Gaming Memories 9: We Interrupt These Parasites
11 years ago
With 3rd being as popular as it was, they continued with this art style. We have had 15 years of this art dominating the industry now. With 4th Edition, the art style did not get changed all that much. With Pathfinder trying to tell everyone that they were where the 3rd Edition fans should be going, they used the 3rd art style. In my opinion, much of what Pathfinder has put out has finally rivaled the Dragonlance stuff.
Its got a solidness to it that reminds me of the oil paintings from the 80's, yet the character designs are still the exciting super hero kind of look to them. There have been some scans of the inside artworks of these books, which I will not repost here, but the artwork inside is just as "solid" as the covers. Textures, metals, stone, all look like they would feel instead of having a colored style to them like the previous. I have to say, I approve of this. It really is sort of blending the old with the new, which is the theme for this edition.
Wizards of the Coast needed a "Hail Mary" pass to appease their employers. Recently World of Warcraft came in and took an industry from 200,000 subscribers as the "top" tier, and turned that into 10 Million Subscribers. WOTC would now use this as the basis for their new 4th Edition. Unlike 1st to 2nd or 2nd to 3rd, 4th Edition would scrap much of the game and make its own. The current audience was gambled, put on the line, to try and get a new, larger, higher spending audience.
Fairy Tale is a rare kind of card game where the gameplay is based upon "Drafting" a hand of cards to play. To give a history, "Draft" gameplay began with Magic the Gathering. You would buy several booster packs and pass them around the table. Everyone would open a pack, choose a card and pass the pack until everyone had a pre-determined amount of cards to build a deck from. The skill was in the knowing and utilization of the entire expansion's set of cards, and a little luck. Fairy Tale emulates this.
What you will need is some form of hat or bucket and several pieces of paper. The game is separated into Rounds and Turns. You begin a round by writing "Knife" on one piece of paper, "Gun" on another piece of paper, and "Bystander" on all the others. You put these in the container and the players draw them. Until all the players have had a chance to take a piece of paper, no words are spoken. After the last piece of paper is drawn the players are free to say what they will. They can declare they are bystanders, they can even declare they have the gun, it would probably be unwise to claim to have the knife.
The new idea, though, is something I feel is one of the best I've come up with in a while. When explaining it, I used the name John Doe, so that's why its called the John Doe era. I was watching The Walking Dead the other week, and in it the group skips ahead about 9 months. You are not specifically told what happened in those 9 months aside from the fact that the group because more like a family to each other, and a whole lot of surviving happened.
So what is a Living Card Game? Imagine there is a card game, like Magic The Gathering, but all boosters and expansions came in complete sets throughout the year. There is no need to rebuy sets because all the sets have the same cards, always. You do not get randoms, you do not need to trade for extra cards, and you do not need to go hunting for rare, out of print stuff. You buy the set, and you're done. Each set comes with the maximum number of copies of a card you are allowed to have. Now all you have to do is get good and game. More money does not equal more power. Your opponent will not have this vast collection that you could never touch. You start on the same level playing field.
Some people do not like this non-codified giving of bennies because someone can become a "favorite", or you can encourage bad behavior. Someone making an offhand joke about a situation makes everyone laugh wildly for 5 minutes, so they get a benny. Now for the next 30 minutes, everyone's cracking jokes trying to get the next "you're the funniest person" benny. This does not even take into account straight up favortism from a bad GM.
Fate Points are earned by a player putting their character through hardship. To get a Fate Point you have to invoke a negative aspect of your character, and fail at some task or ability. The favored way of getting Fate Points is to spring the failure only after you build up your idea as awesome and great to the group.
Evil Hat Productions are old hat at doing genre specific versions of Fate. Their releases garner almost universal acclaim and they have even got awarded top honors a few times for new RPG. I initially was very skeptical of these honors, because I had a prejudice against Fate. I wondered if what amounted to "setting" or "campaign" books should be considered different games altogether. I still haven't shaken that thought, but it might be due to my ignorance of the system. Lately they have gotten away from Genre or licensed property games and have been trying to produce universal "works for everything" systems.
You do get some stunts, but they just augment your abilities instead of being something you'd use as a spell list. Again, taking Potter, you might list "Petronus materialization" which means that when you cast your expecto Patronus spell, instead of being a cone of force(like Early Prisoner of Azkarban), you summon the spirit creature(like in Order of Phoenix), giving you a +2 to things it would help with. Harry might also have that summon spell that, but his stunt is that he can call his broom from insanely long distances. You get the picture... I hope.