He’s a Magic Man

May 15, 2017

Oof, magic. The biggest elephant in any Dungeons and Dragons shaped 10×10 room with an orc in it.

The problems with D&D’s traditional magic system are both numerous and arcane (hah!) and there’s no silver bullet to them. The answer, I think, is both complicated and difficult but it starts very simply – we need to make each style of magic mechanically different. The two biggest ones, the ones I’m going to talk about here, are Divine and Arcane magic – the focus of the Accolyte and Arcanist classes and all the classes that spawn from them – clerics, wizards, warlocks, paladins, etc.

The first change, I think, goes into how the spells manifest. Arcane spells in this system are going to be mutable, modifiable, and customizable – a reflection of the experimentation and examination that goes into making Arcane magic work. Divine magic, though, is more rooted in the powers they come from. There is no changing the prayers that summon them, and there is no adjusting the expression of that power.

So, details wise, what does this mean?

Read the rest of this entry »

Fighting Strategically

April 10, 2017

So we have a bit of a basis for understanding the Combat Economy. We know the limitations of a single character in the abstract (Move, Act, Fast Act, Say Something), and we have a way to discuss the outcomes of a character (Damage Per Round, Healing Per Round, Action Efficiency). So we can now start talking about actual abilities that characters have because they use this framework…and sometimes exploit it.

Exploitation, in fact, is the theme of the Fighter’s abilities. We’re calling them Stratagems, the kinds of combat strategy that lets Fighters exploit their enemies’ actions, placement, and decisions in the thick of combat.

So what is a Stratagem?

Read the rest of this entry »

What’s in a Resolution?

January 30, 2017

So, last week we talked about Resolution Mechanics and it struck me I made a whole lot of statements using a whole lot of assumptions that I didn’t make clear. This post is about that.

So, first off, why do we need Resolution Mechanics? The short answer is to resolve disputes at the table in a way that’s fair to everyone, but that can be done any number of ways and doesn’t have to involve dice, or even game themeing at all. What Resolution Mechanics are really for is carrying the narrative forward in a way that is both within the game’s narrative style and allows the players a sense of chance and danger without actually upending their momentum.

In short, Resolution Mechanics provide the players the illusion that they lack control in just the right ways to provide an even stronger illusion that they might lose. Ideally, the players aren’t capable of losing due to sheer luck (partially because of dice statistics, partially because of rules) but they’re under constant fear that they could, in theory, lose to sheer luck.

So, what’s our narrative theme, etc, for Dungeons and Dragons?

Read the rest of this entry »

So, Patronage

September 26, 2014

I’ve set up a Patreon account. I haven’t launched my campaign yet, though I am considering it. I don’t expect it to make me any money, let alone enough money to really support me. But a boy can dream.

Mainly what’s going to come with this is a couple things.

One – if I do get support, I’m going to start updating more frequently. If I’m being paid for it, I’ll write. As it is, it’s very difficult for me to find the energy to write because I don’t strictly have to and no one seems to care outside of some phantom accounts on WordPress and a single friend who I can prattle on endlessly to about my writing ideas. This will give me a concrete reason to create more fiction. And game designs.

Two – I’m going to start interacting with those of you who do support me much more. For one, there’ll be a regular, weekly stream of me playing video games that Patreon subscribers of a certain amount would get to Skype into and influence heavily. Like having the option to decide what characters I make in Neverwinter Nights, what decisions to make in Deux Ex, or what army to play in Starcraft. There will be a separate weekly stream of me drafting in Magic the Gathering Online with subscribers being able to influence what queue I join and what kind of deck I draft.

Three – Game prototyping. Beyond beta-prototypes, which will be a subscriber only kind of thing, I’ll reserve my personal prototypes, such as handmade prototypes, for selling/giving away/prizes for my supporters.

Four – Roundtables. Two monthly¬†roundtable discussions, one for my fiction with a writing circle of subscribers where participants will have the ability to come at me directly about choices in my fiction and what kind of fiction I should be working on next. I’ll also help people parse their own fiction and do structure support and other general writing circle kinds of things. The other monthly roundtable will be discussing game design, working on game prototyping, and working on beta rules. This group will definitely always get betas and prototypes of game designs and have influence over the design process.

I really hope I can find a way to make all of this work. If I get any support at all, it’ll be a wonder but maybe, just maybe, I’ll get that and more.

Thanks for listening. First up, a poll about what I should be streaming. If you’d like to see something else, please add it in the comments. I’ll let you know if I own it or not. I’d ask about the Magic stream too but, well, I can’t draft anymore this month without a patron and the beginning of next month is reserved for the KHANS OF TARKIR pre-release and release events.

%d bloggers like this: