Showing posts with label arguments. Show all posts
Showing posts with label arguments. Show all posts

Saturday, 11 February 2017

Platinum pieces

One of the many oddities of D&D is the role of platinum pieces.  In the game, platinum pieces are usually highly valued as readily portable currency, but they are far more problematic than most groups assume.

Wednesday, 8 February 2017

Exporting the effect of AD&D ability scores: Intelligence and Wisdom

Previously, I've discussed a rationale for ability scores as potential rather than realised ability.  I'm trying to expand on that idea by looking at how one might export the functions of AD&D 1e's ability scores to character class and level.  (Briefly: the idea here is to keep the game more focused on these latter qualities because of verisimilitude and fairness.  It makes sense that skill is decisive and reducing the impact of random factors in character creation has long had an appeal.)  I chose Strength to start the discussion because it's the first in the book, but also because its functions in AD&D are widely spread.  In this post, I'll consider Intelligence and Wisdom.

Thursday, 2 February 2017

Arguing Alignment

It's hard to set foot in an online forum for discussing RPGs without coming across an on-going alignment argument.  I doubt that anyone has heard a sample of every position advanced in such debates, but it seems to me that the problems mainly boil down to a fairly simple system from the early TSR years being partly re-purposed as the objectives of D&D changed.  I'll mainly be advocating going back to the interpretation of alignment in AD&D 1e, as this interpretation can be used in any D&D (or successor game, such as the Pathfinder RPG) that uses the "3x3" grid.

Wednesday, 16 September 2015

Exporting the effect of AD&D ability scores: Strength

Last time, I talked about a rationale for ability scores as potential rather than realised ability.  I wanted to expand on that idea by discussing how one might export the functions of AD&D 1e's ability scores to character class and level.  (Briefly: the idea here is to keep the game more focused on these latter qualities because of verisimilitude and fairness.  It makes sense that skill is decisive and reducing the impact of random factors in character creation has long had an appeal.)  I've chosen Strength to start the discussion because it's the first in the book, but also because its AD&D functions are highly diverse.

Sunday, 13 September 2015

A necessary simplification in pursuit of realism

This is something of a follow-up to my musings on Concreteness, Inquiry, and Rationalisation.  It's not necessary to go back and read the prior post, but it might help to understand the outlook here.

This post's wordy title alludes to a commonplace view that in order to get at "realism" in games, one must add more complicated rules.  Of course, to state this view is to dispel it, as everyone knows of games that are nowhere near realistic while still being overly complicated.  Rather than bore the reader to death with a purely abstract discussion, I'm going to address the ability scores.

Thursday, 3 September 2015

Concreteness, inquiry, and rationalisation

An internal view of 15th. century Brigandine.
The question "why is this stuff in RPGs?" has been thrown around a lot lately.  In the interests of making that discussion a little more safe, let's talk about continued existence of "studded leather" armour in D&D and its successors.  I would like to think that's going to be something that can be talked about without anyone reliving past harms - and if I'm wrong about that, I sincerely apologise for my ignorance.  (There's also a reference to Rust Monsters being tied up later on, but it's not particularly explicit.)

Saturday, 29 August 2015

Winning Dungeons and Dragons

It's not whether you win or lose, it's how you play the game.
There's a long-standing view that role-playing games are not things that can be won or lost.  There's always more of the game to play, and in any case the players are mainly collaborating with one another so it doesn't make sense to talk about competition.  To make sense of this, let's consider a group of players - for simplicity's sake, we'll call them FCB.

FCB are a group with different ages and backgrounds, but they're united by their enjoyment of the game.  Every year, they'll be off to different locations, running the risk of defeat and injury in the hopes of winning fame and prizes.  Due to conflicting interests, schedules - not to mention the difficulty of wrangling a large group - many of the group won't be at a particular game.  In addition, some of their players are more skilled and more active, and these elite players tend to get the lion's share of the rewards.  On the other hand, the less skilled members of FCB often learn a great deal from the better players.

Tuesday, 19 May 2015

Stupid, Chaotic, Warlike: The giant class as combatants

Foreword: I mentioned in my review of Issue 11 of & Magazine that I had some disagreements with the views expressed in that issue's special feature articles.  Rather than clutter that post with my views and make it seem that I hadn't enjoyed &11, I'm taking up some of the controversies here.  Because & Magazine is primarily an AD&D 1e publication and that's the game I tend to play, all of my references to the game manuals are for that system.

The special features of &11 opened with Getting More Mileage from Goblinoids by Bryan Fazekas.  Unfortunately it's not a guide on improving the performance of one's savage litter-bearers, but instead an essay to DMs on why the giant class ought to be than just dumb brutes and sword fodder.  The article starts off by suggesting that the reason for the "brute" assumption is the portrayal in Tolkein's work and its many derivatives, which is plausible.  Fazekas then goes on to review the intelligence and alignment of the giant class in order to justify more nuanced tactics.  Much as I'm inclined to accept that more dangerous orcs, goblins, and so forth are a good idea, I don't really agree with the assumptions and I think they lead to making the giant class less interesting - and less dangerous!

Sunday, 17 May 2015

Looking gift horses in the mouth (or, "What do you mean, 2/5?!")

I have received a few comments on the harsh/high standards I set for review.  It's a fair point to raise.  Why be so critical, especially when dealing with modules that have been given away?

People use modules for a variety of reasons.  The most common are time pressure and inexperience.  Less often, a module gets included in a campaign due to the outright superiority of its design.  In the first two cases, a DM looking to the vast array of available modules - especially Third-Party modules - has good reason to go elsewhere.  The time-starved DM knows that trying to find a good module can be extremely time-consuming, while the inexperienced DM might assume that only "the company" really knows what it's doing.  Similarly, someone looking for a real gem might not be prepared to wade through dozens of modules to find a "must-run".

These are the people I'm primarily addressing in a review.  My role as a reviewer is not to pat the designer on the back for getting the work out the door - even though it is hard, and anyone getting a module to print really has done well!  Nor is it to just express gratitude for making the product free or cheap - although such acts are admirably generous.  What I'm trying to do here is to save the time of those who are running short on time and lend advice to those who lack experience.  Less often, I'll happen to turn up something extraordinary and want to call attention to those diamonds in the rough.

Monday, 11 May 2015

The revenge of Blood and Guts

Ray Chapel at Quasar Knight has been talking about hit points, one of my favourite topics for RPG argument.  He does a nice job of summarising the usual case for the "action movie" interpretation of hit points (in which hit points are luck, fitness, and the like) being the natural one for D&D and leaves off by saying that if hit points are going to be blood and guts it's going to take some conversion work.

Now, I don't necessarily disagree with the points Ray made, but I think he's left out the source of the controversy: death's door.  If characters simply die at 0hp, then clerical "healing" magic is in fact some sort of special pleading to the saints (or whoever) for renewed favour.  But we know from descriptions of characters at negative hit points that they are gravely wounded and need attention or they will die.  How is it that the same effects - including the warlord's "shouting" - can restore such characters?