Honor Among Thieves is book one in a new series set in Servin by Elaine Cunningham. Elaine may be familiar to fans either of the Forgotten Realms setting where she's written numerous novels, or even fans of the more recent setting and novels, Pathfinder, where she's got one down and hopefully more to come.
At her website, http://www.elainecunningham.com/ she has numerous bits of lore on the setting. Some of that comes through the story, which is a novella. These isn't quite a steam punk setting, but there are clockwork elements including mechanical men along with magic and other bits.
I'll be delving into the book so there will be spoilers below.
So why am I mentioning it? There were a few bits I enjoyed.
For one, she takes the familiar, in this case the dwarfs, and provides her own touch, in this case, a sub-race, one of the "stone races", a Carmot. First, their blood is believed to amplified alchemical transmutations. Something useful in this setting because alchemy is on the rise and magic on the downfall. More interesting though is that the natural state of this type of dwarf, pale silvery gray hair, kin and teeth can be changed, like a chamelon. With a few reflavoring bits, you could take feats and PrCs designed for a Changelling and apply them to a Carmot.
New monsters are also good. How about a swarm of giant half moth, half mosquito creatures known as death moths that guard dwarf tombs? Good stuff. Some brute clock work guards done up in old style knight armor also show up.
Another thing I enjoyed was how the author makes it like an ongoing situation as opposed to some books where all the loose ends are done in one. There are things that are introduced here that don't come to a tidy end, even though they may in the future as the second book is now out.
Lastly, I enjoyed the twist. I admit that I did not see the big switch at the end coming. I suspected something was going to be different or special, but didn't know what it was. This would make for an interesting switch around in a role playing game where one of the players was using class and race X but perhaps even without them knowing it, they were perhaps monster Y. It's always good to be able to surprise the readers and yet leave enough slack that you can go back and reunite the heroes at a later date.
Tuesday, January 31, 2012
Sunday, January 29, 2012
Lesserton and Mor by Joel Sparks and Jeff Sparks
I picked this and a few other OSR books up at Gen Con last year but haven't really had a lot of time to dig into it.
While waiting for some glazes to dry on some Khador models I'm working on, I figured I'd hit the Referee's Guide a bit.
One of the things I thought interesting, is that while there are 'half orcs', they don't call them that here. Instead, it's orckin. A simple enough change, but one that makes a lot of sense. There are so many half-X races in D&D and other fantasy games, that it seems lazy to just call a half orc or half elf by those names. One of the neat things about the Dhampyr is a unique sounding name that's still pretty recognizable if you know where its coming from. When using such races in your own setting, try to give them their own name.
Another neat little aspect, is the trade game. A lot of the humanoids here are known for their mastery of one particular type of large vermin; bees, crickets, frogs and spiders. Each one has its own economy of sorts but its all based on the barter system. Each tribe having its own specialty. A clever group can make some 'real' money on the small level if you will, but it can work.
One of the reasons it can work, is because like many older editions, the game focus isn't necessarily on money as a means of purchasing magic items so that you retain game balance or can overcome damage resistance.
This allows the authors to do some fun things that normally they might not be able to do without stressing the simple system to see if its going to break the economy of the game and push the players in one direction or another in terms of their relative power level.
In addition to playing various editions of Dungeons and Dragons, I hope that 5e design crew is scrutinizing what the current publishers and supporters of the OSR are doing and can take those best bits and learn from them.
While waiting for some glazes to dry on some Khador models I'm working on, I figured I'd hit the Referee's Guide a bit.
One of the things I thought interesting, is that while there are 'half orcs', they don't call them that here. Instead, it's orckin. A simple enough change, but one that makes a lot of sense. There are so many half-X races in D&D and other fantasy games, that it seems lazy to just call a half orc or half elf by those names. One of the neat things about the Dhampyr is a unique sounding name that's still pretty recognizable if you know where its coming from. When using such races in your own setting, try to give them their own name.
Another neat little aspect, is the trade game. A lot of the humanoids here are known for their mastery of one particular type of large vermin; bees, crickets, frogs and spiders. Each one has its own economy of sorts but its all based on the barter system. Each tribe having its own specialty. A clever group can make some 'real' money on the small level if you will, but it can work.
One of the reasons it can work, is because like many older editions, the game focus isn't necessarily on money as a means of purchasing magic items so that you retain game balance or can overcome damage resistance.
This allows the authors to do some fun things that normally they might not be able to do without stressing the simple system to see if its going to break the economy of the game and push the players in one direction or another in terms of their relative power level.
In addition to playing various editions of Dungeons and Dragons, I hope that 5e design crew is scrutinizing what the current publishers and supporters of the OSR are doing and can take those best bits and learn from them.
Saturday, January 21, 2012
Nostalgia
I get to kill two birds with today's posting. As I've noted on a few spots, I'm trying to work less this year and enjoy life more. We'll see how long that last as my work situation could change or any number of factors outside my control can smash my plans. But until that happens...
So today was clean house day. This may not sound interesting, but if you're a gamer who has played and collected for a long time, it can lead to some interesting times. While due to space constrains I've lost, sold, traded or otherwise lost much of my collection, I still have a lot of things like my old Polyhedron magazines that I stumbled across or some maps by one of my friends.'
Jason is a great artist and a good guy and I haven't talked to him for years but hell, that's part his fault and part my fault.
I also came across some photos of my friends and I when I used to live on Mozart playing some second edition. Good times.
But on another front, nostalgia hits from a completely unexpected source; Wizards of the Coast is going to reprint the first three Advanced Dungeons and Dragons books with new covers and provide some of the cash for the Gary fund.
I noted over on RPG.net that I'm of two minds. The first is the cynical aspect that looks at this as a ploy by WoTC to sell some books at an inflated cost and notes that they completely ignore Dave, the other founder of Dungeons & Dragons. There are other bits that go clink clink in my head, but really, I'm trying to be the gamer who goes, "Wow."
WoTC probably isn't going to make much money off this. It's a limited print run that is going through local gaming stores only and no chains. They'll also be donating some money. I think that its a good move because it allows those who want the 'shinny' but also the old, to get a look at it. Mind you, if anyone really wants to get those books e-bay and used book stores probably have them at a much cheaper price. It also allows some good will to shine through thanks to the nature of the product.
There are those who see it as a money grab and as an excuse for Wizards of the Coast to strike out as games like OSIRIC and it is possible. Me? I'm hoping that its an experiment that goes well and that Wizards of the Coast does something like this for Dave and that they keep building what could be good will be doing things fans want as opposed to being a corporation.
We'll see.
Game on folks.
So today was clean house day. This may not sound interesting, but if you're a gamer who has played and collected for a long time, it can lead to some interesting times. While due to space constrains I've lost, sold, traded or otherwise lost much of my collection, I still have a lot of things like my old Polyhedron magazines that I stumbled across or some maps by one of my friends.'
Jason is a great artist and a good guy and I haven't talked to him for years but hell, that's part his fault and part my fault.
I also came across some photos of my friends and I when I used to live on Mozart playing some second edition. Good times.
But on another front, nostalgia hits from a completely unexpected source; Wizards of the Coast is going to reprint the first three Advanced Dungeons and Dragons books with new covers and provide some of the cash for the Gary fund.
I noted over on RPG.net that I'm of two minds. The first is the cynical aspect that looks at this as a ploy by WoTC to sell some books at an inflated cost and notes that they completely ignore Dave, the other founder of Dungeons & Dragons. There are other bits that go clink clink in my head, but really, I'm trying to be the gamer who goes, "Wow."
WoTC probably isn't going to make much money off this. It's a limited print run that is going through local gaming stores only and no chains. They'll also be donating some money. I think that its a good move because it allows those who want the 'shinny' but also the old, to get a look at it. Mind you, if anyone really wants to get those books e-bay and used book stores probably have them at a much cheaper price. It also allows some good will to shine through thanks to the nature of the product.
There are those who see it as a money grab and as an excuse for Wizards of the Coast to strike out as games like OSIRIC and it is possible. Me? I'm hoping that its an experiment that goes well and that Wizards of the Coast does something like this for Dave and that they keep building what could be good will be doing things fans want as opposed to being a corporation.
We'll see.
Game on folks.
Friday, January 20, 2012
The Company by K. J. Parker
I continue to make my reading of K. J. Parker based on the findings at Half Priced books. I would love to purchase the ebooks and provide some direct support for the author, but when I can get the hardcover at half the price of the ebook, and that hardcover is in near mind condition, its not contest. The next book I read I'll have to decide if it's going to be something by this author, whose work I've run out of, but haven't read it all, or some of the other material I have siting dormant on my Toshiba Thrive via Kindle or in one of the many piles around the house.
Anyway, K. J. Parker continues to impress, but honestly, this book would be book three were I to rank them. I'm torn between the Hammer and the Folding Knife, although I think I like the former just a touch more and the Company has its moments but tends to fall a little short in my enjoyment level.
The Company is about a group of 'linebreakers'. This is a term used here to describe the specialist warriors who charge a pike line and break through them so that those ranks can be decimated by the opposing side. I forget what they were called in the various mercenary companies but they were generally paid a lot of money because they were often the first to engage the enemy and the first to die.
The thing that makes A Company unique is that outside of their last fight, they have as a unit, survived every engagement they've been in. This gives them a bit of a legend, an aura of invicibility that provides a lot of backing to whatever they say.
In a role playing game, allowing the character to develop a reputation and allowing that reputation to have an impact on others is something the GM should keep track of. Mind you, that reputation may vary a bit depending on what the players are doing, but if the players are known to have overcome the Temple of Elemental Evil and helped the towns and been generally awesome in their display of prowess, the people should give them their props. It's not a reward that necessarily comes with any mechanic benefits, but clever players will be able to use those props for their own rewards.
Another bit is that when the novel starts, almost all of the characters are broke. In many games, the spending of cash isn't necessarily a big deal. Some games don't even really cover it, instead relying on a vague 'level' of wealth, like Hero of FASERIP, the old Marvel Super Heroes game, does. Others like Dungeons and Dragons have a pretty detail intensive level and various methods of removing said cash from the characters.
In earlier editions, characters might have to pay various maintenance fees to maintain their lifestyle. In 3rd and 4th edition, those funds are assumed to go almost exclusively to the purchasing of magic items.
In The Company, I'd say its more of the former than the later. The characters and wealth are not connected. Wealth in and of itself is something nice to have for them, but isn't their main goal. Their main goal seems to be to stay 'The Company' due to their experiences in 'the war'.
This is an important issue though when looking at games like Dungeons and Dragons. What role do you want wealth to play in your campaign? If you engage the players and allow them to hunt down items they want or allow them to make items they want using various rituals and rites, then in later editions, gold in and of itself can be used for other purposes as it used to be. This is a campaign decision that should be made before the start of the game, and it is one that the players should be informed of.
If for example, you are playing with people you don't know and have it at the back of your mind that you'll allow them do pretty much build their items, or give them quests when they let you know what the items they're looking for are, they might not be expecting it and can grow frustrated if you cut back on the funds, thinking that they will need that gold for magic items.
In another aspect of the book, some of the characters have secrets. Some games are build around bringing out the role playing aspect of such party conflict. In my experience, especially with the older editions, blows might have come out over magic items, especially those high powered ones that might not ever come around again like a Girdle of Storm Giant Strength. In other games like Burning Wheel, probably not, but the fact that you killed someones favored cousin or something along those lines might be an issue that has to be resolved in play.
Depending on the maturity level of your group, and their interactions with each other and you, allowing players to have such 'dirty' secrets can be fun. This is something that you have to be careful with though as some people take their gaming very seriously and things done in the game transfer over to the real world in terms of real anger or disappointment.
The Company is also great for showcasing how large government may think. There are several individuals brought out and quickly brought out of the story, just to showcase how slow things may move. The end conflict is actually about something that has been under investigation for years, showcasing yet again, the inefficiencies of the government.
It is ironically enough in a position that like where individuals can shine. Player characters may have opportunities to gather fame and fortune if they are able to outmaneuver and outhink and outperform those who are in competition with them and the GM should allow it when appropriate.
Anyway, K. J. Parker continues to impress, but honestly, this book would be book three were I to rank them. I'm torn between the Hammer and the Folding Knife, although I think I like the former just a touch more and the Company has its moments but tends to fall a little short in my enjoyment level.
The Company is about a group of 'linebreakers'. This is a term used here to describe the specialist warriors who charge a pike line and break through them so that those ranks can be decimated by the opposing side. I forget what they were called in the various mercenary companies but they were generally paid a lot of money because they were often the first to engage the enemy and the first to die.
The thing that makes A Company unique is that outside of their last fight, they have as a unit, survived every engagement they've been in. This gives them a bit of a legend, an aura of invicibility that provides a lot of backing to whatever they say.
In a role playing game, allowing the character to develop a reputation and allowing that reputation to have an impact on others is something the GM should keep track of. Mind you, that reputation may vary a bit depending on what the players are doing, but if the players are known to have overcome the Temple of Elemental Evil and helped the towns and been generally awesome in their display of prowess, the people should give them their props. It's not a reward that necessarily comes with any mechanic benefits, but clever players will be able to use those props for their own rewards.
Another bit is that when the novel starts, almost all of the characters are broke. In many games, the spending of cash isn't necessarily a big deal. Some games don't even really cover it, instead relying on a vague 'level' of wealth, like Hero of FASERIP, the old Marvel Super Heroes game, does. Others like Dungeons and Dragons have a pretty detail intensive level and various methods of removing said cash from the characters.
In earlier editions, characters might have to pay various maintenance fees to maintain their lifestyle. In 3rd and 4th edition, those funds are assumed to go almost exclusively to the purchasing of magic items.
In The Company, I'd say its more of the former than the later. The characters and wealth are not connected. Wealth in and of itself is something nice to have for them, but isn't their main goal. Their main goal seems to be to stay 'The Company' due to their experiences in 'the war'.
This is an important issue though when looking at games like Dungeons and Dragons. What role do you want wealth to play in your campaign? If you engage the players and allow them to hunt down items they want or allow them to make items they want using various rituals and rites, then in later editions, gold in and of itself can be used for other purposes as it used to be. This is a campaign decision that should be made before the start of the game, and it is one that the players should be informed of.
If for example, you are playing with people you don't know and have it at the back of your mind that you'll allow them do pretty much build their items, or give them quests when they let you know what the items they're looking for are, they might not be expecting it and can grow frustrated if you cut back on the funds, thinking that they will need that gold for magic items.
In another aspect of the book, some of the characters have secrets. Some games are build around bringing out the role playing aspect of such party conflict. In my experience, especially with the older editions, blows might have come out over magic items, especially those high powered ones that might not ever come around again like a Girdle of Storm Giant Strength. In other games like Burning Wheel, probably not, but the fact that you killed someones favored cousin or something along those lines might be an issue that has to be resolved in play.
Depending on the maturity level of your group, and their interactions with each other and you, allowing players to have such 'dirty' secrets can be fun. This is something that you have to be careful with though as some people take their gaming very seriously and things done in the game transfer over to the real world in terms of real anger or disappointment.
The Company is also great for showcasing how large government may think. There are several individuals brought out and quickly brought out of the story, just to showcase how slow things may move. The end conflict is actually about something that has been under investigation for years, showcasing yet again, the inefficiencies of the government.
It is ironically enough in a position that like where individuals can shine. Player characters may have opportunities to gather fame and fortune if they are able to outmaneuver and outhink and outperform those who are in competition with them and the GM should allow it when appropriate.
Labels:
Campaign Design,
K. J. Parker,
The Company,
War
Tuesday, January 17, 2012
The Hammer by K. J. Parker
While I found the Hammer didn't involve a lot of material in terms of fighting, combat, or other standards of fantasy role playing games, there is still plenty of rich material to mine.
The first thing to review, is base campaign assumptions. In this setting, Gig, the third son of the noble exiled family, has no expectations on him that are standard. If the family was not exiled, he would have been sent off to the priesthood because the eldest stands to inherit, the second is a back up so to speak, and the third... well, he's extra and even historically, they were often sent off to the church. What happens in noble families in the setting you're using? Are they given command of legions that they are no qualified for? Are they made heads of guilds through marriage? Do they form unique organizations like Pathfinders?
In that vein though, what happens with other people? Teuccer, a young lady from the mainland, fresh to the colony island, wants to be a doctor. Back on the mainland, that would never happen because it wasn't a woman's place. In her new home though, while some may consider her eccentric, they trust her abilities and treat her like the specialist she is. In some ways though, this is part of what Dungeons and Dragons has suffered a little from.
I don't want to say that the game is politically correct, but when looking at most eras of history, things are hard for the common man. Slavery is a common occurrence. Strength of law is enforced by actual strength. Women in many instances, are limited in what jobs they can take. They face real social barriers and have real hindrances.
By being so modern in its outlook, Dungeons and Dragons takes away some of that potential struggle. Now if your game is all about going into the dungeons and collecting the loot, that is appropriate. After all, you don't want to make it more difficult for one player than you do another in terms of buying equipment and getting solutions that the other players have.
But if its about role playing struggles and every one is the same and everyone has the same benefits and the same flexibility, then you might want to look at some of the old social limits. This includes something like looking at the wearing of certain colors, the use of weaponry outside of the nobility. One of the ideas that the old d20 Excaliber book mentioned as a role playing bit was that only knights could use swords. This didn't prevent other social status characters from making fighters, but they would be known by others weapons. Indeed, some weapons are distinctively peasant in nature or not meant for the higher ranking soldiers.
Another aspect of the colony life, is whose paying for it? Is there a single organization that pays for the people to move there? To pay for the people to live there? what are the obligations of the people who live there? In The Hammer, the colonist are expected to turn off a certain amount of beef in exchange for the necessary tools for living like nails, hammers, hoes, clothing and other farming tools. The isolation of the setting means that often the characters have to make due with what they have. In this book, there is 'the Company', but we don't find out too much about them in this book. Considering I'm reading another book by the same author called, 'The Company', it wouldn't surprise me if that some how all tied in together.
The Hammer is a book that is filled with characters breaking their standard background roles and fighting against the limitations imposed on them from society. It is worth reading to see how island life might cause innovation among the least likely people.
The first thing to review, is base campaign assumptions. In this setting, Gig, the third son of the noble exiled family, has no expectations on him that are standard. If the family was not exiled, he would have been sent off to the priesthood because the eldest stands to inherit, the second is a back up so to speak, and the third... well, he's extra and even historically, they were often sent off to the church. What happens in noble families in the setting you're using? Are they given command of legions that they are no qualified for? Are they made heads of guilds through marriage? Do they form unique organizations like Pathfinders?
In that vein though, what happens with other people? Teuccer, a young lady from the mainland, fresh to the colony island, wants to be a doctor. Back on the mainland, that would never happen because it wasn't a woman's place. In her new home though, while some may consider her eccentric, they trust her abilities and treat her like the specialist she is. In some ways though, this is part of what Dungeons and Dragons has suffered a little from.
I don't want to say that the game is politically correct, but when looking at most eras of history, things are hard for the common man. Slavery is a common occurrence. Strength of law is enforced by actual strength. Women in many instances, are limited in what jobs they can take. They face real social barriers and have real hindrances.
By being so modern in its outlook, Dungeons and Dragons takes away some of that potential struggle. Now if your game is all about going into the dungeons and collecting the loot, that is appropriate. After all, you don't want to make it more difficult for one player than you do another in terms of buying equipment and getting solutions that the other players have.
But if its about role playing struggles and every one is the same and everyone has the same benefits and the same flexibility, then you might want to look at some of the old social limits. This includes something like looking at the wearing of certain colors, the use of weaponry outside of the nobility. One of the ideas that the old d20 Excaliber book mentioned as a role playing bit was that only knights could use swords. This didn't prevent other social status characters from making fighters, but they would be known by others weapons. Indeed, some weapons are distinctively peasant in nature or not meant for the higher ranking soldiers.
Another aspect of the colony life, is whose paying for it? Is there a single organization that pays for the people to move there? To pay for the people to live there? what are the obligations of the people who live there? In The Hammer, the colonist are expected to turn off a certain amount of beef in exchange for the necessary tools for living like nails, hammers, hoes, clothing and other farming tools. The isolation of the setting means that often the characters have to make due with what they have. In this book, there is 'the Company', but we don't find out too much about them in this book. Considering I'm reading another book by the same author called, 'The Company', it wouldn't surprise me if that some how all tied in together.
The Hammer is a book that is filled with characters breaking their standard background roles and fighting against the limitations imposed on them from society. It is worth reading to see how island life might cause innovation among the least likely people.
Labels:
Campaign Design,
K. J. Parker,
Social Limits,
The Hammer
Monday, January 16, 2012
The Hammer by K. J. Parker or more blathering about 5h Editio
The Hammer, by K. J. Parker, is another done in one book that I found well written and entertaining. While it takes place in some psuedo-historical context and doesn't necessarily involve any magic or fantasy elements, it is engaging reading.
In terms of pricing, well, I bought it during one of the Borders Bookstore closings with others at something like 4 books for ten dollars so say, $2.50. Which is a shame because I see the ebook is something like $10 in and of itself. A further shame because my local Half Price has numerous books by the author, and while I'd love to directly support the author, as Cage the Elephant would say, "Ain't no rest for the wicked, money don't grow on trees' so instead of paying $9.99 for an ebook, I'll pay $3.49 for a paperback that the author gets zero of. Not what I want to do but hey, the publisher has right now four books on sale for $2.99 so they are fully aware of the pros and cons of various models of pricing.
Anyway, onto gaming thoughts.
Like The Folding Knife, I initially didn't see a lot of room where the material could be considered inspiring outside of getting the reader thinking and engaged with the book and working on the readers own thoughts and awareness.
But as I continued to read, and this might, in part, be caused by all the talk of 5th Edition of Dungeons and Dragons, I came to some interesting observations about what one might look at in terms of making the new edition more playable, that takes its pages from some of what 4th edition did.
In the Hammer, Gignomai or Gig, is a member of the met'Oc, a family of nobles in exile on an island colony. This island colony pays dues to 'The Company'.
Gig though, hates his family. They are not good people. Having been out of contact with the mainland for so long, they have grown decadent and survival is a daily struggle in the overall reach of things. The implications of such struggle are showcased through a variety of methods but...
Looking at 4th edition, there was a bit of a setting called a 'Points of Light' setting. It was supposed to be where things were dark and dangerous and could be problematic.
The problem was that actual game play didn't necessarily feel like that in the games I played or those I've heard of. This is for the most part mind you. In older editions, there were tons of random encounters and these random encounters didn't necessarily rely on the player character's level, they relied on where they were at. Only 3rd level and going to the old dwarf ruins some two weeks travel out of the city? Wandering encounter says you encounter a group of stone giants with two cave bears. Roll for imitative.
The sheer random chance of such an encounter was part of the danger inherent in the setting. On the other hand, you could encounter a group of giant rats or one cave bear by itself. There needs to be more random elements to things while providing players, in the option of the stone giants, with the opportunity to retreat if and when needed.
Another aspect of The Hammer, is that Gig is different. The whole 4e thing should have been the players were rising in a world of decay, not one that was necessarily full of decadence or evil, but one that needed new blood, new ideas and new methods to get things moving. In some instances, this might not even be new methods or new ideas, but motivation and energy. By having the players be the ones who are adding and changing the scenery, the GM is giving them far more power than giving them a slightly magical sword or dagger.
For example, in The Hammer, Gig creates a factory and with it, guns. This isn't new technology to the setting. It's not a new method. But no one has done it before because no one thought of it. No one took the time to do it. No one was interested in it. Everyone was interested in keeping things the exact way they were, fighting that inevitable decline of their ways as society collapsed slowly, ever so slowly about them.
This, the spirit of exploration, the spirit of fighting against the standard, is what D&D can be about without changing game mechanics and instead working on the settings.
But in order to do that, there would have to be some changes to the core structure of the game.
As much as I enjoy magic, and magic item shops, and schools of wizardry, to get the new feeling, to get the 'shinny' feeling, Dungeons and Dragons has to drop kick it to the curb. Oh sure, in an appendix, perhaps next to the wandering harlot one, put some notes about adding colleges of magic and magic item shops, but for the most part, in order to keep magic different and new and special, it has to be extremely limited and random.
When you provide the opportunity for players to buy anything other then the most mundane of magic items, you've destroyed magic. Now mind you, for many genres and games, this is perfectly acceptable. Magic in and of itself becomes another form of technology.
But then you need to drop the whole concept of a dark savage age where a few independent city states struggle for survival because when players can go to a magic shop and pick up an enchanted sword, if the local government isn't doing something with that magic to safeguard the people in the first place, that logic is flawed.
And magic colleges? Part of the problem with spellcastersspellbooks, and the numerous costs associated with all of that ranging from the inks used to copy the spells, to the spellbooks themselves.
On the altar of game balance, those flavor elements have been fairly neutralized but in exchange, the wizards have become nothing more than fighters that don't use a sword to attack people but rather use spells that do similar damage and have similar effects.
Limiting spell selection, limiting the ability to buy spells, limiting the number of spellcasters in the setting, these all go a long way in making magic, well, magical again.
As I think of it, limiting the scope of what the players can access, when they can access it and how the can access it, is far more of a campaign element than what rule system you're using. If plate armor is something that only the highly skilled can create, then towns and villages won't have it. If players are looking for magic items, they have to hunt down rumors of such and hope that the gods are kind to their request when they hear of haunted ruins where an ancient elf crafted drifted in madness but may, mind you may, just have something similar to what the seeker wants.
And speaking of seeking out magic items, here is another area where I think earlier editions were able to throw in a bit of fun. Magic items tended to be a little more random in their power and abilities prior to 3rd edition and this allowed paladins, who always seemed to have holy avengers, have this iconic weapon with them, despite the fact that it was such a powerful magic item and probably level inappropriate. It allowed White Plume Mountain to be stacked with items of vast and great power. It allowed rings of wishes to wind up as random treasure.
Game balance may have to take a couple of blows to the face in 5th edition if Wizards of the Coast is serious about uniting fans of all editions and that's not necessarily a bad thing.
In terms of pricing, well, I bought it during one of the Borders Bookstore closings with others at something like 4 books for ten dollars so say, $2.50. Which is a shame because I see the ebook is something like $10 in and of itself. A further shame because my local Half Price has numerous books by the author, and while I'd love to directly support the author, as Cage the Elephant would say, "Ain't no rest for the wicked, money don't grow on trees' so instead of paying $9.99 for an ebook, I'll pay $3.49 for a paperback that the author gets zero of. Not what I want to do but hey, the publisher has right now four books on sale for $2.99 so they are fully aware of the pros and cons of various models of pricing.
Anyway, onto gaming thoughts.
Like The Folding Knife, I initially didn't see a lot of room where the material could be considered inspiring outside of getting the reader thinking and engaged with the book and working on the readers own thoughts and awareness.
But as I continued to read, and this might, in part, be caused by all the talk of 5th Edition of Dungeons and Dragons, I came to some interesting observations about what one might look at in terms of making the new edition more playable, that takes its pages from some of what 4th edition did.
In the Hammer, Gignomai or Gig, is a member of the met'Oc, a family of nobles in exile on an island colony. This island colony pays dues to 'The Company'.
Gig though, hates his family. They are not good people. Having been out of contact with the mainland for so long, they have grown decadent and survival is a daily struggle in the overall reach of things. The implications of such struggle are showcased through a variety of methods but...
Looking at 4th edition, there was a bit of a setting called a 'Points of Light' setting. It was supposed to be where things were dark and dangerous and could be problematic.
The problem was that actual game play didn't necessarily feel like that in the games I played or those I've heard of. This is for the most part mind you. In older editions, there were tons of random encounters and these random encounters didn't necessarily rely on the player character's level, they relied on where they were at. Only 3rd level and going to the old dwarf ruins some two weeks travel out of the city? Wandering encounter says you encounter a group of stone giants with two cave bears. Roll for imitative.
The sheer random chance of such an encounter was part of the danger inherent in the setting. On the other hand, you could encounter a group of giant rats or one cave bear by itself. There needs to be more random elements to things while providing players, in the option of the stone giants, with the opportunity to retreat if and when needed.
Another aspect of The Hammer, is that Gig is different. The whole 4e thing should have been the players were rising in a world of decay, not one that was necessarily full of decadence or evil, but one that needed new blood, new ideas and new methods to get things moving. In some instances, this might not even be new methods or new ideas, but motivation and energy. By having the players be the ones who are adding and changing the scenery, the GM is giving them far more power than giving them a slightly magical sword or dagger.
For example, in The Hammer, Gig creates a factory and with it, guns. This isn't new technology to the setting. It's not a new method. But no one has done it before because no one thought of it. No one took the time to do it. No one was interested in it. Everyone was interested in keeping things the exact way they were, fighting that inevitable decline of their ways as society collapsed slowly, ever so slowly about them.
This, the spirit of exploration, the spirit of fighting against the standard, is what D&D can be about without changing game mechanics and instead working on the settings.
But in order to do that, there would have to be some changes to the core structure of the game.
As much as I enjoy magic, and magic item shops, and schools of wizardry, to get the new feeling, to get the 'shinny' feeling, Dungeons and Dragons has to drop kick it to the curb. Oh sure, in an appendix, perhaps next to the wandering harlot one, put some notes about adding colleges of magic and magic item shops, but for the most part, in order to keep magic different and new and special, it has to be extremely limited and random.
When you provide the opportunity for players to buy anything other then the most mundane of magic items, you've destroyed magic. Now mind you, for many genres and games, this is perfectly acceptable. Magic in and of itself becomes another form of technology.
But then you need to drop the whole concept of a dark savage age where a few independent city states struggle for survival because when players can go to a magic shop and pick up an enchanted sword, if the local government isn't doing something with that magic to safeguard the people in the first place, that logic is flawed.
And magic colleges? Part of the problem with spellcastersspellbooks, and the numerous costs associated with all of that ranging from the inks used to copy the spells, to the spellbooks themselves.
On the altar of game balance, those flavor elements have been fairly neutralized but in exchange, the wizards have become nothing more than fighters that don't use a sword to attack people but rather use spells that do similar damage and have similar effects.
Limiting spell selection, limiting the ability to buy spells, limiting the number of spellcasters in the setting, these all go a long way in making magic, well, magical again.
As I think of it, limiting the scope of what the players can access, when they can access it and how the can access it, is far more of a campaign element than what rule system you're using. If plate armor is something that only the highly skilled can create, then towns and villages won't have it. If players are looking for magic items, they have to hunt down rumors of such and hope that the gods are kind to their request when they hear of haunted ruins where an ancient elf crafted drifted in madness but may, mind you may, just have something similar to what the seeker wants.
And speaking of seeking out magic items, here is another area where I think earlier editions were able to throw in a bit of fun. Magic items tended to be a little more random in their power and abilities prior to 3rd edition and this allowed paladins, who always seemed to have holy avengers, have this iconic weapon with them, despite the fact that it was such a powerful magic item and probably level inappropriate. It allowed White Plume Mountain to be stacked with items of vast and great power. It allowed rings of wishes to wind up as random treasure.
Game balance may have to take a couple of blows to the face in 5th edition if Wizards of the Coast is serious about uniting fans of all editions and that's not necessarily a bad thing.
Sunday, January 15, 2012
Paizo and Open Design versus Wizards of the Coast: Round one: Monsters
For some, when it comes to game mechanics, less is more. For example, when looking at 3rd edition, on one hand, one of the things many people say it did right, was make things more universal. While there are benefits to having one method of creating an NPC that will match up with a player, and of having standards for lowering and raising monsters, either based on hit dice or giving then levels, the problem almost becomes that you are no longer player Dungeons and Dragons.
Because you know what other systems use such a methodology? GURPS, Hero, Mutants and Masterminds, and I'm sure many others. But in Dungeons and Dragons 3rd edition, the player creation aspect is so highly specialized and customized that for the Game Master, to honestly use it all the time, can be nightmarish. This isn't to say that many Dungeon Master's don't love to tweak or design or create. In some venues, this is WHY they are Dungeon Master's. In other's, because they are Dungeon's Masters and not playing, they get to tweak that part of the game like a player gets to do so with their character.
Each player though, generally only controls one character. If a Dungeon Master is making highly unique and customized characters and monsters each game, even if his enjoyment is high, his prep time is going to be huge. And taking up large chunks of prep time is never seen as a good thing.
So 4th edition went back to the drawing board on the monster side, and in terms of how monsters work, I think they largely succeeded. Oh, they screwed up the damage dealt and hit points possessed, but those aspects are able to be tweaked fairly right away. The presentation, the building, the roles, these things are shorter and sweater.
Yet in terms of Monster Manuals, after the third one, WoTC went back to the drawing board to tweak monsters because of the tweaks they did to the players in the relaunch of the Essentials line. It was another case of, "We're not going to reprint the core book because that's unnecessary, but here, have a book that fills the exact same role, including takes on all the old stuff, but is not actually a reprint." They followed up that Monster Vault boxed set with another monster product that failed to go epic but was well received due to the amount of information each monster had. It was almost like world building through the monsters. Very well done and very well received.
In terms of making monsters more, Open Design has their own Ecologies compiled from Kobold Quarterly. Paizo, while publishing Dragons and Dungeons, printed a compendium of Ecologies. Currently Paizo has a line of products that revisits monsters and expands them. The focus isn't on the game mechanics, its on making the monsters more useful to the Game Master by expanding information on where they live, how they live, why they act the way they do.
This was a fairly regular feature back in the day for Dragon magazine. Wulfgang's Ecology of the Ghoul is still one of my favorites from 2nd edition.
4th edition may have had some, but I honestly cannot recall Dragon online having any great impact on how I look at monsters. It's focus has been weak. There was a brief time when they created a new feature called Creature Incarnations. It featured a variety of monsters pulled from one monster. You can see one free article of it here. Its not bad in my opinion but...
I've mentioned before that Dragon Magazine used to be a fantastic resource for Dungeon Masters and players and I feel its become a little more than a preview and feedback machine. Back in 'my day' we had The Dragon's Beastiary and Ecology articles. When Dragon was feeling real generous and wanted to make the reader feel he got a huge bonus, we'd get a Creature Catalog, almost like a miniature sized Monster Manual.
If Dragon continued to support and publish the Incarnation articles, that would be one thing. You could say that they went in that direction. In the years, and its got to be going on something like four years, so over forty eight issues, there are less than twenty articles that fall in the heading according to a search on the article compendium.
When other companies are publishing books, in what is supposed to be a depressed buying market, especially for what are niche products, products that focus on the background and organization, and methodology, not on new game stats, if Wizards of the Coast is serious about learning from its past efforts, this is one of the directions they need to embrace.
Because you know what other systems use such a methodology? GURPS, Hero, Mutants and Masterminds, and I'm sure many others. But in Dungeons and Dragons 3rd edition, the player creation aspect is so highly specialized and customized that for the Game Master, to honestly use it all the time, can be nightmarish. This isn't to say that many Dungeon Master's don't love to tweak or design or create. In some venues, this is WHY they are Dungeon Master's. In other's, because they are Dungeon's Masters and not playing, they get to tweak that part of the game like a player gets to do so with their character.
Each player though, generally only controls one character. If a Dungeon Master is making highly unique and customized characters and monsters each game, even if his enjoyment is high, his prep time is going to be huge. And taking up large chunks of prep time is never seen as a good thing.
So 4th edition went back to the drawing board on the monster side, and in terms of how monsters work, I think they largely succeeded. Oh, they screwed up the damage dealt and hit points possessed, but those aspects are able to be tweaked fairly right away. The presentation, the building, the roles, these things are shorter and sweater.
Yet in terms of Monster Manuals, after the third one, WoTC went back to the drawing board to tweak monsters because of the tweaks they did to the players in the relaunch of the Essentials line. It was another case of, "We're not going to reprint the core book because that's unnecessary, but here, have a book that fills the exact same role, including takes on all the old stuff, but is not actually a reprint." They followed up that Monster Vault boxed set with another monster product that failed to go epic but was well received due to the amount of information each monster had. It was almost like world building through the monsters. Very well done and very well received.
In terms of making monsters more, Open Design has their own Ecologies compiled from Kobold Quarterly. Paizo, while publishing Dragons and Dungeons, printed a compendium of Ecologies. Currently Paizo has a line of products that revisits monsters and expands them. The focus isn't on the game mechanics, its on making the monsters more useful to the Game Master by expanding information on where they live, how they live, why they act the way they do.
This was a fairly regular feature back in the day for Dragon magazine. Wulfgang's Ecology of the Ghoul is still one of my favorites from 2nd edition.
4th edition may have had some, but I honestly cannot recall Dragon online having any great impact on how I look at monsters. It's focus has been weak. There was a brief time when they created a new feature called Creature Incarnations. It featured a variety of monsters pulled from one monster. You can see one free article of it here. Its not bad in my opinion but...
I've mentioned before that Dragon Magazine used to be a fantastic resource for Dungeon Masters and players and I feel its become a little more than a preview and feedback machine. Back in 'my day' we had The Dragon's Beastiary and Ecology articles. When Dragon was feeling real generous and wanted to make the reader feel he got a huge bonus, we'd get a Creature Catalog, almost like a miniature sized Monster Manual.
If Dragon continued to support and publish the Incarnation articles, that would be one thing. You could say that they went in that direction. In the years, and its got to be going on something like four years, so over forty eight issues, there are less than twenty articles that fall in the heading according to a search on the article compendium.
When other companies are publishing books, in what is supposed to be a depressed buying market, especially for what are niche products, products that focus on the background and organization, and methodology, not on new game stats, if Wizards of the Coast is serious about learning from its past efforts, this is one of the directions they need to embrace.
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