Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Wednesday, October 15, 2008

All The Characters Are The Same! or Why I Spent Six Hours Reading The Expanded Psionics Handbook

As I hinted at the end of yesterday's discussion of some of 4E's limitations, there's another more important distinction between 4E and 3e. In the new edition, each character has roughly similar capabilities. Sure, there's the striker/defender/leader/controller thing, and the variations on each of those themes, but it's all pretty much doing damage and deciding when to use your encounter powers and whether to burn your dailies. Occasionally you stick some interesting effects on the monsters, and there's a fair bit of moving around, but it's all just variations on a theme. It's a fun theme, and if the DM is on the ball you can get a lot of mileage out of it by changing the environment and monster behavior, and even more by building different characters in different ways.

But it's all one kind of fun.

There are a lot of different ways to generate varieties of fun -- call those ways the dimensions of fun, if you like fancy phrases -- and 4E drops a lot that 3.x had. One of the big ones, the one it had to give up to get the tactical complexity it's designed around, is variation on the mechanics behind character powers. 3.x has feats, skills, Vancian magic (of divine and arcane quality), psionics, incarnum, shadow magic, truename magic, binding, whatever that dang Tome of Battle stuff is, plus a bunch of class specific doo-dads like bardic music, rage, and dragon shaman auras all stuffed under "special abilities." All of which makes characters a lot harder to build, and a lot harder to predict how everything in the greater system will interact, but it allows for tremendous variety in the way the game plays. It also opens up a lot of headspace, creating a convenient source of ideas on how societies and environments might interact with the powers that drive them.

4E has one way. It's a good way, but it's not the only way.

Tuesday, October 14, 2008

It's Like the Best Apple Pie in the World When I Want More Than Just Those Damn Apples

Okay, so maybe being over 4E doesn't quite mean I'm going to stop thinking about it. Particularly, I've been trying to figure out what exactly it is that bugs me about it. This is a game I had all kinds of crazy fun running, and could easily have all kinds of crazy fun running again. So why don't I have much interest in it anymore?

That has more to do with obsession cycles than any intrinsic feature of the game, but my gut feeling answer is that it's much more limited than 3rd edition and its variants.

This is mostly nonsense. 4th Edition isn't significantly less complicated than 3rd Edition, it just increases tactical complexity at the expense of character complexity. With the exception of fighters, rogues, and other non-magic-using characters, 4E characters have fewer moving parts than their 3.x counterparts, and there's much less variety in the kinds of parts they use. However, this reduced complexity means its easier for the designers to ensure that all those moving parts have interesting interactions with each other, and that the characters have interesting interactions with the rest of the party. 

Which means, for pure combat, and even combat with motivational doo-hickeys (I'm fighting for the queen!) backed up by interaction scenes, 4E is superior. 3.x characters have an unfortunate tendency to find one best strategy and use it in every fight, to suck up table time with calculation, and to blow through opposition, though that last is mostly because the CR system rests on some assumptions that aren't supported by the game as she is actually played. On the DM side, 4E has much better support for making fights interesting, from making monsters easier to tweak and run to gearing its environmental design advice towards making terrain that gives players interesting choices.

On the other hand . . . 4E doesn't do a whole lot beyond that. There are precious few non-combat abilities, and it's impossible to build a character that doesn't focus on combat. It does have the skill challenge system, which I like a great deal and could see using to use to run a game by itself -- because it's a seperate system that's been bolted on to the main, power-based core where most of the game's complexity resides. 

If you want to run a game that revolves around exploration, or bullshit hi-jinks, or anything else where the point of combat isn't to have fun with the fight itself but to cause problems for the players, then whenever combat does come up it will invariably pull attention towards itself and away from the main point of the game. And if you don't use combat much, you're looking at a character sheet that you never use and making lots of character decisions that are never meaningful. 3.x often has the same problem, especially when you start adding in splat-books, but that's a function of the particular moving parts in the system -- what spells your wizard picks or whatever -- rather than being cooked into the arrangement of the moving parts themselves. It doesn't intrinsically assume, no matter how you build a character, that the character will be about "combat and occasionally some other stuff."

When I wrote this post, it ended up being crazy long, so tomorrow I'll pontificate about another, related difference between 3.x and 4E. As a player of mine used to say, "All the characters are the same!"

Friday, August 29, 2008

I Got Traveller Today

Mongoose edition, but hey. I've had it for five hourse, and it's almost made up for the rest of the day.
I mean, I knew what I was getting. I've heard people drop Universal World Profiles. I knew about death during character generation (Not required, but present. It's called "Iron Man" character generation -- the default on a failed survival roll is Horrible Manglement, because peg legs are fun.) I was aware, in a general way, of the charts.

But sitting here, book open to page 160, checking two charts to figure out how many passengers want to go from the space rock you're on to the space rock you want to go? Flipping through the book and finding a table, completely unrelated to the entry on the alien race it's below, about what a character's enemy is up to on the planet they just showed up on? Discovering charts for generating random animals to harrass the part with?

Crazy awesome doesn't even cover it.

Now I just need to figure out what to run with it. The crazy part of me says "Stargate SG-1 meets Star Trek (TOS) by way of Foundation, with a little Star Wars on the side and as much Dune as I can cram into it and still keep the laser battles." The campaign would bear the moniker "Star Truck," and an early session would center around a mysterious spinning cube, encountered in the mysterious reaches of space. Oh, and space marines.

The more serious part of me . . . well, basically agrees. I'd explain it in a way that doesn't hinge on pop culture references, but that's the space fiction I like. Basically, I'm thinking:
  • The whole "ancient earth cultures scattered by a mysterious race" theme
  • Pulp craziness, the kind that straddles the line between "making a point about human nature" and "laser dinosaurs!"
  • One or more Imperial whatsits (that a lot of human worlds sit outside of) based on trade in exotic items, transhuman conspiracies, and dukes of planets (also: space princesses)
  • Lunatic investment schemes by the PCs and/or their employers
  • Space battles with ridiculous weaponry, up to and including colored lasers beams that cause computer banks to explode
  • Space Marines. With powered armour. And laser swords.
I'm both under the impression that this is not too far of from the Third Imperium and not sure exactly how Traveller would handle it, not having read the full book. Even if I modify the mess of ideas I've already got into something a little more system friendly, I do plan on building my own setting, more or less from scratch. Nothing against the Third Imperium, I just feel the need. I know this space stuff pretty well, a lot better than I'll ever know fantasy, and it's been a while since I put together a really crazy new setting.

That, and it's Traveller. If I get stuck, I'll just roll some dice and work out something interesting.