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The Problem with 21st century D&D (and a solution! Sort of)

Based on my experiences and observations, and those of many other gamers, this is simply not the case. Oh, it's certainly a well-worn interwebs mantra, right enough. But that is all. Hm, well, that and one of several classic rallying cries to the OSR, some time back.

Here we could run into the problem of "anecdote vs anecdote." I'm fine with you saying that you and many gamers that you know feel that this isn't the case, but I've experienced differently - as have many participating in this thread.

But there could be other explanatory factors. For instance, it took me some time to learn 4E because my group played only once a month for the first year so it was always two steps forward, one back. I didn't feel like I knew the game well enough to think about house rules for the first year or so and then it was another year before I felt like I could come up with house rules that didn't have the "pick-up-sticks" effect of impacting other aspects of the game.

I haven't played 1E or 2E for decades, so my memory is fuzzy. What I do remember is that there were many rules that I simply didn't use (e.g. weapon speed). It seems to me that it is harder to bypass whole rules systems in 21c D&D because of the pick-up-sticks effect.

Now I actually think that 3.5 and 4E are better designed games than previous editions; one of the reasons that I feel the biggest edition jump was from 2E to 3E was because of the jump from a kind of anachronistic, hodge-podge approach to a game with a stronger, more balanced core that theoretically allowed for more options because of its core simplicity, but because of this we got the feat bloat that exists in both recent editions.

Modular systems, generally speaking, aren't. Just as unified systems rarely are that.

And, just because the knock-on effects are not as blindingly obvious, at first blush, does not mean they don't exist, and won't impact on actual play. They most definitely will, and do.

By all means, approach a "modular" system as you might a "black box" design of any other kind. And if that happens to be blithely/trustingly? Bully for you. ;) Er, and good luck with that - you'll need it. :p

Cue the equally classic "But the rules don't matter anyway! It's all down to interpretation!1!!one" response, in 3..2..1.. :D

You've kind of lost me here. Care to rephrase this?

Completely agreed. The notion that Essentials is in any way rules-lite or introductory to RPGs strikes me as completely ludicrous. My Moldvay Basic book had rules for a completely viable RPG, including monsters and GMing tips, in 64 pages. Essentials is 3, 4 or 5 books each of 200+ pages (notice - it doesn't even have a coherent story to tell about which books you need!).

Yes, and this is exactly what I'd like to see: A simple variant of modern D&D that is about 64 pages, maybe 96-128 with encounters and an adventure, and is fully playable as is, without the need to buy more stuff, at least for the first five levels or so. So my ideal approach would essentially include three tiers:

*Basic Set - a box set with a short rule book, an adventure, maybe an encounters book. It would detail the basic rules plus the first 3-5 levels of the core four classes plus a few races.

*Core D&D/Player's Handbook(s) - A series of PHBs that expands the classes and races from the basic set, from level 1-30.

*Advanced D&D/Modular Options - Anything you could possibly imagine. This would include everything from monsters to optional rules, class variations, unearthed arcana-type stuff, and so on. Most of this could be offered through DDI.

The basic set would teach you the game and get you started for the first few levels. But then you could play a relatively simple--but still comprehensive--form of D&D through the PHBs, with a DMG that focuses on design, and MMs that offer Core and Advanced stat optinos. That is, a monster would have a Core stat block and then Advanced options for more detailed tactical play, feats and such.

Me and my partner have two daughters the same ages (2 last October, and 5 this coming May), so I can relate to this. My group has a lot of other dads in it, and we play every second or third Sunday afternoon.

I do most of my prep on the train to and from work. My campaign background notes are the WotC books, plus about 4 pages of word documents, and my scenario notes are written up on scraps of A4 paper.

I know you didn't ask for advice, and I hope it's not rude to offer some gratuitously, but I would suggest - take one of your dungeon crawl modules, insert or tweak 3 things to hook onto the PC backgrounds or demonstrated passions of your players, and then just make it up as you go along. As written, you couldn't get more of a dungeon bash than Thunderspire Labyrinth, but by following my own advice I (with a little help from my players) turned it into an epic about the conflict between humanity, gods, devils and demons.

I appreciate your advice. Actually, this is similar to what I've done. For this campaign I designed a rather "points of lightish" setting and have mainly run slightly tweaked pre-published adventures. What I haven't done all that well is connect the two - the setting with its backstory with the actual adventures. Maybe this is because I hadn't not DMed in many years and was out of practice, but I had a difficult time going beyond the setting being just a back-drop for the adventures. What I wanted to do was make those adventures more momentous, bring in larger story arcs. And I had just started to do so and then began to feel burn-out - I was looking for excuses to cancel sessions and realized that this was a warning sign.

I will probably get the game going again, but another problem is that I'm also working on a novel that has remained on the backburner for most of the last few years with my busy schedule (I work at a private boarding high school and have spent most of the last three summers in a teacher training). This summer I will have a lot of free time and will want to focus on finishing the draft of my novel; while I think it is possible to put some energy into running a campaign, doing both (the novel and running a campaign) has proven difficult, especially with the teaching job, a working wife, and two young children!

I feel like we're getting off topic, though!

I know I am starting to sound like a broken record on this point, but ...

Separate out the complexity in D&D that is designed to pad space (and thus fill books to sale) versus the complexity useful towards making the game better--and only then can we talk intelligently about the tradeoffs on the useful complexity.

As it is now, the overriding concern with powers (or 3E or 4E feats, or 2E kits, or spell in 3.5 or earlier) is that there are simply too many of them. Don't tell me they can be fixed. You can't have hundreds of near identical but not quite things, written as "exceptions", and not have failures. It can't be done.

Yes, exactly, which is why I'm dabbling with the idea of a simplified 4E game in which feats are optional, sub-sets of class features if you will. Another idea I'm playing with is that players could choose a class template similar to a build that includes built-in feats.

But what I'd like to see is a way to reduce the number of feats a character has but make them more meaningful, thus the idea about class features. "Meta-feats," if you will, that could improve at later levels. So a paragon level character could have maybe five or less class features/feats, rather than the 10+ they have now. Less quantity, more quality.

Arcana Evolved is an excellent variation on 3E, especially if played without 3E mixed in. People like to focus on what it put in (new interesting classes, new ways to do magic, etc.) But one of the crucial things it did was leave things out. You can mix it with 3E or 3.5, and it will work about as well as those things do by themselves. (There are some edge cases where not, however.)

I have the book and have skimmed through it a bit but not read it in-depth. I'll check it out.

Edit: Also note that were WotC to deliberately go with a "minimalist, best in class, design," this would not only remove padding from their products but pretty much destroy any chances for 3rd party additions as a viable business model. The whole business strategy of such a design is to sell more copies of fewer books, of a higher quality. It is possible that a wider acceptance of such a quality product would make 3rd party adventures more commecially viable, but that is a lot of "if" on top of an already risky strategy.

That's not what I'm talking about at all, but rather making a simpler, core game that allows for modular "attachments" that are all optional. I've used the analogy of Basic and Advanced D&D, but imagine if they could be used interchangeably. I think this is a bit what they were going for with Essentials but it wasn't simple enough, imo.

So the "padding" would still be there, it would just be optional. It is now to an extent, but the problem is that the simple core to 4E is mixed in with everything else. It is hard to separate out the signal from the noise.
 

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Separate out the complexity in D&D that is designed to pad space (and thus fill books to sale) versus the complexity useful towards making the game better--and only then can we talk intelligently about the tradeoffs on the useful complexity.
Another interesting post!

I think feats and powers pretty clearly tend towards the "padding" end of the spectrum.

Class, paragon paths and epic destinies at least in principle tend more towards the other end of the spectrum, in that these are the devices the game offers for players to make the game reflect their thematic concerns. (Of course, even here there is quite a bit of padding - how many "uber-archer" ranger paragon paths do we really need, for example?)

*Basic Set - a box set with a short rule book, an adventure, maybe an encounters book. It would detail the basic rules plus the first 3-5 levels of the core four classes plus a few races.

<snip>

The basic set would teach you the game and get you started for the first few levels.
If we're talking about 4e, I would use more than four classes, but only offer a fixed build of each (or a very limited range of options). The idea would be to make the range of thematically vibrant options as great as possible, while making the work of actually building a PC as straightforward as possible.

(Dunno what I'd do about feats. Maybe a very limited pool of Expertise, Focus, F/R/W-boosting feats, and maybe a couple of skill enhancing feats.)
 

Ourph said:
No, Vampire leveraged 90's goth culture and the fascination with moody, angsty, bodice-ripping, over-romanticized vampires into the second biggest RPG line at the time (a time, I might add, when TSR was self-destructing through application of horrific management practices, i.e. not putting up much of a fight ). And yes, D&D could go a similar route, but why should it? Are you suggesting there is no need or desire for an action/adventure-oriented fantasy roleplaying game like D&D in the hobby? I've never understood why people seem to think that D&D needs to become just like their favorite RPG. If you want to play Vampire, why not just play Vampire and let the fans of D&D enjoy their game of choice too?

You obviously have me mistaken for someone else if you think that Vampire is my game of choice. :D

My point wasn't to make D&D like Vampire. My point was to look at what made Vampire popular (movement away from hack and slash, emphasis on theatrics) and maybe see what can be borrowed from that.

Look, there's already a boat load of games out there that purport to do what Mercurious is talking about. Cutting through the complexity to drill down to a central core concept. Savage Worlds immedietely springs to mind here.

Would SW sell better if you slapped a D&D brand logo on the cover? Probably. But, would it draw in large numbers of new gamers? There's no reason to think so - the large number of other games that are based on the same idea certainly don't seem to be.

By good gaming habits, I wasn't thinking of one true wayism, but rather stuff that's pretty universal to every game table when we talk about good players and good DM's - ability to work together, engaging with the game world, pro-active rather than simply reactive play, and even more basic stuff like, "Don't make that character that's going to screw up other people's fun" that we've probably all had the joy of playing with at one time or another.

Trying to introduce people to TTRPG's through yet another TTRPG isn't going to work. That market is about as saturated as it's going to get. It's time to broaden the scope.

Heck, Ipods and other tablet PC's are going to become pretty ubiquitous in the next five years. To the point where you can assume that most groups will likely have access to at least one, if not more. Use that. Create an RPG Ipod app that covers all the crunchy stuff and die rolling.

I dunno. I'm not a marketing guy.

I do know that trying yet again to go back to the very dry well that is "Basic Boxed Set" isn't going to work. It hasn't worked in about fifteen or twenty years and there's no way it's going to work now.
 

Look, there's already a boat load of games out there that purport to do what Mercurious is talking about. Cutting through the complexity to drill down to a central core concept. Savage Worlds immedietely springs to mind here. Would SW sell better if you slapped a D&D brand logo on the cover? Probably. But, would it draw in large numbers of new gamers? There's no reason to think so - the large number of other games that are based on the same idea certainly don't seem to be.

I agree SW would not sell that much better if slapped D&D on it. Why?

-SW not D&D. It lacks certain concepts which defines D&D. RPGs concepts are not freely interchangeable only because the term "RPG" is printed on the cover.

-SW is not that "uncrunchy" as you think. For the masses its still way to complicated. Its not nearly as easy to understand than BCMI or 1st edition for a newbie. (as a SW GM since 3 years I think I can judge this very well) Its interesting that a medium-crunched game like SW is seen as "light" game from alot of gamers. This fact tells us that there is something wrong in the rpg industry.

-the same could be said about other "simple" games out there. They lack either D&D concepts or are rooted in the mindset of the 80ties (like all these retroclones or C&C) or they are not simple.

Not even one rpg game today (at least what I know) has all these attributes which are necessary to be a mainstream hit. I bet not even one qualifies as the simple stripped down D&D type game Mercurius (and others) envisions.

Trying to introduce people to TTRPG's through yet another TTRPG isn't going to work. That market is about as saturated as it's going to get. It's time to broaden the scope.

The market is saturated only among the small geeky niche of already existing gamers but there are billions of normal people out there. Many of them dont even know that they are in the target group.
 


If we're talking about 4e, I would use more than four classes, but only offer a fixed build of each (or a very limited range of options). The idea would be to make the range of thematically vibrant options as great as possible, while making the work of actually building a PC as straightforward as possible.

(Dunno what I'd do about feats. Maybe a very limited pool of Expertise, Focus, F/R/W-boosting feats, and maybe a couple of skill enhancing feats.)

Remember, I was talking about a basic set that would be as simple as possible while still outlining the core rules and giving enough options to be playable for a few levels. So I might add another class or two, but I think six would be enough - maybe fighter, cleric, wizard, rogue, ranger, and maybe paladin.

The (hypothetical) Player's Handbook would take those same five or six classes and add another five or six (say, sorcerer, warlord, warlock, bard, barbarian, and druid) and then expand all of them through 30 levels.

I would have a section of the Player's Handbook for "Advanced Options" which one could pick and choose from. This would include more tactical elements to combat, skill specialties (beyond just using your Ability scores), possibly feats, and even powers for certain classes. So you could have Basic and Advanced D&D in the same book, or you could separate them and have an Advanced Player's Handbook. I'm not sure which would work best.

As for feats, I think you'd either want to strip them down and essentialize them as you put it, or just integrate them into class features and builds. I don't have the patience to count the total number of feats in Character Builder, but I would assume that is in the hundreds. Why not just a few dozen that are more clearly differentiated from each other and overall more powerful and interesting? They could even be linked to themes or styles.
 

Remember, I was talking about a basic set that would be as simple as possible while still outlining the core rules and giving enough options to be playable for a few levels. So I might add another class or two, but I think six would be enough - maybe fighter, cleric, wizard, rogue, ranger, and maybe paladin.

The (hypothetical) Player's Handbook would take those same five or six classes and add another five or six (say, sorcerer, warlord, warlock, bard, barbarian, and druid) and then expand all of them through 30 levels.

I would have a section of the Player's Handbook for "Advanced Options" which one could pick and choose from. This would include more tactical elements to combat, skill specialties (beyond just using your Ability scores), possibly feats, and even powers for certain classes. So you could have Basic and Advanced D&D in the same book, or you could separate them and have an Advanced Player's Handbook. I'm not sure which would work best.

As for feats, I think you'd either want to strip them down and essentialize them as you put it, or just integrate them into class features and builds. I don't have the patience to count the total number of feats in Character Builder, but I would assume that is in the hundreds. Why not just a few dozen that are more clearly differentiated from each other and overall more powerful and interesting? They could even be linked to themes or styles.

I actually like the BECMI model of level separation. Though maybe today we could call it HEPAEP, Heroic, Paragon, Epic. In my experience the fact that the Player's Handbooks covered levels 1-30 was confusing to new players. I've been asked several times "how do I pick this level 20 power". For a lot of groups pages in the book covering the Paragon and Epic tiers are page padding. The BECMI model worked because players starting out had everything they needed to game through a few levels. The included booklets had low page counts because they only needed to cover a few levels worth of rule complexity. The ECMI books just added new rules and options to those that were in the Basic book but the Basic book was still a complete game.
 

In summer 2011 LEGO will try help D&D a little bit out with their new LEGO Heroica line. RPGs for kids. Here ist the link:

[ame="http://www.youtube.com/watch?v=u311nNa81uY"]YouTube - New York Toy Fair 2011 Pictures: LEGO Games - Heroica![/ame]


So why do I post this here? Because it shows that even major toy companies see the potential of dungeon type adventures games for the mainstream market.

Of course they are alot more clever than WotC or TSR. I bet the rule book for LEGO dungeon game will not be 500+ pages in order to serve a small group of rule geeks and number crunchers, but rather 15 pages in order to serve the casual dungeon delver. (as it should be)
 

Of course they are alot more clever than WotC or TSR. I bet the rule book for LEGO dungeon game will not be 500+ pages in order to serve a small group of rule geeks and number crunchers, but rather 15 pages in order to serve the casual dungeon delver. (as it should be)

I'm willing to bet it will also include optional rules. The Lego games my son has have all had rule variations for players to try out. I think that's really cool. They're put tinkering with game rules right out there, for kids to learn about.
 

enpeze66 said:
The market is saturated only among the small geeky niche of already existing gamers but there are billions of normal people out there. Many of them dont even know that they are in the target group.

Given that D&D has a brand recognition at around 90%, I'd say that most people at least know what D&D is. After 30 years, we've pretty much tapped out the market. Unless we branch out into new markets, the hobby will remain pretty much as it is.

One thing Vampire did, for example, is branch out into new groups - most notably female players. D&D is still largely a boys only club. Vampire grew, not by cannibalizing existing gamers, but by actually bringing in loads of new players into the hobby.

Something like a Lego RPG is EXACTLY what I'm talking about. I totally agree that a 15 page booklet is all you really need. At least to start. It's time to broaden the appeal of RPG's and the only way that's going to happen is if RPG companies drop the tradition approach of trying yet again to strike gold with a Starter Box and start looking at alternative entry points into the hobby.
 

Into the Woods

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