Showing posts with label Roll of the Dice. Show all posts
Showing posts with label Roll of the Dice. Show all posts

Saturday, May 18, 2019

Zakaria (a.k.a. Mushroom)- Dungeons & Dragons Character

Warlock Zakaria
It's definitely been a min. since my last post huh?

This is one of my many D&D characters. Her name is Zakaria- A 5th edition lvl. 3 tiefling warlock.

Once the leader of a mighty eldritch cult, Zakaria was a dominating magical force throughout the land few would ever dare to face in combat. That was until the day when the elder being she worshiped became silent, and her temple fell to an opposing faith.

Left with no other recourse but go into exile (or be killed by paladins, clerics, and zealots of the church) Zakaria has remained hidden in a cave, isolated from the rest of the developing world. Surviving off of mushrooms and cave moss, she's continually prayed to her elder-deity, hoping that it would grant her some kind of answer or divination as to what she should do.

As the years passed, Zakaria found her powers fading, along with the knowledge of how to perform her most imposing magics. For a time she even forgot her own name.

It wasn't until a wanderer named Nana (a goliath barbarian played by DuckDraw) took shelter in her cave from an oncoming storm. that Zakaria could begin to remember a mere vestige of her potential. As they both silently stared at the lighting bolts rolling through the skies, Zakaria saw a symbol for a brief moment- a sign from her god, and a familiar spark of energy began to fill her emaciated frame.

The time had finally come for her to rise from the dregs of the cave she had long made a home. Not only was the world safe enough for Zakaria to emerge, but she could travel the lands without fear of threats from the church who had forced her into that dismal hole in the first place. It was happening, she was regaining her strength, and she would not do it alone.

Zakaria voyaged out with Nana, eventually meeting a cadre of other adventurers (Jack- played by Crybringer, Boris- played by Clear Skies, Avew- played by Justin, and Dramin- played by Joseph Silver) to aid in her quest. With a newfound purpose, and a sliver of hope that she can restore her temple, Zakaria vows to bring the name of her god back into the hearts and minds of all she encounters.

Now if only she could remember that god's name...

Materials used for this piece was nothing more than pencil on 11 x 17 in. Bristol board.

Wednesday, May 22, 2013

The Art of Character Creation- Editorial

Let the games begin!
In many respects tabletop role-playing games are the final frontier of entertainment for me. While I may have been playing games of all kinds in general for as long as I can remember, I only recently got into the likes of RPGs. I've always had an interest in the genre, but never had a consistent group to play with, let alone a campaign to be a part of. All of that changed a few years ago when a good friend of mine named Josh introduced me to his regular gaming group. He knew that I always wanted to experience the roll of the dice and the slaying of a dragon at least once in my life. Frankly I couldn't be more thankful for him doing what he did.

Since those early days of my gaming career I can honestly say that I feel I've learned quite a bit from the journey. Playing new games, with new people, in new places allowed me to expand my creative horizons even further than I have been able to in the past. Ideas I had gestating in my mind for years finally had an avenue where they could be used/tested. After all the stories and the campaigns that I've been a part of, I would like to think they've helped mold me into a much more creative person today. Which leads me to what I would like to focus on with this editorial.

One of the things I think I've enjoyed the most out of RPGs is actually the process of creating and playing a character. It has been a regular topic of discussion amongst my group, with my good friends Ross Watson and Matt Steen both making excellent articles focusing on the subject.

Don't get me wrong, I still love all sorts of gaming (and I always will) but there is a certain quality that comes with tabletop games that just can't be replicated in other formats. This element is the limitless potential of a player's imagination. Do you want to be able to play a mummy warrior who's sarcophagus can transform into battle armor? Maybe you would like to play a gun-slinging red panda girl who is continuously obsessed with muffins? Perhaps a former space-pirate-elf-mecha-pilot-sniper is more up your alley? You can do all of this and more in a tabletop RPG, and that is the true beauty of this genre! If I can think it up, I can more than likely make it a character in an RPG somewhere. With multiple RPG systems to choose from, players can pretty much have an ideal game wherever they wish to find it. Despite my best efforts, I still can't seem to find a videogame that gives me anything close to these sort of options for a character. Of course I do understand the limits of other mediums, and it isn't the fault of those respective platforms for not being able to match human creativity.

Considering my short amount of time with the genre (only but about a few years now) everything I say here should be taken as simply my views on things. I can't help but feel though that creating a character in an RPG is not that much different from how you would create a character in almost any story. The main difference here being that RPG's are a community effort. It is here that a group of players sit down and engage in a tale that can challenge one's ability to think creatively. Well that, and it is possible that your character could end up going in a completely unforeseen direction than what you may have initially intended. The unpredictability of dice rolls, or not knowing what a GM has in store for the players can potentially create intensely organic narratives that flow with the utmost of grace.

Regardless of the circumstances, I think building characters for this type of entertainment can be a nice creative exercise. Those of a more actively creative mind I think could use this medium for not only RPGs but for stories in general. While I personally feel there is no definitive measuring tool for how to create a "good character" there is a bit of a science/art to taking a potential concept for a character and then turning it into reality. If anything else, I would like to think that my methods for character creation are more so just guidelines for others to make a character with which they can become invested. 

Setting the Stage  

The world that a character inhabits can be seen as being almost as important as a player's character itself. Sometimes before a player can truly build their idea, they must be sure that it will fit within the confines of the setting. So certain questions should probably be asked; like what is the type of story that they're going to see? Is it the far future of Earth? Are we on an alien planet where magic dominates all aspects of society? Have the gates to another dimension opened a civilization up to limitless possibilities? The answers to these sort of questions can affect a concept in major ways. So it can sometimes be considered paramount for a player to be familiar with the world on at least some level. Having a character that doesn't exactly gel with the setting can be interesting at times though, so not every character needs to adhere to the world in every facet. 

Once a player has that familiarity or comes to a decision of what they're going to run, they can move on to the next set of important questions. What is my character's role in this world? Where were they born? Do they have any family or friends? How do they go about their daily life? Taking things like this into consideration can help make the character feel like their placement in the game world is natural; allowing potential for more organic growth as the plots progress. Also tying in aspects of the world's over arching themes or imagery can help to affirm a character's position in the greater picture. Of course answering all of these questions isn't exactly a requirement. As sometimes it can be really fun to leave elements of a character completely unknown, or at least until they're observed. Giving a character a mysterious back-story that is steadily revealed can be pretty cool, but is something I feel takes more care to pull off efficiently.   

What's in a Name

When you break most fictional characters down, they are usually defined by one to three character tropes, with the name of the character usually being reflective of those tropes in some way. For instance, a character that I played in a campaign not too long ago had the name Rashida. The Egyptian meaning to the name is: conscious, pious, wise, mature, or righteous. Keeping those words in mind, I made it a point to make the character relatively mature in her actions. With her ultimately making a righteous sacrifice at the end of the campaign's story. Whenever I ran into a situation where I had to think about what the character would do I always reminded myself of the name's meaning. 

The name of your character can sometimes speak volumes about them without ever really saying much at all. Knowing the definition of a name and using that as a guide to a character's personality is a nice trick that I like to use from time to time. It isn't exactly a necessity for success mind you, but it can still be quite useful. A nick-name or a title can also reflect an image of personality in a player's mind, and as long as they have some general idea of what a character's direction is they can keep themselves on track.

Image is Everything

What a character looks like may actually be one of the most important parts of them. The old saying of "A picture is worth a thousand words." holds a lot of weight. Seeing how a character dresses, a weapon they use in combat, or even just a hairstyle can speak tomes on their personal history. Of course I'm a bit a stickler when it comes to character details, but I must say I love it when those details coalesce in furthering a character's development. Notable features such as scars immediately gets others to start asking questions or postulating theories. Were they in an epic battle with a horrible monstrosity? Maybe they had a really nasty kitchen accident? Whatever the cause, the idea is that parts of a character's design help to define aspects of them in not only the player's eyes, but also the eyes of viewers. 

As a game progresses a character can begin to change their image too. Perhaps they get a haircut so that they can put on a better helmet. Maybe they grow their hair out longer because they haven't had the time to cut it. A new weapon or cursed item may come into their possession, forcing them to switch up the paradigms with which they fight. It doesn't really matter what happens as long as the changes that are occurring help to develop the character in positive or interesting ways. I've seen plenty of player characters that looked like a completely different person by the time their campaign wrapped up, and I find that to be totally awesome. There was a Shadowrun character I'd once seen that had lost both of his legs by the end of a botched mission. Having them replaced with robotic legs actually lead the player to consider augmenting his character in new and unique ways. Every time he had the opportunity to gain cybernetic parts, he took it. He didn't want to ever end up in a situation where his character had to be dragged out again. By campaign's end the character eventually became something akin to that of Robocop. While not all aspects of a character need to shift with the narrative, I think it helps a character feel more alive when their image reflects their ever changing circumstances. 

Unforeseen Circumstances    

Not everything goes according to plan, and RPGs are no exception. In fact, with most RPGs building themselves around a dice mechanic, it can safely be assumed that unexpected developments are bound to happen to a player's character. Certain setups in any given game's system may require that a character pass a certain target number in order to maintain their composure, or even just survive a challenge. When a player fails to hit that number you can get some very interesting results sometimes.

A character who once laughed in the face of danger may second guess a head-first charge after a failed encounter with an evil elder beast. Your once calm and cool sniper may now be in a fit of rage due to missing all of his shots, or your brave spartan may be cowering in fear of the gorgon that is chasing him down through a dungeon. While some can perceive these moments as bad, they're actually quite good. Seeing a character placed in a situation that is outside of their element, or challenges them in a way that causes potential failure can lead to some intense storytelling. It is the unpredictable nature of a dice roll that really helps to set storytelling in an RPG apart from everything else. Anticipated events can completely change in a matter of one or two rolls, and that is what can make a game super exciting sometimes. A player that may have to think their way out of situation with whatever they have available to them can garner untold amounts of gratification. Goals and objectives can shift quickly, only further enhancing the more organic narrative aspects of the game. When a player loses a limb, or maybe even a friendly NPC, it can cause some of the best character driven drama around. So remember that sometimes a "bad" dice roll can maybe open the world up to a whole lot of potentially awesome tales. 

In Conclusion

While I may not be the most experienced gamer out there, I will say that RPGs are certainly a form of entertainment that I've come to love and respect. The amount of creativity that the genre invites is staggering to say the least, and I think anyone who considers themselves to be of a more creative mind should play in at least one game to see/feel what it's like. Even with the bits I've just stated here, there really isn't one definitively right way to make a character. It all comes down to what really just speaks to you as a player. I do know that with the years to come I can only hope that I'll be able to continue building and growing interesting characters through RPGs.

Saturday, March 9, 2013

Kittens in a Blender- Review

Go home and apologize to your cat...
The genre of table-top card gaming has plenty of great nuanced and complex properties for one to take part in. So much so that pretty much no matter what kind of card gamer you may consider yourself to be there is more than likely something out there for you to play. Some games feature an entire mythology spanning several years of continuity like Magic: The Gathering. Some games have deep deck building mechanics that take a skillful hand and mind to master like Acension. Then there are games like Kittens in a Blender... Fun (and sometimes darkly humorous) time-waster games built around the ideas of quick play, easy to learn rules, and minimum baggage to the concept. While this sort of game isn't for everyone I do think it has its place in the card gaming genre at large.

Before I go any further I do feel it is necessary to address "the elephant in the room" that surrounds this fun little game. This game and I do not in any way endorse/condone the act of putting a real kitten into a high-speed kitchen blender. This is a concept that is quite simply built around a bit of dark tongue-in-cheek humor. Nothing more, nothing less. If the idea of putting cute cuddly cartoon kittens into a comically large blender permanently set on puree' bothers/offends you than I can already assure you that you will not like this game in any capacity. Now with that out of the way...

Snowball is so cute I just love him to pieces.
Kittens in a Blender was created/designed by Brent and Brian Knudson (Nuts, Poo!) of Closet Nerd Games. Released in December of 2011 by Sandstorm Productions, the game was met with modest financial and critical success. Unfortunately Closet Nerd Games was already in financial trouble before the game's release, with the company shutting down a mere four months after the game's launch. For fans it seemed like Kittens in a Blender was quickly in route to be lost in card gaming obscurity. Thankfully in 2012 Redshift Games procured the rights and relaunched the property with a successful crowd-funding Kickstarter campaign.

The rules are simple and easy enough to digest. Within minutes my group and I were playing rounds of the game with the greatest of ease. Up to 4 players select a color (yellow, red, blue, or green) associated with a group of up to 16 kittens in each color. The play area is divided into 3 sections (The Blender, The Counter, and The Box) and it is the player's goal to get as many kittens of their color into The Box, while getting as many of the other player's kittens into The Blender. The entire deck of cards is shuffled and players draw up to a hand of 6 cards. The player possessing the most kittens in their hand goes first with turns moving to the left in the turn cycle.

On a player's turn they must play 2 cards and draw their hand back up to 6 once more. Any player can play any kitten card and control their placement in the play area via movement cards. Movement cards can move kittens anywhere from 1 to 3 sections. For instance I'm looking to save blue kittens, so when a movement card of 2 comes into my hand I can play it to move either two blue kittens away from the blender by one section or move one kitten away from the blender by two sections. By being able to play any other color kitten though this also allows me to use a movement card to potentially place other player's kittens into the blender.  If there are no more cards left in the deck to be drawn there is no reshuffle.

Other cards such as "Dog's in the Kitchen" can cause player's hands to be exchanged to the left/right when it comes into play, changing up the game's paradigm. When a "Blend" or "Blend Pulse" card is played, any kittens in The Blender are eliminated. Blend Pulse cards can be played to block a Blend card though and provide extra time to get kittens out. After a Blend card is played any kittens in The Box are removed and considered safe, while kittens that may have been left on The Counter are automatically moved into The Blender. The game continues until all 16 Blend/Blend Pulse cards have been played, with all surviving kittens in The Box being tallied up for 2 points each. Kittens left on The Counter are not added to the score, and kittens that went in The Blender are minus 1 point. The player with the most points at the very end wins.

D'awww...
Oddly enough the game's mechanics do employ a good deal of strategic choice. While the overall idea of the game is fairly single minded, a player does has to have their head in the game if they really want to win. Paying attention to what is in play to what hasn't been played can be key to victory at points. Knowing that there are only 16 Blend/Blend Pulse cards total in the deck does allow for one to count probabilities, which I know I do often. So in many ways I feel the goal of the player should be to actually leave themselves in the best position possible before a Blend card is played, instead of just eliminating other player's kittens. Players cannot discard cards, so sometimes a bad hand can occur due to the random element of the draw. Thankfully the game moves fast enough that I've seen players make a comeback after having as much as 4 bad hands in a row.

Artwork on the cards is top notch with insanely adorable kittens everywhere. I commend Anne-Julie Painchaud for her excellent theme fitting work as all the kittens feel unique in their depiction with dynamic/expressive mannerisms and bright color palettes. Awesomely funny names such as Ham Sandwich and Goober only help to enhance the game's humor. On many occasions I found myself and other players fighting as hard as we could to save our favorite kittens from their grisly fates. If at some point in the game one player says to the other "Screw you!" you're more than likely playing the game right.

As a quick and fun little card game I think this is perfect for when you want to take a break from the more serious games and cleanse the palette. At only $10 for the entire game there really isn't much one could risk loosing beyond not finding the game appealing. There is an expansion that was made available after the Kickstarter campaign but as of this review I have yet to play it. Now if you'll excuse me, I've got a messy kitchen to clean...

Positive Factors

  • For those with a dark sense of humor or those who ever wanted to dice up cute things into pieces, here is your game.
  • Quick and easy to learn rules make getting into the game a breeze.
  • A surprisingly good amount of strategy to be found in such a simple, albeit cut-throat style game.
  • Top notch expressive artwork and fun names for the kittens makes fighting for your favorites a blast.
  • Great for when you just want to take a break from the more serious breeds of gaming.
  • Low price-point.


Negative Factors

  • If you don't like the idea of cute cuddly cartoon cats meeting a nasty end via blender you may want to look elsewhere.
  • Fans of more complex/rules crunchy style games may not like the simplistic mechanics.
  • Random nature of the draw mechanic can leave a player with a bad hand for several turns.

        

Final Rating: Splenderiffic! (Blenderiffic! If you're really into the spirit of the game!)