Category: Miscellaneous

D&D “Red Box” review

I’m sick and a bit miserable today, and spent the morning doing schoolwork. What better way to relax this afternoon than to crack open the new D&D Red Box and play through the solo adventure? As I do it I figure I’d review it as well, so you can decide if it is worth your $20…

dnd-red-box

As you can see, there is a fair amount of loot inside. The map folds out and will be used for the solo adventure. The two books (DM guide and players manual) are not very long (~35 pages on average) but are full colour and contains a lot of information. There are dozens and dozens of tokens and cards, but the quality could be higher (especially from the company that makes MTG). The dice are plain but functional. One of the better inclusions is not listed: four very attractive and full-colour character sheets.

The solo adventure is contained in the players manual, and is basically a 97-entry gamebook that you play through to create your character. I’ll be doing this first, so here goes…

I am instructed to take a few moments to imagine the basic information about my character, and to assign a name, gender and race. After a few moments, Jesper Richardson the male human is ready for adventure!

Immediately I am attacked by goblins, and I am given 6 different options as to what to do: melee, magic, backstab, healing, stealth or… something else. Without pause Jesper takes the last option (he’s thinking of perhaps mentally dominating the subhuman attackers) but… I am referred back to the previous entry in the absence of a DM.

Jesper casts a freezing burst spell and kills two of the three goblins instantly (I had to roll dice for this). Apparently I have chosen his role in life a wizard. I’m exposed to counterattack now, and find the combat mechanics a little too… not D&D. (At this point I’ll explain I own and have read all the 4e manuals and think D&D has strayed too far from it’s roots…)

Is that a typo in entry 21? Shouldn’t that AC be 10?

Scaring off the remaining goblins gave me 100 XP. In D&D 4e encounters are worth XP, as opposed to creatures. It is a subtle difference, but significant if you wish to consider how the game has changed.

Another error: I never got hit by a Goblin, so I skipped the entry that introduced hitpoints and constitution. Very inexperienced players would be extremely confused at this point if they had rolled my numbers. Not good, Wizards Of The Coast, not good!

The next few entries help establish the alignment of my character. Intriguingly, the game prevents the player from being evil-aligned. Interesting to see the current solution to the age-old argument of should players play evil characters is a straightforward “no”. Jesper himself is apparently good, although not too good. He will help the merchant retrieve what the goblins had stolen.

Oh, now they have a fix for the constituion problem from above. I still think the design could have been less confusing. These next few entries help decide my skills, which end up including History and Insight. Very fitting for a member of the “4e Diogenes Club”.

I’m in general impressed with how they have designed this product, although the actual ‘game’ part of the gamebook is more or less nonexistent. But it is a clever pseudo-randomizer for character design, and even introduces non combat skills. For instance, I just used my diplomacy skill to obtain the location of the major villian from a dying goblin.

In real life, Jesper would never do such a thing. He’d mentally dominate 🙂

Now I’m writing down all my equipment. How amusing that Jesper (and in fact every character) carries 50 feet of rope with him at all times! Good to see the inherent unrealism of even the mundane aspects of the game seems to have continued. A later entry requires a die roll to decide the additional language Jesper speaks, and – again appropriately – the result is “Deep Speech (the language of horrible monsters of the deep earth)”. I’m going to just go ahead and assume that Cthulhoids speak that as well!

Ok, now things get a little clumsy. Only in the penultimate entry does it tell me to open up the map, and instructs me to place myself and some goblins on the map and then fight them. Only rudimentary rules are provided, and it is more or less left up to me to carry out the fight. Here is a weakness in the product: a large component of D&D 4e is the tactical combat (played out on a map) and this introductory set does a very poor job of introducing this to the player. Thumbs down.

And that’s that for the player’s manual; a very brief introduction if ever I have seen one. Is it any good? Well it does a fair job of helping a new player create a character, especially by not overwhelming them with choices, but doesn’t do much of a job at all of introducing the combat. I suppose one could say that no D&D product ever has (since that is up to the DM and the game itself), but this is in nothing more than glorified character creation and in way a “solo adventure” (as it is advertised on the box). It barely even uses most of the contents of the box.

In other words, as a solo-game, this gets a failing grade.

On the other hand the DM guide seems fairly robust (it is about 60 pages, all in colour) and there certainly seems to be enough content in this entire package to design and run a decent introductory adventure for far less than the cost of buying all the hardcover manuals separately. So in that regard, I suppose this box set could be considered a success.

As a last comment, the nostalgia value of the product is much lower than the packaging may suggest. Very little beyond the box design harkens back to the red box of our youth. So don’t buy this thinking to rekindle old memories – this is strictly a cutely packaged introduction to D&D Fourth Edition.

An Australian Ghost Story

This post is inspired by true events…

Many years ago, our family was on vacation with friends of ours. In the interests of mystery, I will refer to them only as the P-family. The vacation was a blast. We ran and we jumped and we ate lollies and we swam and the world spun merrily under our feet and all was good.

I don’t remember exactly how old I was at the time. Maybe 14 or 15?

We were staying, as I recall, in an ancient Australian abode that looked a bit like this:

Oxley3

It was open and windy. One of those old homes that spiders use as a highway and that didn’t even have a light in every room. The awning had kept the sunlight out for ever, and the whole place smelled of yesterday, and of dreams unfulfilled.

Late one night, whilst the parents discussed boring-parentish topic, the kids were all in one of the pentitential bedrooms playing cards. That would have been me, my brother, and the two eldest P-kids: BP and AP. The night was not young, and the wind was howling outside. We were sleepy, as we would have been after endless hours of running and jumping and eating.

We were playing, as I recall, gin rummy. The cards were dealt, and the top card turned over. This is what is was:

0387-ella-hall

(well, not exactly that card… but read on!)

There was mutual dissatisfaction with the cards that had been dealt, and the decision was made to toss the hand and redeal. This was promptly done. Cards were collected, reshuffled, redealt and the top card was once again revealed.

And this is what it was:

0387-ella-hall

There was unease in the room. The more craven amongst the group no doubt felt a flutter of fear in their souls, because even though we were children and couldn’t have possibly known the chance that this had occured was 0.034%, we certainly knew it was unlikely.

At this point, as I recall, the decision was made to end the game and go to bed. My memories become somewhat clouded at this point, as if some unknown agency was thwarting my recollection. Before ending the game, we mutually decided, we would deal one more hand just to reassure ourselves that it couldn’t happen a third time.

An eerie silence had descended upon the room. The air felt heavy and old. If I had been paying attention, I would have noted that the voices of our parents chatting from the living room had faded away, and that time has seemed to concentrate into that one room, specifically onto my hands holding the cards, slowly shuffling them…

There were two younger children as well. I recall the young boy (DP) was especially spineless, and gibbered a little as I carefully dealt out the cards, and placed the deck onto the floor in front of us. I couldn’t have possibly known how to calculate that the chance of a third-time repeat would be 0.00063%

An icy hand was placed on mine shortly before turning the final card. It belonged to AP, the P-girl. Her eyes implored me: “Please, don’t do it!”

But I did. Even then I had the soul of a man, and nothing as… material as a deck of playing cards could change that!

I turned the top card, and it was:

0387-ella-hall