Critical Bits for the week ending 2012-04-29
- RT @GatorGames: Dice Tower Gaming Award Nominees For 2011 http://t.co/aEh06uls #
- .@MonteJCook announces departure from Wizards of the Coast/D&D: http://t.co/jrkYYB1t #
- Confirmation of Monte Cook leaving #dndnext and public playtest to come May 24th http://t.co/e8TImyPp #
- RT @8Geats22Nordmen: Dungeon! listing on amazon may not have been fake? It is on the Wizards catalog page: http://t.co/ScRfs5Rh #
Torg: A Marvel Heroic Roleplaying Hack (Primer)
Back in 1990, West End Games released Torg, a cinematic style multi-genre roleplaying game. This game featured many innovative mechanics such as the Drama Deck and Possibility Points, but is best known for its background. Not only did this game allow multiple genres to be treated with the same mechanics, but then smashed them together and added an invasion of Earth on top of it.
Torg is one of my all time favorite roleplaying games. Although I have only briefly played it in the last 15 years, I’ve always wanted to go back to playing it. However, although some of the mechanics (especially the Drama Deck) are great, the system as a whole is showing its age. From problems such as the ‘glass jawed ninja’ to an over-proliferation of skills (even though it is a skill-based RPG), there are several modern RPGs that are more ‘elegant’ than that system.
When I was introduced to the Leverage RPG last year, and learning about the various hacks to the system, I decided to work on a Cortex Plus hack for Torg. This has been something of a journey, learning the ins and outs of the various Cortex Plus games. Originally I planned on making it a straight Leverage hack, but then after playtesting the Marvel Heroic Roleplaying game, I decided that it was the best fit. However, I did briefly flirt with the idea of basing my hack on Smallville as well.
Before I get into how I’m hacking MHR, here is a primer on the Torg setting. [Read the rest of this article]
Divine Divinity: Dividends Of The Divination Divide
D&D’s been around so long that clerics and paladins are a normal part of most fantasy settings. Divine magic in any setting has a great many implications — most of which involve causing players to get into stupid arguments.
I Wish I Could Turn Stupid People
In the real world, people pray to their deity of choice all the time. Whether it has any effect is the subject of intense theological debate and many wars throughout the course of history. The presence of divine magic in a setting means that gods definitely exist and that they will answer prayers. If you ask a cleric how she knows her god is real, she can say “You remember how your bones magically unbroke themselves and you quit bleeding to death? THAT.” If you ask a paladin how he knows his god is real, he can say “You remember when that vampire burst into flames when I smote him righteously in his stupid fangs? THAT.”
A person who has seen the direct effects of a deity’s influence won’t be wondering if their god exists. They have proof. However, there is still the opportunity to wonder if one is playing for the right team. What if a person finds the things their god asks of them to be immoral? What if someone thinks another god will treat them better? A lot of fantasy settings go polytheistic (many gods), so there are a lot of higher powers to choose from. That being said, it may not easy for the average person trying to change faith or renounce the gods, especially if that person’s family or village all support that god.
It stands to reason then, that a crisis of faith of this nature is absolutely catastrophic to a divine-powered character. For starters, there’s not going to be any more divine juice coming. Magic notwithstanding, a character whose resolve used to be backed by the force of a god is suddenly going to find only the otherwise unsupported steel in their own spine, and their confidence and morale are likely to be shaken until they can learn to deal with that.
Oh yeah. There’s also the whole “making a god angry” thing, and I’d imagine there are a few gods out there that might take being abandoned by one of their elite devout as a bad thing. Gods like curses. Mythology is littered with poor souls that ran afoul of the gods. Littered, I say!
Alignment Is Evil
I’ve never been particularly fond of alignment (mostly due to the amount of heated arguments I’ve seen over its interpretation), and while I think it might be useful to a DM as guidance for how to play a monster or NPC, I think it has no place on a player character sheet. People aren’t computer programs with set responses. They’re flawed, nuanced individuals who change over time. Their idea of good and evil may well be different than another person’s, and very few people will define themselves as evil.
It’s for these reasons that I hope game mechanics that deal with alignment go the way of the THAC0 in D&D Next. If you have two people with opposing views that each would consider good and the other’s evil, what then would a Detect Evil spell do? Detect Opposing Viewpoints? Does your whole party glow subtly, the marbled nuance of their moral fibre visible in the darkness?
There will need to be other options made available in their place, though. Detect Danger gets into Joo Janta 200 Super-Chromatic Peril Sensitive Sunglasses territory. Detect Malice might work but you’d have to make something angry at you and then it usually becomes evident. Detect Enemies is what this spell is usually after. It’s X-ray specs combined with a lie detector made out of a sledgehammer. Of course, since you’re receiving a power from a god, the god could let you detect whatever the hell they felt like. I personally like the idea of a Detect Nonbelievers variant of the spell. Or they could just mess with you. Detect Pollen? Detect Sharp Cheeses?
An interesting sidebar: the average joe in a fantasy realm probably won’t know the difference between arcane and divine magic (especially in a setting where magic is really rare to begin with). Mages could trick people into thinking their deeds were backed by the force of a god. And what if a divine character suddenly found out the powers they’d received from their god ever since childhood were actually psionic or a natural talent for sorcery?
Let Your Conscience Be Your Spirit Guide
At this point even I am starting to think I’ve loaded a shotgun with Divine Character Thought Pellets and fired it skyward, so here’s my (somewhat dubious) point:
Divine characters are fueled by pure belief. It’s interesting sometimes to think how much a character truly believes in their god’s ideals and how deeply this would affect this kind of character. Their belief in their god, their ideals, their confidence in what their doing would shape their very identity because to waver means to fall. But that doesn’t mean they’re all the same.
As usual, I have roleplaying-shaped ulterior motives behind my article. With all the recent discussion on Mike Mearls’ latest L&L column about clerics (and by “discussion”, I mean people angrily yelling “HEALBOT” into the heavens), it’s clear that people have a few defined ideas about what clerics and paladins should and should not be. One of the things that has me very excited about D&D Next is that the design team seems committed to making a system that allows you play whatever you want, whether it’s a traditional “mace & shield” cleric or “I get a horse and +5 holy avenger” paladin, or something new.
People are complex. Religion is complex. People’s feelings about religion are crazy complex. There’s conflict and drama all over the place. That means there is a wide variety of things you can create a character from, and million more things you could try when roleplaying that character. There is room in the imagination for infinite gods, and those gods can each grant different powers or demand something different from their followers. Even then, it’s up to the player to determine how his or her PC chooses to worship. Of course, in D&D, it helps the DM’s sanity if you have specific powers backed by game mechanics, but for several editions now clerics could choose spells or domains or feats or skills that made them different from any other Generic Cleric™. Paladins can still believe very strongly in gods and causes that are not Lawful Good, and I see no reason why a character’s personal code of ethics couldn’t be peppered with some nice habañero chaos.
For my part, I will be petitioning the team at WotC to make sure the default setting for D&D Next includes gods in charge of:
- Habanero
- Bacon
- Pigtails
- Marching Order
- Eczema
- Rock
Wish me luck. Or pray to whatever gods govern tabletop roleplaying games. Doesn’t matter to me. Crom gives a man but two things at birth: a blog and the courage to post in it. And if he won’t help me, then to hell with him!
Photo Credit
Group Development Inception

It was then that Skyden decided he would NEVER take second watch. Because he was an elf, and it didn't make mathematical sense for him to do so because he only had to go into a restful trance for four hours.
“You all meet in a tavern.”
We’ve all played in a campaign that started like this. Some DM’s will just ask for names. Other put it as “who are you and why are you here?”, hoping to grease the backstory wheels a bit. This is where you find out who’s really into backstory and roleplaying, who wants to get their axes bloody as soon as possible, who’s just along for the ride, and who wants to pickpocket someone in the first fifteen seconds of the campaign because they rolled a rogue.
The first night of a D&D campaign is a very strange phenomenon. I don’t know too many other places that an entire room full of people who have known each other for decades can feel uncomfortable around all their new coworkers. Most groups go under the assumption that the other adventurers can be trusted, but those who like to roleplay may not make that assumption.
Learning How To Make Camp
There’s always friction when a new group starts. They even have fancy theories and models for this kind of thing. Tuckman’s stages of group development suggest there are four stages to group development:
- Forming
- Storming
- Norming
- Performing
In a nutshell, groups form (1). There’s friction (2) until leaders emerge and they all figure out how to work together (3). Sometimes, they figure it out really well and go into super-awesome mode (4). Sometimes things will change, and sometimes they regress and the process starts back at (2).
In a D&D party, these can manifest themselves in combat, or in deciding marching order or the watch order at camp, or even deciding who speaks for the party during roleplay. There’s another layer to this, as well. Your D&D group — comprised of all the real live people who brought all their books and dice — goes through all these phases too. The extent to which they are separate depends upon each player and their own ability to distinguish between and/or roleplay the two.
Of course, I’m not suggesting the PCs have minds of their own or anything silly like that, nor am I suggesting players can’t distinguish fantasy from reality. I don’t need to go back to the padded room. What I am suggesting is that an adventuring party’s development is going to be affected by the development of the group of players. I sincerely doubt you’ll find a Performing adventuring party with Storming players. You’ll find them spending an entire session arguing over the watch order at camp. Not that I’m bitter.
Storming, Norming, Performing, Cheating, Skipping?
This past week, my group started a new campaign, and we tried starting things out a little differently. For starters, the PCs were members of the city guard instead of being random adventurers arbitrarily dropped into a setting. We also rolled characters starting at level 3. This was for a couple reasons. A few players wanted to try a new class and wanted to do a little more than just dip their toes in for the first few sessions. We also did it for my own convenience in setting up the campaign. I wanted to avoid the “you meet in a tavern” scenario and give the PCs a reason to have worked together for a short while.
Something really cool started happening right away with the group. Given the knowledge that their characters were already comfortable with their surroundings and with each other, the players just started adlibbing. References to previous events that never happened were common. Friendly crap-giving of the sort one might give their work friends ensued. There was a question at one point as to who was in command, and (after a quick out-of-character discussion) the fighter was nominated and everyone thereafter deferred to him, called him “chief”, and acted like it had been this way for years. The characters were more alive in the first hour of this campaign than they ever were in anything I’d run before.
I’d love to blame this on my superior DMing skills, but I honestly think two things happened. The PCs got to completely skip over Storming and started out Norming. (Do groups get “Norming” at level 3?) Watching this unfold was crazy fun.
More importantly, I think my D&D group figured out either Norming or Performing. I don’t think this is particularly far-fetched considering we’ve been together a little over a year, we have some very good roleplayers, and very little group drama. I couldn’t be happier.
No matter what happens, we had lightning in a bottle for a night, and I hope it sticks around.
Photo Credit (storm)
Xzibit meme by memegenerator.net
Critical Bits for the week ending 2012-04-15
- The Future of D&D Panel from PAX East 2012: http://t.co/oEbhJb9J #
- RT @Gregtito: Check out the audio of the Design a Dungeon Panel at PAX East 2012 http://t.co/88vHkS94 #
- RT @loganbonner: The new RPG from @JonathanMTweet and @robheinsoo has been announced! See the @13thAge press release: http://t.co/uczCMoJZ #
- RT @psychopez: Guys, guys, Tabletop Forge, the game table client for G+, is in open beta: http://t.co/jVXnFqML #
- Design & Development column by @shawnmerwin discusses the design of "Halls of the Undermountain" http://t.co/UrkiUI0f #
- RT @doctorow: A Modest Proposal For Increased Diversity in D&D | http://t.co/3wCp32Kr #
- RT @fredhicks: We're taking heavy fire from a cybertank! It's the OGRE kickstarter we foretold on That's How We Roll – http://t.co/1mz432qd #
The Easily Lost Explorer’s Guide to Dungeon Crawling
The latest D&D Next blog post by Bruce Cordell covers one of the oft-pointed to dealbreakers for many in D&D 4e: the use of the combat grid. This is actually only one piece of a whole topic about spacial thinking.
Bear with me here: if we all had perfect spacial thinking and effective communication skills, we wouldn’t need a battle grid in combat. The DM could describe the dimensions and shape of a room in the dungeon, as well as relative positions of inhabitants and features. We could just describe how far we’re going, all adjust our mental pictures appropriately, and voila: the entire time to set up a battle would be the time we need to talk about it.
Unfortunately, we don’t all have that. Some of us are terrible at it (me) while others of us are really good at it. In order to make it function at its best though, we have to ALL be reasonably good at it in the same game. Usually this is not the case: you have varying levels of spacial aptitude among the players at an RPG table, and definitely varying degrees of communication skills. In D&D, this has classically been addressed by one of the following styles:
- The battle grid, where everybody can see a birds-eye view of the entire battle, and can always determine exact distances and sizes.
- Rough battle grid (RBG) that does use a map and minis/tokens, but is less concerned with measuring distances and more simply about rough positions.
- “Theater of the Mind” (ToTM) as discussed by Bruce Cordell, where distances aren’t as important and everyone roughly imagines relative positions. (Notice there’s only one exact distance given in Bruce’s example in the size of the room.)
- A fourth style that I’ll call “Blueprints of the Mind” (BotM) that uses exact distances but does not represent them in the real (OOC) world, and is entirely reliant upon the DM to communicate where everything is.
(There is at least one other style in other RPGs I’ve played, which I’ll address later.)
Theater of the Mind, in 3D
Now, as someone with terrible, terrible direction sense, I tend to prefer one of the first two in D&D. The battle grid means that we’re all automatically on the same page. If I lay out a room as a DM, you can see how big it is without any negotiating. If I’m a player, I can easily look down and pre-plan what I’m going to do (and more importantly, get excited about what my character will do next turn) without having to wait and get a recap. The only delay tends to be working out fiddly things like line-of-sight. RBG operates largely the same way, though there’s a bit more clarification often involved.
ToTM can be OK, but also problematic. With situation that cares about relative positioning – ”Can I my barbarian charge him? Is he in range of my bow? Can I aim this Cone of Cold to hit all of them?” – it becomes messier. Because I know I’m not going to be able to track where everything is, I have to wait until it’s my turn and get a recap. This sometimes leads to embarrassing situations where I’m not sure if there are goblins still attacking my face or not until it’s my turn. In other situations, I prefer the ToTM. In fact, in many other RPGs I play, this is the only way I’ll play because it just doesn’t matter who is where, and decisions are made based on what would make sense in a story.
BotM is my least favorite, as you might be able to tell, and I think it’s more common than people give it credit for. In this style, I completely check out when it’s not my turn because it just feels punishing and frustrating when I try to listen to everything that’s going on and I still can’t form a mental picture. Sometimes, it’s even worse when it feels like a math problem: “two golems are equidistant from each other in a 50 foot square room. One of them charges 30 feet to the wizard on your left. Assuming a halfling’s speed, can your rogue reach the other golem before he pulls the lever that drops the lava on the rest of the group?” It sounds extreme, but I’ve found that’s often the case when a very spacial thinker runs a game without a grid. While I cannot picture distances in my head, I’m sure there are folks out there that can’t help but describe things in terms of feet (and sometimes, horrifyingly enough, yards).
Stop And Ask That Pit Trap For Directions
These situations don’t just apply to combat mapping either. Take ye olde dungeone crawle. Mapping the dungeon is treated like another job you must perform like party caller or healer or stableboy. Only, in the case of dungeon mapping, it’s entirely based on player skill, so your illiterate barbarian with a 6 wisdom could be better at it than the 18 intelligence wizard.
So you have your dungeon cartographer, and the DM can describe the hallways that snake off 20 feet to the north and 30 feet to the south, then curve at a 45 degree angle for 40 feet, and so on. The cartographer listens intently and sketches it out as we go, making the player be in charge of trying to draw floor plans only by talking to a partner, like some kind of party game. Mess up, or misinterpret, and everything could be off. This is sometimes fun, for like the first time it happens, and other times, feels like you just programmed your Robo Rally robot to walk off a cliff repeatedly. Likewise, you miss all the possibly fun connections that are had by exploring a dungeon and seeing where the things wrap around, or connect in interesting ways.
Even assuming that you’re doing it perfectly, the mapping is done by one player, who has the best sense of what’s going on. The two players sitting next to her can see the map and weigh in on informed decisions about where to go next. Sitting anywhere else at the table? “Uh, left is always good.” Certainly a good cartographer will show it to other players when needed, but by and large, exploring a dungeon is the province of the one player who really understands what’s going on.
Don’t get me wrong: I LOVE exploring in D&D. I love those “aha” moments where you figure out where there has to be a secret door because of the way things connect. That’s just what makes me sad about the style of play, since I don’t get to really participate. And trust me, you do NOT want me doing the mapping.
3d6+12 Feet Converted To Metric
All this is what lead me yesterday to declare, on the internet of all places, the following statement, in reaction to my friend Trevor stating that you need to know whether a range is in squares or feet:
I actually find feet similarly worthless in a gridless situation. Either you’re measuring exacts or not. Melee/Close/Medium/Far etc. would be fine, or some kind of zoning method.
Exact distances (like 30 feet, or my more hated 3e spell alternative, 30+2 feet per level) get you into the BotM framework. A spell tells you how far it works, and NEVER EVER goes beyond that. If you need to hit the dragon with an acid arrow but it’s 31 feet away, you’re out of luck (and if your DM isn’t out to hose you at every turn, he might even tell you before you waste the spell.) In more situations, we fudge it anyway, which TotM and RBG both live in the “fudge it/negotiate it” zone of play.
What I’m ultimately saying is that specifying exact distances in play, unless you’re using a battle grid or something similar, punish people like me, and there are more than us than you might think that are just playing along. It’s one of those things that has been a part of the game for so long it’s easy to just accept it. However, I do think there are solutions out there that can help everyone.
Virtual Matrix-Esque Worlds For Every Game Table
One alternative I floated, specifically in the context of D&D, is the idea of fuzzy ranges. That is, the range of distances is described by a rough description, like I described above: melee, close, medium, far. I can only attack in melee at melee range. My bow can hit anything I can see within far range. The cone of cold blasts everything close. You can still attach real world distances to them in the rules (close goes from 6-30 feet, medium from 31 to 100, etc.) so as to support battle grid usage. Additionally, and this is the important part, the abstract nature needs to be represented by the rules. Instead of relying on having an omniscient placement of a fireball because the spell description tells me it branches out to exactly 30 squares, it instead would say something like: “hits everything with close range of each other, up to 6 targets. You may designate a target you’re trying to avoid hitting and that target receives a +5 to their saving throw versus the effect.” Or: “Any character may try to run with an Endurance check to increase the distance of their run from close to medium. Halflings and dwarves have tiny legs and so get a -2 penalty to their check.” And so on. Those are just examples that might not work in play, but hopefully you get the idea.
Another alternative, as I alluded to earlier, is to take the approach that FATE and other games have done, which is create abstract “zones” of battle that only care about what area you are in, not exactly where you’re standing. So you might be in the ogre room zone, able to attack anything in melee in that zone, or attack with a longer range weapon into that zone or the hallway zone adjacent, but not the otyugh trash pile adjacent to that around the corner. Movement is listed in things like “1 zone.” And so on.
In both cases, you still have rules about distances, and you’re still going for the same effects that you’ve always had in D&D. It’s just thinking about them in a different way, and supporting them through the system instead of relying on DMs and players to be good at estimating distances. Heck, I couldn’t even tell you the size of the room I’m in right now, and I come to it every week day.
Ultimately, I think my point is that looking at the issue of just battle grid vs. not battle grid will leave us with the same issues, conflicts, and style preferences that lead us down the winding road in the first place from Chainmail to whatever comes next. Thinking about WHY we have these issues- like being unable to picture a battle in my head- and less about one style versus the other could bear some fruit in a solution that will work for everyone playing.
Photo Credit
Review: “Deathwatch: The Jericho Reach”
In the grim darkness of the 41st millennium, there is endless job security (mumble mumble). After taking a hiatus to attempt to slay the foes of my God-Wallet, I’ve returned with Deathwatch: The Jericho Reach. This product is easy to confuse with Deathwatch: Achilus Assault. Both of them are setting books about the Jericho Reach – a corner of the Imperium accessible only via a series of warp gates, under assault by many of the Imperium’s most clever, powerful and cruel foes: Chaos, the Tau, and the Tyranids. This is the setting crafted for the Deathwatch game line, and both the books are serviceable to develop a deeper understanding the area – but this one is focused more on giving everyone new toys to play with than Achilus Assault was. Achilus Assault was more involved with fleshing out in detail the history of the setting.
While the Achilus Assault focuses on the military realities of the Imperium in the Jericho Reach, including the history of the conflict itself and its political and military implications for the people within and without, The Jericho Reach is more of a ‘traditional’ setting book. The book boasts three chapters each involving one of the salients of the Achilus Crusade and the enemy it faces, and it offers information on several planets, installations, conflicts and enemies that can serve as home bases, or as objectives in the thick of the Crusade. The final chapter is a sample adventure incorporating some of these elements. I would probably recommend The Jericho Reach if you have to buy just one. [Read the rest of this article]
One Hundred Monkeys, One Hundred Typewriters, One Hundred Wands Of Magic Missile
As some of you are no doubt aware, WotC has once again opened the window for article pitches to Dungeon and Dragon. For the first time in my life, I have decided to submit some stuff. As I have been writing about roleplaying games for nearly 5 years now, and with the recent success in this arena of several of my esteemed blog-tribe fresh in my mind, one might think I would be overconfident. One would be crazy wrong.
To be perfectly frank, I’m freaking terrified. Imagine being a nerdling of 13 winters, reading your favorite magazines every month – Dungeon and Dragon. The wild creativity. The enhancements to the game you play and think about and breathe every day. All the cool art. It’s the late 80′s. This is the only D&D/fantasy humor you regularly see. A quarter-century of winters later, I stand at their very gates, and I am to say what?
I’m here?
I can do this too?
Please?
Part of my fears stem from the idea that nothing I come up with will be original enough. So many decades of fantasy have come before me, and WotC’s editors have surely seen everything before. What could I possibly have to add?
I’m much better at fluff than I am crunch, and they’re going to want stats and maps and game mechanics. Can I get it together?
I can write, but can I write professionawesomeal?
Even if I have a good idea, can I distill it into a pitch that isn’t 2000 words long requiring a flowchart and interpretive dance?
…
You know what? F*** it. It doesn’t matter. I’m doing this anyway. [Read the rest of this article]
Critical Bits for the week ending 2012-04-08
- Blizzard Kidzz http://t.co/k1Z7eANi Zergtochi http://t.co/YmUFCxhb StarCraft: Supply Depot http://t.co/yc9Wty3C April Fools from Blizzard #
- Rock Band board game, April Fools video from Harmonix: http://t.co/jjneezz8 #
- Actual Dragon and Dungeon magazine contents for the month posted: http://t.co/LiBiS5AW & http://t.co/z13GGRYA #
- RT @Nikchick: Check this video for an ambitious new Kickstarter to bring Shadowrun to tablet/PC. This needs to happen! http://t.co/9vy1J1cF #
Logan Bonner at NorWesCon 35!
Hey, folks. Here’s a quick update to let you know I’ll be a guest at NorWesCon 35 in Seatac, WA this weekend. Here’s my schedule.
Friday 11 am in Evergreen 1&2
The Influence of Tabletop Games on Video Games, with Eric Cagle, Dustin J. Gross, and Joshua Howard
Friday 6 pm in Evergreen 3&4
Have Licenses Taken Over the Creativity in Gaming? with Wolfgang Baur, Jason Bulmahn, and Erik Mona
Saturday 3 pm Evergreen 3&4
Building a Better Campaign Setting with Wolfgang Baur, Bruce Cordell, and Jonathan Tweet
Special Event! This isn’t an official NorWesCon event, but I’ll be playing or helping facilitate a game of Fiasco with The Doubleclicks, Geeky Hostess, Lillian Cohen-Moore, and/or Ryan Macklin. We’ll be using an unreleased playset written by Lillian and myself. Most likely, we’ll be playing in the bar area, but we’ll snag a room if possible. Follow us on Twitter for updates on how you can come watch the fun and learn how to play Fiasco! Warning: Expect an R-rated experience.








