Posts Tagged dungeons & dragons

D&D Post-mortem: Getting creative with your mage hands

In D&D Post-mortem, I talk about my experiences running D&D 4e games, about 4e as a whole, and about collaborative storytelling in general.

Our most recent D&D session was pretty short – a small amount of cave exploration, and a single encounter. During that encounter, however, a few things happened that highlighted two fundamentally different approaches to roleplaying games. The scenario in question was this: the party’s Wizard wanted to use Mage Hand to disarm an enemy spellcaster. I had several objections to this idea:

  1. The enemy spellcaster isn’t likely to give his wand up without a fight. Assuming, for the sake of argument, that we want to make rules for this attempt, it seems reasonable to me that a Mage Hand would have a Str 2, and would have to make an opposed grab roll, with at least a -5 penalty for the act of snatching an object out of the opponent’s grasp.
  2. It sets a nasty precedent. If we allow such a simple and repeatable disarm, the game ceases to be challenging. Following this to its logical conclusion, well – the characters’ actions don’t happen in a vacuum. Word of this tactic would get around (indeed, if such a tactic worked, it would likely already be in widespread use). People would start creating defenses against it – locking gloves, magical barriers, whatever. It would necessitate an arms race between the setting and the character that would potentially alter the landscape of my setting in a way that’s not very appealing to me. I’m all for player characters leaving their mark on the world, but I don’t much care for this reactive manner. This would also make enemies with natural weapons fundamentally more useful, which would reduce the amount of variety in encounters. Which, I suspect, isn’t something anyone wants.
  3. There simply are no printed rules for disarming an opponent. More importantly, I believe this was an intentional design decision on the part of Wizards of the Coast. A disarmed opponent is effectively defeated; so disarming an opponent is something that you should only be capable of doing when an enemy is reduced to 0 hit points (as anything that is tantamount to defeat should only be possible when the enemy is actually beaten, i.e. deprived of hit points).

Now, I brought up the first objection during play, and the player countered with ‘well, the enemy spellcaster would be surprised by the Mage Hand suddenly appearing’. By that logic, it seemed to me that arrows from a concealed target should always hit their targets, and enemies should likewise be able to surprise and completely defeat the PCs with a good stealth check. That doesn’t sound like a good logic to use when running a combat to me. In a combat situation, everyone involved is, to borrow a quote from Alexandra Erin, “exceptional combatants trying very hard not to get killed”. I didn’t raise the second objection directly, nor did I think of the third until I’d had some time to think about it.

And it’s the third point that I really want to focus on, because it highlights, as I said above, a fundamental divide in how one approaches gaming. On the one hand, you have an approach that focuses on simulating a realistic world (albeit with high fantasy-style magic and other trappings of the genre) in as much detail as possible. This is called (or, at least, I am calling it) simulationist roleplaying.

Simulationist gaming systems tend to be heavy on rules. A game with rules that govern everything a player can possibly do is accurately described as simulationist. This is the style of gaming that leads to damage location, rules to determine exactly where missed arrows end up (and whether they break), and a very precise set of rules governing how magic works in the setting (and categorizing it, explaining how different types of magic do or don’t work together, etc). Simulationist games give you rules for how good your character is at any skill common to the game world, from fighting to cooking, or, gods help us, crafting. If you haven’t spotted it yet, I’m culling all of my examples from D&D 3e, because it is a heavily simulationist game. Earlier versions of D&D were also heavily simulationist.

Simulationist games tend to encourage attempts to find creative loopholes. Because there is a rule for nearly everything, and everything is spelled out in as much detail as possible, it naturally supports the sort of thinking that leads to “well, the spell doesn’t say it can’t do this…”. This, to me, is one of the biggest downsides of simulationist gaming, because it turns the game into a meta-game. Instead of playing a Wizard wandering through the world, destroying your enemies and impressing your friends with your magic, you’re playing a game where you carefully read the spell description to see if you can twist the words to use the spell in a new, advantageous way.

The other style of roleplaying, which I will refer to as narrative roleplaying, involves a greater focus on the narrative of the game, and on the broad themes of the world, without getting bogged down in detailed rules that ensure the game is carefully confined by a rule. In a narrative game, there is not likely to be a table to roll on to determine the quality of the bread baked by a local baker. Narrative-focused game systems tend to be as rules-light as possible, defining the areas that require arbitration (such as combat) and getting out of the way otherwise. Narrative systems also have a tendency to encourage reinterpreting the rules in ways that don’t effect their mechanical structure. D&D 4e and the entire White Wolf canon are good examples of games with a narrative focus.

The interesting thing about games with a narrative focus, or at least D&D in particular, is that there is a disconnect between the rules and the diegetic game world that doesn’t make sense from a simulationist perspective. For example, look at Second Wind. Second Wind operates diegetically on the principle that you take a moment to center yourself, to quickly bandage a wound, or to just take a ‘breather’, and thereby gain the stamina to keep fighting. Notice first that any of those things could apply narratively – you might do one or all of them, or something else that is analogous, as the situation warrants. But more importantly, you can only do this once per battle. Why? What makes bandaging a wound the first time extend your ability to keep fighting, but bandaging a wound again ineffective? It’s the same action; shouldn’t it have the same consequences?

The reason is that the rules account for things outside your character’s control. A battle is chaotic, and you don’t get many opportunities to step back and take stock of the situation and get your feet back  under you. Such a chance comes rarely – let’s say only once in a brief struggle of 10 rounds or so. Using Second Wind doesn’t simply represent an action that your character takes – it also represents your character taking advantage of things that are beyond her control, such as an ebb in the rhythm of the fight, to take a quick break and recover some stamina. As the player, the rules are giving you a limited ability to control things that are beyond your character’s control, for the sake of the narrative.

Encounter and daily powers work the same way. The ranger power Split the Tree is a daily power. The simulationist model would suggest that this doesn’t make sense unless the ranger has some sort of mystical ability that they can only tap into once per day that gives them the power to fire two arrows at once. The narrative approach gives us a way out, though: the ranger could fire two arrows any time she likes, but she doesn’t get an opening, or time to line up the shot, every round. That sort of opportunity only comes once in a while – hence, a daily power. The player gets the ability to decide when that opening and free time show up, but it can only happen a maximum of once per day. This is completely an arbitrary restriction imposed by the rules; for the sake of game balance, you can only do these things a limited number of times within the framework of the narrative. It is a concession to drama over realism.

This is especially noticeable in the rules on magic item daily powers. No matter how many magic items you’re carrying around, you can only use 1 magic item daily power per day (at the heroic tier). This isn’t because the magic items share a pool of magic; rather, it is because the narrative and the game balance demand that these things be used sparingly. A warrior who relies on his magic items and shows no sign of actual combat prowess is, well… Tony Stark. And Tony Stark is a tool.

Here’s another way to explain the fundamental difference between the two approaches: in a Simulationist game, the rules encapsulate the character. In a Narrative game, the rules encapsulate the narrative. And having said all of that, I’m still not certain I’ve made my point, which is that I prefer games like D&D 4e precisely because they encourage dramatic narrative thinking instead of simulationist thinking. The narrative approach gives you two important freedoms. First, you can make a balanced game without having to jump through contortionist hoops to explain why wizards and rogues have roughly the same level of power. Second, and more interestingly, they give the players a lot more room for creative expression – you can slap any narrative description or explanation on top of an existing rule, and as long as it doesn’t change the mechanics, you have nothing to worry about.

If you want to learn more about my homebrew setting of Yord, or follow the antics of the PCs, check out my campaign at Epic Words.

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D&D Post-mortem: I wanna cast ‘magic missile’!

In D&D Post-mortem, I talk about my experiences running D&D 4e games, about 4e as a whole, and about collaborative storytelling in general.

When D&D 4e was launched, I was highly skeptical. I joined the vocal legion of gamers who saw it as a move towards MMO-like game mechanics and immersion-breaking shallow gameplay, and as little more than a money grab by Wizards of the Coast. However, after reading several posts by Alexandra Erin on the subject, I decided to give it a try. Her insight into the game’s design decisions convinced me that there might be something worth trying.

As I began playing around with the rules, creating sample PCs, NPCs, encounters and sketching the rough framework for several stories, I began to see that 4e had a lot of promise. I spent a good deal of money buying source books, and started looking to get a game together. I finally got a game going, albeit with a very small number of players (only two of them!). I set this game, as I do all of my D&D games (dating back to 2nd edition), in my homebrew setting of Yord.

So, we finally got together and played what I am going to affectionately refer to as our first two gaming sessions. In practice, this was actually four shorter sessions, but I digress. Here are some impressions of 4e, and things that I learned from these first sessions.

I don’t really know how to structure skill challenges. My character-driven approach to running games means that building skill challenges in advance is difficult, at least early on before the story has begun to take shape. Building them on the fly is difficult, too, and they tend to end up feeling contrived and kludgy, not to mention a bit of a slog to get through. Hopefully designing these well will become easier as I gain experience with the system.

Combat encounters, by contrast, are a joy to design and to run. It is easy to scale back encounters to account for fewer PCs, and encounter design in general is faster and less haphazard than in previous editions. It gives me more time to focus on making interesting tactical scenarios, place difficult terrain and other interesting aspects of the encounter.

I also love the game’s focus on making traps and hazards into part of an encounter. Lone traps always seemed tedious more often than they are interesting, and this makes it easy to put in the requisite traps to make a dungeon feel like a dungeon without leading to the depressing “disarm the next pit” slog. Interesting traps that deserve time to allow the PCs to pore over and tinker with them can still be encounters of their own, but most traps can now be seamlessly incorporated into combat, where they actually make things more interesting.

Another thing I love about 4e, and this is something that D&D has needed for a long time, is the concept of Power Types and Combat Roles. The roles neatly encapsulate what the ‘core four’ classes have always done – fighters look big and dangerous so that the fight will concentrate on them, rogues slip in to deal tons of damage to single targets, clerics provide buffs and healing, keeping the party alive and together, and wizards mop up the smaller targets so that everyone else can focus on the bigger threats. Someone at Wizards finally realized that these four roles, while important and useful, were somewhat arbitrarily tied to their class concepts. In 4e, the ‘Power Type’ has been divorced from the Role, so that there are classes that encapsulate the cleric’s healing and buffing abilities, but are rooted in martial or arcane themes.

This makes it a lot easier to create a character concept first, and then implement it according to the game mechanics. The general effect is that 4e makes it very easy to provide your own flavor without affecting the game balance – in general, the de facto rule is that ‘anything that doesn’t affect the game mechanics is fair game, unless your DM disapproves’. This encourages much more creativity and narrative flair than previous editions.

And yet, for all of the flexibility and useful decoupling of combat roles vs class theme, the system excels at ensuring that a given character is basically functional, and has a cohesive set of powers. This is something I noticed while running battles; they did a pretty good job of making sure everyone can be useful in combat. No more ‘I was a wizard but now I am tired’ effects, to steal a quote. This is an advantage over more piecemeal systems like GURPS, Savage Worlds, or D&D 3e – it’s pretty hard to build a useless character.

So, those are my general impressions of 4e after a couple sessions of play. Now let’s look at some anecdotes from my session.

During character creation, both of my players settled on Arcane classes – a Wizard and a Warlock. I rounded out the party with a DM-controlled companion character; a gnomish Arcane Leader. He is basically a Bard, but I chose his powers to play to the Gnome Illusionist trope. This party seems to work pretty well; I used a kobold raid on the town to test-drive the combat system, and things went well. I then used the companion character to drive a simple story – he offered looting rights in exchange for helping him recover a statue from some nearby goblins.

An aside on my DMing style here: I play a heavily character-driven style. Where some DMs would railroad the party for the sake of the story, I will sacrifice the story for the sake of the party’s actions. If they had chosen to turn Mim down, he would have gone his way while they continued on theirs. This DMing style has its disadvantages (notably, it requires a lot of improvising!), but it has some strong advantages as well. It creates the feeling from the outset that the characters’ actions actually have an impact on the story. I build the story around those actions, largely in terms of causal consequences. I do begin to practice a subtle railroading as the story develops – it often becomes easy and logical to put the story in front of the characters, and then simply observe how they deal with it. At any rate, most people seem to like this style of game, based on the feedback I’ve gotten in the past.

So, our next combat encounter occurred at the entrance to the goblins’ den. A few goblins were guarding the entrance; the party fought them off, but at least one escaped into the complex. Reasoning there was probably at least one other entrance, and that the bulk of the goblins would be through the main entrance, the party Wizard decided to blast the cave ceiling with magic missiles until it collapsed. This was my first serious blunder as a DM in 4e, I think – I said no to this idea. In retrospect, it was narratively interesting, tactically interesting, and there wasn’t a terribly good reason to say no. Given the imminence of goblin reinforcements, it was actually a great time for a skill challenge – Arcana and Dungeoneering checks to bring the cave down. After realizing this, I (much later) retconned the encounter and allowed that the cave had been partially collapsed.

These first couple of sessions were promising, and 4e looks like a system that is well-designed. It leaves a lot of room for creativity without being so free-form as to lose its sense of cohesion.

If you want to learn more about my homebrew setting of Yord, or follow the antics of the PCs, check out my campaign at Epic Words.

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Tabletop Roleplaying over the Internet

I have been playing tabletop roleplaying games since a fateful day when I was 13. I had gone with a friend to play Magic: the Gathering at a local video game shop that also happened to sell Magic cards. One of the players mentioned a gaming group starting up at the local Media Play.

Curious, my friend and I got a ride over to Media Play. There, I found a pretty large group of people playing Magic. I also saw an interesting sight: some people with books, funny shaped dice, and little painted figures arranged on a square grid. I watched for a few minutes, and quickly got the gist of what they were doing. I asked if I could join. The response? “Sure, we need a cleric.”

Thus began a hobby that has spanned half my life and cost a great deal of money. I have played a number of systems: World of Darkness, Cyberpunk 2020, Shadowrun, Rifts, Call of Cthulhu, Star Wars (the older edition that used d6s), homebrew systems created by various friends. But I always come back to D&D. It was my first system, and it remains my favorite through three editions of the game. In a lot of ways, it has grown with me.

In the last few years, though, I haven’t had many chances to play D&D. I was skeptical of 4e at first, and then spent a lot of money buying 4e books after Alexandra Erin convinced me of its merits in her repeated, impassioned blog posts about it (all of those links are excellent reading, even if you already know you like 4e). I sat on these purchases for months, planning games, even getting some people to make characters. But no game formed; the other players either didn’t have free time, or I didn’t have free time, or we were too far away.

The Search for a Gaming Table

Eventually I found a little free time to bring a game together, and since I couldn’t solve the problem of my friends’ lack of free time, I started looking to solve the problem of people who had free time, but were too far away. So I started looking for a solution to playing D&D over the Internet. Namely, what I needed was something known as a virtual tabletop. I started out with simple requirements: free is good, open source is even better. Since there was no good overview or comparison of the existing virtual tabletop options, I decided to make one. I’ll describe, briefly, why I didn’t pick each one (until I get to the one I *did* pick, of course).

OpenRPG – frustratingly deprecated

Years ago (about 10 of them), I tried using WebRPG as a virtual tabletop. I remember it having a somewhat cumbersome and over-engineered interface, and being frustrated with it on many levels. Still, it was the first thing in my memory, so it’s the first thing I looked up. Turns out it went open source a while back, and is now called OpenRPG.

Unfortunately, this was a non-starter. OpenRPG is written in Python (yay!), but doesn’t work with Python 2.7, which is the de facto standard in Fedora. I didn’t want to maintain a separate Python install for just one program (this is possible, but would be a pretty big hassle to set up), so OpenRPG was a bust.

Screen Monkey – expensive and cumbersome

The next program I discovered was Screen Monkey. Once again, Alexandra Erin was instrumental in this – she mentioned using it for her online games. Screen Monkey has one big advantage – for the players, it is browser based, so only the DM needs to install any client software. Unfortunately, that software only runs in Windows. So, I found an old install disk for Windows XP, and installed it as a virtual machine using KVM. Then I installed Screen Monkey Lite.

More bad news, though. Screen Monkey Lite turns out to be rather light on useful features. The biggest problem is that you can’t save your work – you have to buy the $35 version of the program to save and restore a session. The tools for hiding what the players can see was also fairly awkward. Awkward, in fact, is the word I would use to describe the program’s feeling as a whole. NBOS are terribly proud of their software ($35 proud) only to be outdone by multiple free and open source competitors. Sounds like some other software companies I know.

Gametable – RIP

Gametable looked promising, but doesn’t seem to be actively developed (there was a sourceforge project available a while back, and remnants of it are here, but it seems to be dead now), and it didn’t work very well for me.

Fantasy Grounds – pretty, but overpriced

Next up is Fantasy Grounds. I didn’t even try the demo once I saw the price tag – $40 for the DM-capable client, and $24 each for the players’ clients. One of my hard requirements is that my players not have to spend any money on the solution, so this one was right out. For a more affluent group, though, it might be a great solution. I will concede that it is gorgeous, and looks very well polished. Certainly a better contender for your money than Screen Monkey. And it has acknowledged, if unofficial, plugins for various game systems, including D&D 4e.

MapTool – the right balance

Eventually, I found MapTool, one of the applications created by the RPTools team. MapTool originally didn’t impress me – it seemed cumbersome and unwieldy. After working with it for a while, though, I found that most of its design decisions make sense, and that it is very powerful. Like most powerful toolkits, it is subsequently pretty complicated, and using it effectively took some practice. However, once I got the hang of it, it’s unbeatable. It’s more stable than any of the other open source offerings, and it runs well out of the box. It lets you use fog of war, individual player views (based on available light sources), and it lets you make maps in advance but have them hidden from the players until you are ready to show them.

Also invaluable was Dorpond’s 4e framework. This is a set of configuration settings and macros that work together to make MapTool work well with the D&D 4e rules. I have modified his macros a bit to fit my particular play style (notably, I prefer to let players roll their own initiatives), and am continuing to do so as I playtest them. You can find my latest version of the framework here.

Also, three caveat with maptool:
1. The network functionality doesn’t work with OpenJDK. Linux users will want to install the Java JRE instead. In Fedora, I just installed the jre RPM from Sun’s website, then edited MapTool’s startup script and added ‘export JAVA_HOME=/usr/java/default’ and ‘export PATH=\$JAVA_HOME/bin:\$PATH’ near the top of the file.
2. When starting a server, if you do not select ‘Use Individual Views’, the GM will not see an accurate version of the player’s view.
3. When you have tokens in the initiative list, players can only move their token on their own turn. Trying to move when they don’t have initiative will send them into an annoying endless loop of NullPointerExceptions. I’m hoping this gets fixed soon by the MapTools team, because it’s an obnoxious bug. Luckily, MapTools is Open Source – I may take a crack at finding that bug myself.

D&D Virtual Table – still cooking

Wizards of the Coast has recently announced a beta version of their own virtual tabletop – called, simply enough, D&D Virtual Table. It is only available to select D&D Insider subscribers. And, since D&D Insider is not worth the price for me personally (a topic worthy of an entire post unto itself), I have no idea whether it is any good. It would also certainly require every player to have their own D&D Insider subscription, so it breaks my stated rule. Still, it might be something to keep an eye on.

Adding Voice

So, now that we had a game table, we needed a way to talk to each other. Luckily, there is a readily available, cross-platform solution to this: TeamSpeak. Now, TeamSpeak isn’t open source, and it is not free if you want to host multiple teamspeak servers on one machine (or have more than 32 clients connected). But it’s great for a D&D game, which would never need those resources. It’s dead simple to set up the server in Linux, and the permissions management is very intelligent (and again, dead simple).

Let’s look at the options I didn’t choose for voice chat: Skype relies on a central server, and has a history of iffy privacy practices. Ventrilo offers a Linux server, but no Linux client. And the voice chat available in various Instant Messaging programs is either unreliable, or doesn’t work in Linux either. So, TeamSpeak it is, and it works great.

Passing Notes

The last thing I needed was a way to present textual information to the players. I do a lot of world-building and writing background material, and I want to make sure that is available to the players (at least, the publicly revealable parts). I also want to be able to give them things like notes that they might acquire, and possibly conduct some roleplaying between sessions if a session ends during downtime.

There are plenty of ways to simply share files, and these would be adequate. Dropbox could be used, especially for image files. Google Docs seemed like a pretty good way to share documents with players. After considering it for a while, I discovered a site called Epic Words. Epic Words gives you a journal system, so players can post in-character summaries of game sessions; this also works well as a means to deliver chunks of story-based text such as notes, riddles, etc. in a way that the players can easily access and remember.

Epic Words also has wiki-like functionality, and lets you define “references”, including NPCs and places, that will be linked automatically when mentioned in a blog post. This is an especially useful feature, because it lets me, as the DM, add content to the players’ writings without actually changing their creative work. It also gives you a private forum, which is perfect for the kind of between-session downtime roleplaying I have in mind.

Epic Words’ biggest problem is that it only allows you to run a single campaign without either upgrading, ‘retiring’ the existing campaign, or deleting it. And even with the upgrade, there doesn’t appear to be a way to share references / wiki content between campaigns (I don’t know this for sure, because I can’t really test that, but it appears to be the case). If I were running multiple campaigns, there is a slew of generic world history and other setting information I would like to share between campaigns. If you could make wiki pages independent of campaigns and then ‘link’ them in, that would be ideal. As it is, I happen to only be running one campaign at the moment, so I will have to cross that bridge if and when I come to it.

Final Thoughts

In the end, I ended up using three tools to interact with my players: MapTool, TeamSpeak, and Epic Words. I like this solution because it is very Unix-philosophy friendly – each tool serves one purpose. MapTool acts as our tabletop, TeamSpeak is how we communicate, and Epic Words gives us a handy place for wrap-up/reference/between-session play. The overall experience is pretty excellent; this is a good way to play D&D. It is better than I was hoping for, and even surpasses actual face-to-face play in some ways (I would love to find a way to use MapTool with a projector for face-to-face play).

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d20tools 0.3 is here

I’ve released a new version of d20tools. In addition to using a new, simpler file saving/loading scheme and better keyboard handling, the new feature is also a lot more stable. Other highlights include a more sensible entity/group management system, and the ability for any creature to be a henchman.

Get it here.

I’m lifting my moratorium on D&D 4e, as well. This means that d20tools will eventually support 4e creatures. However, this is a huge undertaking, and I have to decide how best to handle it. I’m leaning towards a system that will allow anyone to write system templates; then, any gaming system could be plugged in, theoretically. In practice, this is a lot of work for a single developer, so I wouldn’t anticipate this happening any time soon.

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