Tag Archives: RPGs

Mongoose State of the Union

As usual, each year Mongoose Publishing has put out their “State of the Mongoose” address where they go really in depth with what happened the previous year and what’s coming up the next year.

It’s interesting, and pretty upbeat given that their advice to others is that this might not be the year to start your own RPG company because of the slump in sales.

Mongoose went through some difficulties but are still doing well, which is good to see…  At 10 full time staff, they’re one of the biggest RPG companies!  Kudos to them for being transparent and posting detailed reports like this, it gives us all a look inside the state of the industry beyond just them.

They are also looking into branching out from RPGs into other stuff (minis, board games). That worries me, because many of the other companies that have done that, including industry stalwarts like Steve Jackson Games and Atlas Games, have sharply, sharply curtailed their RPG lines in favor of the tasty board and card game money.  SJG puts out occasional GURPS e-releases and Atlas publishes an Ars Magica book once in a while but besides that, they’re not bothering to innovate in the RPG space.

RPGs as Sports: Sports as RPGs!

On RPG Blog II, Zach had an interesting post about sports-based RPGs inspired by Clash Bowley working on a baseball RPG!  Zach has been thinking about a car racing RPG for a long time, and one commenter on his blog has some old tennis RPG!

With the massive popularity of fantasy football, it seems like this could be popular.  It smacks of building your own team and then playing them in Madden. Team building/franchise stuff is similar to empire building in an RPG.  There are a lot of computer “Sports RPGs” like Football Tycoon that do this.

Speaking of computer games, I have a friend in my gaming group who is obsessively playing Blood Bowl, a game of fantasy football in a different sense.  I remember the ads in Dragon Magazine for the minis version back in the day, it seemed awesome.  It’s based on the world of Warhammer, which of course also has an RPG.  Time for a Blood Bowl WFRPG supplement!

And what is more like the lives of adventurers than the shenanigans of professional athletes?  Money, sex, violence…

Is it a coincidence how many RPG scenarios have been “Tournament of Champions” type things?

I just bought a bunch of XCrawl supplements off the Paizo Black Friday sale.  In XCrawl, adventuring *is* a sport!  Here’s the blurb:

In Xcrawl, the players are superstar athletes taking their chances in a live-on-pay-per-view death sport. It’s a modern-day world with a fantasy twist, and the game is simple: the Dungeon Judge, or DJ, creates an artificial dungeon under controlled – but lethal – conditions. He designs the maze, and stocks it with monsters, secret doors, magical traps, treasure and prizes. The players must go through the dungeon and fulfill whatever conditions the DJ puts forth in order to win.

Xcrawl is a sport and the challenges are created, but the danger is no less real. If you die, you die. There are no second chances. Citizens of the North American Empire tune in every week to watch their favorite celebrities get eaten, paralyzed, turned to stone, and ripped apart. The nation’s hunger for blood and mayhem grows with every contest. How will you fare?

A commenter linked the Web series Gold in a previous article – in Gold, roleplaying is treated as a sport itself, has televised championships and all (kinda like Starcraf tin Korea).  Watch it if you haven’t, it’s funny.

Next Pathfinder game, I want to play a fighter or monk who kinda sees himself as a professional athlete…  He’s not drawn to kill because of his parents being slain by orcs or something, it’s just the spirit of competition!

What sports related RPGs have you played or seen?  Do you think it would be cool?

Pimp Your Cavalier

LPJ Design is one of the major publishers of third party products for Pathfinder.  New from them is a set of new orders and feats and whatnot for one of the fun new classes in the Pathfinder Advanced Players Guide (and the free online SRD now), the Cavalier.

Goth girl and friend of the blog Erin Palette is the author, and had me look it over while it was in work, and it’s good stuff.  I like her new orders, some of them better than the core ones published with the class initially. You can check out a free sample of two new cavalier orders (one of which isn’t even in the product, so it’s a combo preview and Web enhancement) here.

If you like it, spring the slim $1.25 for the full version of Undefeatable 21, Cavalier!

Paizo Black Friday/Cyber Monday Sale – Hit It Now!

They have a lot of great stuff on sale at paizo.com in their Black Friday sale! Real print products from a wide variety of companies!

For example, the Goodman Games Wicked Fantasy Factory adventures I used in Reavers are $1-$2 each, as are the Green Ronin Bleeding Edge adventures.  And they have big heavily discounted bundles of Adventure Path stuff – get an entire back AP with support books for one low price (or individual ones you’re missing for half off), or a set of themed supplements and adventures! And stuff for all kinds of other game systems, from Warhammer Fantasy 2e to Babylon 5.  There’s old Dragon and Dungeon magazines… Adventures, minis, flip-mats, cute Cthulhus – you can get it all!

RPG Review: Coliseum Morpheuon

My newest review is up on RPG.net! Here it is for your viewing pleasure.

Coliseum Morpheuon is, in its own words, “an Extraplaner [sic] plug-and-play mini-setting and adventure for 16th-20th level characters, wholly compatible with the Pathfinder Roleplaying Game.” It’s a patronage project by Rite Publishing, and the primary designers are Clinton J. Boomer (of D&D PSA and RPG Superstar fame) and Jonathan McAnulty. It’s a 128 page PDF and my review copy came with a number of separate PDFs with terrain and paper minis specifically for the adventure, which was a really nice touch.

Look and Feel

The front and back cover art is very nice, though the back cover text has a startling number of misspellings and grammatical errors. I found that a bit off-putting. Luckily the rest of the book doesn’t have that high a rate of editorial flaws. Inside, the layout is nice if not brilliant (I especially like the border art, but am dubious about the font choices especially within boxed text) and the interior art is good if not super frequent.

Contents

Chapter One is about the Plane of Dreams, where all this takes place, from the Shores of Sleep to the Slumbering Sea. It owes a lot to H.P. Lovecraft’s Dreamlands. It explains it briefly in both fanciful and technical game terms.

Chapter Two explains the art of “Dreamburning,” which is an interesting mechanic. A character’s hopes, aspirations, and dreams are turned into actual game effects in the lands of Dream, and can be used up by the character, or even destroyed or stolen. It’s a good mechanic – you have a limited number, so those who don’t roleplay at all have a resource management mechanic to play with, and also burning or gaining Dreams is reflective of actual changes to the character’s psyche, so if you are into the roleplaying it can be extremely interesting. And especially for a high level game, it adds some additional strangeness and risk that can add a new dimension to the usual grind.

Chapter 3 describes four denizens of the Dream. These range from the “chittering dream eater” to the iconic denizens of Leng.

Chapter 4 gets into the Island of the Coliseum Morpheuon itself, a land of coherent dream afloat in the Slumbering Sea, and its demented and depraved ruler, the Khan of Nightmares. It hosts a large bazaar-city whose most salient feature is the Great Coliseum where the Games go on endlessly, which contains charming locales like the Pagoda of Patricide. As a cosmopolitan city, it serves as the Waterdeep/Sigil/Sharn/Absalom of the setting. It’s pretty cool, but described only very briefly.

Chapter 5 narrows down to focus on 16 major denizens of the Coliseum itself and provides full writeps and stats for each. This is where a lot of meat is generated, and that’s good, because you can always make up more weird dream locations but NPCs for a 16-20th level campaign are hellishly hard and a lot of the work for an GM. This one chapter is as large as all four that came before put together.

Anyway, these NPCs aren’t your usual cast of characters. They are as weird as you’d expect high level denizens of a dream realm to be. The Dragon of the Ghostdance meets Jack of Diamonds, a “Lifespark Psion-Killer” who looks like an anime robot critter out of Neon Genesis Evangelion. There’s Kahnzadeh Sukhbataa, an “Advanced Transforming Shield Guardian Clay Golem Fighter 3,” the Solstice King, and the Pasha of Swirling Ashes. None are stock high level goons, they are all lovingly crafted in their complexity. There’s a lot of high level goodness packed into this chapter, and it’s worth looting for high level extraplanar NPCs or opponents on its own.

In Chapter 6, we move towards the adventure part of the program, with an overview of the Damnation Epoch, a specific tournament with the Cup of Desires as its prize, that is the primary adventure hook. Since they assume you have complex 16th level characters with huge backstories of their own coming into this, the authors take a toolkit approach and let you piece together a plot with chunks they provide instead of laying out a linear adventure path. The PCs, as a team in the tournament, are given a benefactor (one of the heavy hitters from Chapter 5).

Chapter 7, An Invitation to Damnation, is the first part of the adventure proper. It introduces the PCs to the realms of Dream, the Coliseum, and the games. It’s a lot more linear than the rest of the product, but I suppose that’s somewhat inevitable.

Chapter 8, The Tests of the Coliseum Morpheuon, is a set of adventure seeds for PCs once they’re established in the place. Then Chapter 9, The Tests of the Damnation Epoch, is about what actually happens in the arena – a set of 10 specific trials that the tournament consists of. Many teams participate, but few make it out. Chapter 10, Secrets of the Coliseum Morpheuon, is about larger plots to weave into the campaign. You could just run the Tests of the Epoch in Chapter 9 and have a straightforward “kill and kill again” campaign, or sprinkle in the Tests of the Coliseum in Chapter 8 to mix it up more, but it’s the Secrets of the Coliseum that proposes more high level goals the PCs may be trying to accomplish the and milestones towards them.

Then we have three appendices. The first two describe a couple opposing teams in detail, the Dirges and the Gray Feathers, one evil and one good, but both worthy opponents. They are fully statted up and have intriguing backstories. The third has four pregen characters, also complex and weird – no “Hi I’m Bob the 16th level fighter” guys here. If you don’t need pregens, you could use them as another opposing force. My only complaint here is that they don’t cite their references, making it hard to go find more information. Like one PC is a “Wyrd” and another is an “ironborn.” Are those from some other book? (Probably so, the OGL declaration in the back mentions a bunch of other works). But which? Having some codes that show where the various bizarre race, class, feat, and other power options are from would be invaluable.

Conclusion

I found myself wishing Coliseum Morpheuon was about three times longer than it is. It takes on an extremely ambitious scope in 128 pages, and as a result you often get very terse coverage of its contents. The text is very evocative, however, and provides a great framework for you to create a fantasia upon. And the hardest part, the high level opponents, are done up in detail, so the work you have to do is more the fun stuff than the soul crushing detail work of high level builds.

It’s just the bare bones of a setting, but more than enough to get started, and at that level tossing in a weird location and so many interesting and detailed NPCs means the adventures write themselves.

Coliseum Morpheuon is a rarity – a viable campaign for very high level PCs. It’s innovative and very well written. I give it a full 5 for substance. I have to dock it one point for style because of the lack of referencing and awful rear cover typos. I hope they fix those before they go to print; it sets an unfairly bad impression to see that on the outside of a work. But overall, it’s excellent and I would definitely run it for my gaming group.

The Real Problem With Girls and RPGs

Ah, gender issues and roleplaying.  There’s no better way to get people to come out of the woodwork and call you sexist.  Even an innocuous question of “As a man, how can I roleplay a woman better?” on RPG Stack Exchange brings the drooling Birkenstock wearers (usually men, of course) out of the woodwork to claim sexism on the part of someone who would dare ask such a question and on anyone who would answer it. A man plays a female character?  Sexist.  Include sex in your game?  Sexist.  Have a female NPC in your game that’s weak, or strong, or hot, or ugly, or sexual, or cold? Sexist. Have a straight woman?  Sexist.  A gay woman?  Sexist. For a man, it’s always tempting to say “Hey, the age of sexism is over; we had all the women’s lib stuff and we’re all equal now, everything left is just people being politically correct because it satisfies some demented jones they have to be a twerp; probably they want to feel morally superior to someone but don’t actually have very good morals so this is all they can think of.”

The Star Wars GirlBut then I read stuff like this article about “the Star Wars girl.” As part of a Chicago Now series by a woman who adopted a little girl, she relates a story about the bullying her first grade daughter received by the little boys when she took a Star Wars water bottle to school because it’s a “boy” item.  She begged her mom to let her take a pink water bottle instead so that she’d have a “girl” one and they wouldn’t tease her.  It’s heartbreaking.  The story’s spread like wildfire and hundreds of nerd girls and other supporters have been leaving comments wishing her well.

I have a young daughter myself, and have seen this exact same syndrome. She was happy to play with whatever she wanted, until kids at school started telling her things were “boy toys” or “girl toys.”  At McDonalds with the Happy Meal, they ask you “Boy toy or girl toy?” When my daughter told me remote control cars were “boy toys” I asked her why she thought that, and she said “Well, in all the commercials it’s just boys playing with them.”  And it just gets worse from there.  She wanted to play in the coed flag football league in our neighborhood rec league.  And so she did, but it turned out she was the only girl to sign up.  And the boys on her team teased her, teased each other about having their flag pulled by a girl, or talking to a girl… She stuck out the season because I raised her right, but she told me she didn’t plan to go back. And it all makes me angry. I try to stress to her she can do anything she wants, but she gets the opposite message from so many sources.

People talk about why there’s not more women in roleplaying. Oh, it’s because there’s too much fighting in the games.  Or the color schemes aren’t pink, or because some character’s in a chainmail bikini.  Or it’s because you don’t exclusively use the right pronoun in the writing. Those things may arguably be flaws, but that’s not what’s doing it.  Women are actively hazed out of roleplaying and in fact out of many related “nerd” pursuits in general, starting in the first grade.

Some “nerd” pursuits you can at least take up and enjoy solo, like reading Harry Potter books or whatnot.  From a bullying point of view, you just have to not let on.  But roleplaying is an intrinsically social activity (like sports), which means a huge barrier to entry and opportunity for hazing.

I’ve met way more women on World of Warcraft than in all the roleplaying events I’ve ever been to put together. Is it because there’s more fluffy ponies in WoW?  No, it’s because there’s less the freaks can do to make their life miserable since it’s virtual and their gender is concealed until they explicitly state it.

And hey, some people believe in different gender roles.  I’m not saying that any gender differentiation is bad.  If you believe women shouldn’t serve in front line combat, or in a marriage they should be primarily responsible for childrearing, fine.  But should they really be made to feel bad about liking Star Wars?  Does that follow, in some bizarro logic land?

Is it a coincidence the most prominent of the very few female gaming groups out there is comprised of porn actresses?  Or is it just that it takes nearly that level of habitual “not caring what anyone else says about you” and defiance of cultural mores to be able to unabashedly enjoy roleplaying?

Anyway, if you want to worry about sexism, stop obsessing over how the color yellow subjugates women or whatever dizzy shit you say to try to look all PC.  Instead, start focusing on what you – and your kids – do to people who try to get into roleplaying, related nerdery, or anything in general really.  That’s the real place where the rubber hits the road and the majority of real sexism is being perpetrated nowadays.  I know it’s always less attractive to address real problems rather than arguing about trivia, but how about we all try?

Reavers on the Seas of Fate – Season Two, First Session

First Session (14 page pdf) – “After the Flood” – Riddleport is rocked by a tsunami and the PCs find love and danger in the aftermath.  And then there’s unexplained murders and Salvadora of the God Squad calls in her marker for the PCs to help investigate.  It’s Katrina horror time in the kickoff of our second season of Reavers on the Seas of Fate!

Well, we finished out the first huge year-long plot arc of Reavers last time, a mashup of the Freeport Trilogy, Second Darkness: Shadow In The Sky, and a raft of good 3e/3.5e adventures.  Everyone agreed to re-up for another run, so Season Two has begun!

When we last left our PCs, a tsunami had hit Riddleport.  In Second Darkness, this is mostly brushed off as color and it’s on with the story.  I wanted to dwell on it more.  Coming from the Gulf Coast originally, natural disasters like Katrina’s flooding of New Orleans and Galveston’s regular destruction by hurricanes are real threats and I wanted to reflect that in game.

I did some description of the aftermath, but the players filled in a lot for me.  They really got into the spirit of it.  There were exchanges like “I bet it smells like that time my apartment’s parking lot flooded and water got into my car and the carpet molded.”  “Ewwww!” It worked out pretty well and added a definite feel to the session.

Then it was time to meet up with all the people they left behind.  They were clearly considering just up and killing Saul for hanging them out to dry, but no one acted on it. The rest of the Gold Goblin crew was in evidence too.  And they went to rescue Lixy from her collapsed apartment, through the sewer grate she nearly threw Wogan’s gun down back in the day.  There was a lot of stuff that recurred from previous sessions. They even got to talk with Clegg Zincher.  Believe it or not, I didn’t realize what I was doing – Clegg owns this big coliseum and it made sense to me that they would put injured and homeless there, and then someone said “Oh, it’s the Superdome!”  I actually wouldn’t have done it if I’d thought of that analogy just because it was a little too-Katrina.

And then it was time for girlfriend visits.  Tommy’s visit to Lavender Lil was as usual intrigue and sex-soaked.  And then Serpent went looking for Samaritha.  That was more unexpected.  He has always been a little ambivalent about her, and was really irate once it turned out she was a serpent person; I personally wasn’t sure if he’d just forget about her, or try to kill her, or what. I thought it was brilliant how he got drunk and decided to go tell her off.  His interaction with the gendarmes guarding the Cypher Lodge was really funny. For some reason he kept rolling natural 1’s this session, but it wasn’t ever really dangerous, just funny.  After the gendarmes turned him away he wanted to sneak in, but rolled a 1, so he did the drunk-guy thing of wandering ten feet off and then trying to just walk by them again.  Then he tried to climb up to her window and fell off the building.He wasn’t playing it for laughs, and that made it even funnier but also more real.

I was pretty proud of the role-playing.  I know the player is somewhat uncomfortable with RPing relationships, and it wasn’t any more easy with the rest of the group kibitzing him (they were all really into this scene).  When he got in her window, he declared, “I unload all over her!” Everyone collapsed in gales of laughter.  “Uh… Physically, verbally, or sexually?” I inquired.  “No, I mean I really let her have it!”  More laughter.  “Again, physically, verbally, or sexually?” Then he tried talking with her.  It was tough, she was sure he would hate her and either Serpent or the player wasn’t letting much tenderness seep through, and so she was hard to convince.  He rolled a couple Diplomacy checks that didn’t go anywhere.  “You’re going to have to use the ‘L’ word!” the rest of the group advised him.  He finally showed a little bit of intimacy and that convinced her; she was really looking hard for anything to prove he did like her, and it took him a while but he came through.

And then it’s off with Salvadora to investigate some weird problem.  And with that we segue into the Richard Pett horror special, Carrion Hill.  Mmmwah hah hah haaaaaa! Pucker factor is high!

 

Alternity “The Lighthouse” Session Summary 33 Posted

Thirty-second Session – Wait, wasn’t my last posting #31?  Session summary #32 is currently MIA because Tim is a huge slacker.  I’ll link it if it ever shows up.

The short form is that we steal some klick eggs from the alien base near the sick guy’s vault and scram.  Then we track down Scrooge McDuck’s pirate-stolen treasure on some Spanish colony and are attacked by rabid Ewoks.  Some pirates attack us, and regret it for the couple seconds of life remaining as Markus pounds grenade launcher rounds into them.  And then when we go into the caves to find where they stashed the treasure, we meet some rock crystal aliens that are like Hortas with illusion powers.  The emanations from the homing beacon the pirates placed there make them horny (no seriously) so in exchange for us turning it on and leaving it there (on a different frequency, natch) they let us have the moolah.

Thirty-third Session – Here’s where it gets freaky.  We get the rock-crystal aliens to help us by channelizing the pirates into our ambush, and murder or press gang them all.  But then as we’re loading the loot onto out ship, klicks attack.  But we end up cutting a deal with them!  Hooray klicks, our  new… allies?

As Markus, I found it entertaining that when I gave a frag grenade out to each of my companions, I gave them a very clear safety briefing.  Sadly no one remembered the safety briefing once the action started.  Lenny tries to activate his grenade by licking it and Ten-zil throws his grenade well within the 10′ effective range of his own party.  He’s not handing out grenades next time.  And then Markus’ own grenade launcher jammed!  That forces him to resort to melee because his Dex-based gun skills stink.  All this made a fight that should not have been challenging at all somewhat more challenging, but my new secret weapon is four ranks in Armor Operation which allows me to shrug off two points of rollover stun damage per shot, an immense improvement in combat durability.  Used to be, with enough mooks, even an armored warlion would suck up enough rollover to go down in a round or two.

I was totally ready to unload on the klicks but I saw the story hints and we negotiated.  I was wondering how the hell we were going to do anything against the huge unstoppable External army, and this appears to be the leverage point; if we can turn the klicks then it’s no longer “way more guys with way bigger ships and better tech who completely understand all your tech” time.

So all we have to do is assault the alien-occupied klick homeworld!  Easy peasy!

RPGs As Sports: Getting Cut

The latest installment in my series on treating RPGs as sports is about cutting players.  It’s inspired by the recent Randy Moss fiasco where he got cut from the Vikings after being with the club for only three games.

It’s somewhat the flip side of tryouts.  When do you decide someone shouldn’t be part of the team any more, who gets to say, and how does the cut get made?

Most groups run across this problem at some point.  Someone acts like a tool, or a freak, or just is making the game un-fun for everyone, or attendance is bad, and you want to unload them.

So what’s the line?  Well, to a degree it depends on how “serious” your game is – check out my post on categorizing your game as pick-up, league, or pro.

If your game is a pick-up game, then really you are almost never going to tell someone to leave short of them specifically doing something big that makes them unwelcome – messing up the host’s house, sexually harassing a female player, threatening someone, or other kinda “big bad” event.

On the other hand, in a “pro” game, you might let people go for poor attendance or just not making the team as good as it could be.

In a “league” game, it’s a lot more hazy.  It helps to have a process in place ahead of time.  (When Brad Childress cut Randy Moss, he kept emphasizing that “we have a process we use in these cases, and that’s what I did.”)  Just as in a sports franchise you have various stakeholders.  There’s all the players, and then there’s the GM (who you might think of as the coach) and there’s the host, who you could almost think of as the “owner”.

Why is the host so important?  In the end, it’s the host’s right to tell someone to “get out of their house” or whatnot (even if you game in a shared space, the game store owner or librarian or whatnot is the host and can chuck someone out).  The group can decide to move as a result, but there’s no such thing as “taking a vote” to see if someone can stay in my house.  But that’s more of a special case for the “one person specifically wants them gone because they did something” as opposed to the more usual “the group is getting kinda sick of them.”

Similarly, the strength of the coach (GM) varies from group to group.  In some, it’s “GM call” both on tryouts and ejections.  In many, it’s seen as a group decision.  But a lot of this depends on specific expectations being set.  Personally, I consider it a group decision to tell someone to leave the group, but my decision as a GM if I don’t want someone in my game.  (Kinda like it’s the host’s if they don’t want someone in their house.)  However, some groups may set the expectation that it’s not even the GM’s call on their game, so it’s worth making sure everyone’s on the same page there.

In the more general case of someone being disinvited from a group, please keep fairness and respect in mind.  It can become a very politicized thing that leaves everyone feeling bad.  “Jenny and Brad called the GM and said Bill had do go or else they’re not coming, but he’s friends with Ted, and it’s Ted’s house…”  If you get group infighting, everyone loses.

The best thing to do if people are seriously starting to grumble about someone is have a full group meeting without that person and hash it out with everyone there.  You don’t have to use Robert’s Rules of Order, but again it helps to set the process – is it “majority rules” or “anyone can vote him out” or “anyone can vote him in…”  Have a frank discussion about why people want the person out of the game, discuss whether the group in general feels like it’s merited, take a vote, and then act on it.  Don’t let it spin around for weeks – everyone will just have a bad time for that duration.

Maybe you all agree the person just needs a talking to.  This is even more sensitive – it’s hard to do this without the person getting put on the spot and feeling defensive.

Three real world examples after the jump.

Continue reading

Entertaining RPG Scene Drama of the Week

Ron Edwards has declared that the Forge is going into its “Winter phase” and eventually to die.  He considers this a huge victory.  For all of you younger than ~35 years old, “Ron Edwards” is a guy who has designed a couple small press RPGs and the Forge is his vanity forum.

This of course caused his arch-nemesis the RPGPundit to revel in Edward’s massive failure and diminishing stature.

Of course RPG.net, which was the home to much of the initial drama back say ten years ago, is all atwitter, since arguing over imaginary things is way more important than real gaming over there.  Up to 57 pages on one thread already!

I don’t really have a point here, just sharing links that are funny as shit.

Map of the RPG Forum World

There’s a clever new map on ENWorld that takes all the RPG forums, and at one hex per 1000 users, turns them into a fantasy world map.  It’s interesting to see the relative sizes.  ENWorld, RPG.net, and WotC are all big, but there’s some big ones I’ve never heard of – what’s a “Myth Weavers?”  And Giant In The Playground is a lot bigger than I thought.  Anyway, it’s good fun, and might lead you to some fun new forums, so check it out!

DDI Poops On Your Head Again

Heh, I guess they were worried that the chronic history of failure surrounding the D&D Digital Initiative was starting to fade.  So guess what!  The one usable piece of the DDI, the Character Builder, is being converted over into a Web app so that you can’t use it without still having a subscription.

The old one was a desktop app, so if you stopped paying WotC you could still use it and your old characters, just not get new rules updates and whatnot.  Well, that’s not a hardcore enough revenue stream.  So the new one is in Silverlight, is only delivered as a Web app, and will only save your characters to the cloud – NOT to your PC. And of course they plan to “mine your data continuously.”

That’s some bullshit right there.  And funnily enough it’s quite relevant to my real world life – this week, my company’s rolling out a Silverlight application people use to write code in.  But since we don’t hate our customers, we allow it to be installed out of browser, and also allow code to be saved to the cloud or to the user’s desktop.  It’s trivial to do – the only reason NOT to do it is if you want the people using your app to be completely dependent on you, and not be able to use it unless they keep paying you money.  Which is obviously the case.  Oh, and to prevent people from sharing it; I’m sure the plan is to force more people to buy subscriptions.

Fans are sad.  But they keep playing 4e!  Joke’s on you! You’re the enabler in this abusive relationship.  From the GSL to pulling all PDFs to the DDI, WotC has shown its clear disregard for its customers as anything other than a source of money to squeeze.  One might think that would backfire at some point.  But some people like being dependent I guess…