Critical Hits

The Journal of Gamer Culture

What Classes Should be in D&D?

For me, choosing a class has always been one of the most fun and important decisions to make while playing Dungeons & Dragons. I can still remember the feeling of pure excitement I had when I first cracked open the 3rd Edition Player’s Handbook and saw that Monk was a core class. I also remember our friends all having multiple discussions about what exactly the Sorcerer class was and how it was different from the Wizard. I view these discussions along the same lines as what would happen if the Fighter, Wizard, or Cleric were left out of the first Player’s Handbook for an edition. With the next edition of D&D now in open playtest, I felt it was a good time to discuss the varying levels of class distinction in D&D.

Considering the Monk is the class I played the most of in 3E, I was surprisingly happy it wasn’t included in the first PHB for 4th Edition. It never felt quite right to me as a class presented as an introductory option for D&D players unless it was specifically for an Oriental Adventures style of game. I think that if you boiled down the options for character classes to the most basic you would end up with Fighter, Cleric, Wizard, and sometimes Thief/Rogue. Beyond these 3-4 options the list of secondary classes can vary greatly. Depending on player preferences, classes such as the Bard, Druid, Paladin, Ranger, Barbarian, and many others can all be seen as important options for players. My opinion is that beyond the four main classes, most of the other options readily fall into two categories: specialization or combination.

Combinations / Multi-Classing

I would like to go through a quick experiment. Let’s put aside many of our assumptions/favorite characters and look at some of D&D’s classes in their raw forms. I don’t think it does any disservice to the Paladin class to say that it is a combination of the Cleric and Fighter concepts. In the same way, I believe you can say that most Bards fall somewhere between Rogue and Wizard, and that most Rangers can be put somewhere between Rogue and Fighter. The toughest combination I find is the Wizard/Cleric, but I keep coming back to the Druid as a class that often feels like  it is somewhere between those two classes. Surely you can come up with a Bard, Ranger, or Druid that is nothing like any of the other classes, but I think having a class paradigm to begin with makes those break out concepts even more exciting and this is, after all, only an experiment.

This gives us a fairly clean wheel of class relationships:

Fighter – Paladin – Cleric – Druid – Wizard – Bard – Rogue – Ranger – Fighter (loop)

I really enjoy seeing a nice, clean, logical layout for classes and how they relate to one another. I enjoy thinking about the sliding scale between the primary classes and imaging what a Paladin would look like closer to the Fighter end (maybe close to or having already lost faith) or closer to the Cleric end (extremely dedicated, focused, and not rearing for a fight). I also think it gets interesting when you think about pushing a primary class closer to one or the other secondary classes. Imagine playing a Cleric or a Fighter that leans towards the Paladin concept between them, or a Rogue that dabbles in music/song and discovers a yet unknown arcane spark within themselves leaning towards Bard. [Read the rest of this article]

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Writing Contest: Reap What You Sew

This guest post was written by my good friend Leah, she’s a professional photographer, a writer and editor of many awesome RPG books. She asked me to lend my space for a cool flash fiction contest she’s running, I agreed, because she’s the coolest… and her contest looks fun. 

Hey there!

After Chatty’s recent foray into flash fiction, author Joseph Devon and I  decided to have a flash fiction contest ourselves! Winners get a signed copy of his books, Probability Angels and Persistent Illusions. See  below for further details.

 Reap What you Sew

Whether you’re writing a novel or a D&D adventure plot, inspiration can strike at any moment’s notice, from places you’d never guess. Sometimes, seemingly trivial details or entire fields of knowledge you were unaware of can have a serious impact on a story. I recently had a conversation on Twitter with author @josephdevon. While doing research for his newest novel, he picked up a book on the history of sewing and textiles and discovered that you shouldn’t store your thread next to an open fire or a heating stove because it makes it brittle (the thread, not the stove).

That’s a useful piece of information I didn’t know. I mean, who here hasn’t forgotten their spool next to a heating stove and had a problem with brittle thread, am I right? (Editor: Hmmm, sure?). I’m putting that baby on a post it RIGHT NOW.

I challenged Joseph to use this “useless” sewing fact in a story. In fact, not only use it, but make brittle thread a PIVOTAL, Chevkov’s Gun-style element which would lead the characters to the ULTIMATE SEWING RELATED FINALE!!!

Sounds exciting, doesn’t it?

Seriously, it can be. Look at Snow White who pricked her finger on a spindle, fell asleep and woke up with some guy playing tongue hockey with her (Editor: Now THAT’S an expression I’m stealing.)  Then of course there’s the EPIC* Kung Fu movie Swordsman II where needles are used as a weapon. Hell, even  the Three Amigos have a quote about it, something like “Sew. Sew like the wind!

Now – here’s where you come in, we’re challenging you to write a short story or RPG adventure hook in 750 words or less in which the final climactic scene involves sewing. That’s right. Sewing.

The winner will be judged by me and announced Friday June 1st and they will win signed copies of Joseph’s books.

Mail your submissions to : thiswhiterabbit at gmail dot com. If you have a blog or site where you want to post your story, feel free to link to it in the comments.

Good luck! I’ll be hanging by a thread in anticipation!

*Epic is a relative term.

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Review: DungeonBuilder

I’m an unusual gamer in that I do most of my gaming online. I live out in the sticks of rural Florida so I can’t really find a real life group. I’ve come to prefer playing online for a few reasons other than that, but nonetheless, when I talk about tabletop games I often have to consider that I’m talking to people who play on tabletops. I often play through some fairly quirky methods. My current favorite is using Google Documents to “write the game” with players (with Invisible Castle for rolls). I also sometimes play using Skype and Gametable/Virtual Daivve. The latter, along with Maptools, is one of the more common methods for playing online, as the program provides dice and maps for your use.

Enter DungeonBuilder into this area. The two pieces of software I’ve linked above are free, but there are pay alternatives that offer a bit more pizzaz, such as Fantasy Ground, and Wizard’s own Virtual Tabletop (though the latter is currently a feature of a D&D Insider subscription, so if you want to play with it you have to pick up the entire package). DungeonBuilder is a browser-based digital tabletop alternative that is purchased by subscription. DungeonBuilder costs $19.99 for a yearly subscription for a GM and $8.99 for a player. Though this is a “launch special” so I’ve no idea how long it will last. The prices seem decent for what you get right now – I’m not sure whether I’d endorse raising them unless more features get rolled out or the webapp gets cleaned up some. While it is a useful program, it could use touching up. [Read the rest of this article]

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Playtest “D&D Next” Like A Pro

I may not be the best game designer in the world, but if there’s one thing I do know, it’s playtesting. I’ve been a playtester for a variety of  games from RPGs to party games to board games to light card games to heavy war games. I’ve been chief of product development for a startup card game publisher, and a lead playtester (and copied on ALL playtest reports) for Marvel Heroic Roleplaying. A good set of playtesters can make your good idea great, or kill your bad idea before you invest too much time and effort.

With the open playtest of the new iteration of D&D coming tomorrow, I wanted to offer some of my advice on playtesting and giving feedback. Wizards of the Coast will provide plenty of instructions on what they do and don’t want to see, so obviously that could easily supersede anything I say here. These are some general guidelines to keep in mind for D&D, so hopefully you find these tidbits helpful while playing the game and collecting your feedback.

Respect Their Playtest Decisions

The designers at WotC have decided that the first thing we’re going to see is going to include pre-generated characters, and not have character creation rules initially. I understand not being happy with this decision, however, it’s not like they’re going to suddenly decide that there will never be character creation rules. So when submitting your feedback, you don’t need to tell them “I wish I could see the character creation rules.” As professional game designers, they’ve decided (after many meetings, I’m sure) on this method of rolling rules out, so try and respect that. Keep your responses to what you were provided, not complaining that you don’t have what’s already been promised. [Read the rest of this article]

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Hold On Loosely, But Don’t Let Go

This model clearly demonstrates why it's always best to play D&D outside, preferably on pavement or some other surface whose maintenance you are not responsible for.

Have you ever played in a game with a really good DM? The kind where you’re engaged even when you’re not on the edge of your seat, there’s not a lot of bickering at the table over rules, and everybody talks about their adventures years later?

I really wanna be that guy. I’m not yet.

This quest has caused me a lot of soul-searching over this past year. I’ve run a respectable gauntlet of newbie mistakes. I’ve tried planning for every contingency only to find my players easily discovered the gaping cracks in my armor. I’ve tried bludgeoning my players with DM Fiat to make my plans work. I’ve tried emphatically cautioning them about doing that next thing under pain of death. (That’s a crowd favorite, by the way.)

I’ve been experiencing something completely bizarre in the campaign I’m running now. I put some pieces in place, establish a few locations that are relevant to that week’s story, and a basic premise to get the plot started. Then I just sort of sit back and see what happens.

I’m not going to lie to you. It’s completely terrifying. But it’s the kind of terrifying where the session has consistently been interesting and fun for me to run and I’m pretty sure my players were really into it too. From the very first night, it’s recaptured the magic I felt years ago during my favorite D&D campaigns. That’s a big deal for me. I haven’t had that feeling in a D&D game when I was behind the screen until now. Three sessions in, it’s still a joy, and it’s far more fun than stress. I hope it stays that way.

I think it will. I finally realized why I loved some of the campaigns I’ve played in: I was let loose. Our party was free to do pretty much whatever they wanted, and the situations we got into off the beaten path are the stories we tell now. I know why this campaign feels better to me now. I’m letting the PC’s do what they will. Even if it’s not what I had planned for. Even if it’s stupid. Even if it will probably result in their eventual dismemberment, death, and reanimation as a zombie.

In short: I am blessed with a group of wildly creative players who are working well together as a group and I have finally realized everything works better if I just get the hell out of their way.

The stories we’ll collectively tell are infinitely more entertaining than any narrative I’d force down their throats. And, looking back, I believe that’s what the really good DM’s I’ve had did for me. It completely changed the game for me. That’s what I want to do for my group and anybody else I DM for down the road.

Great, Kid! Don’t Get Cocky.

Of course, simply realizing that one should just roll with things as they happen in-game is a lot different than actually rolling with actual things. There is still preparation to be done, though not of the kind I had been accustomed to. There were improvisational skills to be honed. Courage-loins to be girded.

I knew I could improvise and roll with anything — and I do mean anything – based on our unique experiences in the Nightmare Realm last year. I just wasn’t sure if I could react to what the players did in a sensible way. As it happens, that wasn’t the issue. I can do that.

What I can’t do is names. I can’t come up with names. I can’t remember names. Either I forget to write down names, or I don’t want the players to know I spawned the NPC they’re talking to out of the aether so I can’t risk scribbling the name I came up with on a piece of paper. That would be a tell. Of course, the fact that all the names I come up with on the fly are variations on “Stug”, “Bibbler”, “Bubbly Gordon”, and/or “Reeb Heeberbeeb” is probably a pretty good tell as well.

Another tell: I’ve noticed that a good 75% of the NPC’s I’ve tried to play on the fly wind up being kindly old men. I’ve tried to play mean old Mr. Wilson to the players Dennis the Menace, but each time the gentle old codger that I am destined to become wants to come out and play a little early. The PC’s have been treated to tea once and cookies twice. Yes, I know old people do other stuff besides baking. I like cookies, OK?

I Accidentally The Whole Improv

I ran face first into another learning experience this past week. Chris Perkins wrote a fantastic article on DM improvisation two weeks ago, and I read it the morning before our D&D session and proceeded to get thoroughly drunk on good feelings. I can improv anything! My players will tell a grand story! Top of the world, Pelor!

This was also the day we had a new player join the campaign. Second session of any tabletop RPG ever, her first being one mostly-combat night of 4e with our group months ago.

(Yes, now is the appropriate time to wrinkle your noses in anticipation for the horrors to befall her.)

The plot of our campaign revolves around retrieving stolen items, and the party frequently finds themselves at the merchant that fenced these items. We’d never established who sold the items to this merchant. In fact, I’d described the thief as a shadowy figure and set it up so that I might introduce him later.

Our new player decided to play a rogue. She joins up, and the party decides to visit the merchant. I decide it’d be funny to have the merchant chatting this new person up as if she’s a regular. Instantly, the rest of the party starts getting suspicious and somebody wonders aloud if she’s the thief.

I get inspired. She’s definitely the thief. She just didn’t know it until now. I’m *Improvising*.

About fifteen seconds of deer-in-the-headlights from our new player later, I realize what I just did. The party, thinking I’d set this up beforehand, is grilling her like they’re getting paid per question.

I’d been trying to make a concerted effort up to this point in the campaign to try to let people do what they will, but this was different. She didn’t know most of the backstory leading up to any of this. She didn’t put herself in this situation, I did, and it didn’t look like much fun. So I called for a break and took our new player aside and briefed her on what was happening after apologizing profusely for being a dumbass. She took it very well, fortunately, and I only took mild damage to my face and arms.

In all seriousness, the thing that I regret doing here was damaging the trust my group has in me as a DM. I like to push the limits of this, mostly because I don’t know what’s going to blow up in my face yet, but I feel like people are going to be a lot more likely to have fun and let loose if they’re pretty sure I’m not going to put them on the spot. Well, I take that back a little. Putting people on the spot can yield some awesome and fun results. Putting a new person who has barely played the game on a giant “we’re playing Fiasco and I just set up a scene where I cut your legs off with a machete” spot was a really stupid idea. I wasn’t thinking, I got cocky, and I didn’t put my players before my crazy idea. It’s not something I plan to do again soon.

There’s No “I” In Team (Unless That “I” Stands For “Improv”)

Sometimes I think the Internets are stalking me, because after a couple days of kicking myself over putting our new player through Surprise Improv Hell, Steven Townshend writes this incredible article on group storytelling. Go read it. Right now. Stop reading this and go read that. Done? OK, I’ll continue.

The core premise of that article? When you play D&D, you’re all on the same improv team. You’re all working together to tell a great story. Even if your character would be a jerk in a given situation, you don’t throw the group under the bus.

I can’t even tell you how many times I’ve seen situations in D&D where I wish people understood this simple idea. Chaotic Neutral characters that do stupid things because they’re random? Paladins drawing their weapons and threatening other PCs who do things they perceive as evil acts? QUIT DOING THAT CRAP. You’re not helping to tell a story. You’re not helping the team, and you’re probably being a jerk. This stuff has always annoyed me, and until now I never had the right words as to why.

This is another game-changing concept for me. This is how I will try to run every game for the rest of my days.

Have I mentioned I’ve been seriously loving playing D&D lately?

 

 

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Critical Bits for the week ending 2012-05-20

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Chatty Fiction: “At a Loss”

I wrote and edited over 12 000 words this last month working on Marvel Heroic Roleplaying supplements and material for my Seminars. That meant I spent a lot less time gaming and thus had less things to discuss on the blog. Yet, I did write a lot though.  I do love to blog about what I do. Thus I decided that I could afford to bring a  slight change of focus over here and start blogging about writing a little more.

Today, I wrote my first piece of Flash Fiction. I don’t know if it’s any good, but I’m proud of it. It’s an idea that popped in my mind as I was telling myself I should try my hand at it as a writing exercise in between freelance assignment. It’s amazing how challenging it can be to try to say so much in so little.

So here it is, slightly longer than this intro. Enjoy and let me know if I should do more.

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Do Gamer Dads Dream Of 2:1 Sheep?

MANLY ENOUGH FOR ANY INFANT.

Being a father to a little baby was cool. He was all cute and snuggly and I loved the first words and the first steps and all that stuff. I remember getting Sam a “Level 1 Human” creeper and a couple nerdy onesies before he was born. One of the few perks of babies not being able to talk is that you can dress them in whatever you want without protest. Consequently, my kid has unwittingly displayed in his short time on this planet countless slogans, concepts, and characters from many nerdly sources. (Including one Celestial Porpoise onesie I designed when Stupid Ranger first started, which raised a few family eyebrows despite a great deal of well-reasoned logic about its utter manliness.)

Does The Konami Code Count As Operant Conditioning?

One thing that’s always been lurking in the back of my mind is whether all this geeky stuff is just a weird mold that he’ll eventually break. I remember thinking, he’s two. That Mario shirt is cute, Sam can even say “Mawio” when he sees it, but he doesn’t have any attachment to that character like I do. Am I just filling up his head with a bunch of crap he’ll just dump and replace with something real to him?

Now, my boy Sam is 4, and we can have conversations about stuff and tell jokes to each other and share what happened that day and play all freaking day and HOLY CRAP. IT ROCKS. THUNDEROUSLY. These days, Sam knows what’s on his shirt. Boy, does he know. Don’t try to send that kid to school in an Autobot t-shirt if he has declared it Robot Taco Shirt Day. At least, if you don’t want a war on your hands. He is familiar with the source material for pretty much everything he wears that has an associated game or TV show.

My favorite thing to do with Sam right now, which should surprise no one, is playing lots of old NES games on the Wii. I’m pretty sure he can tell it’s an older game, mostly because he asks me “Daddy, is this game old?” Even so, he still giggles and smiles and loves playing. It’s still colorful, it has cool music that makes him dance, and the characters are recognizable to him (perhaps the sole benefit of Hollywood remaking freaking everything!). I know a big part of why he loves this is because he’s spending time with me.

It is really cool to be a 4 year old’s dad. You are frequently super awesome in their eyes. [Read the rest of this article]

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Critical Bits for the week ending 2012-05-13

  • Combat Swipes from Roleplayingtips – a collection of combat descriptive text to pull during a game [PDF] http://t.co/HA1qUngR #
  • Fantasy Flight announces update of classic CCG Netrunner, now set in FFG's Android universe and as LCG: http://t.co/ioP5pwUt #

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The Architect DM: The Ise Grand Shrine

I’ve sat through more hours of architectural history classes than seems reasonable for a human being, everything from the crude Dolmen tombs of early Europe to weeks of studying the various gothic cathedrals that all look pretty much the same. I never got the chance to take an asian architecture course, but one of the most memorable asian structures that I learned about was the Ise Grand Shrine.

The Shinto shrine complex located in the city of Ise in Japan features two main shrines, Naiku (the inner shrine) and Geku (the outer shrine), with 123 additional shrines in and around the city. The two main shrines are joined by a pilgrimage road, but access to both sites is very limited as they are some of the most important Shinto locations. The origin of the Ise Grand Shrine dates back to just over 2,000 years ago, and it was one of the few structures that really stood out to me during all of my architectural history classes.

Why am I talking about the Ise Grand Shrine here, in a series that focuses on helping you play in and run Roleplaying Games? I’m talking about it because I feel that real life is the best inspiration for your fictional adventures, and the Ise Grand Shrine is ripe with ideas to use in your games.

Ceremony

The two main shrines are dismantled and rebuilt on adjacent sites every 20 years. If you go and visit these sites now, you will see buildings constructed in 1993 that are the 61st iterations of the structures. This ceremony has many festivals that surround it and various celebrations at different dates leading up to the rebuilding based on necessary activities such as the carpenters preparing the wood for the next iteration of buildings. This rebuilding ceremony reflects the Shinto beliefs in the death and renewal of nature and impermanence.

One of the biggest reasons that I love applying this idea to RPGs is because it presents a very direct method for getting the inhabitants of a location to seek out the aid of adventurers. A ceremony such as the rebuilding of sacred shrines has many stages and various elements that the player’s may be able to help out with, or conversely any number of natural (or villainous) factors could impede the stages of the ceremony and cause the inhabitants to require aid.

Building Blocks for Rebuilding

Even though this example only consists of two main shrines (and a bridge) being rebuilt every 20 years, you can take this inspiration and apply it in any scale to your own games. Having an entire village that rebuilds itself every 100 years would be a very interesting place to explore, especially if there is a nefarious element such as a dragon that comes through each century that forces the relocation and reconstruction. Taking it in the other direction, you can have the residents of a town rebuilding a water tower or any other minor structure every couple of years.

Although the rebuilding of the Ise Shrines keeps them continuously new, it also serves to pass down the ancient design and construction methods from generation to generation. This ceremony is also a very interesting work around to the issue of historical preservation. While the buildings are never going to be ancient or historic in their materials or actual physicality, their design is preserved and every generation gets to experience them as they could have been experienced when originally constructed.

The key to  including these ideas in your game is to consider what materials are needed for rebuilding the structures, how often they will be rebuilt, and how long it will take for the civilization to rebuild them. Even if we’re talking about a time span of a hundred years, it is still a reasonable assumption that the structures will be wood instead of stone as they would most likely last longer and would not benefit from being rebuilt regularly if built using stone. However, if you modify the ceremony and have the structure being moved piece by piece rather than rebuilt with new materials, it would make perfect sense for it to be a structure made out of stone.

Legend & Lore

The Ise Grand Shrine is very closely linked with the Japanese imperial family and with Japanese mythology, and it supposedly contains a piece of the Imperial Regalia known as the Sacred Mirror although the lack of public access makes this hard to confirm. This is as close to real life RPG plot material as you can get, and is another one of the reasons that this is the first example of architecture history that comes to mind for me to write about here.

Combine these elements with the pilgrimage road between the two shrines, and the complex of hundreds of smaller shrines, and you have a very rich location to use in anything from D&D with some adaptation or if you’re running a game like Legend of the 5 Rings you can use all of this information as it really exists.

Click here for the rest of the Architect DM series.

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