Showing posts with label oDnD. Show all posts
Showing posts with label oDnD. Show all posts

Friday, March 2, 2012

Coming clean...

I don't care for D&D and its derivative game systems. I don't like abstract stats like Hit Points, old-school Saving Throws, and Level. These stats cannot be well defined, and never are, not even in their core rulebooks. I don't like using flat probability dice as a core mechanic in a game (d20 or d%). And, I prefer my players to have a lot of choice when making a character, and Class-based systems don't cut the mustard there.

AD&D 3.5 looked like it was getting dangerously close to fixing a lot of these problems by adding an array of new skills and the feats system, but once my group started making characters we noticed that there remains in place a relatively obvious progression for each class. If you spend your skill points on anything other than those which are completely necessary for your class you will be a failure at your class, and very likely laughed out of your group. Every time your character levels up and gets a bonus feat you have a pretty good idea which feats you are 'supposed' to take, and if you take a different one to give your character a bit of diversity you will regret it later. Don't get me started on multi-classing, which only serves a player when creating an uber-character with a prestige class, min-maxing your character into exactly the same mold as everyone else taking that class.

All that said, I still love fantasy. Lord of the Rings (from the one-on-one fights to the party vs. party melees, and even the epic wars) gets me excited to play a high-fantasy RPG. So many other books and movies give me that same feeling.

When I get that urge I always go back to AD&D because it's the most robust high-fantasy game out there (and, let's face it, I still have all the books [at least from 2nd Ed. to 3.5]).

That is, until I found Warrior, Rogue & Mage by +Michael Wolf of Stargazer Games. The system is robust, easy to learn, highly customizable, and boasts nearly infinite character variations. It fixes just about everything I dislike about d20 systems in a free 41 page, beautifully illustrated pdf download.

Wow, that sounded like a commercial. I promise that it wasn't. It was a way to show role-players that it can be done. AD&D isn't your only option for fantasy.

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I'll leave you with the story of how I realized AD&D wasn't the system for me:

I was watching Neil Gaiman's Neverwhere. The mini-series was nearly complete, and one of the heroes took a villain hostage putting a crossbow up to her throat. This villain was known across the world as one of the greatest warriors and treasure hunters to have ever lived, and the hero was in no state to fight her. She verbally resisted him and said, "You struck me as a hard man to kill." He inclined his head, and bowed slightly, but his eyes did not move, and his hand remained steady. "And you strike me that way too, dear lady. But a crossbow bolt to the throat, and a fall of several thousand feet may prove me wrong, eh?"

I audibly gasped.

I know that, like me, when many people (especially Game Masters) start getting into role-playing they begin to look at the real world through the lens of the fantasy game system that they know so well. I was subconsciously doing that with Neverwhere. I translated the crossbow bolt into a likely damage score, assuming a critical hit, then translated the fall damage into AD&D terms, 20d6 (terminal velocity).

I was aghast at the idea that she would survive that. Heck, if she's over level 16 she's just about guaranteed to survive it no matter how badly that damage is rolled. Oh, System Shock, the old stand-by rule to kill characters that obviously should have died from massive damage. I think she'd still have a 75% chance to pass that roll at her relatively high level.

So, that was it, I put away my 2nd edition books and luckily, very soon after, picked up the World of Darkness games.

Tuesday, February 28, 2012

Game Running Styles

I have thought, for a few years at least, that there are two broad types of role-playing Game Masters, the tactical or encounter-based GM and the storytelling or world-based GM.

The tactical GM crafts many combat encounters, arranges miniatures on a battle mat, and tells short-burst stories that they weave into an arcing storyline with character progression. They also often follow the early D&D trope that as characters become more powerful the game morphs into a tactical army game rather than tactical game involving player characters.

The storytelling GM crafts a game world, arranging civilizations poised at the precipice of conflict. They craft intrigue and mystery, and spend a lot of time worrying about character motivations rather than a character's combat ability. The encounters come as they come, some combat will inevitably occur as the game proceeds toward final (often global) conflict and resolution.

These are generalizations and there is a lot of cross over, and I'm certainly not saying one is better than the other.

Both types of GMs (the best of them anyway) let the players make all of the decisions about where to go and how to handle any encounter that they stumble into. Both try to craft adventures that are challenging (potentially involving intrigue, mysteries, tactical combat, puzzles, riddles, etc..) and are fun for the GM as well as the players.

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I met a third type of GM recently, and he nearly shattered my two styles theory and certainly changed the way I see role-playing games. He told me:
"The only thing that matters is what [the player chooses] to do... The story isn't something that play is focused on developing. When the unconnected events are related later they [might] take the form of one... [but that's not the GM's concern]." 
He also implied that by making decisions about the game world I'm making advanced rulings on what can and cannot happen in the game, taking those choices away from the player. In his mind, a GM's job is only to adjudicate the player's choices, not to create or run a story (either in the form of encounters or on a grander scale).

This GM has himself taken a tumble down the "making decisions about the game world that limit the players' choices" slippery slope by deciding what monsters will populate his dungeon, what traps he'll install there, and what treasure resides there.

How is the GM who creates kingdoms with rich governmental structures, trade routes, and deep interpersonal relationships between NPCs any different from the GM who populates a dungeon? How is a GM that designs the crises that befall a character who tries to interject him or herself into those interpersonal relationships any different from the GM who decides what kind of trap to put on a chest? The scope or setting changes slightly, but nothing else.

Most of all, what is wrong with telling a story if that's what your players want? Why is telling a story through the medium of a game setting a faux pas? They are, after-all, called role-playing games.


Let me break that down.

Game: A form of play, played according to rules and decided by skill, strength, or luck.

Playing: Engaged in activity for enjoyment and recreation.

Role: A character assumed for a play, movie, or (in this case) game.

A game in which you are playing a role. But, he was telling me that all that matters are the decisions that the player makes (not even the player as a character, or the character as a member of a group. The player alone, no role necessary).


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The problem I have with this type of GM is precisely that this style of play necessarily prizes player skill over role-playing. He insists on calling his hobby role-playing, but despises the very process. I'm not asking him to stop what he's doing (and ostensibly enjoying), but I'd love to see a different name applied to it.

I would call him an "old-school gamer". Not as a slur, just an observation of a genre of gaming that is currently making a resurgence. These old-school games often contain only trace amounts of role-playing (i.e. If your character is an elf  then your 'role' is simply to make use of your character's Infravision and can Detect Secret Doors abilities). "Now, grab your ten foot pole and your mirror, roll up some hirelings, and let's clear out this dungeon."

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Please remember that when you are at your gaming table and I'm at mine we should feel free to do what we and our players enjoy. Whether we're telling a story or not let's avoid telling people they are "doing it wrong" just because they enjoy rolling more or fewer dice than you do, prefer intrigue over combat, or prize player skill over role-playing ability.

However, this GM managed to offend me mightily by implying that I'm a bad GM for telling a story while running a game, and I ask for your forgiveness for the following micro-rant that breaks my own rules about friendliness and tolerance.
"You can keep your no story-telling allowed, no role-playing desired old-school game. I want to part of it. I ran those kind of games when I was 16, and my players and I outgrew them."
As a GM I happen to enjoy telling an interesting story and challenging my players' skills (both tactically and their role-playing ability), and as a player I want to take on new and exciting roles to help me learn what I can from experiencing the game world in their skin.

Monday, February 27, 2012

FLAILSNAILS oD&D 2/20/12 Session 1

FLAILSNAILS oD&D 2/20/12 Session 1 - Run by +David Brawley

Cast: Alzbeta (me), Lemmkainen the Elf (+Michael Curtis), Unik - Hired Spearman, Kaldue - Swordsman (RIP), Alfirth - Hired fist, Kroenen - Hired fist.

Alzbeta retreats from her room at the Inn after hanging her recently acquired tapestry. She skulks, head down, through the town gates and into the darkened woods nearby where she finds a fetid pool. She kneels, and dips the tips of her fingers into the inky blackness, meditating silently for a few moments.

Alzbeta confesses the day's events to the mangled trees and foul smelling earth.

"All that I have done in your name is according to your wishes, my lord. I convinced some of the old dead to rebuke their masters and obey only you."

The rest she is less proud of, but she feels the urge to tell all when her God is present with her.

She quietly continues, "To bring glory to you I descended into The Ruins of Seteh Zandana with able companions and hired men, searching the ruins and slaying all who disrespectfully reside there. Many had come before us, but we managed to find a few untouched chambers."

"The greatest of these was an ornately painted room with four pillars carved to look like trees reaching up to the domed ceiling. We were led there by some sort of playful fairy and told of 'shiny things' that could be found there. I'm afraid my greed got ahead of my sense. I turned my eyes away from the threat of danger to the lure of treasure."

She scratches her head before continuing, "Before I could blink a green heap dropped onto me from the ceiling. Its mass crept into my cloak-hood and I could feel my flesh starting to sting and burn. Lemmkainen sprang into action, commanding Alfirth to set the beast alight with our only lit torch. A few seconds of Alfirth's useless scrambling scorched me more than the ghastly mold. I managed, luckily, to entangle the mold within the folds of my cloak and cast it to the floor."

"We returned to the town with a mortally wounded hired-hand in tow. Should he die, I will endeavor to raise him for you as my ally."

"I've never seen as much gold as spilled out of the secret compartment of the pillar in that room. After the treasure was divided up, Lemmkainen and I headed to a gambling house with precious gems the size of my fist. We traded them for tokens and spent the evening cavorting among the dreary townsfolk."

"All was well until a farm-boy with a few copper pieces to his name mistook me for a woman of ill repute. He snatched the hood of my newly purchased cloak away and cursed me for what he found there. That accursed mold managed to extirpate every follicle of my well-coiffed black mane."

"I followed him to his room after he found a suitable playmate, a redheaded wench with a half dozen teeth and barely an ounce of grey matter. I waited a moment and burst in on them howling like a banshee. I perhaps knocked a low-burning lamp to the floor."

"I met up with Lemmkainen outside a few minutes later and brought him up to the roof of the Inn in which I reside. We sung drunken bar songs and watched the gambling house burn from our perch."