Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts

Saturday, February 25, 2017

Dungeons & Delicious Fudge

The concept of "fudging" die rolls as a dungeon master is a difficult thing to discuss without misrepresenting my position.  The dice absolutely have to be sacrosanct.  The random number generation aspect of the hobby, in conjunction with a robust set of rules, provides verisimilitude, and verisimilitude is what makes a roleplaying game a roleplaying game, and not a collaborative improvisational storytelling coffee klatch.  I hate the term "fudging;" in an attempt to make the act sound like it is not as serious as cheating, I think it trivializes a devastating responsibility.

The dungeon master cannot cheat.  I do not mean they should not cheat; I mean that for a dungeon master to cheat is an impossibility.  You might just as easily say that the Chance deck in Monopoly cheats, or the board text in the Game of Life.  The dungeon master is not a game player, they are the living execution of the rules.  To suggest otherwise calls into question the very core of the hobby: what makes it fundamentally superior to video gaming.

A dungeon master can make mistakes.  A dungeon master can be terrible.  In more contemporary parlance, the dungeon master is the CPU that runs the game's code, and they can be susceptible to glitches and overheating like any other processor.  But they have a substantial advantage over a computer -- they can think.

Ignoring the results of a die roll is not something that should ever be taken lightly.  It is not a betrayal of trust, it is the essence of trust.  It should only be invoked when the alternative is miserable, and a good dungeon master is trusted by their players to make that judgment, not to always be honest.  Honesty is a terrible trait for a storyteller to have.  No one wants honest stories.

In an honest story, the hero dies when he rolls a natural 1 on his Perception check and has his throat slit in the night by a kobold.  In an honest story, the climactic encounter against the villain is over in a round when he fails his Intelligence save and the Mystic mind-controls him off the balcony and onto the rocks ten stories below.

If you'll excuse the rhetoric, it blows my everloving mind that anyone could ever trust their dice, or authors whom they've never even met, to run their games for their players better than they could.  The system is not worthy of trust.  It is not sapient; it is not conscious of the events at the table; it is a poorly playtested and edited set of rules in a book written long before the campaign even began, which relies on shoddily manufactured plastic polygons to generate simple numbers for the abstraction of the incredibly complex interface of aptitude, skill, and chance.

You need a system to adjudicate all the crap that doesn't matter, for a sense of realism, and that realism is important.  But if you let realism decide even the most critical elements of your story, everyone is in for a dull ride.  If you're a good dungeon master, when the chips are down the system doesn't matter.  If you're a bad dungeon master, no system will save you.

For the love of Gygax, if it was as simple as books and dice, players wouldn't need dungeon masters.  I'm not saying 'don't roll' -- I am definitely not saying 'don't roll' -- but if you roll and the result doesn't make good sense, don't 'domo arigato Mr. Roboto' it, step up and KICK ASS.

Wednesday, September 9, 2009

Price Pointing

A short time ago, BBC Radio 1’s website Newsbeat featured an article by Dan Whitworth, calling attention to a British price hike for the upcoming Call of Duty: Modern Warfare 2. The new Call of Duty will apparently retail in the UK for £55, rather than the usual £45. Apparently UK gamers are up in arms about it, although judging by the reactions from Dan’s interviewees, it’s not going to affect their purchasing decisions. Maybe that’s because they’re already willing to pay the equivalent of US$75 for a game Americans only pay $60 for. What’s another $16?

We Americans saw a similar phenomenon in the US around the inception of this latest generation of console gaming hardware in 2005 and 2006 when the price point for a new video game jumped from $49.99 to $59.99. I don’t remember a particular fuss being made about it at the time, although debate still rages in the community as to whether games were worth $50 in the first place. It’s this ‘price point’ mentality – this idea that no matter what the content of a video game (or, for that matter, a roleplaying sourcebook), it is worth a certain amount of money simply because it belongs to a certain class of commodity.

It is difficult to argue this point about video games because of the multiple genres involved, all of which have very different standards of quality. For instance, I may find it ridiculous that Halo 3, a ten-hour game, retails for the same price as Lost Odyssey, a 50-hour game, but that is largely because I am a roleplaying gamer, unlikely to get much enjoyment from Halo 3’s robust multiplayer system. But on the other hand, it is a often a challenge to find two games in the same genre that are wildly disparate in content, largely because the games with lesser content often suffer from other failings that cause them to be panned by the community.

Fortunately this generation of games has at least one example I am very familiar with. Take Shadowrun, another contemporary of Halo 3 that shares both the ‘shooter’ genre and Halo’s publisher, Microsoft. Shadowrun has no single-player content, which suggests a lower price point, but its matchmaking is also vastly inferior to Halo 3’s, and its bot AI is considered to be so bad that Halo 3’s complete lack of bot AI is preferable. These latter elements mandated a lower price point, and one was eventually reached – through market pressures. The game was retailing new at $29.99 only a few months following its release.

But the point is that both games started out at the same place, in terms of cost to the consumer: $59.99. Why was a game so clearly inferior to its contemporaries priced so highly?

Admittedly, in recent years we have seen game publishers set lower prices for ‘second-string’ video game titles, between $25 and $40, but this typically has nothing to do with quality or quantity of content and everything to do with brand. The big releases are all still right up there at $60, not including ‘special editions’ that can run anywhere from $70 to $120 or more. Now, I’m not saying that video games on average are not worth $60. That’s an argument for a different post, and probably a different blog. What I’m asking is, “Why is EVERY game worth $60?” It seems to me that gamers need to use some of that consumer market pressure that drove the price of Shadowrun down so quickly to convince game publishers that we are smart enough to notice that not all video games are equal. Maybe this means some of them will become more expensive than $60. But it sure as heck should mean that many of them become significantly less expensive.

This same phenomenon is visible in the roleplaying game industry. Wizards of the Coast raised the cost of the core rulebooks for Dungeons & Dragons, 3rd Edition, from $20 to $30, and we all grumbled but didn’t argue. Their press releases were right, after all – the price point on the books had not risen for twenty years. It was time. I do not begrudge companies responding to the forces of inflation. Now, books a fraction of the size of those core rulebooks retail for $35, and major sourcebooks can retail for as much as $50. But the real issue is that again, these numbers are irrespective of content! Page count for a $35 sourcebook can range anywhere from 100 to 300 pages. So I’m forced to ask, “Why?”

Why is a 100-page book worth the same amount of my money as a 300-page book? Why hasn’t the community used its collective consumer power to do something about this? Why are we so content to throw our money away on these hobbies?

It’s certainly not that we aren’t aware. People notice these things; I know they do. I’ve heard them complain. But no one ever seriously eschews making a purchase as a result. Video gamers might wait until a game hits the shelves used to pick up the occasional title, but if it is something we really want, we’ll buy it new – or as soon as it shows up used, in which case we’re essentially paying full price anyway, and for a lower-quality product.

Perhaps we ignore these ludicrous price-point strategies because we recognize that spending money on these things is a waste to begin with, and we acknowledge this at such a basic level that we are not enraged by the blatant discrepancies. Personally, I think it’s time we all got a bit more active and conscientious about the value of our dollars. We owe it to ourselves, but more importantly we owe it to the hobby.

Friday, June 26, 2009

Jones the Cat on Gaming

I’ve been meaning to write this piece for a while – since shortly after we acquired our new kitten, Jones the Cat – but actually having a kitten around the house made me that famous extra bit busy that knocked this journal off the bottom of my high-priority list for a few months. My apologies; I’m going to try to get back into posting regularly again now that she’s been spayed and the stress is slowly wearing off. I’ve got a few things stored up that need to be given voice.

Jones the Cat is not named after T. S. Eliot’s Bustopher Jones, nor is she named after Ellen Ripley’s cat from the Alien franchise. I admit to being pleased by the unintended relationship with the latter.

Jones is named Jones the Cat to distinguish her from Reverend Jones, Jones the JP, and Jones the Prize Cabbage (which describes both his hobby and his personality). If you’ve not seen The Englishman Who Went Up a Hill but Came Down a Mountain, it comes highly recommended. While it is at its core a romantic comedy, I suppose, it is also a really great look at how a village is a living entity and not just a collection of shops and an inn. So in that regard it might even have some roleplaying application, for fellow dungeon masters.

I’m writing about Jones because she’s unexpectedly taught me a great deal about gaming in the five months we’ve had her, and I think her lessons are worth spreading around. She has shown me that cats are consummate and capable gamers, and that I had forgotten a great deal about what that means.

Lesson 1: Frugality

Expensive toys are boring toys. Crumple some paper into a ball, and you have some real entertainment.

This is really the big one. Miniatures and map tiles and three-dimensional molded plastic dungeon walls are certainly very attractive, but they’re also expensive. Certain year-old popular roleplaying games are trying to convince you that you need these things to play, these days, and this could not be further from the truth. I think the jury is still out on whether combat visualization is necessary at all, even in new games, but assuming that you ascribe to the school of thought that it is, coins make perfectly good markers for characters and monsters. A piece of white paper with an inch grid drawn on it is sufficient for laying out most combats. I know there are dungeon masters out there who agree with me on this one: how many times have you painstakingly drawn a detailed, complex field of battle on a wet-erase mat only to have the entire battle use only the tiny open space in the lower-left corner of the map?

Remember that anyone can draw bushes and rocks, or use household objects to represent them. Remember that using a quarter to represent that orc isn’t any more disruptive to immersion than using the giant dire badger you got in the randomized booster of miniatures. Remember that, worse come to worst, you can even design your own rules.

I haven’t even touched on the absence of need to purchase pre-published modules and adventures, because I’ve always been a homebrewer, but it is just as true as the above that you can come up with your own stories. Money is strictly unnecessary to being a gamer.

Lesson 2: A Change in Scenery

If I drop the mouse here, it is a field mouse. If I carry the mouse over here, it is a rock mouse. If I bat the mouse into here, it is a cave mouse.

This rule applies more to wargaming than to roleplaying, but the same basic thought applies to both. A unit of soldiers changes entirely based on where and how it is fielded. Keep your mind open and your terrain modular, and the smallest number of miniatures can participate in an infinite number of sorties and conflicts. It’s not necessary to own multiple different large armies and several different detailed tabletops for the purposes of playing a wargame. Change the circumstances, and the same pieces can be rearranged into limitless combinations, each one sufficiently different from the last to be entertaining.

Lesson 3: Do What You Love

Play, play, play. Eat, eat, eat. Poop, poop, poop. Sleep, sleep, sleep. Play, play, play…

This is the lesson I have found most difficult to learn. Life is short. If you’re going to play, play. If you’re going to write, write. If you’re going to design, design. Better yet, do all three, when you feel like doing them. Being happy is just about the most important thing in the world.
It’s unfortunate that we do not have the same kind of leisure time that cats do – we have to look after ourselves. We have to work so that we can eat, and be clothed, and keep a roof over our heads. But that is all the more reason why we should use the time that is our own to do what we love, and have fun. Because if we work, and then come home and work more, what are we really accomplishing except our own misery and the misery of those around us?

Do what you love. Easier said than done, but worth striving for.

Lesson 4: Get Plenty of Sleep

I’m not tired, I’m just resting my eyezzzzzzzzz…

This is one we should all pay special attention to. No matter how good an idea staying up all night to game seems to be, it never quite works out. Playing without sleep sucks. Gaming, like most things, requires a certain amount of focus that is quickly lost after you’ve been awake for 16 hours. Caffeine only delays the inevitable and ultimately makes it worse. If you’re going to pull an all-nighter with your gaming pals, make sure you catnap in the afternoon or evening. It may feel like a waste of your time, but it’s going to be a bigger waste of everyone’s time if you’re falling asleep at the table. Dungeon master or player, or even if you’re just playing Halo, no one appreciates a gamer who can’t pay attention and stay focused.

Sleeping now means you can play later. It’s an exchange. Don’t short either activity.

Lesson 5: Hallucinate

This apartment is filled with bloodthirsty paper balls, bent on my death. I must destroy them.

This is the rule that fuels the others, and it should not require much explanation. You would not be a hobby gamer if you did not have an imagination, so use it! If something stops being fun, change it! Make up new rules, or a new situation, or new characters, or a new twist – a new anything! It doesn’t matter how stupid or insane it seems to you – you are predisposed to find your own ideas dumb, and you should not let that stop you. If it sounds like fun, it probably will be.

Remember being a kid, and running around the woods with a stick, pretending it was a sword? I’m not necessarily recommending that you join a live-action roleplaying game, here – the good ones are few and far between – but ask yourself why you think people who LARP are freaks, and reconsider those opinions. Try to tap into that childhood mindset and make it active again. Be willing to experiment, and more importantly to get hurt. When you fall down you can always get back up again. Get crazy. No one ever created anything of value by thinking like everyone else.

--

UPDATE:

So much for the stress wearing off. Jones' keen gamer instincts have helped her to circumvent all five protective measures we've taken to prevent her from pulling out her stitches. I've already had to rush her back to the vet once. We're hopeful that her duct-tape-enhanced Elizabethan collar will hold until she gets the stitches out on Friday, but it is difficult to be optimistic in light of her terrifyingly advanced problem-solving ability. If anyone's reading this, your thoughts and prayers would be appreciated.