Monday, January 23, 2012

Why D&D Has Lots of Rules for Combat: A General Theory Encompassing All Editions

D&D, in all editions, has a lot of rules for combat. That's generally what the majority of the game's rules are for, even when it's got fairly detailed rules for non-combatty type things. That doesn't mean that D&D is "about" combat, though, at least in all editions. Sometimes, in fact, it means that it's very much not about combat.

Obviously, sometimes D&D is about combat. 4E is the big one here. If you're not spending a decent chunk of your sessions fighting monsters in 4E, you're playing waaaaay outside of what its designers intended for it. This is a function of the complexity of the rules 4E has related to combat: in 4E D&D, you have a lot of interesting decisions to make inside of combat, and you're not risking much by initiating it. Your guy has a lot of neat things he can do in combat, the rest of the party has a lot of neat things they can do in combat, and the monsters, terrain rules, encounter design guidelines, and other DM advice and features of the game make it fairly easy to set up a particular kind of "interesting encounter." And the DM has to step outside of what the game rather strongly recommends to even be able to kill the PCs. It's tough to do accidentally.

Depending on the quality of the GM, of course, you probably have some interesting decisions to make outside of combat as well, but it's harder to say exactly what you're risking in those situations than it is when you're working within the game's combat system. 4E D&D is a game where you're supposed to spend a lot of your time hitting things.

At the opposite extreme, you've got OD&D/Basic and their retroclones. Combat in OD&D isn't that interesting unless the DM knows what he's doing and the players are active and creative-- neither the games rules nor its advice really funnel play towards "fun" combat. To the degree that combat is interesting, it's interesting because you're allowed to bring in whatever non-combat systems you have for handling problems-- the nets, 10-foot-poles, and spells of physical problem solving-- into the combat. If that's fun in the rest of the game, you're probably going to have fun with OD&D combat, too.

The main function of the combat rules, instead, is to make combat deadly, in a way that's fairly adjudication agnostic. If the DM is doing her job right, she's going to kill your character sometimes, and you're going to know that you deserved it. It needs fairly detailed combat rules because it's relatively difficult to adjudicate combat compared to most of what you do in D&D, and relatively important compared to most of what you do in D&D that it be adjudicated "correctly," or at least in a fairly neutral way. (Among other reasons-- to a degree combat is always complex because combat is inherently interesting).

So here complex combat creates a situation that's the opposite of what it does in 4E: "If we get into combat we will probably die; as long as we stay out of combat we might die but we're not sure" vs. "If we get into combat we probably won't die; as long as we stay out of combat we might die but we're not sure." It doesn't change the fundamental D&D situation of "you don't really know what the DM is up to, and to play and have fun you have to be willing to trust her."

The combat rules create a particular environment for decisions to be made, and they create context for decisions made outside of combat. In 4E, combat is inherently interesting, and the context it creates encourages players to engage in combat. In OD&D, combat isn't inherently interesting, since its intended to create a context that discourages players from engaging in combat without pissing them off if that's what they decide to do. In each case you get different behavior. (Depending on the assumptions that the players themselves bring to the table. I've had players fling themselves into OD&D combat because they didn't understand the rules and they assumed that it was like the video games they were used to, or other games that they'd played.)

For me this is a simple and clear case of some general principles in game design. Just because a game has a lot of rules for something, it doesn't mean the game wants you to spend a lot of time doing that something. Player's may assume that's the case, if they mistake "complex" for "interesting," but they'll eventually learn better if it's not. If a game has a lot of rules for something that's a good sign that it's important, but it may be inherently important or it may be important because it's a failure state or other consequence of normal game play. 3E has fairly complicated rules for death and dying. That doesn't mean that 3E is "about" death and dying to the degree that it has rules about them.

As an aside, I feel like this combat/rules dynamic puts 3E in sort of a weird place. The volume and kind of rules that it has for combat indicate that combat is inherently interesting. For the most part, that's true. But it lacks a lot of the safeguards that 4E has built-in to combat. It's not nearly as deadly as OD&D, but it can still be pretty deadly, especially when the players misjudge the situation somehow. It extends a lot of OD&D's assumptions to their logical conclusions-- OD&D combat can be interesting, if the DM presents it in a sufficiently textured way, and the players have some toys to play with, so D&D 3E provides the texture and the toys. 

Unfortunately, that makes it easy for things to guy awry if the players then take their inaccurate OD&D assumptions to their logical conclusions. Either they'll die a lot and get frustrated, or the DM will low-ball the challenge (and the 3E books don't give a whole lot of guidance away from this tendency) and the combats will get really easy. The underlying physics of D&D's combat can make for pretty boring combat if there aren't any interesting stakes involved; if you're not trying to achieve something in particular, or desperately avoid death. 3E makes it interesting to go "oh hey! this game is about combat!" then have that initial impression confirmed, and play that way until the game gets very boring and the DM gets annoyed.

Friday, January 20, 2012

What If Your PCs Were All on Drugs?

In the comments on Zak's latest post, bombasticus writes:

Now that you mention it, though I almost want to run a really decadent Third Imperium "drift" game, Victor's European Vacation in space where they confront the inherent anomie of existence. And do space drugs.

For some reason this really clicks with me. I immediately thought, "Well what if they were all addicts? That would be a pretty dang great reason for them to go adventuring. They'd need money, and that'd get them into the usual trouble, and then the drugs themselves would get them into even more trouble. It'd neatly explain the usual player character batshittery."

Especially if they weren't all the same drugs. Like if I was going to take this concept really seriously, I'd have a random table that told you what drugs you were hooked on at the start of play. Maybe more than one.

It even explains how the characters know each other: You met through your drug dealer. Or otherwise through that fraternity that always seems to exist amongst users and addicts. It'd be easy to integrate new characters into the game. Which would probably be necessary, for something like this.

Traveller is a pretty obvious system/genre for this kinda thing, but I think it'd work for any sufficiently urbanized setting. D&D and cyberpunk would both be pretty obvious options.

I might do it with Traveller, though, just because I've had trouble with that system in the past (for some reason) and that might help me get a handle on the shape of the campaign. Or not. I've been meaning to run a "wastrel noble scions" game of D&D for a while, and this might be just the thing.

Wednesday, January 11, 2012

What have I done?

Foxboy is getting old World of Darkness books in the mail. He's got players lined up and he wants us all to be Tremere in a small town dealing with creepy happenings. It was not six months ago that I talked him into playing in an Eberron campaign I was running. Since then he's played some Dark Heresy but a recent move has put that game on ice, so I guess he decided that he needed to take things into his own hands.

Wednesday, December 21, 2011

Strategy & (Vancian) Magic

I dig Vancian magic I think it makes sense, has a lot of flavor, and makes it pretty easy to handle magic. It also admits a lot of variations. 3e by default has a bit (compare wizard, sorcerer, and cleric), and a lot of later D&D 3e products were good about this. Reserve feats (as long as you have spell X prepared, you can create magic effect Y at will) are a pretty simple variation; Tome of Battle, Tome of Magic gave you some weirder ones. Even psionics, as implemented in 3e, is pretty much just Vancian magic with a different economy of slots.

My personal favorite is what Monte Cook did with the standard Vancian system in Arcana Evolved. A lot of little changes that really showed how you can stretch D&D's magic. One of the biggest is that all casters, instead of being divided into prepared and improvised casters, are a sort of hybrid of the two. Everyone has access to their full spell list at all times. (And everyone uses the same master spell list; depending on your class and your feat selection, each individual caster has access to specific parts of it.) You "ready" a certain number of spells at the beginning of the day, and then use your spell slots to cast those spells in any combination you like. Since you can also use one spell slot to cast several spells of a lower level, or several slots of a lower level to cast one spell of a higher level, casters have a lot more flexibility in their what they can do each day than is normal in 3e D&D.

Granted, this ups the complexity level of running a caster a lot. When I was running Arcana Evolved, my casters made printouts of different spell load-outs for different kinds of situations, because otherwise what you're doing is basically building a sorcerer fresh at the start of every session. It's not a system I'd recommend for DIY D&D except maybe for high level play. It gets worse when you consider that daily spell selection really only scratches the surface of the new complexity in Arcana Evolved; with three versions of every spell (one at, one a step above, and one a step below the level of the spell) and a bunch of feats that let you modify spells in various ways, there are a lot more decisions to make when building and playing a caster than in vanilla 3e D&D.

Decisions are good. One of the things that I admire about D&D magic is that there are a lot of decisions, they're all pretty meaningful decisions, and for the most part they're also avoidable decisions. In early D&D this is pretty simple. Play a caster or no? Which of two spell sets do you want access to? Accumulating the spells themselves involves a whole series of little decisions and challenges, and actually preparing spells each day gives a consistent and not-overwhelming suite of decisions to make. Then there's casting the spells, and you can get into a lot of creativity there, but most of the strategy is pre-loaded. Your success as a caster revolves around what kinds of situations your experience allows you to anticipate, and your ability to react when your plans go awry.

One of the things I like about later editions of D&D, though, is the way that the more complex spellcaster ecosystem lets you fine tune where you want your strategy, and how much of it you want. In 3e, there are three big spell suites and a secondary one (divine, natural, arcane, and bard) to choose from, and a couple different levels of involvement in each. If you want, you can simplify your choices at-the-table by front-loading them into your build, by playing a sorcerer (or a bard). Playing a cleric is in a lot of ways similar, because if you screw up your spell selection, or if an educated risk in a situational spell choice goes awry, you can always default to a Cure.

Of course, 3e D&D also ramps up the total decisions you have to make a lot, which is kind of a double edged sword. Most of these you're going to make away from the table: Feats and caster special abilities mostly impact character creation and leveling, and the vastly expanded spell list is mostly something dealt with when winnowing your selections for your spellbook or spells known. No matter what class you're running, though, you're going to have more spells to cast, and that does increase the complexity of at the table strategy.

Changing the complexity level of the available decisions, and changing where those decisions get made, is the big thing that you're doing when you start messing around with the D&D spells system. You have a lot of leeway to do that with D&D and Vancian casting in general, because you don't just have a lot of decisions, in the sense that you have a long spell list. The decisions come in chunks. Character creation. Ongoing spell selection. Daily spell preparation. Casting during the encounter.

I really think that's the strength of the D&D spell system. There's a satisfying level of complexity and available strategy, but it's not overwhelming, because you don't have to deal with it all at once. There are a lot of ways to scale it up and down to fit your individual group's preferences, both at the system modification level, and as they make their characters. For a game that's often about the pleasures of logistic strategy gone horribly, horribly awry, that's a pretty good thing.

Friday, December 02, 2011

NaNo & Scrivener

Didn't win NaNoWriMo, which I'm okay with. At about 35k and still working on it. We'll see where that goes. I'm trying to get 10k a week, as a general rule.

I recently moved all my stuff to Scrivener, to test that program out. It's kinda neat. So far I'm mostly appreciating the ability to see my wordcount as I type, and to break out sections in different sub-documents. So far that's mostly just "each day's work is a new note," but I suspect that when I get around to editing it's going to be broke down a lot more like scene. There are actually two separate novels in this project, maybe more. Breaking away from the Word-inspired idea that a big project has to be written all at once, straight through, with no breaks in between has been liberating. Double plus the idea that I have to know what a project is about before I start writing. That's the big thing that I'm glad I've learned from NaNoWriMo now.

Wednesday, November 09, 2011

NaNoWriMo

I'm doing NaNoWriMo again. That's one reason why I've been quiet lately. (Other reasons: Not gaming as much as I was, not running anything, busy getting settled into work/new apartment/post-college life.)

It's weird. I'd totally sworn of NaNoWriMo the last time I did it. Forever. Succeeded twice, failed twice, decided I'd learned all I could from it and that it was time to move on to Real Writing. And now I'm back at it.

I'm doing it partly because DrRotwang announced he was doing it for the first time, and it's always good to support first-timers. Partly to keep me busy while I get back on anti-depressants/anti-anxiety medication.

Have I mentioned that here? I got whacked with the depression stick pretty bad in middle school. Managed to get that under control at the time, but looking back it was an issue on and off for most of college.

It’s tough for me to get a sense of perspective on it because I don’t have the crippling, free-floating, self-esteem battering emotional regulation issues that have landed a couple of my friends and acquaintances in the hospital recently, and de-railed work and school for others. What I do have is a lot of anxiety and a hard time telling when I’m getting anxious, so it alters my behavior in ways I’m not always aware of. The last six to twelve months have involved a lot of both figuring that out and attempting to get a handle on it. One conclusion I’ve had to draw is that it’s started to affect my gaming (and maybe always has). That’s one of the big reasons I want to get it under control. Not being able to DM because of how nervous making things up on the fly makes me is no fun at all.

Medication seemed to help towards the end of school, but then I stopped taking it for various stupid reasons, so now I’m having to go through the unpleasant, why-is-this-making-my-symptoms-worse?!! process of getting back adjusted to it. Writing doesn’t help, exactly, in the sense that it makes me feel better. It keeps me occupied, though, and it helps me feel grounded.

It’s good to get back in touch with that. I did a lot of writing in college. I was an English major, as I will never tire of telling people. But it was a lot of very busy, very harried, very fragmented, very goal-focused, and often not-very-fun writing. I mostly lost track of my old high school habit of carrying a notebook around with me everywhere and writing whatever, whenever, wherever. I have an entire shelf full of these notebooks. If there’s anything you admire about my writing “style,” those notebooks are probably why. I’ve written a lot. Just sheer volume of words.

And, you know, focus and goals and piece completion and all that is good. I’m proud of a lot of the work I did in that English program. Even the research papers, although mostly what I learned from them is that I don’t ever want to go near an English Masters program oh god get it away from me. The reading I had to do for those classes made me a better writer, and I absolutely, positively, one hundred percent am a better writer because of the things I talked about and learned and had to write for my workshop classes.

But I kind of lost that sense of writing as this self-contained thing that lets me structure the world. It was constantly, as Steven King would say, “writing with my door open.” I got better at writing, but I was doing it for classes, for peers, for teachers, for friends. Sometimes for friends I was working on projects with. Not for myself.

NaNoWriMo, and this story I’m working on? Completely, totally, one hundred percent for me. This is good. The story itself is kind of terrible, and it’s tough, but every time I knock out another two thousand words I’ve learned something new about it, and I don’t have to worry about how anyone else is going to evaluate it in two weeks. Or maybe ever. If I show it to anyone else, it’ll be because I want their feedback, and I want to make it better.

Friday, September 30, 2011

There's No Money in D&D

So on Google Plus the other day, in a discussion of why I don't read comics and maybe other people don't too (short version: they're bad, and they're bad because of artist/writer churn), I made the following comment:
I feel like DC/Marvel have the same problem that WotC has, or at least a similar one, in that they own this thing that everyone loves and knows about and looks like it ought to have all kinds of money in it, but in reality is fantastically hard to make money off of because they don't own the part of it that people really care about. They own the names, but they don't own the DMs or the artists or the writers.
This is something I've been thinking about and talking about with people for a long time. I don't really know how serious of a "problem" this is for WotC at the moment -- the internet wisdom is that their corporate masters are desperately unhappy with the level of profit they're generating, but the internet wisdom, generally speaking, isn't.

Still. I think it's interesting that, with the rise of Paizo and Pathfinder, we're getting a look at just what it is that Wizards owns in "D&D." Fundamentally, it's not much.

They don't own the concept of roleplaying, or any of the fundamentals you need to run a game. At one point maybe they owned the rules, but even that's kind of dodgy given the way U.S. copyright law handles game mechanics. They clearly don't now. They can't own the vast majority of what you need to run a game, because that basically comes down to a particular set of skills and talents that aren't all that hard to pick up, if you're willing to work at it.

They don't own dungeons. They don't own dragons. They don't own most of what makes up "standard D&D fantasy" what it is, because most of that was based on older sources to begin with. They claim ownership of illithids and yuan-ti, but it's not like you can't easily make your own without referencing their versions. Which leaves... what, beholders? Rust monsters?

These days, what they own is the ability to put "Dungeons Ampersand Dragons" on their books. What they own, really, is the ability to sell a particular set of tribal signifiers to geeks. They own the best way to sell something to someone who's never played an RPG before. They can sell the stuff that says "D&D" and makes you a part of "D&D." As Zak put it:
I;d say--they own the part that people who will buy shit whether it's good or not want, but not the part that matters to people who actually want it to be good care about.