Thursday, August 30, 2012

Skills vs. Skilz

One of the arguments I've heard against relying on player narrative where character skills are concerned is that it rewards players who are good narrators at the expense of those who are not. The counter argument, which I seldom hear, is that relying on a numerical system to resolve skill use rewards players who are good number maximizers at the expense of those who are not. By favoring one approach over the other, aren't we just swapping one type of player talent for another?

I've played both approaches--games where every action had an associated number on the character sheet and almost nothing was narrated, and games where characters had no ratings at all beyond a name and a concept, and every action they took involved negotiation between player and GM. In my experience, the presence or absence of rigidly defined character abilities had little impact on whether I enjoyed the game. More than any other factors, my enjoyment depended on who I was playing with and how well the GM handled the session.

That might sound like a cop-out, but RPGs are funny animals. They violate many of the conventions by which we define "a game." I've argued that D&D isn't really a game at all; it's a structured play activity, more akin to building a tower from wooden blocks with a group of friends than to playing parcheesi or Pandemic with friends.

In that regard, isn't trying to shoehorn the standard conventions of games into an RPG a disservice to the RPG? Is it analogous to trying to force elements of poker into chess? Choker might turn out to be a fine game, but it would not be chess, and I suspect that the hybrid would lack the spark that makes both chess and poker shine so brightly.

Experience confirms to me that players who enjoy narrating their characters' skill use are good at narrative, while players who prefer numbers are those who manipulate numbers well. Nothing's wrong with either of those positions, as long as we recognize that both of them introduce their own brand of bias into events around the D&D table.

Tuesday, August 28, 2012

Setting the Hook

Adventure hooks are the grease that keeps a fantasy roleplaying game campaign moving forward without snagging up between adventures. When hooks work properly, one adventure meshes into another like the cogs in a fine transmission. Players transition from the third adventure to the fourth adventure like Steve McQueen upshifting from 3rd gear to 4th.

In an earlier post on Baiting the Hook, I described how the best way to set hooks in your players is to bait them early. Even with early clues, the time comes when the main attraction needs to be kicked off. Whether you’re looking for the final tug that fully sets a hook in the players or just a different way to dangle some bait, the following list of incidents provides plenty of options.

(Read the rest at Kobold Quarterly ...)

Monday, August 27, 2012

Adventure Notebook: Hive of the Vampires

This installment of "Adventure Notebook" is a bit higher-level than previous notebooks, and it includes a monster that does not exist in any monster manual, as far as I know--vampiric duergar. Coming up with stats for them is your job. My suggestion is to double their hit dice and give them most of the vampire's special abilities (your choice), but you might want to present them completely differently.

This location would work well tacked onto a larger dungeon. Butt it up to any unexplored door and it's ready to go.


Friday, August 24, 2012

Dungeon-a-Day Kickstarter

Dungeon-a-day wrapped up its first outstanding megadungeon project a little over a year ago. The team at Super Genius Games is gearing up to start a whole new megadungeon, and they're funding it through Kickstarter. They've already nearly quadrupled their humble original goal, but the stretch goals are pretty cool, too. If you haven't backed it, the campaign runs until Sunday, August 26. The original Dungeon-a-Day was an impressive undertaking, and I'm sure this next one will be at least as amazing as the first one was.


Tuesday, August 21, 2012

Strategy

“All that matters is that today,
few stood against many.”
Conan the Barbarian
(and John Milius)

 Roleplaying games grew out of wargaming, and to those of us who followed the same vector, the pull of wargaming is still strong. But you don’t need to be an old-timer to feel the tug from strategy and tactics.

Wargaming has important lessons to teach DMs and players about building drama in games. That might surprise folk who don’t play wargames. Pacing, tension, and, above all, balance are major concerns for the wargame scenario designer.

We talk a lot about not railroading players with a one-track adventure plot, but little is said about railroading in combat. I’m not talking about tactics here. In military terms, tactics are the actions taken during a fight—focusing attacks against the hill giant instead of the ogre, using the fireball at the start to soften up the enemy instead of holding it back for later, and other immediate decisions. There might be right and wrong courses of action during a fight, but players usually have complete freedom to choose.

(Read the rest at Kobold Quarterly ...)

Monday, August 20, 2012

Adventure Notebook: Frozen Hall of Secrets

My apologies for not posting an Adventure Notebook last week. I'd like to say it was a bit hectic because of GenCon, but in fact the frenzy was caused by deadlines and a tussle with food poisoning. All is back to normal now, more or less.

This week's installment is the Frozen Hall of Secrets!


Friday, August 17, 2012

When Skills Fail

It surprises me (sometimes) how many people voice support for the "no skills" approach to D&D. They're pretty much all old-schoolers; not too many 3rd/4th Edition or Pathfinder players among them.

A common thread running through many of the arguments against skills is that they make things too easy; GMs and players who rely on skill rolls are lazy. This argument is a bit odd on its face, since roleplaying is a leisure activity. I see no reason to bind it in philosophies that make the process strenuous.

That aside, I've observed many campaigns that appeared to depend heavily on skill rolls but in fact relied on GM/player interaction more than either the GM or the players let on or possibly were even aware. This has been true not only in D&D but across many different games, including some that use skill rolls to resolve just about everything.

You know what I'm talking about, For the game to advance from A to C, characters must accomplish B. That task might be finding a door, unlocking a chest, spotting a bloodstain, bending a bar/lifting a gate, persuading the victim's lawyer to let you have a look at the will, etc. The player with the key skill rolls 1 on the check, and the GM reaches for his inhaler.