I was reminded of this when playing the newest version of the playtest packet for D&D Next at Gen Con, and also clicked even more when thinking about themes and how they work in 4e (of which I just had an article posted with new ones, obvious plug) and also how 13th Age tackles it. Here’s my conclusion: I’m not a fan of the Race/Class/Background/Specialty system as implemented in D&D Next.
Gen Con 2012: RPG News
Aside from all the D&D stuff I’ve already talked about, there were a couple other big RPG developments, as well as a few that I was interested in following personally.
Gen Con 2012: D&D Keynote and More
D&D is in a transitional period, and that showed quite a bit at Gen Con. No longer in one big room at the Sagamore, D&D events were spread out across different rooms in the convention center, with the booth in the exhibit hall focusing mainly on showing off the new MMO expansion, the Lolth statue, and selling branded merchandise. Organized Play such as Living Forgotten Realms and Ashes of Athas kept the torching going for D&D 4e, while other rooms were dedicated to demoing Next. Let’s start with the current offerings from D&D and move forward from there.
2012 ENnie Award Nominations Announced
The 2012 ENnie Award nominations are out, if you haven’t heard. Just as in previous years, here’s my thoughts on some of the nominees, particularly the ones that I’ve read or played.
Portrait of a Card Addict as a Young Man
After over 10 years clean, only playing the occasional draft in the meantime, I’ve gotten back into Magic: The Gathering, in a pretty big way. I’ve played in the last three prereleases held by my FLGS, and am playing another one this Saturday for the release of Magic 2013 core set. I’ve started playing both drafts at the FLGS, and organizing them at home. Perhaps most shockingly of all, I’ve pushed to play Magic at days when we could be doing other gaming like board games or RPGs. The bug has bit hard.
Interview: Mike Mearls on the Playtesting Process of D&D Next
On June 15th, we conducted an interview over Skype with Mike Mearls, head of Research & Design of D&D at Wizards of the Coast. Also during that day, Mike was participating in an “Ask Me Anything” thread on Reddit, so some of the answers make reference to that. This interview has been transcribed, paraphrased, and edited by us from the call. We chose to mainly focus on the process of playtesting and design for D&D Next for this interview.
First Impressions Preview: “13th Age”
Describing itself as a “love letter to D&D”, 13th Age has quite the pedigree behind it. 13th Age is designed by two accomplished and notable game designers, Jonathan Tweet (Everway, multiple editions of D&D, much more) and Rob Heinsoo (Feng Shui, D&D 4e, much more), and is published by Pelgrane Press, whose design on their GUMSHOE and other lines show that their production values are top notch and often eclipse products put out by bigger companies.
Origins 2012 Report
I almost didn’t attend Origins this year, despite having attended for many years prior. The date change meant that a number of people I knew would not be attending this time around, cutting down reasons for attending. Likewise, I was already making other plans for that time off. Then Get Bit! was nominated for an award, and that pretty much settled that. Despite the changes, I still had a good time. Here are some of the highlights for me.
Playtest “D&D Next” Like A Pro
With the open playtest of the new iteration of D&D coming tomorrow, I wanted to offer some of my advice on playtesting and giving feedback.
The Easily Lost Explorer’s Guide to Dungeon Crawling
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.
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