Don't get me wrong, I like a good
challenge in my games. I suppose one of my biggest complaints,
though, is a game that doesn't make my objectives clear and causes me
to wander around aimlessly, dealing with random encounters that feel
purposeless because I don't know where I'm going. I also don't like
games that I can put hours and hours into, but because of randomized
rewards, I might not gain anything useful to advance in the game. Yet
games like this that require “grind” seem to appeal to the
younger generation, and I catch myself about to judge them when I
recall how much more time I had back when I was that age. Long, empty
summers with no job, no family to take care of and nothing to do
meant a lot of time to kill--what better way to pass time than to
pound away at a game and feel like I'm accomplishing something
through brute force? It can be immensely gratifying, somehow, but
these days, not so much.

As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, February 28, 2017
Monday, February 27, 2017
Game Mileage Varies By Age (part 1)
There are all types of gamers, but one
way to categorize them is by age. Games mean different things to each
of us at the various stages of our lives. I remember when my friends
and I used to gather around a table to play Dungeons and Dragons,
back in elementary and middle school. Once high school began, there
wasn't as much time for getting together with friends, but we still
managed once in a while. However, video games became something I
could do on my own more spontaneously. The types of games I spent my
time on varied, though, mostly because of my limited budget as a
teenager. I remember dedicating myself to solving a single game,
working on it for months and months, practicing all the patterns and
tricks to get through a game that I finally was able to solve—Ghosts
'n Goblins. I solved the game because I didn't have the money to buy
any others, so I got the most mileage I could out of it. Today, I
often move on to a different game before solving it. Buying a new one
isn't as much of an issue, and I have less free time to devote to a
game that is punishingly difficult. If I don't feel like I'm
progressing, I feel like I'm wasting my time and since I have so
little of that, I switch to something different.
Friday, February 24, 2017
NASA Discovers 7 Earth-sized Exoplanets!
You
may have heard about the recently announced NASA discovery of 7
earth-sized worlds orbiting an ultra-cool dwarf star. The system is
called TRAPPIST-1, named after the Transiting
Planets and Planetesimals Small Telescope (TRAPPIST) in Chile, and is
40 light years away from earth. To give you a small idea of how far
that is, if there are aliens in the TRAPPIST-1 system, they are just
now receiving our TV broadcasts from 1970. Still, this system is
considered relatively close to us, and scientists are excitedly
trying to determine if any of the planets have an atmosphere or water
on the surface. An interesting feature of the system is that the
planets are thought to be tidally locked with their sun—meaning
that one side of the planet is always facing the sun, producing a
permanent daytime side and a permanent night-time side.
Coincidentally, the Reln planet of Sardos in the Solar Echoes
universe is also tidally locked with its sun, and its influence upon
Reln life is significant. Imagine what it would be like to live in
such a place!
Thursday, February 23, 2017
Drop your weapon!
Every
once in a rare while, players interpret something in the rules
differently than intended. The game last weekend involves such an
example. In the equipment section, the “Flash Freeze Grenade”
description stated that the grenade “freezes everything in the
blast radius.” An obvious, literal interpretation of that
description is the assumption that everything is frozen in place,
including targeted enemies, although this was not the intended design
of the grenade—it was simply meant to do cold damage. I've since
updated the Player's Guide with a new description, which now states,
“the grenade covers an area with a wave of extreme cold.” I still
played out the player's interpretation, though, which led to comical
effect: a smuggler was aiming a pistol at the characters, but got hit
with a flash freeze grenade. I allowed it to freeze him in place, and
the characters all shouted, “Drop your weapon!” He tried to say
between frozen, clenched teeth, “I can't!” but they couldn't hear
him, and decided to shoot him anyway! Clearly, from nearby security
camera footage, he had refused to drop his weapon!
Wednesday, February 22, 2017
Dreamation Battle Report, part 3
Yesterday,
we left our indomitable hero clutching the hood of the smuggler's
skimcar, racing away from the warehouse at high speed. Zack, the
undaunted human agent, declared, “I'm pulling out my machine-gun
and I'm aiming at the engine!” The smuggler saw this and reacted by
slamming on the brakes, sending Zack flying through the air about 30
yards. Before hitting the ground and suffering painful injuries, Zack
still managed to fire his gun at the smuggler's car, damaging it but
missing the engine and the smuggler. As he landed upon the hard
asphalt, now critically injured from the grenade and the crushing
fall, Zack heard the smuggler revving the engine threateningly. The
smuggler then opened fire on Zack with the mounted rotary cannon on
his car. Zack somehow managed to roll aside fast enough to avoid the
bullets, and as the car sped towards him, he used his last bit of
strength to stand up. The car was about to crush him but he used his
Reaction to sidestep away just in time, declaring, “I'm shooting
him through the window as he drives by!” Unfortunately, the
penalties from his critical injuries prevented Zack from hitting the
escaping smuggler, but the rest of his team had already piled into
two cars and were racing after him. Zack called angrily over the com
unit, “Guys, come pick me up, I can barely stand here!”
Tuesday, February 21, 2017
Dreamation Battle Report, part 2
“I
don't care, I'm doing it!” This statement was something that the
player of the human character on the team was heard to say several
times, and the other players knew better than to try to dissuade
him—he was fiercely determined to see his plans through, every
time. When a smuggler ran to his car to escape the firefight, the
human character, Zack, ran to the car as well, trying to hop in the
passenger side with the smuggler. A contested skill check resulted in
the smuggler managing to lock the doors just in time. Undaunted, Zack
decided to “slap an EMP/Flash grenade on the windshield of the
car,” despite my warnings that he, too, would be in the blast
radius. “I don't care, I'm doing it!” he said emphatically, then
ducked down on the side of the car. The smuggler made a skill check
in Reaction to seeing the grenade placed on his windshield, and
activated the windshield wipers, which quickly knocked the grenade
right into Zack's lap. This might have been the end of our hero, but
he reacted by Diving for Cover—onto the hood of the car! The
grenade went off, damaging both him and the car, and the next round,
the smuggler floored it and the car sped away at high speed—with
Zack clutching the hood! Find out what happens next, tomorrow!
New Miniature Available!
I finally got the 3D prints from Shapeways, and they turned out great! I've now made the Reln Voidrunner available online at Shapeways, check out the different materials and how cool it looks!
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