Tag Archives: Erik Mona

The Unintended Consequence That Ruined Fourth Edition D&D’s Chance of Success, But Proved Great for Gamers

Publicly, members of Wizards of the Coast’s Dungeons & Dragons team never discuss sales numbers. Privately, they dispute the notion that the Pathfinder role-playing game ever outsold fourth-edition D&D. But at Gen Con, late in the short life of fourth edition, evidence of D&D’s collapse seemed glaring. Pathfinder players filled the massive Sagamore Ballroom that had once hosted D&D play. Meanwhile, D&D players became exiles in a much smaller space. To be fair, Paizo made a bigger financial commitment to the con, but Pathfinder players filled more tables. And Paizo boasted a long line of customers  waiting to pass the velvet ropes into the Pathfinder sales area.

If big-shot Hasbro executives had seen this difference, they would have rehired the entire fourth-edition team just to sack them again.

At Gen Con 2010, fourth edition seemed like a catastrophe, but the game’s designers deserved less blame then they got. They had simply created a D&D edition that tried to match the appeal of online role-playing games. During development, the edition seemed like a savior the D&D needed. Their plan had suffered some tragic, and unimaginable setbacks—and D&D designers boast pretty good imaginations.

Most of the blame for the collapse lay with the executives who needed to wring as much revenue as possible from the D&D brand. They had made the one decision that crushed the edition’s chance for modest success. Of course, these planners never imagined that their decision would lead to an upheaval. That came from unintended consequences.

And the decision proved lucky for gamers, because we benefited from the blunder.

Fourth edition’s chance of success died before the edition even reached stores. It died when Wizards of the Coast chose to prevent Paizo Publishing from staying in the business of supporting D&D.

Paizo started in 2002, when Wizards of the Coast decided to focus on its core competencies by selling its periodical business along with 5-year licenses to publish Dungeon and Dragon magazines.

The new publisher endured a rocky start. When the harsh economics of magazine publishing led to the end of their Undefeated and Amazing Stories magazines, the cancellations forced layoffs. Paizo founder Lisa Stevens took the setback hard. “The people at Paizo are my friends. With just a few keystrokes on a spreadsheet, I was potentially destroying lives, or at least changing their trajectories forever. The stress took over while driving home and I had to pull over to the side of the road and started bawling. I knew in my heart that I needed to make some drastic changes to give the company a chance to survive.” (For much more on the history of Paizo, including the quotes from their staff in this post, see the series of blog posts called Auntie Lisa’s Story Hour.)

Paizo continued to build publishing expertise. In Dungeon, The Shackled City launched a series of multi-part scenarios that Paizo called adventure paths. The paths plotted an entire campaign, from 1st to 20th level, from a series of linked adventures. “The reaction to The Shackled City was nothing short of fantastic,” Stevens recalled. “Little did we realize that the Adventure Path would eventually become our flagship brand, and our salvation in our most difficult time.

In 2005, the company started seeing profits and won the silver ENnie award for best publisher. Stevens saw validation that Paizo had finally found the right course.

By 2006, the license to publish Dragon and Dungeon neared its end, but Stevens and publisher Erik Mona felt sure a renewal would come. “With subscriptions on the rise, and powerful wind in our sails from the Shackled City and Age of Worms Adventure Paths, there seemed little reason for concern.

But Wizards made other plans for the magazines. Their fourth-edition business strategy depended on luring monthly subscribers to D&D Insider. Electronic versions of Dragon and Dungeon would add value to that program.

On May 30, 2006, Stevens learned that she would lose the license. “After the call, I brought Erik in to my office and told him the news, tears streaming down my face.

I don’t think any of us ever really thought that this was much more than a remote possibility. Dragon and Dungeon were finally firing on all cylinders and were enjoying critical acclaim that hadn’t been seen in years. So this news struck us to the core. In one meeting, the last large chunk of the company that we started not quite four years before was going away. We were numb. How the heck were we going to cope with this? Frankly, it seemed impossible at the time.

I have to give Wizards of the Coast a lot of praise for how they handled the end of the license. Contractually, they only needed to deliver notice of non-renewal by the end of December 2006; without the extra seven months’ notice they chose to give us, I’m not sure that Paizo could have survived. Wizards also granted our request to extend the license through August 2007 so that we could finish up the Savage Tide adventure path. This gave us quite a bit of time to figure out how we were going to cope with the end of the magazines. It would have been very easy for WotC to have handled this in a way which would have effectively left Paizo for dead—all they would have had to do was follow the letter of the contract. Instead, they treated us like the valued partner we had been, giving us the ability to both plan and execute a strategy for survival. For that, I will always be thankful.

Paizo forged a survival plan based on replacing the magazines with monthly adventure path installments. If successful, the plan would save the jobs of all the company’s employees. “To transition the company into its new form in 2007,” Mona explained, “We needed all hands on deck.

Paizo’s new Pathfinder Adventure Path brought success. Sales were brisk, and the number of Dungeon and Dragon subscribers who switched to Pathfinder subscriptions surpassed targets.

But at Gen Con in August 2007, Wizards of the Coast announced that fourth edition D&D would arrive in 2008. Paizo’s plan depended on lines of products compatible with third-edition D&D. Suddenly these lines seemed doomed to obsolescence and obscurity.

After talks with our colleagues at Wizards of the Coast, we were cautiously optimistic,” Stevens recalled. “There was talk of getting together when we were back in Seattle and running through a playtest of the current rules. We were also promised that there would be a third-party license, similar to the OGL, really soon.

Meanwhile, Paizo employee and D&D freelancer Jason Bulmahn saw his assignments from Wizards disappear as the company turned to in-house development of fourth edition. Suddenly, he had free time. For fun, he wrote a set of revisions to the D&D 3.5-edition rules. “My first document had the title ‘3.75 Rules Set’ in the margin.

In the months after the fourth-edition announcement, Paizo anxiously waited for a chance to playtest the new edition, but the preview never came. Worse, the third-party license failed to reach publishers.

Inside Wizards, the D&D team wanted to launch fourth edition with something like the Open Game License, but they lacked the clout to get another generous license approved. In an interview, D&D designer Andy Collins summarized the situation by saying, “Legal opinions change; legal staffs change.

By the start of 2008, Paizo ran out of time to wait. “The lack of a firm commitment or any kind of schedule from Wizards was stretching our patience—and our deadlines,” Stevens wrote. She called a company summit to discuss options.

Bulmahn recalled the meeting. “We struggled most of that day to come up with a viable plan. I kept thinking back to my rules document, even though it was little more than a mishmash of rules ideas and notes. Late in the afternoon, I brought it up to the folks in attendance.” By the end of the meeting Bulmahn ranked as lead designer of Mon Mothma, the new code name for a potential Pathfinder role-playing game.

Wizards’ decision to end the magazine licenses had turned Paizo upside down and now made the company willing to explore a daring plan based on a mishmash of ideas and notes. “We were beginning to think that forging our own path forward might be a valid choice,” Stevens explained.

Nevertheless, we dutifully sent Jason Bulmahn to Wizards’ D&D Experience in Fort Wayne, Indiana that February. Jason’s mission was to learn as much as he could about 4th Edition, play it as much as he could, and report back with his findings. From that, we would ultimately make a decision that could make or break us. The tension was agonizing. I could barely sleep at night as my mind wrestled with the options. If we made the wrong decision, it could very well mean the end of Paizo.

From the moment that 4th Edition had been announced, we had trepidations about many of the changes we were hearing about. Jason’s report confirmed our fears—4th Edition didn’t look like the system we wanted to make products for. Whether a license for 4E was forthcoming or not, we were going to create our own game system based on the 3.5 SRD: The Pathfinder Roleplaying Game.

The cheap hobby of table-top role playing makes selling RPG games a tough business, but selling print RPG magazines in the Internet age is even tougher. Still, Paizo had learned to thrive. By fourth edition’s announcement, Paizo stood as an experienced publisher with an expert team of D&D designers, including many former Wizards employees.

When Wizards chose not to renew the Paizo’s license to publish Dragon and Dungeon, they led Paizo to compete with fourth edition. Paizo combined a lower cost structure and the nimble size of a small company with the resources to win against a giant like Wizards of the Coast.

As a result, gamers benefited from a choice of games. When asked about the split between Pathfinder and fourth edition, D&D designer Andy Collins said, “I think they’re both great games, and if they were more similar the hobby would be worse for it. I think it’s better to have games that are more distinct from one another that gives people clear choices. ‘Well this is the style of game I want to play, or this other one is the style of game I want to play.’ Nothing wrong with that.

If you loved fourth edition, you can still play games based on a shelf full of titles released for the game. Wizards even continues to offer D&D Insider to ongoing subscribers. If you favor fifth edition, many of the lessons of fourth helped make the new game so good. And if you love Pathfinder, the game continues to thrive. Is it okay to love them all?

How to forge the most epic multi-table role-playing event ever

Third-edition Dungeons & Dragons reached stores in 2000. Its popularity fueled a number of “living” campaigns similar to today’s Adventurers League and Pathfinder Society. One such campaign, Living Arcanis hosted an event called The Battle of Semar at the Winter Fantasy convention. This event billed itself as a Battle Interactive. Before then, living campaigns held plain interactives. Paizo Publisher Erik Mona recalls, “Prior to Living Arcanis, most (if not all) interactives involved players wandering around a room with several ‘activity booths,’ occasional mini-adventures, and other non-adventure opportunities. The idea (though not wholly the practice) was that once you stepped into an interactive, you ‘were’ your character, and in-character chatter was highly encouraged.” The Battle of Semar gathered many tables of players to fight together toward the common goal of freeing the fortress city of Semar. The session might not have been the first such epic event, but it popularized the form. Suddenly every living campaign sponsored battle interactives. The format lives on in the D&D Epics and the Pathfinder Society Specials.

These multi-table, epic events have brought some of my favorite Dungeons & Dragons game sessions. At big conventions, they gather hundreds of players into a ballroom, where they cooperate to reach a common objective.

Just 3 years ago, I stumbled into serving as a dungeon master in my first such event: ADCP4-2 Lost City of Suldolphor by Dan Anderson. I had a blast. Since then, I’ve run tables at five epic events, and played in two more. Still, that first one stands as my favorite.

ADCP5-2 Best Defense Battle Interactive

ADCP5-2 Best Defense Battle Interactive

This year, after running a table for DDEP2 Mulmaster Undone, the first of Gen Con’s two Epics, I tweeted, “Have the D&D Epics lost the plot? Recently they are fun but not special.” The event gave no sense of adventuring parties joining in a grand endeavor, and no interaction between tables.

The convention venue created many of the problems: Organizers could not use a public address system. They could not project results on a large screen. The schedule created severe time constraints. By the end, when the organizer would have announced results, the convention center cut the lights and power. But even aside from these handicaps, this Epic lacked the ambition of my first Battle Interactive.

The experience made me think of my past events, the many elements that I loved, and some elements that fell flat. I wondered how to build the best multi-table epic ever.

For more than 10 years, volunteers and professionals in the gaming community have written and organized these events. Some draw on experience that dwarfs mine. So who am I to explain how to create the most epic event ever? Nobody. Nonetheless, I will tell you what made my favorite events so good, how future events might even be better, and I’ll try to give you your money’s worth. If no one sounds off to tell me where I’m wrong, I’ll be disappointed.

Gather the room with a role-playing performance

The Lost City of Suldolphor did not begin with a dungeon master reading box text. Instead, Dan Anderson and M. Sean Molly stood at the front of the banquet hall, and performed as WeavePasha and Ala’Ammar, the adventurers’ patrons. This bit of theater did a far better job of setting the scene than any lone DM could have. Plus it brought the room together in a common mission. From the start, we were no longer separate tables isolated in our separate teams. We stood as a league of heroes standing together in a great fight.

No battle interactive or epic should ever begin with individual DM’s introducing their tables to the adventure. Setting the scene calls for a bit of theater. Don’t tell me our hobby lacks enough story tellers and role players to put on a show.

Establish a goal for everyone, and then show their progress

Epic events unite players at many game tables to reach a common goal. Each table’s success contributes to the final outcome. While players at the tables race to win battles, the event’s organizers create a game within the game to track progress toward winning—or losing—the war.

These events work best when the organizers use a projector to display progress: battles won and lost, territories captured, and MacGuffins claimed. The players may not know the rules of the game within the game, but they must see how its outcome turns on their actions.

Without an ongoing show of progress, epic events play less like games and more like tests: Everyone works alone, stops, and then gets the results. The lack cripples the event.

Embrace the fight for glory

Especially at Gen Con’s Epic events, the marshals who match players with DMs face an extra challenge: Many of their DMs are new to running for strangers, so they want easier, low-level tables. Meanwhile, high-level tables fill most of the room. For epic events, players typically bring their highest-level characters. Everyone wants to show off their strongest character; everyone wants their best shot at glory.

With a big stage and a shared goal, epic events fuel gamers’ competitive fire. They want to bring attention to their table and to their characters. This makes players rush to complete as many challenges as possible, to contribute as much as possible to the community’s success, to bring glory to their table and their PCs. The urgency creates an electric atmosphere that no single-table session can match.

The best epic events embrace the hunger for glory. They offer more challenges than the players can handle and the hardest challenges the players dare to accept. Players inclined to fight for the spotlight should have a chance to take it. Just as knights once competed to take the vanguard in the battle, tables could compete to take the most dangerous—and glorious—tasks. For a taste of glory, some players will even sacrifice beloved characters to suicide missions.

Focus on combat encounters and clear challenges.

A year after my first battle interactive, I served as a DM in my second. For me, this session didn’t feel like as much of a smash has that first event.

This adventure featured an assortment of challenges contributed by various authors. Some of the challenges came as battles, others offered skill challenges or even role playing diversions. Something for everyone, except the battlefield reports on the projection screen kindled my players’ taste for glory. When the adventure led to role playing, they grew frustrated by the pace. The organizers wanted a certain number of parties to tackle each encounter, so I could not always steer the players to challenges that would suit them. I worry that I failed to leave all the players happy with the session.

Fifth-edition D&D accommodates all play styles, but not every event must fit all play styles. D&D epics work best with short, clear missions. The Living Forgotten Realms Battle-interactive adventures included this disclaimer: “This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure.” A good epic event might allow players to choose role-playing challenges, but it cannot require them. When the event results begin to appear on the screen, few players have patience for tangents. An epic event that forces every play style fails to play to the epic format’s strengths.

Offer players a choice of challenges

This year at Gen Con, I ran a table at the low-level track of DDEP3 Blood Above Blood Below. The scenario put PCs in a gladiatorial contest that evoked the spectacles of imperial Rome. Scattered across a massive, flooded arena stood a number of platforms patterned after the cities on the Moonsea. For example, the Mulmaster platform punished characters who used arcane magic. Characters boarded boats and raced to capture flags from the platforms.

This buffet of challenges proved brilliant. From a distance, the PCs could see enough of each platform’s encounter to create meaningful choices. Players selected targets that suited their interests and their characters’ strengths.

The abundance of islands led players to move as fast as they dared to tackle as many challenges as possible. Critically, no table could collect all the flags.

In the same event, another track included a single, big challenge. I loved the track’s adventure, but some tables finished early and their players started begging for chances to help at other tables.

Epic events should always have more challenges and more encounters than any single table can complete in the time allotted.

The choice doesn’t have to come from a buffet. Players could also choose from a menu, with scouting reports that suggest the style a difficulty of the challenges.

Let players find a difficulty level

An epic event at a major convention welcomes a range of players and characters. Some tables feature folks still learning the game. Others include tacticians and min-maxers seeking to dominate encounters, the harder the better. Events like the Lost City of Suldolphor accommodated disparate skill levels by giving players a chance to choose a level of difficulty ranging up to glory—there’s that word again. The tactical gamers could flaunt their skills by selecting the most difficult level. Plus, they could hardly complain if some of their heroes fell in battle.

A clever event could even allow players to select a difficulty with the in the game setting. In the early days of D&D, players chose a difficulty level by choosing how deep into the dungeon they dared to explore. Epic events could parcel out missions of various difficulty and let tables choose which ones they wished to tackle.

Harder challenges might contribute more toward victory, although the contributions must be scaled by tier so even beginning PCs can weigh in the outcome.

Set party objectives that contribute to the overall goal

Some multi-table events have a shtick where a boss monster visits each table like the bride and groom at a wedding reception. Each table gets an exchange of attacks, schedule permitting.

Confrontation at Candlekeep put PCs in towers and flew a colossal dragon to each. I saw a PC jump on the dragon and ride table to table. The player was giddy. In an unforgettable moment of glory, he seized the spotlight at every table. The event led the designer to add the tactic to the encounter description.

However, these multi-table tours suffer drawbacks. When the boss leaves, no one at the table wants to go back to fighting mooks. That battle feels now meaningless, and probably is. Then when the boss finally falls, most players just hear cheers from another table. Most do not share the victory, or even feel they contributed much. The climactic win feels like a letdown. At a big con in a noisy room, I have sat at tables that never even heard their battle’s conclusion.

In the strongest multi-table finales, each table works to accomplish a separate objective that contributes to the overall goal. Perhaps each table must destroy some fragment of an artifact, or close a planar rift while monsters spill out, or slay a creature that carries a fragment of the master’s soul. Fantasy opens limitless options and plenty of monsters for everyone.

Foster interactivity

Without interaction between tables, epic events feel much like any other D&D game, so designers keep looking for ways to encourage interaction. I’ve seen promising techniques, but none have cracked the problem.

Many events let players call for help from other tables. But in play, players virtually never seek help. Folks play D&D to act as powerful heroes. No one wants to beg help from strangers. They would rather die fighting.

Another approach lets events at one table spill to other tables, as when a hero at one table jumps on a dragon and rides it to the next. Most commonly, the head DM announces an event when, say, a table completes an objective, and then DMs at the tables act on it.

A multi-table battle needs these sorts of events to feel interactive, but they create challenges with communication, interruptions, and for me at least, information retrieval.

I’ve seem two types of communication: table flags and announcements. Table flags let players at one table call for help. In other words, they go unused. Announcements broadcast events and conditions to the room. They work fine, especially in quieter venues, but they don’t suit messages to just a few tables.

Event announcements create interruptions. In practice, I cannot stop a player mid-turn to resolve some new event, so I have to wait and find the right moment. Sometimes, when I like the pace and energy at the table, I am slow to add a new ingredient. In practice, interaction is worth a few interruptions.

When interruptions come, I must find the rules for the new event in the adventure. Modules tend to describe an adventures progression in the order of events, but interruptions come out of order. The description could be—and has been—anywhere in a hundred-plus pages. I hate stopping the action for even a minute while I go hunting.

I would enjoy seeing interaction created by passing items like keys, scrolls, clues, and PCs on dragons from one table to another. For instance one table’s success could unlock challenges that another could tackle. This sort of interaction could be driven by handouts that explain the new event to the players and provide a page number for the DM. This sort of messaging might come with an order of communication, so the DM at table 5 knows to pass the key to table 4, and that if the creature escapes, it goes to table 6.

Create decisions for the room.

Some Battle Interactives offered another trick for uniting the room. They created decisions to be shared by the players in the room. For instance Lost City of Suldolphor had players decide whether enslaved elementals should be freed or whether they should remain bound to improve the odds in an upcoming battle. ADCP5-1 Home’s Last Light asked players to decide whether to destroy a city so its invaders would gain nothing from capturing it. Both ethical questions gave players a chance to step into their characters head and contribute to the decision in a bit of role-playing.