Showing posts with label savage. Show all posts
Showing posts with label savage. Show all posts

Wednesday, February 8, 2012

The Second Pillar – Reward

The second pillar that is fundamental to the integrity of the D&D game is reward. Participants who participate in game play (whether as a player character or Dungeon Master) can expect to be rewarded for their actions.

Some might say the act of play itself is its own reward, and to a certain degree that is true (we’ll address that in the 3rd Pillar). However, actual compensation for the merits of one’s in-game (imaginary) action has been true through almost every edition of the game and is an identifiable part of the D&D game’s foundation. If characters are not being rewarded for their action, I’m not sure what you’re playing can be called “D&D.”

Similar to what was discussed in the prior post, the rewards to be had are different depending on the role one takes when participating in the game; I’ll discuss each in turn.

For player characters, we can see that one’s reward is one of improved effectiveness, decisively tied (in most editions) to the player’s response and success to challenges issued. A player character that meets and overcomes all challenges will progress quickly in game effectiveness, gaining experience and thus level, increasing attack ability, saving throws, hit points, number of spells, etc. A player character that chooses to face fewer challenges will find his (or her) effectiveness increased at a slower rate, as will player characters that seek many challenges but fails at overcoming those challenges.

This has been the case since the earliest editions of the game, when PCs were considered scurrilous rogues seeking fortunes within dark dungeons. The measure of a character’s “score” was, in the main, directly attributable to the value of treasure brought out of the ground. Recover a great deal of treasure and your character received more points, increasing in level (game effectiveness) and allowing the character to recover MORE treasure…though with a gradually diminishing rate of return.

By the 3rd (D20) Edition of the game, the experience points awarded were solely due to overcoming challenges commensurate with ability; whether or not treasure was recovered was of secondary concern (at best), except with regard to magic items (we’ll get back to those in a moment).

In addition to in-game effectiveness, the reward of game play also includes MORE game play and DIFFERENT game play, as the rewards reaped open up greater avenues of exploration for the player characters. A character that increases in level (and thus effectiveness) is able to delve deeper, darker dungeons and face greater challenges, presumably reaping greater reward. A character that acquires a spell or magic item allowing planar travel can journey to other dimensions, even across game and genre boundaries (see the notes on Gamma World and Boot Hill crossover in the original Dungeon Masters Guide). A character that acquires Name (9th) level and enough gold to build a stronghold fortress can begin exploring the adventures only open to a ruler of men: opening territories for expansion, drafting armies for conquest, making treatise and alliances, and seeing about putting an heir on the throne.

“Reward” is a fundamental pillar of the D&D game. Reward informs play; it explains why it is that player characters take action, why they behave as they do. Reward provides the motivation for character activity; some players may be uninterested in facing a challenge simply for the sake of a challenge (not all of us are “adrenaline junkies,” even in our imaginary worlds!), but for the sake of REWARD they will participate.

The promise of power can be a strong lure for even the most recalcitrant adventurer. Spell-users, especially the unarmored, lightly armed magic-user, will find that the best way to increase his (or her) survivability is take on challenges, to act heroic rather than stay home studying their tomes for it is only through adventuring that the wizard’s spell-casting ability improves.

To some, this doesn’t make a whole lot of sense; the RPG Ars Magica, for example, makes the acquisition of magical power a product of staying shut-in for seasons at a time, poring over dusty scrolls and pursuing alchemical study and experimentation. Perfectly sensible and realistic, and Ars Magica is a very cool game (I’ve owned a couple editions). On the other hand, except as a mental exercise, this type of game play (tracking seasons and study points) is DEAD BORING to play. The Dungeons & Dragons game rewards active participation; it rewards PLAYING the game. As an activity of group participation, I prefer my RPG game play to have more player activity and less mental masturbation.

Since we’re on the subject of magic, I will mention that magic items in the D&D game are a stylistic trope that provides an additional “piece” of the reward system. After all, magic items are not simply gifted or sold to PCs (well, not in most editions of the game). Instead they must be found or earned/awarded through game play. They provide a similar bonus as experience points (i.e. they increase character effectiveness and open up other avenues of game play, depending on the effect of the item) and provide “crowing rights” to players: “Hey, I got a portable hole!” “Yeah, well I have a sword of sharpness, so there.”

Crowing (i.e. bragging) is part of the out-of-game reward that players receive; again referring back to the Forge article on the gamist creative agenda, players play the game in part to test their mettle and feel a sense of accomplishment at overcoming challenge. Whether that turns your crank or not, the game of D&D (at least in its pre-2007 editions) rewards players commensurate with the challenges tackled and the results achieved; whether or not you feel like bragging about it is entirely up to you.

For the Dungeon Master, there are rewards to game play as well:
  • The reward of creatively expressing oneself through a rich fantasy environment, not to mention interesting settings and scenarios.
  • The reward of cackling uproariously at your players’ expense when your fiendish challenge completely burns them.
The first item is something many GMs of other role-playing games can attest to as a “reward of play” (not all GMs…in some indie-style “story-games” the setting is too collaborative or too “set in stone” to allow much “world building”). But we’ll discuss some specific differences (with regard to D&D) when we get to the last pillar.

The second item, though, is something a lot fewer RPGs offer.

Because of the natural antagonist role placed on the DM by the Dungeons & Dragons game (i.e. the role of challenging the players), the DM has a chance to exercise his (or her) own personal brand of destruction in acting as an obstacle to the players. This can be in the form of a fiendish monster encounter or diabolical trap; it can be a cleverly mapped labyrinth or a moral quandary of epic consequence.

For an example of that last one, I advise checking out the fairly excellent Return to White Plume Mountain, the only 2nd edition book of any kind that still sits on my shelf. It forces players to make all sorts of ethical choices due to the nature of the adventure (wherein power is promised with a price, and mental possession is on the board for player characters)…and the climax (should the PCs reach it) is the real kicker: kill the baby or don’t kill the baby!

I mean, who would hurt a little baby?
; )

Anyway, as I said in the last post, the challenge of being a DM is in setting up challenges for the players that are neither overwhelming nor “softball.” The PAY-OFF (i.e. the “reward”) for the DM is in seeing those plans come to fruition and (if done correctly) feeling totally at ease with the self-indulgent hosing of the player characters.

Hey, I’m just being honest. A DM needs SOME kicks, after all…it’s not like we exist purely for the players’ entertainment, puffing them up with set pieces that are easy to knock down. We are required to “play fair” with the players (that’s explicit in every edition I've read), but providing we’re not throwing the might of the universe at ‘em, we’re obliged to try to knock the PCs down a peg. That’s OUR fun, and D&D is one of the few games that allow the referee to indulge in that kind of mayhem.

[in other RPGs, game moderators are working to build a world or story…sometimes in collaboration with players, other times “for the benefit of players” (and when the latter is done with respect to “story,” then you’ve got a railroad going on)]

Admittedly, not every DM “cackles” with glee (I was being superfluous there, though in my case it HAS been a literal truth at times), but DMs can take pride is their challenges and “stumping” the players, enjoying the push-and-pull of competition.

In building a new Dungeons & Dragons, care must be taken to build upon the pillar of reward, just as it is with the pillar of challenge…existing editions point to the way in which challenge is integrated with reward to provide a game that is both stimulating and motivating. If building the game in a modular fashion (as is the stated intention of current designers), modules can be developed that address this integral part of the D&D foundation. Some possible examples:
  • Rewards for increased effectiveness at different levels of play (low, mid, high)
  • Rewards coupled with new avenues of exploration (an example of such from the past might be the SpellJammer setting…by finding/building a space-worthy magic item or spell, it opens up “fantasy space” for exploration/exploitation by the party).
  • Additional rewards in terms of level-based minor abilities (similar to D20’s feats)
  • New methods of “keeping score,” new incentives to motivate players, “tournament style” add-ons for real crowing rights, etc.
  • Instruction and information for DMs to better gauge challenges so that they can “crow” on their own; modules that offer different ideas of how to “stick it” to players, giving DMs alternatives to the standard method of counting “wins” (I can think of a few, but listing them will sound more self-indulgent and sadistic than I already do!)
All right, that's enough to chew over for today.

Next pillar up: ESCAPE.

Friday, February 4, 2011

50 Fathoms Deep


So last night, I went down to the Baranof to hook up with the gaming group after being on a hiatus with the birth of my new, lovely son (ooooh! he's so cute!). The last couple weeks Luke's been running a "weird pirate" game using the Savage Garden rules, one of the current pop RPGs I haven't had a chance to play of late.

Excuse me...Savage Worlds. I was calling it Savage Garden all evening until Josh (also making a first appearance since his new daughter was born) tells me, "Um...I think that's a restaurant."

"No, no...you're thinking the OLIVE Garden." Oh, right.

Have you ever eaten at the Olive Garden? I have...though not for many years. You see the commercials on television, and you say, hmmm, it sounds like a good idea. And look at all those smiling, happy people being treated like "family." So many options and pastas and sauces to try...and breadsticks!

[all right, all right...I actually have a tendency to believe the opposite of what television commercials tell me. But I can imagine being someone who buys into what the boob-tube tells me. That's just role-playing]

So you sit down at Ye Old Olive Garden with your family or a team of co-workers or your baseball team or fellow cast-members from the play rehearsal you just finished. And there IS a lot of food. And a lot of options. And most of it is pretty tasteless, and some of it is not very good, and your wife with the touchy stomach is going to pay for the evening in hours to come, and at the end it feels like you spent a lot of hours for not much pay-off.

Savage Worlds isn't quite as bad as the Olive Garden...but there are definitely some similarities.

Which doesn't mean I didn't have a good time or that Luke wasn't proficient or that the setting wasn't interesting or imaginative. But the game definitely wasn't to my taste...that's just my honest opinion.

I'm very familiar with Pinnacle's original Deadlands game, considering the Weird West setting probably the best new idea in gaming (at the time it was released) since "Gothic Punk." Unfortunately, the Deadlands system itself had three big strikes against it:

  1. Steep learning curve
  2. Long character creation (though as with Shadowrun, it did include several archetypes for faster start-up)
  3. Excessively fiddly combat (and I like my western gunfights...Weird or not...to be fast and furious affairs).

Savage Worlds has certainly done away with #1...the game is far easier to jump right into and understand (with only single dice rolls, set target numbers, and a "wild die"). While we used pre-gens for the game, I would have to believe that character creation must be radically simplified as well compared to Deadlands...it appears to be a simple point/dice allocation system (the original Deadlands combined point allocation with random draws from a deck of cards, making use of both the showing and the suit...a cool idea but, again, not very simple to execute or teach).

And combat has been simplified considerably as well, especially in the damage allocation phase of the game...aaand that's all I'll say about combat for right now.

All in all, the SW system feels a lot like Deadlands Light. Which, I suppose, is great if you liked the original Pinnacle system but found it too hard to teach, too long to make characters, and too fiddly in combat. I don't know if I originally liked the Deadlands system or not...I was never able to run a single session with it, let alone a campaign, and my knowledge of the fiddlyness of chargen and combat comes from making practice characters and running mock combats. I was never able to get past the TEACHING part (none of my players were enthused enough by the setting to bother learning the game).

So having never actually PLAYED Deadlands, I can't say what game play feels like. However, I can say what Savage Worlds feels like.

Kind of bland.

There's a lot of dice rolling. Even though you aren't rolling many dice, you're often trying to set up a dice roll...whether you're in combat or hunting game or sailing a boat or looking for treasure or anything. The game feels like, "hurry up and get to a spot where you can roll a dice." And if you're smart you try to angle the action so that you can roll your bigger dice.

Most of the time, it felt like the target roll was either 4 or some gi-normous number that required blowing the top off the dice (rolling the max and then re-rolling and adding). Since fortune is a fickle bitch, the randomness often lent an overall feeling of lameness...for example, it didn't help to "blow the top off" the roll, when all that was needed was a roll of 4 (I had huge successes rolling every day our ship was at sea...without receiving any benefit from those "huge successes"). And then when one needed to roll high (such as for damage rolls with a tough/armored opponent) those "exploding dice" always seemed a bit more elusive.

There are other pet peeves of flawed design I could list (for example as Hindrances that have mechanical value versus those that do nothing and have no rules for enforcement). But that's just going to get redundant...the fact is, I didn't find the game all that fantastic.

Which, I have to say, kind of surprised me. I especially liked the Weird Pirate idea of 50 Fathoms (though I have to say I much prefer Christian Aldridge's version of the setting in his 1997 game Maelstrom)...hell, I like pirates in general and was looking forward to swashbuckling adventure. Plus, I've seen how popular Savage Worlds is (at the Dragonflight convention last summer, SW was definitely the largest turnout of any game system...by a country mile!). And I know the game won some Gamers Choice award at Origins in 2004.

My question would have to be: why? Why would someone choose to play Savage Worlds? What was its competition that year anyway?

Ah, well...I am a man notorious for being "behind the times" in these things (I only just started listening to Lady Gaga in 2010). There is probably some cool IPhone adaption for the game that elevates the play experience to a whole 'nother level, that I'm just missing.

The point is, it wasn't really to my taste. But it was fun to get back with the guys and play and kabitz and poke fun at each other and consume large amounts of beer. Hopefully I'll get to go back next Thursday...there's nothing on "must-see TV" that beats role-playing, even a semi-bland game like Savage Worlds.
: )