Showing posts with label D and D. Show all posts
Showing posts with label D and D. Show all posts

Wednesday, December 9, 2009

Scripted Adventures and Old School Sandboxes: Not So Different

Common rpg blogosphere wisdom says that heavily scripted adventures are the antithesis of the old school sandbox. In scripted adventures, characters are essentially railroaded from scene to scene and battle to battle, while characters in sandboxes can do anything they want and go anywhere their abilities allow, so long as the pre-existing design of the sandbox allows it. In scripted adventures, change in the world is predetermined by the writer, while change organically occurs in a sandbox as a result of characters' actions.

Gameplay of both scripted modules and old school sandboxes, in addition to some story-driven indie games, over the past few years have convinced me that this is a false distinction.

Last night, we played Death Frost Doom - a seemingly old school sandbox dungeon in many respects that is built for use with a D&D retroclone. The writer, James Raggi IV, exhorted the DM in the intro to be fair according to the way the dungeon was set up and let the characters face the consequences of their actions. The problem was, the dungeon was set up in such a way that the odds were stacked heavily against the characters, and the scenario was generally set up in such a way that there was one very likely conclusion. Indeed, a quick perusal of actual play reviews reveals that many others hit this conclusion upon playing it.

In other words, this "old school" scenario was set up in such a way that the characters were physically free to do what they wanted, but only in the narrow confines of a fairly small physical area. I think there are several ways that Death Frost Doom differs from traditional old school sandboxes, but this aspect remains right on. Given these narrow confines, the characters acted in fairly predictable ways.

On the other hand, we've been playing a heavily scripted Planescape module (Dead Gods) on and off for a while. The scope is epic and crosses several planes. There's a heavy meta-plot built into it. But given some meaty story hooks in addition to just physical ones and the simple lure of treasure, players have made some very unpredictable and wacky decisions around the back story. Needless to say, I've had to heavily modify the module on the fly. In essence, the module has become more of a sandbox than not. And in ways that I never could've predicted in advance.

We've played other more story-driven games more recently as well - like Fading Suns using the Spirit of the Century (SoTC) system. Fading Suns has a crazy amount of source material, and SoTC has mechanics based around story-like attributes of characters, like Haughty Noble (or whatever else one comes up with). Using these mechanics has allowed for unpredictable and organically driven play as well, in ways that just don't emerge in the traditional sandbox.

When I look at all these types of games together as a GM, a conclusion starts to emerge for me: There are lots of ways to allow characters free reign and meaningful choices. Sometimes, an open physical environment works. Sometimes, GM or module-provided story hooks can provoke unpredictable choices that require GM responsiveness and flexibility. Sometimes, explicitly written character traits can serve the same goal. These are all just different tools that the GM and players can bring to bear. Including such tools in game content or game mechanics simply emphasizes and reinforces that aspect of the game. As a GM, I try to select the right tool at the right time because it's not just the content of the module or sandbox that matters; it's also the group, with all their strengths, weaknesses, and mood shifts. It's all about using just the right tool and bringing the cool at just the right time.

And that's really the bottom line for me. I'm not so concerned about remaining true to source material I may have prepped 3 hours before a game as much as providing interesting and fun situations for my players to which I need to respond flexibly. Sometimes, these situations are hard to manage, because a truly open world, with a range of story and character hooks AND mechanics can end up about anywhere. (This is actually my biggest weakness as a GM - that I end up putting myself in situations that are too unpredictable and tough to manage on the fly.)

But it just goes to show: Sometimes the sandbox feels scripted and the script wide open.

Tuesday, June 23, 2009

Old School, New School, and Middle School

If you're bothering to read this blog, you're probably already well aware of the "old school" revolution in rpgs. There have seemingly been so many arguments about what "old school" is, so I'm not going to bother defining it beyond the idea that it uses ancient systems, relies on player skill (vs. character stats), and involves deadly monster/trap/gm madness. I played in an old school session recently at a con, and it was a hell of a lot of fun.

I'm not sure what "new school" is, but it's probably either D&D 4e, indie games, or something else that's been coming out recently. For what it's worth, I find some indie games fun and groundbreaking, and I don't really like 4e.

For some reason, old school games and new school games seem to be getting all the press lately. I'd like to shift the discussion to "middle school" games:

I recently had the opportunity to GM an arc of D&D 2e for a bunch of my friends. It included some aspects of the old school - wandering monsters, rolling randomly for treasure, etc. And it included some aspects of the new school - it was a very character guided game. But it was definitely a 2e experience - THAC0 and just the organic chaos of it all. Lots of laughter, some genuinely tactical play that wasn't confined by the rigidities of a battle map, and wacky interactions of magical effects with pretty robust descriptions that I had to judge on the fly.

There's just something about 2e. I started with the red box, but 2e is the game that has bored into the recesses of my consciousness. Maybe it's the cover of the DM's guide, with that robed DM opening the doors. Maybe it's the random magic item charts that I completely absorbed in ... middle school. Maybe it's the way that, after all this time, I could still open the PHB or DMG and find what I needed way too fast.

Like other games built around the time, the system is far from perfect - it's really an organically grown mess. But the energy and the way the game bubbles with ideas is irreplaceable. While I look for many things in rpgs, one of the primary things I still look for is whether a game can bring out that sheer middle school fun. Perhaps more than any other game I've ever played, 2e still informs my gaming sensibilities today.

The time for the middle school revolution is here.

Thursday, September 4, 2008

Let's hear it for low-level PCs

For our Wild Talents game, our group consciously decided to reach for the stars and play ultra-high-level characters: trade envoys, planetary ambassadors, billionaire playboys and super-scientists. Good stuff, yes, but it's got me thinking about the other end of the spectrum, the low-level characters who have to scramble for every gold piece and make hard decisions about whether or not to leave the two-handed broadsword back at camp because it might put them over their carry capacity.

Part of the fun of low-level roleplaying is that little successes are amplified a hundredfold in the scope of the game -- and what's more, players tend to shoehorn these minor victories into the campaign itself, with admirable results. Bob over at The Dice Bag puts it nicely.

That was until the 3rd or 4th session we played. We’d picked up a mission in The Yawning Portal to help out some local merchants who were being pushed out of the market after refusing to pay protection money to a local gang. After a few hours of gaming we came across a building that used to be a brewery that just happened to be where the gang had set up shop. After a rather successful battle I came up with a bright idea to use the equipment to make up some homebrew. It certainly wasn’t easy to set up but within a few levels I had a rather successful business venture going on.
Dude started brewing up his own dwarven grog with little more than a throwaway skill and a generous DM. It doesn't get much sweeter than that.

Wednesday, August 27, 2008

Play by Post vs. Real Life

As I briefly noted below, I've just gotten involved with a play by post AD&D2e Planescape game. You can read about it here. With only a little more than a day under our belt, I think it's shaping up nicely. The other players are enthusiastic, and the DM (noisms from the monsters and manuals blog) is setting a wonderfully old school tone.

I'm really trying to play a type of character that I'm not sure I've ever played in an rpg before - someone who's very precise and bound by harsh cultural customs (you know, like duty, honor, and hierarchy). In other words, someone who's lawful neutral. It's fun but definitely challenging. Especially because I don't want to piss off the other players who I don't even know with an overabundance of inaccessibility and arrogance. (It's all in character - I swear it's not me!)

It's hard to say whether this type of game has the staying power of in person games (though who am I kidding about the staying power of these). But I'm definitely enjoying the writing aspect. I'm trying to look at my character as I've heard great comic book writers talk about their characters: It's all about distilling the character down to the handful of core elements that make that character cool and make that character tick. So, I made a list of some elements, and I'm going to try to keep them on the screen next to my browser as I post.

At the very least, the writing saves me from embarrassing voice acting.

Wednesday, August 20, 2008

Oh HELL no: McCain disparages D&D crowd

"It may be typical of the pro-Obama Dungeons & Dragons crowd to disparage a fellow countryman's memory of war from the comfort of mom's basement, but most Americans have the humility and gratitude to respect and learn from the memories of men who suffered on behalf of others."

-- A McCain campaign blogger

McCain loses d8 electoral votes, no save allowed.

***

Update: An apology? Can't tell if it's a joke or for real...

"If my comments caused any harm or hurt to the hard working Americans who play Dungeons & Dragons, I apologize. This campaign is committed to increasing the strength, constitution, dexterity, intelligence, wisdom, and charisma scores of every American."

Tuesday, August 19, 2008

Defying vanilla: Tales of New Crobuzon

Irony is a funny thing. I was gearing up to write a gushy post about one of the most exciting Gencon announcements I came across: Adamant Entertainment’s forthcoming RPG line based on China Mieville’s Bas Lag universe. For the uninitiated, Mieville’s fiction (Perdido Street Station, The Scar, Iron Council and a handful of short stories) blend elements of fantasy, sci-fi, steampunk and romance in the melting pot of New Crobuzon, a sprawling, gaslight-era urban fantasy city. You'll either love his prosaic writing style or hate it.

The city is very cool, but (critically) it’s an entirely new fantasy setting that completely discards common tropes — and brings in so many new, exciting ideas. It’s the complete opposite of Uncle Bear’s recent post bemoaning the lack of originality in D&D today — the idea that, once we strip away all the pop and sizzle, most D&D settings are basically the same. Vanilla through and through, to use his phrasing.

Mieville’s fiction defies this notion, and it will be interesting to watch the development of Adamant’s forthcoming Tales of New Crobuzon RPG. (Email tonc[at]adamantentertainment[dot]com to sign up as a playtester.)

Monday, August 18, 2008

Gencon shout-out

Props to my friends Tom and Garrett, who started playing a D&D 4e game on Thursday at Gencon and didn't stop until Saturday evening. They logged something like 55 hours between the two of them. I could never -- indeed, would never want to -- do that, but at some point the sheer endurance of these two geeks becomes admirable. Now that they've proven they can take a brand-new character through level 4 in a long weekend, there are just a few accomplishments left unconquered for them. Climbing Everest is one. Piloting the Space Shuttle is another.

Friday, July 25, 2008

One more gaming store for Chicago

It appears this is the summer of hopeful gaming retail openings, at least here in Chicago.

I’ve learned that a second retail store, Black Sun Games, is moving quickly to open its doors in the Albany Park/North Park/Ravenswood area. The address is 5426 N. Kedzie Ave., but I’m afraid I know even less about this new store than I did about Gamer’s Asylum.

From what I can gather, though, the store is interested in both Warmachine and D&D, two mainstay game properties that that ought to draw in a sizable fan base. Brandon, the owner, is active on a D&D-themed Meetup group, and I’ve heard secondhand that he’s willing to host game groups at the store ASAP (but no sales for now, alas, owing to Chicago’s archaic permitting process).

The best part is that this location is so close I can ride my bike to it, which of course conjures up all sorts of nostalgic images of city kids pedaling down the sidewalk with backpacks brimming with D&D books. Good times, for sure — though I’m not sure I’d have much luck biking down the street with 30 pounds of painted pewter strapped to my back.

Bottom line: As with the Gamer’s Asylum announcement, this is just great news. Tabletop gaming is an inherently social pastime, and it’s critical to have a welcoming, clean and vibrant retail outlet to foster participation. Chicago has long been a bit of a game-store desert.

It’s tough to run an effective brick-and-mortar store in today’s culture of online commerce and 3-day shipping. I recognize the dedication required to make game retailing work, and I’m willing to open my checkbook to support both Black Sun Games and Gamer’s Asylum if they can create a friendly, reliable retail presence near my ‘hood.

Wednesday, June 18, 2008

My Kind of Fantasy

Pat has challenged me again: In response to my comments that I'll probably never play D&D again (after cutting my teeth on it in the early years, a year long sting with 3e, and playing the 4e demo), he challenged me to say what I look for in fantasy game.  I don't want this to be a D&D bash session, so instead I'll just try to focus on what I want a fantasy game to do for me.  Many of the characteristics I discuss below apply to the types of games I like to play generally.

First, I want a fantasy game that is dynamic and cinematic.  I don't want characters to move up to a monster and keep making to hit rolls - I want to see the sword slice down and watch the blood spatter on the wall.  I want acrobatic leaps onto the backs of bucking beasts and to have my character barely hang on to daggers plunged into the beast's shoulders upon impact.  Finding this level of cinematics usually comes at the expense of crunchy and tactical play - it's hard to make this kind of stuff happen with a lot of rules.  

Second, I want a fantasy game that's gritty.  In a land of sword fights and black magic, death happens and eyes get poked out.  The problem here is that gritty games often have lots of rules - it's pretty cool to roll the dice and find out exactly what location on your body gets hit.  Can a fantasy game be both gritty and over the top cinematic? I don't know, but I'd sure like to find one.

Third, I want a fantasy game that's about more than taking treasure and getting XP.  I like my characters to have goals that are well tied into the setting...like the desire to go on a mission of vengeance for the abandonment the party next to a wyvern lair.  In fantasy settings, I favor having somewhat grim or seedy personal goals.

Fourth, I like to bring the epic also.  No fantasy setting has every inspired me as much as LOTR (and this probably goes for many others out there as well).  As both a GM and a player, I love the possibility of changing, saving, or remaking the world.  The macro stuff is what got me into rpgs in the first place.  In a land where magic, powerful artifacts, and ancient evil are just over the horizon, I feel like games are lacking when they don't embrace these elements.  I recognize there's another tension here between the epic and the personal (and possibly unsavory) goals.  But that's the kind of tension that makes characters tick in the best kind of literature and that brings games alive for me.

Fifth, along the lines of bringing the epic, I want large scale stuff to be at least some recognized part of gameplay.  I just got a copy of the new game Reign by Greg Stolze, and it has a nice set of rules for dealing with "companies" and their interactions with each other.  While I'm not saying this system is the holy grail (hell, I just read it last night), it is certainly aimed at scratching the macro itch that I have.  What's the best part of the LOTR?  The armies clashing into each other.  The movie's nothing without it's strong actors, script, and characterization.  But the epic battles and struggles for power over the land are at the heart of fantasy for me.

Finally, it's worth noting that I don't really care as much about setting.  In general, rpg setting materials don't inspire me all that much (I know this isn't the case for Pat and probably many other gamers out there).  So, I'd rather create a setting for myself that contains the elements I find interesting.  I mean, if you've been playing rpgs for long enough, can't you just spout out "desert world" or "cities floating in a gas giant", start drinking a cup of coffee, and write down a page worth of ideas come out by the time you get to the bottom of the cup?  Though, I do like it when games throw out one liners or examples of cool situations that highlight cool aspects of the rules (like parts of the Dark Heresy PH).  

Tuesday, June 10, 2008

4e and the Red Box

I'm one of those who was introduced to rpgs with the Red Box and realized the heights gaming could reach with the Blue Box (still my favorite rpg product ever).  As much as I've grown away from D&D since those days, I still look upon them fondly.  In that sense, I think I enjoyed 4emore than Pat (even though I'll probably never play it again) as it reminded me a whole lot of the old days, except with more options.

When I was a kid, I didn't play with a battle map (maybe just some scrawled out shapes of dim  dungeon walls on white paper).  My friend, Rusty, and I would just swing our sword at the monsters we GMed for each other over and over again in endless dungeons and in encounters that we didn't prepare in advance.  We then took the monsters' gold and XP, and miraculously advanced straight through from 1st level to immortality in no more than 10 sessions. 

Pat's description of 4e is dead on - it is battle map heaven and even seems disjointedly elegant (like Manu Ginobli of the San Antonio Spurs?) with its balanced tactical options.  But in the end, it is about rolling to hit over and over again without much attention to the other stuff that I've become so fond of since rediscovering rpgs (and comics).  Even when it was clear that we were leaving without finishing the 4e adventure at Games Plus, the DM awarded us experience points for our pre-gen characters.  If that's not old school, I don't know what it.

I can't find it in me to care about rpgs like 4e that emphasize bean counting.  But at the same time, playing 4e really did remind me of those days in the mythological past with the Red Box.

After-action report: Dungeons and Dragons 4E demo

Last weekend I demoed D&D 4E (note that the rulebook itself doesn’t actually use this phrasing; it just calls itself Dungeons & Dragons) with Kevin, Ben and a couple pickup players at our semi-local game store (it’s 30 miles down the highway).

Lately I’ve been learning my way around D&D 3.5 for my occasional Midnight campaign, so I approached this 4E demo with any eye toward possibly switching over to it eventually. We spent two hours around a table, slugging it out on the battlemap; for this, we got a free miniature and a free d20. Here are a few random thoughts.

Battlemap Rules
Without a doubt, this ruleset was developed for use on the battlemap. Characters don’t move 25 feet in a round, they instead move 5 squares (a single square equaling 5 linear feet). Nearly all the special rules reference the battlemap in some way. The imagined spatial relationship that made old D&D so exciting (ex: “You’re about 20 feet from the bottomless pit and goblins are approaching from the west. What do you do?”) is completely gone, replaced with the sterile grid of the battlemap. Oh, and did I mention that WOTC sells its own D&D Miniatures game?

Feeble Roleplaying
A laugh-out-loud moment occured for me during our first combat round, when the rogue character used one of his new “powers” to skewer a shadow spirit. I asked the player to describe the attack visually - I wasn’t satisfied with having him say “I attack the darkness!” Well, he looked at me dumbly for a long minute, then looked down at his character sheet and read the power description verbatim. It was something like "The thief produces a curved blade from the depths of his cloak and slashes at his foe!" This, it seems, is the extent of creativity and originality possessed by today’s D&D players. Given a premade character and a demo adventure, they prove themselves unable to deal with even a modicum of storytelling. Hope they never want to DM!

Party Roles
I drew a little criticism from my group because I (one of the two fighters) chose not to participate in our first fight. Instead, I tried to figure out the dungeon puzzle while the rest of the group slugged it out with the shadow spirit. Afterward the cleric player made some comments about my “role” in the party, and I responded that I was roleplaying. Roleplaying, not rollplaying. I generally disklike the four broad categories of character (striker, controller, leader and I forget the other one) and the forced playstyles they represent.

Fewer Feats
I did like the common-sense solution for feats. The designers, it seemed, split feats into combat powers, which got cool descriptions that made you want to use them over and over, and feats that you call on for various situations (like Snatch Arrows or somesuch). I also liked the idea of at-will/encounter/daily powers, although in retrospect they did seem to be a little too combat-centric for a group that doesn't break its campaign up into neat little encounter-sized chunks.