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The third expansion in the Return to Ravnica block arrived last week.  As discussed in an earlier article, the current Magic block represents one of the smarter moves that Wizards of the Coast have made: revisiting one of the most successful and popular blocks ever.  For those new to this topic, the Ravnica setting featured 10 dual-colour guilds, each with a highly defined thematic flavour and set of relevant game mechanics.  The latest set, Dragon’s Maze, features all ten guilds (in many of the previous expansions set in Ravnica, only small subsets of the guilds were represented at one time), and thus proffers up a wide range of starter decks called “Intro Packs”.

Simic

 

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If you’ve been keeping up with Magic: The Gathering’s product marketing, you know that some time ago, Wizards of the Coast refined their concept of the “pre-con” (preconstructed) deck into what they call “event decks”.  These are an attempt to overcome traditional pre-con decks’ stigma of being poorly built and unfocused, to be used almost exclusively for harvesting specific sought-after cards.  Since event decks’ inception, they have been a qualified success: they are more tightly focused, with more copies of key cards, built fairly synergistically, and come complete with sideboards that (mostly) make sense.  However, these are not championship-winning decks on their own, which is just as well.  Sure, you can certainly sling one of these in kitchen-table casual play, or even at a local Friday Night Magic session (though be sure you’ll get some derisive looks from vets, for playing with a pre-con – though that may be hypocritical, given how most of them play with ‘Net-decks themselves…), but for any sort of serious performance you will want to, at the very least, tweak them substantially – so their moniker of “event decks” is, really, not at all accurate, but merely marketing hyperbole.  So why do I say this is a good thing?  Because having truly competitive decks available out-the-box would spoil the metagame and stunt innovative design even more than ‘Net-decking already does.

 

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Back in January this year, Mojang spearheaded a drive to make officially licensed Minecraft LEGO a reality. If you need to catch up, you can read more about how the project was given the green light, and then watch a clip of the guys at Mojang getting their hands on the first sets of the finished product.

Because we’re all massive Minecraft nerds here at NAG, I couldn’t pass up the opportunity to own a LEGO set this awesome. Also, I was raised on a wholesome, geeky diet of LEGO, video games and Star Wars movies, which basically means there was no way in hell I wasn’t going to buy one of these.

What follows is a look at what the whole set entails, complete with delicious, home-made photographs taken on a crappy iPhone 4 camera. Enjoy!

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As of the 2010 revision to the Magic core rule-set, the game has been getting ever more “dumbed down”. This disturbing trend (which began in Magic 2010 by the abolishment of several of the subtler game mechanics, such as mana burn and in-combat use of the stack, and a decided bias toward supposedly more streamlined and creature-oriented combat) appears to be continuing, and here manifests, ironically, in the form of a pretty decent product – or at least, an outwardly decent one.

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Ever since Magic: The Gathering‘s inception, the game has been subject to a certain degree of power creep and feature creep. This is unsurprising, given that its makers make money off it by bringing out periodic expansions and revisions: while the competitive tournament crowd is kept coming back by periodic changes (or “format rotations”) of tournament-legal cards, casual players have to be kept interested by new cards more or less trumping old ones. However, recently the power creep effect has been (probably intentionally) slowed down a bit by Wizards of the Coast, and instead the company has been introducing new products, particularly for the casual groups.

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When I got home from work on Monday, there was a package waiting for me from the London branch of Ubisoft. It couldn’t possibly have been the package they told me about a mere four days ago. I mean, four days for something to get from London to the middle of KwaZulu Natal? That’s crazy talk. Also, remind me to use AmWorld whenever I need to courier something.

Considering Ubisoft is all about Ghost Recon: Future Soldier at the moment, the package contained a figurine of Sergeant John Kozak – the player character and one of the four members that make up the new Ghost squad of the US Special Forces in Future Soldier.

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Ladies and gentlemen, Roger Burgess.

I know how it looks, but it’s not how it looks. Not quite. I mean, does a man really need a good reason to strip and bust some hot moves in front of about a hundred people? Okay, when I put it like that then maybe, but he walked out of this with a golden ticket to MWEB’s Mass Effect 3 launch, so that worked out. Also, the GIF format’s lower bit depth and dithering kind of makes Roger look like a character in Mortal Kombat II, which seems appropriate, doesn’t it? I think it does.

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“Being human totally sucks most of the time.
Videogames are the only thing that make life bearable.”
- Anorak’s Almanac, Chapter 91, Verses 1 – 2

Ernest Cline sums up his own book best, as authors tend to do:

Ready Player One is a thriller-slash-coming-of-age story that takes place partly in a virtual world, with a plot that involves ’80s pop culture nostalgia, giant robot battles, and an enormous amount of geeking out. Sort of a cross between Snow Crash and Charlie and the Chocolate Factory, with a little bit of Kurt Vonnegut and Douglas Adams thrown in.”

The unexpected parts involve non-virtual-world explosions, death, intrigue, weight-loss and the infamous Pac-Man level 256 split-screen ghost-trapping trick.

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Totally in Command

 For almost as long as Magic: The Gathering has existed, groups of players have been creating custom, or “house”, game formats. Examples include Pentagram Magic, which involves five players, each playing one of the five colours; Emperor Magic, which supports either six or ten players, divided into two teams; and Two-Headed Giant. These are but three of the better-known among the many community-created formats – these two happen to have some followers, while most fade quickly into obscurity. While of the aforementioned only Two-Headed Giant had, up till recently, been officially recognised by Wizards of the Coast, the company recently ratified another community-invented format, and is in fact now supporting it with specialised products. Meet Commander, a format born of the Elder Dragon Highlander format.

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Welcome to part 2 of our introduction to role-playing games. If you haven’t read part 1, head over there first: clicky clicky. We return to our intrepid (if somewhat hapless) adventurers…

Elf: I raise my bow and aim it at the newly-opened, secret entrance , but I don’t enter yet.

Priest: I move up to support the Elf, if necessary – there could be anything in there.

Dwarf: I do the same. Wizard, you replace the Priest at the other doorway – the noise from that secret door opening may have attracted any nearby monsters.

Wizard: What?! Alone?

Dwarf: Just do it! Make yourself useful and be ready to blast anything that comes down the corridor.

Wizard:

Boogidy-boo!

Fine. If you hear a brief scream followed by squishy gristle noise you’ll know I’ve been eaten.

Elf: I look into the secret area – what do I see?

Storyteller: You see a dusty corridor leading away, but it extends beyond the reach of you light.

Elf: Okay. I light a torch and toss it down the corridor.

Storyteller: The torch lands with a puff of sparks. After about 30 feet the corridor opens into a room, but you can’t quite see how large it is.

Elf: Do we hear anything?

Wizard: What, like the sound of drool dripping to the floor from slavering jaws hungry for tender adventurer flesh?

Storyteller: The Wizard’s incessant complaints make it difficult to hear anything.

Dwarf, Priest, Elf: Quit your bitching, Wizard!

Wizard. Hmpf. Fine. I’ll die quietly. And no, you can’t have my stuff.

Storyteller: You listen intently – at first there is silence, but you begin to discern a dry rustling followed by scraping sounds.

Dwarf: Right, it looks like we’re in for some action, people. I’ll stand in the doorway. Elf, you shoot over my head if you see anything. And aim high, dammit – this is a brand new helmet. Priest, you get ready to join me if there are multiple enemies. Wizard, pay attention to your corridor – we don’t want anything sneaking up on us from behind.

Wizard: muttergrumble…

Storyteller: The rustling sounds continue, and you soon hear irregular footsteps. At the edge of the torchlight you see humanoid shapes appear, but with much less mass than any living creature. As they begin to move down the corridor you see the shapes for what they really are – the horrifyingly animated remains of long-dead people. Ambulatory skeletons, as dry as the dust beneath your feet, clad in rotting armour and clutching corroded weapons in their twiglike fingers. They slowly approach, their movements jerky but full of intent. As they draw nearer, you see baleful red light glowing in their hollow eye sockets, and you can hear ancient leather creaking and cracking.

Wizard: See?! Exactly what I said! Hideous, brutal, bloodthirsty, undead guards!

Elf: Argh! How many are there?

Storyteller: There are three of them, their fleshless feet clicking against the stone floor as each step kicks up a small cloud of dust.

Elf: I shoot at the closest one!

Dwarf: I set my feet and raise my axe, ready to swing at the first skeleton dumb enough to get close.

Storyteller: You are momentarily stilled by the malignant crimson glare from deep within

Not this.

undead eye sockets, in strange counterpoint to their fixed skeletal grins. These monstrosities are frighteningly unnatural and their presence sends a shudder up your spine. You summon your courage and prepare for battle…

While RPGs differ wildly in setting, play style and complexity, there are several themes common to many of them. The most prevalent is that of characters and storyteller. Characters are created by players according to a set of rules and vary hugely depending on the RPG in question. These could be fantasy-oriented sword-and-sorcery adventurers (like in the dialogue above), mercenaries and space pilots in a far-future sci-fi world, Victorian-era investigators, modern-day special ops soldiers – the list is almost endless. Characters are controlled by players as they explore the realm in question within a guided narrative.

Not this either.

This narrative is facilitated by the storyteller, usually referred to as the Game Master or GM (other titles include Dungeon Master, Narrator, Referee and occasionally That Grumpy Bastard). It is the GM’s job to create and administer every detail of the RPG world, manage the character’s actions in it, and direct the flow of the underlying story. Generally, one GM will run an RPG for multiple players, essentially acting as a conduit for the game’s mechanics.

Before a game starts the GM will envision and construct a story of epic scope, create a suitable setting, and populate it with myriad people, enemies and challenges. Once play begins, the characters will gradually progress through the story by exploring the world, interacting with various persons, battling foes and hopefully overcoming the obstacles in their way without being turned into piles of fine ash, monster food or messy bloodstains. It is the GM’s job to control the world and its inhabitants in response to the character’s actions within the framework defined by the RPG rules. What this results in is an extraordinary amount of fun and excitement for both GM and players, consumption of large amounts of junk food, and stacks of doodled paper (and every so often tragedy, frustration and hurling of dice, but we’ll come to that later).

In the next instalments of this series we’ll look at the fundamental game mechanics that govern these endlessly diverse realms, so stay tuned.

That's the one.


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