All Night Destiny & I am Tired

When I was younger I used to stay up all night with friends playing role-playing games and later video games and later still back to role-playing games. I have many fond memories of being with friends playing games; bonding, socializing, having fun, and drinking a lot of pop. Why when doing an all night marathon we drank some of the worst pop in the land (Jolt anyone?) I will never know, but we did.

Game marathons continued, but never all nighters. All nighters were reserved for parties. I have no idea why all night games was replaced with all night parties, but for a while that was the way of things.

Now the pendulum has swung the other way and shall remain there again, although the all night portion may change after this weekend. Our weekends, have been filled with hours of playing Pathfinder Adventure Card Game as we play though each of the base sets in gleeful anticipation of the release of Mummy’s Mask. Since we near the end of Wrath of the Righteous we decided to take the weekend off and play Destiny.

Setting up the living room for all of us to play we set about seeing how close to level 40 we could get. I will spare you the details and skip to the “end.” Sometime around 5 am we realized how long we had been playing. The clock should have been the first clue, but the first clue was the empty pop cans and bowls of soup. Lucky for us the chicken soup I started early in the morning decided to be a butt and not finish cooking until late. When I say late, I mean midnight.

Did we have fun, yes we did. Playing Destiny as a team sitting in the same room was similar to playing a board or role-playing game; lots of socialization. We didn’t have to fight with the headsets to communicate, just turn to the right or left and talk. When there were breaks in the action we screwed around just like we would at the table top.

The downside, we are not teenagers anymore and there seems to be a requirement for sleep…well sleep for the other two. I ended up being woken up early by the children who were looking for food and being kids. Nothing like staying up all night to be woken up after two hours of “sleep.” Suffice to say I was/am hang dogging it all day.

Enough energy to play a round of Wrath of the Righteous, need to keep up those Pathfinder skills and enough energy to watch some football, but beyond that…whipped. Yep…all night gaming sessions will be for special occasions.

Return To Wrath Of The Righteous

I believe every Labor Day is a gaming marathon for us. I may have to go back thru posts to make sure, but I seem to recall playing games over long weekends. This Labor Day is no different, we are marathoning Wrath of the Righteous. In our last attempt we made it as far as Adventure Deck 2 before calling it quits. The whole experience being frustrating with a lot of scenario redos and changing of characters to cover deficiencies. So we quit with plans to come back later.

A lot later. Which is where we are now. Last night we finished up the last scenario for Rise of the Runelords without any major hassles. After everyone, but me archived their characters for potential later use, we moved onto character selection for Wrath. Why didn’t I archive my character, because Ostog is fun, he is cool, but he is a one-trick pony. A really good at his one-trick, dealing and taking damage, but not a character I wanted to carry on with pony.

People new to Wrath were warned about our previous experiences with the introductory set of scenarios. Particularly, Elven Entanglement, which we felt was particularly brutal. The gist of the warnings, Wrath of the Righteous is going to be difficult with a lot of unexpected surprises. And that is how we found ourselves with a Paladin, Hunter, and Inquisitor. The kids, who we thought would join in, declined citing our warnings and their memories of previous attempts.

How can I put this…it was cake walk. I have no other words. Instead of a sense of mounting frustration and irritation, we breezed through the introductory scenarios. I am typing this during a break between introductory scenarios and Deck 1. I did do some searching of the Wrath FAQ I found an answer to a couple of questions that had bothered us during our first play through. These answers, such as the one about Elven Entanglement, made our play through smooth.

So into the whee or wee or wei or…nevermind hours of night/dawn we played. The closest we came to dying was during scenario 3. Just a bad combination of Demonic Horde, followed by Demonic Horde, followed by Arboreal Blight or some three turn combination which caused a lot of damage to the Hunter and Inquisitor. The Paladin, due to a lucky break was on the location with the villain, a ton of armor, and worked through the location deck while the two wounded characters capped their locations.

I’m being called back to the table, before I go, Puddles and Whiskers along with the three shorts I posted earlier this week will all get some revision love. Have a good holiday.

Pathfinder + Munchkin = Pathfinder Munchkin

What do you do when you are supposed to move, but don’t, but packed away your favorite game and third favorite game? If you are me, you find a hybrid. Our favorite game, Pathfinder Adventure Card Game. Our third favorite game, Munchkin. The solution, Pathfinder Munchkin. Now until the unpacking is done, we have the best of both games…sorta.

Pathfinder Munchkin, is a Munchkin game with a Pathfinder skin. Not Pathfinder Adventure Card Game skin, Pathfinder RPG skin. For us, who play the card game there were plenty of familiar touchstones in the form of lots of goblins (some of the funniest cards), the Sandpoint Devil, and items. There are a lot of cards that while funny or punny, missed the mark with us because we didn’t get the original reference. Nothing wrong with that, just a note.

For those who have not played Munchkin, the goal is simple take your level 1 character to level 10 by killing monsters, selling loot, and card abilities. Along the way other players will help or hinder you, most often help if you give them something and hinder when you are in the lead. Every Munchkin game has the same core (level 1 to level 10), each has a different skin (fantasy, zombies, space opera, kung fu, cats, and so on…guarantee with a few minutes of searching you will find a Munchkin set for you) and something new, in the case of Pathfinder Munchkin, factions. All Munchkin games work together, some better than others.

Game play is quick, kick down the door meaning flip over the top card of the door deck. If it is a monster fight it. If it is a curse, suffer. If it is anything else add it to your hand. Didn’t encounter a monster, then you can look for trouble or loot the room. Look for trouble, play a monster from your hand for you to fight. Loot the room, draw the top card from the door deck to add to your hand. End your turn is charity, where you give excess cards over five to lower leveled players or discard if you are the low level player. Combat is simple comparison, each monster has a level, exceed that number with your character’s level and any bonuses from equipment or cards played.

Pathfinder Munchkin does not have race cards, which seemed odd, where are the dwarves or elves? Instead, there are faction cards, which seemed more like classes; Hellknight or Pathfinders for example. If I was more familiar with the RPG, perhaps they would make sense as factions. What they ended up being for us was a second class card, which can only happen with a special card, but in this case one class card and one faction card per player.

Pathfinder Munchkin was a fun diversion sitting amongst all of the boxes. The classes seem balanced, although watch the wording on the alchemist who can double one-shot items. The summoner was my favorite, the ability to use monsters in my hand as a bonus or to pull a monster from the top of the discard pile to use as a bonus later, fun. Given this is our third or fourth (I can’t check, packed away remember) Munchkin game you should be able to tell we enjoy it.



On the Cusp of Adventure Seven

Gaming had taken a back seat to a lot of stuff. A lot of stupid stuff. Thankfully, gaming has resumed. Our Rise of the Runelords game picked up right where we left off, Adventure Deck 5. For Rise of the Runelords Adventure Deck 5 is where the power of the characters can does get out of proportion with the banes.

Monsters are easy to defeat with the skills, powers, and equipment accumulated by this point. Barriers are a slightly mixed bag, with most of the barriers falling easily. The difficult barriers are only due to wrong character encountering them, such as the strength and constitution based barbarian encountering the arcane based magical deathtrap of doom. In my defense, on three six-sided dice with a +3 bonus I should have been able to reach 12 at least once. I did not. My character suffered.

The rewards which once kept pace with our characters now seem less than rewardy and more like, “Oh, this again.” Having a class deck tossed in the box, has increased the variety of loot pulled, but much of the class deck loot is less than appealing to the players who are not related to that class. Such as, the +2 sword of slicing and dicing for the mage. Well, I didn’t want your stupid spell of infinite ultimate destruction in magenta either.

We burned through the first four scenarios in a few hours, nothing gave us any pause or reason to slow down. Explore, encounter, and move on. Bam, bam, bam,..hmmm. The fourth scenario with three villains slowed us down. Nothing was overly difficult other than none of us could close a location without some major assistance and three villains. Villains who had to be chased down and cornered. Difficult when there are three of them and they have places to run too because we cannot temporarily close a location.

Strange thing, even though the locations were Wisdom heavy to close the villains were arcane and combat heavy to defeat. Defeating each villain, multiple times was not the issue, getting them to cooperate and stop running was the issue. But we did.

Tonight or tomorrow should see the end of Adventure Deck 5 and if I remember correctly, Adventure Deck 6 is pretty quick once again due to the power of the characters. In a way, I hope that is the case, because I really want to try Adventure Deck 7 or as it is otherwise known, Wrath of the Righteous 4, 5, and 6.


Krosmaster Quest, Second Adventure

Quest 1Even with the hiccups everyone wanted to play Quest today. While they slept I set up the board and table. The rules have everyone setting up the game, but honestly, it was easier and faster for me to setup the entire game. The only thing they had to do was pick their characters, color token, and play.

Learning a game is one of my favorite pastimes, after the fact. During the process I can’t stand learning and teaching a game to others. Rules get missed. A rule that is a confusing read will clear up during play or make even less sense. Players expect that I know all of the rules and I don’t. I often have to go back after a game and re-read the rules to clear up any in game issues or worse look up rules during the game.

Quest is designed for 2 to 5 players to play at the same time. Each player gets a turn to play the bad guys. No need for a single player to control all of the bad guys, unless you play with that specific mode. Control of the bad guy or Demon is passed at the end the player who was the demon turn. This makes for a very cooperative and interactive game.

Quest 3We did not do that. I wanted to make sure that the players and I knew the rules, thus I was the Demon player for the game. This gave them a sense of them versus me, which was not the intent and not the goal. The goal, other than learning the rules, was for them to complete the various quests, collect GeeGee and win. Things did not go that way…

Krosmaster characters begin the game with no spells other than punch. They collect resources, sell them, or kill off monsters to get kama (gold) to be able to purchase equipment, buy resources they don’t have or and this is important unlock spells. Until a spell is unlocked the only attack a Krosmaster has is punch, which is not a good attack. Players spent a lot of time punching.

This resulted in a few KO’s, a lot of running and hiding, and some chin scratching as they pondered how to eliminate my ever growing army of tofus. They tried equipment, which helped prolong their time on the field by increasing their lives. Eventually they started unlocking spells which had an immediate effect on the game, it got easier. Unlocking spells or at least one spell should be a priority because spells cost less and do more than any punch will ever do.

Quest 5A missed rule or a misplaced rule lead to a period where the players stayed in the City free from harm, but able to inflict damage on my tofus. To be clear, the City is a safe zone where the characters cannot be harmed and can do no harm. Combat has to happen outside of the city. Unfortunately, that rule was missed and a lot of tofus died needlessly and players advanced without merit. These things happen the first few times playing any game.

Few games from now everything will flow smoothly. Until then some bumps in the road, but Krosmaster Quest is a lot of fun to play, even with the bumps.



The Start of Gaming Season

School’s forever!

Not really…I might be back in school…

So school’s out for summer?

Shit, its not summer yet either…

Well damnit…

School is out. I do have one last thing to do, deliver a cookbook to a good friend…reading this PK, the cookbook that will change your life is here. 🙂 Then I am done until I hear yea or nay from CMU. Until then, other than moving my plan is to pack…crap that isn’t what I meant, but is what I will be doing…

Between boxes, running out for tape, and packing material I will be starting up gaming season. I miss gaming season. There was a time for me, when gaming season was year round. Those days are long gone. For a long while gaming season has been truncated. Shoe horned into holidays, summer breaks, and odd times off from school. I should make it clear that I am not referring to video games. Video games are fun, but for me at least, are not part of gaming season. Gaming season is where I get together with people who like to play games and play them over a tabletop. You know a face-to-face social time.

School is out, now gaming season begins or at least I hope that it does because between looking for a place and moving gaming will help alleviate the stress of looking and moving. Last night was a good start. It took a while, because the gamers I know are, like me, in school mode. School mode is where your brain says that school is due. I hate school mode.

Once past school mode (some adult beverages helped), we broke out Rise of the Runelords to pick up where we left off, which was Jorgenfist scenario of Fortress of the Stone Giants adventure (deck 4). Having been about a month and a half since our last game…wait…I’m being told that it has not been a month in a half…well guess what, it felt that long…it took a minute before everything started clicking into place. Such a strange thing, I remember game rules (even games I played 20+ years ago), but getting back into game mode took a bit of work.

That place was elbow deep in giants at their Giant Lair, makes sense when you think about it. Anywho, stuck beating up giants but in a really slow way, the other players made their way through the other locations. Sad thing is that if my deck had been in fast mode, multiple explorations a turn, then I might have been able to contribute not only my barbarian body, but the bonus of all giants difficulty is 2 less. Alas, one card at a time.

It felt great to be playing again and the only concern running through my head was will I be able to close this location and do more before the game ends around me. I was not thinking about homework, papers, or anything else related to school mode. Just gaming. Hopefully, there is a lot more gaming on the horizon…you know between finding and moving that is.