Posts Tagged “rant”

Dark Dungeons is so Ridiculous, is it not? Tabletop gamers of my generation never had to deal with the mass hysteria surrounding role playing games in the 80s. Some of us, including myself, did have people in our lives who believed RPGs were evil. I still have strong feelings about my experiences, and I’m sure others with similar stories do as well. But what we experienced was an aftershock of a much more widespread phenomenon. Most people I’ve spoken with view tabletop games as an interesting past time. Occasionally they deride it as childish, or ‘nerdy,’ but it’s not very common these days to come across someone who honestly believes it is evil. None the less there was a time when role playing games were the target of religious zealots all across North America.

I bring this up because I was recently sent a link to a series of forum posts and images, uploaded by a fellow called Walkerp. When he was young, his hometown was swept up in this ‘controversy.’ His mother (who is clearly the coolest mother ever) saved a lot of local newspaper clippings on the subject, and eventually presented them to him as a gift. He was kind enough to scan and share them, and I’ve reproduced them below. Some of them are a little blurry near the edges, but I was able to decipher everything just fine. Reading these clippings was enlightening for me. It’s one thing to know a controversy existed, to read about it, and even encounter an odd individual or so who still believes D&D is evil. It’s quite another to see these issues seriously discussed in a newspaper.

You’ll note that in many of the clippings, a man named Clifford Olson is referenced. The anti-D&D crusaders repeatedly say they fear the children are being influenced by the game, and that they don’t want a repeat of the Clifford Olson incident. I had never heard of Clifford Olson before, but I assumed he was somehow involved in role playing games. Perhaps he was the kid who committed suicide over it which I’ve heard so much about. Curious, I decided to look into who he was. As it turns out he was not even slightly related to D&D or role playing games of any kind. He was simply a pedophile who raped and murdered young girls.

I am honestly floored by that casual and despicable accusation. How can any adult seriously claim a group of young teenagers are going to become monsters? It’s hard to believe a newspaper would print that kind of vile attack against children, much less that anyone would ever take it seriously. I understand that fear can be powerful, and that emotions run high after a tragedy, but there is no excuse for that kind of depraved behavior.

As I read this, I repeatedly thought of the men and women who worked on D&D in those days, Gary Gygax in particular. He (and no doubt many others at TSR) was a devout Christian. I can’t imagine what it is like to have your life’s work literally demonized by your own religious community. He probably found great comfort in his religious beliefs, but petty fools chose to take his source of comfort and use it as a weapon against him. Even decades after this nonsense had mostly blown over, after Gary died, a donation in his name was refused by his favorite Christian charity. I can’t even comment on that, it’s simply depressing.

Cicero said: “Not to know what happened before we were born is to remain perpetually a child.” So without further comment, here is what happened in our hobby before many of us were born.

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Quite hilariously, a young child dives eagerly after a kitten as though the creature is of great value to the child. I like Pathfinder, which is why I’ve always been a vocal critic of it. It has a lot of problems; in many ways it falls short of my ideal game. I’ve often tried to improve upon the flaws with house rules, and I’ve been open in discussing the flaws which can’t be fixed. Over the past few months I’ve read through a number of other RPGs as well. Aside from my well documented perusal of the original Dungeon Master’s Guide, I’ve been looking at various retro clones created by the OSR community, some modern Pathfinder alternatives, and some games in completely different genres. More and more I think that I won’t be happy until I produce my own sourcebook.

It’s not something I think I’ll be doing anytime too soon. I don’t think I’m ready for that kind of massive and involved project yet. But thinking about how I would design a game has got me thinking about what I want in a game. So I’ve compiled a list. And, since this list undoubtedly says a lot about this blog’s perspective, it seems useful to share.

I want rules which can be memorized. This doesn’t mean they need to be short enough that I can learn them by rote, it just means that they need to be logical enough that I can quickly deduce any I forget. If I need to spend a few sessions looking things up after we play, that’s okay.

I want rules which don’t try to establish mechanics for every possible action players might take. Instead, I want rules which guide me in coming up with my own mechanics for those situations, and which help me make those rulings without unbalancing my game.

I want more rules directed towards the GM than the players. There should certainly be rules that players can learn, but none or very few which they feel forced to learn. Nothing dissolves a budding player’s enthusiasm faster than telling them they need to buy a $60 rulebook, and read 300 pages of it before they’ll know how to play.

I want more supplements geared towards GMs than players. I understand why this hasn’t been the case in recent years: for every GM, there are probably three or more players. And since GMs will buy books anyway, it’s obvious which type of book has more potential customers. But never forget that the GM is your best salesperson. I can think of eleven people off of the top of my head who would probably have never picked up a tabletop RPG if I hadn’t invited them to my games. None of them bought supplements, but a lot of them bought core books and dice.

I want characters that can be created quickly. I don’t want to feel as though I’m sentencing players to waste eons every time I kill their characters. And I don’t want to force new players to sit through a bunch of obtuse character creation nonsense before I have a chance to show them how fun the game can be.

A squirrel incidentally makes a strikingly humanlike gesture as it reaches for a peanut. The effect is that the animal is incidentally anthropomorphized, which can be seen as hilarious!I want characters that can be customized and specialized endlessly. Character class is a fine starting point, but if my players want to make choices then I want to be able to offer them. If a player sets a goal for something they would like their character to be capable of, I want that goal to be achievable.

I want deep, tactical combat which forces players to think beyond a mundane exchange of blows. Combat where making a plan and knowing how to work together can mean the difference between life and death. Combat which none the less encourages players to take risks. Combat where being clever about your environment can turn the tide of a losing fight. Combat which is fun every time.

I want combat that doesn’t need to take an hour.

I want mechanics that engage players beyond a die roll. Rolling dice is a great way to resolve some types of action–but not ALL types of action. If every problem is solved with a die roll, then we might as be playing around a craps table.

I want mechanics unburdened by vestigial adherence to tradition. Just because past games have always done things a certain way doesn’t mean modern games should. The past exists for us to learn from, not to mindlessly emulate.

I want a game which doesn’t ignore history. If Gary Gygax or Dave Arneson figured out how to handle a situation amazingly, there’s no reason modern games should simply handle the same situation passably.

I want a game that equally supports many modes of play. A game which is just as engaging in tasks such as exploration or political intrigue, as it is in combat.

I want a game which explains not just the rules of the system, but the spirit which those rules support. One which explains why rules exist, and how certain mechanics improve play. I want a game which helps Game Masters make the leap from learning rules, to running a campaign.

I want a game which is supported by online tools, but which recognizes that if a game relies on online tools, it is a weak game.

I want rules that don’t need to be bypassed because they pointlessly add unnecessary work.

I want a game where the rules are designed to support me, not a game where the rules waste my time and frustrate my players.

I want a game without ‘traps,’ intended to impede a character’s build. Honestly, I want a game which doesn’t support even the concept of a ‘build,’ but instead promotes mechanical customization.

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Drider from the Pathfinder Bestiary 1One of the frequent criticisms of Dungeons and Dragons 3.0 is that it made monsters too complicated. It’s a criticism which D&D 3.5 and Pathfinder both inherited, and its one that I’ve offered some defense against in the past. However, having created several monsters of my own by now, I find that my resolve in this matter is weakening. When I’m preparing for a game, and I need unique monsters, I don’t employ an elaborate series of rules for constructing the statblock. I take my concept, write down any information which I think will be relevant to play, and that’s that. The whole process takes 5 minutes. Maybe 15 if the monster is particularly complicated, or I’m being fiddly with the mechanics.

The only time I’ve ever actually followed the rules for creating monsters is when I was preparing that monster to be posted on Papers & Pencils. That’s a total of four times in my entire GMing career: The Corpse Sewn Hekatonkheires, the Bloody Avenger, the Draugr, and the three spiders I ganked from Telecanter. Every time it was a pain in the ass which lasted at least an hour, more often two. And what, precisely do I have to show for it? Do those monsters I created according to the official rules function more elegantly? Are they balanced better? Would players even notice a difference between a creature created in 15 minutes, and one created in two hours using the official rules?

No.

If the answer to any of the above questions was ‘yes,’ would it justify the extra time investment?

No.

Night Hag from the D&D 3.X Monster ManualFunctionally, there’s very little difference between a monster  I quickly jot down, and a monster I laboriously construct using the rules. Aside from the “statistics” block of information, all the same stuff is there. What else could you even conceivably remove? In combat you need to know a creature’s defenses and offenses. Ecology might not be strictly necessary, but it has a lot of value to GMs, and takes no real time to create. The reason the official monster creation method wastes so much time is not because of the volume of information it creates, it’s because of the ridiculously precise methodology it calls for. Every monster needs to have a certain amount of HD, and based on that can have a certain number of feats and skills.The monster’s statistics, HP, AC, saving throws, attack and damage rolls, all of it needs to be cross referenced with the desired CR of the creature, and anything that is raised requires something else to be lowered in response.

Ostensibly, the hope is that all of this will help GMs predict the how challenging a monster will be. Once the process is complete, you should theoretically be able to calculate a monster’s Challenge Rating, and know what level of adventurer it is appropriate for. Following the rules will ensure you don’t create a monster so overpowered that your players get murdered, and you won’t create a monster so underpowered that your players get bored.

Kyton from the Pathfinder BestiaryFor the moment, I’m going to set aside the question of whether or not a GM should even try to create “appropriate” challenges. For myself, I prefer that my players learn to run away now and again. If they never face a battle which is beyond them, then they’ll never be forced to look beyond combat for solutions. However, I can understand and appreciate the desire to have some kind of measuring stick for the level of challenge an encounter will present.

The problem is that after all the work this system puts us through to ‘calculate’ a monster’s challenge rating, it doesn’t even work. It doesn’t work because there’s no meaningful way to take a monster’s Special Abilities and Qualities into account when you’re trying to calculate CR. There’s not even a quarter of a page in the “Monster Creation” section of the bestiary devoted to the topic, and it’s the most important one. Pick up your bestiary, flip to any monster in the book. If that monster has a CR higher than 1, a guarantee you that the most important part of the statblock is the special abilities. Of course it is! If not for special abilities, then a monster is nothing more than a pile of calculations about how hard the monster hits, and how hard it is to kill. If monsters didn’t have special abilities, then there would hardly be any point to having a Bestiary at all.

I am not making the argument that Pathfinder needs a better system for determining how special abilities influence a monster’s CR. Special abilities often bend the rules, or create entirely new mechanics. They are far too varied for any system to properly take them into account, and any system which tried would be even more complicated than the one Pathfinder already uses. The argument I am making is that the official monster creation rules don’t even succeed at the one task they’re supposedly good for: accurately estimating a monster’s CR. And even if they were, it still wouldn’t be worth the time.

A Minotaur, Artist UnknownThen there’s the “statistics” block. Here you’ll find information on the monster’s six base abilities, it’s base attack bonus, it’s CMB and CMD, the feats it has, the skills it has along with any racial modifiers, and the languages it speaks. I confess that I find most of this to be at least marginally useful. Certainly it is essential to know the combat maneuver scores of anything the players might fight. And even if I don’t need to know the bonus that a Couatl has to its survival check, I can accept that others do. But what is gained by meticulously calculating how many skill points each of these creatures receives per hit die? Is it imperative that each monster can be reverse engineered, just so others can have the satisfaction of discovering that there was indeed an internal logic at play? I remember that after I had finished with the Corpse Sewn Hekatonkheires, I realized that I had forgotten to add feats. I then felt forced to search for ways to empower a monster which I knew was already powerful enough to suit my needs.

So what’s the solution? To be frank, I don’t have one right now. As I mentioned above, I see the value in challenge rating. It provides a measuring stick, and its never bad for a GM to have a fuller understanding of how something will impact their game. But I don’t think that measuring stick is worth the eternity required to achieve even the most uncertain result. For now, I’ll resign myself to making estimates about a creature’s abilities. Perhaps at some point in the future I’ll come up with and post a new system. But, for now, I think it’s simply important to acknowledge that the current system is bad. It is broken, and should not be used.

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