Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Project Ampersand 2: A Learning Tool

The first thing I noticed about the original text is how focused it is on teaching new players everything. Not just the rules but also the basics of roleplaying. Absolutely basic things like "pick a name for your character" and "your character can have their own personality traits." I suppose I just ignored it before, but looking at it under a microscope like this really drives home how aggressively the publisher was trying to expand their market.

Normally I wouldn't mind. Introducing new people to RPGs is a good thing. Doing it like this though? It's not elegant. If someone is interested enough to get the book and sit down to read it, you've already got their attention. They're putting in the effort to learn, so give them something clear and straightforward to read. The amount of guidance in the original text feels excessive, borderline insulting even.

Players are smart. New players are smart. They don't need a shepherding authority to guide them through a book. They just need a set of rules to work with and the author's trust that, however they end up implementing those rules, they'll do it in a way that's fun.

New players especially do just fine with minimal guidance and bring a staggering level of creativity to the game. They tend to go with what seems like the most fun and consistently knock it out of the park. GMing for newbie players is a blast.

With that in mind I'm cutting out all the text that feels condescending or covers things you could understand by looking at the character sheet for a few seconds. If something is actually necessary to play the game I'll rewrite it to be concise.


Project Ampersand

I've picked up an old project again: I'm un-writing a book.

This is something I started in the spring as a personal challenge and experiment to work on when I ran into blocks on other projects. I'm taking the fifth iteration of the world's best-marketed RPG and editing it for length and clarity. The goal is to see how much I can excise and still have the game feel like the original when you play. So far it turns out I can cut a whole lot. (Page 23 in my working document is the info that's on page 60 in the original text.)

My goals for the experiment are:

1) Determine how much of the 317-page original text is unnecessary padding that doesn't affect the underlying mechanics.

2) See how much of the original game's success comes from the rules and how much is what the players bring to the table with their creativity and enthusiasm. If the pared-down skeleton of the rules plays the same as the original, then the key ingredient is the players.

My process is:

1) Cut out all setting lore and fluff. Anything that's not rules text or something you'd reference while playing is gone.

2) Clean up the remaining text by rewriting it. Remove padding, passive voice, and awkward rule descriptions. Fix whatever's left to be as concise as possible.

Things that are important to maintaining the feel of the original game are exempt. The goal isn't to make the tiniest game I can, it's to make the tiniest game possible while still preserving the original's flavor. If that means it ends up being 100+ pages long, so be it. I'm trying to distill the game to liquor, not evaporate it completely.

I'll do several editing passes before the new game's ready to go. Right now I'm still hacking away at fluff and doing rough work. It's forcing me to take an in-depth look at the game and consider the rules more minutely than I have before. In the past I've always just flipped to the sections of the book I needed and only gave the rest a cursory skim. Going over the entire text line by line has made me realize that hot damn the writing is awful, but there actually are some very good bits buried in the word slog. I just need to dig them out and dust them off.

When I'm done I'm planning to release the distilled version as a free PDF. It'll likely be a way off because while this is an interesting project, it's also exceptionally tedious and time consuming. There'll absolutely be breaks for other writing.

What is O5R?

A while back I was talking about how I like 5e, but run it in an O5R way, and was asked "What's O5R?" Turns out that's a perfectly reasonable question because, despite running all my 5e games in the style, I had a hard time pinning down an actual set of rules/rulings and changes that make an O5R game different from vanilla 5e.

I've given it more thought and come up with an answer.

O5R isn't a distinct system, and it's not 5e that's been houseruled into something unrecognizable. It's 5e mechanics lightly molded and paired with the DM style and decisions to create an old-school feel at the table.


So what does that actually look like? The first, most important differences are:

1) Ignore balance.


Challenges don't scale to the PCs' abilities. There are real dangers confronting them and no guarantee that an encounter will be level appropriate. Your players should have to learn to judge if a situation is too dangerous for them, and if it is, to run away.

You should still at least check a creature's CR to see how dangerous it is, but don't treat it as the deciding factor in whether to use a monster or not.


2) Cut out all the standard D&D/WotC lore.


Keep the D&D IP creatures if you want (I love owlbears and rust monsters), but the setting lore gets pitched. No Faerun, no Sword Coast, no Underdark, etc. Can you have an ocean with pirates? Of course! A winding subterranean realm underlying nearly the entire world filled with unspeakable monsters? I'd be disappointed if you didn't! Just make them your pirates and your lightless underground hellscape.

Don't include things just because The Lore says they exist, and don't hesitate to bring out the gonzo. Throw true weirdness into the mix for your setting, give it some wondrous and bizarre style.

(The corollary to this is you have to explain it to your players clearly. Present them with the important setting details so they can make meaningful choices based on the conditions in the world you've made. Do this before the game starts, at session 0 at the very least, to give them plenty of time to ask questions and understand.)


3) Don't let the PCs start bogged down by a lot of backstory. 


Starting characters should be mostly formless. A basic personality and a handful of details like hometown, family business or previous profession, and a like, dislike, or goal is plenty. Let the rest emerge through play and the characters develop instead of coming to the table as an established entity with a specific build in mind.

(Do make sure your players have their characters take a background in the game mechanic sense though. That's a sizable chunk of their abilities. They can reflavor the backgrounds however they like.)




After you've done that, address the more mechanical aspects:

A) Good plans don't roll. 


If players do something clever or come up with an unorthodox plan that might work, reward them. They've done a good job. Their plan works without needing to roll for it. At the very least it should give them a partial success, positioning them to succeed later or to have an advantage in their current situation.


B) Move the focus away from combat.


This ties into ignoring balance because combat is more dangerous now and usually the worst option in a situation. Give players ways to solve their problems beyond "sword." A good way to do it is to put the focus on exploration. Have the PCs go out into the unknown and face obstacles that they literally can't fight. Rockfalls, deep chasms or cliffs, weather, crumbling structures, etc. Present them with things they need to work through or find ways around instead of a band of goblins that'll only slow them down for a few minutes.

There will still be some combat, but you don't need to change any rules or tweak death save mechanics to make it more lethal. You just need to make enemies smart. Have them use tactics, teamwork, have goals to achieve beyond plain slaughter, use the environment to their advantage, and care about their own lives. Sometimes the PCs have to retreat to survive, sometimes it'll be the enemies who cut and run; but it'll only take a few encounters with competent, coordinated enemies to teach your players that combat's not the default reaction and should be avoided if possible.


C) Homebrew! 


Throw your own stuff into the mix, but don't alter the player-facing mechanics. Instead of trying to lop off sections of the system or make radical changes to basic rules, have your homebrew material add to the existing game.

Pay attention to what the players are interested in and create spells and items that play on that. What you make doesn't have to be powerful, just interesting. For example, when my players fought and slew a bus-sized magically mutated scorpion they asked if they could harvest the chitin to make armor. Of course, they could! (I'm so proud of them.) They took some, dragged it back to town, and found someone to work it into gear. The finished armor had the same stats as a breastplate plus a little magic resistance. Not an exceptionally powerful magical item, but better than what they had and cool to them because of the origin.

Same goes for rules. Listen to what the players want to do and find a way to make it happen. The same group of players found several statues and wanted to try auctioning them off, hoping to get more money than they would with a direct sale. So I made auction rules that leave the exact amount of profit up to luck and keeps the party engaged in a mini game.

Whatever you decide to add, be sure it makes the game more fun and the world more wondrous instead of just harsher.




That's mostly it. Also for consideration is:

- Non-standard treasures and loot. Go beyond coins, gems, and magic items. Give out rare plants, harvested monster parts, spell components, and just generally bizarre artifacts that are maybe valuable, maybe powerful, but definitely intriguing.

- Magic is weird. Represent magic as the distortion of reality and entropic strain on time that it is. Encourage players to reskin the existing D&D spells to better suit their characters. Create new ones. Make it abberant and unsettling.

- Characters are beloved, but expendable. Make sure your players know their choices have consequences and you won't shield their characters. Also, let them retire their characters and make new ones if they want.




TL;DR O5R relies mostly on the DM's choices and flexibility to step away from vanilla 5e. They need to put in the thought and effort to apply basic old school concepts in how they run the game and make a world that's both engrossing and incredibly dangerous.