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.
Initial Impressions of the New D&D
30 Second Summary
Though we know little about the final game, the foundations of the new D&D are solid. The focus on ability scores, flatter power progression, and faster gameplay give freedom to both players and dungeon masters. The refined nature of the game puts a focus on the imagination of the players and the story being told by the group. This early it’s hard to see what the final game will look like. Major components like advanced character creation, tactical combat, and high-level play are still deep in development. If groups have as much fun as the five in which I played, however, we have a good system on the horizon.
A Focus On Impressions, Not A Complete Picture
This writeup won’t cover all of the information available on the new D&D. Many write-ups, transcripts, and recordings of the seminars hosted by Wizards of the Coast at the Dungeons and Dragons Experience can be found at Enworld’s D&D Next page. If you want a greater view of the total of D&D, that’s the place to go.
In this article I’m going to talk about the four areas of D&D that left the biggest impression on me. Let’s start with attributes. [Read the rest of this article]
Cure Selfish Wounds
Today’s D&D Next post at the Wizards site by Bruce Cordell is titled Time to Heal and discusses the role of the Cleric class and how it relates to healing through the life span of Dungeons & Dragons. There’s a nice little recap of how healing and the Cleric class have both worked in previous editions, and then there is a poll asking how people prefer the mechanics to be handled. Reading about how healing worked in previous editions brought forward some experiences that I am dying to share with you.
After the announcement of 4th Edition D&D, Dave decided he wanted to run a finale 3rd Edition (3.x in actuality) campaign to send the edition off in style. Gathering a group of players mostly from around where I live, Dave kindly traveled a decent distance to plan and run the game for us. One of the first things that happened amongst the players during character creation is that a friend of ours called playing the cleric. This wasn’t too surprising if you know anything about the cleric class in 3rd edition and how overpowered it can become, but even this early in the process I had a small suspicion that healing would be an issue for this party. As such, and inspired by an excellent character in the Wheel of Time novels I was reading, I decided to give a serious try to playing a Bard character for the first time. This allowed me to play a character type that I wanted to play while still having access to healing spells if the need arose.
Dawn of the Selfish Cleric
Before I get too far into this, let me say that I do not hold any grudges against this player (he is a regular in my current ongoing game) and he was never elusive or deceptive about the type of character he was playing. With that out of the way, I will say that there was quite a bit of tension in this party based on the fact that we were adventuring with a cleric that did not seem to know how to heal. Ever. Having chosen his domains in the direction of war, death, and destruction, this cleric instead become potentially the most powerful and dangerous member of our party through the entire course of the game. [Read the rest of this article]
Our D&D Greatest Hits: Advanced Dungeons & Dragons 2nd Edition
Last week, Chatty DM told you about his experiences in AD&D (aka “First Edition”) as the edition that he started in. Many of us founding members of Critical Hits got our start in RPGs a bit later in the same game group playing AD&D 2nd edition. Now, that game group has expanded, split, mutated, split again, expanded, and changed a lot since then. However, we all still have some fond memories of those early days.
Like in Phil’s experience, we didn’t necessarily know the real rules (or particularly care). Some of the game play issues that would later come to bug us would be several campaigns down the road before they really became impediments to play. We played with a DM that liked to use 4d6 in order drop lowest, leading to playing fighters with 13th strength and paladins with 4 intelligence.
It was also the system that I would first run campaigns in. First, my utter failure of a campaign that mashed-up the video game Doom and D&D, or my much more successful followup that featured such unique NPCs as Lord Dort Invader, his Twelve Penetrators, and Gigantor the Great Big Robot.
From these memories of our early days, we’ve assembled a few of us who were in those games together to pinpoint what made those days of D&D so great. [Read the rest of this article]
Game Design and Openness
Hey there. My name’s Tracy, better known to some as Rolling20s. I spend a lot of time writing and talking about RPGs, and am very happy to have a chance to do so here on Critical Hits. My biggest project right now is my own personal game development, happening over at Sand & Steam. I’m a proponent of open game design, and the recent announcement of the new edition of D&D is a perfect reason to talk about such a topic.
How Did I Get Here?
I never thought of myself as a game designer until very recently. In fact, I only started working on my projects at Sand & Steam in June of 2011. I had always run campaigns and games for my friends, or more recently, at conventions. I never really thought that I made much of anything though, as my sessions were always highly improvisational. That changed when I ran a session for some folks over Skype. I wanted to introduce a friend to Pathfinder, and I came up with the idea for a ship voyage, one with gremlins on board. The destination was a port at the southern end of a vast desert.
As we played, my mind was chewing on the whys of such a trip. Why would people go to a port like that? Why would a port exist in the lone habitable spot between ocean and desert? The answer came in the form of a black-metal city, in the middle of the desert. Full of magical power and run by a cadre of evil mages. Kage was born, my metal, desert city. As the idea became more fully formed, I thought “Hey, this is cool. I need to do something with this.” Thus was born Sand & Steam. I had reached a point of enough self-confidence to try actually making something. The thing was, I knew that I couldn’t do it alone. [Read the rest of this article]
Why I Oppose PIPA and SOPA
I realize at this point I’m by and large preaching to the choir here. Wikipedia and Google are much more likely to be people who have not yet spoken out against these two bills designed to stem internet piracy but that are likely to have wider ranging, dangerous consequences. If you’d like more information, many sites are providing it today, but I really like this point by point breakdown with examples.
However, I do want to speak briefly about why I think it’s important. You see, the house I grew up in was paid for by my dad writing books. If he were still around and writing, he’d probably be concerned about piracy in the book biz too, as well as ebook trends and everything else. It’s entirely possible that piracy could be affecting my livelihood if the last 10 years had gone differently.
In the world we do live in, my day job involves posting on the internet, and obviously that’s what this website is. The house I live in now is financed by the internet. If someone were to tell me suddenly: you can’t use the internet, I’d be in trouble. [Read the rest of this article]
Where D&D is Heading; or, How the Internet Changed a Game
Most people with a strong interest in D&D were not surprised by the recent announcement that Wizards of the Coast is in the process of creating and playtesting the next iteration of the game. The signs of its arrival were pretty clear if you knew where to look: the split in the player base, the design tenets of the most recent Wizards’ publications, the staffing changes at Wizards, the contents of various articles on the Wizards’ website, and many other clues hinted at a large-scale project in the offing.
Although the announcement was made just a few short days ago, speculation, discussion, analysis, and predictions are running rampant in every corner of the RPG world in anticipating of the D&D Experience convention, where the first public playtests will be held. As one would expect, the chatter runs the gamut from the typical Wizards-bashing on one end to outright giddiness on the other. As a freelancer who has done a bit of work for Wizards over the past few years, my natural inclination is to the side of giddiness. I have both a sentimental attachment and a professional interest that strongly hopes Wizards succeeds spectacularly. Indeed, I will continue to work to my best ability to make sure that happens in any of my projects.
However, there is the part of me that has been playing and enjoying D&D for three decades. That part of me must also look at the hobby, the business, and the game objectively. This new version of the game will be the one that my daughter will play during the same time of her life when I started playing, when all those amazing hours of fun and shared storytelling helped make me the person I am. I want the game to be fun and challenging and smart and encouraging imagination. I want that for her, and for me, and for players everywhere.
Long Ago and Far Away
The goals of the new design team are simply expressed but will be incredibly difficult to fulfill: bring all of the best parts of previous editions into a new iteration that players with different desires can play together. Cynics scoff at this as an impossible task, and they might right. That’s OK. I think that it is a goal worth pursuing, even if the final results fall short of it. You cannot even approach the goal if you don’t try.
The first step in meeting that goal is recognizing the evolution of the game. I know that many of the members of the design team have been playing older editions of the game to remind themselves, with first-hand experience, what those games were like. I have not had the chance to play the games, but I have gone through my old books (conveniently timed thanks to some house remodeling) to refresh my memory about what the rules of the game once were, and how my groups used those rules.
Rather than a point-by-point, edition-by-edition rundown of where the game has been, I must summarize. I owe my sanity that. The next months and years that the new iteration will be in design will see enough evaluation of older games to keep one busy reading. Some very smart people have already started.
What I will try to look at are what I see as the general trends rather than specific rules. (Some of these trends I have brought up in past articles in different contexts, so if I repeat myself much I apologize. Just consider it practice for when I will start embarrassing my family. More than I already do.) AD&D (sometimes called First Edition) was a mess of a rules set, in terms of mechanics of a game—and yet it was probably the most fun I’ve ever had gaming. I’m sure some of this is nostalgia, but not all of it is. I’m sure some of this is the newness of the game and the genre, but not all of it is. Looking back at that edition from the perspective of a designer and through the lens of countless RPGs, the game just excelled at getting to the stories. It might be because the game “borrowed” from so many great works of fiction that you couldn’t help be in a story as you played. Part of it had to be because there were so few choices that a character could make in terms of game elements that all of the decisions were made in the game.
I do strongly believe that a large part, and perhaps the largest part, of the games draw was that each group that played had to basically design their own game. Like I said, the rules were quite interesting, in that Chinese proverb sort of way. Those who are very generous say that the rules were written as they were because they were guidelines. Well, I can tell you that they became guidelines pretty quickly regardless of the intent, because most of them were house-ruled into something completely different. And I don’t mean “Little House on the Prairie” house-ruled. I mean “200,000-square-foot mansion” house-ruled. The game was great because it was a game that the group created as much as the published rules did.
In this game, the DM was in control. There was no question about it. Sure, different DMs ran things differently and player input was usually welcomed, but the only rule of the game was that the DM made the rules. Players who have grown up with discussion boards and errata and computer games might shudder at this, but not only was it not scary or dictatorial, it was liberating. Yes, the DM was in charge of the story, but, when done right, so were the players. For groups that got along and understood how they wanted the game to play, it was Zen-like: the more you let go of the control, the more control of the story you had.
The Connection Is Made
Another thing to remember, as it will become important later, is that there was no significant inter-connectedness like there is today with our Facebooks and Twitters and infinite niche forums. A few small conventions and periodicals (we had this stuff called paper back then) were the main places for cross-pollination of ideas. For the most part, people were playing and not really worrying about how other people were playing. A “character optimization board” was the piece of wood the DM hit you with when you thought your PC was so cool and invincible. Min-maxing was finding a way to flick your wrist just right so that your wizard PC got 4 hit points when he leveled instead of just 1.
When Second Edition D&D was released, I didn’t notice much of a change in the game. A few more options were offered to the PCs, giving the player a few more decisions to make. It seemed like a little power was taken away from the DMs and given to the players, but all of my groups soldiered on with little thought. We ignored a lot of the extra material that was released at the end of the 1990s, and just continued our happy campaigns with all our favorite house-rules and quirks.
Third Edition turned everything on its ear. This was both good and bad. It became a much better game in terms of rule mechanics. Elements of the game that were convoluted and seemingly mystical became as easy as beginning algebra. We all know that huge weight that was lifted when THAC0 went away. Players now longer had to worry or wonder about what a DM might do to make things rough for them regarding how something worked, because there seemed to be a rule for everything.
And then there were the character rules. All of the character options, the multiclassing freedoms, the customization through feats: it was a player’s dream. And for all that, it was also a DM’s nightmare. Whereas everything in the first two editions seemed to focus on exploration and story, everything in this edition seemed to focus on the rules. Opening a door became a rule. And the rule was written down. The rules became a tool of the player and a burden to the DM. This edition of the game was the first that I voluntarily stopped playing because I was just burned out. And what made it worse for me was the discussion of the rules. It was bad enough that the players were pulling out 4 different books to try to argue a miniscule point. But now they could pull out their laptops and show 45 other people all pulling out their own books and argue the same points.
Fourth Edition came just in time. I was seconds away from taking up a less frustrating pastime like demolitions or shark baiting. This edition began to return some of the power to the DM. Not a lot, but a little. Most of the power was returned by streamlining rules to get them out of the way so the story could come back into focus. And some of the player rules were streamlined as well. Those of us who had DMed and played in the earliest editions could see the old “exploration and story” light at the end of the tunnel. But things were still a little off. That light was blocked a bit by a strong focus on “encounters” which emphasized the same grid-and-movement mindset that 3e introduced. The feeling of “campaign” that the earliest editions encouraged was still a bit hazy, especially for those who only played 3e and 4e.
Old Arguments, New Technologies
And the Internet is still there. It gives us the beauty of communication, but we use it to clamor for errata and clarification and justification and perfection. We have a tool for sharing stories like no other, and we use it to nitpick and gripe and limit our imaginations rather than free them. I am as guilty as anyone in this, perhaps moreso. I have striven to make campaigns that embrace the ugly perfection of rules over the beauty chaos of a story shared. And in my foolishness, I would probably make the same mistakes again.
Having said all this, I need to make it clear that this is just my severely biased opinion, and it is a bunch of opinions that have been simplified and distilled down to an essence that does not capture my whole experience. I have loved D&D since even before they added the “A” at the beginning. Even at its most frustrating, I would still take a game of any edition of D&D over just about any other hobby to share with a group of friends (or in some cases, strangers). There is still more story in even the most tactical game of D&D than there is in all reality TV put together. Unless “Celebrity Housekeepers of Waterdeep” is on some network’s spring schedule.
So, as I sit with everyone else and wait to see the first draft of the rules that we will all get to playtest, I have much hope for what the game can become. I would love to see the streamlined balance of 4e, the players’ ability to create a truly unique character of 3e, but the power for the DM to bring about an inspiring and fun story that was enjoyed most in those earliest versions of the game. It may not happen, but count me as one of those cheering that we are all going to get a chance to make it happen together.
New Edition of “Dungeons & Dragons” Announced
This morning, in the New York Times, and followed up by a new Legends & Lore article, it was announced that Wizards of the Coast is working on the new edition of Dungeons & Dragons. The combination of the WotC staff playing in games of all editions, plus the hiring of Monte Cook, plus the subject of the previous Legends & Lore articles, all added up to a “D&D Greatest Hits” edition, with the goal of bringing D&D players of all stripes together instead of driving further “edition wars.”
At the beginning of December, I was flown out (along with a number of other folks) to Seattle to consult on some upcoming programs. While not the primary purpose of our visit there, we were able to find out about this new game before the official announcement happened. Many of the goals were outlined for us, and we were given a very early demo. While there is a limit to what I’m allowed to talk about- not just for the usual secrecy reasons that they are notorious for but because of how early into the process it all is- I’d like to just put a few bullet points out there about my impressions of the entire presentation. [Read the rest of this article]





