Tuesday, August 11, 2015

The Tyrant - Lawful Evil

“Some battles are won with swords and spears, others with quills and ravens.”


And now, for the more... unsavory... part of the alignment chart. 

Evil...

Lawful Evil. The Alignment that makes us all crawl with unease for the fact that it is so easy to be LED by one of these characters. Sometimes you see what they do, and you can't help but sympathize with their ways. They are cruel, tyrannical, Dictatorial, and yet somehow their way works. Because they follow an order, they follow rules and they keep chaos and Anarchy at bay.

The problem with that, is that they usually end up hurting others to get their way, they tend to have a total disregard for the suffering of others, and will do anything that is necessary, and within their moral code, to achieve success. 

These characters make for some of the best villains in any story. Mainly because they are Evil because they see it as a necessity. It's not unusual to read a book, or watch a tv-series and feel in a way charmed by a character who does HORRIBLE things, but still has a certain charm and well educated demeanor that keeps you wanting to see more of him or her.

Let's take a look at what most Rulebooks say about Lawful Evil, and their particular way of "Following a code".

Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil creatures consider their alignment to be the best because it combines honor with a dedicated self-interest. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Frequently successful evil... scared yet? no? 

Let's look at the chart.

And so he spoke... and so he spoke...
“Joffrey, when your enemies defy you, you must serve them steel and fire. When they go to their knees, however, you must help them back to their feet. Elsewise no man will ever bend the knee to you. 
Tywinn Lannister - A Storm of Swords


Lord Tywinn Lannister, Hand of the King, Lord of Casterly Rock, Warden of the West, Lord Paramount of the Westerlands, Savior of the City and Protector of the Realm. Tywinn follows a very strict code where he puts his family's name in fron of everything. Lannisters must rule, no matter what. He sticks to protocol whenever it is needed, and was smart enough to manipulate the Freys into killing Robb Stark. He pretty much had Westeros all for himself until Tyrion put a bolt in his gut.

But he was like-able wasn't he?

I'll leave you with a final thought.

The real danger in a Lawful Evil character is not how evil they are ... but their ability to have others do evil for him. A study in the 1960s by Yale psychologist Stanley Milgram seeked to find exactly how much harm a regular person could inflict upon another one after being ordered to do so by a person in a position of perceived authority. Here's the Crash course psychology video that explains the experiment and the results thereof.




Scared yet?

Thanks for reading...


Monday, August 10, 2015

Exploding Kittens - DICE HEAD REVIEW

Do you like cats?
How about explosions?
And lasers? Do you like lasers?
How do you feel about goats?
Are you curious to know what would happen if a Pterodactyl and a Bear had a lovechild?

If you answer positively to any of those questions then 1) we should hang out, and 2) We should play exploding kittens while hanging out.




Exploding Kittens is a card game designed by Elan Lee, Shane Small and Matthew Inman from the comic “The Oatmeal”. This project is the wet dream of anyone who has ever wanted to crowdfund a project. The original goal was to raise 10,000 USD. Within minutes (literally minutes…) they had reached their 10,000 USD goal. Then after 7 days they passed the 106,000 backer mark, breaking the record for the most backers in Kickstarter history. By the end of the Kickstarter campaign they had raised $8,782,571 USD in pledges by 219,382 backers.
That’s a lot of money.


So after much designing, playtesting and sending out surveys to their backers, they finally sent out the first batch of exploding kittens all over the world. I myself received mine last week and have played several times since. So today I bring you my review of the game, focusing on what it has to offer, the gameplay experience, and the feel of the game.

WHAT IT HAS:

My version of the game comes with 
1) The rules of the game
2) A regular exploding kittens deck (2 to 5 players)
3) A box to carry the game

In addition to this I opted to buy an additional deck called the "NSFW deck" which can be played as a standalone deck, or by adding it to the regular deck to allow for more players (and more 'SPLOSIONS!). As you may imagine the "NSFW deck" has more... "adult" illustrations, but if you've ever read any comic on The Oatmeal site, then you know what to expect.

The NSFW deck contains:

1) The rules of the game (including a guide on how to mix it with the regular deck)
2) An NSFW exploding kittens deck (2 to 5 players)
3) A box to carry the game

GAMEPLAY!

The game describes itself as a "Russian roulette". You draw cards until you draw an exploding kitten, which then causes you to explode, losing the game in the process. You win the game by playing cards to either avoid drawing a card, or avoid death by kitty explosion.

The types of cards:

Exploding kittens: The deck starts with a number of exploding kittens equal to one less than the number of players (4 exploding kittens for 5 players, 3 for 4, etc)




Green cards: These are the defuse cards, you use them to defuse the exploding kittens and avoid death by 'splosion. After successfully playing this card (see the red NOPE card) you may re-insert the exploding kitten ANYWHERE in the deck (which lends itself to some pretty nasty strategies).



Blue Cards: lets you skip a turn.

Pink Cards: See the future by looking at the top 3 cards of the deck and returning them in the same order.

Orange cards: Attack cards. Lets you skip a turn and makes the next player take 2 turns.

Brown cards: These cards let you shuffle the deck before you draw a card.

Black cards: Favor cards let you choose another player and have him choose a card from his hand and give it to you.

Red cards: The Nope card. This card negates any other card except for the exploding kitten and defuse cards, and may be played at anytime to stop another player from doing anything. MY FAVORITE TYPE OF CARD BY FAR.


Yes, that card does say "Don a portable cheetah butt"


Cat cards: There are other cards with kitty-related illustrations. These cards do nothing on their own, but if played together (two of a kind, three of a kind, 5 different cards) they let you execute other advanced plays, like picking a card from your opponent's hand, or picking a card from the discard pile.

 Everyone starts the game with 5 cards in their hand: 1 Defuse card, and 4 random cards from the deck. After the cards have been dealt, the remaining defuse cards and the exploding kittens are mixed with the rest of the cards, the deck is placed in the center of the table and the game can begin!

The game starts out at a moderate pace, and since everyone starts with a defuse card, everyone has a fair chance of not getting blow up in the first few rounds. But then as the deck becomes smaller, the impending doom becomes greater and greater. The tension builds up as players start exploding faster and faster, It's tons of fun because even when you blow up and lose you feel like you're having a great time!

GENERAL OVERVIEW

This game is fun. I tried it out at home, then with some friends at a party, and we had a blast. You could see the cards as simple colored cards, but it's way more fun to actually read the descriptions and appreciate the bizarre drawings on them. One of my favorite things is watching a person draw a card, and see how their face goes from a confused look to a snort and a laugh in a few seconds.

Now, about the nope card...

I've mentioned before how much I love the nope card, but you have to experience the thrill that comes with playing one of these by yourself. Imagine it's down to just two of you and your friend draws a card. It's an exploding kitten. He plays it and tries to defuse it via a Catnip sandwich card. But then you slap your nope card on the table with a loud "NOPE!". He smiles  cockily as the pulls out a SECOND defuse card, this time a "Cat therapy" card. He seems to have saved himself from the impending explosion but "NOPE!"... you had a SECOND nope card in your hand! Now he's done, defeated! BOOM!!! there goes the exploding kitten, and the game is yours!

So good... SO GOOD.

The game is very fast so you could play a good 3 or 4 rounds within an hour once everyone's familiarized with the rules and how to play. And learning the rules is really easy and fast. The game states that you'll spend 2 minutes learning to play, and 15 minutes playing it. I'd say this is pretty accurate.

The Illustrations by Matthew Inman are simple yet hilariously comical. One has to wonder how he comes up with stuff like "A Butt tuba spelled backwards is still A butt tuba" and then make an illustration for that. But like I said before, if you are familiar with his comics then this is exactly what you'd expect from him. 

As of right now only the backers of the Kickstarter campaign will receive copies of it, however the Exploding Kittens website has put up a mailing list in case you'd like to be notified when new sets of the game are available for purchase.

Considering all of this, I would definitely recommend picking this game up once it's available for purchase. Take it to a party and play it with your friends, have a few drinks and enjoy the sillyness of this very unique game.

Let me know what other products you would like to see me review next (If any). I'm working on a "Legend of the 5 rings RPG" review, on top of some other things, but I really welcome your feedback regarding this blog and I look forward to reviewing some other games for you, so if you have any favorites that you'd like to recommend to me, then leave a suggestion in the comment section below









Friday, August 7, 2015

So you want to play Dungeons and Dragons...

But Julio! – you say- I’ve never played Dee Enn Dee before! What’s an Arr Pee Gee? You make it sound so fun and epic and I wish to learn more!

Well, my friends there’s a many ways I could describe how you play D&D (or any other type of tabletop RPG). If you can get together with some friends and play, that’s the best way to learn the game. You need at least 4 (maybe 3) people to play the game, one of which needs to act as a Dungeon Master. Groups could be bigger than that, although I would advise you to keep your groups below 6 or 7 players.

Basically, you and a group of friends will get together, and play out a story. One of you will be the "referee" or "judge", and the rest of you will play a part in the story. You will most likely use dice to determine how good your character is at doing the things he or she does, and you will keep your character's skills, strengths and weaknesses on a character sheet.

Before you begin:

You should have a character creating session with your group, in which you will decide what type of hero or adventurer you will play. I'm assuming you already have the core book(s) for the game you want to play, these should have enough information for you to make the character you want to play.

After making your characters, you and your friends need to agree on what type of game you want to play. If you leave this up to your DM, that’s fine, but it always helps to give him an idea of what type of story you’d like to play. Or what type of story your characters are going to be involved in for the duration of your campaign or adventure. Keep in mind that an adventure can take months, and a full-fledged campaign could take years to complete. So make sure to tell your DM what makes your character want to be an adventurer. 

Now, with that in mind, here’s some tips for when you start playing.

Fun fact: My mom was actually a pretty badass cleric in one of my sessions


Be present

The most important thing to remember when playing a tabletop RPG, is to pay attention.
Pay attention to what your DM is saying. He’s describing the world around you, the actions of the people around you, and repercussions of those actions. Failing to pay attention to the DM will cause him or her to have to keep describing everything over and over again to you. After a while, this becomes tiresome both for the DM and for the other players, it slows the game down. And, as you will soon know, slowing the game down is the first of many things you should avoid around a gaming table.

This should go without saying, but you should also pay attention to what the other players say. They also play a (major) part in the story, just like you. So, in the same way that you want people to listen to how great your character is, you should listen to how awesome their characters are.

Know your character

Look, everyone gets a free pass for the first few sessions. But if it’s been 4 months, playing twice per month, and you STILL don’t know what you should roll to hit with your weapon/spell/skill then your friends are going to start to hate you, and eventually you might notice that your character will be the focal point of all the enemies’ attacks (hint hint, your DM hates you too).

How do you avoid being that character? Well, get invested! There are books that cover game mechanics that could help you get familiarized with the game, but if you ask your friends and pay attention (See: Be Present) you will have no problem remembering basic game mechanics after a few sessions. And if your DM brought paper and pencils, you can also make quick notes on the “Notes” part of your character sheet. 

You could also grab a separate piece of paper and keep a personal journal for your characters. Your Dungeon Master is (or should be) absolutely obsessed with office supplies by now. So ask for a few loose pieces of paper, a pencil and a stapler and boom, you now have a character journal, which should help you out when trying to keep track of several details within the game, character traits, equipment, plot points, you name it.

And Finally:

Be nice
No one gives up 4 to 6 hours of their weekend to have a bad time. Be nice to the other players and your Dungeon Master.  This is a group you will be meeting for several days a month, and you guys should be able to at least get along. I’m not going to give you a list of things you should or not say around a tabletop RPG table, because common courtesies and good manners are learned at home.

If you’re nice, you’ll see how more and more people will want to have you in their games.
If you’re a douchebag, your DM will eventually take you aside and politely tell you that he and the other players don’t want to play with you anymore. On account of how much of a douche you are.

That’s it. Everything I just wrote can be summarized in three simple points: Pay attention, know your character, and be nice.

Now that I’ve given some basic tips for new GMs and players, I’ll leave the the next topic open to you guys. Last time I got two awesome and very creative suggestions for future posts. “cat herding” and “What do I do if my players want to be murderhobos?”

I think I'll address these suggestions/questions in a post where I'll talk about dealing with certain kinds of players. Until then, I hope you enjoy playing Dungeons & Dragons, or any other type of Role Playing Game, and as always...

Thanks for reading