Showing posts with label Dungeon and Dragons. Show all posts
Showing posts with label Dungeon and Dragons. Show all posts

Wednesday, October 23, 2013

30 Days of GameMastering--Day 20!

We're 2/3 of the way through Lindevi's "30 Days of GameMastering" challenge--this post rounds out the "At the Table" section.  Starting tomorrow, we'll start talking about the "Meta" topics, which deal more broadly with the hobby in general.  But, for now, let's talk about our last "At the Table" topic:

What was your best session and why?

I've spoken about this session before, but the penultimate session of my "Tear of Ioun" game really stands out as one of my favorite sessions of all time.  A great deal of session prep went into building siege rules for the scenario and the set-pieces of the battle itself were outstanding, taking almost a full session to assemble the giant Morgordal Keep walls.

My players survey the field in
this massive siege!
The battle itself was really neat, as any great set-piece battle should be.  The combat was streamlined (if not exactly quick, with each player controlling their PC, an NPC ally, a siege engine, and a battalion of troops) and constantly engaging.  Even at the late hour of 1:00 am, my players were eager to play out the siege to its finality.

But, what struck me most?  What I enjoyed the most?  The fact that, in the midst of that sea of miniatures and scenery, in among all those dice rolls and gaming that could easily have descended into simple 'accounting'...my players still were knee-deep in actual role-playing and in-character dialogue.  FridayNightWill's runepriest chanted prayers and maledictions in the name of Kelemvor while smashing aberrations with his warhammer.  Martook's feeble supplications to Moradin before finally turning to Bane in his despair made for a phenomenal moment, particularly when he burst forth from the stomach of a purple worm, radiating power from his infernally-powered armor.

Every GM struggles at some point with the balance between the many desires of his group.  When people can't even agree on pizza toppings, it's up to the GM to try to find a happy medium in terms of game emphasizes.  I'll admit, I was worried that I had erred too far to the side of tactical combat in running this session, but the results spoke for themselves:  my players had a phenomenal session and I was left wondering how I could possibly top that awesome night.

Thursday, February 21, 2013

In Which The Warlock Advocates Awesome-Sauce...

One of the biggest issues leveled at D&;D 3.x was the concept of "rules bloat". After only a few years, the game was stuffed to the gills with sourcebooks, splatbooks, accessories, and "Complete" guides that were anything but. Each of these books tried to lure in players with promises of new prestige classes, new skill uses, and new feats.

Ugh. The feats.

How many Feats does
a Hero really need?
Feats, in concept, are a glorious idea. An independent sub-system allowing you to customize your skills and combat options? Sounds great! The problem lay in the fact that most feats simply weren't worth taking. They were either too convoluted or too situational to justify regular use or the bonuses they provided were simply bland. Countless feats providing a ubiquitous +2 bonus to two skills took up page after page of text, nearly all of which went unused.

Other games aren't immune to this trend. Savage Worlds has Edges, Ubiquity has Talents, HERO System has Advantages, and nearly every other saga me out there has some kind of feat-resembling mechanic. And that's fine, but rarely do these feats do more than provide basic mechanical bonuses. The "Ace" Edge, for instance, provides a +2 to Driving, Piloting, and Boating rolls in Savage Worlds. Yes, it's a great bonus, considering the default target number is 4, but it doesn't really fill your head with visions of hairpin turns, ramp jumps, or barrel rolls.

When I sat down to write Cold Steel Wardens, I wanted to ensure that an unpowered vigilante could hold their own against a powered metahuman, using their skills, gadgets, and wits. A good portion of that feel came in creating a skill-driven system.  The majority of any character's points in CSW will be sunk into various skills, not the least of which are the three combat skills:  Unarmed, Armed Ranged, and Armed Melee.

Masteries, however, I wanted to be different.  Rather than simple skill bonuses or the like, I wanted Masteries to represent new and alternate uses for skills, opening new combinations and avenues that could provide entirely new methods of crimefighting.

Unfortunately, I fell into that same trap as so many other games.  The overwhelming feedback I'd received about Masteries is that they were simply too situational and not worth the points.  Why take a +4 bonus to picking locks, when you could spend those 3 points to increase your Fine Manipulation skill and reap a +3 on all uses of that skill, not merely lockpicking?  In revising the CSW beta draft, Masteries had to become more than that.

Batman, leaping into the middle of trouble!
Take, for example, The Batman.  I wanted to have a mechanic that represented Batman's ability to leap down into a crowd of thugs, intimidate them all, and start taking them out without dying under a hail of gunfire.  Batman in CSW might have taken the Brute Strength Mastery, which allows him to get a free Intimidation test at +2 dice, any time he succeeds at an Athletics test in front of a foe.  Pairing with that, The Dark Knight could take the Untouchable Mastery, which penalizes those hapless mooks on any attempt to hit our paragon vigilante.  With only two Masteries and two actions, the Dark Knight can leap down from the rafters, scare the crap out of a group of goons, and even start laying into them with his various combat skills.

If I accomplish one thing through Cold Steel Wardens, I hope to make a game that allows players to walk that line between awesome comic-book invulnerability and the emotional weight of their actions' repercussions.  It's been a long time coming, but this book is going to be amazing!

Thursday, September 13, 2012

In Which The Warlock Rolls Again, now with Advantage...



This past Friday, the current Wittenberg Guildies hosted a "Beginner's Luck" one-shot, focusing on introducing new gamers to both the hobby and roleplaying as an idea.  While we originally had an array of three one-shots prepped--a D&D Next playtest, a Savage Worlds conversion of Firefly, and a Marvel-themed ICONS game--demand and an unlucky power outage reduced us down to two sessions of the playtest.

Now, you might recall that I wasn't exactly kind in my previous playtests of this rule-set.  Both as a player and a GM, massive flaws became quickly apparent, which really led to difficulties with the game as a whole.

Since then, those rules have undergone a fair amount of revision:  two sub-classes were added (the Warlock and the Sorcerer), character generation rules were included, and the Fighter's basic mechanics were altered to include an "expertise die" that refreshed each round.

Mind you, I wasn't planning on running D&D that evening, much less the new playtest rules, which I had only skimmed over.  While the new playtest packet contained an adventure--"Reclaiming Blingdenstone"--I was barely able to glance at said adventure before game had started.  Plus, we didn't exactly have a balanced party for a dungeon crawl.  My four players ended up rolling a Warlock, a Wizard, a Sorcerer and a Fighter; nary a Rogue nor Cleric to be seen!

And you thought they were bad,
before they were wizards!
As such, I had to improvise.  Figuring that our three arcanists probably knew each other, I decided to run a riff on the immortal Harry Potter series, placing our erstwhile adventurers in the library of Ikksplatt University of the Arcane Arts, something of a combination of Hogwart's Academy and Faber College, from the immortal frat-boy hit, Animal House.

And, oh my...we had a blast.

After a swarm of stirges ambushed some thirsty co-eds outside the library--which were fought off by our intrepid investigators, naturally--Headmaster Gornash offered the group a  "book stipend" if they could infiltrate the Theta Gamma Delta fraternity house and find out what was causing the stirge infestation on campus.

This led to a crazy showdown at a "wizard's mark" party at the fraternity house, some rather...unorthodox...uses of the Charm Person spell, and a series of encounters with a drunken half-ogre invoker.  In the end, the players managed to make it down into the cold dorm, where the fraternity president and his stoner elf frat brother were keeping a hungry Gelatinous Cube as a pet!

While everyone at the table had fun, I think that the fun came as a result of the absurdity of the scenario, rather than the rules themselves.  The Fighter, despite numerous mechanical changes, still felt significantly underpowered compared to the arcanists.  While he could dish out and avoid damage, that was pretty much all the class could do.  The arcanists seemed fairly well on par with one another, though few spells were cast.  I'm a touch worried that the Wizard could easily outstrip its compatriots at higher levels, much as it did in 3e/3.5e.

Further, the class write-ups for the Warlock and Sorcerer show their newer, less-refined nature.  The character generation rules for both of those classes were particularly vague, and both players at my table--one of which was the PlatinumChick, an experienced gamer if there ever was one--had issues understanding how much access to spells they actually had.  The Warlock character, in fact, played the first half of the game believing that he only had access to one spell:  Comprehend Languages!  That lack of clarity there is absolutely unacceptable in a finished product, but as playtest material goes, I suppose it's to be expected.

I'm still very much on the fence about D&D Next, as you might imagine.  While I'll likely pick up the most basic set, I can't imagine picking up much more of the line than that.  Simply put, it's got a long way to go before I start really being interested in D&D again.

Thursday, July 26, 2012

In Which The Warlock Walks The Golden Mean...


The Oracle at Delphi
The so-called “Golden Mean”—as a philosophical concept, mind you—dates back literally thousands of years to the days of Aristotle and Plato.  Supposedly, as one entered the revered Oracle of Delphi, two sayings were inscribed on the doorway:  on the way in, “Know thyself”; on the way out, “All Things in Moderation”.  And, sure as anything, gaming tends to take a page from greater themes in life and in philosophy in general.


On its most basic level, balance must be achieved in terms of theme—even in the most dire of horror games like Call of Cthulhu or Kult, moments of success, lightness, and even humor must break up the oppressive atmosphere.  Even in a light-hearted or humorous game like Paranoia or ICONS has to come with degree of threat, else the players have no reason to actually play.  Role-players role-play to have fun, but also to tell a unique, collaborative story.  If there’s no story, the game loses focus and falls apart.  If there’s no fun, well…what’s the point?


I’m going to avoid going on another “Wizards of the Coast has it wrong” rant, but I will cite another of Rodney Thompson's editorials, this time as a grand step in maintaining balance in design.  Here, Thompson expounds upon the ratio that the 5e/D&D Next team intends to hold up in their coming rules-set.  Essentially, they’re shooting for a 1:1:1 split between exploration, role-playing, and combat.  While I think that that ratio can work well for D&D, it’s obviously not a sure-fire ratio for every game—just try having that much combat in a Call of Cthulhu campaign and see how long your investigators survive!


General Treister:
The inspiration for our Admiral Birmingham
Our weekly Deadlands game, in many ways, has walked both venues of this treacherous balance for the duration of the game.  Interestingly enough, I think that’s one of the reasons I’ve become such a fan of the setting:  while nominally a horror setting, it’s one where the players can achieve real victory against the forces of darkness; while full of ‘wacky’ mad scientists and hexslinging hucksters, Western genre tropes are played straight to the hilt.  In our sessions, we regularly drift directly from the high action of steam-wagon chase scenes and gunfights, to creeping investigative horror, to outright comedy—just ask ChaoticFrederick and Chris II about Confederate Admiral Birmingham’s waffle iron! 


Without that variety, without those alternated scenes, our game just wouldn’t be the same.  And, fittingly enough, Deadlands (and the Savage Worlds rules behind it) provides ample opportunity for flexibility in this regard.  Players are able to pick the skills, the edges, and the powers that provide them the most “awesome” for their XP.  And, that’s really the way it should be.


As I’ve mentioned in some of my prior design previews for Cold Steel Wardens, I’ve spent a good deal of my original design work establishing a degree of parallelism in my first draft.  Physical and Mental Strain run on parallel tracks—literally on opposite edges of the character sheet—and contribute equally to a burgeoning Hero’s well-being.  Skills are broken up into five categories of five Skills each, making them easy to manipulate and remember.  Those Skills have a nearly even distribution of linked Vitals, ensuring that no “dump stat” arises and that every choice—every XP spent and every choice made—matters.


But what about theme?  Surely, Cold Steel Wardens would suffer in this regard, as the game itself revolves around the rain-spattered dystopia of Iron Age comics?  Well, yes and no.  While maintaining mood is going to be of great import for any would-be Warden, the comfort and enjoyment of the table must always remain paramount. 


As for maintaining that Golden Mean?  Well, it seems I’ve already come across an answer for that…


Pendulum Theory!
While Pendulum Theory isn’t going to be part and parcel with Cold Steel Wardens, it’s a near and dear thing to carry over the innovations of The Pendulum Method into running a solid session of Cold Steel Wardens.


Stay tuned, friends and neighbors!  Grand things are in store!

Wednesday, June 13, 2012

In Which The Warlock Prepares an Answer on Preparation...


Just after returning from Origins, DigitalKat posed a question to me.  She's been up to her eyeballs with "real life" obligations recently--a full-time job, an internship on her days off, plus family and friend obligations.  Prepping game for one group, let alone two or more, has been a huge challenge for her.  She's written up some of her trials and tribulations here, where she describes how she manages to fit in her game-prep in the midst of her busy schedule. 

Just don't look up!
Then again, don't look down!
She asked me, "How do you manage to do it?"  Naturally, this is a question that I get asked quite a bit, considering all that I have on my plate.  Between freelance writing, working on my own projects and writings, and the struggles of grading and teaching, it almost appears like I'm working miracles!  Truth be told, I often make the analogy of a juggler:  as long as I don't look up, I can stay in rhythm and keep juggling indefinitely.  But, it's when I sit back and "look up" at the massive amount of projects I have on deck that I get overwhelmed!

While the summer affords me quite a bit of time to get caught up--I average about 4,000-5,000 words a day, if I spend a fully day writing--the school year often "interferes" with my ability to write.  But, during the school year, this time is curtailed significantly, due to my obligations in the classroom!  That said, I do manage to find times during the day where I can actually get some game-based work done!

Journaling and Silent Reading

As part of my daily teaching procedures, I begin almost every day with either a 7 minute journaling time or a 15 minute session of silent reading.  While the benefits of reading and writing each day are well-documented, this has a multi-faceted benefit for the teacher.  First, it establishes a gravitas and attitude in the classroom, allowing students to calm down and focus on something literary or philosophical, rather than their own items.  Secondly, it gives me a time in which I can take attendance and take care of any outstanding issues, like make-up work or conferencing with individual students.  However, while I keep my attendence software on one tab in my browser, I arrange it so that it only takes up half the screen, leaving the other half free for Word, Excel, or Publisher.

Writing during this period--under a massive deadline and in short spurts--usually doesn't net me much at each session, though tallied over a full day of 5 class periods, that's about an hour's worth of writing, usually totalling around 500 words by itself.

Hall Supervision and Prep

What the Warlock's schedule
is usually like...
This past year, I was afforded a boon:  my supervision period (hall duty for half the year and study hall for the second half) and my personal prep period were back to back.  My duties during these times were particularly small:  sign passes, keep track of attendance, and ensure that no one's really messing around. 

Mondays, most days, I spend formalizing and submitting my lesson plans, then sending them on to my department head.  Tuesday through Thursday, under normal circumstances, I spend my time either organizing my thoughts, taking care of e-mail correspondence, or actually writing.  Fridays, though, is where the real "prep" takes place, as that's game night.

This time span affords me almost two full hours--with a glorious little break right in between, wherein I can get coffee--to focus on writing and the like.

Prepping for Game

Oftentimes, the amount of prep that I do directly relates to the type of system that I'm running.  For a game like Savage Worlds or ICONS, I find that my prep is almost negligible.  I'll come up with a few plot elements or ideas that I'd like to introduce, or spend my time focusing on elements actively sought after by my PCs.  Oftentimes, if I have information that's privy to only one or two, I'll drop them a private e-mail during this time, providing them whatever info they've happened to stumble across.  Unless it's something I'm likely to forget or if I'm juggling a whole pile of plot hooks, I often don't even have to write these down.

For a game like 4e D&D, however, I need a little more time and effort put in.  Most times, this occurs through the (offline, of course!) Monster Builder.  I start by filtering monsters by level and type, then see what kind of monsters might fit for the adventure hook I'd been planning.  If there are some pre-built, or at least close in terms of level, I'll simply adjust the monster level, print and go from there.  If not, I often take a pre-existing monster, re-flavor it (by changing names, adding or subtracting an attack or two, and adding in thematic items) and then print away.

Behind the Curtain

Instant Gunslinger!  Just add dice!
One of the biggest secrets I can pass on, though?  Cheat!  Once you have a degree of system mastery in the game you're running, it becomes easy to fudge NPCs for a session or two, then fully flesh them out when you have a little bit of extra time.  Let's say, for example, an bounty hunter is pursuing your PCs in a Deadlands game.  You know he wields a shotgun, and he makes a living pursuing criminals (or, in this case, your players!).  If you know Savage Worlds reasonably well, you could assume that he has a d10 in Shooting, a d10 in Tracking, and probably a reasonably high (d8) Notice.  He'd probably be pretty quick (maybe a d8 or d10 in Agility) and fairly tough (d8 in Vigor).  Anything else?  Call it a d6, unless it really fits into his "bounty hunter" schtick!  Want to give him some more personality?  Give him access to a skill that he wouldn't normally have--maybe this guy has a d10 in Taunt, and he always opens combat by taunting the group.  As for Edges, go thematic--Woodsman would make sense, as would Quick Draw or Marksman. 

You can do the same thing for nearly any system, once you have a handle on the math.  For 4e D&D, it all starts with the base of 1/2 Level + Ability mod.  If you had to build an archmage on the fly, start with his Intelligence score, perhaps something around a 22.  Ability mod for a 22 is +6, to which you add half of his level.  Is he trained in a given skill?  Probably, if it's academic--give him that +5 bonus pretty indiscriminately.  Now, how about some personality--let's make him a dwarf!  He'll have slightly higher hit points and a slightly lower movement speed, as well as the rest of the dwarven traits--don't worry about those unless they come up.  As for spells, pick a theme!  Maybe this mage is all about manipulating fire or earth.  You could give him a bog-standard "Flaming Sphere" and just reflavor it as a half-sentient earth elemental rampaging through the battlefield.

Obviously, these stats aren't concrete.  They're meant to be "just enough" to get you through a single session or two.  If you need more, that's when you can devote the time to putting forward a full NPC writeup.  If this character is meant to be recurring, it's time to give him the full business.

A Major Mistake

I didn't always take the minimal prep route, truth be told.  In fact, I used to obsess over game prep, particularly when I was in college.  While working in an amusement park gift shop over the summer, I'd craft epic campaigns filling whole notebooks....only to have most of that material go either unused or underused.  Plus, when I'd plot out the entire plot of the adventure, I'd end up denying my players the opportunity to go "off book" and improvise on their own. 

It wasn't until I had almost graduated from Wittenberg did I finally realize this phenomenon.  Actually, it was in one of my infamous "Blackfall" games--the epic Blackfall II, which spanned over 48 hours--that I finally divorced myself from my over-preparatory tendencies.  With over 15 players and a co-GM at my back, we had to be ready to improvise at a moment's notice!  Combat had to be fast and furious, to allow everyone an opportunity to shine--getting bogged down in minutia simply wasn't an option! 

Everyone, however, has their own balance of preparation against improvisation.  For me, I fall much further on the side of improv than I did even a few years ago, and my choices in games indicate that shift in philosophy as well.  It's all a matter of what works best for you or for your table, as always.

Thursday, April 26, 2012

In Which The Warlock Watches the Worrisome...


Unfortunately for me, the PlatinumChick got me sick this past weekend, so I've spent the last two days hacking stuff out of my lungs and trying desperately to clear my sinuses clear.  But, in the meanwhile, there's been a juicy bit of news launching its way through the various rpg news channels.

You see, after about 8 months after coming aboard the "D&D Next" design group, Monte Cook has announced his impending departure.  Mike Mearls' response--ostensibly the Wizards of the Coast 'official' response--came shortly thereafter with a combination of outright shock and distraction technique, as the response contained the official announcement for the public playtest start date: May 24th.

Many have read a good deal into this, particularly given Cook's mention of "not wanting to start drama" and Mearls' seemingly-strange mention that "no one voice can rise above the others, unless it is the voice of D&D fans as a whole".  While Cook mentions in a later entry that he had no personal issues with anyone on the design team, the whole situation smacks of corporate apologism and clashing personalities.

What's worse, this bodes incredibly poorly for the upcoming D&D brand.  I was quick to criticize WotC's choice to bring Cook aboard in the first place, particularly given the apparent lack of knowledge Cook had regarding 4th Edition.   But, as the saying goes, "you don't change horses mid-stream".  With Cook's departure, the current design goals likely to be fragmented and internally opposed, for no other reason than, "that was XXXX's idea--I don't like where he's going with that". 

I'll readily admit--I've signed up for the 5e/Next open playtest and intend to sit in on at least one game during this year's Origins Game Fair.  As much as I hate to say it, people tend to forget that games are a business.  And, at that corporate level, publishing has just as many problems as, say, a corporate takeover. 

Will we see a coherent edition from D&D Next?  Probably.
But, does this sound dark tidings for Wizards of the Coast?  Undoubtedly...

Thursday, February 23, 2012

In Which The Warlock Mulls Analysis Paralysis...

We have something of a running joke in amongst my gaming/social circle:  the "Karl-o-meter".  You see, my good friend ChaoticKarl tends to take his sweet time when we're playing board games.  Karl's a very mathematical fellow, and (despite my monniker for him) likes to use logic in his moves...which doesn't always work, once the highly unpredictable human element is factored in.  It reached a point once where we literally forced Karl to use an egg timer on his turns, automatically moving on if he hadn't moved before the timer ran out.

The thing that held Karl up so often usually was the sheer number of choices in a game.  Do I move move my piece here or there?  Do I build up this skill/tech-tree or another?  Do I hold my resources?  Do I trade?  Do I purchase now?  Do I use the power-up or save it for later? 

Opportunity cost is a funny thing.  It's so fundamentally critical to game theory and the formation of a good game, but the inclusion of additional opportunities seem to increase the complexity in an almost exponential manner.
Look at all the fiddly-bits! 
So many options!  So many choices!
So much...reading.  :(

It makes me wonder, similarly, about the amount of opportunities in role-playing games today.  The so-called "Old-School Renaissance" has been advocating a return to simpler rules-sets--no power cards, no fiddly-bits, no gimmicks or the like--as a return to "real" role-playing.  Simultaneously, though, we've seen the rise of high-complexity, high fiddly-bit games like 4e D&D and Warhammer Fantasy. 

In some ways, I can equate it to this:


When 4e just came out and your 2nd level Fighter, "The Mighty Jim-Bob," leveled up, he had approximately four options for his 3rd level encounter power.  After a few months, Martial Power came out, doubling those options.  After another month, a Dragon article raised your options to 10.  After four years of sourcebooks, articles, and fan-creations...well, you can imagine the choices!


More options can be good, but each decision--meaningful or not!--slows down gameplay and character creation on a massive scale.  The more options one has in front of them, the more likely that they'll consider each of those options, grinding the game to a halt.

Now, here's the weird thing.  The answer seems to be...less options!

You see, when you take away the power options, the feat choices, the skill points and the rest...you're left with pure imagination.  Now, that's a double-edged sword, since it relies on both player and GM to fill in the details each and every time which, needless to say, is an onerous task!

Minimalist, indeed!
Call of Cthulhu may, in fact, be a perfect example of this minimalist economy.  There are no rules for how many actions a character gets in a round, no power choices, no feats....simply a player saying "I do X" and a GM adjucating that action, occasionally using a handful of abstract stats or skills.  But, for all its wonderful storytelling capacity, a good Call of Cthulhu game hinges on its players buying into the mood and atmosphere created by the GM's narration.  Without a willingness to experiment in a "box-less environment," the game quickly becomes a matter of going through the motions or, more likely, simply falls apart.

As with all things, balance seems to be key.  As a designer, how does one find the balance between over-designing a system, making it overly complex, and under-designing that same system, resulting in vagueness and lack of structure?! 

How does one avoid the dreaded Kotov Syndrome?!

Monday, February 20, 2012

In Which The Warlock Extrapolates on the Epic...

So, in the words of comedian Dennis Miller, "I don't want to go off on a rant here, but..."

...Yeah.  It's time to whip out my weekly Two-Minutes' Hate for Mr. Monte Cook once more.

You see, Wizards of the Coast's latest editorial-flavored travesty has Mr. Cook expounding on the perceived perils of epic-level play.  And, as you can imagine by my opening, I don't exactly agree with Cook's ideas or the conclusions that he draws from them.

Cook's article starts off with a disagreement with what's been one of most common complaints about D&D for years:  the fact that games break down during high-level play.  Cook attributes this to the shifts between tiers of play--something that he admits that 4e dealt with well--but then shifts the blame for the problems back onto the player-base.  At the risk of being accused of reductio ad absurdum, that's like telling a rape victim that it was their fault for walking in a dark neighborhood or telling a burglary victim that they shouldn't have had that big tv in their front room...

Cook continues to antagonize the player base by claiming:"the people that say that the game breaks down at such-and-such level are self-defining themselves as people who don't care for high-level play..." (which he follows with the apologetic "...which is fine, of course").  The issue with this is that many people would enjoy high-level play if more support were included in game material and if the mechanical end of the game held up appropriately.  There simply aren't enough adventures, source material, or GMing advice for a GM to look at running a long-term epic level game.

One of the best games I've ever played--Callon's Dark Tower-themed 3.5e game--was an epic level game.  The game was epic in feel--my paladin had built a demiplane-sized cathedral to my god--as well as in statistics.  We were told to bring level 30 characters to the party, and were similarly equipped.  For Cook to brashly insinuate my own preferences regarding high-level play simply because there's I believe the game breaks down is not only fallacious, but also insulting as a would-be player (and purchaser!). 

Let me put some evidence on the table, before I continue.  The default 4e character sheet right now is a mere two pages.  However, that character sheet only includes the names of each of a characters' powers, and nothing more.  In order to actually play the game, that character sheet must also include power cards.  At level 1, those cards easily fit onto one page--a three page character sheet, while longer than most games, is still not unreasonable.  However, at level 21, those cards--necessities for play, mind you--can take up not one page, but 5 additional pages!  When running the "Day of Dagon" one-shot, characters averaged 9-page character sheets!  That's insane!  Mechanically speaking, that's a disaster.

Yes, I get that he's a Demon Lord.
Three pages of stat block is STILL too much!
This wasn't simply relegated to PCs, nor was it unique to 4e!  The entire reason that I switched away from 3e/3.5e in the first place was my issue with GMing the game at upper levels.  In the final issue of Dungeon, Demogorgon served as the culminating boss of a year-long adventure path.  Demogorgon's stat block?  Three full pages of size 8 text!  Absurd!  That's a huge issue which no one can ignore.

To say that there's not a problem with this--to say that there's not an issue with a game that requires 10 pages of details for every player to keep up on--is outright erroneous!  There's such a thing as too many options and, at high level in 4e, these options bordered the insane.  Let's do some math here:  as a 30th level character has at minimum 4 encounter powers, 2 at-will powers, 4 daily powers, and 7 utility powers.  That's two full pages of power-cards right there.  Add in a smattering of magic items, as well a minimum of 18 feats, and one easily has a character that's simply too complex to play as a one-shot character.  That was the biggest issue we ran into, and was one that still has no solution.

Complexity is a funny thing.  While everyone loves to see their "numbers" increase, while everyone loves to get their hands on an awesome magic item, there simply has to be moderation.  Yes, feats are great.  They've been replicated over and over in games since 3e.  But when you have 18 of them?  That's simply too much.  Yes, magic items are great.  But when you're "expected" to have certain items at each level, each of which brings their own powers and quirks to the table, it's too much to deal with.

While I'd say that Savage Worlds has done well with keeping high-level play in balance with that of low-level play, even this game isn't immune.  High-level NPCs often have feats listed, but no further information, which makes their options almost moot--either the GM must slow down the game to look up necessary information or it must be ignored.  Even a GM with a great memory has more than enough to do without worrying about such issues!

As it stands now, I don't think I'd want to run an 'epic-level' game in any sense, despite for the fact that I love plane-hopping, interdimensional adventures.  The sheer lack of support for such a game, as well as the problematic at-the-table issues prevent me from actively pursuing this.

What's frustrating more, though?  The fact that the man in charge of the newest incarnation...seems to be utterly oblivious to these problems.  And that?  That's inexcusable.

Monday, November 21, 2011

In Which The Warlock Returns from the Void...

Apologies for the extended absence, amices.  Both the PlatinumChick and I got sick last week and are just now starting to get over it!  Between the hacking and coughing out here, we haven't had a chance much to game, though I've been working on my Hell on Earth one-off during the downtime at work.

Old school gaming meets
the technological age!
What's new, though, is my technological edge!  Through some means that I'm not privy to discussing (don't worry, they're legal means!), I found myself in possession of a brand-spankin'-new iPad 2! 

While I'm obligated to use this iPad at work as part of a new initiative, the iPad is unequivocably mine and can be used for pretty much anything I see fit....including gaming!  Obviously, my massive amount of PDFs will go into GoodReads and iBooks, but beyond that, I'm a little stumped.

I'm already familiar with a few 4e D&D and Pathfinder apps that exist, but I'm already on the lookout for more.  While TheJourneymanGM's secret senior thesis isn't quite done yet--though I'll be sure to download it when it is!--I need some more!

So tell me, gamer nation--what should I have on my new device?  What's proved useful, and how?

Thursday, October 13, 2011

In Which The Warlock Refocuses His Ire...

In a few past blog entries (mainly here and here), I've spent some significant time discussing--let's be honest, reputing--a series of articles by Mike Mearls, made as part of the "Legends and Lore" series on Wizards of the Coast's D&D site. 

Well, for those of you that have been following their site, you may have noticed that the column has changed hands.  In a somewhat baffling move, WotC has handed this column off to a new/old staffer--Monte Cook. 

Those of you that played 2nd or 3rd Edition D&D probably know Cook very well.  Cook was one of the lead designers on 3e, and spent a fair amount of time with TSR, particularly on the glorious Planescape campaign setting, which tossed Victorian-era philosophy and conspiracy into the planar backdrop of the Great Wheel.

Unfortunately, Cook's return to WotC has been...well, rough, to say the least. 

Cook's first article showed almost a complete lack of understanding of the 4e skill system.  While Cook could be excused for this, if he were working on Pathfinder or on a product for his own company--Malhavoc Press--this is the company that wrote 4e!  For Cook to actually have the gall (or ignorance) to put forward the idea of "passive perception" as a new concept--which has existed in D&D for the past 4, almost 5 years--shows a lack of understanding of one of the basic skill systems in the game.  Further, for something like that to pass by WotC's editorial staff is almost embarrassing.  Was no one really aware that he said something like this?  That's almost unfathomable...

Unfortunately, Cook's two most recently articles aren't much better in quality.  Cook expounds upon the nature of magic items, as well as waxing nostalgic about Gygax's original concepts of a team-based game.  But neither article provides many new ideas or innovation; rather, they simply rehash ideas that have been discussed at length again and again, on role-playing blogs, on forums, and even by these authors themselves.

However, all of this raises a greater question:  why is Cook back with WotC?  What benefit does it bring them to have him back in the fold?

Therein lies the rub.  According to currently circulating rumors, Cook was brought on board for a new version of D&D, set to hit playtest in 2012.  Margaret Weis apparently thinks so, and it's a little odd for a company like WotC to utterly deny access to a fairly prolific game designer.  But, on top of this, WotC's release schedule is currently blank--there are no products on the calendar for 2012 whatsoever.  Even WotC's monthly "In the Works" column has been shifting decidedly away from actual previews and more towards subsidiary material--statuettes, comic books, and other paraphernalia. 

If this is the case--as I believe it is--I'm going to go ahead and make my prediction here and now:
Cook has been brought on board to write 5th edition, which will be announced at GenCon 2012.  This edition will be billed as "D&D Anniversary Edition" and will premier in the summer of 2013--5 years after the debut of 4e.

And, if I'm wrong...well, we'll see, eh?