Glyfair
Explorer
David Noonan has posted an entry that covers a lot of ground, without giving any details. Of course, the second part explains why.
Logan Bonner has posted a bunch on the miniature game update:
David Noonan's blog said:Daily Work: We've got some nifty new rules for hazards/traps/obstacles/whatever-you-wanna-call-'em. As an adventure designer, I love them--but we'll see (and actually some of you will tell me) how they work at the table. After a few hours playing with the new tools, I'll tell you this: the hardest part of creating a cool hazard/trap/obstacle is the creative gruntwork. Conceiving it is harder than implementing it. That's probably how it should be.
The other thing I like about it is that it rewards teamwork--just as combat does and just as the social stuff I talked about last week does. There's a lot of teamwork in this game. Anybody else think it's incongruous that an intensely social, teamwork-driven game is supposedly played by a bunch of introverts? We may have gotten a bad rap at some point.
Why It's Hard to Leak Stuff: Warning--this is going to be unbelievably abstract. When I take a broad, 10,000-foot view of 4e, I'm struck by how tightly integrated the system is. More game elements "talk" to each other than ever before. That's why for the longest time, we spent so much time cranking on the core rule elements and gave short shrift to more ancillary rules like, say, item saving throws (and yes, that's a fictitious example, but you'll see why in a moment).
On balance, this tight integration is good for D&D--although it's not a necessary precondition for a great game. Some terrific hobby games have rules that are sprawling, chaotic messes, including the one I fell in love with back in the early 80s. But that tight integration is why I can turn a 3e gamer into a 4e gamer in less than an hour, and why the action zips around the table at a pretty good clip.
But there's a small downside to that tight integration: it makes it hard to reveal just part of the system. If I showed you phantom steed, for example, the first three lines of the rules text would each require explanation...and those explanations would lead to reasonable questions on your part...and those answers would lead us elsewhere, and...well, you get the idea.
One of the reasons we designers are being opaque is absolutely that we're saving some "reveals" for the preview books next year, and more generally we're trying to give a solid, sustainable stream of info. But the other reason for the opacity is much more prosaic: It's hard to show just one part of this system. Like Mister Rogers said: "Everything grows together, because it's all one piece."
Logan Bonner has posted a bunch on the miniature game update:
Logan Bonner's blog said:I like the new rules for the minis game. The previous version had a lot of things that were unlike the RPG in an annoying way (morale, always attacking the nearest) and a faction system that left us with too many minis of creatures PCs wouldn't fight (which is a problem for people who buy minis for RPG play, but also leaves minis players with a bunch of birds and crap).
The new rules are different from the RPG in the ways they need to be, but not in ways that just seem "un-D&D." Many of the monsters are converted from the MM1, and they aren't super different from the MM versions. (They usually need to be simplified a bit.) The RPG monsters look more like minis monsters. There are several reasons for this, the most important being that monsters don't use PC rules anymore. They're more focused on carrying out their specific shticks. This dovetails with encounter design: We have more monsters, so each one needs to be more focused.
The really cool thing about designing minis is the set of concerns that doesn't exist in the RPG: the metagame. You're not only thinking about whether a monster's abilities make sense for its theme, you're also thinking about warband building, making something different from the minis that came before, and considering the rarity and point cost.
Steve Schubert gave me some good guidelines about levels/point values to assign to minis based on how many minis we expect people to use out of each pack when playing sealed games. When I was working on a high-point-value mini, I made it the kind of creature that can be the centerpiece of a warband and can really mess with the battlefield.
The new factions are pretty cool, too. They're kind of a loose guideline, assigned based on both theme and mechanics. It's interesting when you find a monster that fits with two seemingly dissimilar categories, like blue (civilized) and green (wild). We don't have a Magic-style "color pie" worked out for the factions, but there are some commonalities members of a faction will share. I'm curious to see how these evolve.
In other minis news, I got a set of Desert of Desolation repaints from Chris Tulach. The paint jobs all look good. I probably can't talk much about them, but there's one that will definitely be highly sought-after. There's only one that is kind of boring IMO.