August 24, 2016
A samurai plucks arrows from her quiver and looses them toward an enemy before her, peppering the vicious ogre before dropping from her horse, drawing her sword, and moving in for the kill.
Fighting for his life, the gladiator bashes the first swarming goblin with his shield then throws the shield at the next. His sword cleaves a third goblin as he picks up one of their crude spears and uses it to old the mass back as he figures out his next move.
Plumes of smoke erupt from the guns of the small band of musketeers, picking off the flanks of the advancing force of armored knights. They keep in formation, shooting and falling back, until finally the knights number less than they and their swords leap into their hands for the final struggle.
All of these are fighters. Each and every one of them. They all stem from a single, pure ideal. A fantasy of the warrior who is an expert in all forms of warfare and combat. In Dungeons and Dragons, we call that warrior The Fighter.
August 17, 2016
It’s worth watching. This is for video game design but the concepts are applicable with pen and paper design as well. This is also the core method I’m using for examining classes.
Coming soon is Fighters. So stay tuned.
August 8, 2016
To continue discussing the importance of the fantasy in D&D’s design, I’m going to focus on the classes and their impact both in the game and the world the game exists in. Part of the joy and draw of roleplaying games, especially pen and paper roleplaying games, is the theoretical depth of the world they exist in. There’s a living, breathing world behind the heroes’ actions. Since there is a living, breathing world, though, there has to be a place for the heroes’ skills, abilities, and histories in that world. They cannot be entirely divorced from the capabilities of the people around them, and they must represent their power in the story in the mechanics of the game (as the mechanics represent the “physics” of a world, in a way).
Unfortunately, Dungeons and Dragons has always failed on this measure in one way or another. Fifth Edition represents the biggest failure in this fashion.
August 1, 2016
It’s time to shake off my cobwebs and get down to work again. Touche isn’t really going anywhere and I think I’ll talk about another project that’s a lot easier to analyze and dig into. Which is odd since it’s much, much more complicated.
See, I’ve been playing pen and paper RPGs since I was a child. I’ve always been emotionally invested in the opportunity to be someone else – a powerful wizard, a swashbuckling pirate, a fanatical defender of my people, a mad scientist, a humble priest. I’ve been drawn toward all sorts of gaming systems over the years, from the AD&D I started with to the classic World of Darkness that got me into online communities to the new wave of story-oriented systems like FATE and Dungeon World.
Dungeons and Dragons, though, will probably always be special. Besides being my first taste at fantasy roleplaying, it also forms the basis of several of the video games many people love – Icewind Dale, Baldur’s Gate, Neverwinter Nights, Neverwinter, Star Wars: Knights of the Old Republic, The Temple of Elemental Evil, Eye of the Beholder…the list is long and has its own storied history.
I’ve kept up with the edition changes over the years, griping about the things I thought were a problem but mostly seeing the games move forward toward better play and a better understanding of the “D&D Fantasy”, the game’s own unique spin on the high fantasy of Tolkien and Morcock. That is, until 5th edition.
Fifth Edition D&D shoots itself in the foot, so I’m rewriting it.