![]() Production-wise, it’s immediately apparent G&S has upped their game since last season. I hope you enjoy coming along with me on the journey. I didn’t watch much of the first campaign, so I’m excited to watch the new one from the beginning. So every week I’d like to do a short recap of the new episode and see what important nuggets we can use from each to inspire and inform my own work. The show is responsible for so many people getting into RPGs, and I’m sure thousands of viewers are happy to only experience D&D vicariously through streams. As CR is undeniably the most popular and most accessible form of D&D ever created, it’s important for designers to take note of what Matt, his players, and Geek & Sundry are doing. There’s probably terabytes of fan art for it already, yet we barely got a hint of the cast’s new characters and Matt’s new setting. Certainly, this is a golden age for RPGs, where anyone can publish anything they can think of and learning how to play virtually any semi-popular game only takes a few clicks and a few hours of your time.Įnter Critical Role’s second campaign, the inaugural stream of which drew about 95,000 viewers at peak. Games have only grown more prominent in every way, though, and I see that growth as a mostly good thing. In March of 2015, I was wrapping up my first year in game design school and still basking (somewhat naively) in an Obama-led America. And the state of tabletop RPGs has changed drastically since the show started almost three years ago. It’s been a long time coming, but we’re already one episode deep into the new season of Critical Role. I’m excited to see how the party fairs against more zombies and anxious for the inevitable showdown with the fiend. But for Matt’s seasoned veterans, it’s a worthy challenge and showcases a lot more fantastic role-playing from everyone at the table. It’s the kind of session I’d be afraid to run with new players, as they might not know how to make their own fun yet. Overall, it’s a less exciting episode without a single combat encounter, but it’s still interesting. For the most part, Matt lets the players do what they want and gives only subtle direction until the end, when the truth is revealed and more zombies head toward our heroes trapped in the tent. They also free Mollymauk in short order, thankfully. ![]() They lie, deceive, trick, and sneak their way through Trostenwald and successfully discover that the devil toad is the culprit. The party becomes a band of detectives, as they investigate possible causes of the carnival mishaps. They even have some goals and can begin to move around Matt’s world making somewhat-informed choices. We now have a faint idea of who the characters are and how they generally like to act. I used pushing arms, but none of my solutions worked by having a (functional) block move on a conveyor belt.Episode 2 is more cerebral than the first. Only sometimes would I go out of my way to create an altogether new solution optimized for some factor. Then optimize for blocks by removing conveyor belts and replacing them with solid block. I usually build a solution, then have it run at highest speed possible without breaking. I generally optimized more for blocks than I did for speed. Especially at the early levels where I thought my own scores were pretty good. Rotation take once cycle, so objects faraway from the centre of rotation can move great distances in one cycle. Moving faster than light (faster than 1 space per cycle): You can use "look select" on white blocks, and that will allow you to place them anywhere you want. In the levels where you have the red and white coloured blocks that colour your own blocks when they touch them. "Cheating" in the penultimate campaign that I mentioned:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |