1e
It got the job done and there was nothing else like it. Which is all there is to say about it, really. Some grogtards really worship this shit like there was no improvement possible, as if antiquity equates quality. You know the kind of people that I'm talking about --there is no label group more afraid of the new than nerds.
2e
I do miss kits, distinct/non-generic campaign settings, and specialty priests. I sort of miss how the character classes weren't balanced and didn't try to be, but had different XP tables. The campaign settings were actually different from each other instead of being some sort of fantasy lowest common denominator shit. They actually had real themes built into the setting --you didn't see anything like Dark Sun or Planescape come out of 3e, even with the open gaming license. And there could be whack ass shit that worked like a ranger kit that slowly turns into a treant, and grew extra arms. On the other hand, there would be whack ass shit that didn't work, like the mechanician sha'ir class. But there was the Peasant Hero, the Warlock, the Jackal, the Myrmidon, the Wild Mage, and lots of others that I can't even remember that seemed juuustst right.
I don't miss the fragility of low level characters (wizards with 1 hit point, negative HP was optional for over a decade) or the relative monotony of going up levels, nor the gibberish saving throws. Nor the completely arbitrary limitations (dwarves can't be paladins, etc).
3e
Third edition made some serious improvements but also had a lot of problems --I can't remember a single 2e fight taking as long as the average fight in 3e. I don't like feats being more important than classes. I don't like the hundreds of buff spells and modifier types and so forth. More of the classes were useful, but bards were somehow worse than in 2e --every other class had a noticeable power jump. Clerics were still healing batteries first and interesting second. I would buy entire source books just to use five pages of them... fuck, I'd buy entire lines of sourcebooks just to use five pages of them, and even then it would be one feat that occupied a single paragraph, and half of that would be repetitive mechanics information with maybe a quote from every marketing major's darking, the iconic character Lidda, thrown in.
The OGL: Jesus, you could legally publish your own campaign or sourcebook. Which was amazing -lots of non-fantasy games including some that were reputably worth playing --like Mutants and Masterminds, or creative like Godlike). Even with the complete market glut of shitty, unbalanced products, like The Adventurer's Guide To Amazons and its cousins. I guess Hasbro is continuing this in 4e, which is both good and bad.
4e
Is it possible for something to be too balanced? I dunno. There are a lot of things that I really like, a lot of bullshit fixed, but it's a little too precise, at certain points I think to myself "maybe I'd be better off playing left for dead" since that's basically what I'm going for. Well, left4dead meets A Confederacy of Dunces.
I dunno. Lots of 1 round benefits, lots of moving people around the battlefield. I don't know why they even bothered to retain feats in this edition, they're so shitty. They moved away from skillpoints towards what are basically Non-Weapon Proficiencies, which I think a useful anachronism. They also pander completely to the sort of player that I wouldn't be interested in having around.
Again, I dunno. There's some serious mechanics sprawl with saving throws and Defenses (what used to be called Saves). The classes are so perfectly balanced that it's intimidating to try and develop your own classes and abilities. It feels like they actually tried to make it so that things would not be backwards compatible --they slew the sacred cows and then, in lieu of making hamburgers, they made WoW on paper.
It's like they remade the game so that it was so cold and predictable that WoW would be a perfect replacement. There's got to be a sort of balance between rules and drama --and this ain't it.
Monday, June 8, 2009
Saturday, June 6, 2009
The RPG Kool Aid pt II
My disillusionment came on slow. I drank the kool aid for a long, long time. When 3e came out, I didn't mind one bit. The 2e rules were stale, I'd done everything that could be done with them and, although I was disappointed at Wizards' transparent attempts to sell miniatures via D&D, I was ready to move on the next edition.
Still, the many flaws stood out. Prior to 3e, miniatures were deliciously optional. And it's true (as was asserted when creating 4e) that choosing feats in 3e was more important than choosing a class, that the fighting in 3e was more complicated. The weapons didn't offer much variety, the skill point system was an entirely new level of complexity, and the combat took much longer.
But despite these and other misgivings, I helped myself to cup after cup of sugary red kool aid. I would buy huge splat books just for the six pages with feats, and even then only a third of the feats would even be well-designed, let alone useful to my players. Fluff in rpg books is usually useless, and often bad, but the text in the 3e books was cliche to the point of being infantile. The monster books remained useful, as indeed my 1e and 2e books did.
Hiccups
Yes, there were hiccups. Simple fights taking three hours a round, for example. Entire books that seemed to take themselves seriously and yet, failed to satiate this hunger I had for a better game. But I persevered. Then 4e came out.
I was a little naive. All of the changes that I heard about prior to publishing sounded good. Things seemed to be getting fixed. Some of my house rules even ended up canonized through some sort of process of rpg convergent evolution. When I cracked open the book and was greeted by dragon men and demon men, it was fine. I could just skip ahead --I wouldn't need to use that sort of thing, and it's just there to cater to the lowest common denominator of role-player, anyway.
Yes, everything would be fine, I told myself.
Fourth Time Is The Charm
At last the day came when I had a copy of the glossy, art-heavy, designed by marketing majors Player's Handbook. And I tried to use the rules. They were useless and actually prevented me from enjoying myself. I'm not talking about the usual hurdles with learning a new rules system, I'm talking about the design choices.
All of the characters are the same. All of the class flavor is beaten out of them --the differences between are marginal. The fights take even longer than 4e, stretching even my patience. Blech.
What caused these terrible changes to the game that I love? What could have made the marketing execs at Hasbro say to themselves, "let's make the game like this."
Well, obviously: World of Warcraft. Thanks to the brand identity messiahs in Hasbro's basement thinking they can tap into some sort of consumer confusion, you too can know the joyful tepidity of being the tank for band of asperger-lite neck-beards. Thrill as you deal progressively more monotonous amounts of damage in an ever so slightly different way than the other people sitting at the table. Soar as you experience the wretched grind and quest for purple items.
Not that there wasn't good stuff. Many of 3e's foibles were finessed, and even more of 1e and 2e's sacred cows were slain. But the changes are so comprehensive that one may as well be playing a different game, and that game may as well be WoW.
No thanks.
Still, the many flaws stood out. Prior to 3e, miniatures were deliciously optional. And it's true (as was asserted when creating 4e) that choosing feats in 3e was more important than choosing a class, that the fighting in 3e was more complicated. The weapons didn't offer much variety, the skill point system was an entirely new level of complexity, and the combat took much longer.
But despite these and other misgivings, I helped myself to cup after cup of sugary red kool aid. I would buy huge splat books just for the six pages with feats, and even then only a third of the feats would even be well-designed, let alone useful to my players. Fluff in rpg books is usually useless, and often bad, but the text in the 3e books was cliche to the point of being infantile. The monster books remained useful, as indeed my 1e and 2e books did.
Hiccups
Yes, there were hiccups. Simple fights taking three hours a round, for example. Entire books that seemed to take themselves seriously and yet, failed to satiate this hunger I had for a better game. But I persevered. Then 4e came out.
I was a little naive. All of the changes that I heard about prior to publishing sounded good. Things seemed to be getting fixed. Some of my house rules even ended up canonized through some sort of process of rpg convergent evolution. When I cracked open the book and was greeted by dragon men and demon men, it was fine. I could just skip ahead --I wouldn't need to use that sort of thing, and it's just there to cater to the lowest common denominator of role-player, anyway.
Yes, everything would be fine, I told myself.
Fourth Time Is The Charm
At last the day came when I had a copy of the glossy, art-heavy, designed by marketing majors Player's Handbook. And I tried to use the rules. They were useless and actually prevented me from enjoying myself. I'm not talking about the usual hurdles with learning a new rules system, I'm talking about the design choices.
All of the characters are the same. All of the class flavor is beaten out of them --the differences between are marginal. The fights take even longer than 4e, stretching even my patience. Blech.
What caused these terrible changes to the game that I love? What could have made the marketing execs at Hasbro say to themselves, "let's make the game like this."
Well, obviously: World of Warcraft. Thanks to the brand identity messiahs in Hasbro's basement thinking they can tap into some sort of consumer confusion, you too can know the joyful tepidity of being the tank for band of asperger-lite neck-beards. Thrill as you deal progressively more monotonous amounts of damage in an ever so slightly different way than the other people sitting at the table. Soar as you experience the wretched grind and quest for purple items.
Not that there wasn't good stuff. Many of 3e's foibles were finessed, and even more of 1e and 2e's sacred cows were slain. But the changes are so comprehensive that one may as well be playing a different game, and that game may as well be WoW.
No thanks.
Labels:
bitter,
how dare you insult my game sir,
vitriol
Sunday, May 31, 2009
Subverted Modron
Subverted ModronA clockwork outsider from the lawfully aligned planes, reprogrammed by a clockwork mechanician to serve him.
Init -5
Speed 6
HP 100, Bloody 50
AC 13
F +5 R +1 W+3
-Resists: poison 10, misc 10 (see below)
Pliers +10
Dmg 1d6 + 5.
Orderly Combat: Once per round when the modron is targeted with an offensive spell, he may immediately cast a spell that targets the source of the spell.
Spells: Burning Hands, Flame Arrows, Incinerating Touch. (Swap with any first to third level spells that you like)
Orderly Adaption: Once per round when the modron suffers energy damage, he may immediately change his misc energy resistance to that energy type. This does not help against that particular energy attack, but remains that energy resistance until the end of the encounter or the modron decides to change it.
Logical Aura: Any creature opposing you must roll a Will save DC 20 at the start of the encounter, or become delirious for the duration of the encounter.
Wednesday, May 20, 2009
Clockwork Prawnalope aka "The Brillig Beasty"

This was the boss of the "futuristic" clockwork dungeon that my PCs have just hacked their way through. It was a pretty neat dungeon, I'm digging the clockwork chic. I omitted the limb loss stuff that all my bosses/minibosses in this campaign have.

Mechanical Prawnalope (huge construct)
A mechanical creatures resembling a cross between a deer and a giant prawn.
Init +5
Speed 8
HP 140, Bloody 70
AC 17
F +11
R +4
W +3
-Resists: Electric 20
Claw +9 (Crit 17-20)
dmg 1d10
-May make Whirlwind Attack as a full round action.
-Ram: When struck by a ranged attack or spell, the prawnalope may immediately charge the source of the damage and make an attack, assuming that the target is within its movement range. If the attack hits, the target is knocked prone unless he is wearing heavy armor.
-Bloody: When first bloodied, the prawnalope may emit a medium range lightning bolt that is 10' wide and inflicts 24 damage, Reflex 19 for half.
-While bloodied, the prawnalope's whirlwind and ram damage increase by 2d6 damage.
-Death: When destroyed, the prawnalope explodes, causing 8 fire damage to creatures within short range.
Wednesday, May 13, 2009
Rust Snark

My present adventure is going pretty well. The PCs have found a clockwork garden from a lost civilization, a sort of clockwork Xanadu. They fought a slightly tougher version of the Snark, given here. The picture is by me, though I based some of the line work on a random google image that I found.

Rust Snark (huge construct)
A clockwork monster that resembles a cross between a shark and a lobster. It is surrounded by a cloud of poisonous corrosion.
Init +0
Speed 6
HP 100, Bloody 50
AC 17
F +10 R +2 W+5
-Resists: Fire 10, Cold 10
-Vuln: Electric 5
Chomp +9 Dmg 1d12
-Critical 18-20: On a critical, the shark bites off a limb. Any equipment worn on that limb is destroyed, even if not made of ferrous metal. Limb Loss Table (d6): 1-3: Leg, 4-5: Secondary Arm, 6: Primary Arm.
Aura: On the snark's turn, it automatically inflicts 4 poison damage to all adjacent creatures.
-Breath Weapon: The creature may exhale a short range cone of corrosion as a move action, 14 poison damage, Reflex 17 for half. It may not use this ability two rounds in a row. If a natural roll of 1-3 is rolled on this save, a piece of equipment is also destroyed. Roll 1d10 to determine which slot: 1: Head, 2: Neck, 3: Hands, 4: Waist, 5: Cloak, 6: Feet, 7: Ring, 8: Weapon/Implement, 9-10: Armor.
-Like Clockwork: This creature is immune to mind and metabolic effects.
-Bloody: When the snark becomes bloodied, it may immediately charge and make a chomp attack against the source of the damage that rendered it bloody, if the damage source is within range.
-Death: When the snark is slain, it explodes in a cloud of burning corrosion. Creatures within short range suffer as though targeted by it's breath weapon.
Sunday, May 10, 2009
New Campaign World Map
Friday, May 1, 2009
Edgy Commentary About The Forgotten Realms
Baby's First RPG
With a slight Dragon Quest prelude, my roleplaying teeth were cut on the 2e Forgotten Realms Campaign Setting boxed set. It was and is a terrible setting. There were a few things I liked. The adventure portion was all right. It had exploration, infiltration, weird shit, and best of all, an evil plan to foil. The pictures of NPCs were very shi-shi, too.
An Exercise In Bland, Derivative Drivel
Unfortunately, it also acclimated the player to the bland, derivative Realms setting. Beyond the cheesy, instantly cliched characters, the indecisively vast pantheon, and the novel-cum-game profit model, it committed an unforgivable sin. It failed to convince me, even at age thirteen, that there was really a place where the players could be heroes. As best I could tell, the big guys had it under control.
And the big guys, oy. It felt like there was some kind of weird adventurer class struggle going on. Elminster would make cameos in published modules so you could brush shoulders with people that actually matter in the campaign world. Never mind that Elminster is the most obvious fantasy character cliche in existence. And never mind that the character it ripped off was pretty tepid, too. If Gandalf was a stately nod toward Merlin, then Elminster is a burning paper bag left on Gandalf's front porch.
Worse and Worse
Since then, the situation has worsened. Campaign settings don't update well. Every edition, the Realms has had some lame catastrophe occur to justify whatever changes the game designers would make, and more schlock would get plastered onto the earlier layers of schlock. The Time of Troubles was like a bad Neil Gaiman novel, and the more recent 4e moon magic crap is even worse. Just another excuse to showcase novels about drow and half-dragons, cat people and dinosaur people. Give it a rest, dudes.
I have played in other peoples' well-meaning attempts to run Realms campaigns. They have been festooned with chaotic good drow, thinly veiled attempts on the part of the DMs to insert their own characters into the Realms metaplot, and otherwise were complete let-downs. This is less a commentary on the Realms, than a commentary on the kind of people that the Realms attracts.
Themeless
Part of the problem with the Realms is that they don't have a unifying theme. Or if they do, I'm completely mystified about what it could be. Dark Sun had ecological and liberty-related themes. Planescape had philosophical struggle. Even Spelljammer had exploration. If I had to sum up the theme of the Realms in a few words, and I had to use words with more than four letters, I'd probably call it "excess by design."
The sole joy for me to find in the Realms is pushing the envelope and misusing the setting to scandalize people that actually like it. A good example: Dark-skinned elves that murder and attack the surface? Well let me tell you, my Sun Elf knew just how to deal with that sort of criminal. I got to roleplay a lynching!
With a slight Dragon Quest prelude, my roleplaying teeth were cut on the 2e Forgotten Realms Campaign Setting boxed set. It was and is a terrible setting. There were a few things I liked. The adventure portion was all right. It had exploration, infiltration, weird shit, and best of all, an evil plan to foil. The pictures of NPCs were very shi-shi, too.
An Exercise In Bland, Derivative Drivel
Unfortunately, it also acclimated the player to the bland, derivative Realms setting. Beyond the cheesy, instantly cliched characters, the indecisively vast pantheon, and the novel-cum-game profit model, it committed an unforgivable sin. It failed to convince me, even at age thirteen, that there was really a place where the players could be heroes. As best I could tell, the big guys had it under control.
And the big guys, oy. It felt like there was some kind of weird adventurer class struggle going on. Elminster would make cameos in published modules so you could brush shoulders with people that actually matter in the campaign world. Never mind that Elminster is the most obvious fantasy character cliche in existence. And never mind that the character it ripped off was pretty tepid, too. If Gandalf was a stately nod toward Merlin, then Elminster is a burning paper bag left on Gandalf's front porch.
Worse and Worse
Since then, the situation has worsened. Campaign settings don't update well. Every edition, the Realms has had some lame catastrophe occur to justify whatever changes the game designers would make, and more schlock would get plastered onto the earlier layers of schlock. The Time of Troubles was like a bad Neil Gaiman novel, and the more recent 4e moon magic crap is even worse. Just another excuse to showcase novels about drow and half-dragons, cat people and dinosaur people. Give it a rest, dudes.
I have played in other peoples' well-meaning attempts to run Realms campaigns. They have been festooned with chaotic good drow, thinly veiled attempts on the part of the DMs to insert their own characters into the Realms metaplot, and otherwise were complete let-downs. This is less a commentary on the Realms, than a commentary on the kind of people that the Realms attracts.
Themeless
Part of the problem with the Realms is that they don't have a unifying theme. Or if they do, I'm completely mystified about what it could be. Dark Sun had ecological and liberty-related themes. Planescape had philosophical struggle. Even Spelljammer had exploration. If I had to sum up the theme of the Realms in a few words, and I had to use words with more than four letters, I'd probably call it "excess by design."
The sole joy for me to find in the Realms is pushing the envelope and misusing the setting to scandalize people that actually like it. A good example: Dark-skinned elves that murder and attack the surface? Well let me tell you, my Sun Elf knew just how to deal with that sort of criminal. I got to roleplay a lynching!
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