Alphago took all three games from Lee Sedol in GO, winning the 5 game series. They played on and Lee won game 4 yesterday.
GOBASE.ORG has all the games set up so you can play through them and try to guess the next move. I worked through both game 3 and the last game and while I’m a complete novice, what I saw was complete blockage of anything that Lee tried to do in game 3 and frankly, couldn’t follow game 4 well. In game 3, watch white in the game simply close off areas with brilliant shunting moves. I can only describe it that way because I don’t have the Go knowledge to do more.
So what now? People still play in chess tournaments even though no human will ever beat the top computer again. With go, I have a feeling people will start to study the way AlphaBlue won the games and played and we may get better over time because of it. However, if a computer can beat a human at Go, which seemed impossible 10 years ago, why is it that a casual novice can beat the hardest difficulty of nearly any other computer game unless the computer full on cheats?
As for me, I have been frustrated the last few years because I got (for me) really good at 9X9 go vs the computer and now I suck ass!
Master of Orion is in early access and I jumped on that fucking space pysse bandwagon right away, they couldn’t take my money fast enough really. Last weekend I spent most of Sunday powering through a game and I have thoughts and feelings. If you don’t want to read it all here is what I think: they’re not done, but the game is fun and is a solid base from which to build the new MOO. The economy part works and is not annoying at all, the space combat needs some work but is pretty fun to watch. You don’t make a lot of choices during it (like games such as Star Hammer or BFG), but it’s FAST which is the most important part. Multiplayer will be unbearable turn angst and will never be played by normal humans.
I started off this game missing the Meklars, who are my go to race in MOO. My secondary has always been Humans because they always have an extremely strong trade and diplomacy aspect. As long as you can keep your fleets sort of large, you’ll be in the game and be able to stay out of wars until you are ready to crush everyone.
So comparing the game to Master of Orion 1 and 2, they leaned heavier on MOO 2 than 1 for the galaxy design and management of systems. Each system is a dot on the galactic map connected to other dots via star lanes. You can only move from one system to the other via star lanes and not directly (at least at first). This is quite a change from MOO1 where you can just move your ships anywhere (even to the furthest star in the galaxy) if your ships have the range. I do not mind this.
Systems, like in MOO2, are solar systems with multiple planets and not just one dot like MOO1. Ships move around these systems, not freely, but from object to object. So they can move from a planet to an asteroid to another planet or to the star gate. Fights take place at these locations and not, again, freely within the star systems. This was good. While not as simple as MOO1, it works.
I left the cats for last…
Colony managment does not use the sliders of MOO1, which is something I was hoping they’d keep in. However, they have these little people that you can move from FARMING, INDUSTRY, SCIENCE. These little people may be members of your race or other races after you conquer them. Some racial bonuses apply I think, so ‘collecting’ the other races to help you in science or manufacture is appealing. Think a Human empire with Meklar building stuff and Psilons in science! It’s clearly presented overall and works. You can easily see when people are pissed off and not working as the little guys sit down with a protest sign.
Colonies gain pollution, and while this is a somewhat annoying feature, it’s easily seen and dealt with. You can see planets with bad pollution from the galactic view so it’s clear when things have gone wrong without having to drill down into the system.
Building stuff is in your typical queues where you can line up ships and planetary upgrades, up to 5 items at a time. Building is slow in the new MOO so far and I really think they will change this going forward. It takes a long time to get a bunch of ships made for example, and in that time I usually have 2-3 science upgrades.
Science. It’s a tree we’ve seen over and over, and not much different there. They do an interesting thing with some of the techs in that when you discover it, you choose between two applied technologies rather than getting both. This is a trade opportunity with the other aliens who may have the other applied science. You tech up FAST in the game compared to production. They will likely balance this out. I got up to TITAN ships before I mercifully ended the game for the Mrshaan, so not all the way up the tree.
Ship building is easily done, but I did not see a way to point ships to another ‘gathering’ system as they are built, they have to be moved manually. Like the other games, ships are organized into fleets which move together at the slowest ship’s movement rate. I don’t know how fleets are auto merged, but what I think is that it happens most of the time when ships are at an object together, which is sometimes good, sometimes bad.
Ship upgrades and modding is extensive, but frankly in the first play through I didn’t do much here. I made some bombers and some large fighter carriers. Otherwise I just did stock upgrades (which are nearly automagic) when I got tech advances. Sub-optimal? Yes.
Combat. This is the one thing that the designers brought from MOO3– real time battles and they did it far better in the new MOO. You can choose to auto-battle and for many fights, just like in Total War games, will be handled this way. The important battles though, you can fight out in real time. While moving ships around is possible, I just pretty much ‘went straight at them’ 90% of the time. There are asteroids and other objects in space, and you can hide behind them to dodge shots, but really there’s so much stuff flying around that getting in close and just blasting everything is the way to go. It’s pretty satisfying to see your ships blow the crap out of everything so I’m liking it. As a Total War fan, I prefer the real time option to anything else. This ruins multiplayer though, so I will say right now that just like MOO2 and 3, multiplayer will NEVER be actually played, and was a waste of time for them to add. The only way to do multiplayer is the way Illwinter did it for the Dominions games. You give your armies orders and in between turns ALL battles are resolved which you can watch, but not control. This makes Dominions games PLAYABLE in multiplayer for people not sitting intheir dorm rooms for a full week, instead of not.
Planetary invasions don’t look finished, but it’s exactly like MOO1. Your guys land, they fight and whoever wins, wins. My only issue here is that marine transports can be tough to build, and even if 99% of your marines survive the attack, you don’t have those transports anymore and the marines sort of disappear into the aether.
The Races
Not all the races are in the game yet, but you’ve got your ‘humans with animal heads’ races represented already (Alkari, Mrshaans, Bulrathi, Psilons, Sakkra). They are cartoony and silly and that’s just fine. The Mrshaans are just ridiculous. What I liked is that the race’s ambassador shows the emotion that they have for you with their body language– whether pissed or afraid or happy. Very Civ 4 like and Good stuff. Some people may be put off by the space kitties and doggies, but that’s MOO. Space kitties suck in a game like Twilight Imperium or REX which are otherwise DEAD SERIOUS, but since MOO is campy all around, it works.
The only thing good about MOO 3 was the 3d art for the races. I think the races are OK in newMOO compared to that, but they could use some tweaks.
Mid and End game management
My biggest complaint about MOO1 and 2 is that the galaxies were too small. Espeically in MOO2– it felt fucking tiny even in the huge galaxies. While I played only a medium sized game last weekend, it felt pretty big and meaty. I want the shorter games like that to play for a couple of days, but I mostly want the MASSIVE galaxies that take months to conquer.
Management of big empires can be a bitch but I think it will work well in MOO and I certainly was not annoyed while playing the first game. There is a queue of work items that need your attention before the turn can be run. This helps direct you to where you need to make decisions and after that you can do your other stuff. You will never forget to change your tech or deal with a REALLY polluted planet for instance the way it’s set up.
Of course, near the end of the game you are basically running and adding fodder too a few big fleets and that’s what you want to focus on, I think that the new MOO caters to this by allowing you to just do what’s absolutely needed, and forgetting the rest. Autobuild is there, so you don’t need to work too hard on colony management if you don’t want. Like Total War games, I want to get to the fucking fighting and not dick around with my colonies, especially when I have a massive empire. I want the money and fleets pumping out, and let me get to the dropping of bombs on the Silicoids and destroying the fleets of the Psilons.
I like the game, looking forward to playing again (will be waiting until the next big patch) and one of the things I like is that these guys are not saying they want to make the best game ever, they want to make the best version of MOO ever, and here’s to that. There is competition these days to MOO, but it’s Sins of a Solar Empire, Galactic Civilization and Endless Space and those are all complete trash none of which I would play over MOO 1 or MOO 2.
I’m also looking forward to Maurice!Bastard playing and reviewing the game.
We made it around 10 and it was already hopping at the Grand Geneva. Great con to wander around in, but like all small cons, if you don’t have a game going on, there’s not a ton to do (except eat and drink!). It was far from the mass insanity of Gencon. We pretty much played Numenera all day as the Into the Odd game I wanted to get into is going on NOW rather than when I though it was.
Stuff that was good:
Location – The Grand Geneva is just that, it’s a grand hotel on massive acreage. in summer you wouldn’t have caught me dead inside any buildings there.
Focused convention— Gary Con is an old school D&D convention with all that that means and all that that excludes. There were no LARPers, very little cosplay, few board games– people were there to game as well and not jag around.
General friendliness- it’s Wisconsin after all. WI people are a grim folk generally, but they are nice. The staff at the grand Geneva were very friendly and accommodating.
Lots of indy stuff. There were games played that have never and will never see wide publication or even publication outside of someone’s typed up notebook.
Food – was good
Beer – was cheap and good
Gaming – a bit more chaotic to try to get into games, and yet the con is so small you could just walk around and find the people that you want to play with. Next year I will probably run something (Lamentations most likely).
We didn’t sign up for jack shit, but we’re going. Last time I was in Lake Geneva for a convention it was probably 2007 or so for Gaming Hoopla. It was held in a small community center (with big fireplaces) and was a great time. It was also within walking distance of Tom Wham’s house, so he was there as well.
This is a big OSR con, so it should be quite a lot of fun. I’m going to try to get in on some Dungeon Crawl Classics and pick up a physical copy of INTO THE ODD. Probably will spend too much money on old modules and shit as well.
I’ll try to post from my phone with pictures of bearded Wisconsin types sitting around circular tables with paper on them!
The group is still in the mine/ dungeon crawl for the last session and upon awakening an earth elemental, the halfling was smashed into a wall instantly, only saved by the Paladin’s guard skills on a hit that would have taken him out. I noticed reading the session summaries that nearly every battle the Halfling took the brunt of nearly all the damage, and is the only character that consistently goes down during fights, even with a near-guaranteed dodge skill for those nasty blows. Now, the group has some squishy characters, three in fact, but the other two (Elf Ranger and High Elf sorceress) don’t seem to take nearly as much of a beating as the Halfling does. Why is this? It’s not like it’s a gnome that I would go out of my way to kill off out of general principles, it’s a Halfling and a bard no less.
They also seriously discussed cramming him down a lavoratory hole to see if it ‘led to the 2nd level.’
Later in the session, during the post fight decompression, the paladin mentioned off hand: “I still hope to lower him into a toilet.”
It’s been 10 months and we finally got back on Roll 20 for some 13th Age. Unfortunately, the group was right in the middle of a dungeon, so the break between sessions sucked for everyone. I blame this on 1) Summer 2014, 2) Runequest 6 which most of the same group played in person after summer 3) people not showing up on Thursdays on Roll20 (myself included!). 4) Me taking it too seriously and building a huge campaign area and series of prepared adventures (whether original or pulled from wherever) instead of going the lazy route, which 13th Age allows. 5) Moving.
I think it was a good getting back into the game session, but I still have problems spending player’s Icon rolls in these short 2 hour sessions, especially when they roll well and I’ve got a bunch of 5’s there. 5’s are the hardest.
More RPG stuff to read.
Interview with Raggi and the guy that finished the new TOWERS TWO adventure after the GWAR guy died:
Raggi always has a lot of really interesting stuff to say and ways to say it.
As the Runequest name goes back to Chaosium and Gloratha for good, we have Design Mechanism’s new name for their BRP D100 game following the RQ6 ruleset: MYTHRAS. While I won’t need to buy this since I have RQ6 already, I likely will. Best thing is that any supplements based on Mythras will be RQ6 compatible, and that’s fucking awesome for you and for me.
Mythras
What’s more, DM is coming out with Classic Fantasy, a hack of RQ for dungeon crawling old school style. Here is a preview of it.
For those playing/GMing 5e, below is an article detailing that you can stack your D20’s (like 3D20 and take the worst one or vice versa) and it works. Say someone is wounded, turning to stone, being eaten alive, etc. you can double down on the disadvantage roll and the math doesn’t turn to shit. Overall Advantage/Disadvantage is a great mechanic that has definitely trickled into my games.
Lastly, the Shinobigami translation will be ready for playtesting in about a month. This is a ‘get together for about 5 hours’ type of game like Carolina Death Crawl, so look for that on your calendars in May.
I got to play Star Wars: Edge of Empire Saturday with Matt and run by Dan at this benefit thing. We could pay $$ for rerolls or the game’s version of bennies so it was good.
Thoughts:
I have a fucking sore spot for Fantasy Flights ‘special dice and cards’ style of RPG/board game after they fucked up Warhammer Fantasy 3rd Edition with one of the most complicated RPG’s that it could have only come out in 2009. I wanted to like it, bought a bunch of stuff in the fire sale but it was VERY difficult to learn, VERY difficult to play/GM and covered the table in crap. The core dice mechanic wasn’t terrible though, it was everything else surrounding that which had the suck.
Secondly, while I like the new film a lot, I’m not a big star wars GAME fan. Yes Xwing vs Tie fighter was awesome but I pretty much stick to the movies and that’s it. There’s just not much there that’s gameable to me. Two factions, one is on the run, the other one is cool for the movies, but otherwise boring.
Naturally when Edge of Empire came out I scoffed at it since it was a version of WFRP3. However, having played, it’s not that bad. Gone are all the stupid cards for attacks, and though the character sheet is about 4 pages of crap long, it played fast.
What’s more, while it uses some elements of those lame-ass story games like FATE and Dungeon World, it can be played entirely ignoring that type of stuff on the dice, and use those sides for entirely mechanical effect. It has some blammo sides to the dice (triumphs) but their effect is completely dictated by the GM, it’s basically a reason for GM fiat to hurt or help the players. This is without any mechanics if you want, unlike FATE which piles every fucking thing about everything in the game world into ‘aspects’ that are really just wholly mechanical +2’s. So if your group has realized that the FATE-style games are a total waste of time like ours has, you can roll and not care about that stuff.
We played with minis, but it was very abstract, like Numenera, 13th Age, etc. That is very good. No nurpling around with goddamn squares and five foot steps and all that 3.5 bullshit.
So, I have a plan, that may or may not happen. I want to run a 1 v 1 JEDI fight using Edge of Empire, the Star Wars West End D6 game from the 90’s and … Design Mechanism’s free Mod for Runequest 6 and see which is the most fun. I know where my hypothesis would tell me, but let’s see what happens. Volunteers?
This is the quote I liked most, but read the whole thing, there are others:
In the last few years, focused and easy-to-use products like Mutant: Year Zero and Lamentations of the Flame Princess are selling unexpectedly well. Their brevity and low threshold makes them perfect for introducing new players to the hobby, while the monumental classic-WW-style books generally sell poorly and are more read than played. If future editions of WoD are actively used rather than collected we have done our job.
Que a discussion of the pile of Exalted books in my house and how much we actually played it compared to…well nearly everything. And fuck, I tried, I really tried.
If you want to discuss it, please let me lend you my Fair Folk 2E book so you can read that first.