Tag Archives: RPG

A delicious friend is me!

Although I adore games like Mass Effect and Bioshock, being disabled by chronic illness means I’m not always able to handle, physically or mentally, real-time combat and tasks requiring hand-eye coordination. For those times when my brain wants to play something but my body wants me to curl up and not pick my head up off the pillow, I’ve become a great fan of turn-based games played in a web browser.

One of the best known, and one I’ve written about before, is Kingdom of Loathing (KoL). You are given a base 40 turns a day, which can be increased to hundreds depending on the food, drink, equipment, and other items you use. While there is a daily limit of 200 turns you can store up (in other words, you can’t stop playing for a couple of months and come back to thousands of turns), there is no limit to how much time you can spend playing all the turns you’ve generated. Other games, such as the delightful Paradox! The Musical (not an entirely disinterested plug), Metroplexity, and Game! hew pretty closely to KoL’s model of turn generation.

As much as I enjoy the intricate puzzles and engaging writing of the above titles, they can prove a roadblock to chronically ill gamers who may be especially limited by cognitive dysfunction, or are unable to read a lot or spend too much time on the computer. Echo Bazaar, by Failbetter Games, manages to create a remarkably vivid and intriguing world while keeping gameplay simple, and effectively forcing a casual approach.

Echo Bazaar takes place in Fallen London, which is what became of Victorian London when it was mysteriously carried away, down a mile beneath the surface. Inhabitants are defined by four character traits — Dangerous, Watchful, Persuasive, and Shadowy — and these traits, along with myriad other story-related characteristics (such as Hedonist or Ruthless), contacts (such as Bohemians, Constables, the Church, or Hell), and menaces like Wounds or Nightmares, develop your character as he, she, or it pursues an overarching Ambition. The gameplay is a mixture of card game and RPG, with an ambiance that evokes Lovecraft, steampunk, and other familiar themes while managing to keep Fallen London feeling mysterious and unique, not derivative. While it is text-based like the other games mentioned, the story is meted out in tantalizing tidbits rather than requiring a large investment of time to read.

Players of Echo Bazaar are rewarded for patience, due to its unusual turn-generation model, speaking of tantalizing tidbits; people who are used to the more common methods found in other games can be frustrated here, but it’s one reason I recommend it for chronically ill gamers. You are given 70 actions a day, which cannot be increased. You can “bank” a maximum of 10 actions and as you use them, they refresh at the rate of one every 7 minutes. This does mean that you are losing turns as soon as your candle refills if you aren’t logged in, so the best attitude to take is a very relaxed one. Don’t worry about playing optimally, or not having a chance to play on a given day. You don’t have to compete with anyone (PvP, in the form of the game “Knife and Candle,” is entirely optional) and as yet there is no “end” to the game past 90 to all stats. So it’s perfectly suited for people who want a casual but engrossing experience, who can only log in once or twice a day but will always find their 10 turns awaiting and will proceed slowly, but inevitably.

(One might observe that it is a bit cruel of the folks at Failbetter to invent such a fascinating world in which to get lost…and then to limit one’s time in that world so harshly. If one were to be gauche about it.)

If you’re on Twitter and you don’t play the game, you may consider it either a curiosity or a pain in the ass, depending on how considerate are your friends who play. Echo Bazaar requires you to log in with a Twitter account, but if you want, that can be the limit of your involvement. Players are enticed to tweet at least once a day, since every 24 hours you get the option to refill your actions immediately, giving you 20 to play at once instead of 10. However, this is not required, and you can also edit what you say aside from the link. (Which, as some reviewers have gotten wrong, is not a referral link. I loathe those games.) I usually replace the default text with something tailored for my character, and I also enjoy tweeting out some of the funnier, creepier, and most intriguing bits, so I created a separate account to avoid spamming my main account’s followers.

This brings me to my final point about the game. I’m not much for multiplayer anymore, since even if I do have the energy to game, I may not have the energy to interact with strangers. This is an area where I really enjoy Echo Bazaar‘s design. There are myriad benefits to interacting with fellow players, who are people you follow (mutually or not) on Twitter. However, it all takes place in an appropriately genteel manner, as if through a matchmaker. You send an invitation to something — possibly a “visit” to decrease the menace of your Nightmares — through the game, and the recipient gets an automated DM from the @EchoBazaar account. That person can then accept the invitation, conferring benefits on both of you, or reject it. (Update: Thanks to another player for pointing out that some of the “benefits” received from these interactions aren’t necessarily positive, depending on your goal.) There is no actual chat interface or need to form a group, which cuts down greatly on my own energy costs when playing a game. However, especially if you do create a separate account, you can get involved in conversations with your fellow players, in character or otherwise…and even with the Masters of the Bazaar and other notorious inhabitants of the Neath. The level of personal interaction is completely up to you.

I’m utterly enchanted by Echo Bazaar, and in a way I want more — more actions per day, more hints about…well, everything, and just who is this mysterious Cheesemonger? But the truth is I really enjoy the fact that it can be played with one finger while lying on my side, and that due to the mechanics it’s in my favor not to get obsessed. You’ll find me exploring the dark corners of Fallen London when my body’s put the kibosh on playing anything more taxing. And you can find my character, Ms. Antoinette Divertimenta, on Twitter. I await your visit, delicious friend.

(art © Failbetter Games)

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Weekend sendoff: Here come the dwarves

This Sunday I will be ushering in my late 30s with an appropriately sober, staid, and mature activity: playing the Dragon Age RPG from Green Ronin Publishing!

Yeah, screw staid and mature. Although there will be no Alistair to encounter, I’m still excited. The system is clearly designed to get players of the computer game started with tabletop role-playing, which is kind of funny since usually it’s the other way around. But since I’m not an experienced role-player — some D&D and Toon back in junior high — this is fine by me. Of course the RPG is based on the lore and history from the Bioware game, which is a world I find unusually compelling. I don’t usually do more than scratch the surface with game lore, just enough so that I can appreciate the stories told through gameplay, but I love the dwarven politics and the elven plight and all the bitch-slapping between the Chantry and Fereldan magic-users.

Preparing for the game also spurred a conversation between Paul and me about the possibility of role-playing systems in which bonus and penalties apply based on your character’s sex or gender. This is not very commonly found in RPGs, and it does open up a can of worms that I found very interesting, so you might be subjected to a post on the subject at a later date.

I’m sending you off with something that will only make sense if you’re married to me and you suggested a different subject for this blog post. Have a great weekend, and wish my rogue luck.

(Dragon Age RPG cover art by Alan Lathwell)

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Oh my Maker, like, Alistair is such a hottie!

TWO-WAY SPOILER ALERT: I will be talking about Dragon Age: Origins without regard for spoilers. (Except that I won’t discuss the origin story, for your replayability’s sake.) That said, I haven’t finished it, so if you could avoid discussing the ending or major plot points, I’d appreciate it.

I might as well just hand over my ATM card to Bioware, because eventually they get all my money anyway. I just have a thing for their brand of RPG, heavy on the story and relationships but not light on action. I especially like the ones, like Jade Empire, where your actions push you in the direction of an alignment, one good, and one bad-but-we-won’t-explicitly-call-it-that.

My preference is always for the latter type of character, so I was a little disappointed that Dragon Age: Origins doesn’t really have such a system. You spend more time working on your relationships with key characters, or ones you just want your character to get it on with, and their approval of you may increase or decrease depending on your words and actions, and whether you bring them something pretty from time to time. It’s like The Sims: Darkspawn.

"So, um...you a big <i>Buffy</i> fan?"

"So, um...you a big Buffy fan?"

So your character’s personal morality can get a little confused given that there aren’t always clear benefits to taking the high, pure ground versus being a lying, thieving snitch. One of your party, Alistair, is a templar — in this case a warrior devoted to hunting down apostate mages for the Chantry (the religious authority). You’d think he might object to your accepting a quest to ditch the bodies of some deals that went south, and you’d really think he’d kick up a fuss when it turns out the well in the Chantry courtyard is the designated dump site. But he takes it entirely in stride, with no relationship penalty.

Since there was no good/bad alignment to work towards, I decided to see if I could play my character as an atheist. This isn’t particularly easy. Early on, I pissed off a priest with some backtalk and that ended any further lines of communication. However, you don’t always have that option. There’s a fairly hilarious scene with an obstreperous older Chanter (like a nun who’s only allowed to talk in Scripture) who appears at first to be mangling the Chant by inserting references to bacon and other things, but it turns out she’s doing it on purpose. With this character, you can have a conversation where you challenge the Chantry. However, when you’re in a conversation with a murderous goon from a different culture, your choices are all in the direction of convincing him that the Chant is a good thing.

"Yeah dude, religion's totally awesome. Now you want out of there or what?"

"Yeah dude, religion's awesome. Now you want out of there or what?"

You’re given a pretty wide range of ways to interact with people, from obsequiously polite to downright bitchy. But if you decide to have your character behave immorally, such as killing allies and going back on promises, or even just get a little snippy with someone, as a player you end up missing out on content, such as with the priest who didn’t like my challenge to her beliefs. This has been mentioned many times about Bioware games, and especially when the game isn’t set up to accommodate a “bad” or “evil” option, you’re more or less forced to be nice to people you’d rather mock or yell at.

But then there are other curious moments where you lose your ability to make those choices at all. There was one quest that for a while I refused to take, where the Chantry asks you to go help out some soldiers in the employ of the game’s villain, who has personally betrayed you and all you stand for. Eventually I got curious enough to take the quest, at which point my character decided on her own to find out where those soldiers were and kill them. Now, that was my plan all along, but I assumed it was going to be done through dialogue trees and persuasion, like many other similar situations. It further muddies the waters on where my character stands, morally.

Now honestly, these are just my musings as I play an entirely entertaining and addictive game. I really don’t have a problem adapting my expectations of evil glory into a more conventional, but bland, white-knight role. Villains always get the best lines, the best accents, and the best musical numbers, but never mind. The annoying thing about this is I find myself crushing on Alistair. Not just any goody-goody templar (okay, I won’t spoil the rest of that), and in any case he hunts down apostates! It’s completely embarrassing. Oh sure, I’ll be cozying up to the assassin to get him to teach me a few things about sticking knives in people, but what my character really wants is to rip off the warrior’s chainmail and make the good boy do very naughty things. And then I need to go play Fable II and assassinate a few townspeople until I feel okay again. Damn you, Bioware, for allying me with the forces of good!

He totally wants me.

He totally wants me.

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