AbdulAlhazred
Legend
Yeah, I'm not sure how or where or when such things originated. I equally suspect that some people knew of them before the publication of the 1e PHB and, as I said, Gygax may have even had that in mind since 1 year later he published the DMG with several alternative optional methods.It's also possible some alternate roll-up methods had already been trial-ballooned in Dragon Magazine. All before my time.![]()
Right, I think there was a steady movement in the direction of more RP, less arbitrary character death, etc. You can almost plot that in terms of changes to the game. In OD&D you roll 3d6 in order (you can lower one score by 2 to raise one by 1, that's it). Then you get a d4/6/8 hit points and are basically on average WEAKER than some level 1 monsters (like an orc). Clerics don't even get a heal spell until level 2, and there aren't any bonus spells.It meshes if the players read into it that the characters they inhabit are going to have some sort of self-preservation instinct and thus use lots of caution etc. But let's face it, in reality we all played gonzo for a while, and filled the graveyard in so doing.
And you're right about a lot of the RP happening outside the structured dungeon, though a lot also happened between the PCs all the way along. I think this comes from many of the early modules (say, pre-1983 or so) providing very few if any decent opportunities for RP with the dungeon inhabitants; this changed with DL, Ravenloft, and - of all things - a few Judges Guild modules.
In 1e hit dice are upped, so its d4/d6/d8/d10 (and even 2d8 for the specialist ranger). Clerics get THREE level 1 spells (with a 13 WIS, probably not exactly hard to attain) IIRC, AND d8 hit points. Fighters get d10 hit points, and enough cash to buy chain armor most of the time, making them better than an orc.
2e doesn't change this much, but specialist wizards now get 2 spells to start with, and a better spell selection (probably, its a bit unclear). Characters also get to do a bunch of WP stuff (its an optional rule but only marginally so). Later 2e supplements add a lot more 'bennies', making even level 1 PCs considerably better equipped and survivable.
3e doesn't change too much, but does provide more options.
4e obviously makes low level characters considerably more insulated from 'the winds of fate', though relative to monsters they're not any stronger than in 1e or 2e. Its more like you start at the AD&D equivalent of 3rd level where you aren't expected to die every other session anymore.
5e is a little more equivocal, but characters are basically as survivable as in 4e.
So there's a pretty strong progression towards survivability. In every edition from 1e onwards there's also further moves towards being able to pick your character type instead of being dictated partly by luck. 1e has better dice rolling, 2e the same, 3e has point buy, etc. Basically in WotC D&D you choose your stats out of a budget so you always play the character you want. This is the endpoint of a trend that started in 1978.
Its hard to say. I mean there's a lot of variation. I had a ranger that was in that level range. He was an integral part of a long-running story, so he just WAS in that party, regardless. At that level he was equipped with some sort of vampiric armor, a vampiric sword, a ring of regen, and a number of other quite strong items that made him ALMOST immune to death. I recall he once leaped off a 200' cliff into the middle of an enemy army and proceeded to simply slaughter them by the 100's until the whole army basically ran away. By that time his vampiric sword had given him several 1000 hit points and he proceeded to kill a number of demons.Interesting.
In the game I play in we're up to about a 10th-level average at the moment, and in our year-end awards the only pure Fighter in the party was just voted most valuable character for the 5th time in 6 years, this time after a tiebreak with the pure Ranger! Two non-caster* classes - what does that say?
* - the Ranger's spell ability at 10th is still so trivial that it might as well not count.
He still didn't hold a candle to my equally high-level straight human MU (who admittedly also had some pretty nifty equipment). In terms of "which would straight up contribute more to party success" it wasn't even a contest. The ranger still was probably the vastly more popular of the two characters with the DM and the other players as he was an endless source of amusement and plot hooks. The wizard was fun, in a "how do we game this stuff" sort of way, and had a pretty good story too, but frankly playing that sort of character was a lot 'easier' in some respects.
Right, but this doesn't mesh well with the idea of 'heroic play', at least in my mind. I mean, in the Odyssey for instance there's some mention at one or two points that the characters are needing to replenish supplies, but it isn't a primary concern, more like a bit of a device to explain why they choose to land on an island now and then. That and maybe things like the part of LotR where they visit Lothlorien and get resupplied are about the extent of such things in heroic source material. I wouldn't consider focusing on this to be particularly heroic and thus meshing too well with Gygax's text, though TBH it doesn't actually CLASH with it either.I disagree here. Both the PH and DMG, for example, point out the need for tracking things like gear, arrows, encumbrance, and so forth; and of hiring porters or buying/renting pack mules to carry what you cannot.
Well, I think that, while 2e fails in real rules terms to enable heroic play, it at least called it out as more than a blurb, and there ARE rules in 2e, the XP rules being the main example, that actually DO try to work in that direction. So 2e doesn't do 1e-type play so well, but it doesn't do heroic play really either. Its a weird game.Huh?
Somehow in there you jumped from logistics play to story-driven play. They're not the same thing by any means, though one can tangentially influence the other.![]()
3e I cite as an example of the idea that 'playing in the dungeon' (IE Gygaxian play) WAS in fact the goal of, presumably, 1e, and that 2e strayed from it. I don't assert that 3e ACTUALLY gets you back to it mechanically, its much more like 2e there, but it does fly its flag on that hill. That just tells me how little WotC thought of Gygax's assertion in 1e PHB, they are asserting that 1e is a dungeon-crawl game!
Right, and in the Ur-game, maybe even before OD&D when it was emerging, I think the concept was that the 'real' game was the strategic empire-building game where you raised armies and played out Chainmail fantasy supplement battles against other kingdoms (probably even PC run ones). The stronghold rules are sort of a vestige of that IMHO. They don't contribute at all to the 'heroic game' except in some way maybe some color (you are now a ruler, which is kinda heroic). As you say, its more an invitation to retire. Few people actually run the empire building phase, so in effect the character either exits stage left or maybe gets trotted out to defend his lands now and then.It can provide a home base for the party, but not much else. That said, I think the assumption is that when a Fighter goes the stronghold route (or the Cleric builds her own temple, or whatever) that character is also pretty much retiring from adventuring. Result: many characters IME put off this step until they think they've done their career, which might be several levels later.
I never liked that formulation of the debate, but I understand what you mean. I think its the difference between:This looks like the start of a D&D-as-sport vs. D&D-as-war discussion; where I see it as war and you (going by what you've said here) see it as sport. Fair enough.![]()
1. Gygaxian Play - game as test of playing skill, can you survive the dungeon and make Nth level?
2. DM-centric Story Play - the GM presents a story, the players engage it from character stance only and some elements are hidden from them. This can also incorporate sequences of Gygaxian Play as a variation. They might also incorporate some elements of Narrative Cooperative Play, though neither are primary.
3. Narrative Cooperative Play - All participants shape the story, some play PCs and one usually plays the NPCs and often takes on tasks inherited from type 1 and 2 play's DM role (IE rules interpretation, maybe some backstory and thematic authority, etc).
In type 3 play, there simply isn't conflict at the table, no adversarial role exists. At least not inherently, players could create such as part of their play style and they can of course engage in bouts of type 1 and 2 play to whatever extent their chosen rules system allows for.
Sure, I take your meaning. As I say, there's always the option to agree on some hidden element which can foster entertaining/challenging play. I simply advocate that these elements are embedded in a fundamentally egalitarian matrix where no one participant's 'vision' is per-eminent. It isn't even REALLY that radical in practical terms because even Gygax had to cater to his player's desires if he wanted to remain in possession of a group to play with. So there's ALWAYS been some practical balance of or limits to authority of GMs in all games. I just prefer a convention where this is explicit and if a GM wants to hide something from the players that there is a buy in of that. I guess it doesn't need a vote or debate, but when the GM presents a 'mystery' as a narrative element without giving away the details to the players, then they COULD exercise meta-game authority to stop that. If they don't, well they must want that mystery!So the players can author their own surprises?
Isn't that kind of like wrapping your own birthday present?
This sounds more like group storytelling on a D&D chassis than anything else. It's neither sport nor war; it's more like two teams getting together before the game and deciding what the score will be, who'll get the goals, and whether the referee will be given the chance to send someone off - and then going out and playing it through to that result.
See, you talk about teams and agreements and things. I see only one unitary 'team' at the table. I think your stance actually harks back to Gygax. In his conception the DM has a role as 'the antagonistic force' and thus there's a certain division into 2 asymmetric teams. This doesn't exist in modernistic play, but D&D has carried it over implicitly even as it has tried to achieve a non-Gygaxian (what I call type 2 above) play style. It is kind of problematic in ways that [MENTION=42582]pemerton[/MENTION] and others have discussed many times in various places. Obviously it WORKS, but I contend there's always been an element of dissatisfaction starting with that blurb you quoted in the 1e PHB. Other RPGs have more and more grown up in that unclaimed territory. D&D is a big game with a lot of milieu, lore, material, etc. that has accreted to it, but it has never really figured this part out.
I literally cannot, in my mode of play, internalize 'abuse' as a concept. It just doesn't make sense. I guess I could recruit a group of players and they could decide to go off and construct a narrative that was completely uninteresting to me. I wouldn't consider this a game design issue, its a table issue. I suppose if that happened I'd have to assess my needs/desires/tastes and decide if I wanted to GM that game or not. If it was a case of me running a game in my persistent campaign and say the players wanted to totally rework the campaign, or turn into comedy or something. I'm happy with that if we're all having fun. I'm not obliged to incorporate that play into the 'canon' of my world if I don't want to. I'd probably just call it an 'alternate reality' or something.Again, you're very lucky with your players that they don't abuse this authorial power.
I've done that - the party rile up some powerful opponents somewhere and the next thing they know their home base is getting turned into Swiss cheese by the retaliation.
Lanefan
Yeah, it was fun, but mostly because this particular guy is so much fun in terms of the characters he makes up and situations and whatnot. I think if you had 1000 DMs no other one could pull off the degree of 'railroad' that was in that game. I don't consider him an example of anything except that every generalization has its exception.