As it becomes more and more obvious that our group isn't going to stick with 4E I've started to look back at why it failed.
Maybe "failed" is the wrong word. I don't want to imply that it's some sort of sweeping failure like the Zune. There are certainly fans of the game out there, people who love it and have a lot of fun playing it. To each their own. I've never bought into the whole "edition war". Everyone should play whatever game they find to be fun. Whether that game is 4E, 3.5, AD&D, Gurps, WoD or whatever else. It makes no difference to me what you enjoy playing. I certainly don't expect you to switch after reading my half-assed opinions. The bottom line is that games should be fun and DnD 3.5 was fun for me.
But why isn't 4E fun for me?
At its very core it's not really different from any other version of DnD. You create a character with some stats and a class, and you battle monsters in a world of swords and magic.
The really fun stuff is in the roleplaying. In becoming that burly warrior or busty sorceress (whaddya mean they aren't all burly or busty?) and overcoming all obstacles on the way to a goal. Really, roleplaying is completely independent of any gaming system. You could roleplay in a game of Monopoly if you really wanted to.
So my problem must lie with the mechanics of the 4E system. After all, roleplaying in a good and engaging story is not the only aspect of DnD. A big chunk of every game night is spent in combat, and combat relies almost solely on the character sheet and the game mechanincs. So, where did 4E go wrong for me?
Rather than re-hash the gripes from my various posts here, I'll put them at the very bottom of the post. Those who care to, can read them there. Those who don't care, I'll spare you the agony of scrolling past them. You're welcome.
There is one thing that's not really part of the game mechanics. In fact it's something that was almost totally within my own control. The game setting.
Granted, when 4E came out there was no official setting beyond a generic "points of light in the midst of darkness". Eberron was still there and unchanged. I guess. I never really got into Eberron as a setting. We knew that the Forgotten Realms were getting re-worked to better fit the new system. In hindsight, we could have simply continued to use the 3rd edition version of FR, if only for the names and dates. Instead we just gave a nod to the gray generic world and went with the standard storyhook in the first published module.
That was all well and good at the time, but here's that hindsight again, it really didn't do my character any favors. I never bothered to put any thought into his background. I just rolled him up and got swept away by the game mechanics. I was so blinded by making my storm themed warrior/mage work within the confines of the ruleset that I ignored the really important thing. His place within the world. His motivations. His hopes and hates. His family roots. In short, in my effort to create a unique character I ignored everything that makes a character truly unique.
So really, 4E was hamstrung from the start because I forgot about the most important part of the game. The roleplaying. I didn't invest in his background and so I never invested in him. At least, not in any meaningful way beyond making a set of stats and powers that worked for my concept.
Sorry about that 4E. Your failure is also my failure.
********
Here's that summation of my previous gripes as promised earlier.
Certainly in the very beginning I was turned off by the restrictive feeling of 4E. I always felt like the character I really wanted was either impossible or only vaguely realized after a series of roadblocks and compromises. That was somewhat fixed by the Hybrid rules, and the ongoing laxity in Implements seems to be improving. Give it a few more years and this might not be an issue at all.
Another peeve was with the powers. Not that it wasn't a novel idea or well done. It just wasn't executed quite right. I'm not even sure what that means but there's just... something... about the powers that bugs me. Maybe it's how they make all the classes feel like every other class, with only the overarching roles to really seperate one character from another. Or maybe it's just in the numbers of them you get. For the first 5 levels I definitely felt like I had a few interesting whammies but used my lame At-wills ninety percent of the time. That's not so bad at the Paragon level where the number of Encounter powers means that At-wills only become repetitious in the longest battles. Still, it made the first half of the Heroic level so boring that it was all but unplayable for me.
The neutering of Feats and Magic Items has also bothered me. Maybe I'm just too stubborn to let go of them, but I miss the days when feats and magic items meant something. Something more than a piddly bonus to a power or an extra healing surge. I want magic items that can be pulled out at the last moment and turn disaster into triumph. Feats that give a character a distinct flavor and make him something more than just-another-fighter.
There are a lot of good things about the 4E system too. I'm a big fan of how traps, disease, and poison are handled. I also like that monsters aren't handcuffed to the same rules as player characters. That makes encounter design easy and gives the DM more room to tailor battles however he/she sees fit.
Showing posts with label campaign settings. Show all posts
Showing posts with label campaign settings. Show all posts
Wednesday, November 25, 2009
Tuesday, July 22, 2008
DMG - Campaigns
Oops. Obviously I don't look ahead to see what the chapters are, as I talked about some of the ideas in the Campaigns chapter when I discussed the Adventures chapter.
Of course, a lot of the rules and ideas behind creating and running a module also apply to the campaign as a whole. Again, this chapter is meant, I feel, for newer Dungeon Masters who need some guidance in developing their world and the adventures within. In the same way as the Adventures chapter, it starts off talking about published campaigns, and how you can use or modify them to your needs. I think that using a published campaign setting is more recommended than a published module, because creating a whole campaign setting can be daunting and quite time-consuming. Taking a world created by others and adding your own twist into it is so much easier.
And, as this chapter reminds you, there's no reason that you have to stick with anything in the publish material -- if you don't like the name of this city, or where it is, or who rules it, change away. The only warning that needs to be given is that if your players are familiar with the campaign setting, perhaps too much, then they might argue fine points that you change and/or dislike the changes you make to their beloved world.
The various themes suggested are pretty standard fare, and I think I've used nearly all of them. World-Shaking Events, Divine Strife... these are what tell the characters that their role in the events will put then in the annals of history forever. The subgenres are a little more subtle, and while I've taken snippets of these here and there for a campaign, I myself stick to the Swords & Sorcery style of campaign for the most part. To me, many of these could last for a module or two, but a campaign dedicated to them seems a bit much. Perhaps my players don't agree?
The idea of the Super Adventure is interesting. It's not new, but putting a name to it is, I think. The campaign I'm currently designing could be classified as a super adventure. One thing that I find lacking in campaigns that I've made (and this is wholly my fault) is that the characters don't get much sense of a homebase. The story takes them from village to town to city, from kingdom to kingdom, from crypt to dungeon to demi-plane. There's no familiarity being built-up, apart from the occasional visit from recurring NPCs and the general flow of the plot. The super adventure, being focussed in one setting, helps to both personalize the events that are taking place in the characters' (possibly adopted) home, as well as to provide easier revelations of the effects that the party is having on its environs. If the characters see the city grow from ruins to a thriving metropolis, knowing they're the direct cause, that's as rewarding as the electrum pieces in their purses.
The next few parts are again for the newer Dungeon Master, talking about the story design and flow, and how to introduce the players and their characters to your schemes. The Starting at Higher Level section seems out of place here, being a rule-based section in an otherwise role-playing chapter. Isn't this discussed in the Player's Handbook?
The section on running a campaign gives guidance on tying together separate modules, either ones that are meant to be in a chain of events, or ones that might be completely separate ideas that the Dungeon Master wants to turn into an epic series of conflicts. When using store-bought adventures, such as the initial 8 from 3rd edition, you had a subtle theme in the background (the ancient dragon Ashardalon) that loosely related the modules together. But it was up to the Dungeon Master to give a reason why the party went from the Sunless Citadel to the Forge of Fury and onward to Brindinford. When making your own campaign and modules within, I tend to start with a grand scheme and parcel it out into smaller bits that make sense as self-contained stories, but stories that all tie together, progressing to the ultimate... demise of the party.
My favorite section of this chapter was on the Tiers of Play, where they spell out the kinds of events that characters in each tier might expect to see, the foes they will face, and the range of the characters' adventures and fame. I'm still not sure what I think of the Epic Destinies, however. They have a note of finality to them, that this character has reached the end of their career, even while this chapter assures you that immortality doesn't mean retirement.
Now, if only one of our parties could make it that far.
Of course, a lot of the rules and ideas behind creating and running a module also apply to the campaign as a whole. Again, this chapter is meant, I feel, for newer Dungeon Masters who need some guidance in developing their world and the adventures within. In the same way as the Adventures chapter, it starts off talking about published campaigns, and how you can use or modify them to your needs. I think that using a published campaign setting is more recommended than a published module, because creating a whole campaign setting can be daunting and quite time-consuming. Taking a world created by others and adding your own twist into it is so much easier.
And, as this chapter reminds you, there's no reason that you have to stick with anything in the publish material -- if you don't like the name of this city, or where it is, or who rules it, change away. The only warning that needs to be given is that if your players are familiar with the campaign setting, perhaps too much, then they might argue fine points that you change and/or dislike the changes you make to their beloved world.
The various themes suggested are pretty standard fare, and I think I've used nearly all of them. World-Shaking Events, Divine Strife... these are what tell the characters that their role in the events will put then in the annals of history forever. The subgenres are a little more subtle, and while I've taken snippets of these here and there for a campaign, I myself stick to the Swords & Sorcery style of campaign for the most part. To me, many of these could last for a module or two, but a campaign dedicated to them seems a bit much. Perhaps my players don't agree?
The idea of the Super Adventure is interesting. It's not new, but putting a name to it is, I think. The campaign I'm currently designing could be classified as a super adventure. One thing that I find lacking in campaigns that I've made (and this is wholly my fault) is that the characters don't get much sense of a homebase. The story takes them from village to town to city, from kingdom to kingdom, from crypt to dungeon to demi-plane. There's no familiarity being built-up, apart from the occasional visit from recurring NPCs and the general flow of the plot. The super adventure, being focussed in one setting, helps to both personalize the events that are taking place in the characters' (possibly adopted) home, as well as to provide easier revelations of the effects that the party is having on its environs. If the characters see the city grow from ruins to a thriving metropolis, knowing they're the direct cause, that's as rewarding as the electrum pieces in their purses.
The next few parts are again for the newer Dungeon Master, talking about the story design and flow, and how to introduce the players and their characters to your schemes. The Starting at Higher Level section seems out of place here, being a rule-based section in an otherwise role-playing chapter. Isn't this discussed in the Player's Handbook?
The section on running a campaign gives guidance on tying together separate modules, either ones that are meant to be in a chain of events, or ones that might be completely separate ideas that the Dungeon Master wants to turn into an epic series of conflicts. When using store-bought adventures, such as the initial 8 from 3rd edition, you had a subtle theme in the background (the ancient dragon Ashardalon) that loosely related the modules together. But it was up to the Dungeon Master to give a reason why the party went from the Sunless Citadel to the Forge of Fury and onward to Brindinford. When making your own campaign and modules within, I tend to start with a grand scheme and parcel it out into smaller bits that make sense as self-contained stories, but stories that all tie together, progressing to the ultimate... demise of the party.
My favorite section of this chapter was on the Tiers of Play, where they spell out the kinds of events that characters in each tier might expect to see, the foes they will face, and the range of the characters' adventures and fame. I'm still not sure what I think of the Epic Destinies, however. They have a note of finality to them, that this character has reached the end of their career, even while this chapter assures you that immortality doesn't mean retirement.
Now, if only one of our parties could make it that far.
Labels:
Brindinford,
campaign,
campaign settings,
plots,
themes
Friday, July 11, 2008
DMG - Adventures
This was a large chapter, full of pretty decent information for the starting Dungeon Master, but of somewhat limited use for those who have been doing this for over 20 years.
The section on using published adventures talks about how to introduce the players to the adventure, which is usually covered in the module itself, and also gives some hints on modifying them to adapt to your own campaign setting, or modifying the level to better fit the party.
The Fixing Problems section is a sampling of the articles found in the old and new Save My Game articles from Wizards, which have always been some of the better articles that they've put out (from a DM's point of view, anyway).
The next few sections cover the meat and bones of making an adventure, and can definitely be helpful to newer DMs. Because running an adventure is similar to telling a story, DMs need to have some storytelling knowledge, such as having a start and end, keeping the pace going (even when the players might drift from the intent), and of course the player characters are the star protagonists of the story, and thus must figure predominantly throughout the story. Different from normal storytelling, however, is that the players are expected to guide the story by their own decisions, yet in the end things are meant to go as the DM planned. Giving the players the freedom to choose, yet still end up where the DM intended requires a fine balance of hints, hooks, and subtle nudging that this chapter can help the DM refine.
More technical than storytelling is the short section on the encounter mix, ensuring that the story feels dynamic and non-formulaic. Because the adventure is a story, the encounters need to feel like events that would happen day-to-day -- that is, day-to-day for heroes of the land, anyway. As discussed in the Noncombat Encounters chapter, the story isn't just a series of fights, but can include encounters of skill, encounters of dialog and encounters of wits. These encounters could be with blatant enemies, obvious friends and neutral bystanders; but also involving villains with which the party might have common goals, or misguided heroes that must be stopped. This idea is continued later in the chapter in the Cast of Characters section.
The setting are an important part of any adventure, and this is given a good amount of attention here. Early Dungeons & Dragons was all about dungeons, its namesake, but now adventures can range far and wide through any number of environments. The dungeon is definitely the easiest setting for a Dungeon Master to help ensure the flow of the adventure -- there are only so many passages that the characters can follow, and they will eventually get to where you need them -- but these can lack the sense of freedom that the story should provide. Wilderness can provide the sense of the unknown from all directions and the feeling of being lost; urban settings can lead to paranoia and distrust, as there are so many NPCs around, and any of them could be friend or foe. Planar settings provide that extra bit of the fantastic to any adventure, when dungeons, wilderness and cities are starting to feel mundane, even when crawling with dragonborn, mind flayers and dragons. This, to me, is the most useful part of the chapter.
The section on using published adventures talks about how to introduce the players to the adventure, which is usually covered in the module itself, and also gives some hints on modifying them to adapt to your own campaign setting, or modifying the level to better fit the party.
The Fixing Problems section is a sampling of the articles found in the old and new Save My Game articles from Wizards, which have always been some of the better articles that they've put out (from a DM's point of view, anyway).
The next few sections cover the meat and bones of making an adventure, and can definitely be helpful to newer DMs. Because running an adventure is similar to telling a story, DMs need to have some storytelling knowledge, such as having a start and end, keeping the pace going (even when the players might drift from the intent), and of course the player characters are the star protagonists of the story, and thus must figure predominantly throughout the story. Different from normal storytelling, however, is that the players are expected to guide the story by their own decisions, yet in the end things are meant to go as the DM planned. Giving the players the freedom to choose, yet still end up where the DM intended requires a fine balance of hints, hooks, and subtle nudging that this chapter can help the DM refine.
More technical than storytelling is the short section on the encounter mix, ensuring that the story feels dynamic and non-formulaic. Because the adventure is a story, the encounters need to feel like events that would happen day-to-day -- that is, day-to-day for heroes of the land, anyway. As discussed in the Noncombat Encounters chapter, the story isn't just a series of fights, but can include encounters of skill, encounters of dialog and encounters of wits. These encounters could be with blatant enemies, obvious friends and neutral bystanders; but also involving villains with which the party might have common goals, or misguided heroes that must be stopped. This idea is continued later in the chapter in the Cast of Characters section.
The setting are an important part of any adventure, and this is given a good amount of attention here. Early Dungeons & Dragons was all about dungeons, its namesake, but now adventures can range far and wide through any number of environments. The dungeon is definitely the easiest setting for a Dungeon Master to help ensure the flow of the adventure -- there are only so many passages that the characters can follow, and they will eventually get to where you need them -- but these can lack the sense of freedom that the story should provide. Wilderness can provide the sense of the unknown from all directions and the feeling of being lost; urban settings can lead to paranoia and distrust, as there are so many NPCs around, and any of them could be friend or foe. Planar settings provide that extra bit of the fantastic to any adventure, when dungeons, wilderness and cities are starting to feel mundane, even when crawling with dragonborn, mind flayers and dragons. This, to me, is the most useful part of the chapter.
Thursday, October 11, 2007
Note to the FR fanbois.
Okay. Relax. Take a deep breath. Okay, now let it out nice and slowly. Ahhh. Feel better?
Good, because the Forgotten Realms are changing to sync with 4e.
Whoa there! Ease up a bit. Another deep breath. Put down the mouse and step away from the computer. Everything is gonna be okay.
I just finished reading Chris Perkin's latest blog (from Oct 10, 2007) and I was honestly dumbstruck by some of the news he dropped. Up until this point I had expected some minor tweaking and a little something to explain the change in cosmology. I certainly didn't expect that they'd advance the timeline by ten years.
*cue Jeremy Piven* TEN YEARS! Ten years man. TEN! YEARS!
Even more shocking to me at least have been the hints of Pivenesque outrage in the dnd community. Most of which is apparently (mis)aimed at Rich Baker. In fact, Chris's plea for leniency wasn't the first I've read.
But I'm not here to defend Rich Baker, or any of the other writers/designers at WotC. They are public figures and working on a game that inspires rabid fandom. They are also big boys and I'm sure they can handle criticism.
Instead, I'm going to focus on the diehard fans of FR, because frankly, this outrage and venom over something so trivial is truly perplexing to me.
Are there gamers out there who set their campaigns in the Forgotten Realms and rigidly adhere to every word ever written about FR? Is every line of every novel so sacred? Are they so lacking in imagination that they cannot compensate for any tweak or change in their beloved setting?
Now, I'll admit that I'm a fan of the Realms. As Crwth pointed out earlier I was the driving force behind our group adopting the Realms as our setting. I like the history. I like the maps. I like some of the iconic characters. I've read the FR Campaign Setting book from cover to cover several times. I've read many of the WotC setting books such as The Unapproachable East and The Shining South. I love that shit.
At the same time, our group does not use the setting as canon. It's not the be all, end all of our game. For Crwth I think it's just a framework or skeleton for his story, the foundation on which is campaign sits. It gives him some background and a timeline to work with but it doesn't force his hand in any way.
As a player I like the Realms for the history and the background it provides my characters. I might have a rogue who hails from Thesk, and while I know she hates the Thayans, Crwth doesn't need to worry about that (unless I treat his Thayan npc like dirt for reasons he may not understand). Honestly that sort of thing rarely comes up and if it did I know enough to play along. Others in our group know very little about FR history and the various enmities. And that's fine. I take what I need out of FR and we're all happy.
I also have practical reasons for supporting the FR setting. Those aforementioned books all have dozens of prestige classes, spells, feats, and magic items. Oh the options and possibilities they open up. To be honest, if Eberron had that kind of written support and gave those kinds of options, I'd be just as happy playing in that setting. Because, bottom line, it's the play that makes the setting, and not the other way around.
So for all you hardcore fanbois. Ease up. Relax a little. It's not the end of the world. It's just ten years and a little "Spellplague".
Good, because the Forgotten Realms are changing to sync with 4e.
Whoa there! Ease up a bit. Another deep breath. Put down the mouse and step away from the computer. Everything is gonna be okay.
I just finished reading Chris Perkin's latest blog (from Oct 10, 2007) and I was honestly dumbstruck by some of the news he dropped. Up until this point I had expected some minor tweaking and a little something to explain the change in cosmology. I certainly didn't expect that they'd advance the timeline by ten years.
*cue Jeremy Piven* TEN YEARS! Ten years man. TEN! YEARS!
Even more shocking to me at least have been the hints of Pivenesque outrage in the dnd community. Most of which is apparently (mis)aimed at Rich Baker. In fact, Chris's plea for leniency wasn't the first I've read.
But I'm not here to defend Rich Baker, or any of the other writers/designers at WotC. They are public figures and working on a game that inspires rabid fandom. They are also big boys and I'm sure they can handle criticism.
Instead, I'm going to focus on the diehard fans of FR, because frankly, this outrage and venom over something so trivial is truly perplexing to me.
Are there gamers out there who set their campaigns in the Forgotten Realms and rigidly adhere to every word ever written about FR? Is every line of every novel so sacred? Are they so lacking in imagination that they cannot compensate for any tweak or change in their beloved setting?
Now, I'll admit that I'm a fan of the Realms. As Crwth pointed out earlier I was the driving force behind our group adopting the Realms as our setting. I like the history. I like the maps. I like some of the iconic characters. I've read the FR Campaign Setting book from cover to cover several times. I've read many of the WotC setting books such as The Unapproachable East and The Shining South. I love that shit.
At the same time, our group does not use the setting as canon. It's not the be all, end all of our game. For Crwth I think it's just a framework or skeleton for his story, the foundation on which is campaign sits. It gives him some background and a timeline to work with but it doesn't force his hand in any way.
As a player I like the Realms for the history and the background it provides my characters. I might have a rogue who hails from Thesk, and while I know she hates the Thayans, Crwth doesn't need to worry about that (unless I treat his Thayan npc like dirt for reasons he may not understand). Honestly that sort of thing rarely comes up and if it did I know enough to play along. Others in our group know very little about FR history and the various enmities. And that's fine. I take what I need out of FR and we're all happy.
I also have practical reasons for supporting the FR setting. Those aforementioned books all have dozens of prestige classes, spells, feats, and magic items. Oh the options and possibilities they open up. To be honest, if Eberron had that kind of written support and gave those kinds of options, I'd be just as happy playing in that setting. Because, bottom line, it's the play that makes the setting, and not the other way around.
So for all you hardcore fanbois. Ease up. Relax a little. It's not the end of the world. It's just ten years and a little "Spellplague".
Friday, October 5, 2007
Time flies 4ward
I haven't bothered to go read about the uproar about the Eberron campaign setting being moved ahead a few years, and then the uproar about that being reversed; nor did I bother to go see all the hubbub about the Forgotten Realms setting being moved a few years ahead, hinted at in the Grand History of the Realms discussions and in Wyatt's latest post.
Eberron, as I've said before, has yet to draw me in, even though Dungeons & Dragons Online is the sole computer game I play, and it takes place in Eberron. It wouldn't matter to me one way or the other if a few years got skipped for plot purposes, because I haven't a clue about the history there - I could probably name a half-dozen of the Houses, and I know there was a Great War.
But even though Faerun is my home-away-from-home, I don't care what the other fans think about this leap in time, because frankly, TSR and then Wizards have done one helluva job with this campaign setting, and ... I trust them. It's their world, and we play in it. Sure, as a DM, I, too, make Faerun what I want it to be, and my campaigns may or may not collide with canon about the Forgotten Realms. If I don't like something, I don't have to use it, which is why I don't have any tolerance for the zealous fanposts where they feel that because they've been given a voice, everyone ought to listen.
I avoid forums for a reason, is it obvious?
So please, guys, change my Realms! Add a god, remove a god, just tell me a story about why. Wizards can't cast this spell all-of-a-sudden? That's okay! Rogues are now running around using axes? Great. But I do have one request.
When I write a Forgotten Realms campaign, I do remain conscious of the date in Faerun, making sure I know what Year Of it is, the Dalereckoning year, both to add flavor as well as to allow for background canon events to be happening nearby or faraway, but still happening nonetheless. However, it's hard to know what the date is in Faerun now -- I would hope that a company going heavily into an online presence, with a webpage specific to the Forgotten Realms, might have something a little in-context by having today's date reckoned in Daletime, just so we know where in the timeline we are. As it is, I have to go to the most recent Forgotten Realms sourcebook I can find and find a date reference in there to get a sense for when we are in the universe.
Oh, and maybe the Eberron fans would like a clock, too.
Eberron, as I've said before, has yet to draw me in, even though Dungeons & Dragons Online is the sole computer game I play, and it takes place in Eberron. It wouldn't matter to me one way or the other if a few years got skipped for plot purposes, because I haven't a clue about the history there - I could probably name a half-dozen of the Houses, and I know there was a Great War.
But even though Faerun is my home-away-from-home, I don't care what the other fans think about this leap in time, because frankly, TSR and then Wizards have done one helluva job with this campaign setting, and ... I trust them. It's their world, and we play in it. Sure, as a DM, I, too, make Faerun what I want it to be, and my campaigns may or may not collide with canon about the Forgotten Realms. If I don't like something, I don't have to use it, which is why I don't have any tolerance for the zealous fanposts where they feel that because they've been given a voice, everyone ought to listen.
I avoid forums for a reason, is it obvious?
So please, guys, change my Realms! Add a god, remove a god, just tell me a story about why. Wizards can't cast this spell all-of-a-sudden? That's okay! Rogues are now running around using axes? Great. But I do have one request.
When I write a Forgotten Realms campaign, I do remain conscious of the date in Faerun, making sure I know what Year Of it is, the Dalereckoning year, both to add flavor as well as to allow for background canon events to be happening nearby or faraway, but still happening nonetheless. However, it's hard to know what the date is in Faerun now -- I would hope that a company going heavily into an online presence, with a webpage specific to the Forgotten Realms, might have something a little in-context by having today's date reckoned in Daletime, just so we know where in the timeline we are. As it is, I have to go to the most recent Forgotten Realms sourcebook I can find and find a date reference in there to get a sense for when we are in the universe.
Oh, and maybe the Eberron fans would like a clock, too.
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