ZDL

joined 11 months ago
[–] [email protected] 2 points 10 months ago

Yep. And sometimes that lack of breadth was deliberate. They wouldn't look at alternatives. They just wanted to "fix" the game they played.

[–] [email protected] 1 points 10 months ago (2 children)

There was a tragic time in the mid-to-late '80s when the FLGS would put some books on the shelf where the author breathlessly claimed a "revolution" or "rennaissance" in gaming; claiming in effect, to have "solved the problems of role-playing games".

And the "solutions" were invariably some combination of these:

  • adding many, many, many, many, many more classes
  • dropping class/race restrictions
  • dropping weapons/armour/whatever restrictions based on classes
  • support for genres other than D&D-style fantasy
  • ...

And so on ad nauseum. Because when they said "problems of role-playing games" they meant, really, problems of the only RPG they'd ever played: AD&D.

Even by the mid-80s we had games that were far more radical in solving the problems of D&D. Chaosium had published several games in a bewildering variety of genres that didn't even have classes, so there were no need for more classes, for removing class restrictions, etc. Traveller existed as well. Games like Rolemaster had classes, but no hard limits based on them: classes expressed preferences and adjusted costs for skills (with the exception of magic; that was still somewhat class-constrained, though literally every class could learn some magic at least). Even TSR had published games that weren't D&D-like in most respects: Boot Hill, Gangbusters, Dawn Patrol, etc. (And do I even need to delve into the wild, wacky, weird world of FGU? Bunnies & Burrows, Chivalry & Sorcery, Space Opera, Villains & Vigilantes, ....)

So it was always tragicomic to see people with such limited experience express such hubris in "solving" problems that had long since been solved in a head-spinning number of different ways and approaches that were far more radical, far broader, and far more intriguing a way than just adding classes and removing some class restrictions.

That's the vibe I get from this article.

This guy seems to have experience with the Moldvay/Mentzner line of the old school games, with perhaps a bit of a smattering of AD&D before encountering D&D3 and its offshoots. I see no evidence in his rant that he's ever experienced a game system that was actually revolutionary in its movement away from the D&D roots. I suspect if I sat him down at a FATE game (or even an middle-aged-school game like Castle Falkenstein) he'd die of anaphylaxis.

[–] [email protected] 2 points 10 months ago

Upvote for recognizing that "different from what I want" is not the same as "bad".

I wish the blog writer had learned that.

[–] [email protected] 1 points 10 months ago (1 children)

It turns the entire game into the so-called “mother-may-I” game that lots of people despise.

This is something that has always entertained me. Story games like FATE or Spark or Story Engine or their ilk are denigrated by the OSR grognards because "it's all GM fiat; if you can sweet-talk the GM into it, you can do anything". And then they hold up ... exactly the same thing as a strength of the OSR over modern trad games.

[–] [email protected] 5 points 10 months ago

In short - the d20 mechanic enables you to resolve everything. If everything you encounter becomes something you can interact with mechanically and assign a DC to, a widget, then you are no longer actually roleplaying in a fictious world. You are just interacting with the mechanics of a game with a thin veneer of fiction layered on top.

This is true iff you think that having the ability to interact with mechanically means you must interact with it mechanically.

I've played coherent games with flexible, (almost) universally-applicable core mechanisms since the 1980s. This is not a thing that is new to D20. D&D3 didn't invent having coherent, flexible, universally-applicable core mechanisms. Weirdly enough we didn't at any point devolve into just interacting with the mechanics of a game because, well, we understood what the point of the game was and just appreciated having a way to adjudicate things neutrally when we needed it.

So first error: assuming that because you can adjudicate almost everything with dice you must.

Old School: "I flash the barkeep my best smile, order a cup of ale and pay with a handsome tip and try to get him talking about the local rumours in a chatty friendly manner."

DM considers the scene and factors in the fighter's 14 charisma and decides that a good impression is made.

Now let me strip the rose glasses from this and give other alternative outcomes that I have actually seen in those sainted "Aulde Skhoole" days:

  • DM considers the scene and factors in that the player took the last slice of pizza and gets churlish. Bad impression is made on NPC.
  • New DM freezes as something he didn't prepare for happens and spends a half-hour flipping desperately back and forth between the PH and the DMG to find out what to do next.
  • DM makes up a reaction mechanism on the spot without thinking it through, throws 2d6, has them come up snake-eyes and decides the barkeep goes berserk and tries to murder the PC.

And so on. Because, get this, DMs are human too and sometimes have brain farts where ideas belong and stupid things happen. Having rules that offer guidelines, even if you don't actually roll for a situation (more on this later), can lessen those brain farts and increase reasonable outcomes.

D20: "I flash the barkeep my best smile, order a cup of ale and pay with a handsome tip and try to get him talking about the local rumours in a chatty friendly manner. Actually a Persuasion roll. I roll 12, +2 from Charisma and +2 from Proficiency, so 16."

The DM gives another +2 for the handsome tip and decides 18 is good enough to make a good impression.

I have, as I've said, been playing with (non-D&D) systems that have consistent, universal game mechanisms since the 1980s. I have never, not even once had any but the newest, greenest, most inexperienced players of any game do what he says is normal here. (And new, green, inexperienced players do stupid things in any system, OSR or modern!)

Here's a more common outcome in my experience. (YMMV naturally, and if it does, I'm so sorry you have terrible fellow players surrounding you!)

Player: "I flash the barkeep my best smile, order a cup of ale and pay with a handsome tip and try to get him talking about the local rumours in a chatty friendly manner."

GM: ...

OK, let's break down the GM actions by things I have seen once again.

  • GM checks the player's stats and skills, realizes that on a Persuasion roll he'll succeed about 80% of the time anyway on a stressful task and, since this isn't a stressful task, and since the barkeep earns money by literally being friends with as many people as possible, decides the barkeep reacts well and is open to talk.
  • GM insists on some actual in-character interaction and notes that the PC says something that is taboo in town. Asks for a skill role on local lore and, with its failure, decides that the gaffe happens and the barkeep clams up.
  • GM insists on some actual in-character interaction and notes that the PC says something that is taboo in town. Asks for a skill role on local lore and, with its success, sidebars the player and lets him know and gives him a chance to undo the action. As a result the barkeep is friendly and aids.

And, naturally, if it turns out that this situation is critical for some reason, I've also seen:

  • GM asks for a Persuasion roll against a target number.

See how in the first case that's almost identical to the so-called "Old School" case, and how in that first case having all the tools to do the roll helped make the decision without, you know, the actual roll? See how in the second and third the ability to do task rolls on anything gets some nuance in the RP, even though the actual persuasion attempt wasn't rolled out?

See how, in a case where it might be needed, the persuasion attempt could actually be rolled out in a way that is understood by everybody around the table instead of some poorly-thought-out ad-hoc thing?

So just to repeat this theme here: the fact that you can roll for almost any situation doesn't mean you should or will.

And I think any sane person who has read to the end would now agree that the d20 mechanic should die in a fire. It was an interesting experiment. Maybe we are all better off for having tried it. But we are not better off for persisting with it.

I guess I'm insane, because having read to the end the only thing that I think needs to die in a fire is OSR grognards who denigrate other styles of play. Who preach BadWrongFun™ because people are having fun with something other than the games they wear such deeply rose-tinted glasses for.

[–] [email protected] 1 points 10 months ago

Why am I getting the urge to post the "old man shouts at clouds" thing?

[–] [email protected] 1 points 10 months ago (1 children)

I understand the intent. (I've been playing "story games" since the 1980s…) For me the problem is that I just don't understand the mechanisms. When I try to read PbtA-based games I get Nigel Tufnel in my head saying "these go to eleven" only instead he's saying "these dice rolls go backward".

And all the explanations people point me at presume I'm a D&D player (I'm not) who's never seen a story game before (when, as I've said, I've been playing them since the '80s). I'm just at the point now where I presume I will never grok a PbtA game and pass them over automatically now.

[–] [email protected] 0 points 10 months ago (3 children)

I don't even play D&D (and haven't since before AD&D had a second edition) and I'm still baffled by what PbtA brings to the table.

[–] [email protected] 3 points 10 months ago

Your relationship with your significant other. Some monsters don't look monstrous. They can use charms and wiles to steal your girl/boy/otherfriend from you if you don't pay up.

[–] [email protected] 1 points 10 months ago

Complying with the social contract under a technicality.

[–] [email protected] 2 points 10 months ago

Here's one source. I cannot vouch for or against it; I buy inside China, not outside.

[–] [email protected] 1 points 10 months ago

Welcome to the wonderful world of calligraphic writing. 😬

 

They're just bog standard six-siders, honest!

  • Front left: 4 on top, 6 and 2 facing.
  • Rear left: 1 on top, 2 and 3 facing.
  • Front centre: 3 on top, 6 and 5 facing.
  • Rear right: 2 on top, 6 and 3 facing.
  • Front right: 5 on top, 6 and 4 facing.
 

These are wooden. Obsessive lunatic that I am, I actually rolled them a thousand times and checked that they were sufficiently random for play. I have an all-metal set in my shopping cart ready to buy when I get the urge.

8
submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]
 

These are not, strictly speaking, gaming dice, but I make use of them in gaming for in-character purposes (and sometimes when I face idea blocks as a GM: using them to foster ideas like I might use a tarot deck).


Tibetan Mo Divination

These dice are a hold-over from Tibetan shaman practice incorporated into Tibetan Buddhist tradition. I have three sets of them:

  1. A wooden set that has the Tibetan symbols writ large and in small beside each their Chinese translation.

  2. A brass set that has just the Tibetan symbols. (I later coloured in the symbols so that it was easier to distinguish first and second.)

  3. A "literal gem dice" set: one in "egg yolk opal" (literal translation), and the other in yellow jade.


Yijing Divination

These dice will look unusual to people who have a preconceived notion of how the Yijing (I-Ching) are consulted. The ways most people know of are the "yarrow stalk" technique, the "three coins" technique, and, if especially familiar from afar, perhaps the "bamboo strip" technique. But there are many ways that the Yijing are consulted that have developed over the millenia. In addition to the aforementioned techniques there's also tiles (similar to the bamboo strips) and my examples here: dice.

I have two sets of these dice:

  1. A wooden set that has the Yijing hexagrams written by name, not by the six broken/whole line sets that people outside of China are most familiar with.

  2. An all-metal set ("bronze", but not really made of bronze, just coated with a bronze layer) that is again done by hexagram name.

In both cases and extra six-sided die is used to determine the "moving line" of the hexagram. (Yarrow stalk and coin methods can have zero to six moving lines. Dice methods will have one always. Slip and tile methods will never have any.)

 

Taking a break from literal gem dice to show off the best d4s ever made. Not only are these not caltrops waiting to pierce slippered feet at night when a stray one happens to be right where you're stepping in a rapid trip to the bathroom after a night of drinking way too much tea while playing RPGs, they also roll much better.

Whoever invented these is a genius.

 

The d4 is a special kind of petrified wood. The numbered d6 is (sintered) turquoise. The d8 is a cats eye. The blue d10 is lapis lazuli. The red d10 (tens) is red sandstone with gold flecks. The d12 is opal. The d20 is malachite. The funky d12 with astrological symbols is blue sandstone with gold fleck. The really funky d6 (a Tibetan "Mo" divination die) is yellow jade.

 

Sadly I could not find a way to take a photo that shows just how glorious these dice look in actual use. (I'm not exactly a professional photographer.) These are a set of gaming dice cut from dichroic prisms. This makes them sparkle in unusual ways and colours that makes them unique of all the dice I own. They're instant eye-grabbers on the table.

 

This is the second full set of the many, many, (idiotically) many dice I’ve ever owned that is made from semi-precious stones. These literal gem dice are cut from unakite, essentially a highly decorative form of granite.

 

This is my absolute favourite set of dice of the many, many, (idiotically) many dice I've ever owned. These are literal gem dice, in that they are cut from actual bloodstone (a semi-precious stone). For complicated reasons (that begin with Judas Priest) bloodstone is my favourite gemstone so finding dice cut from it was a transformative experience for me.

 

A failed enchantment to make a flying carpet creates ... a carpet that keeps your feet warm when placed over a cold floor.

A failed enchantment to make a ring of protection succeeds ... at making a ring that protects the little bit of your finger it covers.

A failed attempt at a potion of alertness gives you ... a cup of coffee.

A failed try at making a bag of holding gives you ... a bag that will hold a volume equal to its external measurements.

What else?

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