Showing posts with label advancement. Show all posts
Showing posts with label advancement. Show all posts

Saturday, June 14, 2025

L is for Levels

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

L is for Levels...specifically levels of experience. And, specifically, my thought regarding "level restriction."

I considered making this post's subject "languages," but what I was going to say? The human ("Common") tongue is English. Elves speak Spanish (my kids are bi-lingual and tend to play a lot of elves and half-elves, so that's fun). Orcs speak orc, usually (basically unintelligible except with orcs who speak Common/English...but, then, an orc who doesn't speak English is usually not going to be the type to have a conversation with PCs). Dwarves speak...what? Norwegian maybe? (we have a lot of Scandahoovians in north Seattle) Eh. Who cares? It's not worth a long post at this point...although being able to speak languages is important (and helps make demi-human characters viable in the game).

So, instead let's talk about levels. And this time, you won't see a bunch of AI generated content (apologies for that). Though...well, we'll see if that means "improvement" or not.

I love levels. I especially love how they function in AD&D. I love both what they mean, and I love what they do, mechanically speaking. I love level caps, and I use them exactly as written in the 1E Players Handbook, EXCEPT that I use the +2 level bonus rule from the UA for single-classed demi-humans. Only in classes they could normally multi-class, of course (sorry to all the elven assassins).

I've mentioned this stuff in passing, previously, but I wanted to set down my rules about this once and for all. 

Back circa 2020, I went through ALL the races and ALL the classes and ALL the level restrictions (and multi-class restrictions) to see ALL the potential types of characters that might appear in my campaign setting. I looked at the experience point totals across class types; I looked at what special abilities a character would have at particular character level (whether you're talking "access to 6th level spells" or the ability to multi-attack or attract followers or whatnot). And I made my own notations of how far I wanted each race to level in each class (or whether or not I wanted them to have access to a particular class) so that the "feel" of my campaign would be "correct" for how I envisioned my game world.

And what I found was that the rules in the PHB, as written, were pretty much EXACTLY THE SAME as the conclusions I had come to myself. Considering WHAT my game world looked like...for example, what "half-orcs" are or the distinct manner that elves appear in my game...I wanted certain limits to their race's ability to advance in certain areas.  I wanted limitations in place, because I wanted my world to look a particular way.  Maintaining the level limits, as is, allows me to keep the flavor I want: that of a human-centric fantasy world. 

Rule-wise, non-human characters receive a LOT of advantages over humans, not the least of which include the ability to multi-class and the ability to speak multiple languages from the start. However, because of level and class restrictions, humans still have value and thus players are faced with an interesting choice at the time of character creation: choose a race with a plethora of advantages (but a cap on advancement) or choose a human. Life's full of tough choices, and the choices we make says something about us (at least in that particular moment in time).  That's not WHY I retain level limits, it's just something I've observed that I find...worth mentioning.

As I said: "an interesting choice." And when a player begins approaching that level cap another interesting choice comes about: do I want to keep playing this character? Or do I want to start a new character (perhaps one with more potential for advancement)? That, too, is an interesting choice that I've watched both my kids wrestle with. 

In the end, I find it good for the game. Do I want to appease my players by removing level caps so their beloved player can keep going? No, I don't. Attachment to a character is expected to occur when a person puts time and effort into playing a singular PC, but attachment is not desirable. Too much attachment is what leads to things like 5E and death saves and whatnot. Too much appeasement leads to nonsensical gonzo games with half-demon clerics of Law and dragonborn bards croaking songs through a mouthful of flame. 

F. That. Noise.

Tough choices. Look, folks: we live this one life...we make choices, priorities of our time and energy, depending on what we think is important. Right now, I'm writing a blog post because I think practicing my writing and getting out some of my game philosophy and sticking to my A-Z commitment are all MORE IMPORTANT than doing the dishes or folding the laundry (both things I'll do later). When my newly graduated kid wakes up, I'll probably leave off this post (even if it's not yet done) because spending time with my 14 year old, soon-to-be grown-and-gone kid, is more important. The older we get the more choices we seem to be faced with, and the less time we have left to make those choices and decide what our life is about. And who knows what our "life after death" will look like?

Playing D&D with tough choices is good training.

Now, it HAS been suggested that one could allow players unlimited level advancement (in any race) while still presenting players with "an interesting choice" by giving humans various advantages of their own, just as the non-human species have. You see this tack with 3E-5E systems (where they first removed level limits and class restrictions), but I'm talking about Old School DMs adding additional rules and mechanics to the (1E) game...folks that I respect and admire. However, I have MULTIPLE reasons for not going this route and, instead, leaving the level restrictions in place, as is:
  1. With regard to levels and racial abilities, the game already functions as written. Why make the effort to "re-balance" humans just in order to "fix" something that already functions?
  2. Even if I wanted to make the effort, I don't trust my own ability to balance these restrictions and I observed (in the 3E era) how racial advantages can lead to "optimal builds;" I don't want to risk that and I don't need to because (again) the game already works as written, and I'm not about appeasement.
  3. I don't want to "add" anything to humans because I see them as the BASELINE for play. Advantages and disadvantages conferred on nonhumans show how they are exceptional or how they "break" the baseline...how they differ from the baseline. Human ability scores go from 3-18 in every category; humans have access to all classes at the max level obtainable in those classes. Humans start knowing one language; human have normal vision; humans have saves and attacks and armor class as a person of their level and class with baseline abilities.  Humans are the STANDARD...they are the standard of what play would look like if all the nonhumans were to disappear from the game. I do not want to give them a "bonus anything." Humans set the bar...it's a human-centric game...and nonhumans are defined by how they are NOT human.
And WHY is it a human-centric game? Because it is played by humans. Everyone reading my words here (well, except for AI algorithms, I suppose) are humans. The only people to whom the game matters at all (AI really doesn't care about D&D) are humans.

"But I want to be an elf!"  Or whatever. Yes, I know. We play these fantasy games to escape (for a time) from our present reality...RPGs are escapist entertainment by design. But what exactly are you trying to escape from? Where is it that you want to escape to?  I've written before how, as an adventure game, D&D allows us to experience adventures in a way that aren't normally possible and/or particularly safe, convenient, etc. THIS is the type of "escape" D&D provides. The character you play is the vehicle for that escape.

But if what you want to escape from is YOURSELF...if you want to be an "elf" (or whatever) because you really, really, REALLY dislike being a human for some reason...well, that's opening a whole different can of worms with answers (from me) that can range from "play ElfQuest instead" to "seek psychiatric help."

We are humans. We might be old or young or short or tall or fat or skinny or scrawny or brawny or black or white or American or European or gay or straight or WHATEVER. But we are humans. And humans have fears and desires and ambitions and foibles. Humans have good times and bad times; joy and sadness and comfort and stress. Humans have finite life spans and tough choices to make regarding our priorities...playing D&D is NOT going to change that, regardless of whether or not you choose to play a nonhuman creature.

So let's not worry about that...about escaping who we are (since we can't)...and instead focus on what we can do with the game. Which is: experiencing adventure. Risking for reward. Making choices that have consequences that we have to deal with. Trying to succeed (i.e. survive and thrive) within the parameters of the game rules.

"Levels" are a game mechanic that measures both success and character effectiveness. Levels set the parameters, the boundaries, of play in which players must operate. Levels are an objective measure calculated from obtaining objective goals as defined by the game's rules. Levels and leveling ARE the game...if you are sitting in the chair of a player.

Playing a nonhuman will limit your success in the game. And that's okay...in a way, it's playing the game on "easy mode" (especially with the racial advantages your PC receives). "Default" mode is playing with a human character...tougher, but with a lot higher ceiling of success. And all of it measurable because of levels.

I love levels. What a great concept!

Saturday, March 8, 2025

"Dear JB" Mailbag #17

[*sigh*]

Dear JB:

All the games I play in these days eschew XP entirely and use milestone and story-based leveling instead. I like not having one extra thing to track as the DM and as a player and it means you don't end up with weird in-game stuff like leveling in the middle of a dungeon or even a session. However, it also means that the players have no real idea of how close they might be to the next level -- we have a running gag in one of our campaigns that we end every session by saying "so we leveled for next session, right?"

XP is prominent in game resources -- the 2024 encounter building rules now use XP, for example -- but because I don't use it or see it being used it feels extraneous, which got me wondering how prevalent it still is.

How is leveling handled in your games? Are you still using XP? Have you tried story-based leveling and gone back to XP for some reason?


Do You Still Use XP


Hey DYSUX:

I'm going to answer your three final questions first, because the answers are short; they are:
  1. The normal way (minus training).
  2. Yes.
  3. No.
Okay, now for the rest of it.

I am sorry, DYSUX...very, very sorry indeed. I am sorry for the problems of the world. I am sorry that you and I have to live with those problems and deal with them as do as all the other human beings with whom we share this delightful planet. I'm sorry for the messes humans have made and continue to make, and I'm sorry we can't all seem to get along and behave like decent people on a more regular basis.

I am sorry. And while it may seem like I am not personally responsible for the world's problems, the fact remains that I am one of the people on this planet, and so I share in the responsibility. I am a part of this great race of humanity, and so I share in its collective responsibility. And on behalf of everyone I apologize to you and to me and to everyone. I am sorry.

Drilling down more locally, I am sorry for you and your game. It is clear that the game is too difficult for you. I am sorry for your education...whatever educational system set you up for failure by failing to teach you strong principles in BASIC ARITHMETIC, since basic arithmetic is all that's required to calculate experience points in the D&D game. Yes, in ANY edition, even the abomination that is "DND 2024."

I am sorry for your ignorance. I am sorry for your laziness. I am sorry that I haven't been a better example in the world...or, at least, in this hobby. I am sorry I haven't bothered to write sufficient blog posts describing how to add points together, divide them by surviving party members, and consult a table to see if an individual character has "leveled up."

I am so, so sorry.

Of course, I don't play "DND 2024," so it may just be that I have it easy. Let me check out a copy of the 2024 DMG and see how one goes about doling out the x.p. Hmmmm. Step-by-step it looks like this:
  1. determine whether you want a given encounter to have a "low," "moderate," or "high" difficulty. Ok.
  2. look at the chart on page 115 and cross-reference the difficulty choice with the average PC level...this gives you a number.
  3. multiply the number on the chart by the number of characters in the party (PCs and NPCs)
  4. using the x.p. awards listed for each monster in the latest MM, use this "point budget" to put together the monsters for the encounter.
So...what's the problem? 

[*read*read*read*

Um...says here that the x.p. is awarded to the party for defeating the encounter, and then split amongst the party member. Okay....

So the problem is...what? Not having a calculator?  If you own a smart phone, these generally have a calculator app already loaded. I'm sorry I can't point to where it is specifically on your list of apps (since I don't know you personally), but perhaps someone nearby can help you find it?

Let's get to your second paragraph, DYSUX: you wonder how prevalent the use of "XP" (i.e. "experience points") are given that they are a prominent part of the game (any edition of the game, by the way). My guess would be "pretty prevalent" among people who A) play D&D (any edition), B) use the rule books, and C) have half a brain and/or a rudimentary education. Clearly, YOU are lacking one or more of these three things. 

You seem to find the game of D&D too challenging to run as a DM. You state that doing away with experience points means "not having one extra thing to track as the DM." Pray tell, what other things do you need to track that you so need to free up this memory space in your brain? Encumbrance? Spell durations? The amount of chips in the communal snack bowl?  The level of drink in your glass?

Allow me to be frank, DYSUX: I think you're a lazy idiot. Let me explain why:
  • Calculating experience is not rocket science, especially in 5E. You add the point value of monsters slain (usually not all that many in your average 5E session) and divide it amongst the group. The point value is easily found in the MM; the math is easily done on a calculator. You don't do this DURING THE GAME; you do it at the end of the session or between sessions. You give the amount to your players (to add to their character sheets) and you keep a running total for each PC (in a notebook or on a laptop), which can then be compared (again, between sessions) to see if a level threshold has been achieved. The only "tracking" that needs to be done is how many monsters have been defeated...simply make a note, or put a checkmark by each monster entry in your adventure text or something that can be easily reviewed once the session has concluded.
  • If you were to run an old edition game...like, say, AD&D...you'd need to track g.p. value of treasure recovered, too. However, given your capabilities, you might find such extra work to be overwhelming. I merely note it and the fact that this isn't very hard...I've been able to do the math (without a calculator or computer or smart phone) since before I was a teenager. Again, it's just basic arithmetic.
  • By not using x.p. you are depriving your players of objective goals of play in favor of arbitrary ones set by the DM. You are subjugating player agency to the needs of the story and/or simply riding roughshod over the players with your own laissez-faire fickleness (however that lands on a particular, given day) with fiat awarding of levels. You are furthermore destroying the joy that comes from pride of accomplishment that players feel when they see that point total climb and surpass the needed amounts to level up their characters' personal power, replacing it with slavish devotion to DM whim and a "good boy" pat-on-the-head feeling for jumping through your hoops. All because you're too lazy and/or stupid to put in the effort to do simple math.
DYSUX, if it sounds like I'm being harsh with you, it's because I am, because I would like to stomp and squash such ignorant practices. Sadly, though, I sincerely doubt that you are alone in the way you run your D&D game, because I have read too much evidence to the contrary. And I am sorry about that. I am sorry for you and I am sorry for the hobby and I am sorry for all the poor saps that are learning BAD, BAD practices in how to run the Dungeons & Dragons game. 

Fortunately for you, it IS just a game, and you can run it however you want at your own table. But don't expect to gather much respect from the people who know better.

Sincerely,
JB

Friday, June 16, 2023

AD&D Training

Another "Friday fun post" extravaganza...that I have about 50 minutes to write before I need to pick up my kids (last day of school). 

*sigh* Why do I get myself into these things?

[actually, I know the reason. Playing, running, thinking about, and discussing Dungeons & Dragons is about the only thing that keeps me somewhat sane these days]

Over at the Pedantic Gaming discord server, there was a little bit of a 'back-and-forth' over a statement or two made by moi regarding AD&D training costs in which I wrote (in part):
I do not fault a person using the training costs...they function fine. They become less necessary (or easier to fine tune) with strong world building. Doing away with them completely withOUT the world building, however, can lead to collapse...which is one of the reasons Basic games (B/X, RC, BECMI, etc.) are not suitable for long-term campaign play without extensive modification/addition.
This as an addendum to the fact that I don't use training costs in my game these days.

Naturally this led to some pushback from some and (amusingly) others coming to my defense from inference that I was using Gygax's stipilation (p. 86 of the DMG) that "training must be conducted under the tutelage of a character of the same class and profession...the tutor might possibly accept some combination of gold and service for his tutelage, at the DM's option" to justify that Little Ol' Me was still playing By The Book, RAW, and simply tying players into NPC factions/organizations through "service."

Nope. I just don't require training for characters to advance in level. When they earn enough x.p. they get the new level, new abilities, new hit points...just automatically.

As this will no doubt cause consternation to some, I thought maybe I should take a moment to elaborate on the WHY of my excising this (fairly fundamental) part of the Advanced D&D game.

A while back (August of last year) there was a lively discussion at Princes blog about the various "upkeep" costs foisted on AD&D players; at the time I wrote the following, specifically with regard to training:
Anthony Huso is as big a proponent of Rules As Written as anyone on the internet, and even he has modified training costs…he uses the same rate, but in SILVER pieces, rather than gold. For me, I’ve tried running training As Written, I’ve tried using it with (Huso’s) silver mod, I’ve tried running it with ONLY for characters wanting to learn new spells or special abilities, and (at this point) I’ve dispensed with training costs completely. 
Here’s the thing about AD&D training: it’s not really about sucking $$ out of the players’ coffers. Let me repeat that: TRAINING IS NOT A MECHANIC FOR SUCKING MONEY OUT OF THE PLAYERS. Especially as characters progress in level, training costs become MINUSCULE compared to the amount of treasure coming into the party. 

Training costs exist to SLOW THE PROGRESS OF THE CAMPAIGN. Advanced D&D is designed for the “long haul” campaign. Training draws out game play by 1) extending the length of time PCs explore/experience low levels (as they have to acquire enough treasure to level up), and 2) by forcing PCs to experience periods of inaction (i.e. taking them out of active play for weeks while training).

Why do we want to enforce periods of inactivity? Because it is assumed the game will still continue AND SO the player with the missing PC will have to CREATE A NEW PC FOR ACTIVE PLAY. Why is this desirable? Because it keeps the game “fresh” for the player! Playing a cleric for some dozen+ levels is likely to get tiring…but when the cleric has to train that allows the player to break out his/her halfling thief or elven fighter-mage! As the campaign goes on, MOST players will develop a stable of different characters…some favorites and foundational pieces of the campaign, some just to be played for a lark now and then. AD&D is designed to be played in the LONG FORM…and training rules are one of the things that help this go.

Why don’t I use “training costs” in my own game? Because I don’t need to at this point in time. My players are young enough that EVERYTHING about the AD&D game is interesting (and difficult) enough to keep them enthused. They’re also dying a lot and thus creating new PC types so they’re getting lots of chances to play different things…but generally, 6 months SEEMS like a super-long time for a kid of 11 years, unlike a 30/40-some year old adult. At this point, I’m not interested in “slowing down” the game play…I’m making up for lost time (the years when I didn’t have an AD&D campaign going).
And this remains my stance. However, I'd like to elucidate even further:

My campaign is just that: an on-going campaign. While I seed my game world with various "dungeons" cribbed from published adventure modules, I'm not running the thing in truly episodic fashion (i.e. you go to a dungeon, 'complete' the adventure, then go to the next dungeon). Instead, my players live in the campaign world. There is "adventure" between every dungeon, within every town and village, on the road, etc. just as a matter of existing in the imaginary environment. My game is always "on;" it doesn't focus on the highlights of a delve, players are under no (out-of-game) geas to participate in an adventure, and they can leave adventure sites at any time. Likewise, the PCs are free to podunk around in a town or wilderness section as much as they want, exploring the world...though, as a DM, it is my job to offer hooks and incentives that are enticing enough they don't linger over-long.  And fortunately, players being players, they tend to bite at ANY adventure hook...because, in an Advanced game world, PCs are always short of money and looking for the next "big score."

Consequently, PCs are often 'on safari' and nowhere near a place where one might find a tutor, training hall, "adventuring guild," or whatever when they come to a point of leveling up. If I'm running I1: Dwellers of the Forbidden City and the players have bivouacked in a ruined building while exploring the place, who is going to train them? If they are in the middle of the Desert of Desolation when they hit their level cap are they forced to remain at 4th or 5th level when the dungeons still remaining to be plumbed are increasing in deadliness all around them?

For my game (YOU don't have to do this), I have the take that experience points earned represent just that: experience. And when a character hits a breakpoint, their level has been earned...no longer is the character the farmboy getting pwned by a lone sand-orc (Luke Skywalker) but now a more capable character with a bit better fighting ability a few more hit points, the ability to cast stronger enchantments...whatever. Advancement always involves a period of rest and reflection (i.e. at the end of a game session), but I don't force the PCs to return to town to engage in weeks of training. As I wrote: training is a method of regulating the pace of the campaign. And, at this point, I want my campaign to continue moving along at a steady clip.

Besides which, my players have enough money issues as is...I don't need to suck their purses dry.

As a precedent for my take, I refer to Gygax himself in module S4: Lost Caverns of Tsojcanth, in which he wrote:
During the course of several games sessions, players may accumulate enough experience points to qualify for an increase in level. Because the caverns are so far from anyplace where characters can train, the DM may allow player characters to advance without prior training, provided that the quality of play has been very high...if you choose to allow player characters to advance in level without training, it should be because of their playing skill, and the special circumstance of this module. Advancement without training should be regarded as a reward for excellence, rather than as a normal part of the campaign.
Keeping in mind that S4 is no more "special" than say other extended adventure module (Gygax's own GD series, for example or I1 or I3-15), and that "quality of play" and "excellence" are wholly subjective measurements on the part of the DM (and, thus, arbitrary), I could take this as Gygax's implicit blessing to discard training altogether, regardless of his protestation that doing so shouldn't be a "normal" part of campaign play.

That is, I could take it that way...if I considered EGG's words sacrosanct. Which, really, I don't anymore (though I respect the hell out of him and [much of] his work). 

I run a fairly 'hard' campaign...at least, by the standards of the last 30 years or so. No fudging. Characters die regularly (sometimes in droves). Adventures are not "toned down;" big rewards mean big dangers (and vice versa) and players are pushed to risk themselves if they want big scores. SURVIVING, in my game, is evidence of "excellence" and "high quality of play." And even when a modicum of luck is involved...well, for the most part my experience has been that players make their own luck. And welcome to it...the bad luck always comes around, eventually!

SO...no. I don't require player characters in my AD&D game to train. All "training" occurred long before the characters set off on their first adventure, when they were learning the skills that made them 1st level adventurers. "Levels" earned by PCs are a measure of how experienced they are in their profession. The characters aren't learning new skills...they're simply getting better at the skills they've already learned.

All right. Happy Friday, folks.

Friday, October 1, 2021

"Story Awards"

[file this under the "bashing someone's edition" category]

Comments on my Wednesday post had me going back and forth a bit with Dan regarding 2nd Edition AD&D and its reward mechanics...so much so that I had to go back to my battered copy of the 2E DMG (I keep one on hand for reference) and try parsing out the system yet again. 

First, a note on my experience with 2E: it ain't much. I quit playing AD&D around 1988 after my original gaming group "broke up." Met some kids in my high school who still played, but A) they continued to play 1E even into the '90s, and B) D&D just wasn't my "scene" any more (at that time). We gamed together, but it was generally Palladium, Vampire, Stormbringer, or something weird (Toon or random shit). Later on, in my 20s and looking to get back into D&D I delved deep into the RC/BECMI realm...and could find no takers. So I decided to buck up and get the 2E books. Ran one aborted game (the group dissolved in argument before we even started) and played in another with an experienced 2E DM...however, while I had fun with the latter the whole thing degenerated into a shit-storm because:

A) we wouldn't play on the DM's rails, and
B) all the PCs had different agendas

[the party consisted of a ranger, a rogue, and a "war-priest" (this latter being a mechanical fighter who fashioned himself the holy man of a god who did not grant spells or turning ability, but instead allowed edged weapons and better combat prowess). The ranger was happy to do whatever (as long as he could shoot guys with arrows), the "priest" wanted to build his religion (asserting dominion over bandit groups and whatnot by besting their leaders and converting them), and the rogue was being played like an old-school thief, picking pockets, sneaking around and stealing shit, etc. The DM eventually threw his hands up at trying to manage us into his adventure]

I own exactly three 2E-era modules, and only one of them have I tried running (as a 1E adventure); two of them I picked up for...um..."research" purposes. We'll get to those in a minute. Point is: not much experience with 2E. Had a buddy in college that wanted to start a 2E campaign (can't remember, but he might have wanted ME to run it. Didn't happen), but that never got off the ground. Still, while I have read the books, once or twice, I'm far from an expert on 2E, nor have I any experience of running or playing in a 2E campaign. Its nuances are bound to escape me.

[oh, wait...I did some SpellJammer stuff with/for Steve-O. That's 2E, right? But that was a loooong time ago; we played far more Rifts than SJ]

Back to yesterday...Dan wrote:
You keep calling Individual XP "standard" when it's specifically called out in the book as an optional rule. Never used it, and never played with any else who used it either.
Dan is correct. On page 46 of the 2E DMG; here is what it says in the Experience Point Awards section:
There are two categories of experience point awards: group and individual. Group awards are divided equally among all members of the adventuring party, regardless of each individual's contribution. The idea here is that simply being part of a group that accomplishes something teaches the player character something useful.

From a strictly game mechanics point of view, this ensures that all player characters will have the opportunity to advance in experience points at roughly the same rate. Individual awards are optional, given to each player based on the actions of his character and his character's class.
Emphasis added by moi. This is the only place where it is noted that class XP awards are optional...it is NOT noted on page 48 (where the class awards are listed), although there is a side bar regarding individual awards for clever ideas, role-playing, encouragement of others, etc. that is EXPLICITLY noted as being an "optional rule." When you list one "optional rule" in a sidebar to another section, I think you can be forgiven for making my mistake (especially when the section text begins with "there are two categories of XP awards: group and individual..."). Ah, well. 

[I will note my one stint playing in someone's 2E game, these individual awards were NOT deemed optional, which was part of what led to our breakdown in play: fighter was trying to fight, thief was trying steal, etc. Does not make for a cooperative atmosphere]

SO there are only two ACTUAL, non-optional XP awards in 2E: combat awards (hello 3E, 4E, and 5E!) and story awards. Combat awards are strictly mechanical: there's a table based on a defeated opponent's level/HD which is modified by special abilities...very similar to all prior editions of D&D. The "story award" is different; here's what the text says:
This other group award is that earned for the completion of an adventure. This award is determined by the DM, based on the adventure's difficulty. There is no formula to determine the size of this award, since too many variable come into play. However, the following guidelines may help:

The story award should not be greater than the experience points that can be earned defeating the monsters encountered during the adventure...

The story award should give a character no more than 1/10th the experience points he needs to advance a level...

Within these guidelines you have a great deal of leeway. 
There is more to the section but it offers nothing concrete, only discussing how XP is used to monitor (and regulate) character progress, some notes about handing out arbitrary "survival" awards (properly noting "survival is its own reward"), and penalizing XP earned by PCs that died during an adventure.

What isn't discussed is...well, a lot. Like the fact that different character classes require different XP amounts to level so that "one-tenth" limitation isn't going to apply equally among classes. Nor is there a discussion of what constitutes a "story" or its "completion" or what to do when the party deviates from what the DM feels is the story proper.

[is Bilbo's story about killing a dragon or is it about stealing some gold from its hoard or is it about finding self-reliance, courage, and leadership? And is his story the same as the Thorin's?]

So, I spent the morning digging through the closet in my office (a monumental feat if you've never seen it) to find the three 2E adventures I own for a little guidance on this whole "story award" thing; they are: Return to the Keep on the Borderlands (John Rateliff), Return to White Plume Mountain (Bruce Cordell), and Night Below: an Underdark Campaign (Carl Sargent). Hoo-boy!

As I noted back in 2017, Rateliff in RtKotB strongly urges DMs to use the "optional" (old edition) mechanic of giving XP for treasure found. This in addition to "any appropriate story awards." Regarding the latter Rateliff writes:
Appropriate story awards are listed at various points in the text; generally speaking, rescuing hostages, defeating the plans of evil characters, and eliminating a threat to the Keep are all achievements worthy of experience point awards. For each cave in the Caves of Chaos that is completely cleaned out, give the group a story award. 
He then lists some actual numbers: 100 XP for Caves A through E, 200 XP for Caves F, G, H, and J, and 300 XP for Caves I and K. 
These story awards are in addition to any experience points gained in actually exploring said cave [note: Rateliff's emphasis, not mine]. When the adventure deviates from the established script [??], extrapolate the story awards listed in the text to come up with appropriate awards for your player characters.
Okay, then. What story awards are actually listed in the text? Nothing. There are none. Good work, Rateliff.

[please feel free to point out any I missed. I read/skimmed the book twice today and found nothing]

Okay, so: "completing the adventure" equals "genocide." Or something. I see why he "strongly urges" DMs to use the old x.p. for gold system. Moving right along...

Cordell's Return to White Plume Mountain is the adventure I have (years ago) tried running with 1st edition rules; it didn't go very far, but I am familiar with it. Cordell's a pro's pro and explicitly lists the (2E) XP Awards in a prominent section at the end of the adventure:
The characters may be eligible for additional experience points based on their actions. Each character actively involved in ending the threat of the False Kerapti should receive an XP story-award of 1,000 times his or her level. If the heroes save the child-Keraptis from the shade of the vengeance, each receives an additional 2,000 XP. If they refuse to give the child-Keraptis up to the Resistance (the easy way out), but instead find a good and proper foster home for him, award each PC an additional 3,000 XP. 
Well, that's all pretty cut-n-dry right? Defeat the bad guys, save the kid, and get him to a good home and you can earn 12,000 to 15,000 XP (the adventure is for characters 7th - 10th level). Which is a bit outside the one-tenth guideline limit for story awards, but it's close (unless you're playing a rogue).

What's NOT cool, though is this: you've got a fairly brutal, 80+ encounter dungeon with a "hook" that has NOTHING to do with defeating "false Kerapti" or "saving a [special special] child." The (multiple) hooks boil down to:
  • Retrieving a stolen magic weapon (yours or someone else's)
  • Rescuing an old friend
  • Investigating "rumors of evil"
  • Curiosity (anything in that-there mountain?)
Screw. You. Cordell.

SO, assuming you're running the adventure straight AND you're not using any optional rules AND your DM isn't telegraphing the plot like a madman (i.e. railroading, etc.) THEN the only x.p. you could potentially end up with is from the monsters you fight? What does that encourage PCs to do?

I *thought* (briefly) that perhaps "story XP" would be awarded for recovering the various magical weapons. I mean, that's one of the main hooks for the adventure (go find Wave). And look here! Each of the magic weapons lists an "XP Value" with its description. That must be what it's for, right?

No. ALL magic items in 2E have an XP Value. But I thought 2E didn't award XP for finding treasure. It doesn't:
Note: XP Value is the number of experience points a character gets for making an item.
[DMG2E, page 135]

Remember those "optional" individual XP awards? Right. Wizards (optionally) earn XP for enchanting items. If your 2E wizard makes Blackrazor (and the DM is using the optional individual awards), you character will get 8,000 XP. Yay...fun D&D, that.

SO...we go on this cool adventure...that has a hidden goal/objective. We spend multiple sessions exploring its multiple levels of danger. We maybe NEVER accomplish the "hidden" story award of the thing. But as long as we're fighting and killing everything we encounter, we'll earn experience towards leveling. 

Great. Plowing ahead...

Big Fat Adventure
Night Below!
This book is massive. I ordered it POD off DriveThru sometime back, and it's a couple hundreds of pages (not counting dozens of maps). Originally a three-book boxed set, it is considered one of the finest offerings of the 2E era (here's a review); it is an ENTIRE CAMPAIGN designed to take PCs "from 1st level to 10th level and beyond." Check this part out (from page 9 of the introductory chapter):
Earned XP
This campaign assumes that characters gain XP for monetary treasure, at the rate of 1 XP for each gp value of the treasure. DMs not wishing to employ this optional rule should increase XP story awards to compensate, ensuring that the PCs advance at a sufficient rate to meet the challenges of the adventure. Playtesting shows that to maintain campaign balance, PCs should earn some 60% of XP from sources other than slaying monsters.
Oh, 2E.  When it comes to XP for treasure, 2E says "I just can't quit you."

Night Below offers an interesting sub-system called Social Collapse Points (SCPs) that PCs earn as they destabilize the evil subterranean societies, and succeeding at bringing about this collapse does earn the characters bonus XP in the thousands, but almost all of the things that earn SCPs are either slaying monsters or destroying/vandalizing property. But that's part of the "story awards" for Book 2 of the campaign (that section effectively ends once collapse had been achieved). The story awards I could thus find include:
  • 1,000 XP for concluding Book 1 IF the PCs can wipe out the bad guys in a single foray.
  • 5,000 XP for earning 50 SCPs in Book 2
  • 5,000 XP for earning 100 SCP's in Book 2
  • 100,000 XP for destroying the ultimate Big Bad in Book3
But there IS a lot of treasure in Night Below....though probably not enough, considering the lack of XP awarded for magic items in 2E.

Hey, folks. I know the following thought is probably going to be met with some ire, but I'm going to post it anyway. In my last post, with regard to "story awards," Dan wrote:
I have no idea where you get the idea that this discourage self-starters. An adventure is an adventure, regardless of whether the DM lays it out on a platter or the PCs choose it themselves. Finding a goblin lair in the wilderness and looting it is a completed adventure just as much as slogging through a boring Dragonlance module is. I have never run a game with XP for treasure in my life, and player engagement has never been a problem.
How does one define adventure? In B/X, it is a single game session; does this hold true for 2E? If not, where is the adventure's beginning? Where is its end? Who says when it's over? The DM? In a B/X or 1E game, PCs can beg off at any time...because they don't like the scenario, the risk versus reward, whatever. But this idea that a "story" must be "completed" is a shitty, shitty concept.

What it SOUNDS like...and please disabuse me if this is wrong...is that 2E advancement is, at its simplest, just "combat experience multiplied by two." That is, you get experience points for defeating opponents, and then you get the same experience ("x.p. equal to defeated opponents") whenever the adventure is considered to be "done." Which...well, that's just 3E again, but with a different formula for calculating it, no?

Am I mistaken?

I want to continue this discussion (somewhat) in my next post, but it won't be about 2E specifically. In an effort to be constructive, I'm going to talk about the positive aspects of 1E's reward system.

Have a good weekend, folks.
: )

Friday, September 18, 2020

Developing (Blood Bowl) Players

Let's dive right in, shall we?

Since the 3rd edition of Blood Bowl arrived on the scene in 1994, player development (that is the players on the pitch, i.e. the little dwarf and ogre teammates, etc. NOT the real people sitting opposite each other across the game board who are referred to as "coaches")...*AHEM* Since 1994 development of BB players has followed pretty much the same rules:
  • Coach purchases a ROOKIE player for a set cost, depending on species and position. Large monsters (ogres, minotaurs, etc.) are more expensive, as are skill positions (throwers, blitzers, etc.). Each player has a different stat line and skill set based on its species and position; the baseline position for all teams is the lineman, the in-the-trench grunt who gets beat up while the fancier guys skip around the field scoring touchdowns. 
  • Players earn STAR PLAYER POINTS (SPPs) for accomplishing notable actions in-game: completing passes, scoring touchdowns, intercepting balls, and inflicting casualties. As players reach certain break points, they advance from "rookie" to "experienced" to "veteran" to "star" status with each advance earning them a a stat bonus, a new skill, or (for chaos mutants) a new mutation...the specific advance is determined in part by random die roll.
  • Players eventually "max out" after six or seven advances (depending on edition). Some editions use different titles for "star" status ("developing star" versus "superstar" etc.) and different SPP values for advancement, but the basics remain the same: if your player survives and makes plays they advance and become a bigger and bigger star. In some supplemental rules (4E and 5E) this also results in the player costing the team more and more money ("appearance fees"); in ALL editions starting with 3E it results in an increase of TEAM VALUE which is how teams are measured against each other for handicapping purposes.
  • Conversely, players who accomplish nothing NEVER develop. That basic human lineman that has played and survived a dozen games is still a rookie, has no SPPs, and no skills. The player adds nothing to the team and is easily replaced with another rookie lineman (for the same cost and value) if some mummy or troll splatters his skull all over the field.
Twice owned
by yours truly

The concept of player skills was introduced in the Blood Bowl Star Players book in 1989 (for 2nd edition Blood Bowl) but the objective appears to have been an attempt to model the superstar players (like Griff Oberwald or Morg n'Throg) of the setting fluff (derived, or course, from the real world NFL). Unlike later editions of BB, position players in 2nd edition had NO SKILLS...newly hired thrower had no "Pass" skill, receivers had no "Catch" skill, nada. Instead, 2E Blood Bowl players have an expanded stat line that includes TS (throwing skill), CL ("cool"...catching ability), and SP ("sprint"), all of which varies from position to position. Compare for example, a 2E human blitzer to a 2E human thrower:

Blitzer: MA 4 SP +3 ST 4 AG 3 TS +0 CL +0 AV 9
Thrower: MA 4 SP +3 ST 3 AG 3 TS +1 CL +0 AV 8

Meanwhile, the same players in later editions read like this:

Blitzer: MA 7 ST 3 AG 3 AV 8, Skills: Block
Thrower: MA 6 ST 3 AG 3 AV 8, Skill: Pass, Sure Hands

The blitzer's high strength (used in determining block ability) has been knocked down from 2E, but the addition of the Block skill makes it a wash. Similarly, the removal of TS from the stat line makes the thrower less accurate when passing BUT the additional Pass skill provides an automatic reroll when failing a pass.

All well and good: different methods of accomplishing the same end. Now let's look at the basic lineman in each:

2E: MA 4 SP +2 ST 3 AG 3 TS +0 CL +0 AV 9
3E: MA 6 ST 3 AG 3 AV 8, Skills: None

The 3E lineman is actually a little faster (since he can sprint an extra 1 to 2 spaces in addition to his regular Movement Allowance), but is a little easier to injure (roll over Armor Value)...however, since you don't have Big Guys dropping a +2 (or higher!) Mighty Blow skill on you, the latter's not as big a penalty as you might think. 

But here's the difference: the BBSP doesn't offer any rules for development of a character. At all. The player is either a star or he's not; he either has skills or he's "just a guy." Forever and ever, Amen.

A "star" in 2E has from one to seven skills and/or stat advances, the exact number determined randomly. Regardless of whether you are a one skill star or a seven skiller (like the aforementioned Griff Oberwald), you're a "star." And a team is limited to having a maximum of eight star players, unlike later Blood Bowl which has the potential to develop every member of the roster. 

[and given the gradual nerfing of death rules through the editions, possessing a team with a dozen or more "stars" isn't terribly unlikely over the long haul, even getting really draconian with appearance fees and retirement rules...something I suspect most Blood Bowl leagues don't last long enough to really implement]

But just because there's a limit to the number of skilled "stars" in 2nd edition doesn't mean half your team is composed of "rookies." Au contraire, a rookie is a specific type of player in 2E (more on that's in a moment)...most non-star players are either "experienced" or "veteran," neither of which means what it means in 3rd+ editions (i.e. the stepping stone to "star player" status). 

Hit pause for a moment: consider the National Football League. All the players are top athletes: the best of the best of best players. But how many are bonafide stars? Not every QB is Russell Wilson or Patty Mahomes or (*sigh*) Ben Roethlisberger. Not every receiver is Julio Jones; not every running back is Barry Sanders (for you young 'uns, he was pretty good). Amongst stars, yes, there is a pecking order: not all stars are equal, even at the same position. But there are also a lot, a LOT of "just guys" in the NFL, at every position. Ryan Fitzpatricks and Robert Woods. Not every tight end in the NFL has the potential to be a Rob Gronkowski...sometimes you just end up with Tyler Higbee, you know?

In 5E BB, a Journeyman player is "some guy off the street" willing to play for nothing, with no skill and no potential. 2E has a different term for these roster fillers: Makeweights (and they are aptly named). 5E's use of the term "journeyman" is, frankly, an insult to journeyman players in professional sports who are top athletes with little star potential but skill enough and discipline enough to have lasting professional (if not extraordinary) careers. Such players are well-modeled by the development rules found in the 2nd edition Companion book

Players hired when building a team in 2E are assumed to be "experienced" unless you pay extra to hire a "star" (in which case you build the character randomly using the rules in BBSP). Rather than earn SPPs, players earn experience points (EPs) which can be turned into training points (TPs) between matches, so long as the team isn't playing exhibitions or actively seeking sponsors (both of which activities are used to drum up extra funds for the organization). EPs are earned for doing the flashy things one earns SPPs for in the later editions, but also for simply surviving a match and handling the football (1 EP is earned for each, assuming playtime). TPs can be used to turn an experienced player into a veteran, or teach a skill position to a lineman (converting the lineman to a thrower or catcher, for example), or to learn or practice "special tactics" that will gain the team bonus re-rolls in their next match. 

Veteran players are savvy SOBs who receive one individual team reroll every game.

Rookies in 2nd edition are a different beast: these are those fresh faced kids being drafted out of college that have the potential to become stars...but might not. Available rookies are determined randomly by the league coaches, dicing for species, position, and star potential. Rookies are bid on by coaches (unlike an actual NFL draft) and then added to the roster as one of the team's starting sixteen (First Team) or on the practice squad (Bench Warmers). However, a coach doesn't know if the rookie is going to develop into a star or not unless the kid gets some playing time and training.

Here's how it works: a rookie's star potential is determined by rolling a D6. Once the rookie has 5 training points (only possible after earning 5 experience points...see above), the coach can convert the rookie into an experienced player. The coach then rolls 2D6...if the roll is equal to or less than the rookie's star potential number, the player becomes a star with additional (star) skills being determined randomly and added to its profile. If the 2D6 roll is over the player's star potential, then the player simply becomes "experienced" (and may become a veteran later)...but will never become a star. Sorry, Charlie: sometimes you end up with Aaron Rodgers, and sometimes you just get Colt McCoy.

And I have to say: I like this a lot better than latter edition Blood Bowl. Not only is it EASIER than trying to track a whole roster of players with myriad potential skills and customizable content, but it better models the reality of football: most players are "just guys" at their position, while others exhibit spectacular advances over their peers. This might be better speed, greater strength, pinpoint accuracy, soft hands, or MULTIPLE talents...but you never know. How many number one draft choices have the Seahawks taken in the last decade that have been "busts?" Most, if not all. And yet, sometimes you "hit" on a late round pick (Russell Wilson in the 3rd round, Richard Sherman in the 5th, etc.). Do you draft for position of need? Or position of potential? I find that particular aspect of the NFL draft fascinating, and would LOVE to have it in Blood Bowl. You can get it with these rules.

That being said, the 2E development rules aren't perfect: certainly it can takes years to develop a star NFL player to their fullest potential...five or more when you're talking real world quarterbacks. I don't think it's quite right that a rookie develop ALL their new skills in one shot...probably a gradual system is needed using the TPs to "buy" upgraded abilities once a coach has discovered the rookie is a bonafide star. There might also be a way to model "careful" training, or learning behind a veteran starter to increase a rookie's star potential (like Rodgers learning behind Favre or Steve Young learning behind Joe Montana). Lots of possibilities here.

Even so, it's pretty exciting stuff. To me, at least.
; )

Tuesday, September 24, 2019

On (the Game of) Writing Adventures

A few weeks back Dave and Dan had another good episode discussing the "role" of the Dungeon Master in Dungeons & Dragons...what are the responsibilities of the DM, what are the expectations placed on the DM, and why they themselves enjoy running games. While I don't think their dialogue does much to put the topic to bed, the conversation raises some interesting "thinking points" for consideration.

One concept they reach, that I don't think unreasonable, is that while there clearly seems to be a number of responsibilities (hats worn) by a DM, many DMs (including themselves) have particular responsibilities they prefer more than others. To me, this is not unlike a player saying that the thrill of combat, or the solving of puzzles, or the interaction with NPCs is their preferred portion of exploring the imaginary environment of a campaign. Clearly, the majority of us play D&D because we enjoy what it offers, but some aspects of it offer more "juice" than others.

For me, MY particular preference is for designing and running adventures. Campaign or world building is actually a bit of a slog for me...it's a means to an end, that end being the parameters for a particular adventure. And yet, I would guess I am far away from the current norm of adventure design: I have little concern for plot or story arc or the design and writing of "interesting characters" (NPCs). I enjoy creating situations and scenarios for exploration and I do so in a formulaic fashion designed around the D&D system...based on whichever edition I happen to be using at the time. 

I outlined my basic design formula waaaay back in 2015 (about four years ago). It's the method I continue to use, more or less, and the method I am currently using to repurpose the 5E adventure Dragon of Icespire Peak. It's a system based mainly on treasure allocation compared to the expected level of player characters participating in the adventure, mixed in the proper proportions of monster-obstacle-rest that I have found fully functional for pacing in actual play.

Has anyone here ever taken a screenwriting class? For those who haven't (but who are interested in the process), I'd recommend Syd Field's Screenplay as the non-nonsense instructional work on how to write a solid film script. Films we watch may have more (or less) interesting stories than others, they may have more (or less) developed characters, they may have better (or worse) dialogue, but nearly all of them follow the exact same formula when it comes to writing them. Good, bad, or meh. There are reasons films tend to be the same length (120 minutes, or 90 for those aimed at younger audiences with shorter attention spans). The plot points, their pacing, are all based on standards established over the many decades of the film industry. 

For me, the fun and enjoyment of adventure design is found working within the formula that I choose to use (as outlined, in the main, by Tom Moldvay). The adventure in D&D is, after all, only a means to an end itself:

- It delivers the experience of D&D to the players.
- It provides the method (through reward) by which players advance, opening additional opportunities (i.e. content) for play.

Dragon of Icespire Peak, despite some interesting and creative ideas, is an extremely simplistic and (for my money) poor design hindered by the 5E's variant system of advancement...in this case, the "milestone" system of simply awarding a level of advancement upon successful quest completion.

[fun side note: I developed an alternate system of level advancement also using the term "milestones" long before 5E was published. This was back in 2010 and was inspired in part by Saga Star Wars's "destiny points" to represent a more streamlined bonus. Since my "B/X Star Wars" game (later re-named "Kloane War Knights") has yet to be published, its original format has not yet seen the light of day (other than this blog), but you can see the same application in my Five Ancient Kingdoms, copyright 2013...a year before 5E was published. Pay me, WotC!]

[yes, 4E had a "milestone" rule procedure; it was not related to the awarding of experience/levels]

ANYway...Dragon of Icespire Peak divides its various adventure scenarios (called "quests") into the following types: starting quests, follow-up quests (divided into two tiers), and the main dragon quest/fight. Characters are awarded one level for each starter quest up until 3rd level, one level for every two follow-up quests (presumably up to 6th), and then one more level for defeating the dragon. The adventure states that characters "should be 6th level" by the end of the adventure (and indeed, the box says it is designed to take characters from levels one to six), but a group of completist players are going to end up being 7th level by the letter of the milestone rules...and I'm not sure I'd buy that.

Here's the treasure yields I'm considering, using the B/X fighter level chart as a baseline (yes, AD&D fighters need more XP starting at level 5, but if you subtract the 10% experience bonus most such PCs would expect to have, it amounts to the same numbers or less):

Starter Quests: 10,000 g.p. each
Follow-Up Quests (tier 1): 10,000 g.p. each
Follow-Up Quests (tier 2): 20,000 g.p. each
Dragon (main) Quest: 80,000 g.p.

Considering that even a white dragon has treasure type H (average yield: 50,000 g.p.) this should be pretty doable. Icespire Hold has 24 encounter areas total (counting the two H22 areas as "A" and "B"), which works nicely with my formulaic approach:

8 monsters areas (4 have treasure)
4 trap/hazard areas (1 has treasure)
4 "special" areas (1 has treasure)
9 empty areas (1 has treasure)
With perhaps 1 "extra" treasure area. 

Rough treasure yields for the main quest will thus be:

40,000 g.p.
20,000 g.p. 
10,000 g.p.
5,000 g.p.
2,500 g.p.
1,250 g.p.
1,250 g.p. (or 625 g.p. x2)

These are parameters I'm happy to work with; more, I'm excited to work with them. Even using a formulaic system, I find it a cool challenge to see what I can come up with, working within self-imposed design limitations. I'm not concerned with the XP yield of monsters, as combat/killing monsters isn't a requirement of the D&D editions I run. That XP is incidental, and will (hopefully) make up the difference for treasure the party misses; I never expect PCs to find every last scrap of loot in an adventure site. As I'll be taking the same approach with every "quest" in the book, there will be more than enough potential XP (found treasure) to advance the PCs...assuming they play well enough to survive and find said treasure. 

I can understand if this seems like a "soulless" approach to adventure design, but I find it to be the opposite. In practice, I've discovered that taking care of the mechanical aspect of the award system up front provides me the freedom to run adventures to the best of my ability, managing the minutia, playing the NPC adversaries (and allies), creating the experience (through pacing and narration) in the players' minds that allows them to enjoy playing D&D. Involved story arcs and fancy plot devices are paltry in comparison.

Friday, May 3, 2019

Certifying Dungeon Masters

Man, my brain has really been addled by all things D&D lately ("The Sleeper has awakened!")...if I wasn't so busy with a gazillion other things, I could/would be posting multiple blog entries on a daily basis (and probably still find the time/energy for drafting some campaign notes/house rules). *sigh* Such is life...when I have LOTS of time on my hands, my inertia always seems to be the other direction.

ANYway, I was combing through a bunch of old Dragon magazines the other day (specifically the first 50 or so), looking for a particular article, and kept coming across little buried "gems," pertinent to my own thoughts and musings. As I've often found over the last ten years of blogging/researching there really isn't all that much new under the sun...people have been obsessing and coming up with ideas and putting 2 and 2 together for a long, long time. The execution wasn't always quite right, but the early days of the hobby were still "early days;" lots of stuff hadn't been worked out yet. And yet some of our adaptations of these ideas (or decisions to go 180 degrees directions, in certain instances) are/were even more flawed than the original stab at the kernel of a concept.

[I'll give you one quick example: I've recently come to the conclusion that Alexis Smolensk's system of awarding experience points based on damage inflicted and received (in addition to XP for treasure found), is really the only sensible way of handling combat/encounter XP, and have decided that I'll probably adapt it wholesale in my next campaign. Welp, Dragon #36 (April 1980) already proposed this variant system ("Experience Points to Ponder: A New System" by William Fawcett). Alexis has the advantage of a bit more thoughtful design and about a decade of play testing...but someone had a similar idea (and for the same reasons) almost thirty years prior]

But I don't want to get sidetracked...the reason I decided to open up Ye Old Laptop and post something (instead of doing what I should be doing) is because I just have to mention this idea from Dragon #28 (August 1979). In an article entitled "Level Progression for Players and Dungeon Masters," writer Jon Mattson proposes a method of awarding experience points to players and DMs (not characters) based on their actual gaming experience, in order to provide an objective measure of ability.

This is something I've been thinking about for years, and only more so since considering the discussions I've had (both on the internet and in-person with other designers) about the possibility of training or certification for game masters. My opinion is that some sort of training for individuals who want to run games is not only desirable but necessary, and that the lack of good, codified training is detrimental to the hobby (some of my blog posts have mentioned this in passing). But I've often wondered how one would go about certifying a person as a credible, proficient GM.

Because here's the thing: it really doesn't matter all that much to me how experienced a player is at a table (neither as a DM or a fellow player), but it matters a LOT to me how competent a Dungeon Master is running the game. Because my enjoyment of a game session hinges on whether or not the DM can do his or her job at the table. And it is, frankly, very difficult for me to come back to the table of a DM whose game I neither appreciate nor respect (I don't think I've ever walked away mid-game from such a DM...I'm a little too polite for that...but I have come away from game sessions feeling frustrated, angry, and vowing to never waste another chunk of my time with that same dungeon master)...even if the person running the game is a friend that I like and respect.

Mattson's article provides the following experience point awards for DMs (he also provides some awards for playing/running other games that might have a certain "carryover" effect, but I'm just going to stick to the ones that are Dungeons & Dragons specific):

Per campaign* of basic D&D you play:  60
Per campaign* of basic D&D you DM:  900**
Per campaign* of Original D&D you play:  80
Per campaign* of Original D&D you DM:  1200**
Per campaign* of Advanced D&D you play:  100
Per campaign* of Advanced D&D you DM:  1500**

* Mattson considers a campaign to be "one full adventure, i.e. if a group of characters set out to explore a five level dungeon, the whole five levels (and only those five levels) would count as one campaign." While I take this to mean that XP is not awarded every session for a multi-session, site-based adventure, the article does not indicate what counts as finishing a "campaign;" should a DM be awarded full XP if a party abandons an adventure site, or if the delve ends in a Total Party Kill? I'm inclined to say "Yes" since that's the outcome of the "campaign," but I'm not sure that's the author's intent.
** Per Mattson, only two-thirds of this amount is awarded if the DM did not design the adventure (for example, if a published module was used). This seems reasonable to me, awarding one-third XP each for writing/designing, game prep, and actual running. 

Being written in 1979, the only "basic D&D" the author could be referring to is the Holmes-written basic set. B/X (published in 1981) is much more similar in complexity and rule scope to OD&D and I'm inclined to put both it and the later BECMI in that category. 2nd edition AD&D would go into AD&D, and you could probably put all "later editions" (3rd, 4th, 5th) there as well...but then some might argue that the objectives of play are so different for later systems (especially 4E) that they really need to be put into the "other games" category for simple "carryover" XP.

[maybe you'd need to have "multi-class DMs" these days with XP split between Old and New school. Ha!]

The advancement table for Dungeon Masters in the article looks like this:

Level 1: Initiate     0-1499 experience points
2: Apprentice     1500-2999
3: Expert     3000-4499
4: Overseer     4500-5999
5: Supervisor     6000-8999
6: Moderator     9000-11,999
7: Mediator     12,000-17,999
8: Arbitrator     18,000-24,999
9: Referee     25,000-34,999
10: Referee, 1st Class     35,000-49,999
11: Judge     50,000-74,999
12: Dungeonmaster     75,000-99,999
13: Dungeonmaster, 13th level     100,000-124,999
14: Dungeonmaster, 14th level, etc.     125,0000 plus 25,000 per level after 14th

[ha! There's also a note that Dungeonmasters of 18th level or higher may also be called "Overlord." I dig on that!]

I'm sure that some folks reading this are going to just shake their heads and call it all ridiculous. After all, the mark of a good DM should include something about how they're evaluated by their players, right? How they interact, how they arbitrate, how they smooth over difficulties and deal with troublesome issues? Not to mention how they improvise and adapt, how they role-play monsters and how much fun is had by all? Certainly, if a DM is giving the impression to everyone who joins the game that he/she is an asshole, it shouldn't matter whether they've run five adventures or five hundred, right?

Maybe. But maybe we need to have some concrete "measurables" to measure. Maybe there is something about a person who writes, preps, and runs a game getting better at writing, prepping, and running games. And maybe that's kind of important when you're emphasizing the game aspect of the hobby and not the "oh, it's just another way to socialize and interact with buddies in a casual, geeky fashion." Sure, yes, that's a thing...but some folks want a higher standard of gaming. I know I do.

Mattson's article isn't a bad starting place for such a discussion. Going over my own DMing history (as best I can remember it), and sticking with only these XP awards (and counting B/X play as "basic" rather than OD&D, and not counting any post-2E experience), I'll say I conservatively calculate my own experience as 65,420, giving me a rank of "Judge," but being about 10,000 shy of "name level." If I upped the awards for B/X campaigns and included awards for other games I've run (there have been many...including 3E D&D), it's possible I might crack 12th or even 13th level, but I'm inclined to leave it as is...a good indication of my "rank" in terms of Old School D&D.

Which...frankly...is about all I care about these days.

And which ALSO means, I've got room to grow. I'd certainly like to be worthy of the "Dungeon Master" title ("Overlord" seems like a pipe dream any time in this lifetime). But, being honest here, I've still got plenty to learn and discover. "Judge" actually sounds about right (I'm pretty judgmental). "Mastery" is something I'm working on.

Anyhoo, I welcome thoughts and ideas on the subject, and ways one might use this (or a similar) objective system to analyze quality, skill, and competence...or any differing opinions from folks who feel this line of thought is unnecessary or impossible. Also, I invite anyone who feels so inclined to post how they level themselves (using this system) in terms of "old school DM experience." To be perfectly honest, I'd like to see how I rank in comparison to the other DMs out there.

Just please: no taking XP for 5E games. I don't care if they're run in an "old school" way or not.

Wednesday, March 20, 2019

High Level D&D

For men, there're few things more juvenile than comparing the size of one's penis as a method of bragging to (or belittling) friends and rivals alike. Most guys with a modicum of maturity of course realize this, and any banter is likely to be somewhat tongue-in-cheek. But I think it's safe to say that any man in a healthy relationship with a satisfied partner cares little about the size of his cock; the fact that it functions is a far more important matter to his confidence and sense self-worth.

There's a lot of correlation between comparing character level (in a D&D game) and comparing the size of one's dick. What really matters is whether or not you're playing at all; whether or not you're enjoying yourself.

And yet, back in the day, there was more than a bit of this kind of thing. "Oo, my character is level 15." "Oh, yeah? Well, mine is level 19." "HA! The characters in our campaign are all 24th level!" There's nothing quite so nerdy as nerds nerding out over some nerd hobby, but it is (perhaps) human nature. Or at least the nature of boys (it's rare I've heard this specific type of bragging from female gamers, except as a matter of shutting up some mouthy kid). Coming from mature male gamers (i.e. "old geezers") boasting of character level isn't really a thing...it lacks class, I suppose, though it may just be the shift in perspective that comes with age lends itself to a different type of bragging ("Back in my day, we had to walk 20 miles and fight a dragon in the snow for a bag of silver pieces...and we were damn thankful to get it!"). 

Yeah, it's probably just a male thing. Like comparing dicks.

In response to yesterday's post in which I reflected on "old school" level advancement (as discussed in Gygax's article from issue #7 of The Strategic Review), Scott wrote:

Ok leveling. 18th level or whatever always struck me a silly. The sweet spot for d&d, at least in 3E and beyond, is about level 3-6. You can take on 10th level opponents like dragons with planning and luck, and that’s thrilling. Once you get a handful of 4th level spells, it stops resembling the source fiction. 

 In my own home game, 10th level is a great achievement. We’ve played about 50 sessions and the highest level guys are 6 and 7. And that’s a little slow, but it’s okay because the threats can stay at an imaginable level and there’s always something out there that can kill you with a snap of its fingers.

Scott comments here frequently (which is nice...thanks!) but this is the first time I remember feeling riled up by something he wrote. Maybe. Let me try to articulate my thoughts in a coherent, constructive manner.

First off: 3rd edition...and 4th edition and 5th edition...can all go to hell. If those are your editions of choice, that's great: love them, play them, play the heck out of them, introduce new people to "D&D" using them...whatever. At this time, my reflections and writings are unconcerned with late edition versions of the game...I just cannot care less. Had a very nice conversation with a very nice gentleman yesterday about 5E and comparing it to older editions. I was patient and listened, but there was nothing he could say that had me the slightest bit interested. Until further notice, I am done with any post-2000 rulesets. If you can find something in my posts that work for your later edition game: great! But if you don't: eh. No skin off my nose.

OKay...moving right along: what Scott wrote is something I've heard before, more than once. I've heard it from AD&D players, I've heard it from folks in my B/X games, I've heard it from dudes who play those editions for which I give not a shit. Something along the lines of "the best play of the game (D&D) is somewhere in the mid-levels." The notorious "sweet spot" after which games simply become "silly." That high level play seems downright super heroic (as in, comic book superheroes) compared to the grubby, By Crom, low-powered pulp adventure action that comprises low to mid-level play.

Bullshit, says I.  But that's the TL;DR answer...the real answer is a little complicated.

Gygax's "silly" character.
While I'll agree with the early writers of the game (Gygax and others) that levels in the 30s and 40s (and up) are patently ridiculous and pretty much outside the scope of play as intended, there is plenty of good, solid play that can occur for characters of "high level;" say levels 14-24. There are some threats/opponents that just can't be approached by characters under the 16th level or so, and certain adventures that I consider pure "pulp literary fantasy" (like those involving extraplanar travel) are all-but-inaccessible to characters of low level.

What IS silly is the way many (most) of us "old geezers" played as kids when we first got our hands on the game: dishing out millions of coins worth of treasure (not worrying about how one would carry it), suits of +5 armor, vorpal artifacts, and dragon mounts, if only so that we could pit our players against Demogorgon, Asmodeus, and all the legions of hell. Was it fun? Yes, of course. Was it silly? Absolutely. Was it satisfying play? In the long run, NO...not for most of us (there are some people, of course, who continue to enjoy this kind of play), but I would argue that it was (and is) a necessary form of play for newcomers to the game.

And not just because we had to "get it out of our system!" Playing ridiculous games of that nature allow you (the players and the DMs) to try out all the various rules of the game. You get to experiment with things like magic resistance and gating demons; you get to see how the benign and malevolent effects of artifacts work. You get to try all those high level spells and powerful items, and see how a battle with the Tarrasque might go down. This kind of gaming forces you to read and learn the rules of the game...it helps you explore the possibilities of D&D while having a wa-hoo good time. Yes, it's absurd and ridiculous and we can all laugh at our Monty Haul-isms...but it still teaches players and DMs alike.

Though, as I said, for most of us it isn't satisfying long-term, and once we get tired of pummeling Odin, most of us settle down and start over with a 1st level campaign and try to run something a bit more serious and sincere. I know I did...and that was when the "real gaming" for me and my players began...the serious (if not particularly sophisticated) gaming.

Now here's the thing: playing D&D with a "serious mind" (regardless of one's particular sophistication) allows magic to happen at the gaming table. In my experience, it allows the game to take over and consume individuals. It's what causes players to have emotional attachments to their characters; it's what pushes DMs to exert their creativity to its utmost, fiendish limits. It's what drives gamers to incorporate all the minutia and side rules they can find (and create their own to boot); it's what changes a simple tabletop game into an obsessive pastime. It's what drives people to argue about stupid things (like whether or not a PC wearing a ring of free action that jumps in the ocean crashes to the bottom, taking full "falling damage"...as if the ocean's pressure wouldn't do the character in by itself). It can turn the casual participant into a lifelong lover of the hobby. It can create powerful, intimate experiences and deep friendships (as well as bitter rivalries).

In that type of environment - one played with a measured amount of "serious mindfulness" - characters of high level aren't silly at all. Getting to a high level in a serious game is a good thing, as it opens up serious, high level challenges and adventures for the players at the table.  Earning your high level in such a campaign is something to take pride in...especially if the DM is willing to "play hard" with the participants at the table.

My best character started as a 1st level half-elf ranger in my co-DM's first "serious" campaign. He advanced to become an 8th level ranger / 9th level thief-acrobat /15th level bard before we retired the campaign. My friend's magic-user went from 1st to approximately 14th-16th level. Another player had a cleric that was at least 16th level. This was all after a couple-three years of solid, serious play. Strongholds were built, outer planes were explored, vendettas fought, children sired. The characters from earlier "wild and woolly campaigns" were simply legends...heroes from a Golden Age of Myth that might never have been (save that it was).  And while my bard did (for a time) possess a pegasus mount (with a topaz embedded in its forehead...can't remember what that was all about), our campaign was treated with the utmost strictness and seriousness. Yes, we used speed factor and casting time, "weapon vs. AC" adjustments and disease/infection rules. About the only thing we ignored was the "training time factor" rules from the DMG, and that was probably because we were playing all the time (when we could) rather than recordable, weekly sessions. And those characters NEVER encountered anything so powerful as a Demon Prince or Duke of Hell (no Tarrasques, either).

My brother's best character (played in a campaign I ran during high school) was a human fighter that reached approximately 12th level, and was probably the only time he ever played the game "seriously." With the aid of his buddy's cleric (also 12th level) and a couple NPCs (a magic-user and a thief) he was able to take on the Steading of the Hill Giant Chief, perhaps even making it a bit further in the G-series (the memory escapes me). It helped immensely that he was armed with Blackrazor, which his character had recovered from White Plume Mountain. His fighter might have been as high as 15th level by the time he finished the giants.

I had a group of friends who ran their own AD&D campaign in the era of the "supermodule." They started with the Temple of Elemental Evil and moved on to the H (Bloodstone) series, eventually completing the entire thing (H4 is for levels 20-100...I believe their characters were in their mid-20s by the time they finished). I wasn't part of their game, but they put in some marathon sessions over the course of a couple years to slog through all that (and, to my knowledge, none of them have played D&D since, save for a one-off game here or there). I received many play reports their games over lunch in the cafeteria.

Anyway, back to the comments: I find nothing inherently "silly" about 18th level characters, not even those gifted to a player by an over-generous DM (as I did for my buddy Scott, circa 1984...hey, I'd just got my first PHB; we needed to try out those 9th level spells!). Finding ways to challenge such characters can be quite a task for the DM, especially if the characters were truly "earned" through exceptional, long-term play...the players of such characters are likely to be wily, experienced, and blessed with an inordinate amount of luck. But the D&D game, especially the Advanced version, provides many tools and ideas that can help build adventures of suitable challenge for such characters (should we choose to use them)...and it should go without saying that the DM who advanced the characters in the first place should have learned something from the experience herself (or himself). Saying the game works best at intermediate levels (5th to 9th) is, in my opinion, a highly inaccurate statement. For me, that's when the game first starts to really open up.

[of course, as the guy who wrote the B/X Companion for high level play, I might be slightly biased on this subject]

Tuesday, March 19, 2019

Random D&D Notes

The following thoughts are things I could probably wrap whole posts around, but I've been a little busy lately and (thus) don't know when I'll get to it. Rather than lose these in the ether, I figured I'd just jot them down, perhaps to examine more deeply in the future:

Some great replicas, but
this one was real.
Viking Treasure: had the chance to check out a great exhibit at the Nordic Museum (in the Ballard neighborhood of Seattle) on loan from Uppsala University in Sweden. Called "The Vikings Begin" it was a great collection with a lot of historical information. Didn't know that that the Norse didn't really have a currency before the 10th century or so; they collected coins from their travels, and would still use them for trading (as silver), weighing them with small (portable) scales. Also, silver coins? Really f'ing tiny (about the diameter of a nickel and thinner than a dime), though otherwise fairly uniform across multiple centuries and cultures; the exhibit included English pennies, coins from Charlemagne's Holy Roman Empire, Arabic dinars, and some sort of Russian coin, all dating from the 7th to 9th centuries). Norse people liked to use wealth (gold and jewels) to decorate their stuff, especially weapons and armor.

Viking Shields: really big. Something along the line of Alexis's rule for large shields is appropriate, if a little generous (the +2 versus small missiles in the original DMG might model better; your call, of course).

Magic Swords: I keep wanting to write about this and I keep finding it hard to make the time. Magic swords in Original D&D (and also continued in Holmes Basic) only added their magical bonus to attack rolls, NOT damage. As far as I can tell, this is simply a continuation of the rules for magic swords in CHAINMAIL, the tabletop war-game which doesn't record "damage" anyway: one hit = one kill. Miscellaneous magic weapons, on the other hand, add their bonus to both attack and damage, save in the case of certain weapons (like magic bows). This wasn't changed until the 1st edition of the AD&D Dungeon Masters Guide, where bonuses became universally applied to attack and damage rolls for ALL weapons (including bows), presumably for simplicity and consistency...I can find no other reason/information for the change I've spent the last couple-three days combing through every issue of The Strategic Review and early Dragon magazines leading up to the DMG's release (and afterward) to see if there was mention of this change, finding nothing.

Here's the thing: I actually LIKE the original rule better; I like how it models abstract combat in D&D. Armor does not reduce damage; it prevents damage being inflicted at all. A magical bonus to hit reflects the magic weapon's ability to penetrate the armor. I don't require the weapon to inflict "more grievous wounds" especially as a successful attack roll with a low damage roll can still indicate two parties grappling in fierce melee and thumping each other with fists and feet, while they try to get their blade in position to strike home. Adding a damage bonus to a sword attack means every blow is more likely to have been a killing stroke...and I just don't like that. Leave that to the axes and spears and arrows. I find this is yet another thing I really like about the original game and the Holmes version of Basic.

[also, for some reason, my D&D groups have always played that magic bows do not inflict their bonus to damage. I have no idea why this is, as both the B/X and AD&D rules are clear that magic add their bonus to both attack and damage. Weird....really don't know where we learned to play like that...]

Old School Advancement: And this will be the final thought of this post, as I've got stuff to do. In reading these old magazines, I've found a lot of info, much of it fascinating, insightful, or informative. No, not all of it is great, but there ARE kernels/nuggets of "good stuff" in there, one of which is Gygax's own thoughts and ideas on how advancement was supposed to look in D&D: a successful player who's character participated in 50-70 game sessions per year could expect to reach 9th to 11th level after the first year of gaming, and then another 2-3 levels per year thereafter. At the time he was writing this, his Greyhawk campaign had been going on for four years and Arneson's Blackmoor had been going for five, and he could "definitively" state that no character in either campaign was higher than 14th level...presumably (it isn't explicit) due to a combination of character deaths, energy drain, and retirement from active adventuring. By my calculations, this rate of advancement amounts to a (rough) average of 4,000 experience points per character per session over the course of a year, which seems a little high but perhaps he was still using the pre-Supplement I system when it came to awarding XP for defeated monsters. For certain the article was written prior to the publication of the AD&D books.

[the reason for the high level spells in D&D (which became part of the system with the advent of the Greyhawk/Sup1 booklet) then appears to be neat and/or legendary effects that can be found on scrolls or provided through the good graces (or by paying) of high level NPCs]

I have to admit this seems entirely reasonable rate of advancement to me, and makes old tournament modules like Tomb of Horrors and Lost Caverns of Tsojcanth really look like worthwhile "epic paydays" for adventurers. Tomb of Horrors, especially, finally starts to inspire ambition as it's potential treasure payout is 437,409 g.p. Given that destruction of Acererak is another 100,000 x.p. that's a pretty substantial chunk of advancement for even a large party of adventurers. It really makes me turn up my nose at the paltry 53,035 g.p. one might pull out of White Plume Mountain...though, I suppose the original idea was that players would find the (campaign-wrecking) power of the magical weapons to be reward enough for their endeavor (all later publications/variations of WPM have insisted that the weapons be removed from PCs possession following the adventure).

All right...that's really all I have time for today. Later.