Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts

Tuesday, October 5, 2021

Gritty Realism: Adventuring in Weeks, Not Days


Because apparently this is a 5E blog now, I'm going to talk about the Gritty Realism variant rule suggested in the DMG on page 267. But wait! Don't go! You know me better than that. Of course I'll find a way to make it relevant to you and your rules-lite artpunk post apocalyptic furry heartbreaker as well, since I know you don't play D&D 5E.

So there's a type of adventure scenario I like to call a "Die Hard plot." It's not a good name, but it's what I always think of. In the movie Die Hard, the whole ordeal takes place within a single evening. The movie almost happens in real time! It's a really jam-packed day. See also:
  1. The Warriors
  2. The Avengers (well, like 90% of it)
  3. Night of the Living Dead
  4. Clue
  5. Dredd
  6. The Goonies
  7. Escape From New York
  8. 24 (the TV show)
...and plenty of others. Now of course, lots of movies take place entirely within 1 day. But these ones here are specifically all movies that are a great model for D&D ADVENTURE! Sure, My Dinner With Andre takes place in one day, but that's because it's just a dinner conversation. These movies are set within a single day in spite of how much crazy shit happens within them.

Every movie on that list is great (and 24 is okay I guess), and you should steal from them occasionally. But the main appeal of Gritty Realism is that it affirms a simple truth: you can't run an entire campaign of just Die Hard plots. Or rather, I think you probably shouldn't.

I'd like to talk about this at length and help us all to appreciate this better.

Sunday, September 19, 2021

Iterative Design

If you work in any form of engineering then this is probably a familiar idea. I just want to talk about how valuable I find it to be when it comes to RPG design. I've always really liked that the standard in RPGs is to have new "editions", rather than straight-up sequels. And because it is, to greatly generalize, a fairly scrappy and accessible hobby, we get to do lots of communal collaboration. We build on each others' work. We actively encourage the theft of good ideas (within the bounds of intellectual property rights). Most RPGs list their "Rule 0" as being something along the lines of "the GM can and should ignore or change any part of the game they want to if they judge it best for their group." It's like you have a game designer at every table.

The problem is that a lot of folks are pretty amateur as game designers. The single biggest failing, I think, comes from this very gap: not enough would-be designers are engaging with iterative design.

You look at what's come before and you use it as a basis for what you'll create anew. You examine the previous version to understand its design, paying attention to the context which created it and asking yourself whether or not those same factors remain relevant. And at the very least, the common corollary to that rule 0 is this: "a good GM will first make an effort to understand the original rule's purpose before deciding to change it." All-too-often ignored wisdom.

I especially find this to be common in two cases: 1) people complaining about design they don't understand, and 2) people making poorly thought-out houserules. Let's talk about some examples.

Wednesday, September 1, 2021

Associates vs Parties

Art Credit: Dan Scott
Side story: so I was just gunna use some generic art
of "an adventuring party" here but then I thought to
share this piece, which was the first D&D art I ever
remembering firing up my imagination. I stared at
this picture for hours when I was introduced to 4E D&D
back in 6th grade. I especially love that wizard-y dude
in the front.
I have just discovered an unconscious assumption I've been making in my design work. I discovered it while reading Matt Colville's Strongholds & Followers and then his follow-up book, Kingdoms & Warfare. It's a major philosophical difference between those two works than I'm having trouble mentally reconciling, but I also think it's one of the many general differences between the Old School and the New School. And it's a fracture I think I've already unintentionally baked into Brave.

Are the PCs a true party or are they just adventurers who associate?

Obviously that depends on the players, but game structures can have one of those two assumptions built in and won't really work that well if you disagree with the assumption.

The difference I'm imagining is, I think, easiest to describe by painting a picture of two different campaigns.
  1. A true party is united by a purpose. They either all have the same patron or they operate a single enterprise together. A party that's also a thieves' guild or a pirate crew or an order of knights or something would be an example of this version. A victory for one is a victory for all, and they are frequently attacked, aided, and rewarded as a group. They probably share a single headquarters. Some games go so far as to create a "party sheet" that's like a character sheet but for elements that only exist as a feature of your unity, and aren't an element of any one single member alone (e.g. reputation or turf).
  2. Adventurers who merely associate may still go out on adventures every week, delving into dungeons together and saving each other's bacon. But they each have separate goals and will break off from everyone else if they have good cause to. The wizard owns his own tower from which he performs magical research. The rogue owns her own tavern where she smuggles contraband. The cleric has built a temple in order to better serve their personal deity and the fighter has raised an army to conquer a fortress in order to better protect the peasantry. Especially if you're playing an open table game, then you may not even have a consistent party makeup from session to session. There is no "party," there's just instances of adventurers in a shared world choosing to work together temporarily, and the stories we play out are following different combinations of adventurers each time. You'll also almost certainly not all be the same level, and there may even arise competition between you! An old party member may grow powerful and corrupt and become a villain for everyone else!
In the rest of this post, I'll spell out more thoughts arising from this, how I see this affecting my own RPG, and my thoughts on those Matt Colville books as they relate to this concept (for anyone interested in his work since I'm sure I got some 5E players reading my blog).

Saturday, July 10, 2021

Brave Design Notes 6: Settlements



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking hereThese rules also make use of a resource called a "settlement info sheet," which you can find here, along with the player copy template here and the version adapted for villages here.

Friday, July 9, 2021

Brave Design Notes 5: Dungeons


Art credit: Tony DiTerlizzi

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here. These rules also make use of a resource called a "dungeon control panel," which you can find here.

Brave Design Notes 4: Cohorts



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Thursday, July 8, 2021

Brave Design Notes 3: Alignment and Combat


Art credit: William O'Connor

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Wednesday, July 7, 2021

Brave Design Notes 2: Items and Shopping



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Tuesday, July 6, 2021

Brave Design Notes 1: Various Rules


Art credit: Hal Foster

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here. It may also be valuable to see the character sheet, which you can find two copies of here.

Monday, July 5, 2021

Brave 1.9: Tales of Sword and Sorcery


Click here to view version 1.9 of my RPG BraveHere is the accompanying character sheet (it actually has 2 sheets on it since they're small), here is the dungeon control panel, here is the settlement sheet, here is the player version, and here is the village sheet. The total document is 19 pages including the cover art, which I recommend you print out (put the intro+table of contents on the inside front cover, facing the page that says "The Basics" as the header). This game uses the free fonts Garamond, Hamlet Tertia 18, and Black Castle MF. The cover illustration was done by me.

If you'd like the Word document to edit directly, you can find that here. You'll want to download those free fonts or else the formatting will be completely annihilated.

I have periodically updated the link on the side of this blog whenever several changes/additions accumulate, but I'm making a whole post about it this time because 1) this is the biggest single update to the game so far, and 2) it is (hopefully) the second-to-last update before the final version of the first core rulebook.

Why am I not waiting to post until the final update? Why isn't the title of this post "Brave 2.0: Electric Boogaloo"? At the end of this post, you'll see what content I haven't finished yet and I think you'll understand why that's going to take me a good amount of time. So no, my game isn't finished yet to my satisfaction, but it's finished enough to be a full game (more full than most old-school RPGs, even) and I just wanted to finally put it out there.

The rules probably speak for themselves just fine, but if you're interested in designer's notes then strap in. This whole week I'll be posting articles of design notes on each topic in the game, each pretty in-depth on my thinking and the intent behind each rule. Here's a list of what those posts will be covering, updated with links as they come out.
  1. Various Rules (mostly stuff you find in the "Rules for Adventure" pages)
  2. Items and Shopping
  3. Alignment + Combat (they're both short)
  4. Cohorts (sort of the "mass combat" rules)
  5. Dungeons
  6. Settlements
The rest of this post will explain the miscellaneous minor tweaks I made to Knave and then a list of the topics that are missing from this draft of the game (but are coming soon!).

Sunday, June 27, 2021

The Wizard and the Grimoire

TL;DR: This post is about modifying the magic system in Knave (specifically how you acquire spells and what a "school" might mean under its rules) and it's about creating a Wizard class for my RPG Brave, which will probably not make much sense if you don't know anything about my game. But you should! So read about that here!

Introduction

In every edition of D&D, you can gain the ability to cast spells of powerful magic. Nowadays, most classes are spellcasters. Back in ye olden times, there was "the Magic-User" class. They have always carried three assumptions:

  1. You acquire the ability to cast spells by enrolling in a spellcasting class.
  2. You acquire more spells (both spells known and spells you can cast per day) automatically from leveling up.
  3. You get access to better and better spells as you level.
Duh, right?

But the system I'm using does not agree with those three basic assumptions. There's about a billion and a half ways to do magic systems in fantasy fiction gaming. One of my favorites in the system found in Ben Milton's Knave, which is one of many reasons it forms the basis of my own game. And out of all stuff I'm changing, this is one of the few things I want kept the same. I'll summarize:

  1. There are no classes. Rather, spells come in the form of books. One spell per book, and each book can be cast once per day. Thus, the spells you "know" are just the spells you own, and the number you can cast per day is the number of books you have on you.
  2. Like all other items and magic artifacts and treasure, you acquire them by adventuring for them. They have to be put into the world itself by the referee and then fought for by the PCs. There is no automated system for gaining spells.
  3. There are no spell levels. They're all of "equal" power. Now, many spells will have built-in numerical variables that are keyed to the level of the person casting them, so that they can scale in power. For example, Sleep targets a number of creatures equal to your level when you cast it. But many other spells don't scale at all. Read Mind lets you hear the surface thoughts of all nearby creatures and that's it.
So I am tasked with answering the following design prompt:

How do you mechanically create options for "improving" at spellcasting or somehow allow for a PC to "invest" in the magic system without breaking the current assumptions in place?

Let's discuss.

Wednesday, June 23, 2021

Unity vs Division

I've been sitting on this idea for a couple years now but I've only ever had an abstract conception of it. Now I have some concrete systems to apply it to. Sorta. This will build off of my previous post as well as various things I've talked about here and there throughout the blog.

It starts with the idea of "campaign qualities." See, most people have an idea of what handful of qualities they'd like to see characterize their campaign as a whole. "I want to play a game that makes me feel like a Greek demigod." "I want to play a game with serious acting and drama and consequences." "I want to play a low-magic game that's heavy on survival." That sort of thing. Some games are built entirely around achieving one playstyle. Other games are a bit more flexible, and can be played in different ways. Most of the time, people recommend you achieve your intended feel by way of smart Level Design, so that the rules don't need to be changed from what people are used to. "You play the horror genre in an RPG by making scary scenarios!" But sometimes all it takes is a tweak here or there to the rules and systems of Game Design to have major consequences. A very popular houserule for 5E D&D is the "gritty realism" variant described in the DMG (along with some tweaks people have suggested) in order to achieve a more slow-burn, resource-management focused game than the vanilla version. And apparently it works great!

One dichotomy I think has a great deal of potency is a concept I call "Unity or Division." Each of these has a broad definition that can affect a wide range of factors in gameplay, from economics to exploration to politics and more. They can be thought of as a template that you apply to an entire country, modifying the details of many rule systems to give it a distinct identity of gameplay. 

Let's jump in.

Monday, June 14, 2021

People, Power, and Land

"The Procession to Cavalry" by Pieter Bruegel the Elder
I've been getting some different ideas about how I might want to procedurally design open-world sandbox campaigns. Most people will just make a big hex map of varying terrains and then make a random encounter table for each terrain type, and that seems all well and good to me. But while I like monsters and wildlife and whatnot, I'm also deeply interested in people. Especially the relationship between people, power, and land. I dunno, I just like politics and political D&D. So to me, the most interesting things you can encounter while traveling between settlements would be stuff like garrison patrols of a paranoid leader, folks making a pilgrimage, wealthy merchants in a jam, that sort of thing.

Back when I used to watch Game of Thrones (when it was still pretty good), a huge chunk of the "non political" parts were plots about characters traveling over land, often through the wilderness. And yet, those plots almost always still involved the characters running into people and factions. Tyrion runs into Catelyn Stark and her retinue, then they run into wildlings or something, then the knights of the Vale, then he leaves and him and Bronn run into some hill folk, etc. Jaime and Brienne traveled in the wilderness and met bands of brigands and mercenaries, employed by lords with agendas. Arya traveled in the wilderness and met the Brotherhood Without Banners, the Hound, Lannister soldiers, some peasantry, a knight errant on a quest (Brienne), etc.

So I would still of course have monster encounters, but I've been thinking more and more about the logic to determine what sorts of people you'd meet and where. Here's what I've got so far:

Monday, June 7, 2021

A Thorough Look at Urban Gameplay in D&D

The Free City of Greyhawk
Artist credit: Valerie Valusek
See, the title is like a Noah Caldwell-Gervais video. Get it? Because I'm about to spend a lot of words being pretentious but hopefully insightful.

I've spent a lot of time in the last year thinking about adventuring in cities. Part of it's because I really miss going outside and having an active life in an urban area. Part of it's because my D&D group spent the better part of 2020 in a campaign arc involving our party trapped in a hostile city, Escape From New York-style. And even when we broke from that for a few one-offs here and there, many of those involved adventure in the city. Or at least, like, in a town or neighborhood. And I've noticed what's worked and what hasn't and I've done so much darn reading and I want to get this right once and for all. I've run games in this setting with different approaches and sometimes it's good and sometimes it's not. And I've tried to give feedback to my own DMs about how they might want to improve those sessions, and sometimes they take that advice and sometimes they don't. But the worst thing of all is that each of the really solid sessions my group has spent playing in an urban setting have largely relied on the strength of completely unrelated elements, like a fun combat encounter, social encounter, puzzle, or whatever. They always just skirted around the problems of answering those vital questions about city adventures, so even if the session was successful it was at least partially just luck.

Here's a brief table of contents for this post:

  1. Bibliography for research I did, and further reading you may enjoy
  2. An analysis of how most people seem to run urban settings
  3. An explanation of my line of thinking that led to my version
  4. My Brave settlement guidelines and examples, with a bit of elaboration on certain parts
  5. Why I care so much about this

If you just want the goodies, you can skip down to the 4th part.

Wednesday, May 19, 2021

Game Design vs Level Design

This is a mistake I've seen many people make when discussing rules and content and stuff like that. Here it is: game design and level design are two different things. There's a lot of overlap, to be sure. Strong game design can go a long way towards shaping the level. And creative enough level design might involve some intrinsic game design, too. But don't confuse them.

Game design is when you make rules and procedures. It's answering the "how" in how things work. It's the description of how skill checks work, or how combat works.

Level design is when you make content with which to use those rules. It's answering the "what" in what the players are doing. It's the adventure module that tells you which skill checks to roll, and the encounters of monsters and battlefields where combat will be happening.

When Super Mario 64 came out in 1996, it was a smash hit and a breakthrough in gaming. It was the perfect 3D game, seamlessly translating the 2D genre of platforming into a 3D context better than any other attempt to do so. And trust me, the other attempts failed hard. It was an exceptionally tricky and ambitious design goal to tackle, but once they got it right, it blew the doors wide open for the future of 3D gaming. And you know how they did it?

First they designed the mechanics for Mario's movement. That's it. That's the only thing they focused on initially. They created the little minigame of chasing down the rabbit and catching it, so they'd have a way of testing their system. But they worked their asses off to make sure, above all else, that it was fun and easy to control Mario. That merely having to run around and jump on stuff and use your different moves was strong enough on its own. Only after they nailed that down did they begin to design the courses that would be in the final game.

First they nailed game design. Then, when it was so good it could be fun just by itself, then they poured their hearts and souls into making incredible levels. But the point is that these are two separate steps, and two separate goals. So I want to talk about the role that each one plays in tabletop design.

Tuesday, March 30, 2021

Brave Class Hack Beta (again)

Picture is also a link to content
One of my most popular posts was the first Brave Class Hack, where I shared with the world my weird class system as well as the Knave, Warrior, Thief, and Cleric classes. I've made a lot of changes since then, including the addition of 3 more classes, so I figured it would be a fine time to update the world.

For anyone reading this who doesn't know, Brave is my personal hack of Ben Milton's Knave, which you can find the latest draft of linked on the sidebar of this blog as well as right here. If that link ever dies, it's because I forgot to return to this blog post to replace it. But the sidebar one should always be up to date.

Here is a link to the latest copy of the Brave: Enchiridion of Fates and Fortunes with some designer notes included. I also thought I might provide a preview below on each of the classes currently included, if you read below:

Thursday, March 18, 2021

An Incomplete History of Mazes in RPGs

Mazes and labyrinths are a staple of fantasy fiction, so it makes sense that you might want to see one in D&D. In many ways, the Greek Labyrinth was the original dungeon, so it seems like a perfect fit, right? Except that it's notoriously tricky to run a maze in D&D without it sucking, and there's no standardized solution. So in this article, I'm going to review a list of instances I've found in various gaming products where a unique attempt was made and then explain their method. If you've never personally encountered this problem before, it may not be obvious what's so difficult about it. But I bet that once you start seeing some of the following examples, you'll begin to understand.

This will ultimately lead to, at some point in the future, a set of rules I've made based on what I've learned. I'll include those in my RPG Brave when it's released, but whenever I make a first draft I'll probably post it on my blog as a standalone procedure. If you find any other unique takes on mazes in RPGs I'd love to read them, but this isn't meant to be exhaustive.

Tuesday, February 2, 2021

Abstract Timekeeping Mechanics

For a long time I've toyed around with the idea of "abstract time" mechanics. While I'm sure it's been done before, I don't believe I've ever personally seen it fully embraced in any game I've read. See, a lot of people hold Gary Gygax's advice in high regard, and among his most frequently lauded declarations is the following paragraph from the AD&D Dungeon Master’s Guide (page 37):

“Game time is of utmost importance. Failure to keep careful track of time expenditure by player characters will result in many anomalies in the game. The stricture of time is what makes recovery of hit points meaningful. Likewise, the time spent adventuring in wilderness areas removes concerned characters from their bases of operations – be they rented chambers or battlemented strongholds. Certainly the most important time strictures pertains to the manufacturing of magic items, for during the period of such activity no adventuring can be done. Time is also considered in gaining levels and learning new languages and more. All of these demands upon game time force choices upon player characters and likewise number their days of game life…YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.”

It is equally well-known that most people utterly fail to adhere to this advice. It is incredibly rare that DMs implement tools like calendars in their game and maintain it carefully. Many DMs advocate and understand the value of doing things to make the consumption of time meaningful and to keep the world alive with ongoing events and other things that reinforce verisimilitude. But, like, it's hard. Bookkeeping sucks.

Hence, the search for something that achieves the function of time passing but without needing to meticulously track it. Most attempts I've seen at something like this involve rolling dice to determine passage of time, and I'll be following that lead. What follows is my first effort stab at this.

Thursday, January 28, 2021

Organization and Presenting Content When Making an RPG

Art credit: Trina Schart Hyman
The original Knave ruleset is a 7 page document. The current "latest draft" of Brave on the sidebar of this blog is 10 pages. I already know the final version will be expanding at least a little bit more. Part of the wonderful thing about Knave is how short it is. Players used to 300+ page rulebooks are shown those measly 7 pages and are amazed by how quickly they'll be able to jump into the system. So, obviously, I'd like to replicate that virtue.

But I have more content to add in. While many gamers prefer "rulings over rules" and don't want the game to tell them how to do every single last tiny activity imaginable, the implication is that they'd rather come up with their own rules for those activities. Maybe on the fly, but their own rules nonetheless. These same people often advocate making sure to use your on-the-spot ruling consistently from then on if possible, meaning that it would best be codified somewhere. Well, while I have shared Brave with the world with the intention of other people using it, it is fundamentally a collection of my houserules for my table. If I played something like 1st Edition AD&D and rejected their rules for an activity, then the substitute I come up with would go in Brave, because Brave is "the rules DwizKhalifa uses in his campaign." I've made a special effort to make the whole thing as modular and hackable as possible, just as most other DIY games do. Just like any good OSR game, nothing will break if you substitute my HP system or my magic rules or how I run wilderness stuff. But on the other hand, I know I'm not the only one tired of buying "incomplete rulesets" because creators are just a little too dedicated to the DIY ethic. In my mind, my own rules wouldn't be worth putting out to the world unless they were comprehensive enough to cover all of my needs. So, yes, it's worth including, say, the rules I use for sailing.

So we have a problem. I want the "core rules" to remain simple and easy to offer up to a player (like how 1st edition AD&D had the Basic counterpart, or how 5E D&D offers free Basic Rules online). But I also want to add more content, and when that sort of content is adopted for your campaign and you find yourself commonly using it, you'll wish it were included in the core rules. I play 5E D&D and ever since Xanathar's Guide to Everything was released, my group has been using the expanded rules and guidelines for toolsets. They're great! But we constantly find ourselves wishing that stuff had just been in the Player's Handbook rather than looking it up in the "miscellaneous other shit we're adding into the game" chapter in a supplement book. I'm sure if 5.5 Edition ever came out, they would relocate that stuff to the PHB. The only reason it wasn't there all along was because those rules didn't exist in 2014.

So how do I package all my content? I have a few ideas, so strap in.

Tuesday, January 12, 2021

Getting Classy with Equipment

So I find myself in a weird place in this hobby. For years I played a regular weekly campaign, over a decade, going from 3.5 to pathfinder to 5e, until life and work got in the way a few years ago. Since then it feels like life keeps opening the possibility for rpgs to re-enter as a major part of my life as new people discover the hobby and new ways to play become viable, but then there’s the other obstacles that have popped up in the last year or so too…


But where I am now is playing 5e occasionally with adventure league players (fun times, but we all know how restricting that is) and introducing people to the game with Knave. This blogs’ main author has brought up the game before, and has even gone so far to introduce his beefed up hack, Brave. Knave has given me a great opportunity, it’s nearly removed the barrier of entry to play. It’s dnd where you can sit down without any understanding of the rules and keep up with everyone else. While other games are similarly simple, knave also has the benefit of feeling more like regular classic dnd than most. People I never thought would be interested in the game finally understand just what us nerds are doing, it’s great.


This leaves me with an interesting situation: I have people who want to play more, but there doesn’t seem to be much of a point to teach them “real” dnd, but I’m noticing the limits of the game. It’s not really built for the campaign. As a Referee it’s the perfect system, but nearly all of my players wanted more toys to play with, they all wanted class features and spells. For a player to really get invested in a long term adventure they’ll want to see their characters grow and improve, they will want to see their stories unfold—and I find that having mechanics to reflect that helps drive a story home helps out new players especially, it’s easier to be reactive than active.