Showing posts with label 5th Edition. Show all posts
Showing posts with label 5th Edition. Show all posts

Sunday, December 12, 2021

How Not to Present/Market Your RPG: Dungeons and Dragons 4th Edition


 Edition wars have been around for a long time in role playing games and have affected a wide variety of role playing IPs. TSR experienced a major edition war regarding Advanced Dungeons & Dragons* when they released the 2nd edition of the game*. Players complained about the removal of Demons and Devils from the monster manuals and critiqued a number of the rules. At the time, the company was often referred to as T$R. They weren't alone though. GDW has experienced a number of edition wars over various Traveller* rules sets, with the original "Classic Traveller" rules set coming out as the still dominant setting and style. Games like 2300 AD* and MegaTraveller* were excellent, but they didn't click with the audience the way one might hope. Even Champions had a bit of an edition war with the release of their 6th edition rules* set. The 5th edition of Champions* expanded the player base and had a number of excellent sourcebooks and supplements, It also marked a return to the base mechanics after a FUSION version called Champions New Millenium had its own edition war. The game had hit the telos of its initial design, so any new rules set would have to make significant changes. It did and that split the fan base. For the record, my favorite version of the rules is 4th edition*, but I own all of them and think they are all very good.

When a fan base is divided, it can lead to a reduction in sales and open up the market to competitors. That's one of the reasons that many companies have taken a careful tack when releasing a new game or a new edition. Paizo and Wizards of the Coast opened up the playtesting of new editions to the public in order to incorporate the fan base in the design process for the Pathfinder and Dungeons & Dragons 5th edition respectively.

The point of all this prologue is to say that when 4th edition Dungeons & Dragons was released, edition wars were nothing new in gaming and they were something that any marketing and design team should have been aware of and should have been seeking to combat. Instead, they made what I consider to be a couple of major errors. The first was in the physical layout of the rulebooks and the balance of mechanics and background material presented within them. The second, and much worse, is that they attacked their consumer base and disparaged their own rules sets. They made a "this new edition is better and all the older ones sucked" pitch. Needless to say, this was not a wise choice. I'm leaving out the third possible error, tying the game to a digital platform that never manifested, because that involves a very unforeseeable murder/suicide.

Let me return to what I consider to be the first error in the presentation by looking at the differences between how 3rd edition characters and 4th edition characters where presented to players in the books. Let's have a look at the first page of a 3rd edition character class, the Cleric. Don't worry about what the actual content of the mechanics is, rather look at how things are presented. There is a ton of background and explanatory text, both for what a Cleric is and what their abilities are. Yes, there's a lot of content there and it's wordy. That might be intimidating to some, but it is filled with rich information.

The Cleric for 3rd Edition D&D
 

Contrast this with the 4th Edition Cleric. Once again, it's not the actual mechanics I'm asking you to examine. Look at the layout. Where we have only one "spreadsheet cut and paste" in the 3rd edition presentation, we have four or five in the 4th edition layout. In some ways, it's a cleaner layout. It's more approachable, but once you start looking at the ability outputs it becomes very much like reading spreadsheet outputs and less like reading abilities. The presentation is mechanics focused, almost as if they intended you to fill out cards or something similar. The fact that they later sold "power cards" makes this more and more evident. It looks far more like a Magic the Gathering card breakdown manual, or a video game hint book (back when those existed), than it does a role playing game manual.

 

The Cleric for 4th Edition D&D

Back in February of 2011, a couple of years into 4e, Robert J Schwalb who worked on the design team, wrote a blog post asking if "the format matters." In that piece he wrote:

Fourth edition’s presentation abandoned nearly everything familiar about the game’s look. Eight years of 3rd edition, I think, created strong expectations about how the game should read and since the game didn’t match the visual expectations, it certainly must not match the play experience. Yes, there are considerable mechanical changes that alter the play experience somewhat, but compare how the game plays now to how the game played in the twilight of 3rd edition. Just look at Tome of Battle, Complete Arcane, and many of the variant rules presented in Unearthed Arcana (complex skill checks, healing surges, and so on). In them you can find the proto-rules that would eventually evolve into the mechanical underpinnings of 4e. They are different, but not as different as I imagine some folks believe. I wonder if those changes might have been more palpable had we shifted back toward the old presentation, even if doing so meant that the game would be harder to learn.

 Let's have a look at what Robert's reformatting of the Cleric (now I wish I'd selected the Cleric for the others) looked like. Note that Robert hasn't filled in all the content, so don't worry about the lack of text. Just look at the layout. One thing that should strike you is how this looks exactly like 5th edition playtest materials and that it looks very similar to 3.x's layout. Had the design team opted for a presentation like this, it might have been slightly less shocking and been one less hurdle to overcome in order to minimize edition war effects.

Robert J Schwalb's Reformatted Cleric

Regardless of how formatting would have had the potential to minimize anti-4e backlash, there is one thing that is certain and that is that the marketing team did the game no favors with their marketing campaign. Below, I've embedded the D&D 4th Edition Teaser marketing video. You can watch the whole video and you can feel the meta-cognitive irony and seeming disdain for earlier editions of the game. In particular, I'd recommend watching at 1:31 for the "Okay, what is THAC0 again" question and to 2:26 to see how the 4th edition marketing represented 3.x by mocking that version's rules for grappling.


D&D 4th Edition "Teaser" Marketing Video

The entire video is filled with snide commentary and the THAC0 and grappling jokes, while representing genuine critiques of those editions by some players, have a mocking feeling. This is a tone that 5th edition largely managed to avoid until "THAC0 the Clown" in the recent Witchlight adventure. The unifying thing between the 4th edition marketing and The Wild Beyond the Witchlight is Christopher Perkins. Perkins has written some of the best D&D content out there for several editions of the game, but I find his repeated mocking of THAC0 staid. At least he waited until later in the 5th edition cycle to pull out the anti-THAC0 joke from the dustbin. Had this attitude been evident earlier in 5th edition, rather than the "we love the old editions so much that Keep on the Borderlands is our playtest module" attitude, the game might not have gotten off to the great start it did and Critical Role would have continued promoting Pathfinder instead of D&D.

Those are what I see as the main flaws marketing and presentation wise of 4th edition, but those aren't the only challenges the game faced. It really did change much of the focus of the game in a new direction. Where 3.x built upon the 90s trend of "a rule for everything" in games like Champions and GURPS. The stat blocks for doors and magic items regarding how difficult they are to break look a lot like Champions. The fact that you can run an entire campaign simulating how many gold pieces characters earn running a tavern via skill rolls just screams GURPS. Third edition might not have been point buy, but there was a rule that answered how much a Bard earned for its performance. One could more easier "Roll" play with 3rd edition in role playing situations than in any other prior rules version due to the incorporation of a broad array of skills and 4th edition stepped away from that level of granularity. It substituted a focus on ease of play and clarity of tactical mechanics. It was not, as many claim, "more" miniatures based than 3.x. Anyone who has looked at the flanking rules and rules for zones of control in 3.x knows that to be false (with 3.5 being even more miniatures focused than 3rd straight). 

In a conversation with game designer Leonard Pimentel (Prowlers & Paragons* and By this Axe I Hack!*), he mentioned 5 key flaws/obstacles presented by 4th edition. I agree with most of them and think that these, in combination with terrible presentation and marketing, lead to a significant edition war and loss of sales. Those flaws are:

First, the presentation was poor. Or perhaps it’s better to say it was a failed experiment. Every power every ability every whatever you wanna call it was choked in meaningless flavor text. They simply overdid everything which made understanding your character and their abilities a perpetual chore.
Second, I really feel that they fail to understand how unpleasant it is to have abilities you could use only once per day succeed or fail. Every character is structured to work with this unpleasant dynamic.
Further I don’t think that they understood the psychology of how anemic the at will or encounter powers would look when compared to the daily powers. This exacerbated the frustration of the fact that your best power or powers or mostly One-A-Day type abilities that we’re gone whether you succeed or fail that using them
I also think they overestimated peoples desire to use miniatures or underestimated how many people prefer theater of the mind and always have.
They also completely disregarded the sort of role-playing game Golden rule which is that most combats should last approximately three rounds.
As you can see, the first thing mentioned is the presentation. The other points I think are worthy of a great deal of discussion and deserve posts of their own. I know that many reading this have strong opinions about 4th edition and might think, "but I hate it because of x and y." I'd ask these people to really think about how presentation affected their opinions. After all, as discussed in the "zones of control" article linked above, the game has always been miniatures focused and much of the "video game/collectible card game" feel was due almost solely to presentation. As for the marketing...below are a couple more examples of just how potentially off putting it could be, especially the Gnome/Tiefling video. The ironic ridicule of the Gnome put of some of my friends and it runs against the growing cosmopolitan and non-Tolkienesque style of play.


Tiefling vs. Gnome


Interview with a Dragon


Interview with a Mindflayer

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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, April 11, 2019

Dungeons and Dragons with 11 Year Olds is a Great Way to Spend Spring Break

Image result for jody lindke


A couple of weeks ago, my daughters History and Mystery asked me if I would be willing to run a D&D adventure for them and their friends as part of a Spring Break sleepover party. My response was as excited as it was swift. After dancing a quick "I win at life!" jig, I told them that I would be more than happy to run an adventure for them and their friends. My daughters and I have been playing My Little Pony: Tails of Equestria - The Storytelling Game for a little over a year, so they have a good amount of role playing game experience. As excited as I was at the prospect of running a D&D game, I wanted to make sure that the event was perfect and that it spread the love of D&D to a whole new generation. This meant that I had to approach the event with a plan, not just any plan, a master plan, ...mwa..ha...HA!!!

The first thing I did was ask James, one of my regular gaming group, if he would be willing to play in a D&D session with me and my daughters a week before the sleepover. I would have asked the entire gaming group, but our schedules are extremely difficult to juggle and we are lucky if we can get together once a month. James has one of the more flexible schedules and he not only agreed, he was as excited as I was. I knew James would be a good player mentor to bring over as he and I met when I was running 4th Edition D&D Encounters at a local game store with a group that included young teens. He's helpful without being condescending and is always "all in" to making sure others have a good time. That session was a great success and the girl's experience with My Little Pony meant that they didn't really need mentoring at all. The only real challenge was character creation. We built the characters using D&D Beyond and I began to see the first hints of what it's like to play D&D in a "post-Appendix N" world. While my daughters love to read, they haven't read a lot of what's in Appendix N or even much derivative of it. The closest they have is Adventure Time, How to Train Your Dragon, My Little Pony's D&D episode, and Norse Myths. Those go a long way, but they don't go all the way. Explaining the Paladin class as "what Finn is" works fine, but explaining what a Bard is or the nuanced differences between Sorcerer, Warlock, and Wizard took some time. Time well spent though as their friends had even less connection to Appendix N literature and derivatives, and zero exposure to Tolkienesque archetypes.

Having turned my daughters into the player mentors for their own gaming group, the time came to choose the adventure I'd be running. While I am happy to wing it with my own group, though we do post wing it book keeping to maintain world consistency, I wanted to have something with a solid structure that could be run in a short time. I did what any reasonable person would do and asked my friends on the Book of Faces for their advice on what adventure to run. I was quickly met with a number of responses regarding HOW I should run an adventure for young gamers. An answer to a question I didn't ask, and answers that didn't really provide anything I didn't know. Much of it was very good advice, but it wasn't advice that a 20+ year gaming veteran who has run games for tweens at game stores in the past needed. I needed advice on an adventure that could be run in four hours. I received some good recommendations, but they either came too late or were for Pathfinder. In the end, I looked through my own gaming collection to see what I could run and settled on the first Dungeon in a Box adventure: Caravan of Peril. This was an ideal choice.


David Crennan, aka "America's GM," designed the Dungeon in a Box product to fill the exact niche I was looking for and I've been a fan of his from the Saving Throw Show for quite some time. The great thing about Dungeon in a Box products is that they come with almost everything you need to run a vibrant and immersive adventure, right out of the box. All you need are the D&D rules. His box includes all the character miniatures you need, battle maps, a flexible short adventure, and some great replay value due to some evergreen content in every book. In this case, there are three pieces of evergreen content: a random caravan generator that allows you to populate any caravan with interesting characters, a random events table that is very flexible and much more in depth than a wandering monster chart, and a new type of magic item that adds depth to a campaign without breaking the game system. Below is a picture of the contents of Caravan of Peril, along with additional minis representing the player characters.



As you can see above, Crennen has provided a battlemap showing the caravan resting for the evening. In addition to the caravan on the map, he also provided a play tile of an additional wagon. This additional wagon becomes important in game play as the adventure continues. There are a number of transparent standee miniatures that have fun illustrations on them and that cover all of the creatures you need for the adventure, except for spiders. Thankfully, Trash Mob Minis has some excellent spiders that are perfect for younger gamers. You need spiders. Finally, there is a world map that hints at the larger setting of the Greenwold. It's a fantastic product and I cannot recommend it enough.

Having selected the adventure I was going to run, the next step was to to my Dungeon Master prep. I carefully put together my DM adventure worksheet, a sample of which you can see below.

The images on the worksheet are from the Trash Mob Mini set listed above and the stats are from the Roll20 SRD Compendium. I find that having sheets with the stat blocks of creatures and space to track damage to monsters is very helpful when running a D&D game. No need to pause and look things up and no need to flip though rule books. With the ability to cut and paste, this is only about 20 to 40 minutes of prep time for this adventure. The harder part was naming all the non-player characters that the kids might ignore. If you look at my worksheet, you'll see that I came up with twelve NPC names and jobs. I was able to use the caravan generator to assign the jobs, but other than the first two names the other names are all mine. I was particularly fond of Harald Pickleshipper, but the players never chatted with him. Having prepped as much as I could, all that remained was the session.

As with the the twins' earlier session, we began with character creation. Let's just say that everyone, and I mean everyone, wanted to be a wizard as their first choice. After some discussion of how the different classes complemented each other, we were finally able to get a relatively balanced party. One of the kids even agreed to be a Cleric. The final party was as follows: Claudia the Aasimar Paladin, Emmy the Aasimar Cleric of the God of Magic, Fluffkins the Elf Wizard, Gwynneth the Changeling Wizard who changes the color of her hair every hour, Nummy the Golden Dragonborn Barbarian, and Skybolt the Copper Dragonborn. Character creation took over an hour and most of that time was spent describing the various classes. Everyone knew what a wizard was, but the audience was very unfamiliar with most traditional fantasy classes. They may play Minecraft and Portal Knights, but they don't think about it the same way a D&D player does. It was interesting describing D&D classes in Portal Knights terms instead of the other way around. I helped the kids pick minis for their characters, and the majority of the minis were selected from the excellent Wardlings series by Wizkids games. Every player wanted a pet, and every wizard wanted a familiar, this worked out perfectly. Since pets in games like Portal Knights have little to no "game" effects, the kids weren't disappointed that only wizards could scout ahead using their pets. After assuring one of the players that she wouldn't be facing Demogorgon today (she HAD seen Stranger Things), the group of six young girls was ready for their first D&D campaign to begin.
 

The girls role played well during the early role play heavy encounters and seemed to enjoy my various character voices. When I gave one my best "Artful Dodger" voice (which I am certain would horrify my British friends), the girls really engaged with that character. Sadly, that was Ulmeer Tweetweaver and not Harald Pickleshipper. Some of the girls were reticent to "act" and others weren't, but all had a fun time during these scenes as I exhausted myself to make sure that everyone was included in the scenes. I didn't want any one player to dominate time and energy, which is something that can naturally happen even with experienced gamers. Over the course of the journey, the players had a couple of skirmishes and managed to tame an Owlbear, who was quickly given the name Albert the Owlbear. I found this really funny as that's what most Owlbears are called in my regular group too. It was nice to see intergenerational humor, even without shared Appendix N or Monte Python references. I will also add that the flat minis, or minis in general, were invaluable here in showing the players what the monsters look like.
After a few hours, and a few smaller fights, the time came for the first half of the big showdown. Dun, dun, DUNNNNN. In this scene, a goblin tribe sends wolves to harry the camp as they attempt to use a tamed Ogre to haul away and steal one of the caravan's wagons. An exciting fight ensued where the players succeeded in part due to their taming of Albert the Owlbear.

Having finished the first half of the big boss fight, the second half comes after the players track where this raiding party originated, I looked at my watch to see that it was past eleven at night. I knew the girls would want to have some time to themselves at the sleepover, so I ended the session there with the hope that they would all want to play again in the future.

It was a great time and one from which I learned many lessons, as I always do when gaming with new groups. The biggest challenge this time was conveying a sense of a traditional fantasy adventure when the group didn't have much experience with the genre. For example, I was surprised that my daughters were the only ones who had seen The Dragon Prince or Trollhunters on Netflix. Given that things like Adventure Time are as much a deconstruction of the archetypes of the genre as they are depictions of those archetypes, they only serve a certain level of utility in bridging the gap. All of the kids are still pretty confused regarding why Bards are a thing. And no, I didn't mock Bards. Looks like it's time to pull out some Celtic mythology off the shelves for bed time stories and to point out the places in the Norse Tales where skalds play a role.



Can't wait for the next session.





Saturday, February 24, 2018

Names are the Hardest Part of DM-ing


Coming up with effective names is a challenge for any narrative medium, and this is no less true when it comes to running entertaining role playing game campaigns. Names can make or break a game session. Unlike other media, the challenge in role playing games doesn't solely stem from a need for verisimilitude. Not every game requires realistic names, and some games are better with silly names. It all depends upon the group you are with.

The real challenge comes in coming up with names on the spot that are both serviceable and memorable. You can create as many write ups for NPCs as you want in your game master prep time, but I can guarantee you that your players will often ignore the NPCs you've given deep backstories in favor of interrogating "random street urchin 6" or "Kobold number 5" for hours of entertaining game time. Entertaining game time...if you get the name right. Otherwise, the session might spiral into metagaming or groans. You have to both know what kinds of names fit with your group's temperament, and be quick on your feet. No one wants to wait 5 minutes while you look through Gygax's Book of Names or as you hit generate on a random name generator until you get the right name.

I'm not saying that I'm a master at this particular skill, but I do have one piece of advice for game masters both novice and experienced. Feel free to include your players in the name creation process. Don't feel that you have to do this work alone. If your players want to interrogate "random street urchin 6," as them to come up with a couple of names. These names won't always be great, but they will usually fit with your group's desires and are frequently memorable.

I am currently running a campaign entitled "Tinker, Tailor, Dwarf, and Spy" that takes place within the D&D Known World setting's (aka Mystara's) Grand Duchy of Karameikos. The fact that I am calling it the Grand Duchy will give grognards some hint as to the timeline I've set the campaign in. The Known World setting is a wonderful mashup of various cultures that might not seem to fit on the surface, but which work as a sandbox for freeform gaming. Sure, there's a society with peak Roman Empire governance placed between a proxy for the Eastern Empire and a Feudal society inspired by medieval Poland, the Grand Duchy of Lithuania, and a dash of the Holy Roman Empire. To the north is a country based on Naples, to the far north are the Germanic and Viking states. To the south is fantasy Hawaiistralia Reality TV island. It's a chaotic place, but if you buy in it can be wonderful. My players' characters haven't discovered it yet, but the "reason" why the countries are so chaotic in makeup in "my Mystara" is because one of the Immortals is preserving the dying cultures of our Earth and placing them on Mystara's surface, must as he places Mystara's dying cultures in it's Hollow World.

Anyway, one of the freedoms that a world like this provides is that almost any name is fair game, and here is a list of the names we use in my game with their alignment, race, and class. Some are canon names from the sourcebooks, but others are just ours.

Duke Stephen Karameikos (LG, Human, Fighter (Cavalier)) -- Ruler of Karameikos and the founder of the "Duke's Tinkers" who are Karameiko's secret police, the organization the player characters work for.

Duchess Olivia Karameikos (NG, Human, Thief (Mastermind)) -- Stephen's wife and the actual Chief of the Duke's Tinkers, she is known only as "The Weaver" to all but the most trusted Tinkers.

Kraeyg Lyste (NG, ??, Thief(??)) -- The publicly known head of the Tinkers about whom very little is actually known. They appear to have the ability to change shape and are careful to cover their tracks. They keep detailed documentation of all members, and potential members, of the Tinkers and rival organizations.

Festival Master Quarch (N, Human, ??) -- He runs the King's Festival in the northern town of Stallanford. Stallanford has no mayor, so Quarch is the nearest thing.

Alaric (CG(E), Human, Cleric) -- A priest of the Church of Traladara who has forsaken his oaths to serve The Iron Ring and who has become a priest of Orcus. (Deceased?)

Dinae (LE, Bugbear, Ranger) -- Dinae was once a tracker and wrangler for the Iron Ring who captured slaves for the organization and answered to Alaric. He has recently been turned into an asset in the service of the player characters.

Sharaen Vlatovski (N, Human, ??) -- A human woman who was married to a Kobold named (xxx) who had been forced into service to the Iron Ring by Alaric. She infiltrated Alaric's hideout by allowing herself to be captured, she was about to assassinate one of Alaric's lieutenants and free her husband when the PCs arrived. The PCs know that she is married to the kobold, but are unaware of her skill set. When the PCs return to Specularum, she will find Kraeyg and enter into service in the Tinkers.

Bukie Bimblebritches (N, Halfling, ??) -- He and his brother Howie own the Inn, Stables, and Gambling Hall in Stallanford. They are quite wealthy.

Felix Fentsworthy (N, Human, Thief(???)) -- He is the local fence in Stallanford and the head of its "band" of thieves. After all, you can't call 6 people a guild.

As you can see from the list above, my players can be a little punny, but not too punny.

Thursday, October 26, 2017

Firearms in D&D Mystara: Tinker, Tailor, Dwarf, and Spy's Darokinian Musketeers

As I posted last week, my current D&D campaign "Tinker, Tailor, Dwarf, and Spy" takes place in the "Known World" setting that was originally published in the Cook Expert Set of Dungeons & Dragons. The players are currently adventuring in northern Karameikos, but I have plans to have the players wander into Darokin and Glantri. For those who aren't familiar with the Known World, it is a hodge-podge setting that includes an anachronistic combination of cultures ranging from the Roman Empire to Renaissance tech societies. Karameikos, where the players' characters are based, is a high-medieval culture and thus is an ideal starting society for the "default fantasy" campaign.

As I mentioned above, even though the characters are based out of a default fantasy kingdom, they will be wandering into Darokin and Glantri which are countries inspired by renaissance level cultures. Darokin is based on renaissance Florence and Genoa with a strict plutocratic government. Glantri is based on renaissance Glantri with the country being a "mageocracy" rather than plutocracy. Because the players will likely be traveling into these two nations, I had to ask myself whether or not I wanted to include firearms in my D&D campaign. After some back and forth, I decided that I would indeed be introducing characters who use Muskets, Pistols, and Arquebuses, but limiting them to Darokinian society.

In preparation for this move, I purchased the Tal'Dorei Campaign Setting by Green Ronin in the hopes that it included the rules for the Gunslinger archetype for the Fighter Class. It turns out that it wasn't necessary to purchase the full campaign guide, as Matthew Mercer has been kind enough to provide the Gunslinger rules as a Pay What You Want file. After reading the archetype, I found that it didn't fit exactly what I wanted to have in my games. The Tal'Dorei Gunslinger is closely based on the Pathfinder Gunslinger character class from the Pathfinder Ultimate Combat Guide and as cool as that class it, it comes with all of the "fiddliness" of the Pathfinder system. Matthew Mercer's Gunslinger kept that fiddliness and I wanted a class that fit with the simplicity of 5th edition.

In the end, I read through the existing archetypes and feats in 5th edition and realized that I didn't need to come up with an entirely new archetype or create new feats. All I needed to do was reskin some existing rules to fit the theme.

The first reskin I will be using in my game is the creation of a Blackpowder Marksman feat. The feat will be identical to the Crossbow Expert feat on page 165 of the 5th Edition Player's Handbook. That feat is pretty powerful and makes crossbow using Fighters extremely powerful options in 5e. A key element is the first benefit which lets those who possess the feat to "ignore the loading quality of crossbows with which you are proficient." In other words, it allows crossbow using Fighters to attack more than once when using an Attack action. I thought that it was fair to have a feat that applies all of these benefits to a person who uses black powder weapons.

While I don't want to spend any real time getting into the weeds of the Arquebus > Crossbow > Longbow > Shortbow argument, I will share the reasons for why I am happy with this quick fix. First, as argued effectively by Richard Berg in his wargame Arquebus, while the longbow's effectiveness had been reduced by the innovation of plate armor, "crossbows took more time to wind and fire than an arquebus, which had similar penetrative abilities but a far lower rate of fire." Looking at the stats for the crossbow and comparing them to the longbow, we see that these attributes are taken into account in 5e.  The heavy crossbow does 1d10 damage and requires reloading while the longbow does 1d8 and doesn't. The Crossbow Expert feat allows a Fighter to use a crossbow with the same rate of fire as a longbow, something ahistorical but perfect for fantasy. In D&D a combat round is only 6 seconds long and a high level Fighter can shoot his longbow 8 times in a combat round (and thus a crossbow 8 times). That's not at all realistic, but it allows the damage curve to keep up with mages and hand to hand combatants. This is high fantasy after all and limiting arquebus/musket use to 4 shots per minute might be accurate, but it wouldn't be fun. So long as you keep the damage for the black powder weapons within reason (which the DMG does), game balance is retained.





Once I made this slight concession to fun over fact, I began looking to the character class archetypes to see how they fit the model of Musketeer. What I found was that two of the archetypes in the Player's Handbook reskinned nicely to be gun toting characters. I was especially impressed with how the Battle Master archetype fit for Musketeers. Since only a few of the maneuvers for the Battle Master specified "melee weapon," it meant that these abilities could be used with missile weapons with only minimum change. I quickly wrote up a page using The Homebrewery that included the Musketeer archetype based on the Battle Master. I haven't stated up the Eldritch Knight version, but if one limits the spell list properly it's easy to see spell as "magic ammunition."

Lastly, I created a background that would allow even non-Fighters to be proficient in "simple" black powder weapons and classified the arquebus as a simple weapon with the pistol and musket counting as martial weapons in Darokinian Society.


https://www.dropbox.com/s/e4yks2jeos09eps/Darokinian%20Musketeer.pdf?dl=0

https://www.dropbox.com/s/e4yks2jeos09eps/Darokinian%20Musketeer.pdf?dl=0

Wednesday, September 06, 2017

Tom Lommel's #Ironkeep Chronicles and Disorganized Play Are a Masterclass in Game Mastering.



I've been a fan of the team at the Saving Throw Show for quite some time. I didn't jump on the Saving Throw Show bandwagon as early as their Kickstarter, but I did become an ardent fan soon afterward. One of the key reasons I jumped on the Saving Throw Show bandwagon was that they brought on The Dungeon Bastard and Lady Vorpal, Tom Lommel and Amy Vorpahl, as two of their recurring castmembers. This appreciation has only increased over the past few months as I've been watching Tom Lommel run the #Ironkeep Chronicles on Wednesday nights. On that show, Tom has managed to do something that isn't replicated by any other online streaming role playing game show. He's managed to both replicate the home game play experience and fused that with a series of interactive tutorials on Game Mastering where the audience helps shape the campaign.

What Makes #Ironkeep Chonicles Work

While there are many great live play rpg streams on the internet, the primary thing that sets #Ironkeep Chronicles apart is that it replicates the average home play experience. Many of the professional rpg-streams feel more like you are watching a television show or listening to a radio audio drama than they feel like the game play around your tables at home. While Tom has fantastic players, which like many rpg-streams includes actors/Twitch streamers/YouTubers, the show never loses the home game feeling. One great example of this phenomenon is the character creation episode of #Ironkeep Chronicles when Tom incorporated elements of John Harper's proto-rpg The Wildlings into the character design session to facilitate character creation.



 Unlike Wil Wheaton's excellent Fantasy Age run on Tabletop, which used a very scripted adventure and where the character creation was focused on elements native to Fantasy Age, Tom did what many Game Masters do and mashed up game mechanics from multiple games right from the start. This trend of bringing in elements from outside of D&D, and not as original game design content, demonstrates to players and Game Masters how they can incorporate their large gaming libraries even when they don't get the chance to play anything other than D&D. Tom runs #Ironkeep like a home campaign and not as an IP generator. He's not trying to create new rules from scratch that will be sold by Saving Throw Show at a later date, though he probably should be, instead he is showing what busy but good GMs do. Busy but good GMs incorporate and improvise.

Speaking of improvisation, that's another part of what Tom does that mirrors the home gaming experience. Like many online shows, #Ironkeep Chronicles uses pre-published materials as its gaming foundation. In this case, the players are playing through Tales of the Yawning Portal, but due to time constraints and player tastes the actual adventure content wanders away from the written page. Take a change he made to White Plume Mountain as an example. In some ways, the classic deathtraps of the adventure don't make narrative sense. So Tom makes a significant change to the environment and turns it into a sort of amusement park prison that has Blackrazor as its key.



This is a significant change to the narrative of this classic dungeon, but it is the kind of change that one frequently sees in a home game. I've used The Veiled Society as the starting point for my D&D campaigns several times. I love the urban setting and the politics of Specularum society. It has yet to run the same way twice. Not just because the players make different decisions each time, but also because I change who the real villains are each time in response to the players' actions and preferred style of play. Are my players "democrats" who want to see the end of feudalism and see Duke Stefan as a threat to free peoples? If so, then one of the old families might be heroic. Is the Veiled Society the actual threat? These things and more change in my game and by the time I'm done, the many changes I've made are often so significant that even rerunning the adventure for the same group, the players don't notice. They only notice they are in the same setting. This is the kind of thing that happens in all of our games, and that is what Tom shows the world.

The Secret Engine Behind #Ironkeep Chronicles is Disorganized Play

As good as #Ironkeep Chronicles is, the real secret to its charm and benefit to Game Masters is Tom's supplementary show Disorganized Play. This show is filled with tips on how to prepare for role playing game sessions with minimal prep time. Tom goes over all aspect of preparation including: crafting of NPCs and combat encounters, designing battlemaps that provide interesting challenges for players, and how to use Kanban style Plot Radar charts to improve your ability to script a campaign . It's a simple method of note taking that will help keep your games on track, especially if you are like me and only play once a month. Additionally, Disorganized Play is also a place where you can interact with Tom in real time as he brainstorms the campaign and answers questions from viewers. You have to be watching the Live Stream on Twitch to get the full benefit, but I highly recommend it. It's a perfect place for experienced and novice GMs to go to learn. In fact, his episode with Vana preparing her to run her first session is a great example of how fantastic an advocate for our hobby Tom is.