Categories
DnD Roleplaying

The edition wars (and a good 4e review series)

The Tyranny of Fun is baloney post over at Chatty DM was good at dealing with his frustrations. (The main post was about his frustration with people labeling the other D&D editions of “fun” as wrong. Deep in the comments, though, there was some well presented discussion. It was a little sharp at first, but looking closer it highlighted a fundamental difference between the editions and gives a good guide to predicting which players will like which editions.

Donny’s comment kicked off the good discussion:

What is the biggest change in 4E? It’s not really the rules per se, its that there is no longer any place for a lone wolf character anymore. You see a little of that in the default party becoming one larger (it was 4 from 2nd – 3.5) now it is 5. The tactical aspect HEAVILY encourages teamwork and balance above all other considerations. Unfortunately, this means no parties of say, three strikers, one defender, and another defender…it probably wont workout too well, it is too over specialized. In 3E, as long as one of the defenders was a cleric No problem!

This was 3.x’s strength. It not only allowed, but encouraged any character to really have a shot at filling any role. Barbarian trapspringer, Rogue diplomat, Battle bard, War priest, all tropes that defy the “box” the class begins in. Multiclassing just adds more flavor. I’m digressing again dammit! […]

John Lewis continues the discussion:

I think Donny makes a great point that has just shed some light on what is polarizing my group. My “lone wolf” players don’t like 4E, my team players do. One of my players who thinks everything 4E is totally screwed up and evil is a player that is only truly happy (having fun I guess) when the spotlight is on him. That’s why in previous editions he always played the wizard, once he was higher level he did most the damage and executed the big flashy effects. I’m not saying he has ever been a spotlight hog, just that when it’s on him that’s when he’s happy.

As I write this it dawns on me that this is what I think is part of the underlying “divide” in this edition and why it seems a little more heated then previous change-overs (besides the fact that there are a lot more forums and message boards to rant on).

I think about the hundreds of people I’ve gamed with over the years and I analyze what seemed to make them happy (have fun) and I realize that I could probably easily divide them into 3E or 4E people based on said happiness. On the same note I could pick out the 1E and 2E people.

Mike Mearls chimes in:

Donny – no offense taken. I think you’ve done a good job of outlining why people might prefer 3e to 4e. The lone wolf issue in particular is a big one. In 3e, I tend to play casters in a lone wolf mode, loading up on spells like fly and expeditious retreat that let me get out of trouble.

There are a ton of changes between 4e and 3e, and that leads to reasons to prefer one over the other. I’d never be so arrogant as to claim that 4e is perfect, or that everyone who dislikes it is wrong.

Ninetail’s comment at the (current) end of the thread is a great conclusion.

Donny: Your point about lone-wolf vs. team-player types of characters is well-made. Even though one of my favorite parts of 4e is that the fighter is no longer useless after level 7 or 9 or so, and another is that the power framework and the tactical nature of combat encourage teamwork, I hadn’t managed to formulate it in quite that way.

You’re on to something here: 4e puts the emphasis on the characters as a party of adventurers, rather than as adventurers who happen to have formed a party.

My groups have always played with an eye to the former, so perhaps that’s why I managed to miss the comparison. Thanks for pointing it out.

I thought the discussion was interesting… and unlikely to be seen by many since it started at the end of a comment thread. Though ChattyDM proved me wrong with Moderates have fun too, where he mentions the splinter posts (including this one) that came from his rant.

Meanwhile, over on A Butterfly Dreaming, Ninetails(Scott) writes a good review of the 4e books, starting by reviewing the PHB chapter by chapter.
PHB: Overview, Making Characters, Races, Classes, Skills and Feats, Equipment and Adventuring, Combat and Rituals, DMG and Monster Manual.

I found his blog due to his trackback to the ChattyDM about The Absurdity of “The Tyranny of Fun”. Rodrick the White looks like an interesting character to play.

Categories
FATE Games Roleplaying

SotC advice from the Combat Tips for New GM thread

Late Addition: Action Scenery (pdf) from Amagi Games perfectly complements the original article below.

From the Fate RPG group recent posts from the post Combat Tips for New GM and its responses.

Work in Maneuvers, Aspects, and use Blocks for more engaging conflicts. Examples:
Combat Maneuvers: Blinding and Choking gas grenades, villains with disarming whip attacks, etc.
Temporary Aspects: Off-Balance. Reeling. Blinded. Distracted. Screaming! On Fire (good one to compel), Distracted (Good use of Deceit to boost a combat action), Buried under rubble (who says you have to limit attacks to people).
Blocks: For example, you have a mobster and some goons stealing a treasure from the museum opening, maybe the goons use machine gun fire to lay down a block to keep anyone in the crowd from interfering. Also remember that non combat skills can certainly be used IN COMBAT. (Intimidate is an obvious one. If a player can get to a phone, I’d see contacting as being just as valid)

From the wiki: Combat and Tactics and Faster Conflicts.

Use Zones and write aspects on the map directly.

Goals: The trick to more interesting combat is to have the goal of the antagonists not to beat the players into submission. Their goal should be to steal something. Or to take someone hostage. Or to distract them while the doomsday device is activated. Etc. etc.

The key to making the fight less static and swing/miss, swing/hit is to have something at stake outside of who can take more abuse. If the goons are trying to get away with the U.S. constitution, you can set up situations where the characters could use overkill force to stop them, but ONLY at risk
of the parchment itself. (What a conundrum) You can have clever shell game tactics. You can have traps. Vehicle chases. etc, etc. In general just beating the players shouldn’t be an NPC goal, just because it’s not so exciting.

Reducing Fate points can also increase tension.

Off Topic: Starblazer Adventures, using the same FATE 3 engine as Spirit of the Century, is off to press. There’s a long preview at the link.

Categories
Roleplaying

Setting Creation

From Fred Hicks, via Amagi Games, is a cool Setting Creation Session form. It looks fast, with the freeform just structured enough to ensure that everyone was a chance to provide input regularly.

Categories
Books

Mad Drew: Beyond Coffeedome and The Sleeping Beauty Proposal

I recently read a pair of books, each a little off from my norm. Mad Drew: Beyond Coffeedome was a very fun read, humorous and zany– everything lampooned seemed to have been exaggerated for effect. Given the size of the whoppers, it’s a little scary that it just felt like exaggeration. The core is that drew is called up to go to work… which is something that he doesn’t quite believe when it’s presented. Once he’s there, he falls into the hands of management and makes wry observations about company life. The book was good throughout; drew makes no effort to redeem his character or make him more sympathetic. The situation’s absurd… but clearly believable. A lot of the side rants are fun. Jennifer had to put up with my laughing as I read through it.

The Sleeping Beauty Proposal was interesting. It’s a modern, low key romance, with strongly drawn characters. I wolfed it down quickly; it was compulsively readable. The heroine’s struggles were low key but real, and all of the characters she interacted with were well drawn. I was frustrated when the author had our typically perceptive heroine miss obvious clues to further the plot, but sometimes the clues that had been telegraphed to the reader turned out to be red herrings. The rivalries and bog of settled life were well portrayed. In the last few chapters the author gets silly, resolving all of the outstanding issues, slathering cash and rewards on the central characters, and more. It wasn’t enough to undermine the book as a whole, but it undermined the low key beginning that I’d enjoyed so much.

Categories
DnD Roleplaying

5 Blades of Bahamut

Chris Chinn is creating a beautiful 4e setting with his players that he’s tagged 5 blades of Bahamut. The setting they’re building has a dash of myths from India and a lot of twisting stock 4e concepts to match a more stylized setting. It features airships, cults of Tiamat and Bahamut, a reason for the monsters (with a twist that makes killing them with impunity work out very well), interesting interpretations of the gods in the PHB (with a history that makes them tightly interwoven, with more Greek god like rivalries and relations), and more.

It’s a compelling read so far; I can’t wait to hear what happens when the PCs start wandering this wide world.

Categories
Game Group

Next Game: Friday July 18th?

When do we want to game this week? Friday and Saturday both work for me. I’ll call around on Wednesday (remind me if I don’t)– but if one day or the other doesn’t work for you, please let me know by phone or comments.

Categories
DnD Roleplaying

Now that 4e is hitting its stride, more detail

Mike Mearls wrote Solo Monsters and the Risk of Boredom, which Chris Chinn amplified with his post

Rob Donohuge has a cool idea: Have a character worksheet (like the current character sheet) and a minimalist in play character sheet.

Asamor built a cool 4e item finder that includes Dungeon and Dragon items.
Dragonborn details, a new Ecology of X styled article for the new race. Go to town!
How to make a 4e Catfolk Ninja
Ten Things You Can Do In Fourth Edition ….. that you couldn’t (easily) do in Third Edition. (Part Two)

Excerpt from the DMG about skills.

dndcharactersheets.com has only a few sheets so far. I’m curious to see if the landscape sheet works well as an in play sheet.

4e errata highlights

Categories
Fresno

Olive Press found and a discussion of improvements

Thinking about parking: A DC blog discusses how dedicating fees to local improvements instead of the transportation fund gains a lot of support from local businesses, etc. The article also includes a discussion of how to set fees in congested areas and more.

On a happy note: The Olive Press (which closed on May 1) is now open and serving lunch inside the 2039 Ultra Lounge. Unfortunately, the waitresses don’t seem to have made the transition.

Categories
Game Group

Next Game: Friday, July 11th

Works schedules seem to be OK this week, so we’ll game on Friday unless someone has trouble making it. Please let us know if you’ll have any trouble– otherwise, we’ll game Friday.

Categories
Books

Cube Farm by Bill Blunden

A very quick read (about 3 hours), this is one man’s tale of getting buried in the depths of a corporation. The story is funny, often ironic, and moves along quickly. It feels like a book version of Office Space, though with a larger cast of shallow characters. The “lessons learned” bullets at the ends of each chapter fit a pseduo-business book, but they rarely contribute much. The book is strongest as an indictment of corporatism and a personal tale.