Showing posts with label trinity. Show all posts
Showing posts with label trinity. Show all posts

Sunday, April 22, 2012

My Trinity of Old School Gaming (Part 3)


Now that I’ve explained the relationship between a game’s mortality rate and its method of character creation and how the former leads to simple and exciting combat, I’ll focus on how quick character creation, a high mortality rate and simple, exciting combat make it easy to form or find a gaming group.

Quick character generation is the most obvious aspect here, as it lowers the entry bar. A newbie who has never roleplayed before can hop right in. Similarly, guest players, tryouts, spouses or kids can effortlessly join in, even for just a session or two.

Poster Brendan directed me towards another point with his comment on participating in a character's evolution through actual play: To wit, quick character creation can easily be done at the table and as a group (rather than at home alone with a dozen source books and spreadsheets). Ideally, everyone is somewhat invested in everyone else's character which makes newbies feel more welcome.

('New school' games such as those coming out of the Forge movement often emphasize joint character creation for this reason, among others.)

Quick character generation is my N° 1 requirement for the one-shot games I occasionally spring on my group - and what better way to get my players interested in a new (or very old) game than to provide an evening of fun?

Simple, exciting combat is another factor in forming or finding a group. First of all, it’s uncomplicated fun and thus a great attraction. It makes people actually want to play. More subtly, though, simple combat is usually quite fast, which allows one to have larger and more robust groups. In D&D 4e, a typical fight is anything but simple and in my experience takes about 30 min per player character involved. So a group of four players will need 2 hours for a regular fight – add another two players (and a bunch of monsters on the DM’s side) and you’re probably looking at a single fight per session.

Contrast this to a game where a fight takes about 5 min per player involved. Even a fight with 10 PCs will be over in under an hour (and most likely keep everyone’s attention, too). On top of all that, handling the characters of absentee players is no problem with a simple system. In D&D 4e, a high-level character has 20+ cards detailing powers, magic items and such – good luck trying to run two or three of those on short notice.

What about a high mortality rate though? Simply put, it can be a bit intimidating to join a group who has played the same characters for years. Moreover, well-designed RPGs with a high mortality rate not only provide a method for quick character generation but also ways to catch up in a reasonable amount of time.

All in all, I think that the above factors make it much easier to assemble, find and maintain a robust gaming group.

Next up: How randomness, simple combat and death make for some excellent roleplaying!

Sunday, April 8, 2012

My Trinity of Old School Gaming (Part 2)


Last week, I examined the relationship between a game’s mortality rate and its method of character creation. Let me expand my diagram to look at some ramifications of my trinity of old school gaming. This week I’d like to focus on one of the main effects of a high mortality rate among player characters: Simple, yet exciting combat.




One of the foundations of old school gaming is killing things and taking their stuff, so a satisfying combat system is of paramount importance.

A high mortality rate allows for just that. If those dice clattering onto the table just now might spell your character’s death, you’ll be fully invested in the action regardless of the complexity of the rules. When I roll monster damage in WFRP, for instance, all my players’ eyes are glued to the dice, even if they concern another player’s character.

If, on the other hand, you take away the risk of death, you will either end up with boring combat (DSA3, I’m looking at you!) or you will have to compensate for the thrill of danger by offering tactical depth (the D&D 4e approach), evocative tables (the Rolemaster approach) or whatever—at which point combat will no longer be a simple affair.

(Admittedly, things other than your character’s life might be at stake. Maybe an NPC could die, your character could be traumatized etc. I maintain that the threat of character death is the key, though. In-the-moment, the inevitably occuring deaths often suck but that’s the price you have to pay – and a topic for another day.)

I'll explain more of those arrows next week.

Sunday, April 1, 2012

My Trinity of Old School Gaming (Part 1)

Hello and welcome to my blog on Dungeons & Dragons, old school gaming and becoming a Killer DM!

I’ll kick off my blog with some thoughts on the relationship between a game’s mortality rate and its method of character generation. Here’s a diagram of my trinity of old school gaming:
In short, random character generation enables us to achieve quick character generation which in turn enables us to have a high mortality rate. And – coming full circle – a brutal culling of player characters is needed to make random character generation fair, as I’ll explain below.

For starters, random character generation is one of the best ways to quickly make characters, at least if you want some depth and variety. The moment you start using building points, for instance, you will usually sacrifice complexity (i.e. offer few options) or speed (i.e. make players spend a lot of time weighing and choosing options).

(A counter example is James V. West’s excellent game The Pool. Character creation is quick but offers surprising depth and has long legs. But then, The Pool is a very different type of RPG than D&D.)

Quick character generation then allows us to kill off characters with abandon. If character creation takes hours, a player who has lost his character may end up sitting out the rest of the session. Even if he doesn’t (because the sessions ends or the player gets to control an NPC etc.) that’s an awful lot of time down the drain. Al from Beyond the Black Gate touches upon this topic in his post Character death = Fun!

(Just imagine telling a Magic: the Gathering player that he has to scrap his meticulously assembled new deck if he loses a single match with it (i.e. ‘dies’).)

I also believe that a high mortality rate is a prerequisite for random character creation. Else, the latter is simply unfair. When you roll up characters for a game expected to take characters from 1st to 20th level without anyone ever (permanently) dying, bad luck during character generation might doom a player to playing a weak character for years. To me, that’s unacceptable.

Contrast this to, say, a deadly OD&D campaign: Rolling up a character with excellent stats is no guarantee he’ll make to 2nd level or beyond. Player skill (and yet more luck) will be the deciding factor. And once a character has run the gauntlet, he will have grown on you and weak stats might actually be endearing. James Maliszewski has more to say on this in his excellent post character death in old school gaming over at Grognardia.

More on the various implications of my trinity next week!