Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Saturday, January 14, 2012

D&D Next / A concern

The internet is awash with opinion and conjecture about the pending 5th edition of Dungeons and Dragons.
I have no intention or authority to add to it, but I do have a concern.

One of the possible goals of this new edition is to bridge the gap between OSG, 3.5 and 4th ed.

Does this mean WotC are going to sell us conversion guides?


Wednesday, December 28, 2011

I shall rely on my feminine grace to avoid ... Oww / Women in Reasonable Armor

I was watching the final episode of the current series of Merlin with my wife last night, when it was remarked that one of the characters seemed to be practically naked in comparison to the others.
The main cast were joined by two new characters, Tristan and Isolde (yes, I know...), for the final two episodes, and these two participate in the final, epic battle.

In this battle, Arthur and his knights are wearing chainmail, the bad guys are wearing studded leather and Merlin does not engage in physical combat (he's a fucking wizard! They're doing it wrong if they have to enter melee).
Tristan and Isolde are not so well armoured. Tristan wears a long leather coat and leather top, so is at least making the effort. Isolde looks like she's just gotten back from a run, and didn't have time to change (see image below).

In fact, I'd say that the costume designer for the series really could not be bothered...

So, we talked about this for a little while, my wife and I, and I recalled something I'd seen awhile ago, a blog called Women in Reasonable Armour, which I would recommend to anybody looking to visualise a capable and competent female fighter. It covers several genres.



Wednesday, February 2, 2011

Books for sale update / Potential future gaming purchases

So far I have managed to sell on my collection of 4th Ed D&D books. One of the guys from my old gaming group almost bit my hand off, which suggests to me that I under priced them significantly. Oh well, mates rates, I guess.
He's already paid me the money, and the books are still on my shelf. Awesome.

Of the remaining books, I have listed them in my Storefront at Amazon UK, and am awaiting sale. If anybody wants to buy them directly from me, and avoid such niggles as P&P and Amazon getting a percentage of the sale, then drop me a line.

So, what do I plan to do with this potential incoming cash? It looks as though i'm spending some of it on my wife, putting some aside for a friends stag do later this year and, obviously, buying more gaming books.

I have decided that I am definitely buying Pathfinder, and am considering the 4th Edition of Shadowrun.
I'd love to hear any further game book suggestions.

Friday, January 28, 2011

Games come, games go / Clearing out

I have a gaming dilemma. I have caused it myself.
I have suddenly decided that I should have a clear out of my gaming books. Get rid off the stuff I'm never going to use and don't want to keep.
I know, it sounds like madness. It is madness. I know it is. I still regret throwing out all my old World of Darkness, Exalted 1st edition and Ars Magica 4th Edition books. I regret throwing out my D&D 3.5 books.
I got rid of all of these books because I made the conscious decision to go all in with the new editions.

This proved to be a mistake with Exalted, D&D and Ars Magica, as I really do not like the new systems. I dislike them so much that I am now considering ditching these games.

To be completely clear, I am thinking about selling, trading, gifting or simply binning my Exalted 2nd Ed, Ars Magica 5th Ed and Dungeons & Dragons 4th Ed books.
  • Ars Magica 5th Edition
  • Exalted 2nd Edition core rules
  • Exalted 2nd Edition storytellers screen
  • Exalted 2nd Edition storytellers companion
  • Dungeons & Dragons 4th Edition Players Handbook
  • Dungeons & Dragons 4th Edition Dungeon Masters Guide
  • Dungeons & Dragons 4th Edition Monster Manual
  • Dungeons & Dragons 4th Edition DM Screen
  • Dungeons & Dragons 4th Edition Forgotten Realms Campaign Guide

The overriding reason why i'm thinking of getting rid of these games is that I can't get behind the systems.
I don't like the 'everything is a power' thing in D&D 4th ed. It works for Wizards, but not for Rogues or Fighters. Whatever happened to just hitting someone with your sword?
The 2nd Ed rules in Exalted just hurt my head. It's like they were made deliberately complicated and obtuse and ridiculous.
Ars Magica 5th Ed may be a more viable system than 4th Ed, i'll give it that, but I really don't like what they've done to the setting and layout. It's too dry. There's no excitement or flavour, just dust.

I'm not shedding a tear about Exalted or Ars Magica, but I am oddly reluctant to leave D&D behind. I don't have any other game like it - the classic level/class based fantasy quest growing from barely competent chancers through seasoned adventurers to epic godlike heroes.
As a result, I find myself considering Pathfinder. So much so that I've just cleansed my Amazon wishlist.

So, two questions to you all out there:

  1. Want to buy some books? All in excellent condition except the Exalted second edition, which has some interior spine damage.
  2. Should I invest in Pathfinder? Is it any good? Does it actually improve on D&D 3.5?

Saturday, January 22, 2011

Brooding teens / Why aren't more people playing Vampire?

At the moment popular culture is saturated with vampires. Off the top of my head, I can think of the Twilight Saga, The Vampire Diaries, True Blood, Let The Right One In / Let Me In, 30 Days of Night (plus sequels), American Vampire and Underworld. 
Whilst it looks like Zombies are coming into fashion, there's a strong argument that Vampires have been enjoying a period of broad cross genre appeal. 

The thing is, a lot of these offerings are thematically or mythologically close to White Wolf's Vampire: The Requiem (or Vampire: The Masquerade, for those mid-school gamers out there). I would say that True Blood cleaves the closest, and it wouldn't surprise me if Charlaine Harris had played a little in the past. 
So, why is everybody playing D&D?
OK, not everybody is playing D&D. My mum isn't, but she doesn't play anything.
I pitched a Vampire game to my old gaming group a year or so ago, and was met with indifference at best, derision at worst, and not derision of the game, but derision of the whole vampire genre and the people who appreciate it. 

Times have changed. Here's the stereotype of somebody who likes vampire games and fiction:
Freaks and losers


Here's what the reality is more likely to be:
A broadly representational cross section of America
Whilst i'm not itching to run or play Vampire, I wouldn't turn it down if the opportunity presented itself. 

Dungeons & Dragons miniatures / Revolutionary new gaming accessories

One of the hot news topics making waves across geek/nerd web community is WotC's recent announcement (some would say 'blow') that they are discontinuing their line of pre-painted miniatures and replacing them with tokens and pixie dust.
This seems to have provoked a mass panic amongst D&D players, who need mini's to play, what with the game being specifically designed for them, and measuring all its effects, distance and movement in Squares. I even suggested, during my last ill fated attempt at running D&D that all in character references to distance be made in Squares, and that the Forgotten Realms had adopted it as a standard measuring unit.
The minimum number of D&D miniatures required
to run a game from level 1 Heroic Tier to Paragon Tier

There have been frantic blog posts and forum questions, screaming "Where can I get more mini's from?!?!?! I need some more Vampire Mind Flayers and Rogue Beholders to complement my Metallic Blue Dragon Riding Goblin Lord."
Ok, maybe that's not a direct quote. It would be a Chromatic Blue Dragon Riding Goblin Lord. A Metallic Blue one just makes no sense.

Now, back when I last thought about running D&D I got a bit concerned about miniatures. I didn't want to let random packs of eight figures back into my life, as I knew from painful experience that you have to buy at least five boxes before you have the right figures to represent the party and stage a fight that doesn't involve saying "The elf archer, troglodyte and wolf are all zombies, the shambling mound is a wraith and the kobold is the lich necromancer that summoned them".
Then I had a revelation. An epiphany. A moment of clarity.

Why the fuck was I not using a chess set?

The board is the right size, if a bit limited in utility (you enter another 40'x40' room).
The pieces are ingeniously designed to allow the portrayal of the party (white pieces) and any adversaries (black pieces).
When it comes to monsters, the boss is always either the King or Queen. Any expendable cannon fodder are obviously Pawns, and other roles can be represented by the remaining pieces.
Let's look at the party:

  • King = Warlord or Paladin
  • Queen = Rogue or Wizard or Ranger
  • Bishop = Cleric or Wizard or Warlock
  • Knight = Fighter or Paladin or Rogue or Warlord or Ranger
  • Rook = Barbarian or Fighter
  • Pawn  = Fighter, Rogue
Fucking genius. I have now added a decent quality Chess board (with Checkers as well, because they played it in Lost) to my Amazon Wishlist.

Saturday, January 15, 2011

Discontinued lines / Where do games go when they die?

I have been bereaved twice this year, as two game lines I own have been discontinued. It's a heavy loss, made harder by the fact that not one person has stopped to ask me how i'm getting on.
The world, it seems, does not care.

Yet, as I struggle to cope with life without the regular publication of supporting supplements and accessories,   I look up at my book shelf, and they're still there.
Maybe these books are the lifeless husks of the games. Maybe I should arrange a funeral.

So, in 2010, both Star Wars Saga Edition and The World of Darkness were discontinued. SWSE is no longer supported by Wizards of the Coast, as their product license has lapsed, and WoD is still marginally supported, with White Wolf producing the occasional PDF book as they clear out their possessions, and you can still get character sheets from their web page.

Back in, oh, 2003, White Wolf decided to discontinue the 'old' World of Darkness line, ending all support for it bar the occasional on-line bone, and to concentrate their efforts on the 'new' World of Darkness. One blog entry I read at the time pointed out that their Mage: The Ascension books were still on their shelf, and they could and would continue playing them for the foreseeable future.
In short, the game would not die.

Now, White Wolf / CCP have announced that their MMO game will focus on the 'old' World of Darkness. So the game has been revived.

There also seems to be a renaissance of 'old school' D&D, with games like Labyrinth Lord enjoying popularity and success. It looks like the original rule set for D&D never died, it just slept and has now resurfaced, riding the wave of 4th Edition backlash.

I'm trying to think of a game that has stayed dead. Maybe Chill. The old d6 West End Games Star Wars game, although many would argue that the game had such a massive effect on the expanded universe that it lives on. Or something.

Maybe that's the thing - as long as there's a fan base, the game will never truly die. Maybe that's horse shit. I've a load of books on my shelf now that are officially unsupported. That's pretty dead. Soon I'll struggle to get character sheets. The only sources of new material or discussion will be unmoderated, morally dubious fan sites.
There will be no news, no interesting or cool release around the corner. I will have nothing to covet or anticipate.
If I take these games to a new gaming group, they'll either look at me in blank incomprehension or make comments about retro gaming or old school systems.

I now possess the RPG equivalent of my dad's record collection.

Sunday, December 26, 2010

Dungeons & Dragons / Narnia vs Middle Earth

I was watching The Chronicles of Narnia: Prince Caspian yesterday, and discussing it with my wife. We both feel it's a far superior film to The Lion, The Witch and The Wardrobe. In particular, I feel that the fight scenes are spectacular, and that the film does an excellent job of redeeming Edmund. During our conversation, I commented that I felt the director had taken a similar approach to Lord of the Rings, and really amped up the combat and drama.
Which got me thinking about roleplay, which most things do.
My train of thought was basically "how could I make this work as a game", which logically led to D&D.
Now, most people consider D&D to be 'heavily influenced by Tolkien', but I would like to present the argument that D&D is now set in Narnia, and has been for years.
If you want to play a Tolkien game, then may I suggest Warhammer Fantasy Roleplay.
A Minotaur and a random fantasy creature
storm a citadel

My argument focuses on playable races. The Fellowship of the Ring are Dwarves, Humans, Elves and Hobbits. The playable races in Warhammer are Humans, Dwarves, Elves and Halflings (nee Hobbits). The playable races in D&D are almost too numerous to list, but include various races of beastman and all variety of fantastic creatures in a bizarre mixed bag of randomness. Like Narnia.
A Minotaur and some random fantasy creatures
storm a citadel

Market research / How cool is my wife?

I like roleplay games and video games. My wife knits. It is very rare for our hobbies to collide, but when they do I usually love the results.
So, as stated, my wife knits. She has knitted me a couple of dice bags in the past, a Cthulhu bag and an R2-D2 bag. They rock.
Don't just take my word for it, look:
The Cthulhu design was taken from a chart, and she designed the R2-D2
pattern herself.

I've been trying to tell her that people would want to buy bags like this, and would pay a good price for them.
I pointed out that the official Dungeons and Dragons dice cost £8.99 and the bag is a small bit of polyester with a logo on, and the bags she's producing are at least twice the size, made of quality wool and designed to specification.
(It's worth noting that any designs sold for cash money would have to be generic and definitely not infringe any trademarks, copyrights or intellectual rights. The knitting community are well versed in these things)

So, a question for you - would you buy a bag like this, and how much would you pay? Other comments are welcome and encouraged.
The R2-D2 bag holds my collection of 14 jumbo dice, and the Cthulhu bag holds, god, over 100 assorted dice, both loose and in smaller bags.

For some reason, this photo keeps defaulting to a sideways view. Gah!

Saturday, December 11, 2010

Past Mistakes / Former Glories

There are two things I want to achieve with this post. The first is to re-establish my title convention - Thing / Thing.
Job done. Let's move on.

The second is to think about the games I have run over the years and try to identify what was good about them, what was bad, what I did wrong and what I did right.

I originally started this blog to ruminate over the games I was involved in at the time, both running and playing, and with the current draught that vision has been replaced with game design and idea dumping.

So, what have I run over the years? Let us look at the highlights and low points.
A number of people who have played my games over the years read this blog (or so they tell me). I'd be interested to know what you consider the highs and lows of our games, and any feedback on my GMing style would be welcome
Warning - This is a sizeable post...

Vampire: The Masquerade (revised edition) - Australia game
I think this is the first game I seriously ran. I'd tried running Ars Magica 3rd Ed a couple of times, and just fallen flat on my face. I think I didn't get it.
With Vampire:TM I had been playing it for a couple of years, and was growing increasingly frustrated with the storyteller, who played favourites, had no grasp of narrative and either doggedly adhered to or completely ignored the rules without any rhyme or reason.
I bought a few books, read up, then took matters into my own hands.
I decided to set the game in Australia - I can't remember if it was Sydney or Melbourne. It had a Brujah Prince, though, as per the World of Darkness 2nd Ed sourcebook.

What went well, and why?
The preludes went exceptionally well. Almost too well, as they almost didn't stop. I ran solo sessions with each player, and a couple went on for over 12 hours. In retrospect I think I was confident in a one on one environment, and the sessions were very collaborative, as we both told the story of how this character became a vampire and fell in with the rest of the group.
I also had a couple of good ideas. One was inspired by a Billy Connelly in Australia show, in which he visited a place that sold houses on stilts - you buy the house, dig a load of holes and sink the stilts in, and your house is suddenly fixed. The house 'lot' was full of these houses on stilts, and had this weird two tier feel to it. An under house, with think beams and poles, and a 'street level', with loads of houses crammed tightly together. I ran a session in which the characters had to apprehend a fleeing vampire that had taken cover in one of these lots, which gave them loads and loads of rooms to search, lots of shadows to jump at and a fairly interesting chase scene and combat towards the end, especially when the fire started.
The game itself ran for a few months, with a high player and character turn over rate, which leads to the bad stuff...

What didn't go so well, and why?
I was unassertive and lacked confidence when it came to the larger group. I said 'yes' when I should have said 'no'. I let the disruptive players get away with murder and lost all focus. One of the low points was letting the players solder silver cutlery to the front of their Volvo and run down werewolves. Another was the clans I let in. I ostensibly wanted to run a Camarilla game, yet ended up with a Tzimisce, Giovanni, mortal sorcerer and a Caitiff that oddly had the exact same disciplines as an Assamite - I had told the player that he could not play an assassin, yet I let this pass. The game had a Brujah. He dropped out.
I think in the end it just petered out.

Vampire: The Masquerade (revised edition) - 1950's Sabbat game
This game owes its genesis to what is, in 20:20 hindsight, a fairly poor game concept. For some reason, God knows why, although it made sense at the time, I decided that a game revolving around a college fraternity in the 1950's, who were also evil vampires, was a great idea. I even convinced a number of people that it would be as well.

What went well, and why?
The main reason this game stood a basic chance of success was because the players all got on, roleplayed really well and formed a cohesive group identity that made sense in the context of the game. The characters were well formed, and it was the first time I had played with a group, rather than a collection of individuals. All the high points, for me, involved the players roleplaying well.

What didn't go so well, and why?
Me, basically. I lost control of the narrative almost immediately upon the mass Sabbat embrace, with the players making a group decision to not take crap from their new undead masters and positioning themselves as independents. From there on the story focus moved from my vision of proud Sabbat warriors growing in power through the decades to a small group of neonates fleeing the Sabbat and Camarilla, not trusting anybody and trying to carve out their own niche in the world without any guidance, support or knowledge of their new undead state and its social conventions.
Actually, that's a positive. The negative here is that I lacked clarity of vision, and had an incomplete understanding of my groups dynamic. I think the game would have been much better if I'd had these.
Other low points include my eagerness to randomly include elements from whatever supplement i'd bought that week, making it all a bit of a jumble.
And I point blank refused to include guns, because I didn't like/understand the gun rules.
The game eventually ended when the characters turned on each other. Rivalries and grudges that had festered for decades came to the fore, a character was murdered and the rest of the characters went their separate ways, no longer able to trust each other.
I don't think it could have ended any other way.

Hunter: The Reckoning / Mage: The Ascension / mortal psychic  - Stouring
This is the first game that I actually ran to completion - I wanted to use a character i'd  played in a Dark Ages chronicle as the 'big bad' in a modern day game, set it up, introduced the elements over time and the group eventually faced off against him and triumphed at the conclusion. An achievement.
The players were primarily from my previous 1950's Vampire game, so already I knew I had a group I could work with. I just had to plan it out, work with them and reign myself in a bit more.

What went well, and why?
The players were once again spot on, with an excellent mix of characterisation, creativity, humour and emotional range. The monster hunting motivation of the Hunters, mixed with the curiosity of the Mages/the psychic mixed well.
By far the best part for me was that I created a fictional small town and five surrounding villages, and added enough flavour and detail to make them real and believable - sometimes enough to drive the story. The fact that I'd built the town's history around the 'big bad' concept did me a few favours as well. I was so happy wit it, I've used the town, Stouring, again and again.
Some of the monsters the group faced worked well for me too. A favourite being a ghost who convinced them he was still alive (a risky gambit - he was lucky none of the Hunters switched on Second Sight or the Mages used any magic to determine his true nature) and then manipulated them into killing the werewolf that had quite justifiably killed him. The final showdown with him was played out very well by the group, who were furious at being used as pawns in his game.
The secondary bad guy, a Nephandi Mage, was introduced as a sympathetic figure early on, and took weeks to reveal his true colours. I was quite proud of that, and more than a bit excited before the session where the characters found out.

What didn't go so well, and why?
I think mixing Mages, Hunters and a psychic together in one game was a bit dodgy. I should have stuck with just Mages, or Just Hunters. It worked out in the end, but was an unnecessary risk.
After all that build up, I definatly through the final battle away. I think it lasted about four or five rounds, and was poorly executed. They met him in a narrow tunnel, traded blows and he fell over.
There should have been a number of challenging minions to wade through first, as well as environmental challenges, innocents to rescue and, dear God, somebody should have spoken.
Overall, I think I gave the characters too easy a time of it, fairly often, and should have pushed them more, used more obstacles at the same time and made them make difficult decisions.

Adventure!
Oh, how good is this game? I'm going to cover this one off really quickly - There's so much you can do with this game, and so much fun you can have, that it's entirely possible to just wing an entire story arc, and the players only really notice when ninjas attack randomly because the storyteller hadn't prepared, and ninjas were slightly more likely than neanderthals or dinosaurs (being a session set in a gentlemans club in London).
I have nothing but fond memories of this game, and the sad knowledge that it could have been the greatest game i've ever run if I just tried a little harder.

Dungeons & Dragons 3.5e - Tethyr / Saradush game
This game was a mixed bag of hours of painstaking preparation, and frantic  improvisation. It's the second campaign that I actually completed from start to finish, and had two distinct volumes - Intrigue and revolution in Saradush, and an undead horde in Tethyr.

What went well, and why?
The Saradush plot went incredibly well. I'd originally intended to just run a few self contained missions in the city so the party could level up, but kind of pulled a massive, convoluted plot of intrigue, betrayal, treason, revolution and invasion out of the air without realising it.
I introduced the captain of the watch as an antagonist. He was unsympathetic, obviously up to something dodgy and existed to make life difficult for the party. Somehow he became an ally, then a friend as he tried to stage a coup in the city to prevent Yuan-Ti infiltrators from seizing power.
What was an after thought of including snake-men as a random encounter turned into an epic battle through burning streets, heading armies off at the pass and leading the city's gentry out of harms way before re-establishing government. Hooray!
I tried an experiment for a few sessions, where, as the plot emerged, I statted up a load of mid-level characters, gave them names and roles within the city watch and gave them to the party to play. After some confusion on the part of the players, they got to see the coup from another point of view and learn more about what was going on than they would have been able to as their characters. Then die heroically.

Oddly, I regard the session in which every single attending character died as they botched an encounter as a good one.
Two of the party couldn't make it that night, which was fine because we were a large group, and that left five other players. They were exploring sewers, or similar, when they ran into a Yuan-Ti and some henchmen. The Yuan-Ti used a mind affecting power to befriend the fighter who charged it, an, unfortunately that fighter had a Will save only slightly more potent than a pot plant.
Long story short, the fighters player happily slaughtered two of the party. The other two killed him, and were in turn murdered by the Yuan-Ti and his boys.
I think the Yuan-Ti went home with a big grin on his face that night.
So why is that a positive?
The massive party cull really polarized things. The two surviving characters became exceptionally motivated by their need to avenge the death of their friends, and the players creating new characters became invested in the game. They designed a new set of characters, who were all introduced at the same as an established group, and they didn't want to die again.
Sometimes GM needs to cull a few characters so that he's taken seriously.
That sounds harsher than it is. It really refreshed the dynamic, and that's a good thing.

What didn't go so well, and why?
I lost my cool a couple of times when running this game, and yelled at a couple of players. I'm not proud of it. I've always struggled with D&Ds rules, and get a little stressed out at times. Add in a seven person party with all the out of character chatter and distractions that come with that, and I failed to assert myself as a GM. Bad move. I've not done it since, but the memory still makes me wince.

World of Darkness - Mortals soul quest
I enjoyed this game, it had a lot of potential, but suffered from a lack of clarity of vision, again. I thought up a fairly solid lead in to the main plot, which was about the party having to reclaim their souls from a cross-roads demon, and kind of just let it sit there. The party dutifully drove around backwoods America looking for clues, and I gave them encounters from the Mysterious Places supplement, but nothing really happened.
In the end the party fractured as two characters gave up and signed up to work for the bad guys, and the rest ran off in separate directions.

World of Darkness - CSI
I still like this concept, and the plot for the first adventure is one I think i'd use again. I wanted to run a cop game set in the WoD, and see how normal detectives, lab techs and beat cops would investigate a supernatural crime. The first story centred around the botched dumping of a body that an elder vampire had drained of blood, and the local vampiric political power struggle. I did about the right amount of prep for it, and it worked well.
In fact:
What worked well, and why?
The first crime. I'd tweak some details if I ran it again, as nothing is ever perfect, and this definatly wasn't. It was pretty good though. I used the University setting from Mysterious Places for the second crime, and that had some classic moments as well. Particularly the undead janitors.

What didn't go so well, and why?
It became pretty apparent early on that a mortal cop is not equipped to bring a supernatural creature to justice. That kind of blew the game out of the water for me. We also had some issues with the groups ability to attend, including my own. We dropped three players by the end of the first crime, and only gained one, then had a handful of sessions in which two players alternated attendance, then we just stopped.
It's a real shame. The game did have a great deal of potential, although probably as a cop-oriented Hunter game.

World of Darkness - Quarantine City
The first WoD game I ran for The Role-players of Bolton (TROB). This one kind of reached its conclusion, although not to my satisfaction.
It was a zombie survival game, which I envisaged as The Kill Point meets The Walking Dead. The characters are taken hostage during a bank robbery, and whilst the bank is under siege, zombies rise up and destroy the city. The end goal, the 'survival point' was for the characters to make it out of the city before the military firebomb it to contain the infection.

What went well, and why?
The slow realisation that the dead had risen, and there were bigger things going on in the world than a mere bank robbery went well. The characters first encounter with a zombie child was fairly disturbing, as they realised that they had to completely dismember it to stop it coming for them.
The scenes where they saw cops shooting people who had been bitten unnerved them as well.
In one session, only two of the players could make it, so I ran a sequence in which their characters had to explore a Wal-Mart store room in the dark. At one point the only light source they had was the muzzle flash of each others pistols, whilst the zombies seemed to be doing quite well by sound alone. Tense and fast.

What didn't go so well, and why?
I'd agreed to end the game by a certain date, and had to artificially push events along, skipping scenes and glossing over challenges to get to the 'can they get out of the city' resolution.
I think a couple of characters did escape, a couple were infected and took their own lives, and they valiantly tried to leave each other behind to die so they could save their own skins.
Actually, that last point is so genre faithful that it's a positive.