Showing posts with label 5e critique. Show all posts
Showing posts with label 5e critique. Show all posts

Thursday, March 23, 2023

More Thoughts on 5e and D&D

Real life has again stepped into the path of our gaming sessions which have stalled - but I'm kind of ok with that.

You see, as an old-school DM running 5e for the first time, I have to say that this is the least fun I've had running a disastrous two sessions in 1993.  

5e D&D is just not that fun to run. There are so many layers of rules buried in books that are filled with fluff and padding. The game gets bogged down in that minutia even if you are trying to avoid it. That's not to say that there aren't good ideas, there are, but the current game, D&D is broken and no fun.

The (super)heroes are too powerful. The game is no longer about resource management as characters 'reset' after a rest and pretty much everyone can see in the dark. There is no thrill, suspense, danger, death. And that has always been the game for me.  

I feel with the original D&D game and with old school clones, there are many 'gaps' in the rules that you either fill in or don't. It gave the game a lightness and allowed you to tweak as you saw fit or not at all.  You see that with all the retro clone rules that have come out over the years. They're all essentially the same, just house-ruled slightly. And that is where the game becomes the game. 

5e, on the other hand, is over bloated with rules that you have to wade through and weed out. It's all spelled out for you in the minuscule of details that it inhibits that freedom of imagination.  Instead of thinking "there's no rule for this, i'll make a ruling or make something up", you find in 5e that there IS or probably is a rule about something and you have to know it, look it up, or if you wing it, you have to retcon it later and explain to you players next session. It's a very subtle thing but I think it gets to the core as to what makes this game work for me and what doesn't.

It's subtleties as well. Those minor elements, from the crude or black and white artwork, rule presentation, the emotion behind the intent of those 'old school' rules creates a certain atmosphere that carries into gameplay on a subconscious level. D&D does not have that anymore for me. The artwork is not inspiring. Faerun is not inspiring. The rules are not inspiring. Dungeons & Dragons is no longer inspiring.

Furthermore, and I've mentioned this before, D&D 5e is ridiculously complex for noobs to RPGs to play.  Even stripped down somewhat, D&D is no longer a gateway game. Sure, in pop culture it may appear to be, but in reality, it's not.  I wish I had started my players with Swords and Wizardry or Tiny Dungeons. I think all of us would have had a much better time.

Dungeons and Dragons is a brand. Even more obvious with the whole OGL fiasco that has recently played out publicly.  I do not care about the brand. I am not brand loyal. I care about the game and I am game loyal.  The game is Swords & Wizardry. The game is Labyrinth Lord. The game is BFRPG. The game is Tiny Dungeon.  The game is Shadowdark.

The 5e and the OGL fiasco has showed me, and maybe all of us, that the brand, as owned by hasbro, is forever tarnished and rotten and is really no longer needed. It was probably true when they ousted Lord Garry Gygax way back when. 

All I know is that my 5e experiment is over. I'm packing up that material and hiding it in the deepest part of the dungeon, forever lost to dim stretches of time.

Tuesday, December 13, 2022

Thoughts on 5e

 As an old school player finally giving D&D 5e a solid go I have quite a few opinions.

The Good

I have to say that I really like how D&D has evolved into a solid ruleset that is 5e. The 5e rules pretty much cover just about anything that may come up in the game.  Earlier versions relied upon the DM and players to customize and build upon the somewhat vague rules. This left the game open for tons of home-brewed customizations.  Having had to add quite a bit of customization to my Swords & Wizardy campaign of a few years back, I have to say that I like not having to have to do the heavy lifting on finessing the rules and balance of the game. I was able to do back in the day but I was no expert. It involved quite a bit of time that I no longer have.  I want to sit down and run a game and 5e has all the rules covered.

I also like that 5e has a lot of flexibility on how you might want to play the game. There is a greater emphasis on role-playing make than the good ol' hack-n-slash.  I'm actually having fun as a DM exploring that aspect of the game a bit more. Character backgrounds are a great idea to help players focus on role-playing their character more. I think the races and classes have been well thought out.

The Bad

Getting brand new players into the game is an outrageously heavy lift. For people that have never played RPGs before, all the nuances of the modifiers and rules and if-thens and the level-ups is just way too much to ask of people to enter the game. I'm having that very experience with some new RPGers. I spend the first 20 minutes of a session going over the next layer of rules and ideas and modifiers. Players are slowly getting pieces of it but when the sessions are spaced weeks apart, they don't recall all the various modifiers needed for various situations.  I've had to create quick-starts and notes for them.  It's a long way from notecards.

Session zero. What adults who have never played the game before have the time to sit though a session zero? I don't and I'm the DM. Time is precious for everyone and spending the first three hours going over rules and how to play is not a very friendly entry point for people that want to just get a flavor of the game. Plus, this is the session where you roll up characters? As a group? New players will most likely WTF the game and move on. Sure, pre-gens could help with that but there is still the issue of trying to go over all the minutia of just whats on the character sheet. 

The Ugly

The organization of the Player's Handbook and DM Guide are completely for shit. Faction information is split across multiple books including the starter set rules.  Does WOTC expect you to purchase every single product so you can have all the information to run a Forgotten Realms campaign it's fullest?  Yeah, I don't want to spend a ton of money on this stuff and then have to store it. I'm a quick and dirty player / DM. Give me everything I need where it is expected to be and I'm good to go. Lets face it, there is a shit-ton of fluff and color in the paragraphs of these books to sift through to get to the important information that you need. 

Creating a character is such a bizarre complicated process of back and forth in the PHB that it takes all the fun out of what should be a very fun process. I end up relying on 5e character generators online or at D&D Beyond. As a DM I'm still going to kill off PCs if they do something stupid (or try to anyway) but having a player quickly roll-up a new character during the session is going to be pretty sad. 

This should be all about keeping players in the session having fun, not having to have players and DM look 101 things up per game session.

The adventure books follow that same pattern.  The organization is not for actual gameplay but to casually sit back and read.  Again, as with the PHB and DMG there is way to much flipping back and forth for content that is buried somewhere within the pages. 

Okay, this is going to be an "get off my lawn" moment but the old classic modules were utilitarian.  Printed on cheap paper, you were able to make notes, scratch-out monster HPs, tear out handouts and artwork, encounter charts right up front.  Those modules were made to be used and abused. These new adventure books are designed to sit on your bookshelf and be 'collected'.  To make any of these adventure books even remotely usable, I have to rewrite most of it into accessible notes for the DM. It's sad because I do think that some of these adventures are great fun but the time I have to dedicate to be able to run one of these is not practical for a casual campaign.

Don't get me wrong, I'm not a hater of 5e, I do like it as a matter of course. I thought I'd be saving some time and energy with a more polished rule-set than my ol' cobbled together S&W game. 

On a side note, I've also been a player in a 5e campaign and have really enjoyed that quite a bit. But I'm an experienced gamer and didn't have to struggle with the rules too much. 

We have gotten back to our 5e campaign with some noobs and I will be posting a session summary of that shortly.

Friday, October 21, 2022

Rookie Mistakes

 Yes, I have plenty of years of DMing experience as you probably already know if you've followed or poked around this classic blog.

You would think that would be enough to avoid a couple of DMing rookie mistakes.  After years being absent working behind the screen I guess even mad skills can get a bit rusty.

Now, my DMing experience has always been running Old School games. I've been wanting to run a 5e game for quite a long time and, in fact, have just recently been a player in a couple of sessions that my friend Brian started running.  On the surface, 5e is not much different than any other classic version of the game with some rules even being very large improvements.  This was enough to loosen that arrow and get a session going.

Taking my baby steps into running the world of 5e, it was obvious that I would run the Lost Mines of Phandelver. 

Now, I was going to give the game rules a good try and play it as it was intended. Of course, I'm going to try to push the boundaries of the sandbox concept of this adventure and blend it with the Dragon of Ice Spire Peak to keep the campaign going

I had some rookie players and thought I'd start with a brief role playing encounter with a boy and his lost dog. Meeting the boy the party attempts to find the trail of the lost dog and the Ranger attempts to find the trail. Skill test rolled and...... failure.  Now this is me setting up encounters as the game intended.  Well, what the fuck is supposed to happen when the skill check fails when it was really needed to be made to keep the adventure going? True, I never planned for that because it was never intended for the player to 'fail'.

As I processed this adjustment in real time, the game continued with the players somewhat mystified by this lost dog.

Next came the infamous goblin encounter which went fine. As the characters did exactly what they were supposed to do and look for the goblin trail, the skill check was rolled and..... failure! Another failure on a significant plot point.  Again, I let the roll stand and pondered what the hell else to do to keep the game going. 

At this point, in my mind, the game kind of derailed and I had to scramble to keep things going in a sensible manner. Thank the gods I was able to wing it and they had some 'unplanned' adventures around the town (which involved yet another failed roll which I ended up fudging because.... seriously).

The game wrapped up and I was slightly disheartened as I expected batter of myself behind the screen.

Why did I let skill check die rolling derail the game I intended?

Why are players rolling dice for checks that they shouldn't know if they failed or succeed?

By default, I always try to play a game or cook a recipe as intended and the game seemed to intended for players to roll dice for checks they shouldn't know the results on major plot points.  Sure you can play it that way but there will be some bad game play as players know they failed a check yet keep rolling to until they make the success that they and the DM need them to make.

I had to make some adjustments and pretty much got rid of dice rolling things that the players obviously would or should succeed in. I also had to 'hide' some of those rolls from the players.  In other words, I needed to run this modern version of the game just like I would any old school sandbox game. I let go of the ridged grip on the rules as, I think, WOTC intended and work and mold 5e into something that made much more sense with how I prefer or think the experience of the game should go.

I made those adjustments and session two was much more magical.