Browsing the archives for the RPGs category

Are MMOs Sustainable?

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Games, RPGs, Technology

So I’ve been meaning to write a bit of a longer post on games recently. A couple of factors have been coming together kind of in this direction, so I figure I may as well try and tie them all together into something long and semi-coherent.

One of the guys in my D&D group has been passing off a class of his own creation to me for perusal over balance concerns. There was a time about a year and a half, maybe two years ago when I used to be deeply involved in D&D mechanics. I knew all of the major tricks for optimizing spellcasters in all of the books then released. I was at least passingly familiar with every prestige class and feat and could probably tell you whether it was a worthwhile investment to utilize for building your uber character of doom.

And then, for whatever reason, I stopped caring. And I’m not really sure when or why, but basically I decided it was all kind of pointless. I mean, there’s a degree of planning and procedure that’s appropriate in any game. But to sit down and pore through all of these D&D books (and, damn, there are a lot of D&D books being published lately) just seems … well, what’s the point? I’ve never played a D&D game that’s gone to twentieth level. I don’t ever want to play a D&D game that goes to twentieth level. I don’t even like playing D&D games that go up to tenth level. Not only do the mechanics begin to break down at that point, but it just becomes narratively implausible for me to imagine these homeless wanderers carrying around millions of GP in their pockets and having a wardrobe full of incredibly powerful magical items.

So, anyway, to try and get back on track, I’ve been looking at this particular class. It started off as a wish-fulfillment player class and was thus, as would be expected, “too good.” A bit of nudging and finessing here and there got it more in line with other D&D classes — And then recently its power level spiked through the roof. Though I’m trying to be firm in insisting that the power level as-is is too high, I find myself kind of caught up in diplomacy and vacillation. That is to say, understanding that “balance” can only be evaluated based on one’s objectives, the “balance” of a class is a notoriously ephemeral thing. As a wish-fulfillment class it’s certainly intended to satiate some craving for power inaccessible through other D&D means, but simultaneously the search for feedback from other people indicates at least a passing desire to situate the class within the existing conception of “balance” in D&D. (And even though I consider D&D’s existing balance to be a joke, you’re not really going to get anywhere by just refusing to play by its rules.)

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Cityscape

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RPGs

So I’ve borrowed a copy of the Cityscape D&D book from one of the other guys in the group to look it over with an eye towards using it in developing the urban areas of my campaign world. I’ve got a few more books of this nature that I’ve been meaning to give a thorough reading so I can get some good ideas and plan out cities for my campaign settings. As I was looking through it I took some time to write down some notes on bits of the book that I found notable.

The book starts off with some basic notes on who it’s geared towards — Mostly it seems to be saying that it’s geared towards DMs but has the usual D&D book feats, spells, and Prestige Classes so that munchkins can grab something from it. The Amazon reviews I read on the book expressed a similar sort of disappointment that the book would split its attention in this way: What I really want is a guidebook for constructing unique but realistic cities and villages for a campaign setting, not a bunch of munchkin mechanics.

The first bit of the book is sample cities — Nothing spectacular, but with nice looking maps and some NPCs and descriptions of the city. Probably good for [plotwise] small cities which the PCs may pass through and only see one or two locations within.

After that the book moves on to city-based subjects that gave me a few ideas to think about: Sanitation conditions for various areas of a city, use of sewers, aqueducts, canals, wells, and so on. The book also got me thinking about news distribution channels, public transportation (if any), and law enforcement / laws. The next couple of sections brought up environmental hazards, and there were a few useful ones, such as acid rain/fog, and deadly molds. The book seems to posit the later ones as problems for the PCs in and of themselves, although personally I think getting killed by mold would be a bit anti-climactic. Still they’re the kinds of things that would bother people who live in a location and might need outside expertise to solve.

Some ridiculous rules:
-In areas lit by lanterns, the book recommends the possibility of lantern smoke as an environmental hazard. The lantern smoke gives something like a -2 penalty to rolls and requires a fortitude save against coughing. Pretty extreme for lantern smoke considering the number of magical/supernatural effects that only give you a -1 or -2 on rolls. (Though that does give me an idea about penalizing spot checks and so forth in a smoke-filled barroom or similar situations).
-The book gives the example of potholes as an environmental hazard. A pothole 2-3 feet in diameter is listed as having a DC10 check to spot and a DC15 Reflex save to avoid. So you’ve got roughly a 50-50 chance of seeing a 2-3 foot hole in the ground and a 75% chance to fall in. Falling in gives you -2 to your Dexterity and reduces your speed by 5ft. That is one deadly pothole.
-As usual, the D20 wealth stuff seems pretty ridiculous. Your average meal is running around a silver, yet an expensive bottle of Elven wine can cost as much as a low-moderate quality house. Maybe this is an appropriate distinction between wealth and poverty, but D&D really ought to run in a more moderate zone for average wealth levels of the PCs.

The book then goes through a list of potential “districts” that one can plop down in a city. This is one of the better sections of the book, as it gives types of districts and descriptions of each district type, as well as a plot hook that could be used if the PCs are just looking for something to do. The main problem I have with this section is that it gives no real guidance on how to create a city from these districts. The introductory part of this section says that a district comprises roughly 300-600 people and that a small city will have twenty districts, whereas a large city will have fourty and a metropolis will have eighty. Maybe it’s just me but I consider this approach a bit too freeform. What districts should pretty much every city have? What proportion of residential and commercial districts should there be? Even a little more in the way of guidelines here would have really improved my opinion of this section.

I have to say that probably my favorite “section” in the book are the little asides in the text boxes. These aren’t sections per-se but little half-page or so boxes that describe situations and give some pretty useful ideas or rules or descriptions to handle them. For example, page 42 has the “City Sights” interlude with 20 descriptions of things that would be happening in the city that you could use for spontaneous flavor. Page 44 has an interlude on how to make trips to the tavern interesting, going over things you can do in the tavern like drinking, armwrestling and other games, performing, and so on.

At this point we’re only 50 pages into the book. Unfortunately, the next 50 pages … I didn’t really find much that I liked there. It seems to be a big mishmash, with some canned text about various races and how they might fit into a city mixed in with new feats/spells. Around page 70 we get into some fairly generic descriptions of city governments and organizations intermixed with prestige classes. What’s pretty strange to me is that the chapter treats noble houses, guilds, and “organizations” as separate entities — there’s even a subsection specifically for churches even though there were already subsections for “religious guild” and “religious organization” previously. Either way, this chapter was a loss for me, the only useful bits being the sample NPCs provided to represent the organizations.

The next chapter is decently useful, going briefly over the types of events that might occur in the city and providing lots of sample NPCs for fights. I’m not so interested in “monsters” within cities, so that bit wasn’t useful to me.

All in all I was kind of underwhelmed with the book. Even though it comes in at about 150 pages it could have easily been boiled down to 50 or so. It’s pretty short on mechanics and the mechanics it does have are those that I specifically don’t want — I don’t care about having special doodad powers or statblocks for monsters, I want mechanics for generating cities, city components, special features, figuring out organizations and politics and all that. Naturally all of the things I want are treated in a paragraph of vague text. So I’m pretty glad I didn’t purchase the book, though some bits are nice enough that I may want to borrow the book again in the future.

Update: I uploaded an archive containing all of the art from the Cityscape book that I downloaded from Wizards’ website. Download here.

Minor Update

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RPGs

I finally broke down and bought my own copy of Iron Heroes and took another step towards actually starting up my campaign again in the foreseeable future. I’d been looking for it locally, but since it’s kind of a niche item, even for D&D books, I wasn’t really expecting to find it. Regardless, I asked one of the other guys to bring it in, the book got passed around a few times and most everyone seemed interested in running out of that book primarily.

Now, knowing the players I expect a tad bit of trouble when it actually comes time to play, with them wanting to play their typical (unusual) archetypes of say, Elven Samurai and Half-Everything/Half-Spellcaster/Half-Rogue. I’m hoping that, generally speaking, the background traits of Iron Heroes (basically allowing +2 to any attribute with a corresponding -2 elsewhere) will assuage any misgivings they have over playing an all-human group of characters.

My main concern is how much additional work picking up Iron Heroes will add to the NPC creation process — I suppose it’s not all that important since I can always use base D&D classes in lieu of Iron Heroes classes, but for major characters I will want to give them some of the nice features that Iron Heroes gives, like token pools and whatnot. Major bugs on my mind still? D&D’s skill system and the wacky-beyond-belief economy.

I wonder if Iron Heroes has alternate treasure rules, can’t recall…

Mike Mearls Solves My Problems

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RPGs

I’ve been musing about starting up my campaign again lately using the Iron Heroes ruleset — Iron Heroes solves the major issue I had last time I was running the campaign, namely, Magic. I’m not a big fan of high-magic D&D at all, but the core D&D rules don’t allow you to run anything else. Magic, of course, is intertwined with all kinds of other bad ideas, like Alignment, and it all becomes so complicated that it’s not even worth dealing with, in my opinion.

Iron Heroes, of course, is a system and pseudosetting where all of the characters are expected to function fully without the aid of hundreds of magical doodads or spellcasters constantly slinging about reality-altering effects.

Of course, since nothing I do is ever “easy” I’ve taken from thinking about Magic as a problem issue to thinking about Skills and player control over narrative. I really like the idea of The Pool to give players a sort of arbitrary resource that they can hedge to shape and change the game. I’ve been thinking about how to incorporate this sort of mechanic into D20 without completely throwing off my players. The natural inclination here is to give the players a certain number of D20 rolls per game session — But that wouldn’t really work, at least not with combat in the mix.

So lets throw out combat. Players can make all the attack rolls and whatnot that they desire — Lets face it, this is the core of D&D, so I don’t want to mess too much with that. However, things like my favorite least-favorite skill in D&D “Use Rope” or skills whose only use is out of combat (e.g. Diplomacy) could be done away with entirely and replaced with a Pool-like mechanic using D20 rolls instead of D6 rolls.

I got around to looking over at Mike Mearls’ LiveJournal and what do I see? An idea on how to really trim down D&D’s skills.

Ditch all skills that can be used untrained.

Everything that doesn’t match a remaining skill is now an attribute check. Cut every class’s skill ranks in half. When you buy a skill, you buy the right to make checks using its relevant attribute. Don’t keep track of ranks. You get access to a new skill at levels 5, 10, 15, and 20.

An attribute check is d20 + the relevant ability score (not the modifier; the entire score).

DCs range from 10 to 30 for most tasks, with 5 point increments. The (DC – the ability score + 1) times 5 is the chance of success. Some checks are opposed, just as per the rules now.

Everything else is up to the DM.

My thinking behind this is that a skill system is only as interesting as the players and DM want to make it. Adding more rules to the D&D skill system, such as for stunts, doesn’t make it more interesting. It just bloats the system. These rules allow a DM and players to find their own level of importance for skills.

These rules don’t tell you what you can do with them. They just provide a framework for doing stuff.

Probably will still need to devise my own system, but it’s a good starting point, I think.

Ramblings on GMing Voice

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Personal, RPGs

As I mentioned in my previous post about WoAdWriMo, I’ve been thinking about starting up my D&D campaign again in a few months, and so am starting to think a little bit about GMing topics again. Add on to that the fact that our group just started up another new campaign (Yeah…) and it’s been on my mind quite a bit lately.

One of the other guys in our group has begun his new campaign in DragonStar, which I previously talked about here, and it’s going pretty well. I’m still kind of worried about how it’s going to work out beyond these few initial steps — We’re drawing from about 20 books total, including both magic and technology, and in essence there is a counter to everything. Fantasy D&D itself is already quite problematic with the obscene number of spells in unforeseen combinations it has, adding technology into the mix just makes it that much more troublesome. Anyway, I’m starting to drift.

Playing this campaign has gotten me started on thinking about GMing voice as an important factor in the game. Now — I basically take it for granted here that “the best” campaign is one in which the GM is doing as little as possible, meaning the players are so engaged with their characters and the campaign world that they don’t need pushing and prodding. But getting to that gaming nirvana is no easy matter, and one certainly can’t expect to start there. The degree of a push any game needs to get rolling, though, is up to the players, how well everyone interacts and plays off of each other, how much each person’s creative vision overlaps with everyone else’s, and so on.

One of the things I was noticing while playing in the DragonStar campaign is how much a bad GMing “voice” so to speak, can hinder involvement in the game. Now for the purpose of structuring my thoughts I’m dividing up “voice” into three categories:

- Narrative style
- Vocabulary
- Demeanor

Narrative style refers to basically how you tell your story. How much description do you use, do you “act” out the lines NPCs say or merely describe them? My general feeling here is that if you’re running a homebrew campaign setting you definitely need to step up the description. Now I’m not advocating writing up a block of text such as you might see in a prewritten adventure (unless doing so will help you remember the description better on the fly), since nobody really listens to the block of text. The idea here is that if someone asks a question about the environment you need to be able to field that question.

On a similar note, when you are using NPCs by and large I think it’s much more immersive to “act” as the NPC rather than to describe what they say or do. I know I personally have trouble doing this, as I’m not particularly dramatically inclined. On the other hand, it really does improve the game for the players to feel like they are interacting directly with the NPC rather than through this distancing membrane. Discretion, of course, is required, as not every NPC should be so readily accessible. For mysterious characters, distancing will add to their mystique.

Vocabulary is raw word choice, and when done wrong is probably the single easiest thing that can undermine your “GM Voice” authority. I know I personally tend to use stopgaps such as “Uh”, “Um”, and “Like” too much. Controlling this tendency is something I’m always struggling with. My friend running the DragonStar campaign has a similar problem with “Basically” — The word, when used frequently in descriptions, conveys a sense of hemming-and-hawing, a sense of uncertainty that is a stumbling block for immersion.

Demeanor I’m throwing in here to indicate what I consider intangibles or extras that can affect your game. If you’re such a nice guy that you will refuse to kill off characters this will definitely affect how players interact with your campaign. The alternative is being ruthless, which can encourage competitive “Beat the GM” play.

All of these categories are rather fluid and flow into each other. For example, I think a GM’s ability to do, say, comic character voices falls into a general sense of his demeanor — But it also influences the descriptiveness of the game when used with the right intent. In the latter case this becomes acting, which is effectively character description by demonstration. Despite that the categories are fluid, in thinking about how I want to conduct my campaign in the future I find them somewhat useful to think about as they give me general areas I can focus in on and improve.

WoAdWriMo Musings

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Personal, RPGs

It’s been awhile since I’ve had time to sit down and write anything substantial for this blog and longer still since I’ve managed to do anything substantial regarding D&D. Awhile ago over at Treasure Tables Martin made a post spotlighting a little venture called WoAdWriMo or Worldwide Adventure Writing Month. It’s a simple basic idea riffing off of the popularity of NaNoWriMo, with the goal of writing a 32 page adventure during the month of June.

I’ve been contemplating starting up my campaign again, or at least moving into a pre-game planning stage so I’m ready to start it up in a few months, and the WoAdWriMo project offers me a convenient way to multitask my efforts at planning for my campaign as well as making something that other people might find useful. Of course how useful anyone might find what I do will vary — I see this little venture as a way to get back into my campaign setting, so whether someone else can make use of it will depend on how much room their game has to drop in a small-to-moderate sized slice of another game setting.

I’m pretty sure what I’m going to be doing is running the campaign, when it starts up again, out of the Iron Heroes rulebook. I like a lot of things Iron Heroes does — Plenty of skillpoints to balance out characters, dynamic combat utilizing the token system, armor as damage reduction, no dependency on magic items to balance the game… It’s much closer to what I really want for my campaign setting than core D&D is. That’s not to say I don’t have reservations about Iron Heroes — It’s a lot of extra effort to learn the new rules and make new NPCs in that, not to mention the extra bookkeeping that running any classed-NPCs would entail (regarding tokens, etc). Still, I think it’s a lot simpler to just run out of one book and keep the houseruling to a minimum, which is really the reason why I stopped the campaign in the first place last time. Rewriting D&D’s entire Magic system is just too drastic a change to spring on the other guys. In any case, since none of the Iron Heroes classes have magical abilities this really makes my life easier, since I can reserve Magic as the domain of powerful NPCs.

Back to WoAdWriMo — I’ve got a pretty good idea what I want to do for this. Starting up the campaign again with the Iron Heroes rules means either recreating or making new characters (I’m leaning towards insisting on new ones, but some could still work). That also means I need to have a basic adventure to introduce the players into the gameworld and the factions of the gameworld. I think I’ve got a pretty good idea of how to do this too — I was listening to one of the D&D Podcasts and Dave Noonan and Mike Mearls were talking about adventure ideas. The one I really like is the idea of hooking the players into the service of one NPC who then goes missing and everyone in the city eventually comes calling for him, leaving the PCs to deal with the trouble left in his wake. Although it’s pretty simple in concept, what I really like is how it introduces major factions to the PCs and also leaves conflict resolution entirely up to them. I think I’ll be lucky if I can keep this thing even remotely close to 30 pages.

Wintersday is Here!

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Games, Guild Wars, RPGs

Well, I managed to survive last week with most of my sanity intact. I just logged in to Guild Wars to blow off a little steam and what do I see?

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GWNWintersday5

GWNWintersday6

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Wintersday! Kamadan is really pretty in the snow… Kind of amazing, actually, considering how desert-like the rest of Elona is. Heh. Now I’m off to play, may update once I’ve done some of the Wintersday quests and games.

(Not) Selling Your Game Idea

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RPGs

I haven’t written about D&D in awhile — Our group went on hiatus for November when we realized that everyone was pretty much busy as far as scheduling goes. Ostensibly, we’re going to start things up again this month, but who knows how well that will really turn out. A few people did show up yesterday, and we had a bit of a talk about our games, but not enough to play.

One of the members of our group, the one who hosts all the time, is notoriously fickle. And, as I figured and feared, a month of not playing has given him some disruptive ideas. In particular, he wants to start his own, new group, kicking out some of our regular members for no particular reason that I can see. He’s also indicated that he no longer wants to play either of the campaigns we were playing (Spycraft and Warhammer-Fantasy-inspired D&D).

The latter I wasn’t terribly surprised about. For the past, say, four or five months he’s been talking about rewriting the rules to the Dragon Star campaign setting. Dragon Star is a third party campaign setting which, as you might expect, is kind of a mixture of fantasy and science fiction. It was published for D&D 3.0, but apparently there’s some minor rules glitches between 3.0 and 3.5 and D20 Modern that require fixing. Since he’s been spending all of this time and effort to modify the rules, he now wants to run a campaign in Dragon Star. I saw this coming a mile away and I tried to defuse the situation before it came to this point, but it seems like I was unsuccessful.

You see, the problem is I can’t say anything interesting about Dragon Star. The idea of playing a game in Dragon Star hasn’t been sold to me. Take all of the horrible triteness of high-magic D&D, throw it into space and introduce high-technology from D20 Modern and D20 Future. This is not appealing to me. Tell me what type of story you want to tell in this campaign. Tell me why it’s cool to have magic & technology, and why this isn’t game breaking. Tell me why it’s cool to have 50 different player races other than the fact that I can choose the most optimized race to make my character game-breakingly powerful.

What sort of stories should you tell in Dragon Star? Tell me that. Is it supposed to be like Star Wars, with the players taking on the roles of rebels against the Dragon Empire? Are we supposed to be agents of the Dragon Empire working to suppress a rebellion from the Drow/Humans/Whatever? Are we supposed to be military officers who fight off the “Aberration Threat” of the Illithids and other Underdark creatures? Are we part of a minor house or planet in the Empire that’s reaching to increase its status? Each of these has a different theme, but I’ll be darned to say what sort of theme a campaign in Dragon Star would have. Don’t tell me that it’ll have all of these elements — The fact that we’ve got magic and technology and a million races and a million planets means that we’re already covering way too much for a compelling narrative. Pare it down and make me care.

If we’re going to play rebels against an Evil Empire, why not play Star Wars? If we’re going to play as future cops, why not play Star Trek? If we’re going to play horror, why not play Call of Cthulu? Any one of these systems appeals to me more than Dragon Star. I know them, I’ve played in them, watched TV shows or movies about them, read about them. It takes something special to get me to want to prefer something new and unknown over these — So what’s special about Dragon Star?

It seems like the idea here is basically to combine the extreme brokenness of high level magic with the extreme brokenness of high technology. We’ve run similar high-technology games in the past, and it’s simply too damn problematic to have a character with a belt of Cryogenic grenades of 8d6 cold damage, etc, at level 1. Magic is more balanced in play, but when you get into enchanting technological items or using magic (such as haste) to allow you to use more technological items, you’ve got serious problems on your hands. I know right off the bat that this is going to degenerate into Monty Haul extremely fast… Maybe I can still put a stop to the madness before it begins.

D&Dud

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Personal, RPGs

So as you may tell from the title of the post, our latest D&D session did not turn out so well. Things started off fairly promising, with everyone showing up on time and our DM for this campaign instructing us all to level up. However, what was promising went sour pretty quickly when group frictions arose over turning D&D night into a babysitting exercise. The initial frustrations lingered on for a few hours until people just began snapping senselessly at each other, and so we decided to cut the game short until some people could let their heads cool.

In retrospect, I think the imperative to level up our characters was probably a mistake. Although everyone welcomes the opportunity to level up, in a non-trivial way, leading with a level up takes you out of the game. There’s really no excuse for having levelling up third level characters to fourth level taking over an hour, but because there was no established interest in the game yet, it did. I kept thinking back to the idea which was talked about on the D&D Podcast of leading a game with a combat to catch everyone’s attention and bring them into the game. It doesn’t take a lot of acuity to realize that, after levelling up, telling the players that a year has passed in game time and that we should think of what we were doing for a year is not going to get anyone involved. Follow that up with two hours of talking to backwater locals in some town and you’ve got a recipe for bickering throughout the entire truncated session.

Though I can’t say whether a more interesting session would have calmed tensions and let people concentrate more on the game, it seems likely. Instead of leading with a year long interlude we should have led with a decisive battle and, if desired, then an interlude. Further, the ominous threat plaguing the backwater town we spent hours walking around in should have presented itself early instead of allowing the session to limp onward without a strong sense of direction or conflict. Maybe next week.