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December 11th, 2007
10:44 am - First Thoughts on D&D Fourth Edition This being a blog about RPGs, I've sort of avoided the elephant in the room at this point, which is the upcoming 4th edition of Dungeons & Dragons. This was announced back in GenCon Indy in August, and will be debuting in June 2008 (with some preview material leading up to this). The ENWorld site has a fairly nice Unofficial D&D 4th edition info page that collects significant descriptions by topic.
As a side note, by my count there have alredy been nine major releases of D&D -- the original booklets, three versions of the Basic Set, two versions of AD&D, the "Rules Cyclopedia", "3rd edition" and "3.5".
Mechanically, there are to be a host of changes under 4th edition, unlike the "3.5" update. My impression is that the biggest change is trying to undo what Mike Mearls called the "five minute workday." This means a bunch of resources (mainly spells) that recharge once per day, which means that the party runs out of resources and has to hunker down and sleep after just a short period of adventuring. Second biggest is a push for less of the "Christmas tree" effect, meaning how higher level characters have to be loaded down with more and more magic items to be considered balanced. Mostly, though, there seems to be a lot of tweaking of small bits of balance. James Wyatt described: The reason there's a "sweet spot" in the current game is that it's the approximate range of levels where, purely by coincidence, the math of the system actually works. In those levels, PCs don't drop after one hit, and they don't take a dozen hits to wear down. In those levels, characters miss monsters occasionally, but less than half the time, and monsters miss characters only slightly more often. It's pure chance, really, but it means the game is fun. Outside of those levels, the math doesn't work that way, and the game stops being fun.
In Fourth Edition, we've totally revamped the math behind the system, and that's a big part of the way that we've extended the sweet spot across the whole level range.
What's Its Target Market?
I think a big part of the aim of making D&D4 easier is to try to draw in new players. To a large degree, I think that D&D3's success was in recapturing former players who lapsed during the nineties or even those who were only part of the eighties D&D fad. However, that base is aging. It seems to me that 4th edition is trying for younger players who are interested in fantasy games. In particular, I suspect that there is some fraction of World of Warcraft and other MMORPG players who might be amenable to tabletop RPG play. D&D only needs to get a few percent of the millions of WoW players to make a huge difference.
With only vague rumors about the new rules and background, I can't say about whether they're doing a good job of distinguishing the tabletop game from online games.
Broader Significance
So what will D&D4 mean for role-playing as a whole? D&D is about half the RPG market, so it will by definition have a huge effect. The more interesting question, though, is what other people will do in response.
Even compared to 3rd edition D&D, this seems like much more of a huge, corporately-organized development project that leverages WotC's size as a company -- whereas D&D3, while big and well-playtested, was more the brainchild of three designers. I think the intent behind this is make a unique niche for D&D4, discouraging publishers from going head-to-head with it via close OGL products like EverQuest and Conan were for D&D3. If successful, there would be the fraction who make supplements and adventures for it, and those who make distinctly different games. I'm not sure if this will work, but I think at least there will be less cleaving to the system of D&D4 than there was of D&D3.
Storytelling Games?
Ryan Dancey has been making a number of industry predictions on his blog. Of particular note is his call to "Redefine The Hobby" to be "storytelling games" rather than roleplaying games. I would take all this with a big grain of salt, since he is trying to sell "Ryan Dancey's Storyteller's Guide to D20 Games". Still, it is interesting.
He posted on theRPGsite post on industry scale, as part of a general thread called "Regarding Ryan Dancey's Claims About Story and RPGs". He guessed the indie RPG market is equivalent to ten publishers selling 2000 units per year. That's seems potentially optimistic, but not outrageous. For comparison, here's Fred Hick's latest sales to date (2231 for SotC and 1053 for DRYH) and Chad Underkoffler's "Back of Envelope Numbers" for sales, and Vincent Baker's lumpley games in 2006 (700 copies of DitV).
I think that indie storytelling games will continue to grow incrementally, possibly joined by a few non-indie games of similar style. However, I don't think they're going to be a major force in the market -- and I don't think that D&D4 is particularly going to change the state of things either way. Still, there is interesting reading on his blog about related topics.
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December 6th, 2007
01:42 am - D&D for Kids at Thanksgiving So on my Thanksgiving trip to home, I ran an AD&D game for my three nephews and son. My nephew Nat (age 8) had written an email to me earlier to pointedly ask me to run a D&D game for them. Later, his father explained that a friend of Nat and his brother had gotten them interested in D&D. The dad had played it in high school back in the early 80s, and still had his first-edition AD&D books that he lent to the kids. For myself, I packed up my 2004 D&D Basic Game and my pile of D&D miniatures for the trip. I also brought along my 1983 Talisman boardgame as something similar but easier for the kids.
The kids are Nat (8) and his brother Zack (6), their cousin Truman (7), and their other cousin and my son Milo (7). Also, Truman's little sister Lillian would peek in on games a bit.
Over vacation time in their grandparents house, we played a bit of Talisman at first, and then a full Talisman game (in two sessions) later. It has a number of role-playing-like elements like the character sheet, gold, and experience. It's very easy to get started with, and has clear rules that the younger players understood easily.
Which D&D?
Nat had originally waffled on whether he wanted to play with the rules from the original AD&D1 books that he had seen, or the rules in my fancy new 3.5-era Basic Set. During the break, he said he wanted the original AD&D, so I borrowed his dad's first-edition PH, DMG, and MM along with DM's Screen. However, I still used the current-edition dungeon tiles and prepainted minis.
The Action
We played in three sessions. A morning session of character generation, a fight with kobolds in the evening, and then exploring and taking on the evil necromancer and his very young black dragon the next morning.
Most of the action was all mechanics and fighting. I found that any sort of description that didn't have something down on the table for it lost their interest extremely quickly. That's partly personality and group dynamic rather than strictly age. For example, I know that Milo can hold attention longer, but it is a struggle.
Players and Characters
We did regular AD&D character generation -- best 3 of 4d6, arranged to the stats you like. House rules were you had max hit points for first level, and started with average gold. It took nearly two hours to explain everything and walk through all the character creation, especially equipment. However, I had basically planned on this.
The players and their characters were: - Nat, age 8, played "Sir Aralon (Lord of Fear)" -- a lawful good human fighter
- Zack, age 6, played "Sir Hittr" -- a lawful good human magic user
- Truman, age 7, played "Sir Dragonair" -- a neutral good dwarf fighter
- Milo, age 7, played "Eodred" -- a neutral good elven magic user
- Keary (Nat and Zack's dad) played "Ralf" -- a lawful good human cleric
Names were a troublesome point for many, including Milo who demanded I suggest a good elven name for him.
How Did It Go?
The kids loved it and were extremely eager. My parents called me "heroic" for keeping the kids all focused and entertained for that long. For the kids, the highlight was certainly their feeling of hard-won victory defeating the necromancer and her very young black dragon. It was an edge of the seat victory, and I made all my rolls out in the open declaring what number I needed. Everything was by the book, though I was prepared to fudge with the dragon's attacks by not saying which rolls were its 1d4 claws and which was its 3d6 bite.
There wasn't any depth to the game -- much less so than my Kids Games at ConQuest SF 2006. The kids were younger and had more trouble focusing. The real struggle was keeping them from arguing with each other too much, and focused on the game. The miniatures and illustrated dungeon tiles were invaluable for this. The one token role-playing interaction was that there was a captured bugbear whom I convinced Nat to not kill immediately because he agreed to help them, though he did run away when things got tough. The rest was all pretty much tactical.
Overall, it went pretty much the way I expected, except that their attention disappeared even more quickly than I thought for verbal, non-combat action.
P.S. For reference, I've added a new LJ tag for my posts covering role-playing with younger children, "kids".
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October 12th, 2007
01:33 pm - More on D&D for Girls So as a followup to my earlier post, "Cerise Magazine, September 2007 and 'D&D for Girls'".
Confessions of a Part-Time Sorceress
I did read Shelly Mazzanoble's book, Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons & Dragons Game, now that it is actually out. Unfortunately, I lost my copy of it, so I'm not prepared to doing a long formal review. However, there were two reviews by others that I should mention.
Robyn Fleming gave a mixed but overall positive review of the book in the October 2007 Issue of Cerise -- which also has many other worthy articles. On the other hand, bluegargantua gave it a rather scathing review on his LJ -- though he did put in some caveats after his wife defended the book.
Personally, I'm somewhere in between. I did like descriptions of the play sessions, but the introductions about the game itself were painful to me. I realize that I am not the target market. Nevertheless, I am fairly sure that if I gave it to the 11-year-old I know interested in D&D that she would quickly become disgusted after reading about Mazzanoble having the DM make a character for her, since she was put off by the complex rules and math.
Judged solely as a gateway for girls to be introduced to the game (i.e. a guide to playing as billed), it seems quite limited to me. There is not much concrete information, and it is written to a narrow audience. On the other hand, I think it has something of a dual purpose. It is a sponsored marketing piece, not just to get new paying customers of D&D products, but to change the image of D&D players more broadly. It raises the visibility of not just female D&D players, but "girly-girls" (as Mazzanoble describes herself).
Astrid's Parlor
On a less mixed note, I am fairly pleased with how the new Wizards of the Coast forum Astrid's Parlor is turning out. It is named after Mazzanoble's original D&D character described in the book, and is intended for topics focused on or related to female gamers. There remain some detractors, but it is far more promising than my original Cerise article would have suggested.
Marketing Games to Girls: The Bigger Picture
I did note two recent articles on the topic of marketing games to girls, via the IRIS Network Forums. These deal with the computer/console game market primarily, but I think that could have an influence on the tabletop games industry -- at least in showing what is possible.
First is the UK Times Online article by Leo Lewis, Nintendo's women gamers could transform market. It is about the market in Japan, where the article reports, Japanese women have overtaken their male counterparts to become the biggest users of Nintendo's Wii and DS machines in a seismic shift that the company said would "transform the video games industry."
Second is the GameDailyBiz article by David Radd, "Game Marketers Increasingly Targeting Women". It focused on an interview with Maleea Barnett, former VP of Atari now working for NeoEdge Networks, a company that focuses on advertising-supported online video games. They study users to put in targetted ads, and their most recent press report notes that hottest trend in gaming is the market of women in her late 30s or early 40s who playing on an average PC -- as opposed to men in their 20s playing on expensive consoles.
Jane Austen Playing D&D?
On a related note about D&D marketing, I came across an interesting reference. I am almost finished with the Naomi Novik's terrific new novel, Empire of Ivory -- the fourth book in the Temeraire series. As I turned it over, I noticed the top quote on the back cover read:
"Enthralling reading--it's like Jane Austen playing Dungeons & Dragons with Eragon's Christopher Paolini."
It's attributed to a Time magazine review of the first Temeraire book, His Majesty's Dragon. What's intriguing is that a Time magazine reviewer was giving a favorable view of the book by comparing it to playing Dungeons & Dragons -- and further that the book publisher then decided that it was the best quote to sell the book with. There are plenty of people who find the quote offputting, but I guess not so many since it is apparently selling quite well. From a search on the web, I found what I guess is original article on the web, Lev Grossman's 5 Great New Books. The full mention is: A British naval captain boards a French warship (this being the Napoleonic era) and discovers a dragon's egg in the hold. This does not surprise him. In his reality, dragons are in common use by the military; popular breeds include Winchesters and Regal Coppers. But dragons bond at birth, and when the egg hatches at sea, our hero, Captain Laurence, must become the dragon's rider--which distresses him, since, as everyone knows, "no woman of sense and character would deliberately engage her affections on an aviator." Laurence's induction into the strange, insular world of 19th century dragon riders and his unfolding relationship with his highly intelligent mount, Temeraire, make enthralling reading--it's like Jane Austen playing Dungeons & Dragons with Eragon's Christopher Paolini. I've liked Novik's series a lot, but trying to picture Jane Austen playing D&D just leaves me blank. Anyway, I just thought I'd share that bit.
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September 12th, 2007
03:37 pm - Cerise Magazine, September 2007 and "D&D for Girls" The September 2007 Issue of Cerise has been out for over a week now. Cerise is a monthly webzine intended as a resource by and for women gamers.
There are a bunch of articles in this one of interest, including:
Related to that, I also have a news article of sorts there regarding Shelly Mazzanoble's new book, Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons & Dragons Game, and the controversy of a set of threads on the Dungeons & Dragons boards. The article is entitled It's not my best work, written quickly after a specific request for an article on the topic in the IRIS Network forums. And in the three weeks since I wrote it, there is now a new sub-forum in D&D 4E boards called Astrid's Parlor. It doesn't have a fully defined mission statement yet, but at least it now has a set of posting guidelines.
The top-viewed topics include the designated thread for complaints about the forum ("The 'I Hate Astrid's Parlor' Thread") along with content like "Art of Females" ; "The Cult of the Chainmail Bikini" ; "The merits of emphasized roleplaying in attracting female gamers" ; "Pink Dice" ; "Are female gamers different?" ; and "Races that Appeal to Female Gamers". There is a fair amount of activity, and it shows some promise -- but it is clearly still dealing with the early stages of dealing with gender issues. Still, given what I first reported on in the article, I think the forum is a good sign.
A few other feminism-related links over the past several months, while I'm at it:
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May 20th, 2007
11:06 pm - D&D for an 11th birthday So yesterday I ran a D&D game for an 11th birthday party. The birthday girl Ellie is the daughter of non-gaming friends, but she's had an interest in various games for a while. I'd run RPGs twice before for her -- once at ConQuest where I was running games in the kids room and helped out with a D&D game run by Scott Bagley. See my ConQuest 2006 Report for details. I had also run a nominally-D&D but mostly-freeform game for her and a friend at our house once, a Harry-Potter-esque game which had her younger sister and my son Milo in it as the familiars of their student wizards.
Ellie had especially asked me to come and run specifically a D&D game for her party a week or so earlier -- using the D&D Basic Set that she had gotten a little while ago. I had a strong impression that she wanted the "real thing", as she saw it, and I didn't make alternate suggestions. I've only played D&D3E a few times, and I took a few steps to prepare. She told me that there would be seven players and I knew there were only four character sheets in my Basic Set, so I had hoped there would be some extra Basic-Set-style character sheets online. Sadly, I didn't find any. I started a short ENWorld thread, "Pregens for an 11-year-old's Birthday party?" -- and I got some other advice but no actual character sheets. I mocked up one extra character sheet, but didn't have time to create more. I was prepared to give some people identical sheets and use different miniatures, but luckily it turned out better. I had been busy that week, and to complicate it further was feeling pretty sick with a cold at the time. I called off out of a game earlier in the day (sorry, Jim) and rested up.
When I got to their house, Ellie had decorated the living room with cray paper in a dungeon theme (with her parents help, naturally). The lamps had orange and yellow paper flames coming out, and there were black curtain-like walls. She had copies of a bunch of Basic-Set-style character sheets besides the four in the Basic Set (I'm still not sure where from), and she was explaining about it to the kids who were there. A few were late, though, and I let Ellie do most of the introductions with her friends and have them pick characters.
There were color sheets for the four standard characters. Ellie had photocopies of four other sheets that were of different characters, perhaps from the boardgame (?). And I had my one mock-up sheet in color. The players and their characters were: - Ellie played Lidda, a female halfling thief, one of the standard Basic Set sheets.
- Bobbie played Alhandra, a female human ranger that I had mocked up.
- Devon played Mialee, a female elven wizard whose sheet Ellie had copied from somewhere.
- Sherry played Aramil, a male elven sorcerer, one of the standard Basic Set sheets.
- Julia played Naull, a human female wizard, a copied sheet.
- Sydney played Tordek, a male dwarven fighter, a copied sheet.
- Jake played Eberk, a male dwarven cleric from the Basic Set.
It might not be clear from the names, but Jake was the token male at the party. He and Bobbie left around 8:00, while the others were all sleeping over. Everyone had a more-or-less appropriate miniature -- though I'm glad I scoured for some extra female miniatures about the house.
I briefly explained that they were going to rescue a woman Sharia and her young brother Telned. They had traced them to an ancient tomb of their people that had been taken over by an evil necromancer. However, I cut my explanations very short. The kids were all reasonably interested in the game, as talked up by Ellen, but I think with any group of seven pre-teens the group attention span is remarkably short. So I quickly started them at the dungeon door and started everyone on the basics of combat in a clash with some kobolds. There were a bunch of questions like what a d20 was, and I think it was much better to explain through doing rather than trying to teach the rules beforehand. They captured one kobold and it told them a bit, and they explored ahead but we quickly moved into the second combat. I was quick about this because a few of the players really didn't engage unless they were actively called on, and that was hard to arrange. After the second combat against the more powerful monsters, we took a break for a while. (Around this time, my spouse and sprog arrived and took a few pictures.)
There was pizza, present-openeing, some nebulous goings-on in Ellie's room, a war out in the backyard with plastic swords and rubber balls, and then cake. We then resumed the game. They searched the tomb and got some scrolls and defeated a skeleton to get a magic sword, as well as finding and rescuing the little brother. Then they faced down the necromancer, who threatened to kill the hostage woman. This got them into their first group discussion and tactics. Everyone deferred to Ellie as the leader, but most of them still had input. I pushed back a little bit here to get them to think things through, and it went pretty well. The twist in the end was that the capture woman had become a vampire and attacked them, who was quite tough and also brought in some pathos to the ending.
Her mom reported in her blog: "Everyone is playing D and D at the moment, and they're all getting sucked into the game. It's hard to follow from the outside, particularly since I've only played it once in my life and then i was pretty drunk so I can't remember it. Rook is being very patient and participating at all moments. He's awesome." (In a prior post, she described the preparations-making as "Wow, so we set up the "dungeon" with black streamers and torches, and it looks awesome! It's so exciting! The party will be really fun, if all the kids get into it and play. Eliz keeps bragging about how her dungeonmaster who is coming is "totally famous" and an international star and all. Excellent. We're lucky to know Badger's husband Rook, indeed. He runs games all the time. Internationally! I'm not kidding!") Heh.
So it went off pretty well, and we more-or-less stuck to the D&D rules, though not at all the scenario described in the Basic Set. I think that the general premise is reasonably well suited as an introductory game. The limited choices of a dungeon are excellent for a fractious group. There were a number of things which bothered me, though. - Having only four characters is really limiting, especially given that only one is the token female (the halfling rogue Lidda). Probably not coincidentally, Ellie as birthday girl got dibs on Lidda as her character.
- The dungeon scenario in the Basic Set was really empty and dull. Having a mission and an opponent were vital.
- Magic items should be really special and powerful. In particular, the players of wizard and sorcerer characters seemed a bit underwhelmed by their magic, so I really wanted their detect magic and read magic to have solid payoff.
I'm going to look at putting some introductory material online, because I was pretty disappointed at what I could find for helping someone do this.
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December 13th, 2006
08:53 pm - RPGs in the Eighties Media So, the eighties Dungeons & Dragons cartoon series has been released on to DVD. See the DVD Details on IMDB for more info. I vaguely remember seeing them back in my youth, but I don't remember anything much.
Along related lines, I saw recent links for other eighties marketing material, including an 80s TV commercial for D&D on YouTube, and Classic Mail Order Ads for D&D. They seem bizarre, but it's hard to separate the general eighties-ness of them from what was seen about role-playing.
I am vaguely curious about the cartoon, and wonder how suitable (or interesting) they would be for my six-year-old son. As I understand it, it was criticized for its violence at the time, but that was in an era when violence in cartoons was not allowed at all. I'm also somewhat concerned about racial and gender stereotypes.
I did watch Cloak & Dagger with him a few weeks ago, which is a 1984 movie about a kid who plays a bunch of adventure games who gets caught up in a real-life spy story. The movie starts with an action sequence which turns out to be imaginary -- and he moves his miniature around and rolls a d12 for his character to escape. The twist is that he has an imaginary friend, Jack Flak, who appears and speaks to him. The sappy part is that Jack is played by the same actor as his father, and is clearly the absent father figure -- with the end being that he gives up his imaginary friend and (it is implied) his games when he connects with his father. Eh... However, in the meantime, he had some cool adventures where he drew on his gamer knowledge. It was fine, though not quite as good as I remembered from when I was a kid.
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September 20th, 2006
04:02 pm - Kids Games at ConQuest SF 2006 So this year at ConQuest SF, I ran two games in the young person's room -- motivated mainly because this was the first year that my son attended. So here's my draft of the write-ups from my soon-to-be posted convention report....
The Haunted Mansion I helped run this D&D event in the ConQuest "young persons" room, which had its own track of events. This was my first time running events for purely kids at a convention, though I'd run a few at home. There were several kids I knew there: my son Milo (age 6), and two friends' kids: Zelly (age 7) and Ellen (age 10). I got to the room later than I thought, and wasn't quite ready to start a game. However, it turned out that Scott Bagley was running a D&D game and had an excess of players. To help out, I ran an improvised adventure for a group of five kids -- including Ellen, Milo, and Zelly along with Anthony (who I'd guess was 11) and Nick (who I'd guess was around 9). At Scott's suggestion, we had two tables. The first had his Dwarven Forge dungeon set. The second we set up with a big battlemat, and two model ships that he had. I would start out with the ships and play out their approach to the island of the haunted mansion, then halfway through we would switch tables. Scott's players would escape the mansion, while my players would arrive. In general, it was rough running a game for a different age range of kids. I started them out on a ship approaching the island when they were attacked by a pirate ship full of skeletons. It was a straight combat, but made fun and colorful by all the pirate trappings. They got along together but it was definitely a strain. Ellen and Anthony plotted together the best strategies and creative tricks for getting past the pirates. They then landed and started up the path when they saw lizard creatures lead by a dragon surrounding them. On the pirate ship, Milo had cast "Animal Friendship" and gotten a monstrous rat as a friend. Through the rest of the game, he was very attached to the rat and got really upset at anyone messing with it. Ellen and the older boy came up with the idea of just buying the dragon off, because their characters (pregens supplied by Scott) had tens of thousands of gold pieces. I made it a little difficult in negotiations, but went with it since they liked it. We then switched tables and started on the dungeon. So sifting through the miniatures which I had, I improvised some encounters. They got past a door trap, into a room full of pools. I had a burning skeleton approach them and tell them he was cursed, doomed by the monster that lives beyond, and asked for their help. He told them about a tentacled monster. In the fight past the pools, they used a lot of ingenuity to avoid pools and get at the monster. I particularly liked Ellen & Anthony's casting Water Walking to avoid being dragged under. Unfortunately, Milo misunderstood this and got really mad at Anthony, thinking he was doing something bad to the rat and pinched him -- which was terribly because Anthony was trying to be nice. We got through that room, fought a souped-up Taer, and then wrapped up. This was hard for me. While I do well with kids in general, I didn't have a lot of experience. Ellen was disappointed with my lack of preparation, I could tell. The real tough one was trying to keep the 6 and 7 year olds working with the 10 and 11 year olds. I think I did pretty well, but I look forward to doing better next time. Points that I think of: - The group dynamic problem was tough. Basically, I think I need a stronger turn structure of some sort -- where each player has a real chance in the spotlight rather than just an action.
- I did avoid the bloodthirsty kill-and-loot that's common in these games. It's important to frame it as opportunity rather than a restriction. So, the cursed skeleton asked for their help but there was no attitude of having to do the right thing.
- The spell lists were an enormous time sink. It was paralyzing to the pacing for Ellen and Anthony to sift through their long list of spells.
Faery's Tale With Polaris cancelled, I had a little more time to prepare for my second young persons game. I had been debating running either John Wick's Cat or Faery's Tale, and I went with the latter in part due to support. There were two introductory modules: a "Jack in the Beanstalk" in the core book, and a downloadable module "Tournament of the Fey". Neither of these appealed to me, so I mostly improvised. I wasn't on the schedule, but I talked to the kid's room organizer that morning. I added the game to the schedule posted on a whiteboard at the door, put up the Faery's Tale poster beside it, and put out a sign-up sheet. Besides my son Milo and his friend Zelly, I got three players. We went through character creation -- I gave the book to the older kids to pick their qualities, while the younger kids filled out a character sheet from the pregenerated characters. The players and their characters were: - Zelly played a pregenerated character -- a pixie named Willow, whom she renamed Sandy two-thirds of the way through.
- Milo played the pregenerated character -- a sprite named Flynn who flew about on his bumblebee companion.
- An older boy Erik (age 10 or 11) created a pixie character named Zimble, who had a sidekick of a miniature ice dragon named "Frosty".
- Erik's younger sister Kate (age maybe 8 or so) played a pre-generated character Gimlock, except that she substituted out his "Seer" gift for "Sidekick" and also took a miniature dragon -- a flame dragon named "Flame".
- Nick (maybe 9?) created a brownie named Elfrica, who lived in a ruined castle. The details here took a lot of negotiation. I explained that brownies lived with humans, and had household magic which meant magic affecting human artifacts. It seemed like he wasn't quite sure what he wanted, and we went around in circles a bit.
With the miniature dragons established as Gimlock and Zimble's sidekicks, I decided that the adventure was going to be about saving a full-size dragon from a group of rough dragon hunters. This was, of course, a deliberate dig at D&D. They found the camp of the dragon hunters, and then the others distracted them by talking the horses and letting them go to run around -- while Elfrica invisibly stole all their arrows. The dogs and the horses were both mistreated by the group, and they helped them by getting them some nice food. There was also a family (two parents and a young son) who tended the supply train, and I noted that after the horses got loose, one of the dragon hunters went and slapped the kid for not having tied them right. I should note about the system. Nick was the type to narrate a lot about what was happening, which annoyed Kate in particular, who insisted that he couldn't just say whatever he liked. Here the system was of use, in that I explained that Nick could narrate but that he had to pay with Essence Points. I had brought a bunch of crystals which I handed out as Essence Points -- and I gave them out, for example, to Kate and Eric when they helped out the dogs and horses. After this, they went to see the dragon, and found that he had been poisoned by the dragon hunters -- who had dumped some toxin into the nearby stream. I said that they could cure it, but they needed a sample of the poison to brew the antidote. Now, at this point I think Nick said that he wanted to have run across the poison before, and could get a sample from the stream which was poisoned. I charged Essence for this. However, this was pushing it -- it seemed that if they paid enough Essence they could do anything. But they brewed up a potion with the sample and cured the dragon. The last bit was dealing with the dragon's attack. So, playing the dragon, he said that he was going to eat the horses first so that the people could ride away to escape. The kids naturally cried out at this, and got the dragon to agree not to hurt the horses or the family with the supply wagon if they would first make sure that the horses escaped. So they slipped in, sabataged further the dragon hunter's equipment, and let the horses loose. I then narrated briefly how the dragon attacked the dragon hunters, stopping only at the last minute to leave the wagoneer's family alone. They then got a Boon (one of FT's reward systems) from the dragon. I was rather proud of this, mainly because it was an adventure that had a lot of action -- but it was all about helping people, and none of the PCs ever attacked anyone. It was a bit of a tough sell in the first place getting Erik and Kate sold on this, but it went well. Milo and Zelly were difficult to engage, but still liked it.
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January 20th, 2006
02:19 pm - Player Input in Post-Apocalyptic D&D More thinking on the post-apocalyptic D&D campaign idea -- I'll be making a website section on it soon. Soon, I want to start asking more experienced D&D players more specific questions. There was a recent Forge Actual Play thread, "[D20 Eberron] Lost that Spark, a Lost Gm seeks advice". There, the GM Glen writes: The question now is whether to start fresh, knowing what I know now, or to head back into the Eberron campaign and try bringing all the players' material front and center. I do agree with Bill and the Glyph in that D&D and D20 doesn't 100% support player input in terms of system (Eberron's like Forgotten Realms and Dragonlance, just a setting using D&D style rules). I still messed up in this game, and take full brunt of the fault, and I don't want to point fingers at a system, but it would help if there was something to support and encourage player input built right in. So I, too, am using D20 but I want the players to have a lot of input. I want them to have input through the normal D&D rules, though.
D&D is a bit peculiar in its power split. If playing a typical published module by the book, the GM is reduced to nearly a bookkeeping role. She reads of the descriptions when the PCs get to a room, and rolls for the monsters, but she has little direct control over the pace or direction of the game. The players control where they go, how quickly, and so forth. The primary GM control is through hints and advice given to the players. This gives a sort of social power, because the GM knows the information and doles it out -- but it isn't exactly control.
Anyway, here are elements for the game that relate to player input: - The PCs are the most powerful and respected of all the survivors. They will be the leaders of their little world of survivors. No kings, high priests, or anyone over them to give them orders.
- The interaction and handling of NPCs will be important, which the PCs have dominance over. (The players will have a certain degree of control over NPCs, as I mentioned in an earlier post.)
- The PCs will be well-informed. I plan on giving the PCs an accurate map of the dungeon(s) by some in-game excuse. First of all, I've never liked the laborious process of players drawing out their own map based on verbal GM description. Moreover, information is power. If they know where they're going, they have greater control of pacing and events.
Player maps have often been common to a degree, though they vary in detail. I was intrigued at how detailed the player map was that came with D&D3 module The Shackled City. It was our only map, and we just annotated it a little with a few hidden finds.
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January 13th, 2006
10:28 am - NPCs in Post-Apocalyptic D&D So more pondering on my post-apocalyptic D&D game... Specifically, I am pondering how to handle the supporting cast. For each PCs, I want there to be 2 or 3 NPC survivors who go with them -- who should almost all be weaker. The question is, how should I conceive and generate those characters?
So, by one method, the players would each designate and describe relationships for their PC -- like DNPCs in Champions or pre-bought Relationships in Dogs in the Vineyard. However, given the nature of the game, I am considering an alternate method which fits with how I am doing other aspects of the game.
I random-roll 3d6 attributes for (3 * the number of PCs) characters, and I allocate a fixed number of levels which the players can distribute among them. i.e. The four players look at the sheets, and can distribute 24 levels among the 12 characters, say. Probably they can also determine race and gender -- and maybe also name them (but I'm not sure about that). As GM, though, I get to freely make up the backgrounds and personalities for them all.
The logic here is that like the PCs, the NPCs begin as types. The players are familiar with them from having generated and chosen them -- i.e. "the 2nd level halfling Adept". However, I play them as real personalities and they are forced by circumstance into the PCs lives. One of the things which D&D3 in particular is good at is getting the PCs to set up defensive formations. I want to try to use that -- have vulnerable NPCs there on the battle mat for the PCs to protect in encounters. (EDIT: Not all at once, in general, but a few at a time.) In non-combat, I will play up all of their personalities, interactions, and so forth.
Am I crazy? It is radically different than how most narrative games have approached NPC generation, but it sounds good to me.
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January 12th, 2006
04:13 pm - On "Reign of Fire" So I saw "Reign of Fire" last night, relating to my the post-apocalyptic D&D idea that I talked about in a recent post. It was indeed bad, as most people told me. Actually, I should have expected this given that the director went on to the even-more-awful "Elektra". Luckily it was at least able to be laughed at in a B-movie sort of way. I'm thinking about it compared to post-apocalyptic movies I liked, such as "28 Days Later" and "Land of the Dead". I think the key thing is it's total lack of humor -- combined with a simplistic plot and hackneyed characters. Spoilers below if you care (which you shouldn't)... ( Read more... )
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January 9th, 2006
11:51 am - Post-Apocalyptic D&D... now with more Dragons So I just had a cool suggestion for my post-apocalyptic D&D idea. I had originally outlined this in October in a post entitled, Breaking Down D&D -- and followed up with some more system thoughts in Characterization and System.
I had been waffling about what I think the apocalypse should be. I knew from the start that it had to be something which broke down the alignment barriers -- i.e. the destruction had to be something which wasn't evil per se and didn't care about alignment. My leading idea had been some sort of rain of giant insectoid or arachnoid creatures, but I wasn't very satisfied with that.
Anyhow, yesterday I brought this up with my fellow Hârn players after our game, and Dennis (?) had a great suggestion -- dragons!! Jim immediately made a reference to the recent Reign of Fire film, where dragons take over the modern world. I hadn't seen the film, so I didn't know abou that. Hoewver, judged on its own, I immediately liked it. D&D dragons are both good and evil, and it is a wonderful reversal. I can picture it fairly clearly now -- there is a dragon prophet who appears and begins to fly about with the news. It tells of the dawn of a new age, when the dragons will finally come into their own. Then, very suddenly, the shift happens and within weeks the world is overrun with dragons. After the cataclysm, dragons can reproduce and mature very quickly as needed. They are not centrally organized, but rather have hordes of little kingdoms which squabble amongst each other but are united against non-dragon threats.
What I like about this: - It uses the core of the D&D mythology.
- It is a wonderful reversal. As majestic winged creatures, dragons take over the surface world, and humans are forced into dungeon lairs. It so clearly reverses the game.
- Dragons are very well-tested, well-developed, and varied foes within the D20 system. I can tailor encounters with the enemy carefully.
I think these are all very good things for what I want to accomplish. The point is to make the fights and the stakes for the PCs much more personal. They are not wandering adventurers looking to grab some cash. Everything that is left of their world they are taking with them and making for themselves.
I only have a handful of concerns. One is that this touches on works I'm not familiar with like "Reign of Fire" and more importantly the Dragonlance series. I know little about either of these, and I suspect I want to clearly differentiate myself from them. I also want to be careful about the good-aligned metallic dragons. I want to keep them roughly as they are written (i.e. good-aligned), but still make them horribly horribly dangerous under the circumstances.
I'd also be interested in dungeon recommendations from anyone who knows about D&D3. What are good modules with largish underground dungeons in general?
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December 23rd, 2005
08:26 am - About D&D So here's an excerpt from an essay which I have been writing about the history of RPGs. This part is about D&D in particular.
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There are several key features to D&D:
1) The dungeon format is an important collaborative structure. Dungeon format means that the game-master either purchases or draws a map with a set of keyed locations with absolute restrictions (i.e. walls) between them. As the characters reach each location, the game-master describes what is there. Note that if using a published dungeon module, the game-master function is a largely accounting and managerial.
This format reduces the possible space of imaginary events to an easily manageable level. The dungeon author creates the landscape and antagonists prior to play. The game-master during play then acts as referee and controller of the antagonists. The players control the order in which elements are explored as well as the pacing, via their characters' actions.
2) The game puts a strong emphasis on teamwork, by requiring the characters to divide into specialized classes. Whereas many games are competitive, D&D primarily focuses on cooperative teamwork among the players against predefined challenges. The dungeon author and game-master are not competing with the players directly. The dynamic is closer to puzzles (such as jigsaw puzzles or crossword puzzles) than to traditional board or card games.
The fantasy roles are highly important to the dynamic of teamwork. Because these are imaginary characters, the players are freed to experiment with different social dynamics. The device of a separate characters gives the player license to try out being a hotheaded rebel, a stern warrior, or other roles. This allows the group to more deeply explore possible group dynamics.
Early D&D had a tradition of designating one player as "caller" for the group. Only he would declare actions to the game-master. Essentially, he would be the only one able to speak to the game-master. The caller acted as final authority for what the player characters did, leading discussion amongst the players. The degree of clash expected highlights how vital the intra-party dynamic is.
3) Dungeons & Dragons draws on several fantasy themes -- in particular the sequences in mines of Moria from Tolkien's Fellowship of the Ring. I would say that it formed a distinct genre and ethos from its sources, but it is important to note the connection. Medieval fantasy as seen in Tolkien was relatively new to popular culture in the 1970s.
Early modern adventures stories typically involved real-world stereotypes, like African savages or inscrutable Chinese. The distinction of Tolkien and others was to create a world separate from our own, with its own stereotypes of dwarves, elves, and hobbits. The fantasy categories distanced the imaginary content from real-world politics and morals. By one view, this retained some of the mythic power of traditional conflicts while divorcing it from the imperialist assumptions. By another view, however, the fantasy was simply a thin mask to hide the face of the same imperialist assumptions.
4) The categories of class, race, and alignment make for a very structured visioin of the fantasy world. This is an ordered, hierarchical reality which many label "escapist" for its lack of moral depth. The same is often said of similar fantasy novels such as _Lord of the Rings_.
In Dungeons & Dragons, there is an interesting mix of categories. The classes are constructed social roles like fighter and thief, but different classes depend on each other. In contrast, race and alignment are always divisive. The original edition of Advanced Dungeons & Dragons included a chart of racial intolerance, such as elves disliking dwarves and vice-versa. Races had other mechanical clashes -- the racial ability to see in the dark (infravision) was spoiled by any light, and some races gained a bonus to surprise if they were separated from the party. The rules gave license for the players to clash via their fantasy roles. The result is an exercise of functioning in a social microcosm despite intractable moral, ethical, and racial differences.
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October 17th, 2005
04:28 pm - Characterization and System Another topic here prompted by Adam Dray's comments. So I'm going to talk about rules system here for a bit, and its role in characterization. For these purposes, I'm calling "characterization" for how well the personality of the character comes across in the game. Adam comments, I'm pretty strongly convinced that D&D isn't for you, no matter how far you drift it.
You talk about a "thicker layer of characterization as opposed to raw hard-core beat-the-monsters." You're not going to get that out of D&D without considerable rules changes, and then you're not playing D&D. You're playing John Kim D20 and it will have to be wildly different than the core rules before it makes you happy.
D&D's support for characterization is limited to racial stereotype, class-based stereotype, and alignment. You want more support than that. I don't think you're analyzing my wants correctly. So I've tried characterization using D20 in my Conan RPG one-shot, Brawny Thews. I had six pregenerated PCs for that one -- cf. Brawny Thews PCs for their sheets. There were some rough spots since I was new to the system, and I couldn't quite get Eithriall to work. However, I think it wasn't bad despite the serious constraints I put on myself by having all six PCs be Cimmerian and at least half Barbarian. (See below for further notes on this.)
A basic principle of dramatic writing is that characterization flows from action rather than exposition. In game, this means that the character abilities should have the ability to represent differences in action. So labels aren't much use for characterization. For example, D&D alignment is generally passive -- mechanically it defines how things affect you (like spells), but you don't use alignment for action. Note that it might have other uses, but it isn't a very effective aid for characterization. Still, labels have their uses -- like costuming and make-up in other fields.
So what do I think helps the most? Options which are different mechanically rather than just in flavor text or narration. In many simple systems, differences are abstracted away. For example, in Over the Edge I might have one character who has "Hulking Brutal Thug 4d6" and one who has "Skillful Martial Artist 4d6". Mechanically these two characters will be identical in a fight. The players can layer on top different descriptions of what their character is doing, so the practical result can have characterization. However, the system isn't helping -- it's only providing a difference in label, whereas the action is the same.
I'm fairly skeptical of systems which rely on player-defined traits. I've used them and had fun, but by contrast a lot of other people seem to consider them a required part of design. One issue I have I went over in a Forge thread, John's Standard Rant #1: Freeform Traits. Most freeform traits mechanically encourage the players to take as generic as possible -- i.e. like "Lucky" or "Talented". In practice, the GM can forbid these or the players can voluntarily penalize themselves, but that's fighting against what the system rewards. Another problem is the lack of mechanical differentiation that I mentioned above. Freeform traits can differ in when they apply, but not usually in what effect they have -- whereas fixed traits can specify different mechanical effect.
Going back to the example of the Brawny Thews PCs...
The character sheets may be opaque to many readers, so I'll try to explain some. This is a combat-heavy event, so their character shows up most notably in their fighting. A good example is the twins: Canbotha and Eanbotha. As identical twins, I gave them identical attributes but different class mixes. Eanbotha is the responsible son and is Barbarian/Soldier while Canbotha is the rebellious son, and is Barbarian/Thief. The responsible son Eanbotha fights armored, defensively, and heavily specialized in a weapon. He will generally concentrate on one foe, possibly working in coordination with his father to defeat it. The rebellious son Canbotha fights unarmored, also defensively, but in the wild manner -- tumbling into the midst of a group and striking all around with whatever weapon he happens on.
This is one which worked pretty well, I think. There are subtler differences, too, between the animal-friendly youth Daor and the more mature hero Cumal. (You can picture Daor as Marc Singer in The Beastmaster versus Cumal as Daniel Day-Lewis in Last of the Mohicans.) Both are Barbarian-8, which makes them very similar. However, Cumal is a two-axe fighter who spreads around many attacks, can do many Attacks of Opportunity if an enemy tries certain "tricky" moves around him, and excels at throwing his axes. He tends to go in the center and strike where needed. In contrast, Daor has Cleave and will tend go for a killing shot with his two-handed sword. (I could have emphasized this difference more without the class system, but it was there.) So mechanically, Daor has much simpler tactics -- hack at something until it falls and then move to the next. This fits his youthful passion. Cumal will stand in the middle to disrupt the enemy (lots of Attacks of Opportunity), accumulate damage more steadily, and strike where needed -- sometimes throwing to strike at non-adjacent enemies.
I haven't really tried the same with D&D characters, but I think potential is there. I may post later with experiments. So I'm not sure it'll work, but it seems possible. As Adam puts it: Now, the level treadmill seems to be in the way, too. How much do you care about characters leveling up? It's going to be very hard to make 3E into a game that doesn't push players to Step On Up. They'll spend a lot of energy min-maxing classes and skills and feats. They'll spend a lot of energy earning XP so they can level up. They'll spend a lot of energy during play figuring out the most clever tactic during combat. If they have combat abilities and feats, they'll angle their adventures so they can use them often. I agree, but I also don't think min-maxing is opposed to characterization. As long as there are a variety of paths, I think its a good thing. All games encourage rules-lawyery min-maxing, subjective wheedling, or both. I want to set up the game such that this has purpose and meaning. In my post-apocalyptic game, the player-characters should be ambitious and want to get better so as to protect both themselves and their community.
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October 12th, 2005
12:22 am - Breaking Down D&D So recently I played in two sessions of a D&D3.5 campaign with friends of my friend Russell who just moved to the area. I have generally been lukewarm about the game. The first session was reasonably fun, particularly as we were introducing the 9-year-old daughter of our friends to the game. The second session, though, bogged down for me as we moved into more of the hard-core dungeon crawl. I don't want to talk about that for the moment, however.
So I have this idea mulling around in my mind about how I would use D&D / D20 if I were so inclined. Actually, I took a previous stab at using D20 in my convention event for the Conan RPG, Brawny Thews. But here I'm wondering about D&D itself. As I see it -- if I'm going to use D&D at all it should make use of the monsters, modules, miniatures, and combat rules. Otherwise why would I use it as a system?
My thought was to have a post-apocalyptic fantasy game -- taking a typical world and suddenly have all of civilization destroyed by giant abominations which come out of nowhere and ravage cities and fields across the globe. The survivors must hide out and fight for survival while avoiding the hordes. This might sound a bit arbitrary, but bear me out as I point out what this does to the genre. - Food, shelter, and other basic needs are what is bartered for in trade -- no one gives the slightest thought to gold.
- The PCs will be part of a small band or clan of survivors who depend on each other, adding a social dimension.
- Ruins and dungeons now become havens to hide in from the sweeps of abominations. i.e. The PCs may explore out a dungeon with an eye for a place to live. The GM may also hand some city or other modules to the players as places known to them -- where the module shows the pre-apocalypse state of the place, and the PCs may survey the destruction.
- The abominations are near-mindless instruments of destructions who destroy anything not like them -- orcs and goblins just as much as humans and elves. Thus, the different races are thrown together with a common enemy.
The idea is to get real use out of the existing material for D&D -- like dungeon modules -- but to put them in a new light. So the PCs come to a dungeon, but they ignore the gold and instead look for the food sources. They map it out looking not for how it can be cracked open, but for how it can be made secure and defensible.
Now, there might be some additional twists that I may want to throw into this: - One is class. In the post-apocalyptic breakdown of society, specialized roles break down -- this makes some sense and is part of the post-apocalyptic genre. Everyone has to help gather food, and everyone must fight to defend the band. So to push the breakdown idea further, I might tear down the class system to a point system of abilities. This might make it easier to have monsters as PCs.
- Perhaps I should also modify magic in some way? On reflection, I lean against this. It would be more interesting for the players to struggle with how to use the existing spell list, say, to help their band survive. Now "Create Food and Water" becomes a vital spell choice, for example.
As I consider this, I think tearing down the class system is important to convey the breakdown, upheaval, and shift of everyone's roles. But I'm not sure exactly how I should do it. How much, if any, should I keep mechanics for niche protection? i.e. Should there be a cost benefit for taking related abilities? I'm not sure.
Should I add in more social mechanics for the relations with the other members of the band? There should certainly be a focus, I feel, on there being families and children in the band to protect. But I'm not sure if that calls for particular mechanical changes.
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