash site to let everyone know they're just going to have to get moving as soon as they can. Or, the players find a site that *could* be safe...once they deal with a more minor threat.
  • Salvage:
    • Description: Your shuttle crash-landed, and it won't be flying ever again. Best see what you can salvage from the wreckage before you move on.
    • Points: This is the secondary challenge for the scene. Assign it points equal to half the number of players you have, rounded up.
    • Strong Outcome: You salvage some general supplies and one particularly useful item from the wreckage...what is it?
    • Weak Outcome: You salvage some general supplies, and CHOOSE: You salvage a particularly useful item...what are it? But whoever played the most weakness cards (or a volunteer) is injured while they search the ship - how? OR: You salvage something that you think will be particularly useful - what is it? But you don't notice it was damaged badly in the crash.
    • Uncertain Outcome Idea: The characters discover an item that would be very useful to them...but it is trapped within the wreckage. Now they'll have to figure out a way to free it in another challenge.
These two challenges are both focused on searching or exploring in some ways, but emphasize to the players that the manner in which these challenges progress is up to them. If characters are more combat-focused, for instance, they're welcome to state that they encounter aggressive wildlife while exploring or other minor physical threats that they can overcome with their weapons and combat skill. Or, maybe there's something in the ship that's being blocked by a heavy object, and a big guy needs to move it out of the way.

Storium allows players a lot of leeway with defining what happens during a challenge, including defining their own threats if need be. The Outcomes should tell players the range of things that can ultimately result from a challenge, but the way the challenge gets to those outcomes is fairly open. Players should keep things on theme for each challenge, but should feel free to come up with details that suit what their characters can do...or what they really struggle with.

If you plan to do a second set of challenges this scene, you may wish to warn your players not to play all three of their cards during these starting challenges (or all their card plays for the scene, in any case, if you are using different settings from the defaults).

Players get to get creative with the outcomes on these challenges - they're quite open. If you'd rather have more control over things starting out, or if your group doesn't seem comfortable with creating the details in the outcomes, you may wish to specify more clearly what "useful item" is found or what "safe location" is discovered. Making these sorts of things up can be a lot of fun for players, though - and for you as narrator - so if it feels possible, try letting players have more freedom with the details.

Setting Information:

This starter takes place on an uncharted alien world which the crew of the Dauntless had been tasked with exploring. The Dauntless itself is not present yet - the characters took one of the exploration shuttles on this mission. The Dauntless may arrive during the game as a change to the story, or its arrival may take place at the end of the game - the event everything builds towards.

The nature of the world is up to you, and depends on where, precisely, you would like the story to go. You might start with either the Planet DRX-31880 or the Planet EV-1996 location cards, or feel free to make up your own as suits the direction you'd like to go with the story. I've set things up with a jungle environment above by default, which fits DRX-31880 best, but that's a fairly easy modification to the narration if you'd like to have a different sort of environment.

The Dauntless itself is an exploratory space vessel with several decks in the offical cards, which should have a fairly large crew. The player characters and any NPCs you decide to have as part of the crash landing are a small subset of this crew. The Dauntless knows they are here, so it will come and look for them.

Moving Forward:

Where do you go from here? Well, there's quite a lot of options:
  • Hostile Sentients: Maybe what brought the shuttle down was an intentional attack by a hostile force. Are they native to this world? Perhaps they are from an old enemy of humanity, or perhaps they are a new foe. With this idea, it's best to hint at the possibility of these sentients early on - maybe as early as right after these starting challenges, by having someone notice that some of the shuttle's damage looks like it was hit by a powerful energy pulse. Introduce them as actual antagonists as early as scene 2, and either have the players play the mouse to their cat and try to reach a place where they can safely signal the Dauntless, or find a reason they need to confront the hostiles directly. Is peace possible?
  • Survival: With this, it's all about survival - the players are faced with challenges from wildlife and plants and unusual weather and anything else that seems interesting that you can throw at them. The story is all about waiting for the arrival of the Dauntless. You'll want to be careful to give players reasons to be active, though - what are the group's actual moment-by-moment tasks? Finding food and shelter, chasing after dangerous wildlife that also stole something crucial, saving an endangered crewmate...those are the sorts of challenges that can give the story a sense of momentum. It is harder to do a pure survival story than a story with solid antagonists. One angle that you can approach, then, is to find an antagonist - why did the ship crash? Maybe someone on the crew didn't want something on this planet to be found, and committed sabotage...and maybe he's working against the crew even now. Or, maybe there's just an incompetent NPC officer who tries to assert his authority and gets the group into dangerous trouble.
  • A Trap! With this one, it's about the Dauntless. Bringing down the shuttle was a trap set by a hostile force, but a force that doesn't fully reveal itself until the halfway point when Dauntless arrives. Perhaps the players can realize the danger before then, and work to stop the plans of the aliens, or perhaps they struggle with their survival until the arrival and then have to work to take back Dauntless when the hostiles take it over.
There's sure to be more you could do - maybe the world is the home not of a hostile alien force, but of an inexplicable supernatural entity or other being beyond human understanding. Maybe the world itself is sentient and trying to kill the characters. Maybe they all actually died in the crash and their existence now is a purgatory where they have to work through their faults and come to understand themselves better...there's a lot you can do with this as a launching pad, so take the story where it seems to go...or just see what your players come up with and go from there, as suits your narration style.

I hope that you find this starter useful for your games! 
Read More :- "Storium Starters: Crash Landing"

Thronebreaker: The Witcher Tales Now Available For Nintendo Switch!



Thronebreaker is a single player role-playing game that combines narrative-driven exploration with unique puzzles and turn-based battles, and spins the tale of Meve, war-veteran queen of two Northern Realms — Lyria and Rivia. Facing an imminent Nilfgaardian invasion, Meve is forced to once again enter the warpath and set out on a dark journey of destruction and revenge.




A set of free digital goodies comes with Thronebreaker, including the official soundtrack, concept art from the game, as well as an annotated map of Lyria. Details on how to claim these goodies can be found on the dedicated website.

Ported to the Nintendo Switch by Crunching Koalas, in close cooperation with CD PROJEKT RED, Thronebreaker: The Witcher Tales can be purchased right now from the Nintendo eShop. The title is also available on GOG.COM, Steam, as well as PlayStation 4 and Xbox One. For more information regarding the game, visit thewitcher.com/thronebreaker.






Read More :- "Thronebreaker: The Witcher Tales Now Available For Nintendo Switch!"

LTUE Playing Evil Characters Panel



Probably every person who plays role-playing games (RPGs) at some point considers playing an evil character. The reasoning is likely because they want to play a character that has no limitations on the type of actions they can take. Before playing an anti-hero or villain in a game there are a number of considerations.

At the Life, The Universe and Everything Symposium (LTUE Website), I was on a panel covering some areas character players and game masters should consider before playing or having an evil character as part of their adventuring party.

The concept of having an alignment in terms of good versus evil is only in a few select, but well-known RPGs. Games without an assigned alignment to help guide a player still have the concept of evil being present. For the purpose of this discussion alignment was limited within the context of assigned limitations.

For all games, character action is a representation of a character's code of conduct or alignment more than the words written on the character sheet. I bring this up because I have seen players, through their character, perform amazingly evil acts and then claim they are not evil by pointing at their sheet. How to handle that is another, completely different discussion, but there might be some ideas you can take away from our panel discussion.

Motivations for Playing Evil Characters

Some players never consider playing an evil character, while others will push for the opportunity. Don't consider this to be anything bad about the player. RPGs are about exploring differences and that is one of the reasons players want to play evil, they can't be that way in real life. It is similar to playing a character of a different race, sex, physicality, skills, etc.

Sometimes players want to create chaos more than they want to be evil. In many cultures the chaotic individual is seen as being evil. In fantasy settings this is a major point of the Elric stories.

As a game master (GM) you have the right to put limitations on your game. If you don't want evil characters, don't allow them. I know GMs who have been running different campaigns for more than 20 years who don't allow evil characters. They've even pushed back on character actions and reminded the players that they are the heroes.

Character Motivations

Evil characters are harder to play than most people think they are. One of the first things to remember is a concept that is used in writing stories—the villain is the hero of their own story. This means they have motivations and characteristics like every hero. Their reasoning may be flawed, but they still see themselves as achieving something of greater good, not as the evil megalomaniac wanting to control the world just for the sake of power.

Characters can have the same motivation but see the path to accomplishing the goal differently. This is a prime difference between what is considered good and what is considered evil. Peace may be had by negotiating treaties or by killing all of one's adversaries. In many stories the evil lord is only trying to bring order and peace to their realm.

When wanting to play an evil character, you need to understand why they are evil, not just that they are evil. This will help define their motivations and how they will react. In reading novels, you will see where the evil characters are willing to let small victories go as they pursue their mission.


Pitfalls

Know what can be in store for you. I had two players who wanted to bring evil characters into an existing campaign. They thought it would be fun to disrupt the party from the inside. I tried to convince them it wasn't a good idea. They remained persistent after the warnings, so I allowed it. Their characters arrived outside the fort the party was helping to defend. They were allowed into the courtyard under strict guard and after a detection spell was cast were promptly slain. In games where evil can be identified, especially in settings where there is a strong storyline of two opposing sides, other players may be very willing to attack the evil characters before there is a chance for them to turn on the party.

Evil characters cannot act uncontrolled. I like to give a warning to players first looking at playing evil that they are not free to go through and kill everyone because they are simply evil. There should be consequences. If evil leaders killed on a whim followers or commoners that displeased them, they would soon be alone. If this was the common aspect of evil characters, every adventure in a tabletop of electronic RPG would be fighting only the final battle because the main boss would have already killed their minions. They have a plan and have enough underlings to sacrifice in the time of need. Player characters should have the same basic ideal of their fellow party members—the party is there to protect and keep them alive until they are no longer needed or become a hindrance.

Evil characters who are rash usually don't survive for long.

Final Thoughts

Playing evil can be enjoyable when done correctly.

Everyone on the panel had stories of games they had run or played in where an evil character provided a great storyline. One of the better ones was provided by Quiana Chase when she was running the DnD 5e Ravenloft adventure. It was a great example of how a single character willingly slipped deeper into an evil persona to achieve a greater goal they felt was for the better.

I have had the experience of playing a character who eventually became an assassin. During the campaign his best friend and comrade in battle was a paladin. They both embraced the aspects of being lawful and enforcing the laws and agreements made amongst the party and with others. Their tactics of enforcing the rules is where they differed.

If you have a desire to play an evil character, make sure your GM is willing to work with you. It is very important to keep a strong line of communication with them to make sure the character fits into the story you're building. Depending on the players, you may want them to know or not. Work that out with the GM also. I've always found that when you are keeping your motivations hidden from other players you should make sure you don't start doing something that others haven't seen. Gamers are quick to see a change and will cue on it, even if they don't intend to. For consideration, start passing notes to the GM early on and continue to do it. Don't pass the first note when you have defeated the enemy and you're preparing to divide the spoils.


Dancing in the Dark: How to Get the Most Out of Playing Evil Characters (from the program)

Evil characters can be fun and challenging to play but can cause both campaign and interparty issues. Are there solutions to these problems, or are they inherent in the type of play?

Other Panelists

Natalie Whipple

The author of fifteen novels, a pro gaming fan, a dungeon master, and perhaps the largest consumer of diet Mountain Dew Code Red on the planet. She graduated from BYU in English language with a minor in editing and is currently spending all her spare time being too extra for her D&D campaigns.

Quiana Chase

She creates simulations. She has helped produce large-scale simulations put on by Heroic Youth, Simulations Week, and others. Her jobs include working at the Lion's Gate space center, as an elementary school educator, and heading the Que Branch, which exclusively publishes work written by teens. Oh, and she writes novels. She also has a YA science fiction novel in the process of publication.

Jess Lindsay

She loves writing, theater, and making costumes. She takes turns running D&D campaigns with her regular group and takes her husband everywhere.

Ravvyn

They have been a nerdy creator all their life. They're something of a real life bard; they do a little bit of everything. They're a writer and game designer; they designed FUNdemental RPG, which is a d20-based TTRPG system. They stream regularly on Twitch with both TTRPG-based and variety streams. Additionally, they are a professional photographer and has done their fair share of cosplayand prop building as well. Their passion is bringing people together through art and games. patreon.com/TheRavynEvermore.

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Monday 16 March 2020

Missed Classic: Trinity - When Soviet Time-Traveling Robot Armadillos Attack

Written by Joe Pranevich


In Trinity, we traveled to the dawn of the nuclear age and attempted to change history. We failed and became trapped in a time loop with our mischievous roadrunner friend. I suppose there are worse ways to go. In the words of one famous time traveler, "Great Scott!"

But what if the game didn't end that way? Unlike most of the games we played, this is not just a rhetorical question. Infocom has always had a special place in the hearts of digital archeologists and a level of attention that arguably exceeds their real contribution to computer game history. This is in part thanks to Infocom's own newsletters, but also the preservation of memos and documents from the company itself. That gives us a view on just about everything from sales performance to standings within the local softball leagues. As recently as 2019, source code was placed online for most of the classic Infocom games. This would be fun all by itself, but in Trinity's case we are fortunate to have preserved notes on three separate versions of the game, starting from something akin to "Time Police" and ending with the version that we explored together. I had hoped to include this material with the Final Rating, but that post was long enough. Let's close out our coverage of Trinity with a look at three versions of the game that might have been.

Mirai Sentai Timerenger!

Trinity 0.1 - The Time Police
It all started with a dead bird. A cat proudly deposited the carcass on the doorstep of her owner, a Japanese school teacher who had received enough of these little offerings to recognize something out of the ordinary. She sealed the corpse in a plastic bag and brought it to a biologist at the nearby medical school. The remains were identified as Geococcyx californianus, a species native to the southwest corner of North America. What a roadrunner was doing in the vicinity of Nagasaki's Heiwa Koen (Peace Park) was anybody's guess.

The first of the three pitches is undated but likely written sometime in 1985, although it may have been during or after the development of Wishbringer. It shows the game at an embryonic stage, but already elements were coming together that we immediately recognize as the core of Trinity. Nuclear blasts, in addition to all of the damage that we can see, also pierced holes in the fabric of space and time. These holes connected the sites of those blasts in an as-yet unknown way, allowing a New Mexico roadrunner to end up in Nagasaki, whirlpools of coconut-filled boiling water to appear spontaneously over Utah, and many other such events. Scientists discovered and investigated these holes, but the military saw them as being little more than a curiosity. Without military application, who cares if reality is becoming Swiss cheese? That was until a defector revealed that the Soviets had not only discovered the holes, but that they had a plan of their own to use them.

I'll let Moriarty's own words describe the next part:
Such were the humble beginnings of Classified Defense Project #43112. Its official code name is Termite. But the people who got it going and keep it running like to call themselves the Time Police.

You play the role of a Sentry on duty at Project Termite's Alamogordo Station. It's your duty to monitor the Hole created by the first atomic explosion, and to make sure nobody is in there mucking around with the original Manhattan Project. You wouldn't want some other country to get The Bomb before we did, would you?

Grand Moff Who?

The pitch continues into a brief description of gameplay. Rather than directly interact with history, you have an "array of technological gadgets" resembling real birds and small mammals that act as your eyes and ears in the past. Your job is to ensure that history (and a very large bomb) go off without a hitch, without being spotted and potentially changing history yourself. On one fateful day, it is your responsibility to defend the United States from a two-fold attack by the Soviet Union. You have to defend both the Trinity site on the morning of the blast as well as "present day" Alamogordo Station. It sounds like a lot of fun, even if it is unclear how you would solve two sets of problems at once.

Back to Moriarty:
Meep, your trusty Electric Roadrunner, has detected an army of stainless steel armadillos closing in on the shot tower at Ground Zero. And there's something else lurking in that pre-dawn desert; a mysterious Presence that will eventually lock you in a bizarre three-way struggle against time. The future history of the world -- perhaps the fate of the universe itself -- depends on your courage and resourcefulness. No matter what happens, you MUST make sure that the first atomic bomb detonates precisely on schedule! It is 5:00 AM on July 16, 1945. You have twenty-nine minutes.

I understand why this pitch didn't get made, but boy does it sound fun. The mix of robotic avatars and having to balance two separate modes of play at once sounds a bit too much like Suspended and A Mind Forever Voyaging, but there is something perfect about the idea of the Soviets using an army of time-traveling robotic armadillos. Would the tone have been jarring against its premise? How much fun can you have in a story about nuclear armageddon? And both of those previous games struggled with balancing the multiple aspects of their gameplay; could Trinity have done better? It is also not clear how many of the "termite holes" you would explore, and Moriarty may not even have worked out those details yet. This pitch represents a great start and could have been a fun-- if very different-- game if it had come to fruition. I especially like the hard science fiction approach and the structure that being a part of "Time Police" could bring to the story.

You can read the full first proposal here: https://github.com/historicalsource/trinity/blob/master/tr1.txt

"Bridgeport?" Said I. "Camelot," Said he."

Trinity 0.5 - Magical Kingdom

The next version of the game, dated September 1985, takes us much closer to the Trinity that we know. The hard science fiction and robotic armadillos are gone, as is the "Time Police". Instead, the game takes a hard turn into straight up fantasy. The start of the game feels quite similar to the final product: you are an American tourist in London on the day that the bombs fell. You will have to "solv[e] a lighthearted puzzle or two" to escape from London. While the pitch does not say so explicitly, it's likely that Moriarty had already worked through much of the Kensington Garden experience. When the bomb drops however, the game takes a turn from what we would come to know:
"Inside" the duct, you discover a bizarre fantasy world where space and time are interchanged. The magical inhabitants of this twilight zone are wringing their 4-dimensional hands because our atom bomb tests are blasting big, unsightly holes in their otherwise peaceful universe. The only way to prevent the collapse of the entire kingdom is for some foolhardy adventurer to journey backwards in time to the first A-bomb test at Trinity, and prevent it from going off.

Armed only with the 3-D map of the Hole Matrix provided in the game package, the player ventures through a bewildering variety of exotic locations, solving puzzles, meeting unlikely characters and casting magic spells. But unknown forces are at work to foil your quest, and you soon find yourself caught up in a multidimensional war between two great empires who seek to control the Matrix. It all comes together during a spectacular climax in the New Mexico desert, where you must single-handedly decide the course of history in just 29 minutes of real playing time.
"My name is Peabody. I suppose you know yours."

The game sounds much more "Zorkian" with exotic locations and magic spells; in fact, I cannot help but wonder if the bombs wouldn't have opened the door just a smidge to the actual Great Underground Empire. This is all speculation, but Trinity's internal development code was "Z7". All of the previous codes (from "Z0" to "Z6") were for the Zork and Enchanter series, plus Wishbringer, which also took place in the same universe. "Z8" and "Z9" would later be given to Beyond Zork and Zork Zero. Trinity is the only game in that series of codes to not be a Zork game. Why? Could they have been aiming for a more generic fantasy game while using the "Z" code? Absolutely. Could they have left the door open for it being an implicit Zork sequel? Also yes, especially as this version of the pitch suggests that it was to be the first game in a new fantasy trilogy. We don't know, but it feels like there could be a truth hidden in there someplace.

The "Hole Matrix" hinted at in the description, plus the fantasy kingdom itself, feels like an alternate or early form of the "wabe" from the final game. It seems that you would explore many different areas all connected by the nuclear explosions to solve puzzles. Except for the lack of spells and explicit fantasy elements, most of the zones that we traveled to in the final game could have worked with this pitch. Only the "hub" that connected them, plus the lack of magical solutions, could be different from the game that we know.

The final open question for this version has to do with the endgame: how would a "real-time" ending sequence work? Would touch typists and faster computers automatically have an edge? This must have been a major goal because Moriarty mentions the real-time nature of the ending more than once in his summary, and yet he doesn't appear to have found a way to make it work. This is also the only version of the pitch to not include the roadrunner; I cannot but think that somehow these two problems are related! Other than being a humorous fantasy (rather than dour magical realism), this game has all of the elements of "our" version of Trinity. The puzzles and worlds may have differed, but this is recognizably the same game.

You can read the full second version of the pitch here: https://github.com/historicalsource/trinity/blob/master/tr2.txt

"My patience is wearing thin. I'm banishing you to a time warp from which you will never return!" - Oroku Saki

Trinity 0.9 - Almost There!

The final draft summary we have is from November 1985 and it is essentially the game that we came to play in digest form. In fact, this is the shortest pitch of the three and is detailed enough that Moriarty must have been fairly far along in his development process. The beginning and middle of the game appear to be exactly as we have played it:
The door transports you to a Zorkish fantasy world, centered around an enormous sundial that casts a long, moving shadow across the landscape. This improbable universe is littered with lots of giant toadstools, each equipped with its own magic door. Whenever the dial's shadow passes over a toadstool, the magic door opens, and you can visit a "real" historical place where somebody is about to explode an atomic bomb. Locations include an underground test site, a Siberian wilderness, a tropical atoll, a "Star Wars" orbital battlefield and a playground in Hiroshima.

The player has to explore every square inch of the fantasy world, figure out how to control the giant sundial, visit all the magic doors (in the right order) and solve a bunch of interconnected puzzles before he or she can tackle the seventh and final toadstool ... the Trinity test.

So far so good. I especially like the nod to my theory that he was explicitly aiming for "Zorkian", even if not the Great Underground Empire itself. And yet, Moriarty appears not to have cracked the final nut, how he would have run the end-game. This is not the three-way battle with robot armadillos from the earliest version, nor the real-time puzzles of the second, but something wholly different:
The player materializes in the test tower, only twenty-nine minutes before the Gadget is scheduled to detonate. The site is heavily guarded, and danger lurks behind every cactus. If you survive long enough to reach the control bunker, you'll meet a Who's Who of famous scientists, all intent on vaporizing your only way home. Can you stop the Bomb from going off? What will happen if you do? And what about those mysterious beings who keep making snide comments in the corners of your video screen? Are you being used?

I love the mystery being implied here, even if it is frustrating that we never got more than sniffs of it in the final version of the game that we played. Who was the mysterious voice in our ear? We never found out and it seems like perhaps Moriarty may have changed his mind about it more than once during development. Alas, we also never saw the "Who's Who" of famous scientists as the final endgame pivoted back towards the earlier ideal of causing as few ripples in history as possible. In fact, other than listening to humans on the radio, we interacted directly with absolutely no one in the endgame as we played it. There is not one "famous scientist" in there at all!

You can read the full third version of the pitch here: https://github.com/historicalsource/trinity/blob/master/tr3.txt

"Okay, um, how do I explain this concisely? This is Tuesdays... and also July."
"And sometimes, it's never."

Moving On

I hope you enjoyed these brief looks at alternate versions of Trinity. I am glad that we were able to experience the final version of the game, but there are many neat ideas presented across these several drafts that would have been fun to experience in some way. Ultimately, the ending of Trinity isn't perfect. The puzzles are too difficult and too many elements are left unexplained and unresolved. The nature of the time loop doesn't give us a sense of finality, especially after we looted our own paradoxical corpse. It seems from these documents that while the only aspect of Trinity that did not change from draft to draft was the final confrontation in the desert, the actual mechanics of that endgame experience did not come into focus until late in his design process. I wish we had these documents for more games to give us a basis for comparison, but what we have is a fascinating, if all too brief, window into how the sausage was made.

With this last side avenue explored, I am finally ready to tackle some Leather Goddesses. You can expect a mini-review of that soon.

With the spread of Coronavirus around the world, I want to take this moment to wish for safety and health for all of our readers and their families. Stay well.
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