Yeah, this will drive traffic to the site.
Well, you can blame Brian, the creative genius over at d20monkey for this one. He posted THIS COMIC, and I couldn't help but take it from there.
Brian, this is all on you:
Until next time...
Game excellently with one another.
Showing posts with label RPG Ponderables. Show all posts
Showing posts with label RPG Ponderables. Show all posts
Monday, May 23, 2011
Monday, May 16, 2011
The Future of Dungeons & Dragons - What if D&D 5e Had No DM?
Wow.
My brain is still humming after last Friday's Twitter conversation. I had caught wind of, in my feed, of some discussion of what WotC (Wizards of the Coast) was or was not doing to market Dungeons & Dragons as a gaming experience. In addition, there was a great deal of speculation on how the brand could be better leveraged to increase interest in the game, and as an aside, increase general interest in role-playing games (of all types) as a hobby. After lurking the feed for a bit, this question popped into my head:
"If Dungeons & Dragons were as popular as say, Scrabble or Monopoly (but not be a board game), what would that look like and how would you get there?" I expanded the question by adding, "So the question becomes: How do you make Dungeons & Dragons a "pastime" instead of a niche game? What social machinery has to be activated to make it so?"
Twitter then "blew up" (but in a good way). In fact, my friend Mad Brew (from Mad Brew Labs - an excellent RPG web site, by the way) was motivated to provide his own answers to this question. Check out his blog (I believe Tuesday and Wednesday of this week) to check out how he answers. Hopefully, this post (which preempts his just a bit), won't step on his toes. To prevent that, I want to take the question in a more specific direction.
If Dungeons & Dragons were played like more traditional social games, it would almost have to drop the role of the Dungeon Master. If that actually happened, what would the 5th Edition of Dungeons & Dragons look like? Would it even be recognizable as the same game? Is that even possible?
Well, I have to admit, as a Dungeon Master myself, I find the thought both intriguing and a little scary. However, there's a lot more research to be done before I can make a fair assessment of the idea. Games like Castle Ravenloft and Wrath of Ashardalon go a long way to bridge the gap between the Dungeons & Dragons in a board game format, and Dungeons & Dragons the RPG.
I hope to be acquiring a copy of Wrath of Ashardalon soon, in hopes it can give me insight in how a group of folks could play Dungeons & Dragons without a DM. Thanks to DMSamuel over at RPG Musings, for sending me his copy to experiment with. You'll be getting some dinner, my friend, come Gen Con.
In the meantime, I'm working on answering this question. I don't have answers today, but maybe you have some input for the question? I'd love to hear your thoughts on this. Leave a comment!
Until next time...
Game excellently with one another.
My brain is still humming after last Friday's Twitter conversation. I had caught wind of, in my feed, of some discussion of what WotC (Wizards of the Coast) was or was not doing to market Dungeons & Dragons as a gaming experience. In addition, there was a great deal of speculation on how the brand could be better leveraged to increase interest in the game, and as an aside, increase general interest in role-playing games (of all types) as a hobby. After lurking the feed for a bit, this question popped into my head:
"If Dungeons & Dragons were as popular as say, Scrabble or Monopoly (but not be a board game), what would that look like and how would you get there?" I expanded the question by adding, "So the question becomes: How do you make Dungeons & Dragons a "pastime" instead of a niche game? What social machinery has to be activated to make it so?"
Twitter then "blew up" (but in a good way). In fact, my friend Mad Brew (from Mad Brew Labs - an excellent RPG web site, by the way) was motivated to provide his own answers to this question. Check out his blog (I believe Tuesday and Wednesday of this week) to check out how he answers. Hopefully, this post (which preempts his just a bit), won't step on his toes. To prevent that, I want to take the question in a more specific direction.
If Dungeons & Dragons were played like more traditional social games, it would almost have to drop the role of the Dungeon Master
Well, I have to admit, as a Dungeon Master myself, I find the thought both intriguing and a little scary. However, there's a lot more research to be done before I can make a fair assessment of the idea. Games like Castle Ravenloft and Wrath of Ashardalon go a long way to bridge the gap between the Dungeons & Dragons in a board game format, and Dungeons & Dragons the RPG.
I hope to be acquiring a copy of Wrath of Ashardalon soon, in hopes it can give me insight in how a group of folks could play Dungeons & Dragons without a DM. Thanks to DMSamuel over at RPG Musings, for sending me his copy to experiment with. You'll be getting some dinner, my friend, come Gen Con.
In the meantime, I'm working on answering this question. I don't have answers today, but maybe you have some input for the question? I'd love to hear your thoughts on this. Leave a comment!
Until next time...
Game excellently with one another.
Friday, February 04, 2011
Opinionated Old Man Post - 4th Edition Stuff
I'll admit, I've been stuck without subjects to write about over the last few weeks. While there's plenty of controversy & teeth gnashing to be had about gaming, I don't often find myself so worked up that I feel the need to respond. I'd like to think some of that has to do with maturity (oh gods, surely not!), but I think it's mostly, that when it comes to some arguments, I simply don't "have a dog in the fight".
Still, on some of these issues, I'm asked to give an opinion. I'm a self-described 4th Edition blogger, and so folks occasionally want to know what I think. I hang out on Twitter a lot, but that media is woefully inadequate for addressing some of these recurring issues. Occasionally, I get to espouse my opinion on the DM Roundtable; but after awhile, our twelve listeners get to understand what I'm about, and so probably know what I'm going to say before I say it (oh, and go listen to the DM Roundtable, so you can make that last sentence a lie - thanks).
So, I think what I'm going to do is outline a few of the recent (and some long standing) controversies I've been witness to, regarding gaming. I'm going to give you my opinion on those, and then I'm going to move on. I really need to spend my time creating cool stuff for the game, and not focusing on what amounts to academic debate. You're more than welcome to comment below, but if your opinion differs from mine, I'm probably not going to say much. You are entitled to an opinion just like myself. However, on the issues that follow, I know how I feel about them. It's not likely we're going to dissuade each other. While that might not make you happy, at least you'll know where I stand.
On the Assertion that 4th Edition D&D can't be "role-played".
Load of crap. Simple as that. My group played for three hours the other night, played no combat encounters, and only one skill challenge. It was three hours of great role-playing. We were playing 4th Edition. I know that's one example, and I know the power of my words can't make this argument stop, but really. Stop it. If you still believe the assertion that you can't role-play properly using the 4th edition of Dungeons & Dragons, we've got a problem with basic assumptions about role-playing games.
On the Assertion that D&D Essentials is another Edition of the game.
No, it's really not. Does it offer some streamlining in both how characters are designed, and how monsters are handled? Sure. However, it's not changing the game. My opinion? You can use both side by side. I'm using Essential rules but running standard 4e characters. It's just an add on to the game. It's optional.
On the Assertion that Wizards of the Coast (WotC) are a group of money-grubbing devils, hell-bent on being out of touch with their customers.
Not bloody likely. Look. WotC is a company. Companies exist to make money. Public companies (their parent company is Hasbro) exist to make money for their shareholders. Thus, decisions are going to be made that directly effect their bottom line. If you're having issues with this fact, don't buy from them. Make up your own games. Is it okay to make suggestions to them? Sure. Most companies in this kind of business are eager to hear what works for their customers. Let's show some respect though, okay? No one wants to be called a bag of dicks because the company they worked for decided not to make THAT ONE MIRACLE PRODUCT you were looking for, or because their plan for some initiative isn't following YOUR RECOMMENDED GUIDELINES FOR EXECUTION. If this sounds like you, get over yourself.
One other thing on this subject. I have found that the public face of WotC is accommodating and transparent in the extreme. Several of their employees regularly engage the public in both social media and at conventions, in order to make sure communication is open and forthcoming. I've met some of these folks and they are respectful and usually quite frank in their discussions. Again, show them some respect.
Another note on this subject. The following applies to just about every major company playing in this field, not just WotC. While you have a right to complain if you felt you were wronged in some real fashion (poor/dangerous product quality, bad customer service), be a responsible consumer.
On the Assertion that Skill Challenges in 4e are Broken.
I thought I used to think this. The other day I saw the light. I will say this, though. The execution of Skill Challenges takes practice, and requires some experience on the part of the player. Use Skill Challenges how you want. Start at obvious, and gradually work the mechanics into the narrative of your game. Lead by example, and the players will follow. Not everyone is an experienced role-player. It's okay to hold their hand until they get comfortable.
On the Assertion that Combat in 4e takes too long.
Maybe. How's that for a firm position. Actually, I think that 4e combat comes down to managing the table. You need to have a DM that can keep track of things well (I have to use electronic tools) and equally importantly, you have to have players that are familiar with the rules and prepared to use their powers. Hesitant and "over-thinking" players will kill your time management in 4e. Those kind of players will kill your time in any RPG. I use a sand timer. There are other methods. I don't believe in screwing around with the stats or mechanics, though, just to reduce combat time.
Also this. Combat has always taken time in RPGs where tactical movement and positioning are important. Remember that D&D started as an offshoot for a miniature war game. War game turns can sometimes take 30 minutes for ONE PLAYER. Let's not lose perspective. While I'm sure that some efficiencies can be found playing 4e (in regards to combat), it will probably take a big re-working of the rules to make it right (whatever "right" is supposed to be defined to be). For now, I'm honestly not sure how I'd feel about that, or what that would even look like. I'm happy with the system as is, and will look to table management to improve combat speed.
And So
Whew! Well, I'm glad I got those things off my chest. When these topics come up again, you'll find me silent on the matter. I have spoken my piece. If you ask me a question about these topics, I'll refer you to this post. I am an old man, and I do not have time for issues that have been ongoing for over two years. I'd rather be creating something cool for the game I love.
Get Off My Lawn.
Until next time...
Game excellently with one another.
Still, on some of these issues, I'm asked to give an opinion. I'm a self-described 4th Edition blogger, and so folks occasionally want to know what I think. I hang out on Twitter a lot, but that media is woefully inadequate for addressing some of these recurring issues. Occasionally, I get to espouse my opinion on the DM Roundtable; but after awhile, our twelve listeners get to understand what I'm about, and so probably know what I'm going to say before I say it (oh, and go listen to the DM Roundtable, so you can make that last sentence a lie - thanks).
So, I think what I'm going to do is outline a few of the recent (and some long standing) controversies I've been witness to, regarding gaming. I'm going to give you my opinion on those, and then I'm going to move on. I really need to spend my time creating cool stuff for the game, and not focusing on what amounts to academic debate. You're more than welcome to comment below, but if your opinion differs from mine, I'm probably not going to say much. You are entitled to an opinion just like myself. However, on the issues that follow, I know how I feel about them. It's not likely we're going to dissuade each other. While that might not make you happy, at least you'll know where I stand.
On the Assertion that 4th Edition D&D can't be "role-played".
Load of crap. Simple as that. My group played for three hours the other night, played no combat encounters, and only one skill challenge. It was three hours of great role-playing. We were playing 4th Edition. I know that's one example, and I know the power of my words can't make this argument stop, but really. Stop it. If you still believe the assertion that you can't role-play properly using the 4th edition of Dungeons & Dragons, we've got a problem with basic assumptions about role-playing games.
On the Assertion that D&D Essentials is another Edition of the game.
No, it's really not. Does it offer some streamlining in both how characters are designed, and how monsters are handled? Sure. However, it's not changing the game. My opinion? You can use both side by side. I'm using Essential rules but running standard 4e characters. It's just an add on to the game. It's optional.
On the Assertion that Wizards of the Coast (WotC) are a group of money-grubbing devils, hell-bent on being out of touch with their customers.
Not bloody likely. Look. WotC is a company. Companies exist to make money. Public companies (their parent company is Hasbro) exist to make money for their shareholders. Thus, decisions are going to be made that directly effect their bottom line. If you're having issues with this fact, don't buy from them. Make up your own games. Is it okay to make suggestions to them? Sure. Most companies in this kind of business are eager to hear what works for their customers. Let's show some respect though, okay? No one wants to be called a bag of dicks because the company they worked for decided not to make THAT ONE MIRACLE PRODUCT you were looking for, or because their plan for some initiative isn't following YOUR RECOMMENDED GUIDELINES FOR EXECUTION. If this sounds like you, get over yourself.
One other thing on this subject. I have found that the public face of WotC is accommodating and transparent in the extreme. Several of their employees regularly engage the public in both social media and at conventions, in order to make sure communication is open and forthcoming. I've met some of these folks and they are respectful and usually quite frank in their discussions. Again, show them some respect.
Another note on this subject. The following applies to just about every major company playing in this field, not just WotC. While you have a right to complain if you felt you were wronged in some real fashion (poor/dangerous product quality, bad customer service), be a responsible consumer.
On the Assertion that Skill Challenges in 4e are Broken.
I thought I used to think this. The other day I saw the light. I will say this, though. The execution of Skill Challenges takes practice, and requires some experience on the part of the player. Use Skill Challenges how you want. Start at obvious, and gradually work the mechanics into the narrative of your game. Lead by example, and the players will follow. Not everyone is an experienced role-player. It's okay to hold their hand until they get comfortable.
On the Assertion that Combat in 4e takes too long.
Maybe. How's that for a firm position. Actually, I think that 4e combat comes down to managing the table. You need to have a DM that can keep track of things well (I have to use electronic tools) and equally importantly, you have to have players that are familiar with the rules and prepared to use their powers. Hesitant and "over-thinking" players will kill your time management in 4e. Those kind of players will kill your time in any RPG. I use a sand timer. There are other methods. I don't believe in screwing around with the stats or mechanics, though, just to reduce combat time.
Also this. Combat has always taken time in RPGs where tactical movement and positioning are important. Remember that D&D started as an offshoot for a miniature war game. War game turns can sometimes take 30 minutes for ONE PLAYER. Let's not lose perspective. While I'm sure that some efficiencies can be found playing 4e (in regards to combat), it will probably take a big re-working of the rules to make it right (whatever "right" is supposed to be defined to be). For now, I'm honestly not sure how I'd feel about that, or what that would even look like. I'm happy with the system as is, and will look to table management to improve combat speed.
And So
Whew! Well, I'm glad I got those things off my chest. When these topics come up again, you'll find me silent on the matter. I have spoken my piece. If you ask me a question about these topics, I'll refer you to this post. I am an old man, and I do not have time for issues that have been ongoing for over two years. I'd rather be creating something cool for the game I love.
Get Off My Lawn.
Until next time...
Game excellently with one another.
Wednesday, May 26, 2010
Official "Edition War" Weigh In
This is one of those opinion/philosophy pieces, so if you've come to the blog looking for some crunch today, you might be disappointed.
However, ever diligent to try and provide something that passes for entertainment for my readers, I wanted to weigh in on the topic of what the gamer blogosphere likes to call, "The Edition Wars".
Edition wars have been around for a long time. They're not specific to the gaming hobby, but almost always result when a beloved brand or product goes through changes. Essentially, it boils down to one person not liking those changes and another person totally loving everything new that has just come out. Everyone else falls on the continuum in between.
For Dungeons & Dragons®, though, the edition wars really heated up with the release of the 4th edition of the game. Many things changed in the way the game was played (I'm not going over the details here, see just about every other gaming blog in existence for details on that), and it pissed a lot of people off. Just as others (probably me included), loved the new rules and have embraced them. A third group were those somewhere in between.
The arguments about which game is best can get heated, because these issues can be near and dear to our hearts. I'm okay with that, but I've lived too long to get upset because someone doesn't like the way I choose to play a game. Conversely, I don't get upset when you tell me that you want to play "X" either.
In order to avoid all the potential vitriol surrounding the edition wars, I developed a gaming philosophy related to Dungeons & Dragons. I've been playing the game for some 30 years, and have played every edition (and have acted as a Dungeon Master in all but one edition). I make no claims to the title of "Expert". I don't consider myself one. "Experienced" or "Well Traveled" are probably better.
So here's my Dungeons & Dragons philosophy: I role-play like it's 1st edition, built worlds like it's 2nd edition, manage my game table like it's 3rd edition, and I use the rules for the 4th edition.
Simple as that. Just in case that's not clear, though, here's a more detailed explanation.
1) "Role-play like it's 1st Edition". Everyone goes on and on about how the 1st edition and/or OD&D were the best for role-playing. Gygaz & Arneson wrote such an encyclopedic and esoteric set of rules that there were plenty of gaps on how certain things had to be played out. What are you left with doing? Well, role-playing, of course. It was the only real way to fill in the gaps. So when you play 4th edition. Role-play like your playing 1st edition.
2) "Build worlds like it's 2nd Edition". The second edition of Advanced Dungeons & Dragons saw an explosion of different campaign settings and worlds. Spelljammer, Dark Sun, & Planescape were just a few of the settings that expanded the AD&D universe. When you're playing 4th edition, think back to those times and create your worlds like they did in the 2nd edition. Expand your horizons and don't be afraid to break the mold.
3) "Manage your table like it's 3rd Edition." For this argument, I'm including the 3.5 edition as well. The 3rd edition of the game saw in increased emphasis on knowing what the battlefield looked like during an encounter. The use of miniatures was encouraged, and factors such as line of sight, area of effect, and terrain considerations all became pretty important. 4th edition maintains a great deal of that emphasis. Keep a good battle mat and some inexpensive counters or miniatures at the table and manage like you would in the 3rd edition.
4) "Use the rules for 4th edition". The rules are tidy, easy to understand and (for the most part) fairly balanced. While hard core early edition fans will probably out right reject this statement, it's my personal belief this is the tightest set of rules so far. It makes DMing much easier than previous editions, and I don't waste a lot of my players time with complicated tables or maths. They're my rules of choice.
Well kids, that's my Edition War weigh in. Would love to hear your comments, regardless of what edition of Dungeons & Dragons you play.
Until next time...
Game excellently with one another.
However, ever diligent to try and provide something that passes for entertainment for my readers, I wanted to weigh in on the topic of what the gamer blogosphere likes to call, "The Edition Wars".
Edition wars have been around for a long time. They're not specific to the gaming hobby, but almost always result when a beloved brand or product goes through changes. Essentially, it boils down to one person not liking those changes and another person totally loving everything new that has just come out. Everyone else falls on the continuum in between.
For Dungeons & Dragons®, though, the edition wars really heated up with the release of the 4th edition of the game. Many things changed in the way the game was played (I'm not going over the details here, see just about every other gaming blog in existence for details on that), and it pissed a lot of people off. Just as others (probably me included), loved the new rules and have embraced them. A third group were those somewhere in between.
The arguments about which game is best can get heated, because these issues can be near and dear to our hearts. I'm okay with that, but I've lived too long to get upset because someone doesn't like the way I choose to play a game. Conversely, I don't get upset when you tell me that you want to play "X" either.
In order to avoid all the potential vitriol surrounding the edition wars, I developed a gaming philosophy related to Dungeons & Dragons. I've been playing the game for some 30 years, and have played every edition (and have acted as a Dungeon Master in all but one edition). I make no claims to the title of "Expert". I don't consider myself one. "Experienced" or "Well Traveled" are probably better.
So here's my Dungeons & Dragons philosophy: I role-play like it's 1st edition, built worlds like it's 2nd edition, manage my game table like it's 3rd edition, and I use the rules for the 4th edition.
Simple as that. Just in case that's not clear, though, here's a more detailed explanation.
1) "Role-play like it's 1st Edition". Everyone goes on and on about how the 1st edition and/or OD&D were the best for role-playing. Gygaz & Arneson wrote such an encyclopedic and esoteric set of rules that there were plenty of gaps on how certain things had to be played out. What are you left with doing? Well, role-playing, of course. It was the only real way to fill in the gaps. So when you play 4th edition. Role-play like your playing 1st edition.
2) "Build worlds like it's 2nd Edition". The second edition of Advanced Dungeons & Dragons saw an explosion of different campaign settings and worlds. Spelljammer, Dark Sun, & Planescape were just a few of the settings that expanded the AD&D universe. When you're playing 4th edition, think back to those times and create your worlds like they did in the 2nd edition. Expand your horizons and don't be afraid to break the mold.
3) "Manage your table like it's 3rd Edition." For this argument, I'm including the 3.5 edition as well. The 3rd edition of the game saw in increased emphasis on knowing what the battlefield looked like during an encounter. The use of miniatures was encouraged, and factors such as line of sight, area of effect, and terrain considerations all became pretty important. 4th edition maintains a great deal of that emphasis. Keep a good battle mat and some inexpensive counters or miniatures at the table and manage like you would in the 3rd edition.
4) "Use the rules for 4th edition". The rules are tidy, easy to understand and (for the most part) fairly balanced. While hard core early edition fans will probably out right reject this statement, it's my personal belief this is the tightest set of rules so far. It makes DMing much easier than previous editions, and I don't waste a lot of my players time with complicated tables or maths. They're my rules of choice.
Well kids, that's my Edition War weigh in. Would love to hear your comments, regardless of what edition of Dungeons & Dragons you play.
Until next time...
Game excellently with one another.
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