Showing posts with label I'm probably the only one. Show all posts
Showing posts with label I'm probably the only one. Show all posts

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?

Thursday, January 12, 2012

Expanding Thoughts on the Death of Fourth

SKILLS
I think I might have caught some people a little off guard with my statements about skills in my breakdown of why I believe Fourth Edition failed as a commercial undertaking. I suggested that, while a unified skill system was a great idea for Third Edition Dungeons & Dragons, I felt that the implementation of that same system in Fourth Edition D&D was a huge mistake. Here’s why.

Fourth Edition D&D plays a lot like First Edition D&D in that the focus of the game is on combat encounters. Fourth Edition departs from First Edition in its handling of non-combat aspects of the game. Where First Edition took a very hands-off approach to the less-than-fighty bits, Fourth has evolved the intricate skill system put in place during the Third iteration of the game, and I believe that’s problematic in how the game delivers on its focus. See, if you’re looking for the essence of First Edition D&D, if your goal is to build a game that feels more like First Edition than any edition since, you need to make the players’ decision-making count more than their skill checks.

See, when you’re playing a game of First Edition D&D, you don’t have skills to fall back on, and you’re forced to go through dungeons terrified of everything. You have to poke the pile of stones because it might be the home of a carrion crawler. You have to make sure you’ve explored every nook in the room, or you might miss out on some keen treasure, and that’s not as simple as rolling a perception check, that requires describing what it is you’re doing, and if you miss something, the DM has every right to just sit on his or her hands and giggle. This paranoia, this creativity, is part of what gave the First Edition game a lot of its oomph. Soon enough, you had a party decked out with ten foot poles and a bunch of critters to check the halls for you (we preferred gnomes, because we’re bastards).

The only character in a First Edition game with skills was a thief, and oftentimes those skill scores were so incredibly low you couldn’t depend on them. If you had the ability to try picking a lock two or three times, your DM wasn’t rolling often enough on the wandering monster tables.

Fourth Edition’s skill system, in particular the Skill Challenge system, allows players to bypass fun in favor of more dice rolls. I have had a few situations in which Skill Challenges were genuinely good, but the vast majority of the time, they’re just multiple-success skill checks with some extra description attached, and no one’s really having a good time because the real fun is the fightin’.

There is no compelling reason why the skill system as it currently exists in D&D Fourth Edition needs to be in the game at all. In Third Edition, it was solving a problem, and the multitude of skill checks in that system made sense and worked with everything else we knew about the game. In D&D Fourth Edition, it seems to be a dated holdover from a previous game, tacked on with little regard for why it’s even there.

The problem that was solved in Third Edition was that, in a system that could do absolutely anything, a system needed to exist that would accommodate non-combat issues as they cropped up. In Third Edition, they invariably would crop up and skill checks made for a solid tool to help deal with them. Third Edition was a game without borders, really, a game where you could move from world-spanning politics to dungeon crawling in the space of a half hour, and you’d need a diverse toolbox to be able to appropriately deal with that.

When D&D Fourth Edition shifted its focus to a more combat-centric model, it lost much of the need for an intricate and detailed skill system. What you did between fights was rarely as important as the fight itself and would often feel like unnecessary filler, the boring bits between stabbing and more stabbing. The thing that held the stabbing together. The skills that would have made for an interesting addition to D&D Fourth Edition were removed because of their seeming unimportance: profession and craft skills, things that would have given your characters something worth doing outside of their kill-stab-rest-kill-stab routine, were left off the skill list. Why? Because those skills didn’t really contribute to what the focus of the game was meant to be: skulking around dungeons, beating up monsters and taking their stuff.

Don’t get me wrong, I think there’s room for skills to exist in D&D Fourth Edition in a meaningful way, I just don’t think that the system they used was the system that best fit the return to dungeon-crawly goodness. It felt like an afterthought, and while they certainly streamlined the system and fixed some glaring issues with it, they were still using the system in an environment in which it made very little sense.


FEATS

My problem with feats in Fourth Edition D&D is that, compared to powers, they are utterly and completely forgettable. There aren’t many feats that stand out and go “Hey, look at me, I’m something flavorful, interesting and complex that will help you define your character in a cool new direction,” which is a direction that would have made them far more playable, would have opened more design space, and would have made the system feel like a natural addition to Fourth Edition instead of a tacked on Third Edition afterthought.

Feats suffer from much the same problem as skills in that they were brought into Fourth Edition design with no real concept of where they were going to fit, how they were going to make the game better. In many ways, feats read like generic powers that are… well, bad. Some of them are so necessary you’d might as well not make a character without them (the expertise feats), while others are so distinctly bad that I sincerely believe they were included to pad the page count.

In Third Edition, feats were what powers are now. They were the cool tricks that made your character distinctive and awesome. In Fourth Edition, there’s really no need for them. Even necessary feats like the expertise feats can be fixed by adding a ubiquitous +1 to hit somewhere in character progression, and then we don’t need them anymore. There isn’t a problem in Fourth Edition that feats (as they exist) fix, and that makes them feel lame-duck and dated. If feats had been interesting, flamboyant expressions of character, they would fix a deep problem Fourth Edition has, but as they are, they’re flat, boring and entirely underwhelming compared to their big brother, powers.

A better system would have been a point-buy Merit and Flaw system built into the core of the game. These have existed in role-playing games for decades, and they provide an interesting direction for character personalization that D&D Fourth Edition was desperately hoping for. The problem comes, again, from the strange homogeny that Fourth Edition sought in its design strategy, the idea that nothing in the game can break the rules. Merit and Flaw systems are ripe for character optimization junkies, because they provide tools with which to fiddle for the best possible combination of Merits that Rock and Flaws that Don’t Matter. It would have been a difficult design to fit into the vision Wizards of the Coast apparently had for the game, but creating a homogenous merit and flaw system that added something different and interesting to the game would have been a far cry better than copying a watered down version of a system you’ve already obsoleted with other designs.


AUTOPSY

It seems people are confused as to why I believe Fourth Edition died. I thought I made it pretty clear, but I’m going to reiterate my point as clearly as possible for my readers, just in case:

Fourth Edition died because it stopped selling books. It stopped selling books because the designers of the game were no longer publishing anything that was at all interesting. I feel that this is a failing on the part of the designers to exploit the cavernous amounts of design space available in Fourth Edition D&D.

Wednesday, January 11, 2012

I Wear Black Robes Now. Black Robes are Cool.

Yesterday, I published a post about how I want some more equality in my D&D. Everyone was with me about the depiction of female characters and representing a greater spectrum of skin tones in the art. Where I seemed to lose people was in the idea that people with disabilities could be cool. Apparently, to be worth looking at in a piece of game art, you must be able-bodied, hale and healthy.

My buddy Raistlin here disagrees.

RaistlinTestofTheTwinsSee, Raistlin isn’t exactly Mr. Healthypants. He was a sickly kid, got picked on a lot, and grew up to take a test that destroyed his body and made him a physical wreck of a man. He was weak, he was slow, he had a wracking cough for which he took foul-smelling medicines and which often had him spitting blood into a handkerchief.

Then – and this is important – he killed the Dragon Goddess of Evil. By himself.

Now, maybe that doesn’t mean a lot to you. Maybe, like my friend M, you think that Raistlin was a creepy wimp, undeserving of respect. Maybe, like my friend J, you think that Raistlin belongs in the written fluff of the game, the novels and the short stories, but people like him shouldn’t appear in the art. Personally, I think Raistlin is one of the most beloved characters from the early era of D&D fiction because he is a kid with disabilities, an underdog who came back and proved to be the most powerful of his companions despite his afflictions. He found ways around them, found strength in them, and in so doing became a total fucking badass.

I’m not saying that we should have rules for multiple sclerosis or cerebral palsy in the game. I just see no reason why a character with one of those conditions couldn’t be a total badass in the context of the game’s art. I just see no reason why there shouldn’t be an image of a kick-ass wizard with Lou Gehrig’s (I think we can all agree that Stephen Hawking is the most badass wizard in the world right now).

The arguments brought forth so far are thus: people who are differently abled would be terrible player-characters in a role-playing game; it is already difficult to find cool pictures of player character options in the books and that the inclusion of differently abled individuals reduces the number of cool pictures available; D&D isn’t about the real world, it’s about idealized visions of yourself; and the effort would lead to trivialization and mockery. I’m going to address these things one at a time, but so far as I’m concerned, the only actual argument, the only thing on that list that is not veiled ableism, is the concern regarding trivialization.

There are two assumptions made in the first two arguments that are deeply disturbing to me: “the differently abled are entirely incompetent,” and “the differently abled cannot be cool.” These assumptions are, honestly, at the heart of ableism, and it makes my heart hurt to know that some folks’ knee-jerk reaction to inclusion of the differently abled is to assert their inability and apparent lack of awesome. It is deeply upsetting that these sorts of assertions normally go entirely unchallenged.

It is entirely possible for a differently abled individual to be entirely, 100% fucking incredible. It happens all the time, and you are well within your rights to punch anyone who says otherwise directly in their genitals.
The issue of trivialization is one that I’m sensitive to, though apparently not as keenly as I should be (I was taken to task for a few remarks that were trivializing, and I don’t mind admitting I’m feeling sheepish about that today), and it is an admittedly difficult thing to work through. The issue doesn’t really revolve around the post as it was written, as I was specifically speaking to the art of the game and purposefully avoiding talking about the game’s text, but on re-reading I can see how it could appear I was discussing adding differently abled characters to the game in a text/rules sense.

The path to addressing inclusion of the differently abled is a bit treacherous, as there’s disagreement within the communities of the differently abled about how the topic should be treated, and any action taken on it is probably to offend someone. That doesn’t at all mean that we shouldn’t make the effort, though, and it is imperative that we get incredible people working on it. While it is going to require some tricky public relations work, I think that including anyone and everyone in your game is always a worthwhile endeavor.

An Open Letter to D&D Next’s Art Department

Everyone is talking about what features they want to see in the next version of Dungeons & Dragons. Personally, though, I understand that I will very likely not see my pet mechanics in the core of the game, or even in expansions, because I’m one of those crazy kids who grew up lurking on The Forge and has some pretty fucked up ideas about games, gaming, and game design. Also, I don’t think I have anything useful to add to the dialogue until I see the direction the design is going in. I can guess, and I can suggest a direction that I think would be beneficial to the game, but I can’t really improve a design I’ve never seen. I will be much more concerned with making D&DV the best it can be and much less concerned with pigeonholing it to fit whatever I think the essence of D&D is.

So instead, I’m going to talk to another very important part of the Dungeons & Dragons experience. I’m going to talk about art. Which is a pretty hefty step away from what I normally look at, because there are times when I write enormous posts (like this one) that don’t even have pictures. I’m very much a wall-of-text blogger, so it might seem a little unorthodox that I would be as worried about the direction of the art as I am. But I am very, very, deeply concerned about the direction of the art in this game, and I would like to invite the art department, particularly those in decision-making positions, to pay close attention to what I am about to say next:

Dungeons & Dragons is still seen as a sexist game, and you are the only people in the world who can fix that.

It’s not just sexist, though. It’s sexist, it’s racist, and it’s ableist in its artistic representation of people. Now, I’ve heard all the arguments against having people of color and women depicted in the art of a fantasy role-playing game, and I think they’re all hooey. And to be fair, there has been headway made. I have seen progress, especially from the chainmail bikini era of game art.

And I’m not accusing anyone of purposefully excluding people of color, the differently abled or women from their depictions of heroic figures. Anyone who is actively trying to exclude or belittle people from their game is a dickbag, and it is very likely that will come through in the game itself (Byron Hall, I’m looking at you). What is happening is primarily blindness to the issue. So I am going to make a request, and it is my sincere hope that you, the art department responsible for the look and feel of D&D Next will take it under advisement.

First:

Women make up 52% of the world’s population. They can make up 50% of the people in your game’s art. Moreover, the exact number of pictures in which a woman is standing in an Impossible Position is 0. For every piece of art submitted, have the artist attempt to pose him or herself in the positions of the people depicted. If either person’s position is painful, that pose is very likely held by a female character whose breasts and buttocks are pressed out to increase her sexiness.

Wizards of the Coast has very clearly established that sexiness is not something they believe Dungeons & Dragons needs. If there were room for sex in D&D, the Book of Erotic Fantasy would have been updated to Fourth Edition. You specifically precluded the possibility of that happening in your licensing for a reason. If sexiness is a factor in how D&D art is chosen, something has gone terribly wrong.

Second:

Human skin comes in a lot of colors from black to white to yellow to red to brown. Human features come in a huge range of styles and types. I understand that we’re playing in a fantasy world where the various skin tones in reality may not be as prevalent. But I also know that in said fantasy world all of the monks look Asian. Even the elves.

Have some fun drawing black dudes in mage robes or brown chicks in plate mail. Evenly distribute the skin tones across the whole of your books, and the problem of racism mostly disappears (except, y’know, the “Goblins are evil because they’re green,” issue). And this doesn’t just go for the humans, guys. Elves obviously have some skin tone variation going on (Oh, hey Drizzt.). Dwarves can go from chestnut brown to fair skinned. I love the idea of charcoal-skinned halflings and a range of skin-tones for half-orcs from phthalo green to honeydew. All this does is make the art more interesting, and add depth that might otherwise be missing from the depiction of the game world.

Third:

Ableism is a tough thing to address in a role-playing game. I get that. It’s tough to be a bad-ass knight if you can’t walk. Being an amputee isn’t cool… Wait a fucking minute, yeah it is! Ahab lost a leg to a whale and was a total badass. Bran Stark is paralyzed from the waist down and he’s one of the most interesting characters in A Song of Ice and Fire. Rick Grimes loses a hand and goes batfuck crazy, but he’s one of the toughest assholes to survive the zombie apocalypse.

Making the differently abled a part of your game world is easier than it sounds. Hell, one of my players built a character whose hand had been cut off and some asshole was out there wearing it around his neck. It didn’t come with any penalties or anything, it was just a flavor thing that made him a total badass, and it was all description. Characters that are Big Damn Heroes despite having challenges above and beyond the norm are awesome, and should be shown to be so in game art.

Fourth:

This is sort of a minor point, but it’s one I’d like to make anyway: having characters of various sizes and shapes is not at all unrealistic, nor does it reduce the heroic aspect of the fantasy. Look at any successful fantasy series ever, and you’re going to find a bunch of different body shapes, because different body shapes are something we understand, something we _get_. Moreover, it doesn’t hurt to reduce the impact of stereotypical, hyper-sexualized imagery in the media you’re creating. Give me some pudgy mages and some scrawny fighters, please.

All I’m looking for, what I’m really asking you for, is to look critically at the message your art sends to the people who will be looking at it. ALL of the people who will be looking at it. Ask yourself, if you were in the shoes of a feminist, what would you think of this illustration? If you lived in a wheelchair, how would you feel about seeing nothing but able-bodied folk?

And you can argue, if you like, that this is just the opinion of a privileged white guy. Because, y’know, it is. I’m not a woman, I’m not a minority, and my only disability is depression. But I’m just the voice for a silent riot, guys. There are others like me, and there are some who have made a great show of picking apart the inherent sexism, racism and ableism of your art. And we’re speaking for a much larger group of people you will never hear from, but who feel uncomfortable playing your game because it depicts women, minorities and the differently abled as something less than the able-bodied white dudes on page after page.

Sincerely,
Kristoffer Hansen
Games Manager
Warp One Comics and Games

Further Reading:
Go Make Me a Sandwich
Women Fighters in Reasonable Armor

Monday, January 09, 2012

Why Fourth Edition Died

So, Dungeons & Dragons 5th Edition has been announced, and the news has struck the sort of reaction I expected it to. People are hoping for this feature or that. Others are expressing their dismay at the fact that a new edition is coming so soon on the heels of D&D: Essentials. Yet others are suggesting that this heralds the end of Dungeons & Dragons, that a new edition will make the already split RPG community even more fractious. There are yet others that have met the news with incredible, soul-crushing apathy. So, there’s that.

To be honest, I’m not even really sure what to say about the development. I could talk about how much 4E and Essentials stuff I have on my shelves right now. Or I could talk about what I want to see from the new D&D. Or I could talk about what I think would be the best possible direction for the game to take (which is quite different from what I want to see, truth be told). I could talk about a lot of things, but I think what I’m going to talk about today is design space, design philosophy, and why Fourth Edition failed.

See, we wouldn’t need a Fifth Edition of Dungeons & Dragons if Fourth Edition was given the sort of design team it deserves. And by that, I don’t mean folks like Monte Cook. Mr. Cook is an incredible designer and makes good game, and for that I think he deserves a stalwart salute and as many dollars as the industry can throw at him. Under his guidance, Third Edition Dungeons & Dragons revitalized the industry, but his is not the sort of hand a design like Fourth Edition needs. Fourth Edition needs someone like Mark Rosewater. Fourth Edition needs someone like Keith Baker. Fourth Edition needs someone like Kenneth Nagle.

You will note that all three of those names are attached to people who design cards. Two of the, Rosewater and Nagle, are Magic: The Gathering designers. Baker is responsible for Gloom, which is incredible and does something no other card game did before he came up with it. This isn’t to say that I think Fourth Edition needs to be treated like a card game, far from it. It needs to be treated in a way that only men of this design tack can treat a game.

The problem with Fourth Edition Dungeons & Dragons, arguably the biggest problem that any edition of D&D has ever faced, is that the people who were designing it didn’t know a goddamned thing about Design Space. I’m not talking about James Wyatt or Mike Mearls. I’m talking about the Matt Sernett’s of the world, the Rob Heinsoo’s. The guys who make Power books and the guys who put out new campaign settings. The people who are the life’s blood of a role-playing game production.

See, Wyatt and Mearls put together a hell of a game. Say what you will about it, it is impossible to deny that the thing was well designed. There are hundreds of moving pieces, thousands of possible combinations, just in the first book, and those things come together beautifully. In many ways, the core Fourth Edition was like the first Magic: The Gathering set, or Gloom. It did things no one had ever done in role-playing games before, and it made an incredible show of it. What’s more, the framework left behind by that first book was amazing. There was design space all over the game, and it was waiting to be plumbed by talented designers. The first showing we had of that was the second Player’s Handbook, where we started to play around with how powers fit together, and how classes were built. There was an incredible and untouched plaza of design waiting to happen around races, with racial feats and racial powers barely touched. There was room left open for the creation and invention of magic items, and the powers framework lent itself to customization beautifully. There was a ton of space in the way monsters were put together (so much so that I found myself drawn to concepts like the Fourthcore Bestiary because of innovative aura designs – understand that for a moment… AURA designs; one tiny little speck in the whole of the game). Seriously, though, let’s take a look at some of the things that weren’t properly explored in Fourth Edition’s brief history:

POWERS

We saw a lot of books filled with powers, and one book that actually did something neat with them. Having loads of powers doesn’t make for customization, having powers that work in strange ways makes for customization. Understand that the only interesting powers in the whole of the game were those in the Player’s Handbook and those in the Player’s Handbook 3. The originals and the _only_ set of powers that were at all different or strange. One could argue for the powers from Essentials, but seriously, fuck one. The powers presented in those books were half-assed concessions to the players lost in the Pathfinder Exodus, and nothing more. If you wanted to make powers interesting, here’s a one-sentence answer to the problem: Magic cards are still interesting.

Seriously, and this is incredibly important, Magic design is where the D&D crew should have looked for more interesting power designs. Not the cards themselves, mind, but the philosophy behind those cards. Magic cards constantly break the rules of the game they’re played in. That’s the whole point of the game. What the designers of D&D tried to do was create a homogenized environment in which none of the powers effectively broke the rules, and that’s really the wrong way to build a game that’s made out of a bunch of crazy powers. You need each power to break the rules of the game in an interesting way that helps you win that game. Then you need to do the same thing to the monsters they’re fighting.

Moreover, there is an element of randomness in Magic: The Gathering that D&D really could have used sometimes. It had this when wizards were forced to memorize their spells each day, because the wizard would try to guess at which spells were going to be needed and prepare those ones in advance. Magic solves this by randomizing your hand. D&D4E solves it by not solving it at all. There was no need to pore over your powers, because after a short nap, you’d have them all back again, right as rain. This isn’t the way to go into this territory at all. There is nothing about this that’s suspenseful or fun. Sure, players like getting all their powers back at once, but what the players want and what is good for the game is seldom the same thing.

The design space here is mind-boggling. Off the top of my head: a whole list of Encounter Powers that could be made better by giving up a Daily; Encounter Powers that take two full rounds to use; Daily Powers that change when in certain circumstances (underground, flying, in the sunlight, whatever); a list of At-Will powers you can give up using for the rest of the encounter to make way better; a list of At-Will powers that are as strong as Daily powers, but use up the character’s healing surges as a cost; Lifetime powers, powers that can only ever be used once, ever; uncontrollable powers that go off in certain circumstances, but the player has no control over them; come-back powers that allow you to do incredible things for the cost of an action point; counter-powers that allow a player to stop another player or NPC’s powers from going off as an immediate interrupt; mind-drain powers that steal another character’s powers for a turn, or treat that power as spent; dramatic powers that allow you to influence story events in subtle (or, for dailies, not-so-subtle ways)… Seriously, this is just what I came up with in the time it took me to write this list… I’m sure some of them have been done, or variations on them, but I know a bunch of others have never been touched, and that’s a damned shame.

RACES

One of the things I was most looking forward to in the creation of D&D4E was the promise that races were going to get a lot more attention than they had gotten previously. Elves could be wicked-cool at being rangers, sure, but they could also be wicked-cool at being, y’know, Elves. And I rather liked that idea, being one of those strange kids that enjoyed playing D&D when Elf was a class. We were promised feats, Paragon Paths (which is sort of a suck concept, but I’ll get onto that in a bit), epic destinies, and I thought this was going to be a big deal when they were talking about it.

Turns out, it was just one more path towards optimization, when it could have been so much more. Again, the amount of design space left open by more focus on races and their interactions is staggering. One very simple answer is to make race-specific classes using some of the design space we have available in the POWERS section, but that’s hardly where the buck stops on racial design space.

I mean, design isn’t just a matter of rules, however much that may be unapparent from the way Wizards of the Coast has handled it. A lot of it comes from flavor, and rather than focus on any given flavorful concept (even their own Points of Light flavor, the thing they’ve touted around for so long without actually exploring it at all), the Fourth Edition answer has been Add More Races. Which is problematic, because there are only so many places one can go in that direction, and this trip has ended with People Made of Crystals, which is fucking stupid. And no, the right answer doesn’t lie in making subraces, because the gods alone know I can’t put up with another Kender. No, the answer lies in making interesting and powerful cultures for the people of already established races, and building off of that.

Eberron proved this in Three Point Five. You take elves, just normal everyday, boring fucking elves, and you give them a continent that they rule, and suddenly we have the Undying Court and crazy Inca-inspired magic, and weird-ass traditions and rules that affect elves still living in Khorvair. And we haven’t changed elves at all. They’re still elves, they still have the same bonuses and flaws, they’re still the same elves we know and love and/or hate, nothing has changed about them, but they are entirely, completely different. Same goes for Baker’s treatment of the Drow. Same goes for Weis and Hickman’s decision to put dwarves on horseback and have them ride around nomadically. Same is true of every human culture in every fantasy setting ever written.

And it sort of looked like backgrounds were going to be how this worked itself out, but they backgrounds were generally pretty lame unless they were overpowered schlock from a single campaign that wormed its way into the Character Builder. And then themes looked like they were going to get this figured out, but themes never took off the way they should have. To be perfectly honest, themes are the sorts of things you want in a core book, not a campaign setting, and they’ve never really gotten the spotlight time they deserve.

CLASSES

This is one of the most prominent complaints about Fourth Edition Dungeons & Dragons in my store: it’s not as customizable as players want it to be. Your fighter has a type, and deviating from that type usually means that you are going to be crippled in combat. There are a few good generic powers for each class, but the best usually focus around the template’s specific niche abilities. And that’s just bad game design, guys.

I’m going to, again, look at Magic: The Gathering as a good example of how to do much the same thing. See, the point isn’t to make certain abilities work better with certain templates, the point is to make a bunch of abilities that work on their own, and have a level of synergy that make it desirable to play those things together. I can build a green deck out of whatever the hell I want, but if I’m trying to ramp into a host of big beaters, I’d best be looking for some Llanowar Elves and some Birds of Paradise, ne? There is nothing saying I can’t play Birds of Paradise in any other deck, I certainly can, but if I’m looking to ramp mana, I put birds in my deck.

The same is true of powers in D&D. Every power should work well on its own and do something valuable that the rest of the party can build on, but if you build synergies into your powers, your players will find those things on their own, and they will build their characters according to whatever build they want to make.

The funny thing about this is that it changes exactly nothing. You’re still making templates for your fighters, you’re just not making the powers exclusive to those templates and letting the players suss them out for themselves.

Moreover, there are a lot of things you can do with the class system that simply were not done. Again, I point to racial classes. Again, I point to the way powers were never filled out the way they should have been. And I also point to the fact that there has never been a martial controller. And I also point to the fact that there is a nearly endless number of possible combinations of power-types and class archetypes. They’ve covered the basics, sure, and having an endless number of classes isn’t really all that important, but having a lot more customizability in your classes and having those class combinations rotate around the niche system you’ve established would go a long way towards building a much more playable, designable game.

And with themes, paragon paths, and epic destinies at your disposal, you have a lot of room to build in extra customization as you build your game. Paragon paths in particular were an unplumbed font of design space that could have really changed the history of the game. Prestige Classes defined Third Edition D&D, and the amount of effort that went into creating a whole bloody host of them is evident in the fact that there’s a whole bloody host of them. The number of prestige classes available to a player of 3.5 D&D is “too many to choose from.” Paragon paths, not so much.

And Epic Destinies… Oh man, would I have done the Epic Destiny entirely differently. That may actually require a different post, so let’s not talk about that just yet. Let’s just say “FATE,” and move on.

SKILLS

One of the biggest advances Third Edition D&D made to the game was the introduction of a universal skill system. It wasn’t pretty, and it definitely had its problems, but it made the game flow in a totally different way than any edition previous. And while I don’t think that the introduction of the skill system made Fourth Edition any better (I actually think it made it quite a bit worse), it was a damned fine piece of gaming tech, and I understand why they kept it around.

Having played a bunch of First Edition D&D this year, I think they made a rather incredibly horrible mistake by including skills in the game at all. I often tell people that I think Fourth Edition D&D plays more like First Edition D&D than any edition between them, and I still think that’s very true. The difference, the place where I find Fourth boring, is between battles. In First Edition D&D, you had to be on your toes, you had to be thinking, you had to move carefully from room to room and solve all sorts of insane problems just to survive. And that doesn’t involve much in the way of skill rolls from anyone but the thief, and most of the time your thief isn’t good enough to make any of his or her checks anyway. Skills, as they are presented in Fourth Edition D&D, are a crutch used to hand-wave away problems solving and role-playing. In Third Edition, they absolutely made sense, and they added something great to the game. In Fourth Edition, all they did was make it dull.

And the designers couldn’t have possibly known that going in, and I don’t at all blame them for the choice of including a skill system, but I don’t think I will ever play with skills as they are written in Fourth Edition ever again.

Again, this idea might require an entire post to talk about in any sort of comprehensive way, so I think I’m going to move on to…

FEATS

When I first wrote this, I actually completely forgot about feats, which should give you an idea of how important I think they are to the Fourth Edition of D&D. Like skills, feats were a defining feature of Third Edition D&D. They were, in a word, incredible. In many ways, they allowed you to do things that were, in Fourth Edition, performed via powers. Cleave and Great Cleave were powerhouses of efficient fighting. The meta-magic feats gave magic-users a powerful advantage. Feats meant something to Third Edition.

In Fourth Edition, they’re basically an afterthought, which is a damnable shame, because the amount of design space opened up by feats is insane. I mean, when you break feats down, they’re just a talent tree, with feats building off of other feats to create more powerful combinations down the line. The only feats worth taking half the time, though, were Toughness and the Wintertouched/Lasting Frost combo.

And that is really, deeply stupid.

Like much of what I’ve been talking about today, feats are a layer of character creation that provides a powerful range of customization tools that can be used to make your game better. It’s these layers that add to the fun of building a character, and they’re the sort of thing from which an entire path of feats can be built. When utilized properly (providing actual, wicked-ass bonuses to the people who take them) bonus/flaw systems can be incredible.

What I guess I’m getting at here is that every layer of the D&D game has a bunch of really wicked design space that is laying open for us to tinker with. Class, race, skills, feats, themes, backgrounds, whatever. And the fact that it hasn’t been tinkered with in any meaningful way is really deeply disappointing.

COMBAT

Combat in Fourth Edition D&D is a fucking mess.

I say this with all the love in the world for the designers and the game itself: it is a fucking mess and needs heavy reworking to make it marginally playable. This is especially true of any level over 12, which is entirely disappointing because much of the system was designed to solve the Sweet Spot problem. Dungeons & Dragons Fourth Edition’s sweet spot is levels 1-10.

Combat takes too long. Characters, both the NPCs and the Player Characters, have too many hit points. Figuring out tactics and powers is a time consuming and mind-numbingly dull process. After twelve rounds, even interesting bad guys become a slog and I have players checking their Facebook and Twitter accounts.

There are a few problems with combat in Fourth Edition, but none of those problems are problems of Design Space. Still, they are worth mentioning in the context of “this is what killed Fourth Edition D&D,” so I’ll be taking a brief look at them.

I’m going to make this as simple as I can: when you make a game, include all of the things you need to play in the box. If your game needs dice, include dice. If you game needs miniatures, include miniatures. If your game requires a grid map, you’d best include a grid map. The creeping reliance of Dungeons & Dragons on miniatures is perverse, commercialistic and sad. You didn’t need miniatures to play D&D1E, and you could certainly get away without them in D&D2. It was in D&D3, with the invention of “flanking,” that the miniatures stopped being a good tool and started being a necessary element of play, and Fourth Edition continued this trend with a gusto that bordered on sinister. As a games retailer, I often found that this increased my sales, but not of Dungeons & Dragons product. Chessex got a lot of money from the lack of production inclusion in D&D, and Reaper made most of the rest, especially after Wizards pulled the plug on their miniature lines.

Moreover, miniatures do not make the game more fun.

Maybe I’m in a minority here, but I have always found my imagination is plenty capable of determining what is happening with a crew of wererats, and I find that putting them on a board in front of me dulls the imaginative blitz of combat. Also, fiddling with toys takes time, and the largest factor against D&D combat is that it takes entirely too much time already. Give me a sheet of graph paper and my imagination any day.

Of course, this does reduce one of the branches of power design that was horribly abused while making Fourth Edition: movement and combat advantage (which are, in reality, the same fucking thing). I’m okay losing that space for the sake of a cleaner, faster D&D experience.

Changing gears: we don’t need this many hit points. Killing player characters  is very difficult in Fourth Edition, which is okay. I get it, we’re supposed to be heroic adventurers, not meat for a grinder. Except that without a threat of player character death, combat becomes dull, an exercise in whittling a monster down to zero. Killing player characters more often is not a bad thing. Your players will thank you for combat encounters that take less than an hour.

And one more time: DO YOUR MATH!!! Paragon tier is a mess. Epic gets even worse. And the Monster Vaults only helped marginally. Do your fucking math, guys, figure out how much time it’s going to take for a level 12-14 party to kill a level 13 solo, because I will bet you dollars to doughnuts that it’s longer than your ideal play flow.

SMALLER GRIPES

Item creation is stupid. The economy is wrecked. Character Builder software is basically necessary. And the alignment system is stupid.

WHERE DO WE GO FROM HERE?

This seems pretty obvious to me, but I’m going to spell it out anyway.

We need a very simple, very basic version of Dungeons & Dragons. Abilities, race, class, basic combat powers, hit points, armor class, non-armor defenses… go! I want to see a core Dungeons & Dragons that is so incredibly simple I could teach it to an eight year old in under a half hour. These will be the core and most basic rules of the game, the rules everything else is designed to break.

Then we start in on the options. Hundreds of powers. New races, new classes, new racial classes. Themes, integrated from the beginning of the game. Backgrounds that are good for more than a +2 skill bonus. Feats that actually matter. A skill system. An expanded skill system for things like “profession” and “craft” skills. Magic items that are interesting and strange and setting-defining. A variety of spell/attack/power systems. A couple of interesting morality systems. Fill your boots with optional content, but leave the core of the game as simple, pristine and clean as possible.

Then explore the optional design space ad infinitum.

And I think this is maybe the most important thing in the world: invite your players to do the same. One of the shining achievements of Third Edition D&D was that there were hundreds, maybe thousands of people working on the game at any given time, and that meant that there was an enormous glut of product available to anyone who wanted to find it. I have a book about African adventuring that is both brilliant and terrible (and Eurocentric and insensitive and empowering and informed). That would not have existed, that _could not_ have existed without the framework that the OGL provided for creating new and interesting content. I want to see that sort of exploration go into the newest version of Dungeons & Dragons, and without a specific invitation from the Guys Upstairs, we aren’t going to have it.

Friday, January 06, 2012

Mini Anger


It's like Hors D'oeuvre Rage

So, we got in our order of Pathfinder Battles miniatures today. We don’t get to sell them until the 11th, but I got to take a look at them and I have to say, I’m not particularly impressed. It seems that the good folks at Paizo haven’t learned much from the mistakes Wizards of the Coast made in their own miniatures lines, and in fact are moving further from a model that would actually be useful to the consumer. 

The product is a single random miniature per box, at $5 a pop, or a larger miniature for $7. The paint job is mediocre, the sculpts are passable, and the price point isn’t terrible. What rankles is that they’re a single random miniature per box.

Game Masters, the people who are known to buy the most role-playing game product, do not want random miniature packs, guys. As a person who stands behind the counter at a game store, I hear this refrain constantly. As a Game Master myself, I understand their lament. Game Masters don’t want random anything, they want a sack full of painted goblins. They want a sack of Generic Evil Dudes. They want a sack of zombies.

That last is great, because it’s a product that actually exists, one that was rather popular. It wasn’t for role-playing games, though, it was (unsurprisingly) for the board game Zombies. And they had their shit figured out, guys. They made a sack of zombies, and they sold a bunch of them. Then they made zombie cheerleaders and zombie dogs and zombie clowns, and all of those sets sold really, really well. They weren’t even painted, and they flew off the shelves. 

And it’s not all that difficult to understand why. A sack of themed dudes is invaluable in a role-playing game. It means you can buy a single product and be ready to sit down and play. It means that you can throw down with a bunch of similar baddies. If you’re going to randomize your miniatures, why not make it like Chessex’ Pound o’ Dice? Throw a bunch of random dudes in a sack and sell it as a separate product.

Players don’t want randomized miniatures, either. A player wants to find that One True Miniature that perfectly captures his or her character, that one miniature that says “Olgreth.” And buying a crapload of randomized boxes is frustrating, expensive and generally futile. He or she ends up with a bunch of miniatures he or she is never going to use. 

So the product we actually need, the product we would actually use, is three different products.
The first is a quarterly-released Sack o’ Dudes, a 100-pc. bag of plastic miniatures around a theme. You only need about 5 different types of monsters to make that worth it. Here’s your list for the first three years: Sack o’ Goblins, Sack o’ Orcs, Sack o’ Elves, Sack o’ Dwarves, Sack o’ Warriors, Sack o’ Mages, Sack o’ Cultists, Sack o’ Victims, Sack o’ Zombies, Sack o’ Kobolds (dragon-type), Sack o’ Oozes, Sack o’ Generic Evil Humans. You’re welcome.

The second is a painted miniature with Pathfinder branding that has a single miniature in it packaged like the pewter miniatures currently produced by Reaper. Those miniatures will be the player character miniatures, the Big Bad miniatures, the I-will-only-need-one-or-two-of-these miniatures. Clear plastic in the front, cardboard in the back, pre-painted plastic miniature in the bubble. Put out two or three of these every month. I already bring in the Reaper Pathfinder miniatures, and I would happily put a pre-painted, plastic alternative right next to them. And people would gladly buy both. Some people like painting, and others want something they can use out of the box. Providing both of those groups with good options is just good business.

Finally, the third product is something akin to the D&D Beholders and Dragons sets. A single-purchase item for a miniature or set of miniatures that is fucking incredible. I want Colossal Red Dragons again. Or a Jabberwock. Or a Bandersnatch.

This isn’t rocket science, and I’m really dismayed that this product went all the way from design through to my storefront without someone pointing out that randomized miniatures for role-playing games had been tried, and failed. And when someone puts out a miniature line that actually makes sense, you can bet that’s where my money will be going.

Saturday, January 29, 2011

Peculiar Curios: Eye of the Storm

As I’m sure you may have guessed, a lot of my creation is driven by the fact that I have certain things happen at my table that make my life slightly more difficult. This would be one of those things. See, I have a couple of arcane classes in my party, and they can be a real bitch to try and deal with sometimes, especially since they’re designed to compliment one another very well. Skull is a lightning-based striker, Frizzle is an area-control wizard, and together they can put the hurt on large groups of bad guys very quickly, from a distance, where I can’t hit them with my paltry villain-powers.
I could change that up, of course, and the Time Mage that I featured in the Bestiary of Badassery on Monday was as pretty solid incarnation of that. Creatures that are very mobile fuck with arcane casters in a big way. It’s hard to run away from a thing that has 12 squares of movement and ranged attacks. The sorceress is definitely the more difficult to challenge; she has built her character on punishing people for hitting her those few times they get the beatings in, and then running the fuck away to the other side of the map (then shooting things with unending bolts of lightning).
So Exalted Iron Skull, Storm Sorceress of the Spine, this one is for you.
Eye of the Storm
Level 18

This banner flies slowly and steadily against the wind, and an eerie calm follows it across the battlefield.
Level 18
85,000 gp
Property (Aura 5) Creatures within the aura take half damage from lightning and thunder attacks that originate from squares outside the aura.
Power (Encounter): Free Action. If you are within an area of effect, that effect ends.
Power (Encounter): Immediate Interrupt. Trigger: You are hit with an attack power with the lightning or thunder keywords. Effect: The creature that made the attack becomes the target for that attack.

Also, if anyone has a really solid template for writing up magic items (because obviously hand-making them sucks… Too much to ask for an “Item Builder?”) I’d love to get my sweaty little mitts on it.

Monday, June 14, 2010

An Epiphany, in Two Parts, About Dungeons

I’ve had something of an epiphany since getting to Europe. As game-related epiphanies go, it’s not exactly world-shattering, but I thought it was important enough that I should share it here with all of you.

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.

Thursday, May 20, 2010

Why Game Master?

I talk a lot about Dungeons & Dragons. I also talk a lot about Game Masters, but I don’t say much about Dungeon Masters.

When I’m talking about the role of the Game Master, regardless of the game I’m talking about, I always use the words “Game Master,” or the abbreviation “GM.” More often, I’ll spell out the whole title for the same reason you’ll never see me call a “player character” a “PC” (a PC is a computer, GM is an auto manufacturer).

I believe in a common lexicon for gamers. I believe that by calling the role of the Game Master something else, we are diluting that lexicon for the sake of distancing ourselves from other games. To call your Game Master a “Dungeon Master,” or a “Storyteller” or a “Referee” is to call an apple a “gremith,” or a “speloink.” An apple is a fucking apple. Calling your apple something that isn’t “apple” just makes you an asshole.

The only exception I’ll allow is for some indie games, in which you call the Game Master something for flavor reasons. But if a game like Dogs in the Vinyard can get away with calling you a Game Master, I can’t imagine many games needing to do away with the title.