Showing posts with label 4th Edition. Show all posts
Showing posts with label 4th Edition. Show all posts

Tuesday, November 12, 2019

Remember when D&D Combat was "Simpler" and "Easier" to Understand than 5e? Me Either. Part 1: Some Initial Thoughts


GamerGrls by Jody Lindke ©2011
Back in September of 2019, Cam Banks wrote a brief response to people who argued that they missed the "good ol' days of gaming" when combat was easier to learn and play than the 5th Edition of Dungeons & Dragons. Cam's response was direct and to the point.


My response was a little snarkier than Cam's and included a reference to the Weapons & Armor chart in the 1st Edition AD&D Players Handbook (sic).

The point that each of us was making was that it is a myth that older versions of D&D were "rule light" that were easier to learn for newer gamers, or were somehow superior to more recent versions of the game because of their ease of play. Dungeons & Dragons has always been a complex game with arcane rules for combat that could be intimidating to new gamers and veteran gamers alike.

I've been a fan of every edition of Dungeons & Dragons that I've had the pleasure of playing. Yes, I even LOVE 4th Edition D&D. I think it has a nice balance of tension at the heart D&D system, whether to focus on role playing or on tactical combat. Each edition of the game has tried to fall somewhere in the middle, allowing for players who favor each kind of play to have a good experience, but I think that 4th Edition hit an almost perfect balance between the two. I would also argue, and this might shock some people, that it was less a tactical combat game than most of the editions that preceded it. This is especially true of 3rd Edition, which is the most granular simulation of tactical skirmish combat ever designed. 

There are so many sub-systems in 3rd Edition that you can essentially solo-play "SIMTavern" by using the skill rolls and random encounters without the need of a DM. I'm not writing that as a critical statement. It's a remarkable achievement that appeals to a sizable group of gamers that includes me as a card carrying member. I've spent many an hour using GURPS and Hero System to do exactly this type of gaming, and prior to 3rd Edition I never thought D&D was a good "SIMCity" rpg.

But this post isn't about the underlying skill system and how well it can be used to simulate day to day activities in a Bayesian's Daydream of game play. This post is the first in a series of posts about D&D combat and how complex it has always been. This series will cover Original Dungeons & Dragons, using both the Chainmail and Alternative Combat System variants, Basic D&D (Holmes, Molday/Cook, and Mentzer), AD&D 1st Edition, and AD&D 2nd Edition.

Today's post is just an overview regarding the motivation for the series of posts, which is a desire to argue that there never has been a truly simple era of D&D combat. As Cam stated above, each edition has its problems and gamers have adapted to those problems. Smart people have been confused by D&D from the beginning. If you read the first few issues of the famous Alarums and Excursions fanzine (you can order them from the source here), you'll see that some early gamers misinterpreted the spell system and Lee Gold initially thought that saving throws were based on rolling 2d10 and adding them together.

Lee Gold Discussing Saving Throw Probabilities Based on Assumption of 2d10 Added Together

While modern gamers may wonder how a game designer like Lee Gold could have this assumption, one need only look at the older twenty sided dice to see that they were numbered 0-9 twice. Thus it seems natural to infer that the alternative combat system and saving throw system were based on a roll of two of these dice added together. Later editions discussed this more expressly and included recommendations for how to convert these dice to "true" twenty-sided dice.

Modern gamers have the advantage of beginning play upon a foundation of norms established over decades. Early gamers didn't. This made early D&D even more confusing than today's game. Though I will argue in the next post that using the Chainmail system for D&D combat is even more confusing than today's game, even for a gamer with strong foundations in both role playing and modern miniatures games. Had I not played Warhammer I would have been in the dark on how to play Chainmail, even having read the rules several times. Though after examining those rules, rules it seems no one actually used for D&D, I think they would work quite well and eagerly want to try my hand at them.

Tomorrow, I'll delve into D&D Chainmail. For now, I'd like to know if any of you have tried it.

Thursday, July 26, 2018

Remembering RPG Campaigns Past -- Meet The Crusaders

When I was and undergraduate at the University of Nevada, Reno I ran a DC Heroes campaign that lasted for a couple of years. It is the most successful superhero campaign I've ever run. I had the luck to have a great group of gamers who were willing to cut loose and have a great time with the genre and who felt free to push the limits of the DC Heroes game system. This campaign is one of the reasons that I think DC Heroes is the best set of rules to play a superhero game, though Marvel Saga System comes in a close second.

The premise of the campaign was pretty simple. I wanted to run a game where the characters were on the same power level as the Justice League, minus Superman and Wonder Woman, and I wanted the game play to have a touch of the feel generated by the Giffen/Maguire/DeMatteis run in the Justice League books. I wanted a mix of action and comedy. To be honest, based on my experience in running RPGs, I knew the comedy would come whether I wanted it or not. It's is the DM's Lament to want to run a game that captures the epic tales of the Eddas and Beowulf only to end up with Monte Python's Holy Grail. Instead of fighting that tendency, I decided to roll with it. The title of the campaign was Justice League: Auxiliary. The premise being that the characters were members of the Justice League, as then managed by Maxwell Lord, but where the second string of the team.

What a team it was too. The membership included an interesting mix of characters about whom my wife (girlfriend at the time) drew a couple of cartoon strips that ran in the school paper The Sagebrush. That brief strip was called "Meet the Crusaders" for obvious copyright reasons.  Over the next few days, I'll be presenting the Crusaders to you and will be including statistics for them for a number of role playing games. The primary games I'll be using to emulate the characters are Wizards of the Coast's excellent 4e based Gamma World game and Pinnacle Entertainment Group's Savage Worlds.

First, let me introduced the team to you.

GABRIEL: ARCH-ANGEL

Gabriel was character who believed himself to be the Archangel Gabriel and who exacted swift justice on any he viewed to be in violation of his very strict code of morality. During a battle with the god Ares, he attempted to use his Aura of Fear power and ended up not only succeeding at cowing Ares but in causing the entire continent of Europe to quiver in fear as his pushing of the power extended the aura over the entire geographic area. The character was played by my good friend, and best man at my wedding, Matt.


AQUARIUS

One of the great things about the DC Heroes system was it's ability to make almost any superhero and my friend Robert's character Aquarius was one that really demonstrated the strength of the rules. Robert wanted to play a super strong character who was a living water elemental and who could transform his hands into any weapon he imagined. In this particular case, the powers were called Omni-Arm, Density Increase, Dispersal, and Water Control powers. Robert was a relatively new gamer at the time, and had never played a superhero game before, so in the early sessions he tended to limit his use of Omni-Arm to turning his hands into sledge hammers. That changed soon enough.


This is just a glimpse at two of the members of the team. I want to save the other strips for when I present each member's statistics, so you will be seeing these strips again as well as those for Jynx, Vanguard, Spirit, and perhaps the most bizarre superhero ever made...Jody's beloved "Less" who was a character inspired by John Carpenter's THE THING and Larry Cohen's THE STUFF. Who is Less? Why is Less called Less? You'll have to wait for his entry.

To bide you over until the next entry, and I promise it will be soon, here is a glimpse at what the Gamma World statistics sheet (page 1) will look like.





Friday, August 25, 2017

Printable Minis are an Underappreciated RPG Resource. #RPGaDay 23, 24, and 25



Another day, another couple of days missed #RPGaDay and a catch up post.

Day 23 -- Which RPG has the Most Jaw Dropping Layout?

I know that this is going to be a really controversial opinion, especially with how beautiful the new Starfinder book looks and how amazing every book Monte Cook has been putting out lately looks, but in my opinion the D&D Essentials Player's Books had the most jaw dropping layout.

No, they weren't as artistically beautiful as the books I just mentioned or Symbaroum, DC Adventures, or Tales from the Loop. Those books are all stunningly beautiful works of art, but jaw dropping layout isn't about the illustrations (though they matter). For me, what matters most about layout is how it leads the user through the information. It's a matter of design and not art and when it comes to design, the D&D Essentials duo are stunning.

These two books break the rules down into consumable chunks that are clear and concise, must like the Moldvay/Cook B/X D&D rules, but their real beauty is in how they guide players through the character advancement process. If you open up to the Fighter: Slayer section, it is broken up by level and tells you what choices you need to make at every level. You don't have to flip between sections of the book, the options are clearly articulated there and presented in a manner that aids the learner through the process.


Day 24 -- Share a PWYW Publisher Who Should be Charging More.


There are a lot of great publishers offering Pay What You Want (PWYW) products on RPGNow/DriveThruRPG and I have more than taken advantage of the products available. Sometimes I pay more than the "recommended price," and other times I'll pay as low as $0. I usually feel very guilty when I don't pay any money because the truth is that what I want to pay is more than that. We all have limited funds and it's great that some publishers are able to offer some of their products as PWYW as loss leaders for their other products. A lot of other people have promoted pro-groups like Evil Hat Productions, and they are a big PWYW publisher with professional quality books, but I'm going to focus on a small segment of the hobby that can make all of our games better at very low cost. That segment is the printable miniatures segment and it features some great PWYW publishers.

One of the publishers I really like is Kev's Lounge which has a really nice balance of PWYW and pay a small fee for miniatures bundles. There are some very strong illustrations in the series and they print out very nicely. Marshall Short, who runs the excellent Patreon Printable Heroes, uses patronage to fund some fantastic miniatures. I'll add one last publisher, who's work isn't free but is wonderful, with Jess Jennings. Jess' line of Trash Mob Minis are perfect for gaming with grownups and kids. The cartoony style is fantastic and the characterizations are really fun.

Day 25 -- What is the Best Way to Thank Your DM?

Single malt scotch.

Okay, as great as single malt scotch is, there is one better way to thank your DM. It's actually pretty simple. Come to your sessions on a regular basis, come prepared to play and without looking at your phone every five minutes, and be respectful of your DM's time and energy. We put a lot of work into DM-ing and some of us really like to do it. We can only do it if you show up, and we want you to show up because we really like having you as players.



Friday, August 11, 2017

Four #RPGaDAY Questions in One Blow! #RPGaDay -- Days 8 to 11

Sorry I missed a couple of days, but the prospectus for my dissertation took priority. Writing everyday, either here or on something else, keeps my brain working in a way that helps my prospectus, but I still have to write the prospectus too. As a reward for completing a draft, though I already know some areas I'll be improving this weekend, I'm ready to answer the questions I missed.

Question #8: What is a good RPG to play for sessions of 2 hours or less?

There are quite a few RPGs that fall into this category, including CHILL which I talked about earlier, but I'm going to focus on one that's a little controversial here. The single best game for short sessions that I've ever played is D&D 4th Edition Essentials. With the Essentials rulebooks, and the Gamma World boxed set, Wizards of the Coast took what was a well designed but poorly executed and confusingly written game and turned it into one of the best introductory role playing games ever published. The Essentials editions accomplished what Wizards of the Coast was trying to do with their Red Box reproduction for 4e and created a new "Basic" edition of the game. The character classes in the Essentials edition were "pre-optimized" and the feats offered in the books were just enough to add flavor.

And don't give me any of that "4e is a great tactical game, but terrible role playing game guff." <Insert Cranky Old Man Voice>If you didn't get good role playing out of 4e, that's all on you and not the rules. Because role playing is about your actions and has nothing to do with rules sets. I ran 4th Edition, and especially Essentials, for two years at my Friendly Local Game Store (Emerald Knights in Burbank) with a mix of experienced and new gamers. The rules in the Essentials books were simple enough for the new players to understand and some of the best ROLE playing I've ever engaged in was with that group.<Exit Cranky Old Man Voice>

The Lost Crown of Neverwinter adventure for D&D Encounters is second only to The Veiled Society in my mind as the adventure most likely to go off the rails into it's own magnificent story line fit for launching a campaign.





Question #9: What is a good RPG to play for about 10 sessions?

The quick and easy answer, also the cheap and lame one, is to say any role playing game. When you own as many rpgs as I do, the likelihood that you'll ever get to play them all is remote. Given the monolithic dominance of the D&D and Pathfinder brands in players' minds and interests, it's hard to get to game in other rule sets some times. Add to that a limitation of only being able to game once a month, and playing 10 sessions become 10 WHOLE SESSIONS! To me that's a mini-campaign. I've seen some great answers to this question online, ranging from Savage Worlds to Shadow of the Demon Lord. Since I love those games, and the Fantasy AGE game too, I'm going to keep those as D&D alternative recommendations for games to play for years when you are tired of D&D.


For the 10 session rule, I'm going to recommend Symbaroum. My reason for recommending Symbaroum for a short campaign isn't that I don't think the game can handle a long campaign, rather it's that they've written a great short campaign for the game that fits perfectly in 10 sessions or so. Symbaroum is a deeply evocative game with excellent art work. It also has a rich setting and easy to PLAY rules. The presentation of the rules in the book aren't the most intuitive, as you have to skip around a bit to get to the rules since they put a lot of the rich background in the front and put character creation just before the background section and the rules in the middle and back of the book. Yes, that's a complaint. The translation is clear and playable, but I'd have liked a more logical order to the rule book especially given how easy the game is to play. It's a fantastic system that is close enough to D&D that players can pick it up on the spot, but different enough that it has its own feel.



Speaking of "feel," Symbaroum is also that rare game that captures the feeling of fantasy literature. D&D is a great game to play, but I never feel like I'm playing a novel. There are just too many options, in part because D&D is trying to capture the feel of a genre (for the most part) and not a particular setting. In focusing strongly on setting, Symbaroum adventures feel like collaborative novels. I mean this as a very high complement. This is one of the best RPGs I've read and watching the folks at Saving Throw Show play the intro adventure is a perfect demonstration of how great this game is because they learn and play in the same session.




Day 10: Where do you go for RPG reviews?

Where do I go for reviews? Where do I go for reviews? C'mon man. I write a blog about gaming with my kids and friends and write my own damn reviews (okay, I don't do it often enough). I've even written for The Robot's Voice man...I've been paid to review stuff...(ed. note: Stop the Gamer Rage!)

Okay, snide gamer rage aside, I do have a couple of places I go. I'm friends with a TON of gamers on the Book of Faces, so I'm constantly checking out what they have to say in their posts. I read Tenkar's Tavern, and he sometimes reviews things, I also read some of the reviews on DriveThruRPG/RPGNow. Nerdist is a good place to read reviews, though they should hire ME to write for them (ed. note: I told you to STOP that.). I listen to Kenneth Hite and Robin Laws' podcast. For the most part though, I love the diversity of product offerings in the hobby so much that I'm kind of review immune. I buy a lot of RPGs and bad reviews don't stop me from buying and I often own them before a good review comes out. I wish I wrote more frequently about the games I think are great. Reviews play an important role in promoting products in this very small market and I feel guilty when I don't promote games enough.

Day 11: Which "dead game" would you like to see reborn?

Whew! All caught up. Man, this is a tough one. There are some great games out there that have been abandoned or gone out of print because they never caught on. People I follow have already mentioned James Bond 007 by Victory Games/Avalon Hill and Dream Park. A very good retroclone of James Bond 007 called Classified is available and you should track down Dream Park if you can. For my money though, I'd really like to see the Good Guys Finish Last and Villains Finish First superhero role playing games by Better Games be reborn with a new and beautiful edition with updated artwork.


The designers at Better Games were ahead of their time with their "Free Style Role Play" games. These games used descriptors to both describe what characters could do and to determine how much damage they could take. A "robust" character would have more physical damage boxes than a "smart" character, but the "smart" character would be able to take more mental damage. Those aren't actual descriptors, at least I don't think they are, but it gets the point across. The game system used a very simple 2d8 system where the difficulty of using the power and the roll needed in order for it to be successful were related. Additionally, and this is pretty genius. This particular game wasn't just a superhero role playing game. It was also an emulation of running a comic book title. As you did better, and achieved ignobles (goals in the game), you got more powerful and your comic book reading audience increased. With an increased audience came more difficult challenges, but also better art etc. I only wish that the good folks at Better Games hadn't been so tied to artists who were emulating the IMAGE style. It dated the game, even then, and I think dissuaded people from picking up a great product. I'd love to see it relaunched with high quality and thematic art.



Wednesday, March 18, 2015

Asymmetry and Class Design in RPGs

Source: Stuart Robertson

In the early days of role playing games, there was a lot of push back against class based games like Dungeons & Dragons. Critics didn't like the inflexibility of classes and believed that they were overly restrictive to player options. This criticism still exists today in the debate between skill based versus class based games, but as strong as these debates seem today they are muted versions of games past.

I believe there are a couple of reasons why the debate has become less heated over time. The first reason is that class based games have expanded the options available to various classes. Most class based games allow Wizards to use swords and armor, though they might have to forgo certain other advantages to do so. The second reason is that the underlying logic behind having class based games, as articulated by J. Eric Holmes in his classic Fantasy Role Playing Games, is that classes were created to foster teamwork and that they are very good at creating fun shared experience play. One of the advantages of table top role playing games is their ability to foster friendship, and one of the best ways they do this is through the synergies created by soft-asymmetrical classes. A final reason I believe that the debate has become muted is that modern class based games are often even more asymmetrical in play than earlier ones, even as the mechanics seemed to become more symmetrical.

Where different classes played slightly differently, often using wildly different mechanics, in early class based games, in modern class based games players can choose to play entirely different game experiences. How so? In Dungeons & Dragons 3.x, players can choose to play a tactical miniatures game, a skill-intensive dungeon crawl, or a narrative storytelling role playing game. These are all potentially completely different experiences. You could do this with earlier editions of the game? Yes, you could. What makes 3.x different is that you can play these three ways, plus you can play a pub running simulation where you never interact with other players, a magic item design factory game, an art dealership game, or a mercantile simulation. Interestingly, with the exception of the magic design factory game, you can do all of these as solo game play experiences. The 3.x game system has mechanics that allow for simulated economy games. All you need is to take your character with a high Craft(Beer) and have that character make decisions about what kind of beer her or she wants to make, buy the supplies, make the rolls and you know how many cp, sp, or gp the character earns each week. You can do this until the character dies of old age.

If an economic Sim is what you want to play 3.x can accommodate you. Come to think of it, when I look at most of the complaints against 4e they actually come down to a complaint about the reduction of asymmetrical play more than anything else. You can narratively role play the crap out of 4e. You can free-form play it without miniatures. You can story tell with it. There are tons of game design options as you add more sourcebooks. What you cannot do, is run an inn using the basic mechanics of the game.

This trend of asymmetrical play in D&D, and in RPGs, started early. You can look at the War Machine and Dominion rules in the old BECMI Dungeon & Dragons game, GURPS, Champions 4th Edition, or Runequest. These games all have mechanics that allow for simultaneous asymmetrical play experiences. Not just the soft-asymmetry of classes having defined roles, but actual different play.

If you want more discussion of asymmetry in game play, here is a video by Extra Credit discussing asymmetry in computer games. It inspired this post and has me thinking about whether I've personally experienced periods of simultaneous and asymmetrical play in any past campaigns and wondering if you have any stories of your own experiences of asymmetrical play to share.

Thursday, January 09, 2014

Would You Like to Play a Game? -- Hasbro's Original D&D Collector Box is a Part of a Corporate Vision

The new Original Edition D&D Premium Reprint from Wizards of the Coast is truly a wonder to behold, and it gives the buyer a good glimpse at Hasbro's D&D corporate strategy moving forward.  I'll discuss this a bit more in a minute, but first let's just have a look at the box.


The original three D&D booklets were sold as a part of a collector's edition which featured either a woodgrain box (super rare) or a white box (the version I have at home), and this new edition comes in an engraved wooden box that I found to be pretty spectacular.

One of the nice little features that stood out as a real highlight for me was the reflective image on the inside of the box top. Wizards/Hasbro could have let the wood alone speak for the product, and that would have been great, but this Wizardly image really sets a nice tone.


Here you get a glimpse of what the box looks like when the booklets are stored within. Notice the red ribbon? That ribbon will allow you to remove the 7 paper saddle stitched books without damaging the edges, this is a nice bit of design that like LORDS OF WATERDEEP demonstrates a significant amount of thought has been put into both presentation and utility.


The box itself contains the original 3 booklets as well as all four of the eventual supplements that were published for the original D&D game. This new edition provides new cover art for all of the booklets. The Eldritch Wizardry cover that freaked my neighbor out so much when I was a kid is no longer present, instead there is a picture of a Wizard summoning tentacles. This would probably still upset said neighbor, but it is a less controversial image. And the old cover is one that would stir up some serious discussions on my Facebook feed where the battle lines of some Lamentations of the Flame Princess fans would do virtual battle with some of the Athena Anthology supporters would debate its appropriateness. I won't enter that fray as I am a fan of LotFP and of many of the Progressive game design that has been created over the past few years. Regardless of anyone's thoughts on the Eldritch Wizardry cover, the Greyhawk cover is a beauty.

Covers aside, there is plenty to discuss regarding the interiors of the booklets which are unchanged from the original -- or largely unchanged. Part of me thinks this is endearing as it lets gamers see the art that inspired a 40 year old hobby. The other part of me thinks that if they were going to redo any of the art, they might as well have replaced the interior art. There are talented artists who could have done chiaroscuro work that was an homage to the old art, but didn't look like doodles that ...well...I drew. Then again, that might just be the point. Anyone is a good enough artist to draw visual monsters for their home campaign. All you need is suspension of disbelief.

There is no inclusion of the Chainmail rules set here, so you will have to play D&D using the "optional" combat system presented in the first booklet. Thankfully, that system was the basis for the modern d20 engine and can be easily learned by the modern gamer. Or, rather it can be created rather easily by the modern gamer as this game is nigh unplayable by itself without some interpretation and house rules. This is why there were articles written and an explosion of alternate RPGs. The modern gamer has 40 years of interpretation, precedent, and house rules to work with so we can actually use these rules, but I do warn you that they are a bit different from what you might be used to.

Which brings me to the point I hinted at during the opening paragraph. This product points to Hasbro's new corporate strategy -- or rather a better tactical application of their long time strategy -- they want to have "a D&D experience for every gamer at your table." They make this abundantly clear with an advertising flier containing that very quote. In the past, the tactic used by Hasbro to advance the strategy of "a D&D for everyone" was an attempt to create a "perfect D&D" that was balanced, appealed to old gamers, and was hip for new gamers. This was what 4th edition was trying to be, a D&D for everyone. That tactic failed. It insulted some gamers and further fractured the customer base.

The new tactic is very different and is what Hasbro should have been doing all along. That tactic is to provide products with D&D Intellectual Property and Brand that match the needs of various gamers.

Want old school games?

Cool. Hasbro will release old rule books in collectors editions and pdfs. You can play D&D as it was originally played.

Want to play 2nd through 4th edition? 

Those are being supported too in different ways.

Interested in D&D Next our new rules set that is a combination of old and new school design and fairly easily converted between editions?

That will be coming out this year.

Are you a Eurogamer?

Have you seen LORDS OF WATERDEEP?

Wargamer?

Have you seen CONQUEST OF NERATH?

Casual RPG/Board Gamer?

Our Ravenloft, Ashardalon, and Drizzt game is just right for you.

New to gaming?

Try DUNGEON out.

The same is true for video games etc. and I think that this is a wonderful approach by Hasbro. The games they have been designing to support their IP have been excellent. RAVENLOFT and LORDS OF WATERDEEP have been played several times by my group over the past two years and the digital app version of WATERDEEP is looking pretty compelling to me.

So how about it? Would you like to play a game?

Thursday, December 20, 2012

Roleplaying and Player vs. Player Conflict


Everyone who has played a role playing game has at some point experienced sessions, or even campaigns, that contain Player vs. Player conflict.  When it comes to MMORPGs, there are some who claim that Player vs. Player is their favorite mode of play.  There are even Pen and Paper RPGs that have Player vs. Player treachery as the primary motivating factor for the game -- PARANOIA I'm looking at you.  There is definitely a time and a place for PvP play, it can be highly rewarding.  Much of the game industry is based on the assumption that the players will be playing against one another and not cooperatively.

One of the major innovations of RPGs was that they stressed player cooperation rather than competition.  A fact that many DMs didn't take enough to heart in the early days.  Which brings to mind how important it is to understand what your players expect from a game, and how to set expectations to minimize disappointment if a group has decided to embark on a PvP campaign experience.  After all, who hasn't lost a friend or two over a game of DIPLOMACY due to a breaking of that game's "magic circle" when someone used real world commitments/obligations to shape outcomes in the game.




Which brings me to the point of this post.  Player vs. Player conflict can be great in a game, but "inner party" strife can ruin a game.  If the players of a game are expecting this: 




And they get this as a part of adventure design:


You can end up with some very disappointed players.

I recently had this occur during a recent season of D&D Encounters (The Council of Spiders adventure).  The module is set up so that the characters distrust one another and have conflicting objectives.  To add to the intraparty conflict, WotC released "Treachery" cards that can be used during play.  The treachery cards cause bad things to happen to your fellow players -- or take advantage of bad things already happening to them -- and give you a benefit.  The intention is to create a sense of paranoia and drama.  It's a decent goal, but it can end with disappointed players.

This is due to a couple of reasons:

  1. Player expectations -- Many people play RPGs because they want a collaborative experience where they work with others to achieve objectives.
  2. Mary Sue Syndrome -- The descriptor might sound derogatory.  Don't take it that way.  Many players are playing romanticized versions of themselves.  This is true even when they aren't playing a character who seems remotely like themselves.  Players care about their characters and they want control over them.  When PvP erupts in an RPG it often makes a player feel threatened...and by other players no less.  This can lead "at the table" conflict to leave the magic circle of play and bleed over into real life.  This isn't good, and unless you're playing PARANOIA this is a real risk.  Let me restate this again.  Players play characters again and again because they like them.  If they perceive that character is being directly threatened, they may take it as a slight against themselves.
  3. Most Players Don't Really Suspend Disbelief -- What separates good actors from bad actors?  One trait is the ability of good actors -- even ones who aren't "transformed" in each role -- is there ability to immerse themselves in a role and completely separate themselves from the actions of the character.  Most gamers aren't good actors.  The veil of suspended belief is thin.  They are usually not roleplaying.  They often take "roleplayed" moments more seriously than they should.  As a DM, I have roleplayed NPCs who were jerks to one or more players.  I have often had to go out of my way to let players -- who thought I was beating up on them -- know that it was only the character behaving this way, that I was acting.  This surprises some players as they expect you to do something like say "so and so says" rather than for you to affect a voice and act it out straight.
  4. Metagaming -- Players will use information they don't have against their peers.  Did the Evil High Priest secretly tell player A to plant evidence that player B was a member of an evil cult?  Guess what.  If there has been time between sessions, player B will begin looking for that evidence.  This is true even if player B would have no idea the planting of evidence is occurring.  They will act on player information and be hurt when they are called on it.  Why?  See #3 and #4. Ask me about a Vampire LARP experience regarding this kind of conflict where players teamed up against a storyteller's character -- an Antediluvian Settite -- because characters were acting on player knowledge.   They had a big gathering.  Every vampire in the session knew the guy was a Settite.  Everyone.  Even though his power was to make people do stuff without knowing who told them to or why.  They were supposed to think it was their own idea.  It took some very skilled ad libbing from a co-storyteller to transform the narrative into making this "trial" the key piece of action.  The action was supposed to be around the Prince.  But people didn't want to "hurt" their friends, so they acted on player knowledge and reworked a whole narrative.  It worked.  No one's feelings were hurt, but it was still a mess. 
In my opinion, Player vs. Player conflict can be a powerful narrative tool.  After all, the source of all DRAMA is conflict.  Thing is in player vs. player conflict -- that isn't entirely pre-scripted and then acted out line by line by actors but is actually played -- things can get messy.  They often do get messy.  I would argue that setting up cases of player conflict should be rare.  I might even recommend avoiding them altogether.  You'll have a happier table, even if it is one that misses out on some "dramatic opportunities."

Friday, April 13, 2012

What Every Gamer Should Know About Probability

Given that most analog games -- whether role playing games or table top games -- use some form of randomizer in their determination of successful or unsuccessful outcomes, every gamer should have at least a basic understanding of probability and statistics.  One doesn't need learn enough to become a professor of statistics or a professional poker player, but if you have an opportunity to take an intro to statistics class I highly recommend it.

If you cannot afford either the time or the money to take a class on statistics, I recommend Reiner Knizia's "Dice Games Properly Explained" and "Scarne On Dice."  Both of these books have excellent chapters discussing dice and how to determine probabilities of outcomes.  These are vital books, especially if you wish to become a game designer.  I find that the biggest weakness of many games is the designer's lack of understanding of basic statistics (or bad application of them when the designer does have an understanding), or a failure to explain the underlying statistical engine of a game to the players.  The Dream Park role playing game by Mike Pondsmith is an example of an otherwise great game that has some serious statistics problems in its basic mechanics, and the otherwise brilliant Feng Shui game does a poor job of stating flat out that the average bonus toward success that a player's given die roll provides is zero.  For proper play, games like these either need tweaking or careful adventure design by the game master.  This is especially true in Feng Shui where the addition of a "mere" 3 points to a villains attributes/skills can significantly affect probabilities.  For example...did you know that in all "balanced" encounters in 4e Dungeons and Dragons, that level is essentially a meaningless construct?  Since the players and monsters advance on the same linear path, To hit = x + level, Defense = y + level, Skill DC = x + level...the probabilities set at first level essentially remain true throughout the game.  Only the length of combat changes.

Let me be the first to admit that I am no professor of statistics myself.  I have taken three courses on statistics, which makes me good enough at them to make stupid mistakes in algorithm designs but hopefully smart enough to admit when I've made a mistake.  This is one of the reason I often harass other gamers, who are in fact professors of statistics, to either review my stuff or to help design an analysis.  When I do have stuff reviewed, it tends to be very good.  When I don't...invariably there is an error.  Ugh.

This is because statistics aren't always intuitive.  One of the questions that Nobel Prize winner Daniel Kahneman has researched throughout his career is whether we have an "innate" or "subconscious" ability to make probabilistic determinations.  In his excellent book Thinking, Fast and Slow, Kahneman gives a nice overview of his life's work on the human mind's ability to count, make correlations, detect patterns, and whether we are good at "intuitive" statistics.  What he found, and others, is that the human capacity to recognize patterns and to make associations also makes us very poor at intuitive statistics.  Our mind can at a split second -- and without effort -- make all kinds of calculations and recognize associations, but to accurately figure out probabilities takes work.  Our very ability to make associations works against the skills needed to apply statistics.  Thankfully, we are good at analytical thought -- but that takes more effort than our associative abilities.

One of the key ways that our ability to recognize and induct from patterns, a wonderfully useful skill, is in the "law of averages."  There is no such thing.  It seems like there should be, but there isn't.  If the random events are independent of one another -- meaning that prior acts don't affect future ones -- it doesn't matter how many times you've flipped a coin and had it turn out to be heads.  The play Rosencrantz and Guildenstern are Dead plays with this concept wonderfully.

In fact, game designer and podcaster extraordinaire Geoff Engelstein has a nice discussion of this misleading "law" that often infects our minds as gamers.

Note that all of the above applies to the use of dice -- or other independent randomizers -- and not to the use of cards.  Cards aren't independent in their randomization.  What cards have been used affects what cards remain available -- but that is a discussion for another post.

Friday, December 09, 2011

ePawn: One Step Closer to an Affordable Digital Game Board

Even before I first saw the video of Carnegie Mellon students using the Microsoft Surface to play roleplaying games, I have been genuinely excited about the potential to have a fully interactive digital game board to use in my role playing an board gaming experiences.  The amount of storage space taken up with "dungeon tiles" and terrain on my gaming shelves is more than I'd like.  It includes cardboard tiles, printed cardstock tiles, and actual terrain pieces.  It would be nice to have a playing surface that projected the images, and only have to have 3-D terrain pieces on my shelf.

The main problem so far seems to be affordability, but based on this article at Tech Crunch affordability seems to be approaching.  The new ePawn pad plans to provide a decent playing area (26") for $400.   It also looks like it would be a great surface to play some of those app transitioned board games like "Small World."






What are your thoughts? Are you looking forward to integrated digital/physical gaming?