D&D 5E Is 5e going to be a fantasy heartbreaker?

pemerton

Legend
I was rereading Ron Edwards' fantasy hearbreaker essays, and they prompted the question in the thread title.

Of course, 5e can't really be a fantasy heartbreaker - it doesn't tick the relevant boxes on publishing context, or design. But I was struck by Edwards' account of the imaginative content of a fantasy heartbreaker:

A Fantasy Heartbreaker's basic, imaginative content is "fantasy" using gaming, specifically D&D, as the inspirational text. What's D&D Fantasy? Well, it's about seting up a character starting-point with a strong random component as well as a strong strategy component, having encounters, surviving them (or not), and improving. What characters do is travel, team up, bicker a bit, walk a tightrope between cooperating and exploiting one another, suss out threats (risk assessment is a big deal), and fight with unavoidable or especially rewarding ones. Some giveaway details: gotta have elves and dwarves, gotta have underground complexes, gotta have teams of adventurers, gotta have array of tactical possibilites for combat (armor/weapons), gotta have similar array of spells, gotta ramp up the range and scope of both arrays with "experience," and gotta have a chock-full smorgasbord of threats. . .

Another issue concerns the three-plateau assumption regarding a character over time: a prolonged "weeny" stage, a brief "pretty damn good" stage, and an upwardly-spiralling "unstoppable" stage, straight out of old-school D&D. When faced with a potential threat, the first thing to do is decide whether it's out of your league, and the second thing to do, if it's in your league, is to identify its particular limiting factor relative to your own. Let's check out this issue a bit more carefully, though - I think it's central to D&D fantasy that a character must start with a very high risk of dying and very little ability to change the world around him or her, and then increase in effectiveness, scope, and ability to sustain damage, all on a positive exponential fashion.

The concept seems to be that the player must serve his or her time as a schlub, greatly risking the character's existence, in order to enjoy the increased array and benefits of the powers, ability, and effectiveness that can only be accumulated through the reward-system. An enormous amount of the draw to play a particular game seems to be based on explicitly laying out what the character might be able to do, later, if he or she lives. I want to distinguish this paradigm very sharply from the baseline "character improves through time" found in most role-playing games. This is something much, much more specific. . .

The key assumption throughout all these games is that if a gaming experience is to be intelligent (and all Fantasy Heartbreakers make this claim), then the most players can be relied upon to provide is kind of the "Id" of play - strategizing, killing, and conniving throughout the session. They are the raw energy, the driving "go," and the GM's role is to say, "You just scrap, strive, and kill, and I'll show ya, with this book, how it's all a brilliant evocative fantasy."

It's not Illusionism - there's no illusion at all, just movement across the landscape and the willingness to fight as the baseline player things to do. At worst, the players are apparently slathering kill-counters using simple alignment systems to set the bar for a given group (e.g. Deathstalkers); sometimes, they are encouraged to give characters "personality" like "hates fish" or "likes fancy clothes"; and most of the time, they're just absent from the text, "Player who? Character who?" (e.g. Undiscovered). The Explorative, imaginative pleasure experienced by a player - and most importantly, communicated among players - simply doesn't factor into play at all, even in the more Simulationist Fantasy Heartbreakers, which are universally centered on Setting.​

I don't mind a game that supports this sort of play, but I hope that this is not the only sort of play it supports. When I hear about playtest runs throught the Lost Caverns of Tsojcanth, though, I get worried.
 

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UngainlyTitan

Legend
Supporter
On the basic question D&D pretty much has to support D&D style play out of the box, so cannot be accused of being a heartbreaker on that basis.
As for the rest, worry about when you have some solid basis to worry about it.
 

BluSponge

Explorer
4e would have been considered a fantasy heartbreaker if it had any other name or publisher on the cover. Whether or not 5e finds itself in the same boat remains to be seen. (And yes, technically, Pathfinder might be considered a heartbreaker too, but the OGL throws a monkey wrench into that equation.)

Tom
Who loves fantasy heartbreakers
 

billd91

Not your screen monkey (he/him)
Pemerton, I know you're a Ron Edwards fan and I don't want to insult your taste in gamer ruminations, but is all of his stuff as elitist and sneering as what you've excerpted?
 

Dausuul

Legend
No one I have ever encountered has embraced the concept of "badwrongfun" in the way Ron Edwards has.

I'm sure he would call 5E a fantasy heartbreaker, along with every other edition of D&D, if they didn't bear the D&D logo. I don't see any reason to pay attention, however. From what I've read, he has a very narrow and blinkered idea of what D&D play involves, and is condescendingly dismissive of any game that does not hew to his own specific preferences. (In particular, any game that tries to integrate his three "creative agendas" instead of righteously purging two of them gets the brush-off. A game that embraces Gamism or Simulationism gets a pat on the head, but if you want to sit at the grown-ups' gaming table you play Narrativist or not at all.)
 
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Crazy Jerome

First Post
The key aspect of a fantasy heartbreaker is that it have a few design gems buried in the accumulated cruft of D&D and its various imitators. There are thus two things that make 5E unlikely to qualify:

1. I sincerely doubt that any design gems from this team will be unconsciously done, or even given less weight than they deserve. If the new design elements are prominent, can't be a fantasy heartbreaker.

2. A great deal of that accumulated cruft in a new edition of D&D is supposed to be there. It isn't having the cruft that is a problem for D&D, so much as picking out the better parts of it and/or the parts that can be adapted to the new design and/or doing the best they can with things that don't exactly fit, but gotta exist in an edition of D&D. (If dragons and orcs don't work in your D&D design, your design is fatally flawed. If you need to do a bit of fancy footwork to make illithid liches work out with an otherwise good design, fine.)

On the quoted paragraph, Edwards is simply wrong or being overly pedantic about the raw text of D&D. I suppose from his vantage, it is "drift" to slow down XP gain, and starting at somewhere other than 1st level, but that is one set of many tweaks that qualify more as campaign adjustments than outright house rules, in order to stay in particular band. It's so obvious that many people figured it out all by themselves, pre-internet. That is, his description of what D&D "supports" is overly narrow for Basic through 4E. So I'm fairly certain it will be at least as overly narrow for 5E.
 

Henry

Autoexreginated
Ron Edwards' essays often come off to me as a bit patronizing or derogatory about RPG styles in general, and it's why I have a hard time bothering to understand his premises or conclusions.

Pemerton, the reason we're hearing about Lost Caverns and Keep on the Borderlands is because these game evoke very favorable (and dare I say nostalgic) reactions in a lot of long-time hobbyists, me included. If I have a hard time playing these classic exploration and adventure modules in any system of D&D, then it's not D&D to me. And funny thing is, every single edition of D&D so far, I can make these modules happen in it with little fuss.

Actually, I take that back - I can make it work in 3.5e, but given monster power curves it can be difficult unless the party is much higher level than the module suggests.
 

billd91

Not your screen monkey (he/him)
Actually, I take that back - I can make it work in 3.5e, but given monster power curves it can be difficult unless the party is much higher level than the module suggests.

that's true with the giant series too, but they did receive a substantial upgrade in 2e and then again in 3e. Once the PC's are at that level, though, the modules play really well.
 

kitsune9

Adventurer
I think Fantasy Heartbreakers are kind of a matter of taste. You go out, buy a game, have a certain expectaton and blammo, it doesn't meet it. Your heart is broken, on the floor, in pieces along with the well-placed kick in the groin. However, your buddy buys the game and he thinks it "Da Bomb".

I read a few of Ron Edward's essays and while I like some of the ideas, I didn't care for the, "HaHa..You're doing it wrong!" tone.
 

Dragonblade

Adventurer
4e would have been considered a fantasy heartbreaker if it had any other name or publisher on the cover. Whether or not 5e finds itself in the same boat remains to be seen. (And yes, technically, Pathfinder might be considered a heartbreaker too, but the OGL throws a monkey wrench into that equation.)

Tom
Who loves fantasy heartbreakers

Well if a broad definition of a fantasy heartbreaker is a game that is essentially a house ruled D&D, that tries to "fix" D&D, but falls short, and/or is doomed to irrelevance, then I would say neither 4e or PF would qualify. But for slightly different reasons.

For one thing, while PF does fit the notion of a house-ruled D&D, it does actually "fix" a lot of 3e, so much so that it is considered the new standard for 3e style D&D by most who play the game, superseding 3e itself. So can you actually call it a "heartbreaker" when it actually succeeded in becoming a better D&D? At least a better 3e D&D, anyway? I don't think so.

4e IS D&D, but aside from that its such a radically different game design from D&D of before, that even if it wasn't published by WotC, I think its highly debatable about whether it fits the stereotype of "house-ruled D&D clone" that heartbreakers fall under. It also enjoys a devoted fan following, enough that it would be considered a huge success by any other game company. Perhaps a heartbreaker to some D&D fans who wanted something more traditional, but to a significant amount 4e fans, its all heart, baby. ;)
 

Tallifer

Hero
Ron Edwards describes the type of game I want to play. When he analyzes it, it explains for me why I came back to D&D after 20 years away.

I have played very different games like Werewolf, Mage the Ascension, Jorune, Aces & Eights, Traveler and Hunter. I was amazed at how much of my table time was spent twiddling my thumbs and looking for things to amuse me while someone else did something really boring. However when I played Fourth Edition, I was on the edge of my seat the whole time, interested in everything that was happening. The same goes for playing similar systems like Rolemaster, Powers & Perils and Warhammer Fantasy.

The only unique systems which I enjoyed were Pendragon which evoked Arthurian legend perfectly in its first less politically correct edition, and Call of Cthulhu which had an hilarious atmosphere of doomed and futile investigation and occasional heroism. I think that both of these games share with D&D a strong incentive for party play.

This is where I find it sad that many cannot accept the Fourth Edition or conversely Pathfinder as good D&D. All editions of D&D share the same fun outlook toward playing. I also have no real fear for the Fifth Edition, because I sincerely doubt that the Wizards will make it into a boring game.
 
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pemerton

Legend
4e would have been considered a fantasy heartbreaker if it had any other name or publisher on the cover.
Well if a broad definition of a fantasy heartbreaker is a game that is essentially a house ruled D&D, that tries to "fix" D&D, but falls short, and/or is doomed to irrelevance, then I would say neither 4e or PF would qualify. But for slightly different reasons.
I can't comment on PF, but agree for 4e. 4e assumes that the player will be introducing story elements into the game through choices of race, class, paragon path, epic destiny, theme, some feats, etc.

Pemerton, the reason we're hearing about Lost Caverns and Keep on the Borderlands is because these game evoke very favorable (and dare I say nostalgic) reactions in a lot of long-time hobbyists, me included. If I have a hard time playing these classic exploration and adventure modules in any system of D&D, then it's not D&D to me.
But they're not the be all and end all. Dragonlance is over 25 years - can the system run that sort of game (and can it do it without railroading/fudging? AD&D couldn't, really)? Can it handle Planescape (I'm not a big fan, but plenty are)? Ravenloft (ditto)? Oriental Adventures? There's a lot of stuff that's been part of D&D for a long time that isn't just Gygax's greatest hits.

Ron Edwards describes the type of game I want to play. When he analyzes it, it explains for me why I came back to D&D after 20 years away.

<snip>

However when I played Fourth Edition, I was on the edge of my seat the whole time, interested in everything that was happening. The same goes for playing similar systems like Rolemaster, Powers & Perils and Warhammer Fantasy.
Edwards clarified for me what I love about Rolemaster (and why it sometimes frustrates me) and also brought me back to D&D (4e), by showing me what I could do with it that I hadn't been able to do with AD&D.

(And I wanted to XP you for some Rolemaster love, but can't at this time.)
 

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