Wednesday, July 5, 2017

Dungeons and Dragons, "My Favorite Fantasy Races"

Standard Introduction
            I have been writing about Dungeons and Dragons semi-regularly this year and in the course of writing those I found a 30-day blog challenge.  As I have done those a couple times before it seemed remiss not to jump on this one.
            If you want here is a link to my 30-day challenge on Disney Movies, here is a link to my 30-day challenge on Video Games, and here is a comically out of date 30-day challenge on Movies (it is old and the writing is rubbish).

Day 5- Favorite Playable Race
            I have mentioned this before but I am much more about being the guy running the game as such I just don’t have a lot of time spent as a player.  When I am GG’ing my games tend to have lots of diversity in regards to the creatures and races my players encounter.
            Regardless of my ability to provide a big range of stuff when I have access to the whole world, typically when I play I go the boring route and play a human.  The small amount of customization allows me to do what I want with nearly any character type, and since Humans are by the conceit of the game diverse and able to have numerous cultures and world perspectives that means I have plenty of freedom when designing my guy.



            This boring streak goes a little deeper too.  I would be okay with humans being the only option in a campaign.  “Game of Thrones” style baby!  And I don’t just mean the sex!
            Think of all the chaotic things that have happened in our world in regards to culture clash, oppression, fetishizing, and exploitation and everyone in this world is a human.  The idea that someone could live to be 300 years old, or be able to talk to animals, or have body types and chemistry that were wholly different from humans, those alien perspectives are hard for me to comfortably envision.  I think very few players are comfortable envisioning them.
            Any attempt to illustrate those vast differences via lore or the player trying to explain them, they’re often underwhelming, “Elves value personal freedom” they say, “How exactly do they do that?” I ask, “A bunch of them play the harp and they tend to live in treehouses.”  Can you see how I might not consider that to be too big a deal?

Humans can play the harp and value personal freedom.

            I don’t need that sort of halfhearted “we’re different” for a game to be interesting.  +90% of the time I doubt most players can really appreciate the magnitude of such alien perspectives and just play the characters for a rules benefit.  So why bother with them being non-human?
            The obvious answer to my flippant question is, “It’s Fun”.  I am not stupid, I am just trying to illustrate my world view, “if you and your players are not going to do anything with an idea why bother with it?” seems like a logical question to ask when it comes time to edit something.


Fun Playable Races
            I have already mentioned my love of the Warforged in the context of talking about Eberron and exotic races of monsters in general.  Maybe the way to make these player races more meaningful is to push the envelope and MAKE THEM REALLY STRANGE.  So, I will mention some other possibilities that I think would help.
            I like Gnomes because of their penchant for their gadgetry and being uncomplicated good guys 90% of the time.  I like Kobolds as (sort of) bad guys, as I spelled out in another blog which was all about Kobolds.  I like what they did with Tieflings and Dragonkin, devils and dragons are cool fantasy elements and (to me) make more sense as fantasy races than Elves, Dwarves, and Halflings in most cases.  I also have a soft spot for Dhampir, the quasi-vampire player race, I wish they had been in the core book, much like I wish more mentions of Ravenloft were in there, they are in the Races Guide for Pathfinder, they should be present in DnD.  That Pathfinder Race guide also has Grippli and Vanara who look awesome.


And really Awesome looking Tengu as well.
           This kind of goes back to my discussion of the various published settings and my “Imaginatives” designation.  I personally put a much greater emphasis and have more affection for the exotic worlds, and while I think that an all human interpretation of those worlds would be fine and even if I don’t often play them or see them as flawed (Dark Sun) I still prefer them because they are so different.
            So rather than having the typical races which all look similar, having the core races be Humans, Gnomes, Warforged, Tieflings, Dragonkin, Dhampir, and Kobolds sounds like a much more interesting world than the standard assortment of “White people of various heights and ear pointiness”.

This this is such a well colored and illustrated image that I keep using it.
            The core races as they exist are bland.  They did some work to address it with all of the subraces and having as many exotic races in the Player's handbook as they do, but that doesn’t change the fact that Elves are just done to death at this point and more interesting options should be looked at, Elves are not inhuman enough to peak my interest.  Call me crazy but the idea that someone definitely NOT BEING HUMAN is interesting enough to notice.  Speaking from the experience of running a game with the Pathfinder Race Guide, NO ONE PLAYED A HUMAN OR TYPICAL CORE RACE.
            I am going to again complain that there hasn’t been a new campaign setting since Eberron 13 years ago, and that lack of innovation is going to stagnate the property.  Why not put Lizardmen, Shifters, Goliaths, and Shardminds right up front and show people new and old how crazy this stuff can get?
            Maybe I am just too outside the typical consumer for my opinions to be considered as good advice on the topic?
 
Yeah, maybe we don't need the Shardminds.
But, I am sure putting them in the Player's Handbook 3 didn't do them any favors.

Coming years after I initially wrote this, there was a fun little song released for this concept.  Enjoy.



Coming Tomorrow
            Tomorrow I am going to talk about my favorite class.

______________________________
            If you like or hate this please take the time to comment, +1, share on Twitter (click that link to follow me), Tumblr, or Facebook, and otherwise distribute my opinion to the world.  I would appreciate it.


Tuesday, July 4, 2017

Dungeons and Dragons, "My Favorite Deity"

Standard Introduction
            I have been writing about Dungeons and Dragons semi-regularly this year and in the course of writing those I found a 30-day blog challenge.  As I have done those a couple times before it seemed remiss not to jump on this one.
            If you want here is a link to my 30-day challenge on Disney Movies, here is a link to my 30-day challenge on Video Games, and here is a comically out of date 30-day challenge on Movies (it is old and the writing is rubbish).

Day 4- Favorite Deity
            Back in June of 2010 and then again in May of 2011 I wrote about my favorite villain in the DnD franchise up to that point.  I had been playing the game for 10 years at that point and was looking for something to write.  Here is a link to that 2011 edition of that blog entry, feel free to not follow it as I am now going to do an upgraded version of that upgraded version.
             Also, I realize picking an evil guy for this entry on favorite deity might reflect poorly on me.  This is favorite for storytelling purposes.
            “I am not, nor have I been, a cultist of the god of secrets,” *wink*
            “Did you just wink?”
            “No,” *wink*
            “You did it again.”
            “I don’t know what you are talking about,” *wink*
            “Stop it.”


My Favorite Deity: Vecna Undead Lord of Secrets
            If you are reading this, it is likely you have some idea who Vecna is.  The general public, not so much, and it is unlikely that they ever will.  Dungeons and Dragons is not a topic that has adapted well to live action or animated presentations of its material.  For some reason the concepts within Dungeons and Dragons only work well when not under their official banner (e.g. "Lord of the Rings", "The 13th Warrior", "Conan: The Barbarian", etc.), so a good chunk of that lore will perhaps never see the glow of a TV screen.  Which is just the way Vecna likes it.


            In ages past a great and terrible user and creator of the darkest and most evil of all magic ruled nearly the whole of the mortal world.  Crushing nations under the heels of his vaste armies.  His only enemy it seemed was time, he was mortal then and doomed to befall the natural course of life.  He would eventually die.
            He decided that would be inconvenient.  To combat this eventuality Vecna encaged his soul into a magical container called the Heart of Vecna, and in doing so he animated himself as living death, a Lich.  Some claim that he is the originator of this process and the first recorded Lich, his genius allowing him to concoct a perfect means to transform and all subsequent iterations are poor imitations, flawed and imperfect.  Or maybe not?



            However when confronted with the limitless time and resources he had as the undying king of the world he decided to set to work making himself even more powerful.  He was not one to rest on past accomplishments, so he sought out the only promotion available to him at that point, Godhood.
            Vecna turned over the administration of his kingdom to his lieutenant, the Vampire Lord Kas.  So great was Vecna’s trust in Kas that he gifted him a weapon.  The Sword of Kas was made to be the greatest and most powerful handheld weapon ever, and possessed a piece of Vecna’s own mind.  Some say the piece was Vecna’s mad ambition, whispering to Kas, some say it was his sense of decency (so he could finally be rid of it), maybe it was Vecna’s own Thanatos (his death instinct, the aspect within us all that drives us to dangerous and risky behavior), and others say it wasn’t meant to be any of these things, that the intellect guiding the blade was a flaw, the first of Vecna’s long existence.
            Vecna went to work becoming a God.

            At the cusp of Divinity, Kas, once the most trusted of Vecna’s whole world, betrayed the Lich Lord and attempted to take his place in the position of Godhood.  This is the source of the conflicting accounts of the intellect in Kas’ blade was it imbued with all of Vecna's own personal Thanatos, and it wanted to kill him?  Was the blade filled with Vecna’s ambition and it wanted to usurp him?  Regardless of the motivation, Kas cut off Vecna's hand and smote out one of his eyes, but failed to stop Lich's ascension.
            Kas was either banished from reality entirely, transformed into an abstract concept (becoming part of the collective Thanatos aspect of the living world), or Kas escaped to rule over his own domain in the world of shadows.  Whatever happened to Kas, Vecna became the God of secrets and living death.  Vecna's hand and eye, touched by the power of divine accession became magical talismans sought by those who would emulate the Dark Lord's success.



Vecna as Metaphor
            Dungeons and Dragons is a high fantasy setting more often than not, and Vecna represents the penultimate villain in such a world.  He is the lingering past that has been deified by the ill deeds he committed back before anyone living walked the Earth.  He is what most would prefer to be forgotten, a world ruled by darkness and despair unending.
            At the same time he embodies exactly what adventurers in Dungeons and Dragons wish to delve into.  The secrets of the old world buried in Dungeons, tombs, tomes, and relics.  Vecna is the creator of and holder of wonders and secrets that sit in ruins and broken shells of a once great and now dead civilization.
            Vecna’s powers were misused but could have been an instrument of great justice and prosperity.  Vecna is a perfect metaphor for the lingering threats of the fantasy kingdoms that are gone but are paradoxically envied and pillaged while at the same time being feared and frequently inhabited by dangerous monsters.
 
Boy, this card is sort of perfect right here.
The Flavor text even has "Vec" written on it.


Vecna Permutations and Alterations
            The Lich God is my favorite antagonist to envision in various permutations.  Sometimes I make Kas his spurned best friend who didn't want to betray the Lich King, he just didn't want to be left behind.  Or even that Kas and Vecna were husbands and that Kas was supposed to be the god of hunger and darkness but something went wrong with the ritual (or Vecna betrayed him because of a disagreement over how to raise their children).  Sometimes I have it that Vecna cut out his own hand and eye to fashion weapons from them for his own use or the use of his followers.
            A cute permutation that had less to do with motivation was when I said that “Vecna” was never his name.  It was a word that meant “secret” or “arcane” and that when “Vecna” became god of secrets he magically redacted his real name from all of history.  So every time you see the word “Vecna” it would be the equivalent of reading an intelligence briefing in a spy movie and seeing a blacked-out name with the word “CLASSIFIED” stamped on the page.  I have even taken it a step further, that all of the instances of the language his people spoke in life has been erased and jumbled like Yahweh and the builders of the Tower of Babel.  The original language “Vecnese” or “Arcana” has been all but lost.
            I have also made Vecna an anti-hero, out to keep secrets from those who would use dark knowledge improperly to destroy the world, as he regretfully nearly did (you don’t see his kingdom around do you?  Maybe his being a god was accidental and killed so many that he became warped by the experience).  Maybe he fosters his dark image to serve as part cautionary tale, part fear mongering propaganda campaign, all to keep people from repeating his mistakes, or just to keep them from challenging him for his dreary and lonely position as undying keeper of the world's secrets.
            Then there is the best Vecna, the one who likes the multiple-choice origin story and inscrutable motives.  Easier to keep your true goals in the shadows that way.
 
I didn't even mention two of his bigger parts in the Lore.
Once, he tried to rewrite reality with him as the only God.
He is also a noted editor and contributor to the Book of Vile Darkness.

Coming Tomorrow
            Tomorrow I am going to talk about my favorite playable race.

______________________________
            If you like or hate this please take the time to comment, +1, share on Twitter (click that link to follow me), Tumblr, or Facebook, and otherwise distribute my opinion to the world.  I would appreciate it.



Monday, July 3, 2017

Dungeons and Dragons, "My Favorite Setting"

Standard Introduction
            I have been writing about Dungeons and Dragons semi-regularly this year and in the course of writing those I found a 30-day blog challenge.  As I have done those a couple times before it seemed remiss not to jump on this one.
            If you want here is a link to my 30-day challenge on Disney Movies, here is a link to my 30-day challenge on Video Games, and here is a comically out of date 30-day challenge on Movies (it is old and the writing is rubbish).

Day 3- Favorite Game World
            Not to sound too much like an egotistical madman, but the answer is “My own”.  I like being the GG rather than player by a wide margin for just this reason.  I know that I have a lot of derivative ideas, I borrow/steal stuff from other settings, and I make strange pop culture references because I think that having humor to latch onto allows people to remember what the hell is happening.  I still like it.
            I like writing and playing to an audience.  When I have players feeding me ideas I can then build them into the world in interesting ways.  Throwing their concepts into my concepts creates something unique.  But, just banging on about my own world for however many words (and I have a lot of words on that setting, so many that I thought of doing a 30-day blog challenge where I just post stuff from my game world) I feel it is also fun to look at the most common and popular settings and give a bit of a rundown on what I think about them.
            I went a bit nuts with this and ended up making this a long rundown.  This will probably be the longest entry for the entire month.  That being said, feel free to post about your own favorite setting in the comments, post a link to your own blog/website/kickstarter because I like the idea of someone getting a kick out of making a fantasy world.

The Rundown and the “Imaginatives”
            I think a good place to start would be those worlds mentioned in the 5e Dungeon Master’s Guide on page 68 “Known Worlds of the Material Plane”.  These are (by implication) the default settings when they crafted the 5e material and I think that judging them will give everyone a good idea of where I am coming from.
            This section about the Material Planes also have a mention of “Heroic Fantasy”, “Sword and Sorcery”, and “Epic Fantasy” which are subgenres in the worlds and I think the distinction might be too subtle for people to pick up on in most cases.  Let me take a swing at that before we get going.
            The best line I can draw between these subgenres (based on looking at which ones get each designation) is to say “Heroic Fantasy” puts its emphasis on powerful individuals, like certain gods, warriors, and wizards that seem to be the crux the whole world moves on.
            “Sword and Sorcery” seems to be more about the world with the characters being smaller moving parts in the greater whole, whenever you would describe a particular dungeon, adventure, or kingdom it would feel more like an “S&S”.
            “Epic Fantasy” is about events, the gods/titans are returning, the Ring of Power has been found, or the Dragonborn has appeared.  The worlds of “Epic Fantasy” are still fun places to explore and the heroes still go on adventures but when you talk about the world you talk about the BIG THING that happened.



            Toril is the world of the Forgotten Realms.  It is classified in the book as “Heroic Fantasy” and I can see why.  When you talk about the Realms you talk about the heroes that at this point are so popular they are almost Fantasy icons beyond being Dungeons and Dragons icons.  Drizzt Do’Urden novels were read by some of my friends before they even knew what DnD was.
            I personally am not a fan of the Realms, I have mentioned that before when I talked about setting.  I get the appeal, I just personally don’t care for it.  To me the Lore is simultaneously as derivative as a line of best fit and dense as neutron star.  Again, I do see the appeal for those of you who like it (Kind of like yesterday’s discussion of “Simple versus Complex”, Realms is too complex for me).



            Oerth is the world of Greyhawk.  It is a “Sword and Sorcery” setting and kind of the default setting of 3e.  Greyhawk is pretty good, it is rather down to Earth, there are some key locations, some important NPC’s, some ongoing events, but really it is the sort of setting that provides what you would expect in order to run a fun game without getting bogged down in too many details.  You are heroes and you go on adventures.
            If there is a complaint to have about this setting is that the world is kind of same-same.  There is no Asian influence at all, there are no conflicting religions (that is to say, all the gods are known and fighting for power, but everyone acknowledges the existence of all the gods and conceptualize their struggles in similar fashion).  Nothing that says you can’t add your own, but I would argue the point of running a default world is that you shouldn’t have to add your own continent worth of material.  This is an ideal campaign world to start with.


            Krynn is the world of Dragonlance.  It is an “Epic Fantasy” setting.  With the Dragons coming back and being a bother as the core defining event that shaped the world.  This is another series that has transitioned from DnD fantasy to just fantasy in a good chunk of the popular consciousness.  My Aunt read these novels but until I mentioned playing Dungeons and Dragons at a family get together, I don’t think she knew the connection between the two.
            As far as I can tell the setting is kind of up my alley.  I like big events and do suggest having a singular big event like a world war or cataclysm being a strong starting point or background for a campaign.  I don’t know if I like how prevalent Dragons are in this (I tend to put more emphasis on the first D in DnD), but again I understand the appeal of this more than the Realms even if it is not exactly my thing.


            Athas is the world of Dark Sun.  This is a “Sword and Sorcery” setting that asks, “Do you like “Mad Max” movies?  Cause this is it.”  A desert world full of gangs, god kings ruling city states, and a general theme of misery as the world is drained of its natural resources to become a husk.  This thing was re-released for 4e and I feel that was a sad, too quick on the draw move for Wizards, if they had the luck to release it alongside “Mad Max: Fury Road” it probably would have captured the nerd passions that (I think) inspired it to begin with.  (I have mentioned this setting before.)
            I am not much of a fan of Dark Sun, but have stolen elements from it.  I feel the need to endorse it in theory though.  Dark Sun is part of a collection of Settings that I refer to as the “Imaginatives”.  Those settings that take the freedom provided by the rules to create worlds that break the mold of typical fantasy.  This is Post-Apocalyptic fantasy something you do not see a lot of (unless you look at how many ruined castles and dungeons that imply the fall of a once Great Empire which led to the current age which is a theme present in basically all DnD).
           

            Eberron is the world of… Eberron.  To speak of the “Imaginatives” here is another one.  A “Sword and Sorcery” setting that puts the emphasis on Pulp Action.  Akin to old adventure serials this at times feels like a World War II, Noir Espionage, Indiana Jones, and Doc Savage mashed up and spread on a magical cracker.  There is a race of sentient robots that I love (and have talked about before), there are magical trains, there is a lost continent full of ruins to explore.  It has it all.
            I kind of love Eberron because it is not the typical fantasy adventure, but at the same time you can see how it would be the future of any world like Oerth or Krynn as magic became technology and the massive earth shattering events that shaped those worlds cooled.  It feels like an evolution of the genre rather than a clean break like the other 4 “Imaginatives” but the new elements it brings are so cool that I see it as distinct and worthy of consideration for anyone who wants to move in a more exotic direction for their world.


            Aebrynis is the world of the Birthright setting.  This is a “Heroic Fantasy” fantasy setting and I am shocked they even bothered to mention it.  Birthright feels like they reverse engineered the rules for a Turn Based Strategy Computer Game into a tabletop roleplaying game (at least, from what I can read on Wikipedia).  I can see why it won awards, and the mechanics sound interesting, the idea of playing a line of heroes fighting a war is pretty cool, but and this is going to sound dismissive, “It seems like a game different from DnD”.
            Let’s ignore the rules for a second though, and just focus on the world, it is kind of bland.  Which makes sense, when you are introducing new rules you need to keep the other aspects simple so that players can focus on the new rules rather than the exotic lore.  So, what we have is a world that is kind of flat so as not to pull focus from the cool rules system, a rules system that I feel is kind of outside what DnD’s core appeal is.  If you like this setting regardless of the rules that is cool, but I don’t see the appeal from what I can glean online.



            Mystara is the world of Classic Dungeons and Dragons.  This is a “Heroic Fantasy” fantasy setting as many of the movers and shakers seem to be the immortal heroes that ascended in the distant past.  That being said Mystara has cool elements, even if it has the ugliest logo in the history of DnD.
            This world has plenty of stuff to lift out, like the Hollow World and the Savage Coast, but that is also kind of why it isn’t great.  Mystara is a patchwork of ideas, and that is by design, but as a result it feels less cohesive.
            If Mystara had been built with all of its good ideas there from the start and everything mixed together to create a greater whole I would perhaps love this setting for all of the weirdness, but in its current state it feels more like a typical setting with weird elements in it, rather than a cool setting.  The Hollow World concept is so interesting that had that concept been its own thing, I would have made my “Imaginatives” a list of 5 rather than 4.

Look at how much better this logo is.
Can you believe they ever when with that ugly looking "M"?
             Surprisingly there are several settings I would consider much more iconic to Dungeons and Dragons than Birthright that were not mentioned in the 5e Dungeon Master’s Guide, I am going to talk about them too just to emphasize that I kind of like them a bit MORE than the ones they did mention.



            The Wild Space of the Spelljammer setting.  This is a “Sword and Sorcery” setting, but in the most fantastic place possible, space.  There are spaceships in this and all of them look and feel different from one another in ways that make them feel magical.
            The idea behind how the spaceships move, the nature of solar systems, and worlds that turn within them is described as Ptolemaic.  And that shit is a trip.  I actually love the idea of this setting and was shocked to learn it is not more well regarded as one of the most extreme settings when it comes to creativity and exploration.  The emphasis in on the world(s) rather than on specific characters and events and just the idea of there being world(S) is fascinating.
            You can probably guess that this is another “Imaginative”.  It is so exotic, so expansive, and allows for the integration of ideas so outside the genre that it feels leaps apart from the other settings in terms of look and feel when played properly.  When they announced 5e I was surprised this was not announced as one of the first big settings to be published.  Illustrating how different they wanted to make 5e from 4e (which I remind, HAD NO SETTING to go with its release).


            The City of Sigil home base for the Planescape setting.  This is setting has more or less been upgraded to default, but in such a way that it is always in the background.  Sigil is such a cool and strange set piece by itself and I like that they established it as a major stopping point in any given multi-verse trip.  It is a city that lines the inside of a ring that floats at the top of an infinitely high tower in the Outlands of reality.  That sentence sounds like something out of aphasic poetry.
            The premise of the game was to allow players to travel between dimensions “Sliders” style to have adventures in many different worlds.  I have used this concept in a “Mutants and Masterminds” game back in the day because I thought players would like to meet and fight with various known superhero properties, and the idea makes sense for DnD, you could even say it is the logical setting with which to push an integration of DnD with the worlds of Magic the Gathering (settings that go inexplicably unmentioned in the books).
            You would figure that this would be the other “Imaginative” but oddly no.  Sigil and Planescape are basically every setting, which is big, but elements like the multiverse and portals to other worlds exist all over DnD; Planescape is imaginative in that it connects everything else, and has a cool set piece, but is not in and of itself super exotic in the context of DnD.  When Planescape is its most imaginative is when it is visiting individual worlds that feel cool by themselves (I may not be making much sense, apologies if I am being unclear).  Much like the Hollow World of Mystara it has cool things, but they are too disparate.



            The Demi-Plane of Dread home to the Ravenloft setting.  This is more of a “Gothic Horror” type setting which distinguishes it from the other worlds a great deal, mostly because it is the only setting that has that designation.  I think Ravenloft gets a short shift.  While they do love the main villain, Strahd Von Zarovich, and Wizards of the Coast keep releasing the one iconic adventure from the setting in each edition, the full-on setting doesn’t seem to get the limelight.  Doubly weird because of how many people were brought into fantasy by Vampire fiction, I guess they figured not to bother competing with White Wolf Gaming for all horror RPG business.
            Maybe if Universal’s new Tom Cruise’s “The Mummy” had been a real success and it looked like the Dark Universe was going to be a pop culture thing, Ravenloft would be getting more love, as is I think it will remain the moody standoffish child of the DnD franchise.
            Ravenloft is the last my “Imaginatives”.  Gothic Horror is such a break from everything else, especially when the look and feel of a world cloaked in mist that it is an example of what can be done by pulling the rules out of their comfort zone.  Even though Magic the Gathering has Innistrad as a sister setting, nothing else in DnD has the look and feel of Ravenloft.

Are you telling me this wouldn't be at all enticing to all the Vampire Gamers?
It looks so cool.
             Lastly, what is not really talked about are the numerous different worlds of popular fantasy not owned by Dungeons and Dragons.  There is no Middle Earth, Hogwarts, or Pern.  No Wheel of Time or Discworld.  No Elder Scrolls.  No Britannia from “Ultima” or Albion from “Fable”.
            There are no mentions of “Warcraft’s” Azeroth or the Known World of “Game of Thrones”.  No mention of Pathfinder (their setting is a lot of fun).  No Hyborian Age of Conan.  No Narnia.  No Barsoom (though Dark Sun might have taken some notes).  No Fafhrd and the Grey Mouser.  No Hyrule or Mushroom Kingdom.  No Equestria (another oversight as it is owned by Hasbro and has some crossover appeal).
            No Romance of the Three Kingdoms.  No Oriental Adventures at all.  No world of Norse or Greek myth.  Nothing based on Native American, Indian, African or other real life mythology outside of the West unless you dig into something like the Realms and even then, THOSE AREN’T AT ALL DISCUSSED.
            Most glaringly there is no discussion of the Multiverse of Magic the Gathering even though many are awesome sauce, and I must reiterate ARE OWNED BY THE SAME COMPANY.
            I mean, if you don’t have room for Ravenloft I can see not talking about properties owned by someone else, that would seem like an unwise move to draw comparisons between your product and those of the “competition”.  Conversely, if you have room for Birthright, you can make room for Ravenloft… you know, by cutting Birthright.

Need for a New World
            Let me talk about one last thing, there has been too long a break since the last new campaign setting.  In many ways 5e was an attempt to strip down the game to be simpler, but I think that they are now falling into the same trap that Hollywood is in that they are trying to rehash their older IP instead of making new stuff.  Let me just show you a timeline.  (For this purposes we are counting Mystara from 1981, even though it goes back before that kind of).
(Click on the image for Full Size)


            As you can see from the chart is has been a while since the last new campaign setting (let’s not kick Wizards of the Coast in the nuts by pointing out Pathfinder again).  This is kind of shameful all the more so because the open casting call that got them Eberron also netted them several finalists that they still own but haven’t used.  Why in heaven’s name are they not massaging those things into workable product.  Rich Baker still writes a DnD themed comic online (Order of the Stick) are you telling me he wouldn’t want the setting he submitted to head to the printers?  This is the longest dry spell for new IP in the history of the franchise at 13 years it is closing in on doubling the previous record of 8 between Birthright and Eberron.  NOT GOOD.
            I keep hounding doing a full release of a Magic the Gathering setting in conjunction with a set of Magic cards, the crossover would lead to cross pollination of the franchise, it would also double the market for novels, comics, posters and other merch.  It just seems like a good idea.

Coming Tomorrow
            My favorite god in the game.  Which I already wrote about a couple years ago, so that shouldn’t be too much work.  Unlike this entry, which kind of got out of hand.

______________________________

            If you like or hate this please take the time to comment, +1, share on Twitter (click that link to follow me), Tumblr, or Facebook, and otherwise distribute my opinion to the world.  I would appreciate it.

Sunday, July 2, 2017

Dungeons and Dragons, "My Favorite Edition"

Standard Introduction
            I have been writing about Dungeons and Dragons semi-regularly this year and in the course of writing those I found a 30-day blog challenge.  As I have done those a couple times before it seemed remiss not to jump on this one.
            If you want here is a link to my 30-day challenge on Disney Movies, here is a link to my 30-day challenge on Video Games, and here is a comically out of date 30-day challenge on Movies (it is old and the writing is rubbish).

Day 2- Favorite Edition
            To start off this discussion I have only played to any significant level the 3 latest editions of Dungeons and Dragons.  3rd edition, which includes 3.5, Pathfinder, and numerous other D20 based systems released from Wizards of the Coast, takes the brass ring in total play time and in sheer number of books I own related to the system, but it is not my favorite.
            4th edition is currently in second place as far as play time, and I include the Gamma World box sets in there (and I talked about them before, IN MY VERY FIRST BLOG ENTRY ON HERE).  4th edition is also not my favorite.
            I have only recently started playing 5th edition Dungeons and Dragons and it is my favorite.  I will try my best to explain why as I am sure it is not just the novelty of something new that is causing me to like it so much.

Smart versus Dumb
            There is perhaps an unfair assumption about certain aspects of gaming.  I would describe it as the “Smart vs Dumb” argument.  The idea that certain types of games are inherently better or worse than others because one is the “Smart” way and the other is for “Dumb” or babies.
            Think of every person who has ever said the phrase “Filthy Casual” as a derogatory term when talking about video games.  Dungeons and Dragons has a similar issue and I will point to people who think there is a “Smart” way to play and a “Dumb” way to play.  This is wrong.


            Smart play is seen as being typically two things: Dense, with many rules nuances and Dense, with lots of lore.  You practically have to take a 3-credit history course to have a working understanding of the Forgotten Realms and the life and times of Drizzt Do’Urden (spelled it right on the first try) and the numerous other NPC’s you will be facing.  And the rules are seen as being so deep and specific that any and all situations are covered with flow charts made by crazy peoples (3e Turning of the Undead and Grappling would be good examples, there is a two-page flow chart for Grappling).
            I have noticed that “Smart” play is often the play style of people who like to say “No”.  Because when a player wants to do something clever that falls outside the rules a GG in this style will say, “No, it is not in the rules” or “No, it is not in the lore”.  I am not saying you should never say “No” as players often have stupid ideas and you want to have a consistent tone to your game/story, but GG’s who would describe themselves with the “Smart” play style say “no” all the time.

I think 4e gets this sort of criticism the most.
            “Dumb” play is when the rules are hard to pin down.  GG’s are encouraged to solve their own problems by quickly making judgements or inventing quick little systems that the players can have fun navigating.  Things are uneven, the lore is inconsistent, there are discrepancies.  When a player wants to do things the GG not only says “okay” but will have a bit of a production of it.  It is freewheeling, but turbulent, it can be fun, but is often frustrating.
            These could be seen as Lawful-Evil “Smart” versus Chaotic-Neutral “Dumb” styles of play.  But I feel that there are better ways to split things.

Maybe this sort of reductive view of the gaming community is just my baggage by the way.
It might be you have never had your play style criticized in such a fashion or don't see what I am talking about.

The Alignment Axis of Play
            The difference between play styles is not “Smart versus Dumb” but can be split into two axes.  The first is “Complicated versus Simple”.  3e is complicated as HELL.  There are charts and charts, there are tiny precise numbers awarded for every slight advantage and disadvantage in the freaking game.  Are they prone?  Surprised?  I wrote a series of blogs on how many types of Defense statistics are in the game, which of those are they using?  Do they have concealment?  Cover?  Is it half-cover, three quarters cover, or nine tenths cover?  FUCKING GRAPPLING!?
            By contrast 5e is simple.  Saves are simpler.  Skills are simpler.  Advantage is simpler.  Rather than dozens of tiny nuances there are just a tiny handful of ways to give a bonus to a situation and most of them amount to rolling two dice instead of one and taking the better or worse of the two.
            In fact, 5e is perhaps too simple.  Proficiency bonuses are uniform and 90% of the time you either have them or you don’t with little deviation from that.  Sure, you don’t have to worry about the 10,000 various flavors of magic item that can affect your armor class, but to some people, a big appeal of the game is finding every knob to turn to affect the rules.  I am not one of those people, and when I GG’d 3e I would hand out too few or too many magic items which kind of warped the game at times.  If I was about anything being complicated it was my own Lore, not the rules.
            4e is a paradox in this regard, the rules are all simple in that many numbers increase in a uniform fashion as you level up, but all class abilities are as complicated as spells.  The system provides an ultra-simple base set of numbers, but every rung on the ladder is a rubix cube whether you are a Wizard or a Barbarian.  It is a Simple system made of Complicated parts.  It is balanced like crazy, but it has no class that is a beginner or striped down model for people to start out on.
 
There are perhaps better images for this, as it really is more of a spectrum than an either/or situation.

            The other axis in this little explanation is “Vague versus Specific”.  4e was the vaguest when it came to Lore.  Aside from a bare bones presentation of some gods and the explanation of a play philosophy “Points of Light” (IT IS NOT A SETTING) 4e had no substantive information to offer people on how to run their games in regards to story.
            By contrast I think that 3e was only marginally better in this regard and that seems to be a business strategy.  They might have taken out all but the basics (more than 4e but still little) from the core books, the sheer number of books released which included NPC’s, Organizations, Pantheons, Lore, and whole worlds was dizzying.  They were trying to turn Dungeons and Dragons into a 100 Million Dollar IP like Magic the Gathering by releasing a book a month, it kind of worked, but felt a little skeezy.
            5e has the best lore specifics in its core books.  It mentions Eberron, the Realms, and Greyhawk among others with explanations of those world’s tones and histories.  They give a good jumping off point to learning about these places.  It should also be noted that we live in a more online world compared to when I started, and it is perhaps assumed that if you want more specifics on lore you can hit up Wikipedia, TV Tropes, and any number of fan sites that will provide the details.  This might be a feature, they give you the hints and some basics in the books and the GG and players head to Google.  5e is the most Specific on the topic of lore in the books and out of the books because of the assumed use of the internet.  (You can feel free to disagree with me on this if you want).
            What about rules?  Not everyone cares about the Vagueness of story, Vagueness of rules leads to arguments.  Let’s look at 3e, which is the most Specific.  The specificity is what leads to the Complicated nature of the system, in an effort to cover all possible situations they caused a lot of bloat with instances that are too situational and come along maybe every other blue moon.
            4e has Specific instances, and then it also has Vague instances.  Look at weapons as compared to armor.  Weapons have numerous damage types, critical hit complications, a bonus to accuracy, and are sorted into different categories based on the skill of the character using them, this is a specific system, bigger differences in how your character plays can happen here.  Armor is sorted into three categories, and there are three types of each category, armor is lame in this regard and exceptionally Vague.
            4e also makes the effort to ignore situations that come up rarely (maybe I am missing something) but its emphasis on combat as almost a tactical miniatures game allowed it to jettison much of the situational rules that 3e was clogged up with.
            5e is perhaps the best compromise in many ways.  They acknowledge the existence of strange situations and tiny nuances, but ignore giving each instance its own specific bonus, this is another instance of Complicated and Specific overlapping in the case of 3e that I feel 5e takes the approach of slightly Vaguer but much Simpler.

5e Vaguer but Simpler Rules
            I prefer Simple rules and 5e has Simpler rules.  There are places where those rules need more specificity (like prices for magic items) or could be more complicated (like being more aware of the various options for Defense I mentioned) but it is so clean and it is so quick to build a character.  Making an effective character (especially one of a high level) in 3e or 4e would take forever!
            4e is somewhat complicated, but ultra-vague, especially with Lore.  3e is Complicated and Specific, which is part of the appeal.  5e is Simple (which I prioritize) and maybe a little too Vague (which I can forgive).  5e is my favorite, but then again talk to me in 15 years if I am still playing this and see what I think.



Coming Tomorrow
            My favorite setting.  The game world that I think is the best/most fun or at least has the most potential.

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            If you like or hate this please take the time to comment, +1, share on Twitter (click that link to follow me), Tumblr, or Facebook, and otherwise distribute my opinion to the world.  I would appreciate it.

Saturday, July 1, 2017

Dungeons and Dragons, "How I Got Started"

Standard Introduction
            I have been writing about Dungeons and Dragons semi-regularly this year and in the course of writing those I found a 30-day blog challenge.  As I have done those a couple times before it seemed remiss not to jump on this one.
            If you want here is a link to my 30-day challenge on Disney Movies, here is a link to my 30-day challenge on Video Games, and here is a comically out of date 30-day challenge on Movies (it is old and the writing is rubbish).

Day 1- How I got Started
            I got started in Dungeons and Dragons via what I would consider a typical arc.  I was a fan of horror (here is a blog on my affection for Goosebumps books) and fantasy (here is me talking about Xanth) as a kid and early teen.  My budding interest in genre conventions coupled with my knack for math drew the attention of a few of my teachers who introduced me to Magic the Gathering (I have tried to integrate some ideas from Magic into DnD).

I am gonna briefly talk about a different fantasy game first.
F-ing Swerve!
            Magic is a collectible card game in which you are a wizard who is battling another wizard with spells and monsters.  Understanding the odds of drawing a particular card, managing risk, and managing resources were all aspects of the game and I attribute to it my almost intuitive understanding of statistics beyond my usual knack for math.
            Anyway, I was introduced to Dungeons and Dragons by a fellow teenager when I was 15.  I was at Books-A-Million one Sunday looking at comics and saw some guys playing Magic, they invited me to play and I said, “Sorry I don’t typically roll with my deck.”  That was meant to sound silly.
            I began hanging out with those guys on the weekends at the bookstore to play Magic and invited a few more people out to play.  After a month, one of them decided to introduce us all to DnD and it went from there.  It is funny to me in hindsight how little I really understood about the game, and since this was pre-internet, or at least all the really useful parts of the internet like Wikipedia, Youtube, and other places that would serve as nerd reference sites in the age to come I couldn’t really learn except for reading and doing.
            These days there are online demos, message boards, and any number of cliques that will help you learn, and a bunch that will treat you like shit and turn you off the whole internet.  But back then I just had to read the 3rd edition book I bought, while the guy who introduced me to it was trying to have us play 2nd edition and all the wires getting crossed.

For all the reading I did in this thing it was mostly the fluff and story aspects.
Even after playing 3e and 3.5e for 10+ years there are still numerous spells and rules that I do not get.
            There was also the terrible and contrived writing I would suffer from.  Basic missions and I didn’t really know how tough monsters were or how to set up interesting challenges.  On the other side when I was playing the story was frequently so epic I had no idea what I was supposed to even do, an alcoholic half-orc blackguard did not have much to offer when the mission was, “stop a wizard from controlling an army of dragons from taking over the world and rewriting reality”.
            It is a testament to how fun and freeing the game can be creatively that I stuck with it thru the difficult early part to move on all the way to now.  A present in which I write about the game habitually and make effort to find venues for play beyond just going along with those that are offered.
            A great deal of my creativity has been shaped Dungeons and Dragons.  A lot of my abilities in mathematics has been given endless practice by all the casual uses of math.  My ability to quickly play the part for interviews, group discussions, presentations and other professional venues for talking to people about who I am and what I can do, that was learned from playing Dungeons and Dragons all the time.  In real life, I don’t have a character sheet, but when someone asks me who I am and what I can do I am better at presenting that information in a consistent and tight fashion than I would have been had I not been making characters and playing them for fun all these years.
            I often recommend Dungeons and Dragons as fun, but frequently market it to other people based on the academic aspects of the game because I think those have had a real positive impact on me and could have similar effects on others.
Coming Tomorrow
            I am going to talk about my favorite edition of the game.

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            If you like or hate this please take the time to comment, +1, share on Twitter (click that link to follow me), Tumblr, or Facebook, and otherwise distribute my opinion to the world.  I would appreciate it.