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

Thursday, September 02, 2010

The Kübler-Ross Stages of Grief, D&D Encounters, and Me

Those of you who read this blog, may have noticed that I devoted two posts last week to my feelings about the D&D Encounters program. While I don't think my posts were as filled with internet anonymity syndrome and ranting ire as other blogs, I did notice upon reflection that my reaction seemed to match the first two stages of the Kübler-Ross stages of grief.



I normally think of myself as too reflective to be caught up in this model of behavior over something so small -- in the grand scheme -- as whether or not I can buy a copy of the D&D Encounters version of KEEP ON THE BORDERLANDS. Apparently I was wrong.

The two posts are filled with Denial and Anger. "They can't do that," "This aggravates me," and other similar statements are scattered throughout the two posts. I'm really quite taken aback by how much these two posts exhibit the emotions expressed in the first two stages of grief, but did I continue through the stages?

In a word...Yes. Yes, I did. I have finally come to acceptance, but not mere "that's okay" acceptance. They got me but good...

Let me explain.

On Saturday, I began bargaining. Not the kind of bargaining that I did in the second post, which was of the "If I express disappointment in the proper tone, maybe they'll release KEEP ON THE BORDERLANDS for sale at a later date." No, this was genuine "should I go to a D&D Encounters event and should I see how my schedule this fall lines up with the whole Wednesday schedule" bargaining. I was even wondering if my local store would allow D&D Encounters on Thursdays or Fridays, as one of the commenters here mentioned. I was full on negotiating.

I don't think I ever really experienced depression, at least not in any strong way -- this isn't that important after all. But I did feel a little "remorse" that I am currently not getting to game as much as I want, and that is similar.

So, I decided to do something about it. I went to a D&D Encounters event at my local store. A very nice employee, who is far more familiar with 3.5 and Pathfinder rules than with 4e rules, ran a session for me and four other gamers. The other four players -- a college aged "min/maxer" who typically plays 3.5, a 30 something man who was there to have a good time, and two tween-age girls -- had all participated in the other adventures of the season, but all were relatively new to the rules set. All of them got the concept of roleplaying and having a good time, but none had an encyclopedic knowledge of 4e's rules.

In other words, the group was exactly the audience the program aims to recruit -- one hardcore lapsed gamer, a casual gamer, and two new gamers.

For this group of players, with their level of rules knowledge and expertise, the encounter was quite challenging. Given the GM's lack of familiarity with the rules set, he could only help them in their decision making so much -- and he did his best. I quickly found myself giving small pieces of advice to the newer gamers, but not making their decisions for them (only helping when they asked what something meant and opening discussing my intentions when I acted). We finished the encounter, by the skin of our teeth, and I had a great time.

It was everything my gaming jones needed. It was one of those wonderful, clumsy, new, exploratory gaming sessions you can only have when you have new players experimenting with what they can do. It was great fun with a great group of people.

When I came home from the event, I realized something had happened. I had come to accept D&D Encounters as a vital thing. So much so that I'll be going next week and for many weeks to come -- overall attendance depends on my MBA schedule, but for this quarter Wednesdays are free.

I have not only accepted D&D Encounters, I have fully embraced them. I can't wait to play KEEP ON THE BORDERLANDS with this group. I am eager to see what it is like to witness an adventure that introduced me to the hobby through they eyes of people who have no idea what the CAVES OF CHAOS are.



I'm picking up a Red Box in anticipation.

Damn you Wizards!

Friday, August 27, 2010

What Wizards of the Coast is Doing Wrong with Their "Encounters" Program

Yesterday was a great day for this blog.  I posted about my frustration that Wizards of the Coast is using KEEP ON THE BORDERLANDS as the basis for their next Encounters Program adventure.  I ended up getting more visitors than usual and received some good comments.

Slight correction before the main piece -- I would like to note that while the "KEEP" is barred from me a KEEP isn't, the Chaos Scar (thematically an updated Caves of Chaos) aren't and they are a part of the new DDI Adventure Path. Wizards is giving me half of what I would like to see.

I thought I would take today to expand on my thought regarding what Wizards of the Coast is doing wrong in the coordination of the program, respond to some of the comments I received yesterday, and to offer some thoughts for improvement.  I am a firm believer that any critic of a given program should have something positive to offer.  Otherwise, you are just complaining and not contributing.  Consumers have an obligation to participate actively in the marketing and sales decisions of the companies they support.  They cannot just say, "I don't like this."  Consumers also need to say, "this is what I want."  Companies then have an obligation to respond to their customers needs and desires.

This is especially true when dealing with customer intimacy and marketing endeavors of a corporation.  The RPGA, and the Encounters Program, are both marketing vehicles for Wizards and examples of an attempt at a customer intimacy approach to their market activities.

Let me dispel an impression I may have made yesterday.  I am not an opponent of the Encounters program.  As I wrote yesterday, "I think that Encounter D&D Play events are good for gaming in general and good for local retailers."

I stand by that statement.  Organized play is a great idea, and Encounters is one of the best approaches to organized play in existence.   It is far superior to the Living Campaigns of the past -- which actually suffer from my "if you don't play, you can never get the adventure" problem worse than Encounters.  They also suffered from the, "there were adventures in the Scarlet Brotherhood?  Really?  Hmmm... Never heard about those" syndrome.

Here are the main Strengths of the Encounters program as I see it:

1) High quality encounter based adventures.
2) Graphically appealing components.
3) Ability to be played in a short period of time.
4) They occur on Wednesdays which is "New Comics Day." This maximizes the ability of the game/comic store to introduce comic buyers to the gaming hobby.
5) They are easy to run.
6) They are effectively used to market the latest Wizards products.

The program has quite a few Strengths and those need to be noted. The program also has Weaknesses, some Opportunities for improvement, and some Threats from other programs.

Before I get into those, I thought that I would address some of the good comments I received yesterday.

Anonymous (2) wrote, "their main purpose IS to get you into the shops to play, since obviously you are attracted to play it. I know we can be busy, but it is either go to shop or not KOTB at all."

This misses the point of my complaint entirely, and is also wrong. Wizards of the Coast's main purpose is to get me to go into shops to purchase their products and to have products to sell to me. That's how you make a profit. You make products for consumption and consumers purchase them. That's the way you typically maximize shareholder value, in both the short and long term. You also happen to maximize stakeholder value if in offering products, you listen to your consumers to see what they want -- and then provide it. If there are enough shareholders who want KEEP ON THE BORDERLANDS, but cannot make it to stores every Wednesday for months in order to "experience" it, then Wizards is losing value by not eventually offering it for sale. Notice the "eventually" there. That is key. I think stores deserve exclusivity for a time, but that the company benefits by eventually making it available. Wizards makes no money on people selling stuff on eBay after the fact.

Acrobatic Flea, a significant blogger and fellow Villains and Vigilantes fan, wrote "Are we 100% sure the 'Encounters' adventures will never be available to the general public. I'm sure I heard a mumbling on a Gen Con podcast that they might be at some stage -- but I could be misremembering."

I hope Flea is right, though I think that Wizards should do more than "mumble in a Gen Con" podcast if selling them is their intent. They need to do more than "casual" viral marketing, they need to make a clear statement. Something like, "Encounters adventures will be available 6 months after the cycle is complete."

MJ Harnish points out that "crowded, noisy, and often unpleasant smelling game stores" may not be the best place to promote a play at home game.

To a certain extent, I agree. I would never want to game at THE LAST GRENADIER (though it has a wonderful selection of games and I shop there) or The War House (where I picked up a copy of Supergame 1st edition for cover price), but I would game at Emerald Knight Comics and Games, Game Empire, or Aero Hobbies (one of the places Eric John Holmes used to game). Some game stores are frightening, others are welcoming. It all depends on how the store is structured.

Anonynos and Callin make similar points about the value of using the game store, and both state that "sometimes you have to be a part of something to get a benefit from it" and "making the adventure exclusive gives it more value than if you could simply walk up and buy it."

I agree with these two regarding the value of having the games in the store, and regarding a "window" of exclusivity. Where is disagree is the following. I don't think making an adventure "exclusive" gives it more value. It gives it more secondary market value -- more eBay value. That isn't value for the shareholders or for the majority of stakeholders. Let's say someone participated in the full run of KEEP, and loved every minute. They want to share that experience with a gaming group that they put together based on the excitement that the Encounter created. They want to run KEEP for their friends. Guess what? They can't. They can't share the experience that brought them into the hobby. That is a HUGE problem and a marketing failure. Wizards makes no profit, and generates no good will, from something selling on eBay. This would be true if the adventure were "TEMPLE OF THE UNSEEN PURPLE HAZE" (which I now want to play), or KEEP ON THE BORDERLANDS.

I don't think Wizards hates me, in fact I have good relations with a couple of their employees. I also have a gamer crush on Shelly Mazzanoble and hope that we can play "Barovia: The Real Ravenloft" rpg someday. Wizards is filled with hard working people I respect. I have defended them on repeated occasions.

What I do think they are telling me that they don't want my money, or to listen to my desires as a customer -- a desire to buy a product that they are already making. I'm not asking them to remake their products in the image of my whims, I am asking them to let me buy their stuff. That isn't a very "precious" position, that is a consumers position.

Now onto the Weaknesses of the Encounters program:

1) Game play is limited to Wednesdays.
2) Limited audience -- since game stores are primarily frequented by gamers, and comic books are a dying medium, the program isn't as far reaching as it could be.
3) Products are never made available to wider public as purchases.
4) Doesn't necessarily encourage the purchase of D&D products. Everything needed for players is provided at no cost. Overall, a good thing but does allow for some small number of free riders.
5) Coordination of program is still relatively weak and "cellular."

Opportunities:

1) Provide Encounters adventures to High School and College clubs. Possibly require some kind of proof of club status.
2) Expand Encounters program to libraries.
3) Allow those who have participated as players an opportunity to buy the last week's episode.
4) Allow the sale of the products to the general gaming public 6 months after the end of an Encounter season. This ensures that the products are "fresh" with recent releases.

Threats:

1) Other organized play. Paizo's Pathfinder Society allows the purchase of their Pathfinder Society adventures by the public. Purchases are limited to pdf, and don't include the excellent maps, tokens, and cards that Encounters contain, but still a threat.
2) Gamer resentment. The more that gamers feel left out, the more likely they are to go to other companies.
3) MMORPGS -- as always.
4) Eurogaming nights at FLGS's -- these are both a threat and a bonus. Wizards recent release of D&D themed games will help balance this threat, but opposing game days of any type are a threat.
5) Shrinking FLGS marketplace. The number of FLGS has declined significantly and Encounters is dependent on that market. Yes, it is helping to ensure the continuation of the FLGS market by promoting the FLGS, but this can only go so far. Possibly limit purchases of past Encounter seasons to stores who ran the season.

I'm sure that I could think up a lot more points under each category, including strengths. The program is a good one, but it is one that I think needs improvement if it doesn't want to make "home gamers" feel excluded from the larger community and if it doesn't contribute to the "D&D Narrative." The great thing about the old adventures was that everyone had played them. This gave gamers a shared experiences and helps to expand the community.

As I wrote yesterday, WotC how about you hook a supporter up?

Thursday, August 26, 2010

Wizards of the Coast to Supportive Old School Home Gamers -- "Go to Hell!"

Those who read this blog know that I am usually a staunch defender of Wizards of the Coast. While others were complaining about Wizard's release of a 4th edition of D&D, I defended the idea. Since that time, I have become very excited about 4th edition and am in the process of putting together a campaign for my regular gaming group to play when we finish our current Eberron campaign.

I am eagerly awaiting the new Red Box, the Essentials product line (which is reaching out to "recession" gamers and new games), and even the controversial Gamma World. Many are concerned about the "collectible" nature of some the power cards in GW, but after seeing the Gamma World presentation at Gen Con I am excited at the prospect.

What I am not excited about is Wizards' next "Encounters" campaign -- KEEP ON THE BORDERLANDS.

Let me rephrase that.

I am ecstatic about Wizards releasing a 4th edition version of KEEP ON THE BORDERLANDS, but they have just told me to f@&# off by making it their next "Encounters" adventure.

I think that the Encounters "D&D Play" events are good for gaming in general, and good for local retailers. Having weekly single encounter adventures that are run at local game stores is wonderful and promotes the hobby. Never making those products available to the gaming community at large is an insult.

I'm sorry, but I don't have 2-4 hours on a Wednesday night to go to my local game store to play D&D -- let alone the afternoon. I am an MBA student, work full-time, and have two-and-a-half year old twin daughters. I game at home. My obligations at home, those lovely little girls who I adore more than anything, prevent me from gaming "away" from home.

I have been playing D&D for over 20 years and some of my fondest memories of D&D where when I was in high school. I didn't have a large gaming group yet and would spend my time running "solos" -- I would take multiple characters I rolled up through published adventures. The adventure I most frequently solo'd? KEEP ON THE BORDERLANDS.

It is likely my favorite adventure of all time. I would love to buy a copy. But I can't, nor can I go to the store and play the "Encounters." What I will be able to do is read other gamers share their experience playing the adventure with deep envy.

By making this highly desirable product available to some gamers -- those who have spare time during the week -- and not to others, Wizards is flipping a big bird in my direction and I don't appreciate it.

If they ever make any of their Encounters adventures for sale to the general public, I will be overjoyed. I'm willing to give a 6-month exclusivity period to stores even, but until then I know that I and gamers like me are not high on Wizards list. It's too bad, since I have purchased one of every book they have published over the past decade -- sometimes more than one.

Yes...that includes all of the fiction as well.

Hook a supporter up please!

Tuesday, August 21, 2007

My Thoughts on the Upcoming 4th Edition of Dungeons and Dragons

Minutes after Wizards of the Coast made the announcement that there would be a 4th edition of the Dungeons and Dragons roleplaying game last week, I received two emails from concerned citizens of the roleplaying community.

The first email came from my friend Eric, who plays in my weekly Eberron game and started playing D&D with edition 3.5, who wrote, "Who else thinks that we are all doomed now? I just hope it is not like SAGA edition of Star Wars." Eric and I have had several conversations since this email, more on those later, but I think that Eric's concern might be typical of the new fan (Eric has only been playing for about a year) who is about to witness some major changes in a game he enjoys playing.

The second email I received came from the online game store "Stiggybaby's." In case you were wondering, I don't typically buy my rpg stuff online. I usually buy from a very nice independent bookstore located in Glendora, where I work, but sometimes I want to get a product I overlooked and don't want to wait four weeks until the next shipment can come. "The Ferret," over at Stiggybaby's, wrote:

I will admit I am not too excited about it. My hope is that the game system will be an improvement, or that other companies continue to support 3rd /3.5. I am an old-school gamer, been playing some kind of RPG since the 70's, and have seen some of my favorites come and go over the years, Traveler and Twilight 2000 from GDW are prime examples. I have watched my beloved D&D go from a RPG with combat, to a combat game with Role-Playing.


"The Ferret's" view seems to me to be a more moderate view of the typical resistance that previous editions of D&D have received from long time fans. "The Ferret" uses terms like "beloved," "hope," and "old-school gamer" as a way to show experience, expertise, and an overall love of the hobby. These are traits typical of the long time fan. "The Ferret's" statement lacks the overly aggressive list of reasons why his or her opinion matters more than the average consumer. It also lacks an attack at corporate greed, which is why I say that "the Ferret" is displaying a more moderate view of the typical resistance/reluctance postings one might find on any of the rpg boards out in the interwebs.



Personally, as you might have guessed, I don't agree with either of these positions. I am looking forward to the new edition of the Dungeons and Dragons game. I have several reasons for this, but before I begin let me open with a long list of my grognard credentials. Only after I have verified that I am a legitimate "old-school" gamer, will I begin my reasons for excitement/hope for the new edition. I will put these comments in blockquote, so that those of you who don't require a full background check before going on the offense will be able to skip the next part.

I have been playing Dungeons and Dragons since the first Basic Set. No...I never played with the white/brown box set with the three little books. Since Ken St. Andre was unable to figure out how to play that rules set (which is why he invented Tunnels and Trolls), I don't feel to bad that 10-year old Christian was unable to understand when to use Chainmail and when to use the new "alternative" combat rules. Besides, Chainmail was even more arcane to my inexperience 10-year old mind.

In my over 26 years of gaming, I have acquired a very large collection of roleplaying games. If you look at my gaming shelves, you will find almost everything from Aftermath to Zir'An with a vast selection of D&D/AD&D in between. I own the "Cthulhu" Deities and Demigods and almost every superhero rpg ever published. Yes, I own both Supergame and Superhero 2044. I have played games for almost 3/4 of my life and I love my hobby.


Okay, now that I am back from establishing my credibility, I can begin discussing why I am optimistic.

The primary reason I am optimistic is because Wizards is trying to bring new people into the hobby. I want to be able to play roleplaying games, with new groups, for the rest of my life. Specifically, I want to play Dungeons and Dragons with new people for the rest of my life. I have made some great friends at the gaming table, most while playing D&D. When a publisher releases a new edition, it usually does two things. First, it brings in large sums of money from existing fans who upgrade to the new edition which keeps the company in business. This is good for the hobby. Second, it usually creates "earned media" in the press and creates word of mouth. This brings in new gamers which is also good for the hobby.

Why 2008 and not later? I can think of two quick marketing reasons. First, it is the 25th anniversary of the Dragonlance setting and the 20th anniversary of the first appearance of one of the best selling characters in all of fantasy literature, Drizz't. Those are two HUGE marketing reasons to do a new edition of the game. Wizards will be able to have three major media events surrounding their game in one year, and they won't even require the 700 Club getting upset. Though that wouldn't hurt their sales either. All that press can lead to new gamers coming in. New gamers who would feel far more comfortable buying three books, one each month from May through July, than they would looking at the library shelf of 3.5 edition gamebooks. That catalogue of books that gamers use as an argument why Wizards should wait before they put out a new edition, are exactly why Wizards should put out a new edition. The timing couldn't be better.



My next reason for being excited about the new edition, is that I am sick of playing "Monte Cook's" Dungeons and Dragons. I like the current edition of the rules, but it kept too much of the old and added too much of the new. One of the designers of the next edition of D&D described the way characters will work in the new game as follows:

The next topic comes down to the types of abilities characters will have. Each class will have per-day abilities, per-encounter abilities, and at-will abilities, each tailored to that class, role, and power source. That means the wizard never needs to pull out a crossbow again, which I was surprised to hear someone in the crowd say (followed by a cheer). That's been one of own favorite examples of a crappy experience playing D&D: Running out of spells and having to resort to your stupid light crossbow. Blech. No more!


You mean a fighter might not be useless after 5th level? Huzzah! They are incorporating ideas tested in Tome of Battle: The Book of Nine Swords? Good for them. I'd really like to see how these changes work. One of my complaints about every other edition of D&D has been how little the game "emulates" the genre it is supposedly representing. The above descriptions makes it sound like mages will act like mages in fantasy novels and that fighters will act like fighters in fantasy novels. I couldn't be more excited.



Last, but not least, I am hopeful for the new edition because I have lived through so many editions of so many roleplaying games that new editions seem to me the norm rather than exception.

How many editions has Call of Cthulhu had? Officially six, but more like ten. The first edition lasted two years and the fifth edition lasted ten, but that's only if you don't count the 20th anniversary edition. Do CoC fans complain like D&D fans? Not that I have seen.

How many editions has Champions had? Five, but that's only if you don't count the "Revised Fifth Edition" as a new edition, then it's six. Do "Hero" fans complain? Nope, they are overjoyed because they know how tenuous the string their beloved game is hanging on is.

Tunnels and Trolls? Seven, but you can play with either rules set 5.5 or 7.0 and be current.

The list goes on and on with regard to games and new editions. Heck, I just bought a third edition of Bang! the other day. New editions are good for the hobby. They sometimes hurt the checkbook, but games are supposed to be paid with disposable income anyway.