Musings on Game Design and Revisiting AD&D 1st Edition: Languages #DnD #RPG #ADnD

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes by me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

Languages

So this post is my first substantive post in this series actually on game mechanics, and completely by coincidence, it came on the best day possible.

Celebrating Gary Gygax Day, Happy Birthday To The Late Gary Gygax | DDO  Players
Seriously, I just found out about this yesterday.

Thursday night, I tweeted the following:

This is (yet another) something that’s bugged me for a while. Think of the Fellowship of the Ring trying to get into the mines of Moria. Imagine if none of them spoke Elven. That’d be quite an inconvenience (especially for Legalos). Sure, they could head back to the mountains, and because it was a movie, the audience could ignore the time that passes, but it really would have been a pain in the ass. A game system should be built such that it’s likely at least one of the characters speaks Elven so that in such a situation the story doesn’t pause, drag out unbearably, or outright end. This would instead give one of those players a chance to shine, jumping in as the one person that speaks the language in question. Once we get past that language barrier, then we enter the real fun of solving the riddle.

1e gets this right. A high intelligence score grants a player extra languages as a bonus to the other mechanical benefits you received from that score. That is, languages didn’t have a cost. To my recollection, unlike 4the Edition D&D, which made Abyssal and Supernal inaccessible at character creation, the language chosen could be any language in the game. You could choose for the long haul, but if the party missed one, by the time they needed a language like that, casting Comprehend Languages was trivial (i.e., it still had a very low cost).

Additionally, no matter their intelligence, certain characters get a long list of known languages. Looking at the non-human races of 1e, they all speak several languages even if their intelligences are low. In addition to their alignment language, elves speak elvish (duh), gnome, halfling, goblin, hobgoblin, orcish, gnoll, and common. The list for half-elves is the same. The list for gnomes is dwarvish, gnome, halfling, goblin, and kobold, plus they can communicate with any burrowing animal to the extent that animal can understand. The other non-human races have such lists, and all of them have other means to learn additional languages. Alignment languages may be overkill, but having Thieves’ Cant is an awesome idea. Druidic? Not so much. I’d call that piling on to a cool idea, and thus more overkill. Doing something cool too many times is uncool. YMMV.

If you find yourself asking why I’m making such a big deal out of this, ask instead why game designers are. Everything has to have a cost, including languages. In 3.5 Edition D&D, you could buy a language with skill points, but that would cost as much as your points in mechanically important skills like Hide, Spellcraft, or Tumble. By associating such a cost with flavor elements, flavor gave way to mechanics, and the story we were telling came down to a die roll instead of a creative character element. Perhaps instead of a character’s backstory providing a means to explain their entry into the mines of Moria, the DM was forced to pull out a deus ex machina so that everyone could keep playing. That’s cheap and robs players of their accomplishments.

I suspect most of you agree with at least the broad strokes of this argument but handle it by avoiding situations in which knowing a language is the only way to push the story forward. You may instead allow intelligence-based skill checks to figure out the script, but that means only the smart characters get to shine in this regard, and it dilutes the value of, for example, the 5th Edition D&D Linguist feat even if someone is willing to pay such a cost. Game designers, not players, are in the best position to fix this, and they should. Maybe they have in some games, but not in any I’ve ever played.

On rare occassions, the best way to move forward is to move backwards.

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Musings on Game Design and Revisiting AD&D 1st Edition: Campaign Settings and Pantheons @Luddite_Vic #DnD #RPG #ADnD #MythologyMonday #MythologyMonandæg

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

As with my prior post, this post was written yesterday (7/25). That makes it the eighth post I’ve written in the series. It’s out of order because Mondays are for mythology, and writing something relevant to both topics is easy. So, here comes session 0.5.

A friend (Vic) and I are designing an RPG system. Our design sessions are months apart, so don’t expect this system to ever see the commercial light of day. It’s a fun exercise, so if nothing ever comes of it, I won’t feel I’ve wasted my time. As I was doing my homework on the campaign setting, a memory came to mind. In the original 1e Deities & Demigods, the chief god of the Egyptian pantheon was Ra. By 3rd Edition, it was Re-Horakhty (f/k/a, Horus). This switch mirrors the real-world switch of ancient Egypt. What we call the Egyptian empire lasted almost 3,000 years, and during those 30 centuries different dynasties held control. These dynasties were devoted to different temples, so as the dynasties rose and fell, so did the influence of the temples. Thus, the god seen as chief among the pantheon changed.

A Controversial Opinion?

As broad a view as that is, let’s go even broader and tie this to campaign setting design. First, I want to say that I believe campaign settings should be system agnostic, and game systems should be campaign setting agnostic. That is, if I want to run a campaign in the Forgotten Realms using Dragon Age RPG‘s AGE system, there’s no reason I can’t do it. Maybe I need to do a little tweaking to run Legend of the Five Rings using the Savage Worlds system, but if I can’t, the fault is on the system. Systems can and should be flexible enough to accommodate whatever story elements are needed. GMs, or at least the game designers themselves, could write a patch that addresses the needs of another setting. 1e is open-ended enough that you might think it was suited to this task, but I’m not certain that’s true. In any event, this opinion may or may not be well-received by game designers, but that’s not the point of this post; it’s just stated to give you context for my point.

A Long, Long Time Ago . . . .

Going back to my design efforts, I thought, “What if players wanted to play my game in a low-magic setting? That would certainly work in a more primitive campaign setting.” If we were inclined to create such a setting, why start from scratch? Why not just take the high-magic setting and make it more primitive? For example, the gods of the moon, sun, and sky would be the same god in a simplified pantheon. Not only would this save us a lot of work, but one setting would represent the natural evolution of the previous one, as that hypothetical god would be split into three different gods as mortals became more civilized and sophisticated. Oddly enough, that sounds like science, which branches out into an ever-increasing number of specialties the more we learn.

But wait! There’s more! A gold mine in a “wild west” setting could uncover archeological sites tied to the fantasy setting that came before it. The same could be said of a World War II setting where an occult-obsessed dictator could be looking for artifacts of great power. Depending on what type of game a DM wants to run, those artifacts could be nothing more than trinkets, or they could actually hold some form of supernatural or scientifically advanced power. Also consider that even in a high-fantasy setting, traveling the “astral plane” can take a character to space. The same setting could be adapted for the far future for a campaign resembling either Star Wars or Star Trek, and similar connections could be made.

What I’m saying is that all the campaign settings could exist as part of the same planet and universe in general. In a sense, it’s an ambitious plan, but in another sense, future efforts would be made easier by taking advantage of the ones that came before them. A large gaming company could easily do that, even one like WotC that’s already established. I suspect many people assume Theros, Faerun, and other planets all exist in the same universe, and the gods just have different names from planet to planet. In fact, I once read (can’t currently prove) that the Olman people from Greyhawk weren’t “like Aztecs,” but rather were Aztecs. Earth and Oerth were linked for some time by an interdimensional portal, so they were the same people. This might have been a fan theory, but clearly these connections are easy to make.

In an ideal world in which Vic or I win the lottery, maybe we’d commit to our efforts full time. If we did, this is definitely an idea I’d want to pursue.

Have any game designers connected campaign settings in this way?

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

Musings on Game Design and Revisiting AD&D 1st Edition: My AD&D Playlist #DnD #RPG #ADnD #music

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

That was a big build up. I hope this doesn’t disappoint. This post was written today (7/25), which means it’s actually the seventh post I wrote in the series. Why am I front-loading it? Because Sundays are always reserved for posts that celebrate other people’s thoughts, deeds, or work; something silly; some of the above; or all of the above. That, and not game theory, is what this post is about. You should expect the same tomorrow, as Mondays are reserved for mythology. So, consider the next two days sessions 0 and 0.5 if you will.

Like all of you, when I hear a song, it takes me back to the time I first heard it and/or listened to it the most. As a result, there are a lot of songs that bring me back to 1e that wouldn’t necessarily put high fantasy into your brain. Nevertheless, if I’m at the gaming table, I don’t want to hear the 1812 Overture, the Anvil of Crom, or even Sisters of the Moon (a later-discovered song) by one of my two favorite bands, Fleetwood Mac. No, these specific versions of these songs are what I want to hear. While gaming. Seriously.

  1. Limelight, Spirit of the Radio, and Closer to the Heart by Rush;
  2. Sweet Dreams and The One That You Love by Air Supply;
  3. While You See a Chance by Stevie Winwood;
  4. Sara, Monday Morning, and Say You Love Me, Not That Funny, Rhiannon (one of the strongest vocal performances I’ve ever heard), and Landslide by Fleetwood Mac;
  5. Literally anything off of Fleetwood Mac’s Rumors album;
  6. Turn Your Love Around and Give Me the Night by George Benson;
  7. Goodbye Stranger, Take the Long Way Home, Fool’s Overture, and Babaji by Supertramp;
  8. Just Between You and Me and Sign of the Gypsy Queen by April Wine;
  9. Almost any song I can name by Triumph, but especially Magic Power and Fight the Good Fight;
  10. The Voice and Gemini Dream by the Moody Blues;
  11. Find Your Way Back and Jane by Jefferson Starship
  12. Ebony Eyes by Bob Welch;
  13. Don’t Fear the Reaper and Burning for You by Blue Oyster Cult;
  14. Babe and Best of Times by Styx;
  15. Lady by the Little River Band;
  16. Crazy Little Thing Called Love by Queen;
  17. Another Brick in the Wall Part 2 by Pink Floyd;
  18. Games People Play by the Alan Parsons Project;
  19. Refugee by Tom Petty & the Heartbreakers;
  20. Almost every song from Foreigner’s album, Four;
  21. Almost every song from the Police’s album, Ghost in the Machine;
  22. Almost every song from Asia’s debut album, Asia;
  23. Point of No Return by Kansas;
  24. Hold on Loosely and Caught up in You by .38 Special;
  25. I’m Winning by Santana;
  26. Don’t Let Him Know by Prism;
  27. Switching to Glide/This Beat Goes On by the Kings;
  28. No Time to Lose by the Tarney/Spencer Band;
  29. On the Loose by SAGA;
  30. A Life of Illusion by Joe Walsh;
  31. My Girl (Gone, Gone, Gone) by Chilliwack;
  32. Take It on the Run by REO Speedwagon;
  33. American Pie by Don McLean;
  34. Blinded by the Light and For You by Manfred Mann’s Earth Band; and
  35. Tragedy by the Bee Gees

I’m sure I’m forgetting a few big ones. I’ll add them as I think of them.

There’s a surprising number of songs on this list released in 1981/1982, which is the last year I played until 2005. I wonder what it says about me that I have the strongest association with songs that were there at the very end before the Satanic Panic kicked my ass. Probably that I’m a sociopath. That would check out.

Just order some pizza and put that shit on continuous loop, and I’ll keep playing the entire weekend nonstop.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

Cat D&D #Caturday #DnD #RPG

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I’ve been writing a ton of content over the past few days. I’ve recently decided to try my hand at a return to 1st Edition D&D, and I’ve already finished four posts, and started two, containing my impressions of the system. As a result, I’ve got nothing for Caturday today except these.

Uhh, guilty...: dndmemes
That’s some fine-ass spelling right thar.
Attack of the D&D / RPG Memes! - SHANE PLAYS
This is an offensive, back-handed compliment.
Nerdovore: Rogue Cleric Cat
Cats were made for this game.

Caturday!

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)


A Return to AD&D? #DnD #RPG #ADnD

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Stock image care of Motion Array

I’ve recently made a decision that may seem confusing if you’ve read this earlier post. I’m spending this weekend, and however much more time is necessary, reacquainting myself with 1st Edition Advanced Dungeons & Dragons. My intention is to run the game again for the first time in a long while. I have a load of material, so why not make use of it?

There’s a lot of it I’ve never played or run, so I’m hoping that I can find some players that haven’t played whatever mod (aka, adventure) I’m running at the moment. The idea would be to run the mods in isolation just like I did as a kid. If a player wanted to keep a character from one mod to the next, I wouldn’t object to that as long as that character was the appropriate level for the next mod in line. Otherwise, they’d have to hold back on that character for a while. I’m also more than open to allowing one of the players to run one of the mods with which I’m unfamiliar.

In addition to the Players Handbook, Dungeon Masters Guide, Monster Manuals I & II, Deities and Demigods, and the Fiend Folio, here are the mods I have:

  1. The introductory adventure from the Blue Box, level 1.
  2. Against the Slave Lords, which is a compilation of adventures A0, A1, A2, A3, and A4. A0 is for characters of levels 1-3 (no pregens), and the others are tournament adventures for characters of levels 4-7 (pregens available). I know very little about this adventure.
  3. B1: In Search of the Unknown, levels 1-3, pregens available.
  4. B2: The Keep on the Borderlands, levels 1-3 (I’ve played only a small portion of this adventure and don’t know much about it).
  5. B4: The Lost City, levels 1-3, pregens available (I know nothing about this adventure).
  6. C1: The Hidden Shrine of Tomoachan, three characters of level 6 (human fighter), 7 (human cleric), and 6/7 (half-elf magic user/thief).
  7. C2: The Ghost Tower of Inverness, levels 5-7, pregens available (my favorite mod, I’ve run this more times than I can count, having converted it to 3.5e, 4e, and 5e).
  8. D1-D2: Descent into the Depths of the Earth & Shrine of the Kuo-Toa, levels 9-14, pregens available.
  9. D3: Vault of the Drow, levels 10-14.
  10. G1-2-3: Against the Giants, levels 8-12.
  11. I1: Dwellers of the Forbidden City, levels 4-7, pregens available (I know nothing about this adventure).
  12. I2: Tomb of the Lizard King, levels 5-7, pregens available (I know nothing about this adventure).
  13. I6: Ravenloft, levels 5-7 (I’ve played the 5e conversion of this adventure).
  14. L1: The Secret of Bone Hill, levels 2-4, pregens available.
  15. L2: The Assassin’s Knot, levels 2-5, pregens available (I know nothing about this adventure).
  16. L3: Deep Dwarven Delve, levels 3-6 (I know nothing about this adventure).
  17. Q1: Queen of the Demonweb Pits, levels 10-14.
  18. S1: Tomb of Horrors, levels 10-14, pregens available.
  19. S2: White Plume Mountain, levels 5-10.
  20. S3: Expedition to the Barrier Peaks, levels 8-12, pregens available.
  21. S4: The Lost Caverns of Tsojcanth, levels 6-10, pregens available (I know nothing about this adventure).
  22. The Temple of Elemental Evil, which is a compilation of adventures T1 and T2 for characters of levels 1-2 (I know nothing about this adventure).
  23. U1: The Sinister Secret of Saltmarsh, levels 1-3, pregens available (I know nothing about this adventure. Seriously, I’ve never read or played it or the recent D&D Adventurer’s League “sequel.”).
  24. U2: Danger at Dunwater, levels 1-4 (I know nothing about this adventure).
  25. U3: The Final Enemy, levels 3-5, pregens available (I know nothing about this adventure).
  26. WG4: The Forgotten Temple of Tharizdun, levels 5-10 (I know nothing about this adventure other than that it may be connected to T1: The Village of Hommlet, about which I also know nothing. Seriously, I’ve never read or played any of the T-series.).

As most of you know, G1-2-3, D1-2-3, and Q1 are a complete series that would convenient to run, but I don’t think there’d be any surprises in them for anyone. The same probably holds true for S3, which is a shame. It’s one of my favorites. If I deem it necessary, I’ll use the Monster Manual II and Field Folio to spice up some of the encounters, but relearning the game will be most of the work I’m willing to do.

It may prove impossible to find players ignorant to these adventures, but as you can see from my notes above, there are plenty of adventures that would be a complete surprise to me. In fact, I’ve also never played the A-series (slavers). Go figure.

How many would I run? Who knows? There’s a lot of material there, so it’s a question of how long it would take before I grew tired of the mechanics. As for the players, the number of characters varies from mod to mod, as does the players interested in playing them, so I’m not looking for anyone to commit to anything regular. If you wanted to be one and done, that’s fine; after all, I may be one and done. I just want to get at least one table going and see where it goes. With all these restrictions and inconveniences in mind, I’ll add that I’d prefer to play in person (Northern Virginia), but if Zoom is my only option, then so be it.

So, if you’re interested, please let me know which of those mods you’d be eager to play and (be honest) whether you’re already familiar with them.

Note: Starting this Tuesday, July 27, my posts will be on my observations of 1e as I relearn the rules. Saturdays, Sundays, and Mondays are reserved for other things, so the posts will always skip those days. My reading may go slow at times, so they may skip other days, but I suspect this series of posts will span weeks.

If anyone has any suggestions for useful online resources (e.g., character generators, fillable PDFs, “quick rules”), please let me know. I found Dragonsfoot, which is where I’ll start.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

The Renaissance Faire and Star Trek? @StarTrek @mdrenfest #StarTrek

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The Renaissance Faire was a major part of my young adulthood. My family used to go to the one in Crownsville, MD every year. The impetus was my father, who was a well-read student of history. He’d go there and discuss “current events” with the actors. To their credit, they did fairly well, though they couldn’t out-history him.

I haven’t been there in a long time, but I consider it every year. a It’s ironic that we went as a family considering that I was a victim of the Satanic Panic, and here we were doing something reminiscent of the source of that panic. Well, if I do go again, and the opportunity presents itself (c’mon nerds!), I’ll be ready to add to the irony by adding my favorite intellectual property to the mix (something for which I was similarly ridiculed).

I really wish names weren’t obscured. Everyone deserves to receive credit for their ideas.

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Follow the Maryland Renaissance Faire @mdrenfest

The Death of Coffee Shops #DnD #RPG

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I’ve recently learned that coffee shops are a failing business model. Here’s proof that coffee shops are dying.

This is Economics 101. You can trust me. I’m really smart.

Once you’ve angered the beholders, your chances drop dramatically.

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My Favorite TTRPG Characters @slyflourish @alphastream #DnD #3e #4e #5e #RPG

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Writing yesterday’s post gave me the idea for this post. Here’s a list of my favorite RPG characters.

D&D 3.5 Edition: Frylock

This is my favorite character of all time even though I’m not a fan of 3rd edition. I left D&D in 1981 due to the Satanic Panic and returned in 2005. Frylock was the first character I created in my glorious return, which was for a Living Greyhawk game day. He was a half-elf warmage with a couple of levels in rogue. I’m not sure if I played correctly by the rules, but this was an awesome character, combining the rogues sneak attack damage with high-damage touch spells. He was high charisma, manipulative, and arrogant as hell, except for that one time he met his match. He ran into Teos’s character, Ambrosia, in whose hands Frylock was like putty. He was also a terror in combat, which was helpful considering that I’ve almost never built a character for combat. Spoon-feeding me competent character design helps keep my fellow players happy with my combat performance. If I was cheating to do it, this would explain why no one called me out for it.

For over a decade, my license plate was Frylock. That shouldn’t surprise any of you.

I’ve never been able to duplicate the feel of this character since 3rd edition. The closest I came was the supremely underpowered sorcerer-assassin hybrid in 4th edition. Maybe if I cheated, I could’ve done that in other editions. 🙂

D&D 4th Edition: Rizzen Pharn

4e is the only edition of any RPG I’ve ever played in which I loved play leaders (i.e., healers). After playing the Warlord pre-gen at some convention, I knew that would be the case. My first character I built on my own was the Drow, Rizzen. He was an Inspiring Warlord, and due to Commander’s Strike, it didn’t matter whether I rolled well on my d20s. I just gave my attacks to other people, than used my minor action to heal everyone. Suddenly, I was the most popular player on the table. I can’t remember any personality quirks I gave him. I doubt I did. At this point, 4e was new, and the character builds leant themselves inherently to personalities probably due to the emphasis on roles (i.e., controller, defender, leader, striker). I didn’t feel the need to spice it up.

D&D 4th Edition: Doofus Pharn and Snuggles

Doofus was Rizzen’s brother, and he was a beastmaster ranger. That was a really good class. Combined with the class’s features, my choice of powers gave me the ability to race across the length of a standard battle map in a single turn. The first time I did this was a disaster. I was all by myself surrounded by enemies with no actions left to fight or “ink.” Once I got the hang of the character, that mobility was remarkable. His DPS was also pretty good. His companion was a jaguar named Snuggles, and using the companion, Rizzen was able to set up his own flanks without the help of any PCs. Just like Frylock, I didn’t have to build the character for combat efficiency. The race and class combination handled that for me.

D&D 4th Edition: Luigi Deleonardis

Luigi was a riot. He was the stereotype of a senile old man, and I played him to a tee. He was a brawling fighter, which meant his primary combat tactic was “rassling.” He had a belt buckle with Kord’s holy symbol on it. He didn’t worship Kord; they grew up together. Sure, Kord was a bit younger than Luigi, but Luigi took him under his wing and showed him the ropes. He felt bad for the little guy.

Initially, Luigi always annoyed other players because they thought he’d be useless, but here’s a quick story of how I avoided that. The party had to convince wood elves to let them through their woodlands. Skill challenge! Everyone went with diplomacy or bluff, but not Luigi. As he was about to engage with the elven leader, he suddenly had a squirrel moment and decided to climb a tree. As a fighter, my Athletics was pretty high, and I (uncharacteristically) rolled well. My physical prowess was remarkably impressive, so I passed that check. When we came around again, the entire challenge came down to my roll. I was one of only two players that had to roll twice in the challenge. My (perceived) age allowed me to tell an impressive story of the gods, and with a natural 20, I saved the day. In that same adventure, the ultimate mission was to rescue a kidnapped woman, and as Luigi often did, he told that woman that she reminded him of his great, great, great, great granddaughter’s . . . granddaughter. That gave Luigi the incentive to protect her directly, which is exactly what a fighter is supposed to do.

My unorthodox style never held me back, but it always provided comic relief.

D&D 5th Edition: Balasar Kimbatuul

Balasar was a gold dragonborn battle master fighter who played the bongos, and by that I mean that I went to Toys ‘R Us and bought a set of bongs to play at the table. I created him for Sly Flourish’s Horde of the Dragon Queen campaign, and somewhere on slyflourish.com is a picture of me playing those bongos. The first leg of the campaign is a really tedious slog with little opportunity to rest and recover abilities. The rat swarm was particularly annoying, but the first leg ends with a blue dragonborn, Lennithon, calling out one of us for a one-on-one fight. I spontaneously shouted out, “Honor duel!” That became Balasar’s thing. He’s always pick the baddest NPC on the battlefield and convinced that NPC to duel him. It wasn’t through some class or racial feature, but purely through role-play, which Mike facilitated. In such a situation, it’s easy to outshine your fellow players by grabbing all the glory. I honestly don’t believe that ever happened. Besides the fact that my dice are weighted towards low numbers, so I was often knocked out, Sly Flourish is literally the best DM I ever had. He allows everyone to play as they want to play, and yet characters rarely stole each others’ thunder, nor did players annoy each other. As players, we deserve some of the credit for that, but most of it goes to Mike, and I like to remind him how grateful I am for his talent as a DM. I was in his home game for many years and play-tested most (all?) of his published work during that time.

D&D 5th Edition: Portia Tossgobble

Portia was one of four members of the Tossgobble family I created. Because I can play only one of them at a time, they never met in-game, but they were all siblings. Portia was a halfling, kensai monk in the D&D Adventurer’s League. Because I play once per year, I forgot most of her details. I was playing her at Winter Fantasy, and we needed someone to steer a ship. It suddenly occurred to me that she had a sailor background, so with a natural 20 on my attempt to steer the ship . . . well, let’s just say I finally had the opportunity to yell, “Ramming speed!” The adventure’s treasure included a perfect item for her: a +1 trident. All I need now is a magic item or feature of some sort that allows her to breath water, and she can rule however many seas Faerun has.

I could go on, but I won’t. Maybe I’ll remember some other fun characters and share them in a future post. I liked my occultist in 13th Age (another Sly Flourish campaign), but I was on my last legs as an RPG player at that point. My memory and my thrill in creating meaningful characters waned during that time.

It doesn’t surprise me in the least that all of these characters were D&D characters.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

Twitter-Inspired Thoughts, Part V: 4th Edition Combat #DnD #4e

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| Part I | Part II | Part III | Part IV | Part V |

I didn’t think I’d write a part V, but here we are. Once again, I’m my own inspiration.

Inside information: I made up that rule number.

I’m going to expand on this thought. For proper context, I point you to my post on how I prefer to play D&D and my dungeon crawl system PDF. Because neither of my two non-spam followers are going to click through, here’s the gist of them. Dungeon Crawl System: I created a system for 4th edition D&D that quickens combats and removes the annoyance known as the 2-hour adventuring day. (Your number of hours may vary.) My Approach to D&D: While I can enjoy a good combat, I prefer role-playing a quirky character to rolling dice, immersing myself in the game world and taking interest in even the most mundane of NPCs. That limited context will have to do if you don’t want to click thorough.

If you’re in combat and roll a natural 20, what have you accomplished? I’m not talking about your character; I’m talking about you, the player. What did you accomplish? Rolling a 20 (or any hit) is just a matter of random chance for the player, so while it represents a character’s achievement, the player hasn’t done anything of note. That’s why I prefer puzzles, moral dilemmas, and the like. They’re a challenge for me, the player. This doesn’t mean combats are useless in this regard. One thing we accomplish in all aspects of the game is that we’re telling a cool story. I just prefer that in doing so, we’re more screenwriters than moviegoers. I want to be the one writing most of the story rather than have random chance present it to me. That is, I prefer to moderate random chance so that it provides tension without overwhelming the story.

4e changed things for me. I actually enjoyed combats because winning a combat felt like I was accomplishing something. The tactics were intricate. I had to cooperate with my team of PCs to defeat the tactics of the DM, just like what you’d do in the real world.

See the source image

Damn, that sounds nerdy. I know real life combat is very different. I’ve trained in the martial arts since I was 14. I’m just drawing an analogy. The point is that you have to use your brain and employ sound tactics in 4e D&D. It seems so strange to me that one of the most common criticisms of 4e is that it’s a combat simulator that sacrifices role-play. The mechanics of 4e kind of made role-playing a character part of combat, and it’s why I had a much easier time fitting in with other gamers during its run. That gives me an idea for tomorrow’s post. Seriously, typing that sentence gave me an idea.

All that said, I’ve always said that if a game system doesn’t do what you want it to do, it’s you’re own damn fault. You can use any system to play any style.

I’m a Napoleon Dynamite-esque martial artist.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

How TTRPGs Took Hestia’s Place in Our Culture @stephenfry #MythologyMonday #MythologyMonandæg #RPG

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I love the Graham Norton Show. I’m not sure why — I’m not a fan of talk shows — but I’ll leave that mystery to the philosophers. I’m any case, Facebook keeps throwing the show’s videos at me. This one from 2018 had an interesting message.

Skip to 1:22 to get to my point. Skip to 1:55 to see how confused Nicole Kidman is.

TL;DR: At the time of filming, Stephen Fry had released a book called, Heroes. In discussing it, he mentioned his favorite Greek god, Hestia.

And the hearth, when you think about it is all of our ancestors, whatever our ethnicity . . . all our ancestors gathered around flames at night to stay warm and protect themselves from animals, and they told stories about things over which they had no control. . . . Everything you can’t understand and control you give a name – a god – and so these gods developed personalities around the fire. And now I think we can safely say we’ve lost the hearth. You know, we don’t eat around tables anymore, someone’s got a PlayStation in that room, and they get a delivery of pizza into it, and someone else has got another . . .  they’re streaming things in another room. No one gathers around and shares stories anymore. We’ve lost our focus; we’ve lost our hearth.

Fry’s point is correct though incomplete; he failed to mention that these stories eventually became a form of entertainment because it wasn’t relevant to his point. In any event, we’ve lost the art of shared storytelling. Movies, TV shows, and novels are one-sided storytelling. The hearth gives us all the opportunity to take our turn telling our stories, or directly contribute to the stories of others through questions or commentary. Perhaps the fact that a novel inspires a reader to write their own novel provides some give-and-take, but that’s hardly an intimate experience, and it’s reserved for those with the drive, resources, skill set, and perhaps luck to publish a novel.

But then there’s we, the TTRPG nerds. We haven’t lost this at all, have we? What is a table-top, role-playing game session at someone’s dining room table if not “the hearth”? Unless you have a totalitarian DM that insists it’s “their game,” everyone at the table is telling the story.

We’re one of the last cultural bastions of intimate community activity. Kind of ironic that the social misfits are what’s keeping this part of our social identity alive, huh? Make sure you don’t blow that opportunity or shirk that responsibility. Personally, I think it’s tautological to say that doing so requires we focus more on the characters and story than on the mechanics, but whatever keeps *you* at the table is good enough. Food for thought.

Fry’s book, Heroes, will have to go on my reading list.

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