Chatty's Wow Posse: So it starts
Image Credit: Heliopolis at Deviant art
So I joined the Kirin Tor Server after reading that Shamus Young was trying it (and if you read between the lines of his recent posts) liking it.
I was well received in the Pig & Whistle Society guild and have also had the pleasure of buggin Shamus with my semi-witty remarks on the game’s chat.
He’s a super nice guy who will take few seconds from being killed by wolves to chat you up. He’s also very generous with the drops he finds and has mailed me some lots of nice things!
Thing got even more interesting when I was joined by my friend Mike (no not that one… at least not yet) and Asmor with other low level characters.
Joy!
So I’m going to spend this Friday evening playing the level 10-15 Dranei quests, feel free to join and add Pathuun the Dranei Mage and his Paladin Buddies. We are hyper casual and like to banter on the chat channels (I won’t go voice yet as I don’t want to impose My French Canadian Accent to the world just yet).
Can this lead to something bigger?
Wow is going to be my summer D&D!
Critical Hits Podcast #2: Valerie Putman explains Dominion
Dominion is a new card game coming out from Rio Grande Games, but is still in prototype form at the show. This was a highly praised game at this year’s Gathering and is generating quite a lot of early buzz- and for good reason. I’ll give a more indepth preview later, but for now, here’s Valerie Putman (developer of Dominion and Boardgamenews Columnist) explaining the rules.
And if that hasn’t satisfied enough of your curiousity, Dale Yu (the other developer) and Valerie posted a preview on Boardgamenews.
Origins 2008 Coverage
I’m at the 2008 Origins Game Fair in Columbus Ohio. Here’s a list of all the posts I’ve done about Origins:
- Travel Day (Podcast)
- Pictures from the Show (updated daily)
- Valerie of Rio Grande Games explains Dominion (Podcast)
- Luke of North Star Games explains Say Anything (Podcast)
- Lucas of Fantasy Flight Games explains Mutant Chronicles CMG (Podcast)
- Origins Awards Winners
- Steve from Kenzer & Co explains Aces & Eights (Podcast)
- Interview with Mike Mearls (Podcast)
- Mike Mearls panel: “Everything you want to know about 4th Edition
- Reiner Knizia panel: “Creation of a Successful Game”
- Wrap-up and swag
If you have any questions or want me to find/review something specifically, leave a comment here and I’ll do my best.
Critical Hits Podcast #1: Origins Travel Day
Hear my sultry voice describe the difficulties in finding a place to sleep in Columbus in this very first Critical Hits podcast!
Today is literally my first experiments with doing podcast/audio. When I have more time I’ll see about doing the iTunes subscription and all that jazz. For now, it seemed like a quick way to deliver content from the show floor. Love podcasts? Hate them? Let me know- it really will make a difference on whether the experiments continue or not.
Chatty's Review: The D&D 4e Player's Handbook
Last week, I reviewed the DMG and found it to be the best version of this long-lived book. It wasn’t without flaws, chiefly among those was how the writing of Skill Challenges was doing the mechanic near-criminal injustice.
This week, I’ll tackle the 4th Edition Players Handbook, from the standpoint of its content and then its organization.
I’ll also apply something I learned from making scientific presentations, I’ll give you my conclusions up front and you can read on to see how I got there.
Chatty’s flash review of the Player’s Handbook:
The new 4e rule set deliver what the designers promised and actually achieves much more than I would have expected from an exception-based designed Core product when compared to similar designs (Collectible Card/Miniature games).
The book presents the new rules in a clear, concise and well organized manner, making it a great reference book.
While the book shines as a great set of rules and ease of reference at the gaming table, it seriously lacks in terms of walking a new player through the game and making a character. Char Gen requires constant, somewhat confusing page flipping throughout the book. That should not be seen in such a State of the Art game design.
The Player’s rules
In the book, you’ll find everything that players need to know to play D&D, including predictably Character Generation (taking most of the book), equipment, Magic Items (which is a first) and combat.
As some have noticed it’s the about Martial, Arcane and Divine Heroes. I know it’s no surprise that WotC will print more source books but this time the book actually comes out and mentions things like “in future volumes of the Player’s Handbook”.
At least they are being brutally honest about it, and let’s face it, that’s what a lot of fans want, more crunch . For instance, I have over 45 D&D 3.5 books!
The Players Handbook is the core of the crunch of D&D 4e. About 80% of the games’ rules are in there. Like D&D 3.X, giving out the combat engine and task resolution mechanics to the players makes it a shared responsibility game. I’m all right with that and after nearly a decade of D&D 3.X, I think most players are comfortable with that.
It’s been said in countless other venues, but D&D 4e is about action scenes, well defined class roles and equal opportunities for all characters to have a significant impact both inside and outside combat.
The rules are built around a few key concepts such as:
- Roll high with a d20 against target number
- A set number of actions per round
- Death and healing mechanics and so on
All these concepts can be explained in about 15 minutes and don’t need to be re-explained.
However, as simple as the game core mechanics are, the strength of D&D 4e comes out in the way each power, feat, magic Item and other sub-component interact in a synergistic way and allow players to break the core rules.
Having played Magic: The Gathering casually and competitively since it’s release, I’m very comfortable with this approach and this gave me an advantage in learning the new ruleset.
Such an approach actually makes rules argument easier to resolve and allows easier adjudication of out of the ordinary events (you just find a simple way to break the rules that maintain suspension of disbelief in your players).
For this, the Player’s Handbook, as the embodiment of the D&D 4e rules, shines like a bright star in my book. I’m actually impressed that so many things can be done with this Core game. When you buy a Core set of other exception based design games, you don’t get as much stuff… (but then again, with an average 80$ entry price, it’s to be expected).
In fact, I will go against the current opinion on the subject and say that D&D 4e was probably not designed to get the Video game/MMORPG crowd to adopt Tabletop RPGs. I actually believe that Wizards of the Coast are trying to eat market shares of the very large and lucrative collectible/non-collectible card/miniatures gamer pool.
Business analysis comments aside, the PHB is a very dense read, with the tons of powers, feats, magic items and rituals. I often found myself skimming ahead to the next chapter.
So dense is the book in fact that after a certain time, all powers and Magic Items start to feel like they are one and the same. I’ve since found out that they are boring to read but fun to play, so stage a few fake fights with your new characters.
The Players Handbook Organization.
From a DM’s perspective, I like how the PHB is organized. Having read it only once, I was able to find whatever combat rule or piece of equipment in mere seconds when I played my first few trial games.
The combat section is well laid out and the various special actions (like Bull Rush and so on) are found alphabetically. The same goes for skills, feats magic Items and so on.
A limited but useful Index is found at the end of the book and I found it to complement the table of content admirably.
I found the book to be on par to with the 3.5 D&D Compendium in terms of at-the-table usability. (Note that the 3.5 Compendium was among my favorite D&D books).
Actually, maybe that’s where the book’s greatest problems lie. In making the book more useful at the game table than on your desk it might have partly defeated it’s purpose of being a helpful reference to new players and to create characters.
I did two characters so far with it and I must say that the organization of the book does not lend itself to a seamless, linear process.
I don’t know if it’s because I haven’t mastered the book’s layout yet but creating a character leads to a series of page hunting exercises where you dive in all over the book, front and back, to get to whatever choice you have to make.
I’m sure it was sensibly the same in D&D 3.5 but it’s was bad enough that I got annoyed by it.
I mean, Gurps was published 15 years ago and had from the 1st edition, a linear approach to character generation.
What it needs to be fixed (and please don’t tell me about D&D insider, this book needs to be a stand-alone product) is at the very least a series of tables with page-referenced Powers arranged by class and by level. Like in the Monster Manual, those tables need to followed by an alphabetical Powers index.
These two additions would make it a bit easier on players making PCs and would speed up in game reference more.
I’m starting to think that D&D would have been better served (regardless of the outcry it would have generated) with a Character Generation/Equipment/Magic Item Players Handbook and a Combat/Task resolution Adventuring Handbook.
The designers said they weren’t afraid to change what needed to be changed, maybe a 4th Core Book would not have been that far fetched.
So there you have it. Great fun rules, great for referencing during a game book, somewhat hostile to new players, especially during character generation.
4th Edition: Class Acts
In the convoluted web of intrigue that blogs create, Phil (the Chatty DM) led me to a link via a guest post at Geek’s Dream Girl, to a very cool fan-created Bard class for 4th Edition. Unlike some other fan-created classes for the new edition, this one actually boasts a complete list of powers/’sploits from level 1 to level 30 that is quite impressive. I’m tickled by this having just played my first (and one of the few) successful and long-running Bards in Dave’s game, it’s good to see some of the feel and flavor translated into the new edition. Naturally, this started the old gears a’turning!
We’ve had some very limited peeks at Wizard’s plans for the classes that recently became homeless (not in the PHB), the only bit of note were that the Sorcerer will have a different spell-list than the Wizard and will have a more primal/natural feel to magic – taking on aspects of what they cast such as auras of cold or bursting into flames. Oh and Andy Collins informed Dave and I, when asked if the Monk would be a Martial Striker, that we were “at least half incorrect”. [Read the rest of this article]
Chatty's Debates: The Relative Merits of Action-Oriented RolePlaying
I know that this here site has been somewhat content-lighter lately. Summer has arrived and I start to feel the pull for other evening activities than blogging.
Also, since I don’t have a game going anymore, gone are the periodic DM logs or Game Prep posts. There’s nothing to be worried about, just a more infrequent stream of RSS feeds from your neighborhood Chatty DM.
While I’m at it, why don’t you have a look at my latest guest post over at Geek’s Dream Girl.
All right, time for another little debate!
The 4th edition of the World’s Most Popular Roleplaying game has embraced Action Roleplaying as its most basic philosophy. It’s all about the encounter (mostly combat) and their resolution in the most entertaining way possible.
This double focus on Action and the ‘fun’ that must be derived from it is apparent in all parts of the game’s design. From the ton of powers available to players during Character Generation/Leveling up, in rules that try to foster speedier resolutions, in the actual DMing tips that support this playstyle to the somewhat minimalist designs of monsters in the Monster Manual.
Let’s be honest here, D&D has always had the potential to be all about action, but in editions prior to the third one, it was just one of the playstyles the game could easily embrace, especially in the 2nd edition. In fact the A D&D 2e Planescape campaign Setting repeatedly mentioned that Killing and Looting was not the ‘best way to play the game’ anymore.
My debate questions are thus:
- Is Action-Oriented Roleplaying game more likely to entice new Role players in the hobby?
- Can one have an immersive story-intense roleplaying expercience in a such a system?
- Do the rules that foster such action (Combat, skill challenges) act as a barrier preventing immersion to a certain degree? (or: Can you Roll-Play and Role play at the same time?)
- Do other action oriented system (like Savage Worlds and maybe Burning Wheel) have the same features and barriers?
My take on it:
Action oriented Roleplaying games are the best entry-level systems for new players. The designers of D&D 4e were going after a new market nd time will tell how succesful they’ll be. I predict that we’ll see significantly more new players with the release of the ‘Starter Game’ in large-chain bookstores later this year.
As one learns the many specific rules around an action-based (tactical) Roleplaying game, the mechanics take center stage and pretty much occludes Story-driven method acting. As the rules get mastered, action scene accelerate and players who enjoy this type of gaming immerse themselves in this action. Battle moves and stunts may start getting described outside of mere mechanical constructs and players may start quipping NPCs and each others.
However, as any modern action film can attest, an action scene is all about the action and the special effects. The story more or less grinds to a halt for that Chase in the markets of Marrakesh or that fisticuff with the Ogre-Sized Nazi underneath a parked bomber plane.
To that effect I believe that D&D’s approach to Core Game action rules will tend to squelch role-playing in favour of Roll-playing in most player types. As anything else about RPGs, I find it a perfectly valid way of playing a game.
I believe that this is a conscious design/business decision. The Core Game is mostly only about action and conflicts and straight up go-beat-the-bad-guys heroics. Later products will likely explore wider possibilities and playstyles.
That’s why I hope that later campaign settings will, like A D&D 2e, explore the game’s potential outside of relentless action and mayhem.
Sound Off
YouTube of the Week: Andy vs. Everybody Edition
In honor of heading off to Origins this Wednesday, check out this video of my buddy Andy Looney playing many of his games at once at last year’s Origins. Bonus: he calls his own La Strada !! on camera, which of course is illegal.
Chatty's Gen Con (and contest update)
It’s done, I just purchased my plane tickets for Gen Con Indianapolis 2008.
I will be there mostly for one thing, and it’s meeting with fellow bloggers, readers and some industry people I’ve quipped and had fun with since I have been online (You better have those Electo-fluff cannons ready and buffed Mr. Baur).
I have been absolutely unable to tame the Gen Con reservation app so I decided that I would let others decide for me.
To that effect, I will therefore be a Season 0 Paizo Pathfinder Society GM for 4 sessions (Thursday morning and Afternoon, Friday morning and Afternoon). So maybe one of you (un)lucky readers will have to endure my horrendous French accent® while I gleefully walk you through one one the 4 scenarios.
On top of it all, they’re paying for my badge! Weeee!
I also registered to try RPGPundit’s Forward to Adventure game on Thursday night (ID: RPG01714). However, I’m still the only one who registered… so feel free to join me and I will pay a few drinks to any reader who joins me (or we’ll blow the game and go drinking with the GM who publishes Pundit’s game, see below).
On Saturday Morning, I will co-host a two-hour GM preparation Seminar with DNAPhil, Vicky Potter and Zach Houghton.
On Sunday morning, I’ll join the Stupid Ranger Crew to participate in some sort of crazy ass open-ended RPG.
I’m also up for a yet undisclosed RPG Blogger seminar.
If possible, I want in on an Industry party like Paizo’s or Wotc’s!!! (anyone connected enough to get me in?).
Also, I still hope to get an invite for the Ennies (I submitted the website, like I promised in my New Year’s goals) but I’m not banking on this too much.
So that leaves me with quite a lot of free time. I’d love to spend some meeting some of you, playing games and getting roaring drunk!
Here’s what I would like to do:
- Set up a D&D 4e game in my Hotel Room (the Hyatt) with some of my close online buddies. I’d love to DM an adventure of my own or whatever exclusive script someone would like to submit to me for playtesting.
- Go to dinner with the Stupid Ranger Crew as promised last year.
- Get to meet and greet people!
- Get free swag! (One can hope!)
I would love, love love to have a get together on one of the evenings! Friday night if I don’t make the Ennies would be great or Thursday.
Anyone available?
Contest Update:
Our latest contest is going strong (but I know it could be stronger). A lot of people are becoming interested in it.
In fact, James and Harry of Men with Pens/Capturing Fantasy/Escaping Reality have offered to join the action and add prizes of their own:
- 1 hardcover copy of White Wolf’s World of Darkness
- 1 copy of their ebook, “How to Get what you Want Out of RolePlaying”
- 1 copy of thier ebook, “How to Create a Believable Character”
- Maybe something else!
Now Harry is a hardcore World of Darkness fan and he’s got an army of fluff minions that could give us a run for our money. You guys need to throw in your lot massively before his crowd drowns us in creative writing-fueled characters!
WTF is up with D&D Insider
I consider this a public service, since there’s tons of confusion about the issue (and for that I can place the blame solely on Wizards of the Coast.) With the advertisement in the back of every core book, it seems like the service launched, but that’s not the case. I’ve been asked lots of questions about what you can and cannot do with D&D Insider right now, and the answer is not much, though the first real bit has come out today.
For those who totally are unaware, D&D Insider was planned to be the new digital component of 4e D&D, a suite of tools designed to complement playing. The big elements that were being pushed were:
- Online play via the Game Table
- Character Generator
- Rules Compendium (one application that is supposed to contain all the rules, like a more robust version of 3e’s online SRDs)
- Social networking to find and connect with other gamers
- Dungeon & Dragon online magazines
The first, online play, is probably the most highly anticipated. As of the D&D Experience in February, they were still in “pre-alpha”, making it increasingly unlikely that the product would launch anywhere close to 4e’s release. As it stands, Wizards has taken a “it’ll be ready when it’s ready” approach, and given no time line. [Read the rest of this article]




