Wednesday, August 7, 2024

"Never been a bigger gap between stated intent and actual outcome" for 3E

Ben Milton at Questing Beast has a fun bit where he puts fantast RPG content creators in a game show format and challenges them to identify which edition of D&D various quotes come from. I've got one of them queued up here where Mike Mearls talks about Prestige Classes in 3E

https://youtu.be/KyaLs1t1UXI?t=1460

As you've seen me comment before, the abuse of the Prestige Class system (and multi-classing in general) is one of the main reasons why 3E has a reputation for being bloated and unplayable, and for the culture of musing multi-classing to 'dip' into a class just to get a special power, or to meet the criteria for a prestige class in the shortest number of levels, and then staying in the prestige class just long enough to milk them for benefits. 

Based on the language being quoted in the game, it's clear that this was never the intent, and one of the reasons that Emirikol worked as well as it did because none of the players took that attitude. Yes, Tom's PC was an Rogue/Fighter/Aristocrat who got to my modified Paladin prestige class, but he also stated up front he wanted to play a highly agile fighter from an extant noble family who wanted to be made a Paladin. The progression WORKED for the very clearly in game concept character class. And once he hit Paladin, he was locked in. Likewise Rebecca's Sorcerer, when she discovered the volumes that would teach her to be an Arcane Fencer - a class that really only makes sense in the Emirikol milieu- also settled in for that Prestige Class for the rest of the game.  

The structure of building your milieu specific prestige classes that let the players slot characters into the world's culture and power structure once they are in middle levels is a good one. Shame it got wrecked by <checks notes> Players. 

Tuesday, August 6, 2024

On the new edition of D&D being out

So the latest Players Handbook for D&D dropped, and I'm starting to see reviews on YouTube and other places. I just wanted to drop a piece of advice on how to manage the critics responses to the new game: 

Posting on the comments to reviewers that "they had decided in advance to never like this game" is not helpful. It's not insightful. And it's almost certainly not accurate - but even if it is, D&D does not need you to weigh in to defend it's honor. 

No game is for everyone, but D&D is in a unique space in there are SO MANY different play styles for it, and so many different mechanical sets over the years that are not just other edition of D&D but modified editions of D&D with different names. (For example, I'm a 13th Age fan myself for high powered epic heroes with court intrigue, but use Basic/Expert D&D for a sandbox dungeon crawl, high exploration & problem solving game.) That leaves WotC either trying to build a game that does everything poorly (in comparison to other models and retro-clones that hone in on their specific play styles), or leaning into one style at the detriment of others. 

Everyone who reads the game brings their own sets of expectations. I know that 5E isn't for me - I tried it in 2014, it didn't click with my preferences, and I set it aside for things that did after stealing some ideas from it - but I can hear reviewers comments and know that they are doing their best from their experience to explain what works and didn't work for them. And that's incredibly helpful. It tells people who share their preferences what works and what didn't. 

And maybe the stuff that they wanted doesn't work for you, but it got you to think about what dies work for you. And that's also incredibly helpful. 

There isn't a war on. Edition wars are nonsense. Play the game you want. But any of the reviews are going to tell you something about the game, even if that thing is "someone else thinks this could be a problem, I should keep an eye on it even if I don't agree."


RPG a Day 6: A Game that's East to Use

This is a doozy of a prompt because it's actually a combination of "how does your brain work" and "what systems have you already internalized" with a frosting of "do you consider character creation play?"

Still, I have an answer, at least for me: WEG Star Wars 1st edition. 

Going with this image as the book is appropriately worn down from use
Just like the Star Wars universe presents itself.

If you have not had the pleasure, this is the d6 system. Players pick a character archetype from the 30 in the back of the book that all perfectly catch the feel of Star Wars, and have dice scores of in Dexterity, Knowledge, Mechanical (which is vehicle use), Perception (which doubles as persuasiveness), Strength, and Technical. These scores go 2d, 2d+1, 2d+2, 3d, 3d+1, 3d+2, and 4d (the Wookie has 5d Strength). Each of of those has skills under them that all roll at the base ability, but you have 6d to distribute to add them, no more than 2d in any one skill. If you have a 3d Dexterity, you shoot any weapon at 3d, but might have Blaster at 4d. The game doesn't get more granular than that. As my friend Jim put it, "Princess Leia doesn't need to be checked out on heavy blaster." As Harrison Ford paraphrased said, "It's not that sort of game, kid." 

Character creation is quick and easy. Understanding the rules, for 90% of the cases, likewise - you GM sets target numbers from 5 to 30, generally in increments of 5. If you try to do something, roll the dice for that skill, add them, and see if you hit the target number. DONE. 

There's also a super spiffy Force Point mechanic where everyone has 1 Force Point per scenario that you can spend during play to DOUBLE the number of dice you're throwing on an action. If you use that force point to do something HEROIC, you get an extra force point back when they refresh. If you spend it doing something EVIL, you still get it back at the refresh, but you also get a DARK SIDE POINT, and roll right then and there - 1d6, and if you roll less than your current number of Dark Side Points your character is consumed with evil and start working for the Emperor. Hand over your character sheet, start over, everyone is now fighting your old PC. 

Everyone who had seen the original trilogy got this IMMEDIATELY. Play was brisk and fun. I'm not a huge fan of the declare up, act down initiative system but with a small number of PCs it's fine. If you haven't ever played it, find a copy and give it a whirl.

Monday, August 5, 2024

RPG a Day: Game with Great Writing

It's scary for me to think about how long ago this was written and what it means for my age (since the stuff written when I was a kid was always there but the stuff written when I was an adult was always, what, 8-10 years ago?) but for decades the book I kept going back to read just for the fun of the prose and presentation was Robin Laws _Feng Shui_ 1st edition. Not only is it chock full of revolutionary (for the time; many people have incorporated them since) game mechanics, the breezy, personable presentation just makes it feel like you're hanging out with another gamer. It's no surprise now, after 10+ years of KARTAS.

I'll also toss out 13th Age 1E and its supplement books, if only for the willingness of the design team to lift the hood and explain WHY they made the decisions they made, and how they see certain monsters working as story elements. Its very useful in that space. 

Scornbul by Midnight Act I Scene II

 In the morning Melas dresses in slightly too-casual clothing, with a rapier at his side, and goes to Signora Huera's house to deliver the "important message from his aunt to her old friend."

The directions Osmundo gave him are specific enough, following the only reliably open thoroughfare through Scornbul - the river. The further he gets into the dock quarter the more the town's sobriquet is explained, as no where else in the Republic do streets double back on each other, twist, end, rise and fall with such abandon. Even the river road has areas where the sky is blocked by the encroachment of higher stories reaching out above the lower ones, not unlike oak trees expanding their branches to claim every inch of sunlight from the plants under them. More surprising are the occasional twist around a house that the river moved to claim and the owners refused to abandon, raising the abode by bracing the areas now in the water and building new levels above the old ones, leaving areas where the river traffic is little congested, and places where silt and weeds grow up around these Fen Houses. 

Eventually the Andres apartments are located. They are in a building that might once have claimed some grandeur in the quarter, but now at its sesquicentennial has had other buildings built directly up to its walls on all sides. the only holes between it and its neighbors are ground levels spaces large enough for halflings and gnomes to walk single file. Still, the bright and cheerful paint on the exterior is a few years fresh, indicating that the home is owned by people and a business of quality. The lower level contains the offices of the Andres shipping lines with evidence of a recent accident, as the bay window that should display clerks busily working has been replaced with waxed paper whose bare translucency that must leave the interior awfully dim and uninviting. To the right of that window is the door to the family apartments, which Melas' keen eyes can discern has just been reinforced with two new locks, and likely iron bars on the inside. Signor Osmundo's description of the upper shutters is also accurate: their closed state and obviously recent tarring to a coal hue give the house as a whole the appearance of a painted courtesan whose eyes had been blackened by an irate customer. 

A knock at the door eventually produces a scabrous man in an ill fitting frock coat, with lace sprouting unevenly from his cuffs and boots more appropriate to a dockhand or leg-breaker than butler. Again, Osmundo's information is accurate, as the men is clearly blind - the bandage across his eyes dips deeply enough to show the hollows where orbs once were, and the faded scarring above and below that indicate to Melas that fingernails or claws were the instruments in the surgery. 

"What nonsense!"  Melas uses his strength, dexterity, and functioning vision to push/dodge past the man into the house.  He's going to try to keep moving and not let the underling get a word in.  "Signora Huera and my aunt are _dear_ friends and in her time of grief there is nothing -- _nothing_ -- so comforting as word from an old friend.  I was given this commission _personally_, and if you know _anything_ about _anything_, my good fellow, you'll understand that when my aunt tells someone to deliver a letter to someone else, she means _that_ someone must deliver _that_ letter to the someone else, not some other someone else who's probably a nobody in any event.  Good gracious, what a pigsty this hall is!  Don't you chaps know which end of a broom to use?  Why, you could grow potatoes in all this dust, if it weren't so dark.  Mushrooms, perhaps.  I adore mushrooms myself, except for the big ones which scream when you get too close.  Although now that I think about it, the screaming ones might not be too bad it you sliced them thinly and sauteed them with plenty of butter.  Assuming that they don't go on screaming during the meal, which would put rather a damper on conversation, I should think..."

The doorman puts up some resistance, briefly getting a hold of Melas with an arm whose corded muscles bespoke many years at sea, but a well aimed 'accidental' elbowing to the solar plexus causes the grip to go slack long enough for the nobleman to make it up the stairs into the primary chamber, with the doorman staggering up after him. Melas' keen ears do pick up the sound of the door being closed - and locked - behind them. 

His spontaneous analysis of the stairs and the hall are accurate, at least as far as the dim light allows. Were it not for the sight afforded by his elvish heritage Melas would be as blind as the doorman. What light is in the room comes around the edges of the blackened shutters and from a candelabra set under a darkening mesh; a contrivance not uncommon in houses unable to afford Dwarves as night servants and forced to make due with Halflings and their less than perfect darksight. Despite the ill kept appearance of the room there is little clutter and plenty of wide corridors of movement for the blind men. 

There are several chairs in the room, all over stuffed push things, and in the central chair next to the candelabra sits a thin woman in mourner's black, obviously tall but stooped, wearing a full veil that covers the whole of her head. In the chair next to her is a blond man with a relaxed posture and clothes that indicate some sea based wealth - a merchantman, or ships officers. The pair were obviously in some important, secretive communication before Melas' unanticipated arrival, and there is a new tension in the room. 

"I'm sorry, Signora, he barged…" came the voice of the doorman from the top of the stairs, but the woman tutted softly, quelling his excuses. 

"What's done is done," came the reedy voice, followed by a croaking cough that reminded Melas of the sound of gasses bubbling up from the peat marsh near his uncle's estates. "Good day, gentle lord. How may our humble house assist you?"

She extends one hand at the end of an extraordinarily long arm and her black velvet gloves are cut to allow her long, immaculately kept nails to extend a full two inches further than the tips of her fingers. Those nails almost brush Melas' elbow in the move to hand her the letter, meaning that either her arm is longer than it ought to be (a fluke of birth with which Melas himself is subject, though not one mentioned in Signor Osmundo's descriptions) or the combination of the dim room, her crooked back and the over sized chair is concealing her true height.

This enforced distance is enough to keep Melas from getting an close look at her face through the veil, and the veil itself is nearly an impenetrable barrier. He can make out eyes, a nose, a thin lipped smile and little else - even her color is washed out from the veils and the dimness of the room, but her face appears sallow, with just the slightest hint of shading to her lips and eyelids. Melas, from having seen others perform elaborate mourning rituals, knows of the application of ashes as a perverse rogue of in honor a dead husband amongst the eldest of elves, but to have a human woman in a town so distant from the center of elvish culture would be extremely unlikely. But what else could account for the slight tinge?

Signora Huera gracefully takes the letter, bringing it close too her veil and peering at it for a second before emitting another bubbly cough which this time Melas can identify as a laugh. "Why dear lady Agatha Vienne. So kind of her.... Please, my lord, have a seat so that I might discuss the affairs of the family with you." She gestures to the seat at her other side before turning her head to the blond man.

"Reme, I hate to cut our meeting short, but I trust that the opportunity to handle changes in personnel is in your capable hands. Please come back this evening, after your affairs and we shall discuss more."

The blond man nods agreeably, and the sense of tension that Melas' arrival engendered has vanished. He gives Melas a companionable smile and a bow. "Lord Beliseca, my thanks to you for conveying comfort to our dear Signora Andres in her time of grief. I trust that we will meet again soon, at a time when we can more readily talk, but I would never wish to intrude on this quiet moment."

The blind footman, who had remained in the room during this, has acted with some surety of movement to fetch the man's cloak.

"Indeed, Sir.  If you have no engagements this evening, I would like to fight at your side against a squad of red-blooded glass soldiers in cork hats.  Say, at the Star at sunset?"

"If my business does not allow me to attend I will certainly send someone to explain why and make payment against the first wave of the enemy. But I have no doubt we will be meeting again soon." While his voice is smooth and his smile charming, Melas' experience with his own family lets him detect a trace of humor in the man's eyes, as if this were the punch line to a nasty joke. With that the man dons his cloak with a flourish, bows deeply to the Signora and, with the footman's assistance, makes his way down the darkened stairs, where the door is unlocked and, once Reme is gone, relocked. Melas is alone in the room with the subject of his inquiry, though the scrabbling of sounds from the next chamber makes it clear that there are other members of this brotherhood of blind pirates about, with no clear means of egress.