The Alexandrian

Posts tagged ‘thought of the day’

As I’ve mentioned a couple times recently, I’m in the process of playtesting some rules for hexcrawling. This is something I’ll probably be talking about in more detail at some point in the near future, but one key element in testing the system was figuring out how do characters move through the wilderness.

In most traditional hexcrawling systems, this question is resolved by navigating the hex map: You move through the wilderness by indicating the next hex you want to go to.

I, on the other hand, specifically wanted to play “hex blind”. I find the abstraction of hexes useful as a GM for mapping and keying a region, but I don’t want the players to “play the abstraction”. But once “I want to go to that hex” was taken off the table, the question became (a) how do you navigate the wilderness and (b) how can we resolve that in an efficient and interesting way? What we slowly hashed out is that people navigate the wilderness by:

  • By going in a particular compass direction (“I go north!”)
  • By heading towards or following a visible landmark (“We’ll take the road” or “I’ll head toward the mountain I can see on the horizon”).
  • By using a map
  • By aiming for a familiar destination
  • By searching for a location they think is nearby
  • By searching a general area looking for anything interesting.

And so forth.

Eventually I figured out that all of this could be mechanically boiled down to two methods:

  1. Navigation by compass direction
  2. Navigation by visible landmark

Accompanied by some guidelines on “how you find something” in the wilderness (based on whether it’s a familiar, unfamiliar, or unknown location). So far these core guidelines seem to be covering our bases.

(Of course, this assumes that wilderness exploration is the desired mode of play. If exploration isn’t desired, then there are easier/better ways of structuring a journey from Point A to Point B.)

DUNGEON vs. UNDERWORLD

I mention all this merely as a prelude for my main point of interest this afternoon: Navigating the underworld.

Let me quickly explain what I mean by “underworld” by contrasting it to the traditional “dungeon”.

In a dungeon, the players’ navigation of the environment can be handled in an essentially literal fashion: They see a door and can go through it. They see a hall and can go down it. They see a corner and they can turn it. (This is one of the reasons why dungeons are great for new DMs: They don’t need to worry about framing, transitions, or pacing.)

But this only works in dungeons because there is a certain density of cool stuff within the complex. Poke around a corner or two and you’ll find something interesting to interact with: A monster. A trap. An inscription on the wall. Strange tracks. A magical effect. Whatever.

So by “dungeon” I’m referring to any complex where the density of cool stuff is high enough that navigating the complex “room by room” is interesting. It should be noted that this has nothing to do with the size of the complex: A megadungeon can be very, very large indeed. But it’s still a dungeon, because it rewards that “room by room” method of navigation.

By “underworld”, on the other hand, I’m referring to a complex where the density of “cool stuff” is small enough that “room by room” navigation won’t be rewarding. Consider Moria from Lord of the Rings, for example: It’s a vast complex that takes the Fellowship days to traverse, but in all that time they only find a half dozen or so interesting things. Running that on a turn-by-turn, room-by-room basis would be incredibly boring.

NAVIGATING THE UNDERWORLD

Okay, so let’s pretend that we’re standing at the entrance to an underworld complex. The first question the needs to be asked is, “Why are we going in there?”

  • You’re trying to find some specific location within the underworld.
  • You’re trying to get through the underworld to the other side.
  • You’re following the trail of someone (or something) which has gone in ahead of you.
  • You’re just mucking around down there and hoping to find something interesting.

First question: Anything I’ve missed on that list?

Second question: How would you go about doing any of those things? I mean this from a purely in-character perspective, for which a few thoughts occur to me:

  • You have a map.
  • You generally know that your destination is in a particular direction. (For example, in Lord of the Rings Gandalf knew they needed to head generally east and up to reach the far door.)
  • You can follow tracks or other signs.

Other thoughts?

This is all the foundation stuff on which mechanics can later be built. Such mechanics seem to be fairly trivial if you’re willing to remove player agency (“gimme some Dungeoneering checks to see if you find the Golden Crypts”), but more complicated if you want to let the players actually explore the complex by making choices about how they’re proceeding.

Another key element of all this is the handling of transitions to the “dungeon”-type complexes within the underworld. (See Thunderspire Labyrinth or the original D series of modules for a couple different approaches to this sort of underworld exploration.) This seems to be fairly easy if you’re just willing to fall back on the metagame and say, “Okay, you’ve reached the interesting bit.” And then transition back to the more familiar room-by-room sort of thing.

But this can be limiting and jarring. What sorts of things would “naturally” attract greater attention and, thus, provide a more natural transition between exploration modes? Finding recent tracks? Noticing a glint of gold? Encounter creatures?

Monster Manual - AD&D 1st Edition

OBSERVATION

The monster lists in the 1st Edition Monster Manual are basically 100 pages long (page 6 to page 103).

CONCLUSION

Gimme a d100. Let’s see what’s lurking in these 124 miles of wild mystery.

This is something I started touching on a couple of days ago, but I decided it would be better served if left to stand on its own.

In the ’90s, the RPG industry embraced the supplement treadmill. Led by TSR, White Wolf, AEG, Pinnacle, and a host of others, publishers discovered that they could monetize their game lines by turning out a constant stream of supplements. If you’re cynical you can describe this as “greed”. If you’re realistic, you’ll realize that a lot of great games got produced and supported which would otherwise not have existed in a shrinking marketplace.

What most of these publishers realized was that player-focused content sold better than GM-focused content. (The simplistic explanation is that there are more players than GMs.) And that gives us the era of the supplement treadmill driven by splatbooks and the class books.

THE WRITING ON THE WALL

By 2000, however, there were clear signs that this supplement treadmill was a short-term solution that led to long-term burnout: Eventually you saturate your market (when your players have more options than they could play in a lifetime), and then the only solution is to burn it all down, revise your rulebooks, and start over again. After several cycles of this, for example, White Wolf eventually had to reboot the entire World of Darkness in an effort to restart their treadmill.

But, ultimately, this isn’t smart business: You’re needlessly tossing away thousands or millions of dollars in development costs every time you burn down your previous edition. And you’re risking alienating your customer base (or losing them altogether).

Right around this time, Ryan Dancey tried a radical new strategy for selling RPGs. The better known part of that strategy was the OGL, but let’s ignore that for now and focus on the other part of the strategy: Evergreen products. Dancey wanted WotC to get out of the supplement business and instead focus on the evergreen products — the products that produce significant sales for significant periods of time.

To cut a long story short, Dancey’s strategy failed: The first two evergreen products WotC launched (Psionics Handbook and Epic Level Handbook) were spectacularly poor in their design and landed with wet, dull thuds. So ’round about 2002, WotC discovered that their evergreen strategy wasn’t working and their B&W, softcover class supplements were being blown away in production value by third party developers.

So WotC did what every major RPG publisher had been doing for the last 15 years: They rebooted the rule system so that they could reboot their supplement lines. In 2003, 3.5 was released and it was followed by a line of full color, hardcover class supplements.

THE DILEMMA

Fast forward a few more years and WotC discovers that the market for 3.5 class supplements has become saturated: Their second (and third) passes through the core classes just aren’t selling as well as the first pass did. Cue the rules reboot.

And this is where WotC made several missteps which has badly fragmented their former market. I’m not going to dwell on that again, but I am going to make a couple of points here:

  1. As long-tail economics and the digital era lead to creative material being available in perpetuity, the viability of rebooting your rule system every couple of years in order to reset your supplement market becomes increasingly problematic. The old stuff is still available. (Even if you pull all your PDFs off the market, the used market has become global. And, of course, there’s also piracy.)
  2. WotC does not want to risk a repeat of 2008: I’m guessing they would like to do absolutely everything in their power to avoid a 5th Edition because it runs of the risk even further balkanizing their customer base.

I’ve seen many people describe WotC’s recent actions as “flailing”, but I don’t think that’s strictly true. I think they’re experimenting. They are trying to figure out if there’s any way to make D&D profitable in a long-term, sustainable fashion.

And that, IMO, is a good thing.

CHARTING NEW WATERS

Nor is WotC alone in this. There are a lot of publishers trying to chart a new course. Unfortunately, IMO, the solution a lot of those companies have found is settling down into a mindset of “produce little, coast on the marginal revenues from the long-tail of PDF”.

But there are other paths.

Paizo, for example, seems to be having success keeping their core system relatively contained while creating product churn through material which is inherently perishable: Not everyone needs adventure modules, but the people who do will want a new one when they finish the one they’re currently using.

Back at WotC you have the Essentials line as an effort to create a stable set of core products. You have boardgames tapping markets where long-term sales and stocking are more of the norm. You have Fortune Cards as a collectible (and as a way of monetizing organized play without, theoretically, seeming draconian).

Of course, you also have the DDI. Unfortunately, WotC’s execution of the DDI has also been infamously (and repeatedly) botched. The ideal would be charging a subscription fee for a set of useful evergreen tools (the most obvious of which would be the virtual table). In practice, however, it has been a digital subscription to the same burn-out content as the supplement treadmill (and may have arguably hastened the speed of that burn-out for 4th Edition). WotC’s decision to move the character builder online can be best understood as an effort to prevent saturated customers from saying “thanks, I’m good now”, canceling their subscriptions, and continuing to use the builder offline with the content they already purchased.

Personally, I suspect the most successful course would include returning to Dancey’s vision of evergreen products and studying what went wrong with those efforts. And I think a large part of that will be understanding that toolkits don’t sell unless people have projects that require those toolkits: It’s not enough, for example, to provide rules for ship-to-ship combat or mass combat… You need to offer people a mode of gaming in which ship-to-ship combat or mass combat are integral to their games.

This will also begin to tie back into open game tables. But open game tables will also be important because monetizing your existing customers won’t be enough; we also need to figure out how to grow the RPG market again. And I think a large part of the problem has been that the viral speed of the RPG meme has been reduced to molasses by the modern paradigm of gaming. Most games appear to get sold because of actual play experiences: You buy Monopoly or Arkham Horror because you played it with somebody else and enjoyed it. If Monopoly or Arkham Horror had an expected play mode where you got together with the same group of 6 people for 6-18 months before starting a new game to which you might invite new people to join you, then Monopoly and Arkham Horror would not be as popular as they are. Notably, D&D exploded during a time period when this wasn’t the expected mode of play.

Fortune Cards - D&DAccording to my e-mail inbox, this apparently needs to be said:

Yes, the new collectible Fortune Cards for 4th Edition are massively dissociated mechanics. But since this is already 4th Edition we’re talking about, I’m not sure that it really matters very much.

Poking around the web to see the full scope of this fuss, I have two additional reactions:

First, the cards are obviously going to create a power creep within the system. The effects on the cards are not even attempting to be balance-neutral, so the net effect of using the cards will be to essentially give everybody free one-shot magic items that can be used every session. I’m surprised to see anybody actually trying to dispute this; it’s like trying to dispute that water is wet. The only interesting point to consider here is that they just recently got done rebalancing the monsters because they decided they had been underpowered when they released the game. Did they rebalance with these cards in mind? Will they need to issue another sweeping errata to take the cards into account? Or will they simply live with the imbalance?

Second, it is absolutely true that WotC is trying to create an MtG-style market for D&D. Again, I’m not clear on how this could even be a matter for dispute: They are selling collectible cards.

Does this mean they’re trying to turn D&D into MtG? Almost certainly not. They’ve already got MtG.

But it does appear that WotC is trying to figure out how to make money from selling accessories for D&D. Or, to put it more accurately, how to get enough of their customer base to continue making regular purchases that aren’t part of the supplement treadmill that D&D can sustain a viable market without rebooting the rule system every 5 years.

And I think, on the balance, that’s a good thing. It’s something that WotC almost certainly needs to do: 2008 was a very bad year for them, and I suspect they’re trying to figure out how to avoid ever splitting their market like that again.

When encountering a hostile force, a group of PCs can:

  1. Fight
  2. Avoid
  3. Flee
  4. Negotiate
  5. Trick
  6. Suborn
  7. Call Reinforcements

First Thought: When you’re designing a scenario, just give a couple seconds of thought to how a group of NPCs might react to each stratagem. If something particularly clever occurs to you, jot it down and perhaps restructure the scenario to better support it.

Second Thought: When NPCs encounter a hostile force (i.e., the PCs) they can have the same reactions. Think about it.

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