Showing posts with label editions. Show all posts
Showing posts with label editions. Show all posts

Wednesday, 17 April 2013

Swords AND Wizardry: Together At Last

I didn't really know what to post for the Swords and Wizardry Appreciation Day, because most of what I write recently has been for any old school systems with Hit Dice, levels, Armor Class, d20 hits and saves. Even though I did write my first supplement, Varlets and Vermin, for S&W. So I kind of stood back from the whole blogroll thing.

I suppose that this is a world where some people actually got upset when it looked like Dwimmermount was going to be produced only for ACKS and not for Labyrinth Lord or whatever. So I could hoist the banner of edition war and proclaim my love for Basic and its clone children and my own hybrid Basic/3rd Ed/Flame Princess spawn.

Instead I dip it in tribute. A salute to Swords and Wizardry!


Okay, now here is something about swords and wizardry if you have got this far. See, usually swords and wizardry are said to be complementary or even opposed to one another, like this guy got the swords and that guy got the wizardry. But what if you could wield swords AND wizardry? Huh?


Seriously, no armor, hit dice of a scrawny kobold, and you get upset about some wizards wielding a sword and barely able to hit with it because they might evolve into the ultimate GITH MACHINE? Well listen, I know some of these WIZARDS OF THE SWORD.

There are two orders of them locked into eternal struggle. The RED SWORD wizards need to kill something with blood in it every day with their sword before they can cast any spells. The hit dice of the strongest thing they kill determines the highest level they can cast that day, except things that are killed as sacrifice (like a cow or something they buy) count only at half hit dice. If they kill something bigger later in the day they can open up the memory of those high level spells. These are the bad guys but fun to play if you like picking fights. They get to wear chain armor but can only ever use the sword to fight.

The WHITE SWORD wizards are the other way around. They can only start using their sword once they have cast all their spells, using their blade as a kind of magic wand or holy symbol. If they spill blood with it, their spells start to go into the victim and give the victim back 2 hit points per spell level until fully healed. Matter of fact, if you need really inefficient healing that can kill you before it makes you better, these guys are your huckleberry (they can pull their sword blow to just do half damage, but still). These are the good guys, they can't wear armor and can only ever use the sword to fight.

Tuesday, 26 June 2012

D&D Unified

In a place
where edition
wars against edition
one thing
can unite us:
the certain knowledge
that this
is going to suck.
Badly.


Wednesday, 8 September 2010

D&D Is Not A Role-Playing Game

Well, at least the original edition was not a game about role-playing - any more than Clue is.

In both games you get a character to pilot. It's up to you whether you are going to speak in character, allow the character's identity to influence your play choices. You can get all professorial as Professor Plum and make a bee line to the library, or you can just plod along as a competent problem-solver with a purple pawn.

On the other hand, we have all known people at the D&D table who just didn't go in for theatrics, accents, or back story. They played their characters as well-balanced, flexible, unremarkable protagonists. I have no doubt that they enjoyed the danger, exploration, problem solving and treasure finding of the game as much as the others. They may have even been playing closer to the pulp-adventure model than the more characterized players. More often than not, the hero of a 1930's adventure or sci-fi tale was a rough block of a character with an Anglo-Saxon name and few personal characteristics. It's a technique whose visual equivalent has been described in comics by Scott McCloud: through the abstracted narrator or protagonist, the reader gains a greater personal immersion in the fictional world.

There are few if any rules in the original D&D game that direct, enforce or reward role-playing. A Lawful alignment was the player's to lose, giving only social benefits. It's anyone's guess, for example, whether a Lawful cleric who acted evilly would lose their powers or just turn into a Chaotic one. Otherwise, characterization was left up to the players and, of course, the referee as master NPC roleplayer.

It's AD&D that started holding mechanical game benefits hostage to role-playing. The most notorious case was the paladin, but also rangers and druids, assassins, and clerics (with the authority given to the DM to skimp or change spells for bad alignment playing) had to watch how they acted. The vaguely defined moral universe of the alignment system created a culture of pettifogging casuistry, where "do baby orcs have souls" and other choice questions were debated throughout the rec-room seminaries of the land.

While everyone accepts this as part of the AD&D games and smirks nostalgically at alignment shenanigans, I'd argue that this is not the most shining moment of the system. A paladin bound by twelve clearly defined behavioral commandments similar to the one about accumulating treasure, for example, would work a lot better in play. Cut loose from the alignment system, that class would have the additional interest value of varying just how far you can get from Lawful Good and still play within the rules.

Of course, there is a side branch of development toward games with true role-playing mechanics, whether built into the system as with Pendragon, or included as options, as with the personality flaws in GURPS. Other systems on the indie/experimental side pump the importance of role-playing even more. And many DMs in D&D, too, have had the practice of rewarding in-character play with experience points.

I personally don't see XP for role-playing as necessary to the D&D game. Role-playing is something that should be its own reward because it's fun. Many players take to it even if only on a basic level (grunting fighter, flighty elf). If done well, the whole table benefits as the audience. But what I don't want is having to hand out XP that encourage players to do bad roleplaying (although even that can be entertaining in its own way); that pay off on prima-donna character motivations that work against the party in a game best played cooperatively; or that make people who aren't really cut out for play-acting feel left out. Nor do I want the spontaneity of the role-playing to fall victim to the overjustification effect. "Woops, session's closing soon, better get in my stock catch phrase so I can cash my XP check."

Now, I'm aware the "controversial" D&D != RPG statement has been made many times before. What I want to do here is make it a positive, instead of a slam on a game seen as too combat oriented. As with the other player-skill aspects of old school gaming, just because there aren't rules for roleplaying in D&D doesn't mean it won't happen. The good thing about D&D, done right, is that there's always a safe place at the table for the person who would rather just play an adventure game.

Wednesday, 18 August 2010

Basic D&D, by WotC

The title sums up my personal ideal for a D&D-based adventure game.

I'm chuckling here because both communities that I know read this blog - old school D&D and L5R - have a reputation for allergy to the Wholly Owned Subsidiary of Hasbro.

So let me hasten to explain. By "Wizards of the Coast" I mean the process followed in 3rd edition development. Stripping down, rationalizing, and examining every component of the game for a new generation of players, while keeping it D&D by sticking to such concepts as hit points, armor as hit chance reduction, levels, character classes giving fundamentally different play experiences, and the six stats.

By "Basic" I mean sticking to a rule set that puts simple, open-ended play and character mechanics ahead of endless customization and proceduralization.

The irony is that Wizards would have actually taken one look at the concept, said "This relies way too much on high-trust groups with creative players and GMs," and ditched it as not commercially viable.

Oh, and just in case it needs to be said, don't judge a box by its cover. That ain't what I'm talking about.