Showing posts with label Duel of Ages. Show all posts
Showing posts with label Duel of Ages. Show all posts

Saturday, August 20, 2011

Sometimes, the dice hate you (Duel of Ages)

... and sometimes they just hate Kozure.

We dug up from the vault a game we hadn't played in five years... Duel of Ages.

This is an old favourite of mine. Flawed in many ways but still lots of fun and there still isn't really anything like it that I know of. For anyone that isn't familiar with the game, it's a cross between a tactical wargame and Cosmic Encounter. Two teams of 4-10+ iconic characters from the past to the future (depending on the number of players and their experience) run around on a modular map. They compete to dominate a number of challenges all the while beating each other up. The past to future thing means that Conan the Barbarian might be running around a mall parking lot with a laser gun.

For me, the silliness of the time/ space mashups are only occasionally amusing. The real draw is the tactical game. It combines characters, special abilities, cool equipment, line of site, opportunity fire, terrain, vehicles, etc, etc, in a really fast playing and relatively simple design. The biggest problem I have with the game is the way equipment is handed out... when a character successfully defeats a challenge, the player might get to draw a card (or more) from the stack. The issues arise because the deck is HUGE and the variety is vast. You might draw a turreted weapon, a pet tiger, a powerful gun, a hovercraft, a blowpipe, etc, etc, etc. Since most characters have advantages with certain weapons over others the luck of the draw can get really irritating if you never draw anything useful. Conversely, if you often draw the perfect items for your characters your opponent can be at a significant disadvantage.

I realize and appreciate that part of the charm of the game might be in making the best of what you draw. Unfortunately, some of the stuff i just so much better than the rest that it remains a sore point for me. Going into the game, me and Kozure both had thoughts on how to improve this aspect and we tried two variants. At first, we tried having 8 cards face up and having a successful player choose the one he wanted (with the option to sweep the cards away and draw a facedown card). This led to a somewhat overpowered game, and reduced the surprise that normally comes with revealing your equipment to your opponent. About 3/4 of the way through the game we switched to simply doubling the awarded cards and then keeping half of what we drew. In the end, I think that this was the better solution and I think I'd definitely play this way again.

As for the actual game, we played with 8 characters each on 4 platters (the modular game boards) for 3 hours. I had a fairly brawny bunch with characters that where good with weapons (like a couple of cowboy types) and a few terminator-like futuristic robots. I would say Kozure had a pretty well balanced party, with a better representation of characters throughout the ages.

As the game developed, Kozure poor luck was astonishing. He was failing easy challenges with alarming frequency. Combat almost never went his way. I know he will likely comment that he doesn't like to blame luck of the dice for his losses, but this was embarrassing. I, on the other hand, was benefiting from extreme and unusual luck. I succeeded all but two challenges, often rolling "amazes". I was flush with equipment, without any casualties and ahead in 3 of the 4 challenges. About halfway through, I asked if he wanted to concede but he said he'd keep playing. About 1/2 hour before we scheduled to finish we decided to call it quits (Kozure had a plan to retake a challenge and executed on it, but failed another simple roll and lost his chance. It was the straw that broke the camel's back!).

I still really enjoyed it, though. The funny thing about DoA is that even if you are getting hammered points can be really close. There are only 5 points to be had in the base game (leading in the ancient, the colonial, the modern and the future challenges and having the most surviving characters). Because of this, it's possible to be down to 1/3 of your original team and still be winning (if you had been successful in the challenges earlier in the game). It's possible to play a defensive game and just block the entrances to the challenges with your dwindling team and hope to hold on until the time runs out. Still, the fewer characters you have the harder it is to keep the other player from gaining on you so it's still a big advantage if you can destroy the other team.



Wednesday, August 02, 2006

Wow, that's a lot of fighting! (Rommel in the Desert, Wilderness War, AirWar: Pacific!, Duel of Ages)

As it happens, both Kozure and myself had a week off at the same time, so we decided to get together for a day of wargames!

Rommel in the Desert

I played the allies, and Kozure played the Axis. We tried the "Crusader" scenario, as the playing time is 1-2 hours. Neither one of us had played a full game before, so we knew extra time would be needed.

Rommel in the Desert is a Columbia Games block game about the war in North Africa during WW2. The system stresses the importance of supply and the psychological effect of imperfect information. The rulebook seemed intimidating at first (21 pages + scenarios), but in practice the game flows very smoothly once the system is understood. Besides, many of those pages could have been eliminated if some of the repetition was eliminated!

The starting conditions for this scenario are quite wide open. Each player has more than 20 units and have very few limitations on initial setup (Axis start anywhere in Lybia and Allies start anywhere in Egypt + up to 5 units in Tobruk). As inexperienced players, the flexibility was a bit intimidating (and very different from the wholely prescribed starting conditions of Wilderness War... the only other war game I've played). Predictably, we both setup a wall of units facing each other at the border, with a few behind the wall as fallback. As the allies, the burden of action rests on me... the winning conditions of outnumbering the ennemy or holding Tobruk unbeseiged both favour the axis.

It became quickly apparent that the Allies are absolutely outclassed. The elite german tanks, infantry and artillery were blowing holes into every offensive I launched! The entire Libyian border was under fire, but I was gaining no ground. I switched my attention to Tobruk. It was well beseiged at the beginning, but forces were draining away to help reinforce the front line. With no units further west than Acroma, Kozure had left me an opportunity to disrupt his entire supply line (more on this later). I initiated a number of battles in the areas surrounding Tobruk, faring reasonably well against the weaker units which were left there. Meanwhile, I was trying to get my forces to surround the Axis by working south through the Jarabub Oasis and then back up to Bir Hacheim. With a much smaller are to work in, the Axis were continuously able to send just the right units to key battles and I was taking casualties like they were going out of style. As the months advanced, I had absolutely NO WAY of achieving any of the winning conditions under normal circumstances. I renewed my efforts to break out of Tobruk (besides, my advance from the south and longstanding battles south and east of Ft. Maddalena seemed to be working as distractions. That and Kozure was sending most of his forces to Bardia for reasons I didn't understand)

Supply was the downfall of the axis. Whereas I had been accumulating a large number of "real" cards for a final blowout at the end, Kozure's hand was depleted. I spent my final 5 cards doing battle in Acroma and on the final roll I broke through. With Gazala controlled by the Allies, supply was cut to the Axis and the whole army was eliminated at the end of the month.

...that's when I saw the puzzled look on Kozure's face.

It turns out my ploy wasn't clever at all. Kozure wasn't "distracted" or falling for my ploy, he simply hadn't understood the ramifications of the loss of supply to his entire force. Ah well, that's the kind of thing that can happen in a learning game!

I have to say that I had a really great time. The tension created by the block system, the supply cards and the unforgiving nature of the system is real. The system is quite elegant for a wargame, and a big plus for me is that setup and take down is very rapid. I am curious to see if the scenario is as heavily stacked against the allies as it seems (if the winning conditions had been better understood, this session would have resulted in a crushing defeat for me).

Wilderness War

Next up was our third game of Wilderness War. In our earlier games, the French won each time at the end of the first year with 11 victory points. Kozure was set on playing the English again and regaining his honour with a win.

From the very first rounds, it was obvious things wouldn't be easy for the French. Kozure was blocking all the holes I had exploited in earlier sessions. Dumas and the Indians had to be content to gaze upon the English stockades from their newly built fortification in the mountains as Loudoun sat and waited in Woodstock. I made aggressive moves down the Hudson with Montcalm, Villier, Levy, etc. Rigaud took a band of Indians and one drilled unit to the South Green Mountains, in order to threaten the stockades in Charlestown and Hoosic (and, ultimately, the Fortress in Boston). Unfortunately, the british were receiving forces quickly, but a "Reluctant British Assembly" helped me immensely when I needed it. Kozure maintained just enough pesence in all key areas to keep me from advancing, though.

Blocked at every path, I made a risky attack on Hudson Carry South. The British holed up in their fort and waited for reinforcements. Their attack failed, and the beseiged fort was quickly assaulted. Bolstered by the unlikely victory, I made a second risky move... I combined the remaining forces in Hudson Carry South with those in Ticonderoga and attacked the fort in Hudson Carry North. The odds were much better this time (excellent, even), but in the unlikely event that the attack failed my entire contingent of drilled troops would be eliminated as they had nowhere to retreat to (the fortress in Hudson Carry South was "under construction" since I had just won it).

Wouldn't you know it. The attack failed. With only auxilleries left on the table, I conceeded the game and the British won.
(for reference, the odds were 1 in 36 that I would fail. I needed to roll a 1, and he needed to roll a 6. That's what happened.)
Yet another game which doesn't make it past 1757!

I can't really blame luck, though. A more careful commander would not have put his entire force at risk like that. I guess that's why I command armies in wargames, rather than in real life! In my defense, it's my opinion at this early stage that the french can only win in the first year. If the game goes into 1758, the French are just going to struggle to survive, hoping to acheive the default French win at the end of 1759. Maybe next time I'll play conservative and see if I can make that work. It would be interesting just to see what happens when more than 36 cards get played! It was interesting that the Indians had virtually no involvement in this game, having dominated much of the action in the earlier sessions.

I had a great time playing again and hope to play again soon.

AirWar: Pacific!

Next up was a quick game of Air War!, a card game about air combat between the Americans and the Japanese in World War 2. This feels very similar to Magic the Gathering in the way that resources are placed on the table and exhausted to support the units you want to activate (it is NOT a CCG, though). Players each play "Airbases" and occasionaly "Carriers" in order to increase their capacities to send waves of fighters and bombers against their opponent. I enjoyed the general "feel" of the game as it moved quickly and cleanly, and the mechanics worked well to emulate the subject matter (the waves of planes, the counter attacks, etc). the "instant" type cards are kept to a minimum, lowering the chaos inherent in much of these systems (that's not necessarily good or bad. Either way can work, but in this case I think the choice was a good one). There were 2 things that bothered me, though: 1) there is no attempt at balancing the cards. Some planes are simply better than others (i.e. the better planes don't cost more to activate, etc, as would happen in a game like Magic). This means that luck of the draw has a bigger impact on the game than it normally would. 2) There is something lacking in the mechanics for attacking air bases and carriers. First, in our game it seemed futile to destroy one since another was inevitably drawn shortly thereafter, and second because the planes there are simply returned to the player's hand! You would assume that some, or all, of them would be destroyed in the process. Either way, I think some attention should be paid in that area to improve the incentive to try that avenue of play. In our session, Kozure had the upper hand for the entire game and won handily. A reasonably fun game, but not great either.

Duel of Ages

We setup a random board of three platters and the 4 basic labyrinths and drew 7 characters each. The result was a landscape dominated by mesas and some rough, with the Future and Ancient labyrinths on one end of the board and the Modern and Colonial ones at the other. The characters were:

White:
Arkin Ironshanks
Mandibled Plasmoid
Zygoid
Bog Haunt
Spartacus
Three-U
Sir Gawain

Black:
Jerry Gillis
Mick the Lion
Joshua Jordan
Hamid Al-Duri
Minx and Jinx
Shifter
Beowulf

Things started out normally enough, with various characters making a run for the labyrinths to gather equipment. However, Jerry Gillis, who starts the game with 8 pieces of equipment (!) was suddenly assaulted by Zygoid and the Mandabled Plasmoid. Jerry was killed, but before any equipment could be gathered the Shifter and Beowulf entered the fray. Beowulf was eventually killed as well, but anyone who is familiar with the Shifter and the Mandabled Plasmoid can guess how their battle went.... it lasted the entire game! Meanwhile, Kozure and I each achieved a lead in 2 labyrinths. Three-U used his ability to force other characters to drop their equipment and be banished to good effect. He sat and protected the entrance to the labyrinths I had a lead in, teleporting no less than 3 characters in the process. As our 1 hour and 45 minute game came to a close, the Mandabled Plasmoid had reduced the (now enormously powerful) shifter to 1 health but was on the verge of death himself. He escaped the battle to hide behind Spartacus. In order to tie the game, Kozure HAD to kill one of my characters so he pursued the plasmoid and faced it and spartacus for one last round. The shifter did kill the plasmoid, but Spartacus used his Spear of Implosion (or something) to kill the shifter in the same round. I still had the lead in characters and won the game 3-2. I still very much enjoy this game, especially when the mix of characters leads to a game which involvs more than just running to the labyrinths over and over. I only wish the rest of our group liked it more!

A fabuous day of gaming. Thanks Kozure!

Saturday, October 08, 2005

Big is IN

Wednesday this week found us down a player once more, as Kozure was unable to attend. What works with three? Not too much in my collection, as it turns out. I didn't feel like Puerto Rico, and we had just played Robo-Rally (I am going to make it a point to make my next purchase 3 player friendly...) Anyway, I settled on a jumbo sized game of Carcassonne (with EVERY expansion included) to start out the evening. I have also had an itch to play Duel of Ages for quite a while now, so I was determined to make it work for three (DoA says it's a game for 2-16 players, but in fact the game consists strictly of two teams... a 3 player game would force 1 player to play twice as many characters as the others... far from ideal).

Started with Carc. I really like this game, because it's exactly as complex and strategic as you want to make it (sure, it's random... but it works for what it is) . With all expansions in, it's got quite a lot going on! We played with: "The River","The King and Scout", "The Count of Carcassonne", "Inns and Cathedrals", "Traders and Builders" and "The Princess and the Dragon" (As far as I know, that is every expansion available). Since we don't seem to get around to playing any one game really often, remembering all the rules for each expansion was a little daunting (particularly "The Count" and "The Princess and the Dragon"). What this mega game really pointed out, for me, is how well most of these expansions ratchet up the strategy just a little bit at a time. There are two, however, which are exceptions: The Count is fairly complex and fiddly in comparison to most, but luckily I like what it adds. The same can't be said for "The Prncess and the Dragon". The rules this adds are interesting in principle (various ways of getting meeples off the board, along with a method to get meeples into unfinished cities/roads/cloisters), but in practice it doesn't quite fit. I've said before that I felt this expansion would probably best be played on it's own, and this session backs that up. The fairy, in particular, is a pain to keep track of with so much going on. I'd love to try this mega-Carc again sometime soon, but without "The Princess and the Dragon", I think it would be much better.

For the record, I made an effort to go for goods and large cities (to snag the King). I did manage to get the majority in 2 of 3 goods, but unfortunately, Luch managed to beat me out for every large city or road I would try to build! In the end, he won by quite a large margin (I find that the more expansions we play with, the larger the spread in scores). This didn't seem to be Shemp's night... he had a hard time getting things going and came in last.

Next up was Duel of Ages.I checked out the official website and downloaded their 3-4 player variant rules (termed "Cutthroat Rules") and decided to give them a try. How did it go? Great! The rules add minor changes which effectively eliminate many of the problems inherent in any 3 player free for all battle game (two fight it out, and the third swoops in to win, or two gang up on the third, leaving that player no chance).

The changes are fairly simple: 2 players form a temporary alliance, and the third is termed the "Loner". The loner gets an additional character+ 2 equipment to start, but is otherwise at a disadvantage due to fewer characters compared to the alliance. The "Alliance" take their turn as though they were 1 team (i.e., they both move, then they both battle, then they both do challenges, etc). They are considered allies as far as special powers, combat and movement go. HOWEVER, the twist is that once a player manages to kill one of the Loner's characters, that player becomes the NEW Loner,drawing a new character+2 equipment at the start of his/ her next turn (the previous Loner joins forces with the third player in the Alliance). This interesting mechanic constantly shifts the forces of power, keeps the target moving to avoid kingmaker problems and creates interesting temporary alliances. There are also changes in the scoring which gives diminishing points for placing 1st or 2nd in the labyrinths.

We played a simple game, including only the basic labyrinths and no special keys. We used 5 characters apiece (4 might have been better). I started out as the Loner, and drew a competent mix of fast and powerful characters. I was fairly successful in completing challenges (drawing far too many mounts than I needed as rewards). In time, my Robin Hood was killed and Luch took over as loner. I did eventually get the title back (drawing the pile of WeeWaks for my trouble), and had a very successful finish with a score of 13-3-1 (or something like that).

Unfortunately, this session didn't feature too many really memorable moments. The game mostly involved each player making straight lines to their labyrinths, with a few combats along the way. Not sure why it didn't click, but I'm not going to blame the 3 player variant, as I'm quite happy with how that turned out.

Thursday, March 10, 2005

2 Games. No Theme.

Here we are, two weeks later (we missed last week due to scheduling conflicts). I hate it when real life intrudes on us!

It was my pick, and I had a hanckerin' for two of my favorites... El Grande and Duel of Ages.

El Grande continues to be right at the top of my list of games. I really enjoy the tension created by the mechanics (bidding, choosing action cards, scoring)... I find myself engaged at all times. There is also a real challenge in improving your position while keeping the leader(s) down. Since you only get one action per turn, and that action is limited by the choices offered by the "Action Cards" (and further by those that are left by the time you get to choose!), it's not nearly as easy to "kill the leader" as it can be in other open scoring games. If I had to find fault with the game, it would be that it can be quite difficult to stop a runaway leader.

In this game, things were quite tight until the third round, at which point Tili rocketed out in the lead. We actually gave a shot at stopping her (we have a tendency to focus more on improving our own position), but it wasn't enough... For the record, I was dead last!

Next up was Duel of Ages. We played a 3 platter board, with 4 players, and 4 characters each. We had the four labyrinths, the Royal Tournament, the Lith Alliance and the Field of Honour in play. I made up two house rules... First, each player gets dealt 5 pieces of equipment to start, then keeps one. Second, if a character dies, it is replaced at the end of that player's next turn. Rather than most characters counting for victory points, the most kills counts.

When played with the expansions, this game can get pretty chaotic. Case in point, of my 4 characters, 3 were decidely wierd. I had a brain with mind control powers, a futuristic creature called Paradox which reverses nearby character's stats, and a humble villager who is very difficult to hit because (arbitrarily, it seems) odd rolls cannot hit him.Paradox and the brain teamed up to take on the Royal Tournament (since the Brain's normally pathetic nearly all black stats were transformed to all white in it's presence). On another occasion, Shemp's Arden Glynn was ambushed and killed by a lethal combination of having his good stats reversed while being fired on by a prety good gun by a pretty good shot (my fourth character, who's name I forget). Probably the worst problem for the opposing team, however, was that their inital advantage of 3 starting henchmen was eventually neutralized by the Brain's mind control. By the end, 3 of their characters had defected to our side!

Still, it was far from a runaway victory. As mentioned above, Shemp and Luch started with 3 henchmen in addition to their starting characters. They quickly pulled ahead in points and we would have had a very difficult time catching up if we hadn't been so succesful killing and mind controlling their characters. We pulled ahead in the final few rounds of the game.

Unfortunately, Shemp was pretty frustrated by the wierd characters. (The scenario where the Brain was succesfully thumping Arden Glynn to a pulp due to reversed stats courtesy of Paradox in particular seemed to bother him). I doubt anyone would argue this is an elegant game. Fiddly rules abound, exceptions aren't rare, and characters do not always appear balanced. I still find it quite fun, though. I think part of it is that events can be more memorable in this game than many others. A clever or unexpected combination of equipment and characters, an unlikely set of rolls whcih gives the underdog a surprise victory, a plan which comes toghether to turn the tables for the losing team, etc, are all things which I enjoy. It sits somewhere between a Eurogame and a role playing game (I don't think anyone would argue that RPGs aren't also fiddly, exception filled and often at the mercy of luck).

The Field of Honour is obviously awkward, though. First of all, the requirement for a weapon of the appropriate skill type means that it is rarely used. Second, the revision to give both characters the same weapon certainly levels the playing field, but also forces such clunky "exceptions"... such as the challenged character is exempt from the weapon's minimum requirements for the Duel. I'm sure the designers came to this decision due to playtesting concerns, but it flies against logic and seems unecessary.

I will say this: Now that I own most of the expansions, I'm happy to play with them. However, if I were to do it again, I probably wouldn't buy them. The two base sets (Worldspanner and Intensity) have enough variety while keeping things more or less "sane".

Thursday, September 09, 2004

The Second Last Thing You Want is Another Big Mouthful of Nerve Puppet

So, last night, again with the Duel of Ages - Kozure proposed a few rules variations, based on our discussions of the last time we played DoA.

The variant rules we used were thus:
We will play Duel of Ages with four platters, all domes, the Lith Strategica key, all labyrinth keys but none of the expansion adventure keys. There will be six characters per player. Characters will be assigned randomly, but each will begin the game armed with a weapon that is suitable for the character by consent of all players. Each character will also begin the game with one piece of equipment suitable for the character (mount, armour, equipment). Any disagreement over whether a piece of equipment or weapon is suitable for a character will be resolved by die roll. Each team has one single-use "veto" to veto any piece of equipment or weapon which they deem imbalancing. As this game may become deadly, if any player is reduced to two characters or less, a replacement character will be chosen randomly (also with starting equipment as above) will spawn in during the reinforcement round in the turn FOLLOWING the death of the fourth character to be killed. In this way, no player will ever be reduced to less than two characters.

Piles of equipment will be shuffled, but within their category (weapon, mount, armour or "other"). When drawing cards as a reward from the labyrinths, characters may draw from any of the four piles indicated.

Teams were KozureEasy vs. Shemp?????, and the fact that characters started out appropriately equipped infused the game with bloody mayhem, right off the starter's pistol. The biggest effect of our rule changes was to create a large number of op-fires, which resulted in injured or dead characters, which in turn created an impetus towards further combat, trying to even the number of players and deny the other team a point. (A very centralised style of platter and key placement also contributed to the mass mayhem.) The black team (S?)'s Wilder and Princess Sunglow were offed almost immediately, as were Suva and Frostdancer of the white team (KE). Further problems were created by a vast number of pets running around - the Hawk, Crawler, Gryffalcon, Black Bear, and Muffin all made it into play.

Another effect was that labyrinth challenges had less value, since characters were already equipped, and otherwise occupied trying to kill each other. The first two hours of play saw only one successful challenge occur! Things picked up a bit after the number of characters thinned out a bit, but the poor rolling of the black team doomed it to a 4-1 loss, in a match that was closer than the score makes it appear.

Awards:

MVP (tie): Sir Gawain, on a horse, wearing kevlar, with the M-60 and Private Sanchez, in a frilly cape, with spines, both for the winning white team.

LVP: Adigan the Mouse accomplished NOTHING. At least Jolie took a potshot at Dr. Hume and unleashed Muffin.

MAP:(Most Annoying Player). Likely the Shifter, with an accellerator tube, who just wouldn't die, and ended up getting to make 24 (!) improvement rolls over the course of the game - becoming quite tough in the process.

Survived (White): Dr. Hume, Dr. Memnar, Smoke, Sir Gawain, Whip Vypyr, Sterling Jack, Ghengis Khan and Gregory.

Survived (Black): Jedediah Smith, the Nerve Puppet, Corporal Janus, Adigan the Mouse, Jolie La Ravissant, Shifter, and Rider-of-Comets.

Dead (White): Suva of Orion, Private Sanchez, Marcus Aurus, and Frostdancer.

Dead (Black): Wilder, Princess Sunglow, Thump, Homer Morgan, and Jade the Unicorn.

Thursday, September 02, 2004

The Last Thing You Want is a Big Mouthful of Nerve Puppet

Last night we had a big ol' game of Duel of Ages. It had been a while (easy to tell by how often we had to refer to the rules), but it was a good game none the less.
4 hours
4 platters
10 characters per side
all challenges in play

It was Easy+????? vs Shemp and Kozure.

Where to begin?

I was surprised that even with this many characters, and this much time, that none of the special keys where finished. The Royal Tournament, always popular, was nearly won by both sides at various times. The rest, however, barely passed their 2nd to 3rd spaces. Still, characters had unusually good luck acquiring weapons properly suited to them (Bill Cody got a Varmint Rifle, which was eventually passed on to Kidd, Redlegs got a pretty lethal spear, Dr. Penopolis and the bike to compensate for his slow move, etc). By contrast, all characters had unusually BAD luck completing challenges (a black challenge survived multiple attempts, as did a few blues). Not surprisingly, it was also the night of highly improbable rolls (Kozure rolled 3 12s when attacking, losing a powerful weapon every time. 36x36x36=46,656. Sheesh!) ????? missed almost all of his targets by 1. Whenever the Whyp Vypyr attacked the Martians, they each rolled 10 and missed.) Lastly, it ws the night of the Nerve Puppet and Crack-Whore attacking the Bengal Tiger. A fight which seemed to go on for quite some time, but produced little results...

It was a tight game the entire time, but in the end our team (Easy+????) won 3 to 1 (I think).

MVP: Ygunna Gecha. With her poisonous fingernails, she knocked out a few opponents, and placed fear in the rest.

LVP: CRACK-WHORE (Kraator). Coulda, shoulda, woulda. This guy sure tried to beat up a lot of folks, but never really did. I think the nerve puppet did more damage.

MAP:(Most Annoying Player). 3U. Of course. Annoying.

MSPP (Most surprisingly Powerful Player) Dr. Pennopolis, or Dr. Panopticon as Shemp called him. Not fearsome, exactly, but very powerful with white idea,+2 on all adventures and various other special abilities. Slow, and not too strong, but still maybe unbalanced.