Ganondorf sneers at the young princess. "You can't rely on anyone. Putting your faith in 'friends' is just exposing your back to a knife."
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I don't tend to enjoy first-person shooters very often. This is partially because killing lots of people/zombies/aliens/robots/whatever...
Wednesday, December 8, 2021
The Final Battle
Tuesday, April 20, 2021
Advice for Game Masters: Play With The Players
Tabletop roleplaying games such as Dungeons & Dragons, Pathfinder, Vampire: The Masquerade, and many more are seeing a huge surge in popularity, and rightfully so. Imagination and roleplaying are important parts of learning, self-discovery, and social exploration. More importantly, TTRPGs fun!
Collaborative storytelling is part of human nature, and roleplaying games provide structure for that kind of narrative play. Hit shows such as Critical Role have helped bring roleplaying into mainstream popular culture, enticing many new players to explore the wonders to be had in these kind of games.
Most TTRPGs require a Game Master, or GM, to guide the story. The GM is not the boss, but is a team leader who acts as the rules arbitor and who controls all characters not controlled by the players. They set the scenes and present the problems to which the players respond. It's a lot of work, but can be very rewarding.
In this series, I would like to provide some useful advice for Game Masters that want to provide a fun, safe, and engaging experience for their players. This advice will primarily be aimed at GMs who are already familiar with the system in which they will be playing and are hoping to up their game. This will also be skewed towards D&D fantasy-style games, mostly because that's what I've been able to get my players to play, but can of course be adapted for other settings.
BRING THE PLAYERS TOGETHER
When looking to start a new campaign, one of the first tasks to solve is providing a reason for all the player characters (PCs) to come together for their adventure. This can be difficult, as the players may not have created their characters yet. Even if they have, the characters may or may not already canonically know each other. Some of them may want to play curmudgeonly, "lone wolf", or introverted characters. It can be difficult to find a narrative reason for all the characters to band together.
I suggest building the beginning of the campaign around a specific non-player character (NPC) who knows all the PCs, or around a specific location which all the PCs have a reason to visit. Give the players plenty of latitude on how they know this NPC or why they are at this location.
Some quick examples:
- A wealthy merchant wants to hire some people they trust as escorts through treacherous territory
- A member of the nobility is appointed as regent, and needs some capable people to help them establish good relationships with potential allies
- The characters all have different reasons to visit the university, not knowing that it is about to be attacked by a group hoping to raid the magical tomes
- The characters all attend the wedding of a noted adventurer, but the wedding is attacked by the adventurer's old nemesis, and the PCs must work together to escape alive
- The characters all happen to be attending funerals at a large cemetery when the dead begin to rise
- The characters are all sailing on a colony ship to start new lives when pirates attack
Sunday, February 14, 2021
Slaying the Spire for Fun and Profit, Part 5: The Watcher
It's just a real house of cards that feels very fragile. You need to draw and play the correct cards in the correct order, otherwise they are underpowered. That wouldn't be a problem, accept that the effects don't always feel powerful even after jumping through all the necessary hoops.
- Calm stance: No effect while in Calm. When you leave Calm, gain 2 energy.
- Wrath stance: Deal AND receive double damage.
- Divinity stance: When you enter this stance, gain 3 energy. Deal triple damage. Leave this stance at the start of your next turn.
The Watcher introduces a mechanic called Scry. Scry lets you look at the top few cards of your deck, then dump any number of them into your discard pile. It can let you dig past the chaff, like Strike and Defend, to get to your good cards.
Nirvana is your defensive payout. For just 1 energy, you get a Power card that grants 4 Block every time you Scry. Again, with the amount of Scrying you hope to do, you can get 4-12 Block a turn without breaking a sweat, more if you can get multiple copies of Nirvana.
I will freely admit that the above strategy is the only one that I have successfully used to beat the game. I have made quite a few Watcher runs in Slay the Spire, and nearly all of them have eventually stumbled. However, Mantra decks seem feasible, if you can get a good mix of three types of cards: Mantra-generators, card draw, and big attacks.
Once you generate 10 Mantra and enter Divinity, you want to be able to use the energy and the boost to your attacks. Brilliance is a good damage payoff, easily dealing 70+ damage on the turn you enter Divinity for just 1 energy. However, you need to have your damage payoffs in-hand on the turn that you enter Divinity. This makes any card draw, especially cheap card draw, very important to this deck type.
Cards that generate Insight, like Evaluate, Pray, and Study, let you stockpile 0-cost card drawing with Retain until the turn you need them.
The Wrath deck is an obvious idea and has plenty of good setup cards, like Rushdown, Simmering Fury, and Indignation.
Watcher decks, you'll be taking a lot of hard knocks while you build towards your payout. With Omega decks, you want to pick up one or more copies of Alpha.
Alpha puts Beta into your draw pile. Once you draw Beta, you play it for 2 energy to shuffle an Omega into your deck. Omega is a MASSIVE payout--a 3-energy Power that deals a whopping 50 damage each ALL enemies EVERY turn. I keep trying this deck type, and it's never quite come together for me; I just can't find the right mix of card-draw and defense. I'll keep trying, though!
I'm also interested in making Big Energy decks work. The Watcher has a lot of energy generation with cards like Deva Form and Deus Ex Machina. Combine these with payouts like Conjure Blade, Vault, and Omniscience, and you could have a very powerful deck. Again, though, my attempts thus far require too much setup time to withstand all the attacks that enemies can throw in the first few turns.
Slaying the Spire for Fun and Profit, Part 4: The Defect
Orbs float about the Defect's head and have passive abilities. They also have an ability when "Evoked" or consumed for a one-time effect. The Defect can increase the power of Orbs by gaining Focus, the same way that Strength increases the power of Attacks.
- Lightning Orbs: Deal 3 damage to a random enemy each turn. Deal 8 damage to a random enemy when Evoked.
- Frost Orbs: Gain 2 Block. Gain 5 Block when Evoked.
- Dark Orbs: Store 6 damage. Deal damage to the lowest-health enemy equal to the damage stored when Evoked.
- Plasma Orbs: Gain 1 energy at the start of the turn. Gain 2 energy when Evoked.
Another important payoff card in this strategy is Force Field, which gains you 12 Block, and which costs less and less energy as you play more Power cards. Once you've played 4 or more Power cards, Force Field is hefty 12 Block for 0 energy. Combine this with Hologram, which gains you Block and returns a card from your discard pile to your hand, and you can rapidly and repeatedly generate a lot of block while your Lightning does its job.
There are some great Skill cards for this archetype, too. White Noise generates a random Power card for you. It will almost always be a good card, and it will cost 0 energy to play that turn. Amplify doubles your next Power card. So if you Amplify your Storm, you'll play Storm, then play a copy of Storm and immediately gain a Lightning Orb, and from then on, all Power cards will generate 2 Orbs!
Because your primary damage output is from Lightning Orbs, Electrodynamics is a huge pickup for this deck. Instead of holding your breath and hoping that the Lightning will strike the target that you need to die, Lightning Orbs will start hitting EVERY enemy. This massively increases your damage output when facing multiple enemies.
If you are interested in having random cards added to your hand, though, Creative AI specifically adds Power cards to your hand every turn, AND those Power cards are not limited to Common cards, which means you can strike gold and hit some really good cards. This is a much better card for Power.dek. You can guarantee that you'll trigger your Storms and Heatsinks each turn, and occasionally you'll hit really strong Power cards like Echo Form, Electrodynamics, or Biased Cognition.
Blizzard to tie the deck together. Blizzard is an Uncommon card, which means it's less frequent, but should come up more often than I feel it does. I bring this up because it can be difficult to force this archetype. If the cards just aren't coming, you'll have to be willing to pivot into a different strategy.
Forethought is a good colorless card for this deck. You need time to generate Frost Orbs before playing Blizzard for value. Forethought puts a Blizzard on the bottom of your draw pile, so you can play your Frost cards before finally drawing Blizzard and playing it for 0 energy.
Once your discard pile is full of great 0-cost card, hit an enemy with All for One. This will bring all those nice little cards back to your hand for another round of fun. Apply more Vulnerable and Weak, deal more damage, draw more cards, charge up Claw, and have a ball.
There are plenty of good colorless cards for this strategy, like Flash of Steel, Finesse, Bandage Up, and Good Instincts. And of course, Panache, mentioned in the Shiv section of the Silent, is incredible, as it is very easy for this deck to trigger it once or twice in a turn. Sadistic Nature is also good. You have a lot of ways to add Vulnerable and Weak with Beam Cell and Go for the Eyes, so Sadistic Nature will trigger regularly.
The Defect can get a lot of mileage out of its Orbs. I have absolutely done well with Big Orb decks, which just continually generate Orbs with Chaos, Rainbow, etc., constantly cycling through the different effects to get a mix of offense and defense.
Thunder Strike can be a massive payoff card when you're generating a lot of Lightning Orbs. Late in the fight, you can easily cap enemies for 70+ damage.
Slaying the Spire for Fun and Profit, Part 3: The Silent
Sadistic Nature is a strong colorless card for this deck type. It is a 0-mana Power, which makes it a very low investment, yet will trigger frequently as you apply Poison and Weak debuffs.
Accuracy, of course, will greatly ramp up your damage output. With one Accuracy in play, a single Blade Dance can deal 24 damage for just 1 energy. Not bad at all!
Keep in mind that this archetype, while strong, can be very reliant on Power cards or on drawing the right combination of Skill and Attack cards each turn. This can mean that you may need some time to set up before dishing out the damage. Be prepared to take some damage at the beginning of each combat as you get set up. You'll likely have to heal up at Rest Stops rather than upgrading your cards, unless you're able to acquire some good colorless healing cards or healing relics.
The Silent has a few other strategies you can try. There's a discard-matters theme within the Silent's kit that seems interesting, but I've never been able to make work; it's possible that the payoff cards like Sneaky Strike and Eviscerate just aren't strong enough? If you get a good discard deck going, please let me know in the comments!
The Silent is also capable of drawing a lot of cards under the right circumstances, which makes Flechettes a really intriguing card that can potentially deal a lot of damage. I've had it do good things for me, but only as a part of a deck focused on other things. I'd love to see it used as a payoff card for a One Big Turn deck that draws lots of cards to load up on Skills.
Saturday, February 13, 2021
Slaying the Spire for Fun and Profit, Part 2: The Ironclad
Flex allows you to gain 2 Strength, but you lose 2 Strength at the end of the turn. It's a nice boost in Strength for 0 energy, which can make for some strong turns by itself, but it's only a temporary boost.
Because this deck tends to play a lot of 2- or 3-energy Attack cards, Mayhem can be a very strong colorless card to pick up if you have the opportunity. J.A.X. is also great, as it is a 0-energy card that boosts your Strength.
Take note, Evolve does NOT trigger off Curse cards. Fire Breathing will still deal damage from Curse cards, so you can absolutely keep those Curses in your deck; just be aware that Evolve will only draw cards when you draw Wound, Dazed, Burn, Slime, Void, etc.
I keep trying to make a Body Slam/Juggernaut deck, but it has yet to come together. It's possible the cards are a trap. While the Ironclad is capable of generating a massive amount of Block with cards like Barricade and Impervious, it's possible that overall the defensive Ironclad cards are just too weak to make a Block deck work.
The Ironclad also has a lot of cards built around Exhaust, which removes cards from your deck until the end of combat. Many of them are strong on their own, such as the aforementioned Reaper, or Exhume, which lets you get back one of your Exhausted cards. I'd really love to build a deck that exhausts a lot of cards, perhaps with Corruption, Fiend Fire, Second Wind, and/or Burning Pact, and just leave myself with a slim couple of cards that are real heavy hitters, like Carnage or Bludgeon.