Showing posts with label play style. Show all posts
Showing posts with label play style. Show all posts

Tuesday, March 27, 2012

Gapping a generation

So, I recently stumbled across an interesting post entitled "4E Plays Like A Video Game, and Thats [sic] Awesome". It's an older piece (from November 2010) and #DnDNext wasn't even a thing. I think I spotted in on someone's Twitter feed or something, but that's neither here nor there.

The reason I mention it is because it's quite well written and thoughtful and has some excellent points.

It also made me want to rage-barf!

The essence of his argument, as I understand it, is that the elements of 4E that drew the lion's share of criticism didn't deserve it because they made the game fun.

The spamming of At-Will powers while the Encounter and Daily powers were 'fire and forget' were okay because they were just like the cool down timers in video games. The hand waving healing where everyone takes a breather and is at full health again was all right because it kept the game moving. Any nod to realism was unnecessary because it was a game and games should be fun.

I hate every one of his arguments, but I can't really dispute them either. If that sort of stuff makes for a fun game for him and his friends, then... great! Good for them. Sincerely.

At the time, he was twenty six years old. I was thirty eight. Twelve years but it might as well have been a hundred and twelve. He grew up playing RPGs on the Xbox and computer. I played them on graph paper.

For me, the hand wave healing and powers were a break from the immersion. To me, immersing myself in my character and playing a role is the biggest draw in DnD and any other tabletop RPG. I have dozens of board games and video games that are all fun and all vying for my precious free time. A few are easy enough to lose myself in (Skyrim, Mass Effect, Deus Ex to name a few) but most are fun and carefree diversions.

I don't care how realistic the physics are in the Need For Speed series. I just wanna drive a ridiculously cool car at ridiculously stupid speeds.

I don't care if the Madden games portray injuries accurately. I just want to run a clock killing 80 yard drive.

I don't care if my Ultra-Marine is instantly healed whenever the bullets stop flying. I just wanna saw some Orks in half.

However, I do care if my carefully planned and conceived DnD character has to worry about cool down timers.

Yet Monte Cook and the WotC design team want to bring everyone together under one unified edition. A game with a foundation that will allow the old codgers like myself to sit at the same table as the twenty-something Gazebos of the world. I hope they can pull it off because that would be awesome.

Sunday, March 18, 2012

Balancing Act

It's the classic mystery novel setting. A dark and stormy night rages outside the country manor. Inside 4th Edition D&D lies dead.

I've gathered all the suspects in the study. By the fire is General Roles, puffing on a pipe and looking indignant. Mrs. Powers is pacing and railing about her dignity and good name. Professor Healing-Surges nonchalantly thumbs through a musty old tomb. There are others in the room but I haven't bothered to learn their names.

I also haven't bothered to truly investigate the murder. Diligently hunting down clues and gathering ironclad evidence is for pussies. I'm all about baseless accusations and finger pointing. So, once the dramatic tension has peaked, I point my finger squarely at...

*DUN DUN DUN*

The butler ... Balance.

*GASP*

Or maybe everyone shrugs and says that they figured that out way back in chapter six.

Regardless; the quest to balance all the classes was above all else, the thing that killed 4E for me. I probably could have adapted to the card game/tabletop miniatures emphasis of the game over time. But there was no getting past the fact that all the classes under each role felt alike. They had different names and flavor text but at the end of the day we were playing Controllers, Strikers, Leaders, and... that other one. Tanks?

Everyone had healing surges and At-Will powers and lots of Hit Points. Everyone was self-sufficient and independent. Everyone was great but no one ever stood out. All because of balance.

Now, balance has its place. It's good to have in computer games and MMOs. It's nice to have when crossing the Grand Canyon on the back of a bear riding a unicycle across a tightwire. It has no place in a tabletop RPG.

Why? Because balanced characters are no fun. In fact, it's downright boring.

There were exactly two times in our several months of playing 4E where I remember being excited. One was when someone chained together a series of power cards in a really cool way. The other time was when we started dying off after a grueling gauntlet of encounters. Otherwise, the only thing I liked was the role-playing portions, and those had nothing to do with the rules.

I suppose the video-game-ification of 4E required that the classes be balanced. No one wants to login to their D&D based MMO and have one player run around and kill everything before you even hit the key to draw your sword or cast your first spell. That sucks.

But in a tabletop game that's simply not a factor.

As I see it, the idea behind balancing all the classes is to ultimately prevent any one player from min/maxing their character and dominating the spotlight. The fallacy there is that it's up to WoTC to police everyone who plays the game. The reality is that every gaming table is different. We all have our inside jokes and our unspoken policies on what is okay and what is not. All without any heavy handed help from WoTC, thank you very much.

In a good tabletop game with my friends, I want the spotlight. I want my character to shine and show off every now and then. I revel in those moments when I cast my biggest hardest hitting splashiest spell at the big bad guy, and have all the dice fall the right way and have it fall in glorious defeat. Those moments where it all comes together are the best.

At the same time, I want the spotlight to shine on the other characters too. I want to cheer when the rogue disarms that trap or lands that brutal sneak attack. I want to clap when the paladin executes a devastating cleave, or when the cleric vaporizes a room full of undead, or when the druid hits the vampire lord with a sunbeam spell.

Those moments are exciting and thrilling and memorable. Those are the moments that make the game fun. Those are the moments that are lost when every character can do a bit of everything and where all the classes are balanced.

So, leave the talk of balance for the computer games and let the players deal with any spotlight hogging munchkins that show up at their table.