Showing posts with label Mike Mearls. Show all posts
Showing posts with label Mike Mearls. Show all posts

Thursday, October 20, 2016

Story Bricks and Volo

This is an intriguing read. I have to admit, I have very mixed feelings about it. For instance, at one point Mearls says:

In the end, it's still a giant book full of monsters. No one would argue with that. But I just think that if that’s all the Monster Manual is, then we're selling ourselves short.
Ok, cool. I can totally groove with that. So long as what you do is better than a giant alphabetical list of monsters. But he follows that up with:
So the idea was, the kind of genesis of it, was that want to do something that's more story oriented.

Now, largely what they appear to be talking about here is the back-and-forth between Volo and Elminster, which looks to be very reminiscent of the comments by hackers and the like in the margins of the old Shadowrun books. Yeah, I suppose that might make it more fun to read, but does it make it useful at the table? Or am I going to be flipping through the book, scanning the text and trying to find where this or that snippet of info I want is hiding in giant blocks of dialogue?

Mearls bit about living in a “post Game of Thrones” world is interesting. I see where he’s coming from, but I think he’s oversimplified the timeline. I mean seriously, has he never heard of Michael Moorcock, Martha Wells, Steven Brust, Katherine Kurtz, or Ursula K. Le Guin? All of those folks were writing amazing fantasy, far from what we’d consider the standard fare, in the ‘60s and ‘70s. Back then, everyone talked about how fantasy as a genre needed to escape the shadow of Tolkien, and they did it. Now you hear a lot about how far we’ve come, and how we need to rediscover our roots in Tolkien, Dunsany, and Howard.

But I can totally see where Mearls is coming from. D&D grew out of a mishmash of pulp and Tolkien and spawned its own thing which has become, in a way, self-referential and self-reinforcing. I’ve heard of this referred to as “gaming fantasy” and when people talk about “generic fantasy” that’s totally what they’re talking about. It’s the fantasy of EverQuest and WoW and, yes, default D&D now.

But the last time D&D attempted to interject more “story” into the game (and, amusingly enough, spawned all those Volo’s Guide books) was the ‘90s. And you’ll have to cast about far and wide for someone who says that was a heyday for the game.

Here’s the thing: if you want story spoon-fed to you, you’re totally set with Paizo’s excellent adventure paths. Even if you’d rather do them as 5e, they’re not too terribly difficult to translate.

I don’t think that’s what Mearls has in mind. He’s more about supplying us with story-bricks we can use to build stories. Which is cool, if the bricks are cool. Here’s what Mearls has to say about mind flayers:

What's the biology of the mind flayer? But no one asked about its feelings. But when you think about, it the game tells me that mind flayer has an 18 intelligence. The highest intelligence a human can achieve, that's their average. Literally, they walk in the room and they are the smartest being there. They are smarter than every human they've ever ate. So talking to us is like meeting dogs, for them. What’s that got to be like?

And here’s where the problems start. Because, as cool as this is, Zak did it better. The web is full of really good stuff, and if you’re not producing stuff that’s better than that, are you doing anyone any favors?

But for a guy like me, it gets worse. Because I’ve been thinking about how mind flayers work for over 30 years. I know how their reproductive cycle works, and while the tadpoles and the elder brain are neat, I’ve got adventures, settings, and themes spanning multiple campaigns about how that works (without any elder brains) and what the relationship is between the mind flayers and the aboleth and the beholders. I can tell you exactly what it means to be a member of a centaur herd, the different sorts of relationships elves form, what makes Abyssal different from Infernal and Common, and literally hundreds of other tiny details that I don’t have to stop and think about because I’ve already internalized them. When I need those details, they’re right there.

Which means anything in a new book must be extremely awesome to get me to do the work of replacing my head-canon. That’s setting the bar really high.

Which isn’t to say it’s impossible to clear; Zak’s thoughts on mind flayers certainly did so. But, again, you need something exceptional to make me interested, and I haven’t seen that yet in this book.

But I’m still going to buy it. Why? Because at least a third of it is an alphabetical list of monsters that I can use in pretty much any campaign I run.

Wednesday, March 18, 2015

Variations on a Theme by Mearls

Part of Mearls’ talk at GAMA was supposed to be about the future of RPGs. He ended up not having a lot of time to get into that (and I’d forgotten about it when I had an opportunity to speak with him, so I utterly failed to follow up on it). Still, he did touch briefly on where he saw the hobby going.

And that is toward simplicity in mechanics. He constantly mentioned Numenera and Fate. Numenera, I think, is the better example. It’s got a crazy, wahoo, Saturday-morning-cartoon meets ‘60s post-apocalyptic fiction meets Dying Earth meets Gamma World as illustrated by Deviant Art setting. It can get pretty dense in sections.

The mechanics, however, are bog-simple. Want to spend points from three stat-pools to boost your roll? Decide, roll, rinse, repeat.
There’s little in the way of tactical minutia to occupy the GM’s frontal lobes. Heck, if you’re playing the game RAW, the GM doesn’t touch the dice during combat. The GM’s principle job is to watch for good points for intrusions, giving the fight context, and creating fun at the table, not adjudicating bonuses, facing, or distance.

Now, this is old hat to the OSR crowd. We’ve been crowing about this for over seven years now. Grognardia launched on March 30, 2008. That’s the same year the Old School Primer was published. And, as some demonstrated to my previous post about what Mearls had to say, a common response ‘round these parts can be largely summed up thusly: “Duh!”

But it’s interesting how slowly but strongly this idea is percolating through the collective consciousness of RPGing. I’m not sure most folks even recognize it yet in D&D. They’re still expecting to find rules for every situation. If it’s not out yet, it’ll be released in a supplement, right?

Only Mearls has said, there won’t be that many supplements. So maybe a free-to-the-web pdf or something?

Or maybe not at all.

Mearls pointed out that, for many designers, D&D sets the tempo. It’s assumed that players have played D&D, so D&D is your baseline for expectations, especially in terms of complexity. People see the rule-for-everything of 3.x or the giant-wall-o’-combat-options from 4e and assume that people coming to their game bring expectations shaped by that sort of thing. And thus you get monstrosities like Shadowrun 5e.

This stuff we’ve been raving about for seven years now is starting to seep out, but kinda below the surface. Have people noticed what’s happened to D&D in 5e? Will it still be seen as a success next year when there aren’t three brand-new core books everyone wants? If it is, will they recognize the value of simplicity? Or are the punch-clock designers too set in their ways, and too deep in their bubble, to notice?

Off the top of my head, I can’t think of any RPGs ripe for a new edition. When we start seeing new editions of games, it’ll be interesting to note if this move toward simplicity is found in them.

Monday, March 16, 2015

Mearls at GAMA

Mike Mearls gave a talk on RPG design at the GAMA trade show on Tuesday afternoon. Much of it was based on the playtest for 5e, so keep that in mind as I delve into the meat of his discussion.

He started by discussing the perception that RPGs are in decline. This was something of a shock to me and with the retailers I mentioned this to. While RPGs are not the tent pole products FF miniatures games or M:tG are, they don’t seem to be in decline to us. Nor to Mearls.

Granted, the man certainly doesn’t want to come to a show like GAMA and say something like his industry is fading fast. And he wasn’t willing to risk his job by releasing WotC sales numbers.

That said, he reported that internal numbers show peaks and valleys, but overall slow but steady growth. Organized play has grown with each edition of D&D since 3rd. He also said that the numbers they had showed a skew towards younger gamers. The assumption that the kids are playing MMOGs and old farts are playing pen-and-paper games is the opposite of reality. The average age of D&D players appears to be around 30 years of age; the average age of MMOGers is 35.

After that, he got into some details from the 5e play test. One thing he thinks the industry as a whole has gotten wrong is the desire for complexity. When 3e was released, lots of people just assumed their audience had played it and that was the benchmark for complexity. The result has been much denser games with rules for everything.

But players don’t appear to want that. He described watching people play 4e from behind a one-way mirror and just grinding his teeth at how everyone got the rules wrong. Yet, while the designers were squirming in frustration at everything going awry, the people playing were almost always having a great time. In short, the rules mattered much less than the group.

Even more, as they play-tested 5e, while the designers squirmed at the lack of rules to cover edge-cases, the players seemed thrilled with a simpler game. They found that players actively disliked complexity during combat. (Mearls assumes this is due in some part to the bad side of spotlight time; if everyone’s staring at you, waiting for you to take your turn, you really, really don’t want to screw up. The pressure to “get it right” makes more options less fun. Not entirely sure that’s what’s going on there, but I can see where Mearls is coming from.)

While complexity outside of combat is appreciated, Mearls firmly believes that adding to that complexity is a Red Queen’s race the publisher can only lose. Keeping something new constantly on store shelves may be great in the short run, but it leads to quicker burn-out. A smaller core-rules footprint, in short, is better for the longevity of the game.

Friday, June 20, 2014

DMG as Hackers Guide for 5e D&D

From an interview with Mike Mearls over at the Escapist:

Mearls: The DMG is, well - going back to Basic D&D as a starting point - if you think of the Player's Handbook as for the player who is looking at character classes and played a couple of them and wants more options or wants to fine-tune what their character is, or who says "I want to play a paladin." The DMG serves the same role for the DM. Basic D&D hits core fantasy, it's stereotypical fantasy adventuring. If you're the DM and you want to do something more exotic, you say "I want to add technology to my game" or "I want to have more detailed rules for a grim and grittier game, more of a horror game." That's where the DMG comes in, it's for really fine-tuning your campaign, and creating a different type of experience than your standard fantasy campaign. It's also for expanding the scope of the game. So we've talked about things like ruling a domain or things like that. The more detailed rules for that would be in the DMG. We've talked about having some basic rules for things like that in Basic D&D but we're not 100% into it either way - is it confusing to new players or is it nice that it gives them a clear progression? We're still not quite decided on that yet. It's for if you want more depth on specific topics.

The DMG also has a lot of utilities in it, like for dungeon creation, adventure creation, creating monsters, creating spells, even if you wanted to create a character class. It's not quite the point-buy system from 2nd Edition, but it does say things like "Well if you want to create a class for your campaign then here's a good way to approach it."

So it's really for getting under the hood of how the system works and building up your campaign.

Bolding: So really, besides maybe Unearthed Arcana, there's never really been a hacker's guide, as it were, for D&D.

Mearls: No, exactly. And that's what we were inspired by. People like to tinker with their campaigns, and especially if you've been DMing for a while and you kind of want to do something different. Really going into in-depth [changes]. And now, it's not going to be deconstructing everything, but it's giving you the tools you need to make your own changes. And there's always going to be art to it, like monster creation, we can't give you a formula that's perfect. What do you do with a monster that has one hit point, one AC, and can cast harm once per day? How do you balance that? There's no simple answer, but even just telling DMs that helps.

I'm actually pretty happy to see this.  Others may disagree with me, but I've found the advice for DMs in post-Gygax-era D&D to be of questionable value.  ("Here's some problem players you may run into and some passive-aggressive methods for dealing with them, since expecting you to act like adults never occurred to us!")  Getting at what the rules are trying to do and how tinkering with them might affect things would have been great advice back at the beginning.  Having these sorts of assumptions and ideals spelled out in advance will give new DMs a leg-up on understanding what the game's about and what they'll need to do to make it be about something else.