Monday, February 11, 2013

Return to D&D Next

I've looked at the D&D Next playtest packets on and off over the past couple months since I returned to the US. Unfortunately, I haven't managed to play it yet. I was going to play some some friends, but moving and illness prevented it.

Overall, I like what I see, but I'm still a little unsatisfied with some aspects. There's magic and martial dice, but the big thing is the pathfinderization of class abilities.

First, magic. Its a hard line to walk between having awesome magic-using classes and lame ones. In older editions of D&D, the wizard (when unfettered) could outclass a fighter sometime shortly after fireball became available. Some mechanics like spell concentration still made wizards vulnerable, but with time and preparation they could appear and conquer their enemies with an astounding array of magical spells. At the highest levels, they could do this multiple times, completely outclassing fighters and thieves.

Friday, October 5, 2012

Lingering Innovations: Magic Systems

Looking at this recent Legends & Lore column, it seems like we might get Spells & Magic style magic systems again in D&D Next.

This is a little disappointing to me. Primarily because the article seems to trumpet this as some major innovation: the DM gets to control the magic system. Magic systems are not really something new in D&D. We even see some similar ideas in the third edition Unearthed Arcana and SRD: both recharge magic and spell points.

Thursday, October 4, 2012

Where's the writing on the wall?

So, I just got back from a tiny excursion to Rome. My head is bursting with ideas. But one of the big things I'm taking back from visiting those monuments is the use of writing in a D&D game. So often we ignore that list of languages and some skills like history or religion on a character sheet, when they could be constantly used for hints.

VENUSTUS
First off, if literacy is common in a game, there will be graffiti. Whoever made it to a fancy overlook or a cave mouth or a ruined monument is likely to at least write their name on the walls or door. Its really no different from how things work today. Most of it will be useless stuff (think: Thomas was here) but some of it could be warnings etched in stone or scribbled on scraps of parchment or broken pottery. A lack of graffiti is also a key sign that you're not in terra incognita. But being able to distinguish between graffiti written by the original inhabitants of a dwarven city and the orcish invaders might be a key hint as to what's up ahead, where treasure may or may not lie, etc.

Monday, October 1, 2012

Rule of Law: Importing Eastern Ideas

Translating ideas from one culture to another can be difficult. Things don't match exactly, whether you're talking about words or institutions. But I think this can be done, and its one of my goals for the Rule of Law setting. To that end, I've been thinking about how a number of institutions from East Asian (mostly Japanese) culture could be imported into a western setting. I'm not looking to just add Samurai into a western setting, or to say that a game that uses Samurai and Ninja classes is bad. The goal of the Chinese Rome ideal is to translate concepts from a game I'm interested in playing into a language and milieu that some of my friends would be willing to do.

These are a few of the ideas that I think could fit:

Swords are restricted

One interesting and rather iconic era of Japanese history had strict arms control. That is, swords and other weapons were restricted to the higher casts. This would be an interesting import, as only citizens of the Empire or certain races might be allowed to use "real" weapons. Swords are restricted to nobles and warrior-caste types. Or, perhaps put otherwise, some races are banned from using swords: Elves, Gnomes, Halflings, Goblins, Orcs, etc. Dwarves might use axes and picks because they are their tools. Halflings would use sickles and staves because they're practical.  This restriction saw the rise of all types of non-weapon implements used as weapons in Japan. We don't need to import non-western weapons though. Rope weapons, sickles, scythes, flails... there are plenty of options in D&D without needing to borrow heavily from iconic eastern weapons.

Friday, September 28, 2012

The marriage of rules and setting

Reading some of the recent D&D Next articles, I'm struck with the endeavor to (re)define classic parts of the game without admitting they're creating a new setting. Take the recent article on Minotaurs, for example.

Minotaurism is now a curse (or at least dark pact?) relating to Baphomet. Or it could be, depending on who wins the concept battle. But what does this buy us for the game?

Without a setting, they're designing for nothing. A nice take on the Minotaur, possibly, but where does it fit in the grant scheme of things? Well, there's not a grand scheme for it to fit.

Monday, September 24, 2012

Episodic Games, not Epics

As a teacher, one of the hard things to learn is to tell a complete story in a lecture. You don't want to just keep plodding through the material in the book, but make sure each day starts with an introduction and ends with a conclusion. I think an RPG session should be very much the same.

This can be hard, because you want to plot out a nice epic. You have a vision of the end. Its one of your best ideas and showcases all your creative genius. But ultimately, I think this view of an RPG is somewhat flawed.

I'm guilty of this sin too. In the Dark Sun game I finished running a year or so ago, I had a great plot which answered a question for me about why a wooden spear killed a sorcerer king. I decided that the other sorcerer kings orchestrated it. The Heartwood spear wasn't a holy primal artifact, but dragon-forged. Everyone knew what Kalak was attempting with his ziggurat. But the other sorcerer-kings knew that they would be in danger if they acted together. Like a big game of chicken, no one would be willing to expose themselves by making the first move. So they set up mortals to do it.

A nice plot, but that doesn't help with each individual game session. I tried to plan things about the one piece of the puzzle that I wanted to reveal each game. Early on I planted the seeds so they would know that the sorcerer-kings each hated a different race and even tried to exterminate their enemies. I had a race by the different factions to find the Orbs of Kalid-Ma, the artifact that Kalak was using to attempt full dragon transformation, and also the Heartwood Spear which disappeared (confusing people to no end with talk of spheres and spears). Some games, however, fell short of that mark, I'm sure.

Part of the problem, I've come to believe, is 4e's emphasis on the encounter. I found myself plotting encounters much more than stories. The plot was in the background while encounters took more planning. It was easy, but that's one thing that left me feeling dissatisfied with the game. This is why the one-hour game session goal of D&D Next is so appealing.

So I've come to believe more and more than an RPG session needs to be treated more like a short story. Like a good episode of a TV show. Each revelation of the larger plot can be a shard in each adventure, but a session should, in general, have a beginning, a middle, and an end. That can be really hard with 4e, where you're more likely to plot the 3 encounters you'll have time to run.

Tuesday, September 18, 2012

Rule of Law: Regional Focus

One of my favorite RPG settings is Fading Suns. I routinely forget about it for a year or so here and there, but I keep coming back to it. One of the things I admire about it is the way the just about every story you can think of can be told with the setting. High fantasy world-saving stories, alien prophecies, zombie apocalypses, mythic quests, gritty and dirty politics... It's got it all.

But what does having that much room buy us? And alternately, what is the risk in breadth? And can we avoid some of those risks?

A game with a narrow focus is likely to be able to have better key mechanics. I slightly yearn to play Trail of Cthulhu for a good investigation game (with rules designed for investigation games!).  This type of game, however, is probably no good for anything other than they're designed for though, whereas Fading Suns can handle a lot.

With the Rule of Law, one of the things that I envision is the Chinese Rome notion, where all roads lead to the Empire. The Empire is a melting pot of cultures, but is still threatened by barbaric hoards and the diabolical (maybe even literally devil-bound) Elven Kingdom. I like the freedom to tell and retell the great myths and stories of human history. I worry that the game/setting might lack focus, however. In a game with everything, what's to stop the players from rolling up a paladin, infernal warlock, shaman, and inquisitor? How do you fit characters from the Arabian, Chinese, Incan, and Iroquois cultures in the game together?

That's why I'm interested in building a small number of possible regions for a focus, and using alignment for the party.