Showing posts with label rob. Show all posts
Showing posts with label rob. Show all posts

Thursday, March 28, 2024

F***ing Idiots

Started a post on Monday that was fairly wistful. Started a post on Wednesday that was more nostalgic. Started a post this morning that was full of irritation and ranting...real piss and vinegar stuff, calling out people, naming names, etc.

I ain't posting any of that. Heck, I ain't even going to give you summaries.

Here what I'll say instead:

Let's for the moment assume that you wanted to read a book explaining the path to being a great Dungeon Master. Because (let's say) you really like Dungeons & Dragons, AND you're the person (for whatever reason) that ends up in the Captain's Chair, more often than not. AND you've decided that, hey, maybe I could use some notes or insight or gosh darn instruction that might help polish my game. A handbook of practical information, untethered from considerations of rules and mechanics (as one finds in the DMG) yet structurally sound, applicable, and good for reading/reference. Something containing a paradigm that makes use of the BEST information found on various blogs BUT CONDENSED, in a way that meandering bloggers just can't seem to get going. Something with a table of contents, perhaps.

Let's say, as a thought exercise, that you wanted that. And let's say there WAS such a book, available in paperback and audio and ebook format...a platinum best-seller on DTRPG with a (near) 5-star rating and a ton of positive reviews and accolades. And let's say you bought it and opened it up to that table of contents...a table of contents that featured multiple authors giving essays on various aspects of running the game. Would you hope and expect to see chapters with these titles (in this order):

"Making Players Shine"
"Creating a Fun and Inclusive Game For All"
"GMing for Kids"
"Giving Initiative: Engaging Shy Players"
"The People At The Table"
"Advice for New GMs"
"Tips for Long-Time Gamemasters"
"Planning Your Campaign in Four Stages"
"Character Love Interests"
"Gamemastering on the Fly"
"One-Shot Adventures"
"Winning Player Investment"
"Knowing the Rules vs. Mastering the Game"
"The Art of Theatrical Gaming"
"Laughter, Cellphones, and Distractions from Serious Gaming"
"Roll With It! What to Do When It Doesn't All Go As Planned"
"Feasts and Famines: Handling Large Groups or Just One Player"
"Ditching the Miniatures: Playing A Smoother RPG"
"Getting Things Going Again"
"Dealing with a TPK: How to Save Your Players, Your Campaign, and Your Reputation"
"Moving the Perspective"

Really? This is going to show me how to be a Dungeon Master? 

With tax, the price of the book runs a bit under $22...a little more than $1 per essay. That wouldn't be an unreasonable price...if any of these essays looked worth reading, I suppose, if I'm bring perfectly honest, I do have some curiosity about one or two of these...what could a four page essay tell me about handling "large groups or just one player," for example, that couldn't be said in four sentences? Hold on, let me give it a try:
While D&D can be played with as few players as one (or even none, should a DM want to use the random dungeon generators, wandering encounters, and treasure tables to play an abridged "solo" game), the game functions best with a number of players, working in cooperation. Challenges will need to be adjusted based on the player number: I've found six to eight player characters to be optimal, and groups with fewer players benefit from a number of NPC companions that can fill the ranks to this number. Over the long term, campaigns can sustain play from a huge number of players, but practically speaking, it is difficult for a DM to manage a table with more than nine players at a time, slowing play substantially and diluting the play experience for all. If you have such large groups, it is best to run multiple sessions of smaller parties, rather than huge groups at once.
That's not bad for a first pass. I mean...it's about all that needs to be said, really (perhaps a footnote regarding large campaigns with multiple DMs).

But...whatever. Curiosity is about the only reason I could see myself spending money on this thing, because none of this looks like solid, practical information. In fact, much of it looks incredibly counter-productive and terrible advice; I could easily see individuals incorporating this nonsense into their DMing producing games that are far worse than what it would have been without these "tips."

Here's an excerpt from the first chapter (I'll remove some of the excess padded word count that adds little-to-nothing):
"...we're there to make the players shine and the world come to life, and the nice thing about doing so is that both activities feed into each other. The more engaging the world is, the more players feel encouraged to get involved and make their characters shine. The more the PCs shine, the more engaging the world becomes.

"GMs can make players shine by giving them as many chances as possible to succeed and look cool while they do it. That's it! ...

"Thinking of GMing as a service job helps make the game as great as possible for all of the players. If your focus as a GM is on your players and their awesomeness, and you are constantly engaged in making "shine moments" happen whenever they can, then you create a positive feedback loop: Players work to do cool things with their characters, you make the world react in a cool way to what they do, the whole table celebrates the cool moment as it's happening, and the loop continues. Players get more invested in the game, the world, and the story, and contributing more great ideas and story grist as a result. Everybody wins!"
Sure. Dance monkey, dance. Feed the narcissism at your table. 

The chapter continues with telling the DM to celebrate good dice rolls when they occur, to use elaborate descriptions of how awesome a player succeeded at their skill check or attack roll, so that the player can feel special and shiny. This is shitty, shitty advice. Just what, do you think, you're communicating? Hey, anyone remember Deep Thoughts by Jack Handey? Here's a comparable quote:

Children need encouragement. 
If a kid gets an answer right, tell him it was a lucky guess.
That way he develops a good, lucky feeling.

Yay. You picked up a 20-sided die and rolled a high number! Let's celebrate! You're really good at rolling dice! Glad to have you on the team!

Now, hold up a sec. Probably there are DMs out there who could benefit from some advice on managing players at the table: understanding the difference between DMing kids and adults, or extroverted individuals and introverted, and the general nuts-and-bolts of acting as a facilitator/referee for group dynamics at the table. Sure. But that's ONE CHAPTER, and (for my money) probably not a terribly large chapter. The fact is, being able to manage group dynamics effectively is DMing 101, and if you need a whole lot of training on that, you're probably NOT cut out to be a DM.  Sorry.

Tuesday, I had lunch with Rob, my oldest friend (we've known each other since preschool). It's been roughly fifteen years since the last time we got together; a lot has changed for the both of us in that time. For one thing, he's playing D&D now and is, in fact, acting as the Dungeon Master for his group. This despite never having much interest in the game in the past (to be clear, we played other RPGs...like Classic Traveller...and hex-n-chit war games. D&D was just never his thing). Amazing, quite frankly...never thought I'd see the day. Gave us PLENTY to talk about, even after catching up on all the fifteen years of history we'd missed.

He is, of course, playing 5E "but only because that's the version my game group wants to play." Never heard that before. He ended up becoming the Dungeon Master after the first session and "the DM decided she really preferred to be a player and not a DM." He says he enjoys the role mainly because it has stopped him from having to answer the question 'what do you want to do?' He'd much rather react (dance monkey!) to the players than have to generate his own proactive action. 

[comes from playing a directionless game with no focused objectives, I suppose]

Rob is VERY new to D&D...he doesn't know anything about 2nd or 3rd or 4th edition D&D, for example, though he has heard of Matt Mercer (*sigh*). He found my perspective on the game...mm..."intriguing," to say the least; especially what the game is, what it does well, and how best to use it. "I might have to invite myself to one of your games," he said. Yeah, probably, should. 

It's too bad he lives in Everett. 

See, Rob is now discovering...at the ripe old age of 49 and a half...some of the joy of Dungeons & Dragons. "Some" being the operative word, because there's also discontent...it's like he can see the potential, but just can't grasp it. Like he sees there's an answer, but he doesn't know the right question. He knows people are having fun with the game, but he's not quite sure he is having fun...or (perhaps) not quite sure he's having the kind of fun that he wants to have. Or feels he could have. Or even knows what it would look like to play enjoyable D&D.

Is "fun" on the chapter list for the aforementioned 'gamemaster guide?' Hmm, let's see:  "Creating a Fun And Inclusive Game For All" would seem to suggest something about "fun," including "fun for the DM" (I mean, I'm just inferring that from the "For All" part of the chapter title). Hmmmm...reading through the chapter, the answer would be "no;" it's just about understanding and recognizing issues of diversity and privilege and being understanding of people's feelings, maybe using an "x-card," setting boundaries, etc.

Um. Okay. I guess that's good advice to being a better human being, but it's not really giving me information specific or pertinent to running Dungeons & Dragons. Again: small chapter on how to run a table: good. Maybe a couple sentences about not being an asshole or allowing people at your table to be assholes to each other. But this is really remedial shit, and if you need a six page tutorial on the subject, you've probably got bigger fish to fry, life-wise.

*sigh*  

Anything about running a long-term campaign or the benefits thereof? No. Anything about commitment to world building and the mindset necessary for engagement? No. Anything about studying real world history, politics, sociology, mythology for the betterment of your campaign world? No. How about the absolute importance of knowing and understanding the rule system being used, in order to provide the players with consistency and a referee that they can trust? No, in fact we get gems like this instead:
"Understanding when to strictly apply rules instead of maintaining game fluidity is one of the true marks distinguishing the novice GM from the master GM...the GM has to learn how to balance the impacts of ruling on the fly to ensure that the game continues without making it "too easy" as well as ensuring that the carefully-crafted player character abilities are not swept away and ignored.

"Game play can be improved in both the short term (flow) and long term...by improvised decisions. To master the game, you, the GM need to be agile enough to decide when to just make a decision rather than go with the rules or rulebook...

"...What is important is that you spend game time actually playing, and not consulting rulebooks every 15 minutes. True mastery of tabletop roleplaying means that a GM has control of the table...this, in my humble opinion, is best accomplished by maintaining game flow and progress.

"One of the most definitive differences between modern games (such as Pathfinder and 5th edition) and the old style games (like OSR games) is that in the former, rules and not pure rulings govern play."
What in the actual F is this guy talking about? Are you f**ing kidding me? You know, I happen to play an "old style game;" it's called first edition AD&D. "Pure rulings?" Are you a f**ing idiot?

Yes. The answer is yes. He is a fucking idiot.

Sorry, sorry, sorry. I said at the beginning of this post that I was NOT going to rant. But that was before I started digging into this thing, this boondoggle of an "advice" book. It is full of shit. Just dreck. Reading it will make any novice DM stupider and less competent or (at best) do ALMOST NOTHING to improve their ability to run the Dungeons & Dragons game.

And I am angry. I am angry that there are smart, enthusiastic people out there who want to play this game, who want to RUN this game, who want to be Dungeon Masters, who are not getting the help they need. Who are instead given dreck like this. That and a thank you from WotC for buying their a product and a middle finger for those asking for some solid advice.

Yes, I'm angry. I'm angry at myself. I should have already written a book on how to run this fantastic, amazing game. A helpful, no-nonsense, non-padded book. Something that ANY novice DM...middle aged, like my buddy, or kids like my own...could benefit from. Man, I've wasted a bunch of my time. 

That's the next project. That's the new project. Everything else is getting back-burnered.

Monday, May 2, 2022

Another Bard

In addition to curating spell lists (and deciding the difference between "normal" clerics and their devil-worshipping counterparts) I spent a lot of March/April doing deep dives into the various 1E classes and how/if they needed to be modified for MY particular game world. For the most part, the answer came back: nope.

[in a future post, I'll discuss my deep dive on the whole of race-class-level interactions which was the FIRST thing I scrutinized. However, since I ended up with almost ZERO changes to the PHB standard; I'll save that for a different day]

In some cases, this is just "being practical." Take the monk class as a prime example: there's a lot about the class as written that I dislike. The way it "breaks" normal rules (like ability score adjustments) over and over again. The hodgepodge of special abilities that range from Remo William to David Carradine to St. Francis of Assisi. Surprise adjustments. Just a lot of stuff that could stand to be cleaned up.

Thing is: it doesn't matter at the moment. None of my players are playing a monk. I have no experience playing monks. I don't have any experience running games with players who had monks. I just haven't seen how monks unfold over time in actual play. Yes, I've run NPC monks, both as antagonists and as allies. But if you're not starting them at level 1 and seeing the actual progress, it's difficult to judge just how the character is going to turn out.

So I'm leaving it alone for now. Well, mostly. Originally, the monk was a subclass of cleric and I've put it back into that category (my monk uses the cleric tables for both attacks AND saving throws). And I'm considering upping the hit die type to D6s rather than D4s based on what hit points represent, how they function, the monk's role, and general consistency with other subclasses. But otherwise, if a 5th level or 10th level or whatever level NPC monk is encountered, it will be exactly as written in the PHB. I'll worry about revamping the class if and when I have a chance to observe one in the campaign.

[as a side note, I'll say that I'm quite satisfied with the monk class's unarmed combat skills and how they model within the AD&D combat system...but that, too, is its own discussion]

The bard, however, is a completely different story. 

I've had a LOT of experience with the 1st edition bard. I played bards pretty much exclusively in the days of my youth (well, after we started playing AD&D). And I wasn't the only one. At least three other bards (not played by myself) made prominent appearances in our games, although one (Rob's bard, Taliesin) was short-lived as he was sacrificed by the other PCs to the Machine of Lum the Mad in order to power its planar travel ability. Ah, yes...good times...

A lot of folks look at the 1E bard as written and consider its requirements so onerous as to make playing one prohibitive, but such just isn't the case in my experience. Assuming one has the proper ability scores to qualify, a character can hit the 5th level fighter / 6th level thief mark necessary to begin her bard career with a mere 38,000 x.p. ...hardly daunting when you consider several classes (including rangers, paladins, and magic-users) require more than 40K just to hit 6th level. And a bard that spends the time to get to 7th / 8th level (the BTB maximum per most folks' interpretation) only requires 140,000 x.p.; that sum wouldn't even get a fighter to 9th level.

So...easy-shmeazy. I advanced one of my bards from 0 x.p. in his first class all the way to the high teens in our first "all AD&D" campaign (i.e. our first "by the book" stab at running AD&D with no B/X rule influence/interference). Considering racial level restrictions, it was always a good choice for players who wanted to play half-elves (who didn't?)...and for folks who liked a lot of options (fighting, thieving, spell use) it was quite the no brainer, although the bard's abilities were generally dwarfed by straight fighters, magic-users, and clerics especially at the higher levels.

However, despite the bard class's functionality in play (based on my actual, non-theoretical experience), the design of the class doesn't work with the paradigm of my campaign world in two major regards:
  • the class switching aspect (based on my assumptions of how an adventurer's class skills are learned), and
  • the connection/ties to the druid sect
The latter issue is due partly to world building (I really want these two classes to be separate entities) and partly due to practicality (in practice, I don't like bards using the same high level abilities of the druid...like shapeshifting...and I don't see the class using the druidic spells in the same spirit/form as a true druid). It makes the bard feel like a subclass of druid...and the druid is already a subclass. I find that distasteful these days, though I could learn to live with it (we had no qualms doing so as youths).

However, the class switching bit is the real stickler. As I wrote the other day, I've gone through and rewritten the age tables, partly because I've shortened nonhuman lifespans considerably (most are now more-or-less human scale), and partly based on what I feel are appropriate lengths of learning time for a young person to be singled out for training and then complete a course of study and practice such that they'd qualify to be a 1st level character of a given class. 

As such, I find that I dislike the standard "dual class" rules given in AD&D (which are based on the simpler form of class switching given in Volume 1 of OD&D) that allow any human to automatically become a "new class" for which they meet the required ability score minimums. No, that doesn't work for me that (for example) you are suddenly a magic-user based solely on your possession of a high intelligence score. Un-uh.

With regard to dual class characters, my solution has been to do a bit of retroactive imagining for any player that wishes to go down this path: instead of the character "suddenly learning" the new skills, we assume that the new class was, in fact, the character's original training that (at some point, for some reason) was set-aside to pursue her current adventuring class...and NOW the character has decided to return to that "original class," forever giving up the progress she made on her "side career."

And then we add seven years to the character's age...the PC is (retconned) to be older than previously assumed.

That's the easy fix; dual-classed characters still get to be played, but they take an age penalty (in addition to the normal restrictions) in order to maintain the integrity of the (game) world functions. Unfortunately, that doesn't work for a bard who is supposed to progress consecutively through three classes, learning skills and retaining them as an eclectic jack-of-trades. Hence the need for a rewrite. 

In figuring out a "better bard," I looked at the original class (as found in the The Strategic Review) which is different from the AD&D version and includes justifications/references for its design. I also looked at later Dragon magazine articles suggesting various "fixes" of the class, including the variant bard ("Singing A New Tune") and curated spell list ("Songs Instead Of Spells") both found in issue #56. 

Taken in conjunction with the class as presented in the PHB, I decided on a relatively simple rewrite:
  1. The bard is a single class.
  2. The experience table is the same as that given on page 117 of the PHB (the bard starts at 1st level and requires 2,001 experience to reach 2nd level, etc.).
  3. The bard is restricted to 23 levels of experience. It uses 6-sided hit dice and receives one hit die at every level of experience (as is the case with all limited level classes) to a maximum of 23d6. This means that my bard's hit point will, on average, be less than the 1E bard as written (with a lower maximum).
  4. Number of spells by spell level are the same as listed on page 117; however, I have curated a specific "bard spell list," drawing spells (songs) from a variety of lists, not limited to druidic magic.
  5. Bards attack as a fighter of one-half level, rounded down (a 1st level bard attacks as a 0-level man); they do not receive multiple attacks.
  6. Beginning at 2nd level, bards have the same abilities as a thief of one-half their bard level rounded down; they have no backstabbing ability.
  7. Armor is limited to non-bulky types; weapons are as per the PHB. Three weapon proficiencies to start (1/4) with a -3 penalty for non-weapon proficiency.
  8. Charm ability as per Bard Table II (page 118); legend lore ability same but with slightly higher chances up through level 7 (10% at 1st level). Other bardic abilities as per the PHB.
  9. Minimum ability scores: STR 9, INT 12, WIS 9, DEX 13, CHA 15. Dexterity adjusts thief abilities as normal. Charisma 17 adds +5% to charm; charisma 18 adds +10% to charm ability. Wisdom adjusts spells known as per cleric/druid (and affects spell failure chance). Additional languages known are per INT, but the bard knows them beginning at 1st level.
  10. Humans and half-elves may progress to a maximum of 23rd level; dwarves, elves, and halflings may progress to a maximum of 8th level. Demihuman bards may not multi-class.
This bard has yet to be play-tested, but I have high hopes for it.
: )
"Want to join our party? We
don't play with alignment."

Wednesday, February 20, 2019

Class Proliferation

Just continuing from where we left off...

First off, let me say that, aside from the reasons I noted in my previous post, there's no special reason you need to have a "class system" in your role-playing game. Traveller doesn't need a class system. Neither does Pendragon or original Gamma World. There are some systems like Vampire the Masquerade that actually confuse their own design purposes by including a class system (see "clan"), though VtM does demonstrate yet another reason class systems are expedient: they limit what might otherwise be a baffling number of choices/options to a manageable number.

[I hear some folks might saying, HEY! Gamma World has classes: humanoids, mutant animals, and pure strain humans! To be clear, original GW only offers two choices: a PC with mutations or a PC without. If you choose the latter, you get some bennies when it comes to interacting with ancient technology. I don't see a "class" distinction when there's no real, mechanical difference between choices]

I'm not a stupid man (usually), but I just don't have the patience to wade through some of the character creation systems out there. I've played FATE games on multiple occasions (at conventions) and had a good time using "lite" streamlined chargen (once) or pregen characters. I own a couple-three FATE games. But I haven't run them...haven't even finished reading the rules. My eyes just start to glaze over when I start skimming the aspects and stunts and skill lists (skills! why are there always skills!). I have a much easier time managing a "light" class-less system (say Over The Edge) than something so robust...I don't want to "build" a game with a toolbox, I want to PLAY.

It may simply be that Dungeons & Dragons spoiled me a long time ago. The expedience of its class system with its distinct, recognizable archetypes just proves to be such a useful working template for fantasy adventure games that it's hard to get away from it...whenever I pick up an RPG that has  "quick-start" characters or archetypes (like Hollow Earth Expedition or Shadowrun or Deadlands), I always find myself asking 'Why didn't they just make this a class-based system? Wouldn't that have been easier?'

However, it's not always wine and roses in the world of classes. Class proliferation, the expansion of the choice list to fill an ever greater number of niche interests, can eventually lead to wrecking the joint...especially in games where the classes cease to be recognizable and/or the distinctions get muddied or outright buried. Palladium's RIFTS is probably "Exhibit A" for class proliferation leading to a loss of expedience due to proliferation: the original core book contains 28 distinct classes (or more if you count each "dragon RCC" separately) and each supplemental "World" or "Dimension"  sourcebook (more than 50 of which exist) add another half-dozen...or more!...new classes to the mix, many of which are no more than slight variations of others. Do you really need to include six variations of the juicer? For that matter, do you really need juicers and crazies and borgs? Aren't they all just enhanced/altered fighters with different downsides?

In the world of Dungeons & Dragons, class proliferation isn't nearly as extreme, but it IS present, and has been for decades. The original Little Brown Books had only three classes in 1974, increasing to five with the release of Greyhawk (1975), seven with Blackmoor (later in 1975), and nine (including the psionic variation which "drained" existing class abilities in exchange for psionic ones) with Eldritch Wizardry in 1976. That's nine classes if you're not counting each multi-class or race-class combo separately. By 1978 the AD&D Players Handbook had eleven classes available to players, with a character's race providing only slight variation (though many-many multi-class options).

While this was only officially increased to fourteen with the advent of Unearthed Arcana in 1985, the time between 1978 and 1985 saw the appearance of a number of classes in Dragon magazine, many of which were used in peoples' home campaigns (we used at least two or three, and I'm sure we would have included anti-paladins, if we'd had that copy of Dragon).

So how many classes do you really need? How many classes are "too many?"

It's pretty clear that most folks feel you need more than three (unless the capabilities of those three are so minimal in distinction that a race variation can make one feel "heavily modified;" see OD&D). But is 4th edition's 22 (spread across three PHBs), each possessing four "paragon" options (4E's equivalent of "prestige classes") that become accessible at 11th level, too many? I would certainly say, "yes," but it's possible I'm in the minority.

Classes (and class-race combos) are certainly something that can be tailored for each individual's campaign; in fact, in some games (like Rifts) I'm not sure a campaign can really function without a strong editing hand. But what a particular gaming group can stand with regard to class quantity is up for debate.

Back in D&D's "primordial ooze" days, new classes (and class options) were added in dribs and drabs until a saturation point was reached round about 1979. My evidence for this? The very unscientific fact that TSR was happy to stand pat with its "official" class list till 1985. While I realize that other things were keeping the company's main designers busy (lawsuits and finding new ways to spend their wealth), I have to think that if there'd been a real clamoring for new classes, the company would have found some way to put out a new or updated or modified PHB; heck, just a "revised edition" that included a handful of extra pages.

[by the way, this falls into the "more evidence" drawer when it comes to my idea that subsequent editions are written MAINLY for returning, experienced players. Once you've added a bunch of classes over time, veteran players come to a new edition with an EXPECTATION of being able to play with their favorite shiny bauble. It's why there's so little "pruning" that occurs between editions, despite the fact that a dozen plus classes is probably excessive for a new player]

So what, JB? Having classes is fun! Having more classes just means more options which means more fun! You just said that groups are going to vary in opinion over "how many is too many."

That's right; I did say that. I said that limits are going to vary depending on groups...but there reaches a point, with ALL campaigns, when the proliferation of classes is going to be too many. When the number of class options is so many that game play is no longer expedited. That number may vary from table to table, but each table has a number. And I think that knowing that number...or, rather, finding that number...can be useful.

I've delved into this a little bit in the past when I was reminiscing over the gaming group of my youth. While it lasted only seven or eight years, it represented a substantial investment of time (in hours spent) back before my friends and I had much in the way of responsibilities or distractions. I would estimate that we spent at least three times as much time on Dungeons & Dragons as on ANY year I've spent regularly playing as an adult, the equivalent of a 20+ year (adult) campaign. Which is about right for the power level we were often playing at.

[to be clear, we ran...roughly...three full campaigns during this time period, taking characters from 1st level up to (what would be) a retirement-worthy high level]

Most of this was played with 1st edition AD&D; our group disbanded shortly before 2nd edition was released. Including the Unearthed Arcana (we never used Oriental Adventures), here's our breakdown of classes:

Cavalier (subclass: Paladin): never used. Never ever ever. It wasn't that they weren't cool, or that we couldn't roll up characters with high enough ability scores. No one wanted to be strait-jacketed by their codes and alignment restrictions. Plus, what good is a horse in a dungeon?

Cleric (subclass: Druid): we saw several clerics over the years, though the first PC cleric did not appear until we picked up the Expert set (circa 1982) and the followers that came with high levels outweighed the lack of "oomph" at low levels. My friend Matt's longest running PC was a cleric of Athena. A visiting player brought his high level cleric to one of our game sessions (another cleric of Athena? Maybe). There were also two Drow clerics of Lloth at later points (one male, one female, both played by different players at different times); one of these (female) was multi-classed. We never had a PC druid (I rolled one up, a female half-elf with the oh-so-original name "Galadriel;" she never saw play time). One half-elf "converted" (mechanically and religiously) to a cleric of Artemis. There was also one "healer" PC, based on the NPC class published in Dragon magazine; "Fr. Cornelius" was Chaotic Evil and insane and lasted all of one session before being castrated and left for dead by his fellow party members.

Fighter (subclass: Ranger, Barbarian): my co-DM (Jocelyn) 's second oldest PC was a straight B/X fighter, and probably the most badass character to ever roam our campaign; she deserves her own post. My brother played a dwarf fighter/thief; another player (Crystal) played a 6'3" female human fighter fighter who sported about 50 weapons including a man-catcher ("to catch me a man") and exceptional (%) strength. My brother played a barbarian also ("Bork") who was killed at least once in an intra-party feud. There were a couple 1E bards who started in the ranger class (one was mine) but we never had any dedicated rangers. One of the earliest character sheets I still have stashed is a level one elf (B/X) named "Silver Fox;" no idea whose it was. Jocelyn's oldest character was a 1st level (B/X) halfling that I gave her when she randomly showed up to the first adventure I ever ran and needed a character...it is the only "halfling fighter" I remember anyone ever playing back in the day. Matt also ran a half-elf "archer," though I can't remember if this was taken from Bard Games' The Compleat Adventurer, a Dragon magazine, or was some kit-bashed combination.

Magic-User (subclass: Illusionist): quite a few of these, though most were played by one guy (Scott); his longest running PC was a straight MU named "Lucky Drake" (later "Lucius Draco"). He also ran an illusionist (who adventured through D1: Descent to the Depths of the Earth), and a (male) Drow magic-user/assassin with house-ruled pyrokinetic (psionic) ability. Also seen: a half-elven fighter/magic-user and a female (wild?) elven magic-user with red hair and a penchant for fire/arson. Now that I think of it, fire and arson were fairly common proclivities of magic-users in our games. Not Lucky, though...he was a strict lightning bolt type of mage.

Thief (subclass: Acrobat, Assassin): quite a few of ALL of these. Jason's longest running PC was a thief, grandfathered into AD&D from B/X. Matt had an assassin. Scott had the aforementioned magic-user/assassin. After the UA's release, most thieves (at least three, maybe four) chose to become thief-acrobats upon reaching 6th level (two bards did). In one campaign, my bard took assassin as his second class (instead of thief...no, this was not the guy who started as a ranger). My brother's halfling thief-acrobat was the kind of douchebag only an annoying younger brother can run. A couple of (prominent) halfling thief henchmen/NPCs. Scott ran a female half-elf thief who was brutalized and killed by a tribe of bullywugs (I1: Dwellers of the Forbidden City) in what may have been the lowest point of our many year campaign...a campaign that had MANY low points (see Matt's healer character above).

Monk: I created a monk character with the name "Soft Treader" (because I suck, okay?) who wore a cape with a hood that looked a bit like Moon Knight (not really an inspiration) and, as far as I remember never used his hand-to-hand attacks; had a crossbow and "jo sticks" instead and made it to about 2nd level before being abandoned (or killed...I honestly don't remember). Pretty sure he was Lawful Neutral, which didn't fit in all that great with the (usually Chaotic) party we were running.

Bard: three of these, though one (mine) really had three iterations across the years: first as a fighter-thief-bard, then as a ranger-acrobat-bard, and finally as a fighter-assassin-bard. The other two were both female; one (another half-elf ranger-acrobat) was a prominent NPC. The other was a crazy-ass mix of storm giant/human/elf that (I think) was of the "standard" fighter-thief variety...albeit one with a bunch of crazy air elemental type powers (this was NOT my character; another long post).

A few years after this group disbanded, I did have the opportunity to run a short (maybe three month?) AD&D campaign for my brother and some friends. They were in high school at the time and were tired of me maiming their PCs with Chaosium game systems (ElfQuest, Stormbringer, etc.). The group consisted of a fighter, a couple clerics, and an evil magic-user or two. Oh, and another (1E) bard who was sacrificed pretty early on in order to power The Machine of Lum the Mad. Since that time, I've really only run/played BECMI or B/X...at least as far as anything resembling a "campaign."

So what's the breakdown? How many different classes are we talking? Well, that's really only about EIGHT classes, plus multi-class combos and racial variation. I mean, the monk? I can hardly call a class played in one or two sessions by a single player (probably one just "trying out" the new rules) as really viable class. Other than the thief, most single-class characters were a "main" class: fighter, cleric, or magic-user. Subclasses were something to be shoehorned into a multi-class character (or bard) or left for NPCs. The thief subclasses were the exception for us, and I'd guess this was due mostly to them all being "thief PLUS" type classes: they had all the abilities of a thief, plus extra abilities. And UN-like other subclasses (paladins, rangers, barbarians, etc.) there were no behavioral restrictions mandated by their class. Any rule that restricted us with regard to who we could loot and what we could carry (treasure-wise) was enough to render classes undesirable and untouchable.

Getting crowded in here...
If we had played without behavior restrictions, would we have made use of more classes? Possibly. Certainly the cavalier's "boost ability score over time" looks like the kind of tasty exploit we would have lapped up. But it's hard to say: the original four B/X classes (fighter, magic-user, cleric, and thief) were so straightforward in how they worked. A class like illusionist seemed pretty easy to add, because it was (mainly) just about swapping out the spell list. And you can do a LOT with four classes, a handful of races, and an ability to combine the two (or more) elements.

Which, unfortunately, doesn't really answer my question.

I just want to add a couple-three more thoughts (as I wrap up an already-too-long post): one is that my remembering of my old campaigns' classes is probably not accounting how much of our enthusiasm or affinity for a particular class was due to level restrictions. No one played dwarves (for example) because they max level was capped in all but the thief class (and who wanted to play a dwarf thief? He can't even climb walls!). This was a major consideration for us "back in the day."

Secondly, regarding 3rd edition (and 3.5 and, by extension, Pathfinder): I've played this brand of D&D and despite it only having only 11 "core classes" (we won't count the later "Complete" line of 3.5 that added at least 12 additional "core classes" to the mix), it was TOO MANY for my taste, simply because of the lack of restriction in combination. I suppose there's nothing "wrong" with a gnome or half-orc ranger...in some ways, that's a nice option to have, an example of "outside-the-box" thinking, casting against type, etc. But there IS something about allowing (for example) ANY race to become a paladin, or a monk, or whatever that makes a class that once felt special and privileged to be "less special." And the open-ended multi-classing? That defeats the whole purpose (and advantages) of having a class-based system; instead you're doing a class-less system, just not one as robust as other "point-buy" RPGs (like GURPS).

In the original AD&D PHB, there were a total of 56 race-class combinations available to player characters (58 in games that allowed the human and half-elf bard options). 22 of these were specific, demihuman multi-classes, almost all of which were composed of primary classes (not subclasses). 50 is probably more than one will see in a long-running game (mine used less than half this number, and we enjoyed trying out new things and tinkering)...but I can see wanting to have 150% to 200% more available than what one would expect to find over the life of a campaign. For me, based on my past experience, 40 would feel like a pretty safe maximum.

Besides, I could always add more if some player really REALLY wanted to have something unusual (a half-giant pyrokinetic archer, for example).
; )

Monday, October 5, 2015

After the Delve (4E)

Okay, it appears I am done with my sojourn into the realm of 4th Edition Dungeons & Dragons. I reread the DMG2 and didn't find anything really worth mentioning (not in a positive light, anyway)...a lot of it just feels like "filler."

[oh, and I did find a PDF copy of the MM2 and had a chance to read it. Eh]

Here's the complete series for folks who want the links in one place:

Delving 4E (Part 1)

After spending a week or so on 4E, reading it, analyzing it, thinking about it, I feel...I feel...I don't know how I feel about it. Well, not enough to put it succinctly.

First, I think there is some neat ideas in the 4E system...ideas and concepts I think are interesting and even exciting. Things I'd like to use or play with. And that's surprising to me (though it shouldn't be). It isn't a total cesspool when it comes to design elements...and I think that might have been my base assumption prior to actually reading the thing.

I was also surprised that...well, honestly I forgot how long ago 4E hit the shelves. It's first print date was June 2008. I only started this blog in June of 2009...an entire year after 4E had been distributed, demonstrated, played by D&D fans all over the world. And somehow I got by for years blogging about out-o-print editions and badmouthing 4E with (effectively) zero experience with the system. No wonder I lack credibility in some (many) circles...the readership I've managed to maintain has been incredibly forgiving in this regard.

That being said, 4E is still a train wreck, and most of the things I wrote about it (even without reading it) still seem pretty fair assessments. A lot of time, money, and effort went in to making a game that alienated a large portion of a long-time fan base, lacked staying power, and (in the final analysis) failed in meeting some of the basic objectives of the designers. Whether or not this was the reason many of 4E's designers have parted ways with WotC (as opposed to the simple economic fluctuations of the industry and corporate politics)...who can say? But for all the work put into the game, from publication to the announcement of 5E (in January 2012), the 4th edition lasted all of three-and-a-half years. Which I suppose is the same length of time that 3E lasted before 3.5 was published...but 3E and 3.5 were the same system and mostly compatible with each other, whereas 4E exists in its own bubble.

Sometime back (years ago), I pondered whether or not someone will...20 years from now...pine over their days of playing 4th Edition D&D, the same way OSR folks reminisce about B/X or OD&D or AD&D or BECMI. Will there be people still playing 4E, continuously, for the next two or three decades, in the same way people have been playing older editions of D&D since the 70s and 80s? While I have a hard time saying 'yes,' I recognize there are a lot of folks who've invested a substantial amount of money in books and minis and battle mats. I'm sure someone will enjoy setting up an encounter for a free-wheeling wrecking crew 15-25 years from now.

But will they remember how to play? Will they be able to find people interested in learning (or relearning) such a complex system just for the sake of rolling dice and knocking down miniatures? That's a lot of mental energy for so little (imaginative) return.

And perhaps the most surprising thing of all is I feel a little sorry about this. There's a part of me that wants to like 4E, would like to see it succeed, even though I know it's already failed...like when you re-watch a film, knowing the ending, but want the ending to be different because of your sympathy for the characters in the story. There's some interesting stuff in 4E, and it talks a good game, even if it's setup to play poorly.

I'm sure most of the folks who read this blog are familiar with the movie The Princess Bride. When I was a youth, my buddy Rob excitedly explained that the film was based on an abridged novel, "The Good Parts Version," of an older, longer, very boring novel by S. Morgenstern. My friend (an aspiring writer) really wanted to find a copy of the original book, just to see the differences and what had been "cut out," and spent a good long time looking for a copy. Myself, I thought it was interesting anecdotally, but I was satisfied with the movie and never in a great rush to read either book (I had many other books to finish).

It was only a week ago (in reading about the novel on-line...my family just watched the film) that I discovered the "abridgment" was nothing more than a literary device of the actual author, William Goldman...that there never was an "S. Morgenstern" or any earlier work to be abridged. I wonder if Rob ever discovered this and (if not) how long he continued his search before giving it up.

I bring this up because, after doing this series, I can't help but think the 4th edition could benefit from an abridgment, a "good parts version" of its own. Something easier to run, easier to play, easy to do while boozing it up...a Dungeons & Flagons kind of game. Something less serious, less prone to dramatization. Something easily accessible (even with a buzz). A dungeon crawl, funhouse-type game, without any sort of endgame or world-shaker ambitions. That's what 4E is really calling out to be, in my opinion.

D&D 4.5...now with more grog.

ANYway...that's about all I want to say about 4E. However, I'd very much like to hear the thoughts of people who have played or run 4E...your thoughts, your feelings, your retrospective perception of an edition that's currently on the scrap heap. Please feel free to comment on this post, or any of the other posts in this series (if there's a specific issue you want to address). I'd really be interested in getting the opinion of folks who actually had a chance to experience this particular style of D&D.

Cheers.
: )

Friday, February 20, 2015

Playing With Traveller

Or rather, "Playing Around With Traveller."

The last couple-three days I've been ditzing around with Classic Traveller (i.e. the original Little Black Books), a game I haven't played since...hmm, high school? Probably. This is one of those games I played with my buddy, Rob, who really wasn't into AD&D.

[ugh...Blogger's acting wonky today...hopefully, this post will stick]

I picked up the original three books (as PDFs) off Drive-Thru RPG as well as Book 4 Mercenary because A) I wanted to own these classic books, B) I wanted to take a look at how they were put together (their design and format and whatnot), C) I wanted to "explore the nostalgia," and D) I wanted to see if I could make them work for me...either on their own or as the basis for another project of mine. The "ditzing" (which I'll come back to in a moment) has actually been in lieu of working on the design for the new game...I just had to take a break and a breather.

[yes, it's a "space" game; no, I'm not ready to talk about it yet; yes, I like how it's developing and will hopefully get down to some serious work on it starting next week. Except that I might be doing this United Nations presentation thang (in English) for the Paraguayan government...we'll see if that happens and how much time THAT ends up taking]

SO...as sometimes happens when I need a breather, my mind starts wandering to the Space Wolves.

For those who aren't familiar with the game WH40K, the Space Wolves are one of the traditional space marine chapters that have been a part of the game "fluff" since its inception. They're kind of "space vikings" in power armor (you can see how that kind of thing would appeal to Yours Truly). While my own 40K armies have, for the most part, been on the side of Chaos (usually Khorne, sometimes Nurgle), in recent years my stance on the Wolves has softened. They're a lot less prone to cheesiness (army-wise) than they were back in the 2nd edition days.

Anyway, even though I stopped playing 40K back around 4th (3rd?) edition, I still have a couple codices for the Space Wolves lying around, both of which I took to Paraguay in the thought that there may be a fun little game to make out of a squad of "battle brethren." But I've been busy, and while my mind has often turned to the idea, it was only the last couple days I started considering possible systems as a starting point for a scratch side-project. And Classic Traveller was one of them.

[this really would be a lark, folks. I've written before that it would be difficult to do this kind of thing as a long-term RPG. More on the subject later]

I personally love the LBB format.
Hence the reason for picking up Mercenary (which includes systems for large-scale ground battles and such).

Welp, I spent a couple days reading the rules in Book 1 and Book 3 (not yet terribly interested in the starship thing) and was really liking what I saw. Seemed pretty clear, pretty well thought-out, pretty easy to use. Sometimes, first edition games are designed better and work better than later editions (I say this as someone who own Mongoose Traveller and thinks its pretty well done). So today, I started ditzing around with the random tables creating characters and systems/planets.

What an exercise in frustration!

Wow. I don't know how I managed to get such a competent character with Mongoose when the systems are so similar. That guy didn't exactly match my "concept" expectations, but he didn't suck rocks either. The dudes I've been creating using CT...even the ones with the expanded chargen system of Book 4...just aren't even in the same realm. It's not even like they're dying (well, my scout died...but that's the scout service for you)...they're just getting kicked from service long before they've developed into anything resembling competence.

I don't actually have a copy of Mongoose with me (back in Seattle), but if memory serves, the wild discrepancy between the chargen systems comes down to two main points:

#1 if you fail to reenlist in Mongoose you have the option of going into a different career (and possibly reinventing yourself. Kind of like real life (at least in the 21st century). Fifty years ago (perhaps), people might have changed jobs during their lives, but perhaps not careers (at least, not as frequently). To be fair, CT career paths are limited to "adventuring" types: armed forces, scouts, space merchants, and "other" (which seems to be the catch-all for criminal elements). I would hardly expect the marines to accept my enlistment at the ripe young age of 41 either! But in a universe of anti-aging drugs and technological enhancements, shouldn't there be a little less age discrimination?

[on the other hand, in a universe with trillions of inhabitants, perhaps Classic Traveller envisions a more disposable society where warm bodies are exceptionally easy to replace]

#2 in Mongoose, your character receives a number of bonus skills from a variety of sources. PCs receive skills from both their home world and from the GM depending on the style of campaign they intend to play. Also, random "life events" hep develop characters in a number of different ways (I believe both good and bad, but my memory is a bit hazy).

The half dozen characters I rolled up this morning could have benefitted greatly from either of these Mongoose additions. My "criminal" character (from the Other category) ended up with two terms of service, most of UPP under 7, and a single skill (Bribery 1) to show for his career. Blah! That was the point I decided to stop, after half a dozen likewise disappointing PCs.

The planets (I created a random "home world" for each of my PC attempts) were equally disappointing. For whatever reason, I ended up with a lot of low tech water worlds sporting small populations and a conspicuous lack of star ports, and where a population of hundreds ends up with "rival competing governments" (the neighborhood watch groups are drawing up sides!). I don't know...there's some sort of weird, cascading effect when creating planets where a particular number rolled for one planetary stat skews the roll for the next...and yet the modifiers for tech levels are strangely affected.

[my criminal's planet? It was yet another water world with a dense, tainted atmosphere. Its population was smaller than Asuncion, had a law level of 0 ("no prohibitions"), a government level of 0 ("no government structures; family bonds predominate") and a tech level of 13. Grav craft, powered battle armor, maxed out computers, etc. -- all on a tiny barbarian planet of floating "tribes." Not sure which hut-raft they're using to manufacture the star drives]

If you can't tell from the tenor of the post, I'm disappointed. The system...which seems perfectly set-up to help players/GMs and even facilitate "solo play" (something you really don't see much of anymore)...leaves more than a bit to be desired. It's own randomness, while intriguing, seems to beg for "fudging," both to help develop characters for play and to develop a setting worth playing in.

Yes, yes...some folks will say I'm terribly unimaginative regarding the setting stuff, and others will point out that Miller points out Referees are free to use these tables as an aid, retaining the freedom to  invent one's own worlds as desired. Got it. That still doesn't help with the lousy character creation. I can understand that it may certainly fit with the setting that my 22 year old marine was kicked to the curb with nothing but skill level 1 in gun combat and "recruiting." Fine. Let's start our adventuring career now...my character is young, ambitious, and full of fire. Unfortunately, there are no rules in CT for my 22 year old to acquire any more skills or abilities. I maxed out my career at 22? Okay...but I maxed out my LIFE, too? Give me a break!

[maybe this is the reason for the prevalence of psionics in CT's human population?]

I was quite at ease with Mongoose Traveller's lack of progression/advancement for characters (it has a couple spot rules about studying or something with a bunch of time and money), mainly because the ease of staying in the chargen process made it easy to develop a competent character. The real restriction was age limits (how old and decrepit do you want to allow yourself to get before striking off in your Free Trader?). But Classic Traveller is a hard one. It really is. Playing it "as written" would be at least on par with some of those Old School games that are classically considered to be "tough" on new players: like 1st edition Stormbringer and Holmes Basic D&D or (Revised) Heroes Unlimited with random power type determination. It's interesting, and challenging (which is good) but has the potential to be really frustrating, too.

I was frustrated just playing around with it.

Thursday, January 26, 2012

Riding that Nostalgia Train

I can only take a certain amount of Aerosmith

I’m back at the Baranof, knocking back a stiff martini, and have Wolfmother piped into my headphones as I type. Why? Because Janie’s Got A Gun was just calling up bad memories. Not even memories really (there were no images attached); just weird-ass, hinky feelings. That song was popular at a time when…well, I don’t remember exactly what was going on at the time, but it couldn’t have been all that great, as I’ve apparently blocked it out. Let’s see: per wikipedia it was released in 1989 with Pump. Yes, I remember that. Peaked at #4 on Billboard in 1990 and was probably on extensive radio airplay the same year. In 1990 I was 17…that was the year my father left my family. (*sigh*) 

High school was not a fantastic time (for a lot o folks it ain’t; that’s nothing special). There were certainly some high points to go with the lows, and things actually started up-swinging for me in a lot of ways with 1991 so I won’t complain (plus I still have a pretty positive, if distant, relationship with my Dad, which is more than a few o my friends can say). But I was definitely pining for Dungeons & Dragons in 1990, that’s for sure. I stopped playing the game, pretty much cold turkey, sometime around 1987 or ’88. Shortly before the release of 2nd edition, which happened around that time. No, it had nothing to do with 2nd edition D&D; if I’d still been playing when 2E was released, I probably would have jumped on the bandwagon and bought into the Forgotten Realms and all that nonsense. No, my reason was both more simple and more complicated…I didn’t have any players. At least not the players I wanted. 

In high school, I did play role-playing games…a number of them, many of the Palladium or White Wolf or Chaosium variety (how’s that for a “grab bag?”). Hell, I made some pretty good friends in high school, some of whom lasted through college and beyond, and who did indeed play (1st edition) AD&D, even in high school. Plus my younger brother still played for awhile (as did his best friend or two) and I acted as a 1E DM for them on multiple occasions (as I’ve talked about before in this blog). But my little brother and his buddies…and even my peers who were in the same age and class as myself…were not “my type” of gamers. I really don’t know how to talk about this without sounding insulting or snobby, but I’ll give it an (admittedly half-assed) shot: none of ‘em were mature enough to play MY brand of AD&D. 

Prior to high school, I had spent…oh, let’s say five or so years playing hardcore with a small group of friends. Five years is an eternity to a kid who’s 14…more than a third of his life. I’m 38 now…I haven’t even been married for a third of my life, and I’ve been married for more than 11 years. Five years is a shitload of time for a kid that age. And consider how much time we spent on the game of D&D. Sure we had sports, we did Boy Scouts or family activities, and school (of course). But we played at school…the same way people “play” on the internet when they’re supposed to be working at their jobs. And we didn’t have jobs or careers…no soul-crushing 8 hours torn from our waking hours. Hell, we could talk D&D on our “commute” (to and from school, via foot and/or dirt bike) as we wanted. We could talk on the phone after school. We could see each other on the weekends. The only relationships we were bent on maintaining were our friendships…and those imaginary ones created in the game. 

My little circle of friends tired of dungeon-crawling pretty fast, as I’ve discussed recently. After that, it was more about creating a real, living and breathing (if imaginary) world. A world in which we were the “movers and shakers.” Our characters had loves and hates, likes and dislikes, friends, allies, and enemies. Hell, we had “turn-on’s and turn-off’s”…all noted on our (rather extensive) character sheets. All aimed at trying to flesh out the imaginary avatar. Give it life, the way authors do their characters. 

Crazy kids. 

AD&D was our jump board to a “higher state” of role-playing. You may disagree that there’s anything “higher” about it (just “different”), but I’ll stick with the term for a moment. We were still “going on adventures” but the adventures had more to do with the characters themselves than with anything insidious in the virtual environment. And little had to do with “backstory.” 

For example, one girl (yes, members of the opposite sex like RPGs) who played with us, Crystal, created a female fighter named “Tangina.” By virtue of random rolls from the DMG, we discovered Tangina was pretty goddamn strong and over 6’ tall…an f’ing amazon, if you will. Tangina also had plenty of gold to equip herself and spent it on half-a-dozen plus weapons, including both a two-handed sword and a man-catcher (“in case I need to catch me a man!”). Typical low-level character derived from random generation. Her “backstory” was pretty short…her family had tried to marry her off to a minor noble who was an asshole (or she just didn’t want to get married, I forget), and she fled to pursue an adventuring life. No one got killed, there were rumors that her ex- was still “searching for her” but I don’t recall a single appearance by him or his henchpeople. Mainly, she was just a wanderer with a simple story explaining why she wasn’t a medieval (very tall) housewife. She had a Halfling henchman named Shorty who was none too bright (in our games, halflings were always NPC comic relief, never as heroic player characters…I don’t think any of us had ever read Tolkien at that point). The point is, with minimal “characterization,” Crystal was able to drop into an imaginary life completely alien to her 13 (maybe 14 or 15?) year old self. Interacting with NPCs (not just killing orcs), looking to make a good (if imaginary) life for herself and NOT worried just about “gaining XP and leveling up.” 

And Crystal was a very minor player in our circle. There’s a lot of talk (at times) in the Old School realm about “D&D’s endgame:” build a castle, gain a dominion, settle down. See, for us, that wasn’t the end of the game but something around the mid-point. Getting the castle and the followers put you on a footing to interact with other landholders (kings and barons and such). It opened up other “adventures,” more interesting than simply “going down the hole looking for loot.” Political machinations and alliances, romances and marriages and betrayals, power and land grabs, revenge and vendetta…not to mention the quest for godhood (a personal favorite, none of this silly “quest for immortality” schtick from Mentzer…I’m talking about displacing Olympians in the celestial pantheon through right of conquest or occult subterfuge). 

These were the games I played as a kid. This was the type of campaign (and we had several) that we adapted to the AD&D vehicle. This was the kind of campaign I was running as a DM (or running IN, as a player), form circa 1983-1987. And I started playing the game in ’81 or ’82. But I lost those friends when I went to high school: Matt, Scott, Jocelyn, even Jason and Rob. It doesn’t matter terribly why our circle ended…I’ve kept in contact with those folks (off and on) over the years…but we did stop gaming together. 

And while I continued gaming, finding new folks that wanted to game, they weren’t interested in the same things I was. They wanted to go into that hole in the ground looking for loot. They wanted to fight through 20 levels of The Temple of Elemental Evil. They wanted to set-up simulacrums of their high level magic-users, blissfully constructing magic items on other planes for fun and profit. Role-playing was still fun…but when you played AD&D, it all came down to who had the biggest sword. 

And I didn’t want to play that. So when I did game with them, we played other RPGs. Sometimes incoherent, poorly designed games…but at least it wasn’t AD&D. Because I couldn’t bear to play a poor excuse for something that had previously lived and breathed and transported me…as both a player and as a DM. 

And why do I bother to write all this tripe? Who cares, right? Stop living in the past and get on with the good gaming available now…people who care (like me) know AD&D is a pretty crap system as is. [and, yes, I still think that to a great degree] But I’ve started playing in Alexis’s AD&D campaign, and its quickly becoming obvious the guy cares a great deal about the game world he presents…more than anyone I’ve met since those friends from my childhood. His approach is different from mine…more logical, more reasonable, more intelligent…but underneath, driving it, is a very similar passion. 

Look, I am very happy to be living in the time and place and real world that I am. I would not prefer to have been born in a medieval-type world with magic and dragons…I like electricity and running water and not needing to carry a sword on my way to work in case there are highwaymen about. I don’t go to RenFairs; I don’t belong to the SCA. 

[I DO own a real (non-replica) sword…but then, I was a fencer for a number of years and when you’re in Toledo, you owe it to yourself to pick up a piece of Spanish steel when presented with the opportunity]

I am NOT saying that I prefer fantasy to reality. What I’m saying is I greatly enjoy and appreciate a chance to dissolve into fantasy as an escape every now and then. And on a regular basis, if at all possible. And in order to do that, you have to have a certain level of “buy in” that meets your personal expectations. Mine are high. Alexis’s are off the fucking chart. I dig on that. 

All right, that’s enough for now. I’m just glad I’m getting a chance to play AD&D with some like-minded folks after so many years (you should see how these players get into character…and there are no funny voices or accents involved. Nice). Can't wait to get me some land grants and titles.
; )

Wednesday, March 10, 2010

Adding to the Collection

[FYI: sorry for the delay in posting; I won’t bother going into excuses for the several day lay-off as nothing was going on worth mentioning…I’m back for now]

Over the years I’ve played, owned, borrowed, and browsed many MANY role-playing games. To say I’m an avid gamer would be a bit of an understatement. “Connoisseur” isn’t too much of a stretch, especially over the last 20+ years when I’ve delved into various RPGs, analyzed, compared, and played them for my own pleasure.

But that of course is NOW. Prior to being a “connoisseur,” a better term might have been “game whore” as I went through a several year period of purchasing/collecting all sorts of RPGs with little regard for the actual game systems and nothing that could be called a discerning eye.

Which is fine and dandy. The point of games is to have fun playing ‘em, and though I may treat the hobby with a highbrow (or pretentious!) attitude these days, I feel I’ve cut my teeth on enough trash to be able to weigh in with my opinion. Some may not agree but, hey…it’s my blog.

Now having said all THAT, prior to becoming an eclectic collector I was an absolutely DEVOUT follower of TSR…I may have PLAYED other games but I certainly didn’t spend my hard-earned cash on ‘em. I know, I know…this sounds a little odd. Let me give you some examples.

B/X D&D was my first RPG. Pure and simple. It evolved into AD&D, a game I played for many years with a select circle of friends…up until age 14 or 15. However, even before I stopped playing AD&D (a hiatus that would last…well, I still haven’t gone back to 1st edition AD&D really), I played a number of games with this same circle of friends, but generally games they were bringing to the table:

- Jocelyn had ElfQuest, James Bond, Twilight2000…perhaps a couple others I’m forgetting

- Scott had BattleTech/MechWarrior, Shadow Run, as well as GURPS and Beyond the Supernatural (these latter two having VERY short runs in our camp)

- Rob had Classic Traveller and James Bond

- Jason introduced us to Marvel Superheroes (which we all bought into big time, picking up the Advanced Set and playing the hell out of); he also had some Christian version of D&D called Dragon Light or some such

Now in addition to D&D, I had copies of Gamma World, Top Secret, and of course Boot Hill. These were as much for cross-genre exploration (via the DMG) as anything else. I also owned Marvel (Basic and Advanced) and Star Frontiers which we had fun playing…but you’ll notice that all of these games are all published by the TSR stable.

By the time I finally started investing in other games in the late 80s/early 90s (Chaosium, Palladium, White Wolf), I had missed out on a whole slew of RPGs that had been published, advertised (in Dragon and elsewhere), and gone down the tubes…all before I’d taken my “TSR blinders” off. Oh, some were still around in 2nd editions (West End Star Wars for example) or under new flags of ownership (I picked up DragonQuest in its SSI incarnation). But others had dried up completely.

One such group was FGU: Fantasy Games Unlimited.

Aftermath, Bushido, Villains & Vigilantes…the ads for FGU games had always stood out for me from the pages of Dragon magazine as a kid. But with little disposable income and even less of a PLAN for getting my hands on new games (I was more interested in playing the games I already owned), I failed to get a single FGU system when they were in their heyday. Now, of course, I’ve heard ample good things about these games from the folks that cut their teeth on THEM as kids, but I dislike buying things off eBay and you just don’t see ‘em stocking the game shelves in the Used section.

Well, until a couple days ago. That’s when I was able to pick up the box set of Villains & Vigilantes for $5.

I’m sure I’ve mentioned before that I am an absolute sucker for superhero games…the quest to find the perfect Supers RPG is a Quixotic one, and probably one that will ultimately prove impossible. And yet I keep trying (no, I have heretofore refused to purchase Mutants & Masterminds…sucker, yes, but there are some lines I try desperately not to cross). And V&V is a game I’ve been wanting for YEARS.

I’m sure it’s due to a couple different things, this hopeless yearning of mine. Reason one, of course, is “The Quest;” not ever owning V&V how could I know if my Grail search might end could I just get my hands on a copy? But the foremost reason is those damn little ads in the old Dragon magazine…little character blurbs, complete with cool little stat lines that made me say, “wow, why the hell aren’t I playing THIS cool game.” I should point out for the record that not one of my friends was interested in playing a supers RPG until the advent of Marvel…I was the only one that ever seemed interested in combining the fiddly stats of AD&D with comic book characters.

Well, fine…I’ve got it now and…hmmmmmmmm…

Full review of V&V follows.

Wednesday, November 18, 2009

Paladins I’ve Known: Sir Alexander

Not be raised on OD&D has been in a boon in some ways and a bane in others (which, I suppose could be said for everyone regarding every edition). The main “bane” for me has been, that I have much less historical knowledge upon which to draw for my musings and rambling analysis of all things D&D…sure I have a copy of the LBBs, but have neither owned (nor perused) any of the original supplements, and the information I have on them has been scantily gleaned through on-line reviews and other folks’ blogs.

Which makes it tough when I’m trying to create something that wants to be at least semi-true to its roots.

Now having said all that, let’s get down to brass tacks and talk about the paladin class. Frankly, I’m surprised this guy keeps coming up in my posts seeing as how I have so little actual, visceral experience with the dude. But maybe that IS why I keep bringing him up…this blog is for the most part ephemeral and somewhat theoretical…why not analyze a character class with which I’ve had no direct experience.

Now, granted, much of my “D&D career” has been spent in the DM’s chair, but I went through a pretty long stretch (more than a couple years) as a player, and never once did I pick up the spurs and the Holy Avenger. Thing is, though, neither did the players in my game. In fact, it wasn’t until 1998 or so that I actually had an honest-to-goodness Paladin sitting at my table.

That was a one-off game, and one that ended prematurely I’m afraid, and the character was played by my good buddy, Alex. Let me wax on a bit about this guy:

Alex and I actually met at work and started hanging out…well, I don’t really remember why. We probably got introduced at some work party and hit it off; we’d sometimes go out for a beer and a game of pool after work. He was a good guy with a good heart and I was heavy into my New Agey stuff back then and would share my philosophy with him and provide romantic advice to him from an astrological perspective.

I don’t remember how I learned he was a gamer…I think he was over at my apartment one time and saw an old gaming book and told me he played a lot of D&D…and that’s why we decided to get together and try a game (which unfortunately terminated early due to another player’s abrupt departure).

Now Alex’s gaming experience was a little different from mine. For one thing, he was raised up on 2nd edition AD&D and this was his game of choice (and I ran our game using 2nd edition books). For another thing, Alex ALWAYS played paladins, as he readily admitted.

And if you’d ever met Alex, the paladin thing would come as no surprise. The guy DID have a big heart…not that he didn’t do selfish of dimwitted things sometimes AS WE ALL DO, but for the most part he always tried to do the right thing for the right reason. He didn’t drink much, and smoked even less (I was a chain smoker at the time, and he had maybe one puff off a cigarette the whole time I knew him). He worked out every day and was tall and VERY muscular/fit…handsome, too, with a chiseled jaw, blue eyes and close-cropped receding blond hair…kind of a younger, buffer Daniel Craig. In addition to looking good, he was also very charming and (as one might imagine) a hit with the ladies. Yet he was also a serial monogamist, generally in long-term relationships (or no relationship at all) the whole time I knew him.

In other words, the kind of looked and acted like the knight in shiny armor. It was hard not to say, ‘okay, yeah, you can play a paladin.’ I mean, that class was practically MADE for Alex!

Contrast him with my earliest 1st edition AD&D group and we seem like downright miscreants. I mean, we weren’t above some “power-gaming” back in the day (see, for example the female drow cleric-assassin played by a male member of the group) and the paladin class has some nice bennies associated with it. But the main thing that kept our players away from it was the damn alignment restrictions.

Now folks like Alex, who started off with 2nd edition AD&D telling him that he was playing a game of heroic adventure, probably don’t get this. For us that started with the earlier edition (and as kids) we had no illusions about our role in the D&D game world: there are dungeons with monsters and treasure. Your characters are “adventurers” (i.e. tomb robbers, mercenaries, n’er-do-wells) that go into said dungeons to kill monsters and take loot. Try not to get killed.

For us there were no great plots, no over-arching story-line (save what we created with the soap opera melodrama of our own character’s bickering, politicking, and in-fighting), no “dragon high lords” to bring down. And the paladin’s alignment restrictions were a real hindrance to anyone trying to live the life of a career adventurer.

And RESTRICTIONS IS the key word here. Maybe because we were kids when we started playing, we took the rules very seriously…as in, to the letter. Even though D&D extolled us to change rules as we saw fit to make the game “fun” the only thing we did was ADD rules when no rules were present to govern a particular system. Our “tweaking” of the system was additive only…we never dumped “broken” rules (if the rule was present in the system it was sacrosanct). For example, we were so downright GRATEFUL when the Unearthed Arcana came out with a much less complicated, more streamlined unarmed combat system, because FINALLY we could put it into our games. Prior to UA, we avoided unarmed combat like the plague, because whenever someone tried it we’d have to haul out the bulky-weird system in the DMG and try to work it out using the “official rules.”

Alignment was a RULE, and we adhered to it closely. There were no restrictions on which character classes or alignments a player could have for his or her character (often there would be at least one assassin accompanying the party), but most player characters gravitated towards a chaotic, neutral, or evil bent as it was far less restrictive for the (adventuring) work at hand. The point was to pick an alignment that BEST DESCRIBED the character’s personality…and then play that. And as I said, I suppose we had a bunch of thuggish players in our group based on the usual alignments.

Scott’s magic-users and illusionists were always Chaotic Neutral; other characters (elven and half-elven thieves) might be Chaotic Good. Of course, he DID play a (male) Drow cleric of Lolth (Chaotic Evil) and a half-elf magic-user/assassin (Evil of some sort). Matt usually played a Lawful Good cleric (because he was a cleric of Athena), but he often got subordinated to a lesser (support) role unless he was solo-adventuring; he also played the female Drow cleric/multi-something, a regular human assassin (evil), an insane Healer (Chaotic Evil; from a Dragon magazine), and a Chaotic Neutral Archer (also from Dragon, I believe). Jocelyn would have sweet little Neutral Goods or Chaotic Goods, but her badass fighter Bladehawk was Chaotic Evil (as a follower of Ares); however, earlier BH had been Neutral (in Basic D&D), and Chaotic Neutral (in her 1st incarnation as an AD&D character). Jason played thieves of miscreant alignment, and my brother’s characters (barbarians and fighters) were generally Chaotic Good to Chaotic Neutral; Alejandro was the latter. Crystal’s fighter was Chaotic or Neutral, and Rob…well, he always played a “good” guy and generally paid the price for it; he should have played 2nd edition.

As I’ve mention before, I generally played a bard, originally Neutral Good but eventually Neutral Evil. That’s just how we rolled…as I said, we were a bunch of miscreants.

Anyway, the rules were THE RULES. There is nothing in AD&D that says you cannot play a Chaotic Evil assassin, for example (so long as you roll the required ability scores), but there ARE pretty explicit descriptions of what a Chaotic Evil person is. And there is even more restrictive prose regarding the paladin class, not just the Lawful Good alignment…apparently too restrictive for my players’ tastes.

Hell, we didn’t even (that I recall) institute “level reduction” penalties for playing out of alignment. If a person wasn’t playing their alignment correctly we DMs simply said, “bam, your character’s alignment is changed.” If someone did something murderous they were evil; if they routinely broke the law they were NOT “lawful.” The only time alignment mattered was if you played a class with an alignment restriction (a ranger, a monk, a cleric of a particular deity). THEN sudden alignment changes might have an actual in-game penalty (losing one’s abilities). Otherwise, it still HURT…it was a blow to one’s ego when you had created a character of a particular alignment and your DM changed it on you. Basically, you were being called out for “not playing right.” I know, ‘cause it happened to at least one of MY characters…and damn straight I deserved the chastisement!

Anyway, as an older, more mature role-player I LIKE the idea of the paladin for the role-playing challenge it is (or maybe I just feel more heroic myself these days!). I like the Holy Avenger sword (though why they bothered to add a +6 version in the Unearthed Arcana, I can’t begin to justify), and think it could be used as an excellent “quest” treasure or basis for a plot arc of some sort.

Heck, I know I’ve written many times that I enjoy the whole “fall-from-grace-and-redemption” story line; to really make it work though, I think you’d have to make the paladin restrictions even more restrictive. Make them live a life of poverty and chastity and then cause them to fall through simple temptation (O foul wine, women, and song!). Man, if I was running an AD&D campaign again (something I do NOT plan on) I’d do it…hell, I’d let anyone play a paladin that wanted to (auto-raise that Charisma to 17 if too low) provided they live by the strictest of strictures (and should he/she fall, lose that bonus Charisma as well! Ha!). It would be fun to see just how long an “adventurer” could walk the straight and narrow. ; )

Two last notes: it seems weird that the “heroic divide” SEEMS to be between 1973 and 1974, as far as birth dates of players. Alex, Rob, my buddies Mike, Michael, and Ben (the infamous “god squad;” a bunch of atheists playing lawful good paladins, clerics, and rangers…weird). All these folks were born in ’74. Me and my miscreant 1st edition friends were all ’72 or ’73.

Last note: my buddy Alex got a job with Wizards of the Coast eventually and then got out-sourced to some baseball card manufacturer (don’t ask) eventually moving to California for work. I haven’t seen him since (though I “friended” him on Facebook). I miss the guy, 2nd edition or no. : (

Friday, October 2, 2009

Blast From The Past


No, I am not talking about Dio again.

Last Friday I didn’t get to blog (or write!) as much as I would have liked because I hung out with my old buddy Rob. Rob and I first met in preschool at the age of 4 and we went to the same Catholic grade school till 8th grade before going our separate ways in high school. We saw each other a little during those years, and after college we had a brief music collaboration (I’ve sang with/for a half dozen or eight bands over the years…hey, Seattle, remember?) in a little rock outfit I like to describe as Gothic-Funk. I don’t remember if it had a name, we never got through more than a few jam sessions before the drummer got married (or something similar) and the keyboardist went off to grad school or some such.

Anyway, Rob joined a monastery (I like to say he became a priest, but he really was only a “Brother” of the Dominican order), and Friday was only the second time I’d seen him since 1997 or so. Ah, Facebook…so nice for re-connecting...

Rob is no longer with the Dominicans…he’s kind of on a temporary, self-imposed exile from the Church while he gets his head on straight. Trying out life in the “real world” so to speak (though still under vows) while he decides whether he truly is called to the ministry. I mean, he’s certain he’s called to a spiritual life, but perhaps not as a monk.

So we had a beer (and a whiskey) over lunch and talked about things and what’s been going on, and I revealed all about my newly re-claimed interest in RPGs and blogging, etc.. and he is totally down! Which is to say, supportive and encouraging.

Not to mention, more than a little interested in doing some play-testing and/or Old School gaming.
Totally cool…another adult that wouldn’t mind getting together (except these days I’m better at setting up Social Contract…ha!). Rob was never much of a D&D player…coming from a family of deeper religious fervor than my own (did I mention the priest thing?) I think he and his parents were smart enough not to take the whole "D&D is the Devil" -thing too seriously, but wary enough not to touch it themselves with the proverbial ten foot pole.

Though he did play on occasion…generally with horrific (for his character) results.

See, there is nothing "gamist" about Rob. Wait, let me back-up a moment. While he was not much of a D&D player, there were plenty of games he and I DID play. Old School (original black book) Traveller, which he owned. Star Wars D6 (which I owned). The James Bond RPG (which his FATHER owned, being a Bond aficionado). And war games too, including the original Starship Troopers, and Axis & Allies. I’m sure there were others I’m forgetting, too.

In fact, I am pretty sure that Rob is responsible for my introduction to West End Games in general, and one of the folks responsible for me not being totally TSR-centric (the other would be my buddy Scott, whose love of FASA games like BattleTech and Shadow Run also helped me “break the mold”). For that, I salute the guy heartily.

Now back to what I was saying…there’s nothing gamist about Rob. I told him about my reading and research into RPGs and gaming over the last few years, including a lot of the theory-hammer stuff from over at the Forge, and Rob was immediately intrigued. He himself always had a difficulty with the “traditional” game-play of many games (ESPECIALLY D&D). We both agree the guy’s creative agenda is of the narratavist variety, perhaps with a little "sim" thrown in for flavor. But this makes perfect sense.
After all, Rob was always interested in telling stories. He is/was a writer (of the creative variety) from a young age, using his paper route money to buy a typewriter for himself early on so he could work on short stories. In high school he submitted regularly to publications and writing contests, and (I believe) the need for telling a good story led to him having (in RPG game play) a distinct “um, I really don’t know what to do here” paralysis. If you see the POTENTIAL of RPGs to tell “collaborative stories” but the rest of your party is simply trying to overcome an obstacle, whatcha’ going to do? Well, in practice, you usually become the fodder/distraction/human sacrifice the rest of the group needs.

The idea of playing a game that actually addresses premise (a la Sorcerer) or that rolls dice to determine success of a goal rather than a task (a la Maelstrom) was a mind-opening idea to ol’ Rob. It got him a little excited.

Of course, Rob is a geezer like me (he turns 35 this month) so his mind of course wanders to the “good old games” of yesteryear. “You know what I wouldn’t mind playing sometime?” he asks. “Traveller. I really thought that was a great game with a lot of potential.”

So I quickly whipped out my copy of Mongoose’s new edition of Traveller. “It’s much like the original version we played as kids, except you’re not nearly as likely to die during character creation.” Rob thought THAT was a novel innovation in and of itself. We may have to re-boot Fromo’s Freebooter and set sail across the warp waves sometime in the near future. I mean, Rob is still writing after all…maybe a little freeform RPG play will provide him with some good fodder for HIS new blog.

On the other hand, maybe we’ll be doing other things together. Rob just bought a new base guitar deciding he wanted to get back into music again while he’s outside the quiet confines of the monastery. Maybe I need to go get a new mike and PA.

Rock! ; )