There isn’t really anything sparkly or new in the Playing
the Game or Adventuring sections of the book. Basic rules for rolling dice and
movement and the like. Combat is quick and dirty in a Second Edition sort of
way. No miniatures are needed, but I still generally like playing with them to
keep track of stuff like who is flanking whom. Mounted combat gets some love in
the last part of the chapter. Tuesday, August 19, 2014
First Impressions: Player’s Handbook, Fifth Edition
There isn’t really anything sparkly or new in the Playing
the Game or Adventuring sections of the book. Basic rules for rolling dice and
movement and the like. Combat is quick and dirty in a Second Edition sort of
way. No miniatures are needed, but I still generally like playing with them to
keep track of stuff like who is flanking whom. Mounted combat gets some love in
the last part of the chapter. Monday, June 25, 2012
The Ghost of D&D Third Edition
Wizards of the Coast announced yesterday that they were going to be re-releasing the Dungeons & Dragons Three point Five core books. I’m sure there are a lot of people who are tickled pink by the news, and as a person who sells D&D books for a living, I’m certainly not against having the version of the game people want to play on my shelf. But it seems like a strange marketing choice to me, especially with D&D Fifth Edition currently in the pipes.
When the PDF battle was at its highest pitch, I came out swinging for the minority opinion that it would be deeply silly of Wizards of the Coast to release digital copies of earlier editions of the books. There’s a pretty vocal group of people that are suggesting that it makes good business sense to have all of the various versions of D&D available at once; they’d like to be able to buy First Edition core books and modules and things, and so they assume that there is a sufficient audience to warrant those books’ continued availability. And while that might actually be true, it doesn’t address the fact that Wizards of the Coast is a company that survives primarily by publishing books you don’t own, and that to continue to be successful, they need to be able to sell new and interesting material. You’re quite a bit less likely to buy something new if you can still get the thing that is familiar to you. Pathfinder proved this in a big way, by continuing to support the most recent version of D&D while Wizards of the Coast did its best to kill it so that D&D Fourth Edition could be successful. Pathfinder is a continuous best-seller, not just in my store but in many others, while Fourth Edition languishes under poor reviews and the persistent clarion shriek that it’s “Just like World of Warcraft.”
And it’s not because D&D 3.5 is a better game than D&D Fourth. It isn’t a better game than D&D Fourth, though they are radically different in scope and tone. It’s a different game from D&D 3.5, and different isn’t something people, and gamers especially, deal with very well. This fear of change is exactly the reason that D&D Fifth is going to have the same six attributes that the game has had since the beginning of the hobby. It’s the reason Vampire the Requiem is largely vilified when it is just better at what it sets out to do than any version before it. It’s one of the big reasons RIFTS books continue to sell like crazy. People generally don’t like to do new, different, weird things, and the games we play need to account for that trend if they want to be popular.
It doesn’t take a marketing genius to see that this is a catastrophically silly move on the part of the company. All of the potential issues that come from releasing PDFs of earlier editions exist here (piracy only marginally less so), with far greater impact on future sales. At this point, putting out a 3.5 Player’s Handbook both detracts from your current line and actively supports a game that has been gnawing away at your player base. This cannot possibly be anything more than a desperate grab for popularity in a beauty pageant Wizards of the Coast has already lost. It stinks of fear and distress from a company that has made a number of critical marketing mistakes in the past few years. The small gains to be had from re-releasing a sure-seller are certain to cause problems in 2013, as the marketing machine for D&D Fifth starts rolling out in earnest.
If you absolutely must try and sell older versions of a game, it makes much more sense to at least package those older versions with the edition you’re currently trying to make a market for. Put out a new core set for all four editions of Dungeons & Dragons when Fifth Edition hits stores. When you buy a core set, you get one Fifth Edition book packaged in with it. First Edition comes with the Player’s Handbook. Second Edition comes with the DMG. Third Edition comes with the Monster Manual and Fourth Edition comes with a setting book for whatever the assumed setting of D&D Next is. At least that way, if you sell an old edition of your game to people, they’re getting the thing they want and a pretty decent incentive to give your new game a try. I mean, hey, we’ve already got one of the books, right?
Monday, June 14, 2010
An Epiphany, in Two Parts, About Dungeons
Dungeons happen in towers, not in basements.
In Muiderslot, the first tower we entered was where they kept their prisoners. At the medieval Louvre, there was an inner tower at the castle specifically to house prisoners. Tomorrow, I’m going to one of the most infamous dungeons in history, which also happens to be the Tower of London. (Versailles did not have a dungeon; they had a much more modern prison for their prisoners, though if I understand correctly, there are other palaces within Paris that have dungeons, and all of those are in towers as well).
Tower dungeons, honestly, make a lot more sense than subterranean dungeons. If you’re going to be holding people for a long time, there are going to be some things those people need, that you aren’t going to want to have to provide for them. First would be some waste management issues; if your prisoners use exactly the same sewers as everyone else (the moat, or the River Thames, for instance), then you don’t need to worry about transporting the waste away for your more long-term residents. Also, they are going to need fresh air once in a while, or they are going to suffocate. Ventilation is not something easy to come by in medieval Europe. Pushing air around is a rather silly waste of time and resources when the people doing the air-pushing could be doing something much more constructive, like torturing people, or cooking. Also, escaping from a tower can be pretty tough; there’s only one set of stairs down, and there are guard rooms between you and freedom. Assuming you could do enough damage to your windows that you could squeeze out of them, you might conceivably jump to freedom, but I would not suggest it; Muiderslot doesn’t look like much, but those towers are break-your-legs-or-kill-yourself high. Jumping into the moat might also seem a good idea, until you remember that it’s the sewer, you’ll probably get yourself the gout, and because there’s no good medicine, you’re going to die from a fever somewhere in the next town.
The second part of the epiphany is that people don’t keep their important crap in the dungeon. You keep people in your dungeon. Those people are not the sorts of people you want hanging around your important crap.
See, when you make your way through some dungeon full of monstrous guards and pitiful prisoners, when you get to the top, there isn’t a room full of treasure. The treasure rooms are kept in the keep, in a vault, with the rest of the important crap. When you get to the top of a dungeon (because they’re towers, remember), there’s just more prisoners. Sometimes those prisoners are important, sure. They could be a sack of princes waiting for a pack of heroic babes in chainmail to come rescue them, but it’s quite a bit more likely that they’re a bunch of whiny nobles that the king doesn’t really like anymore, but they’re too important to just kill outright.
So I think we’re using dungeons all wrong. Doing a dungeon crawl is ridiculous. There’s nothing there but prisoners, guards, and maybe some kick-ass torture tools that you shouldn’t be using because you’re a fucking hero. I think if you’re going to bust into a dungeon, you should be looking to scale a tower. I think if you’re looking for treasure from a dungeon, it should be in the form of a ransom for some pretty-boy whining ducal heir or something. I think that whenever you’re running around some subterranean maze, it should be called exactly what it is: a labyrinth.
See, labyrinths are the sorts of things people hide important crap (and people, and monsters) in. They’re these huge underground (or above-ground, or flying) constructions built specifically to house some important thing or other, and that means that they are uniquely designed to be plundered by adventurers and their important crap stolen.
