For a change of pace, I was planning on running a non d20 game this weekend, perhaps the first one I have done in more than a year.
I picked my particular non-d20 game because it's simplicity allowed me to create whole npc and monster on the fly whole cloth. Something I haven't been able to do in DND yet, since I haven't memorized all the spells, CRs and etc.
And yet, when I was looking through this book that is smaller than the PHB, I was lost. The special powers section, one had to read the entire power description to discover a "casting time" and duration. Nothing was summarized at the top. And then it struck me.
Before I went back to DND for 3rd ed., such things didn't bother me before. I could make monsters and rule decisions on the fly and no one questioned my rulings, most of all myself. Now suddenly, I had felt I had to have things spelled out or I was doubting myself. I suddenly understood why it had been so hard for years to get anyone to play anything other than DND.
This not to disparenge DND and the players who need this sort of detail, nor it is to applaud those who can improv a whole game.
But I've sort of come full circle and understand the other side of the equation and I have gained an insight. So what now?
I suppose this is a plea to two sides of the gaming public.
One plea is to those may look at something new and dislike it because it's just plain unfamilar. I ask you to try, I've learned quite a few tricks that I have carried back into DND. I had "action points" in my games long before D20 Modern, d20 Starwars and Spycraft. I am still waiting on "Dramatic Editing" to come along.
The other plea is the side that completely avoids structure. Take a moment to be a little more prepared and it never hurts to double check facts once in a while. Perhaps it wouldn't hurt to take that prep time to write down organized cheat sheets for powers or monsters so that people can feel more confident they are making decision based on solid fact.
I picked my particular non-d20 game because it's simplicity allowed me to create whole npc and monster on the fly whole cloth. Something I haven't been able to do in DND yet, since I haven't memorized all the spells, CRs and etc.
And yet, when I was looking through this book that is smaller than the PHB, I was lost. The special powers section, one had to read the entire power description to discover a "casting time" and duration. Nothing was summarized at the top. And then it struck me.
Before I went back to DND for 3rd ed., such things didn't bother me before. I could make monsters and rule decisions on the fly and no one questioned my rulings, most of all myself. Now suddenly, I had felt I had to have things spelled out or I was doubting myself. I suddenly understood why it had been so hard for years to get anyone to play anything other than DND.
This not to disparenge DND and the players who need this sort of detail, nor it is to applaud those who can improv a whole game.
But I've sort of come full circle and understand the other side of the equation and I have gained an insight. So what now?
I suppose this is a plea to two sides of the gaming public.
One plea is to those may look at something new and dislike it because it's just plain unfamilar. I ask you to try, I've learned quite a few tricks that I have carried back into DND. I had "action points" in my games long before D20 Modern, d20 Starwars and Spycraft. I am still waiting on "Dramatic Editing" to come along.
The other plea is the side that completely avoids structure. Take a moment to be a little more prepared and it never hurts to double check facts once in a while. Perhaps it wouldn't hurt to take that prep time to write down organized cheat sheets for powers or monsters so that people can feel more confident they are making decision based on solid fact.