I've been playing role playing games like Dungeons and Dragons for almost twenty years and in that time I've seen a lot of systems and settings go in and out of fashion. The one that has been the constant is D&D. Even as TSR sat on the brink of abyss I never worried that the game would just go away. My steadfast belief was proven correct when Wizards of the Coast, the world leader in collectible card games, purchased the faltering company. WOTC has taken the D&D brand and expanded it into a multimedia and multiple game format money making machine. No matter if you prefer miniatures, video games or good old fashioned pen and paper RPG's there is something for everyone.

Over the summer the much heralded fourth edition of Dungeons and Dragons was released and since then a deluge of new product has flowed from the mad geniuses at Wizards. As with any D&D release, the first wave was the three core books; the Player's Handbook (PHB), Dungeon Master's Guide (DMG), and the first of what I assume will be many Monster Manuals (MM).

My first experience with D&D was the Basic set that came out around the same time as second edition. It was a simplified version of the game and was great for introducing me to the game. I soon started to go looking for stores that sold gaming books and picked up the first edition Player's Handbook. It was a black and white mess of small type and hard to follow instructions. My friends and I spent hours making characters with the overly complicated rules and played for years with those books. When I finally picked up the second edition PHB it was like upgrading your Studebaker with a rocket. The rules were much easier to follow and specializing in one thing or another was way easier to figure out. Unfortunately a lot of that specialization called for extra tables and charts and long pauses in game play while we looked up some of the harder to remember rules. I completely missed out on third edition but one Saturday afternoon in July sucked me back in.

For the second year, Wizards held their “Worldwide D&D Game Day” where they send participating stores several kits so that new players and returning adventurers can come in and play a game. The kits include everything needed to play; dice, the adventure, a map and all the miniatures required for the adventure. This year they sent along a quick start rule set for 4th edition. In a word, it was amazing. The combat was so streamlined and efficient that it moved nearly as fast as an actual fight. Everyone who came to play had a fantastic time. As for the Dungeon Master's it seems that the new rules and well thought out adventures were a boon to them as well. One of the DM's we had for WWD&DGD saw the adventure module for the first time when we sat down to play and he ran it flawlessly. There were puzzles and traps and clever monsters and even going in with no prep the game was immensely fun.

Several weeks later I picked up all three of the new 4th edition books. Rarely am I impressed with packaging but even if the game inside had completely sucked the books would have been a nice addition to my bookshelf. Luckily they ended up even better than I would have imagined. I thought when I first picked them up about doing a review but I decided then that I needed to actually play the game before I could make any kind of informed decision. After a few months of running my own campaign I only have complimentary things to say about D&D 4th edition.

Unless you're running a game, there is no reason you have to buy anything other than the Player's Handbook. All the rules for character creation, combat, equipment and magic are contained in one thirty five dollar book. It's written in clear language with handy tables and art that is far superior to anything in any of the previous editions of the rules. One of the things that I found to be vastly improved was the breakdown of skills. The skill list on the character sheet had grown quite cumbersome and the specialized skill checks (use rope? Really?) were sometimes ridiculous. The new skills list has been streamlined and many skills have been bundled together as one (pick lock, detect trap, find secret door are all now listed under “Thievery”) while others have been made into feats (the language skill is now the Linguist feat). This makes deciding what kind of check to make much easier and can help relive some game delay if you happen to be playing with a rules lawyer.

My favorite new feature is the was attack powers and spells are done. Every character gets a certain number of powers, some that can only be used once a day, once per encounter or any time. This makes special attacks a normal part of gaming. Just swinging a sword at an enemy isn't nearly as cool as using your Reaping Strike at will power or your Spinning Sweep encounter power. Giving these kinds of attacks to every character class adds a whole new dimension to the game that I didn't even know it was lacking.

The feeling of epic fantasty has been increased much beyond what it once was. Making a character in 2nd or 3rd edition would net you 4-15 hit points. The lowest number I've seen so far is around 22. Bulking up the player characters (PC's) seems a little like cheating until you start playing. The first adventure module “Keep On The Shadowfell” claims to be for five characters starting at level one. I started the module with five characters of second level and they still would have died if not for a little creative dice rolling and jiggering of stats on my part. This isn't a drawback at all despite how that last sentence sounded. Creative thinking has kept my party alive more than brute strength (though there is a bit of that as well). Fourth edition seems to be streamlined for ease of play (especially for the DM) but its also designed to reward players who can think their way out of a situation. Several times my group has been in a tight spot and worked their way through it not by barreling in but out thinking the monster (and by extension me).

There are a thousand little improvements that I could touch on but the gist of it is that Dungeons and Dragons 4th Edition is the best upgrade so far of this venerable franchise. I can see everyone in my party continuing to play this game for many more years without getting tired, something that I can't say about any other game out there.
Posted by Tommy
Wednesday, September 24, 2008 at 12:01 AM | 0 comments  

I have to admit, I didn't have very high hopes for Fringe. The X-Filesishness (hey look, new word!) of it seemed like a bad idea even before the latest movie didn't so much as bomb as give a tiny little Derek “I've got the black lung pop” Zoolander cough and then shuffled quietly from the mortal coil. I haven't been a fan of Lost since the premiere of the second season when I said “really, that's it?” and promptly turned off the television and “The Godzilla Witch Project”, while ambitious, left me a little cold. I suppose its unfair to J.J. Abrams to judge his latest show by his most recent standards. Those standards being that I'll be too stupid to understand it and everyone but me will love it. I'll judge him by Alias standards. Are the cliffhangers cliffhangery enough? Are the outfits small enough to make a Hilton say “Hey now, that shows a little too much skin. I have standards you know!”


Hold on. No cliffhanger and the clothes look like something normal people would wear? Great! Another show I can't watch because of my status as the lowest common... waitaminnit...


I think this could be J.J. Abrams finest project to date (not counting Felicity, that Scott Foley is dreamy!). The show mixes action, drama and humor in a way that I haven't seen out of Abrams since the days of Marshall's tech ops briefings on Alias. The cast he's assembled has pretty much astounded me. I've always been a fan of Joshua Jackson. From his early days as the plucky young Duck to his six years as Pacy on Dawson's Creek where he got to make out with Katie Holmes before she was mindwiped by the mothership. He's always had a certain roughish charm about him and in Fringe his ability to switch from kind of skeevy douche to MENSA candidate on a dime is pretty cool to watch. His father is played by John Noble, you'll remember him as the guy who tried to burn Feromir alive. Now there is a douchey move. Cooking your own son on an open BBQ pit while midgets in funny helmets look on. Well he's still crazy and as the story opens he's spent the past 17 years in a mental institution. Family issues are fantastic. Especially if you can watch them in the most Jerry Springeresque manner possible. No Springer here thankfully, just a typically dysfunctional father son dynamic that always makes things interesting. The father is looking for redemption (or possibly some clay to eat) and the son is looking for a way out of his miserable life (or possibly into the lead characters pants).


Speaking of leading ladies, the main character here is played by Anna Tory, an Australian actress I've never heard of. She isn't a traditional leading lady and by that I mean she looks like someone you could actually know. She comes across a little cold but that could be part of her FBI character (or it could be a lack of acting skills, I'm not sure yet). Either way J.J. Seems to believe in her and who am I to argue with someone who understands what the hell is happening on Lost?


Posted by Tommy
Saturday, July 5, 2008 at 6:22 PM | 0 comments  
Another problem facing comic retailers almost every week these days
is the issue of damaged shipments. Back when Diamond ran delivery
trucks to accounts, this situation was not the large dilemma that it is
today. The boxes were loaded onto their vehicles (in our case, from
the Baltimore warehouse), and that’s where they stayed until off-loaded
at a central “drop-off” store location. Now, however, the boxes are
handled at least three times by the United Parcel Service workers as the
freight goes from the Diamond warehouse in Memphis, TN to the UPS
service center in Richmond. The standard “double wide” shipping boxes
used by Diamond were sturdy enough when they were handled by
people who were aware of what they contained…..but now they are being
moved by workers who are not necessarily aware of their contents. With
the boxes being as heavy as they are, a box can be dropped from a foot or
two and suffer enormous damage to the contents.

We pay an average of $10 per “heavy” shipping container each week,
and our freight charges usually run anywhere from $80 to $120 depending
on the size of the shipment. I think, instead of playing the Blame Game
every week (“It was Diamond employees”……”It was a dropped box”…..)
we should call for one of two things……..

1- Reduce the “weight size” of the boxes to about (40) pounds……true,
someone would have to pack more boxes each week, but it seems
reasonable to assume that there would be less damage to a lighter
box….

2- Come up with a sturdier box…..and with cardboard as expensive as
it is these days, this is the more undesirable of the two solutions…

Either way, if Diamond has fewer “damage replacements” to worry
about each week, that could free some employees to do a better job
of packing our shipments, and save quite a bit of money on Next Day
and Second Day Air shipments sending out replacement inventory….
…..just a thought….anybody else in the business have anything to
offer on this topic?
Posted by The Goods Group
Sunday, June 22, 2008 at 8:47 AM | 0 comments  
June 2008…….I’ve been in this business for over (21) years. I’ve seen the industry at some very high points, and very low points.

Some retailers will tell you that Diamond Comic Distributors is the enemy….an idea that, even at recently as five or six years ago, I would have agreed with. By stifling the competition in comics distribution, Diamond certainly put itself in the driver’s seat. Lately, however, I’m not so sure that this is the case. And that thought bringsme to this week……check out the “major” Marvels shipping this week………..

Avengers Initiative
Captain America
Daredevil
Fantastic Four
Hulk
Mighty Avengers
New Avengers
Ultimate Spider-Man
Ultimates 3 #4
Uncanny X-Men
Wolverine Origins
X-Men

Don’t you think the companies could regulate the weekly releases so that not everything would come out on the same day? We have had three small weeks in a row, and now…..we get everything exceptSecret Invasion from Marvel……..shessh!!

On the weekly trip to the UPS warehouse to pick up our new comics. I have had several conversations with my friend Patrick at Velocity Comics concerning the state of the comic industry….we both came to the sameconclusion……the companies (but mainly Marvel) really don’t care about “Comic Book Shops” any more. The movies provide them with a significant bottom line, while the shops continue to demand well-written, nicely drawn comics week in and week out…how unfair for these short-sighted retailers to demand consideration and respect…..

Now, next week will be well-received at Richmond Comix. We have terms with Diamond, so I will not have to strike a check for LOTS of money, and then worry about recovering that money right away. Plus,long ago we began developing gaming as a secondary product line to offset the “ups and downs” of the comic book business. But our regular customers and subscribers will not appreciate having to budget a billion Marvels all coming in at once….over the period of our (21) years, I have seen quite a few customers who would stop collectingafter a few weeks of this madness….it gets overwhelming when $60 does not buy everything for the week.....and we didn't have $4 per gallon gas back then.

And what about the stores on C.O.D., i.e. the stores that have to pay for their shipments next Tuesday or Wednesday (this group includes the newer stores 1-2 years in business that are still trying to build their customer base). We have gone from over 5,000 shops back in the 90’s to less than 2,500 stores today…..natural selection??.... maybe…..but, just maybe, the grim reaper has some help…..a better business planwhere distribution is concerned would be a welcome change in this wacky industry……starting with the publishers themselves……….

Frank
Posted by The Goods Group
Tuesday, March 11, 2008 at 8:17 PM | 0 comments  

This week sees the release of the long delayed Horrorclix Nightmares! For those of you who are waiting for your Heroclix prize support for the last couple of weeks, it's finally here! There's a lot of gaming happening this weekend at the Comix, let's take a look at the schedule.


Thursday 3/13-

All day play testing for Magic The Gathering! With big events coming up like the City Camps on the 23rd and the Elder Dragon Highlander on the 22nd we could all use some help tweaking our decks. Come on in at any time and play a few games to work those kinks out.



Friday 3/14-


6:30p.m. - Pokemon League – Free to play.


7:00p.m. - Magic The Gathering – $15 - Sanctioned
Booster Draft (1 Lorwyn, 2 Morningtide) Please call ahead to register as seating is limited.


Saturday 3/15-


12:00 noonHeroclix – Free to Play.
300 point build total. At least half of your team (150 points) must be from the newest DC Heroclix set Crisis.


4:00p.m. - Horrorclix - $20
300 point build total from two sealed booster packs of the latest Horrorclix set Nightmares.


Sunday 3/16


12:00noonMagic The Gathering - $15 – Non Sanctioned
Booster Draft (1 Lorwyn, 2 Morningtide)

Posted by The Goods Group

Best remembered for his Betty Page illustrations and the Rocketeer, Dave Stevens died battling leukemia. He was 52.


For more information see the Newsarama article:

Posted by The Goods Group
Sunday, March 9, 2008 at 10:50 PM | 2 comments  
I just wanted to let everyone know that we'll be playing with the format of the blog for a bit until we know what everyone likes. Please let us know if you like or hate anything we're doing. Thanks guys!

Tommy
Posted by The Goods Group