Tag Archives: RPGs

Third Runelords “Sins of the Saviors” Session Summary Posted

Well, Valgrim fans, unfortunately I was on vacation last week so your favorite dwarven malconvoker only shows up in this session when dragged into the appropriate dungeon-lobe to solve a problem that requires his exceptional intellect.  But everyone else gets to chop a lot more!  Thrill to our looting of the Runeforge in…

The GSL Is Finally Released

So even though I’m on vacation, I can’t help but post that the new D&D 4e Game System License (the license they’re using instead of the old OGL for 4e) has been released.  Here it is

There’s a bunch of downloadable docs; the GSL itself, the new SRD (system reference document), and more.  Here’s the summary of each.

GSL – You have to send in an “acceptance card” to use the license.  No products to be published before October 1.  The license can be changed at will by Wizards.  You have to use their new logo on licensed products.

Licensed products may NOT  be any of the following: web sites, minis, character creators, “interactive products,” reprint any material from the books (so no “power cards”), refer to any imagery or artwork, or be incorporated into anything not fully licensed – so no magazine articles!  That last one is a bit of an unpleasant surprise, I guess it’s a play to make people still use Dragon and Dungeon despite their “high-tech” ghettoization onto Wizards’ site.  Death to fanzines!  And Kobold Quarterly, and…

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Is D&D 4e Really Role-playing?

There’s a lot of discussion about this all over the place. I hesitate to answer, but I would like to shed some light on some of the terminology in use and mention some bits where I think people may be being unclear.

According to the old Threefold Model, which is a seminal attempt at theoretically classifying approaches to roleplaying, there are three (natch): Gamism, Simulationism (or Immersion), and Dramatism (or Narrativism).  Usually people don’t come purely from one approach or the other but some mix of them, although you usually see consistent leanings into one of the three approaches.  Would you like to know more?

“Gamist” usually means a focus on playing the game for the rules, with clear challenges and victory conditions and metagame goals. Often in games this means combat, but skill and interaction events are also gamist if pursued with a “rules first” mentality. Some people like the gamist approach. Gamism is what people are complaining about when they say “D&D 4e plays like Magic/RoboRally/a board game/a tactical minis game/etc.” Gamists like to “do what will win.” People don’t use the old terms “munchkin” or “powergamer” much any more, but they were deprecating ways of referring to gamists, since they worried about their character’s build or loot more than a realistic in-game motivation.

“Simulationist” usually means a focus on “becoming” the character inside a realistic game world. RPGers like to use the big word “versimilitude,” which means “Yes I know magic isn’t ‘realistic,’ but the game world can still behave realistically according to its own rules from its inhabitants’ point of view.” Simulationists like to “do what their character would do.” Metagaming, or making decisions about what the character does using information not obvious to the character, is heavily frowned upon. D&D was extremely simulationist (with a side plate of gamist) up through 3e; a lot of the reaction to 4e is its movement in the other directions.

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Second Runelords “Sins of the Saviors” Session Summary Posted

In Part II of Sins of the Saviors, the penultimate chapter in the Rise of the Runelords Adventure Path our group is playing through, we go to the Runeforge, fight a dragon, and avoid being turned into goldfish.  Fun as usual!  Check it:

4e PHB Readthrough – Chapter 10: Rituals

Finally we reach the last chapter in our Dungeons & Dragons Fourth Edition Player’s Handbook readthrough with rituals.

Rituals is a new thing for 4e.  Because the old spellcasting system has been retired and what are called “spells” now are really just powers like any other class’ powers, a lot of old effects didn’t really fit in the powers system.  These range from the more-utility-than-utility like Arcane Lock to the old favorite Raise Dead, to magic item crafting.

Rituals are found in books or scrolls, like spells in older editions.  But you don’t have to be a spellcaster per se to use them, you just need the Ritual Caster feat (and that’s only to do them from books; anyone can cast one from a scroll).  In general they take a while to cast and use up some kind of expensive component.  Rituals are lightly skill linked – some use a skill check to gain a better result, but many don’t really use or require the listed skill.  They have a minimum level needed to perform them.

I think rituals are pretty neat; they have the potential to make memorable effects (like Raise Dead) more memorable.

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D&D 4e PHB FAQ, Updates, Etc.

To help you through the reorganization, here’s the new 4e PHB FAQ, oddly squirreled away in the Help section of the Wizards site, NOT in the main Products… FAQ section, which only has the old 3/3.5 FAQs.  Then, there’s a separate place where they’re posting PDF “Updates” to the books (a more positive way of saying “Errata.”   There’s 3 pages of PHB errata already!

Erick Wujcik Passes Away

Sadly, prolific game designer Erick Wujcik (Amber, TMNT, Rifts, etc.) has passed away after a long battle with cancer.  Our sympathies to his family and friends.  Read more.

4e PHB Readthrough – Chapter 9: Combat

We’re closing in on the end of our chapter by chapter dissection of the Dungeons & Dragons Fourth Edition Player’s Handbook. This time – combat!

Much of this chapter is familiar to players of any edition of D&D; I’ll stress the differences (being an intro to D&D for noobs is beyond the scope of this readthrough). Most of it is familiar, only different in the fine implementation details. As we get started, everything sounds familiar:

  • Six second rounds.
  • Roll init once per combat. It’s d10 + 1/2 level + Dex mod.
  • Surprise round starts us off, and those surprised grant combat advantage.
  • Use miniatures! Especially D&D Minis!

Much of the meat here is in the definitions. 4e isn’t’ quite as “definition based” as Spycraft 2.0, which went from a good game to an exercise in tedium in one version, but it makes a stab at it – your old Magic: The Gathering playing skills will serve you well in terms of strict interpretation.

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4e PHB Readthrough – Chapter 8: Adventuring

After the awfulness that was the magic item section, we resume our readthrough of the new Dungeons & Dragons Fourth Edition Player’s Handbook.

The first section is “Quests.” These are the new way they’re factoring adventures, into multiple “quests,” where a quest has a goal and a reward. It refers to the DMG for more, but I don’t really like the MMORPGey feel – a player can propose a quest for the DM to vet to get a “stake in the campaigns’ unfolding story.” Maybe it’s grumpy grognard-itis, but I don’t recall my characters needing specific rewards offered to “find my mother’s remains in the Fortress of the Iron Ring.” I’ll withhold judgment till DMG readthrough time.

Next, they discuss encounters, artificially separating them into combat and noncombat types. This seems like an odd artificial distinction to me, but is apparently because the DMG has separate rules for “skill challenges”.

Experience points. They cap out at 1 million (30th level). Same deal as in all previous editions otherwise. Except that when you level you go “ding”, glow with yellow light, and immediately go to max hit points. (No, not really.)

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Breaking the Flow

Over on Game Playwright, Jeff Tidball has a good post on the ‘flow’ of a game and how it gets disrupted, in as annoying a fashion as disruptions in a movie, by people doing other stuff and the omnipresent jokesters.

I have found this to be very true. In one long-term heavy RP campaign I ran, the group agreed to several rules that were specifically designed to address this.

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D&D 4e’s Out… And It’s Awful. Here’s Why

Dungeons & Dragons Fourth Edition has hit stores, but as my readthrough review shows, you probably shouldn’t bother with it (see the “4e PHB Readthrough” posts on this blog for the nitty gritty). It’s a World of Warcraft-inspired tactical combat game, very unlike (and incompatible with) previous editions of D&D.

Many people love to attack the bearer of bad news, so let me be clear about my background. I’m not one of those D&D-haters, or someone who has only played Third Edition and therefore can’t believe anything might be an improvement. I’ve gamed since the early 1980s, starting with Star Frontiers and quickly moving to the D&D Basic set, and happily migrating to AD&D first edition, AD&D second edition, and D&D third edition. Each time, the new version of D&D, with its improved elegance and increased options, easily sold me on being an improvement on the previous version, and I was happy to upgrade! My bookcases still bear the weight of more Second Edition gear than anything else, just because they published the most product ever in that generation – but except for repurposing adventures those books lay fallow after the upgrade. I view players of “1e derivative” products like Castles & Crusades and OSRIC with pity; I enjoyed my First Edition days but I don’t find that I want to go back there.

I’m also not a D&D-only guy – I’ve played everything from Deadlands to Feng Shui to Call of Cthulhu – I have several Cthulhu Master’s tourneys under my belt and have playtest credits in things as farflung as “Wraith: The Great War.” Check out my RPG reviews – they’re pretty widespread. I also can’t be accused of being just a “collector”, I play all the time. So I think I know RPGs in general, and D&D in particular. I don’t have a (previous) bone to pick with WotC. I helped launch 3e as one of the original Living Greyhawk Triads at Gen Con 2000. OK, so enough about my credentials.

4e is the first time I thought of D&D, “Whoa – this isn’t going in the right direction.”

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4e PHB Readthrough – Chapter 7: Equipment

In this installment of our read through of the Dungeons & Dragons Fourth Edition Player’s Handbook, we take a look at equipment. Every class starts with 100 gold to equip themselves, a welcome reduction in complexity from the class-based random roll that still persisted in 3e.

Armor has the first big changes. It’s divided into light or heavy. With light armor, you add your Int or Dex modifier, whichever’s higher, to your AC. With heavy armor, you don’t.

Even mages are proficient with cloth armor, which though it doesn’t give an armor bonus, can be made of special materials or gain enchantments that do. That’s pretty elegant.

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