Thursday, July 21, 2011

Star Wars, MMO's, Old School, and player choice in RPG's


Note: This one is a long one but I promise you that it's worth every penny you paid for it...

A few weeks back it was announced that Star Wars Galaxies, the MMORPG, would be shutting down at the end of the year. The game just had its 8th anniversary but with a dwindling player base, a license renewal coming up in 2012, and a new Star Wars MMORPG launching later this year the developer decided that it was time to wrap things up. Now I never played Galaxies but I watched it a lot over the years as I came close to giving it a try several times. It was a controversial game and went through several major changes that I think mirror some of what today's RPG's have to consider when they are in the design phase.

When it launched SWG was a "sandbox" MMO which means that players can do pretty much anything they want. There is a certain segment of MMO players that want to see a virtual world take shape and they are quire happy to play a "normal" inhabitant of that world - a musician, a crafter, a merchant, a moisture farmer. Now why someone wants to pay $15 a month of real money to do virtual work for virtual money is something I leave up to them - it's not my idea of fun, but it is for some people as evidenced by the community that formed in this game. It was a classless system so that whatever skills a player focused on, those are the skills that would improve, whether it was shooting things or crafting boots out of krayt dragon hide. Between this mechanical approach and the aforementioned sandbox player crowd, a virtual economy formed where hunters would bring hides back into town to crafters who would pay them for the hides, then craft them into wearable items to sell to other players. It got more complex than this but you get the idea of how things started out and then grew organically. Now I think this is a very cool thing but the flip side of it is that some people just want to run around and shoot stormtroopers. If they are willing to spend enough virtual cash to look good doing it then you have an interesting and potentially sustainable economy that keeps all types of players happy. The only probelm was that there weren't enough sandbox players to keep the publisher happy, so they decided to change the game in ways that they thought would attract more players.

As an example of this kind of change let's talk about Jedi. The Jedi are one of the unique elements of Star Wars and it's natural to expect that people playing a Star Wars RPG might want to play a Jedi. The problem was that Galaxies was set during the Galactic Civil War (the first trilogy) when Jedi are rare, at best. So the designers put in a long complicated process to allow players to unlock a Jedi character type. This is an example of good intentions and something that looked good in a meeting ending up as a the worst possible answer as it annoyed both types of players: The sandbox crowd looks around 6 months into the game and finds 50 Jedi walking the streets of Mos Eisley and says "what the heck is going on here?" while the more action/heroic type players log in for the first time after watching Attack of the Clones, look at the process for unlocking a Jedi character and say "this sucks". I think a part of this was timing as launching a GCW era computer RPG with rare unlockable Jedi when the prequels full of saber-swinging masters are in full swing is a tough thing to do.

In an effort to attract more players the publisher implemented the "New Game Experience" or "NGE" which is an infamous event in Star Wars Galaxies history and in MMORPG history in general, comparable to New Coke in the 80's but one that was never reversed the way that one was. A class system was implemented. Entire skills & professions were eliminated. Jedi were included as just another class without the extensive unlocking process that had been required previously. It was a remarkable example of making most of the exsting playerbase unhappy about at least one major change (in particular those who had put in the time and effort to unlock their Jedi option and who felt shafted when it was made available to everyone from the start). The resulting blowback frightened off some new players who might have been interested before all of the bad word of mouth - let's rememeber it's not free to play - it's money every month, so why spend it on a game that so many people are unhappy about?

Bringing this back into tabletop RPG's let's start with Star Wars RPG's. First off look at the d6 Star Wars from West End vs. Saga Edition Star Wars from WOTC. WEG started off with Jedi as a rare, "unlockable" type character and no one could officially begin as a full-on Jedi. That made sense in an era when the original trilogy was all we had. It made a lot less sense in the prequel era once we've seen large numbers of Jedi running around fighting and leading armies. It's one of the things that turned my younger players off about the d6 version as they were not able to make effective Jedi, partially because of the era and partly because of the system (which was built to reflect that era). Their expectation was that Star Wars means they should be able to play Jedi that have a lightsaber and some skills right from the start. Jump to Saga Edition and look - there's a Jedi class and even starting out as a padawan you don't suck! This was much more in line with their expectations and they have been much happier playing that game. Considering that it was released 20 years later and included the 3 most recent movies this makes a lot of sense but it's more than just timing.

Broadening this out, early RPG's tended to make character creation part of the game by using random rolls to determine class eligibility. Sitting down to play AD&D one really couldn't decide in advance to play a Paladin because it was unlikely you would roll well enough to "unlock" the class. To a degree this was true of Rangers and some other classes as well. Then to unlock the real "uber" class, the Bard, there were all kinds of hoops to jump through.  Even back in the 1E days some people realized that maybe that shouldn't really be a part of the game. Even without using various alternate methods, there were a lot of Paladins running around back then. DM's over time learned that being a stickler for this kind of thing could mean a slimmer table, as in general people that are sitting down to play a game for 4-12 hours need to have a character they are interested in playing, regardless of how the dice rolls fell. Letting the fighter have an 18/00 strength or the M-U have an 18 Int didn't really break the game and it made the players a lot happier to have the chaacter they wanted to play.

Looking at other early RPG's increasing this element of player control about their character is one of the first thigs we see popping up - Runequest stayed with random stat rolls but went with individual skills instead of a class, letting a player customize their abilities. Traveller stayed with random rolls too but had a whole career system where those rolls could influence other rolls and the whole thing ended up with skills and a past for the character that was likely going to be different even if two characters followed the same path. Eventually you get to Champions (a few years later) where every element of the character is directly controlled by the player and that's about as far as you can go down that road mechanically.

Back to D&D - 2E mostly stayed with the early 1E conventions and although it did add more choices (specialty priests, specialist wizards, kits) it also took some away (assassins and half-orcs - annoying a lot of existing players) and it still stuck with the idea of random rolls to qualify for a class. People got a lot more casual with it in this era - at least in the circles I ran - by implementing things like "4d6 drop the lowest" to improve ability scores to the point that you could pretty much qualify for anything. It was still dififcult to plan ahead for it though.

Later 3E comes along and now there is an official point-buy system to go along with the random rolls. Now there's a part of me that still thinks that D&D means rolling for your stats and taking what you get. There is also, however, a part of me that has seen the practical implications of that approach when the person who wanted to play a Ranger ends up with a Wizard because that's how the dice turned out. No one wants to run with an unhappy player for 6 hours so the point buy option at last gives an official, accepted way out of this box - make what you want! Yes it had been around for 20 years in Champions and for 15 or so in GURPS but for D&D to finally come around to this way of thinking was a huge thing. Now it also gave us the tyranny of the "optimized build" but that's a rant for another time. Letting people play the type of character that they want to play is a major shift in thinking from the early days of RPG's and when D&D implements it I think we can call it "mainstream" at least as far as tabletop RPG's go. The concept has shifted from "making a character is part of the game" to "the game is what you do with the character, so make sure you have one you're happy with".

4E carries on this concept - you can even change which ability scores your character uses in combat! No longer is Str the sole determiner of melee damage! There are numerous classes all of which are mechanically balanced with one another.Ability scores are pre-set or point-bought, so random rolls are not even part of the discussion anymore. The player chooses what kind of character they want to play and the rest of character creation flows from there.  Champions is still around and still the ultimate game for player choice and control over their character. GURPS is still around too. Mutants and Masterminds does the same thing in a different framework. Savage Worlds does too. Pathfinder carries on 3E's traditions of any race, any class, and unlimited multiclassing for a high degree of flexibility. Traveller rolls on in Mongoose format with a refined version of the original career system that allows even more player control when it comes to skill selection. I think it's safe to say that this is the current expectation in tabletop RPG's - the player should always start with a character that a) they like and b) is capable in some way. No more Str 9 Fighters!

As a player who started out on games like 1st Edition AD&D and Gamma World and Traveller it's easy enough for me to slip back into those games because that's the way they worked. It feels normal to me, to the degree that when I step back and look at the degree of player control in more recent designs I am just amazed. That doesn't mean I don't appreciate many of the things that have changed in the years since then,  but having lived through it I can see the trend. When I see some a new game come out that either intentionlly or not features next to no player control when it comes to characters I understand the reasoning (usually) and I think it's perfectly fine when going for a deliberately retro feel, but I think it's usually a bad choice from a "business" point of view.

Example: Mutants and Masterminds 3E starts with a point-buy system - ultimate customization - and then adds a random character generator in the DM Screen package. I think that's a cool approach. ICONS, in contrast, assumes random character generation and then mentions point buy somewhat later and suggests a very low point level for that approach. Being an old Gamma World/MSH/V&V player I appreciate the creative exercise in melding a random set of powers into something coherent but the reaction towards the two games could not be more different: M&M 3 debuted to massive appreciation and the only people who didn't have high praise for it seemed to be some who were highly invested in M&M 2E and didn't like the changes made for 3E - that's understandable. If you think 2E is nearly perfect then odds are that any change from that is going to be less favorable to you. ICONS was pretty widely appreciated too as a lighter, faster system for supers play but many many comments included a line about "except for the random aspect of character generation"  and included a suggestion to just ignore it and use the points. This was common enough that I believe many modern players just cannot stand the idea of random character generation or giving up any control over playing what they want to play.

I'd like to blame some of that on D&D finally giving in, so I will - we have a generation of players raised in the 3E era that spent a lot of time online or with friends learning about "builds" for certain character types and most of that kind of discussion assumes a point-buy approach. So the random roll was already endangered during the 3E era. We also have a generation of players raised on MMO's where there are a lot of classes and races to choose from and where there is zero random element to character generation, not even the amount of coin you have to spend at start*.

In this environment it was interesting to see a new edition of Gamma World (home of the utterly random character). I saw that they attempted to reflavor the random element with cards, because hey, cards are cooler now than tables or charts. Even wargames have embraced cards (take a look at Command and Colors Ancients or Combat Commander) as a replacement randomizer over tables recently. I don't know how well it did for WOTC, but I am curious about it. I suspect it fell into the double-whammy of 4E mechanics annoying the old guard who might get excited about a new edition while at the same time the random character element turns off a new generation who wants total control over character creation. I'm not sure, but that's my suspiciion. I haven't seen it in the bargain bins yet so maybe I am wrong there.

To tie this back up with some Star Wars again, the Knights of the Old Republic MMORPG is supposed to release later this year. It does not feature unlockable Jedi - you can play several different types of Jedi right from the start - again notice the catering to increased player control over the character. When you assume from the start there will be lots of Jedi (and you set the game in an era when the Jedi are plentiful) then it makes sense to let players pick from more specialized types. Heck, you can even choose to play a Sith, so you can play a BAD Jedi in the new game, anathema to every previous iteration of the tabletop RPG at least.  If you thought letting the Drow into D&D as a playable race was a bad idea, you can sit back on watch the fireworks on this one. There's a certain type of player that is really only happy when they can play the rebel outsider or just a flat-out bad guy, and now they get to do it with a lightsaber - wheeeeee!



I don't have some profound insight to share about this, it's just something that I dug into a little more deeply while reading some of the SWG shutdown articles and then looking back through older D&D material and seeing some similarities. The trend towards increased player control over character creation has not been a directly linear one but it does look to me like a solid overall progression. One of the most-noted trends over the past decade or so has involved the lack of time to play, so more games have been streamlined to cater to shorter sessions or faster play  like ICONS or Savage Worlds. I think this trend is more important because it has more of a direct mechanical impact on the game and player satisfaction/interest level and I think the younger set still has plenty of time to play when they want to. Schools still have summer vacation after all. It's just us older types that have to schedule it like a meeting to have a chance to actually roll dice regularly. Even if it's not so much for character generation anymore.



*Boy could that be crippling as a fighter - visions of plate mail and two-handed sword shredded by the tyranny of the starting money roll! Now you have leather, a shield, and a shortsword and maybe a short bow. All the more incentive to get ahold of that first loot, or even strip the first orc bodyguard of his smelly, punctured chainmail, because Real Fighters Don't Wear Leather.

Wednesday, July 20, 2011

Problems with Actually Running Supers Games



Looking at this post over on Barking Alien where he points out all the awesomeness of supers RPG's it made me start to think a little more about why that genre isn't more popular. I mean I have a pretty strong attatchment to it but even I haven't run an ongoing supers campaign in years. Why not? I blame the players...

1) Throw out a "Let's play supers" at a let's-play-something-session to start a new campaign and people tend to be a little fuzzy. Some start seeing Justice League, some start seeing 1980's Avengers comic books, some see the X-Men movie, and some are going to see The Tick cartoon or Mystery Men or even TMNT. Compare this to "Let's play D&D" (where the only questions are which edition and what setting) or "Let's play Star Wars" (Which era?) and you have a laser-like focus and clarity in comparison. Supers is mushy. Probably not as mushy as Science Fiction (Starships? Robots? Lasers? Cynernetics? Post-Apocalyptic? Time Travel?) but it's a suggestion that requires a fair amount of further explanation - Silver Age? Four-Color? Tights and capes or leather/goretex? Straight or ironic? Black and White or Shades of Gray? Planetary scale adventure or street level vigilantes? Cinematic or realistic? If you're lucky this discussion involves an entire group and settles on something that everyone likes pretty quickly. If you're not  lucky then everyone wants to do something different and no one can agree on enough to actually put together a campaign. I've seen the latter happen more often than the former.

2) It's goofy - tights and capes are the most common form and it takes a certain amount of security in oneself to play Captain Tremendous and especially to speak in character, and especially especially to do it in a public place. It doesn't make a whole lot of sense, but people seem to be a lot twitchier about this than they do about playing an elf or a paladin in the same sense. Maybe there's an unconscious role-playing element in many people's heads where it's OK to play yourself as a Ranger or Wizard but people feel like they have to stretch more to play Stupendous Man and they shy away from the opportunity.

3) The tremendous flexibility blows many people's minds - it is an awesomely open type of game - magic, robots, alien invasions, atlanteans, greek gods, space stations - pretty much anything is fair game for this kind of game, so people don't know what to expect. Clarification: They do know what to expect as far as their character, but they do not know what to expect that they will be doing so much ala D&D, Star Trek, and Call of Cthulu and that goes back to the lack of focus and clarity I mentioned above. People tend to like to know what they're going to play and with Supers there is more unknown than in many other types of games.

4) It's for kids - despite all the graphic novels and movies and "maturation" of the genre over the last 20-30 years a lot of people still equate superheroes with kids and kid stuff. Less so than in previous decades but it's still a factor. D&D has been around long enough and has been well-known enough, and Lord of the Rings, Harry Potter, and World of Warcraft have also helped make fantasy more mainstream. Star Trek, Star Wars and a bunch of other movies and books and shows have made science fiction pretty mainstream. Supers still lags behind.

5) It's more effort - thinking up, constructing, and then playing a superhero takes quite a bit more effort than "Roll these three dice 6 times, write it down, pick a race and a class, jot down your equipment, and then let's go" or even "pick a template" ala Shadwrun and Torg and others. Unless using a random roll system there's a lot of creative brain exercise involved in making a hero and sometimes after a day at work players would rather not invest that heavily in it. Just look at something like Champions where to build a character you need to decide on hunteds, dependent NPC's, psychological limitations, and physical vulnerabiolities and limitations - that's a darn sight more involved than "neutral good sword and board human fighter". It's a deepr level of thought than a lot of players want to put in when sitting down for a game

Now none of these are reasons not to play the game. They are just some brainstorming and reflections on why there seem to be more barriers to this sort of game. In the end I don't know why superhero games aren't more popular, but maybe if some of us consider these kinds of things when bringing them up we can find a way to push past them.

Tuesday, July 19, 2011

Branching Out


The Apprentices have been playing for over a year now and are talking about starting their own D&D games with their friends. I was tempted to give them each an extra copy of Moldvay Basic and a copy of The Lost City (they already have their own basic rulebook but it's easier to play with two, and B4 is a nice self-contained adventure) but while they like Basic D&D, well, 4th Edition is what they want to try with their friends.

I'm OK with that as it is this generation's D&D of the moment but it left me at a little bit of a loss - they have dice & Player's Handbooks but they don't have a DMG or a Monster Manual. They don't have any mini's of their own. They don't have a battlemat or wet-erase markers of their own. HOW ON EARTH ARE THEY GOING TO RUN A GAME? How the heck did we run games without all of that stuff? I've been running with a bunch of mini's & a battlemat for 25+ years now and it's hard for me to remember how we handled some of this stuff in the time before. I know we weren't as concerned with tactical positioning back then - the game didn't really demand it in quite the same way as 3E or 4E -  but they're going to need some of this stuff to run a session the way they've seen me run it. They don't even have DM Screens!

So I looked around at things and the one item that solves more of my problems here than anything else is that !$$%^&#$&^@$^ Neo Red Box set that I trashed late last year. Finding myself in a somewhat hypocritical position is not a comfortable feeling, but I did want to explain my thinking. Extra introductory rule book: Check. Introductory adventure: check. Monster stats: check. Monster tokens: check. Handy box to store notes and maps and character sheets in: check. Thirteen dollars at Amazon because I need at least two of them: check

My alternate option was to pick up a DM Guide/Kit and a Monster Manual/Vault for each of them which pretty much doubles my cost, minimum. DM screens and dungeon tiles might follow down the road somewhere, but I'm thinking we will see how this goes with the intro set and if it goes well then there are birthdays and holidays where these other options could come into play.

The one thing I am getting more on board with is the monster tokens. With them showing up in many of the newer 4E products I realized I kind of like the idea - not so much for me, as I have a pile of mini's that's only going to keep getitng bigger - but for a kid starting out and trying to haul his stuff back and forth to friends' houses and all it's a pretty handy way to go. I think that even if you can round up miniatures for the PC's and then use tokens for your enemies then that should work just fine too as a transitional stage.

One other note on bringing in new players: I used to love grabbing a big thick RPG book and sitting down to pore through it on a Sunday afternoon or a summer weekday. No one handed me most of my gamebooks - I looked through them at the store, read about them in Dragon, scraped up some money, and bought them, usually one at a time. So I might buy Gamma World while a friend bought Boot Hill and another friend bought Top Secret and then we would all trade the books back and forth after we had read them. GURPS, Shadowrun, and Rifts were all pretty good-sized books that we were all excited to acquire. Nowadays though, I thnk trying to bring in new players with a 500-page rulebook is doomed. Even with my apprentices who rip through fiction like it's an addiction, from Harry Potter to Ranger's Apprentice to the Drizzt books, when I handed them the Champions 4th  edition Big Blue Book I could see their enthusiasm waver. When they look at some of the other books in collection there's a definite cuoff point where it starts to look more like homework than fun. Old Basic D&D, Savage Worlds, Old TSR Marvel - those all went over fine as far as "read this and then let's talk" but there's no way they're going to get excited aboiut something like Aces and Eights, Hero 6th Edition (Two Huge Books?!), or maybe even Pathfinder. The one thing that does seem to help is color and illustration. That shiny new DC Adventures book was a big hit. D&D 4E, Star Wars Saga, Pirates of the Spanish Main - none of them are small books but all of them are full color and have quite a few illustrations and that seems to lighten the load in a way. So despite some of our old school sensibilities the art and layout does make a difference for some people - for sure the younger crowd. Remember the things they are judging it by are not whether it looks better than an early 90's GURPS book - they are comparing it to Facebook and Wizard 101 and WOW and Call of Duty and Force Unleashed and all of those other birght shiny things that they spend time on. The imagination is there but it takes a stronger effort to punch through and ignite it than those black and white doodles in the original PHB.

Hopefully the new seeds will take as they journey thorugh junor high and high school and they will start having games that don't require me or rely on a bunch of my stuff to have fun. I'm not sure about the future in that regard but they will at least have the option. That's what I can do for now.

Downtime

Had some sick time over the weekend and it put me behind but I'm getting it back together now - posting will resume presently.

Saturday, July 16, 2011

4E, TOEE & the Why-Nots


 -Why not just set it in Greyhawk? Well Greyhawk is something special to me and it needs to feel a certain way. I don't like a bunch of Drow and Minotaur PC's running around Greyhawk. I wouldn't call it wrong if someone else was running it that way but that kind of thing destroys part of the feel of the world and turns it into the Realms or something else. Part of what makes a campaign world unique is what is NOT a part of it. Trains and airships are Eberron, not Greyhawk. Drow PC's are Forgotten Realms, not Greyhawk. Mortals ascending to godhood is certainly a part of Gryhawk, so 4E itself is not un-Hawk to me, just some of the options. Even psionics fits just fine in GH as a sort of underground power source. There are just some quirky limitations I would have to put in place and my players probably wouldn't like it or understand them beyond "Dad's being a jerk because I can't play a Drow after asking to play one for 6 months"  so why not place the campaign somewhere else?



- Why not Eberron? Because although I do have the books I have not read them, nor have I played in Eberron. I have no attachment to it and I don't think it has any quality that makes it particularly suited for placing TOEE over the Realms.



- Why not set it in the default 4E D&D world of Nerath or the Vale or whatever it's called? That would ensure a good fit with 4E but it doesn't have a ton of flavor. If we had been using the default setting already I probably would find a place to put it, especially since one of my early campaign ideas was to use that as a legendary age of Greyhawk [LINK] set in the distant past of 1E/2E/3E Greyhawk continuity. The problem there is that the temple shouldn't be around that far back and it just messes up my timeline in a big way. So the generic world has nothing to recommend it over the Realms and my ancient Hawk idea has too many problems with the timining.



- Why not run something else? There's the published string of 4E adventures, the dragon themed path published online, and now the Chaos Scar /Keep on the Borderlands thing online too. Well, I haven't seen the Chaos Scar stuff and the draogn thing looked kind of cool but the lower levels didn't do a ton for me. As for those published adventures...well, there is some cool stuff in there. My biggest problem is that they only really work in the generic D&D world as the whole theme of the series is the attempt by Orcus to wrest power over the dead from the Raven Queen. Move it to Eberron or the Realms and you don't have a Raven Queen anymore. There was a published conversion for the frist few at least but the problem with the Realms conversion is that it made the major opponent Shar the night goddess rather than Orcus, invalidating what few links there were already! Plus I don't care about making Shar my big bad - I want to use Orcus! What I needed was a replacement for the Raven Queen that made sense, not a replacement for Orcus! I would like to run these someday and they will probably form the backbone of my someday campaign set in ancient Greyhawk whenever I do eventually get to run that. I've also learned that 4E is fun for me to design in again - I like tweaking monsters and creating new ones and a conversion project gives me a chance to do that rather than just running some preset material.



- Finally, why not just run it in 1E or 2E as the lord intended? Sigh. I want to. One day I will run it in the original form. Right now though it's a tough sell on the Apprentices, Lady Blacksteel, and my other players. Some of them are a little interested, but they all know they like 4E so this wouldn't be a replacement for a 4E campaign - it would be a side game so I would have to come up with another option for a 4E game. Since I know I want to run it, and I know they want to play 4E, the obvious solution is a conversion to make us both happy. The old school urges still run deep, I just won't get to exercise them for this game.

Friday, July 15, 2011

4E, TOEE, and the Realms


Setting Hommlett and the TOEE in the Realms is a little weird to me. Oh I know people have done it since the Realms came out not long after the TOEE adventure did, but I've always thought of it as a Greyhawk adventure, probably one of the defining GH adventures. That said however, since I am converting it to 4E placing it in the Realms is probably not the greatest sin here.


So why am I placing it in the Realms? Well, my current main game is set there and the potential for some crossover action down the road is good to have. I also like only having one D&D 4E world in play - it means I don't have to keep track of different kingdoms and gods and races and the like. Plus one of the Apprentices has been reading the Drizzt books this year and is all fired up to play a Drow and there is no way in hell he's going to do that in any Greyhawk campaign of mine. FInally there is the challenge aspect - can I convert it to a more Realms-specific focus while still keeping it recognizably the classic TOEE? Since the 4E conversion means some fairly major changes anyway, moving it to Faerun actually makes some things easier.


Note: I know there was a version of the Moathouse and Hommlet put out for LFR a year or so back. I haven't looked at it. I intend to do all of this one myself and I don't want to "contaminate" my thinking by using someone else's work for a chunk of the campaign. It's probably quite good although I heard there were some issues with the map size or something. Regardless, I'm not going to be using it.


So what's the basic idea for the campaign? I plan to use the original maps, prety much as-is. I plan to use the original flavor text, again mostly as-is. My main job here, as I see it, is the adapt the mechanical parts of the adventure from 1E to 4E. The differences may necessitate some changes to the descriptive text and I may liven up some of the maps with extra detail (tables! beds! flaming braziers!) but I expect this one to adhere much more closely to the original adventure than my Pool of Radiance campaign which is more of a riff on the original ideas than a by-the-book adaptation. In that campaign I've used almost none of the original maps or text. In a way my vision for TOEE is the opposite of that approach.


Now even if I do go by-the-book for this undertaking, it is still moving to the Realms so some of the place names may be different. How's that going to work? Well, first I really have to decide where to place it. I considered the Western Heartlands/Sword Coast area but there is already so much going on there. I don't want it up around Waterdeep for similar reasons. The Dalelands are tempting because that's precisely the kind of place it was located in for Greyhawk, but again it's a high-mileage area of the map. So right now I am leaning towards Impiltur ... again.


Why Impiltur? It's not an over-explored or detailed region.That means I can make the local map look however I wish without anyone getting to upset. It does have a heavy tradition of paladins and knights fighting against encroaching evil. That ties in nicely with the backstory of the Temple. I had also been working on some background material and adventure hooks about lost heirs to the royal bloodline and TOEE happens to have a missing heir to a local kingdom just waiting to be rescued. If we do end up going into the G series it also has a nice range of mountains along one side that look like a good place to drop a Steading. To me, it fits pretty well and is the leading contender right now. I need to do one more run-through of some of these other areas but that's probably the direction I'm going to go.


Besides the geography I have a few other things to think about:


-Races: Whatever works in the Realms. yes that means that assuming things go as planned I could eventually have a Drow PC working through the Temple and the Giants and going up agains the Drow modules and Lolth. Yeah that's a little weird, but think of all the angsty conflicted roleplaying moment s that could give us!


-Classes: This isn't really something that has to be limited in the Realms. Bring 'em on! Even the psionic classes! Let's see something new!


-Deities: St. Cuthbert is usually traded in for Helm or Torm, I might add Lolth in as one of the temple backers to make some kind of eventual tie-in more dramatic, Iuz might get swapped out for Orcus or some other lesser evil power, and Zugtmoy may get replaced by Moander. Yep, good old Moander. In fact I think a weak avatar of Moander would make a really nice final opponent if things go that way. If any of you played the old Gold Box computer games back about 20 years ago then you know how much fun Moander can be.


Looking at that list and some of my other thoughts this really should not be that difficult. We have a nice local adventuring hub in Hommlet that can easily accomodate the arrival of new characters, a nice big dungeon for long-term delving, a place in the Realms, and a legendary story to tie into - maybe I can actually keep this one going for the long run!

Thursday, July 14, 2011

4E TOEE Conversion Challenges - Mechanical Details


I mentioned earlier this week that I was thinking about running Hommlet and TOEE as my Second Great Low Level 4E Campaign. I do see some potential problems in doing so and thought I would share. Before I get into the problems let's look at one positive: The original is intended to take chaacters from levels 1 to 8. For a complete Heroic Tier camapign I only need to expand this to levels 1-10. That shouldn't be difficult. Another plus is that the entire adventure is divided into discreet zones:

Hommlet itself
Nulb
The Moathouse level 1
The Moathouse level 2
Wilderness ancounters in the swamp and local area
Upper Temple Ruins
Temple level 1
Temple level 2
Temple level 3
Temple level 4
Elemental nodes  1-4

Now depending on how I break those down we have plenty of material for 10 levels of adventuring. I don't really want Hommlet to be an adventure site as I prefer it to be a home base area and source of information. Maybe split a levels worth of encounters between it and Nulb rated about 2nd or 3rd as I see it as being part of the same lower end investigation as the Moathouse.

So Hommlet, Nulb, and the Moathouse, spiced up by some wilderness encounters here and there should end with the party at 4th. From here they would investigate the temple itself starting with the upper works and working down into the dungeon levels. I'm not sure I want to delve too deeply into the elemental nodes as combat encounters but they might fit in as a skill challenge for each one that leads up to a final encounter with the powers behind the temple. Assuming that goes well for them they would end at about 11th level, ready for Paragon and to go Against the Giants.

The biggest complaint I remember from the original is that the dungeon levels of the Temple turn into a grind with hordes of bad guys and not a lot of options besides powering through them. There was some chance for deception by using different colored factional robes but most groups ignored this and just plowed ahead. Pulling back to rest could be tricky, depending on the DM, as scouts from the still-inhabited lower levels investigated the carnage that was happening above them. A good DM would have a dynamic back-and -forth with raids and things but some just had the rest of the temples inhabitants sitting in their rooms waiting for the slaughter. I would like to avoid all of these in a new game.

Avoiding grind is tricky as one of the complaints about 4E is that it tends to grind on during long fights. It's a different issue than repetitive encounter design grind but let's address them both. The fight grind I have not noticed as almost all of our fights in the ongoing campaign have been less than 10 rounds and that seems to be a good threshold to watch. A starting chracter will have around 5 powers between at-wills, encounters, and daillies so they can go 5 rounds without repeating themselves if things go well, and the number of powers goes up every level. Encounter grind can be avoided by mixing up the opponents and keeping the terrain varied as well - not every fight has to be in the 20'x30' rectangular room with 6 cult fighters in chain wielding longsword and shield. The minion/leader/elite rules and the various templates will be very useful here too. Setting up some skill challenges to get "in" with some of the important NPC's in each faction could liven things up too and promote a more interactive game than forcing every interaction into an exchange of insults before swords are drawn. Being able to play the Earth temple against the Water temple should help entertain some of the players as much as the combat will.

I'm still not sure how to handle the big powers that can appear at the end of the adventure. I will probably write them up and hope I don't need them. I can see Zuggtmoy being a unique solo like a weaker version of the lvl 30+ epics we see n the MM's like Orcus, Demogorgon, Lolth, etc. I could tie the challeneges in the elemental nodes to her description and have success or failure enable or disable certain powers or maybe even her actual level, tying the power of their final foe directly to their results in those challenges.

The only other issue I could see is the epic feel of the original temple - that grind was present because there were a lot of enemies to subdue. With 4E's 10 encounters per level system, will it feel as "big"? I admit to seeing some temptation to make it double-sized and have the whole campaign cover levels 1-20, with the lower levels of the temple being horrific 20-encounter maps of serious nastiness and making Zug the first epic opponent to fall to the party as they wrap up at level 20/21. I think that this would run a large risk of grind/overkill/hommlett fatigue by the time it was over. Plus it doesn't leave much room for the Giants and the D-series followups.

Wednesday, July 13, 2011

WOTC, 4E, and a Loss of Momentum.




Now I'm not one who needs to the machine to feed me to keep the interest level going but the completely deflated feeling coming from WOTC & D&D currently is hitting me more than I ever thought that kind of thing would. There is next to no air in 4E production-wise now. This year has seen one new player supplement type book about Shadow, and there is a new monster book scheduled for later this year, plus one setting book, and that's about it. No, novels and boardgames and computer games do not count! The relaunch in 2008 saw a bunch of books come out, with even more in 2009 and then maybe the single greatest burst of production I have ever seen in the RPG field in 2010 with the PHB3, Psionic Power, the Demonomicon, Tome of Horrors, and the Monster Manual 3 in the first half of the year, Dark Sun with its campaign guide, monster book and adventure in the middle of the year, and then the Essentials explosion in the second half of the year. It was a firehose of material and I think most of it was quite good. Plus they worked in a Gamma World relaunch and two boxed expansions for that! Since the beginning of 2011 though not much has been happening and it does make me wonder what the future plans for the game are - with a solid new foundation in place there just hasn't been much forward movement. The Living Forgotten Realms thing seems to be largely over and that was a pretty big deal for a while. All those "Pathfinder is outselling D&D" articles that looked iffy to me last year look a lot more likely this year. Pathfinder is on a roll with a bunch of new stuff coming out and D&D has dropped to a trickle at best.

Again it's not that I care so much about having new shiny books to read - I tend to run way behind anyway - but it's partly inspiration and partly what I wil lcall momentum, oddly enough.

Inspiration-wise I sometimes see a new book that's coming out and start getting ideas for ways a campaign could go. The Draconomicons were like that (in older editions too) and the Demonomicon was too. Before I even read the book, the knowledge that there's going to be a sizeable volume on them might stir some ideas and make me drop some lore or links into the campaign to be followed up later.

The momentum aspect is a mental thing with me sometimes and with other people too. If I put the word out that I'm thinking about running a 1E Temple of Elemental Evil campaign, well, I have to approach it differently than I do if I put the word out that I'm running a 4E TOEE campaign. If I put out notice that I want to run a Shadowrun 3E game, or a Champions 4th game, or LBB Traveller it's the same. If you're not running the Current Version then there's some extra or at least different baggage that goes along with that, even with good players, and one of the nice things about 4E D&D, controversial as it has been, is that there's been very little of that kind of thing. I'm not really worried about it being cancelled - not until 5E is announced anyway - but I am worried about it dying on the vine with minimal support. They let Bill Slavicsek go a few weeks ago too and that doesn't fill me with confidence either. There are a lot of names I don't recognize working there now and while there's a chance someone steps up and hits a home run the game has spent the last 10-15 years tied to names I did recognize and mostly liked, going back to the designers of 3rd Edition. Now in this time of controversy as Pathfinder ramps up, the OSR continues to roll along, a new version of Hackmaster prepares to launch, and even Goodman Games, staunch supporters of 3E, launches its own retro D&D style game, we have a bunch of unknowns running the biggest name & game in the business.  How did it come to this? Is it penny-pinching, a loss of direction, corporate power struggles, or what? How can the biggest company in the hobby lose its way with the flagship project of the hobby?

I don't have detailed answers as I don't know the internal specifics or the causes - all I know are the symptoms. To get it restarted one simple answer would be neo-retro: WOTC has a huge back catalog of D&D worlds and adventures. Start converting those to 4E! That's the low-hanging fruit that could generate some forward motion for the game and some interest. Paizo can't do "Birthright 4E" but WOTC could. Goodman can't do "Slavers 4E" but WOTC could! You're doing a city book for the Realms this year - do a regional or city book for Eberron too! Dig into Epic a little more and put out the DMG 3 and "Epic Power" with a bunch of new Epic Destinies and Artifacts! How about another "Dungeon Delve" book - that thing is pretty handy!   There are a ton of obvious and not-so-obvious products that could be released, yet they aren;t doing much in that department so I assume there is a good reason. Still, new books on the shelf is what tells people the game is still a going concern - not web articles, not new dungeon tiles, not more beta tests of the online play aid - books! They could have redone Expedition to the Barrier Peaks as a big hardback adventure tie-in with Gamma World earlier this year and maybe added the "Tech" power source to the game (no I'm not sure how that would work) and that would have been cool. Heck just coming up with a theme for the year and supporting it ("2011 is all about mixing technology into your D&D game, from steam power to laser pstols") would be cooler than what we're seeing now.

So anyway there's my occasional rant on WOTC for the summer. Halfway through the year and it feels like it's the lowest ebb by far since 4E was launched, with virtually no excitement about what's coming next and a lot of questions about what they are thinking. Fortunately I can play whatever I want regardless of the company's marketing effort, but it would be nice if the Big Dog of the RPG scene started acting like it again.

Tuesday, July 12, 2011

Summer Campaigns - Update



The main Friday game is back on track. However, as I noted earlier, the Apprentice games continue to be up in the air and even the usually reliable summer schedule has proven tricky with kids shooting off in all kinds of directions at inconvenient intervals for sustaining a good solid campaign of anything and they've lost interest in the whole Mythology thing for whatever reason. Kids and short attention spans today grumble grumble...

Note: Star Wars is still something they are very much interested in so that is still going to get played. A smarter man with less gaming ADD would probably say that one solid game is enough so let's just focus on playing that. I can't do that however. I'd like to have two in the rotation.

They have shown a lot of interest in starting up and running their own games with their friends though, which is refreshing. So much so that I may break down and buy that stupid neo-Red Box thing that came out with Essentials last year so that they have a one-stop game in a box to start up with their friends. They're pretty cheap on Amazon so I may grab two and see where they go with it. I'd really like them to have their own games with their own crews so if that's what it takes then I will do it.

That still leaves me with the question of what to do with them when we do get time to play. In no particular order:

  • D&D-wise there is a book coming out in August (one of the few this year) that is a setting book based around a ruined city in the northern Forgotten Realms that's for Heroic Tier characters levels 1-10 ... hmmmm .... that's a little familiar but it could be fun. This is probably what I'm going to do - just put 4E on hold for now and start the new campaign up in August using that book.
  • Do something I've been contemplating for months now and convert Hommlett, Verbobonc, and the Temple of Elemental Evil to 4th Edition as a new Heroic Tier campaign. It's a pretty big undertaking but by doing it in chunks it would be manageable and something that would be very satisfying to me. The 4E encounter structure could cut down on the grindiness of the temple quite a bit, and having things like skill challenges to throw in around some of the NPC factions, deity interplay, and puzzles within the dungeon could be a lot of fun too. The looming shadow with this one though is that it _must_ be set in Greyhawk and that means settng the baseline for 4E Greyhawk, which will take some thinking outside of the adventure itself. Then of course the obvious followup would be converting the G series and then the D series for Paragon. Fun fun fun and perhaps worthy of being the _main_ campaign and not the side campaign. Plus now that I think about it some more setting it in the Realms (heresy! I know, I know) means it doesn't step on some of my old Greyhawk continuity. Hmmmm.
  • Gamma World! Chuck the D&D thing altogether and go for blasters and mutants! Probably not as our main thing but I do like the idea. for a more episodic approach to the game that might be a better fit.
  • They like the Marvel Universe and there was at least one request to play Supers in Texas so they "know where things are" so: Run a full-on Marvel Super Heroes retro-game as the "Gulf Coast Avengers" and tap into my pile of MSH material - it's all new to them! Plus I have a fairly good idea for a campaign arc that I think they would like.
  • DC Adventures/M&M 3 campaign potentially using the same idea as above but being "Justice League Dallas" or something similar instead of the adventures. I don't know the DC universe as well but that might make the game better anyway. I really like the system and handing them all a shiny new book would probably energize them too.
  • Something similar to the last two using ICONS and keeping it Marvel/DC free. I think the kids could get into that system.
  • Finally, Savage Worlds: they were fired up about Pirates but I am pretty sure the novelty won't last as there's no magic or psi or other special element in the Pirates universe. Deadlands might be worth a shot and may get a one-shot tryout using an old starter adventure. I do like that system though. Maybe a series of one-shots unconnected by anything but the player characters who appear in them, an episodic thing as they drift around the weird west.
So there's my thought list, from epic conversion to vague plans to wing-it. I'm leaning towards making July a tryout period and running some one-shot games in some of the systems they don't already know, from Savage Worlds to Icons to Gamma World 2nd edition and seeing what sticks. As these concepts develop I will post them on the blog for comments etc.