Saturday, July 11, 2015

Thinking about Pathfinder: Specific vs Flexible

Among the swag my kids and I picked up at this year's Free RPG Day was the Pathfinder offering We Be Goblins Free.


Just like last year's mummy-themed Pathfinder freebie, the production values were just staggering.
The artwork is copious, full color, and always on-theme.  The maps are easy to read and the glossy paper stock is durable, thick, and feels good to the hand -- I swear the pages are every bit as thick as the pages of a National Geographic -- nothing like the Time Magazine-thin pages of the D&D 5th edition Starter Set (my main grievance with that otherwise fine product).


However, it seems like many (most?) of those beautiful pages were dedicated to half-page + stat blocks.

It's that level of Specificity which seems to be both the strength and weakness of the Pathfinder / D&D edition 3.5 system.

The rules allow (even encourage) extremely refined differentiation and specialization ("I want a hill-gnome from a tribal, wilderness culture who learned seamanship when take from his homeland by slavers and a little about skulduggery when, prior to his escape, he was sold to a crimelord as a domestic servant.").  Pathfinder can build that sort of character with great specificity and you can see in the game mechanics where each piece of the character's background fits in and influences any given encounter.

Wow.

On the other hand, I can bring the same character to life with the B/X D&D boxed set my brother bought in 1980 (I'd just call it a "halfling").

Complexity and Specificity pull against Simplicity and Flexibility.

Here's where it makes the difference:

If, when writing my adventure notes, I anticipated that my players might infiltrate an urban crimelord's palace by sneaking in on a supply wagon, disguising themselves as domestic servants, or climbing the walls ... and I've prepared milieu appropriate challenges for each of these routes, how quickly and smoothly can I respond when my players instead become dead-set on using the sewers to infiltrate the palace from below?



Here's where flexibility and simplicity are my allies -- encounter charts that feature traps and critters that can be described as easily as "2 fire beetles AC 4, 8 hp, bite 2-8."

Done.

Compare that to the following Pathfinder-ized rendition:

Beetle, FireCR 1/3
XP 135
N Small vermin
Init
 +0; Senses low-light vision; Perception +0
DEFENSE
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp
 4 (1d8)
Fort
 +2, Ref +0, Will +0
Immune
 mind-affecting effects
OFFENSE
Speed 30 ft., fly 30 ft. (poor)
Melee
 bite +1 (1d4)
STATISTICS
Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7
Base
 Atk +0; CMB –1; CMD 9 (17 vs. trip)
Skills
 Fly –2
SQ
 luminescence
SPECIAL ABILITIES

Luminescence (Ex)

A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.

None of that is impenetrable ... but it is quite a bit to filter through.  

Now of course one way to resolve the tension between Complexity and Flexibility is memorization.  

When playing Monopoly we don't look up how many dice to roll for movement each turn, we just remember.  That rapid, mental access pulls us back to the center, where rapid improvisation is feasible.

So the question is:

"Am I willing to invest the time and focus necessary to master Pathfinder's Core Rulebook (576 pages) or Advanced Player's Guide (320 pages)?"

I guess, these days, the answer is, "no."

My days on the earth are measured and often other people have first claim on my time, so I'd rather stick to where I have gaming "muscle memory."

Roll the clock back to 1984 when, during summer, once the grass was cut, beans picked and snapped, and the floor vacuumed, I had seven free hours with nothing on TV but daytime soap operas.  In that situation, the complexity and depth offered by all those pages would be a blessing -- an invigorating and imaginative refuge from boredom.

So Pathfinder's big, bold, beautifully produced books make sense and I can understand why, when during a recent but rare visit to Books-a-Million, when my wife directed me to the gaming section, 80% of what was on the shelf was Pathfinder.





I'm glad that people have the time and interest to immerse themselves that deeply and develop the eye-blink speed with such complex rules -- to really dive deeply, but I think my place will be to look on from the shallows and wish them well.

Thursday, July 9, 2015

I Bet Your Fathers Day ...


... wasn't half as cool as mine.

The Saturday prior, after my oldest finished karate practice, Dad & Daughters rolled up to 2nd and Charles in Woodbridge for this year's free RPG day.  I thought it was going to be a jumbo used book store (which in my experience usually smell a bit like cat pee) but I was pleasantly surprised -- a former Borders (I think), this place had clearly been converted into a nerd haven of the first order.

A suit of imperial stormtrooper armor greeted us at the door and the rest was just a blur of used books, old comics, music, guitars, memorabilia, trading cards ... etc, etc.

The staff was super-friendly and, oddly, seemed to have all the usual suite of social skills that most adults do -- Not at all the "Robot's Dungeon" experience I had anticipated.



Anyway, we made the run of the table, each girl grabbing a couple items.  I snagged a Castles & Crusades module among other things.



So, once we had loaded up on the freebies, my goal was to browse a bit and get back out of the dung... er ... store without making any reckless purchases.

But that's when we were invited to try the FATE role-playing system.  After a quick sidebar we decided that we could stick around for a quick one-shot and learned this rollicking, light system that reminds me a bit of the old White Wolf stuff mixed with S. John Ross's laudable Risus "The Anything RPG".

Anyway, before long Blueberry the halfling forester, an absent-minded wizard, and a talking, Casanova ferret joined in the quest to thump some goblins and rescue the baron's son.

FATE had some charming and fun little features like player-driven initiative (after his or her turn, each player would decide who should have their turn next) and a nice mechanic for aiding other character's actions.

Lookit -- there are the girls and I at the far left corner of the table,
pic courtesy of 2nd and Charles's FB page
So it made for a great dad-and-daughters outing and got the kids revved up to roleplay at the dining room table for many days to come.

Saturday, June 20, 2015

Five Against Strahd: A Roleplaying Birthday Extravaganza

Five girls vs Strahd Von Zarovich, D&D's most legendary vampire!

What could possibly make for a better eleventh birthday?



This year, rather than our traditional blow-out, heavily-themed birthday party, my daughter decided that she wanted to have some friends over to play D&D and have a sleep over.  My job was to decorate the cake and serve as DM ... the primary source of entertainment.

Two of the players were novices and one had never even seen a twenty-sided die before, so I really want to pull out all the stops and make this game / birthday party super-memorable.  Here are some of the ways I stepped up my game:
  • voices (hamming it up big time on my faux-Eastern European accent courtesy of Boris and Natasha)
  • eerie music on the laptop
  • every player got a miniature of their character to keep
  • random creepy set dressing scattered around the room
  • dry erase board for quick tactical displays
  • props: a pair of letters -- one crumpled and smeared with blood!

Kid 1: "Is that real blood?"
Kid 2: "What do you think?  He's a Dad."
  • Overhead lights off with just a lamp lighting the table
  • I sported my sweet Tim Bradstreet Nosferatu T-shirt
  • Game started at 7:00 and ran until almost midnight with a break in the middle for cake, freeze tag, and a half mile flashlight hike into the woods to a mysterious old rock pile.

  • Sneaky misdirection: My newly-turned-eleven-year-old had heard her dad talk about Ravenloft before, so I carefully placed other modules in our game room in the week leading up to the party.  The day before she actually said:
"I noticed The Chained Coffin, Against the Cult of the Reptile God, and Night Below ... are one of those going to be the adventure we play?"
  • once they talked to traveling-folk fortune teller Madame Riva, I lit five small, electric candles ... a reminder that sunset and the vampire were on their way ... I turned one light off for each in-game hour that passed, counting down to sunset and the arrival of the deadly vampire.




I realized that I had only about five hours in which to make the whole game work, so I went with a much more heavy-handed approach than I am accustomed to.  Transitions between encounters were quick and I didn't have my players do any mapping (instead a clue led to a cache of old papers that included a partial map of Castle Ravenloft).

Rather than a wide open sandbox, the clues (mostly delivered by the fortune teller) were pretty direct ... I was proud when one of the girls figured out that "a place of supplication and ruin" meant that the Holy Symbol of Ravenkind was probably either in the village church or a chapel in Castle Ravenloft before even knowing if the castle had a chapel or not.

Likewise, the gang worked out that "prince of light" meant that they should look for a magical scabbard in the hypothetical tomb of Strahd's hypothetical brother (again, correct deductions).

Though we had one character who was level four ... most of the characters were only second level (and one only first!), so knew I'd have to scale the challenges somewhat while maintaining the correct level of challenge and sheer, delighted, terror.

Still, they tangled with some buffed zombies (and set them on fire) and ran afoul of no less than nine grave wights!

Essentially the game was a timed scavenger hunt in which the characters dashed around collecting whatever resources they could find before night set in and the vampire came for the showdown.

The Slayer-ettes?
Having recovered the Holy Symbol and magical scabbard (which empowered the birthday girl's trusty magic sword with some anti-undead butt-kickery), the girls showed some serious prudence by withdrawing from the castle and holing up in the village church by nightfall, even though it meant passing up on the chance to hunt for some other goodies.

The bad guys turned up on cue and en masse, but twin sunlight blasts from holy symbol and sword, along with a volley of elven arrows, decimated the rank and file undead and left Count Strahd damaged.  Rather than risk his immortal life, after a vow of revenge, he turned into a bat and made a hasty retreat back to the haunted castle, leaving the girls victorious and with enough time to play a bit of capture the flag out in the yard!