Showing posts with label freedom. Show all posts
Showing posts with label freedom. Show all posts

Sunday, October 23, 2022

Be Anything You Want to Be

I watched a few more YouTube videos on One D&D, and the hype on this is a little out of control. You have these hype channels that make videos on the same thing daily in that "chase for subs," and every day, they need to outdo themselves and others. One of the newest lines is, "One D&D allows you to create any character you can imagine!"

Maybe in that limited sandbox of being forced to pick "race + class" that 5E has, opening up ability score allocation frees you up to create any A+B combination within that limited 5E sandbox, but you are not creating any character you can imagine. And a background system that lets you pick skills and ability score bonuses is not a "create anything you want" system.

Because I can imagine a lot, and much more than a tightly-constrained fantasy game that forces me to pick a class and stick with the railroaded power picks they give me. My imagination is not limited to a dozen races plus a dozen classes.

I can imagine a flying gargoyle with warlock magic and a giant sword.

I can imagine a unicorn that shoots lasers from its horn.

I can imagine an intelligent 5-foot gelatinous cube that uses pseudopods as fighting fists.

I can imagine an intelligent floating sea sponge that absorbs magic and uses the mana to cast spells back at enemies.

I can imagine a lot.

Can I play those characters in 5E? I am sure there is a 3rd party book somewhere that would get me close to some of them, but 5E is not a universal system that lets me design and play as any of these character types. For that, I would need to play a superhero game with a character design system. And for that, my options are GURPS, Savage Worlds Superheroes (a good system), and the classic Hero System.

Granted, Hero System is not D&D. This is, at its heart, a superhero game that gives you a pile of wood, nails, glue, paint, and tools and lets you build anything your mind can dream up. But there is nothing more satisfying than putting on a "game designer's hat," diving in with your tools and building a unique, one-of-a-kind character that works mechanically within the rules, and having the system "work the same way" with every choice you make. And when I realized a Hero System character sheet is not all that more complicated than a 5E character sheet, my thinking changed.

It is a strange thing to watch these YouTube channels and see them make these claims of "anything you can imagine" and realize their imaginations are limited to just combining a small handful of choices. A few ability score modifiers and skills is not a race, and you are WAY underselling your creativity. Where is my night vision powers, hearing, armored skin, claws, flight powers, emotion sense, jumping, gliding, +5 STR, enhanced sense of smell, fur, speed, running, extra endurance, swimming, vibration sense, water breathing, and thousands of other incredible powers you can design and choose for your creations?

If you think being given a couple ability score points and a few standardized abilities are complete character biology, you have never used the "power tools" of character design that other games provide.

If 5E is best as a superhero game - just play a superhero game.

And ultimately, the paths of those choices are predetermined and not really a choice at all. There are twelve tracks to roll a marble down, you can't change the track layouts, and all they let you do is pick the color of the marble and what track to drop it onto.

That is not freedom of determination, and that is not a diversity of choice.

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.

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.

Tuesday, February 10, 2015

Legend: Play Test Report #2

I love the random tables in this game. It harkens back to an age where roleplaying games were sort of trippy, "what happens next" sort of shared storytelling activities. We were playing around withe the excellent Pirates of Legend supplement and had a unique and entertaining ship journey full of strange encounters with other boats, storms at sea, meetings with rowboats filled with cheap wine, and fun little "the tables did what?" moments that gave us a great time.

Who cares that it didn't make much sense? It was fun.

The book actually tells you to ignore the charts if they ruined your game or didn't make much sense. This gave me the opportunity (like a great game master) to ignore the advice the book gives you and just run with it. If it didn't make sense, all the better. Our game world is now  full of strange little encounters on the open sea, meetings with ships that could possibly be pirates, and other nationalities sailing about and a sense of "what could happen next?" when the players take a trip by ship to anywhere. It was quirky and silly and my players loved it.

The game-mastering section for this game is short and almost inconsequential. This game really needs a better game master guide. It is so short I wonder why it was even put in, I feel this is one of those "if you can't do it correctly, don't do it" type of things.  The game is unique in that it should focus on community, family, and social bonds (and in some way for us it does), but the short section at the end of the book isn't long or detailed enough to drive that point home and show us how it should be played.

We are having more fun with Legend as a "Traveller random chart fantasy adventure" type of game honestly. Contrast this with most adventure modules written for D&D 5 or Pathfinder. They are heavily story-based and expect you to 'play along' with the adventure writer's vision. You get into issues like player motivation, interest in finishing it, and railroading with strict story-based adventures.

With the game run by random event charts, the world feels like a sandbox. My players are motivated enough to find their own way through the world, and they are already taking sides, aligning themselves with factions, making allies and enemies, and planning for the future. With the lack of a story, my players are creating one themselves. Yes, I have great players, but this also highlights that giving players a little freedom lets them do the things that interest them.

If they want to go off and be pirates, go ahead. If they want to go off and hunt pirates, that's fine by me too. Get in good graces with the island governors on the British, Spanish, French, or other sides? You go guys, run with it. I don't have a story to run on you, and you are free to explore this strange and wonderful world as far as your sails will take you.