Our saturday game is escaping the serpent kingdoms, since Ken has decided that the demands of work and pregnant wife are too much to allocate an adequate amount of time to game preparation.

Renae - as illustrated by meI was torn on the decision of what to do next, since I'm not particularly enthusiastic about Dave's "Monster Manual as Adventure Module" style of gameplay, yet I would like to play a character now and then. So I kept my mouth shut and committed to the role I said I would play had I to choose to play a new character: A sorcerer.

I tried to add a little flavor into this character, as I try with many of my characters. Often my background story is ignored, but I imagine that one day I will be rewarded with a good story for it (not loking for game bonuses as much as hooks in form my character), and that will make all prior effort worthwhile.

The character I chose is also unusual in that it's female. I'm not one of those guys that goes around only playing female characters all the time even though I've never spent any time near one. But I had an idea for this character, and it demanded femininity, so there you go.

This character's name is Renae. She was taken at birth by slavers and raised by slaves to do labor for their masters. Creative slavers don't let magically adept slaves use their powers for escape, so when she presented abilities at the early age of 4, she was immediately taken to the cabal hierarch for re-education. The beatings were worse, the tortures more severe, and yet her masters took care to minimize on scarring for use in future skin trade, should her magic training fail. The penalties for disobedience or the slightest imperfection in performance were slow and unforgettable. Eventually, she shut her mind to fear and pain through the help of self-evolved meditation. Months became years of time forgotten.

The only other student slave died during their planned flight from the cabal compound. His arrival had rekindled her will, and through a cooperative effort of magic and determination to be free they made their escape. When the arrow pierced their magical protections and his body fell lifeless behind her, she felt it, but didn't look back. In the woods beyond the camp, she collapsed in exhaustion, but she didn't shed a tear. That part of her was broken.

With the familiarity of the cabal behind her, no matter how horrid, scrounging alone in the woods for months left her wild. Mentally separated from humanity, she felt an instinct take over. In a language unknown to humans, she called Rasu, an ink-black bird, from the forest. In her addled state she was not surprised when it spoke to her, telling her that he would see her to the safety of the nearby town of men.

More to come...

Ken's new game is going reasonably well. We've only had one death in two sessions of play. But I do have a question about my character that nobody can seem to answer.

We started our characters at level three. So I am playing a Feral Mountain Orc Barbarian named Ogg. Basically, I took the Mountain Orc race from the Races of Faerun, which is just a simple race like Human or Elf, and I added the Feral template to it from Savage Species. The Feral template is a +1 level adjustment, so I added only two levels of Barbarian.

Being Feral has a few neat bonuses to being an Orc. My strength is 25, which is actually pretty good. With my +7 bonus from Strength, I can do 1d12+7 damage with a great axe. Yay! But here's the trick...

Feral also gives Ogg claws. Techincally, two claw attacks. Presumably when you apply this template to a monster (such as an orc), the monster would get two claw attacks as a primary attack, both at full attack bonuses. So I should have two claw attacks (1d8+7) at an attack bonus of +9 (Str +7, BaB +2).

A little more background on my character development is required. I intend to take Ogg toward a specific prestige class from the new Frostburn book, Primeval. Bascially, a Primeval is a character that has latent primeval genes or a past life or something, and is able to revert to a prehistoric animal. My character's prehistoric animal is a dire wolf. The bonus is that when Ogg turns into the dire wolf, he gets a pretty good bonus to his Strength. I forget what the numbers are exactly, but it's something like +17.

Now, one of the prerequisites for this pretige class is Knowledge (nature). Barbarians aren't adept at acquiring knowledge, so it takes twice as long to achieve that level. To offset this (and possibly get some enhancements in other places) I thought I would take a level of Ranger, because doing so would fill all of my requirements right away (except BaB +8, which I somehow overlooked before I started on this venture - oh, well).

So when we advanced two levels last session (it was a long one with two "parts" and very difficult combats), I was contemplating what class I should take as the next level. (Never mind that I should have taken Fighter and not Ranger anyway - yeah, yeah.) If I took another level of Ranger, I would be granted the Combat Style ability, which is effectively the same as the Two Handed Fighting feat.

Ok, here we go. -- If I can already fight with two claws at full attack bonuses, then what does Two Handed Fighting do for my character?

Here is our presumption. The two claw attacks are functionally a single primary attack, just as if I was going to make one attack with a sword. If I made a third claw attack (primarily two attak rolls, and then secondarily one attack roll), it would be the same as making two attacks with a sword, with the same penalties. Assuming that claws classify as light, my first two attacks would be at -4, and my third would be at -8.

Using the Two Weapon Fighting feat, all three attacks would be at only -2, just as two attacks would be with a sword and that feat.

Does this make sense?

We combed through rulebook after rulebook after Dragon Magazine on Saturday night after the game (I had been using an axe through the game, because it was easier than figuring out the claw business up front), and couldn't find anything that specifically applied to the problem.

Any ideas? An official-ish ruling would be nice for our DM. My common sense meter is pushing into the red with this extra attack, though.

Someone should license Shadowrun for a debut on the XBox. I'm tired of hack-n-slash games that call themselves RPGs. More and more often game developers are leaning toward the kill and advance model, and rather than incorporating compelling roleplaying stories, they're building a linear story where you just kill everything.

The most recent video game that I played that called itself an RPG was Sudeki. Now, people are saying Sudeki is a bad game, and I've not yet decided if I want to dispute that, but it has elements in common to other games that people do like, such as Baldur's Gate: Dark Alliance, which simply stunk, in my opinion.

When was the last time you could really interact with a person in a CRPG? In Sudeki, you don't interact with people, really. You pick from a couple of menu options of things you can say to each person. People in town are friendly and can be talked to. Creatures out of town are evil and must be destroyed. There is no middle ground. Not only can't you talk to these presumably intelligent (spellcasting) creatures to get yourself out of a jam, but you can't kill off the dumb townspeople.

And these RPGs are so linear. My walk from the first town in Sudeki to the second was as linear as it gets. There is no alternate route to take through the forest to get there; I must stay on the path provided. I guess the game designers were so busy creating the textures and maps for that one path that they couldn't be bothered to create a second. Likewise, the entire game is layed out this way. The towns are simple, the paths between them are direct.

Moreover, the paths are entirely too long and the stories, although like reading a book from end to end (something that roleplaying at a table is rarely like) are hideously difficult to remember unless you spend every contiguous hour from it's beginning playing the game to its conclusion. Some companies even boast about the number of hours of gameplay. "Over 40 hours of fresh content!" A game should never be measured in how many hours of fresh scenery it provides, especially if it forces you to walk past every inch of that scenery in order to complete it, slaying everything that gets in your path.

And combat. Let me say this about combat and RPGs. It's a concept that we talk about at the gaming table a reasonable amount. My character - who grew up in Illumina and was raised by wolves and has held a magic sword since it fell out of this slain father's hands and knows the woods as if he were a tree - my character can probably kill things pretty easily. Why on Earth should this be tied to my ability to mash buttons in a precise pattern? RPGs should be turn-based, not realtime. Gah!

What we need is a better system and a new genre. I present Shadowrun.

Shadowrun takes place in a not-too-distant future. The world is run more by corporations than government. Technology is pervasive - you can jack your brain directly into the 'net, and get body modifications that make you mostly cyborg. To complicate matters, nobody is entirely certain what caused the great reawakening of magic, but it was probably the native american shamans and the Great Ghost Dance. With the return of magic to the world you'll also see races of "metahumans" such as orcs and trolls - genetic mutations in the main strain of the human genome that are awakened by the magic.

What's the point of the game? In Shadowrun you typically play the part of a Shadowrunner going on "runs", or missions. Runs are covert operations, usually funded by an anonymous "Mr. Johnson" to do the dirty work of a powerful individual or corporation. You usually have a group with particular skills that does the run together and splits the fee when the job is done. It sounds pretty simple, but it never is.

Why does this model work for video games? Well, by itself maybe it doesn't. But I propose a few changes to the typical computer RPG to go along with the change of genre.

First, dialogue is always in layered menus. I can't remember what PC game it was (maybe the Temple of Elemental Evil?) that had circular cadcading context menus. I think this could work very well for dialogue. Assemble a sentence from a series of phrase parts rather than having preconstructed phrases prepared for you. Why would you know what you should ask someone about? Sifting through the options would make this aspect a little more realistic.

You should also be able to talk to your enemies. There might be no chance that you can talk them down, but at least give you the option to say things like "these aren't the droids you're looking for" and get away with it. Wouldn't that be too cool?

Also, each run should be mostly self-contained. I suppose this is like a mission log in a way, but it's slightly different. When you start playing the game, you should be able to select how long you want to play, and the game should generate a run based on your preference. Every so often, it could throw in a two-parter, just to spice things up.

If you wanted to carry an over-arcing plot, you could sprinkle pre-desigend runs in amongst the randomly generated ones in such a way that it would seem like just another run to the player. But then something different and unique would happen. Still, the duration of the run would be determined by the length of time available for play. All of this could be set up on an in-game web site that posted potential contracts for runs.

Playing this way offers interesting options for network play because you can gather a group of the required skill types for a fixed amount of time, play, and be done. Either start over or not.

If you do things in a run that might have an effect on future missions, this would be written up in the game log. For example, if you blow up a DocWagon, they might be less inclined to show up when your 911 bracelet transmits your flatline signal. Of if you ticked off a cop, he might show up in a later run to hunt you down. Each of these is self-contained, though. For people who follow from mission to mission, it'll all fit together. And for people who don't, it will seem like just another game. The main point is that you don't need to remember that you shouldn't mess around near Lone Star headquarters, the game just smacks you to remind you when you do.

I don't know. I have been told that my CRPG model won't sell, and that's probably true. But I can't be the only one who is tired of picking up pointless powerups and has to get the whole story spoon-fed to me because it's all prewritten.

I'm not sure what we're going to do yet tonight. It's a gaping hole of entertainment opportunity that I will probably squander. Although I really feel like a nice hamburger grilled at home. Maybe I can convince Dave to pack up his fight sticks and come over to play DOA3. We could even use the gift card Dan gave me for my birthday to get some badly needed controller extension cords. Finally, something worthy of the gift card.

Tomorrow is another thing. I'm running D&D tomorrow, assuming the Earth doesn't end. I'm optimistic for the Earth not ending and so I should probably finish writing up the story for tomorrow's game. This game has been interesting in the planning stages because in spite of not having each night's events planned out in advance, each step of the adventure has long before been scripted.

Tomorrow's game night takes adventurers to the exotic locale of the backwoods of Cormyr, where a rope bridge awaits them. Do they cross it? Do they fall it? How many of the PCs have boots of Levitation and Spiderclimb? Will the hordes of people and orcs do anything to stop them from crossing the bridge? Who knows?! Find out tomorrow in the continuing adventures of... The Onyx Mirror.

We'll probably have to shop for Jen's birthday gift tomorrow, too, since Sunday will be pretty tight. Maybe we could even do that tonight if Dave doesn't want to play video games. Or if Berta doesn't want us to play video games. Hmm.

Ok, so Sunday is going to be interesting. We have tickets (via Mom) to go see Cirque du Soleil again in Philly. This year is Alegria. I've seen quite a few Cirque du Soleil acts: La Nouba (2 times), "O", Dralion, and Varekai. Each one is only slightly different in substance, although the music, decorations, and general theme change significantly. Actually, "O" was quite different from the rest just because of the whole water thing. I wouldn't mind seeing that one again, truthfully.

With each viewing I notice more behind-the-scenes stuff that you shouldn't try to notice if you really want to enjoy the show. At some point I might have to stop going to these because the mystery will be spoiled. It's sadly never as good as the first time. Our first La Nouba show was certainly the best. Those little girls with the diabolos rule!

Our show is at 1pm and we'll probably leave for the city around 11am. We'll pick up lunch along the way. Abby and Nana are going with us, too, this time. I hope Abby likes the show and doesn't get too squirmy.

I wasn't intending on a recap here, but yesterday's events at the hospital were pretty entertaining. We got to see a lot more this time than we did with Abby, I think. You could see feet and hands, toes and fingers. The nurse got the heart on the screen, beating, and measured the length of legs and head size. That machine is pretty cool.

I was thinking that the ultrasound machine probably didn't need to be so big. You could probably put the whole of the ultrasound wand on a PCI card and plug it into a high-end system and do just as well. This thing was the size of an office photocopier.

I'm still waiting for Berta to turn into a blimp. She's still looking quite trim for a pregnant person. She would complain otherwise, but I think she still looks good. What am I saying? She looked good when she was her blimpiest with Abby.

Our wedding anniversary is next Saturday. 6 years. This is insignificant compared to the total time we've been together, which is more than double that. Still, a perfect milestone. (Perfect numbers are those whose factors, when added together, equal the number itself. The next perfect number after 6 is 28.)

Ah, yes. I am some kind of nerd. Now if I could use that power to determine why my office smells like stinky feet in the afternoons... Oh. Wait. Nevermind.

Another short weekend down the drain.

We killed Friday evening going out with Mom to the slowest moving buffet I've ever seen. This Chinese buffet is one of those places (like the PA DMV or the Chester County Library) that you go into around 6pm expecting to spend a half hour or so eating, and you end up walking out and it's quarter til 11 and you feel hungry. Weird.

Saturday I wasn't feeling very well in the morning. I was probably up too late after the buffet reading that book Jen gave me for my birthday, but I also had a headache and stomach cramps (buffet?) and didn't much move, let alone leave the house.

On page 350 or so of Kushiel's Dart, everybody dies. No, really. And that's not even half-way through.

In the evening was another D&D game - The Onyx Mirror. You know, I go into these things pretty hyped with a certain plan of accomplishing things, and a certain expectation of player actions (even accounting for a reasonable amount of deviation). And then I come out feeling berated, abused, and stupid. It's no wonder nobody wants to run games for too long of a period.

A little detail on the meta-game: Bad Adam, for misconstruing Larry's exodus to the toilet and for using the DMG when he's not a DM. Also, I had planned to kill Sybilla (Larry) and did, and yet it worked out ok in spite of my history of killing characters out of hand. I feel bad about breaking Elmarik's (Ken) ancestral bow, but the way I look at it, it adds a bit of his own history to it, rather than just a notch of "I killed this".

For the record- You guys weren't supposed to kill the nightwalkers, and because you were too stupid to run with the artifact once you had it, I had to reign them in, and so - no, Dave, you really won't be getting double the XP, you uber-munchkin. Besides, you willingly gave up your oh-so-expensive weapons, bleating the whole time about how this can't possibly be a good idea. And here, I'll spare you the torment of it all: The ancestors of the original merchants knew why they couldn't let the miners leave, and rather than worry their children with their inability to correctly fall back into the flow of time, they left a legacy that turned them evil. Nobody survives. This is bad for you, and you'll see how if you really think about it.

Sunday was a wash. We bought a model rocket to try to launch but Abby fell asleep. A grocery shopping trip later and we're off to bed. Or writing Exhibit 1.0c code, whichever.

There will come a day when, through all of this practice, I will no longer require sleep.