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Dungeons & Dragons: 4th Edition

Alright, this is going to be my "I have reached the depths of nerdiness" post.  You can't really get more geektacular than a discussion of D&D, but this is my gamer rants page, so here it goes...
 
I was introduced to D&D by the "Gold Box Games."  The GBGs were these little gems of late 80s/early 90s computer RPGs based on Advanced Dungeons and Dragons (a weird mix of 1st and 2nd edition AD&D, leaning towards 2nd).  I fell in love with them and became interested in the tabletop version.  Soon, I had a little 2nd Ed group going with my uncles, and I was condemned to a life of saying, "Umm...  no...  you don't dress up like a wizard...  it's...  it's like a board game."
 
2nd Ed had quirks, but was enjoyable.  It was like making love in a barrel that was rolling down a hill.  You keep thinking that the barrel is messing up your groove, but you're having fun.  When 3rd Ed came out, my reaction could be summed up as, "Hey!  It's a stationary bed instead of a rolling barrel!  Awesome!"  I proceeded to buy just about every book of expansion rules I could get my hands on, and now have a collection that I can stack around me and use as shelter from sand storms (which, of course, are a HUGE problem in Illinois).
 
4E broke my heart.
 
4E, at it's core, is a system for lazy DMs.  Statistically, every fight will pan out exactly as planned because there isn't enough flexibility in the rules to let players improvise or strategize their way past things.
 
Where a high level character in 3E had a plethora of abilities, 4E characters of ANY level have an at-will power, an encounter power, and a once-a-day power.  So, if you have the IQ of warm toast, you're going to know exactly what your players will do over the course of a session.
 
Non-Boss Fight:  Encounter power, repeat at-will power until dead or victorious.
 
Boss Fight:  Daily power, encounter power, repeat at-will power until dead or victorious.
 
Where 3E had relatively tactical sounding "feats" and class abilities like Cleave, Improved Disarm, and Spell Mastery, 4E sounds like a Japanese cartoon.  Most of the powers, especially the dailies, sound like they should only be used by adolescent boys with pink hair, floating in a glowing aura while screaming the name of the power.
 
"CAAAAASSSSSCADE OOOOOOOOFFFFF STEEEEEEEEEEEEEELLLLLL!!!!"
 
"DRAAAAAAAAGOOOOOOOONNNNN...  FORCE WAVE!!!!"
 
I kept waiting to see "Buxom Cat Girl" listed in the races section.  It would have fit right in, since 4E seems to have been written with an attitude of "let's go lowest common denominator and try to be all things to all fan boys."
 
I'll be sticking to my 3E books at least until 5E comes out, assuming D&D hasn't imploded before the electronic onslaught by then.
Tags: nerd   D&D   rpg  
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Fallout 3

Fallout 3
by Bethesda Softworks
 
Systems:  XBox 360, PS3, Computer
Maturity:  Adult
Learning Curve:  Experienced Gamer
Visuals:  Stunning
Gameplay:  Good
Story:  Good
Politics:  Silly
 
Fallout 3 is the game for an adult gamer who likes the first person shooter genre and likes to dip into the role playing genre.  Excellent graphics and smooth controls make for a great shooter experience, though you'll often find yourself cursing your lack of ammunition and tendency of your weapons to break down.
 
Set in post-nuclear Washington, D.C., you find yourself in control of a "Vault Dweller," a human whose family was selected to ride out the apocalypse in a sealed, underground facility.  You're booted from your comfortable home when your father (voiced effectively by Liam Neeson) "escapes" into the irradiated wilderness and the vault's population flips out.  So, off you go to fight gun to sword to laser rifle against hideous mutants, Mad Max derived Raiders, and leftover U.S. government robots that yell in hearty, masculine tones about the evils of Chinese Communism.
 
The selling point of Fallout 3 for me is atmosphere.  The game is darkly beautiful, sucking you into a believable nightmare of post-nuclear America.  Playing it alone in my apartment at night occasionally had me shivering on my way to bed as I hummed one of the haunting ballads on "Galaxy News Radio."
 
The question of political messages reaching impressionable minds is lessened by the mature audience lable, but Silicon Valley, like Hollywood, can never seem to avoid SOME anti-U.S. barbs.  The extent of such is minor, and usually humorous, but the worst offenders I'll list here:
 
-In the "alternate universe" Fallout 3, America was highly technologically advanced, but had the cultural and stylistic norms of the 1950's (or, as Coulter would say, "The black night of fascism").  It is suggested that the nuclear war began as a result of a militaristic, jingoistic America getting into an out of control war with Red China.
 
-You discover the hideous results of American scientists unethically experimenting on humans, per orders of the pre-war government.
 
-"The Enclave," a group purporting to bring back the American government, is a racist, psychotically violent pack of fiends.
 
Interestingly, though, you can find a nod to the Founding Fathers and their vision of limited government, even mentioning the individual right to bear arms against an oppressive state.
 
All in all, Fallout 3 is a great game, but definitely NOT for children.  It earns its MA rating with language, gore, and general creepiness
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