Posted in Brave Alice Games, Gaming News, Hobbies, Indie Games, Inside the Game, Tabletop Gaming, TTRPGs

Inside the Game – RPG Stories: a VTTRPG Worldbuilder

2–3 minutes

I love trying out many different games, and my Steam library is populated by numerous RPGs and survival games. Yet, amongst those are a handful of programs that I find fun or useful. One of those programs is RPG Stories by Brave Alice Games.

This program is a Virtual Tabletop (VTT) 3D worldbuilder created to allow you, the GM, to create settings for your fantasy, horror, or Sci-Fi TTRPG. It features tools and models to build whatever you want.

Do you need a haunted forest with an abandoned witch’s shack in the middle? You can make that. Want to create a town with a large inn for your adventurers to congregate and plan their next adventure? Go for it. Need a far-future sci-fi setting for your gritty war adventures? You can do that too.

The program, despite being early access, already has an array of models and building places to choose from. You can place them where you want, scale them to fit, mix them with other pieces. There’s also a wide variety of clutter pieces, from tables and chairs to small bric-a-brac to populate shelves and more. And if the program doesn’t have quite what you’re looking for, the community may have it as there’s an active workshop where people add creations, some of them impressive in their own right.

Beyond the building itself, you can import a 2D map of a campaign setting and use it as a template to create the 3D version.

I’ve tinkered with it, creating a large inn, and the controls were easy to use once I figured out what they were. Once I’m a bit more comfortable with the controls, I’ll even do a couple of quick videos showcasing what can be done with the building features.

Now, a 3D setting is nice, but what good is it if you can’t let your players play in it? Well, you can do that too, if you own the GM version and your players own the player version. The initial outlay for the GM will be $35.98 USD + tax on Steam, while each player copy will cost $18.99 USD + tax on Steam. So, while it’s not the cheapest, it’s not super expensive and doesn’t require monthly subscriptions.

With that, you can use the tools available to add mobs to for your players to fight, interactable objects, and even fog of war so nothing gets spoiled before players get to an area. I’m sure there’s a lot more to this, but I’ve not gotten that far yet.

And, currently, they’re running a Kickstarter for an expansion called VTT Expansion: The Wrath of Devs, which will add procedurally generated scenes, VTT exports, pre-built quests, and more. Depending on if you own the game or not, you can elect to fund just the expansion ($25.00 USD), buy a player version along with funding the expansion ($49.00 USD), buy the GM version + fund the expansion ($73.00 USD), and more.

With the developer’s dedication to constantly updating and adding to this program, I’d say it has potential to be a solid Virtual tabletop for most of your gaming needs. I highly recommend heading over to Steam to check out the demo and see if it meets your gaming needs.

Until next time, bye for now!

Posted in Gaming News, Live Service Games, The Crew, Ubisoft, Video Games

Stop Killing Games

2–3 minutes

On March 31st, 2024, The Crew, developed by Ubisoft, officially shut down. While its demise was anticipated after the game was delisted from all platforms in December of 2023, this shutdown has stirred resentment among those who still actively played the game. Despite calls for an offline mode to be implemented—a feasible option considering the game’s potential for single-player conversion—these pleas fell on deaf ears. It appears that Ubisoft’s priority lies in funneling players towards its upcoming release, The Crew Motorfest, slated for April 18th. Adding insult to injury, a senior Ubisoft executive has been quoted as saying players should become accustomed to not truly owning their games.

This isn’t the first time Ubisoft has sparked outrage among its player base; the company seems to find itself embroiled in controversy often.

From the ashes of The Crew’s shutdown emerges a figure with a mission and a dedicated website—Stop Killing Games (https://www.stopkillinggames.com/). This platform serves as a hub for a campaign aimed at getting a better resolution for the players of The Crew and preventing similar fates for other video games. The website offers resources on how to petition relevant authorities and provides information on laws pertinent to various jurisdictions, broken down by country. However, participation requires ownership of The Crew, something worth noting before heading to the site.

The alarming trend of gaming publishers favoring live service models with mandatory online components, even in primarily single-player experiences, is cause for concern. The fate of The Crew underscores the risk inherent in digital-only titles; when a publisher decides to remove a game from your library, consumers are left powerless. Often buried within the End User License Agreements (EULAs) we mindlessly accept, these agreements clarify that we are purchasing a license to play the game rather than owning the game itself. Moreover, these agreements frequently include wording that heavily favor the company, such as mandatory arbitration and limited liability clauses.

While the inevitability of online-centric games like MMOs reaching their end of life is accepted, the same cannot be said for titles with substantial single-player components. These games should offer offline modes, ensuring continued playability even after the online infrastructure is dismantled.

This issue underscores the appeal of the physical media offered by older games and systems where purchases remain immune to revocation. It also drives many towards indie titles, where the risk of sudden shutdowns is significantly lower. Until publishers abandon their relentless pursuit of live service models, even in single-player titles like Dragon’s Dogma 2, the situation is likely to worsen.

While hopes remain that the outcry from The Crew’s community may prompt reconsideration from Ubisoft, skepticism looms large. Nevertheless, commendations are due to the individual spearheading Stop Killing Games for championing consumer rights. Perhaps it’s time for more voices to join the chorus of discontent.

And yet, I can’t shake the feeling that I’m shouting at windmills.

What are your thoughts on Ubisoft’s decision to shut down The Crew? Can you think of other games that have faced similar fates or are at risk? Share your opinions in the comments below.

Until next time, bye for now.