Showing posts with label Saturday Q&A. Show all posts
Showing posts with label Saturday Q&A. Show all posts

Saturday, July 27, 2024

Saturday Q&A (jul 27)

JB in Washington State writes,

I think trying to tie Edwards and his theories to the factionalism (I prefer the term "Balkanization") of D&D is a false trail. The Forge folks (i.e. those who read Edward's essays, participated in the forum discussions, bought into the theories, etc.) are a very small niche of the overall RPG hobby and have had only minor impact. Those that continue to exist (rather than drifting into other interests...as I did) still design, create, and play their own games in parallel to the larger "D&D hobby" with little care for how D&D performs or fractures.

Frankly, I think Edwards and GNS theory has had little to do with the ongoing development of D&D. "Little" might not be a strong enough way of putting it...I really mean "next to nothing" or "almost zero." Instead, D&D's development since 2000 has all been about "chasing the money."

4th edition appears mostly obviously inspired by the MMORPG ('Massive Multiplayer Online Role-Playing Game') World of Warcraft. First published in 2004, it was immediately and immensely popular, winning a ton of gaming awards and becoming the best selling PC game of both 2005 and 2006. By January 2008 it had more than 10 million subscribers...levels it would maintain up through 2015.

I have been told that there was always a plan to do a new edition of D&D after 3rd edition...that because the bulk of RPG sales comes from the sale of "core books" it is necessary to come out with a new 'core' that customer/fans must purchase every 6-8 years. If this is accurate, then the company always intended to release a new edition circa 2007/8. And when they went looking for inspiration for their new edition, they took a good long look at the game play of the largest, most popular "D&D adjacent" video game on the market.

I have played WoW. The similarities between 4E and WoW are quite apparent, even in terminology used by WoW's online fan communities. It might be interesting to try connecting Slavicsek, Heinsoo, Wyatt, and Mearls to the computer gaming community, and Blizzard Entertainment in particular, but I'm sure they were (at least) exposed to its game play by the time they sat down at the drawing board for their own design.

Money-wise, 3rd edition D&D had a MASSIVE effect on the overall RPG hobby. Because of its "Open Gaming License" and in conjunction with its massive popularity (this due to several factors, best discussed elsewhere), many RPG companies converted their systems wholesale to the D20 brand in order to make their games compatible with D&D...and thus ACCESSIBLE to the huge influx of players ("customers") now indoctrinated to 3rd edition D&D. New publishing companies were formed with the sole purpose of creating product for 3E. Everyone, it seemed, wanted to ride D&D's coattails and partake in the massive gravy train.

Then 4th edition pulled the rug out...even rewriting the OGL.

However, the 3E OGL was explicitly perpetual. And Paizo created Pathfinder (a 3E clone using the OGL) which not only allowed people to continue playing their more familiar flavor of D&D, but also threw a life ring to the numerous small companies that went under due to the 4E conversion. Unfortunately, for many of those companies, it was too late.

But for WorC, Paizo's impact was HUGE. For the first time IN ITS HISTORY, it lost so much market share that D&D was outsold and outperformed by a different RPG (Pathfinder). Even in the 90s (when games like Vampire and Rifts were riding high and 2E was at low ebb) this had never happened. And so WotC pivoted, following the money. They junked 4E and went straight to the public, begging for its customers to take them back. "What do we have to do to win your love and loyalty?"

Enter 5E, the Great Compromise.

Everything since then has been reactions to the market, trying to leverage opportunities (like the surprising popularity of Critical Role, etc.), in order to build brand, maintain 'core demographics' (as they see their core), and rake in dollars. Everything.

Old style D&D is for old people. Old people are not the future of the hobby. Old people die. Hasbro/WotC are a business. They need living, breathing customers. Younger customers. Dumber customers. Customers who don't ask too many questions, and who are more interested in the flash and glitz and veneer of fun than in the deeper, long term impact of play. Customers interested in D&D as a "lifestyle brand" (more revenue streams!) not as a game.

Did you know: Ron Edwards is playing/running a D&D campaign these days? Not just D&D, but 1st edition AD&D? He has a new blog where he writes about it. It's pretty amusing. He's doing all the tinkering stuff with the game that we all do (well, that *I* did...back through the first 10+ years of my blogging about B/X). But he's getting there...getting closer to that epiphany moment when he'll stop worrying about the system and just start paying attention to the game. It's just a matter of time.

Answer: Dismissing the Forge and Ron Edwards' GNS Theory as a "niche" overlooks the significant discussions it sparked regarding game design and player preferences. The Forge played a pivotal role in articulating and categorizing the diverse play styles and expectations of RPG players. Although the influence of GNS Theory might not have been direct or explicitly acknowledged by mainstream designers, its conceptual framework undeniably permeated the broader discourse on game design, which includes the designers of D&D.

I'll accept that 4th edition was heavily inspired by MMORPGs, specifically World of Warcraft. But that doesn't negate the influence of broader theoretical discussions, such as those originating from GNS Theory, on how games could be structured to cater to different types of players. The similarities between 4th edition and MMORPGs underscore a particular approach to game design, focusing on structured combat and tactical gameplay, which aligns with the gamist aspect of GNS Theory. Thus, even if indirectly, the principles discussed in the Forge might have informed some of the design decisions, consciously or unconsciously.

Regarding the financial motivations behind the new editions, yes, of course, the RPG industry wants to make money. It's in the business of entertainment, and obviously the requent releases of new editions to boost sales through new core books plainly serves that end. However, these decisions do not exist in a vacuum and are influenced by ongoing conversations in the gaming community about what players want from their games. The decisions made by the company were and are influenced by market demands, player feedback and broader trends within the gaming community. As such, they're shaped by the ongoing conversations and evolving preferences of the player base.

When the company designs a new edition, it does so with a keen awareness of the prevailing sentiments within the gaming community. Player feedback, collected through various channels such as forums, surveys, playtests and social media, plays a crucial role in shaping the direction of game development. This reflects a wide range of preferences and criticisms, providing invaluable insights into what players enjoy and what they find frustrating. The company must navigate these diverse opinions to create a product that appeals to as many players as possible while maintaining the core identity of the game. And let's not forget that the influence of industry trends cannot be understated. As the popularity of MMORPGs like World of Warcraft surged, WotC likely observed the elements that made these games successful and sought to incorporate similar features into 4th edition. The structured combat mechanics and tactical gameplay, reminiscent of MMORPGs, were intended to attract players who enjoyed these aspects. However, this approach also highlights how game design decisions are influenced by broader trends and the desire to tap into emerging markets.

Those theoretical frameworks and discussions, AT THAT TIME, included a front-and-centre discussion of GNS Theory. It might not have been explicitly cited by the 4th edition designers, but the ongoing discourse about different player archetypes and their preferences probably informed the design process, and GIVEN THE EVIDENCE OF WHAT CAME FORWARD, I'd argue that it DID influence that process. Understanding the distinctions between gamists, narrativists and simulationists would have been part of what helped designers anticipate the needs and desires of various player groups. This theoretical understanding, whether directly acknowledged or not, influenced the choices made in game design to create a more engaging and satisfying experience for a broad audience.

Further, the commercial realities of the RPG industry meant they were forced to justify the release they were making, not just to the customer but to the shareholders also, as they had to attract purchases while retaining enough familiarity to keep long-time players invested. This balancing act was and is informed by continuous engagement with the community, as well as an understanding of market dynamics and player demographics. The success of Pathfinder, for example, catered to players' preferences after the release of 4e in a way that prompted the WotC to adjust its approach with 5th edition.

The impact of Pathfinder and the competition it posed to D&D is part of this mess ... the endless significance of understanding and catering to diverse player needs, something GNS Theory aims to categorise and address. The "Great Compromise" was what 5th edition marketed itself to be, but in reality it stumbled and fell on its face.

5th edition's design heavily prioritised narrative flexibility and character-driven storytelling, appealing primarily to narrativists. While it included elements aimed at gamists and simulationists, such as streamlined combat mechanics and an emphasis on the game's lore, these features feel secondary and insufficient. The core mechanics were simplified to lower the barrier to entry for new players, making the game more accessible but also less intricate in terms of strategic depth and mechanical complexity. This simplification has alienated many gamists who valued the tactical and strategic elements of previous editions, particularly 3rd edition and its variant, Pathfinder.

Additionally, the modular approach, touted as a key feature to cater to different play styles, is more of a theoretical framework than a practical solution. While the idea wants to allow Dungeon Masters to tailor the game to their group's preferences, in practice, the core rules remained heavily slanted towards a narrative focus. The optional modules lack depth and the support needed to fully satisfy simulationist and gamist players, leading to dissatisfaction among those groups.

Moreover, the company's strategic decision to market 5th edition as a lifestyle brand aimed at younger, newer players further entrenched this focus. The emphasis on inclusivity and accessibility was undoubtedly beneficial in expanding the player base but often came at the cost of depth and complexity that long-time players valued. This strategic pivot was driven by a desire to capture a broader market and ensure the game's commercial viability, reflecting a prioritisation of narrative-driven experiences over mechanically intensive gameplay.

The marketing and community engagement strategies also played a role in this PERCEIVED compromise. The open playtesting and feedback process, while inclusive, highlighted the deep-seated divisions within the player base. The company's attempt to reconcile these differences through a unified system was ambitious but ultimately fell short, as it was impossible to fully satisfy all factions without compromising the core experience for others. Which was my original argument.

Your children are not "old," JB. The children of other people who support my Patreon are also not "old." My daughter and her friends are not old either. Yes, we die. SO DO COMPANIES. Hasbro's utter failure to consistly obtain "living, breathing customers" killed TOYS 'R' US. I'm watching a landscape of brick and mortar companies collapse all over. The point is irrelevant to what GNS wrought in the RPG community, which I'm not ready to dismiss.

The fact that Ron Edwards is playing 1st edition AD&D and his evolving perspective on game design is an interesting anecdote but does not diminish the impact of his earlier work. Theoretical contributions have a life of their own, influencing discussions and developments long after their inception, even as their originators continue to evolve in their thinking.

It's a misconception to suggest that older, more experienced individuals are not the future of role-playing games (RPGs) or other industries. This notion overlooks several critical factors that highlight the continued relevance and influence of us old farts.

First, we bring a wealth of experience and historical knowledge to the RPG community. We've witnessed the evolution of game design, mechanics and player preferences over decades. This allows us to appreciate and advocate for the depth and complexity that newer editions might lack. Our understanding of what has worked in the past and what hasn't can provide valuable insights for future game development. Every time I write a post, I influence the thoughts and beliefs of plenty of young people, who want me to keep writing. I'm guiding them, preserving my ideas and encouraging them to make more of their own, in a climate where they can't get that sort of encouragement from a corporate clone.

Not me personally, but old players typically have money to purchase high-quality game materials, support crowdfunding projects and attend conventions ... like you. You don't think you influence people when you play a game that wins you a cup? You think young people can fly off to Europe every couple of years, long enough to go to a game convention? You underestimate the privilege that your being older, attached to a surrounding culture of likewise older and more wealthy people, provides for the world in the long run. Politicians may get money from young people, but they get a lot MORE from old people.

Additionally, we are frequently involved in the creative and professional aspects of the RPG industry. Many game designers, writers, and artists who have shaped the field over the years continue to contribute their talents. There is a trend of life-long learning that encourages us, more than young people who express doubt about their abilities all the time, to keep exploring new interests and deepening our existing passions well into later life.

You, perhaps, have decided that the next forty years of your life are going to be spent watching plants grow in pots, but I'm not. I'm a long way from done, and I haven't yet had my best idea. So you go ahead and count yourself old. You go ahead and get ready to die. Not me. I'm too busy to die right now.


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Thank you JB for your contribution.  If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit to my email, [email protected].  Those giving a $3 donation to my Patreon, https://www.patreon.com/user?u=3015466, can submit questions directly to me in the chat room there.

If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons.  I encourage you to initiate subject material of your own, and to address your comment to others writing in this space. 

Saturday, July 6, 2024

Saturday Q&A (jul 6)

Shelby writes,

I do have a question about how the generator interacts with elements that you as the DM know to be there already. If the characters are entering a hex where I know there is a road or city, would certain results become less likely, or would we stop using the generator entirely?

Answer: Let's suppose you'd never seen a map of the place where you live, and you'd never actually been to any of the cities or places that surround you. You'd have heard of them, sure, and you'd know they were generally "out there" in a given direction, but without the map, you couldn't know exactly how far away they were.

Now suppose that you did travel, and found out from personal experience how long it took; you wouldn't be surprised to find the city, because you "knew" it was there. This can be sort of the same. The peasants can say, "oh, of course there's a village," and they can tell the party exactly how long it takes to get there ... but this isn't information that's absolutely necessary to the campaign until the players actually go, and doesn't need to be established until the players actually get there. So long as I build the random generation of village-level hexes, it shouldn't be too long. As such, the players know they'll encounter the village eventually. This is enough. We don't have to generate the map at this time for them.

 

Bob in Ohio writes,

I think I KNOW the answer but want re-assurance. Party is about to take a long (28 day?) journey along a trade road they've traversed before. They CAN revisit some of the interesting site's they "discovered" on previous trips. They can interact with residents and bandit gangs they've encountered before. But how to run it at the table to keep it interesting, not a railroad (even though it kinda IS) and playable? I'm thinking one "random" encounter per day pre-gen'd, but that can turn into a slog. And I HATE just waiving it away.  Advice?

Answer: The answer is how it is presented:

Wrong: a wagon full of people approach the party along the road and one jumps off, pulls a sword and threatens the party.

Not as wrong: a wagon full of people approach the party with the intention of giving the party a lot of exposition about the road and where they are, telling the party a long and dull story, and then try to hire or otherwise make the party feel they ought to invest themselves.

Good: a wagon full of people are seen at the side of the road, camping; they wave at the party, offering food or asking the party if they know the way to San Jose, or some such, and maybe the party asks a question, and maybe not.

Even better: The party sees one fellow trying to fix the wheel of a wagon, but as they approach, they see him try to fit the wheel on the axle three times without success; finally, on the third time, they see the fellow drop to the road, distraught, putting his face in his hands. Sympathetically, the party helps him get his wagon together and a conversation happens spontaneously.

It is this last word that's the goal. You need to give the residents or the bandits or whatever an agenda of their own, which the party observes them carrying out, so that it looks utterly spontaneous, a part of the world just doing what it does, without any sense that it's a staged event for the party's benefit. Once this is done successfully enough to convince the party that they're seeing a completely ordinary thing, not something directly intended to fuck over the party, they'll engage and find themselves enjoying it. And you'll have something better to talk about, because they NPCs will be engaged with their own lives. It's like the list I gave for the Borderland farms happenstance. It's all things that would be happening anyway, whether or not the party was there.

Lance in Louisiana answers:

Spot on advice from Alexis as always. Yet other things to consider are: the traffic on the road, you say it's a trade road, how major of a trade road is it? Those suggestions to make a random encounter once a day from the rules(whatever edition) are assuming wilderness travel, not travel through a populated area on a trade road. Again it depends on where the road is passing through, but I would assume there are many travelers on the road, probably more than one per day of travel. If you know exactly how far they will be traveling and where they will be each day it is much easier to generate those roadside encounters (random or not) ahead of time.

And as Alexis pointed out each individual on the road has their own story to tell independent of the PCs. From my experience the way to make a journey feel like a journey is to HAVE STUFF HAPPEN. Think of any road trips you've been on. How would it feel to be on the road for an entire month. That is an extremely long time to be traveling and lots of things will happen every day, sometimes small things, but they add up. For a journey that long it should be an adventure unto itself.

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Thank you for your contributions.  If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit to my email, [email protected].  Those giving a $3 donation to my Patreon, https://www.patreon.com/user?u=3015466, can submit questions directly to me in the chat room there.

If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons.  I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.

Saturday, June 29, 2024

Saturday Q&A (jun 29)

Bob in Ohio writes,

I started playing D&D in the late 70's but got out before 2.0. So I missed 3.5 and 4 as well, then came back to 5 in 2018 or so. Didn't like some of it so at my table I use 5e as the base with a LOT of cuts and homebrew. The Hasbro/WotC conglomerate is rolling out 5.5/6/One soon. And the PHB and DMG have hit. And it's ..... woke?

Start with Orcs. Remember those little pig snouted things that were the go-to foe back in the day? They're now humans. And either Hispanic or perhaps Romani. The dwarves are depicted as gay barristas - they've tattooed each others beards on their arms! You want human orcs and gay dwarves in your game? You go! You do you. To oversimplify "This ain't your father's D&D."

IMHO It's a move even further away from the game "as intended." Does this make me a "gatekeeper?" I don't think so. As I said above — you do you. Bottom line — after giving it some thought this afternoon — those that own D&D have decided they will no longer be designing/providing the game I want to play. Michael Shea has long espoused that we don't need their books to play. And you long ago embraced that philosophy. But this has been my wakeup call.

Answer: I hate to ever think that Michael Shea and I have anything in common.


Maxwell in California writes,

The range on the fireball spell looks wrong.  Should it be 100 ft. per level?

Answer:  GAWD no. Figure. You can't have the spell until you're 5th, which means the minimum range it's ever going to have is 60 ft. It means that yes, you have to get close and personal. The radius is 20 ft., so you're easily 40 ft. from the blast; gives you lots of room if you don't want to include yourself in the fun.

Maxwell: Gotcha. I happened to have the AD&D PHB open and it led me astray. So much for mages as artillery :) Regarding "Gives you lots of room..." OK. Plus IIRC you allow a mage to reduce the size of a spell if they want (i.e. 20 ft radius is a maximum; it could be lessened to 10 or 15.)

Answer: "Mage as artillery" is broken game design. Just thinking ... suppose you don't use the "reduce the size" feature, and a 1st level has a "fireball" scroll. That's a range of 20 feet. And the radius would be 20 feet. Technically, it would mean the mage could kiss the fireball, but I'd rule that it wouldn't scorch.


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Thank you for your contributions.  If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit to my email, [email protected].  Those giving a $3 donation to my Patreon, https://www.patreon.com/user?u=3015466, can submit questions directly to me in the chat room there.

If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons.  I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.     

Saturday, June 22, 2024

Saturday Q&A (jun 22)

Jonathan in Washington State writes,

Regarding No Empty Hexes,

This is stuff I've been thinking about a lot lately as I try (O So Hard) to draw my own "hex maps."  I rather hate working with hexes, and trying to put the real world onto hex paper is a drag as is. But STOCKING the hexes?

Oh, boy.

But, yes, if you don't you just end up with miles and miles of emptiness. I've done some hiking in 'wilderness' areas: you encounter things! Not just animals, but interesting terrain, obstacles, things that would be good to harvest (if I was in a "harvesting" type of mood, rather than just a hiker). None of which is reflected in the game instructions. Overland journeys are pretty boring (in D&D) when all you're doing is rolling three times for a possible encounter and coming up empty.

So, I like your four categories (threat, supply, knowledge, deliverance). If I remember, you do your hexes at a 20 mile scale, right? I've been doing 3 mile scale lately, mainly because it allows me to put some space in between neighboring townships. But also because you can have a LOT of stuff in a 3 mile radius! A lot of stuff can happen to someone over the course of an hour's walk! But, man...that's a TON of hexes to stock.

Maxwell in California writes,

With regard to Wilderness Generation and your recent post, the idea of dividing hex contents into that which can be searched for and that which can't (or needn't) is a good one. I also like the idea of, if you'll pardon my paraphrase, exhausting a hex's capacity to randomly generate contents ("after that, the contents of the hex are more or less what they are") -- at least with regard to a specific thing that can be searched for.

I feel like my biggest weakness as a DM is exploration play ,which applies to the wilderness most of all, but often to the urban as well. Have lotsa trouble coming up with things on the fly in the unbound environment, even when I try and keep principles in mind like "have them find SOMETHING interesting" and "offer them choices about which way to go". So even though you've stated a few times on the wiki page that this generator isn't intended for use during play, I feel I may end up trying it for that, even if that requires building something out along similar lines myself (since the climate my players are currently in is not the temperate European one).

Answer: I think it should be possible to plumb the depths of the generator for in-game play, I just wouldn't recommend using a die roll when actually DMing., because it probably wouldn't fit the moment. As a DM, you want to have things happen that are logical to what the players are doing, and ought to be seeing, in the environment. I have to make the game random because I can't be the DM and the Player at the same time. If the DM is a die roll, then as the player I can address what to do without giving myself a break.

Lance in Louisiana writes,

I need help coming up with a name for a fantasy language/ethnicity. The language group is equivalent to real world gothic(visigoth and ostrogoth) and some of the modern tribes and kingdoms are called the galanese, the karganites, the ausdran, the andar, the hangall, and the hargan, all derive from a common (gothic) ancestry, and the equivalent of the real world East Germans are called the vanitar. I'm pulling from several conflicting sources, and none of them are consistent or give in depth treatment to the ancient tribes and I just cant figure a good term for these related peoples in general.

Answer: from chatGPT, feeding your request to me verbatim:

Gotharic ... name retains a clear connection to the gothic roots and feels both ancient and expansive, suitable for a broad ethnic and linguistic group. Valdaric ... combining elements of "Vanitar" with a gothic feel, suggesting a strong, unified heritage. Galtharic ... merging "gothic" with "galanese," highlights the cultural blend and historical depth of the people. Thuranic, inspired by historical Gothic names with a hint of fantasy flair, this term feels both ancient and unique. Gothlian, a blend of gothic with a more fluid, fantasy like suffix, creating a nem that suggests a rich cultural tapestry.

Funny thing about the program: the more search parameters given, the more exacting the question, the more details added, the better the response. One reason that most feel the program isn't very impressive is because they've been trained to keep their answers short for the old google format. The more search terms you add to google, the less valuable the search is; chat is the reverse. To produce a really good written paragraph, giving the sort of specific knowledge that Lance gave — "east" Germans, the name of the kingdoms, the real world tribal sources and so on, allows a great detailed answer of just the sort google cannot provide. And since, for D&D, "accuracy" is a meaningless concept, it's like the program was specifically designed for this game.


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Thank you for your contributions.  If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit to my email, [email protected].  Those giving a $3 donation to my Patreon, https://www.patreon.com/user?u=3015466, can submit questions directly to me in the chat room there.

If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons.  I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.    

Saturday, June 15, 2024

Saturday Q&A (jun 15)

Been some time since I've been skunked, but I have no comments or letters from this week.  I started this Q&A ten months ago, and I must admit I don't miss blogger comments.  I trust that the occasional dead week can only encourage more people to step up and ask questions or share content.  Meanwhile, I'll return to my projects for the day: I constructed a vegetation table yesterday, today I'll work on the notes for that table as I post it on the wiki.

The Q&A posts are getting to be my most popular, when there's content.

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If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit to my email, [email protected].  Those giving a $3 donation to my Patreon, https://www.patreon.com/user?u=3015466, can submit questions directly to me in the chat room there.

If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons.  I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.    

Saturday, June 8, 2024

Saturday Q&A (jun 8)

JB in Washington State writes,

Regarding The Halfling & the Knight.

I was able to attend a theater production with my family last Wednesday. As (generally) happens when I go to such a show, afterwards I find myself thinking back on my own theatrical "career" and wondering if I could still do the stage thing these days. Would I even want to? And while there's a part of me that loves and longs for the days of being an actor, I think the answer...at least to the latter question...is mostly "no." Not because I'm worried about making a fool of myself, or being brutally critiqued, but because of the WORK involved: the time, the effort, the rehearsals, the memorization, the simple building of chemistry with one's fellow players (not always easy, and often times frustrating). A lot of work for something I am far less passionate about these days compared to A) my family, and B) my gaming/writing endeavors.

Once upon a time, I had that love for acting.

The kind of D&D you wish to play requires that love. The event you describe is less (I think) about any inability to play the game, and far more about the lack of willingness to embrace the game being played.

And in this, I am referring to the druid player (not the others who supported her). The others walking out, that's an issue of social dynamics and a whole different ball o' wax, not pertinent to my response here.

The druid is not an easy class to play. I haven't seen many over the years, and I'm not sure I've ever seen one played well. It does not fit into the easy role that other adventuring classes do. It is somewhat like the illusionist in this way: extremely powerful within its own sphere of control, and much less effective than the other "generalists" of the group. If you go into the game with such a character while simultaneously burdened by a "traditional" outlook (fight the monsters, loot their bodies!) it's bound to be a rough go.

But when one EMBRACES the game, such issues of ineffectiveness cease to matter. You start looking at what your character IS, rather than what she is NOT. If you love living in the (imaginary) world, you must put yourself in the shoes of your character and approach the game from that character's angle, from their point of view. I am a halfling druid...how DO I "adventure?" If you love the game, if you embrace the game, you'll find your place in the world and on the team.

"Spotlight time" is a matter of perspective. One can ALWAYS find ways to get into the spotlight in an RPG. Finding a way to get into the spotlight in a way that is USEFUL and NON-DESTRUCTIVE (to the game, to the group) can be a tricky ask for some folks...but that's the game that's being played. Finding ways to contribute, so that the TEAM (and thus the whole table) benefits. For some character types...the low-level magic-user that's burned all his/her spells, for example...that can be more challenging. But it's not impossible. My most recent game has a 1st level MU whose only spells are "friends," "find familiar" (which he can't afford to cast), and "jump." In three fights he has not cast a single spell, nor done a single point of damage. But he has cared for and guarded the party's pack mule which (carrying their supplies) is their only lifeline in the desert environment they're exploring. And as an elf, he has other abilities (stealth, languages, immunities to charm, etc.) that will enable him to shine in areas where others don't...he WILL get his chance to contribute.

Your player seems to be taking the old adage "don't hate the player, hate the game" too much to heart. You, I grok, have little patience for this: the game is what it is, the player needs to get with the program. I, in my wishy-washy, hippy-dippy fashion, see this as a lack of love going BOTH ways. You need to embrace the player (not coddle her but help her to understand) and the player needs to embrace THE GAME (not just her kewl concept character that is "ineffective" when one tries to pound it into a round hole). More love, that's what's needed...in my opinion.

But I acknowledge that perhaps that won't work. The most recent editions of D&D have definitely bred a style of play where the player's only love is for their own individual character. This style is pervasive and its influence is far reaching. I don't know the relative age of your druid player, or whether or not she came from a 5E or video game background (either one teaches bad precedents). Narcissism is a deeply ingrained part of our culture (well, American culture for sure). It can be tough to overcome it, to retrain and unlearn. My recent strategy of "start 'em when they're young" seems functional enough, but that doesn't apply to adults. With adults you have to find a way to be both iron fisted AND uber-compassionate at the same time. It's a tough tightrope to walk, requiring a lot of effort.

Still, I suppose, folks who are passionate enough don't mind putting in that kind of work.

Answer: I agree that we need to embrace the player.  I agree that that kind of work is necessary.  But I feel strongly that this advice at the end spoils what would otherwise be an excellent series of astute observations and attitudes about game play and one's best approach to the game.

Throughout our lives, we are counselled endlessly to unleash the better angels of our nature, to reach out to others, to express the best parts of ourselves and so on.  And while this is "good" advice, it's legitimate to point out how very, very rarely it produces the sort of result we wish.  Yes, we cast that seed into the ground, and yes the seeds do grow ... occasionally.  But we also cast one shit-ton of seeds upon that ground, sacrificing our time, our wealth, our wherewithal and often our dignity only to be rebuffed and slapped back, and told our "better angels" are manipulative bastards.  We reach out to be screamed at, "DON'T TOUCH ME!"  The best parts of ourselves are recast as patronising, pandering or, to use your word JB, narcissism.

I cannot say just how much money I've spent picking up the check for individuals and whole parties, only to watch friends melt away out of petulance, selfishness or indifference.  Or how much money I've spent in other people's rents to help them over the "hump," or people for whom I've found jobs, or days I've spent buying groceries to make sure a sick friend's fridge is filled with juice and fruit, to help them get by.  And this number of times is dwarfed by the myriad hours I've sat listening as people poured out their hearts but would not take my advice; as people cried on my shoulder but would not take my advice; as people gratefully appreciated my willingness to walk them all the way home so they didn't have to be alone that night ... but would not take my advice.

Where are those people now?  Self-destructed, suffering the aftermath of their drug-addled or alcoholism choices, the aftermath of their failed marriages, the aftermath of their resistance to getting an education or doing anything to improve themselves ... and, thankfully, out of my life, where they now belong.  Because I did the work, I took the time, I showed the uber-compassion, I carried their emotional baggage ... and when, finally, it was plain they were never going to put their baggage down, I decided I'd stop carrying it for them.

But it's this, most of all, that I think betrays you JB.  Because I know you have done all this too, and that your compensation for it has been exactly the same as mine.  Everyone who makes something of themselves, who does the work, who raises a family well, who sacrifices the easy fixes and fails to do the drugs and the liquor and the gambling and what else, has exactly the experience I have now.  We all watch our lives get better while the lives of those people we constantly reach out to gets worse and worse.  We tell them point blank what they need to do, we offer to sustain them until they do it, and for that they bitch in our face about how easy it was "for us" and how hard it is "for them."

The difference between us, JB, isn't that either of us have put in that kind of work; it's how much we're willing to lie to ourselves about what that kind of work can accomplish.  I've never been the sort to tell someone else, "Give to your friend, they need it."  I'll do my giving; I'll do it because that is my nature.  But I won't lie to myself that this time it's going to be different, this time they'll see the light, this time they'll fix themselves and get their shit together ... because they won't.  I don't do my work because I think they're going to get something out of it.  I do it because I'm a mensch.  I'm a human being.  Because it's the decent thing to do.  But not because they're going to suddenly become better because I sacrificed whatever.

You know, Canada is a cold bloody place a lot of the year.  And a lot of the year, we have snow.  Not the 10 feet that comes and goes in the maritimes, but two or three feet that stays for a hundred or so days.  And cars get stuck in this snow, all the time.  If you walk outside in the winter, as I did a lot as a young man, you'll find yourself on the curb next to a stuck car about once a week.

The first winter that Tamara was here, an American whose childhood was spent in Kentucky and adulthood was spent in Michigan, we were walking along a street in early winter and we came across such a person; and without hesitation, I rushed off the sidewalk, threw my sole weight against the back of that stranger's car and, with lots of experience and the strength of a 38 y.o., tossed him out on the street and he went his way.  No thank-you, no offer of a reward, just on his way.  And Tamara was stunned.  She'd never seen anything like it before.  AND, being an American, she was pissed that he hadn't rolled down his window to thank me.

But that's not how it works in Canada.  We don't do it for the reward.  We don't do it for the human connection or the sense of self-gratification.  We do it because there's snow, and everybody does it.  Because there's snow.  This is incomprehensible to anyone who has not lived all their life in a snow-buried country.  We do it because it needs doing.  And when we're in trouble, we know someone will stop because someone always does.  I could tell you other stories about the Canadification of Tamara.

Yes, I did the work with this girl.  And yes, I was offended, angry, betrayed when she instigated the bullshit that ended my D&D campaign.  But afterwards, when my mind was clear, I reviewed much of her behaviour over the months and realised, plainly, that I had let that situation become what it was because I was being patient, kind, compassionate, empathic.  It was my fault.  I should have cleaned her out of my game months before.  Then I would still have a game.  And she could go dump her toxic shit on someone else's party.

 

_____

If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit to my email, [email protected].  Those giving a $3 donation to my Patreon, https://www.patreon.com/user?u=3015466, can submit questions directly to me in the chat room there.

If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons.  I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.    

Saturday, June 1, 2024

Saturday Q&A (jun 1)

Griffin writes,

Regarding not using gold for experience for advancement, that might be worth investigating more contemporary non-D&D games. On the other hand, given how little you have in common with other D&D people online (theoretically your peers) I'm not sure you would find the non-D&D people a useful resource for much.

The tricky thing is that a system should still have experience and advancement that is separate from either PC or DM fiat, because people like it when number go up and more abilities are gained. So you need to hook it to something the PCs can do, action > result > (XP). I've pondered it once more (a topic that is a perennial subject with rpg bloggers so it rolls around in my brain occasionally) and have more or less settled on gold means experience because nothing else is as flexible and free of DM fiat (for the most part when the DM assigns the treasure) in my estimation. Though your experience system of points for damage is quite good.

Answer: Yes, and that's what I would rely upon should I choose to stifle the presence of coins and treasure. Mind you, I didn't say that's what I would do, only that it was worth investigating.

As always, experience can be given for a less valuable commodity. The exchange rate need not be 1 g.p. per x.p. If treasure for experience proves to be still required, that doesn't eliminate the possibility of reducing the party's overall income to a point where participating in something as lowly as farming couldn't become a rational way to ensure they're able to resupply themselves with vittles, as opposed to the exorbitant costs for foods at the town market.

For the record, I have nothing whatsoever in common with other D&D folks online, and haven't for a long time. I haven't found a single idea or useful feature from any officially published source, from any publisher, since before 2005. I do have peers, but they don't exist in those corners of the internet.


JB in Washington State writes,

I've pursued similar lines of thought, myself. Not about what the game becomes if followed logical conclusions and PCs end up tied to a plough or busking for coins (I do have an answer for that: not D&D), but rather the "why" of all those treasure hoards that monsters acquire.

And other then dungeons being built from the remains of ruined empires and lost tombs (where the treasure existed long before mindless monsters moved in), my solution to sentient creatures collecting wealth (orcs, ogres, dragons, etc.) is to give them some sort of economy...a USE for the treasure.

Ah, but then why are the players butchering these intelligent beings for their wealth? What kind of game are we playing here?

I've come to treat most of the description found in the Monster Manuals as hearsay from ignorant and/or racist humans...the kind of descriptions found in, say, the journals of historic conquistadors upon encountering hostile indigenous cultures during their exploration. All such descriptions, thusly, must be "taken with a grain of salt." My setting has humanoids that have regular interaction with human locals (usually in especially rural areas) for mutual benefit, and such interaction requires normal units of exchange (coins, etc.). The humanoids, also, mine and craft goods, make use of resources found in forest and foothill. The treasure is there for a reason!

Which doesn't mean the players are immediately motivated to murder and rob. No! Now that the humanoids are more than cardboard cut-outs, they can be dealt with, negotiated with. Players can do jobs for them: slaying pesky monsters of the type that have NO treasure, in exchange for reward, for instance. Of course, they can also have rivalries and warfare and find the usual reasons for murder and looting that all (real world) "adventurers" have found over the centuries: possession of land, food supply, resources, etc.

With such a mindset, orcs found in a tomb or ruin are simply a competing band of looters. They're hoping to carry that chest of coins back to their OWN society, where they will hoard it or spend it or trade it for influence and fame, etc.

So many options become available to the DM who's cut alignment from their game.


Nigel writes,

Regarding Dams ...

This was an interesting post. Thank you. I was on holiday and tried to write this on my phone but it didn’t really work.  The info that follows would be the exception to what you wrote, rather that the rule. I was inspired to do some reading about this. (I won’t dignify this with the word research, as I haven’t done deep dive into primary sources or read much in Czech.)

The Czech Republic (surprise!) has a very long history of fish pond building. It started in the 11th century and grew until the Thirty Years’ War, thereafter it declined before further growth in the 1800s. Wiki covers this reasonably well, e.g. here:

https://en.wikipedia.org/wiki/Fishponds_of_the_T%C5%99ebo%C5%88_Basin

(Note that the Trebon basin is just one of several basins. One of the ponds was and still is huge: the Rožmberk Pond, of about 4.9 sq km)

Here’s a verified source with a couple of facts, just the abstract:

https://link.springer.com/referenceworkentry/10.1007/978-94-007-4001-3_208

With these snippets:About 20,000 fishponds (180,000 hectares) existed on the territory of the present Czech Republic in the 16th century.  Its average annual amount per hectare has increased from 70 kg in the Middle Ages to the contemporary 450 kg.  So yes, barrels of fish absolutely, but most probably carp rather than perch.


Zilifant in Minnesota writes,

Your recent posts about your gaming group disbanding really hit home with me. Since members of my group moved away, I've been without a regular group for some time, and it's been very hard on me. I have tried gaming via Zoom and it's not satisfying for me at all, particularly when my work day is mostly spent in front of the computer and in Zoom meetings. I'm sure there could be folks who frequent my local gaming stores that might be decent players, but honestly every time I go into those stores and overhear the people gaming there it makes me cringe at the ridiculousness of how they're playing and how obnoxious they are. They don't seem like people I could see myself playing a serious campaign with.

I was glad to see your "Loving This Game" post yesterday, which displayed your optimism of finding a new group and getting a new game going soon. I am similarly between gaming groups, but my own outlook is a bit more pessimistic, even though I love this game too and desperately want to find a new group to play with. So my question to you is this: How do you intend to find a new group of players, and what advice do you have for others who are in a similar situation?

Answer:  Like you, I have similar ideals about people in game stores, though I've never actually been on zoom. But speaking as someone who also spends most of his waking hours on a computer, both for work and play, I don't understand why the game wouldn't be satisfying through a screen. I ran games by text on a blog and I absolutely enjoyed the D&D aspects of that process. Zoom, I think, would vastly streamline the problems that a blog created.

BUT ... for the present, I wasn't planning on finding a game group in the real world. It's probable that I can get a game going with humans online anytime I want, but I wasn't thinking about that either. The last few efforts to get something going online proved difficult because while I had willing players, like you, after starting they found it difficult to communicate and maintain their interest online. So, presently, I'm not going this route either.

My third option is to play ... with myself. I think I know how I'm going to do this, but I'm not ready to talk about it while I'm building up the wherewithal to dig in. Said game would be very simplistic, but it would be a way of going back to the roots of my style of play, while testing out and demonstrating aspects of the content existing on my wiki.

Just why people have such trouble with communicating through a screen is a mystery to me. I found it very easy to step away from everything to do with the internet for 7 days. Never opened my laptop, though I had one with me, never checked my email, never sent any email, didn't look at any webpages and didn't care. I did get eager to write, but not to see "what was new" online. There's hardly anything new online. But this said, I'm fully able to perceive you, reading this as I write, without actually needing to be in the room with you. Being in an actual room with you would just muddle our conversation with a lot of visual cues that aren't necessarily relevant to what you and I care to share just now. This is a pure relationship, without all the baggage of our lives and other predilections. Perhaps it's because I'm a writer; I chose a profession where I would do tons of talking to an audience that wouldn't be present when they could "hear" me.


Sterling in Maine writes,

Although lacking in the sorcery part of "S&S," I'm a big fan of Harold Lamb (https://en.wikipedia.org/wiki/Harold_Lamb). He wrote oriental adventure pulp prolifically around that same time as Howard. I think you and some of your readers might enjoy him.


 _____

Thank you for your contributions.

If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit to my email, [email protected].  Those giving a $3 donation to my Patreon, https://www.patreon.com/user?u=3015466, can submit questions directly to me in the chat room there.

If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons.  I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.    

Saturday, May 18, 2024

Saturday Q&A (may 18)

Orin in Washington State writes,

I'm 33, and I got my first set of DnD 3.5e core books at age 16. I ran games at a public game store for a few years in my early twenties, then ran privately for a handful of friends I had made in high school for a long time. Slowly we all drifted apart, and I have been in DM retirement for about two years now.  What do you do with a Dungeon Master?  Well, I hope you don't quit and go all in on the concert pianist plan. As to 'immediate application' as far as I'm aware there is no one in the DnD sphere doing what you do, with your degree of experience and dedication. Other than JB's blog, yours is the only one in my bookmarks that is still active.  I think just because you're not running a game, doesn't mean you've stopped being a Dungeon Master. You've spent enough time at it that the title still applies even if your current sphere of activity is 'adjacent' to DMing.

I'm hopeful that you'll keep up the piano practice. Maybe once you're confident playing a song and have figured out your recording setup, that can be a youtube thing?  I didn't need the definition of jonesing. Though I can't remember the last time I saw the word, or heard it used in conversation. I've done it, I am finally old.

On May 11th, JB wrote,

"But gaming doesn't have that easy, acceptable "out." You're expected to maintain group coherency...with no real end in sight. You MUST be together, in order to participate in the activity. A person who would flit from table to table, or who shows up only irregularly, is considered "flaky" and, thus, an undesirable participant. Tables want players (and GMs) that they can "rely" on. And, as you say, any flaws/cracks are only going to get worse over time, regardless of the chemistry that initially adhered the group together."

I played for about eight years with the same group. One friend ran his own world for three or four years which I played in, then I ran two campaigns across the same world, each lasting about two years. One set in Greece, and another in Germany, early 1600s.

We drifted into a weird space. After the first few years we only met up for the game. Attempts at other activities outside of DnD fell flat. We had all started as friends first, but somewhere along the way, the friendship twisted and our interaction was only the game. Play was all that remained. Friendship slowly withered. It probably started long before players came to me to voice grievances, and long before I started feeling fed up with certain types of behavior with some people in the group. I was also probably part of the problem, but nobody ever confronted me about what I did that might have upset them so... I don't really know. The only way to find out would be for me to reach out... but I feel no pull to do that at this point.

I tried to keep the game going. I loved making the maps, running the combats, grafting more rules onto the system to fill in for things I wanted and that players wanted more detail on. My last campaign died a slow death. Players cancelled. Occasional cancellations grew more frequent. One person dropped for weeks, others lost interest and took on other priorities. We took a few months-long hiatuses and tried to pick it back up repeatedly. The dominos fell, one by one. Until there were none. For a little while afterward, one person or another would message and ask when the game was coming back, and I'd send out the rounds of messages to everyone. I got a mixture of silence and schedule mismatches. Eventually everyone stopped asking.

I spent a few months revising and rewriting all the house rules with input from one player who I remained friends with. My maps, dice, pencils and books all sit packed away on the shelf. Other than an editing pass on the rules document, I haven't touched much of any of it this year. My hobby time goes into other things. I hadn't really sat down to examine my thoughts on all this in some time. When I feel it's time to run again I'll pack the game bags and go back down to the game store and see where it takes me, I guess.


Stirling in Maine writes,


"Suppose the players can go out and ... have a fine adventure, and ... all that effort isn't enough to pay for three nights at an inn and more than a half dozen meals ... What does the game become? ... Is there something inherently game-breaking about the players agreeing to help a small family plough their land this spring, in return for a hundred pounds of food?  Does it ruin everyone's good time if the bard has to get a gig, today, to pay for the party's lodging tonight?  Or are we just talking about a set of completely subjective assumptions about what the players are entitled to?"

Yes, these are assumptions about what players are entitled to, and, "What is it they're entitled to?" is the wrong question for question for a DM to be asking. The DM should only be asking him or herself what is it that the setting returns for their actions.

It's important for the DM to convey to the players what they can expect to get from the setting by interacting with it in various ways so players can make rational choices, but it's entirely up to the players to decide what they are going after to achieve their goals.

If they don't have goals, there is no game. If the DM assigns the goals, it's a puppet show not a game. The players must decide on their character's goals, but the game is sufficiently flexible that it doesn't matter whether those goals are treasure-hunting, performing good deeds, living an ordinary life in a fantasy world, or conquering that world.


Maxwell in California writes,

I noticed in your latest that you said a chat room would work better for online play than a blog or a wiki. We’ve talked about the shortcomings of the Patreon chat room specifically, but I agree, live chat as the interaction mode, paired with a wiki for knowledge management and forming a structured permanent record, could work well. (Then, of course, I’d want the same kind of live updating for combat maps and other visuals…)

Answer: Maxwell, that updating for combat maps was an ungodly bitch of a job. making the changes, putting in the markers, making a jpg, uploading the jpg ... and half the time, there's some tiny detail that's critical that gets missed and overlooked, so you have to make the jpg again ... and then writing a post explaining the updated map. Each round was a 40 min. job.  I think now, with the Vegas Pro program, I'd do the map as a video and post it to youtube; it would save me the writing time., and all the little combat markers.

Maxwell: So you would move the figures around while voicing over about what happens?

Alexis: Exactly.


Alexander writes,

RE: The Threat of Poverty post. My players once spent about half an out of game year in town, over the course of about twenty gameplay sessions. They inherited a manor house on the edge of a town, which solved their housing costs, though they did not play enough raw time in-game to reach the part where taxes were due. In fact, they never even asked or considered that as they moved in. What did they get up to? They visited every neighboring and local noble to try and figure out where the weakest links were, and if anyone had any family heirloom magic items the party might want to acquire, one way or another. Bribes were passed, alliances and enemies made. Occasional work was had doing small crime, or functioning as bodyguards for people going between villages. Bits of money were made to add to what they already had, and everyone hovered around character level 4 to 6 for most of that time. One player eventually managed to convince the rest to go open a dungeon because he grew bored of playing politics and not cracking enough skulls, and from there they went toward a neighboring area where a war had just broken out. Before that campaign collapsed, as I spoke about via email, the players were in the middle of helping turn the tide of a siege. That chunk of time is about as close as I've gotten to seeing what the game might be like when some of the 'standard' elements of DnD are set aside.

Bob Kile in Ohio answers: Nice story Alexander. On my end, about a year ago it dawned on me (thx to the Tao) that my party wouldn't be finding The Star of India in every treasure hoard. Any gems they found thereafter were unfinished. And to the untrained eye they were just moderately pretty rocks. Until two of the party earned enough KP in Geology to be able to recognize what they actually were. The trade table and availability of a lapidarist suddenly became important.


 _____

Thank you for your contributions.  Not much commentary on my end, but these stand for themselves.  I'm going to be out of town next Saturday, returning either Sunday or Monday; at that time, I'll post whatever I find in my email.

If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit to my email, [email protected].  Those giving a $3 donation to my Patreon, https://www.patreon.com/user?u=3015466, can submit questions directly to me in the chat room there.

If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons.  I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.    

Saturday, May 11, 2024

Saturday Q&A (may 11)

Bob in Ohio writes,

Assume a players comes to you and says "I've noticed there aren't many sheep farms in this area and as a result wool clothes are more expensive than in many other places. How can I go about importing wool (in some form up to and including clothing) or starting a sheep ranch?" I'm using sheep/wool as the example but it could be any of a myriad of raw materials and finished products. I know you did a series years ago on how to start a settlement which provides some guidance but wondering if you could flesh it out a bit from a DM's position as to what/how we'd need to provide to the PC?

Answer:  Briefly to start: 1. Identify what any of the players actually know about the sheep business. 2. Identify the practicality of raising sheep in the desired locale. 3. Locate a place where sheep/wool is produced in abundance. 4. If the players wish to merely import wool, point out that this has expenses incorporated, and that their desire for profit will likely not benefit the target location, but could make the players money. 5. Determine if there's a demand for wool at the target location, as the residents there may very well have gotten along without it. 6. As the DM, determine the price at the place of origin the players select. 7. Identify what the costs of transport are. 8. Let the players have at it.

It's very important to understand that doing business by the numbers is a dangerous proposition. Even if the game's metrics on prices from one part of the world to another are necessarily simplistic, this doesn't mean the DM is restricted in the manner in which the player's wishes are carried forth. Numbers might tell the players about trends that are in place, but they can't always account for unexpected events. Different areas have distinct costs of living, or taxes and regulations. Apart from transportation costs that are ascertained ahead of time, disasters can wreck roads, social troubles may temporarily suspend travel, while certain remote locations may prove unexpectedly difficult to reach both geographically and in terms of making the most of the market once getting there.

If a single market town has only a few hundred people, in a very large region the size of Ohio (with a commensurately lower population), we wouldn't expect all the people in Ohio to travel their for their goods. Most would sustain themselves without ever going to market. Bringing a hundred swords to a remote location because the prices are twice as high may still mean that only one person at the destination actually wants to buy a sword. And of couorse, there may very well be another NPC group right now in the process of doing this exact same thing, creating competition the players didn't expect.

I think fairly that players should be entitled to make one good profit, all things being equal, so long as their first venture is reasonable modest and they're diligent with their practices. Players who go all in with everything they own to take an extravagant cross-continental trip with imaginings of swimming in gold a la Scrooge McDuck may fairly be educated from the outset ... but on the whole, I'm generally of the opinion that the first one or two times, the matter is best brought off with a minimum of hitches. Thereafter, however, we can roll a d6, to see if a '1' comes up, to decide just how much awfulness we want to put between the players and their goal.

Once upon a time, in a game of Traveller I played, the Referee was so benign that we simply manipulated him into giving us tens of millions of credits, because he employed the rules surrounding trade written out in that game exactly as written. Was lots of fun for us, but it did break the game; and he quit playing altogether, as it destroyed his faith in the game.


Nigel writes,

This is an amusing anecdote about transporting porcelain and other easily broken objects

There's an expression in German, 'Alles in Butter' (translation in subject, meaning everything in fine) that comes from the porcelain industry here. Apparently, the porcelain was packed in a case, which was then filled with melted butter, to prevent breakage during transport.

Here's a German language Sesame Street equivalent youtube video.

https://youtu.be/xEGkBXmkkCk?si=2uEjTLfq0h3gRcjc

I thought that could be an interesting tidbit for your Streetvendor's Guide.


JB in Washington State writes,

Another good post, if an uncomfortable one to read. I imagine it was even more uncomfortable to write.

Yes, this happens. It has certainly happened to me. And the fallout you describe: dissolution of the group, fracturing or relationships, abstention from gaming, emotional distress...yeah, that all happened.

It's tough. We belong to institutions...like school, or a job. But they usually have "outs," steam valves that allow one to escape before the pressure gets to you. You graduate from school after a few years. You're free to quit your job and seek another. People throw you a party, wish you well (whether they mean it or not) and everyone moves on with few (if any) hard feelings.

Even the "family institution" has an escape path...if we have difficulty we can move out, and move away. We don't need to call or visit on a regular basis; we can keep difficult parents or siblings at a healthy distance (if necessary). Hell, if we can't get along with our spouse, we can get divorced and move on.

But gaming doesn't have that easy, acceptable "out." You're expected to maintain group coherency...with no real end in sight. You MUST be together, in order to participate in the activity. A person who would flit from table to table, or who shows up only irregularly, is considered "flaky" and, thus, an undesirable participant. Tables want players (and GMs) that they can "rely" on. And, as you say, any flaws/cracks are only going to get worse over time, regardless of the chemistry that initially adhered the group together.

That's a tough nut...and I'm not sure how to crack it (perhaps being as open, honest, and authentic as possible could help). But it certainly won't be cracked if the issue is never brought up and dragged out into the light of day. Thanks for posting.

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Saturday, April 27, 2024

Saturday Q&A (apr 27)

Bob in Ohio writes,

Of the scores of Sage Field/Study articles you've written which are you happiest with and why?

Answer: Ranking things that are utterly subjective ... let's see. I suppose the parts of the sage ability system that I like best are the problems it solves in the original game regarding rules that were never properly explained or defined: hiding in shadows, tracking, finding food, being able to make things, being able to identify things, having permission to do things ...

I like the stealth ability, though it's still unfamiliar because it doesn't get used that often ... but every time we have used it, the players find it straightforward and utterly rational.

The jack of all trades, because it allows thieves to be more than thieves.

The hereditary weapons ability, because they counter the elf "specialness" of bow and sword.

The instruction study over all, because potentially anyone can learn anything.

The horseback riding study, along with camels and dogs and such, because in addition to clearly defining this as a definitely possessed skill, that doesn't need a die check, it also defines who CAN'T do it.

The swimming ability, because it makes a distinction among all those who can swim not necessarily being able to do it with the same alacrity.

The genius of the sage system is in that it provides those details rationally for the players so they don't have to feel that they're being given a "hint" when in fact their character sheet states plainly that they know something. For example, if I decide to have some weird mushroom be central to a story, if one of the characters has studied mushrooms, it provides a fully acceptable excuse to flat out give exposition, without the players having to ask someone or thinking they're being given a gift. This is absolutely wonderful from a DM's perspective. It makes the players feel proud of their characters in a way totally separate from their combat prowess or their personal role-playing ability. "My character knew that because she studied mushrooms," lends itself to the player feeling actual affection for the character, as its a way of producing individuality and potential too, without having to contrive a totally made-up, unearned background.

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Saturday, April 20, 2024

Saturday Q&A (apr 20)

Bob in Ohio writes,

I planted a hook that the players took and not sure how to run it. Civil war in neighboring state populated largely by Wood Elves. Players are familiar with the fact that it's going on but have only been tangentially effected. Now representatives of both warring factions have contacted the party wanting their charismatic high elf battlemaster about negotiating the peace between them. Suggestions as to how to handle?

Answer: It's a good situation. I'd argue it's not the DM's problem. Have both sides back up a wagonload of gold, give the party to believe that there's a good, fair, decent reason for them to be supported and protected, and see if the party will refuse to pick a side and actually set themselves up as a third party arbiter. Make it quite clear that if the party takes a bribe from one side or the other, aka, wagon of gold, that war will happen and the party will be hunted down by the side whose bribe the party didn't take. Then hunt the party down if they go for it over the next hundred or so runnings, until the abused side is repaid in some meaningful way for the party agreeing to let the war happen.

Because, after all, you've set it up so that if the party doesn't support the arbitration, war will happen. And of course, though it's in no way fair, the party will be BLAMED for the war, because neither side will see the party as a friend. Just picture two Donald Trumps trying to buy the party, with one or both getting angry and vindictive if the party doesn't create a perfect solution.

I assume you have a clear idea of what the war's going to be about. The battlemaster player better have a good idea, or else there's going to be a war anyway. And when I say, "good idea," I mean Soloman offering to cut the baby in half, or something along the lines of Ooka, created by I.G. Edmonds, whom I loved as a child: https://literacyservices.org/wp-content/uploads/2022/09/Surprises_D_merged-50-521.pdf.

If I were the party, I'd run for the hills or trust myself to come up with something great; I'd harass you as DM to give me quite a lot of information about both sides, and the situation, and try to come up with a solution that would appease both Trumps. But running for the hills is a smarter plan for the party.

Andrea in Italy adds,
 
Great situation! And yes, Bob, your task is to the set the scene. Don't worry about how they will "solve" the situation but be aware they will surprise you one way or the other.Having had similar situations, gangwar between crime families, I concentrated on the families, their goals, their influence, their resources but also their internal strifes which the players can use when they learn of them. And boy they did.


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Saturday, April 13, 2024

Saturday Q&A (apr 13)

Bob writes,

The HS where I teach has a gaming group that meets after school one day a week. The some middle schoolers (7th and 8th graders) have inquired about someone running D&D for them! Eventually word got 'round to moi and I'm contemplating it. The question is - how would YOU start. Assume players knew nothing of the game except what they've stumbled across in mass media. I'll have 1-2 hours per session.

Answer: After introducing them to a collection of the odd shaped dice, letting them play with them for a bit, as they are quite strange, I'd briefly explain that each person was going to invent an avatar or persona, preferring to use the modern term for a representation of themselves. This avatar, I tell them, is a "character." The character is rolled, I explained, with some things chosen. Then, without explaining why, I'd go through the process of having them roll each of their characters, in tandem. Going around the table, everyone would roll their stats, according to the system I outline in my wiki. I would not invoke the wiki; I've memorised everything there, and I look more like an authority if I appear to be comfortable in the knowledge I have.

So, as each person rolls their stats, I don't give them a choice about class. That can be offered later, once they know what the classes are; these characters are temporary training wheels. Thus, based on the stats, and what I can learn about the people from their communication and general appearance, Holmesian fashion, you're a thief, you're a fighter, you're a cleric, you're a mage and so on. I tell them not to worry about what these names mean, but to write the words at the top of the character sheet. We use blank sheets for the characters, NOT some pregenerated sheets that only serve to overwhelm the newbies, which we don't want to do.

We let everyone choose their gender and their race. We go through a quick run down of the races; depending on the crew, we may just limit the races to three options, dwarf, elf and human. If they seem sharper at this point, we can allow halfling and gnome, but probably not half-orc or half-elf. Being a young crowd, and having a preconceived notion of "half-breed" instilled in them by a "well-meaning" educational system, I wouldn't suggest going there until they show an affinity for the game's structure.

We get them to pick a name. We explain hit points. Then we assign 15 basic pieces of equipment for them. We don't pregenerate these lists and hand them out - this looks conformist and fails to teach an important lesson: that D&D is very much about acquiring and storing knowledge. They must learn to make notes. It's absolutely best if we can just rattle off things a fighter, thief, mage or cleric ought to have, apparently off the top of our head. Money doesn't matter, so we give the fighter half-decent armour, not great armour, and leather to the others who can wear it. I can easily rattle off as much equipment off the top of my head, and being able to do this, waiting while the individuals write these things out physically, makes me look like in control and deserving of the authority I have to establish.

Good. Now we put them in a very basic location. I would probably put them at the front door of a cave. Do you go in? I would ask. If they did, I'd have the party fight an exactly equal number of goblins, with a minimal set up: "The smaller human-like creatures rush out of the dark with swords that look like long knives; they're ugly with long ears and knobs all over their faces, and they're green. They are clearly trying to kill you."

If they didn't go in, the goblins would come out and attack them. The goblins would attack 1:1. Then I would patiently explain initiative, which I use only once a combat, to tell who goes first. I'd explain that one person has to roll the initiative for all, which is how I do it. That person, I say, is picked by me. Then I'd make them wait a few seconds, to show they cared to know who I was going to pick, and then I'd pick someone basically at random. We'd both roll a d6 and then we'd play out the combat.

I'd run everything from memory, so no books. At each point, I'd explain hitting and missing, and damage, and so on. I would use my stun system, unless I'd been expressly asked not to do so. I'm not interested in teaching anyone a lesser game. But another person should just introduce the game they think these kids would want to play, according to how that other person wishes.

My reasons for poisoning the minds of new players comes from many experiences in my childhood where I was introduced to games and many other things "in the wrong way" ... only to realise after the fact, when discovering the "right way," that they were trying to teach me more than just rote. D&D is one of those things that I was "taught wrong" from the first time I played the game.

After the combat (which the players are almost certain to win, with the extra hit points I give them and the use of negative hit points), I'd instigate a table discussion about it. I'd get people to ask if there was more to the game. Then I'd award treasure and explain experience. Then I'd ask if they want another combat, and tell them that if they do, they need to go further into the dungeon. If they didn't want another combat, I'd ask if they wanted to buy something with their new loot. That would probably be a "yes" if the combat answer was no. They'd all be gamers. They'd know that after taking treasure, you spend it to get stronger.

So, that takes us to town, which has to be explained. And they have to be shown equipment tables, which they can peruse and buy from. Coin has to be explained, and now we can introduce them to encumberance and food ... and that is probably enough to manage a three-hour session. They've learned a lot and all of it has been done without books.


Chris writes,

The caving post was great! And the one before that, about Conan. Show, don't tell and all. But a movie is a one thing — night after night, delivering a complex, comprehensive experience somehow coherent, with its own up-and-down moods in distilled improv, without the sudden increase in artificial power level to amp things up, takes cunning, experience (when to hold back, when to stir up a speech), and no shortage of reread labor.

The actor is without their script; there is only the darkness vast, some glimmer of audiential eyes by the stage lights; this threadbare costume on a madeup budget itches; the cardboard tube of a sword could unravel at any moment—

But they lift their eyes and raise their arms, and cast the bardic spell into the still silence; they carouse among the words imprinted by heart; they bring forward some synthesis of a lived life and anguish and silent readings, they briefly sojourn in the unreality of belief, and we are caught up in that instant, swept unto a verbal tide.

It all comes down to practice, I guess. Needing to get better. Wanting to. You've touched on that often, in tough ways.

There is a scene in "I, Robot" TV where the evil guy looks in the mirror and smiles, greeting someone. He slaps his face. Not good enough. And he tries again. Again.

Or even that movie with the drummer, looking for tutelage under the unforgiving professor. Blood, sweat, and tears replaced with the rote rhythm of empty robotics. Yet human, elevating somehow from skin and bones to a brain performant.

But yeah. Reading the caving post made me feel you could write forever, the ink just the trailing breath of a living pen, a conscious engine driving--driven--from the digest of book-mulch and winter, ideas fetched in quantum time and emerging from the mix of a life, a life, a life.

The writer, having lived in the skin of other lives, for each moment prized by observation, to feed it forward as artists do.

Answer:  Thank you.

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Thank you for your contributions.  If readers would like to reply to the above, or wish to ask a question or submit observations like those above, please submit  to my email, [email protected].  If you could, please give the region where you're located (state, province, department, county, whatever) as it humanises your comment.

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