Tuesday, June 17, 2014

Dropping skills for backgrounds in Dungeons & Dragons Fifth Edition

I am the kind of guy who writes pages of character backgrounds for my characters.  Some of them probably qualify as short stories.  Sometimes they are written from a first person point of view, other times in the form of a journal, occasionally from a third person omniscient or the point of view of another character in the story.  I feel I need to write these backgrounds in order to properly play my character.  Even in the MMORPG City of Heroes, where I never played with deep role-players, each of my ‘toons’ had surprisingly detailed character backgrounds.

I realize not everyone plays this way.  When I am running games getting character backgrounds from some of my players is like pulling teeth.  Often players will present me with character backgrounds no more complex than “I grew up in a peasant village and when I was old enough I left to find my fortune”.  That is OK, everyone has a different playing style.

Still, I like games that encourage characters to develop their background a bit.  Probably the first game I encountered that did this was Warhammer Fantasy in which your character development was tied to your career path.  Knowing that your character was a rat catcher or a merchant before they began adventuring wasn’t much, but it was something.  Last Unicorn Games short-lived Star Trek: The Next Generation RPG took a similar path, where during character generation you would take a number of ‘tours’ on previous starships to determine your skillset.  Maybe you spent a tour on the USS Hood as a security officer even though you were in command now so you were handy with a phaser.

I think my favorite take on this mechanic so far is in 13th Age.  During character creation you allocate a number of points to backgrounds.  Rather than specific skills you might say you spent time as a cat-burglar, a guild mage, or a merchant.  Maybe you were a poacher (4 points) who was drafted as a soldier (2 points) and then became a animal trainer (2 points) when you got out.  Rather than have a specific list of skills, you roll and add an appropriate ability modifier plus points in your background where you would roll a skill check in D&D.  If the party needed to track someone through the woods and one character had a poacher background while another had a bounty hunter background, both could make the roll using their background points plus their wisdom modifier.  However, if they needed to tie up a captive probably only the bounty hunter background would be applicable.

During the D&D Next playtest, I always thought this system would be easy to implement as a house rule.  D&D Next was already more skill light than D&D 3e or D&D 4e after all.  So I was pleased to hear that at Origins there was talk of an optional module that would use backgrounds instead of skills in a similar manner.  Assuming it is well implemented, I would definitely use that option in any D&D 5e games I run.

Or I guess I could just run a 13th Age instead.  It really is a fun system.

Wednesday, June 11, 2014

What digital offerings I want from D&D 5e

Bad digital tools make me want to burn the whole place down!My gaming group makes extensive use of digital tools when playing.  We have vast PDF libraries that keep us from breaking our backs hauling books back and forth.  We use various character generation tools to assist with character creation and tracking.  We use virtual game tables both for ease of play and to allow members who cannot attend locally to join in the fun remotely.  Digital tools are an essential part of our game.  Trapdoor Technologies, a new licensee for Dungeons & Dragons digital tools, asked on their website what we want out of Codename Morningstar.  Here is my wish list.

Affordable PDFs

This is more in Wizards of the Coast court than Trapdoor Technologies.

Wizards of the Coast has a spotty history when it comes to PDFs.  In third edition PDFs were priced exactly the same as the physical book.  This meant that they often cost more than you could get the physical books for off of Amazon and even most local game stores.  It also meant that at $30 or more a pop that most gamers had to make a choice between buying a physical book or buying the PDF.  Personally, I enjoy reading a physical book but love the convenience of a searchable PDF during game play.  By offering PDFs at a reasonable price Pazio and other publishers have encouraged me to purchase both.

In fourth edition Wizards of the Coast moved away from PDFs and offered up the D&D Compendium as a digital alternative.  The D&D Compendium was great, but it didn’t allow you to see the rules in their original context.  There is a place for a tool like the D&D Compendium, but I does not replace PDF versions of the books.

Of course Wizards of the Coast has made great strides in their PDF offerings with the D&D Classics site.  However, they still tend to be a bit pricey on the newer stuff and don’t tend to release PDFs concurrently with their new releases.  I hope that this will change with the release of fifth edition.

A robust and customizable character generator

I like character generators and I even liked the D&D Character Builder offered through D&D Insider.  It had a major flaw though, as it did not handle house rules very well.  This is why I prefer a character generator like PCGen.  The ability to load my own datasets far outweighed the occasional quirkiness of the program.  Strong support for house rules is a must.

A useful virtual game table

There are a lot of great virtual game table products out there.  Personally, we use MapTools, but Roll20 and Fantasy Grounds are great products as well.  A great virtual game table must be customizable, allow easy access to remote players, and provide useful management tools for the DM to run encounters.  All three of the virtual game tables I have listed above do this.

To be honest the opportunity here is almost closed.  Where there is still opportunity is to integrate this in with the vast stores of data Wizards of the Coast can provide.  Making it seamless to drop in monsters with full stats and seamless integration with character sheets would make all the difference.  I know it would convince me to switch.

Campaign management tools

There is probably a lot of room for improvement here.  Realm Works is great for campaign prep, but  Obsidian Portal is probably the leader here.  It bills itself as a campaign wiki site, but it provides a lot of tools for game masters to keep track of the locations and characters while only surfacing to the players what the game master wants them to know. 

Outside of the gaming software world, I have found both Workflowy (an outliner) and Evernote (a robust note taking program) to be invaluable tools for organizing campaigns.  I have also been considering trying Scrivner, which is intended for authors who are organizing a novel, but would probably work just as well for a campaign.

I would look to all of these tools for inspiration.

It is more than just a Windows world

D&D Insider ran on Microsoft Silverlight.  While some of my group members use Windows laptops, some use MacBooks, Ubuntu Linux laptops, iPads, and Android devices.  Silverlight did not work very well for them.

Please make sure that whatever digital solutions are created are multi-platform.  Make sure that these solutions are mobile friendly as well.

Tuesday, June 10, 2014

Wizards of the Coast’s new model?

Wizards of the Coast is working with a new licensee, Trapdoor Technologies, to deliver digital tools for Dungeons & Dragons 5e.  In May, Wizards of the Coast announced Kobold Press designed two of the adventures to support the Tyranny of Dragons storylineDriveThruRPG has been powering Dungeons & Dragons Classics for awhile now.  I think this may represent a subtle shift in how Wizards of the Coast is handling Dungeons & Dragons.

I’ve already talked at length about how I feel Wizards of the Coast should focus on their core competencies and let others develop tools for the game in the context of the OGL. It looks like Wizards of the Coast is doing this, except instead of an open source model they are planning to work with specific licensees to fill the void.

While I would personally prefer an open source model, this makes sense from Wizards of the Coast’s point of view.  They can focus their internal resources on the rules and farm tasks that go outside their core competencies to other groups while still maintaining a tight control over how their intellectual property is used.  Seriously, this is win-win for them.

Hopefully, they will open things up a bit more down the road, as Mike Mearls said they would in 2015.  I still maintain that a robust gaming license is good for the hobby, and that what is good for the hobby is good for Dungeons & Dragons.

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