Sunday, February 7, 2021

SWADE-wallon-ville-AGE

 I've been playing a version of Dungeons & Dragons since I was invited to my first game in 1989. My first character was a Druid in a 2nd Edition game run by guys from my high school. 

I got lost walking & taking the bus to his house. I eventually made it, walked in the house in the middle of combat, ran towards the group for about three rounds, and ... the game ended for the night. This was the age before cellphones & being able to google up someone's phone number. They had no idea where I was. There weren't really harsh feelings towards me. We had a laugh at the ridiculousness of the situation. 

The very next week there was some falling out & the group disbanded.  

 31 years later, I've begun to truly chafe at the idea of how rigidly structured D&D style games have become.  

Vertical vs. Horizontal Advancement

Chart

Especially when the games I'm in have fewer and fewer players (down to just solo at the moment), I feel that structured vertical advancement breaks down. Systems that are very rigid in their advancement must be modified to allow for more horizontal advancement. The numbers wouldn't get "bigger" per se, but the player would feel like their character becomes more broadly competent in that system.  

I made reference to this in my post about why I hate Feat Walls: 

Either make each individual feat kind of awesome as a discrete entity (leaning very awesome if they're so limited), or make the hard choice & provide an actual system of "alternative advancement" not tied to class & level, like Everquest's Alternative Advancement system.  ("The alternative advancement system is a non-level-based advancement options for those level 51 and above. It was originally one of the features of EverQuest: Shadows of Luclin.") (link)  Yes, this means adding a build point system into D&D.  But, it also means acknowledging that vertical advancement (levels, or class levels) are different than horizontal advancement (expanding options within a level by accumulating a wider horizontal base of competency). 

Obligatory Dark Souls Reference

 Dark Souls has a system of minor advances to stats & parameters as a character rises in level. The game also gives you +1 to a statistic such as strength. It is rigid & very structured, but also very opaque & poorly explained as a system. This would be the Vertical Advancement in this game. 

Horizontal Advancement would then be your gear & the player skill in using timing & environment to defeat challenges.


 
 
 
 
 
 

Saturday, January 9, 2021

Hello Again

 It's been a while since my last post. I wasn't nearly as active as I'd have liked, at least not with gaming. 

Some background: 

I almost lost my grandfather to cancer. He's had his leg amputated while battling cancer, & he went from my family's man of steel to begging for God to kill him. This sent a ripple effect through my family. 

I've been thinking of moving, to help take care of him, my grandmother (now wheelchair bound), and my godmother (now the oldest living member of my family. Wifey & family are largely on-board with the idea (except my kid ... sometimes). Work, however is moving at a glacial pace. I'm applying for jobs to transfer so I don't lose my seniority & abandon my career outright.

Future Plans, Revisited: 

I'm going to review some bullet points in my last post, and give some updates to those ideas. 

  • I would like to get the podcast going again, & want to work out a schedule with my partner to get some regular gaming in.  
Yeah ... we never really have been able to get things together again, with all the uncertainty of Covid-19 & the additional burdens of work-at-home, lack of childcare, uncertain schedules. I think I'm going to try to do a solo thing for a while instead. Just to get my creative juices flowing, I might be using a hack of D&D again just to get a bit more of my Wacken setting out there. 
  • I want to do a Romeo & Juliet inspired game using Green Ronin's Chronicle System, used in the Song of Ice & Fire rpg ("SIFRP"). One of the themes I discussed in the podcast was using the "wrong" system to sometimes play a game. SIFRP seemed like a largely ignored & much maligned system. I enjoyed the heck out of the quickstart, and I've gotten a copy of the Pocket Edition recently. I can see where people are saying the flaws in the system are ... and I've been coming up with ways to houserule around them.  We won't be using Westeros, but more of Shakespeare's weird "Sorta Italy" from the play, with some fantasy elements because I like that low magic fantasy feeling from ASoIaF.This is made difficult by the fact that SIFRP has seemingly disappeared entirely from Drivethru & Green Ronin's store.  
This is still really high in my list of things to do. I'm really glad Green Ronin got out their own version of the Chronicle system with Sword Chronicle. I have the pdf, & I'm going to get a copy of the hardcover as soon as I'm reasonably certain my wife won't throw something heavy at me for buying it. I honestly love some things about this system. 

I'll probably spend the next few weeks cobbling together a solid core of setting material, while I wrap my head fully around the new rules. I'm glad I printed out some advice from the old SIFRP forum, before that shut down.
  • I also want to start gaming in D&D 5e with my kid.  That will be a challenge in itself, but I might not podcast that.  It'll be more of a blog thing.  The challenge there will be more how to handle the issue of miniatures & my ideas of "set design" for representing dungeons & rooms.  
I'm not the only one who has been slipping into depression & not getting my gaming going, even while being stuck at home. My daughter has been struggling as well, trying to find ways to keep herself from just being miserable & vegging out. I've talked it over with her mom & she's reluctantly agreed to try gaming maybe once a month or so to keep kiddo's spirits up. We'll see.
  • I want to start sculpting again. 
  • I want to do some art for these games & for the blog again.  
I'm going to do some of this with the solo project I'm going to be doing. I may not have a lot of formal training - more classes in photography than anything else, but when digital was still a new thing. But, I'm going to try to get a physical version of some of the ideas in my head out into the world. 
  • My AD&D 2e pseudo Wacken (more Fantasy Wacken Inspired Post Apocalypse Inspired game set as an excuse to let me read up on the region & attempt to learn German), is put on hold while we jump to other systems & campaigns.  
This hasn't been abandoned. I'm going to make this setting more of the focus of my solo game over the next couple months, while I learn new systems & flesh out some other setting material for projects this year.  

Future Plans, Updated: 

  • My solo game will be a Dwarven character who will have adventures in my weird Fantasy Wacken where I set my AD&D 2e Keep on the Borderlands campaign. I think I'm going to use a hack of B/X because it's a much slimmer system without so many clunky parts as AD&D 2e. AD&D 2e may be a beautiful mess of a game, which I love deeply & which inspires a huge amount of nostalgia for me but ... I don't so much enjoy the idea of running that directly again. 
  • I'm waiting on the Savage Pathfinder kickstarter to buy into that idea. I want to see how changing the system out will change the ability to game out Golarion as a setting. This is a very "me" thing to do & I'm really happy someone else will do the heavy lifting. I probably wouldn't have gotten into Savage Worlds on its own without something like this kickstarter driving me into that system.
  • Since Savage Pathfinder won't be available until late 2021 at the earliest, I'll the shifting from my B/X hack into the Romeo & Juliet inspired Sword Chronicle game sometime in the early Spring this year. I'll post as I flesh out my campaign ideas for this setting. I'm re-reading R&J right now. I'll post more about this over the next few weeks.
  • I still want to do a Vampire 5th Edition game, but this appears to be another thing I'll have to do solo as well, and there's already a lot on my plate. I'll probably keep collecting my 1st Edition & V5 material, and keep a secret vault of V5 Chicago campaign notes as I do other projects. This might be something I pull out once in a while just to do something different & refresh my creativity.

Tuesday, June 9, 2020

Advanced Depressions & Disorders

By Way of Background: I have been diagnosed with Major Depressive Disorder ("MDD"). I've probably been struggling with this & other mental illness my whole life, but without a proper diagnosis until a couple years back.  Since then, I've been in therapy & feel like I have my life back under control. I also have physical disabilities, which will discuss further at some point.  My family has various diagnoses for things like Anxiety & OCD. (I hate OCD jokes - please refrain.)

Note: It is absolutely not my intent to mock people with mental illness, but rather to invite discussion by sharing my own struggles.  Anything I share under this tag will be my own personal views.

I know it's been quite some time since either a recent post, or a release of another episode of our podcast.  The truth is ... I am finding it exceedingly difficult to wrap my head around gaming in my vaguely post-apocalyptic fantasy AD&D world, while some very real apocalyptic events are going on in real time. 

I've been trying not to slip into a depressive state. It kind of takes all my spoons to work remotely, deal with the public when I am forced to do so (shopping for food, & things like licenses/stickers).  What little I have left has been spent collecting PDFs, reading, and trying to "plan" campaigns out, which I hope we will actually play at some point. 

I have been the opposite of social. 

Covid-19 has me maintaining as strict an isolation protocol as I can manage. I bought my family masks. I even made my own out of T-shirts until the orders of masks came in, so I could do the shopping.  When I do go outside, I immediately strip & take a shower, popping my clothes in the wash as I go.  If I don't do those things I have endless anxiety & can't sleep.  But ... the bills don't stop & the fridge won't fill itself. 

On top of that, the protests have made their presence known a few hundred feet from my house. The local stores still have the blockades left up. I am in a constant struggle with my dad to make him understand that black lives really do matter, this is a necessary part of a democracy, no the looters & protesters aren't the same thing, no I don't hate police - but gosh some of these guys need to not be cops. Dad was a cop, and one of the things he taught me was that bad cops will get good cops hurt or killed - but somehow he doesn't remember that lesson now. Protests are protected speech & they don't just arise in a vacuum.  They happen out of desperation & feeling like your voice isn't heard. 

But, I can't make him understand.  I may be mixed race, but I am also "white passing." I have a Caucasian last name, and unless I spend another summer in Mexico, there is little chance that my skin will turn coppery brown again.  I can't be out in the sun much anyway so my complexion can only be described as "vampiric pale."  

While, that hasn't stopped me from encountering my own kinds of bigotry & discrimination, I also recognize that it is orders of magnitude removed from what other people of color go through on a daily basis.  I can walk down the street & (mostly) not get harassed.  I can go to work, and not have to feel like I have to justify everything I do because it's always "not good enough."  And that's without even dealing with the issue of violence & disproportionate treatment in the system. 

At this point, my dad would try to change the subject.  I can already imagine some of the people who read this saying, "why do you have to bring politics into gaming?"  In truth, ... I few places in the US where politics doesn't reach. My student loans are suddenly a political thing. My daughter's healthcare & education are a political thing. My own mental & physical health is a political thing. Trying to bow out of the discussion is just paving the way for worse things to follow. I'm not here to tell you which way to think, but damn if some of you better start thinking about these things a lot deeper.

On to the Gaming:
I have been thinking of future plans.
  • I would like to get the podcast going again, & want to work out a schedule with my partner to get some regular gaming in. 
  • I want to do a Romeo & Juliet inspired game using Green Ronin's Chronicle System, used in the Song of Ice & Fire rpg ("SIFRP"). One of the themes I discussed in the podcast was using the "wrong" system to sometimes play a game. SIFRP seemed like a largely ignored & much maligned system. I enjoyed the heck out of the quickstart, and I've gotten a copy of the Pocket Edition recently. I can see where people are saying the flaws in the system are ... and I've been coming up with ways to houserule around them.  We won't be using Westeros, but more of Shakespeare's weird "Sorta Italy" from the play, with some fantasy elements because I like that low magic fantasy feeling from ASoIaF.This is made difficult by the fact that SIFRP has seemingly disappeared entirely from Drivethru & Green Ronin's store. 
  • I also want to start gaming in D&D 5e with my kid.  That will be a challenge in itself, but I might not podcast that.  It'll be more of a blog thing.  The challenge there will be more how to handle the issue of miniatures & my ideas of "set design" for representing dungeons & rooms. 
  • I want to start sculpting again. 
  • I want to do some art for these games & for the blog again. 
  • My AD&D 2e pseudo Wacken (more Fantasy Wacken Inspired Post Apocalypse Inspired game set as an excuse to let me read up on the region & attempt to learn German), is put on hold while we jump to other systems & campaigns. 
The gist of it is ... I have to stay busy.  Otherwise it's far too easy to just slip into a depressive state and just get nothing done at all. 

Monday, March 23, 2020

Feat Walls Continued


I have recently picked up the D&D 5th Edition PHB.  I was mildly excited to see some changes to the way feats are handled in that game.  

On the positive side, each individual feat does a lot more.  I was noticing that some feats were the equivalent of maybe three of their predecessors from the 3.x/PF era.  This is a good thing.  

On the negative side, there are two issues I'm seeing in my brief read of 5th Edition.  First, there are only about five actual feats that aren't class specific features.  I will admit this is taste/opinoin, but this doesn't feel like it is enough to represent character growth.  We're back to the idea of deeply investing levels until your "build" lets you not suck by becoming a one-trick pony.  

Moreover, there are still some versions of captive mechanics.  Page 75 of v5.1 of the 5th Edition System Reference document includes one example of a feat: Grappler.  (link)  The text reads as follows: 

Grappler
Prerequisite: Strength 13 orhigher
You’ve developed the skills necessary to hold your own in close-­‐quarters grappling.  You gain the following benefits:

• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you.  To do so, make another grapple check.  If you succeed, you and the creature are both restrained until the grapple ends.


 Why isn't this just a normal thing characters can do in the game?  Why does it need to be a feat?  I can see the feat gives you advantage on rolls, but is that worth it especially against the more flavorful & mechanically powerful options?  This is an example of a feat wall. 

Source:

Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.









Monday, February 17, 2020

F#ck Your Feat Wall

Please Note: Some of this series ("F#ck Your X," where X=a topic) will use strong language.  I come from a background where people can say their "f#ck yous", have a bite to eat, and laugh about it all.  Harsh language is there for spice & for laughs.  Arguments were between intellectual equals who wanted to hash out their differences.  They will make ideas and concepts stronger. 

I think it's vitally important to challenge each others' ideas.  Nobody is sacred.  No idea is unassailable, given the capacity for folks to engage in an actual discussion about the topic.  The same cannot be said for someone who refuses to engage, stands aloof, or slips straight into frothing rages.  Those aren't really arguments, or discussions.  I want discussion.

Feats


When AD&D 2nd Edition gave way to what would become 3rd Edition, I was truly excited.  When I picked up my copy of Dragon Magazine #264, I the article on page 28: Countdown to Third Edition.  No author was given but it was credited as, "courtesy of Vice President Ryan Dancey."

Once we got our 3rd Edition books & started gaming again, we had a lot of fun.  The concepts breathed life into our group.  The new mechanics were exciting & we wanted to explore these new idea spaces.  Months later, some of us realized there were some problems.

I think my biggest disappointment will be in what 3rd Ed. calls feats.  They seem like a character should be doing something extraordinary.  Google the definition of "feat" and Google itself will return the following: "an achievement that requires great courage, skill, or strength".  (link)  Dictionary.com shows the following definition: "a noteworthy or extraordinary act or achievement, usually displaying boldness, skill, etc."  (link) There is even a description built right into 3rd Ed. for extraordinary abilities, differentiating them from supernatural or spell-like abilities.  

"Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training." (link)  

Instead, what we got were lackluster things which added +2 to something, or locked mechanics behind feat walls until you could invest your limited number of feats & unlock them at higher levels.  There are several problems that arise from this.  


Builds vs. Class

The existence of feats creates an almost points based mini-game where feats, by their limited nature, become a kind of currency.  This isn't bad in and of itself, but it needs to be fully planned and explored.  But, the very existence of this concept vitiates the nature of a class.  (Now, I kind of don't like classes, so that isn't so bad.  More on this later.)  Your build takes priority over the class.  What you're playing isn't nearly as important as the build you use to do it.  This paved the way to character optimization which broke the game engine wide open like a bucket of buffalo wings on game night. 

Captive Mechanics

The next problem is the temptation of designers during the 3.x era to lock mechanics behind a feat.  Originally, there were examples of what could normally be done, and how the feat worked differently.  (More on this below.)  But, as time went on, the standards became fuzzy, leading to more and more mechanics being locked behind a Feat Wall.  Think: like a Pay Wall in a video game.  And much like the more problematic micro-transactions concept in video games, each new book would introduce more and more feats, sometimes slightly more powerful ones.  But, someone would have to buy those books to get at the new thing.  

Feat Chains made this problem even worse by making you go through multiple Feat Walls to get at what you want.  


They Kinda Sucked

With very rare exceptions (such as certain Metamagic Feats), the feats available to characters were utter disappointments. They were long on promise and short on delivery.  Look at Power Attack.  On page 84 of the 3rd Edition Players Handbook, it states the following: 


"On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn"  (link

Note: The 3.5 SRD adds some special text doubling the damage bonus for two-handed weapons, and specifying the damage for other weapons.  But, these things weren't in the 3.0 version as published.  

 This actually makes it harder to hit when, for a melee type - it's your main shtick.  This made two already existing problems much much worse: 1) monsters had numbers of hit points that were very inflated over prior editions, and 2) characters already had a multiple attack penalty of -5 to each additional attack taken - despite being someone of higher level and supposed competence.  

So ... given the nature of the d20 to have an equal chance to return any number between 1 to 20, it is entirely possible for a player to not hit the broad side of a barn the entire night.  I've seen entire parties just uselessly flailing like complete morons until the DM just mercifully TPK'd the lot of us.  

Also, keep in mind that feats like Power Attack were the prerequisite for Cleave, Great Cleave,
Improved Bull Rush, Improved Sunder and any number of other feats chains.  

In general, the tiny one time bonuses provided by feats did not scale well, and the bonuses they provided were somewhat insulting for how few feats players had to spend.  A meaningless choice is no choice at all.  (See Hobson's Choice.  link

Adding insult to injury, metamagic feats seemed similar, but were inherently better than almost all other feats.  Why was this?  Because unlike melee, magic nearly always worked & spellcasters increased in power with each spell they could cast, making a metamagic feat always useful.  I don't want to get into the whole LFQW problem here, but I am acknowledging that it exists.  

Conclusion

Feats were a kind of bait and switch. They promised that you'd be some kind of awesome, but ... instead you kind of sucked.  You had to invest heavily into feat chains, narrowing yourself into a one trick pony, and then ... you were either entirely the slave of dice probability or had to engage in Mother May I with the DM to hand you situations where your one trick would work.  

This sucked.  Either make each individual feat kind of awesome as a discrete entity (leaning very awesome if they're so limited), or make the hard choice & provide an actual system of "alternative advancement" not tied to class & level, like Everquest's Alternative Advancement system.  ("The alternative advancement system is a non-level-based advancement options for those level 51 and above. It was originally one of the features of EverQuest: Shadows of Luclin.") (link)  Yes, this means adding a build point system into D&D.  But, it also means acknowledging that vertical advancement (levels, or class levels) are different than horizontal advancement (expanding options within a level by accumulating a wider horizontal base of competency). 


Wednesday, January 22, 2020

Why the name DungeonCasual?

Years ago I became fascinated with the idea of an Art-Punk, DIY version of D&D. I'd become frustrated with 3.x derived D&D such as my old group's Pathfinder game. We'd abandoned our previous games of D&D 4th Ed & WHFRP 3rd Ed. 

After a TPK in Pathfinder I decided to bow out of the group. I didn't want to be "that guy" sitting at the table complaining about balance or mechanics. And my play style was obviously drifting away from that of the DM & I didn't want there to be conflict. 

So, I took the opportunity to read my gaming connection, to start collecting new games, & to really think about ideas that have been floating around inside my head for a while. 

One of the things I was thinking was entertaining unpopular ideas & games. 

I picked AD&D 2nd Edition because it seemed neglected by the OSR overall. There is the For Gold & Glory game, which I intend to purchase someday. There was the debacle of the Myth & Magic game, which married 3.x concepts with those from 2nd Ed, but things went horribly wrong. 

Another concept that fascinated me was using the "wrong game" to do campaigns. For example I've been wanting to do Planescape with the Buffy the Vampire Slayer rpg. 

But DungeonCasual came out of a tongue in cheek reference to DungeonPunk & Business Casual. I'll admit that I love the ridiculous visuals of DungeonPunk art. I was always on the periphery of Goths & Punks & the Death Metal scenes. My wife was a Goth. 

But I've spent the majority of my life in dead end Office Space like jobs. There the rule of the day seems to be a universal Business Casual dress code. And it is ridiculous. It sucks the life out of me. I wanted to do something cheeky to poke fun at my day job environment & celebrate the wackier side of my gaming hobby. 

Thus: DungeonCasual 

Monday, January 20, 2020

On Being Emotionally Invested (Potentially Too Much)

Hello! This is my first blog post and it’s going to be awkward because I’m trying not to spoil gameplay you haven’t heard yet. Apologies in advance because we’re leaving the well researched and clearly phrased type of posts that Caelson excels at and entering emotion land! You’ve been warned.

I started RPG gaming officially in 2017 while pregnant with my daughter, who you frequently hear screaming in the background of some episodes. At that time I was an emotional mess due to hormones and my own personal blend of crazy. However since giving birth and processing some things and medicating the crazy I am still a very emotional gamer. I don’t know if it’s because I had a very solitary childhood spent playing pretend in the woods around my house, or due to my love for transportive books that I can fall into and escape my mundane reality. Whatever it is, it makes me feel maybe a little too invested. But I can’t stop.

During our last session I constantly referred to Pete and Badger as “my boys.” I’m constantly referring to Sabine as “bae.” Even Dumbass Donnie gets a little sympathy in my eyes. I can’t help but feel like these characters which all sound eerily like Caelson are real parts of my life.

However an alternative struggle is that I am putting far too much of myself in Zabella. My own cautious anxiety colors a lot of my moves. I’m going to be working on some character building exercises that I’ll post here. A bit of creative process in fleshing out the character and making her feel a little less like the cute half elf version of my self. We’ll see how that goes and hopefully as we continue in game play from this point she’ll start to feel as real as the characters she’s grown to call family.

For those looking for insight and advice in creating a character I plan on putting my own attempts here and also posting things I find from other gamers I admire. There’s going to be a bit of a return to my theatrical roots. Remembering of training I’ve taken and forgotten and hopefully finally putting that Bachelor of Arts degree to good use.

Stay tuned my good nerds.
-FP

SWADE-wallon-ville-AGE

 I've been playing a version of Dungeons & Dragons since I was invited to my first game in 1989. My first character was a Druid in a...