Chatty’s 800th: Missed Opportunities and Future Projects
Although this is my 800th post, I’m not going to focus on this.
(Well, okay, just a bit. Yay!)
Obligatory Background
As many of you know, late in 2008, I sent a query to Dungeon Magazine about making an adventure called “Where’s Francis” for preteen players. It was to feature a bunch of young adventurers trying to find the missing badger minion of the well-known gnome from the D&D 4e Web Spots. About 7-8 months later, I got a reply from our very own Chris Sims who expressed interest about the idea and asked me to provide an extended outline of the adventure.
A few weeks later, I sent an adventure plan such that all my friends reading it told me “I’d totally play that!”, a clear sign that I was onto something good. Long story short, Chris eventually lost his job and I never heard about the adventure again. D&D for kids was not going to be something I’d work on for Dungeon nor as a stand-alone adventure/product for Wizards of the Coast.
Wait! They What?
A few weeks ago, I repacked my proposal and sent it to Wizard’s Mirrorstone novel imprint, selling the idea as a picture-book-story-RPG with a primer for parents. It was turned down with a polite and firm “We do not accept unsolicited game proposals” response.
Ooookay . . . .
At the time my friend Math, who works in a patent office, told me that this was standard practice should Wizards come out with a D&D for kids project. Thus they’d avoid being sued by people like me. Dave also told me that stuff like kids RPGs were a common office subject in RPG companies, and Chris chimed in to calm me down too.
All right, all right, I did.
Of course, just a few days later, I stumbled upon a Twitter post by Forgotten Realms novel editor Susan Morris that announced Wizards was going to release a D&D adventure for kids she wrote, roughly 1 year after I was asked to provide an outline for my adventure proposal.
I was annoyed and hurt. However, I started asking around, letting my emotions settle down and trying to see more sides to the issue. I congratulated Susan. I try hard to be a good sport, and she might not have known about my initial proposal. Oh, and being whiny hardly ever achieves anything. In retrospect, I actually was happy that such a project had been greenlighted, regardless of who ended up doing it.
A Marketing Initiative?
Susan rapidly mentioned back to me that the adventure was a marketing initiative to garner interest in the latest Mirrorstone novel, Monster Slayers.
Wha? A marketing initiative for a novel? Seriously?
Yes, it is “a promo bit” she said.
Oh, god, no! That’s like taking an awesome idea such as near-frictionless bearings and using them as toilet seat hinges first.
That’s not what I wanted the first official D&D for kids product to be. That’s not what I seek as a parent-customer who wants to play D&D 4e with his kids. Nor is it what I want as a writer dying to write an awesome D&D adventure game that would make groups of preteens feel like they were playing in a movie like Labyrinth and The Goonies combined.
Still, I calmed down and stayed silent on the subject. I was way too busy to obsess about it anyway.
So when Heroes of Hesiod came out last week, I kept a low profile and focused on my seminars. When the buzz around it built up on the blog-sphere, I took a quick look at it, found the illustrations cute and the simplified PC mechanics nifty. I Twittered that it was a nice product.
Boot-to-the-Head Microreview
That’s what I thought until a good friend of mine more or less kicked my butt and said, “Dude, have you actually read the whole thing?”
So I set my seminar work aside and read the 14 pages PDF from start to finish.
Heroes of Hesiod is a microgame featuring highly simplified D&D combat mechanics reminiscent of Milton Bradley’s/Games Workshop Heroquest games from the late 80s. Mind you, I don’t have much to say against the mechanics. They are simplistically clever, and I like how they adapted 4e’s “special powers” to such an easy to grok level. Susan did a good job. The whole product is well written and has a certain whimsical potential that screams to be exploited.
Sadly, I strongly feel that this potential lies neglected. Although the game engine showed some promise (except the part of using 3d6 instead of a d20), I’m very disappointed with the adventure itself.
The story is about a group of kids living in the village of Hesiod, a hamlet constantly threatened by monsters. The adventure’s heroes, all young kids, are sent into a house to be trained to kill monsters, as all citizens must do on a yearly basis. That’s it. No more story, no roleplaying, no significant choices, no tapping of the sheer power of the child’s creative mind. Just chuck some dice and use your special powers.
The whole adventure is just one combat with limited or no info to help parents deal with young gamers, such learning to say “Yes!” and roll with it. Believe me, it’s quite a challenge.
Here’s one quote that resumes the whole adventure (emphasis mine):
Before you can protest, Loomis pulls free a pin from the cage door. The reaction is immediate. The door flies open, slamming against the side of the cage with a loud clang, and the [monster name] rushes out.
Now, I have been a huge 4e advocate these last 2 years. I’ve been arguing that 4e was more than just fighting. Some of the published adventures seem to disprove my view. Still I prevail, arguing that those adventures target an audience that is more “into that” than I am. Yet, here is the very first D&D adventure targeted specifically at kids, and the only option is to fight.
I don’t want to use D&D to teach math to my kids. They do that all day long at school. An incentive for doing maths will come later when they expect more complexity from the game. I want to introduce them to an experience, beyond how to beat up a monster, in which they get true control of something (possibly for the first time in their lives) like the story or their character’s faith. Let’s have something that gives kids choices that drive the game session in directions that require parents to nurture improvisations skills.
What if the 6-year-old Sally, playing the wizard, wants to befriend the bulette? What if the Russ, the 10-year-old thief, wants to use a mirror to scare the beholder?
To address this, I would have added just one paragraph to the document:
If a player wants to try something unexpected that isn’t covered by these rules, listen attentively to what he or she wants to achieve and how he or she plans to do it. Then ask the player to roll a d20. If the idea is really cool, give the player a +2 bonus (or more) to the roll. The action is a success on a roll of 10 or more. Describe the action as colorfully as possible. If the roll fails, describe the failure as something funny and wacky that still makes the character look cool. Don’t be afraid to break the adventure’s mold and explore where the players ideas lead.
So that’s why I think that Heroes of Hesiod, while not a bad implementation of a simple D&D-themed game, is a missed opportunity. It fails to do something new and awesome while a market hungry for RPG material for children awaits. It wastes this first attempt by making it a mere tool for the promotion of a product line that’s only arguably related to the actual adventure. As far as I can tell, Monster Slayers is not a children’s book for those who might require the simple rules of Heroes of Hesiod. Lastly it feels more like a marketing ploy than an actual first step into an unknown and largely untapped new market.
Dear Wizards, I wanted you to share my vision of what I know many parents expect to see from the world’s leading roleplaying game publisher. The third generation of roleplayers is here, being reared by 80s RPG gamers. As geek parents, we want tools to teach it to our kids and enhance the experience we lived 25 years ago tenfold. Can you feel the wave passing by? Indie designers are already well ahead of you.
So, Whachu Gonna Do About It Phil?
When I’m bothered or unhappy about an issue, I prefer to act on it. Since I believe I can do better than Heroes of Hesiod, here’s me putting my money where my mouth is. I’m announcing, with this 800th post, that I shall go forward with my original RPG for kids proposal. I plan to write and self-publish a physical 4e-derived book that will contain:
- Rich and whimsical art, along with notes and sidebars for the kids
- A simplified character generation
- A game master’s primer
- Basic rules for skills and checks, as well as combat
- Emphasis on shared narrative control and making failure fun
- Options for playing with or without miniatures and battle maps
- A ready-to-play adventure, with notes on adventure creation
- A short, bestiary for making new adventures.
The adventure is based on my original Dungeon magazine pitch, tweaked to remove the use of Wizards’ IP:
Curse of the Ogre-King (Working title)
As the final test of their training, a group of teen adventurers must set out into the wilderness to seek out and challenge the ogre Grumbar the Chained. The teens track the ogre’s minions from the cursed village of Dusk, their home, through a dark forest. With exploration and teamwork, the young explorers overcome challenges and piece together the truth–Dusk’s fate is tied to Grumbar’s. When they finally reach Grumbar’s lair in Faerie, the young heroes have a chance not only to free Dusk but to also to redeem the ogre.
I plan to tap many of the contacts and friends I made in the last three years to help make this project a reality. Many questions remain unanswered, and all that I posted up there may be subject to change, but this is where I’m going for the next year. I hope you’ll follow along . I might also call on your help . . .
. . . but one thing at a time.
In the meantime, see you at 900! Thanks for being here!
Cleanings of Spring Dawning
This past week, my wife and I have been going through the house getting rid of old stuff. She enjoys freeing up space and seeing the house clean. I enjoy looking at my old stuff, reliving all the good times we had together, and almost weeping when I throw any of it away. To be honest, it’s hell. Some of it makes sense to keep. Old favorite toys, comics from my childhood, a Wico bat handle joystick the quality of which has never been seen again in any controller since. However, I must question the need to keep mail order catalogs from computer companies so someday in the future I could remember how much a parallel port printer cost back in the day. Yes, that was my logic back in 1991. No, the experience did not live up to the hype.
Part of me is glad I saved some of these toys so that my son could play with them. However, forces I was not prepared for have been in play this entire time, and may utterly ruin this plan. Did you know that old plastic gets brittle? Neither did poor Shockwave when I accidentally amputated his arm trying to transform him for old time’s sake. Fortunately, it was not his blaster arm. Unfortunately, back then I didn’t know that batteries corrode and blow up and ruin electronics. Shockwave is not particularly pleased with me right now.
Worst of all is the stuff that has sentimental value but I just can’t think of a legitimate reason to keep. I have two large boxes filled to the brim with all my old AD&D 1st Edition books from high school. It’s quite heavy. Just cracking the lid on that box brings back memories of ridiculously overpowered Monty Haul campaigns and my power-levelled Fighter/Cleric/Mage soloing the Elemental Princes of Evil from the Fiend Folio. I used to walk with a hunch because I was always carrying 100 pounds of books with me. I got into a shouting match with a friend over his claim that getting hit in the face with a black dragon’s breath weapon would give him a CHA bonus because the scars made him look tougher. I was thirteen years old, it was intensely stupid, and I loved every minute of it. However, as much as I love keeping them around, I continue to acquire gaming stuff and I don’t really have the space to make the Ultimate D&D Room. I also find it unlikely that I will ever play in a D&D 1E campaign ever again. Do I really want to keep them around just to flip through the pages now and then?
Old videogame systems are my other problem. I’ve got nearly every major console since 1980 sitting on a shelf and no intention whatsoever of actually hooking any of them up. Are they decorative now? is that lame? With the advent of emulation during the mid 90′s (and now widespread legal emulation), I can play almost everything I ever want from my childhood without having to keep a giant rat’s nest of RF adapters and controller cords in a box somewhere. It’s not exactly the same, but I’m not sure it ever can be. That, for better or worse, seems to be the conclusion leading me to finally get rid of a lot of my old stuff. The memories will always remain and be perfect. Keeping this stuff might spark an odd memory here and there, but it’s taking up room that could be used for new memories.
There is an old proverb (which I have failed utterly at finding) that says a boy becomes a man when he can leave his toys behind. Does this mean that finally, at 34, I’m growing up? I have no idea. What I do know: my wife is getting happier by the day, and some day in the near future a nerd’s going to walk into a Goodwill and wind up renting a U-Haul to get it all home. The cycle begins anew.
Mailbag 4 – All By Myself, Part 1
Mike Shea asked me how I’d handle solos at upper levels so that they shine against powerful characters and skilled players. In a similar vein, John Hixson asked about the infamous black dragon, a solo notorious for its cloud of darkness power and associated grind. A lot of people, in general, think solos are a great idea but that they often fail to live up to their intended use.
I have similar feelings.
Mike believes the problems with solos are exacerbated at higher levels. I agree. Where my thinking might diverge from Mike’s is my observation that solos can perform poorly all the way to the lowest levels.
Over multiple Mailbag articles, we’re going to talk about solos, as well as what they can and should do for you. We’re also going to talk about what you can and should do for them in your encounter design. Wrapping up, I hope to touch on how to properly inform and engage the players when you make your solos truly solo.
This article assumes you’re already using the updated rules for solos found in Dungeon Master’s Guide 2, page 133.
Job Description
When you grab a solo, you’re often saying, “Wanted: Badass Monster to Challenge Whole Party.” Dungeon Master’s Guide says a solo is supposed to challenge the characters like five monsters. The design of numerous solos actually fails to live up to this expectation, though, likely because the original intent was to also to make solos simple to run. The concepts of simplicity and badass monster can fail to mesh.
As I see it, our task here is to figure out how make solos perform better, in general, preferably retaining as much simplicity as possible. To do that, we need to make sure our solos not only attack and deal damage like five monsters, but also move and shake off effects more effectively than normal monsters. These latter two points are, in my mind, how solos fail most at any level.
Why Are You Hiring?
How a solo should perform depends on how you’re planning on using it. A lot of DMs use solos mostly as the central figure in what some call “boss monster” fights. The final confrontation with the rampaging dragon or the demon lord fits here. But solos can also be used to up the challenge in a given encounter or to simulate the power of a particular creature compared to that of the characters. Typical solos can perform well in such circumstances, because they’re usually part of a larger array of encounter elements. Solos most often need help when they actually appear alone.
Task Assignment
Solos present an encounter-building challenge because their statistics can lead to design that violates a simple rule: novelty breeds interest. In this case, interest is equal to fun at the game table. (Even for non-solo encounters, always remember this rule.)
A fight with a single monster that has a limited array of powers can lack novelty because not enough changes in round-to-round give and take. Further, as a battle moves forward and resources dwindle, the rounds of combat start to look and feel the same. This is what we need to avoid.
We need to train our solos to do their job better.
Retraining
The basic solo needs rethinking with an eye toward keeping complexity in check. When designing your own solos or checking an existing solo for suitability, you might consider a few elements of the monster.
At the most basic level, make sure the solo is dealing enough damage. It should be dealing as much damage each round as do five monsters of equivalent level. In fact, a true solo can stand to deal a little more damage than that. A small damage increase accounts, over time, for some action losses the solo suffers and conditions the characters inevitably impose on the creature.
Solos also need a better action budget than any normal or elite monster. What if the typical solo were initially designed like an elite monster, including all normal elite statistics except that a solo has fourfold normal hit points? Such a solo’s second rules exception to being elite would be that the monster receives two turns each round–two places in the initiative count with a full array of actions in each turn. Thirdly, the solo should recharge its immediate action at the start of each of its turns, granting it two immediate actions each round. (This might be where a little extra damage lives on your solo, since the characters can trigger an immediate action twice a round.)
Make the most of this action economy. Even a normal 4e solo should have a triggered action that lets it take advantage of conditions in combat that would normally hinder a lone creature. It should also have other useful triggered powers and a minor action power or two.
A solo such as this also rolls recharges and saving throws differently. For simplicity’s sake, the creature rolls recharges only on its first turn each round. It rolls saving throws at the end of each turn with a +2 bonus. Being able to roll twice in a round more than makes up for the other +3 in a normal solo’s +5.
These few changes make the solo more mobile, action-oriented, and resilient.
Durations can be a little tricky when the solo has two turns. If a solo’s power has a duration of “until the end of the creature’s next turn,” the duration is the end of the next turn during which the condition was imposed. In other words, if on its first turn during a round the solo slows a target until end of the solo’s next turn, that target is slowed until the end of the solo’s next first turn. Enemy-imposed effects that use the solo’s turns to determine duration (unusual) should, on the other hand, remain normal. This latter situation favors the solo, which is intentional.
That’s because all conditions imposed by character powers usually favor the characters. They’re too effective against a solo. Some easy fixes exist for this problem, too. Each dazed, dominated, or stunned condition should affect only one of the solo’s turns, but the solo can be affected by such conditions multiple times like a heroslayer hydra (Monster Manual 2, page 151) can. So a solo has to be stunned or dominated twice to lose a whole round’s worth of actions. Further, any movement-hampering effect that has a duration that lasts until the enemy’s next turn should end on a successful save or normally, whichever comes first. Essentially, the solo can make saving throws against slowed, immobilized, and restrained conditions that should last until the end of an enemy’s next turn.
Performance State
Changing how the solo performs over time in an encounter is essential. Such modifications to performance are commonly called monster state changes. State changes can create a narrative flavor such as a desperate or enraged foe, or whatever else you might want to evoke. They also change the encounter, and at their best, change the combat’s shape enough to refresh the novelty.
State changes as the solo takes damage are common and good, particularly those keyed to the bloodied condition. As page 133 of Dungeon Master’s Guide 2 suggests, a bloodied solo might lose access to one power and gain another. It could trigger a recharge power immediately. The solo might change the terrain or encounter environment, permanently or until the characters can overcome the change.
You can and should create monster state changes for your solo. Triggered actions can be good locations for creating small state changes. Such changes last a short time and often exist to give the monster some room to work. Encounter and recharge powers are fine places for big state changes. The best large changes last for the rest of the encounter, until the characters change the state, or until another state begins for the solo Especially appropriate are state changes that are also effectively disengagement powers or . . .
Termination Clauses
Especially when alone in a fight, a solo needs ways to end one board state–the arrangement of the elements of the encounter–in favor of another that gives the solo a temporary advantage. Especially at higher levels, a solo must be able to disengage to seek favorable fighting conditions. Being able to do so not only keeps the monster from getting dog piled and locked down, it also keeps the flow of the encounter interesting. Interesting is what we’re after here.
Having two turns during which the creature can move helps, but it’s not always enough. A mere increase in defenses against triggered-action attacks, such as opportunity attacks and mark-triggered attacks, help a solo escape being cornered, especially a flying solo. The solo might alter the terrain and move away, summon or create minions that hinder its attackers, and so on. What’s essential is that the creature can, at least sometimes, get away from an adverse tactical arrangement. Care is needed here–player/character tactics must still matter, so the solo shouldn’t be too slippery or seem like it escapes every bad situation.
An example of a simple termination clause is the young red dragon’s tail strike power. The dragon punishes an enemy that moves into a flanking position, and also throws that enemy back. It might be better if the dragon reacted to being hit by a flanker (so it doesn’t cancel an attack) and/or the tail strike were stronger in its effect–maybe just adding knocked prone would work.
The bloodied breath power of dragons is an illustration of a state-change power that could become a disengaging power. It’d be better if it allowed the dragon to do a lot in its increasing desperation. What if a dragon had the following power instead?
Bloodied Rampage • Encounter
Trigger: The dragon is first bloodied.
Effect (Free Action): The dragon ends all conditions currently affecting it, and it gains a +4 bonus to defenses against opportunity attacks until the start of its next turn. It can move or fly its speed. Breath weapon then recharges, and the dragon uses it.
That power might be too good, but if it is, it’s only just so. If we left off “and the dragon uses it,” this power is definitely fine. It’s also fine for illustrating the point.
Advancement
Higher-level solos need more ways to deal with powerful characters and the high-end effects such characters can impose. Having more actions helps this, for sure. Beefy state changes and good disengagement powers are also vital for high-end solos.
More action points might suit higher-level solos, too. Vecna (Open Grave, page 212), for instance, gains an action point every time an enemy uses an action point. He’s a god, though. One extra action point per tier is good enough for a typical solo. Restricting the use of half those points, round down, until after the creature is bloodied is even better.
In the action-economy department, a few other options exist beyond action points. You can simply give an epic-level solo another full turn. Doing so can be complicated, because you still have to watch out for damage balance and immediate actions, as well as how durations function. Easier to implement is giving an extra attack or two on the creature’s regular turns, such as how the heroslayer hydra operates, along with minor action powers that allow small attacks or limited movement/disengagement.
You might also increase the likelihood of a higher-level solo escaping hampering conditions. At the simplest level, its saving throw bonus could be higher. Its disengagement powers should also be more reliable in function and meaningful to the state of the encounter. Whenever such a solo disengages, the characters should feel it.
Players also feel it when a monster does something surprising or recognizable as belonging to epic tier. Acknowledging this, another way I’d consider altering the state of an epic solo is allowing the creature to do what epic PCs can often do: come back from the dead. You have to play this carefully and balance hit points to account for the state change.
Even though it’s elite, the firbolg bloodbear (Monster Manual 2, page 109) shows what I mean. In its initial state, the bloodbear has two-thirds of the normal hit points for an elite brute of its level. When it first becomes bloodied, it heals completely. You could place a similar state on the 0-hit-point end of the spectrum. The solo has two-thirds normal hit points, but being reduced to 0 hit points the first time in the encounter is merely the trigger of another state change.
For an epic-level solo, especially named threats such as Orcus, I recommend that this state change also involve disengagement and/or environmental change, as well as something that removes all effects on the solo when it “died.” The solo then returns to combat at the start of its next turn, likely in a new position. It’s still bloodied, but it’s back in the fight and probably has a temporary advantage.
Management Training
Later, I’ll expand on this topic and see if I can show an example or two. Plenty of good stuff exists out there for you to gain inspiration from in the meantime. Here are some of my favorites (which I’m trying not to duplicate in this series).
Critical Bits for the week ending 2010-05-02
- RT @WyattSalazar: The Hidden Kingdom "Adventure Setting" For D&D 4e: http://wp.me/po2FO-F3 #
- RT @ATerribleIdea: A Terrible Post: Apply Today For A Terrible Grant http://aterribleidea.com/2010/04/27/apply-today-for-a-terrible-grant/ #
- RT @AllenVarney: My new Escapist "High Adventure" column, a timeline of the '80s anti-D&D Satanic Panic: http://bit.ly/aNtWyJ #
- May Content Calendar for DDI: http://bit.ly/bCAoVX #
- RT @gamefiend: New blog post: Solo Acts: The Worldbreaker http://at-will.omnivangelist.net/2010/04/1511/ #
- RT @Neuroglyph: Got my copy of #dnd The Plane Above & have the review posted : http://bit.ly/b1R8Uh #
- RT @NeoGrognard: We got strange dice and stranger guns at NeoGrognard this morning. Friday begins with a bang! http://bit.ly/aPAvVY #dnd #



