Nuketown

Game Theory

Role-playing Mechanics: The Third Way

Recently Chris Youngs at Wizards of the Coast wrote an editorial pointing out that people can role-play in D&D 4th Edition just fine without any rules actually governing said role-playing:

Fourth edition doesn't include some of the mundane mechanical elements of character building that 3rd Edition did. For example, certain skills (I'm looking at you Craft and Profession) enabled a player to feel like his character had some sort of grounding in the "real world" of the campaign. Odds were good that you never made a Craft or Profession check in your game, but having ranks in that skill made you feel connected to your character's background. In 4th Edition, those skills are gone. Why? Because we feel like a character's statistics don't represent the absolute truth of a character's story. That's right -- one of the reasons those skills (and other such elements from other editions) are gone is that we felt they hindered roleplaying.

This elicited some "Hear! Hear!"-style posts from gaming blogs:

Building a Campaign Web Site: Blog vs. Wiki

Posted in by Kenneth Newquist on Thu, 05/28/2009 - 5:30am

The proliferation of quick and easy hosting options for blogs and wikis – such as Blogger and the Obsidian Portal -- has led to a proliferation of RPG campaign web sites. But which is best for your campaign? After experimenting with both options for the last few years, I think the answer to that question varies based on the campaign, and how much information you’re trying to share.

Evolving the RPG Form Factor

Posted in by Kenneth Newquist on Tue, 03/17/2009 - 5:45am

In a post about which game systems he'd love to own, my friend (and fellow Dire Paladin) Dr. Checkmate offered this throwaway line: "I would like to see more stuff in the square format of WotC’s Star Wars books and the smaller still format of SWEX. I’m not getting any younger and these books keep getting bigger. Yeesh."

At which point I looked over at my library game shelf, and thought "amen brother." And then I had an interesting thought: of all the games I've played in the last 3-4 years, the ones I've enjoyed most have had a non-standard form factor (non-standard being anything other than the typical 9x11" form factor we've come to associate with D&D).

Beware the Megadungeon

Posted in by Kenneth Newquist on Sun, 03/15/2009 - 11:01am

 Expedition to the Greyhawk Ruins

Megadungeons, epic character deathtraps that have made or broken a thousand RPG campaigns, are staging a comeback. While it's been upwards of 25-30 years since we first crawled into Castle Greyhawk and Undermountain, the Oughts saw the release of Return to the Temple of Elemental Evil, World's Largest Dungeon, Castle Whiterock, Maure Castle and now Monte Cook's Dungeon-A-Day.

But is this a good thing?

D&D 4E to Star Wars Creature Conversions

One area where Star Wars: Saga Edition could use some help are its creatures. There are certainly a number of them out there, particularly the iconic ones from the movies, but the system tends to come up a little short with more mundane critters.

After my third session of Star Wars, I thought back our summer playing D&D 4th Edition, and got to wondering about converting monsters from that book with use in Star Wars. Now I should note that I think that at a fundemental level, Star Wars plays differently than D&D. It's less about dungeon crawls and more about relationships - relationships between characters, between master and apprentice, between organizations. Those were always the main drivers in the movies, and in almost every case the heroes only came up against monsters/creatures as a consequence of the story.

For example, the encounter with the trash compactor beast in A New Hope came into play because Han and Luke were rescuing the princess. Luke's random encounter with a wampa ice beast on Hoth led directly to his vision of Obi-Wan, and his training on Dagaboh with Yoda. Han and Luke were going to be fed to the sarlac because the crossed Jabba the Hutt. Because of this, Star Wars needs fewer monsters (and more NPCs) than D&D, but it's still nice to have choices.

Importing 4E Skill Challenges into Star Wars: Saga Edition

Skill challenges were one of the best things to come out of our D&D 4th Edition playtest.  Building on earlier versions that appeared in Spycraft and Unearthed Arcana, skill challenges provided an in-game mechanic for resolving non-combat conflicts and complex tasks.

We used it to handle the exploration a lava tube complex leading to a red dragon’s volcano and an escape from an angry horde of goblins on an ice world. In both cases, we found it really enhanced our game, turning what could have another dungeoncrawl or a case of DM fiat into a dramatic, player-driven story.

It’s a good idea, and one we’ve been eager to use in our Star Wars campaign (even our anti-4E contingent  wanted to try it). We did exactly that in our third session (“Chapter 3: The Lingering Twilight”), with equally good results.

Feel the Force (Chips)

One of the problems I’ve found with action points, bennies, plot points, and other similar mechanics is that unless they’re crucial to the game, players tend to forget about them. And even when they are important, keeping track of them can be a challenge as the light-weight chips or tokens get covered up, buried, or pushed out of the way.

Our solution has been to use plastic poker chips, which have the advantage of being large enough to seen and thus, remembered. They’re easy to toss around the table (important for games like Serenity or Spycraft where the points tend to fly fast and furious) and while they can make an annoying sound that grates on the nerves when ground together, mostly they get the job done. Except, of course, when the light plastic chips go rolling off the table, or bounce where you weren't expecting.

Organizing a Solar System of Miniatures

My gaming group's used minis in our Dungeons & Dragons campaign for years, and when we playtested Star Wars we continued that tradition. I’m blessed with two players who have large collections of Star Wars minis that I can borrow and I’ve spent the last few days organizing them.

Star Wars Miniature Case: I've organized my campaign's Star Wars minis using a Matchbox car case and text labels.Star Wars Miniature Case: I've organized my campaign's Star Wars minis using a Matchbox car case and text labels.One thing I've learned from my Mutants & Masterminds campaign is that it doesn’t do you any good to have a few hunder superhero miniatures to pull from if you can’t find any thing. With that in mind, I took one of my miniatures cases for HeroClix (a plastic case originally designed for Matchbox cars) and re-tasked it for Star Wars.

Star Wars: Saga Edition - Annotated Playtest #1

Our Star Wars: Saga Edition campaign kicked off on Friday with our first full-fledged Knights of the Old Republic session. Since my Dungeons & Dragons 4th Edition Annotated Playtest went over so well  I decided to do the same for this Saga Edition.

This one will work a little differently; instead of annotating a single combat ecounter, I’m going to offer my thoughts on the game session as a whole, discussing both combat and role-playing aspects of the game. If there's enough interest, I'll also do a round-by-round combat playtest for melee and starship combat. 

Dawn on Zebulon

The adventure began on the world of Zebulon Beta, part of the binary planetary system of Zebulon in the Vargis Tau system. We joined our three young padawans in the training yards of the Citadel of Kal-Kor, home to the Unified Force Academy, under the watchful eye of Jedi Knight Lornn Varri.

The Art of the Lunchtime Gaming

Posted in by Kenneth Newquist on Tue, 09/09/2008 - 9:30am

One of the things I've always envied about the folks working at Wizards of the Coast is their ability to have a lunch-time game. In thinking about it, the single biggest challenge in running a lunch game is not time, but players. If you can find enough co-workers to get a game together, then time management, rather than time, becomes the challenge.

So the question becomes ... how do you run a game in only an hour?

Mike Mearls has discussed his lunch games in the past on the D&D podcast, and his approach is to basically run it as a series of one-shot scenarios. It sounds a lot like a glorified miniatures game, which isn't necessarily a bad thing ... but not quite what i"m looking for. Incidentally, you can read about his lunchtime OD&D game here.

I figure you've got about 45 minutes of actual game time during a lunch session. I'd want a game that's got a good mix of role-playing and combat, allocating perhaps 15 to 20 minutes for each, with about five minutes of wiggle room. Two sessions a week seems reasonable, say on a Tuesday and Thursday. That'd give you a total of about 1.5-2 hours of gaming a week, which isn't huge, but if it's consistent you could get a nice, fast-moving campaign ot of it.