I was going to write another Obscure Games review, but Game of Thrones Season 2 DVDs came from Netflix today. So, that's what I've been doing all day.
I do, however, want to make note of the topic du jour: WotC is releasing a reprint of the White Box edition of D&D. It will be $150, which seems like a lot, but it is not really all that much for what you get. Also, they haven't said that Chainmail will be included, which would suck. However, take a look at the picture:
Count the books in there. I see eight. That is three original books, four supplements, and one more hidden book. Could it be Chainmail? We can only hope.
Anyway, I'm pretty sure that I'm going to be getting this. Now to go back to watching Starks, Lannisters, Baratheons, and Greyjoys fighting it out for Westeros, and the Mother of Dragons getting ready to take it all back anyway.
My babblings on roleplaying games, of a variety of sorts including "old school" ones, but focused on adventure gaming principles over media emulation
Showing posts with label WotC. Show all posts
Showing posts with label WotC. Show all posts
Tuesday, February 19, 2013
Monday, February 20, 2012
Heave To And Prepare To Be Boarded!
While that is also my favorite pirate pick-up line, this post is about pointing out the latest offering from The Oatmeal.
More specifically, this is an exhortation to WotC/Hasbro to learn from it. Learn from it, or heave to. Because that's what artificially limiting access will lead to every time. The world has changed. You don't get to play the game that way anymore.
That is to say, we want to pay you money. We want the money in our pockets or bank accounts or credit unions to transfer into your bank account in exchange for the things we want. We think that such an exchange is fair for those things, and we truly believe that it encourages you to make more of the things that we want. When you don't let us give you money, though, we will find a way to get the things we want, and we will give the money to the people who will make that happen. That isn't a threat, it is a description of what is going on right now, all over the world. If you want that money, you have to make the things we want available to us. Welcome to the 21st century.
More specifically, this is an exhortation to WotC/Hasbro to learn from it. Learn from it, or heave to. Because that's what artificially limiting access will lead to every time. The world has changed. You don't get to play the game that way anymore.
That is to say, we want to pay you money. We want the money in our pockets or bank accounts or credit unions to transfer into your bank account in exchange for the things we want. We think that such an exchange is fair for those things, and we truly believe that it encourages you to make more of the things that we want. When you don't let us give you money, though, we will find a way to get the things we want, and we will give the money to the people who will make that happen. That isn't a threat, it is a description of what is going on right now, all over the world. If you want that money, you have to make the things we want available to us. Welcome to the 21st century.
Thursday, January 26, 2012
More On Type V
Apparently, over on the "DnDNext" boards on the WotC website, there is a poll on what people want from the new edition. Crazy ideas like "healing surges" and "encounter powers" are winning in those polls, from what I hear. That's neat, but I wonder how WotC expected any other result on boards that have been colonized by 4E as a result of the marketing strategy that Hasbro/WotC has been pursuing.
So, if these polls are taken seriously at all, what we'll end up seeing is just another 4E. If that's a sound marketing move, then why is WotC even embarking in this direction in the first place? If D&D 5E looks like just another iteration of "computer rpg on the tabletop", why would they expect that to go over any better than 4E did? On the one hand, that should make Paizo happy (Pathfinder wouldn't lose any business that way), but on the other hand, WotC wouldn't regain any market share. On the gripping hand, there's OSRIC, Swords & Wizardry, Labyrinth Lord, Lamentations of the Flame Princess: Weird Fantasy Roleplaying, and so on, so who cares what happens with WotC? I mean, I'd like to have "D&D" back as a name, but ultimately names are just what we call things, not the things themselves.
I've been thinking about this matter, and here's still what I want from WotC that they haven't already given us: a reprint of Chainmail, the White Box, and the four supplements. That's it. They're already giving us reprints of 1E, now give us 0E.
Not that WotC is going to listen to a little blog like this one.
So, if these polls are taken seriously at all, what we'll end up seeing is just another 4E. If that's a sound marketing move, then why is WotC even embarking in this direction in the first place? If D&D 5E looks like just another iteration of "computer rpg on the tabletop", why would they expect that to go over any better than 4E did? On the one hand, that should make Paizo happy (Pathfinder wouldn't lose any business that way), but on the other hand, WotC wouldn't regain any market share. On the gripping hand, there's OSRIC, Swords & Wizardry, Labyrinth Lord, Lamentations of the Flame Princess: Weird Fantasy Roleplaying, and so on, so who cares what happens with WotC? I mean, I'd like to have "D&D" back as a name, but ultimately names are just what we call things, not the things themselves.
I've been thinking about this matter, and here's still what I want from WotC that they haven't already given us: a reprint of Chainmail, the White Box, and the four supplements. That's it. They're already giving us reprints of 1E, now give us 0E.
Not that WotC is going to listen to a little blog like this one.
Thursday, January 19, 2012
I Imagine That They Said "Boo-Yah!" When Posting The Press Release
I can hardly keep up with the news coming out of WotC lately. It's almost as though they actually decided to listen to their audience this time (yes, those 4E scars run deep).
For the one person out there who hasn't heard yet, but also happens to read this blog (yeah, I doubt that person exists, too), not only have WotC announced a new edition of D&D which, they claim, will be usable by anyone regardless of whether they prefer older or newer styles of gaming, but they have also announced a new printing of 1E AD&D's three core books (PH, MM, and DMG). The new printing will be priced in the same range as the originals (adjusted for inflation, of course), and the proceeds will also help support the Gygax Memorial Fund. The only questionable thing is that they plan to use all-new cover artwork - but the interiors of the books will be using the original art.
Now if they'd only release a new printing of the White Box (and maybe the four supplements).
For the one person out there who hasn't heard yet, but also happens to read this blog (yeah, I doubt that person exists, too), not only have WotC announced a new edition of D&D which, they claim, will be usable by anyone regardless of whether they prefer older or newer styles of gaming, but they have also announced a new printing of 1E AD&D's three core books (PH, MM, and DMG). The new printing will be priced in the same range as the originals (adjusted for inflation, of course), and the proceeds will also help support the Gygax Memorial Fund. The only questionable thing is that they plan to use all-new cover artwork - but the interiors of the books will be using the original art.
Now if they'd only release a new printing of the White Box (and maybe the four supplements).
Tuesday, January 10, 2012
Balance? We Don't Need No Stinking Balance!
One of the things that killed WotC D&D, in my opinion, is the emphasis on "balance". As in, every encounter should be "balanced" to the characters in the game. These metagaming considerations do make for an interesting competitive game, so I won't denigrate that consideration on that basis.
The thing is, though, that adventure games ("role-playing games") are not competitive games.
Now, now, I can hear some people out there already saying that there's been a long tradition of the adversarial DM whose every move was dedicated toward fiendish new ways to kill characters. I'd like to put that rumor to rest and note that it is bullshit (although not unadulterated bullshit, as I'll discuss in a moment), based on hyperbolic writing by some players who wanted to glorify their own exploits. "I got my character to 10th level, even though we had a DM who killed characters with a fiendish glee!" sounds a heck of a lot better than "My character got to 18th level under a Monty Haul DM." Now, when those writers published all of that, some new DMs read it and thought to themselves, "Oh, I guess that I should be playing against the PCs". And so a cycle of abuse was created.
No, what those fiendish DMs were really doing was something else. They were providing challenges to the players, not to the characters. One of the neat things about tabletop adventure games that will be a long time coming with computer versions is that the players can try anything. At all. And, if the designer didn't think of it, they can still try it and potentially succeed. This is an amazing innovation, derived from miniatures wargaming. See, back in the day, miniatures wargaming rules were, uh, a little sketchy. They were designed to cover some basic interactions, but beyond issues like casualties, movement, and morale, they didn't really cover strange situations. In a "friendly" game, the players would work out something between them that would seem to cover the situation, and in a tournament or otherwise competitive game, they'd enlist the aid of a neutral referee to the same end.
Now, this idea developed in early adventure gaming into the idea of the DM, who would design the scenario in which the players would manipulate their single figures (either explicitly, on the table, or implicitly, in imagination), and would also act as an impartial referee, ruling on the outcome of unusual actions (those outside of casualty infliction, movement, or the other issues covered under the rules). The DM would design situations that were interesting, that had no obvious solution (at times, she might even design a situation which had no predesigned solution), and so were challenging to the players. Success, in such a case, is not based entirely on the numbers on the character sheet, but on the skill of the player himself.
In a literary example (which I keep going to, since it is both iconic and therefore well-known, and also philosophically appropriate), Bilbo missed out on the xp for killing Smaug. Bard got those. But the Arkenstone was worth more xp , anyway. And even if Bilbo had worked himself up to 4th level and so hit his level limit, the true value of the Arkenstone was revealed in the way that he leveraged that item into a situation of a peacefully-coexisting dwarven keep Under the Mountain and Laketown. He made a difference in the world, and returned home with enough treasure to ensure his comfort to the end of his days. He didn't need a "balanced" encounter with Smaug. He used his ingenuity to set up a situation in which Smaug was defeated, despite the imbalance of the encounter.
What were his (theoretical) player's "victory conditions"? Not to level up, that's for sure. Not to gain untold amounts of wealth and power. They were to do what he did, I'd guess: make a permanent mark on the campaign world that the player could point to and say, "I had a major hand in that situation being as good as it is. And here is how it happened…" That's how stories come out of gaming, not by being scripted into the game, but by being descriptions of the game.
The thing is, though, that adventure games ("role-playing games") are not competitive games.
Now, now, I can hear some people out there already saying that there's been a long tradition of the adversarial DM whose every move was dedicated toward fiendish new ways to kill characters. I'd like to put that rumor to rest and note that it is bullshit (although not unadulterated bullshit, as I'll discuss in a moment), based on hyperbolic writing by some players who wanted to glorify their own exploits. "I got my character to 10th level, even though we had a DM who killed characters with a fiendish glee!" sounds a heck of a lot better than "My character got to 18th level under a Monty Haul DM." Now, when those writers published all of that, some new DMs read it and thought to themselves, "Oh, I guess that I should be playing against the PCs". And so a cycle of abuse was created.
No, what those fiendish DMs were really doing was something else. They were providing challenges to the players, not to the characters. One of the neat things about tabletop adventure games that will be a long time coming with computer versions is that the players can try anything. At all. And, if the designer didn't think of it, they can still try it and potentially succeed. This is an amazing innovation, derived from miniatures wargaming. See, back in the day, miniatures wargaming rules were, uh, a little sketchy. They were designed to cover some basic interactions, but beyond issues like casualties, movement, and morale, they didn't really cover strange situations. In a "friendly" game, the players would work out something between them that would seem to cover the situation, and in a tournament or otherwise competitive game, they'd enlist the aid of a neutral referee to the same end.
Now, this idea developed in early adventure gaming into the idea of the DM, who would design the scenario in which the players would manipulate their single figures (either explicitly, on the table, or implicitly, in imagination), and would also act as an impartial referee, ruling on the outcome of unusual actions (those outside of casualty infliction, movement, or the other issues covered under the rules). The DM would design situations that were interesting, that had no obvious solution (at times, she might even design a situation which had no predesigned solution), and so were challenging to the players. Success, in such a case, is not based entirely on the numbers on the character sheet, but on the skill of the player himself.
In a literary example (which I keep going to, since it is both iconic and therefore well-known, and also philosophically appropriate), Bilbo missed out on the xp for killing Smaug. Bard got those. But the Arkenstone was worth more xp , anyway. And even if Bilbo had worked himself up to 4th level and so hit his level limit, the true value of the Arkenstone was revealed in the way that he leveraged that item into a situation of a peacefully-coexisting dwarven keep Under the Mountain and Laketown. He made a difference in the world, and returned home with enough treasure to ensure his comfort to the end of his days. He didn't need a "balanced" encounter with Smaug. He used his ingenuity to set up a situation in which Smaug was defeated, despite the imbalance of the encounter.
What were his (theoretical) player's "victory conditions"? Not to level up, that's for sure. Not to gain untold amounts of wealth and power. They were to do what he did, I'd guess: make a permanent mark on the campaign world that the player could point to and say, "I had a major hand in that situation being as good as it is. And here is how it happened…" That's how stories come out of gaming, not by being scripted into the game, but by being descriptions of the game.
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