Showing posts with label DD3. Show all posts
Showing posts with label DD3. Show all posts

Saturday, May 12, 2018

Wargaming Roots: Wargame Complexity

A fun little snip on the design of the Tunnels and Trolls Adventures mobile game's "about" page strikes an interesting point here about the development of pen-and-paper games and the hobby's wargaming roots:
In 1975, as role-playing games were beginning their rise to popularity among the gaming community, Ken St. Andre found himself dissatisfied by the complexity and inaccessibility which rules systems of other games presented newcomers to the genre. Seeking a game with which to introduce his friends to the world of interactive storytelling, Ken set out to create a lighter and more flexible rules system which would provide players with greater latitude for heroic feats. He did away with the often times dauntingly complex stat sheets and tables found in the wargames from which the first RPG was descended, and created a game more inspired by the deeds of comic book superheroes. Ultimately, Ken named his game Tunnels & Trolls.
We have come a long way from the Chainmail "wargame" style rules to a more player-focused and I feel accessible B/X style, and then from there I feel we went deep into the wargaming side of the hobby again with D&D 3rd and 3.5 Edition, Pathfinder, D&D 4, and then D&D 5. Our wargame roots are clearly on display and this has spawned an entire group of games these days that are more accessibility focused than complex wargame focused.

More Complex These Days?

In some ways, I feel we are way beyond the complexity of the 1970's wargame-roots games, especially with Pathfinder, D&D 4, and software like Hero Lab. D&D 5 I feel took a step back from the abyss, but I still feel the older B/X games and their clones do a better job at controlling complexity and focusing the action more on the adventure rather than the character.
Some products make me smile, like the Pathfinder Strategy Guide, a great book that tries to tamp down the complexity of the base game, explain things to beginners, and make a complex system easy to use. But really, when I think about it, I get this feeling if the effort were put into making the system easier and not needing a book like this would be a more laudable goal. Games that are simple and accessible to beginners do not need how-to books.

Part of me likes the complicated game though, and there are fans of this hyper-detailed genre of gaming, again, hearkening back to our wargaming roots and having detailed World War II wargmaes with rules for jammed turret rings, smoke capacity, the ammunition capacity and depression limits of of bow-mounted tank machineguns. I have played wargames like those, and while the one or two times that level of detail comes up in a 6-hour game you may be happy to have these rules, more often than not I find rules like this slow the game down more than they do add value.

I feel the same with detailed character generation systems. Our tendency as designers is to add more, to make options for every possible character type and background, and through universal inclusivity we weigh the system down so much we end up needing multiple pages for one character. Genesys requires three sides of paper for each character, and that has hurt our desire to play what should have been a simple storytelling game. Pathfinder, the king of complexity, requires Hero Lab these days, and it is not uncommon for us to be printing out six to twelve sides of paper for each character.

Less is More

And I look at the single-sided one-page character sheets of Labyrinth Lord and other B/X games and I see a lot of wasted space, and that is a good thing. I could do a B/X character on a quarter sheet of paper and put four to a side and still have plenty of room. Back in old-school Traveller we put one character on two lines of a sheet of notebook paper.

We still had fun with those games because we ran fun adventures and we didn't need detailed character essays for each player to pour over. I get this strange feeling at times that games use complexity to drive interest these days, that somehow a detailed character generation system makes up for a lack of compelling adventures and stories. That is really an unfair statement for many games, but I see so many games that are 90% character creation systems and then assume everything else, story, adventure, and how to have fun comes for free.

I would rather play a game that was 10% character creation and 90% story and background. Call of Cthulhu and Dragon Age are good examples of modern pen-and-paper games that minimize the game rules while maximizing story content and background information. I would put T&T in this category as well, especially with the incredible world-book in the Tunnels and Trolls Deluxe Edition in the latest version of the rules.

B/X and Labyrinth Lord? These are more giant toyboxes with 10% character design and the rest of the 90% are monster, spell, and magic item lists. That toybox content is the story and background. There are times when I like this, since I make my own stories and worlds anyways, and other times when I miss having that world and story to play through (and save me the work).

How far off are the more modern games from the toybox model? It is a bit tougher to judge I feel, since you have a good portion of these games tied up in character design and it grows in size the more books you add to the system. My generic rule is: if a computer program makes character creation easy and error free, the character design system is heavy. If it takes me more than 5 minutes and a sheet of paper to design a character that is too long.

If you need to pass a book around the table for players to design characters you have dependencies in there that should be streamlined onto the character sheet (or eliminated from the game). If I play Pathfinder with a group again I would love to have class-specific character sheets, one for paladins, one for rogues, and so on...

Everything to Everybody?

It brings to mind the question, "How much character design do you need to tell a story?" There is a point where there is too much, where you are making a feat to cover a bonus to every possible action and interaction, such as a feat that allows you to call a truce during combat. These sorts of feats rub me the wrong way in two ways: this is codifying roleplaying and creativity, and you are adding unneeded complexity to the character design system. Without this feat...you can't roleplay this? When I am refereeing the game it becomes another added "thing I have to remember" in order to play when the one character in a thousand's player actually bought this feat and expects it to come into play.

In T&T or B/X? Hell, make a CHR saving roll or roll under Charisma at a minus whatever and we are done. In most every other game it is an ability score roll, the current situation, and referee judgment. Done.

In the 1970's wargames there was this tendency to start simple, and then balloon complexity with each new expansion and revision. Track performance in taiga and mud for armored vehicles. Fuel performance and ambient temperature. Snowshoe size versus snow type. Curvature of the Earth and muzzle velocity of off-board artillery. Most of the rules had some historical event behind them and they probably affected the outcome of some real-world battle somewhere...but there is a point where enough is enough.

If I equip my desert soldiers with snowshoes does that give them a movement bonus? If my winter partisans carry large desert water packs at what point do those freeze? Do I need a table for that?

And the more complicated wargame goes in the closet and the new game that was designed for fast and fun play goes on the table. That is where I am with Pathfinder. Completely bought in with both books and Hero Lab and we never play it really all that much. Great customers and lousy players.

Simple Games are More Fun for Me

So I come back to the old versions of games, the retro-clones, and some of the classics made back in the day where they saw this problem and designed against it. Labyrinth Lord and B/X. Tunnels and Trolls Deluxe Edition. Other classics. There are some new games, such as Savage Worlds and FATE, that attack complexity of character design versus story and those are worth mentioning too.

I see a collection of huge books for a gaming system and my reaction is, "I don't have enough time for these anymore." Instead of feeling bad I switch games that I do have the time for. I am sensing another round of boxing games up coming here soon. It is a sad thing but also a good thing, since it lets me focus on games I want to play (and it frees up space for more games, like Traveller's new edition).

My thing is, play what you love - and some people love the complexity. I have moods when I love all the detail and choices. Be happy if you can find people who love what you do and play with them. As my players dwindle and I find myself more and more alone, my tastes and needs change. I want less record keeping and design. I want solo play. I want smaller rules and tighter designs. I want more story and world, and less rules. I want attribute systems that handle many things, and less flipping through books to find a rule that handles a special case.

My tastes are changing more towards the retro-clones and classic games that I started the hobby with because those are what I love and where I find the most comfort.

Saturday, April 21, 2018

Character Design and Balance

Going back to Labyrinth Lord and it's simpler characters made me think about the supposed advancements in character design from D&D 3.0 and forward. This also includes  non D&D systems with detailed character design systems where the variance in character power (the min-max factor) varies widely based on design choices. Let's do some charts!
The above reflects B/X systems, Basic Fantasy, Labyrinth Lord, and most other pre D&D 3.0 designs. As your character goes up in levels, their power goes up on a predictable, fixed rate. A 5th level fighter is pretty similar in powers and fighting ability as most every other 5th level fighter in a B/X style system, given average hit point rolls (that and gear determine character power). As a result, the balance curve is tighter.

Note that this chart only compares characters of the same class, the differences in balance between classes, such as mage and fighter, is still wildly different and follows D&D's asymmetrical system of balancing the glass cannon spellcasters versus the front-line meat shield martial classes. So we are comparing fighters to fighters, and mages to mages here. Let's turn the clock forward to newer games and look at systems with a wider variety of character design choices:

The next chart is character design as we expect systems with a lot of character customization. You can pick feats to enhance your combat power, you can make all sorts of other tweaks and design decisions to favor a weapon or power, and there is a wide latitude in choices of character design. This chart also reflects games with a wide difference in choices where a great character design can blow out the game's difficulty curve. This is also what we by default expect as well - since we want our choices to matter, and we expect good choices to be rewarded well.

The yellow area reflects abilities, feats, class powers, and other abilities outside of the normal hit points, to-hit, and spells from B/X. Pathfinder and the D&D games 3.0 and up have this "extra added" group of abilities normally found in character creation and  bonus class abilities (like a Pathfinder mage's force missiles or D&D 5's infinite-use cantrips). In short, the yellow area covers all the possible customization and extra powers that differ from B/X characters.

Above the red line are optimal designs, while below it are less-optimal - and this definition can vary depending on the referee and how the group plays. If you play all combat, then good designs will focus on combat. If you play mostly social, then good designs will be social-focused. Balanced social/combat games will see balanced social/combat character designs push above the line.

There is also a baseline difficulty adjustment that should be mentioned as well, since a B/X level one character is the weakest, a D&D 3.5 level one is a little stronger, and so on up to Pathfinder - at least among the fantasy game versions I am used to. D&D 4 and D&D 5 are a little more difficult to compare since hit-points and damages are scaled up.

But this covers these games well and a high-level view of character design expectations. I say expect here because this is often how a game looks when you first play it. You see hundreds of options and your first assumption is they are all good. As you play, you naturally discover the good from the bad, the feats and characters design choices that make your character excel, and the chart shifts a little to the actual chart below:

Character designs have a tendency to min-max towards the greatest effectiveness. As a result, the game's balance trends towards that area in green, because everyone wants the game to be exciting and fun, with encounters that challenge well-designed characters. As a designer, you want to narrow the range for balancing content, because there will be less variance in monster strength and encounter design.

Balancing All This

If I am a game designer, I want that green area to be as tight as possible (while still feeling good). You don't want too much difference between an average character and an optimized one, because you don't want min-max'ed "best" character designs blowing out average encounters. You want them doing well and feeling good about their choices, but you don't want them pushing everything over with ease.

Less than optimized characters? I don't really care about them and they can fall off the balance curve if they are terribly designed. You want some of this "lots of terrible designs" thing going on so you can create that 'system mastery' feeling in your game where you try repeated designs and discover what works best and what gets you towards that red line of average expected competence and character power. I remember somewhere where the designers of D&D 3.0 said they included less-than optimal choices in character design just to fill out a range of good choices and bad choices, just like deck building in Magic the Gathering. The silly non-historical double-ended greatswords and warhammers come to mind...

Now, if every character design choice is equal? You are back to the B/X chart and none of this matters. I am sort of reminded of D&D 5's system, where if you want to be a certain type of fighter you pick the ability you are expected to take, such as the Fighting Styles and Class Archetypes in that system. The entire character design system in D&D 5 is a lot tighter than games like Pathfinder, with less choices but more focused in both balance and the abilities you are expected to take given how you want your character to perform. The envelope is tighter in D&D 5, but there are still bad choices given what you want to do (taking an archery fighting style as a fighter and never using a bow, for example).

Why This Matters

As a player? I want to design and min-max, and that is a big part of the fun for me. I also want the game to be balanced and have the fights not be too easy or too hard.

As a referee? I want to be able to predict player power to balance encounters and not have the game either be too easy or result in a total party wipe. I also do not want "design as distraction" where players experience choice paralysis or the entire design system takes over the game.

Both players and referees want balance and to avoid the extremes of too easy or too hard. I like the encounter balancing systems of the newer rules, but for me as a referee, I never really had a problem balancing a B/X experience either - although I know that opinion is outside the current view of things.

To me, in a B/X experience, balance was more of a player-focused concern - they knew what they could fight (based on experience), and they were the ones who had to judge if they should open that next door. My secret "good DM" promise to players was not to put any monsters on the current level that would wipe them all out in the blink of an eye (something again, I learned through experience and the simple and mostly predictable nature of B/X combats plus limited monster lists). No ancient red dragons above dungeon level 7, please. Keep hit dice equal to dungeon level and player level, and use quantity and encounter composition to match party strength. Got it.

If I screwed up encounter balance and things started to go very badly? GM fiat time. Make some monsters weaker, have some run away, give the players an out, or make the monsters hold back a little out of caution. Fudging rolls was usually a last resort for me, and if I did, it was usually on monster to-hits while the players made a hasty retreat to lick their wounds and regroup.


Player Skill versus Design Skill

There are times when I want to take character design skill out of a game and just have a system that rewards creative play and player ingenuity. If your level 5 fighter is just like every other, then how you play them will make a big difference in your success or failure. Of course, there is the factor of random chance, but part of playing an old-school B/X game also involves a bit of risk mitigation and understanding random chances and trying to control odds.

I have had games where the character designs felt like they took over the game, and the players were focused on getting a numerical advantage through character design. I have seen games where a character's design and numerical advantage acted as a disincentive to attempting actions outside of their area of expertise. It is like am archery-focused fighter way above the range-combat power curve hesitating to get into melee combat because their character is only average at melee fighting.

A good referee will force characters outside of their comfort zones, but I found game systems with heavily min-max'ed character design systems make doing that a lot harder. I have had players disengage rather than be forced to fight outside of their numerical comfort zones. I don't blame the players though, I blame the game for putting them in that mindset. Some games tend to punish you hard for that risk-taking and out-of-the-box play, such as D&D 4 and the amount of optimizing needed to keep up with the content's ever-increasing challenge level (at least when we played, it changed several times as new monster manuals and revisions came out).

System Forgiveness and Flexibility

D&D 5 for us tends to be a very forgiving system. There is a lot of healing, character death is more difficult, there are many options and infinite-use spells for casters, and the game feels more like D&D 4's sort of MMO-inspired experience that is more player-friendly and focused. Characters are also mechanically complex with a lot of design options given the type of character you want to play. The game is also more story-focused like a modern narrative game, and as a result tends to reward "story based play" rather than the old-school "slay and loot" style.

B/X systems, for us, are a lot simpler, the characters are fast to design and die often, and the entire system is a lot less forgiving of bad luck or mistakes. They can approach the difficulty level of today's "rage games" in some insta-death adventures, and I find my players are a lot more crafty when they have less options and character advantages to fall back on. With less mechanical abilities, my great players are always trying to come up with creative ways to manipulate the situation to their advantage despite not having the "rules tools" to do so.

I have also seen less experienced players in old-school games "freeze up" because they don't think they can do much outside of "cast the spell" or "roll an attack." This is one of the hardest skills to pick up in systems that ;eave a lot up to interpretation, knowing that you as a player are free to come up with anything you can imagine you could do, and also that you are the referee should encourage and support those crazy plans and actions through fair judgments using the dice and/or ability scores to determine the chances to succeed or fail.

D&D 5 moved back from the "cover everything" sort of rules design where there are detailed rules for every action and leaves a lot up to players and referees. B/X systems are already there and I feel as a whole that moving back to more interpretive systems where less is more is a good thing. I don't need rules for everything, just guidelines on general things and me and my group  can take it from there.

My Current Feelings

I like what they did in D&D 5 to tighten up that character design curve. I don't like the double-scale hit-points and complexity of characters, though I can see why they did that in regards to player-friendliness. As a player, I like the character design choices because they let me specialize (at the cost of complexity though).

I like B/X a lot, because the numerical and design model is simple and the choices stark and unforgiving. It is like a pure form of chess to me, where the danger level is high and the rules unforgiving and completely straightforward without a high degree of complexity. I like the glass-cannon and simple nature of B/X casters, and even their power level compared to martial characters. That asymmetrical balance, especially if you severely limit 15-minute adventuring days through good refereeing, and this really appeals to me.

I like B/X resource management a lot, with casters worrying about an ever-dwindling supply of magic, the party's resources being drained, and that whole elevation of risk as the dungeon crawl goes on. B/X does this for me, as a player I love the discussions among the players about "should we tackle the next room?" There is a very strong risk and reward cycle going on here for me, and there are no distractions with factoring in numerical superiority through character designs into that calculus of character life and death.

It is a strange sort of realization. When I play a game with less character design options, and less story options, what I find interests me comes out better. There are times when I crave a good story and a great mathematical min-max'ed character, but I don't need them all the time and actually enjoy the lower-level risk-based play B/X excels at - at least for me and my group. I enjoy all of these games for different reasons, and no one is better than the other, and some do things better than others.

My Ideal Dungeon Game

I really like B/X games like Labyrinth Lord though. There is something to that 7 hp level one fighter and his longsword in some spooky abandoned keep fighting spiders and rats that appeals to me - even without all of the character design options of newer games. I can almost play that game in my head. I could play a game like this solo with just a character sheet and an encounter table.

It is that simple yet focused feeling, almost like a dungeon-game version of solitaire. I can't wait for my fighter to get to level two, get a slightly better to-hit, some treasure in his backpack, and maybe he now has 13 hp now. With every level he can go deeper and deeper, and my character really doesn't get all that more complex as he levels up. When he is hurt, he drinks a healing potion (if he has one), or heads back to town. The dungeon may restock when he comes back, and random encounters are always present in the halls, so getting back to where he was will be tricky.

He is still that guy, with a sword, using the wits as me (the player) to keep him alive down there. I don't have any other character design choices to fall back on. That character's story is completely determined by my choices in that dungeon, not by the rules, not by character design, but by my risk-management skills and dealing with runs of good and bad luck.

With simple characters I could run a whole 4 character party myself one one sheet of  paper for record-keeping - no computer programs needed to design characters and level them up. My fighter has chainmail and a sword, my rogue a dagger and leather armor, my mage a magic missile spell and a staff, my cleric chainmail, a shield, a mace, and cure light wounds. Some ability scores and hit points, some saves and to-hit numbers - and we are done. I don't have to reference the class areas of a player's handbook to know what special powers and feats each one can use - it is all here on the sheet.

This is B/X - I know this.

As I have less time for reading through 1,000 of pages of rules and options spanning a library of books and character options, that B/X style simplicity of both play and design is a feature of pen-and-paper games that I feel has real value. Playing old-school simpler games means the difference between playing and not playing, at least to me.

Monday, October 3, 2016

Easy to Design, Hard to Balance

I am reminded of some of the games that came out around the original AD&D game's creation, most notably Squad Leader and its successor, Advanced Squad Leader. Games back then existed in the age before personal computers, where the game's rules were written out almost like computer code:
  • Run the game turn in phases
  • Every rule is laid out in detail
  • Structure of the rules was paramount to understanding them
They played like pen-and-paper versions of computer games, because, that is what they were. From Car Wars to Battletech, we had a whole generation of games which required players to run through turn phases, long lists of rules, and players acted more like human computers than players.

We haven't gotten away from this design philosophy much with today's games, especially with the d20-based games like D&D 3.5, Pathfinder, D&D 4, and D&D 5. To be fair, there are plenty of older games that fall into this mentality, such as Aftermath, Rolemaster, Runequest, Space Opera and many others. These are games which draw heavily on the "pen and paper computer game" design mentality, where players are more "computer code interpreters" than "game players."

Combat Conditions

Games need rules, but I feel I am getting to a point where enough is enough. Take, for instance, conditions in d20-based games:
  • D&D 5 has about 15 conditions
  • D&D 4 has about 16 conditions
  • D&D 3.5 has about 24 conditions
  • Pathfinder has about 36 conditions
  • Basic Fantasy and Labyrinth Lord have 0 conditions
These are all "specially defined rules conditions" which can potentially apply during combat, have special durations, effects, removal conditions, and special rules - in addition to special conditions applied by spells (charm, hold person, etc) or things like death. This is just one area of the game, as there are vast numbers of feats, powers, combat rules, movement rules, and other fiddly and complicated interlocking rules that control how players act and what they can do during a turn.

The more rules a game gives you, the slower it will run. In general, the thicker the book, the slower the game will play. These "big book" games are easy to design since you just keep adding rules and options, but in practice very difficult to balance, and very easy to break.

Old School Games

It is interesting to note there are no "special conditions" in the old-school games, beyond what spells did to you. They are, in general, simpler games where you do not have to worry about special effects being applied to you during a turn. There was a point in d20's history where the Magic the Gathering design philosophy took hold and numerous special conditions were added to the game.

It's like the AC and hit point system felt too abstract and realism needed to be added though the use of conditions to flavor combat, when the old-school games embraced the abstract nature of d20 combat and left things how they were. In an old-school game, if a goblin bonked you on the head, the referee could rule you were "stunned" and lost a turn - if that was important. Otherwise, AC, to-hit, damage, and hit-points were all that were needed to simulate everything that went on during combat - including the millions of possible conditions that could happen during a turn of battle.
Roll a "1" on damage during a turn in an old-school game? Maybe you were stunned, staggered, or weakened during that blow, who cares? Miss the to-hit entirely? Maybe you got knocked down that turn and got back up, who knows, make it up and go with the flow. It doesn't matter what happened during the turn, just the outcome of the roll.
AC and hit-points are intentionally abstract systems, like "money" or "property" in Monopoly. There is a simplicity and beauty in leaving them the way they are, and not over-designing "reality" systems on top of them. Really, once you add "realism layers" on top of abstract systems, all you do is show the weakness of the original underlying systems instead of making them work better.

"Play How You Want?"

Note that this discussion only applies if you want to play the game by the rules as written, any one of these games can be played "fast and loose" by omitting rules, but then again, you are not really playing the game at that point and taking advantage of rules that were written to give you the full experience of the game. A complicated game will always have the line "play however you want" in there because this is the only way the designers of these games have to control complexity, they need to tell players it is okay to omit rules to speed play.

Writing complicated games is easy, since all you have to do is keep piling rules, feats, conditions, special rules, new class structures, new powers, and more options onto the book. Writing a simple game is very hard, because you need to write rules that can handle a lot with a little.

Modern and Old-School Designs

Contrast these games with more modern designs, such as FATE or Savage Worlds. These two alone are very impressive designs, and make the d20-based games feel like flip-phones to play versus a smartphone - at least for our group. To be fair, D&D 5 did try to follow the more modern design philosophy and simplify, but for our group, we felt too much baggage (with specific and single-purpose feats and powers) was held over from the older rules to really place the game into the more modern design style.

Modern designs do a lot with a little. Old school games also did the same, but intentionally abstract away parts of the game which could slow things down. Balance exists in the simplicity of the design, and in universal rules. Special cases are handled through the referee. Are you tied up? You can't act but could struggle out of your bonds, maybe...referee's call. We don't need a restrained condition and a page of rules for escaping bonds, plus feats to support "escape artists," and spells that free people from ropes.

Big book games over-design everything and add every feature and whistle, like Homer Simpson designing a car. Modern designs simplify, and handle many things with a single mechanic, leaving the referee to handle special circumstances. A "gunfighter" in a big-book game needs a special class, powers for that class, feats for that class, and special rules for that class. A "gunfighter" in a modern design or old-school game is likely a skill at using guns and that's it, it is handled the same way as any other attack.

Modern games tend to be more streamlined and handle everything with unified mechanics. Old-school games typically handle one type of action under an abstracted mechanic. It is not uncommon for an old-school design to use parallel but different diced mechanics for different actions (d20 to-hits and d100 thief skills). A modern design would put those all in the same dicing mechanic and unify action resolution.

Monday, September 19, 2016

No Clerics? No Problem?

What do the above two games have in common?

No divine magical power sources or cleric classes. They keep to a holy-less trinity of fighter-rogue-mage where the only source of otherworldly power is the mage. No clerics, no gods, no paladins, no praying for power, and no second column of magical power exists in these worlds - it is just the mage.

The duality of mage vs. cleric seems like a staple in fantasy, right? Well, Tolkien's well-known world of Middle Earth just had wizards as the "magic users" as well, and the beings that could be considered "gods" weren't your typical D&D high-fantasy style gods who gave everyone who prayed to them cure light wounds. The holy-less trinity defines these stories as well, as magic was practiced by mages.

And speaking of no-clerics, then there is Game of Thrones as well...

D&D has always had this injection of spiritualism, even in the original 1974 edition of the game had fighter, mage, and cleric as the trinity classes (thieves/rogues being added later in the first Greyhawk supplement). MMOs are rife with divine power sources, like World of Warcraft and other games. There is always this "occult versus the divine" conflict going on in the more D&D style of fantasy, feeling like Westernized religious values being placed on top of Tolkien-style fantasy to create a conflict of power sources.

And D&D's history with divine beings has been notoriously messy, at least in our experience. The old Deities and Demigods book made gods monsters out of the Monster Manual. They were superheroes and super-characters in D&D 3.5, and finally MMO horrendously under-powered end-game raid bosses in D&D 4. Thankfully Pathfinder and D&D 5 (and games like Basic Fantasy or Labyrinth Lord) leave the monster stat blocks for gods at home and makes the gods stat-less beings, making them something like "Q" in the old Star Trek: The Next Generation lore - there to affect outcomes and make snarky remarks, but as monsters or characters on the tabletop? No way, and no thank you.

Seriously, the injection of "gods as monsters" thing has messed up so many of our campaigns that it leaves a bad taste in our mouths when we play these versions of the game. Whenever the "gods got involved" in our past games the players rolled their eyes, wondered when it was going to end, and wished for the times of searching a dresser drawer full of silver pieces and a giant spider guarding the horde. When a game goes "big divine" it becomes "all about the gods" and the focus shifts away from the heroes and onto a divine soap opera worthy of Greek tragedy. For us, at least, and we prefer the heroes to be the focus of the game, and leave the divine super-characters to the background.

If the Forgotten Realms had that supposed problem of high-level NPCs "messing up" adventures, in our experience and our games it was "super-character gods." Give us a high-level NPC any day, because at least those can be ignored, walked away from, or made enemies of and smacked upside the head every once and a while to keep them in line. Making Elminster a recurring enemy to insult and mess with is fun, while having various gods show up again to stop the party in the real world is not.

But removing the cleric and divine power source entirely? It feels like heresy in high fantasy RPGs nowadays, but there is a simplicity and elegance in the world structure once you remove the "power for worship" access to magic. Power is not gained through faith, but in the three historical forces of humankind: might, deception, or knowledge. Removing faith from that mix creates a darker world, where access to magic is controlled by the mage, and there is no "faith versus knowledge" conflict.

"Faith versus knowledge" can also be summarized as "religion versus science" and you can see why this conflict feels natural to us, but in high fantasy this conflict is typically hand-waved off because we need the magic user to be able to adventure with the cleric and the band of merry men. In many high fantasy game worlds and MMOs you will see the "holy church of X" sitting right beside the "mage college of Y" and no problems whatsoever between them. Does it bother the church that those faithless mages have power equal to their followers? Does the mage college feel threatened by the mass of worshipers who only need to pray for power and not need knowledge?

You take that conflict out and the world feels a little strange, but then again we can't have the cleric and the mage fighting in the dungeon because it would slow up play and start real-world fights when the mage doesn't get a heal, right? Ah, dungeon crawling and the sacrifices we make for party-based play.

Take out clerics and divine power sources, and the problem is removed. Hand-wave the divine-arcane conflict off and it is gone as well, but something feels interesting when mages are the only ones who hold the keys to power. It does feel more Tolkien, and magic feels more arcane and special.

What is the lesson here? I guess it is "know your game" and understand the basic assumptions a game makes changes the world. Don't always be so beholden to the typical tropes of high-fantasy and MMO gaming, and games where divine magic is removed create interesting world models of power and how people acquire the same. What you play is your preference, but be open to games which may take you out of your comfort zone and experience "the power of magic" in a new light.

Monday, August 15, 2016

The MMO Magic Item Economy and Mjölnir

The MMO-style magic-item economy has all but ruined fantasy gaming for us. D&D 4 was this high point of this insanity, where if you did not keep up with the natural 'progression' of magic items your character could not fight monsters rated at their level effectively.

Add to the fact random magic items were mostly useless for most builds, which required specific items and combinations to play effectively 'at level.'

It got so bad the game's designers suggested - in the rules - players come up with a list of magic items their characters wanted to find, and the referee should use that to award magic items from.

This was a fantasy game living in a fantasy land of insanity.

In the old days, if you found that +1 magic sword, you were set for life. It hit the check-boxes:
  • Gave you a +1 to-hit and damage, check
  • Could hit 'creatures only hit by silver or magic weapons', check
  • Was cool, check
The invention of the +2 sword started the insanity to +3, +4, the theoretical +5 maximum best sword, and then in the 3.5-era Epic Level Handbook, went all  the way up to +20.

Well, since they have +2 swords, we need +2 armors! And the lists of magic items blew up. The game was never the same, and AD&D made a mess of the magic item charts with percentage charts of incremental and really worthless upgrades, sure a +2 sword was "even better" but it really only gave a 5% to-hit chance bonus over a +1 sword and 12% or-so extra damage given a d8 damage.

Mjölnir is not a +5 Hammer

+2 swords were epic-sounding, but they weren't superhero-level gear like Mjölnir. Even a +5 hammer didn't come close to the Mjölnir we saw in Marvel Super Heroes, and we sat there feeling D&D characters lived in a world with really weak magic weapons that really at most with +5 had a +25% chance to hit and did 50% more damage than a normal melee weapon. Big deal, but that was the best you could do in D&D.

Mjölnir in Marvel Super Heroes could take out a truck or the Hulk, your choice. Or both.

Mjölnir in an MMO is this insanely damaging 300 DPS weapon that still feels like that gray weapon you started the game with because the world scales with you and you will never truly feel epic. You can splat a level-1 with it, but really, every day you spend out there grinding it doesn't really feel epic because the game assumes you need it to keep up with the content. Sounds like D&D 4 to us, and that's what they did with every item in the game, with forced upgrades in every equipment slot. Though in D&D 4, things maxed out to a +6, and it still didn't feel like the Mjölnir we know and love.

You will find a lot of high-level magic weapons in D&D with extra powers, like lightning bolts or other spells because the plus-damage thing really doesn't make them into the weapons we expect them to be on the silver screen.

Fixed Damage Modifiers are King

But there was a reason for that +2 sword after all, despite the minor 5 to 10% upgrade. The fixed damage modifier.

In D&D 3.5 the fighter's multi-attack leveled the playing field, and the concept of multiplying stacks of fixed-damage bonuses across multi-attacks created the MMO "damage per turn" thing we have going on today in Pathfinder and D&D 5 (done in different ways). The base damage die of your weapon in D&D matters a lot less than the amount of fixed +damage modifiers you can get - because those multiply and stack up fast.

I would rather have a +2 dagger that does a d4 than a +1 swortsword that does a d6. The average damage for the dagger is 2.5 + 2 or 5 points of damage, and the sword does 3.5 + 1 or 5 points of damage. Sure I could roll higher with the sword, but that +2 is guaranteed damage every turn, multiplied across multiple attacks. With five attacks, that +2 is 10 guaranteed points of damage versus the "higher damaging" but less enchanted shortsword with 5 points of guaranteed damage - across five attacks.

You see this on five attacks per turn or five attacks across five turns. Guaranteed damage is king.

This adds up when you stack strength-enhancing magic items and high ability scores for greater fixed-damage adders, and all of a sudden you are adding +5 for STR, +3 for a weapon and you have 8 points of guaranteed damage in an attack. Always go for the higher "plus" and the dice is secondary, especially if you consider multiple attacks per turn (or multiple turns of attacks). Eight points of guaranteed damage across five turns or attacks is 40 points of damage. It adds up.

We are back in the Farmville-style world of spreadsheet games and MMO "dps" numbers, and never feeling like we have a Mjölnir and could smack some sense into the Hulk (or a truck) with our weapon. We still have a problem with the D&D and Pathfinder concept of magic weapons and the implementation of them feels more like a numbers game than it does something living up to our idea of epic fantasy.

The Rules Do Not Allow Epic Greatness

Throw Thor in there, and the gamer in me feels like it breaks down and GM-fiat is needed to say, "well, Thor's +5 hammer can bust right through that 10-foot thick castle wall!" And the player with their +4 spear can't even poke through a locked heavy wooden door. If this was a comic book, the player with that +4 spear could hold it in front of them and run straight through several doors leaving a trail of splinters and kindling in their wake.

No, not working. The rules do not allow for what we expect to happen, especially for epic weapons and the superheroes we want to be (and expect the rules to handle).

Low-Powered High Fantasy

Warriors in the D&D games have always felt less than epic to us, like they were the classes meant to play the spreadsheet part of the game with numbers and modifiers.

Or just...play a wizard in D&D. That is where you will get that superhero experience of larger-than-life powers. This has always been a problem for us, and spells feel like their movie counterparts where the weapons and armor of warriors do not.

One exception is Tunnels and Trolls, where the damage from warriors is so high you could say "you do 200 points of damage in this turn with your spear, and since I said each door had 20 hits, you can slice through 10 doors as you move this turn. Enjoy yourself and try not to destroy the furniture." It's one damage roll for the turn, use it any way you want. 

You could do that in D&D too, but the game goes all simulation-ist with object strength and AC values - so pure mayhem in D&D is discouraged under a wet blanket of simulation. If you are fighting a truck, I am going to need rules for trucks now. In T&T, I say the truck has 100 hits, and you flatten it in one blow. Even with a normal hammer because T&T discourages the MMO magic item economy and you fight with mostly normal weapons. So yes, you could be awesome enough in T&T to take a ball-peen hammer and flatten a truck to a pile of crushed debris in one blow.

Or two trucks.

Just don't damage the furniture.

Monday, June 27, 2016

Rules Anthropology and System Mastery

One thing that always amazes me about the d20 rules is how the rules feel stuck in anthropology. D&D 3, D&D 3.5, Pathfinder, D&D 4, and D&D 5 all rely on the theory of system mastery, which requires a set of rules to have a certain level of in-built complexity. This complexity means players need to learn the game, and it creates a class of  'player experts' who are walking encyclopedias of game knowledge and reference.

Following the theory of system mastery, the game in theory cannot be simple. There needs to be built-in exceptions, tricks, little twists and turns of rules, gotchas, and I-don't-know moments of vague presentation that require a college level of mastery of a particular rules set. The more arcane, the better, because this allows the 'player expert' to become more valuable to a particular group or setting.

Anthropology? You feel like a scientist digging through the history of these games to just be able to play them. They are incompatible with each other, have enough small changes between them that one game is realistically all an average person can play, and some of the assumptions you carried over from previous editions will trip you up. It's why I still like Labyrinth Lord or Basic Fantasy as my go-to D&D games, they stick to the core design, there isn't much to learn, and there isn't much to mess you up.

Self-Taught Experts

That "power of knowledge" is an important thing. It both creates a barrier to entry (noobs suck at the game), and it creates a barrier to exit (why would I give up all this knowledge and power). It gives those who invest the time a certain level of importance in communities, power over others, and value. If the game is widely played, the more value that person has in a community, gaming group, or forum. Also, if the books needed are expensive and voluminous, the investment in the game keeps people from leaving as well. No one wants to have wasted all that money.

You can short-circuit all of this and say, "I don't have the time," and walk out. You can go to a simple rules system. Many modern designs cater to people without the time to learn all this complexity, and these keep today's time and interest-strapped people in the hobby. They are also exit-points for people that are tired of the heavy games, as a group can only really maintain interest in one large game at a time.

Some modern non-d20 games follow the system mastery model as well, such as Fantasy Flight's Star Wars RPG. While the basic mechanic is simple (as presented in the starter sets), once you go all-in with the main rulebooks there are enough gotchas where you need an expert to sort things out. This is similar for Shadowrun, GURPS, and other games where the weight of expansions and rulings have turned a once-simple game into something more complex.

Games do not need to be that complex. Complexity is not depth. A simple game can have wonderful depth without complexity, take chess, for example. This is where great design comes into play. Some designers seem to give up on designing elegant, simple, yet very deep in strategy rules, and go for the arcane, complex, and exception-filled almost spaghetti computer-code level of complexity when depth by the base mechanic cannot be achieved. The depth is obfuscated in the complexity of the rules.

Modern Designs

Some games are by-design simple, and this applies to the OGL retro-clones, Savage Worlds, Legend, AGE System, FATE, and many modern designs. These games have simple rules of thumb, unified mechanics, and a simple set of core rules which are extended to handle anything. If you know how to do one thing in these games, you can assume many other things work similarly and you are on your way. Some players love the elegance of unified design simplicity, while others love system mastery and the power of that complex knowledge.

A lot of indie games embrace simplicity, because it is a lot easier to test and balance a small set of rules-of-thumb than it is an encyclopedia of specific and carefully-balanced rules. I feel the age of huge, complex systems is passing us by, as even D&D 5 has recognized the need to simplify to increase "what can get done" at the table during a session. They streamlined and simplified monster stats, character complexity, and the amount of modifiers and conditions you needed to remember, and players reacted positively to the changes. As a result, the games move faster, players can cycle through more encounters during a session, and a game session can end with a feeling of progress and completion in regards to a story.

Savage Worlds goes in a different direction than D&D 5, with combat meaning less and all actions taking on an equal level of importance in regards to story completion and advancement. Conversions of modules from Pathfinder, OGL games, and D&D 5 to Savage Worlds typically eliminate encounters meant to "level up" the party and focus more on tasks, social encounters, and roleplaying. D&D 5, in comparison, is the more 'video game' and 'XP and loot' type experience, where Savage Worlds is the more the story-based experience.

There Comes a Point...

When you don't have the time to invest in heavy games anymore. It is happening to us, and I have this feeling Bestiary 5 and Ultimate Intrigue will be the last Pathfinder books we will buy for a while. I love the world, I love the mod-able-ness, I love the art, and I love the system, but enough is enough. I can't run this much, and I can't manage this much complexity anymore. If I play, it will be with a subset of books, but even then I question if investing myself in a reduced subset of that complexity will be worth the payout. Learning and mastering a simpler game at this point may give us more bang for the gaming buck.

Even the new Star Wars RPG still feels bloated to us, and we've reduced the game to the base three books. It is the problem with everything being a heavy game, you want to play them all, but one person really can't master and maintain interest in this many large games. They makes these games complex with the theory of system mastery so you won't leave for another game, and then when you collect too many of them, everything in your gaming world collapses under the weight of complexity.

OGL games are cool, and they "get there from here" in terms of providing a dungeon experience for the complexity and time spent learning them. Savage Worlds is also cool and simple, and covers so many genres that it is worth learning because the payout in "fun for time" is very high. D&D 5 is interesting, but we haven't had the time or interest to put into it as much as I'd hoped, plus the OGL games do a good job at the dungeon and loot experience anyways so we haven't had much pressure to jump in.

In our group and for our time, Pathfinder, Shadowrun, and the new Star Wars RPG feel like the losers here. We don't have the time to put into and enjoy them as we would like, and something has to give. When you need to make choices, you typically start throwing the heavy systems overboard first (or you stick with one heavy system and throw out everything else). This isn't to say they aren't deep and fun games, it is just the complexity and time needed to put in to enjoy them fully is very high.

I will probably reorganize my shelves to reflect the new order, and focus on what is right for our group. This is also a consideration when you design a game, do you want it to be so complex that is pushes out other systems, or do you want it to be rules-light and easily accessible? I don't think many games nowadays can compete with the big heavy-hitters out there, so writing a large and complicated game will put you at a disadvantage of competing for attention of players and also being pushed off a shelf due to the heavy nature of your rules.

We do have a lot of large, complicated games sitting in boxes because we don't have the time or mental space to run them (Rifts, GURPS, and others). I feel bad about a couple more being on their way to storage, but really, what can we do? It is best to focus on the games you love, and the ones you have time for, rather than so many you are unhappy you don't have the time and mental effort to play them all.

Monday, February 1, 2016

Rules Design: Say It Once, Keep It Simple

I was working on the next version of SBRPG and doing clean-up work to the document. What struck me were the places where something was said once, restated in a second place, and further expanded upon in an area it shouldn't have been. We have always had a golden rule when designing rules:

Say it Once, and in One Place

If you change it, you don't worry about breaking something else somewhere else. The D&D 3.0 and 3.5 rules felt like they had this problem, especially in the skills, where you had to hunt down special cases in skill descriptions and ruling on what CR applied to what action in skill X given action Y.

When you design, you tend to use your rules document as a collection of ideas. Things get worked out, you start making rulings on different actions, and you come up with mechanical procedures. It is all good, and you need that free-form creativity and room to experiment and do the messy work of game design. You are going to get lots of repetition in a draft rules document because you are working through things.

There is an equally important step after you design, and that is refinement. I wished Paizo would have went more along the direction of their Pathfinder Beginner's Box with that simplification, that boxed set is a really well-designed and streamlined game, and a standout in the entire D&D 3 rules history of presentation and simplification. They took a lot out, and I feel the game runs better as a result.

You don't need that many special cases most of the time. If you eliminate a rule and make it unnecessary, that is just as important as designing a new rule for a new special case - and often it is more important to streamline and simplify. D&D 5 did a bunch of that and the game runs better as a result (it is less options that Pathfinder, but you give some to get some).

Refinement and simplification are excellent ideals, and a step where I feel many rules designers skip. The goal shouldn't be to design rules that cover every little case, with exceptions and one-off rules for a multitude of special cases. It should be for broader rules that cover more situations, and handle many situations with a broader and all-encompassing guideline. Special cases in rules should be seen as places where the base mechanics fail and need to be patched. Ideally, the special case should not exist, and the general case should handle every situation.

Perhaps there isn't a simple way to handle a special case, and you need the special one-off case ruling. Perhaps this is tied to some specific mechanic that you want, so the extra complexity is worth the time. I am just a big believer in elegant and simple core game mechanics, where how something is handled is self-evident and easily discover-able by players. If X works like Y, then Z should follow suit. You shouldn't have to hunt for a special case in a skill description. There shouldn't be long lists of special to-hit modifiers for every conceivable situation. Elegant is simple, and simple is elegant.

Wednesday, January 20, 2016

Simplicity is Underrated


I picked up my hardcover copy of Basic Fantasy Role-Playing Game 3rd Edition the other day and I am still impressed by this game. The simplicity and streamlined approach just makes me want to play. This is something that game designers, and especially the ones Nintendo and other companies get, the fact a game can have depth, but it must be infinitely easy and simple to get into.

You push the stick around and the guy moves on the screen. You push a button and he jumps. You hold another button down and he picks something up. You let that button go and he throws it. Maybe you have a running move, and possibly a slide after running. That's it.

Past that setup, a million things can happen. The difficulty can be easy or hard. You can combo together moves for advanced strategies. the level determines how you need to use your simple and easy to use collection of powers, but how and when you use them makes the difference between a novice and an expert. This is the beauty of a well-designed Mario game or level. Simplicity, but a wealth of depth in the situations presented to you and how you choose to use your iconic set of powers.

But more is better! Or is more, really better? Does wading through a thousand pages of rules make a game better? I am not convinced, really, and while I love the work and craftsmanship put into games like Pathfinder and others, the simple games keep calling to me. Just because a game fills up a shelf does not mean it is a great game.

We had this problem with Fantasy Flight's Star Wars RPG, we bought all the expansion books, and the game fell apart on us. The expansion classes felt like reshuffles of the original book's iconic classes. Too much was added, and the game sat there. We ended up saying if we just stuck to the original three books we would have probably had a better time with the game. Granted, the original three books are a large enough affair, but at least things worked well, and once you understood one book the rest were just options. The later Star Wars books felt like they added more basic choices without adding depth, and the game felt heavy for us.

Pathfinder feels similar in a way, but later books do add a true sense of depth and options. I admit the game does feel and play better with some of the fixes introduced in the later books as well. Dealing with the game though requires a good knowledge of a library of books, a tablet and PDFs for on-the-go-play, and a lot of time and brainpower to manage.

And then, that copy of Basic Fantasy sits on my table, and those Mario thoughts hit me again. One button to jump. One to run. Another to pick things up. How you use a limited set of abilities is your key to success. The game takes about a minute to toss some dice and build a character, with no computer program needed. You are playing the moment you sit down and the referee beings to describe the room you are in.

The game is simple for both players and referees. Ascending AC. A good set of monsters. Treasure tables. Classic classes. An old-school design more focused on the interaction between the referee and players than the players and the rules. There is not much there compared to other games, but what is there is the good stuff. The best of dungeon-game play.

It's that Mario feeling again.

Yes, I love my big-box rules, and I am bought in and love Pathfinder and other games. I love the options in big-box games. It feels like playing Skyrim with 100's of mods, or even Fallout 4. Anything can happen. I have the freedom to build any character I want. The world is my sandbox, and I do not know what to expect. this is why we play big-box games.

But big-box computer games have their price of requiring a beefy computer to play them in all their glory, and big-box tabletop RPGs need a lot of books and mental effort to get going. Modding Skyrim and getting everything to work together is almost as complicated as game programming. Creating an adventure for a thirty-book system is just as involved, but it is just as rewarding as that finely-tuned set of Skyrim mods.

Part of the appeal of D&D 5 to me was the reset of that complexity. I could have a Pathfinder-like experience with less books. I ended up appreciating Pathfinder's design and richness afterwards, while still appreciating what Wizards did with D&D and that move towards simplicity. In the end, for us at least, we still like the Skyrim style mess and pile of wonderful big-box options that is Pathfinder than we do D&D 5's reboot. It's a good reboot, but one we find in the middle of a bunch of other games and limited time to play them all. It is also a game with a middling complexity for us, so we find ourselves drawn to the simpler games, or the more complex - since the payouts for time to fun feel better with the extremes rather than the middle.

But I have simple moods at other times. Mario games are not Skyrim, yet I still appreciate their simplicity and design. They still call to me, and I still am a fan of that infinite playground mentality. The promise of a few simple pieces adding up to unlimited fun. The promise the game doesn't take all that much effort to get into, and the rewards for playing feel like a big-box game. That sense of accomplishment for having excelled at my creativity with my moves and actions rather than my knowledge of the rules and ability to wade through complexity.

It is that simplicity thing and finding a game that fits that mood for you.

Thursday, January 14, 2016

D&D 5 Goes OGL Update

Check this out:

http://paizo.com/threads/rzs2t8sr&page=1?DD-5th-Edition-OGL

This is a fascinating discussion of the D&D 5 OGL release, and I encourage you to check it out and participate. Some of the posters brought up some interesting facts about the 5E SRD, namely it is missing a bunch of feats, spells, backgrounds, and other content. Some of this was an oversight (and will be corrected, thank you Wizards again), and other parts are because the items in question are product identity.

It brings up an interesting question about usability and forking.

Without everything in an SRD, designers may clone the missing parts to make a functional game from the SRD. This happened with the 3.0 SRD, and we have a forked product (see any of the retro clones, Pathfinder, and so on). It reminds me of the current OpenOffice and LibreOffice relationship in a way if you are familiar with that, you have one that is controlled by an entity, and another that is controlled by a community.

Will Wizards find a way to license the missing pieces so they can be used in a convenient way? I am sure their new PDF sales site is a way around all this, while delivering a OGL version gives indie designers enough to work with to create games from the main rules. It is a good solution to open up the parts you want to make compatible and the generic systems without giving away the farm, so Wizards still deserves a heap of praise for being so open and bringing back the OGL for 5E.

You can still build a 5E-like game with this SRD. Getting an open-source "plays like D&D" version out of this with all the mechanical parts, but it feels a little less possible than the 3E SRD version. You can get there, but it is going to require a lot of new content that will be under the OGL. It won't exactly be D&D with all the cool powers though.

It is partly because 5E is a very tightly-tuned game, with lots of stuff in it that is custom to the Wizards settings. It's a good thing and a bad thing I suppose, since I like rules that are closer to the source material, but that makes the system a little less generic. An OGL "5E compatible" game will play like D&D, but it won't be D&D down to the spells, classes, feats, and other parts.

The forking issue is an interesting question. Will a fan-supported version of the game pop up with 100% open content? The forking question is interesting, because something supported by a community feels like it has more energy and community impetus behind it. I don't know. I would love to see a retro-clone based on 5E style play, or wait, isn't that 5E itself? Then again, any fork has to compete with the official game, so there is that issue. The 3.0 SRD is out there and also well-understood and used, so there is another angle here worth thinking about.

It is a problem which time may fix as Wizards revises the document and comes up with other ways of licensing things. I would love to have an additional "product identity" license and open-ish reference source for the missing material, but then again, I would like them under the OGL. But then again, I understand why they aren't there. Another part of me says, "why are they worrying about all this? They are D&D!" It is an interesting conflict and set of conundrums around this release, and I am sure it will all get worked out in some way.

Friday, January 1, 2016

Your 15 Minutes of Adventure Are Up

D&D 3E introduced us to this wonderful concept of the 15-minute adventuring day. It goes something like this:
"Hey guys, I used all my spells in that last encounter. Let's go back to town and rest."
Now, this existed before 3E to be fair, and this issue has really been seen more with D&D than other role playing games. Part of the problem is D&D itself, adventures are designed around a series of encounters with CRs that are supposed to balance play and use up resources at a predictable rate. This does not always work, and I feel CR misleads us in a number of ways:
  • Randomness leads to greater or lesser resource usage
  • The CR system is too simplistic to deal with the complexity of the game's classes and powers
  • Players don't care about balanced fights and "burn down" every encounter
The first one is interesting, and yes, a series of bad rolls will double or use up your entire excursion's resources (spells, potions, powers) and you are stuck. Since the rest of the encounters in the dungeon were carefully balanced around you having some resources to deal with it, it's game over man, time to bug out. One encounter drops your party resources to zero, and if this is a "one time only" dungeon with an objective (like most should be), you have lost. That's it. Bad dice have let the bad guy get away with the princess, and that's the knocks of a story-based game.

Yes, the d20 with its wide variance is partially to blame here, it isn't the best die to use if you want a strong average, but with D&D it's what we got.

Another side note. D&D 4E tried to solve this problem with at-wills and encounter powers. the designers of D&D 4 were trying to solve a lot of problems, and this one they did a pretty good job at (tactical miniatures wise, not role playing wise). They introduced the concept of regenerating powers and healing surges, and that kept the party going into the next part of the story. For story-gaming, D&D 4 had a lot of nice improvements over D&D 1-3 and D&D 5. Mind you, the design of D&D 4 did not lend itself to roleplaying all that well, but as a tactical miniatures game where you played stories, it was interesting (counting the first 3 books or so before everything started going to the lower planes).

The second point is also interesting. In some ways I feel the CR system is overly simplistic and it does not take a lot of factors into account. One the other side, if it did the CR calculation system would be something as complex as calculus to figure out encounter balance. With Pathfinder, I have seen reports that modules designed against earlier versions of the game are now too easy with the power creep introduced in later books, and that encounters need to be toughened up to be a challenge again. Old CR does not equal the new CR, and the rating slips as time goes on.

Burn downs. This I have been waiting to talk about, because every player coming from an MMO knows about this one, and this is how most videogames train players nowadays. When you are in a MMO, in each encounter you 100% burn down all your powers and abilities in order to beat it. It does not matter if it is a hall fight or a boss fight, you keep pressing every button, keep hitting every power as its timer comes up, and maximize your damage output to 100% in every fight. In the old Everquest, this wasn't the case and you had to practice careful resource management through a zone. Past that, most modern MMOs make you burn down as fast as possible in order to get through a fight.

The reason? It's flashy! It's more exciting! It solves players from complaining the dungeon is too hard and filling up your customer service system with too many tickets.

So many videogame and MMO players are trained to burn down.

Now, many players get it when they begin playing pen-and-paper. They get the careful resource management game. The games fight this though, and try to make things easier on players by giving them infinite-use attack cantrips (D&D 5), or multi-shot built-in class attack powers (Pathfinder). D&D 4 had infinite-use at-will powers and auto-recharging encounter powers. Even 3E had a plethora of multi-use wands, scrolls, and other items that let you blast away with rechargable wands of magic missiles and fireball staffs. You see the burn-down starting to creep back in.

Player power has increased dramatically over the last 15 years of D&D to keep up with the MMO arms and expectation race.

Personally? I find burn downs boring and resource management more compelling. I like story-based play (a separate topic entirely), but I appreciate games that force you to make hard choices.

In old-school gaming like Basic Fantasy or Labyrinth Lord, giving a magic user infinite ranged attack cantrips would be unthinkable. Today, shooty and flashy are the new thing and the new norms. In the past, you didn't doll up with magic items and carry around enough rechargable magic items to blow through days of content. If your DM was stingy, you pulled the "go back to town" thing. If he wasn't, you loaded up for bear with enough magic to blow a hole in the side of White Plume Mountain.

In older editions of D&D and today's OGR games, the magic item economy is sparse, and you don't get into it as much. A wand of magic missiles is rare and special. A +1 sword is Excalibur. You survive on your wits and a player's ability to coax room descriptions out of the DM's head to avoid the trap of doom in the next room. Then again, the story in old-school games was a lot like today's 'sandbox" games. Do you survive? What do you do? Old-school games focused on the stories of the characters in that personal survival story, and not the DM's or module writer's story.

I blame Vampire: The Masquerade back in AD&D 2E days for this "module as story" stuff really. Vampire showed us a wonderful roleplaying game focused on personal stories, and AD&D had to follow suite and try to make dungeoning "story gaming" as well. Vampire did story gaming elegantly. AD&D had a lot more trouble making that leap because of the abstraction and resource management, and that theme of "story dungeoning" has stayed with us ever since, even across 3E's magic-card-if-i-cation of the rules.

So this pesky resource management game is getting in the way of completing tonight's story dungeon! Let's punt, take a mulligan, and head back to town to ignore this archaic D&D resource management system and continue on, shall we? If you are going to be in any way realistic about this dungeon master and reset the encounters, make us roll for wilderness encounters, or make us 'lose' the story for taking a break in the middle, then I guess you are a horrible dungeon master who hates well-told stories and famous module designers, right?

I am being sarcastic, but I have had those feelings come up at my table before so they are there.

There is an internal struggle here that I feel D&D has never gotten over. There is a simulation side to old-school D&D with the resource game, and if you have never played an old-school game, I recommend you do to see what I am talking about. It is a different game. Health does not auto-recharge. What you take in is it for possibly 100 rooms. The game is simple and deadly. Characters die frequently. You struggle. There is a mental game going on where you pry descriptions out of the DM, be clever, avoid fights, and survive.

3E and Pathfinder? Stuck in the middle of storytelling and resource management. Deck-building RPGs at heart.

4E and D&D 5E? Storytelling games at their heart and trying hard to shed old-school D&D's resource management game. Heavily MMO-influenced with recharging and infinite-use powers, with D&D 4 being the more MMO game, but D&D 5 shooting for the feel of 2E's story-dungeoning feel.

None of them are bad, and players love each for different reasons. This is not an argument one is better than another. You play what you love. But, you need to understand what each one brings, and where the conflicts are. If I ran D&D 5, I would go for more story than resource management, because that's what that game does best. I would adjust the story if players felt their party needed to take five, and advance the story in a logical way that reflects them having to take a breather. The show would go on. There wouldn't be a 15-minute adventuring day because the story reacts.

In old-school games? Yes, you can bet I would come down like a ton of bricks on a party that wasted its resources in wasteful burn-downs and had to retreat to town. Old school games are the Old Testament of resource management sims. Roll for wilderness encounters to and from the dungeon. Roll for wandering monsters all the way down to the point you left off. The dungeon's residents react and adapt to the last incursion, setting up traps, moving to rooms deeper (or to ones you thought you cleared), clearing out, or calling for reinforcements. You take a 15-minute day, and I will make you regret it for the next 15 days, but that is the old-school dungeon master's job.

The trouble comes when the game's designers try to please everybody, and tell you that the game is good for all types of play. It's cool marketing speak, but it isn't true. Some games do things better than others, and that's okay. Another problem arises when the game's designers put in systems geared to resource management when the game shines in story-based play. I can't blame them, the marketers said 'make it appeal to everybody' so sometimes you get systems in games better ignored than used. It happens, and game design isn't a perfect science.

Know what you like. Know what your players like. Most importantly, know what you expect from a game, and how a game shapes that experience.

Friday, December 25, 2015

The Experience Point System

One of the facets of fantasy role-playing gaming that has bothered us over the years is the experience point systems in games. Granted, these are a staple of role-playing games, with XP charts going up into the millions to reflect what it takes to be maximum level and all that stuff. But really, are they needed?

In casual games where I don't know if the group will be around the next week I am giving a level a session. In any sort of casual game I prefer giving out larger rewards, or have games where some improvement is reflected at the end of the night, even if it is Legend's 1-10% per-skill improvement.

Give me something here, game! I get s strange feeling sitting there and saying "nope, nobody improved tonight, nice session all!" It's not that I run gimme games, it is just that I want a game that awards something more than empty numeric progression at the end of the night.

Going by the book and awarding 900 XP when 1,000 would level everyone is a pretty dickish move, and I don't really see the point in having a system that maths every point down to the fraction, divides contributions, and generally goes out of its way to short players on XP awards. Yes, in these cases, I would tend to just give out the full 1,000 XP and be done with it.

The CR system out of D&D 3 and Pathfinder feels off to me. I am not a fan of math that tries to rate something as subjective and subject to roleplaying solutions as "challenge" and I don't find the system at all useful when it is used with a full mathematical calculation rating this, that, party level, composition, and so on. If you introduce one overpowered splatbook class or high-level mage to a party it throws the whole system out of whack.

I mean seriously, if an Orc is only worth 50 XP, make him worth 50 XP and be done with it. I do not want to sit here with a calculator to figure out encounter difficulty. If you can come up with a chart saying at level 1, an average encounter for a group of five players should be a total of 250 XP, then say that and rate everything accordingly. I can pick five 50 XP Orcs, or two Orcs and a 150 XP Ogre.

And don't have me dividing things or multiplying by something like 80% because of any factor either, keep XP simple and straightforward.

But then again, why? Just say "if you have a great adventure, give everyone a level" and then structure your level system around that. If you are worried about running out of levels too quickly, then make the game go 50 levels and set the bar there. Get rid of the whole system that just grinds on as levels go higher, and that grind forces players to become increasingly greedy themselves as they maximize their point earning opportunities. Make it about completing stories and adventures, and get rid of the math that punishes having fun.

Yes, there are tropes in role-playing, and an ever increasing XP pile is one of them. However, we shouldn't be blinded by keeping them around if they encourage a negative play experience, especially at higher levels. Leave tracking millions of experience points to video games and MMOs, where slow progression keeps you paying a subscription fee, and think outside of the box. Create reward systems that encourage play and reward coming back each week, and tailor them to a feel-good reward at the end of a long session.

To me, getting rid of the math and ever-decreasing rewards feels like a better answer than sticking with systems we held onto for far too long, and we need to engineer better end-of-night experiences other than, "Come back next week, I know you are 33 XP short of level 9, but you'll make it!"

Friday, December 18, 2015

You Just Save-or-Died My Story, Not Cool

One of the interesting things about the new D&D 5 edition is we are back to one-shotting players and taking characters out of the game. There are one-shot 'take you out of the game' spells, official podcasts with DM insta-kills, and the old-school feeling of deathtrap dungeons and random PC death is back big time. It is cool to see the old-school feeling back!

Right?

But, um, dude. What about my story?

What do you mean your story?

When I generated my character, there were these tables, and they were all like, hey, wow, you get a random story attached to your character when you spin him up. And I was like, cool, hey, that is pretty nifty, now I can be like those dudes from Lord of the Rings and all.

Then you made me make a save-or-die saving throw and insta-killed my guy.

Dude, not cool.

Hey, don't blame me, old-school is back. This isn't D&D 4, a game that goes out of its way to make sure nobody feels slighted or marginalized at the table, that everyone's contributions are important, and those "ruin the night for one player" moments were written out of the game. Those days are over. This is the return of the real, and we are back to the old way of doing this, so toughen up and get with us old-schoolers, right?

Dude, I liked my story. Why have a story on your guy if the game is telling you to run around and kill our player characters off like some psycho in a slasher flick?

Oh yeah, I forgot this isn't AD&D, or even a retro-clone like Basic Fantasy or Labyrinth Lord. In those games, some of the true old-school classics, your guy was just a couple 3d6 rolls and some hit points, and you didn't even get a story chart to roll on. Heck, you didn't even name your guy until he got to third level and was worth caring about.

Yeah, well. Dude, I grew up playing World of Warcraft, and I am pretty used to the idea that losing my guy warrants a call to customer service. He may be the same hero who saves the world along with 5.5 million other players, but that's my story, and I am entitled to it.

Well, we have to be fair here, would you be that angry if I, as DM, insta-killed your Pathfinder character?

Well, dude, yeah. I put a lot of time into that build!

As I recall, you copied that build from someone else's forum post.

Dude, not cool. Even though someone else came up with it, I punched it into Hero Lab. Plus the paper I used to print it out, and the toner. It's a lot of work.

So let me get this straight. You don't play the old-school games because player death is easy, the characters are too simple, and the story parts are more compelling than the mechanics?

If I am going to spend my Saturday playing a game, I want something out of it, dude. I want my character to be a part of something, to matter, and for my choices to mean something. Just 3d6 in six scores doesn't mean anything to me, I want to design my guy, and have those choices matter. I want there to be some story to play through, and for that story arc to be a part of character design.

What about the concept of 'you make your own story?' You know, where what you do in the face of impossible odds is the compelling narrative, and watching dozens fall before the one true hero rises is a part of the fun?

Dude, the first guy I spin up is the one true hero.

But D&D 5 has save-or-die!

The game also has built-in stories. Where is the fun in having my character get killed before his aunt finds out he is a thief? This is story-based game.

Story-based does not mean 'player protection' from bad decisions. Even story-based games are like that. You walk a tightrope here, if you make great decisions, you may get the satisfaction of advancing your personal story. Fair trade?

Not if it is save or die. Dude, even if I played this for the combat and tabletop side I would be pretty pissed if I failed a save-or-die saving throw. All that work, all those adventures, just game over. It's a pretty rotten thing taking a character off the board with one roll. If I fail, I want it to be because of my bad decisions, not a cheap "you lose, thank you for playing" 50-50 roll.

It's the cheap thrill of Russian roulette with my player character, not cool.

Where this Started

You know, sometime long ago these games used to be about the thrill of working through a simple rules system that was deadly and absolute, and working out a way to survive and profit despite the sheer impossibility of survival. Many characters did not make it, because they were just that, playing pieces in Monopoly where you laughed if one of them fell off a cliff and you chalked it up to "how the game works." They were easy to spin up because they were so disposable, and you weren't supposed to invest yourself in them all that much.

Nowadays, things have changed.

How so?

I agree that if you are playing a story based game, save-of-die sucks. I also think it sucks in a tactical game, because it robs you of your input, and it does feel like a Russian roulette mechanic for cheap tension. In a classic old-school game, I see its place though. Old school isn't about fair, and you stayed away from save-or-die monsters or situations, because you got XP directly from treasure, not the artificial challenge rating of monsters. Somewhere along the line someone introduced the concept of "if it is a good fight, players deserve XP" when that wasn't in the game.

The concept of XP for a good and balanced fight that you will most likely win comes from the admission that the game is mass-market entertainment. I feel it is a dumbing down of the concept, making the game more like a videogame, and putting in an artificial slot-machine constant-feedback reward system that keeps players coming back.

Save-or-die was in old-school games to discourage you from doing a straight-up fight with that medusa. It was better to sneak past her, find a way to deal with her other than combat. If you stole her 1,000 GP brooch, you got 1,000 XP. Any way you got it was fair game.

Nowadays, the medusa is engineered to be a fun encounter 'worth' the XP she is assigned. You get no XP for treasure, so you are forced to fight her for the XP. In a way, it is more bloodthirsty because you are putting a point value on a life (defeated however), rather than a goal or a treasure. This is a concept taken straight from videogames that reinforces the "kill for experience" sort of very basic and almost darkly sinister motivation for the game. Now, 'killing' means 'defeating in any way, knocking out, etc' in many games, but the points are 'owned' by the encounter.

There are also 'story XP' which is a system that attempts to cover story-players as well.

I do feel D&D's reward system has been messed up for a while, ever since AD&D 2nd Edition where they started the story award XP system formally, and also reset monster XP along those levels.

If the game wants to be story based, then remove XP for killing things.

If the game wants to be hack-and-slash, then remove story XP.

Reward Systems

Personally? I like story-based XP systems. I think XP for killing is a bit cold and bloodthirsty, like a genocidal bounty system. I liked the XP for GP thing of old-school play though, in a fun sort of way because it encourages creative play. The goal is to out-think the monsters and grab the loot. You are like this group of Ocean's 11 thieves looting and sneaking your way through dungeons, each person with a special ability (healing, fighting, sneaking, magic) but with only one goal - grabbing the loot the easiest way possible.

If the king wants to pay your party a "story award" of 10,000 GP for rescuing the princess, then pocketing 10,000 XP is also your motivation. The XP are nice, but really everybody, we are here for one reason and one reason only, shiny gold coins.

In this context and the original game's motivation of "XP for treasure" a save-or-die mechanic makes sense. You are a playing piece out to accumulate as many GP as possible. Yes, some monsters and traps are "save or die," but the balance is to not fight them or be stupid enough to step into them. You certainly don't get XP for the artificial reward of "beating" them, so trick, avoid, and circumvent these monsters as best you know how and the tools given to you will allow.

So, save-or-die is in there, but it is something to avoid?

Exactly. It is a different design and motivation for the entire game. Balance issues clear up because there is not an artificial reward tacked onto a creature, so there is no need for a CR system to rate difficulty. An owlbear is an owlbear. Fight it if you think you can, or avoid it if the dungeon designer was smart enough to put another way around. Save-or-die was a disincentive, not a game design mechanic someone needs to balance.

The definition of "railroading" in pen-and-paper games changed too. In the old days, railroading was that a module designer forced you to solve a problem one way, or forced you into a fight you could not avoid. When RPGs went story-based, railroading was forcing you to play the story the module designer's way. In the old definition, railroading was more about giving the players choices in how they wanted to approach a situation. It was about the freedom to approach a problem and allowing for that.

It is partly D&D's problem because of its heritage. D&D by its nature is a "big tent" game that takes inspiration from many fantasy sources. This means the reasons people play the game are just as varied, and the game has to support many types of reward systems. It needs videogame XP for hack-and-slashers. It needs story XP for roleplayers. It got rid of XP for GP, which I think is a mistake.

Understanding Fairness

But yes, understanding reward and motivation are key to understanding why save-or-die mechanics work in some games and not others. It is ultimately about that feeling of unfairness, but to decide if something is unfair, you need to understand both the motivation for play and how the reward system works. Some games have simple motivations, so judging what's fair is easy. Other games are more complicated, and you layer in characters that take hours to design, or story systems on top of bounty systems, and things get more complex.

Fairness is ultimately judging if a reward is worth the risks, and not feeling cheated should things not work out. In a way, fairness measures how you feel about defeats and successes, and the satisfaction of the proportionality of a reward given a risk.