June 25, 2013 / by A. J. Asplund

It’s commonly understand in the gaming industry that Magic: The Gathering is one of the biggest games around. Magic: The Gathering booster packs, singles, and other products remain a staple of any friendly local game store. Nearly every day of the week, there’s an official Magic tournament somewhere or another. Beyond that, there are any number of “unofficial” variants and ways to play. Let’s face it: Magic is a big deal.

Magic. It’s kind of a big deal.

But I’m not here today to talk about Magic. We’ve already got a guy for that. Besides, the last thing anybody wants is for ME to start talking about Magic cards. That would be a disaster. I’m here to talk about that OTHER trading card game that has been making its way into the Gamma Ray community:

OHMYGOSH! YU-GI-OH!

No. Not that one. The reason we have any Yu-Gi-Oh in the store at all is a story for another time.

Now with pompadoured goblin on a rocket!

World of Warcraft TCG? “You’re out of your mind,” you say. And although that may indeed be true, it’s not what I’m here to tell you.  I’m here to tell you that the World of Warcraft TCG is actually a fun game to play.

The WoW TCG has been around for nearly seven years. Designed by Magic: The Gathering Superstar Brian Kibler, the game has some of the feel of Magic but also has some notable differences. A big one being that every deck is built around a specific hero (represented by a card). So you don’t just play some nameless, ambiguous planeswalker, you play Thrall the Orc Shaman, Arthas the Human Death Knight, or Rawrbrgle the Murloc Warrior. Further, like EDH (Elder Dragon Highlander, for you non-Magic folks out there), your choice of Hero limits the kinds of cards you can put into your deck due to both your Hero’s class and faction.

This could be your Hero.

In addition, as it’s based on an already existing intellectual property, the people at Cryptozoic focus less on silly story and more on the game. Sorry, but you’ll see no “Jace Beleren and the Implicit Maze of Guildpacts” nonsense here. But, if you’ve ever played a game with “Warcraft” in the title, you’ll probably see things you recognize: Uther the Lightbringer, Sylvanas Windrunner, Deathwing the Destroyer, and even Human Peasant.

“Job’s done!”

At it’s core, the WoW TCG is a one versus one game where you assemble a party of allies (creatures, if you will), ready your equipment (artifacts), and use your class abilities (instants and sorcery spells) to defeat your opponent. One thing that makes it a bit different is that alternate play formats were part of the design from day one. In the game’s first year, they introduced the Onyxia’s Lair Raid Deck, a “one player versus many” deck. Since then, each year has brought a new deck that challenges players in a way that is very different from classic one-on-one play. Iconic dungeons like Molten Core, the Black Temple, the Caverns of Time, and Shadowfang Keep are part of the WoW TCG cooperative experience.

Are you ready for the ultimate challenge?

Many venues that run WoW TCG events (including our very own Raygun Lounge!) routinely run these team and cooperative style events. These alternate formats promote very different deck construction than your typical one-on-one slugfest. Maybe you’re not the best at crushing your foes. That’s okay; you can be the party healer. Or the tank. These are all possibilities in the WoW TCG.

There are other notable differences from Magic but I’m not here to rattle off technical differences between one game and another. I’m here to let you know that the WoW TCG is fun to play and invite you over to the Lounge to give it a try. We play every Sunday at 1pm and we even have free stuff(tm) to give out for new players.

And if you’re really lucky, you may even get to hear somebody play a Leeroy Jenkins card sometime.

Yell it, Leeroy!

May 29, 2013 / by A. J. Asplund

A few Sundays ago, I had a gaming opportunity that not everybody gets a chance to experience. It was crazy! It had costumes! It had demons! It had possession! It had well-known game designers! It may have been the craziest four hours of role-playing in all of Seattle that weekend! Well, maybe not the craziest role-playing…

But, I’m getting ahead of myself. Let me back up a little bit. A few months ago, I was commenting to Rob D, one of our D&D Encounters DMs, that I should do a 13th Age introductory session sometime. You see, 13th Age is this new fantasy role-playing game by Jonathan Tweet and Rob Heinsoo, two of the mighty lords of modern Dungeons & Dragons. It’s a wild mix of story game, indie RPG, and classic D&D. Thinking nothing of the conversation, I went home thinking about cool ways to promote the game at the store. I was quite surprised to find that DM Rob had emailed Rob Heinsoo personally and suggested my plan to him.

This was my first lesson: You never know who people know.

After getting over the initial shock, I realized this could be an interesting opportunity. I began a dialogue with Rob Heinsoo and the fine folks of Fire Opal Media (the creators of 13th Age). Doing introductory 13th Age events at the Raygun Lounge seemed like a really solid idea. Everything seemed to be going well. During the discussion, Ash Law, the fellow responsible for the 13th Age organized play program, made the following comment: “We have been working on some Gamma Ray Games exclusive stuff for you.”

GAMMA RAY GAMES EXCLUSIVE STUFF?!?! WHOOOOOHOOOOO!

I know that Gamma Ray Games has been “secretly” featured in role-playing games before, but this was officially designed content! At this point, I felt like we’d hit the victory condition. Not only had we decided that we’d be the only folks in town doing intro sessions of 13th Age BEFORE ITS RELEASE but that there would be some sort of game content exclusive to Gamma Ray Games. It’s like that moment of elation when you realize the only positive outcome in Gary Gygax’s classic adventure Dungeonland was to never play at all.

Fast forward a month or two. After some more discussion, the 13th Age organized play coordinator, Ash Law, sent me the Gamma Ray Games exclusive content: Lair of the Ludomancer. Here I had an adventure chalk-full of thoroughly entertaining references to Gamma Ray Games, fully prepared to be unleashed upon players at the Raygun Lounge. But, shortly after sharing it with me, Ash made this comment: “I’d like to pop by GRG and run it for you.” Wade Rockett, the 13th Age social media guy, responded with, “I’ve just confirmed that I’m also free this Sunday, and would love to play.”

At this point in the story, I found myself scheduled for a session of an upcoming fantasy RPG that I am super excited about with two of the people that work on it in an adventure specifically designed for my local gameshop. It’s like a nerd fanboy fantasy. I suppose, at this point, it could only be more exciting if the actual guys who make the game showed up. But, of course, that is ridiculous. Either way, I was ready! I was excited! This was going to be a real thing and I was going to be part of it! WHOOOOOOOOO!

Eventually, the big day arrived. We all gathered around the table. We chose pregenerated characters. Ash looked at each of us and asked what our “One Unique Thing” was. It did not take long for it to get serious. There was the dwarf cleric who was haunted by the demon that killed his necromancer parents. I played the half-elf fighter who had been given a magical clockwork heart after losing his in an unfortunate tavern brawl. There was the dark elf sorcerer that gave him the magical heart, also the runner-up in the ever-popular Mr. Known World competition. Rounding out the group was the human paladin, the last living paladin in this part of the world, and the gnome bard who was on a secret mission for the Elf Queen… but couldn’t remember what it was. After laying some more groundwork, Ash handed out props to some of us.

The adventure commenced as the party proceeded into the Bitterwood. It did not take long for me to realize that we were not actually going to Ray’s Tavern, the popular venue run by Ray and his wife Gemma in the town of East Pine. Yet, it did not bother me. We were pursuing a goal relevant to our characters, and it did not take long for us to come across a pack of vicious gnolls in the night. Well, to be honest, two of us were quite convinced that we were hearing ghosts, but that’s a question up for debate at another time. We had found these gnolls and their repugnant master, a filth demon. Well, more appropriately, a poop demon. An Excremental, if you will. The party engaged these horrible monsters and fought bravely to drive off the vile beasts.

At one point, the cleric blasted the Excremental with his Javelin of Faith. The player, Rob D, had missed, but was close. Ash asked if he’d be willing to make a compromise: the attack would hit and do a lot of damage, but it would hurt another character. He agreed, of course, and the blast was so powerful that it ejected the Excremental’s demonic heart, throwing it across the battlefield and into the face of the brave paladin. Quickly, the demonic heart squirmed its way down the paladin’s throat, beginning a demonic corruption that would spell certain doom for our brave friend.

Another important lesson learned: Keep your mouth shut when fighting poop demons.

As the battle neared its end, a new person approached the table. “Hello, Jonathan!” Wade and Ash seemed to know this new fellow and welcomed him to the table. It did not take long for me to realize… This guy was Jonathan Tweet, one of the creators of 13th Age. He spoke to Ash briefly, offering to take the part of whatever silly-voiced NPC was available. It did not take long for that character to be Werdna, the demon that haunted the dwarven cleric.

The Paladin’s fate required an exorcism, something only the priest could perform. Quickly, the situation descended into madness as Werdna the Demon (as played by Jonathan Tweet) provided nefarious direction. After poor choices by both the sorcerer and the cleric, things had run afoul. Before anybody could realize what had happened, the party had descended into an infernal hellscape, with the demon Werdna now residing within the body of the dark elf sorcerer. Trapped in a hellish arena and surrounded by the spirits of countless lost paladins, the heroes found themselves engaged by flaming demons content to tear them asunder.

The demon Werdna began offering the characters an opportunity to change fate. At the table, this was represented by Jonathan Tweet allowing us to reroll our attacks. Although it was difficult, it did not take long for the battle to end in victory for our adventurers. However, the deal with the demon had a price! We each had to roll a twenty-sided die, hoping to roll a number greater than the number of times we had invoked the demon’s favor. Unfortunately, our sorcerer, who had called upon the demon nineteen times, did not make it. Neither did the dwarf cleric who had tricked him. With the gnome bard gone (Wade’s character, who escaped into the underworld as Wade had to leave slightly early), only the half-elf fighter and the paladin managed to wrench their soul’s from this maniacal hellscape.

From this, several of us at the table learned another important lesson: Jonathan Tweet is our personal demon.

So, that was my 13th Age experience: over-the-top, collaborative storytelling with exciting battles against vicious monsters where the heroes get to truly feel like heroes. Players contribute to the narrative in ways rarely (if ever) seen in popular role-playing games. This is the game that accomplished from the start what took my own Dungeons & Dragons game years to reach. I cannot recommend it enough.