This Game Has A Destiny Too Complex To See

One of the games I’ve been playing a lot recently is Destiny 2 on the PC. It isn’t Borderlands, but it is still a shooter with super interesting guns and special powers you can swap around. That’s close enough for me to enjoy, especially since I can easily get all of my friends to show up on an evening to play some Destiny 2 with me and I’ve yet to actually finish the story of a Borderlands game with anyone but my librarian friend. It may not have the same sense of humor, cell-shaded glory, intriguing characters, smooth control scheme, super supportive community, excellent campaign mode…. Okay, maybe the comparison isn’t as great as I’d originally thought.

That isn’t to say Destiny 2 is bad or that I’m not enjoying it. I actually really enjoy Destiny 2, even the online PvP (Player versus Player) modes. I play it all the time by my own choice, even if I never really play it by myself. The campaign doesn’t have as much replayability, but it is also super easy to just power through if you’re interesting in earning the XP for your clan (a loose association of players that can bring you some minor benefits and is basically just a list of people who’ll do the three-player missions with you) or trying to increase your chances of getting a rare gun. It was a lot of fun to play through the first time, even if it wasn’t super compelling. You can definitely tell that the main focus of the game is supposed to be on what happens AFTER you complete the campaign.

There’s already a lot to do after the campaign ends, and there will only ever be more as new content is created and released. There are Strikes, which are three-player missions that have a good chance of dropping good gear, which come in a couple different flavors. Vanilla (normal) strikes are relatively easy and vary widely, but don’t drop very good gear that often. Heroic strikes are more difficult and drop better gear along with having a chance to drop the best gear. Nightfall strikes are even more difficult and have special rules, but also drop better gear in addition to having the best chance of dropping the rarest gear. There’s the Crucible, which is the main PvP mode, and the Trials of the Nine, which is a special format of the PvP mode that gives you really great gear if you manage to win 7 out of 9 matches. There’s also the Leviathan Raid, which is the highest-tier of end-game content, requires six people, and is the best way to get gear. There’s also a number of things that happen on each world, such as public events that anyone can join, small adventures for alright look, and the constant grind of earning tokens you can trade in to each world’s representative for random loot around (but usually below) your level.

All of this content is geared toward players who enjoy making multiple character, doing weekly or daily grind sessions to get the best possible weapons, gear, cosmetic items, and emotes. There’s some room for more casual players since the best way to get gear to do the weekly milestones, which basically just requires that you just play a little of every game mode every week. You can do it in a couple of hours one night a week if you’ve got a decent group of people to play with, though doing the Raid can easily double that. You can just keep playing with the same character the entire time or switch between a few characters to get the weekly rewards all over again as you help the more casual members of your clan earn their weeklies. Personally, I like to play it whenever there’s someone online to play with but I usually stick to one character because I’m not super motivated by the rare weapons. I just like to “Captain America” things as a Titan (you get a shield you can bash people with, block attacks with, or throw at distance enemies to damage and blind them. It’s so much fun to just run around punching the crap out of enemies in a shooter. And, if you get the right gear, it’s a totally viable strategy.

The sheer variety of play style available to the players is where Destiny 2 shines. There are three very different classes with different styles of play and each of those classes can be played in a number of very different ways based on the special properties of your armor. I have arm armor for my Titan that includes the lunge distance of my melee attacks and the damage the attacks do, which stacks with a class ability that does the same thing. If you set it up right and time everything well, you can fly around a battlefield like superman, punch everything to death. Warlocks do incredible amounts of damage in general but are probably also the biggest utility class since you can modify them to increase damage, heal, use more grenades, be super mobile, and so on. Hunters are the high-damage, very mobile sort of class that have the best mobility and the most options when it comes to attacking (In terms of strategy rather than in terms of abilities). Each of these has sub-classes that change their abilities and grenades, and writing about them all would be at least a full post per class.

The biggest problems the game has come in the form of the continued support from the studio, Bungie. There have been a number of uproars in the player community already in regards to some the questionable decisions Bungie has been making, all of which is compounded by the fact that Bungie isn’t very good at communicating with its fan base. There was the XP debacle (XP was being weighed so that super grind-y players didn’t get too many of the loot boxes you get by leveling up or by purchasing from Bungie), the only recently resolved issue involve the DLC (players without the DLC got locked out of almost every post-game activity that was a part of the weekly reward system), and the tumultuous Prometheus Lens arrival and subsequent nerf (PvP used nothing but this gun because it could nearly insta-kill other players and a large segment of people wanted to keep it around. Personally, I hated it since it made every PvP match the same boring grind of who pulls the trigger first). In the last couple weeks, Bungie has really started communicating more clearly and openly about what’s going on, but a lot of players are still left wondering just how all of this stuff made it through testing or why Bungie made some of their clearly dumb decisions they’ve subsequently backtracked on.

I can’t really hold the game accountable for the mistakes of the company that made it, though, so I would definitely recommend getting Destiny 2 (and its DLC because the extra missions they’ve added in Curse of Osiris were a lot of fun).  I’d recommend playing casually or settling yourself in for the cycle of frustration and excitement my roommate seems to go through every week or two, but that’s really up to you. If you’ve got an open evening every week that you’d like to fill and a group of friends you like to game with, I strongly suggest filling it with Destiny 2. You’ll have a lot of fun, if nothing else.

Tabletop Highlight: The Dresden Files RPG

I’ve mentioned my love of the Dresden Files by Jim Butcher before. I’ve yet to go into it at any real length–I’m saving it for a longer Wednesday review–but I wanted to write about something a little tangential as it has gotten popular enough to have related games and comics. There’s a card game now, a few board games, and a RPG that uses the Fate system. I haven’t played any of the board games yet, or the card game, but I’ve run the RPG and I have to say it was a lot of fun.

For those of you who haven’t played a game using the Fate system, you build a character using a point-allocation system for attributes and skills. You can use points to buy skill modifiers that give you extra ability in specific applications of that skill, but the result is ultimately decided by how many positive modifiers you have after rolling a set of what are called “Fate Dice.” Fate Dice have 6 sides, two of which have a “+” mark, two are blank, and two have a “-” mark on them. “+” adds to your end result, “-” takes away from your end result, and the blank sides are do nothing to your end result. The whole system is fairly low on numbers, compared to most RPGs I’ve played.

Most of the character sheet is actually taken up by what we call “flavor text” in D&D, except the Fate System relies on all of this color and characterization to focus your character. You have to pick strengths and weaknesses, which have the potential to affect your skills and dice pools (how many dice you can roll for a particular check), and almost all of the skill checks amount to a Pass/Fail system with the only real modifications on that being how well you’ve succeeded. The whole system focuses very heavily on storytelling rather than number-crunching, which means it can be either super forgiving or very harsh depending on how your Game Master prefers to run it.

The whole system feels super different from everything else I’ve played since almost all of those other systems are heavier on the numbers side of thing. All of the numbers feel super reassuring to me as both a player and a GM, since math comes easily to me and I’m comfortable enough with the rules as a whole to know when to fudge things, so the Fate System was almost like having to learn an entirely new language rather than just playing a different game. That being said, I don’t think a number-heavy system would work very well for a Dresden Files RPG.

While the book series has a lot of elements that would fit into a more hard-math rule system and shares a lot in common with many of those same systems, it ultimately fits best into the story-driven Fate System. There are many times in the Dresden Files were a character digs deep within themselves to snatch victory from the jaws of defeat, but it is hard to have something like that play out in a rules system that has clear results because of numerical dice and hard math. In the Fate System, there is literally a mechanic for saying “actually, I succeeded that because I’m a determined son of a bitch/really good at this one thing that helps out unexpectedly/got extremely lucky that the one thing I needed just happened to be in this little cabinet here.” Those are aptly called “Fate Points” and they allow a player or GM to insert an element of story into one of the times when numbers would otherwise rule outcomes.

Fate Points are allotted to a character based on how many points they have left after their character is made. This means that a higher-powered character has fewer opportunities to fudge the numbers and just succeed than a lower-powered character. In the Dresden Files RPG, this means characters who have no magical abilities or affinities can wind up steering the plot or showing up just in the nick of time to save the bacon of a powerful shape-shifter or wizard. Just like Butters has done for Harry.

The game does a very good job of balancing power levels by placing additional restrictions on higher-powered characters and giving a wide-variety of cheaper powers to non-wizards so that they have the opportunity to contribute and compete with the wizards for the spotlight. If you want to make a wizard and are starting as low-level characters, chances are good that your character won’t be able to do much at the start, whereas a shape-shifter can already transform and use specialized aspects of their powers outside of their transformation.

That being said, the lack of hard-numbers means the GM needs to be rather proficient at making things up as they go along without a precedent to go off. It can be difficult to resolve combat if no one is spending Fate Points to swing it one way or another. I recommend reading the book thoroughly rather than just skimming like you can with some of the hard-math systems. All of the information you need is in there and talking it through with other people who’ve read it or run the game before should be all you need to clear up any confusion.

If you really enjoy the Dresden Files and want to play a game in as close to the book-world as you can get, I definitely recommend picking up PDFs of the books. Some of them even include character information for the people from the books and all of the books will tell you from what point in the series the information was obtained. You don’t need to have read all of the Dresden Files in order to join it, but having read some of it is definitely helpful.