The D&D gods must be smiling at me as I have been fortunate enough to actually play for change. When Wizards started their open beta for the virtual tabletop I was able to snag an invite with some gentle prodding/ harassment. The VT is actually pretty slick and seems to integrate seamlessly with both the character builder and monster builder. The VT has its own forums with one sub-forum dedicated to helping people connect and play everything from ongoing campaigns to one shot delves to pickup games if you have some free time to kill.
It took a while to find something that fit with my schedule, you know after the kids are in bed and not too long or frequent to generate significant wife aggro. I’m pretty sure even Drax would be scared to tank my wife. What I latched onto was something akin to D&D encounters but all roided up called Fourthcore Weekly Grind. This is an amalgamation of a few things. Fourthcore is a design concept in response to a feeling that 4th edition seemed to lack the difficulty level, challenge and lethality of the older editions. The Weekly Grind 4E: Vault of the Wailing Prince is a Fourthcore adaptation of the Pathfinder Weekly Grind series, designed and currently run by Jason Bulmahn the lead designer of Pathfinder. It is essentially a weekly dungeon delving campaign where teams of players move through one deadly room at a time, collecting treasure, scoring points and competing against the other teams.
I have to say that I am enjoying this play experience despite having my face kicked in weekly. We are on the fifth week and I am already on my second
character. I started out with a pacifist laser cleric who got nuked in the first encounter because we failed to figure out a number puzzle required to open the door to the next room. When we triggered the trap my poor cleric was shot by an acid dart that instantly disintegrated him. I thought that was a little lame as where was my save or die; it was more like just die. That’s okay it gave me the opportunity to bring in a new character to fill some of the holes we had in party makeup, such as traversing and Uber deadly dungeon with no one that could pick a lock or disarm a trap. Thus enter one Bruce Leroy, centered breath monk, on a personal quest to find the glow even if he has to travel to the pits of the abyss itself.
Each room or encounter has had a specific resolution goal that is not limited to laying some heavy smack on the monsters. The difficulty is amped up through various techniques such as environmental hazards and traps, debilitating conditions, time limits, and pouring on the damage through ongoing effects, auras, and my personal favourite, automatic damage for hitting a monster. It has definitely made us paranoid of everything just like the old days. There have also been a lot of puzzles to solve which our party has largely sucked at. This has been in part because no one speaks abyssal (which I don’t think is even possible at second level or at least highly unlikely) and partly due to the inherent detachment of playing over the Internet. I personally have found it difficult to process and integrate the information needed to solve the puzzles due to the stunted and disjointed verbal communication that can happen when playing online. I really need to be able to dive in and grapple with the visual clues while being able to hash things out in a give-and-take with the other players.
Overall, I am pretty jazzed about the experience so far. The only thing that I am missing is a little bit of role-playing as it is fairly tactics orientated, but beggars can’t be choosers can they? Perhaps someday I will get the chance to play in a more traditional campaign, although at this point it seems like the only way that is going to happen is if the universe spontaneously creates an eighth day in the week or if I somehow stumble upon a pocket dimension were time flows much faster than in our world.

