Last week, Wizards of the Coast announced the Magic: the Gathering You Make the Card 4 and their plans to encourage communication on the project. We here at Major Spoilers followed through on their request. This week shows a bit of a wrinkle in their initial plan, which we’ll discuss after the jump.
On Monday, Wizards of the Coast announced the You Make the Card 4 program for Magic: the Gathering. Obviously this isn’t the first time they’ve done it, but they have changed things a bit to make the entire process more interesting. Major Spoilers will tell you after the jump.
I get frequent e-mail questions about gaming from our Critical Hit listeners. Often they ask me my opinion on a game setting or a particular power in 4th edition; but there is one question that I get more than any others, and it goes something like this:
HELP! I have an awesome campaign planned but ever since my players discovered that they can sell copper for 2 silver a pound they’ve decided that they are just going to become miners and settle in a sleepy mining town. How do I get them to pick up their swords and staves and head over to the bad guy’s teleporting, time-machine castle, which is also a werewolf factory?
Kevin Von Realperson
And I usually try to offer some advice. Although that is not what I will do today. This article is not about what Kevin should do. It’s about what Kevin should have done…
This has been quite some time coming. While I was at GenCon I got to preview one of, if not the, coolest games I’ve ever played. While doing this I was able to talk with a number of the designers and play testers, who were are all fun people, and offered to do a review on it for when their Kickstarter went up. Well, guess what’s finally happened . . .
Sunday was mostly me buying stuff, lots and lots of stuff. But you can find a couple stories and all those pictures I promised and a few more inside.
Rob got himself to Gen Con this year, find out how it’s gone so far after the jump.
I used to play a Halfling Monk back when I was in college. As it turned out I made a lot of thematic choices that made the character really powerful, which is nice. Unfortunately, as my poor karatehobbit found out, sometimes you can make thematic choices that completely screw you over.
Here at Major Spoilers we get frequent e-mails from our readers and podcast audience. One of the questions we get most frequently for Critical Hit goes something like this:
My friends and I decided that, for a change of pace, we wanted to play an evil D&D campaign. So I ran them through character creation and we started playing… and it was a horrible mess! We didn’t get anything accomplished, the game devolved into a four-hour, player vs. player combat and one of the PCs insisted on killing and raping all peasants, livestock and furniture he came across. Is it even possible to run an evil campaign without the game just falling apart?
Glad you asked, real person. The Answer is yes.
As I promised, we get a look at some actual game play!
I have a very organic approach to my role-playing games. As I run games for people and play in other people’s games I simply incorporate things that work into my style and eliminate things that don’t. One of the many options available to game masters that I have always ignored are puzzles. Really it wasn’t until a recent comment from a Critical Hit listener that I stopped to consider why this time-honored game mastering option never worked its way into my lexicon. And it wasn’t until a couple of days ago that I managed to put my finger on it: Puzzles discourage role-playing.
If you are like me, you are usually happy to see a new supplement come out for your favorite role playing game, new powers, new options, new directions. But what happens when the new options are strictly better than the ones in the core book?