Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

August 30, 2012

And the Winner of the 2012 Gen Con Buzzword Contest Is…

Since the inception of the Gen Con Buzzword Contest in 2008, with the infamous wheelhouse, one contestant, despite his hard-charging efforts and intense training, has seemed perpetually relegated to second place. He has been the Susan Lucci, the 2002 Oakland A’s, of Gen Con buzzwordery. Consistently he’s come out hard from the gates, earned an early first place, only to be passed in the stretch by such thoroughbreds as Kenneth Hite and Great Cthulhu himself.

This year, then, with pride and a not inconsiderable sense of relief, the judges declare that Kevin Kulp, the Artist Formerly Known As Pirate Cat, has finally outpaced all comers to win the 2012 event. They salute his determination, his heart, and his cavalier willingness to despoil the trust placed in him as moderator of the Gen Con Keynote address on the future of D&D. He achieved his grim victory by slipping the dread word incubate into his concluding question, before the innocent ears of a packed ballroom and the pixelated eyes of a worldwide streaming audience. Kevin’s brazen act of linguistic vandalism can be heard on YouTube or in the Tome Show podcast’s recording of the event.

Congratulations, Kevin. May your victory lap be as sweet as it was long in coming.

August 18, 2012

In Which My Humility is Variously Assaulted

Anglo/Canadian diffidence took a thundering body blow last night as Pelgrane saw four of its eleven ENnie nominations turn into silver and gold. I’d like to again thank ENnie judges and voters for their silver nods to Lorefinder for best rules and Ashen Stars for best setting. The first constitutes greatly satisfying recognition to a book that seemed to fly under the radar when first released. In raiding GUMSHOE’s stuff and turning it into Pathfinder treasure, Gareth Hanrahan performed feats of mighty battle, and it was lovely to see him hit the awards podium at his first Gen Con in years. The setting nod for Ashen Stars was an unexpected jolt of approbation and gave me the chance to thank the art team (Jerome Huguenin and Chris Huth) as well as cupcake magnate Beth Lewis and gentleman adventurer Simon Rogers for their indispensable contributions.

For pure delight it was impossible to beat Paula Dempsey’s reaction to her gold award for Best Writing the Occult Investigator’s Guide to London, which is her first book. Contributor Steve Dempsey once again uncorked his freestyle chops to deliver his portion of the acceptance speech in rap form. I was proud to be namechecked in this profound expression of the hip-hop arts. In accepting the gold award for best electronic product for Cthulhu Apocalypse, Simon praised the fecund womb of author Graham Walmsley, veering towards and then away from an invocation of the dread buzzword.

Earlier in the day I was happy to appear alongside Paizo fiction majordomo James Sutter and fellow scribes Richard Lee Byers and Dave Gross for a panel on the Pathfinder Tales novels. Ed Greenwood popped in for a cameo appearance to announce his upcoming book for the line. To what must surely be his eternal chagrin, he missed the later discussion of the supposed chasteness of the series, which turned into a list of all the naughty passages in past or forthcoming books. I think James might have been blushing. Along the way we mulled the inextricable relationship between plot and character and maybe even found a few fresh ways to talk about the balance between respecting and obscuring game rules when writing RPG-inspired fiction.

I also had a fine time doing the guest thing on the Tome Show podcast. You can listen to it when it drops, so I needn’t recap. The D&D focus of the ‘cast provided me with a welcome topic shift. Thanks to Tracy and Jeff for inviting me and for their incisive questions and smooth direction of the Q&A segment.

Today I’m at the IPR booth at noon for a Don’t Read This Book group signing, and doing a GUMSHOE seminar with Ken and Simon at 3. Other than that I’ll be chatting and signing at Pelgrane temporary global HQ, booth 1427.

May 14, 2012

I Have Combat Advantage, Therefore I Am

Earlier I argued that an RPG resolution system can—and should—help convey the game’s emotional message.

This raises a question: can we look at existing systems and ascribe an emotional message to their various interactions of arithmetic and die rolls?

We have no reason to believe that Dave Arneson and Gary Gygax were thinking about this stuff when they codified the “to hit” rolls. Nor was it an issue when designers of later editions expanded it into D&D’s unified core resolution mechanic. But what does a d20 roll do, emotionally?

A d20 is very swingy, offering the biggest range of results possible in the standard polyhedral toolkit. Its raw result introduces a high degree of randomness. You use the rules, in which a +2 bonus is consider mathematically significant, to try to shape its fundamental unpredictability. Stacking up bonuses from magic, items, feats, skills and situational modifiers, you try to move the needle from succeeding about half the time to instead about a 66% chance of success.

In other words, you are incrementally assembling small advantages into one big advantage, in an attempt to impose order on chaos. Through a kitbag of step-by-step accumulation you strive to dampen life’s fundamental arbitrariness. Roll well, and rationality prevails. Roll poorly, and you are reminded that disorder can never be conquered, only forestalled.

Years ago I argued that D&D is a celebration of naked capitalism, red in tooth and glaive-guisarme. Can it at the same time be our foremost existentialist roleplaying game?

April 11, 2012

False Dichotomy, or Real, Though Annoying, Dichotomy?

Apropos of his participation in a recent panel discussion, Monte Cook contemplates the opposition between crunch and fluff in roleplaying games. He comes to several wise conclusions, including that the fun side of any argument is whichever one will allow you to debate Jonathan Tweet. Where the central question is concerned, he says:

I really do think it's a false dichotomy. I think that, for whatever reason having to do with human nature, people like to take parts of a whole and declare favorites, or rank importance. But the dichotomy is often false. To declare that the chips in chocolate chip cookies are more important than the cookie is to ignore the beautiful synthesis of chocolate and cookie. A handful of chocolate chips is okay, but all melty inside a freshly baked, still warm cookie? That's much better.

I wish that crunch vs. fluff was a false dichotomy, but unfortunately it’s not, in that it reflects a genuine and hard-to-bridge gap between player taste groups. To extend Monte’s metaphor past its sell-by date, we as game designers are trying to create the perfect chocolate chip recipe for a crew of eaters, some of whom like both dough and chocolate, a vocal faction who only care about the cookie, and a counterpart group that barely tolerates the chocolate.

You can see the opposition at work in the framing itself: “crunch vs. fluff” is not only a frustrating dichotomy, but a stacked one. The terms (which Monte doesn’t like either) presuppose that character, setting and emotional elements are just fluff—a disposable, if not useless outer layer on top of the real stuff, the crunch.

A similar, older framing is likewise stacked, in the other direction. The old “roleplaying vs. roll-playing” opposition sought to privilege character portrayal over a focus on mechanics and tactics.

Like so many other conceptual frameworks people have devised to describe their RPG experiences, both “crunch vs. fluff” and “roleplaying vs. roll-playing” are definitional gambits meant to lend taste preferences the appearance of objective superiority. They legitimize the parts of play that the framer likes and delegitimize the bits that bore him.

If this was just a false dichotomy, we could argue people out of it, and teach them all to enjoy the entire cookie, like most of the player base does. Really, though, one small but significant chunk of the player base comes alive only for the rulesy stuff, and another digs only the narrative bits.

When designing for a niche audience, you can sidestep the issue by cranking the dial to one side of the spectrum or the other. Monte, along with the rest of the DNDNext team, faces the challenge that comes with the stewardship of roleplaying’s flagship product—to strike the ideal balance between the two tendencies.

February 21, 2012

The Classical Monster No One Wants To Fight

A common project of the AD&D days was the scouring of classical and world mythology for creatures that might be statted up and sent off to duke it out with dungeon-exploring adventuring parties. Some imaginary beasties, it transpires, are more equal than others. No death could be more honorable than that faced by characters falling before a chimera, basilisk or hydra—especially if temporary. Other classical creatures, like the peryton, seem like candidates for a monster reboot. It’s especially embarrassing to be killed by a creature that is likely not classical at all, but a recondite joke of Jorge Luis Borges’.

The divide between the purely mythical creature and mistaken belief about real animals also blurs the picture. Linnaeus, as he systematized taxonomy in the 18th century, still accepted the mermaid as a likely animal, if not a hybrid of woman and fish.

Earlier still, Aristotle’s confusion over the identity of the European buffalo led him to record the existence of one creature no one wants in a roleplaying bestiary, even though it’s totally clear what its attack form would be. This animal was given various names, including the catoblepas, and confused for an entire menagerie of creatures. Here’s the animal Aristotle assigns to one such name.

Aristotle described the bonasus as being capable of “projecting its excrement to a distance of eight yards…the excrement is so pungent that the hair of hunting dogs is burnt off by it.”

– from Naming Nature: The Clash Between Instinct and Science, Carol Kaesuk Yoon

Despite the delight of twelve year old boys everywhere—or rather, because of it—the poor, imaginary bonasus never made it to the pages of a Monster Manual. And doubtless never will. Among the deaths too horrible to contemplate, demise by bonasus ranks humiliatingly high on the list.

February 15, 2012

In Defense of the Whiff Factor

The pacing of roleplaying sessions improves when the GM follows a simple principle: never ask for a roll if failure would lead to a dead end or other uninteresting result. This principle appears in various guises in GUMSHOE, HeroQuest, and the 4e Dungeon Master’s Guide 2.

Sometimes though, as in this recent discussion of what the DNDNext team might profitably nick from GUMSHOE, it becomes important to distinguish between an uninteresting result and a setback that makes the player unhappy.

Specifically, the so-called “whiff factor”, or prospect of rolling during combat and missing, is unrelated to the null result issue. Swinging and missing represents a loss for the player. In a mainline roleplaying game, the number of actions you can take in the course of a fight acts as an uber-resource. When you use them successfully, you whittle down your opponent’s supply of another resource, usually hit points. (Or free slots on a wound track, or whatever.) When you roll and miss an opponent, something has definitely happened—you’ve fallen behind, losing a chance to score.

Likewise, a shot on goal in a hockey game never leads to a null result. The player either scores, or has lost a chance to score, a resource the dynamic of the game works to restrict. In either case, the emotional crescendo becomes apparent in the stands. If the player scores, his team cheers. If he misses, the defending goalie’s team cheers.

Criticism may be leveled at a combat system where characters fail too often, dragging out the fight and undercutting the players’ sense of vicarious competence. But that’s a matter of striking a satisfying balance between success and failure, not of eliminating non-events.

A system may try to overcome its whiff factor by granting consolation prizes to players, in which they deal a lot of damage on a success and a smaller quantity on a failure. The question to ask here is whether that’s blunting the emotional rollercoaster of success and failure, or merely putting a new coat of paint on a skewed ratio between the two.

February 13, 2012

Why A Core Activity Is Not a Straightjacket

How To Design Games the Robin Laws Way

(Part Four of Several; see part one for introduction and disclaimer)

In the last installment of How To Design Games the Robin Laws way, I mentioned off-handedly that D&D is a game about killing monsters and taking their stuff, and that this determines the way it approaches certain sub-systems, like Perception. Another game, which has a different core activity or design throughline, might do these things differently—as GUMSHOE does.

The idea that D&D is a game about killing monsters and taking their stuff provoked some consternation. Gamers who are used to having their tastes slagged because they like D&D may be used to thinking of this as a slam*. Perish the thought! Without this clear, simple, escapist core activity, and D&D’s focus on it, we wouldn’t have a roleplaying hobby today. Nor would we have a huge swath of the video games that exist now. The phenomenal success of Warcraft, Skyrim and the like testify to the ongoing popularity of this core activity.

Nor does this mean that D&D can only be played as a game about killing monsters and taking their stuff. Because it is a roleplaying game—in some sectors, still the default roleplaying game—you can completely set aside that core activity, so that your D&D becomes a game about meeting people and learning their secrets. Or building your own power bloc as you whittle down those of your adversaries. Or of mapping dungeons and running away from monsters.

But it’s much easier to establish your alternate core activity if the one provided as a baseline is readily apparent and strongly realized. If told that they can do anything in a game, players get stumped. If told they can do X, they may do X, or they may decide to do Y instead. The presentation of a choice, even if that choice is rejected, orients players and allows them to test their desires against the expectations the game presents.

Because so many people know it and are comfortable with its assumptions, D&D is more likely than later games to be used in service of an alternate core activity. One of 4e’s strengths, its coherence and focus, became a stumbling block when some player constituencies found it hard to reconfigure to an alternate core activity. From this you might conclude that the platonic ideal D&D gets people playing with its entertaining and straightforward hook, but also remains elastic enough so that groups can decide to abandon that hook in favor of something else.

Newer games don’t face the burden of having to serve as default RPG and can afford to err in the direction of too much focus on the core activity. But, like D&D, they can’t do without one.

 


*Others raised semantic objections to the term killing. Because we all know there are tons of games out there in which the hardbitten adventurers mostly tickle the monsters and take their stuff.

January 30, 2012

Reboot Lab

In an October Legends and Lore column that in retrospect veritably drips with hints, Monte Cook contemplates the legacy of the D&D property through its four editions worth of monsters. Should nostalgia for iterations past require updates of old beasties, or are certain creatures too lame to preserve?

Here one might take a page from the world of comics. The reboot that makes a previously lame character cool and creepy has already gone from an innovative move pioneered by the likes of Alan Moore and Neil Gaiman to a decadent cliché attempted by just about everyone.

As we’ve yet to run this idea into the ground in gaming, it might be fun to reconfigure the silly monsters of yore into dread beings no party wants to meet in a dark dungeon corridor.

To dip into the 4E continuity while it’s still current... when the mind flayer empire of Nihilath dominated the world, its rulers made a terrible example out of rebels. Their champions were borne to experimental laboratories, where illithid wizards created horrible new forms of life. They removed prisoner’s brain tissue, using it as the basis for vat-grown guardian organisms. The resulting creatures can still be found, aeons later, floating through the Underdark. Appallingly, they retain fragments of their original identities. Their eternal torment manifests as a psychic aura that assaults the minds of any hapless explorers who come upon them. The vat survivors never truly die, but if defeated in combat fall over onto their jelly-like backs. During their torpor it is possible to gain flashes of insight into their ancient lives, which sometimes prove useful while exploring the ruins of Nihilath. Or sometimes drive the experiencer to madness. Folios of monstrous lore refer to these entities as soulscreamers, or by their name in the gnomish tongue—flumph.

January 25, 2012

The Design Throughline, and How To Implement It

Or, How To Design RPGs the Robin Laws Way (Part Three of Several; see part one for introduction and disclaimer)

After a longer-than-planned hiatus, let’s jump back in. Last time I discussed the design throughline, the central concept underlying game play, as one of two fundamental elements I want to determine as the very first step of creating an RPG.

During the design process, the design throughline becomes a benchmark against which I test new rules. It's easy to get sidetracked when designing a subsystem and lose track of the entire rules set's ultimate purpose. To do this it often becomes necessary to articulate additional principles that flow from the design throughline. GUMSHOE's design throughline concerns the facilitation of investigative play. For this reason it seeks to emulate mystery-based fictional sources rather than simulate reality using a physics engine. It aims to be simple, to allow players to focus their brainpower on the overarching meaning of the clues they assemble. In turn, for both of those reasons, it strives to make its rules player-facing. For example, rather than have adversaries roll to see if they detect you when you're hiding, players roll to beat a Difficulty, expressed in the adversary's stats, to see if they've successfully hidden.

D&D doesn't do that, which makes sense, because Dungeons and Dragons is a game about killing monsters and taking their stuff. Having the stats for monsters operate independently of, while interlocking with, the stats for the characters, fits that game's implicit design throughline.

Sometimes I find myself falling back on the core assumptions of previous games. They're familiar and understandable to current players. Compromises with the design throughline may sometimes be justified for this reason: people can absorb only so much new stuff in one go.

As I revise a rules set—either during original design or over time in follow-up products—I often find myself altering material to bring it line with the throughline. Sometimes it takes a while for the implications of the throughline to become clear. We've implemented the player-facing principle more consistently over GUMSHOE's various iterations, as it has become clearer to us.

When a rule causes trouble, or starts feeling wrong, I ask myself if it has taken on a logic of its own at odds with the design throughline. The first iteration of GUMSHOE space combat got away from me because I fell into a level of detail that, while not exactly simulative, set aside the simplicity and abstraction found in the rest of the system. The new version succeeds by back to the design throughline and its implications and restoring those qualities.

January 19, 2012

Uncrossing the D&D Setting Streams

Reverance Pavane, regarding my earlier D&DNext wish list:

Forgot to ask about what you are looking for in an official setting...

I don’t so much have a single clear preference as an awareness of the difficulty the D&DNext team faces in harmonizing the streams on this one. You want DMs to create their own worlds from the set of assumptions the rules build into any D&D game—there are wizards and gods and orcs and demons and this particular spell list and so on. At the same time, a canon of lore has accumulated around D&D, so that its audience expects certain characters, places and situations as part of their experience. Obvious examples: Sigil, the drow and their Underdark cities, and the roster of demon lords that slightly shifts with each new take on the setting. To many fans, these are as much a part of the D&D feel as magic swords or the fireball spell.

3E’s original vision had a vaguely defined Greyhawk (which each DM would make up as he went along) as the default world, with the classic settings depicted in walled-off supplements. 4E split the difference a bit, leaving the material world undefined but concretely populating the otherworldly spaces.

A unity edition suggests a breadth of approach, giving fans of the classic settings the tools to play around in them, and kitbashers the leeway to disentangle the intellectual property elements from the rules. Perhaps the team will find a way to treat past continuities in parallel, so you can adventure across the Forgotten Realms in original, reboot, or rereboot modes. A take on setting that is, if you will, officially unofficial.

So, where setting is concerned, my hoped-for keywords would be familiarity for current fans, accessibility for new ones, and flexibility for all.

January 16, 2012

D&DNext Wish List

The announcement for the upcoming new version of Dungeons & Dragons positions it as an Ecumenical Council for tabletop roleplaying's flagship title. Reuniting the disparate partisans of the dread Edition Wars under a single new banner is a tough brief. The Mearls-Cook-Cordell-Schwalb team comprises a formidable brain trust--one well-wired into the sometimes paradoxical demands of the gamer tribe. So I'm very curious to see what they draw from each past version as they assemble this Uber-edition. Given my past freelancing for the line, the possibility exists that I might get to see what they're up to—and thus be unable to talk about it. So, before that happens, here's my list, untainted by actual information, of what I'd hope to see swept into the new iteration.

Of course the vastness of the challenge is that everybody will have a different list.

4E

Concise, manageable, easy-to-design creature stat blocks

On-line tools add ease of play

Alignment simplified and detached from mechanics

3E

Open license as focus of community excitement

2nd Edition

Emphasis on setting (though this is a double-edged sword, as splitting the line into multiple settings started the great D&D diaspora)

Advanced Dungeons & Dragons

baseline tropes of the D&D feel (whatever that is, leaving out the dysfunctional ones)

prose style brimming with idiosyncratic personality

serves as introduction to the fantasy canon

Blue Box Introductory Set

fast combat

feeling of being a kid again

 

Comments that ignore the above conceit to simply stake out a prior position in the Edition Wars are permissible, but will be silently judged.

November 23, 2011

Premise Concealment and the Overvaluation of Secrecy

D&D’s status as the progenitor of roleplaying as we know it has sometimes led RPGers to overvalue certain of its elements. Or rather, to adopt in their entirety bits that absolutely apply to the core activity of D&D but don’t automatically translate to all others.

For example, the baseline assumption has always been that you roll to see if you get information because that works really well in a game where you’re going down into dungeons, killing monsters, and taking their stuff. Should you fail to detect a secret door, you can always find another door to bash down instead. If you don’t find the treasure hidden in the hollow in the portico, them’s the breaks.

This assumption doesn’t carry over into a game where the core activity is solving a mystery of whatever stripe. It leads to the bottlenecks and workarounds GUMSHOE was designed to eliminate.

Secrecy in general works splendidly in D&D. In the old school days, you had the mystique of the map, which the GM has hidden in front of them, and which the players must painstakingly strive to replicate. The physical process of making the map marks the group’s collective progress in killing the monsters and taking their stuff. The world in general is a giant question mark, which you whittle away at by exploring.

This has led us to overvalue secrecy in general. One extreme manifestation comes with the campaign that withholds even its premise from the group. The GM tells you only to create modern-day, more or less ordinary characters. When you show up to play, you learn, as your characters discover their true situation, what the core activity of the game is.

If you have fun running or playing under this set-up, I’m sure not going to tell you that you’re not. However, you might want to ask yourself how much of that fun occurs due to this arrangement, and how much comes in spite of it.

First, let’s face it. Once you’ve been around the block, the surprise isn’t so surprising anymore. Your players know the premise, mostly. They’re almost invariably signing up for a survival horror game—perhaps with aliens, fellow survivors or mundane soldiers in place of the default supernatural entities. If not, you’re playing a superhero game in which they all develop powers during the first sessions. Even when players are truly surprised, the benefit lasts only for a chunk of the first session, while the costs linger for the remainder of the series.

Second, by separating the core activity from character creation, this style of play reduces collaboration and shifts the narrative burden onto the GM. The GM must keep the plot machinery constantly turning to keep his random cast of PCs engaged, rather than inviting players to suggest their own compelling, personal reasons to take part in the core activity. For a dominant GM and passive players, the withheld premise may work out fine. With one or more resistant/defensive players, you'll get turtling. When you’re lucky, active players improvise connections to the core activity on the fly, back-engineering the decisions they would have made when conceiving their characters. Otherwise they may discover that their PCs frustrate them, leading them to ditch them in favor of replacements tailored for the now-revealed campaign premise.