Showing posts with label State of the Game. Show all posts
Showing posts with label State of the Game. Show all posts

Saturday, March 10, 2012

The "Explorer" Wildlands Campaign and the Campaign Hexagon System

I've long been a fan of the D&D campaign based around exploration, both on a micro (dungeon) and macro (wilderness) level.  No publisher highlighted this aspect of D&D better than Judges Guild, whose Wilderlands of High Fantasy setting was built around the idea that there was a lot of unexplored stuff out there.  Sure, there were cities -- big ones, too -- but there was space.  Bob Bledsaw's crowning achievement (other than the City State of the Invincible Overlord) was the Campaign Hexagon System and its specific implementation in the Wilderlands.

Be assured that the system was more than mere wilderness maps on hex paper.  The first benefit of the system was that it was scalar, taking the DM from large-scale campaign hex maps to individual hex maps of a particular campaign hex to two scales of square-grid map for city plans and small scale dungeon floorplans.  Like a nested Russian doll, the map scales all fit within each other.

The second benefit of the system was that Judges Guild published maps and blank sheets (the Fantasy Cartographer's Guide is simply wonderful) for keying said maps in large, easy-to-use booklets, and provided numerous tables and charts to help DMs populate those maps with terrain, features, monsters, and treasures as needed.

Lastly, Bledsaw ensured that all JG "content" publications actually used the Campaign Hexagon system, and took it to the next level with the inclusion of TWO maps for every wilderness area -- a DM's map and a player's map that was blank, other than coastlines and known features.  Talk about an incentive to explore -- there was a whole map to fill out!  And after that, 15 more in the Wilderlands setting.  For my money, the Wilderlands Setting was the ultimate sandbox for OSR-style gaming.  JG products were at their strongest when providing game aids to enable this style of sandbox play.

I am a huge fan of Greyhawk, but the exploration element and sense of the unknown is largely missing (at least in the aboveground of the Eastern Flanaess).  The Greyhawk setting (and Faerun too, for the most part) is one of nations; the Wilderlands is one of wilderness, and is therefore the first setting that comes to mind when the "points of light" concept is bandied about. 

Sadly, exploration as a player and character motivator seemingly became phased out as the game transformed into one of character customization and battlemat-driven tactical combat.  I honestly can't remember the last time someone actually mapped in a 3.x game.  I wonder if a raised-on-4th-edition player would even understand the point of mapping.

Friday, March 9, 2012

5th Edition Hopes and Fears

Like many gamers in my age demographic, I await news of D&D 5th edition with a mix of hope and trepidation.  On the one hand, Monte is at the helm; it won't suck.  On the other hand, its stated goal of unifying the various editions -- and thereby providing something for everybody -- runs the risk of pleasing no one at all.

As of this writing, my favorite editions remain 3.5 and Pathfinder, for one big reason: character creation.  I find that 3.5/PF deliver the most ability for PCs to create the character they want within a fantasy world framework.  While this is sacrelige in many OSR circles, I like feats and skills as presented in 3rd Edition and its progeny.  Is 3.5/PF perfect?  No -- the oft-stated objections (rules bloat, wargaming feel, challenge rating/build-the-adventures-around-the-PCs, the power curve, high-level play wonkiness) are mostly valid in my experience as a player and DM.  But that sweet spot (say, level 3-10 or so) was awesome.

I have gone back and reviewed many of my Basic Set / 1st Edition materials, and downloaded and reviewed several of the carefully-crafted OSR retro-clone products, including Labyrinth Lord and Joe Bloch's Adventures Dark and Deep.  I value the original and OSR products for their relative simplicity, flavor, nostalgia, and sense of real danger to the PCs.  However, I like a product with a little more meat on the bones, particularly regarding skills and adjudicating non-combat actions.  Adventures Dark and Deep has taken the step of adopting a alternative skill system based on xp expenditure that is partially tied to ability scores -- thus, for many of the skills, it is cheaper to train if your best ability score is that skill's prime requisite.

Mixing and matching these elements then, as Monte in fact says he is doing, my fantasy 5th edition would look something like this:
  • Same core design re: six ability scores, hit points, saves, armor class, etc.
  • Feats, or some mechanism to customize characters to provide unique abilities
  • Skills or ability check modifiers to allow resolution of non-combat actions
  • Ability to run 0/1st edition style gameplay (i.e., battlemap/miniatures optional) for quicker play
  • Flattening of the power curve
  • Deadliness -- the game needs to be dangerous
  • Rewards should go back to pre-3e: xp for treasure, to encourage alternate means of "winning" other than monster-slaying, which begets the Challenge Rating/match-the-encounter-to-the-PCs thinking.

Monte Cook is the new Gary Gygax

Since EGG's passing, I can think of no better public figure to be the Caretaker of D&D.  With his links to the game's history, creative energies, and obvious design chops, I hereby proclaim Monte the completely fallible, darkness-infused leader of pen and paper RPGs.

Is he flawed?  Certainly.  Has he given in to creative excess at times?  Definitely.  But, to paraphrase Thomas Jefferson, egotism in defense of preservation of The Game is no vice.  We need someone with the vision and the gonads to take our hobby forward for the next 20 years.

In Monte I trust.