GMforPowergamers
Legend
[sblock= edition wars disclaimer] just for the record I do not want this to turn into the next battle in the edition wars. I am not saying one is better than the other it is just how different they are. I playe 4e. I love 4e. If I had a side in the edtion wars it would be 4e (because I do feel the game gets better with each pass). I much prefer D&D over other games though, and feel edition wars are dumb.
The thing is though that even when things get better you sometimes loose something. I think we did lose something and this is the first time I am thinking this through.[/sblock]
Ok, so there is some talk about what we got and lost as the editions changed. Well I have now had a rather interesting case study in what we lost, and what story is and is not working. It is mostly just because of recent events here and on Wotc web site I have been thinking about posting this.
Let me give you a little background.
Back at the end of 2e I had a large group of role-players that began falling apart because of personal issues. At the end of 2e, and beginning of 3e many games fell apart to groups not talking anymore. Some of those games we have talked about running again to finish. One of my games was a 2e game that had just ramped up when it fell apart.
One of the original players has many times over the years brought it up, and really wanted a crack at the big bad guy that they had just started learning about when it blew up. He did a really good job of talking up this game, and he got all of my current players to want in.
The original game started with 2 players, and on game 4 or 5 we increased it to 7.
This game would be 5 players, one of the original 2, and the really gun ho one who was one of the 5 that came in the second wave. 1 player who is new to our group, and 2 that started in 3.5.
So we are just hitting level 11 now in my 4e version of the game, and I am realizing just how different the story HAS to be because of the edition. I have considered writing this post for a month, but one of our old players was coming to hang out, so I wanted to compare notes first, and he has a unique point of view. See Chris stopped playing D&D shortly after this game. And has not role played at all since 9 years ago.
The original game started with a fighter/thief 1/2 and a druid 1 who had been a fighter 2 but dueled. They both were heading to the docks to get on a boat to explore a new land mass found. The problem was that the Druid society, the Wizard guild and the churches wanted nothing to do with this. So when they got there and found no casters they flipped. They had to survive brigands on the way to the Docks, and pirates in the water. They got to ‘the new world’ and had to help build a colony. They quickly learned that this land was cursed by the gods, and full of evil creature…including a dark shadow warrior.
Back then my important NPCs had quasi PC stats, so I had an NPC helping the party who was a female Bard that was a ‘near do well’ who spent most of her down time trying to compose her first song(and I chose to keep droping lyrics from time after time). She was a love interest to the druid, and a bit of comic relief. She ran when fights were looking bad, and was not going out adventuring.
Then when things got real bad, a mysterious robed wizard would show up to help. He never stayed after a fight to talk or to even introduce himself, but he was a little NPC help line. Even when the PCs expanded to 7 I still had the mystery going until the druid finally figured it out, and didn’t tell anyone. The Robed wizard helped with a fight with the immortals, and the other wizard asked "If we need you how do we call you” and his answer was “If your lost…you can look…and you will find me”
The truth was the ‘Bard’ that was suppose to be a level 3 bard was really a level 6 or 7 wizard, some spell prepped from the bard list (shared back then) and thac0 and hit points similar.
Some crazy corrupted angel was doing something, and recruiting followers, and the gods had lesser aspects walking around, but they were not helpful, infact they were hiding things from the PCs. The 2 PCs figured out that the ‘angle’ was some kinda spirit of corruption trying to corrupt the world tree, and it was being apposed and fighting the gods themselves. There was a 3rd faction of immortals that they could not figure out what they were doing.
The PCs also found out about 5 artifact swords that were able to turn the tide of the war. The two of them could not figure why the gods did not send anyone to claim these swords, and set out toward the closest “Forrest Wind”. When The druid pulled the wooden raiper from the stone holding it, it infused him with power, and he painted a target on himself.
This is when the new players came in, and it was a year of the colony an a second ship bringing much needed aid… a Wizard drop out of the academy, a drow psionic/thief on the run for her life, a ranger expert huntsman, a fighter, and a bard. They were quickly recruited to help find the other 4 swords, and help end this war.
The gods, and army of immortals, and the corruption angle all after the PCs it was a chase across the land. Then around the 3rd sword came the moment of revelation… The swords were being used to hold a prison together. The prison held the worst monster in history, Praxton the God Slayer.
The PCs collecting the swords freed this man, who could stand against the gods. It turns out that army of immortals were lead by his sister ryth, and were guarding this secret. One of the greatest moments of the game was right after this, all the PCs trying to talk it out, and one of them (the mage player who is also the gunho one this second time) saying “How did we never stop to ask why no one wanted to use these swords?”
The PCs and the Immortals now agreed to a truce, collect the last 2 swords, stop the corruption angel, then go after the god killer. In the time it took to stop the angel, Praxton had built himself back up…his prime Lt, from the old days a Shadow Lich had a small army waiting after he was freed, and an NPC who feel in battle was raised as a death knight to serve with them.
It was only 2 games after the angel defeat that the game imploded over of all things, a girl that NO ONE in the group ever got to date.
So, what is different now? Well first of all everyone knows going in that there is a ‘Praxton the God killer’ and having 12 more years of DMing experience I know a thing or two more too.
So this time, the boat at the Docs has a prince backing it, one who is way down in line beign one of 13 children, and the 3rd boy born, 5th child. I added a Roanoke style first colony and played up the plymith rock angle. The PC are a Reverent Shaman, a Tiefling Hexblade, an Elf Seeker (big game hunter), a warforged rogue, and a human slayer.
Right away my first snag…5 swords wont work. 3 of my players do not use melee weapons at all, and 2 of them only use implements (well and his own hex blade). So I came up with the idea of the swords were broken and there power can be claimed from the sites of power, and it is like a boon type award anyone can use.
Second problem… the angel and his men, they were unhurtable to PCs in 2e because you needed +3 weapons to hurt them…and the swords were +3/+5 vs X. So without that why would the PCs need the deus ex machine items.
Third well I will call this a snag not a problem, but one that chris (player of 2e only) really felt made the whole game weird. No one batted an eye lash at no full casters. See in the first game we had a druid, and the wizard, but they were it for the PC access, and PCs feared no spells in 2e…in 4e we had no defender, but that is not the same. It was a big fear back then, that without artillery there was a good TPK chance, not so much in 4th.
Third part B… the whole idea of no encounters out of your range, and ‘fair challenges’ was very much a different feel.
Fourth, magic items. In the original game there were few bits of treasure, especially since a large number of the fights were against animals. In the original it was also very frontier…whole games went by with no town nearby. Now in 4e that is a little more of a handicap.
Fifth…TRAPS. In 2e a trap was an encounter. Some of them were puzzels to be solved out of game, others needed creative ideas and rolls. In 4e skill challenges just are not the same. I can’t make a dungeon be 7 traped rooms, and 1 golem. In 2e that was a great nights adventure.
Sixth… the mystery character. Since PCs and NPCs use such different rules the in game hints could never be the same, and worse no cross over ont eh spell lists. The whole bard/wizard idea only worked because of shared spells. This whole idea got dropped, there is no way to make it work like it did back then.
The solution to 1,2,and 4 became the crystals (formly swords) give you on top of a few cool powers, inherent bonuses. So if you have one all your items increase.
Intresting changes: I had a PC right off the bat question the first immortal they ran into, and tried to start a skill challenge instead of a fight. (Important note this was not one of the original PCs, but someone who did not know this part of the story)
Because of the above thought, it came to a real head when the abberant angel is invading. This time it was a choice to free the god killer (and an entire night convincing his sister to let them), because he was a long term threat, and keeping the world safe from him just to let the angel win made no sense.
SO now we all compared notes, and here is what we came up with comparing 2e and 4e (remember that 2 of the people we are talking about have 0 exp with 2e and one has no 3e or 4e)
Weapons are different. In 2e you could just wait a few levels and pick up prof in a weapon…in 4e you don’t want to change weapons because of feats and power pre reqs.
Implments make it different, in 2e a caster was a caster, in 4e your tools make a difference,
PCs LOOK different. In 2e I had 7 players, 4 humans, an elf, a Drow, and 2 half elfs. In 4e I have a human, and elf, an outsider, a construct, and an undead… yea and we thought the drow in 2e was pushing it. (Chris the 2e only player could not wrap his mind around how different the race/class thing was. And Jon, the guy who started in 3.5 said he could not imagin only having 6 races and only 10-12 classes to choose from)
The whole feel is different. I don’t want to say better or worse, but not the same. When I said swordman to describe a bad guy it was totally different then when I said wizard…now adays it is a little different, but not much.
Healing and rest… with only a druid healer in the original game healing took time. In 4e not so much. No one is role playing hideing out for 3 days to get back to full.
What is and is not fair. I had in the 2e game monsters needing +3 to hit attack the party when only 1 or the 2 players had a magic +1 sword. No one complained. I had praxton wake up and walk past the PCs like they were benith his notice, and when I did no one saw a problem.
In 4e even suggesting the story point immunity that required the crystals be found started a debate…and the monsters never even fought the PCs yet. I was also suprsed when one PC this weekend well talking to chris felt praxton should not be anywhere near PCs even to talk or to ignore until PCs were within level -6 of him.
As we talked this weekend, trying to tell chris about 4e, and Jon about 2e, some other things came up.
Chris could not belive that a kobold could ever be a threat, Jon could never imagin them being jokes.
Chris thought he would miss what he called show stoppers…and to be honest it had been close to 10 years since I thought about it. Back in 2e our wizards had less spells per day then 3e, so they had to hold back, then cast a ‘show stopper’ spell. In 3e we still had them, but by level 5 or 6 PC wizards had plenty of spells and were not really spending lots of time not casting. Now in 4e at wills were the most difficult for chris to understand.
This is really just the tip of the iceberg. What about everyone else? How did the mechanics of watch edition effect your games? I mean 9 out of 10 Big Named NPCs are casters (and more than half wizards) in prior editions, mostly because of how different the casters are from non-casters. Only fighters can specialize, and you get more weapon profs as you level meant I could throw any weapon into a game and someone could pick it up, now adays you still can, but what are the odds the light blade fighter will get any use out of a axe?
Try this thought experiment take a game you ran in the 80’s or 90’s and think about updateing it to pathfinder or 4e…think about all the things that change as you go, or that you would need to house rule not to change. Take it a step farther and look at campaign settings. If gary was today sitting down to write greyhawk for 4e, having never done so before for any edition, would there be famous named wizards, or famous named everything… would we get new fighter exploits called Tom’s flourish the way we got mord’s XYZ?
The thing is though that even when things get better you sometimes loose something. I think we did lose something and this is the first time I am thinking this through.[/sblock]
Ok, so there is some talk about what we got and lost as the editions changed. Well I have now had a rather interesting case study in what we lost, and what story is and is not working. It is mostly just because of recent events here and on Wotc web site I have been thinking about posting this.
Let me give you a little background.
Back at the end of 2e I had a large group of role-players that began falling apart because of personal issues. At the end of 2e, and beginning of 3e many games fell apart to groups not talking anymore. Some of those games we have talked about running again to finish. One of my games was a 2e game that had just ramped up when it fell apart.
One of the original players has many times over the years brought it up, and really wanted a crack at the big bad guy that they had just started learning about when it blew up. He did a really good job of talking up this game, and he got all of my current players to want in.
The original game started with 2 players, and on game 4 or 5 we increased it to 7.
This game would be 5 players, one of the original 2, and the really gun ho one who was one of the 5 that came in the second wave. 1 player who is new to our group, and 2 that started in 3.5.
So we are just hitting level 11 now in my 4e version of the game, and I am realizing just how different the story HAS to be because of the edition. I have considered writing this post for a month, but one of our old players was coming to hang out, so I wanted to compare notes first, and he has a unique point of view. See Chris stopped playing D&D shortly after this game. And has not role played at all since 9 years ago.
The original game started with a fighter/thief 1/2 and a druid 1 who had been a fighter 2 but dueled. They both were heading to the docks to get on a boat to explore a new land mass found. The problem was that the Druid society, the Wizard guild and the churches wanted nothing to do with this. So when they got there and found no casters they flipped. They had to survive brigands on the way to the Docks, and pirates in the water. They got to ‘the new world’ and had to help build a colony. They quickly learned that this land was cursed by the gods, and full of evil creature…including a dark shadow warrior.
Back then my important NPCs had quasi PC stats, so I had an NPC helping the party who was a female Bard that was a ‘near do well’ who spent most of her down time trying to compose her first song(and I chose to keep droping lyrics from time after time). She was a love interest to the druid, and a bit of comic relief. She ran when fights were looking bad, and was not going out adventuring.
Then when things got real bad, a mysterious robed wizard would show up to help. He never stayed after a fight to talk or to even introduce himself, but he was a little NPC help line. Even when the PCs expanded to 7 I still had the mystery going until the druid finally figured it out, and didn’t tell anyone. The Robed wizard helped with a fight with the immortals, and the other wizard asked "If we need you how do we call you” and his answer was “If your lost…you can look…and you will find me”
The truth was the ‘Bard’ that was suppose to be a level 3 bard was really a level 6 or 7 wizard, some spell prepped from the bard list (shared back then) and thac0 and hit points similar.
Some crazy corrupted angel was doing something, and recruiting followers, and the gods had lesser aspects walking around, but they were not helpful, infact they were hiding things from the PCs. The 2 PCs figured out that the ‘angle’ was some kinda spirit of corruption trying to corrupt the world tree, and it was being apposed and fighting the gods themselves. There was a 3rd faction of immortals that they could not figure out what they were doing.
The PCs also found out about 5 artifact swords that were able to turn the tide of the war. The two of them could not figure why the gods did not send anyone to claim these swords, and set out toward the closest “Forrest Wind”. When The druid pulled the wooden raiper from the stone holding it, it infused him with power, and he painted a target on himself.
This is when the new players came in, and it was a year of the colony an a second ship bringing much needed aid… a Wizard drop out of the academy, a drow psionic/thief on the run for her life, a ranger expert huntsman, a fighter, and a bard. They were quickly recruited to help find the other 4 swords, and help end this war.
The gods, and army of immortals, and the corruption angle all after the PCs it was a chase across the land. Then around the 3rd sword came the moment of revelation… The swords were being used to hold a prison together. The prison held the worst monster in history, Praxton the God Slayer.
The PCs collecting the swords freed this man, who could stand against the gods. It turns out that army of immortals were lead by his sister ryth, and were guarding this secret. One of the greatest moments of the game was right after this, all the PCs trying to talk it out, and one of them (the mage player who is also the gunho one this second time) saying “How did we never stop to ask why no one wanted to use these swords?”
The PCs and the Immortals now agreed to a truce, collect the last 2 swords, stop the corruption angel, then go after the god killer. In the time it took to stop the angel, Praxton had built himself back up…his prime Lt, from the old days a Shadow Lich had a small army waiting after he was freed, and an NPC who feel in battle was raised as a death knight to serve with them.
It was only 2 games after the angel defeat that the game imploded over of all things, a girl that NO ONE in the group ever got to date.
So, what is different now? Well first of all everyone knows going in that there is a ‘Praxton the God killer’ and having 12 more years of DMing experience I know a thing or two more too.
So this time, the boat at the Docs has a prince backing it, one who is way down in line beign one of 13 children, and the 3rd boy born, 5th child. I added a Roanoke style first colony and played up the plymith rock angle. The PC are a Reverent Shaman, a Tiefling Hexblade, an Elf Seeker (big game hunter), a warforged rogue, and a human slayer.
Right away my first snag…5 swords wont work. 3 of my players do not use melee weapons at all, and 2 of them only use implements (well and his own hex blade). So I came up with the idea of the swords were broken and there power can be claimed from the sites of power, and it is like a boon type award anyone can use.
Second problem… the angel and his men, they were unhurtable to PCs in 2e because you needed +3 weapons to hurt them…and the swords were +3/+5 vs X. So without that why would the PCs need the deus ex machine items.
Third well I will call this a snag not a problem, but one that chris (player of 2e only) really felt made the whole game weird. No one batted an eye lash at no full casters. See in the first game we had a druid, and the wizard, but they were it for the PC access, and PCs feared no spells in 2e…in 4e we had no defender, but that is not the same. It was a big fear back then, that without artillery there was a good TPK chance, not so much in 4th.
Third part B… the whole idea of no encounters out of your range, and ‘fair challenges’ was very much a different feel.
Fourth, magic items. In the original game there were few bits of treasure, especially since a large number of the fights were against animals. In the original it was also very frontier…whole games went by with no town nearby. Now in 4e that is a little more of a handicap.
Fifth…TRAPS. In 2e a trap was an encounter. Some of them were puzzels to be solved out of game, others needed creative ideas and rolls. In 4e skill challenges just are not the same. I can’t make a dungeon be 7 traped rooms, and 1 golem. In 2e that was a great nights adventure.
Sixth… the mystery character. Since PCs and NPCs use such different rules the in game hints could never be the same, and worse no cross over ont eh spell lists. The whole bard/wizard idea only worked because of shared spells. This whole idea got dropped, there is no way to make it work like it did back then.
The solution to 1,2,and 4 became the crystals (formly swords) give you on top of a few cool powers, inherent bonuses. So if you have one all your items increase.
Intresting changes: I had a PC right off the bat question the first immortal they ran into, and tried to start a skill challenge instead of a fight. (Important note this was not one of the original PCs, but someone who did not know this part of the story)
Because of the above thought, it came to a real head when the abberant angel is invading. This time it was a choice to free the god killer (and an entire night convincing his sister to let them), because he was a long term threat, and keeping the world safe from him just to let the angel win made no sense.
SO now we all compared notes, and here is what we came up with comparing 2e and 4e (remember that 2 of the people we are talking about have 0 exp with 2e and one has no 3e or 4e)
Weapons are different. In 2e you could just wait a few levels and pick up prof in a weapon…in 4e you don’t want to change weapons because of feats and power pre reqs.
Implments make it different, in 2e a caster was a caster, in 4e your tools make a difference,
PCs LOOK different. In 2e I had 7 players, 4 humans, an elf, a Drow, and 2 half elfs. In 4e I have a human, and elf, an outsider, a construct, and an undead… yea and we thought the drow in 2e was pushing it. (Chris the 2e only player could not wrap his mind around how different the race/class thing was. And Jon, the guy who started in 3.5 said he could not imagin only having 6 races and only 10-12 classes to choose from)
The whole feel is different. I don’t want to say better or worse, but not the same. When I said swordman to describe a bad guy it was totally different then when I said wizard…now adays it is a little different, but not much.
Healing and rest… with only a druid healer in the original game healing took time. In 4e not so much. No one is role playing hideing out for 3 days to get back to full.
What is and is not fair. I had in the 2e game monsters needing +3 to hit attack the party when only 1 or the 2 players had a magic +1 sword. No one complained. I had praxton wake up and walk past the PCs like they were benith his notice, and when I did no one saw a problem.
In 4e even suggesting the story point immunity that required the crystals be found started a debate…and the monsters never even fought the PCs yet. I was also suprsed when one PC this weekend well talking to chris felt praxton should not be anywhere near PCs even to talk or to ignore until PCs were within level -6 of him.
As we talked this weekend, trying to tell chris about 4e, and Jon about 2e, some other things came up.
Chris could not belive that a kobold could ever be a threat, Jon could never imagin them being jokes.
Chris thought he would miss what he called show stoppers…and to be honest it had been close to 10 years since I thought about it. Back in 2e our wizards had less spells per day then 3e, so they had to hold back, then cast a ‘show stopper’ spell. In 3e we still had them, but by level 5 or 6 PC wizards had plenty of spells and were not really spending lots of time not casting. Now in 4e at wills were the most difficult for chris to understand.
This is really just the tip of the iceberg. What about everyone else? How did the mechanics of watch edition effect your games? I mean 9 out of 10 Big Named NPCs are casters (and more than half wizards) in prior editions, mostly because of how different the casters are from non-casters. Only fighters can specialize, and you get more weapon profs as you level meant I could throw any weapon into a game and someone could pick it up, now adays you still can, but what are the odds the light blade fighter will get any use out of a axe?
Try this thought experiment take a game you ran in the 80’s or 90’s and think about updateing it to pathfinder or 4e…think about all the things that change as you go, or that you would need to house rule not to change. Take it a step farther and look at campaign settings. If gary was today sitting down to write greyhawk for 4e, having never done so before for any edition, would there be famous named wizards, or famous named everything… would we get new fighter exploits called Tom’s flourish the way we got mord’s XYZ?