Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Wednesday, December 10, 2008

Ramblings about Pathfinder vs. 4E

I haven't been posting in a while because of work. But I've been reading the RPG blogs every day. Today I noticed a link to a very interesting blog entry at Chad Perrin: SOB titled How Paizo Fixed D&D. Then I noticed a response to that blog entry at The Core Mechanic. So I've come out from under my rock to post some of my thoughts regarding this issue.

I am no longer enthusiastic about 3.5E. And I'm even less interested in 3P, as the Pathfinder system is being labeled. The set of D&D rules that accumulated since the publication of 3E back in 2000 became a bloated mess. D&D is an exception-based rule system and the amount of exceptions became monumental and sometimes contradictory. The amount of preparation on the part of the DM became too much. The game's complexity is a turn-off to newbies.

When I returned to gaming in 2005, it was with D&D 3.5E. But even though I had decades of experience with playing RPGs, I was constantly at a disadvantage because I didn't have the level of skill with the 3.5E rules as my fellow gamers at the table. The group I was with was very unforgiving and lacked patience for newbie gamers. I saw several newbies come and go from that group. Newbies who had the time to play but were either rejected because of their seeming "unwillingness to learn the rules" or either just plain lost interest. Right before I left that group, it was suggested to me that I should just play a fighter since it was the simplest character class.

Good grief! There shouldn't be this massive learning curve for RPGs!

When I started my own gaming group, I DM'd in the fashion that I thought would be friendlier and more accommodating to newbies. But there was still that barrier of rule complexity. One fellow who joined my group was a really great guy who knew the 3.5E rules very well. Even though I was the DM, I found myself deferring to his wisdom regarding rule mechanics. Since I wasn't running a store-bought 3.5E module, I had to write up monster and NPC stats for each game session. The amount of time I spent preparing materials was massively disproportionate to their amount of game-time use.

This is the part where I start raving about the virtues 4E, right? Well, maybe.

When 4E was announced, I was excited about it. The more I learned, the better I liked it. The folks at WotC seemed to be mirroring many of my opinions about the shortcomings of 3.5E. They rebuilt the entire game from the ground up. Monsters are much easier to create from scratch. The skills are simplified. The classes are now balanced in a very precise and consistent manner. I like how the system of PC powers, feats, and tiers easily guide development so that you can have butt-kicking fun at all levels. This is in contrast to 3.5E, where you eventually discover that you have to meticulously plan character development in advance through careful examination of Byzantine rules in God knows how many splat books in order to make manifest your perfect snowflake. Massive programs have been written by third parties to assist with 3.5E character creation. 4E character development isn't nearly as complicated.

4E has some drawbacks, though, in my opinion. I miss Vancian magic. Most of the rules for PCs only relate to combat. Many aspects of 4E, so I've been told, strongly resemble World of Warcraft and collectible card games. The game now seems entirely focused on the goal of elevating PCs to inevitable apotheosis.

Nevertheless, 4E is simpler than 3.5E. But its style is heavily influenced by the popularity of computer RPGs and I'm not sure I like that. Ever since 4E was published, I've been wondering what this role-playing game thing is really all about.

I'm an old-timer who started gaming when the hobby was becoming mainstream. Only a few years after I started gaming, the adventure path style was beginning to coalesce in the form of Dragonlance, as James over at Grognardia recently pointed out. Although pre-generated characters following a scripted story repelled me, I eventually found myself buying into the idea that all good RPG adventures had to have a story arc. I convinced myself that I couldn't be a good GM unless I was a good writer. I've come to realize that this idea was utter nonsense.

As I recounted in an earlier post, I learned about the term, "sandbox campaign." I was also turned on to various blogs and forums pertaining to the "old school" gaming style. Since then, I've decided that old school sandbox campaigning is my preferred way of playing any RPG.

Then there is Pathfinder. (Were you wondering when I was going to get to that? I was too.) It is the continuation of the 3.5E rule set and is ideal for people who are not interested in the drastic changes of 4E. Apparently, much work has gone into making it a fine product. But it is not for me.

One would think that an old-timer like myself would abbhor 4E in favor of 3.5E. Or perhaps it wouldn't be surprising if I called myself a grognard that would rather play OD&D or 1E. But I'm not too sure I will abandon years of gaming evolution and return to an earlier, simpler system. And Swords & Wizardry is just about as simple as it gets!

No, what concerns me the most about modern role-playing games is the idea of the adventure path versus sandbox campaigning. In my very humble opinion, I think this bifurcation of attitude towards playing RPGs is at the heart of many discussions dating back 30 years. I think that it's at the heart of the dissatisfaction of grognards towards modern rule sets. And I also think it's at the heart of the Pathfinder vs. 4E debate. But I'm not sure that many people realize it yet.

(Here's where I really go out on a limb and where I will probably start ducking rotten fruit flung at my head.)

The 4th edition of Dungeons & Dragons is fantastic for old school-style sandbox campaigns.

There. I said it. Call me completely insane. But I think it's true. I'll try to explain why.

I've decided that story arcs are a bad idea. The adventure path is gaming entertainment and not actually a game. Paizo's Pathfinder is the culmination of that gaming tradition. It's in the name of their game, for God's sake. They've published not modules but adventure paths.

The premise of 4E is the "points of light" concept. This is as it should be. When I started my own campaign last year, I wanted it to take place in a period of time similar to that of the Dark Ages after the fall of the Roman Empire. That way there could be isolated settlements, perhaps a few warring kingdoms, and plenty of ancient ruins for dungeon crawling. I didn't want the campaign world to be too civilized like Greyhawk or other published settings. I wanted it to have as much wilderness as possible. After I dreamed up this campaign, I found out that this is exactly what was intended for 4E. In fact, the points of light premise inspired Goodman Games to publish a book detailing four sandbox campaigns in their Points of Light source book.

And then there is Mike Mearls himself who is running a sandbox campaign using the Wilderness Survival map, as suggested by Gary Gygax back in 1974. Hello? Did anyone else notice this? One of the lead developers of the 4th edition of Dungeons & Dragons is looking at the weird ways of old school gaming. Check out what he had to say about The Keep on the Borderlands. Even his blog is a play on that title.

4E is completely stripped down. Many have noticed that there is not much beyond combat rules in the core rule books. Is this a bad thing? Maybe. Or maybe it isn't. One of the virtues of old school gaming is the lack of rules. The DM and players of OD&D and AD&D were expected to make up rules on the spot if it was ever needed. Inventing house rules was part of the fun. Why is it impossible to take the rules presented in 4E and build upon it with house rules?

Another criticism of 4E is the lack of fluff in the Monster Manual. Well, there wasn't much more than crunch in the OD&D monster decriptions, either. Over the years, the lore regarding orcs and goblins became more and more detailed. Just take a look at the description of those monsters in the OD&D books and then look at how they ever so gradually expanded in 1E, 2E, and 3E. As of 3.5E, those creatures were fairly well defined in terms of fluff. In 4E, they are not. That's because it's now up to you. Again. As it was in OD&D.

So here I am, a quasi-grognard who thinks that 4E can be great for old school-style sandbox campaigns. The trouble is that almost all of the gamers playing 4E want video game-style "quests" handed to them on a silver platter so that the PCs can take part in the DM's scripted adventure path. And almost all of the gamers who want to play it old school want to do it using OD&D, AD&D, OSRIC, or Swords & Wizardry.

What's a weirdo misfit gamer like myself to do? Keep blogging, I guess.

Wednesday, September 10, 2008

Improvisation: D&D is not a video game

There have been several occasions when I have tried to introduce D&D to newbies. Since all of them are familiar with board games where you take turns and move around game pieces, they would invariably look at D&D from that frame of reference. "Taking turns" is a concept that comes naturally. But in RPGs, the taking of turns only occurs during combat. The other parts of game play that involve traveling between dungeon and town seem ridiculous and unnecessary. To them, nothing happens that seems of consequence. There is no earned XP, no treasure gained, nothing that seems directly related to rules stated in the books. When I declare to the newbie players that a "wandering monster" has appeared before them on the road, it seems to them that I'm being arbitrary. It doesn't fit into their idea of a confined arena that is carefully defined by a map printed on a board sitting on a table top whereupon game pieces are pushed around.

Or maybe the newbie has played medieval fantasy RPGs on the computer. He is very familiar with the idea of exploring underground labyrinths, fighting monsters, and looting treasure. He is well aware that more powerful weapons, armor, and magic items await them once they have gained enough gold. But when it comes to the improvisational aspects of character interaction, he is almost always confronted with a barrier: actual role-playing.

I experienced the latter type of newbie the other night. He's a smart guy and has played plenty of computer RPGs. I have not.

The last computer RPG that I played was probably Wizardry on an Apple II sometime in the early 1980s. Or maybe the Farscape computer game counts as an RPG? I enjoyed that. There was that time that I gave one of the Final Fantasy games a try. I don't remember which one it was but I do remember getting bored and selling it to someone else. I made a concious effort to avoid Everquest because I knew from the tales told about it that there was a danger of becoming addicted. At the time, I was hooked on playing first-person shooters and I was afraid I'd waste even more time on a MMORPG. I've never played Morrowind, although it has been repeatedly recommended to me. Do the recent Grand Theft Auto games count as RPGs? Because I really enjoy playing games from that series. Conspicuously, I've never played World of Warcraft.

The prime reason that I've never been very interested in computerized role-playing games is that you don't actually play a role. Yes, you can create characters that you gradually enhance over time. No doubt pre-programmed NPCs react to you based on your class, race, and your choice of responses. But the player is not tasked with actually taking on the role of the character and engaging in improvisation.

I am not an actor. But I was raised by one. My mother was an actor and a theater director. Although I did not end up becoming an actor myself, I did become involved with local community theater. I tried a little bit of stage acting but it just wasn't my cup of tea. Along the way, I took part in acting classes of one sort or another. One of the exercises that actors practice is improvisation. Sometimes this skill is necessary during a stage performance when another actor forgets a line, someone misses an entrance, or perhaps because of a technical malfunction backstage.

Improvisation is vital for playing a role-playing game. It's the only way that a story can be built or advanced. Otherwise, it becomes the much-maligned hack-and-slash variety of dungeon crawling. Monsters appear, players kill, loot, buy gear, rinse, repeat. Dullsville. That's fine if you just want to play a tactical war game. That's what D&D really is at its heart. But the game evolved beyond its strategy war game roots. Role-playing is what makes it distinct.

You don't have to be a skilled actor to play a role-playing game. As a player, it's your option to actually speak what your character is saying in the imaginary game world. Or you can merely describe what your character is speaking. Sometimes the DM might just require the players to roll the dice to see if they succeed at some sort of social skill such as "Fast-talk" or "Diplomacy." Skill rolls rely upon a PC's known skill score. Social skill rolls can be used as a crutch for players who may not be inclined to resolve in-game social interactions.

But even social skill dice rolls are useless if the player does not engage with NPCs at all. That was the situation I faced the other night.

One of my players is an experienced computer RPG gamer. He is very familiar with fantasy adventure scenarios and what constitutes them. But he is used to having the computer program provide him with "quests." All interactions with NPCs are pre-programmed and have limited variability. This guy has never had a successful experience with pencil-and-paper RPGs.

I was running my group through a Dungeon Crawl Classic module that was published by Goodman Games. It took place in a building located within a city. The dungeon was beneath the building. The game was proceeding normally. But when they encountered a group of NPCs in one room, the game came to a dead stop. He wouldn't talk to the NPCs. He was clearly expecting a fight like with all the other monster encounters. The player was confused and just looked at me as if I was about to reveal to him what he should obviously do next. Nothing. Dead silence. No interaction. Eventually, the player made feeble attempts to brush past these NPCs. But I wasn't going to let him do that. This made him think that these NPCs were somehow related to the main subject of the adventure. I imagine that he was used to that sort of thing in his computer games. But these NPCs had nothing to do with the adventure and were merely placed in this module to open up role-playing, generate possible future story hooks, and/or create new allies or enemies. But the player just sat there, having no idea what to do. I finally realized that this was going absolutely nowhere and so I just made the NPCs ignore the players and go back to drinking and playing cards.

Another big problem I had with this player was a puzzle that the group had to solve. It was an entrance to the next level of the dungeon. In order to open the portal, words had to be spoken in a particular language. The required language was not obscure. It's just that none of the players could speak it. It was just like that scene in Lord of the Rings where all Gandalf had to do to enter Moria was speak "friend" in elvish. So there my players were, in this dungeon, and none of them knew the language required to open the magical portal. They knew it was some particular language, but they had no idea which one.

They had absolutely no idea what to do next. The computer RPGer could not conceive of the idea that, because no one in the group could speak dwarven, the solution to the puzzle was not within the dungeon. He tried searching through all the rooms that they had previously explored. Reading all the books that they found. Nothing helped.

Other DMs might have done something to help the characters along. Perhaps I could have said that they finally find a piece of paper in a desk drawer that describes exactly how to open the portal. But that doesn't challenge the player. I recently vowed that I would not allow my players to get off easy just so they could advance. No, they would actually have to solve the puzzle and I wouldn't allow them to just "make a skill roll."

Nothing was coming to them. I realized that as far as my computer RPGer friend was concerned, this dungeon represented the entire reality of the PC. The most I felt I could do was give him this very general clue. The player eventually suggested the idea, "Well, I guess I could find someone in the city who might help. But I have no idea who." I awarded him bonus experience points and we ended the night's session.

I'm not sure that this campaign is going to get anywhere if the player is not willing to interact with non-player characters. If the dungeon doesn't have the obvious means to overcome obstacles laid before him, he doesn't seem to have the ability to improvise.

D&D is not a video game.