D&D 5E – “Lost Mine of Phandelver” Session 14 Recap

It’s a thrilling major boss battle as the PCs wage war in the heart of Cragmaw Castle against the bugbear chieftain and his army!

d&d

Watch our sessions live on my YouTube channel every Sunday night beginning at 9:30pm Central. Subscribe and catch up on previous episodes!

Boss fight!

Occasionally real life can get in the way of gaming. Which is to say, I’m incredibly thankful that I have the means and time to play online role-playing games with friends at all. The weekend before Christmas was crazy busy for me, which means I had exactly zero prep time for this week’s D&D session. I’m still always ahead in my planning, so I can technically hit the ground running any week, but there’s a solid hour or two of planning out dialogue sessions, intro recap, and notes to myself for the week.

I didn’t have a chance to do any of that this week, as you can tell from my terribly rambling recap at the beginning. The party also happened to go into Cragmaw Castle, a major dungeon area, through a side entrance rather easily, and found themselves in the final boss room of the dungeon right at the beginning of the session. Roll for initiative! Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 14 Recap”

Gaming Backlog Final Thoughts – Hand of Fate

Despite some frustrations, Hand of Fate successfully layers in 3rd person combat into a highly randomized card-based tabletop adventure.

I have finished another backlogged game via Rogue’s Adventures. You can read my latest Final Thoughts below and also on my gaming blog on Game Informer.

Developer: Defiant Development

Publisher: Defiant Development

Release Date: February 17, 2015

Rogues Adventure

The indie gaming scene is full of brilliant, innovative ideas and genre mashups. Many of them bury a cool concept deep within convoluted gameplay or “retro-homage” graphics. Final execution is just as critical as having a cool idea, and so many games fail – or are quietly forgotten because of it.

Thankfully Hand of Fate is not one of those games. By layering a 3rd person arena-fighting game on top of a card-based tabletop adventure, Hand of Fate creates a truly unique and infinitely replayable experience. Continue reading “Gaming Backlog Final Thoughts – Hand of Fate”

D&D 5E – “Lost Mine of Phandelver” Session 12 Recap

The party takes on a band of orcs and their giant ogre ally in the mountainous crag of Wyvern Tor.

d&d

Watch our sessions live on my YouTube channel every Sunday night beginning at 9:30pm Central. Subscribe and catch up on previous episodes!

Important Programming Note: Due to a player on vacation, our session next week will be on Monday, December 14. Thus, look for the video and recap on Tuesday the 15th!

 

We come to the last leg of our side quest sojourn in the mountainous crag of Wyvern Tor. A band of orcs have taken up residence inside a roomy cave, harassing travelers along the Triboar Trail. The townmaster of Phandalin had put up a 100gp reward for their elimination, and my players were eager to kill some orcs.

Given the sheer overwhelming number of foes in their last battle, they opted for a much more cautious approach.  Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 12 Recap”

Will Yo-Kai Watch Be the Next Pokémon? [Pixelkin]

The semi-recent mega Japanese franchise finally hits US Shores. I explain both the localized anime and new Nintendo 3DS game.

Read the full article at Pixelkin

yo-kai watch

In the fall of 1998, Pokémon hit U.S. shores. The Japanese mega-hit descended on the West with a multi-pronged media approach. Eager kids and teens were bombarded with the anime TV show, Gameboy games, and an endless parade of toys and full-length films. This massive approach turned into a huge success, and Pokémon remains one of the most beloved and popular children’s franchises. Ask anyone (kid or otherwise) to identify the now iconic electric yellow mouse who’s become a staple at the Macy’s Thanksgiving Day Parade and they will definitely know who he is.

Now we are poised on the precipice of an eerily similar situation. Yo-Kai Watch has been out for two years in Japan. It’s already spawned several 3DS games, a popular anime TV show, manga (Japanese comics), a feature film, and numerous toys and merchandise, including the watch.

Yo-Kai Watch just began airing on Disney X-D in the U.S. several weeks ago. The first game was released on November 6 for the 3DS. If Pokémon is any indication, Yo-Kai Watch could prove an equally big hit in in the U.S., despite having its roots in Japanese folklore.

Read the full article at Pixelkin

D&D 5E – “Lost Mine of Phandelver” Session 9 Recap

The party clears out the Eastern half of Thundertree, meets some cultists, and decides how to handle the resident dragon.

d&d

Watch our sessions live on my YouTube channel every Sunday night beginning at 9:30pm Central. Subscribe and catch up on previous episodes!

Thundertree part two!

As I anticipated this session was much like last week’s. The PCs explored the Eastern half of the ruined town, going building to building and fighting more twig blights and ash zombies. Dare I say it might have gotten a tad repetitive, and I should’ve found a way to spice up a few of the battles and scenarios.

This was a war of attrition, as the PCs couldn’t take a Long Rest during the druid’s cleansing ritual. They took their second Short Rest after a small zombie fight, then found themselves nearly overwhelmed by the half dozen zombies in the barracks to the North.

I also finally hit a string of good rolls with another twig blight ambush, scoring high rolls for surprise and initiative, as well as nailing most of my attacks during the first round. The Paladin was forced to drink a potion, and both he and the monk had to use their final hit dice during the Short Rest.

The overall combat felt very well balanced. Nobody died but two of them came close, and the party definitely needed to trudge back to Reidoth the druid in desperate need of a Long Rest. First, however, I had them meet with the cultists in the Southeast. Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 9 Recap”

Review – Sword Coast Legends [Pixelkin]

Limited options and connectivity issues sour the online cooperative and DM experiences, despite a well-crafted single-player campaign.

Read the full review at Pixelkin

review

Despite Dungeons and Dragons‘ recent renaissance, we’ve yet to receive a proper, officially licensed D&D video game since Neverwinter Nights 2 in 2006. The ’80s, ’90s, and early 2000s were replete with fantastic D&D-style role-playing games that helped define the genre in video games. So, developer N-Space had a lot to live up to with Sword Coast Legends. Though it had high potential, the current offering is a disappointing example of oversimplification.

Sword Coast Legends’ main selling point is the ability for one player to act as a live Dungeon Master. The Dungeon Master runs randomized dungeon modules or a custom-created campaign for up to four players. It’s an intriguing concept. It’s frankly astonishing that we haven’t seen a D&D game attempt before.

Read the full review at Pixelkin

Three Years Later Diablo 3 Is A Whole New Beast

In three years Blizzard’s steady stream of updates and patches have improved Diablo 3’s shaky launch into the premiere action role-playing game.

Read the full article at Playboy

diablo 3

Blizzard Entertainment doesn’t release very many games. They still have only a handful of franchises to their name, and half of them have “craft” in the title. Blizzard has abstained from releasing yearly entries in its popular franchises like many big gaming companies do, instead releasing just one or two games a year total, then giving players years’ worth of post-game updates, improvements, support, and the occasional paid expansion.

Blizzard’s successful approach to mainstream gaming and commitment to their games has never been more apparent than with Diablo 3. Originally released in 2012, an agonizingly long 12 years after Diablo 2, the latest entry made the surprising changes of breaking and reconstructing many of the series’ (and the whole genre’s) beloved systems. And fans were not happy.

Skill points were completely scratched, the game instead rewarding everyone with the same skills and skill-runes every level. The art style was bemoaned as being far too bright and cartoony compared to the series’ former Gothic, sinister tones. An auction house, at which you could buy other players’ in-game items and sell your own, destroyed the exhilaration of finding your own loot, and a real money store—where you simply paid the developer for stuff—threatened the game’s basic integrity.

Then there was the infamously derided always-online component, which forced even those that just wanted to play by themselves to sign into Blizzard’s servers, at the constant mercy of their internet connection. On launch day players who simply couldn’t play the game they had just purchased spewed enough bile to fill a Grotesque.

Many purists and diehards of the genre quickly dismissed Diablo 3 in 2012. But then a funny thing happened. You see, underneath all these derided changes beat the demonic soulstone of a solid action-role-playing game. The desire to swiftly kill things to get more powerful and get fancy loot so that you can then kill more things is still a winning formula. Its near universal popularity has been co-opted by shooters and action games like Borderlands and Destiny, and is particularly adept at bringing friends together in a more relaxed, cooperative environment.

Read the full article at Playboy