What We Know About SWORD COAST LEGENDS DM Tools

Many articles about Sword Coast Legends (Sep 8th for PC; later in the year for XBone and PS4) are referring to the "robust Dungeon Master tools", and these tools are a feature that a lot of people - especially here on EN World - are very interesting. Many are hoping for something akin the the old Neverwinter Nights toolset. I figured I'd poke around in various articles written at E3 and tease out any tidbits about the DM tools that I could find. Here's what I got!

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What we definitely know:

  • Everybody uses the same word - "robust" - to describe the tools.
  • You can create random dungeons and run them
  • You can make cosmetic changes to prefab locations
  • You can control enemies, NPCs, traps, and add dialogue and quests.
  • The DM uses a controlled expendable pool of points to challenge players
  • Future content will include other camapign settings

What we don't know:
  • Whether or not you can create custom maps.

VGChartz, like everybody else, refers to the tools as "robust". That word comes up a lot. Describing their experience of DM mode, they say "Four players entered a randomly generated dungeon, and I was given full freedom to place enemies, traps, and treasure chests, as well as make cosmetic changes like placing skull heads, dead bodies, and even said bodies' blood stains." They mention being able to change the types of enemies in that dungeon, their placements, and their relative levels, and how they could change the difficulty level on the fly.

There appears to be some restriction on the DM's power, though. "... it was built to prevent DM’s from cheesing the system and making things overly unfair on players. DM’s have a pool of expendable points used whenever they place enemies or traps or increase enemy levels. Once they run out of points, they can’t get them back until players defeat enemies or, DM’s remove enemies or lower their levels."

What else can a DM add? Other than enemies and traps, "they can also add characters as well, including those that give quests (with descriptions and dialogue written by the DM) and those who are vendors, and you can also set these characters as neutral, friendly (fight alongside the characters), or hostile (attack the characters)."

Other campaign settings? Interestingly, when asked if future content might include other campaign settings, developer N-Space said "absolutely". That'll be of interest to those who want something other than the Forgotten Realms.

GGSGamer also saw the game. They refer to a preview of a "campaign that was built from scratch and managed by a human Dungeon Master." Summarizing the customization tools, they say "You can use pre-built concepts, or create every quest, every character, every environment and even down to the individual dialog that characters use in interactions." They, too, call it a "robust" set of tools.

Their example, like the previous one, looks like it was a basic dungeon.

On to PC World. Believe it or not, they think the that the design and scripting editor is "robust". They do go on to cover a more important question, which hasn't been addressed elsewhere, though: "The only thing I couldn’t figure out is whether you can create custom maps or whether you’re just adding props to prefabs." This question is one which comes up a lot. VGCHartz mentions that the game can create random dungeons which a DM can then manage, but we don't have any information on creating custom locations. "During our demo, we watched an empty dungeon room turn into a grim ritual chamber, with rows of torches and an altar. Give two players the same dungeon layout and they’ll undoubtedly put the space to very different uses."

That said, in this video from NerdAlert (watch it below), there's an interesting exchange. Kim Horcher spoke to developer Dan Tudge of N-Space:

Kim Horcher: If you've already played a certain campaign or two, would you be able to recreate it in pretty close detail, or what are we thinking here?

Dan Tudge: Oh, absolutely. I mean that was the test I put to the team. I said "hey, I want you guys to pick your favourite campaign and recreate it with our tools, and if you can do that we've succeeded", and I recreated my favourite, so...

Kim Horcher: I saw him and he killed me!

That exchange is a little unclear. Kim Horcher appears to be referring to a character, but they're using the term "campaign", which is a series of adventures. They move on to the next subject, so it's not too clear which Dan Tudge means - can you recreate The Keep on the Borderlands, or The Isle of Dread? Or any of the other Top 15 D&D adventures of all time? GGS Gamer, above, did specifically say that they saw "a campaign built from scratch".

It seems odd that with all these demos, previews, and articles, we still don't know if you can create custom maps. It sounds to me like you can't; otherwise someone would have at least mentioned it by now. Nobody seems to have asked that question directly, though.

There's hope, though! Technology Tell says that DMs can "log in and not only create your world, but also play an active part in the actual gameplay". "Create your own world" sounds hopefu, especially when they go on to say "Once you are done drooling over the possibilities of creating your own lavishly appointed game world with all the buildings, characters, trees, treasures, and traps (lots of traps)".

WCCFTech saw the previews too. They contradict Technology Tell and say you can't create custom worlds. "While you can’t world build per-se, the options and variations you can create are virtually endless."

The Koalition describes some of the customization process. "They pulled up an editing menu and loaded a premade map of a town. From there, they placed NPCs around, gave them dialogue, created a merchant with a merchant’s wagon, gave him potions to sell, and created the quest NPC." They goo to describe things like weather toggles and the like, before covering the random dungeon creation that earlier articles mentioned. "Once all of those areas were completed, the development team randomly created a dungeon using one of the tilesets then started placing enemies and traps. Overall, the entire process from start to finish (minus planning and writing) took about 20 minutes."

Moving on to RPG Fan, which has some slightly disappointing news: "All of the dungeons are randomly generated, but one could argue this keeps the focus on the encounters instead of level design." They also bring up that points-based resource that DMs use -- "My villainous tendencies were slightly restricted by a resource that must be used in order to place hazards and enemies in the world, and it only refills when the party accomplishes tasks or overcomes adversity. Greater dangers understandably cost more, preventing overzealous DMs from littering the world with level twenty dragons."

What needs to happen, I think, is next time somebody interviews Dan Tudge, just ask this simple question: "Can DMs create their own maps?"

As a final note, Dan Casey - editor of Nerdist.com - has good things to say about the toolkit too: "If you play Dungeons & Dragons, Sword Coast Legends will blow your mind. Such a robust DM toolkit. Can't wait to play more."

If there's one thing we do know about the toolkit - if nothing else, it's clearly very robust!

[video=youtube;-BJn11gJ61Y]https://www.youtube.com/watch?v=-BJn11gJ61Y[/video]
 

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I think you touched on what most people playing PnP want from D&D. We want to be able to be up and running in 20 minutes but to truly explore our creative side we need to be able to have the option for full control and randomization.

Taking from the quote about "rebuilding your favorite adventure", applying it to my current Princes of the Apocalypse campaign and applying it to my wishes for WoTC electronic content:

I would like to fully recreate Red Larch. The campaign offers a lot of detail. Womford on the other hand, can be pre-generated. Random encounters can be just that -random, but planned encounters fully detailed.

The campaign also puts monsters in certain places i.e., griffons, but as DM in game we are probably not allowed to add the griffons if they exceed some kind of character balance threshold.

On my roll 20 games I use dungeon generators for places for lots of quests, but the main story arcs will use very nice maps with pictures and all sorts of details. $99 a year (not counting token packs) and despite the graphical draw backs I'm going to take that over SCL again and again.

I that's probably the divide. Even if one has full customization the SCL is still a video game. The points total thing is about asymetrical mutliplayer game play experience, where the player taking the DM position is meant to not use the tools and just slaughter the players with actual characters. I imagine that this more derived from the random dungeon delving aspect but again, even if it isn't I don't think SCL is wrong for including the points total in any other function of the game.

SCL isn't trying to replace something like Roll 20. What it is trying to do is emulate the experience of having a DM in a multiplayer video game. Something is there to control certain aspects of the game. As it stands as well, from I've read, there are DM Rankings (essentially a leader board), as well as player leader Boards. One way to allow the DM Leader Board to work is have an arbitrary limit on what the DM player can do. Effectively it works on the idea that the DM that uses the points budget but has the players still survive is better than the guy that uses the points budget and just kills them.
 

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Well if there are rankings and people are just selecting DMs they don't from a menu, it seems like DMs are primarily serving as substitutes for AI opponents. A way to make the game more challenging.

I can't see this having a positive impact on the hobby.
 

The point system isn't a lot different from challenge ratings. You have a "budget" to present a challenge to the PCs. You can adjust on the fly to keep it challenging, presumably without making it "killer" although DMs will differ on that I'm sure. There is an element of competition for those who are so inclined but it's just as easy to see the point system as a balance mechanism to keep it fun but challenging.
 


The claim to be able to recreate any campaign and the inherent limitation of the DM's difficulty budget would seem to be contradictory.

I mean, how would you even do the original Tomb of Horrors with such a budget? And if that was within it's scope, would such a budget have any meaningful impact on any adventure, at all?
 
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"... it was built to prevent DM’s from cheesing the system and making things overly unfair on players. DM’s have a pool of expendable points used whenever they place enemies or traps or increase enemy levels. Once they run out of points, they can’t get them back until players defeat enemies or, DM’s remove enemies or lower their levels."

In other words, you can't be an actual DM. You can just be a Dungeon Keeper.

Yeah, junk. What I want is something like Roll20, able to move icons around, use their maps, add a dice roller and a way to show pictures. And that would be perfect. I dont need the rest of the game mechanics etc.

Wouldnt that be an easy thing for them to add on, given everything they've made so far. I'd buy it just for that. But I wont buy it for what it is now.
 
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I don't like the idea of new players coming to the TTRPG with the impression that the role of the DM is to be a fair adversary. While fair is something most players and DMs would consider a goal, adversary is not.

I think a quasi-adversarial nature to the DM-player relationship is ideal, actually. Obviously the DM doesn't want to punish the PCs so badly that the campaign falls apart (party wipe, player dissatisfaction, etc.) but the game does play best when the players (and their characters) are consistently challenged. I've found the most enjoyable games are ones where the DM is able to fake a believable (or, at least, believable with reasonable suspension of disbelief) adversarial relationship. Feeling like you're playing against someone tickles the competitive part of the brain, and a little bit of that goes a long way towards heightening the experience. If the DM can convince the players that they're squaring off against the DM and winning, the experience takes on a new level of satisfaction.
 


After reading all the E3 previews, it seems evident that one can't make their own maps or creatures and import them into the game. One could take the areas shipped with the game and add placeables, monsters and NPCs, triggers for encounters, and change day/night and weather effects. Not exactly the creative freedom a builder from the NWN era would be pleased with.
 


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