From Fabled Lands to 4E (and towards the Holy Grail of D&D)

Mercurius

Legend
A quick note: I was tempted to subtitle this post "or I how I learned to love the Grind," but couldn't figure out a suitably clever main title ("Dr. Powerslove"?).

Bear with me as this is long and rambly but hopefully will be of some interest to someone. The thread on RA Salvatore got me going again on a line of pondering that has been percolating for some time now and was previously exacerbated a few days ago by a recent purchase, the [ame="http://www.amazon.com/Fabled-Lands-1-War-Torn-Kingdom/dp/095673720X/"]first Fabled Lands book[/ame] by Dave Morris, author of the better-known Dragon Warriors game. I haven't played through it yet, but was very impressed by its simple game system.

If you aren't familiar with it, the core rule is 2d6 + ability vs. a target number. There are six main abilities that are gestalts of attributes and skills: Charisma, Combat, Magic, Sanctity, Scouting, and Thievery. Each of the six professions specializes in one of the abilities: Troubadour, Warrior, Mage, Priest, Wayfarer, and Rogue, respectively. A Rogue, for instance, will start with a 6 in Thievery, 5 in Charisma, 4 in Combat and Magic, 2 in Scouting, and 1 in Sanctity.

For a fight you roll 2d6 and add that to your Combat score, which must be higher than your opponent's Defence; the amount that it surpasses their Defence is how many Stamina points they lose.

There are one or two other rules (like certain items increase your ability scores, and your ability scores cannot surpass 12), but the entire rule set takes all of eight pages, and it took me just a couple short paragraphs to summarize the majority of it.

Fabled Lands is the definition of rules lite and is just about as elegant and flexible of a system as you can find. As I read through the rules it irritated that suppressed feeling that something has been lost (for me) in the modern iterations of Dungeons & Dragons (meaning, 3E and beyond) with their weight of endless feats, powers, and modifications. Don't get me wrong, I loved when the d20 3E came out in 2000 and still prefer modern D&D to the older, clunkier versions, but I also tend to get a bit of the "Splat Glut Blues" and miss the days of a simpler game. I have since learned to believe that more options does not necessarily mean a better game, especially when the differences between most of those options is rather minimal.

In some ways Fabled Lands is what I think a retro-clone should look like - it is simple, elegant, inspires improvisation and narrative, but also includes a basic, core engine that allows some degree of modifications, a core engine that was lacking in all versions of D&D prior 3E.

To get a bit more specific, Fabled Lands exacerbated the ongoing mild-to-moderate, and usually suppressed, irritation I have with the endless rules modifications of modern D&D. I play and enjoy 4E, but I sometimes feel that the power system takes away from imaginative play and that the majority of powers are just slight variations on a few basic things, yet at the same time lack the flavor of, say, the wide number of spells of previous editions. Most of my players don't even describe their combat actions, they just tell what power they are going to use. One or two of them do, but it actually stands out a bit in an awkward way, like "Why is he saying that? Just use the power and get to the next combatant in the initiative order."

I have tried to encourage my players to be creative and improvise combat actions, saying that they all have a "stunt power" which is an improvised standard action that will give them various bonuses depending upon how clever their description and action is. But no one ever uses it; if they are out of daily and encounter powers they'll either just use an at-will or a basic attack.

Now I'm sure that the experiences of 4E groups varies widely but I think my experience is far from rare; in fact, I think it is the norm. But you know what? I'm OK with that - 4E combat is a blast (as long as the grind doesn't get out of hand and I am willing to reduce monster HP as necessary). I have learned to enjoy 4E for what it is and it is overall my favorite, or at least currently preferred, edition of the Dungeons & Dragons game. 4E combat is a war game and a fun one at that, but I can't shake the nagging feeling that something is missing...

I still believe, perhaps naively, that the Holy Grail of D&D is possible. What do I mean by the Holy Grail of D&D? Well, perhaps I should clarify and say my Holy Grail, which would be a modular system that allows for a variety of complexity levels, game styles, and customizations. It would allow for a game as simple as the Fabled Lands or as complex as 3.5 or 4E; it would allow for off-the-farm rubes picking up rusty swords against orcs for the first time, to demigods doing battle with Asmodeus in his citadel of Malsheem in Nessus. It would allow for simple characters with very basic statistics to complexly detailed characters with dozens of powers and customizations. And so forth.

Why does D&D have to be everything for everyone or anyone who wants to play it? It doesn't, of course -- and there are tons of great games out there that deserve to be played, many of which I would even say are "better" from a pure design perspective. But I'll be honest: D&D is the game I grew up with and it will always be closest to my heart.

By way of explanation, I am a long-time fan of the LA Angels baseball team. Sometime early in the Dark Years of the 90s, when they never went to the playoffs, I tried switching over to a more successful franchise. But I couldn't; I loved (and still love) the Angels as I was imprinted on them at a very early age, and I have learned to accept that love and ride with them through thick and thin (they have since rewarded this love with a World Series victory in 2002 and a very successful decade since).

I love D&D and it will likely always be my favorite game. I love rolling all of the polyhedral dice, especially d20s; I love having hundreds of books on my shelf that I rarely reference but can always pull down and browse through. I love that there are a half dozen or so distinct versions of the game, each with their own strengths and weaknesses, quirks and foibles. I love the wide range of idiosyncratic monsters and tropes; what other game has gelatinous cubes and neo-otyughs and owlbears and flumphs? And I love how the game continues to change as the designers seek to adapt it to a changing market, as well as try to improve the experience at the game table.

But I want D&D to be better, to be idiosyncratic and simple and elegant and customizable and flexible. Yes, I want to have my cake and eat it to. As I said, I want D&D to be more flexible, with a wider range of play styles, from Fabled Lands-esque to 4E, from a role-playing game of imagination to a wargame of tactics and virtual table-tops. From fighting nearly to the death against a lowly orc thug to consorting with the gods of the planes. This Holy Grail may not exist, but like the target of Zeno's arrow, I believe that we can come ever-closer to it.

For some time now I've been simmering on one of the many backburners of my mind with a hypothetical "5E" D&D that embodies this Holy Grail. I have realized that in order to ever come close to creating such a monstrosity, I would have to start with a core game as simple, elegant, and flexible as the Fabled Lands. The d20 system allows for this and, as far as I know, some have tried something similar (e.g. Microlite). What I don't think has really been done is the modularity - the ability to "port in" and "paste on" various sub-systems, both depending upon the campaign but even on the situation. What if you want to use a really simple system for parts or aspects of a campaign but not others? What if you want the skirmish with the band of goblins to be quick and simple, but the final battle of a given adventure against the black dragon to use complex tactics?

Is this possible? I don't know, but I think so, and I see nothing wrong with giving it a go. Hopefully at some point I will find the time and muster the inspiration to try to pencil out this Holy Grail, or at least give it a fighting shot. It is a dream I have...
 

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When the Fabled Lands books came out, I came to a similar conclusion about the elegant ruleset and immediately used them as the foundation of my own FRPG.

Yeah, another fantasy heartbreaker.

Interestingly, in a strange case of parallel development, I came up with three defences rather than the five saving throw categories that AD&D was using at the time. I also had something like feats, but these were stolen from the 1st edition of the Warhammer Fantasy Roleplaying Game.

Unfortunately I don't have my notes anymore but I think about those rules at least a couple of times a year when I am hankering for something a bit more simple.
 

After encountering games like Chronicles of Ramlar, C&C and Savage Worlds, I've had a similar epiphany.

One of the big things that pulls me away from 4E is actually all the powers. I find myself longing for the days of "I attack with my sword" (even though my group never really did that). I find it distracting the variety of powers that crop up for 4E characters, often I'd rather just use basic powers and forget the existance of encounter and daily powers. Also, I've become bothered by the rule-lawyerness that I see surrounding the game. It was bad in 3E (as much as I liked the version overall), but glancing through 4E threads it's become enough to make me puke nowadays. Arguments about how to interpret what a power or item mechanically says, rather than what's interesting or imaginative to the story at hand. It doesn't so much feel like a game of make-believe as game of "interpret this rule/calculate this build".

As far as mechanics go, I certainly like relevant options for characters - if you say you're character is a pirate and the mechanics can back you in doing piratey things, for example. But the rules for games such as 4E have gotten in the way of the enjoyment of the game, and it has become a ruleset I can't play, but I can't walk away from completely either.

I'd bought the Red Box as a preorder, hoping that essentials would bring some changes around that make the game more palatable for me and my son - who is now about the age I was when I first learned of D&D. Unfortunately, the Red Box did not impress. It was still the same basic 4E, cumbersome and rule-of-law heavy. It really made me long to pull out my BECMI Red Box and just play through that.

Even the Ravenloft Board Game, which I pulled out this weekend, didn't impress my family. Somehow, it felt too forced, too rule-heavy - unlike my experiences with (Advanced) Heroquest, The Dungeon Boardgame and even Descent.

I want to continue to like and follow D&D, but something about the "heaviness" of the 4E system just eats away at me. I've luckily found other games that I have found enjoyable, but they just aren't D&D.
 

Thanks for the replies - sorry about the lateness of my own.

Scrivener, too bad you lost those notes - I would have liked to see them. I'm thinking of trying to make a Fabled Lands-esque version of 4E, stripped down and about as simple but with the possibility of adding on whatever details from standard 4E as you could want. It isn't at the top of my Creative Queue, but I'll try to put some time in during my few weeks off coming up (I'm a teacher).

Stormonu, I hear you about powers. On one hand, I enjoy the tactical element of them, but on the other the problem is--as many have noted--that if you have too many concrete options, you end up not being as creative and improvisational. If your only "power" is Attack, then you have infinite room for improvising what exactly you do, with the DM being able to come up with modifiers on the fly (or with guidance).

In other words, and by way of example, instead of making an encounter power attack that gives 2W damage and slides the opponent one space, a player could say "I move to the side of my opponent, jumping against the wall and propelling into him for more power, hoping to cause more damage and move him." There would be various ways to handle this, such as "OK, you get a -3 to attack; if you are successful, you do 2W damage and move your opponent." Or "Use a 'Stunt Point' and if you are successful you do 2W damage and move your opponent." Etc.

Now you still could do this sort of thing, but it is sort of the basic laziness principle: a lot of creative stuff comes out of having nothing to do, no distractions, no concrete options. I started getting into worldbuilding when I was 12-years old because all of my friends lived an hour away and I didn't see them on weekends for a whole year (until we moved closer). I remember pulling my eyes out with boredom until I started drawing maps (this is also why I think tv and video games for kids, at least in excess, can be hugely detrimental to the development of their imagination and creative capacities, but I digress...).

Speaking of which, I'm off to teach a class....and it just happens to be World Building!
 

I agree with what has been said about the powers and how they seem to get in the way of the fun, and the imagination in my opinion. I think what keeps me wanting to play games other than 4E is that in 4E you are such a powerhouse and nothing "realistically" can stop you.

I think I miss the retro-feeling of fighting tooth-and-nail to win out over the evil villain and seeing my character grow both as a person and as a hero. Even though I hit the tail-end of 2nd Edition and really started with 3E this is the best way I can describe the feeling I want from a Role Playing game. Especially D&D.
 

Is this possible? I don't know, but I think so, and I see nothing wrong with giving it a go. Hopefully at some point I will find the time and muster the inspiration to try to pencil out this Holy Grail, or at least give it a fighting shot. It is a dream I have...

This is a bit of a thread necro, but as a matter of interest the Fabled Lands RPG was just released last week. It uses the system from the gamebooks but it has been expanded to make it more robust for multiplayer play.

It looks very well designed so far with the whole book clocking it at just 180 pages (including setting). It also looks excellent for doing rules light/med yet flavourful D&D style adventuring, even to the extent of allowing miniature based combat (a very light version) or not.

I personally like how it has a detailed skill system but rather than skill, they are all driven from the 8 base stats.

FABLED_LANDS_RPG_C7.jpg


Its available from Cubicle 7, though its designed by Greywood Publishing.
 

I want to comment on one point of disagreement here, before I get to the rest of the OP, which I generally agree with...

In some ways Fabled Lands is what I think a retro-clone should look like - it is simple, elegant, inspires improvisation and narrative, but also includes a basic, core engine that allows some degree of modifications, a core engine that was lacking in all versions of D&D prior 3E.

True retro-clones are attempts to be actual clones. That is, as close to the original rules as legally possible. They are not attempts improve on what has already been written, but rather attempts to get what's no longer in print back into print and have new support for those rules. There are actually very few true retro-clones - OSRIC (1e), Swords & Wizardry (OD&D), and Labyrinth Lord (B/X D&D) are the main ones.

There are a number of what you might call pseudo-clones and those generally are attempts to do exactly what the OP is describing. (Whether they succeed or not...) These would include such games as Castles & Crusades, BFRPG, Lamentations of the Flame Princess, Dungeon Crawl Classics, the new version of Hackmaster, plus numerous others.

That said, I otherwise agree in large part with what the OP is saying. I'm not entirely sure when I had a similar revelation.

It may have been after reading the rules for Encounter Critical (a mock-old school farce game) with a big, goofy smile on my face the entire time, feeling that those 30-ish pages did more to inspire me to WANT to play than any new game material I'd read in decades.

It may have been while I was thumbing through 90 or so pages of my FLGS's copy of Space Munchkin, when one of the other customers held up the 500-some page Pathfinder core rule book, and I thought to myself, "Why on earth would I buy that instead of this?"

It may have been when I picked up the brand spanking new 200-page 4e PHB, opened it up, barely glancing at the words before putting it down and thinking to myself, "I just don't care anymore."

I, and I would assume the vast majority of veteran rpg-ers, have long known that we don't NEED a gigantic rule book to run a good game. But more recently, I've realized that I don't WANT a bunch of rules. They've become a burden to me, instead of a tool. They detract from my fun.

B/X D&D was as complete a game as I've ever wanted, and the authors got the game across in about 120 pages, with a bit of duplication in the two books. That included a sample dungeon, sample wilderness area, and a whole bunch of advice on running a game and procedural tutorials.

If WotC wanted to use the B/X template as their core D&D game, to allow someone who just didn't want to deal with all the other baggage, while still being able to use their core rules for a complete campaign, they could get me back in the fold.

I was hoping Essentials would be that product. It wasn't. Nevertheless, I went to the FLGS in a fit of nostalgia, fully intending to get the Red Box. I fought off the fit and bought Green Ronin's Dragon Age frpg instead. It was almost everything I thought the Red Box should be.
 

B/X D&D was as complete a game as I've ever wanted, and the authors got the game across in about 120 pages, with a bit of duplication in the two books. That included a sample dungeon, sample wilderness area, and a whole bunch of advice on running a game and procedural tutorials.
I would say that the sample dungeon, sample wilderness area, advice, and procedural tutorials were far more valuable that the rules.

Once you "get" D&D, you can lead a group of new players on an adventure with no rules to speak of.
 

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