Fighters & Flapjacks
If you ask me what my favorite D&D classes are, it’s hard to pick one. My tastes range from the mildly offbeat (Psions/Psionicists, Bards), the specific (Paladins but only if I don’t have to deal with a damn horse), the edition-specific (2e Wild Mages and 4e Ninjas), and exactly one true classic: the Fighter.
However, I’ve been playing RPGs a long time now. I’m quite experienced at playing RPGs and games of all types. This is why I react poorly to statements implying that the D&D fighter should be the class that you give the new player, because they’re so simple. I don’t necessarily want a class that’s overly complicated (and we all know a few of those out there in D&D history) but I do want one that gives me plenty of decisions to make inherent in the class itself. I want to think like a Fighter, choosing what move (and maybe, what weapon) is most appropriate to the situation. I want to think like Batman in Dark Knight Returns and (paraphrasing) “There’s 9 different sword strikes from this position. 5 of them kill. 4 of them paralyze for life. The last one… hurts.”
Why is this? I point to what I want in D&D classes as a happy marriage between concept and mechanics. The Fighter- the tough, armored guy that uses weapons to fight monsters- is one that appeals to me for whatever reason. (Possibly because Con is my dump stat in real life.) The concept is awesome and there’s many, many examples of it out there in heroic fiction. Mechanics help reinforce that concept, but also serve with how I interface with the “game” portion of RPG, in giving me interesting decisions to make, and a specific outlet for creativity interpreted through those mechanics. (Slight digression: I think D&D needs better mechanics for improvised weapons and using stuff from your environment. There have certainly been rules and classes that attempt this, but it’s never quite clicked for me, and I think that could help some characters a lot, as well as having the side effect of powering cool descriptive background stuff from the DM and making the situation overall more dynamic.) [Read the rest of this article]
The Statistical Truth* About Gender And Racial Stat Modifiers
There has been a lot of controversy on these here Internets as of late about a Legends & Lore article that talked about things people wanted included in D&D Next. Specifically, a significant ruckus occurred in the direction of stat modifiers for gender and race. Wizards quickly quelled the hellstorm, and wisely revising their poll so as not to include silly things like THAC0 and sexism. Though the results of that first poll are now gone due to “technical issues”, there were still 330 or so people recorded as of yesterday afternoon that wanted gender and race stat modifiers included in D&D Next.
I’ve seen plenty of arguments as to why these rules are included.
These rules are more realistic, some would say. Women aren’t as strong as men. EVER. The prospect of a woman having 18 — much less 18(00)! — strength is just patently absurd. Plus, it’s a proven fact that women burst into flames when they don Gauntlets of Ogre Power. They’re not called Gauntlets of Woman Power, obviously. Dwarves never get sick. Elves are clearly more dextrous, because TREES. (Except for those new elves that jump in and out of the prime material plane when they’re not dreaming. They just get like, extra rewards points on their Visa cards.)
I hate to break it to these 330 people, but they are all wrong. Every last one of them. Not for some tree-hugging moral reason. Oh, no.
Because it’s simply not true.
Public Records Don’t Lie
There’s a factor in play here unknown to most: the Forgotten Realms keeps detailed census data on all humanoid creatures (and several adjacent planes of existence, otherwise the Visa Elves wouldn’t get counted).
To be completely fair, the stat-modifier apologists are right — if this was 1972. This data was accurate at the time of the first publication of Dungeons & Dragons. However, this was forty years ago — which, as any scientist will tell you, is long enough for evolution to muck about with pretty much everything. Just look at the ancient peoples of our own 1970′s. Primitives.
Humans are now the least populous race in the Forgotten Realms, comprising only 6% of the population. However, their curious nature combined with their propensity to attempt to mate with anything that appears to be alive, has caused a massive upsurge in the number of Half-Orcs and Half-Halflings in the Realms, clocking in at 14% and 18% respectively. Census data shows that the average STR score for Half-Orcs is 17, and their CHA has raised significantly due to better government-funded access to charm school education.
Half-Halflings, sometimes known as Tall Short Hairy-Men, have an enormous average INT score of 31 and are known for their use of powerful magics. However, they are also known for making their homes in large barrels filled with brine and pickles, leaving their bodies as they astrally project for their entire lifespan. To date, nobody has figured out how they mate, but both the barrel and pickle industries in the Realms have enjoyed constant growth for the last several decades.
Pure-blooded Elves and Dwarves in the Realms are much more scarce than they used to be. This is primarily because, in 1987, a genetic predisposition toward epic-level hay fever spread through the elven populations of the world. The elves fled en masse underground, where there was war until the mid 90′s with the dwarves. Nobody knows for sure what happened, but in 2001, colonies of lanky, bulbous, aloof, cantankerous, rebellious teenage Elf-Dwarves started to emerge from the Underdark. Census data at the time reported an average CHA score of 5. It was thought that this number might rise as the teens grew out of their awkward phase, but the most current census data reports that sadly, CHA seems to be the dump-stat of the Elf-Dwarf.
On the topic of gender, The census data on males is largely unchanged. The average male STR score is still 18, as it has been for decades, but 60% of the male population now has a seduce ability. However, the average modern woman in the Forgotten Realms, according to current census data, has a 24 STR score, 4.8 children, and can breathe acid.
* It’s an election year.
Photo Credit
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/
Exploring D&D at DDXP
With the D&D Experience (DDXP) and the first public play of the new D&D rapidly fading away in the rear-view mirror, I have reams of topics I want to discuss. And, of course, 99% of them are in one way or another protected by the NDA that all participants signed. The open playtest announced by Wizards of the Coast is on the horizon though, and then informed discussion is going to pick up dramatically. Until then, there are still aspects of D&D that we can still explore with an eye toward the future.
What I learned—listening to the seminars, playing and DMing, and just sitting and talking with all sorts of people—is that for me the best part of gaming (and the best part of life) is the exploration. During one of the seminars, the D&D Next design team talked about the three pillars of the game: combat, roleplaying, and exploration. I had been thinking about the game in similar terms since the new iteration of D&D was announced, but I never broke it down into that precise configuration. When I started thinking about it in those terms, I realized what I had missed most from my D&D play experience since Second Edition: exploration. But it wasn’t really just about a single form of exploration: the one most commonly associated with the phrase “exploration” is when the players delve into a strange dungeon and draw a map as they go. But there are countless forms of exploration in the game, and the sense of wonder that each form of exploration provides can build a multi-layered experience, taking a roleplaying game from good to great. But I will come back to exploration later.
A Little Bit of DDXP
Some parts of the D&D Experience I can talk about. The most important and exciting of those topics is not necessarily the game itself, but the gamers. I know I’ve probably said this before, but I am nothing if not redundant: I love gamers. Sure, some of us are tools—or can exhibit tool-itude when certain events align, like when we are conscious and in front of a keyboard. But for the most part, everyone I played with was in the “non-tool gamer” category. Everyone was excited to talk about the new rules and the feel of the game during the D&D sessions, but everyone also rolled some dice, acted a little goofy, and contributed to a fun story experience for everyone else at the table. When managed properly by the DM, each player’s exploration of the game and his/her own character’s exploration of the game world adds to the story and the fun.
The convention and the exploration started for me before I even arrived at DDXP, as I shared the six-hour ride from my place to Fort Wayne with fellow Critical-Hitter Phil “ChattyDM” Ménard. I had met him only once, at this past GenCon for a total of 90 seconds. Within an hour we were in tears of laughter, sharing thoughts and ideas about game design, life, and the joys of a single store that can offer the best of America: pepper spray, stun guns, and sugar-free fudge. (The difference among the three? Stun guns don’t leave you retching and gagging while it incapacitates you!) Also, from this moment forward the “orc and pie” trope shall be known in my games as the “orc and wedding cake.”
After a fun first game of 4e D&D in the Ashes of Athas campaign with my fellow members of the Ravenous Halfling Horde (“Halflings always tell the truth because their bodies are too small to contain lies”), it was exploring all of the editions of D&D all the time.
A Great Deal of Exploration
Based on my experiences with previous editions, I wanted to look at how exploration has been a part of the game throughout its history. At DDXP I made a point to ask people about their experiences with the versions of D&D that they have played, and how they interacted with the rules in their games. Talking to people who played before the release of Third Edition (and especially those who played AD&D and those various editions that preceded it or ran parallel to it), a common thread ran throughout their experiences. They admitted happily that they really didn’t know or understand the rules when they first started playing, but that didn’t stop them or their groups from having vast amounts of fun. Even those who did strive for a full understanding of the rules confessed to changing or ignoring large parts of the rules sets. These changes were generally done by consensus between the DM and the players, striving to make the game more appropriate to the wishes of all involved.
This, I realized, is really an exploration. It is an exploration of not just the rules, but more importantly an exploration of the relationship between the DM and players, and a mutual pact to address the goals and desires of each party. At times this exploration leads to the premature end of a game or campaign, and the lack of a well-developed and balanced rules set in those early editions contributed to the problem. But paradoxically, the need to “fix” certain rules encouraged communication, which helped the parties in this game of storytelling form a stronger bond.
Other types of exploration are important to the game. Most campaigns I have run over the years began on a mostly blank map of a home-brewed game world. The characters start in a rather small and isolated part of the world, and the best they have is rumors of other nations, second-hand information on what the capital city is like, a fleeting memory of the one time the princess of their kingdom took a tour of their small town, etc. Their adventures see them exploring not just dark groves and dangerous caves, but the world at large. Like a dungeon map, the world map is expanded only as the PCs move upon it. This is exploration of the game world, and it spurs the characters to succeed in their current location, with the hopes of getting a chance to succeed at the next one. I have never enjoyed much, as a player or a DM, knowing everything about the game world from the start of the campaign. I want the map to expand at the same speed as the story. The exploration of the world becomes part of the game.
I’ve always felt the same way about a different form of exploration: the exploration of the rules. Some knowledge of the rules that are coming is obviously unavoidable and sometimes important. However, even during Third and Fourth Edition, I wanted my character to change and grow with the story. I didn’t want to know the exact path my character would take from level 1 through level 20, pre-selecting each feat or skill or power choice. I understand that some people like this, and I do not begrudge them that desire. In essence, that is their own form of exploration, and while it focuses on a different part of the game, it is still a part of the game for them.
A Game with No Limits
In every edition I have ever played, my favorite phrase as a DM is “don’t look at your sheet, but tell me what you want your character to do.” For players who only took part in later editions, that is sometimes a very difficult concept to wrap one’s mind around. The more detailed and codified the rules become, the greater tunnel-vision one might get on the character sheet or on the battlemat. Clinging to the letter of the rules code is totally understandable, especially if one is punished by a DM (or yelled at by other players) for not doing so. I have had to bite my tongue (not easy for me at times) when a new player wanted to do something cool like have his fighter roll a barrel at oncoming foes, only to be told dismissively by the DM or other players, “Just take a regular attack with your javelin. It’s right there on your sheet.” What a moment of potential exploration lost!
Exploring the interaction with the environment, exploring how the rules cover certain situations, and exploring a fun, imaginative solution to a problem should never be dismissed so easily. Even if the solution is ridiculous or wrong-headed, there is the potential for a good DM and willing players to discuss the situation and form an imaginative and relevant consequence. What separates a good RPG from a board game is the ability to do anything, even things not written in the rules (or on character sheets).
Somewhere between the exploration of rules and the exploration of the game world is a middle ground where, for me, the crux of the game lies. When I play, I try to keep my focus (and my mind’s eye) squarely on the exploration of what my character’s life and experiences are like—put most simply, it is an exploration of an adventurer’s life. This is what each edition seems to have moved further away from, until it is almost hand-waved. I understand that some people do not want to deal with the minutiae of tracking every copper piece and every bolt shot from a crossbow. I respect that. But I also want a game where interaction with the environment is important, whether that environment be a monster-filled dungeon or a town full of merchants. I want to avoid using the term “simulationist,” because I do not want rules that attempt to simulate how every single element of the game world works. But I want the game to simulate how my fantasy character lives her life.
Where From Here?
When asked what my favorite D&D editions were, I answered AD&D (First Edition) and Fourth Edition. I like the way the former encouraged the forms of exploration that entertained and challenged me. And I like the way the latter expanded the utility of the classes, so that none were necessarily pigeon-holed as only effective in combat or only effective in certain situations outside of combat. If the new D&D is going to meet the goals of the designers and the wishes of the players, it is going to have to support both the very freeform game where the game takes place in the players’ minds as much as on the gaming table and the character sheets. It is also going to have to appeal to those who wish only to explore feat trees, power cards, and five-foot squares. I think the design team knows this. I believe they are working in the right direction.
The D&D fans who anxiously wait for the open playtest also have to understand that we are in the first step of a very long and complicated process. To make a judgment on D&D at this point is like saying a cake’s frosting is horrible when there is only eggs and flour in a bowl—and those eggs might not even be eggs. What the design team is currently trying to determine is how to make the flour, the base of the cake. We are all going to get our chance to taste the cake batter, and the flavorings, and the icing, and the toppings. We will get there. Keep it in perspective. Keep talking about what you like in a cake, because in the end we are going to be making the various recipes that the designers must work toward.
Review: “Alloy of Law”
Previously I’ve talked about my previous novel attempts, difficult revisions and cutting, actually getting work done, and reviewed Low Town.
Background
After his excellent Mistborn trilogy and being tapped to finish The Wheel of Time. Brandon Sanderson has risen swiftly through the ranks of fantasy authors. Personally, Mistborn is my favorite series of all time. When I found out that a new novel set in the same universe was coming out, I was excited. The magic in the world revolves around using metals to have significant, but limited, magical effects. Whereas the first novel took place in a fantasy dystopia with apocalyptic rumblings, this novels problems are decidedly more limited in scope.
Setting
With the same magic system firmly in place, Sanderson moves out of medieval stasis into a Wild West/ Industrial Revolution era in a novel that smartly extrapolates a world’s progression even if it fails to capture the grand scope of the original. Alloy of Law starts in the Wild West (called the Roughs), but spends most of the time in a bustling metropolis. Although Sanderson’s new characters lack the variety of powers found in the first trilogy, he uses his magic system adroitly to come up with formidable (and interesting) twists on what existed in his original Mistborn trilogy. Coupled with very cool newsprint/dime store inserts between some chapters, the setting is one that easy to enjoy. [Read the rest of this article]
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.
Pain of Publication: Book Review of “Low Town”
Previously I’ve talked about my previous novel attempts, difficult revisions and cutting, and actually getting work done. Whereas I normally review books in a vacuum, this time I am reviewing a book and weaving some lessons learned into my own Pain of Publication series.
Low Town is the debut novel of fellow Dickinson alumni, Daniel Polansky. Mr. Polansky knew many of the same people I did in college, but even in a small liberal arts school like Dickinson our paths never crossed. It’s a damn shame because Low Town is a rollicking mash up of two great genres: noir and fantasy. The author skillfully weaves a first person narrative in a way that vibrantly develops the setting into a living, breathing, festering, and foul supporting character unto itself.
Setting
The book is named after the impoverished underbelly of the Imperial Capital and the vast majority of the action takes place in this fetid urban sprawl. The book follows a man simply known as The Warden: an independent drug dealer with a wonderfully checkered past. He ends up caught in a tangled web of child murders where his own conscience and the machinations of others forces him into solving one last mystery. Although we only see things through the eyes of The Warden, we get a good feel for the supporting cast and an incredible appreciation for the misery that is Low Town. The author pulls no punches depicting graphic violence and frequent drug use. There is a sense of history to the world, but the author walks the tight rope of unfurling the past slowly and only inasmuch as it bears an impact on the story of The Warden. Proper nouns and slang give Low Town its own feel without impairing the readability of the novel. However, only three or four characters besides The Warden manage to stick out. This did not bother me though, as the same word count that often goes into character development was instead packaged as setting development. Low Town was great, but if you like your fantasy noble then stay out of Low Town. [Read the rest of this article]
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
The Road Not Taken: Alternative Directions For A Post 4e D&D
By now, the news is out that a new edition of D&D is on its way. While I’m looking forward to further playtesting on this new edition, I’m not quite ready to leave 4e behind completely. There’s still at least one more campaign I’d like to run using it.
Of course, as a game designer, I can’t help but still tinker with some of the pieces. I’ve done it before with the game, and have thought about further hacks. In the context of a new edition, there are any number of ways that an edition after 4th edition could go, while still building on the foundation of the game. While the publicly available info on the game seems to suggest that the new version will be different, hewing to ideas created in pre-4e editions, I have a few ideas for how a closer to 4e new edition could have gone. Here’s a few ideas for the D&D hackers out there. [Read the rest of this article]




