to say the least.
Author: littlemute
Eclipsed!!
Lead Painter’s League Season 6
We all see the golden demon and all the GW stuff, Warmachine stuff, etc. Lead Painter’s League has a painting competition that includes everything from just about every category– and it’s just great to see bare breasted amazons painted up next to non-Warmachine/40K mechs, plus all the glorious historicals. Check out round 2 here.
And the obligatory picture:
Well crap, Winter’s over…
We went from the best snow we’ve had all season to NO snow in less than 6 hours here Tuesday and today it was 60 again–so there went any chance of snowboarding until next December without a 6+ hour drive.
That said, I did get some runs in here and there and went four times. Mostly, the snow was an icesheet barely covered by the machine made, graded snow from the night before, but there were two days where the snow was in the “OK for here” zone.
This was my year to go off some jumps and do some funboxes. Failed. I went off one jump and crashed and slammed my knees on the first funbox I tried. So, yeah– next year when hopefully Jack Frost won’t be such a cunter.
Awesome RPG initiative system

The new Marvel RPG is all the rage this week and it’s only out in PDF format so far. It’s very Fate-like, except it uses a bunch of the funny dice like D&D and is very abstract where stuff like Champions/Hero (and Exalted) are very precise and crunchy. While I find it completely impossible to imagine running an actual superhero RPG with my group, I like reading about the systems. I’m a bit of a Systems Addict actually so I stumble upon stuff of variable usefulness. Yesterday my stumbling came across a post about the Marvel RPG initiative system by one of the FATE creators, and apotheosis followed.
Initiative is a tough nut to crack in pen and paper RPG’s because of turn angst. Ideally you want something that rewards players who have spent some sort of resource for their speed, whether it’s in items or their character build or even gotten a good die roll, but as RPG’s have moved towards characters taking ‘actions’ or a ‘scene’ or in Marvel’s case: a ‘panel,’ rather than attacks (with or without the stunts we so love now since Feng Shui) you don’t want some characters dominating the combat scenarios by getting to take a turn more than other player’s characters because then those people without fast characters just sit there… and sit there.
This has typically been solved, unsatisfactorily in my opinion, by a ’round the table’ method where everyone rolls a die, maybe modified, and gets to go in that order, or someone on the player side goes first, then it goes around the table with the GM going last. In contrast to this method is the tick-based systems of Exalted and Champions, where a character’s actions determine how long it is until they can take another action. While this is the most realistic of the systems and fun when all the players (not necessarily the NPC’s) have the same action counts, woe is it to be the archer or a player with a high tick attack action– because you sit there waiting and waiting to take an action, only to take one and have to wait and wait again. While the tick systems are the most tactically deep, in practice, when you have outliers like someone too fast or too slow, it breaks down in play (i.e.: don’t play an archer in Exalted)
As this post discusses, the new Marvel RPG has a hand off mechanic where the player or NPC that takes and action gets to choose who the next actor in a fight is and this is simple and downright brilliant. There is tactical depth, the ability to team up attacks, the ability to out-manuver your opponents by making them take their turn before they want to, etc. What’s more, this could easily be tacked on to ALL non-tick-based initiative systems and looks to work just as well for social or physical conflicts. Warhammer Fantasy Roleplay? Yes. FATE (Dresden, Bulldogs, Anglerre) in all the incarnations I know of? Yes. Even in OD&D this could work. Sure, some skills players have in each RPG may not work with this in some systems, but they could simply be adjusted since the ‘actor’s choice’ mechanic is so simple.
Hey! I’ve now got a good reason not to buy Bioshock Infinite…
…other than because the end of Bioshock and Bioshocked 2 sucked. The inclusion of a robot George Washington put the final nail in that coffin for me. Other than looking insipidly steampunk stupid, it’s NOT a fitting testament to the one single person in American history that made all of this possible– i.e.: that we aren’t serfs to some milksop douche with peerage from an American crown. So you make a robot of the one good guy in American history that you have to shoot? Stupid cunts.
New XCOM
The new xcom is looking all sorts of awesome, but don’t take my word for it! The developers have been doing a mess of interviews these days on why and how they are developing the game. It’s homage as well as pushing the genre itself forward. Like Fighting games, we have had a huge resurgence of the genre due to Street Fighter IV and here’s hoping a similar thing happens with turn based tactical games. The days of Jagged Alliance and Temple of Elemental Evil being AA titles is long gone, but the craving is still there for something that isn’t indy, but isn’t AAA either.
I picked up both the first XCOM and XCOM: Apocalypse (my favorite in the series) off steam to give them a run through again in the next couple weeks. Though these stand the test of time pretty well, with the new game they may no longer NEED to.
Some Aphex
This is probably NSFW, because it has real time video of audience faces superimposed on the areola region of various womenfolk.
No longer the big cheese!

Ah Shadowfist, I predicted after 2011, and that year’s kicking ass by me, that I would have it done to me in 2012 (and probably for a long time after). This weekend, I lost the right to call myself the big cheese as we were beaten in a heated final at Plattcon to Jim Sensenbrenner and a deck he made that morning (!?) (featuring a rather unique alternate power generation engine that I will go into once he releases his decklist). Due to my own laziness, I just used the same deck I won with last year and though I never got my meaty combo out in any of the games (big bruiser has to come out, and he only did once) I was still able to get into the final with the rest of the jank stuff in the deck.
The final had TWO Ascended-only decks in it which is a milestone for the faction, at least from what I’ve seen. They haven’t been competitive as a stand alone faction for over a decade now since their domination in the early days of the game. While Op Killdeer is still the best card in the game, it has to be saved for the absolutely most important moments or it’s just wasted on trifles. The rest of the faction (alone) typically does not have the punch through to win in the fast, power stealing, denial heavy environment these days. Yet, it warmed MY cockles to see the EASTERN KING hit the table in a tournament. The raw shock and awe to have a size 11 Golden Gunman ready to lay some beatings was awesome. The only answer the table had was a Neutron Bomb when he brought his huge fighting to bear on the Architect player. I’ve been collecting Eastern Kings for years now, but have yet to put him in a deck that worked so I think it’s about friggin time.
All told, it was a great tournament with a pretty good turnout (8 players) and a lot of intense and friendly Fist. Now I hope to actually get some games in to practice and even make a new deck before Gencon rolls around and I defend my other 2011 title.
Tobal 2 action!

There are three or four of us that played Tobal 2 back in the day and though we all live on other parts of the planet, every once in awhile we are near enough to pick up a controller and get in some beatings. Saturday was a time of such beatings with my brother, who, while schooled when he played any other character, beat my ass with EPON (the little dirty dishclout). Needless to say, Tobal 2 stands the test of time, even though the graphics we were once in awe of look old as the hills now, the fact that the game runs at 60 frames per second really keeps it playable. That said, I’d say now days, Tobal is all but forgotten, and with the exception of the Japan only Tobal M, nothing has moved on any type of sequel (nor will it). Tobal is a game series by ex Namco and Sega employees at a company called Dreamfactory who did something very different compared to their contemporaries–moving away from the 2-d plane in a 3d fighting game. It took Tekken and Virtua Fighter until their fourth incarnations to implement this and Tobal No. 1 had it in 1996! To be sure, MOST of what you get gameplay wise from Tobal can be found in Virtua Fighter 4/5 and if you are slumming it, the more recent Tekkens. I won’t hesitate to say that VF5 is a better game than Tobal 2 overall because VF5 is the has the overall best fighting game engine there is, but all ten of the remaining Tobal fans lament the one piece that modern 3d fighters should have mercilessly ripped from the mechanics– the grappling system.
Every time I pick up Tobal again, I’m simply amazed at how the grappling system works and how fun it is. In VF5, a character does a grapple and at the moment of the grab has imputed his or her ‘move’ to do on the opponent. The opponent must input a counter to the move extremely fast, almost to the point of anticipating the grab happening. This leads to what’s called ‘fuzzy’ grapple counters where you actually mash buttons and hope to get in the right inputs to do a counter, not precision pressing like the rest of the game. The move either lands or it doesn’t and then you get into what the frame advantage is for the grappler/grapplee, etc.
In Tobal, grapples happen and start with the grappler in control of the clinch who can either do low kicks, high punches, push or pull or throw one of two per-character grapple moves. As the grappled player, you can block high to low (and change up your blocks when needed) and if you time it right and guess the correct direction of pull, reverse the control of the grapple. In addition, whenever a grapple finisher happens, the opponent can counter that either leads to them controlling the grapple or getting out of it completely (again leading to who has frame advantage between the two players).
So what happened to Dreamfactory? After Ehrghiez God bless the Ring, which was actually in arcades, and the PS2 launch title Bouncer (a lackluster fighter and a graphically solid but mechanically poor beatemup IMO) as well as the dungeon crawl fighter Crimson Tears (also not all that great–and it’s one big sewer level —no joke), no Tobal 3 rose from the ashes, yet Dreamfactory has been putting out fighting games– the last one was in 2007 called Tough: Dark Fight (Japan only thank god) and man it looks like TOTAL SHIT. Rumors of a Toshinden rebirth by Dreamfactory are floating around, but that’s about it, like we needed any more toshinden ever.
The dude at fightersgeneration.com updated the Tobal character roster a year or so ago from a mess of files I had been collecting over the years, so if you want a walk down memory lane, check here. Note you can’t deep link in here because this is the last website in existence that still uses fucking FRAMES.