Tag Archives: Dungeons & Dragons

Matters of Faith

I ended up following some members of the Jewish community on Twitter. Part of it is that they’re good people (there are of course Jewish jerks out there, including Jews who are jerks to other Jews for flimsy reasons), and part of it is that they regularly get into arguments with the more unpleasant kinds of Christians, people who are ill-equipped to handle the fact that Jews didn’t all convert to Christianity and stop being so darn Jewish. (I probably should cut down on Twitter honestly.) One thing that’s come out of it is the realization that my understanding of religion has been very Christian, in a way that’s oddly limiting. I’m not religious myself, but I’ve always found religion interesting. It’s impossible to fully comprehend human affairs without understanding religion, and that in turn helps make it an interesting and relevant subject in fiction.

Judaism takes scripture very, very seriously, but it’s more like a divine puzzle box to wrestle with than a source of absolute, unambiguous truth. There’s also the Talmud, a massive collection of commentaries from different authors who often contradict each other, and the oral Torah, which one Jew I follow on Twitter likes to call the Tanakh’s “user manual” that Christians threw out. God is, well, God, but also a being that Jews can argue with and sometimes even win against. (“I fill fight God in a Denny’s parking lot!”) They try to follow the 613 mitzvot insofar as they can when several are impossible without the Temple, but no one goes to hell for not following them perfectly, especially since Jews don’t have a concept of hell or even all that much emphasis on the afterlife. There are different streams of Judaism that vary a bit (though they’re neither as numerous nor as radically different as Christian sects can be), but in many of them it’s okay to be an atheist because the point is to show up, be a part of the community, and do the work. Even though Christianity uses a translation (or a mistranslation) of the Tanakh as the first half of the Bible, Judaism is more different from it than you’d expect, to the point where many Jews fiercely object to the term “Judeo-Christian” and don’t especially like being called an “Abrahamic” faith along with Christianity and Islam. (There are also a handful of other Abrahamic religions, such as Samaritanism and Mandaeism.)

(Also, following Jewish Twitter has shown me that antisemitism is depressingly alive and well, and still just as based on bigotry and lies as when Sartre penned that one quote about antisemites and their disingenuousness. But that’s a whole other topic that others can write about far better than me.)

I grew up attending a Unitarian Universalist church, which was what fit my ex-hippie parents who weren’t Christian and dabbled a little in Buddhism. Unitarians were originally a Christian sect that rejected the trinity and believed in freedom of religion. Universalists were another Christian sect, one that believed in universal salvation, the idea that God doesn’t condemn anyone to eternal damnation. Some of America’s founding fathers were Unitarians, and as niche as it is nowadays, the list of historical Unitarians is pretty impressive. The UU church today is essentially a community of people who want to be unspecifically spiritual and have something like a religious community that believes in social justice. They’re generally good people doing good things, and while I stopped attending pretty much as soon as my parents stopped making me, I do think I’m a better person for having attended all those years. I certainly still believe in UU principles like “We affirm and promote the inherent worth and dignity of every person.”

What I didn’t realize was that even though UUs are very eclectic and count Buddhists and pagans and so on among their number, they’re culturally Christian. Being “culturally” Christian means that your understanding of the world and many of the customs you practice have roots in Christianity, even if you don’t read the Bible or attend a Christian church. It isn’t a bad thing, but it is something we could stand to be more aware of. Modern Unitarians tend to have a certain aversion to Christianity proper. They were supportive of the LGBT community earlier than most, and would happily hold marriage ceremonies for gay couples even back when those marriages had to be symbolic, which put the UU church at odds with all but the most liberal Christian denominations. Despite that, the church I went to as a kid still had Sunday services with hymns and sermons and celebrated Christmas and Easter, two holidays that are part of our broader society because they’re about Jesus. In hindsight that’s all extremely Christian, especially compared to what goes on in a Jewish synagogue or a Buddhist temple.

It’s important to put stuff in perspective, and I’m reminded of how people who don’t know any TTRPGs other than D&D saw 4th Edition as a totally different game, while from a wider perspective it’s not only specifically a version of D&D, but a successor to 3.5 that wouldn’t have emerged at any other time. The system of powers and the class roles might be new, but you’re dealing with twenty-sided dice, opportunity attacks, the six 3-18 stats, and so on when you could be e.g. building dice pools for a Cortex Plus game. Modern Unitarians aren’t Christian—and I’m sure there are Christians who would declare every UU to be hellbound—but seen from a wider perspective Unitarian Universalism is nonetheless derived from Western Christian culture. When you’re part of that culture it can be hard to fully understand how pervasive it really is, even if you’re not nearly as deep into it as some full-on Christians. My family celebrates Christmas and even has a little ceramic nativity scene that my grandpa made, and that’s convenient for us because Christmas is a federal holiday and society generally bends itself around the Christmas season. Jewish folks in contrast sometimes have trouble getting time off work for their important holidays, something your average Unitarian doesn’t have to worry about.

Western atheists also tend to not realize that they’re culturally Christian, and don’t react well to the suggestion that they are. This is especially true of full-on anti-theists, people who go beyond disbelief into vehement opposition to all religion. Their criticisms of “religion” are often actually criticisms of Christianity or Christian fundamentalism, which can create problems when they run into the fact that Christianity is somewhat of an outlier among religions despite being the most popular, kind of like how D&D is something of an outlier among TTRPGs despite being the most popular. Not all religions require believing in anything supernatural per se, few have a scripture that’s treated as sacrosanct in the manner of the Bible or Koran, and even fewer take ancient scriptures literally in the manner of Christian fundamentalists. While most religions have some concept of an afterlife, not many emphasize it in the same way that Christianity does, and the idea of a deity that knows and deeply cares what goes on in your head is unusual. Christianity and Islam both involve proselytization, but the majority of religions are tied to a particular nation or ethnicity, and don’t seek out new members. In and of themselves these aren’t criticisms of Christianity, but they are things that people from the Western world often aren’t aware of as being so different in other religions.

Naturally, this is all leading to talking about D&D.

For a while now I’ve been trying to unpack what the heck is going on with the portrayal of religion in D&D. Most D&D characters will have one patron deity that they follow, who matches their particular alignment. The main religious class in the cleric, which has healing and light-based powers, and can use a holy symbol to turn undead. It came about because a player wanted to make a new character specifically to fight another player’s overpowered vampire character. It’s essentially a templar archetype, except instead of being Christian, they worship a single deity from the game world’s pantheon. While many editions give them some spell and weapon options more appropriate to other kinds of gods, they’re still usually guys in chainmail and tabards with maces and holy magic suitable for a fantastical version of Christianity. The paladin is a holy super-knight who similarly comes from a Christian tradition despite worshiping a single god from a quasi-Hellenic pantheon. The druid comes from vague ideas about what the ancient druids of the British Isles were like, which makes them non-Christian but in such a way that they exist as a contrast from the other core religion-based classes.

Worshiping a single deity while allowing for the existence of others is called henotheism. The term dates back to 1860, so it’s not as though anyone thought of themselves as henotheists in antiquity. Scholars have used the term to describe Zoroastrianism, proto-Judaism, and some forms of Hinduism and Greek polytheism. Even then, real-life henotheism takes one deity as supreme for the entire faith and treats the rest as subordinate beings or aspects of that supreme being, rather than individuals picking out one from the pantheon to be their BFF.

I don’t know how things have changed in the ensuing years, but when I was in school, we learned about the Greek myths and covered various world religions as they came up in the context of history. Even so, I never felt like I had any grasp on the actual practices or psychology of other religions, which was why I was particularly grateful to come across Bret Devereaux’s Practical Polytheism essays, which lay out the fundamentals in accessible terms.

Real-life polytheism is a pragmatic kind of religiosity, in a way that feels strange to modern, culturally Christian eyes. It comes about from people trying out different things and codifying the results into a system of rituals intended to achieve specific results by petitioning the gods. From a standpoint of modern skepticism we can say that Zeus most likely never existed and any efficacy of rituals intended to cajole him into making it rain or divine whether he approved of going to war was confirmation bias, but at the time it was the best people had figured out to cope with the chaos and cruelty of the world. Where Christianity is very concerned with orthodoxy (right belief), polytheistic religions are generally more concerned with orthopraxy (right actions). Where Christians want you to accept Jesus Christ as your lord and savior in your heart, ancient Greeks wanted you to not screw up their offering so they could have a good harvest. Rather than being henotheists, they would petition whichever god had dominion over the thing they needed help with, whether it was a heavy hitter like Zeus or the local god of the specific town. (Side Note: I don’t think any religion is exclusively concerned with orthodoxy or orthopraxy. There certainly are Christians who believe that they can petition God to affect the world, and a sufficiently vociferous denial of the existence of pagan gods would probably get you in trouble in societies that practice polytheism.)

A shrine to household gods from ancient Rome.

Christianity never gained a serious foothold in Japan the way it did in many other Asian countries. It’s hard to say how much of that was simply due to repression by the Tokugawa Shogunate, but the overall Japanese attitude towards religion likely plays a major role. While there are those who dedicate their lives to being Shinto priests, people don’t generally think of themselves as “Shintoists.” The average Japanese person goes to a Shinto shrine on New Year’s, attends funerals at Buddhist temples, and may have a wedding at a fake Christian church just because they like the atmosphere. While there may be some white guy somewhere who was so dedicated that he was accepted as a kannushi at a Shinto shrine, for the most part Shinto is more a part of Japanese culture, and it isn’t a religion that a person converts to in the sense that one might convert to Christianity or Islam. Where it can be deeply problematic for Christians to hold a Passover Seder, tourists at major Shinto shrines are invited to participate in simple rituals and buy omamori from the gift shop. The kami are evidently more concerned with the rituals getting done than the ethnicities or religions of the people doing them. It’s hard to generalize about polytheism—although monotheists are most of the world’s population, polytheism accounts for a massive number of religions—but the Japanese attitude is another example of polytheist orthopraxy.

One thing people have remarked on is that most D&D campaign settings are worlds where the gods are verifiably real and intervene in human affairs, so that there’s no need for “faith.” That isn’t wrong, but it does reveal a culturally Christian view of religion. While polytheists in the real world can’t point to undeniable instances of gods walking the earth in the same manner as the inhabitants of Faerûn, the pragmatic polytheistic model does posit a worldview where the gods are very real and distinctly interventionist, to the point where entreating them to affect the world is a routine part of not just religious practice but daily life. In that respect D&D’s depiction of gods is relatively authentic. Clerics and other divine characters have the ability to cast spells that their gods grant them, creating a very direct line of cause and effect between worship and affecting the world. Obviously Cure Light Wounds is much more direct than a sacrifice to Poseidon for calm seas, but it’s still power received from a god.

Where D&D parts ways with real polytheism—and I think misses out—is the question of the rituals that aren’t immediately useful for adventurers. We don’t really know what worshippers of the Faerûnian pantheon do when they want to ensure a bountiful harvest or fair weather. In real-life polytheism, the gods are in a certain sense an important part of the community. They make their will known via the results of divination and natural phenomena rather than through plain words or divine manifestations, but people take those things very seriously and work very hard at finding proper interpretations of the signs. In that respect I feel like I’ve been misled as to what divination is actually for. As the root word at the front implies, it’s not so much a way to see the future as a way to receive information from the gods. From a modern skeptic’s perspective you’re not going to find out much about how Jupiter is feeling from examining a bull’s entrails, but as with other rituals of the time, it was the best they had. Where divination failed, they could chalk it up to the temperament of the god in question or perhaps a failure on the diviner’s part.

Another component of polytheism that’s mostly absent from D&D is the deification of mortals. Egyptian Pharaohs were living gods, Japanese emperors are descendants of Amaterasu, and many Roman emperors were deified. It’s a practice that seems silly from a modern perspective—surely people understood that all else being equal you could kill a Pharaoh with a knife as easily as any other man—but that reveals other aspects of polytheism that no one bothered to teach us. Polytheists generally have both big and small gods, from the ones that showed up in Deities & Demigods all the way down to the minor gods of a single household. Also, the kinds of mortals that people deified were typically so powerful and influential that relative to your average commoner they practically were gods of a sort. At the high end of humanity and the low end of the divine, the two start to blur together a bit. No one thought that Caesar suddenly started throwing around lightning bolts, but they did still think he was a worthy object of ritual worship. When Gygax was at the helm, D&D didn’t have a lot to say about encounters with gods apart from them being unsafe for all but the most powerful PCs. DMs and occasional modules would work in meetings with gods now and then, but they lack the element of participation that defines the gods of real-life polytheism. Your average cleric character worships and gains spells from a particular god, but only has insights into what their god thinks about things when the DM informally chooses to have that happen in the campaign.

Regardless, the “personalized henotheism” of D&D is certainly an oddity. If religion in D&D followed the pattern of real-life polytheism, you wouldn’t have a cleric of Tyr or Lathander, but a priest class who might perform rituals invoking any of the gods in the setting’s pantheon. Bane wouldn’t be a reviled figure worshiped only by evil cultists, but a dangerous god that people would try to appease and anticipate, not unlike Ares in ancient Greece. This doesn’t mean D&D has to change, but rather that it’s good for us to be aware of its underpinnings and the possibilities that sit apart from what Gygax intended. D&D is weird. It’s weirdness is one of the best things about it, but the tendency to leave that weirdness unexamined and unexplained is one of the worst things about how we collectively engage with it.

We know that Gygax was a Jehovah’s Witness for at least part of his life, thanks to a letter he wrote to a wargaming zine about how Christmas is a pagan celebration that Christians shouldn’t engage in. One of my best and oldest friends is a Witness, and I wonder if he could’ve convinced his dad to let him play D&D if he could’ve told him about the author’s faith. The fact that my friend was allowed to play other TTRPGs that had their own fictional occult elements was a testament to how little people know about the medium apart from D&D.

People mostly know Jehovah’s Witnesses as one of the flavors of annoying people who knock on doors along with Mormons and door-to-door salesmen, but they’re one of the more unusual forms of Christianity, to the point where some Christians claim that JWs aren’t real Christians. (Though given how readily some do that, you should take such accusations with a grain of salt.) Witnesses have their own interpretations of the Bible, which among other things is why they don’t allow Christmas, birthdays, or blood transfusions. They’re also particularly opposed to engaging with other religions, and never participate in interfaith activities. I can’t draw a direct line from their Watchtower magazine to D&D—especially given how freely Gygax drew on mythology and fantasy literature—but as we’ve seen, D&D’s treatment of religion definitely has some culturally Christian elements. Of course, that’s true of practically everything in Western culture, so I wouldn’t read too much into it in terms of Gygax’s personal proclivities.

D&D characters by default have relationships with single gods out of a pagan pantheon that are personal in a manner reminiscent of how some Christians talk about Jesus, yet it situates them in worlds where the gods are not ineffable and immaterial, but exaggerated reflections of humanity in the manner of Greek myths. While it’s certainly different from actual Christianity, it’s also decidedly Western and Hellenistic, such that it doesn’t account for possibilities like gods as immaterial beings not transcendently different from us (as in Shinto) or gods as aspects of a higher unity (as in some forms of Hinduism).

Where things get especially strange and a bit worrisome is in Gygax’s treatment of alignments. In OD&D, alignments were limited to Lawful/Neutral/Chaotic, and represented allegiance to cosmic forces rather than personal morality. AD&D added the Good/Neutral/Evil axis, but when you get into the things Gygax has written about what they mean, they start to sound deeply strange, and not in a charming way. In his view a paladin would be perfectly fine getting a villain to convert at sword-point and then killing them immediately so they went to a better place rather than having a chance of recidivism. If you come at morality from a more modern, humanist standpoint, the paladin is clearly just coming up with an excuse to murder people. To Gygax good apparently isn’t something you do, but an allegiance you have. I’m reminded a bit of how the Spanish regarded natives when they came to the Americas, in that they only really saw someone as a fellow human being if they were a Christian. Christopher Columbus would stop friars from baptizing the natives specifically because that meant he couldn’t enslave them. Gygax’s version of “Good” in D&D isn’t all that different from how conquistadores might’ve used the word “Christian.” For my part that isn’t the kind of world I want to play in, but fortunately D&D has moved away from that in successive editions. It’s a view that parts ways with both real-life polytheism and mainstream Christianity in a rather ugly way, and not unlike in Harry Potter it posits a world where there are bad sides but not bad actions per se.

The biggest reason I keep ending up writing about D&D is the sheer scope of its reach, which I’ve found is much larger than people realize. Nerds who played D&D went on to work extensively in video games, which helped propel several elements of the game into mass consciousness around the world. They subtly communicated Gygax’s violent, mercenary libertarianism, but I think they may have also carried some of his culturally Christian (and in some cases explicitly Christian) ideas about religion as well. Despite having had to travel by way of the Wizardry! and Dragon Quest games, the strange quasi-Christian personalized henotheism of D&D pops up all across the Western fantasy genre as created in Japan. Religious characters in JRPGs and fantasy anime tend to have distinctly Christian iconography, even if their beliefs and religious practices aren’t especially Christian. In the Zelda games there are mysterious temples with statues of strange creatures, but also the occasional cathedral with stained glass windows. The manga and anime Sleepy Princess in the Demon Castle features a “demon cleric” who wears a an oddly Christian outfit, even though he’s a literal demon with horns. (Though to be fair that’s kinda the joke with him.)

It’s difficult to trace the reasoning behind the decisions that went into D&D, partly just because as prolific of a writer as he was, Gygax seldom bothered to explain the why of things, so that we have to piece things together long after the fact with the available evidence. D&D came about as a haphazard accretion of elements, from David Wesley’s Braunstein to Dave Arneson’s Blackmoor to Gygax’s home games until they finally got around to putting it into a tangible form, which then proceeded to morph and mutate further over the ensuing years and editions. An early issue of The Dragon had an article with stats for angels, and the following issue’s letter column showed it as surprisingly controversial, with gamers arguing over whether it was respectful to Christians. This was despite the fact that the quasi-Christian cleric class had been a part of the published D&D from the original white box. D&D isn’t flawed simply because its fictional portrayal of religion is so different from real life religious practices, but it is one of the many elements of the game that we need to understand and examine, because there are countless other possibilities out there.

D&D is Weird, and That’s Fine

Even though back in my Yaruki Zero book I had an entire section about D&D, I’m still grappling with it. There are a lot of reasons for that, the biggest being that it continues to dominate RPGs, even as there are new developments in how people relate to RPGs. Podcasts and other online media have given us actual play shows with a heightened level of polish, to the point where they can develop their own fandoms, but I still find myself feeling the need to remind people that RPGs other than D&D do in fact exist. D&D is also genuinely a very deep an interesting topic though, and we’re belatedly starting to get a clearer picture of its history.

Despite its position of dominance and its massive cultural reach, D&D is a very strange game, even within the weird niche that is tabletop RPGs. It’s not a bad game, but it is an incredibly specific one, in countless ways. It’s situated in a “dungeon fantasy” subgenre that it created, and despite its massive popularity, in many ways it sits outside the mainstream of tabletop RPG design.

Wargame Origins

D&D evolved out of wargames, and there were more transitional forms than people realize. Wargames are roughly divided into miniatures and board wargames. Board wargames typically come complete in a box, with maps and cardboard chits, whereas miniatures wargames were a surprisingly informal and creative hobby, even though in the 60s and 70s they’d attracted a fanbase that looked down on anything not based in historical warfare. The vagueness of miniatures wargames caused a lot of disputes during play, which led to experiments with having a human referee. The referee role existing led to the referee making rulings on the fly, so that players could conceivably try things that weren’t in the rules. The rulebook might not have anything to say about whether units can ford a river, but a referee can make a ruling and the game can roll on. I think that’s a really interesting development for wargames, and in general it’s rare to see anything remotely like it in tabletop games other than RPGs. These days, while wargame rules aren’t always as clear as would be ideal, they’re closer to board games in that they generally allow for straightforward play without recourse to a referee. (And the most played wargames today are ones with copious fantastical elements.) While this was of course before the internet, the wargames scene communicated more broadly through zines, letting these gamers communicate these ideas around the country and beyond.

white box
…And Some Friends and Polyhedral Dice Even Though They (The Dice) Are Hard To Find Because It Is 1974

Continue reading D&D is Weird, and That’s Fine

Tools for Dreaming: Conscious Design

This chapter of Tools for Dreaming is an attempt at pushing a philosophy I call “conscious design,” in contrast to what I see as the problem of unthinking repetition of RPG design cliches. This is so, so not me lording over other people. There are so many design cliches that I struggle with all the time. The influence of Apocalypse World has helped me get better at realizing my RPG ideas, but I’m well aware that that comes with a set of deign cliches too.

Conscious Design

“Engage in conscious design.” That’s my most important bit of design advice, not only for RPGs, but for anything. I put it on a T-shirt even.[1]

conscious design

When you design a game, you can do just about anything, but you need to do it consciously, and be aware of the effects things have on play. That’s a lot harder than it sounds, but it’s something that RPGs need to get better at. There are patterns that RPG design falls into, and while there’s merit in using methods you and your audience are familiar with, the unthinking repetition of well-worn conventions may have stunted the medium’s growth. That’s to be expected when such a large portion of this hobby is dedicated to relatively minor variations of D&D, but unless Wizards of the Coast or Paizo are seriously looking at your resume, you shouldn’t be beholden to Gary Gygax’s highly specific vision.

Continue reading Tools for Dreaming: Conscious Design

The Dungeon Zone

For whatever reason my “weird little games” have gotten bigger and started taking longer to finish, moving from 10 pages to more like 60+ pages. On the plus side, I’ve been pretty happy with how they’ve been turning out. One of the big ones at the moment is The Dungeon Zone.

DnD Zone Cover
Planning to replace the art in the middle with something else, but still, I had fun making a pastiche of the OD&D box cover. I’m inordinately amused about “1-Volume Set.”

I have a weird relationship with D&D. Of course, the RPG scene in general has a weird relationship with D&D, but in particular I started playing RPGs with Palladium’s Robotech RPG, then didn’t really play any D&D until 3rd Edition came out (though I owned and read a lot of AD&D books and made a handful of faltering attempts at playing them), and then across 3rd, 4th, and 5th editions I played it for about a decade of regular play in all, before basically deciding that I’d played A Sufficient Amount of D&D. I have a lot of criticism of the game (I’m even working on a book that’s an extended critique of D&D, though it’d be a lot of work to actually bring it to fruition), though also a good amount of praise to go along with it. It can be a rollicking good time, but it’s a pretty specific game that excels at certain kinds of play and is mediocre to actively harmful for others. You can use it for stuff other than its core dungeon fantasy competence, in much the same way that if you’re determined enough you can put in nails with a screwdriver. The best D&D fiction and actual play celebrates how it’s a kitchen sink dungeon fantasy game about a band of weirdos flailing around and getting into trouble, and doesn’t try to ape Tolkien or other authors far removed from the dungeon fantasy genre.

One that particularly inspired me was The Adventure Zone‘s “Balance” campaign. The McElroy Brothers are best known for their My Brother, My Brother and Me podcast, but they do a kind of ridiculous number of other podcasts and other online stuff. TAZ is the result of them (and their dad) sitting down to play RPGs, and the Balance campaign (loosely) uses D&D 5th Edition (with a custom PbtA hack for one arc), and to me it’s pretty much everything that D&D play should aspire to. There’s also the fact that they apparently record for several hours and edit it down to a reasonable podcast length, cutting out the inevitable boring bits. Continue reading The Dungeon Zone

D&D 5E First Impressions

On July 3rd the free PDF of the D&D Basic Rules went up on the WotC site, and the Starter Set went on sale at local game stores (with a wider release to come on the 15th). I’ve had a rather unusual relationship with the game, as it’s something I only ever really engaged as an adult hobbyist. For me D&D doesn’t have any particular nostalgia, and it was always one of many, many possible games to play. That some people act as though it were the only RPG in the world is just plain baffling to me, and I probably would not have stuck with this hobby for 20+ years if there were only the one game to play. That’s the kind of attitude I come to this with, so this first impressions thing isn’t going to be hugely positive.

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With the Starter Set and Basic Rules on hand, 5E isn’t all that bad, but the parts I actually find interesting are hiding in odd corners, more useful to me as potential stuff to try in other games. Granted these versions of the game deliberately have simple baseline versions of the classes (well, as simple as they’re willing to let the wizard and cleric get, which isn’t very simple at all), but they’re the four most cliche D&D classes, and the fighter is the staggeringly boring “I hit it with my sword” guy. If I play the game before the PHB comes out, there won’t actually be a single class I particularly want to play, and about the best compromise will be shoehorning my 4E warlord character into a cleric.
Continue reading D&D 5E First Impressions

4E: Extended Challenges

I’ve been saying for a while now that the skill challenges in D&D4e are a nifty idea that was poorly executed. The “extended challenges” rules are my attempt to fix that, essentially by adapting the Focus System rules from Arianrhod to the rules and general attitude of 4e. The result is a 3-page rules module that in theory should be easy to drop into a game with zero changes to how characters or anything else are handled.

I haven’t had a chance to try it out at all–our last attempt at getting back into 4e fizzled–and there are a few things I didn’t get around to fully fleshing out, but I figured I might as well fling it at the interwebs to see what people make of it.

4e Extended Challenges Rules PDF

Roles

I’ve been saying for a while now that I’m really looking forward to the games that draw on D&D4e for inspiration but improve on its ideas in various ways. (And I really need to get around to playing Last Stand some time soon.) One thing that I find especially fascinating is the use of roles (and the myriad things that flow from them). 4e’s roles show distinct inspiration from video games, but they’re also carefully tailored to the tabletop experience. They reinforce the notion of D&D as a team effort incredibly well, though they have certain drawbacks, like making non-standard party configurations potentially more difficult. (Early on we tried playing 4e without a Leader character. It was rough.)

In the typical MMO the three main roles are tank, DPS, and healer. Tanks are durable and can draw aggro (i.e., get the enemy AI to concentrate on them), DPS (damage per second) characters dish out lots of damage to take enemies down, and healers, you know, heal, and in particular keep the tank standing so the rest of the group can do their thing. “Crowd control” exists as a fourth role, though usually rolled into DPS or healing. Most of what I know about the finer points of MMORPG play I know from osmosis by having several friends who like to blather about it, but one thing people are really clear about is that relatively few players enjoy playing tanks, and good tank players are kind of hard to come by.

D&D4e’s four roles of Defender, Striker, Leader, and Controller roughly correspond to tank, DPS, healer, and crowd control, but there are some very important key changes to make them function in a tabletop RPG. RPGs don’t generally have aggro mechanics, so rather than directly inducing enemies to attack them, defenders punish enemies for attacking anyone else. A monster that the fighter has marked can either attack the fighter, or take a -2 penalty to its attack on someone else and risk taking an opportunity attack. Defenders are still reactive (enough so that I didn’t enjoy playing them personally), but they’re definitely not as unpopular to play as tanks are in MMOs. Leaders meanwhile have a much stronger emphasis on buffing allies (or debuffing enemies in certain cases, notably the bard) with healing as an important but secondary function, thus avoiding the problem of “cleric as healbot.” Strikers meanwhile are pretty straightforward, whereas controllers were the one role that took some time for WotC to really figure out how to implement (much to the chagrin of many a wizard player), but could be a very useful support role once they hit stride with the design.

To a degree 4e’s roles are an extension of things that already existed in D&D. The meatshield fighter is an old cliche, and the cleric was pretty much the quintessential leader class well before 4e came along. There’s a degree of rigidity to the roles though, which makes them easier to use but harder to customize. For some people it went against expectations for particular, though it is a little silly to complain that to make a swashbuckler means writing “rogue” instead of “fighter” on your character sheet. On the other hand Sacred BBQ took the step of actually decoupling roles from classes, so that what in 4e would be Fighter/Warlord/Slayer as separate classes could become Defender-Fighter/Leader-Fighter/Striker-Fighter. (Plus it adds a “Blaster” role.)

This has been on my mind in part because I’ve been working more on Magical Burst, the new version of which adds three “Specializations” of Witch, Knight, and Priestess that emphasize Attack, Defense, and Support (and would roughly correspond to Striker, Defender, and Leader). These are deliberately “softer” roles, and the game lets you build a character that gets into the stuff other roles do (and more advanced characters have the option to outright take on a second role). Also, while a group with all three specializations could potentially synergize better, a group without the complete set ought to still be effective. On the other hand they’re still derivatives of the 4e formula, and what I’m most curious about is an implementation of roles that is substantially different from that.

MOBA games (Multiplayer Online Battle Arena; games like Defense of the Ancients and League of Legends) are the other major video game genre that has a concept of roles, though they’re also a genre I find totally inaccessible.[1] Consequently I’m not going to try to dissect and explain MOBA roles, since I’m pretty sure I’ll inevitably get stuff wrong, plus they’re fuzzy and vary between games anyway. I will note that the roles in MOBA games seem to be very strongly shaped by the way the game functions, in particular being so heavily team-based that solo play isn’t a thing that even makes sense, and having characters level up over the course of a match as a major gameplay element. Thus one of the major roles in MOBA games is the “Carry,” which starts weak but eventually gains a lot of power, so that it needs other players to “carry” it to that point. The arenas, which have a neutral area with “creeps” (NPC monsters) not allied to either team, allow for a “Jungler” role that earns XP by killing those creatures, and represents a potential threat to enemies that have to venture through the jungle.

The big takeaway here is that there are lots of possible ways to apportion roles. The trick is to come up with a set of specialties that fit together into an overall approach to the activities that the game involves. MOBAs have roles that are pretty different from MMOs I think because they have so many key gameplay elements that are so different. Having a character with an uneven power progression would pretty much be a screwup in an MMO, but since the basic unit of MOBA play is one match, it’s an avenue for differentiating the heroes. Roles for tabletop RPGs are a largely unexplored technique, and there are a lot of areas where it could go in new and interesting places. To me the big thing there is the possibility of roles that effectively address non-combat stuff. D&D4e has a lot more support for non-combat stuff than an MMO, but skills are one of the most haphazard parts of the game, and other non-combat abilities are all over the place. Fighters are arbitrarily screwed over for skills,[2] while bards could be utter monsters in terms of using skills. To some extent there’s already a notion of having characters that specialize in being the Face, the Nature Guy, the Techie, etc. (The Risus Companion has pretty good writeups of that kind of thing.) The difference there is that that kind of specialization lends itself more to particular characters being the one guy in the group who can handle a particular obstacle, whereas the advantage of combat roles is that everyone can more or less always contribute to the group’s success without being relegated to the sidelines. How to go about crafting roles is still above my head, but it’s something I’m really interested in exploring in the future.

[1]I’m not good at tactics, and I’m not good at keeping track of lots of things at once, least of all in small amounts of time. MOBAs are derived from RTS games, which are already pretty much the perfect storm of a Game Not For Ewen in basically every way, and add a need for extremely tight teamwork.
[2]Even Rob Heinsoo, the guy who is responsible for keeping wizards in D&D4e from being just plain better “because magic,” initially had fighters and paladins have crap for skill (background) ranks in 13th Age.

D&D 4E’s Influences and Problems

WOC2173672_500Strap in, it’s another meandering post about D&D!

When people talk about what influenced 4E, the first thing most people bring up is MMORPGs, especially World of Warcraft. It got turned into a catch phrase by 4E’s haters, and was routinely used without supplying any context that would give you a clue as to why it was a bad thing (or even a thing that mattered one way or the other). That it draws some ideas from MMOs is undeniable, though it’s also pretty clear that they carefully adapted those ideas to the medium at hand, which is why (for example) 4E’s Defenders are very different from a typical MMO Tank role. (They have to be in a game that doesn’t have any kind of aggro mechanic.) Although hardly anyone noticed, another thing that the designers have explicitly said they looked at was European board games, which is where for example a lot of the razor-sharp turn-handling mechanics came from. Mike Mearls and some of the other designers are also sports fans, and a lot of elements of 4E, especially with martial characters, make vastly more sense when you explain them in terms of basketball. Some people will rail about fighter marks being “mind control,” but sports fans seem to instantly grasp what defender marks represent if you explain it in terms of how defense works in basketball. A few times people have also tried to bring GNS theory into the list of influences, good or bad, and while Mearls and company were definitely aware of Forge theory and such, the rigor and focus of the design had so many other sources that I think it could have easily come about if the same team had never once heard of the Forge.

The one huge, glaring thing that routinely gets left out of discussions of 4E’s influences is D&D 3.5. Late in 3.5’s life people were exploring the limits of the system in ways they hadn’t quite done before. This was when terms like CoDzilla and Pun-Pun became widely known, and the D&D team, being the foremost group of people who were working on D&D as their actual profession full time, had to be listening to what the fanbase was saying. Not listening was one of 90s TSR’s biggest mistakes after all, and WotC launched their D&D venture with the aim of paying attention to what their fans wanted. 4E’s downright obsessive focus on game balance is clearly a reaction to the massive imbalances that character optimizers were able to unearth in 3.5. Charop still exists in 4E, but it’s nowhere close to the same level, and more importantly outside of extreme charop the difference in performance between a suboptimal and optimal character isn’t so massive as to totally obviate the suboptimal character. As someone with limited experience with 3.x and very extensive experience with 4E, whenever I looked through 3.5 books I was always struck by just how much wound up being familiar. The differences are considerable and important, but 4E is nonetheless a game that could only have come from people totally submerged in D&D 3.5 and the fandom around it. 4E is the game for which the Tome of Battle and Star Wars Saga Edition were intermediate steps, and which compared to any non-D&D game is pretty obviously an offshoot of the lineage that 3rd Edition started. To me it’s a reminder of the level of myopia that focusing too much on D&D alone can cause us.
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D&D4e: The Blaster Wizard

“So what do you do?”
“I blast things with magic.”
“And?”
“Sometimes I blast them even harder.”
“…And?”
“Once in a while I blast them twice.”
“…You’re hired.

This started out as kind of a joke, but I took it all the way to fruition (or a first draft at least) for the fun of it. The D&D Next playtest spurred discussion about the merits of the super-simple fighter whose mechanical options seem to come down to “It hit it with my sword” fighting alongside a wizard with dozens of spells. More than once people have half-jokingly suggested a wizard who just zaps things, and I finally decided to make a 4E Essentials wizard subclass that is basically a magical version of the Slayer fighter. Then, after I’d gotten a good chunk of it done, I found out that the Elementalist sorcerer in Heroes of the Elemental Chaos was a lot like that.[1] I decided to finish it anyway, but to go even simpler and drop the stances I’d been planning to put in. I also realized just how inefficient the original Essentials class format is, so in terms of format this wound up being a hybrid of 3.5 and 4e. The end result is all of 2 pages, though that’s partly because I cheated a little and just gave the class wizard utility powers. It’s kind of a dumb joke, so although I made a reasonable effort to color inside the lines, I won’t promise it’ll work as-is.

Blaster Wizard (PDF)

While looking for a Touhou picture to go with this post[2] I also realized that at some point I’d like to play a magic user who specializes in assaulting foes with energy in dazzling colors. (Marisa would’ve been better to illustrate that than Reimu, but I don’t have all day to dig through Safebooru.) In 4e terms that would probably be some kind of sorcerer, maybe a chaos sorcerer, though I don’t know that I’ll have an opportunity to play 4e proper again any time soon.

[1]To my irritation this is easy to miss, as there’s just the one sentence about it, which appears after a paragraph about how the elementalist uses the standard PHB style class progression table and can take other sorcerer powers from PHB2 and Arcane Power. (But apart from that HotEC is one of the best 4e books yet, as is Heroes of the Feywild.)

[2]It being a series of shmups, basically every character in Touhou is a blasty type magic user of some kind or other.

Slime Quest Thoughts

Lately I’ve been poking at Slime Quest a bit, and it has me really wanting to get into working on it in earnest. Of course, I have a bunch of stuff I need to get sorted out for Star Line Publishing, the Golden Sky Stories Kickstarter, and Raspberry Heaven. Still, I want to do a blog post to blather a bit about Slime Quest, which will probably include some stuff I’ve posted about before.

Slime Story is an idea I came up with around 2006, a world like ours except with the addition of magical portals spitting out MMO style monsters that people have taken to hunting for fun and profit. In some parts of the world corporations or warlords control the portals for the marvelously useful bits of monsters, but in suburban America monster hunting is mostly something teenagers do for fun. The system, which I think of as the “Slime Engine,”[1] owes a lot to Japanese tabletop RPGs like Arianrhod and Meikyuu Kingdom, plus a bit of Dungeons & Dragons and a drop of Apocalypse World. Making an anime fantasy game with the same rules was a pretty natural thing to do (and if I ever develop both enough you can be that the mystery of the portals in Slime Story will have something to do with the Slime Quest setting), but because it forces me to make the math a bit more rigorous I may end up finishing it first.
Continue reading Slime Quest Thoughts