Keep Calm And WIS Check (DC 22)
Remember a couple weeks ago when nobody knew anything at all about the new D&D? Then came DDXP, and a couple things happened. One, a playtest that lots of people took part in and nobody can talk about due to NDAs. Two, a series of seminars that were very light on details and heavy on “big picture” stuff like “wanting to make a D&D game that you can play the way you want”. Nobody who knows anything is supposed to discuss details, but the thing a lot of people are missing is that most of the details are not simply hidden.
Lots of videogames in our modern Internets-enabled future world release beta versions of their games. World of Warcraft has their Public Test Realms (PTRs) for players to view and help test upcoming content. The game developer gets a bunch of free testers and data, and the fans get to try stuff out early. The R&D team at WotC is being all crazy and smart and doing their own playtests and asking us what we want from this thing before they build it. A lot of the puzzle pieces don’t even exist yet, and the ones that do could very likely be very different by release time.
At this point in the game, you should automatically assume anybody on the Internets aside from the people designing the game have no idea what they’re talking about. That being said, I think the modular approach that’s been talked about so much recently is showing its strength here. One of the things repeatedly mentioned at DDXP this year is a very light and flexible core set of rules, and a version of those was what we got to play.
I’m a programmer by trade, and this is consistent with what I’d do if I had a big project that needed to do a whole bunch of things. I wouldn’t start off by implementing functionality for everything it needs to eventually do. I’d start by building a base that only does the things nearly every piece will need, and I’d test it very thoroughly and get it as right as I can before doing anything else, maybe rewriting whole sections of the code if I had to. I have no way of knowing for sure, but my guess is we’re at that stage right now.
The unfortunate thing is that the core rules are in a state where they don’t feel unfinished when you play the game. It just felt like playing D&D. Right now, though, is not the time to worry about all the things we don’t know and remember instead what we do — that the system isn’t going to be ready for prime time for quite awhile.
How I Learned To Stop Worrying And Love The NDA
At DDXP, the R&D team seemed absolutely genuine in their desire to give us all the game we want, and to get our input to do just that. One thing I don’t think a lot people understand quite yet is that they need a way to channel and distill our hopes and wishes for the new edition into a form more comprehensible than the Internet Firehose. Though I don’t know exactly how getting input from us is going to work, I’m pretty sure they will let us know the ways they’d like to receive it. We already have frequent polls from Monte Cook’s Legends & Lore column, and I’d imagine playtesting is going to be a huge part of this as well.
When I first went under NDA to do playtesting last year, I asked what I could talk about and what I couldn’t. I was, as bloggers are wont to do, trying to determine the maximum amount of stuff I could safely share with the world. I was told that I could say I was playtesting something as long as it had been announced, but that I shouldn’t divulge details.
This is an extra special kind of frustrating for us bloggery types. We are pretty much in a constant state of excitement and wanting to tell people about everything, and we have to be careful about what we discuss. Yes, there’s the NDA stopping us from spilling all the beans, but it’s more than that. It’s so tempting to speculate my little heart out, but all we wind up doing in these kinds of situations is giving people a tiny bit of context that spawns a stirge’s nest on a forum somewhere. We frequently tend to approach things as if we were going to review them, but it’s kind of like talking about how delicious the Thanksgiving turkey is when it’s halfway cooked. You’ll probably get salmonella, and then everybody else will think salmonella is a feature of D&D Next. (I can neither confirm nor deny if it is.)
In a weird way, I think the NDA saves us from ourselves. People are already pretty worked up about D&D Next only knowing a few crumbs of information that may even be out-of-date by the time of this writing. Imagine if we could all nitpick every little detail from afar up until the game’s release. It wouldn’t be pretty.
My function as a blogger, as I see it, is to bring gamers together. We do a lot of D&D coverage here at Critical Hits, but a large amount of what we do here is focused around making it easier for people to have a good time. Gaming has been a huge positive force in my life for a very long time, and I want to preserve that. That’s why I took this gig. However, it’s been my experience (especially since starting here) that stirring the pot — just getting people worked up about nothing — frequently does the opposite.
Keep Calm And Carry On
The thing I keep worrying about is that WotC is setting out to unify the editions this time out. They’re going to find out what we want and bring everybody back into the fold. We are an extremely opinionated audience with a very wide variety of tastes that we have a tendency to fight over. What happens if they can’t do this because we won’t let them?
In my mind, there’s a few things we as a community need to do while the next D&D is being developed. We need to play by the rules, and we really need to relax.
Nothing about the new D&D gives me more hope than the fact we’re seeing playtests this early. Stuff people hate will be addressed and fixed long before release, and the things people want have plenty of time to make it in. It gives me the same feeling I get when I’ve had time to really do a project right, saving myself a ton of headaches down the road.
This is an opportunity for us to be heard, so let’s make it count.
Image courtesy: http://www.keepcalm-o-matic.co.uk/
Dwarven SEAL Team Neutralizes Terrorist DM Threat: Film At 11
Yesterday, I returned from four days worth of DDXP 2012. As always, I return with many treasured memories. I got to rub elbows with lots of game designers, bloggers, and other cool people. I got to play some great games and playtest the new D&D. I even had the honor of being Patient Zero for the official con crud of DDXP 2012. The thing I’ll remember most, though, was running a table for the Battle Interactive on Saturday night.
Behind The Screen For Perfect Strangers
As some of you who read my column already know, I’m not big on 4e combat. The decision to run some games at DDXP was born from a strange mixture of wanting to help out and curiosity about what it would be like to run a table full of strangers who weren’t used to my crap. The idea didn’t scare me too bad at first. I couldn’t be worse than some of the judges I’d had at these things, I rationalized. I didn’t realize the idea made me anxious until it was far too late. I was to run my first game on Friday morning, and I was nervous enough about it by that point that I wanted out. I wasn’t about to shirk my duties, though. I familiarized myself with the module I was supposed to run the night before, and I reported to the marshaling area at 8am sharp as ordered.
It was about then one of the staff came around and said they needed another warm body for another table. I quickly volunteered, thinking this meant the table needed another player, and I would be able to get out of running the game. On the way to the table, I asked if I needed to go roll up a character. “No,” the staffer said. “You’re running.” No worse off than before, I smiled and reported to my table. They provided me with a printed copy of the module, but I brought the module up on my laptop anyway so I could see the monster stat blocks. I started to get confused, as the pages weren’t matching up between the paper and digital versions. Suddenly, it hit me.
This was a different module. I’d just volunteered to run a game completely cold.
Recompiling Digital D&D
A common complaint with 4th Edition has been the online tools that go with it. Now that we have a Next Edition coming, WotC gets another shot at getting their cyberducks in a row. The best part is, this time out they’re asking all of us what we want from D&D. Guess what? I want better online tools! Furthermore, I have a few suggestions. WARNING: Some programmer jargon ahead. Proceed with digital caution.
From The Ground Up
One of the most annoying things about 4e’s digital offerings is one that need to get addressed in the new edition immediately before all the decisions get made: the choice of development platform. 4e’s online tools were at first a PC-only application, then went to Microsoft Silverlight — which caused a lot of issues, especially for gamers using Mac or Linux. The programs themselves were far more bloated and slow than they needed to be, and they weren’t particularly stable.
The new D&D needs to choose something light and scalable to create their next-gen digital tools, and they need to keep cross-platform compatibility and various device form factors in mind. PCs and Macs need to be able to use this stuff, and both iOS and Android smartphones and tablets are common now.
With so many devices and possible configurations of machines using these tools, One Frontend To Rule Them All is going to be unwieldy and unpleasant to use. Developing for multiple platforms can be time-consuming and expensive.
One way to address this issue is to develop an extremely robust backend system to serve out data (using XML, JSON, or some similar format) to a series of relatively lightweight frontends designed for each platform. Especially with a system that’s probably going to rely on pulling data from the Internet, it makes a lot more sense to do the heavy lifting server-side instead of replicating similar functionality for each individual client program.
With a good backend system, developers are now free to write platform-specific apps using tools appropriate for that platform. It also means that when the game rules change, it’s much likelier that a program needs to get changed only once (on the backend) and the client apps may never know the difference.
In simpler terms, I want a giant WotC supercomputer in the sky that programs can ask for things over the Internets. It does the math, and sends the results back to the program. That means the apps we use on our smartphones and tablets don’t have to do much aside from knowing how to ask for data and how to process what it gets back, and that means they’re easy (and cheap) to develop.
API IDSPISPOPD IDKFA
As a software developer, it is my natural tendency to want to make things that are fun and useful. Especially in this day of Internets-capable mobile devices that I can have with me at the gaming table, I’m perfectly happy allowing the tiny computer in my pocket to handle lots of math and randomly generate a level-appropriate encounter at my whim. I like the idea of searching for a game mechanic in multiple books at once, cutting down on research time and reducing the Rules Lawyer Filibuster to only the length of time it takes to argue something pointless.
D&D is a very complex beast, and there’s an awful lot of data associated with pretty much everything. To make tools that are really useful, we need that data in a form we can find quickly.
That big WotC sky-computer I was talking about before? It already exists (to a certain extent). Problem is, we have trouble talking to it.
With D&D Insider, WotC made a big giant database full of monsters, abilities, and items (which many of you access today). To their credit, they’ve been really good about keeping this database up to date with all their latest materials. They also provided us with an API (application programming interface) so code-monkeys like me could query their database for stuff using our own programs. Unfortunately, the API was never very well documented, and seems to have been abandoned at some point. This means it’s really hard to make apps to use with 4e, and the data you can retrieve is pretty limited. There have been some cool hacks out there, but (especially in a community as creative as ours) it’s really hamstrung what we have been able to do.
I think a powerful, easy to access backend system is pretty essential to the success of any digital products for the next edition of D&D, both for internal and 3rd party tool development. I hope it’s at the forefront of their digital team’s minds this time around.
Project Hive-Brain
Everybody has their wishlist for the upcoming edition. I have a few bullet points on mine, but only one that I really want to stand up and fight for:
I want WotC to shore up their digital offerings by encouraging the community to fill in the gaps.
Official polished D&D apps created by WotC would be extremely nice. If I can’t have that, I want WotC to let us ENCOURAGE us to make them.
Ideally, I’d like to see WotC showcasing popular D&D apps — even buying out/sponsoring/giving its blessing to/unofficially adopting really good ones that provide for its customers’ needs. It would spur a lot of development and raise the morale of the community, and in return their game could now do things it couldn’t before. If WotC needs them to a particular specification in order to get the Official D&D Stamp Of Approval, my guess is a lot of developers would comply.
It’d be great if we, as 3rd party developers, could work more closely with WotC on our projects. I don’t know what form this would take. It might mean giving us access to speak with their IT team, or designating someone (either in-house or from the community) to act as a developer liaison. This isn’t one of those projects where you can determine everything everyone will need at the start. Things will change, and being able to relay these changes to someone who can make it happen is a huge boon to our community. Whatever happens, better communication would be a really welcome thing and would smooth out a lot of problems.
Allowing 3rd party development to flourish means that the reasons we don’t have good digital D&D tools no longer include WotC having insufficient staff, time, or budget to make them. Our hobby has a stereotype for a reason. The sheer amount of computer science in our community is staggering. Let’s put it to good use.
End Of Line
I find it amusing that the R&D team keeps talking about the new D&D as a core system that you can attach modules to so you can play they game you want to play and it’ll all work together.
That’s basically what I’m proposing with this whole big backend/little client idea. I’m sure everyone would accept the idea based on nothing but how accurate the analogy is, but I do really think it’s a good idea (and a commonly used practice). It is, though, just one idea and I’m certain there are those who will disagree with me. If you do disagree, or if you have some other ideas, let’s hear them.
At the end of the day, I just want WotC to make sure their digital offerings help them to make D&D Next the game everybody wants to play, rather than being annoying. With so many potential play styles and other factors in play, having something that can do the work for us is going to be necessary.
TL;DR beep beep boop 110011010011
Everybody Kill Each Other
I recently started playing Star Wars: The Old Republic. Those familiar with BioWare’s other games in the last 5 years or so are no doubt used to their conversation system, in which sometimes “good” and “bad” choices can be made. There are in-game effects for these choices, in addition to simply making the NPC you are talking to angry or happy. In the KOTOR and Mass Effect series, you get what are effectively light side/dark side points. In the Dragon Age series, your companions’ loyalty to you is affected by whether they approve of what you do. The Old Republic uses both of these systems, and is differs from BioWare’s other games in that (in group settings) there are multiple people who may make diametrically opposed choices. It settles this at random, and the outcome it chooses is “canon” to your adventure (but you get points/loyalty based on your choice, not the one the computer picked).
And that, my friends, is how I jettisoned an engineer and his crew into space against my will, and subsequently got chewed out by his friend that had served with them for a decade. This is why you shouldn’t adventure with evil people with doilies over their eyes. This is also, purely by coincidence, why I am going to talk about intraparty combat.
Usually It Sucks
I have tried my best, but I cannot think of any instance in which I have had party members fight with each other and had a good time. Admittedly, I have experienced a couple fights between party members that we all look back on and laugh, but in the moment tempers were flaring and uncouth words were being used.
My least favorite of these are usually the “you did something evil, and I am sworn to fight evil, so now I have to fight you!” lawful stupid battles. Over the years, there have been several occasions in which I have wanted to pour chloroform into a dicebag and hold it over a player’s mouth for this. [Read the rest of this article]
Vanir’s New Year’s Gaming Resolutions (2012 Edition)
It’s that special time of year again. You know, the one where you run out of times of the year. This year was a significant improvement for me in a lot of ways. I got laid off from a horrible job, and almost immediately got a really good job. I got a gaming group together. I’ve had a lot of new, awesome experiences this year, and my gaming life is much improved. That being said, here’s what I plan to do this year.
Playing With My Boy!!!!!
My son is old enough to play board games now, and many of his Christmas presents this year are ones his parents get to play with him. I couldn’t be happier. I’m going to enjoy this for as many years as I can, this one included. With any luck, I won’t ever have to stop!!!!
It also doesn’t hurt that this is going to get my wife playing some games too. I’m certainly not going to pass that up. I always loved playing board games as a family when I was a kid. I suspect I will like it now also.
More Small Systems
Phil and Dave have been encouraging me to try out some non-D&D RPG systems for some time now, and this fall I got to do just that at DC Gameday. I tried out Microscope, Fiasco, and a couple variants on the Cortex+ system. 4e and I have had some issues for a while, so it was pretty reinvigorating to see some other approaches to both roleplay and combat.
This year, I have a hitlist of games to try, in no particular order:
- Lady Blackbird
- Pathfinder (I just wanna see if it really does feel like 3.75, because I loved 3.5 so)
- Leverage
- Dresden Files RPG
- Don’t Rest Your Head
- LOTS OF OTHERS
Prep Prep Preppity Prep Prep
I had more than a couple days this year where I asked the group if board games would be OK instead of D&D. Sometimes it was just that I was fried and didn’t feel like anybody was going to have a good time if I ran the game, but there was a lot of procrastination in the guise of “writer’s block” that found me the morning of game night (game morning?) without the vaguest idea of what to run the party through.
I realize it’s probably not a good idea to plan the story out too far in advance (as the players frequently have other ideas), but having some combat encounters prepared might not hurt. Having NPC’s with basic talking points, motivations, and other important info written down for when one of my players manages to catch me off guard is another place I intend to do some work. I’ve also seen some excellent suggestions from our readers on coming up with a battle plan for monsters so as to make better use of their powers, which will hopefully ease my “the players kill everything I throw at them with ease” problem.
Get More Experience Behind The DM Screen
I’ve had the good fortune to run a fairly regular game every other week for almost a year now, but I still frequently feel like a complete novice. Admittedly, I have a group packed to the brim with wildly creative players with an uncanny knack for finding something that causes me to rethink everything on the fly. I love playing with them this much, but I do occasionally feel like I’m DMing in 10x gravity. We’ve all been together long enough that they know how I run the game, and I am starting to get a sense for what form the Destructor will take (even if I can’t stop it). My players endured a lot of my strange experiments and indulgences over the past year. This year, I want to take these experiences and start making adventures that are fun for them to play and fun for me to run.
I’d also like to try my hand at running some convention games this year. I’ve been in karate since I was a teenager, and in my mind this feels like a tournament: nothing shows you where you need work the most like putting yourself in a situation where you need to use your skills against complete strangers. Hopefully, this time, failure doesn’t equal a boot to the head. There’s also that bit where I get to meet and have fun with new people and support the conventions I love to attend each year. Admittedly, I am pretty nervous about running con games. However, I think back to some of the really terrible ones I’ve had over the years, and I’m pretty sure I can’t possibly be that bad. I hope.
Surround Myself With Inspiration
One of the worst feelings as a blogger or a DM is to scan your internal database for ideas and find none. Usually all it takes is just to see a cool idea I can build upon or to talk to someone and I can go from there, but getting that initial spark going is painful sometimes.
Simply put, I’m going to read a ton of books. I’m going to catch up on all the movies and TV shows that I’ve been “meaning to get to”. I’m going to try to get more involved in the RPG bloggers’ community, and throw my hand into creating and building cool things. If it’s anything like writing, there’s a great deal of inertia involved. I’d like to move forward, and always have some ideas in the chamber.
Confidence!
Ultimately, I do have an ulterior motive behind wanting to do most of the above — I want to be able to relax and have fun behind the screen. I want to be able to sell my NPCs and hook my players into my story. I want to run combat and not worry about if I’m screwing something up. I want everybody at the table, including me, to be excited about what’s going on.
I’ve noticed it’s hard to do any of these things when you’re self-conscious about everything you’re doing.I want to settle into this role so this sort of thing can live in the back of my mind instead of the front.
Remember The Point
It is awful easy to get embroiled in trying new games and organizing things and learning other things, completely forgetting why you do any of this. I want, this year, to remember why I play with others — I want to spend time with them. I want to bond with them and share awesome experiences with them. I want to have fun with them. This goes for my son, my wife, my gaming group, my Internets friends from the Bloggerlands — everyone.
This realization was one of the best parts of this year for me.
Hope everybody has a safe and happy new year, and I’ll see you all when the calendar looks different.
Photo Credit
The Island Of Misfit Christmas Article Ideas
It was my intention to write a funny Christmas article this week. It didn’t turn out so well.
The Ed-In-A-Box
‘Twas the night before Christmas, and all through the Realms
Not a creature was stirring, not even Ed Helms*
…
The dicebags were hung by the chimney with care
In hopes that Ed Greenwood soon would be there.
…
On, Mystra! On, Pelor! On, Oghma! On, Tempus!
On, Telos! On, Orcus! On, Selûne! On,Vecna!
* yes, this was my first clue something was amiss
At some point, the magical Christmas safeties were triggered, and my hands refused to type any more for the good of all mankind. [Read the rest of this article]






