@Zardnaar The latest special edition release of the Lone Wolf saga is now available. Get them whilst they're still there!
@Zardnaar The latest special edition release of the Lone Wolf saga is now available. Get them whilst they're still there!
Book 25 has just cost me £22 to have sent to my home in pleasant rural England, so I dread to think how much it would cost to be sent out to NZ.
Oh, yes. The special editions are chunky hardback books, not at all like the slim paperbacks of the 80s and 90s.
(£22 is 46 NZD exactly, apparently.)
Well, when I said £22, I meant that the book was included of course. I'm not paying £22 just for P&P!
Dungeons & Dragons Players Battle Intruders As They Migrate Online
BY JAMES RUNDLE
Dungeon-delving is going digital as coronavirus shelter-in place orders have sent devoted roleplayers online. With the mass appearance of wizards and warriors—many of them children— platform providers are scrambling to expand capacity and address cybersecurity risks. Dungeons & Dragons, a tabletop classic since the 1970s, is usually played in person, in after-school clubs, at friends’ dining-room tables or in local gaming stores, to weave tales, roll dice and portray elves, dwarfs and other characters.
Though the game has occasionally been played virtually, online play has taken off since coronavirus lockdowns began. But online tools such as Discord, a popular gaming chat application, and Zoom Video Communications Inc.’s teleconferencing product introduce privacy and security concerns.
Online intruders look for “zoombombing” opportunities to disrupt Zoom conferences with offensive images and comments or spy on meetings. Zoom’s chief executive, Eric Yuan, has pledged to improve the platform’s security.
For some players, the desire to play games can outweigh worries about cyber intrusion. “The privacy concerns fall by the wayside because I’m just trying to connect with my friends, and I deal with that stuff so frequently in everyday life that I’m just not worried about it,” said Joseph Andrews, a 19-year-old freshman at George Washington University who started playing Dungeons & Dragons online with friends in high school.
Games once supervised by parents or school clubs are now vulnerable, and the platforms are aware of this. Wizards of the Coast, the Hasbro Inc. unit that makes Dungeons & Dragons, and Fandom Inc.’s D& D Beyond, a tool that allows players to manage their characters, have posted guides on how to run games remotely. Both companies say security must be a priority, especially with minors involved.
“We encourage parents to exercise caution and look carefully at what their kids are doing online, under all circumstances,” said Ray Winninger, the game’s executive producer at Wizards of the Coast. The company ensures that the third parties it works with, such as D& D Beyond, adhere to the Children’s Online Privacy Protection Act and similar laws, Mr. Winninger said. Children ages 8 to 17 years old make up roughly 24% of the game’s players, according to the company.
Teak Esneault, 13, plays a weekly game from his home in Dallas with his friends via Zoom that in freer times used to rotate from one player’s home to another’s. His mother, Sacha Troxler, said she was satisfied with the security of the platform, as he himself approves any player who wants to join the call and it is password protected.
Teak said he is likely to continue using the platform for some games even after curbs on social gatherings end. But he also wants to get back to play in the actual world. “I still think I would like doing it in person more, just to see people,” he said. “But it’s pretty easy online, and not that different.”
The proliferation of users has strained online systems. Roll20, a virtual tabletop operated by the Orr Group LLC in Overland Park, Kan., said that when Italy closed its borders in March, traffic on Roll20’s platform briefly overtook that in the U.S. The company then started to expand server capacity and hired additional staff in anticipation of broader demand.
Nolan Jones, Roll20’s managing partner, said he suspected Roll20 may have been targeted in a number of cyberattacks in recent weeks. He has seen possible denial-of-service activity; an abnormal number of requests were sent to Roll20 servers. He doesn’t know if the intention was to shut down his systems or attempt to scrape data from his servers, but the attacks didn’t disrupt service.
Housebound gamers are flocking to other services as well. “We have absolutely seen all of the usage metrics go up across the board since this started,” said Adam Bradford, vice president of tabletop gaming at Fandom Inc. and a cocreator of D& D Beyond.
Mr. Bradford said the number of registered users has tripled in the past month, and the number of online players at any one time has doubled on average. The uptake has forced the company to accelerate the expansion of its infrastructure, which otherwise would have taken place months from now.
Doug Davison, president of SmiteWorks USA LLC, a company based in Merritt Island, Fla., that operates the Fantasy Grounds virtual tabletop platform, said roughly 50,000 new users have joined in the past month. That is a 25% increase in users, he said.
Before the pandemic hit, the company had decided to test a new version of its software at about this time, Mr. Davison said. The combined strain has forced him to hire more staff to keep up with customer demand for technical support and other areas.
“It’s been hard on our infrastructure to kind of scale to that. And we’ve had to spend many, many sleepless days just working on systems and diagnosing and debugging issues to try to wrap things up, and to get the capacity to handle that much of a big load all at once,” he said.
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Teak Esneault, 13, plays a password-protected online game through Zoom videoconferencing. SACHA TROXLER
Game’s Popularity Attracts Bad Guys
Dungeons & Dragons has had a renaissance in popularity in recent years and the shift to online has been going on for some time, even before the coronavirus pandemic lockdowns accelerated the trend.
Wizards of the Coast said the surge is thanks in part to gamers broadcasting their campaigns on social-media websites such as Alphabet Inc.’s YouTube and Amazon Inc.’s Twitch. Wizards of the Coast estimates roughly 16,000 campaigns were broadcast across the two services in 2019, with fans watching around 146 million hours of that content.
This popularity has drawn hackers. Roll20, a virtual tabletop operated by the Orr Group LLC in Overland Park, Kan., was hit with a breach in late 2018. The company disclosed the following February that it affected four million users.
It then hired Kroll Inc., the cybersecurity forensics firm, to investigate after learning that some data, including the last four numbers of users’ credit cards, were offered for sale on the dark web.
Nolan Jones, Roll20’s managing partner, said the company continues to employ outside consultants and focus on how it stores customer data. “Our mind-set since the very beginning [of this company] has been that we would have a target on our back,” he said.
Mr Jones said he suspected Roll20 may have been targeted in a number of cyberattacks in recent weeks. He has seen possible denial-of-service activity; an abnormal number of requests were sent to Roll20 servers, but the attacks didn’t disrupt service.
I was a Lone Wolf'er myself... obviously... Prior to Lone Wolf, I only had Zelda II: The Adventure of Link... Never got into D&D, other than the cartoon... which was awesomeI preferred Lone Wolf.
I've got both but I can't see buying more Lone Wolf just to sit on my shelf. My oldest son showed some interest in it out of the blue, which gave me an excuse to replace my collection of the original 12... but sadly he lost interest after being unable to complete book 2 without dying.Requires money/job.
Book 1 was indeed super easy, you basically have to be trying to die intentionally to fail that book. The "hard" path at the end through the "Graveyard of the Ancients" actually ends up being easier than the "easy" road into the city, but even when you get into the city the game basically keeps trying to get you to the successful ending and you essentially have to keep refusing to just finish the book to avoid "winning" until you eventually either die stupidly or the game forces you to "win" anyway.Books 1 and 2 are the easiest, to my recollection!