Yeah, I've been a bit lax on posting, my apologies to any reader or readers I might have. The basic thing is that I want to talk a bit about the coming 5th edition of Dungeons and Dragons. This isn't a matter of cheering that 4th edition is gone or getting angry that we have yet another edition or that we don't or do need one. What I want to do is a bit more nuanced, ask a question that I think needs to be asked whenever an edition change is occurring, the question is this "What did we learn?" This is a bigger question than a lot of people might think, it's the question of what successes and failures came from not just the previous edition but all those that came before. It's more than how well things sold, it's also what seemed more popular and why, as well as maybe what things turned out to be better ideas than anticipated or worse than assumed.
I'm not a developer at Wizards of the Coast or any gaming company but I could offer a few ideas that at I and people I've talked to discovered in 4th edition and others, and maybe could help in the creation of the new 5th edition. One thing my group learned is that in design you need to make sure that threats scale properly. In 4th edition a tribe of goblins was a greater threat than a dragon of the same encounter level, that's a bit worrisome. The reason was this, the goblins had an ability where if they flanked they did extra damage, and you could get a lot of minions plus some bigger ones and the players could get carved up. A dragon, a single monster, might do a bit more damage than the flanking goblins, but it was only one thing, and it could be focus fired. The dragon was actually less threatening than a goblin tribe and that kind of kills the majesty of the dragon and also makes the scale feel off, since in fantasy dragons are generally big threats, legendary beasts.
The second thing I'd reccomend is that they do keep the HP buffer at low levels. It was actually a big improvement when you won't get knocked over by an errant wind. The HP amounts should probably be lower at high levels, or monsters need to be able to take bigger bites, but in general the larger HP at base was a nice addition, if only because it provided a way for players to survive a mistake and learn from it rather than having to go through a bunch of characters starting off. This was one of the areas that 4th edition got right in my view, and a lot of people I've talked to have agreed that the higher survival rating starting off helps remarkably.
I think the biggest thing though is that the new edition needs to have enough innovation to be willing to experiment during the games run. 3rd edition put out some great material, and in my view a lot of their best stuff was the more experimental. While incarnum was a bit of a failure it was still fascinating, as I mentioned in an earlier post I called it a beautiful failure. Tome of magic as well as the book of nine swords were probably my favorite releases, along with stuff like the warlock which was a full class of spell like abilities. These were things that tried out new mechanical options, variant casting systems and new power options for martial characters. Options that, surprisingly, meshed well with the existing system and were fairly balanced. 4th on the other hand...while there were new power sources by the time my group quit (PH3) things were getting repetitive, and I chanced to pick up one of the last releases and it did not fill me with hope for the game. It looked like the designers had essentially hit a wall, running out of mechanical options due to the constraints of the system itself and were afraid to try engineering outside of it.
Anyone out there that's reading, what do you think is important for 5th edition, and is there anything you think would be cool to add in? Feel free to share.
Showing posts with label power gaming. Show all posts
Showing posts with label power gaming. Show all posts
Tuesday, February 28, 2012
Sunday, July 17, 2011
The Right Way to play pt. 3
In my last few posts I've tried to talk about the concept of a right way to play games and this last post is somewhat of a tricky one, in part because I want to finish it here and this question is the root of a lot of bigger arguments in gaming. The biggest issue with the idea of a right way to play, at least in my mind, is that it's sort of a mask for either a bigger question or idea that the person is trying to state.
It can be about gamestyle preferences, it can be a question of what a person brings to a game, really there are a lot of ways to look at it. One way is simply a matter of style and preference, the people talking about roleplay or optimization as if they were mutually exclusive for example. Another is a bit trickier and it's somewhat more prevalent in online gaming than it would be in tabletops.
In online games there can be said to be a more objective right and wrong way to play, part of why I say this is that those games are generally of a less 'sandbox' method in that classes or skillsets are designed for certain things and the game can't really alter itself based on learning curves on a case by case basis (barring server wide patches and the like). The games are also much more based around cooperation in that if a person doesn't build the warrior to tank as well as they can or the healer is built incorrectly...well that ends up making things hard for others and creating frustration for all those involved. Part of what makes a game work, and what makes a way to play 'right' or 'wrong' has to do with what makes all the people involved happy and lets them have fun.
Ignoring the systems, the arguments, etc. we all game to have fun, to relieve stress and do something interesting with out friends. Now the biggest thing in all of it is that you and those around you are having fun. Someone is playing the wrong way when they and those around them aren't having fun, sometimes it means that the person should redo their character, sometimes it means that the group needs to change in terms of some people leaving or something similar.
It can be about gamestyle preferences, it can be a question of what a person brings to a game, really there are a lot of ways to look at it. One way is simply a matter of style and preference, the people talking about roleplay or optimization as if they were mutually exclusive for example. Another is a bit trickier and it's somewhat more prevalent in online gaming than it would be in tabletops.
In online games there can be said to be a more objective right and wrong way to play, part of why I say this is that those games are generally of a less 'sandbox' method in that classes or skillsets are designed for certain things and the game can't really alter itself based on learning curves on a case by case basis (barring server wide patches and the like). The games are also much more based around cooperation in that if a person doesn't build the warrior to tank as well as they can or the healer is built incorrectly...well that ends up making things hard for others and creating frustration for all those involved. Part of what makes a game work, and what makes a way to play 'right' or 'wrong' has to do with what makes all the people involved happy and lets them have fun.
Ignoring the systems, the arguments, etc. we all game to have fun, to relieve stress and do something interesting with out friends. Now the biggest thing in all of it is that you and those around you are having fun. Someone is playing the wrong way when they and those around them aren't having fun, sometimes it means that the person should redo their character, sometimes it means that the group needs to change in terms of some people leaving or something similar.
Friday, July 1, 2011
The right way to play pt. 2 (sorry this took so long)
Sorry to any readers out there, real life got in the way of things for a while, I guess I'm back and will hopefully be able to put out more posts and make something enjoyable.
When last I left my second issue in the idea of playing right or wrong had to do with the concept of a player focusing more on the mechanical aspect of the game, and when the others in the group complained he argued that he got into the game to fight monsters, slay dragons, and find treasure not sit in town conversing in 'thees and thous' with local yokels. For those who are familiar with such arguments part of this is from the whole 'roleplay vs rollplay' or 'optimization versus RP' and other things that crop up.
In some cases it's a false dichotomy started by people more enamored with RP than mechanics arguing that a person who has any interest in mechanics is clearly only interested in that and they don't know how to properly roleplay. While there can be cases where people obsess over raw numbers to the exclusion of any RP elements I think this is the exception rather than the rule. I also would argue that to an extent optimization IS roleplaying but that might be a discussion for another day. Now, some people might argue that the mechanically focused player in the example is playing wrong, or at least isn't playing the game to its full potential. Conversely people might also feel some sympathy for him, if he's in a game like Dungeons and Dragons, Hackmaster, or any other game that sells itself as a game full of action and exploration then it does seem a bit like the player in question might feel like they were the victim of a bait and switch. Depending on the game some might even argue that the roleplay centric players might be 'doing it wrong' if the game they're using is a much more heavily action oriented one.
This isn't to denigrate roleplayers either, roleplay can help bring a game more to life. It can help flesh out characters and work out backgrounds for them as well as make players feel like they're a part of the world and really care about the story and feel excited about that happens around them. Some games do a better job of stimulating roleplay than others and I won't say much more on that subject.
The real crux of the issue in this one is more a matter of player expectations and group style. I have had players who have told me of my own games that they are alternately too roleplay light or heavy, that we need more or less action, etc. Now a lot of it boils down to personal preference of the players and what the person running is comfortable with. This might be a case where the group would either need to seek a compromise, maybe doing more action sequences if reasonable along with trying to get the recalcitrant player to interact more with the story. It might also just be that the player is a bad fit for the group, he or she would be happier with a group that did more action, adventure and exploring in their games rather than emphasizing social interaction.
At least this is my view, if anyone has any comments, feel free to offer them in the comments section.
When last I left my second issue in the idea of playing right or wrong had to do with the concept of a player focusing more on the mechanical aspect of the game, and when the others in the group complained he argued that he got into the game to fight monsters, slay dragons, and find treasure not sit in town conversing in 'thees and thous' with local yokels. For those who are familiar with such arguments part of this is from the whole 'roleplay vs rollplay' or 'optimization versus RP' and other things that crop up.
In some cases it's a false dichotomy started by people more enamored with RP than mechanics arguing that a person who has any interest in mechanics is clearly only interested in that and they don't know how to properly roleplay. While there can be cases where people obsess over raw numbers to the exclusion of any RP elements I think this is the exception rather than the rule. I also would argue that to an extent optimization IS roleplaying but that might be a discussion for another day. Now, some people might argue that the mechanically focused player in the example is playing wrong, or at least isn't playing the game to its full potential. Conversely people might also feel some sympathy for him, if he's in a game like Dungeons and Dragons, Hackmaster, or any other game that sells itself as a game full of action and exploration then it does seem a bit like the player in question might feel like they were the victim of a bait and switch. Depending on the game some might even argue that the roleplay centric players might be 'doing it wrong' if the game they're using is a much more heavily action oriented one.
This isn't to denigrate roleplayers either, roleplay can help bring a game more to life. It can help flesh out characters and work out backgrounds for them as well as make players feel like they're a part of the world and really care about the story and feel excited about that happens around them. Some games do a better job of stimulating roleplay than others and I won't say much more on that subject.
The real crux of the issue in this one is more a matter of player expectations and group style. I have had players who have told me of my own games that they are alternately too roleplay light or heavy, that we need more or less action, etc. Now a lot of it boils down to personal preference of the players and what the person running is comfortable with. This might be a case where the group would either need to seek a compromise, maybe doing more action sequences if reasonable along with trying to get the recalcitrant player to interact more with the story. It might also just be that the player is a bad fit for the group, he or she would be happier with a group that did more action, adventure and exploring in their games rather than emphasizing social interaction.
At least this is my view, if anyone has any comments, feel free to offer them in the comments section.
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Thursday, May 5, 2011
Right way to play? Pt. 1
I'm going to try to address each question as a blog post and be as concise and coherent as possible, and hopefully interesting. Let's look at the first one, where a person new to a game posts on a forum about the game asking for advice on their character. The responses are varied and each one seems to give an idea of a 'right' way to play, or the reactions to said posts. The concept of a right way to play is varied, to some people there is no real wrong way to play but there are ways that are better and worse.
To the people simply giving general advice IE what abilities to pick or offering a build strategy they are simply answering the question and don't seem to offer any judgement on a right or wrong way. But I've heard some gamers condemn 'builds' as wrong or something to be avoided because they felt it detracted from organic character growth or that it took the person outside of the game. Others might counter "the player wants to be good at X, I wrote up how to be good at X" and X could be anything from a fighting style, to a method of using magic, to efficient underwater basketweaving.
To those offering builds there might also be divides, some are far more mechanically intensive where others are bare bones. In here we get the idea that if you're going to do something as a focus you need to go at it full tilt, IE second best isn't good enough. They might even justify it as 'If you're not doing your best the rest of the group is being let down' And then other people argue that he wasn't necessarily even asking for a comprehensive build, just some general information about what to look for, saying that they're trying to force others to play like them.
There are also some who might say that the players decision was a poor one and they should try a different class or set of options in order to do what they want. Now, their commentary is seen by some as simple advice and help to a newbie, IE if they want to play a certain style of character certain classes match the theme better than others or certain power templates offer that ability collection more easily. Or perhaps a certain class or ability template is just bad, at least from their perspective, and they want to warn the player against using it to avoid frustration.
Each of these things and the reactions to them imply concepts of right and wrong ways to play the game, hell a lot of them might even just be seen as tracing from the idea of an 'optimization' vs 'role play' dichotomy. Where there is seen as a sort of scale where you can't do both one and the other and that being good at one necessarily means being bad at another. The idea also that either one is a good or bad way of playing. So I guess the question that should be asked is if any of the people in my example were 'wrong' and if so why? I'll try to address the other questions soon.
To the people simply giving general advice IE what abilities to pick or offering a build strategy they are simply answering the question and don't seem to offer any judgement on a right or wrong way. But I've heard some gamers condemn 'builds' as wrong or something to be avoided because they felt it detracted from organic character growth or that it took the person outside of the game. Others might counter "the player wants to be good at X, I wrote up how to be good at X" and X could be anything from a fighting style, to a method of using magic, to efficient underwater basketweaving.
To those offering builds there might also be divides, some are far more mechanically intensive where others are bare bones. In here we get the idea that if you're going to do something as a focus you need to go at it full tilt, IE second best isn't good enough. They might even justify it as 'If you're not doing your best the rest of the group is being let down' And then other people argue that he wasn't necessarily even asking for a comprehensive build, just some general information about what to look for, saying that they're trying to force others to play like them.
There are also some who might say that the players decision was a poor one and they should try a different class or set of options in order to do what they want. Now, their commentary is seen by some as simple advice and help to a newbie, IE if they want to play a certain style of character certain classes match the theme better than others or certain power templates offer that ability collection more easily. Or perhaps a certain class or ability template is just bad, at least from their perspective, and they want to warn the player against using it to avoid frustration.
Each of these things and the reactions to them imply concepts of right and wrong ways to play the game, hell a lot of them might even just be seen as tracing from the idea of an 'optimization' vs 'role play' dichotomy. Where there is seen as a sort of scale where you can't do both one and the other and that being good at one necessarily means being bad at another. The idea also that either one is a good or bad way of playing. So I guess the question that should be asked is if any of the people in my example were 'wrong' and if so why? I'll try to address the other questions soon.
Thursday, April 28, 2011
Is there a right way to play?
This is something that comes up every now and again in games, and it's in both online and tabletop games, is there a right or wrong way to play? I think this one is going to be somewhat piecemeal because it's kind of a big question or at least one that isn't easy to answer. Part of the idea of there being a right or wrong way to play is the concept that there are better and worse ways of playing a game. The idea on this is somewhat dependent on who is asking and why, and it's part of what causes all kinds of arguments at game tables, forums, and blogs.
One thing to start with is to ask why the question is being asked and who is asking it. I'll give a few different examples of where I see people making assumptions, sometimes unconsciously, about a 'right' and 'wrong' way to play a game, be it tabletop or online.
1) A player relatively new to a game going to a forum asking for advice and help on making a character, explaining the concept and class that they want to use. The responses are mostly either build advice or being told to avoid the class mentioned because it sucks, doesn't do what the player wants very well, etc.
2) A player new to roleplaying games focusing more on the mechanical aspects of their character than on the personality, the person gets chastized for being unwilling or unable to get in character, they argue that they wanted to be hunting for treasure and monsters instead of chatting up random yokels in town with thees and thous.
3) A person playing an online game with a talent system is messaged out of the blue being told that their design sucks, that they aren't capable of playing the class or character correctly, etc. and that if they want to do it right they need to copy the designs shown on website X.
4) A person talking about their character, either their roleplay or background, is chastised because their portrayal of some fantasy race is obviously wrong. Dwarves are never mages, humans are never better than elves, elves don't act like that, halflings are supposed to be jolly, etc.
5) A person playing either a tabletop game or an online game is called out for being cheap or a munchkin because of an ability, item, or some combination of effects because those things are 'too powerful' 'broken' or 'an I-Win Button' and that they should 'learn to play the right way' or something to that extent.
Now in each of these the mindsets are different and there are probably arguments on each side. I'm not going to go into direct particulars on stuff because it is very much a case by case basis but over the course of the next few days/weeks I hope I can shed some light on my views and maybe stimulate some discussion.
One thing to start with is to ask why the question is being asked and who is asking it. I'll give a few different examples of where I see people making assumptions, sometimes unconsciously, about a 'right' and 'wrong' way to play a game, be it tabletop or online.
1) A player relatively new to a game going to a forum asking for advice and help on making a character, explaining the concept and class that they want to use. The responses are mostly either build advice or being told to avoid the class mentioned because it sucks, doesn't do what the player wants very well, etc.
2) A player new to roleplaying games focusing more on the mechanical aspects of their character than on the personality, the person gets chastized for being unwilling or unable to get in character, they argue that they wanted to be hunting for treasure and monsters instead of chatting up random yokels in town with thees and thous.
3) A person playing an online game with a talent system is messaged out of the blue being told that their design sucks, that they aren't capable of playing the class or character correctly, etc. and that if they want to do it right they need to copy the designs shown on website X.
4) A person talking about their character, either their roleplay or background, is chastised because their portrayal of some fantasy race is obviously wrong. Dwarves are never mages, humans are never better than elves, elves don't act like that, halflings are supposed to be jolly, etc.
5) A person playing either a tabletop game or an online game is called out for being cheap or a munchkin because of an ability, item, or some combination of effects because those things are 'too powerful' 'broken' or 'an I-Win Button' and that they should 'learn to play the right way' or something to that extent.
Now in each of these the mindsets are different and there are probably arguments on each side. I'm not going to go into direct particulars on stuff because it is very much a case by case basis but over the course of the next few days/weeks I hope I can shed some light on my views and maybe stimulate some discussion.
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