Scott sent me this and you all will think I like it just because it has the word CUNT in it, but I daresay it’s worth a gander.
Fantasy Flight and GW are no longer working together. The announcement is here.
Basically the only thing I really care about is that Talisman will go out of print again. I will have to care for my stuff instead of abusing it as this level of support for Talisman we probably will NEVER SEE AGAIN. I just picked up the Harbinger Expansion to make sure I had everything (except Dragons) that was out for 4th Edition.
Other stuff that was good from FF: Chaos in the Old World, Dungeonquest (updated version, not the first FF version) and Chaos Marauders. Dracula was cool, but not my favorite game. Other stuff, like the 40K and Fantasy CCG’s, the 40K Talisman version and Blood Bowl manager were all totally forgettable.
RPG wise, this is going to fucking sting for people that liked the 40K RPG. Since it was closer to WFRP and had a TON of support from FF, I can see people weeping about this. It wasn’t anything I was interested in, but I can see this as a loss.
FF not having the WFRP licence anymore is FUCKING GREAT as the 3rd edition of the game was an experiment gone wrong. Yes, it had some very very good adventures (witches song and the new version of the enemy within are notable examples); yes, it begot Edge of Empire which is a fine game attached to a boring ass license, but WFRP still is one of my favorite RPG settings and 3rd edition with all it’s pieces and chits and crap was just too much to deal with. I’m fully aware that both 1st and 2nd edition’s rules are not great as well, but you can play it with the book, some paper and pencils and regular D&D dice…. GW: Give the WFRP license to DESIGN MECHANISM and be done with it.
I’m shit at finishing games! I start something, get about 20 hours in and then off to something entirely different. For example, I’ll be running a bunch of RPG’s and then boom I’ll think shit I haven’t played X game yet (like Witcher 3 or something) and then I’m down that rabbit hole. While there, I’ll think– shit, we haven’t played enough Warhammer Fantasy Battle recently and off I go.
So, like Dark Souls, this is a momentous occasion– finishing FO4. Now I’m going to write about it, and there will be pictures.
Straight up, I think FO4 is an amazing game, but it did not grab me at first. Right out of the vault, I felt it was too much like FO3 and the initial NPC’s felt flat. However, the game grew on me immensely to the point where it’s up with Skyrim as one of the best open world RPG’s and true to Bethesda’s legacy with the series.
Let’s get to some gripes. The game is clunky in many ways from the combat to the interface. This still does not detract from the overall experience for me as like Skyrim and Morrowind, it’s like eating a side of beef, it’s an unimaginable volume of content to plow though, a shocking number of voices to hear and so much to destroy (and build).
The shooting is better than Fallout 3, but being an FPS-lite and more RPG heavy, if you come from Far Cry or any other full FPS, you will have some disappointment with the gunplay. However, for an ARPG, the gunplay is a great improvement over older games. VATS is not something you can ignore despite the tendency for PAUSE-PLAY that I will get into more below. I have a buddy that plays it for the shooting only and he has not stopped playing since launch.
Inventory management, especially on the PC, was very awkward, much like Skyrim, it’s for the consoles, not for the GLORIOUS RACE of PC GAMERS. They made their choice and the developers know who is buttering their bread. It’s not PC gamers. This sucks for us, but is manageable.
Unlike some of the other FPS/RPG hybrids like Far Cry, FO4 is a PAUSE-PLAY game similar to Skyrim. As you’re playing, you will constantly drop into ‘paused’ time: going in to inventory to switch weapons, take a healing potion or buff, or go into VATS mode. While a little better than Skyrim (especially since I was an Alchemist in that game and alchemy was the WORST offender for pause-play), I still feel that it destroys the FPS portions when you have to rattle through your inventory (or even CAN rattle through it) to change from a HAZMAT suit to the Mechanist armor in order to better take certain types of damage WHILE YOU ARE TAKING THAT DAMAGE. While I know there is a way for instant inventory and weapon switching to work (sort of like your belt of potions and stuff in Torchlight 2) I never really got the hang of, and resorted to hunting and pecking through my inventory like a chumpo.
Big fights (more than 10 on a side), just like FO3 and Skyrim, are still a problem. Any big fight in the game is a chaotic mess where you are just as likely to hit your allies who will then attack you so you have to reload from save than hit the enemy. In a big battle, the AI just stands point blank and shoots at you or each other, not taking cover or anything like that most of the time, but will do such things in smaller battles. It’s a bit comedic, but then becomes maddening as you have to play through to make sure you don’t hit your own guys at all and also don’t get greased yourself. Grenades or area effect weapons are useless because if you hit your own guys, they will turn on you. If you do not use VATS, chances are your own guys will run in front of you laying down automatic fire (and then turn on you). Luckily, there are few of these fights in the game, so just suffer through them.
Now the good stuff.
Atmosphere at first was sort of ho hum, but as you get deeper into the wasteland and especially into Boston, the true madness of how much was built for this game becomes apparent. When I first saw the area map, I thought it looked small to me. However, after playing through the game, the area and density of STUFF is massive to the point of being incomprehensible how they got all of it in. Boston is crazy because of it’s verticality. You can traverse most of the city from above the streets and there are places you can’t get to except by massive backtracking to get UP first, then across (and sometimes then down). Gone are the annoying and samey subway tunnels that connected everything in FO3, replaced with an entire second story and above ecosystem. Many is the time you will get shot from high above, and have to fight through level after level of baddies to get at that sniper high in a building above it all. Then you can rain death down from above (WAY above in some cases).
The weapon modification system is nothing short of amazing. It’s very clunky at first, but once you learn how to do it, you can build weapons that do nearly exactly what you want. That said, if you are going to BUILD instead of FIND, you need to have a high INT score and SCIENCE to really make it worth while. I did not go this route during my play through.
Building shit is a huge part of FO4, and I will tell you that I was crap at it. My brother is the lego builder guy, and like me as a kid who built everything purely for FUNCTION with as little effort as possible into design or real efficient planning (or rework to remove MUDA), all my FO4 stuff looks and behaves like shit. I barely understand the electrical systems, which are not complicated, I never really had enough crap to build nice buildings or string wires logically. Even putting in a lightbulb most of the time was too much effort. Plus like I mentioned above, if you are going to really build stuff, you NEED Science.
The whole protect the settlements thing was quite fun, though it did get repetative. Some of the settlements are built in terribly vulnerable areas, and the peoples are just asking to be killed outright by anything that wanders along. Giving them a chance by building defenses and traps and stuff is rewarding when you see that stuff in action destroying raiders and mutants. My favorite base was the old Drive in Theatre as it had enough space to really build a bunch of crazy shit. Vault 88, when you find it, is quite cool as well, but you don’t need to defend it at all.
Dressing up your little dolls (settlers) was fairly fun too, though it ended up being a bunch of naked guys and dolls with a couple pieces of armor on them since MOST clothing is mutually exclusive with armor. I admit, I had fun with that barbie doll stuff.
Now is the spoiler part about story. Stop reading.
Ok good. The main plot line is good enough for this sort of open world game and has a lot of the factionalization that Fallout 2 did. You have to make some hard choices about who to support and I think going back to the choice points and playing through to the end game, while long, may be worth it. In the end, I wanted to destroy them all and I will with the new NUKA World DLC.
During this play through, after sort of going the ‘bad guy’ route, decided to go with the good guys. While some of the factions are a bit shitty, none are outright evil, even the big bad guys (MIT), there’s one faction in the game that are total boy scouts (and they dress stupidly), so if they dislike a certain faction, you probably know that faction is ‘bad.’ I guess despite the murderhoboism, I ended up being a murderous boy scout. People familiar with FO1 and 2 will have feelings about certain factions they encounter based on historical interactions, and they wrote that in there.
One of the main themes of Fallout 4 is the idea that species Homo Sapiens is not suitable for the new destroyed world, and many replacement options exist that are more suitable for survival. Super Mutants, Robots, Synths… and the quests and tasks wrestle with that theme as you move through the plots. Overall though, the whole “war never changes” thing wasn’t addressed much, especially since you spend the game chasing down your long lost son. There were some touching moments and I think the Female Lead voice actor did a great job with her lines.
In the end, I was simply a killing machine, that just happened to be pointed in the ‘right’ direction. Bethesda is smart, they know in a violent game that violence is the answer and redemption of the main character through violence is the ultimate goal. The dialog choices throughout the game give many ‘mad dog’ options to simply get the speaker to shut up and die already. The wasteland is a horrifying place with terrible people and creatures, yet Bethesda is able to lace in quite a bit of black humor, without it being fucking cheesy crap like Starcraft 2. The CHARGE CARD guy, if you ever find him, is hilarious in that regard, with a big fucking “KILL ME” painted throughout his dialog.
The first bit I want to mention was the hardcore survival mode. This was an addon about 6 months ago that was basically FUCK YOU IMPOSSIBLE mod to dark souls up the game. This is very different from playing the normal game, as you can be easily killed, weapons do TONS more damage (to enemies as well) and you can starve and get diseases and just have a really rough time of it.
While this official mod was very cool, some of the quests were really tough, as you could only save when you went to sleep and could never save during a quest itself, some of which being extremely long. I would definitely finish the game REGULAR LIKE before playing in the hardcore mode. Your goal will not be to ‘finish’ the game, but build an economy and settlements out so you don’t starve and die off so easy. There’s also NO fast travel. Very fun, very hard but you feel like you’ve grown a pair of balls just fighting off some raiders rather than mowing them down like leather grass.
I’ve only played through the Robot DLC so far and it was OK. The robot raider faction added to the main game that will show up wherever is a lot of fun to fight– quite unpredictable and with better weapons/armor. The Warbots from the original GAMMA WORLD are in full effect in FO4 and they show up a lot late game with the Robot DLC.
This DLC also adds Robot modification centers you can build and then craft your NPC robots. Again, you better have SCIENCE to really do it right. I made my robot, Ada, pink and gave her a different close combat weapon. That’s about all I had the patience for.
All in all, FO4 is a classic, monumental game. It’s not as strikingly beautiful as Skyrim, and I daresay I liked Skyrim a spot more than FO4, but I need to go back to Skyrim to try it out again to really judge.
Next, on to Far Harbor and then… DOOM.
I signed up for FOUR Runequest/Mythras games at Gencon this year and made it to three of them. The first one we had a big group in and it was very good, probably the best RQ session I’ve had.
The scenario had the Roman 8th Legion which disappeared in England actually make it to the New world and set up a Roman style camp city in the Algonquin lands. The players played either First people or some of the Romans (all pre-generated). A mysterious attack on an Algonquin chieftain brings the two groups together– for a time. This was an excellent short adventure with mystery, exploration, traps and a brutal combat to cap it off. There was good use of passions as well, something I need to work on in my own RQ games. Dice-wise we were rolling criticals ALL day long– and my character, an Algonquin brave, was able to take down one of the mid-bosses with a single arrow shot! All in all, since this one was with friends, a good GM and the historical-weird stuff that is totally in my wheel house, I was super pleased with this game. I don’t want to go too deep into what happened as I assume the GM will publish this adventure somewhere.
The second game was also good, but I didn’t have any of my friends there so wasn’t too great, plus the were some very silly social justice warrior comments made due to the fact that playing a game with characters in 1100’s England is not the same as playing characters in a game set in the post 1995 world. This game was set in an era of the very early middle ages with iron-fisted feudal lords, miserable peasantry, xenophobia on a level incomprehensible to modern man for fucksakes! In this scenario, which had the same GM as the Algonquin-Roman game, we were to free King Stephen from the clutches of Geoffrey of Anjou after his capture at the battle of Lincoln. While this was also a historical scenario, it was very tough to get into at first since I was fairly unfamiliar with this conflict (the Anarchy is the official name) and there were a lot of names to remember. Also the problem, getting into a castle and into that castles dungeon, was quite difficult and could (remember this is Runequest!) have gone very badly for the characters at many points. Luckily and due to some smart play by our priest, we were able to bluff our way into the castle as workmen (workwomen in my character’s case) with a lot of help from the faculty staff and free the king in the end. The highpoint was giving some knights a laxative and then slaughtering them in Warhammer Fantasy Roleplay fashion as they charged out of the loo in their long shirts. Rule to remember RQ/Mythras fans: ALWAYS WEAR A HELMET.
I was able to note a couple tweaks from RQ6 to Mythras that I definitely think make it a better game on top of already the best game. You can do a few new things with Luck Points than you could before, such as reversing the numbers on your rolled die or giving your character an extra action point (!).
The last game I made it to was CLASSIC FANTASY, which is a Mythras/RQ take on old school fantasy gaming. We had pre-gen characters again of your standard classes from Basic D&D. I played the wizard and other than roleplaying or providing tactical ideas, I pretty much only fired off my Magic Missile in combat. The scenario was interesting, but the GM did not drop us into the slaughter straight away (a staple of Old school games) but had a lengthy campaign-starting intro description that he actually repeated TWICE for us as there was a player that showed up late.
In old school fashion, the game was a dungeon crawl with some interesting traps and tricks scattered about and, of course, constant combat. We probably got into six fights during the session (I could only stay for 3 hours of it though), so many that we were a bit fight-numb. However, this was the first time I had play RQ with miniatures on a grid, like Pathfinder. It seemed to work well, with very little confusion about where everyone is. However, this turns a dynamic, imagination game into a tactical miniatures game where the focus is solely on the board and pieces in front of the players. If I was going to run a Classic Fantasy game, I would eschew the use of minis and especially a grid unless truly necessary. I use a map with miniatures in 13th Age all the time for fights, but it’s a gridless game with very loose (yet mechanically integrated) distances. Counting off spaces when you are playing Space Hulk or Advanced Heroquest (and you could lump 4E D&D into this board game group) is fine, but in and RPG? It’s just not necessary and is pretty annoying.
The Magic system in Classic Fantasy is just what you would expect– RQ mechanics on top of the standard Sleep, Magic missile, Cloud Kill, etc. I really had only magic missile, as noted earlier, and fired it off quite a bit, but mostly missed my casting rolls. Due to the class and level system being applied to RQ in Classic Fantasy, characters start a bit weaker than your standard RQ characters. A fighter in RQ is going to to have a 60%+ in his main combat skill, sometimes even into the high 70’s. Magic users in standard RQ will have a high casting value for Sorcery or Theism– they will fail from time to time, but it will be rare– usually their skill will come in to play when in opposition to something else. Classic Fantasy characters, at least the pregens we had, had 40’s and 50’s for their skills, so there was a lot of whiffing. While in close combat a whiff can mean death as the opponent can parry and get a special effect, casting spells or shooting arrow whiffing isn’t too fun when it’s close to 50%. When both sides have sub 50% skill at fighting, it can make for a long fight if special effects aren’t used.
Since there were so many combats, some vs monsters and odd things, there was some hand waving around the special effects. As a GM and player of RQ: don’t do this. Special effects are an integral part of the game, and it’s one of those things that makes RQ/Mythras D100 far better than Warhammer Fantasy Roleplay. Special effects make combat go quickly and make your rolls, especially in close combat with actual weapons matter every time you touch the dice.
Lesson from this last game for GMs: when you sit down to run a CON RPG game– time is fleeting so GREASE UP AND GET FUCKING. This isn’t your home campaign! Any dithering will be seen of as terrible. Throw the characters immediately into a situation and get them making choices, don’t wait, don’t explain much, just start PLAY. In my Lamentations game, after character creation, the players were at the base of the Tower of the Stargazer within minutes and the first roll for death was just a few minutes after that. Go go go. Players aren’t there to SHOP or listen to back story!
So yeah, Mythras, the direct heir to Runequest 6 is going to be good– and between drafts of this post, Mythras is now available in PDF format on Drive Thru. No announcement of the actual physical book yet, but Mythic Rome is next on the slab for release.
we are at the last real day of the con, Sunday being mop up and all that. It’s crowded as fuck, with long lines and smells and bumping into huge backpacks. We are staying at the Alexander which is a hike from the con, but real shi shi and has tons of room for gaming. I made the mistake of getting new shoes before the con and my feet are fucked with blisters– so bad I have to wear flip flops for likely a week!
We got in a great Runequest game with a Roman legion in pre colonization North America. I got to play the Others for a bit (should be at my house today!) and picked up Bloodborne the card game which plays ok. Otherwise I haven’t bought much stuff, instead we’ve been eating like kings of the earth.
I ran my Lamentations of the flame princess event yesterday and it was good. I had only one player who was pretty much half asleep the whole time who did manage to wake up and free Calcidus the bad wizard from his salt circle. He then left the game shortly after as the other players then had to clean up that mess which nearly ended in a TPK.
We played LotFP later that day with steve, but that deserves its own write up.
Tomorrow begins the madness that is Gencon, the crush of the crowds, the heated toilet seats, the Fantasy Flight and CMON booth lines, the selling of THE OTHERS to people that didn’t kickstart it while those of us that did have to fucking WAIT FOR IT in the mails, the signs that tell people politely to PLEASE SHOWER DURING THE CON and finally, those that such signs were written for walking around in a thick crowd stinking up the entire vendor area. Some of the people you can smell a certain smell from the front (jungle rot?), and a different smell from the back (rectal sauces?).
I’m not in a lot of games this year, it being impossible to get into an event with friends due to the player to game ratio these days, but I am running one session of Lamentations of the Flame Princess, so we’ll see how that shit goes with fucking strangers. I’m hoping for some non-insane people. That’s all I ask. The game I got in to play was Mythras (runequest) Classic Fantasy which is the RQ take on the Old School D&D genre. Really looking forward to that.
Otherwise I have to say, after going to Gencon for at least 22 years straight now, I’m thinking I may take a break after this year and rely on some local cons for the gaming.
Stuff I really like to do though:
- Go through Warhammer bits boxes that these guys bring. Epic, Blood Bowl, WFB– so much good stuff…
- Talk to the Dungeon Crawl Classics guys. People put a lot of onus on LotFP, but DCC is the other “leg” of the OSR, one that puts out great shit consistently.
- Get drunk at the ram
- Taking pictures of strange looking people– and they keep getting stranger and stranger both in costumes and people you think are in costumes, but aren’t. Granted when I started going as a wee lad it was all bearded fat guys hunched over hexboards.
Tonight though BLOOD RAGE!
This has been long gone off the internet, but I wanted to keep it for posterity because it is a poignant run down of the failed design of Diablo 3 and its crippling interaction with the Real Money Auction House. The article is a great nostalgic read and a grim reminder of how far a license can fall when in the hands of the wrong company, the wrong developers and the wrong game designers.
A lot of the problems this guy notes I never experienced, I wasn’t even able to get through act 1 before quitting. Things have changed for Diablo 3 from what I hear since the above was written, but my issues with the game had little to do with the RMAH in the first place, rather the core ARPG gameplay itself, which is not good and the core character models, which are silly looking and all run funny. I’ve always thought of doing a review, but Diablo 3 is one of those special games that is so bad it’s not worth reviewing. It gets the patented: unplayable/unreviewable rating a la the Onion.
It’s been 2 years since our last HORROR ON THE HILL session with the famed Ashtel Lumberton, Snachus Maximus 2, Nerdlinger and Tor Horst (and Ulug and Glug the Mongoloids). So I bring you, in as little detail as possible to not put you immediately to sleep, part 2 of our sad story of murder, robbery and death.
I want to preface this with the following few statements. Old School D20 games are not great for combat, focused more on getting through combats fairly quickly and having MORE rather than having few, but meaningful combats (like, say, Runequest) and yet, many of the old school modules involved nearly only combat throughout. Things have changed since 1981, and while the occurrence and ability in combat is still an important thing in OSR games, in most systems, fighting a lot means you are doing very, very badly and your party is likely to get wiped out. In many cases in the description of play below, the only way through certain obstacles is to fight through. This module began to feel like playing Advanced Heroquest and that’s because that’s what it is. So this is not indicative of what a normal Lamentations of the Flame Princess adventure is like- if indeed there is such a thing.
In addition, unlike 4E, 5E and 13th Age, there is no concept of short or long rests, recoveries or anything like that in LotFP or Labyrinth Lord. Any time heavy damage is dealt to characters, and especially with the brutal healing rules in Lamentations of the Flame Princess, it requires multiple, multiple-week trips back to town to recover from injuries rather than fighting onward deeper into the dungeon. Remember, unless the characters find a polder, they cannot rest in the dungeon at all. Since the play is so brutal (most players had multiple characters die), play is naturally conservative, so even the M-U being out of spells may require a trip back to town. This seemed to frustrate the GM, but what choice do the players have really? 13th Age and 5E added recoveries and rests in to keep it in the dungeon and not back at the tavern after every fight.
Lastly, we were not high enough level for this adventure, and it became painfully obvious! Now let’s go!
- Snachus Maximus 2: Fighter level 2
- Ashtel Lumberton: MU (with sleep) level 2
- Tor Horst: Fighter level 2
- Nerdlinger: Cleric (bless most of the time) level 1
- Mcunty Ruffbottom (not his real name): Fighter level 1
- Lars: linkboy
- Colon Defiltch: rescued thief
- Grul and Uleg: rescued Mongoloids
- Ashtel’s dog (the last one remaining from last session)
Another VERY fighter heavy group, with no Specialists of any kind, we were bound to have problems. Clerics at level 1 are nearly useless, and MU’s can be based on their random spells.
This was about the third time we hit this dungeon, and it got restocked repeatedly. Exploring slightly beyond the areas we’d been in before, we found a pile of human bodies with some gibberish hobgoblin words of warning written in blood. Shortly after a fight with two Bugbears ensued. Ulug, bravely, took the brunt of the attacks and went down and out before the bugbears were disposed of. Tor Horst broke his axe.
This took Ulug and Grul out of the story a bit as Grul dragged the limp body of Ulug back to his people.
After a fortuitous secret door check, we found what I feel is one of the most terrible magical items in D&D: the invisibility ring. The cleric grabbed it and put it on. Since we didn’t have a specialist and he was level one, no one minded much, but if you want a character to take center stage and do everything, give the adventurers an invisibility ring with no drawbacks at all to use. It’s pretty much a “I’ll survive the adventure no matter what” card.
After a fight with some glowing birds (?!), we were on to the final fight of this level with the Hobgoblin King, or so we thought. Using the invisibility, we were able to draw out a barracks of hobgoblins into a fork in the passageway and a massive fight ensued. Colin the thief was decapitated, Ashtel’s dog was also nearly killed and Snatchus Maximus 2 was dropped to zero HP before Sleep was cast to end the encounter. We opted not to go on to the now more vulnerable Hobgoblin king fight, instead running back to town to heal– for five full days.
This caused some GM frustration who wanted to get to the next part of the dungeon (it being 2 years and all in the same area). Given the number of fights this module presents (pretty much constant fighting) you can see why recoveries, short rests and long rests made it into the D&D’s design with 4th Edition and beyond, to try to keep players in the dungeon! Lamentations has no such niceties, so if you are going to fight fight fight, best to be running multiple characters.
After the rest up, we were back in the dungeon ready to face the Hobgoblin King, who, for simplicity sake, looks like he just waited in his throne room for us. Rather than rush in and fight, or sneak in and fight, we challenged the Hobking to a duel, which he accepted readily. He was to fight the first level character: McCunty Ruffbottom. The plan was that McCunty was to fire off his brace of pistols, then we would all rush in, cast sleep, and start killing hobgoblins in earnest. Since the barracks was all cleaned out, there weren’t that many left anyway.
The plan didn’t work out too well. Mcunty did fire his pistols, but missed and was struck down by the Hobgoblin King forever. While the multiple sleep spells from Ashtel helped cut the hobgoblin numbers down, that couldn’t save poor Grul, the last of the Mongoloids, nor Ashtel’s “lumberdog” who was crushed underfoot by the Hobgoblin king. Eventually, the 20 AC fighters wore down the King and he was eventually dispatched.
That wasn’t the end to the killing, as another well found secret door revealed a couple of trapped chests, and Tor Horst failed his saving throw vs poison and instantly died.
The treasure was bountiful, and since we had a Portable Hole at this point (as well as the invisible ring) it was off to town to collect experience for the three survivors: Nerdlinger, Ashtel Lumberton and Snatchus Maximus.
Stay tuned for part three! Where more characters die and there aren’t any mongoloids…
After a pretty long wait, backers got an email from CMON about the OTHERS, which is a game by the design team that brought you such games as BLOOD RAGE (my pick for 2015’s best board game by FAR). It’s a big game with a lot of miniatures as is CMON’s purview. It’s been a bit late, but like Blood Rage, not terribly so. The game is apparently on the boats from the China manufacturers as we sit here. With Blood Rage, I actually TRACKED the boats coming in as I was peeved that I did not pick up a second copy at GENCON and had to wait months to actually play it. I was overly excited and Blood Rage, as many of you know because I’ve made nearly everyone play it, was worth the wait.
The Others I just can’t tell yet how great it will be, but fuck…while I was amazed at the Blood Rage kickstarter and vast amount of stuff you get– the OTHERS is ridiculous. I couldn’t afford to get all the add ons either. And where would I put them? The boxes do look great though…
I’m a huge sucker for Adrian Smith’s art. Look at that shit!