Why are Extra Turns a Problem for Magic: The Gathering?

Why are Extra Turns a Problem for Magic: The Gathering?

I read an interesting article about the original playtest version of one of Magic’s most iconic cards from the original Alpha set.

Playtest card reads "Starburst, 2 generic mana and one red mana. Card Text: Opponent loses next turn."
Fun fact: Original playtesters thought this would just make their opponent lose the game.

It’s hard to imagine that this card would eventually become one of the Power Nine and arguably one of the most powerful effects you can take. Yep, this card would eventually become Time Walk, the first extra turn spell in Magic’s history.

I recently wrote a piece about Magic’s recent design problems and how they’ve been affecting the game over the last few years. While I don’t mention it specifically in that article, one of the more problematic cards in the current Standard rotation (aka the most recent few sets released) just so happens to also be an extra turn spell.

While the card isn’t nearly as powerful as its ancestor, it’s clearly not the first time Magic has printed a problematic extra turn spell.

What Makes an Extra Turn so Good?

Like in any turn-based game, players usually have the most fun on their own turn. Their turn is the time when they shine and get to do all the cool flashy stuff. When you introduce extra turn effects to a game, you’re stealing that time to shine away from other players.

Not a lot of turn-based games have extra turn effects. Monopoly allows it to a certain degree when a player rolls doubles too many times in a row. Games like Final Fantasy have spells that will enable player turns to come up more often, but usually not sequentially.

Taking extra turns in Magic not only takes away that fun from another player, but it also grants a more significant advantage to the player taking the extra turn. They get another card to draw, they get another chance to cast spells, and so on.

The Issue With Alrund’s Epiphany

Card: Alrund's Epiphany.

Why is this card so good? It costs a lot of mana, and it exiles itself, so you can’t cast it repeatedly. What’s the big deal, then?

Well, the reason is there aren’t a lot of cards that can deal with it. The current pool of cards in Standard doesn’t provide adequate solutions to deal with Alrund’s Epiphany before it’s too late.

The color pie for Magic determines what each color can and can’t do. This is a fantastic design principle behind Magic’s process, and it’s been a guiding piece for most of the game’s life.

  • White-based decks can be aggressive and potentially kill an opponent before they can cast more than one, but this isn’t guaranteed.
  • Blue-based decks can run countermagic to stop big spells like this.
  • Black-based decks can’t always make the opponent discard the card because the Foretell keyword allows them to cast it from a special zone.
  • Red-based decks have no way to get around it besides “being faster,” just like White.
  • Green-based decks have nothing to do except hope they can “be faster,” like Red and White.

Now, this isn’t always the case every time. However, with the current pool of cards available to players, this is the current predicament. Most colors have no way to interact with big, flashy, game-ending spells.

Instead, players were casting several copies of Alrund’s Epiphany in sequential turns, paired with heavy-hitting creatures or even an animated manland. This means that a game that could have been one or two turns away from victory is suddenly gone, as your opponent takes three turns in a row with a 7/7 and some number of bird tokens.

Extra Turn Spells Have Been Constant Problems.

This isn’t the first time Wizards of the Coast has ended up with some problematic extra turn spells, not even within the last few years.

A few years ago, another extra turn spell hit Standard: Nexus of Fate. Not only could this spell be cast at any time, but it would also go back into your deck as it resolved so that you could cast it again. There was also plenty of cards that would allow players to reach that magic number of mana to cast Nexus of Fate quickly, with the biggest offenders being Wilderness Reclamation and Wild Growth.

What could go wrong?

For starters, it got banned in early 2019 for Magic’s Best-of-One format because of the inability to interact with the card. In November of the same year, it would get immediately banned in the newest digital-only format for Magic, also known as Historic.

Not a month would go by before Nexus of fate would get banned again in one of Magic’s other new formats, Pioneer. It was also re-banned when the Historic format added a Best-of-Three mode.

In more recent times, the release of Strixhaven and its “Mystical Archive” would add a bunch of new and reprinted cards to both Standard and Historic. One of those cards that would only be Historic legal is Time Warp, a reprinted extra turn effect.

A deck would soon arise that would allow players to cast Time Warp over and over and over again, with cards that could allow you to cast it for free from your library or graveyard. It became such a problem in Historic that five of the top eight decks in the Strixhaven Championship would be focused around this interaction. Every deck in the top four semifinals would be the same deck as well.

It was soon banned in Historic less than a week after the tournament took place.

Big Flashy Game Enders

Magic is a game where most of the ways to end a game are through permanents (aka things that stick on the board for multiple turns, like creatures and enchantments), or at least it has been for the last 30ish years.

One of the designers of Magic, Sam Stoddard, wrote a piece on how they intentionally add these “finishers” to sets to help with balance issues and give players different options. He even mentions how Planeswalkers have pushed out creature-based finishers in recent years just due to how impactful they are.

He highlights the next set’s new Blue finisher, a powerful creature that’s hard to remove directly and offers a lot of power if it stays on the field. He even suggests several currently playable cards that would be able to deal with said finisher.

But in the last few sets, players haven’t been given any tools to interact with this. Discard effects don’t work; there are no targeted card hate pieces like Surgical Extraction to remove them from an opponent’s deck. The only card that comes to mind is Curse of Silence, which really doesn’t stop the spell from being cast. It just makes it cost more.

The Vast Power Difference Between Extra Turn Cards

I do want to say that I don’t want to rain on anybody’s parade and ban all extra turn effects. On the contrary, I find some of them to be pretty balanced when in the right shell.

However, there’s a pretty significant disparity in how balanced some of these extra turn spells are, with most of them being either unplayable or completely broken. It comes down to how many times you can cast them that becomes the real issue. Taking one extra turn is nowhere near as backbreaking as three additional turns.

Time Warp is a pretty “fair” extra turn card. It has a decent mana value, its sorcery speed, and doesn’t do anything extra. It’s so vanilla they remade it with a horse, and then printed it with a different name. This will be our baseline for any other extra turn spell.

The newest extra turn effect is Alchemist’s Gambit, which comes with a clause that we often see in the cheaper “unplayable” cards. The reason these cards are “unplayable” is that you can’t chain them repeatedly. You lose the game at the end of that next turn. There are five of these kinds of effects, all in Red’s color pie.

Expropriate, aside from being a mouthful of a card, is “fair.” I put fair in quotes because, well, it’s still usually a game-ending spell. It costs a lot, and regardless of how the votes are done, you’re most likely getting at least one extra turn or several in a multiplayer game.

Part the Waterveil saw some fringe competitive play in its day, and it’s probably the most interesting of the “fair” extra turn spells. Sure, if you pay extra, it can give you a big beater, but otherwise, it can’t be looped over and over because of its exile clause.

If you look at all the extra turn effects ever printed in Magic’s history, you’ll see the list is not very long. And out of that list, only a handful of those cards were ever problematic. Usually, they’re paired with significant downsides that make them pretty difficult to add to a competitive deck.

Closing Statements

It’s no secret that Wizards has had some balance issues in the last few years. And it’s never going to be a perfectly balanced game. There’s no way to catch every edge case in every format, especially with the volume of new cards released every year. However, it’s become clear that extra turns in most games aren’t a fun mechanic. Especially so when it comes to competitive games.

Chasing XP is Back in Action!

Chasing XP is Back in Action!

Hello everyone!

It’s been a minute, hasn’t it? If you haven’t noticed, things got real quiet around here over the last few months.

We’ve been doing a lot of thinking, and dealing with the current state of the world. However, that time is over.

CHASING XP IS BACK, AND BETTER THAN EVER!

Yes, we know the site is currently down (we’re working on a redesign), but fear not! We will be back to full speed in time, but here’s some teasing:

  • New articles, and more often! Editorials, reviews, the whole nine yards. If you’re interested in writing for us, let us know!
  • Community Events! No more sitting around a dead Discord, we’ll have this place alive and thriving with events for streamers and gamers alike.
  • A Podcast reboot! This one’s a secret, but just know that it’s in the works.

Yet, along with this great news does come some bad news. We will be putting an end to the short-lived Streamer Hub program, for now. We need to scale back and re-think what we want to do with this program, so stay tuned. That’s it for now, so keep on gaming and let us know what you want to see from us next! Don’t forget to check us out on Discord too, and stay up to date with everything.

Why Is the Tomb of Horrors So Influential?

Why Is the Tomb of Horrors So Influential?

Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demi-lich who still wards his final haunt.

These are some of the first words used to describe the setting of The Tomb of Horrors. One of the most iconic adventures to ever grace kitchen tables and strike fear into the hearts of unprepared adventurers.

Dungeons and Dragons is a game that has become one of the core pieces of the gaming world. Whether or not you’ve played the game before, it’s hard not to see its impact on games since its release in 1974. The game remains popular, with game designers bringing the experiences they had to shape the games we play today.

Start The Dungeon Crawling

Dungeons & Dragons is a Tabletop Role-Playing Game for those who don’t know. You, the player, would enter a high fantasy world filled with swords, sorcery, and treasure. Unlike video games, where the goal is laid out before you, you are at the whims of your Dungeon Master. This is another player who drives the world around you.

Through them, you grow your character and delve into dark dungeons, complex political situations, and even dealing with the gods themselves. If you’ve never heard of it before, you ought to check it out.

No, really. Go pick up a starter kit and some friends and play. It’s a blast.

One of the most popular ways to enjoy Dungeons & Dragons is through pre-made adventures. These are published resources for Dungeon Masters to run their players through without heavy lifting. These became popular immediately, with some of the most famous D&D settings today stemming from these “modules” (as they were called back then).

One of the game’s original creators, Gary Gygax, had been running a campaign for his friends. He felt they had become “experts” and wanted to not only give his players a challenge but to make them face what all living beings fear most: death.

Enter: The Tomb of Horrors.

Initially created for the very first Origins convention in 1975, Gary wanted to bring a challenge for players interested in tournament play for Dungeons and Dragons.

Sidenote: Is tournament play a thing? I’ve played for over a decade, and I’ve never heard of a D&D tournament in my life. Reach out to me on Twitter and tell me about your D&D Tournament stories.

Lawrence Schick would describe the Tomb of Horrors as “The dungeon of the demi-lich Acererak was, for Gary, a kind of thought experiment: If an undead sorcerer really wanted to keep his tomb from being plundered by greedy adventurers, how would he do it? The answer, of course, was to defend the crypt with tricks and traps designed not to challenge the intruders but to kill them dead. And furthermore, to do it in ways so horrific that all but the most determined party would give up and leave well enough alone.”

And that’s precisely what happened to players as they adventured deep into the tomb of the undead wizard named Acererak. The module has a mind-boggling 33 encounters in total, starting with players having to search for the tomb itself by poking around the dirt with spears or poles until they can find a tunnel to get inside. And yes, it specifies that they have to use spears or poles. They summon a demon if the players try to be cheeky and become astral or ethereal. So they can’t even phase through the tomb without causing trouble.

Once the players get in, they’re greeted by not one but two false entrances before finally entering the Tomb itself. Once they finally make their way inside, they are greeted by a riddle puzzle before moving forward.

Oh, and did I mention that this dungeon is filled with pit traps? Not just your regular run-of-the-mill pit traps either, ones that once again force players to poke and prod around with poles and spears, lest they fall into the pit. Plus, these pits have poisonous spikes at the bottom that kill you if you fail to evade the poison. Immediately.

The infamous “Face of the Great Green Devil”

Suppose they make it past the subsequent few encounters, including the famous “Face of the Great Green Devil. This is just a face in the wall that destroys you immediately if you jump in.

They’re presented with a room that has a false floor. If the floor opens, anyone inside is dropped into a 100ft pit that cannot be reopened unless someone else triggers the trapdoor. Meaning a party can quickly die right then and there in this room.

Naturally, once they’ve dodged the first ten encounters of the dungeon unscathed, they’re presented with something neat: a Magical Archway.

What does this do, you ask?

Any living matter that steps in gets sent back to the dungeon entrance. But non-living matter? That gets sent far, far away into the depths of the dungeon. It gets sent to the final room where Acererak is waiting.

Yup, if a player makes the mistake of stepping through the portal, they lose all their items.

Misery In The Depths

If you haven’t figured it out by now, this place is pretty miserable. I won’t explain it room by room, but here are some other fun ways players can end up getting a candlelight vigil:

  • A false crypt that has an illusion of the tomb collapsing. If the players leave the dungeon, the Dungeon Master is instructed to ask them if the dungeon was too hard.
  • A room named “Huge Pit with 200 Spikes.”
  • A door that leads to a fake wall that’s actually a secret door. It leads to a room full of sleep gas that has a chance to awaken a Stone Juggernaut that will immediately crush the players to paste.
  • Another Devil Face that will send players back to the start, naked and without any items.
  • A different Devil Face that instead teleports them to a room full of the skeletons of people who had tried – and failed – to escape. Even if the players manage to open the hidden door in this area to free whoever is inside, the swords of the dead adventurers will attack the players.
  • A door with a keyhole that shocks you if you put the wrong keys into it. If you put the wrong item into its slot, it can teleport you like the devil faces, or if you attack the door, it starts to bleed and can flood the room. Oh, and if you light the blood on fire, it turns to fatal poison gas.
  • A false treasure room that, if the players loot the money and items, will all disappear once they travel far enough away from the Tomb.

Once they finally traverse the 32 encounters within the Tomb of Horrors, they are in the crypt of the demi-lich himself. And naturally, once they use the keys to unlock the door, there’s a chance anyone at the back of the room gets smushed as the floor shoots upwards to reveal the crypt of Acererak himself.

Or what’s left of him anyway. Since he’s actually a demi-lich, aka a floating skull with jewels for eyes and diamond teeth. He can suck the souls out of players, killing them instantly and always starting with the strongest one. Even hitting the demi-lich is difficult, as you must know certain spells or have specific items even to harm him. And once you crush the skull, any souls trapped inside pose a risk of being gone forever.

And….that’s it. There aren’t any happy endings or heroes coming back to the village as kings. The module ends there, thanking the players for playing.

Overall, it’s a pretty crappy experience, right?

The Impact On D&D

So why does the Tomb of Horrors matter enough to stick around? It wasn’t a random one-off from that convention. It was fully published by TSR (the company that made D&D back then). Since then, it’s received updated versions for every edition of Dungeons & Dragons. It has some people out there who enjoy this hellscape dungeon of a module.

Many players consider this module to be a classic, something iconic and different from other adventures. In a world where most adventures are puzzle-light, combat-heavy scenarios where players get to have meaty action and combat sequences, Tomb of Horrors puts the entire game into a different perspective.

Acererak’s tomb does have a few monsters, but there’s only a handful of them, and they’re all singular enemies, no large groups. Instead, players are forced to use their brains to solve these complex, punishing puzzles that risk instant death if they provide the wrong solution, which is very uncommon for most D&D adventures. It also encourages players to stop and talk about what is going on and better plan their next move because they might not live past the next room.

Puzzles are an essential part of Dungeons and Dragons, as they not only break up the monotony of combat and dialogue but also serve to add atmosphere to the world. If your party is exploring a dark cave searching for a bear, but instead, you come across magical traps, your perception of the rest of the cave is altered. And the Tomb of Horrors is no different.

Sure, you might be told that there’s some great evil inside this tomb, but what adventurer hasn’t heard that before? But when you get there, and you start to see how dangerous this place is, the idea that there might actually be a great big evil that your heroic character can’t defeat begins to set in. Death in D&D is permanent. There are no extra lives or respawn points like in Dark Souls. You can’t learn from these deaths and move on, you have to avoid them, or you will fail.

How Does It Affect the Table?

The genuine threat of death is what I think makes this adventure truly unique. Playing the role of a Dungeon Master is a unique challenge of trying to keep your players motivated and engaged and make them feel challenged by the tasks they need to perform. Player death is always a possibility, but in my experience, it is usually challenging to get there.

Whether you, as a DM, soften up when players are close to dying or a timely roll keeps them alive long enough to rest, a fatality in your party is usually rare but very impactful.

Because the Tomb of Annihilation is designed to kill players – and really KILL them, not just inconvenience them with minor poison and little wounds that add up over time – Players are forced to see the world with a different lens where death is imminent. They need to overcome it to advance or leave.

This plays significantly into the design of Dungeons and Dragons. The game we know now is a much different beast than it was back then, a game of hacking and slashing and combat. Most adventures and groups are focused around combat – because that’s pretty much all the game was. The tools for players to explore the world and interact with it weren’t there yet. Roleplay was light, and there weren’t skills like “athletics” or “acrobatics” or “persuasion.” It was stat checks or nothing.

As D&D has evolved, We’ve seen a shift into a game that Better incorporates the ability to tackle different types of situations. Where previously, Players were forced to have a flat roll to escape a trap or dodge an obstacle, modern editions have broken the game down into Subskills alongside Specific Stats. One character might be more dextrous than another, giving them an advantage.

In the original D&D, you could only choose from one of three classes: Fighting men hit stuff, magic-users could use magic, and clerics could do a little of both. We wouldn’t see a drastic change in diversity until Advanced Dungeons and Dragons’ second edition in 1989, fifteen years later.

Because players were so accustomed to combat-centric games with the occasional puzzle, it made the Tomb of Horrors much more challenging. It forced players to communicate and figure out a real solution to these puzzles because one wrong move could end your character – forever.

How Does It Impact Modern Games?

We’ve seen this sort of game design slowly shift into modern games, mostly with games like Dark Souls. Games where death may not be permanent, but the risk of dying could be devastating. Soulsborne games have mastered the art of learning from your deaths, figuring out how to overcome it, and becoming better at the game overall.

At the beginning of the original Dark Souls, you are immediately faced with a massive Asylum Demon that blocks your path. You’re given nothing- simply a broken sword and vague instructions. Players who attempt to fight the demon usually fail hard.

The Asylum Demon, your first boss in Dark Souls.

But those who explore and learn will eventually realize there’s an unlocked door to the left of the Demon, where you can escape and find a checkpoint. You’ll collect some basic gear and come face-to-face with the Demon again, but you are equipped and ready to face the challenge this time.

I, for one, am terrible at Soulsborne games. I don’t have the patience to learn. I want to hack and slash my way around. I’ve only beaten Dark Souls 3 to date, despite owning all three AND Sekiro. I’m horrible.

However, permanent death isn’t something that’s explored in modern games. Sure, some games may have higher difficulty tiers, including permadeath, but they aren’t baked into the games themselves.

Modern Roguelikes come close, using death as a tool similar to Soulsborne games to help you advance. Unless you’re incredibly skilled at a particular game, you’re seldom going to complete the entire game in a single run. Instead, you’ll progress as far as you can, die, and then use the resources and knowledge you gained from that run to progress even further in the next run.

Other games that use permanent death are still roleplaying games, often inspired by Dungeons and Dragons. Fire Emblem and XCOM are great examples where characters risk dying in combat, which means they’re gone. Forever.

Fire Emblem takes this a step further still, with the chance that essential characters may die in combat and affect the game’s future. Some characters will become unobtainable, or side quests will be locked away. This forces players to think and plan their turns appropriately.

We don’t typically see how games can be flipped around entirely to be seen from a new perspective. Modern games rarely deviate from the norms, with genres mixed up occasionally but seldom experimenting with the formula. While the Tomb of Horrors takes players out of dungeon crawling into a heavy, life-or-death puzzle sequence, we rarely get an opportunity to see other games flip the script.

Could you imagine if next year’s Call of Duty entry took away the split-second reaction style shooter style for a slow, methodical exploration map? Squads have to carefully explore each doorway, hallway, and open area, fearing death is around every corner?

Or what about a visual novel/dating simulator about some book club in a Japanese high school that turns into a grim, psychological horror?

Waifus and Horror

Trigger warning: Self-harm, violence, and suicide. If you aren’t okay with this, skip the following few paragraphs.

Doki Doki Literature Club presents itself as a cutesy slice-of-life visual novel, blending in with the hundreds released every year. You play the protagonist, who begrudgingly joins his school’s literature club to appease his childhood friend after a time and some chances for romance with the other girls in the club.

The game suddenly ends with you discovering your childhood friend has hung herself. Then, the game resets. You’re back at the main menu with your previous game deleted, and you start the game again…

But it’s different. Your childhood friend doesn’t exist. Strange glitches begin to appear, and some text becomes unreadable. And the three other girls in the book club seem…different.

I won’t go any further into the rest of the game, but Doki Doki Literature Club was a massive change in the presentation of a traditional Visual Novel. It added real puzzles and intrigue to an otherwise simple, straightforward genre of “choose your own adventure” style games.

Returning to The Tomb

As Dungeons and Dragons has evolved, the Tomb of Horrors has also evolved. It’s appeared in every edition of the game, with its most recent printing being included in Tales from the Yawning Portal, a compilation book. In its newest iteration, plenty of warnings are given to the Dungeon Master, so they know the experience they will be putting their players through.

Wizards of the Coast would eventually return us to Acererak’s evil games through a new adventure called the Tomb of Annihilation. With this, we were given a more comprehensive look at the world Acererak calls home (known as Chult) and a thoroughly-vetted adventure to ensure it did not become the meat grinder its predecessor was known for.

While the adventure has its issues, it’s been widely praised for being a great module. Heck, it was one of the most playtested modules they’ve ever worked on, according to Wizards themselves. Also, Pendleton Ward, creator of Adventure Time, was one of the collaborators. Weird, right?

Finally Out Of The Dungeon

Whether or not you have had the unfortunate experience of delving into the Legendary Tomb of Horrors, it’s an experience that has shaped the Gaming world. The Demi-Lich’s tomb Still finds its way into the eye of pop culture, inspiring the 2007 game “Icewind Dale and a major part of the book ” Ready Player One.”

I wouldn’t be surprised to hear the module has also inspired countless RPG designers as well, taking it as a lesson in how to expertly craft a dungeon. Or perhaps how to NOT Subject players to the kind of torture you find in the depths of Acererak’s lair.

Have you been brave enough to challenge the Tomb of Horrors? or perhaps you’ve mastered the art of running players through its corridors. Either way, I want to hear about it. Tell us all about it on our Discord!

The “New” TSR Controversy And Other Adventures

The “New” TSR Controversy And Other Adventures

There’s been a lot of hubbub in the tabletop RPG world in the last few days. Twitter is stacked full to the brim with TSR controversy, bigotry backlash and claims of gatekeeping.

With the announcement of a new TSR and some questionable words of the new owner Ernie Gygax, son of the late and great Gary Gygax (the father of Dungeons and Dragons, and the original TSR), alienating the entire LGBTQ community in one fell swoop.

But what, or who, even are TSR?

Let me take you back to a faraway time, called 1973.

The formation of TSR

Gary Gygax and Don Kaye come together to form a publishing company to publish a role-playing game called Dungeons and Dragons. This company would be known as Tactical Studies Rules, aka TSR, and would go on to publish several games over the years.

Business was booming, and in 1975 they would create a separate company called TSR Hobbies Inc. to market more games, including the famous Dungeons & Dragons Basic Kit as well as Advanced Dungeons & Dragons, and even Gen Con, one of the largest tabletop and board game conventions in the world.

Now I do want to mention that by 1983 there were now five TSR’s under one umbrella, and I can’t seem to figure out where one ends and another begins, so let’s assume they are all one massive TSR conglomorate.

Gygax leaves to Hollywood to market Dungeons and Dragons as a license and ends up doing pretty well, publishing new D&D settings like Dragonlance and Oriental Adventures (yikes).

When Gygax returned to home base upon the rumors that someone was trying to sell the company, causing some legal troubles and the majority of the company being sold to Lorraine Williams.

Over the course of the next decade or so, TSR would go on to be incredibly successful and release some of the most impactful RPGs and fantasy settings to ever hit kitchen tables.

But, as most things do, financial troubles hit again and TSR was eventually sold to Wizards of the Coast in 1997, who was then bought by Hasbro.

Fast forward to 2011, a dude named Jayson Elliot discovered that the TSR trademark had expired, and snatched it up. He wanted to launch it as a new company, with some assistance from Gygax’s sons Luke and Ernie, as well as other original contributors from the past.

Fast forward again to 2016 and TSR is in trouble with Gary Gygax’s widow Gail, who had a trademark dispute with TSR and Gary’s two sons. The company is still in operation, though they don’t publish much these days.

Now, we timeskip again to the present day: A press release comes out from TSR.games that TSR is Back – With the original logo, and even the original shop that TSR was run out of back in the day, all run by Ernie Gygax as Executive VP.

So today, in the year of our lord 2021, there are now TSRGames.com and TSR.Games.

Why does this matter? Well, it really didn’t matter all that much until Ernie sat down with the Youtube channel Live from the Bunker to talk about it all.

In this interview, Ernie would go to explain the history of TSR, the reason they formed the new company (hint: because they could), and their first project, Giantlands.

And then he said the bad stuff.


Now, I want to pause to mention that some of this stuff is probably not the worst things you’ve ever heard, but there is a very real issue with the “old guard” of the RPG world being pretty unwilling to move on with the times and be accepting of the LGBTQ community, as well as some pretty dicey racism stances. They can think of rich fantasy worlds, but two dudes kissing apparently is too much for them.

This is not, has not, and will never be what the true RPG community is like. It is a warm, wonderful, and accepting of all people in the world, regardless of your race, identity, religion, or sexual preference.

And there’s no excuse for this kind of behavior.


So, when asked about Wizards of the Coast, who are the current owners of the Dungeons & Dragons brand?

Ernie replies “They just took as all corporate raiders do the treasures and then tried to make them their own. American Indians did the same thing they would, um, wipe out another tribe many times take the women and children and murder off everything else and leave to make your tribe that much better, room to grow.”

what?

And when asked why a new TSR needed to exist, he said:

“TSR has been gone. There’s a ton of artists and game designers and people that play….. and recently they were dissed for being old-fashioned, possibly anti modern trends, and enforcing, or even having the concepts of gender identity (laughs).”

TSR Controversy

Funnily enough, shortly after all of this went out into the internet, TSR’s twitter account quickly responded to the defense of “we don’t follow Ernie’s words” and “everyone is invited to our tables”, but Twitter quickly lashed back with some fun stories about Gary and other former TSR collaborators being bigots on the internet. And TSR doing some weird tweets.

TSR controversy
TSR controversy

Fun times.


And here I sit, an avid lover of Tabletop RPGs, staring at this bizarre mess of a situation, being glad that Wizards of the Coast is at least trying to make an attempt to be more welcoming, and distancing themselves from the original generation of tabletop gamers. Although, they really aren’t doing that great either, but that’s a story for another time.

In short, you are always welcome to play any tabletop RPG you like. You are welcomed, you are loved, and you are wanted. Regardless of your race, religion, sexual preference, pronouns, you are welcome.

Just avoid the Gygax’s tables.


Information gathered from Wikipedia, This post on Enworld by user Morrus, and Twitter.

Is Google Stadia Worth It?

Is Google Stadia Worth It?

The console wars have been raging on for decades now, Between Microsoft and Sony vying for power while Nintendo plays with sticks and rocks in the background. Other competitors have come and gone, and the scene has changed as the years passed.

Meanwhile in California, Google decided they wanted to join in on the fun. Starting with a test run in 2018, they would soon launch Google Stadia the following year to lukewarm reception. Offering the ability to play games anywhere, anytime, regardless of what device you were on was a huge promise, but the folks from Google managed to do just that.

Watch on YouTube

What exactly is Google Stadia though?

Well, to address some of the misinformation online, Google Stadia is not “something” you “buy”. That would be like saying you are buying a Steam account. A little further on, we’ll talk about how you access Stadia, purchase games, and get it running with Chromecast, however.

Stadia is Google’s entry into the cloud-based gaming service industry, akin to Playstation Now and Xbox Cloud Gaming. What Stadia offers is the ability to play your games across any device that can open a Chrome browser window. And it does exactly that.

You don’t need to download anything (unless you don’t use Chrome like I do, and you need to install it), but you will need the Stadia app if you want to play on your phone. If you’ve got a Chromecast, you’ll also need the app if you want to play on your TV. Once you’ve logged in, that’s it! No downloads needed, no installation, you just buy the games you want and play them at your lesiure.

Cyberpunk 2077 on Google Stadia

You don’t even need to pay a monthly fee to use the service. You just need to buy the games you want to play. Google does offer a Pro plan, which gives users discounts on some titles as well as a selection of free-for-subscriber games that updates every month.

The Pro plan, specifically, it about all I have ever spent on this. Google even sent me a free Stadia controller and Chromecast Ultra thanks to one of their promotions for being a YouTube Premium subscriber. Out of the nearly 30 games in my Stadia library, I’ve only paid for two of them.

Google seems to still be pretty open to getting new players into their ecosystem too, with recent promotions for Cyberpunk 2077 and Resident Evil Village netting you a free Chromecast Ultra and Stadia controller if you pre-purchase the game on Stadia.

So….what’s the experience?

Well, before we get into that, I want to explain something to you.

Wifi internet sucks for a lot of people in the world. It’s unreliable, it drops often, there are dead areas, and speeds can be slow. Regardless of how you experience video games, if you’re playing online you will have the best experience if you are hardwired in.** No wifi, just grab your favorite Cat5 cable and plug directly into your modem for the best experience.

Also, for reference: I’ve been playing Stadia on my Desktop PC, my Smart TV (via Chromecast), and my Samsung Note 20 Ultra, all in 1080p. Stadia does support 4k, but my wallet does not.

Playing on Stadia is quick. I can tab out of this article I’m writing in Firefox right now and open up Jedi: Fallen Order right now and be in the title screen in under a minute. It’s lightning fast, and Google improves the platform constantly.

Input lag exists, but it’s nowhere near as bad as you think. I’ve had some UI lag in the Stadia menus between games, but rarely any lag while playing. When my internet speeds suffer (and they do, because my local ISP is terrible), my games will lag and the graphics will pixelate. But in an average day I will most likely have no issues at all. The only in-game input lag I have experienced with Stadia was during my playthrough of Jedi: Fallen Order, which from what I have seen is mostly an issue with the Stadia port of the game, and not Google themselves.

Graphically, it’s identical to me playing on my PC. I’ve got Destiny 2 on Steam as well as Stadia, and playing the game is virtually identical. There are some times where Stadia may drop in quality, but it’s usually very brief and after a time you rarely notice it. When the quality drops, gameplay does not suffer and the input does not lag at all.

Anecdotally, during the rocky release of Cyberpunk 2077, tons of people were saying that the Stadia port was the best version to play it on, in terms of stability and lack of graphical bugs. I can’t attest to this, but it’s been cited on the internet by a lot of reputable sources.

Alright, what are the bad parts?

Well, we all know Google is one to kill off projects willy-nilly. Especially since these games are only in the cloud, you can’t exactly back up your purchases if Stadia shuffles off it’s mortal coil. I don’t know if Google is planning to back out of this anytime soon, but they’ve been showing some strange signs.

The biggest mystery is the sudden departures of a few big employees in the last few months. It started with Google’s launch of Outcasters, the platform exclusive top-down multiplayer shooter in December 2020. In February, Google would announce they were winding down their internal game development teams in favor of “refocusing the platform”.

Google Stadia games

With the closure of Stadia Games & Entertainment, they lost Jade Raymond (who was formerly a producer at Ubisoft an EA), and a few months later would lose their Head of Product John Justice and another six unnamed employees. As of writing this, they lost another big name with the departure of Justin Uberti, who created Google’s Duo platform and joined the Stadia team as a lead engineer.

Playing games on the platform is fine, but the UI for the platform is rough. They only added a search bar to the service within the last two months (which isn’t in the app, only the website version of Stadia), Friends lists and messaging were also late additions to the platform as well.

It’s also no secret that Stadia’s library of games is pretty weak. They’ve been getting better, bigger AAA titles are coming all the time. Larger indie releases don’t normally hit Stadia on launch day, and some big games (such as Terraria) aren’t even on the platform yet. They have big plans for 2021 and there’s a lot of big titles coming to the platform, but I’m not sure if they’re capturing an audience and converting people from console and PC.

What’s the damage to my bank account?

Stadia has me sold on it’s price point, which is honestly pretty fair in my eyes. You can get started right now, for free, before you finish this article. It’s that easy! You more than likely already have a Google account, all you need to do is hop on to Stadia and play one of their free-to-play titles such as Crayta, Destiny 2, and Super Bomberman R. If you’re playing on PC, you can use mouse & keyboard, your Xbox controller, Playstation 4/5 controller, or even your Nintendo Switch Pro controller.

If you want to play on your TV however, you’ll need a Chromecast or a Smart TV with the Stadia app, as well as the Stadia controller (that’ll run you $70 for the controller alone, not counting the Chromecast). The same goes for your phone, most third party controllers will work with Stadia. They also include touch controls, but I wouldn’t be caught dead trying to play Destiny 2 on a touch screen.

Games are average priced, around $60 for new titles with some decent sales here and there. Some older titles are cheaper as well, but nothing I haven’t seen that beats Steam in most cases.

The real bang-for-your-buck is the Pro plan. Not only do you get a truckload of free games, you get new ones every month! It also allows you to play in 4k if it tickles your fancy, and you get some exclusive sales every now and again.

Wrapping it up

Stadia has been chugging along for the last few years, and I don’t think it will go away anytime soon. I feel like it’s still in it’s early days, and in a way it still is. It feels unfinished, and there’s a lot of room to grow.

But Stadia has true potential. I love the ability to play a game on my PC, switch to my TV, and then pick it up on my phone if I want. And the ability to not need to install or update a single time to play what I want to play is oddly handy, even though I really don’t mind them as a PC player.

I’d like to see Stadia continue to grow and flourish. I don’t think it will ever challenge the big boys as the next big thing, but I think it’ll be an example for the next big thing. And for the cheap price of Pro, I don’t mind enjoying it while it lasts.

Don’t forget, you can watch our editorials on YouTube.
Check out “Is Google Stadia worth it” on our channel.

Disclaimer: I received a free Chromecast Ultra and Stadia controller in Spring 2020 through one of their promotions for being a Youtube Premium subscriber. Google isn’t lining my pockets for this, but I did want to make it clear that freebies were involved.